The Campaign Builder's Guild

The Archives => Roleplaying (Archived) => Topic started by: Steerpike on February 01, 2013, 04:19:02 PM

Title: Underdeep: Month of the Beetle, Week 2 (Orders due May 27)
Post by: Steerpike on February 01, 2013, 04:19:02 PM
Underdeep

Soundtrack (http://www.listenonrepeat.com/watch/?v=X3c4j62qHIk)
Alternate (http://www.listenonrepeat.com/watch/?v=vUCE9qVkBic)

Welcome to the game of Underdeep.  Underdeep is a strategic play-by-post roleplaying game in which you take on the role of rulers and generals in a vast cavern-system in a fantasy world.  There are currently a total of ten playable factions – Goblins, Orcs, Undead, Dwarves, Kobolds, Dark Elves, Duergar, Ceremorphs (a Lovecraftian race, similar to Mind Flayers), Fungoids (mushroom-people), and Watchers (enigmatic eel-like creatures modeled on Aboleths).  There are also four maps, or layers, on which the action unfolds, each lower than the last: the Surface above, the Uperdeep, the Middledeep, and the Lowerdeep.  Over the course of the game you will build a Dungeon, adding rooms, traps, and defences to deter invaders or adventurers.  You will recruit a variety of creatures to your cause, explore the caverns of the Underdeep, fight wandering monsters, raid Surface settlements, uncover forgotten treasures, and expand your territory.  You will also contend with one another for dominion of the dark places of the world, and with non-player factions also seeking to conquer the Underdeep for themselves.

The game has weekly turns, with each week representing a week of game-time as well.  This thread is only for posting Orders.  The rules of the game, character creation thread, and discussion thread can be found here:

Factions and Rules (http://www.thecbg.org/index.php/topic,209782.msg219601.html#msg219601)

Character Creation Thread (http://www.thecbg.org/index.php/topic,209801.msg220144.html#new)

Discussion and Interest (http://www.thecbg.org/index.php/topic,209781.msg220603.html#new)

Note that reading the spoiler tags of other players without their explicit permission is not allowed.  I'm sure an honour system will suffice - everyone here is a good sport.

The game is currently full, but if you're interested in playing a wandering monster, mercenary company, or adventuring party, that could be arranged (send me a PM).  Spots may open up from time to time, so watch this space.

I also welcome players who aren't participating but who'd like to try their hand at the game for awhile to "guest roleplay" an NPC Faction (currently Dwarves, and Dark Elves) for a period of time.

Thanks so much to all of the people who helped get this game off the ground.  Special thanks in particular to Xathan for boundless help with balance and rules questions, Raelifin for programming a freaking simulator and making me completely re-think Morale and several other abilities, Ghostman for his exemplary overlays of my maps, Polycarp for inspiring me to run a forum game, and The Meanest Guest for his indomitable enthusiasm, feedback, and letting me bounce ideas off him!

[ic=Characters]

Player Characters

(http://img97.imageshack.us/img97/2658/succubusjl.jpg)  (http://img856.imageshack.us/img856/4720/succubisigil.png)

The Succubus Arquenciel Diamant Septena, eldest of the Seven Sisters - played by sparkletwist

(http://img42.imageshack.us/img42/5959/dgalr.jpg)  (http://img546.imageshack.us/img546/427/redtidet.jpg)

The Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees (slain by the Dwer Thane Lothë) – played by Humabout

[spoiler=Commanders, Captains, and Followers](http://img15.imageshack.us/img15/240/groktheelder.jpg)  (http://img546.imageshack.us/img546/427/redtidet.jpg)

Grok the Elder, Commander of the Downward Stair (slain by the Abomination Syndrid of the Shadow Elves)

(http://img855.imageshack.us/img855/5703/oneeye.jpg)  (http://img546.imageshack.us/img546/427/redtidet.jpg)

Old One-Eye, Commander of Ghostwalk (slain by Dolmar Lestridae of the Shadow Elves)

(http://img831.imageshack.us/img831/6277/thaco.jpg)  (http://img546.imageshack.us/img546/427/redtidet.jpg)

Thaco, Commander of the Ruins (slain by Dolmar Lestridae of the Shadow Elves)[/spoiler]
(https://imagizer.imageshack.us/v2/150x150q90/4/dalashinn.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

The Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna – played by Ghostman

[spoiler=Commanders, Captains, and Followers](http://img194.imageshack.us/img194/5572/eredni.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

Eredni, Acting Commander of Kirr-Godna

(http://img14.imageshack.us/img14/9945/lomoxz.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

Lomox, Commander of Uzannador

(http://img829.imageshack.us/img829/2552/malaggar.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

Malaggar, Captain of North Guard

(http://imageshack.us/a/img600/2417/mianarith.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

Mianarith, Captain of South Guard I

(http://img32.imageshack.us/img32/206/larynda.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

Larynda, Captain of South Guard II

(http://imageshack.us/a/img824/9224/ryltarn.jpg)  (http://img577.imageshack.us/img577/8633/kirr.jpg)

Ryltarn, Captain of Rift Guard[/spoiler]
(http://img547.imageshack.us/img547/297/dolmarlestridae.jpg)   (http://img850.imageshack.us/img850/9333/shadowelves.jpg)

The Shadow Elf General Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow - played by Ms Orcsbane

[spoiler=Commanders, Captains, and Followers](http://imageshack.us/a/img43/3311/phaedrau.jpg)  (http://img850.imageshack.us/img850/9333/shadowelves.jpg)

Phaedra Lestridae, Commander of Uzannador, called the Duskbow

(http://imageshack.us/a/img856/4940/aerldolmthehellsbane.jpg)  (http://img850.imageshack.us/img850/9333/shadowelves.jpg)

Aerdolm the Hellsbane, Guardian of Dal-Urael

(http://imageshack.us/a/img571/707/eralimae.jpg)  (http://img850.imageshack.us/img850/9333/shadowelves.jpg)

Eralimae, Guardian of Ald-Elisae

(http://imageshack.us/a/img694/4982/qulaenaszth.jpg)  (http://img850.imageshack.us/img850/9333/shadowelves.jpg)

Qulaenaszth, Guardian of Umbrazzid

(http://img405.imageshack.us/img405/8613/zurururaizzarddissenact.jpg)  (http://img850.imageshack.us/img850/9333/shadowelves.jpg)

Zururura Izzard Dissenact III, Deep Gnome Merceanry Captain in the employ of the Shadow Elves[/spoiler]
(http://img809.imageshack.us/img809/1984/dreamsofdeadraces.jpg)  (http://img593.imageshack.us/img593/439/watchers.jpg)

Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth – played by Superbright

[spoiler=Commanders, Captains, and Followers](http://img823.imageshack.us/img823/7007/diirzigthebonesnatcher.jpg)  (http://img593.imageshack.us/img593/439/watchers.jpg)

Diirzig the Bonesnatcher, Derro Bandit-Chief in the service of Dreams-of-Dead-Races

(http://img189.imageshack.us/img189/861/inauspiciousarrangement.jpg)  (http://img593.imageshack.us/img593/439/watchers.jpg)

Inauspicious-Arrangement-of-Gills, Commander of the Lonely Cenotaph[/spoiler]
(http://img198.imageshack.us/img198/5240/kfery.jpg)  (http://img42.imageshack.us/img42/8200/duergaru.jpg)

Käfer, Duergar Despot of the Käferhold – played by Llum

[spoiler=Commanders, Captains, and Followers](http://img705.imageshack.us/img705/6355/wulfgar.jpg)  (http://img42.imageshack.us/img42/8200/duergaru.jpg)

Wulfgar, Commander of Umbrahold

(http://img600.imageshack.us/img600/5922/greenfang.jpg)  (http://img42.imageshack.us/img42/8200/duergaru.jpg)

Greenfang the Lake Troll, Master of the Greenhold

(http://img194.imageshack.us/img194/6280/kyogrel.jpg)  (http://img42.imageshack.us/img42/8200/duergaru.jpg)

Kyogre, Commander of Drakkenhold[/spoiler]
(http://img152.imageshack.us/img152/7153/grolundtheheartscrew.jpg)  (http://img40.imageshack.us/img40/3220/grolhund.jpg)

Grolhund the Heartscrew, Kobold Inventor - played by Nomadic

(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)  (http://imageshack.us/a/img404/3759/abjectcopy.png)

The Cerelich Ktan-Ydheel, called the Abjected – played by HippopotamusDundee

[spoiler=Commanders, Captains, and Followers](http://img12.imageshack.us/img12/8263/naerlyth.jpg)  (http://imageshack.us/a/img404/3759/abjectcopy.png)

The Vampiric Deep Gnome Naerlyth the Unclean, apprentice of the Cerelich Ktan-Ydheel

(http://img824.imageshack.us/img824/7964/altharidxallisine.jpg)  (http://imageshack.us/a/img404/3759/abjectcopy.png)

The renegade Ceremorph Diabolist Altharid-Xallisine, apprentice of the Cerelich Ktan-Ydheel, Commander of the Heart Chamber of Kat-Statep

(http://img850.imageshack.us/img850/3120/tsathathebonded.jpg)  (http://imageshack.us/a/img404/3759/abjectcopy.png)

Tsatha the Bonded Ulm-Ulhulm, Ceremorph Ghoul Captain[/spoiler]
(http://img20.imageshack.us/img20/3882/llitul.jpg)  (http://img405.imageshack.us/img405/1385/exalted.jpg)

Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs, later known as Llitul the Demented, the Lady of Madness – played by Xathan

(http://imageshack.us/a/img812/1959/oglizthemad.jpg)  (http://img405.imageshack.us/img405/1385/exalted.jpg)

Oglix the Mad, Derro Overlord in the service of Llitul

[spoiler=Commanders, Captains, and Followers](http://img21.imageshack.us/img21/919/vruthorthewrathpriest.jpg)  (http://img405.imageshack.us/img405/1385/exalted.jpg)

The Orc Wrathpriest Vruthor, apprentice of Llitul (slain by Cave Beetles)

(http://img685.imageshack.us/img685/7104/daggoth.jpg)  (http://img405.imageshack.us/img405/1385/exalted.jpg)

Daggoth, The Favoured, Commander of Curasd, The Horror In the Woods (slain by the High Elf Prince Saerid)

(http://img836.imageshack.us/img836/9545/xealaz.jpg)  (http://img405.imageshack.us/img405/1385/exalted.jpg)

Xealaz, the First Exarch, Commander of Ladaguir[/spoiler]
(http://imageshack.us/a/img825/527/lothe.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

The Dwer Thane Lothë, Prince of the Mhaldûlne and Lord of the Mansion (slain by the Goblin King Dâgalûr) – played by TheMeanestGuest

(http://img819.imageshack.us/img819/6527/kingtiern.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

The Dwer Thane Tiern, Lord of the Mansion and King in the Deep (upon Lothë's death) – played by TheMeanestGuest

[spoiler=Commanders, Captains, and Followers](http://imageshack.us/a/img259/5937/dweri.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

Galand Dun Riar, Steward of Balagrod

(http://imageshack.us/a/img267/3705/lanne.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

Lanne Dun Riar, Steward of Nüln

(http://imageshack.us/a/img812/1825/dwerii.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

Azáin, Custodian of Rhaud

(http://img824.imageshack.us/img824/7259/molgrim.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

The Hobgoblin War-Chief Molgrim, Mercenary Captain of the Splinter-Shields, employed by the Dwer Thane

(http://imageshack.us/a/img839/6580/tenebrius.jpg)  (http://img22.imageshack.us/img22/9339/dwerim.jpg)

Tenebrius the Shroudling Stalker, Mercenary Captain employed by the Dwer Thane[/spoiler]
(http://img824.imageshack.us/img824/6476/mariuskrinak.jpg)  (http://img33.imageshack.us/img33/5580/legionxn.jpg)

The Kobold Commander Marius Krinak, Legatus of the Legio I Draco (slain by High Elven Knights) - played by zcynthr

(http://img822.imageshack.us/img822/6726/skaraxtheapostle.jpg)  (http://img33.imageshack.us/img33/5580/legionxn.jpg)

Skarax the Apostate of the First Cohort, Commander of Warscale Camp and later Legatus of the Legio I Draco - played by zcynther

[spoiler=Commanders, Captains, and Followers](http://img194.imageshack.us/img194/778/tertiusmailk.jpg)  (http://img33.imageshack.us/img33/5580/legionxn.jpg)

Tertius Malik, Pontifex Maximus of the Twin Dragons, Commander of Shatterspine Post[/spoiler]
(http://img542.imageshack.us/img542/462/markuss.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

The Lich Markus Ashton, Servant of Madness, apprentice of Dr. Robertson – played by Raelifin

(http://img690.imageshack.us/img690/2899/robertsonw.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

The Lich Dr. Robertson, styled Professor Immortal – played by Numinous

[spoiler=Commanders, Captains, and Followers](http://img827.imageshack.us/img827/1221/bardthebowman.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

Bard the Bowman, Captain of the Dean's Wall

(http://img405.imageshack.us/img405/7995/deadeyes.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

Deadeyes, Commander of the Iron Hall

(http://img41.imageshack.us/img41/7116/kingstephen.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

King Stephen, Commander of the Dormitory of Bones

(http://img33.imageshack.us/img33/3918/weilertherotten.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

Weiler the Rotten, Captain of the Wall of Rats

(http://img405.imageshack.us/img405/7608/headlessned.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

Headless Ned, Commander of the Arterial Antechamber

(http://img811.imageshack.us/img811/7221/gorgoltheanarch.jpg)  (http://img11.imageshack.us/img11/2625/undeadsigil.jpg)

The Dwarf Chaos-Wizard Gorgol the Anarch, apprentice of Dr. Robertson (slain by Shee-Ra)[/spoiler]
(http://img14.imageshack.us/img14/8079/sheerah.jpg)  (http://img819.imageshack.us/img819/5984/cleversmarts.jpg)

The Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground – played by Light Dragon

[spoiler=Commanders, Captains, and Followers](http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)  (http://img819.imageshack.us/img819/5984/cleversmarts.jpg)

Hai-Phen, the Shadow, Commander of GnomeFeast LuteingCave

(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)  (http://img819.imageshack.us/img819/5984/cleversmarts.jpg)

Mya-He the Unmentionable, Steward of the Cleversmart Caverns

(http://img707.imageshack.us/img707/5759/hodorthestable.jpg)  (http://img819.imageshack.us/img819/5984/cleversmarts.jpg)

Ho-Dor the Stable, Commander of Ryen-Dor's HollowShaft

(http://img132.imageshack.us/img132/5044/grimfever.jpg)  (http://img819.imageshack.us/img819/5984/cleversmarts.jpg)

Xev-Yiat, Commander of BiteyTriumph Halls[/spoiler]
(http://img20.imageshack.us/img20/1612/thechild.jpg)  (http://img819.imageshack.us/img819/2055/theglow.jpg)

The Fungoid Rotqueen known as the Child of the Glow – played by Polycarp

[spoiler=Commanders, Captains, and Followers](http://img546.imageshack.us/img546/92/thelurkerinthereverie.jpg)  (http://img819.imageshack.us/img819/2055/theglow.jpg)

The Lurker in the Reverie, Blightguard Captain of Sanguine Maw

(http://img849.imageshack.us/img849/9571/floridreveller.jpg)  (http://img819.imageshack.us/img819/2055/theglow.jpg)

The Florid Reveler, Blightguard Commander of Crimsonlight[/spoiler]

Non-Player Characters

(http://img21.imageshack.us/img21/9421/overbrain.jpg)  (http://img9.imageshack.us/img9/6589/ceremorph.jpg)

The Ceremorph Overbrain

(http://img9.imageshack.us/img9/6589/ceremorph.jpg)

Saersensine, the Sublime, High Exarchs of the Ceremorphs, formerly Prince Saerid, the Shining Flame

[spoiler=Commanders, Captains, and Followers](http://img849.imageshack.us/img849/8225/zsaz.jpg)  (http://img9.imageshack.us/img9/6589/ceremorph.jpg)

Zsaz, The Shamed, Commander of Lower Dtoulth (slain by Watcher Gloomrays)

(http://img27.imageshack.us/img27/7973/phynolbath.jpg)  (http://img9.imageshack.us/img9/6589/ceremorph.jpg)

Phyn-Olbaath, Commander of Glyp-Dor, the Northern Reach (slain by Dark Elf Crossbowmen)[/spoiler]
(http://img69.imageshack.us/img69/7665/disagrimhammer.jpg)  (http://imageshack.us/a/img521/4094/dwarves.jpg)

Disa Grimhammer, called Disa Wolfslayer, High Queen of the Dwarves, Thane of Droch-Mûrad

(https://imagizer.imageshack.us/v2/150x150q90/831/garnkhthedisemboweler.jpg)  (http://img835.imageshack.us/img835/6183/orcsk.jpg)

The Orc Warlord known as Garnákh the Disemboweler, of the Blood Spear Clan (slain by Disa Grimhammer of the Dwarves)

(http://imageshack.us/a/img824/2108/goblinking.jpg)  (http://imageshack.us/a/img850/5756/goreteeth.jpg)

Gnarosh Skullsplitter, Goblin King of the Goretooth Tribe

(http://img818.imageshack.us/img818/6065/saerid.jpg)  (http://img856.imageshack.us/img856/5113/highelves.jpg)

Prince Saerid the Shining Flame, Lord of the Mithril Tower, and First in Line to the Throne of the High Elves (enslaved by the Ceremorph Overbrain)

(http://img829.imageshack.us/img829/9428/scorra.jpg)

The Grey Wyrm Scorra, Terror of the Westdeep, Spawn of Scuraung the Jewel-Eater (slain by Tiern of the Dwerim)

(http://img707.imageshack.us/img707/355/ladyviarragloomsong.jpg)   (http://img221.imageshack.us/img221/2732/darkelves.jpg)

Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan

[spoiler=Commanders, Captains, and Followers](http://imageshack.us/a/img703/734/xavra.jpg)  (http://img221.imageshack.us/img221/2732/darkelves.jpg)

Xavra Nightwound, Commander of Maernzeranzon[/spoiler][/ic]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 7)
Post by: Steerpike on February 01, 2013, 04:21:36 PM
[ic=The Month of the Spider, Week 1]After consulting various omens, Loremasters declare this the Month of the Spider, which portends a time ripe for the construction of plans, the spinning of great webs – a time of danger and deceit, when fortune is said to favour the cautious and the crafty.  The great Citadel-city of Ladaguir, last bastion of the Duergar Empire, has fallen into ruin following the death of Xorinatch the Cruel at the hands of Dark Elf assassins.  With the fragmentation of this once-great power comes a period of confusion and chaos.  Dark Elves, Kobolds, Duergar, and other factions bicker over territory in the Middledeep; meanwhile, Goblins have been multiplying in the Upperdeep at an unusual rate, while in the Lowerdeep old and hungry creatures stir in the ancient gloom.  There are rumours of necromancers from the Surface moving into old catacombs, and of unfathomable heresies consuming the Ceremorphs, schisms and intrigues amongst the tentacled bodysnatchers of the nethermost depths; and tales also of stranger and yet more ancient things quickening in the fetid darkness of ancient lakes and mushroom-groves.

There is talk also of a Dragon sighted in the western caverns of the Upperdeep, a Grey Wyrm said by some to be one of the spawn of the legendary Dragon Scuraung the Jewel-Eater; and, strangely, of an Elven prince and his retinue descending into the caverns of the Underdeep for unknown purpose.  The truth of these wild tales cannot be verified.  In the Upperdeep, the mad Orc Warlord Garnákh the Disembowler continues to gather Orcs to his horde, though none know who his next target will be.  They say the notoriously brutal tribal leader carves maps into the skins of his still-living victims and throws knives to see where he will strike next.  Lady Viarra Gloomsong plots her next move more cautiously, while the newly elected High Queen Disa Grimhammer consolidates her territory and seeks new caverns in which to delve.[/ic]

[ic=Maps - The Month of the Spider, Week 1]
The Surface

[spoiler=The Surface, Month of the Spider, Week 1]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Spider, Week 1]
(http://img21.imageshack.us/img21/9717/upperdeepweek1.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Spider, Week 1]
(http://img692.imageshack.us/img692/9967/middledeepweek1.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Spider, Week 1]
(http://img195.imageshack.us/img195/197/lowerdeepweek1.jpg)
[/spoiler][/ic]

[ic=Briefings - The Month of the Spider, Week 1][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]The Blood Clan have settled well in these caverns, and your warriors spoil for battle.  Yet all is not at ease here in the Upperdeep.  You have heard strange sounds – some say they resemble screams – and glimpsed eerie lights from the caverns to the east, where some old Dwarven ruin moulders and gathers dust; and sometimes mushroom-gatherers who stray too far to the east do not return to your Town.  To make matters worse there is talk of a Wyrm prowling around the chasms to the west and south, perilously close to your lands.  Your army is strong, but perhaps not yet great enough to slay such a beast were it to assail your kingdom.  Will you recruit more warriors and hunt the creature down, or strengthen your defences against its possible depredations?  Or perhaps the Dragon might be appeased with tribute?  Or will you simply ignore the threat for now, and hope that you are unnoticed by the Wyrm?  Or pursue yet some other path?

Meanwhile, your troops grow restless within the palisade, longing for blood and plunder.  Rumours have reached your long, exceptionally keen ears of merchant caravans traveling from the city of the Horsemasters on the Whispering Plains above you to the Merrydowns of the Halflings to the north.  Such caravans will surely be escorted by armed guards, of course, but they may contain valuable goods for trade.  If you do not act quickly they will reach the Halflings' hills in a few short weeks.[/spoiler]
[spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Things go well in your realm, as your mines delve ever deeper and the construction of a new and darkly resplendent temple to the Infernal Powers continues.  And yet the omens produced by your scholars, proclaiming this the Month of the Spider, give you pause, for the spider has ever been the emblem of your erstwhile kindred, who have long hungered for vengeance against you for your desertion of their narrow-minded ways.  Indeed, as if heralding the pronouncements of the loremasters, a spy, of Dark Elven blood, was recently discovered within your Spire.  They dragged the wretch before your glimmering throne, but he would not speak of his mission.  Will you give him into the hands of your interrogators, or put him to the question yourself?  Will you execute him, or merely mutilate him for his crimes?  Or perhaps you can find some other use for him?

Elsewhere, there are dark rumours of a Wyrm prowling the Upperdeep, and some of your subjects claim to have heard echoes of a great roaring coming from the Crack of Ulzennar to the north, which extends both upwards to the caverns near the Surface and down into the nethermost depths.  If a Dragon indeed lurks in the tunnels just above your own domain, it could bode ill for your city and its people, for nothing would stop such a beast from descending into the Middledeep to wreak havoc and destruction on your lands.  Dealing with such Wyrms is always perilous, though you yourself would be unaffected by its flames, protected by your fiendish blood.  But even with all of your sorcery and skill at arms you would be hard pressed indeed to defeat such a beast, even surrounded by your warriors.  A vexing question – though like as not this "Grey Wyrm" is nothing more than an oversized dire-earthworm glimpsed by some imaginative Goblin in the Upperdeep, and the echoes naught but the rumblings of the earth shifting herself, or the distant groans of a Rock Troll with a toothache bemoaning his condition.

[Note: Spending time to torture the spy yourself will require 3 of your Speed][/spoiler]
[spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]The Long Dreaming ends.  The Awakening begins.  You have emerged from your aeons-long torpor to discover a new world.  Your ancient Sovereignty has been usurped by the baseborn young races, bastard accidents of your ancient experiments.  The Enemy, the disgusting foreign parasites known as Ceremorphs, still linger like tapeworms in the bowels of the earth, also – though they may not be your first concern, they will have to be dealt with eventually.  It is time to reclaim the Primal Sovereignty once more.  The cycle must begin a new, the mewling and misbegotten races, which are as idiot children compared to your intellect, made thralls or else exterminated.

Beginnings are always fragile.  For all your age and ancient wisdom you remain vulnerable, until your breeding pools can once more produce suitable servants.  It seems that a portion of Cruel Form of Truth has emerged from the waves of the Darksea and now lies on dry land to north and west.  It may be that you can find some relic of your former power there, if thieves and despoilers have not defiled the ruins.

You have also Glimpsed a small tribe of creatures wandering the tunnels to the northeast – shadowy, fanged things that may be the descendents of one of the battle-species you bred in bygone ages, and which the current squatters of your Sovereignty would call Gloom Trolls.  These things sometimes venture to the south and drink of your waters or fish in the shallows, unaware of your presence, and make their lairs in some cranny nearby.  They may make useful servants if dominated, but could also pose a threat to any thralls you send over-land in that direction.[/spoiler]
[spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Your beetles multiply in the Käferhold, and things bode well for your expansion into the Lowerdeep, but there are strange stirrings in the caverns – unfamiliar echoes which sound through the deep places.  Your scouts have recently spotted a brood of Fire Drakes nearby – where their nest is, you cannot say, but they will likely lair near a lava-pool or volcanic fissure, loving the heat as they do.  Such beasts – the sluggish, less-intelligent relatives of Dragons – more often than not see Duergar as food, and are known to greedily devour cave beetles.  Those hatched inside Citadels, however, can sometimes be trained.  Though Duergar dislike riding on the backs of other creatures such tamed Fire Drakes can be bred to follow orders, provided a suitable beastmaster accompanies them.  Whatever the case, the Drakes your lookouts spotted were immature: they will not reach full size for some weeks yet, and thus will likely remain close to their nest, for the time being.

Within the Käferhold itself, a small matter begs your attention.  Two of your warriors – a Hammer-Thrower and a Sneak – are having a disagreement.  It seems your troops have been gambling in their off-hours and the Hammer-Thrower, Garndrik, has accused the Sneak, Wulfgur, of cheating; the latter won a certain bloodstone gem from the former in a game of dice.  The matter has been brought to your attention, for Garndrik attempted to slay Wulfgar in the Hall of Carnage, and was restrained only with difficulty.  Now both Duergar have been brought before you.  Garndrik has no firm proof of Wulfgar's deceit, but claims the Sneak swapped the dice for loaded ones; no trace of such loaded dice have been found.  How will you settle their dispute?

[Remaining mineable resources at the Käferhold: 36500 Gold, 8600 Metal][/spoiler]
[spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Yuddarath throbs with unhallowed vitality, and the dull moans of the Thrall Pens reach you in the Altar like distant music.  But all is not well in the Lowerdeep.  You have sensed a new presence in the depths – an alien intellects, quite unlike the pulsating auras of Overbrains and their Ceremorph minions.  What this new entity is you cannot say; it drowses, gently probing the contours of your realm as if with vast and powerful tendrils.  It is disturbing, and yet, you do not sense any direct malignity – only power, curiosity, and a vague, unfocused contempt.

Your visions have shown you something else, as well.  A group of Ceremorph prisoners bound for the interrogation cells of a Sanctum of Pain has escaped the Severed they were being transported on, killing their guards.  What glimpses you have seen of these renegades suggest that they have gained the Middledeep and now wander the southern tunnels, trying to evade the Inquisitors sure to be pursuing them.  Were you to track them down before their erstwhile gaolers they might make useful allies – or interesting specimens for experimentation.  Of course, they may be dangerous themselves; their numbers may include heretics and sorcerers like yourself, those who traffic in forbidden things, as well as petty murderers and similar sorts, for even the Ceremorphs have their common criminals, half-feral creatures with flawed minds treated as animals by the Overbrains and generally sentenced to Thralldom after psychic nullification.[/spoiler]
[spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]Ah, you have awakened, Exalted One.  Know that you are in the City of Dtoulth, and that I am your Overbrain, creator and master, mother and father, and that I am a part of you, and you of me.  To resist my will is to elect a path of agony eternal, but if you serve me well, then one day you will become one with me forever.  You are a new thing, Exalted One, created to serve a new purpose.  A heretic and blasphemer, Ktan-Ydheel, has defied my will and evaded my Inquisitors.  For their failure I have had their Sanctum expunged from Dtoulth.  The Inquisitors themselves have been eradicated.  It falls now to you to serve in their stead.  The Inquisitors lacked creativity, empathy, the ability to comprehend the minds of those they hunted.  You have been given a measure of free will, to compensate for their lack.

Your first task, however, is not to apprehend Ktan-Ydheel, for to send you into Yuddarath as a newborn, still slick with the afterbirth of your spawning, would be to waste your potential.  You must learn to crawl before you can walk.  Thus, a simpler assignment: a transport vessel, one of the Severed, has recently been destroyed.  This particular vessel was carrying a group of prisoners, flawed Ceremorphs who defied my will in one way or another.  They will attempt to flee far from Dtoulth, but I believe they are still lost in the tunnels somewhere above and to the south, in the caverns which some of the Lesser Ones call the Middledeep.  Your task is to find these prisoners and to capture or destroy them.

One other matter gives me pause.  There is a presence, new and strange and yet distantly familiar, to the west of here, beneath the black sea – a consciousness that gnaws at my memory, as if I should remember it.  I would know of this intellect, to discover if it might be dominated and made one of my servants.  The prisoners are your first priority, but I wish you to investigate this new intellect as well.

Go now, and feed on the minds of the Lesser Ones.  Savour the taste of their thoughts and gorge yourself on their consciousnesses.  You will require all your strength for the uses I will put you to.[/spoiler]
[spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Slowly, Mhaldûl-Nem grows stronger and more prosperous, and the fires of the Furnace burn the hotter.  But all is not well in the Underdeep.  Word has reached your ear that a tribe of filthy Goblins, the so-called Red Tide led by a "King" who names himself Dâgalûr, has taken up residence near the ruins of the Thousand Halls of Rhaud.  Not only does the presence of such uncouth creatures near the halls of your forefathers rankle your ancestral pride, they lurk perilously close the Stair of Náini, and thus to your own lands; they may pose a threat to the Mansion's safety.

Were the fates kind, these Goblins would be your only woe; yet your scouts bring you more ill tidings.  Dwer prospectors plumbing the Lowerdeep in search of gold have brought back tales of strange, luminous creatures, beings that sound much like the dreaded Sporekin that once infested the caverns around Mhaldûl-Nem.  If such an infestation has indeed taken root in the black depths, war may yet visit your people once again.  You must look carefully to your borders if you wish to ensure the safety of your subjects.

Within Mhaldûl-Nem itself, more petty affairs compete for your attention.  The brewery has considerably bolstered morale, but the brewmaster has informed you privately that some of your subjects have taken to gossiping over mugs of mead.  One warrior, Azáin son of Zurin, has been heard speaking ill of your father Nír, naming him the Mad Thane and cursing the memory of his reign.  It is important for your troops to feel they can speak their minds, and yet talk such as this comes close to questioning your authority.  What will you do with the garrulous Azáin, who mocks your father while in his cups, and spits on your lineage?

One other matter occupies your attention: some Dwerim picking mushrooms not far from your walls recently discovered an ancient tower deep in the mushroom forest, seemingly concealed these long years by fungi.  Its sudden "appearance" is unnerving – how could you have not noticed it before?  It seems to be of Dark Elf design... perhaps some spell of concealment once cloaked it from your sight, and the enchantment has only now unraveled?  Whatever the case, the tower is diresome to look upon – but it may contain ancient treasures left long undisturbed.

[Remaining mineable resources at Mhaldûl-Nem: 32500 Gold, 6800 Metal][/spoiler]
[spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Here in the depths of the Underdeep you are free to pursue your research unhindered by the petty moralities and inane, squeamish strictures of those who dwell above.  Your zombies and skeletal miners continue their excavations, and you believe that soon you will unearth a passage to an old Catacomb said to be the breeding-ground of Ghouls and Ghasts, creatures you can win to your cause with the promise of gold and carrion.

Markus, your dreams – which Robertson believes are visions – continue to intensify, to grow more vivid.  You dream of a vast, phosphorescent forest deep beneath the earth, and a being of alien beauty, like in form to a mortal woman and yet composed of the stuff of decay, which rules over the festering grove; of a putrescent, tentacled being presiding in a tower of flesh and stone; of countless inhuman eyes glittering from out of a black ocean deep beneath the earth; of a creature like an Elf and yet unlike it, a thing of writhing tentacles and slime-slick skin.  Words – names? – resound in your mind – Llitul, Ktan-Ydheel, Dreams-of-Dead-Races, the Glow... what could they mean?  Are these visions of the past, or of creatures trying to communicate with you?  You feel almost that if you concentrated, you might be able to send messages in return.  Sometimes you awake with distorted, inhuman laughter on your lips; other times, your chamber echoes with the sound of screams, and your throat is hoarse as if from hours of shouting.

Robertson, word has reached you of a plague sweeping the northlands of the world above, a sickness called the Crimson Doom which causes its victims to bleed from their pores, and indeed your Bonegardens have already exhumed a few victims of this affliction.  Such a plague will mean that the cemeteries will overflow with bodies, and there will be mass graves where the dead are heaped.  Yet if you do not act quickly those Above may declare a quarantine and begin burning the corpses of their victims, destroying the valuable flesh you could find such superior uses for – zombies with this Crimson Doom still festering in their bodies might make powerful troops indeed.[/spoiler]
[spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Things are good in the land of the Cleversmarts.  Your oracle brought you a spider today that he found spinning a web over the door to the Mystery Chamber and told you that it is a good time for plans and schemes.  This pleased you, as did the spider, which wriggled as it went down.  Yet no sooner had this good news reached your scaly ears than a sour story rankled your mood – a small band of Deep Gnome tinkers has been sighted traveling through the caverns to the north and west, singing unpleasant Gnome-songs, whistling, and generally stinking up your territory with their wretched, happy-go-lucky Gnomishness.  These contemptible buffoons are known to be annoyingly skilled in the creation of clockwork toys and even weapons – some have said their abilities surpass even those of Kobolds, though of course if you heard such a slander you would have the tongue of its speaker ripped out, marinated in a little fungus sauce, and then grilled for you to devour.  Still, they may have objects of interest... and, of course, Gnomes do make good eating, being nearly as plump and juicy as Halflings.

There are rumours also of something stirring in the Darksea in the Lowerdeep, which lies below the lands of the Cleversmarts.  You have been fishing their a few times and always found the fish sour-tasting and foul.  But now there are tales of snake-things, or perhaps giant frogs, or eels, or other creatures, stirring in the black waters.  Certainly there is an unusually foul stench wafting up through the caverns from the Shaft of Ryen-Dor, which leads down into the nethermost depths.  Such stinks rarely bode well; but giant water-snakes do sound like good eating.[/spoiler]
[spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]You inhale a flux of images.  A black sea with a million eyes blinking.  A seeping tower of pus and glistening stone, and a grey figure gazing from its windows.  A graceful thing that smells of heat and light but which has been dimmed and made unclean.  Far above, a mind of dark and broken dreams; a putrescent vastness; a door of otherworldly fire; a crimson mottling, afflicting living flesh; a city of stone and smoke, which you feel a strange and inexplicable flash of something akin to hatred, or perhaps disappointment, for.  Perhaps all can be made part of the endless play of Truth and Beauty, if illumined by the Glow.  Perhaps not.  That which cannot be made Beautiful in one form must be remoulded.

Outside you can taste the endless revel of your children, while your Sporemothers suckle eagerly at your phosphorescent bosom.  As they nourish themselves they feed you news from the Colony and elsewhere.  They tell you of a group of Fungoids, former children of you're the Rotqueen known as Blackrot whose memories sometimes bubble to the surface of your mind, who wander lost and decaying in the tunnels to the north.  Their Queen is many generations dead, and somehow they lack the royal spores needed to create a new one.  They may have become feral and insane without a leader, and could attack other Fungoids on sight; or, perhaps, they would join your own forces and become one with the Glow.[/spoiler][/ic]

[ic=Responses - The Month of the Spider, Week 1][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Azáin appears shocked and, for a moment, angered – but then a grin breaks out across his face.

"Very well, my Thane!  You will not find me an easy opponent!"

A crowd quickly gathers and a space cleared as Dwerim pressed close to watch this strange contest.  Many flagons of mead are poured, and some of the crowd begin placing bets.  You and Azáin prepare to contend with another, Dwer to Dwer.

The match is tense and close, the two of you grappling one another back and forth, sweating in the firelight.  Then it seems that Azáin has found a firm hold, and for a moment it you are pinned.  But you remember days spent in the training hall with your father, in the days before his madness took him; and, with a deft trick that Nír had taught you, you flip the other Dwer and throw him across the room.  He is sent sprawling into a nearby table, smashing it to kindling, and his head strikes the wall with a crack.  For a moment you wonder if you have killed him, but then he shakes his head and rises to his feet.

"The skulls of Dwer are thick indeed!" Azáin declares.  "And mine has been thickest of all.  You have my apologies, my Thane."  He turns to the gathered onlookers.  "A round of mead, on me!"

The crowd cheers.  Many toasts will be made to you this day.

[+1 Morale to all Dwer troops garrisoned at Mhaldûl-Nem for 2 weeks][/spoiler]
[spoiler=Response to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Your words are well chosen, Lothë son of Nír.  It seems the phrases of the Dwerim are as fair as their jewels.  Many of my advisors bid me cast your message into the hearth, cursing your name – but I am no ornery Greybeard.  Your offer of friendship is accepted, and warmly.  We have many foes in the Underdeep; Goblins and Orcs grow ever more numerous here in the uppermost tunnels, and there are rumours that necromancers have recently arrived in the Upperdeep, as well, and that dark and long-forgotten things stir in the deep places.  Our peoples have had our differences, but we are still close in blood and custom.  It is time for old hatreds to be forgotten and the quarrels of our ancestors set aside, no matter what the elders say.

Your son, no doubt, is as stout-hearted and strong a warrior as the Dwerim have ever known.  To quiet the badgering of my council I have agreed to pledge my troth to any who performs a certain service for my people.  You may have heard stories of a Grey Wyrm roaming the Upperdeep in the western passages.  Such rumours are more than the idle tales of skalds in the mead hall: the Dragon, Scorra spawn of Scuraung, has wrought great destruction on my lands, burning my people and their homes with its breath of black flame.  The monster lurks in the ruins of Balagrod, southwest of Droch-Mûrad, where it has hoarded many treasures gathered from throughout the Deep.  I would go to kill the beast myself, but the oaths I swore when I became High Queen keep me from battle – for if I fell to the creature the stability of my realm would be greatly endangered.

To win my heart, Tiern must bring me the heart of the Wyrm.  But know that he must contend with others for the honour – already many of my suitors prepare their warriors for the Wyrm-hunt.

In friendship and abiding respect,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler]
[spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]Your request shows initiative and cunning, Exalted One, for your predecessors would not have been as bold as you have.  The prisoners number forty in all, though some may now be slain, and they have scattered throughout the Middledeep in small bands.  Many linger now north of the realms of those Dark Elves known as the Kirr.  Others seek shelter in groves of fungi.  To await the Brainhounds would be a prudent choice.

[Direct the Overbrain to Scry a region and it will divulge the information to you]

...

I have peered into the caverns of the north, probing them with my Sight, and glimpsed a group of the prisoners moving south and east towards the bridge that once marked the borders of Dark Elven lands.  They appeared fatigued, and will not have been able to travel much further.

[A group of 7 renegade Ceremorph Psions and 1 Ceremorph Heretic (Statistics comparable to an Inquisitor) passed through Middledeep 3, apparently fatigued after days of Forced March]

I have looked also into the ruin of the miserable Dark Elves and seen the things which dwell within their ruinous halls.  The upper city is infested with arachnids, some of them of considerable size.  The lower halls are haunted by Undead creatures, the reanimated corpses of Dark Elves, bearing cruel weapons.  The crown itself I cannot see, for the innermost chambers are warded even from my Sight, and possibly protected by some form of Elven sorcery.

[The upper ruins at Middledeep 7 are inhabited by 6 Giant Spiders (statistics would be somewhat weaker than Dark Elf Spider Cavalry, especially in Health).  The lower depths are guarded by 4 Dark Elven Wights, which are similar to regular Undead Wights but with lower Health and higher Defence.  The chamber of the crown is warded and has a Rune Trap on the door, which a unit with Detection can bypass.]

As for the words you have exchanged with these Others - you are naive to think that I cannot see all that you see, hear all that you hear, Neonate.  I am always watching.  I am always listening.  Form my thought you cannot escape.  From my scrutiny you cannot hide.  You are bound to me, and your thoughts are naked before me.[/spoiler]
[spoiler=Response to Llitul, Queen of Thralls, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Lady Viarra winces as the voice enters her mind unbidden.  She sits now in a room deep within her spire, feeding a lap-spider the size of a small dog the finger of a slave who displeased her; the spider chitters hungrily, masticating the mutilated digit with its chelicerae.  The Dark Elf Matriarch concentrates, only momentarily fazed by the unfamiliar nature of this sending.  Perhaps this connection works both ways?

Your proposal is... interesting.  She thinks.  Few of my former ilk find their way to my dungeons, and most who do are killed on sight rather than enslaved.  But a few of my own kind – the blasphemous, the defiant, would-be revolutionaries and heretics – are sent to the mines, to spend the rest of their lives in drudgery.  They would come to you... less than whole.  Their tongues cut out, often; their ears or noses removed, frequently; sometimes, an eye burnt out, a finger cut off; males are deprived of their manhood.  She pauses, petting the spider as it continues to gnaw at the finger.

Your terms are fair.  And yet I know so little of you – and I am not one to enter into arrangements lightly.  First, I would have to know more of your plans for those I deliver to you.  You are a Ceremorph thing, I take it: I can taste their odour on your words, even in my mind.  What do the brain-eaters need with Elven slaves?  Secondly, if we are to be allies, of a kind, I would ask a demonstration of good faith.  There is a place to the south of my realm, a ruined city of Dark Elven origin.  Here she stops, and projects an image of the city Hazer-Nagroth.

I believe there is an object within these ruins – an object that I greatly wish to obtain.  It is a crown made from the bones of High Elven folk and set with certain black gemstones; likely it will be found in some deep vault below the city.  I would obtain this object myself, but the ruin lies perilously near to the lands of sworn enemies, the Dark Elves known as the Kirr.  Bring me back this crown, and tell me more of your designs for those you would have me deliver unto you, and I will not only consent to your agreement, I will provide you with twenty Dark Elven slaves as a token of my friendship.

These terms are final, and not subject to further negotiation.


Lady Viarra Gloomsong smiles as the spider, having finished its meal, slowly crawls up to her neck.  Opportunities such as this could not be ignored.  With any luck, the Crown of Malekar the Obscene would soon be hers.  And if the Ceremorphs were drawn into conflict with the Kirr... so much the better.

[Hazer-Nagroth is located in Middledeep 7][/spoiler]
[spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You peer into the realm of the Dwerim, noting the movements and doings of the Dwarf-kin in their Mansion of stone.

The Dwerim Clanhold of Mhaldûl-Nem currently includes a Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiary, Dwerim Mine, Outer Wall, Iron Gate, and Murder Holes.  Several rooms and defences are under construction: a Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace, and Reinforced Walls.  Garrisoned at Mhaldûl-Nem are thirty Dwer Axemen and the Dwer Thane, Lothë – who appears to have just won a wrestling contest.

There is also a sinister tower nearby, of Dark Elf origin, that appears to contain several artefacts of ancient magic, including what looks to be a staff made from the bones of Surface Elves.  This tower's inner sanctum is protected by a Rune Trap, and several gigantic spiders also linger within its halls.  The ground floor is infested with greyish Vault Slime.

You look also into the Halls of the Duergar, long-lost kindred of both Dwarves and Dwerim.  Their Citadel contains a Despot's Hall, a Forge Hall, a Hall of Carnage, a Beetle Farm, a Training Hall, a Duergar Mine, an Outer Wall, and an Iron Gate.  Structures being built include a Hall of Trade, a Hatchery, two Beetle Farms, and a Magma Moat.  Only a small contingent of troops are garrisoned at the Käferhold – five Duergar Sneaks and five Hammer-Throwers, as well as their Despot, Käfer.  Magma fills the region, partially protecting the Citadel from attackers.

Finally, you look into Dtoulth, the Hive of the Ceremorphs, and see a new creature, unfamiliar to your necrotic, all-seeing eyes – an Elf-thing, newborn, still glistening with the afterbirth of her Ceremorphosis.  The garrison at Dtoulth is currently scant – a handful of Thralls and a sycophantic Ceremorph, once an Inquisitor, stripped of its rank and become a lowly Psion.

Dtoulth contains an Overbrain Chamber, a Spawning Pool, a Ceremorph Mine, four Thrall Pens, three Mushroom Farms, and an Amplifier Node.  A Mutation Chamber, Grafting Workshop, two more Thrall Pens, a Slime Moat, and a new Inquisition are being grown, and the mines are currently being improved.  Garrisoned at Dtoulth are ten Thralls, the Elf-thing, two Ceremorph Psions, five Larvae Swarms, and the Overbrain.  The army is preparing to leave the city.[/spoiler]
[spoiler=For the eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea]You sleep, and so peer into the regions beyond your shores.  The beach to the northwest of the Darksea is devoid of anything of interest save a few mushroom groves.  Beyond lies a section of Cruel Form of Truth which once lay under the water but now languishes on dry land, cracking and crumbling.  Within, a small population of feral Gloomrays dwells; they would likely attack whatever ventured into the ruins.  Two Slime Golems stand within the ruins as well, obediently awaiting orders: if greeted by a Watcher, they would come under your control.  Finally, deep in the ruins stands a Teleportation Pool.  Where this Pool leads you have forgotten, for the drowsiness of the Long Dreaming still robs you of your more detailed memories.

[Lowerdeep 86 is empty save for its mushroom forest.  Lowerdeep 87 contains six wild Gloomrays which would likely attack anything that ventured into the regions.  It also contains two Slime Golems which would come under your control if the ruins were Investigated by a Watcher Sovereign, Savant, or Fleshwarper (this uses 1 Speed).  It also includes a functioning Teleportation Pool, but you don't know where it leads.]

Next, you look into the caverns above, Glimpsing, in your dreams, a tribe of Kobolds in the tunnels above you, on the shores of a small lake.  Their strange little Warren includes a strange machine of unknown origins, a burrow, a mushroom patch, a kobold mine, and a palisade with a reinforced gate.  A midden, workshop, and spiked moat are under construction.  The Warren is guarded by a chieftain, eight slingers, thirteen skulkers, and three burrowers.  Many of these creatures are departing the Warren for parts unknown – only a pair of slingers and a skulker remain behind.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: LD on February 01, 2013, 05:07:01 PM
[ic=An Age for Kobolds]
The fall of the Duregar empire has opened new opportunities to the Cleversmart Kobolds. Shee-Ra recently came to control her tribe and unlocked the mystery chamber, which provided her knowledge and the loyalty of many previously-scattered Kobolds. She has great plans for expansion and she even plans to copy some of the Duregar's designs for development. When younger, she would spy on the deep Dwarves and learn how they crafted great structures by mining and utilizing resources to make their kingdom grand. She now plans to use that knowledge to make the Kobolds great.
[/ic]

[spoiler=Orders and Information]
[ic]Shee-Ra sat upon the edge of her throne and pondered the intelligence she had received. After a short time spent pondering, she decided to lead a force to capture and loot the Deep Gnomes, so she mobilized the Smarty Scouts and headed to the Northwest M-71 or 72 to raid the Deep Gnomes in the region and to found a new dungeon, in which she would set traps that would keep the infuriating Gnomes and other undesirable races away from Cleversmart Caverns in the future.

She also ordered Ho-Dor and his nephew, kept on a howdah on Ho-Dor's back, to investigate the strange happenings in the Lowerdeep and to set up a dungeon at the maw of the Shaft of Ryen-Dor, so the Cleversmart Caverns could be protected by additional traps and wards. After investigations and construction completed, orders indicated that  his GoodyGarrison should gather food to supplement the Cleversmart larders.[/ic]

[spoiler=Production]
Cleversmart Caverns - Middledeep 65

Mushroom Patch: (20 food, not this turn)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

Total: 35 food
[/spoiler]

[spoiler=Upkeep]

Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 5 = (10g/5f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

and

Slingers (1g/1f) x 7 = (7g/7f)
Skulkers (2g/1f) x 5 = (10g/5f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

Total: Net Loss/turn -(40g/24f)

[/spoiler]

[spoiler=Construction]
Midden (125 gold/3 weeks- one week left to go)
Workshop (65 gold, 25 metal/ 3 weeks- one week left to go)
Spiked Moat (25 gold/ 3 weeks- one week left to go)
[/spoiler]

[spoiler=Recruit]
N/A No recruits this turn because is starting turn.
[/spoiler]

[spoiler=Wealth]

Spent 180 gold on Midden, Workshop and Mine
Spent 90 gold on Palisade, Spiked moat, Pit Trap, Pit of Rats
Spent 75+80 gold on units.

Spent 30 metal on Workshop and Reinforced Gate
Spent 14 metal on Skulkers and Blunderdigs

Gained 35 food due to Resources in square and no upkeep costs this turn.

289 gold
107 metal
135 food


[/spoiler]

[spoiler=Dungeons]
Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food, not this turn)
Kobold Mine (150 gold, 15 metal, not this turn)

Palisade (20 gold) (1 week)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)

[/spoiler]

[spoiler=Armies]
GoodyGarrison
Commander: Mya-He, the Unmentionable
Slingers (I) ("Undefeatable Eggguards") [Mya-He is attached to this unit]
Slingers (II) ("Unutterable Ovumguard")
Skulkers (V) ("First Pokeypokes")


SmartyScouts
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground
Blunderdigs (I) ("Underfeet Underdeep Squadron")
Blunderdigs (II) ("Backdoor Blundering Boffins")
Skulkers (I) ("Beaterpokes")
Skulkers (II) ("Basherpokes")
Skulkers (III) ("Bastercooks")
Slingers (III) ("Tossythrows")
Slingers (IV) ("Lubberdubs")

Deepguards
Commander: Ho-Dor, the Stable (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Skulkers (IV) [Ho-Dor is attached to this unit]
Skulkers (V) (Achi-Lees, the unkillable)
Skulkers (VI) (Isil-Dur, the unmentionable)
Skulkers (VII) (Vor-Keth, the massive)
Skulkers (VIII) (Ai-Ur, the Greater)
Skulkers (IX) (Ai-Ur, the Lesser)
Skulkers (X) (Tro-Jan, the unbreakable)
Skulkers (XI) (Ay-Jax, the warrior)
Slingers (V)  (Ro-Dan, the belligerent)
Slingers (VI) (Fush-Rodah, the shouter)
Slingers (VII) (Hus-Roh, the loud)
Slingers (VIII) (Aaa-Hha, the fearful)
Blunderdigs (III) (Kili-Fili, the stout digger)

[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 22
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership
Inventory: {None}

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

If a Midden has been constructed, Shee-Ra can be mounted on a dire rat.  She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic]Mya-He, the Unmentionable
Unmentionable not because Mya-He is a cannibal who has eaten kobold flesh before, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from the main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally ate the rest of their fellows, then they played dead. When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled, back to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers. He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: 1 Gold, 1 Food
Ranged Attack: +2
Ranged Damage: 2
Melee Attack: +1
Melee Damage: 1
Defence: 16
Health: 4
Speed: 4
Morale: +1[/ic]

[ic]Ho-Dor, the Stable
Ho-Dor the Stable is a simple Kobold; a distant cousin of Shee-Ra and a forager at heart. He dotes on his nephew, whose leg was crushed when he fell down a Dark Elf trap, and he carries the nephew around on a howdah on his back. The nephew shoots rocks and other debris at enemies while Ho-Dor the stable fights with his quarterstaff. Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers think that he is eccentric, but they do benefit from his constant attention--if the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker
Upkeep: 2 Gold, 1 Food
Melee Attack: +2
Melee Damage: 3
Defence: 17
Health: 4
Speed: 4
Morale: +1
Special Abilities: Infiltrator, Scout[/ic]
[/spoiler]

[spoiler=Orders]
-(4 Speed) Send SmartyScouts army to conquer #72 with extreme prejudice. If we succeed, found a new dungeon there (100 gp). If we encounter Deep Gnomes on the way, capture, enslave, and loot.

-(1 Speed) Send DeepGuards army to conquer #66. If we succeed, found a new dungeon there (100 gp).
-(3 Speed) After founding dungeon with DeepGuards, forage then scout (If I don't do it automatically), then entrench or garrison. That should net +13 food (I don't know if I can do this on turn one so I haven't yet added the food to my totals)

- Note; before I invade the neighboring regions, my SCOUT ability from my units should notify me of what is in those regions and what sort of resistance I should expect. After I conquer the regions, I also SCOUT the neighboring regions automatically, at least that's my understanding.

-(1 Speed) If I don't scout neighboring regions automatically, scout neighboring region with GoodyGarrison.
-(2 Speed) Forage with GoodyGarrison, should be +6 food (I don't know if I can do this on turn one so I haven't yet added the food)
-(1 Speed) After foraging, Garrison GoodyGarrison
[/spoiler]

[/spoiler]

[ic=On Receiving a Message from a Ceremorph]
Shee-Ra Cleversmart the Sixteenth woke one morning screaming. "Nastydreams Nastydreams!" And she ordered her people to notify her of any nastybaddreams they had. "The squidfaced folk who taste vileroot have been speaking to us again. We must be wary, we must be smart! Clever! Smart! Do not speak to the evil, lest it draw you to death! Instead, chant the chant to our ancestral Master-King Hye-Mun, Master of the Universe to make it go away"

[spoiler=Response to the Abject]
"Aaaaah!" Shee-Ra screamed on hearing the voice inside her head. "You are nastydreams! I have been warned of tricksynastydreams! Oh Hye-Mun, Master of the Universe, I ask that you deliver me from evil and smite the foe till the break of night! Nastydreams out! Out! Out!" She chants to herself until the sounds go away.
[/spoiler]

[/ic]

[ic=Kobolds Have No Idea]
The Kobold with a great deal of indigestion came to a KoboldDiviner and asked it why its stomach ached. It was something it ate, the Kobold was told, and it waited for the troublesome object to pass. When it passed, the Koboldnoticed a note was included in the offal. Though most of the message had degraded into an illegible mess, the Kobold made out the writing and brought it to the Diviner, who troubled Shee-Ra with its contents.

Shee-Ra considered the letter. "This may be an omen, or it may be a stratagem of the nastydreams. Do not trouble yourself with its contents much, but let me know if more missives arrive." Shee-Ra threw the letter into a pile of scrap and gave out an order to thoroughly inspect all creatures before eating them, if only to avoid stomachaches.

[spoiler=Response to Watchers]
None. Kobolds haven't exactly figured out what the purpose of the letter was or if it was actually sent by a faction. They don't actually know that the Watchers exist.
[/spoiler]
[/ic]

Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Humabout on February 01, 2013, 05:59:01 PM
[ic=Flavor Text]Release the bats![/ic]

[spoiler=Message to THE DWER THANE LOTHË, PRINCE OF THE MHALDÛNE AND LORD OF THE MANSION]
Dwer Thane Lothë, Prince of the Mhaldûne and Lord of the Mansion I bid you greetings in this Week of the Spider.  

I wish to propose a pact of non-aggression.  As you know, the Red Tide will rule the surface dwellers and has little interest in the Underdeep, where we are currently exiled.  To that end, I offer you a pledge that no member of the Red Tide will engage in an assault against you so long as no Dwerim attacks the Red Tide.  Additionally, we require that should you wish to break this pact of peace, you inform us before launching an assault, and in exchange we give our word that we shall do the same for you.

May your beard grow long and your enemies tremble before your ranks.
[/spoiler]

[spoiler=Message to THE CHILD OF THE GLOW]
Lady Rotqeen Child of the Glow, I bid you greetings and extend to you an offer of alliance.  As word may or may not have reached you, we will conquer all that the sun touches, and as your children so dislike the caress of the sun, we hope to find our ambitions coincide rather than conflict.

To this end, we propose a pact of non-aggression in which neither side attacks the other.  Additionally, we would like to establish trade arrangements, as our need of resources will be great, and we should produce no small number of corpses during our campaign – corpses I hear told that you need.  I hope we can establish a mutally beneficial trade agreement.
[/spoiler]

[spoiler=Orders 'n' Stuff]

[spoiler=Production]
Gold:  150.
Metal:  15.
Food:  100.
[/spoiler]

[spoiler=Upkeep]
None!
[/spoiler]

[spoiler=Construction]
The Skull Throne (Upperdeep 43)
Beginning Construction:  
Mushroom Grove (1 week to completion)

The Downward Stair (Upperdeep 44)
Beginning Construction:
Establishing New Dungeon (1 week remaining)
[/spoiler]

[spoiler=Wealth]
Gold:  195.
Metal:  145.
Food:  200.
[/spoiler]


[spoiler=Dungeons and Outposts]
The Skill Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Muschroom Grove (1 week to completion)
Goblin Lair
Goblin Armory

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Establishment Under Construction....hopefully.
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
10 Goblin Grunts
10 Goblin Archers

(Surface ??)
30 Goblin Grunts
30 Goblin Archers

(Upperdeep 44)
10 Goblin Grunts
10 Goblin Archers
[/spoiler]

[spoiler=Orders]
[Speed 1] Move 10 Goblin Grunts and 10 Goblin Archers to UD44.  If opposition exists, retreat to UD 43.  If not, found a new dungeon there.  Appoint Grok the Elder to the position of Commander.
[Speed 1]  Entrench until dungeon is complete and then garrison there.

[Speed As Much As Necessary] Move 30 Goblin Grunts commanded by the Goblin King and 30 Goblin Archers to Surface 98, 102, and then 113, to locate and attack the caravan of which we have heard tales.  As soon as caravan is found, attack it, and take as many resources and bodies as possible.  Return to UD43 as quickly as possible, with a Forced March, if necessary.
[Speed 1] If any speed remains, garrison at UD43.

[Speed 1] Garrison 10 Goblin Grunts and 10 Goblin Archers in UD 43.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: TheMeanestGuest on February 01, 2013, 06:08:07 PM
[ic=A Few Good Flagons of Mead]He had left his fine regalia, his princely band, and his guards. He deemed it good that, at times, a Lord should go among his folk without pretension, the better not only to hear their words, but to truly understand their meaning. Lamps burned brightly from their mountings, casting light both soft and warm, bringing illumination to the hallway. No light of Dwer or Dwarf shone the clearer, for his folk had mastered fire in all its forms. The sound of laughter and merriment found his ear as he approached the new brewery, and he was glad for it. Kegs of ale and mead near countless in number were now produced in the Mansion thanks be to the new methods and instruments devised by the craftsmen and brewers of the Dwerim. He strode into the brewhall, and few marked his entrance, so intent were they on the words of their friends or the contents of their mugs. A great lamp hung from the ceiling, bathing the hall in soft yellow tones. And it was that Lothë, Prince of the Mhaldûlne and Lord of the Mansion, stood before the bar - as any other Dwer - to order a few good flagons of mead. The brewmaster nodded, and only as he brought those great frothing flagons over did he catch Lothë's eye. The brewmaster's enormous bushy eyebrows shot straight up, but Lothë waved him to silence as he slid a golden coin across the bar in payment for the drink.

He took up those flagons, and carefully made his way through the press of benches and the milling throng, seeking out a certain corner of the room. The sound of a deep grumbling alerted him to the presence of his quarry, and he suddenly sat himself down at the heavy table, squeezing himself between two Dwerim. The flagons hit the table with a thud, their froth spilling out and over. The table's occupants looked up with frowns on their faces, clearly displeased by the unwelcome intrusion, but before any among them could utter a word, he planted a mug before each of them. And of course, who were they to question such generosity, and so they allowed the stranger his place. Lothë drew deeply from his drink, downing half the mead in a single gulp, and slapped the mug down on the table with a satisfied sigh. He turned to the man who sat not-quite-across from him, a veteran by his look, and then he spoke. "The mead is good! Is it not, Azáin? Too good, perhaps." Azáin looked up, a glare ready on his face, but his eyes opened wide as he saw who it was that addressed him.

"Lord Lothë..! An honour, surely, to -" he began to say, but Lothë cut him off.

"Ah! Relax, drink, be merry. It is no great honour. Right now I am as any one of you. No princely band to weigh down my brow, no gilded cloak to trip up my feet." Lothë spoke loudly and clearly, so that all might hear him. And it was that a sudden murmuring was heard in the hall, spreading slowly from one Dwer to the next, and then all was silent. A huge grin sat itself on Lothë's face, to hover above his prodigious beard. "But, as any other man, I too hear what is said of me and mine, if it is said long enough and loud enough. Man or woman, all who live within our Great Mansion are free to speak their mind. This is a right long-afforded by tradition, and long-maintained by sound judgement. But with right comes responsibility, a responsibility to accept the consequences of word and action. And your words, I fear, call me to my own action. In his last days my Father was not himself.... but he is yet among the honoured dead, and all the great and good things he did for our people cannot be forgotten! You have slandered the name of my Father, Azáin, and have brought offense to my house! And so, for this moment I set aside the authority of Prince and Lord, and as a man I challenge you to defend your words before all who are here gathered! We sit in the brewhall, and so shall abide by its tradition! We wrestle, you and I!" Lothë cried, mirth evident in his voice.

A great hooting and hollering was taken up by the Dwerim gathered in the brewhall, and tables were dragged aside with speed and enthusiasm rarely seen among the bright folk. Azáin could only sputter as Lothë finished his mead and rolled up his sleeves.[/ic]

[spoiler=A Message to Disa Grimhammer][ic=To the High Queen of the Dwarves]The Dwerim have heard of the valiant deeds of the Queen of the Dwarves, of her strength and ferocity in battle, of her stalwart heart, and of her wisdom and her courage. We would congratulate her on her ascension, and wish her prosperity in her reign. Wicked beasts and evils both new and old emerge and breed in these depths now more then ever before, and it comforts the Dwerim that some others yet hold fast against this tide. Both Dwer and Dwarf strive beyond all things to preserve the fragile light of civilization.

I am Lothë, Prince of the Mhaldûlne and Lord of the Mansion, and I greet you, Disa Grimhammer. The pride of our forebears sundered us one from the other, and the grinding passage of time has seen us drift no closer. Many of our realms have fallen to ruin. Yet the gates of Droch-Mûrad are strong, and so too are those of Mhaldûl-Nem. But a gate does not stand on its own. It is given its strength by those who raise it up, and those who stand before it. The mistakes of our people need not haunt us unto a grim and lingering doom. It would be easy to remain aloof, and to cling to the prejudice of times past. But I choose differently. I would have both our peoples know the other again, and perhaps, in time, build together again. I reach out with the hand of friendship, and hope that you in turn will grasp it firmly. Know that any Dwarf is welcome in the Halls of the Mansion of the Dwerim, and that the Dwarves may call upon the Dwerim in time of need.

One matter more, while these words hold your eye. I have heard that you are yet unmarried, and have found no worthy suitor to join you as husband. My own son, Tiern, has yet no wife. He is a fine warrior, and I have taught him all the wisdom that my father taught to me. He would put himself forward in suit, and would seek your hand. To bind two peoples and two hearts, he has said, and I feel the truth of his words. I well know that no simple proposal will win you to him, and so I ask what deed may be done in your name, so that he might prove himself worthy.

May we find better days ahead,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Response to the Goblin][ic=A Letter]Such high words from a beast. I well know the capricious and base nature of Goblins. As any animal does, it seeks only its own gratification, and will readily do as it pleases, regardless of the words that it learns that it then speaks to its betters. It will betray, it will steal, and it will slaughter as it wants unless it is confronted by axe in unshaking hand, in which case it will run, as it is a coward.

Very well, Goblin, you shall have the peace you desire. But know that this peace is a peace of the axe, and remains only so long as your gibbering horde controls its low impulses. No Goblin shall descend the Stair of Náini, and any that are found in the Great Forest shall be slain. And know our warning, if word reaches our ears that a single Goblin foot has tread in the hallowed halls of Ancient Rhaud, then the peace between us shall be dust, and you will find that you cannot stand before the might of the Dwerimhost, and the taste of ash shall be bitter in your mouth.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler= A Fevered Dream, and therein a Response to the Once-Elf][ic=In the Garden]For months now he had been afflicted by strange dreams. Nightmares of ancient halls slick with blood, of men and women drowning in pools of gold and gems, of laughter and madness and death. The dead spoke, their bones calling out to him: begging, pleading, threatening. He could feel the bones, ancient and worn or fresh and new, he could feel where they were buried, waiting to be found. Wanting to be found. The Seers had said that strange things had begun to move in the depths, and that these rumblings had disturbed the shades of his people, and so they called out to him in dream.

His Father stood beside him, and he was as in the days when Nüln stood in all its glory, before the madness took him. They were in the Rose Garden. Flowers brought from the distant world above and nurtured by the light of a vast fire, reflected from the disc of mirrored bronze that was the ceiling. It was the greatest treasure the Dwerim had ever held, loved beyond all their gold and all their jewels and all the metal worked by their hands. Lothë was young, his beard not yet full-grown, but all was right in the world. His confidence unshakable, the future bright. His Father turned to him then and spoke, his voice echoing: "One day you will stand where I stand, my son. It will fall to you to make those decisions that a King must. The hard decisions. You will sit in judgement of the worst of crimes. You will send men to die for our city. It is a heavy burden to bear, but a King must bear it for his people. But if ever this burden seems too light, Lothë... if ever you make these choices with hardly a dissenting thought, remember... remember that it's a choice you don't deserve to make. Don't take the easy way, Lothë. These flowers do not grow easily, so very far under the earth. We could stand in a garden of golden petals, made with all our skill, and it would be easy for us. Near as easy as breathing... But would it be more beautiful?"

The world seemed to break, then. Blood poured from his Father's mouth, and he held an axe dripping with red. The garden was ablaze and the ceiling above was caked with soot, and it began to bend and buckle in the heat. It rent with a screech, and a river of golden coins poured down into the burning garden, and the noise of his Father's gurgling laughter was all about them. Panic. Sheer panic. He ran from that place. He ran and ran, and did not look back.

A shift. Everything seemed clearer now, more coherent. He turned about, and gazed out on something he could not comprehend. A city of wrong angles, a mad tangle of flesh. And the screams, the terrible screams. Lothë fell to his knees. A voice spoke to him then, a voice he did not know. A river of words, a river of promises, and a stream of images. There was brightness and beauty, and he knew that she who spoke to him was Good, and that those she spoke against were not. They were Corrupt, they were Cowards, and they were Abject. It was so evident, so easy to see, and -

A shadow fell on him then, and he turned his head, and it was that a Dwer stood behind him. Robed and hooded in black. Lothë caught but a glimpse beneath that hood, and the face he saw then was wan and skeletal. The Dwer spoke and his voice boomed, resonant with power. "Spare him your lies, Once-Elf! The minds of the Dwerim are not yours to play with, and their dreams are not yours to delve! Know that I am Andacer, and know that my shadow is long, and that it falls wherever my kin walk, and know that the Dwerim are yet mine. You speak of a bargain. I will make it with you, Once-Elf, and when it is time this one will do as he is bid. This Flayer who you claim Apostate... the Dwerim will stand against him should he come against us, or should his designs threaten our own, as they would against any beast from the Deep. Should his servants be made prisoner, they shall be delivered to you for their weight in gold, as you have promised. And this is the extent of our bargain. Now go, Once-Elf. This dreaming grows too long, and his mind may not bear it further." And everything seemed to dissolve then, and his head swam, and it hit the softening ground.

He awoke with a start, covered in sweat, gasping for breath. Another nightmare, already fading.

But then, a voice in his mind. A voice he remembered from his dream. It spoke too fast of things he only half-remembered, and there was seering pain behind his eyes. What was this? A spell? Was he going mad? He lurched from his bed to the small shrine in his chambers, graven with images of his Ancestors, and he fell before it begging the honoured dead for wisdom and peace. For a moment he thought he felt a hand rest gently upon his shoulder, and then the voice was gone. He would shut it out if it returned. His mind was his own, and he would not suffer its violation.[/ic][/spoiler]

[spoiler=Orders for The Month of the Spider, Week 1][ooc=Orders for The Month of the Spider, Week 1]Production

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal
Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Mushroom Forest: +25 Food

Total: +200 Gold, +25 Metal, +90 Food

Upkeep
30 Dwerim Axemen: -60 Gold, -60 Food

Construction

Mhaldûl-Nem

Under Construction: Lizard Pen (Finishing), Pyretic Refinery (Finishing), Hall of the Ancestors (Finishing), Hall of Trade (1 Week Remaining), Grand Furnace (1 Week Remaining)

Recruitment

None this turn.

Wealth

Gold: 100
Metal: 130
Food: 300

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall
Defences: Outer Wall, Iron Gate, Murder Holes (1)

Armies

Lothë - Garrisoned at Mhaldûl-Nem
30 Dwerim Axemen - Garrisoned at Mhaldûl-Nem

Orders

Send 5 Dwerim Axemen to scout Middledeep 39 from Middledeep 40, using 1 Speed, then use 1 Speed to re-garrison at Mhaldul-Nem.
Semd 5 Dwerim Axemen to scout Middledeep 41 from Middledeep 40, using 1 Speed, then use 1 Speed to re-garrison at Mhaldul-Nem.[/ooc][/spoiler]

Note: Feel free to read anything I have spoiler-tagged, except for my orders. I don't just write these things for myself, and I trust that no one will use meta-knowledge therein gained against me.
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Xathan on February 01, 2013, 08:09:05 PM
[ic=Awakening (Llitul)]The scream ends, and suddenly there is a voice. A thought. The Voice, and The Thought. The Overbrain, acknowledging my awakening. It shudders through me and I shiver in exstacy revulsiongodslookyourselflookhorrorgodsgods at It's presence. I can feel It, I can feel the Hive, and I can feel my Beloved slaverslookhorrornightmares moving among it - not a warrior among them. The purges had been vast, it seemed - the Harbringer of Yuddrarah's madness had crept far. My minds race, Llitul and Llandri justonenonottwopleasegods pondering options and instructuctions, and I send out my new Sense. It's more than thought and sight and taste and touch and smell ever were. I had it before, I realized. The Crystal Magic that had my housed exiled. It was how I always knew - ambushes, watchers, saeridrememberyoufeltlove emotions. I drink it in, every little taste of the universe I had denied myself for fear of what those fools had caused tainted. Memories of past and present war for a moment, the former muted and dulled and banished. I am Llitul.

I don't know how long I stood there, revelling in my sense. I knew of the Hive's new growths and of my new dwellings being built...no. Growing. How could even Llandri have reviled these beings? Feared, of course. Of course the Beloved were to be feared by Food. But as they dragged her/me/us down here, she/I/we had felt...revulsion. Felt that they were unnatural. Abominations.

How? Where even we/those Food known as elves would warp trees and mine metal raped from the earth noitsnotlikethat, the Beloved, my Beloved, we grow like any other natural being. We do not warp mushrooms or other beauties of nature down here below to our purposes. We grow, same as all life must grow, and we feed, and surely other creatures have stranger diets theycannotnaturalwrong. Surely the buildings of that food known as Humankind are far more unnatural than the Growth of the Hive. And yet I/we/her had dared think of them/us as unnatural. They/we are the most natural beings their is, and Food only fears us as the ants fear spiders/doe fears the wolf.

Division. I clutch myself. The Overbrain had proclaimed me reborn, and I was. I was reborn and I was yet just a newborn, still weak and shuddering. I needed time. Time for my prebirth Llandri to accept who I/we are. I feel my face, I feel near my eyes - a weak gesture, a Food gesture. I am not suprised to find them dry of tears and yet I am, I am shocked and horrified and elated and blessed and I feel Llandri fleeing, hiding deep within our mind as she realizes the aweful truth - that she is just a ghost now, haunting her own mind, and not a true ghost, only a weak spirit capable of ghastly moans. I am not quite what I once was.

In fact, I may be more.

In the old days, the Beloved would have responded instantly to the Overbrain's command. And I can feel Its..His...Hers? I spend a moment wondering which pronoun applies to a being as vastly old as this one, and it takes me longer than it should to realize that It did not care, and even longer for me to decide that I should not either. It. I settle on It, because It is both my mother and my father and to apply a gender to It is as offensive as thinking of It as kin to Food. If I err, I will think of It as Him, since the Voice has the lower resonances that Llandri identifies with males. I wonder if I should ask It.

Then I remember what I was feeling. Its expectation. I had been given a command and time had elapsed and in that time I had stood there and not responded.

"My mind...Father. Forgive me. I am still...adjusting. I did not mean to delay."

Of course It knows why I was standing there an It was not impatient, it was simply there and expecting. I know I need not use my voice but I do, speak to it with both voice and Voice, my Voice that I had so long denied, because It was the Overbrain and deserved the effort of both Voice and voice.

"I will obey. But...I am still weak. Still adjusting. My mind...I'm not Whole yet."

I ponder. The needs of the Hive, my own strength, race through my minds, thoughts of Food merging with Elder Thoughts and I do feel a brief glimpse of a color like no other that I file away to access later. I realize that the Overbrain has burdned me with glorious purpose, for I know much of the Hive and its workings and I can See so much, every Thrall, every Beloved, every beating breathing edifice of the Hive, and even with my mind still distracted with Oldself Llandri - quiet at the moment - I feel more.

I feel Food above, but my mind has other words for them, and those words are "Dark Elf," and it feels respect and fear for them. And hunger. And fear for them should they become foes. The Middledeep. I once feared it, knew of its reaches and the monsters it held, but now I am a monster, a monster of much further below, and wonder if they fear me. I feel other things. Dwarves, of different types. Goblins and Kobolds with their tiny little dreams and both Llandri and Llitul agree in contempt but acknowledge their threat in numbers. And more. I briefly feel the mere presence of the Cerelich and shut my mind from him and his corruption. One day he will be my concern. Not yet this day.

In my mind I lay out a map of the World Beneath, much as I once did for the woods above.

And again that light, that Glow. I'll have to investigate.

For now, though, I still had not given It more than stumbled excuses. So I communicate using just my Voice, knowing I will be clearer without attempting the sounds of flapping meat.

[spoiler=To The Overmind(DM only)]Father, if you know better the location of the renegades, would you View their location? There are two paths above and south of here, and if I choose poorly I will waste valuable time. And to know how to best follow your commands, I need to know their numbers - and how well they know they lay of the land.

I will contact the other presence immediately. My gut - my apologies, it is a food term and the only one I know - tells me that a secret hidden from you is one I must learn for you with all speed. And there is another presence, a Glow, that I can...feel. I believe it may have a Mind, though not a Foodmind - I am curious and intend on contacting it as well, unless you forbid it.

As it stands, our current forces do not provide enough strenght to immediately head for the South. I alone am young and have not tested myself against any of the Beloved Children, even ones who deny your love. If their numbers are too great for me alone, I will hunt them down with a force in the next week - these hounds of ours should have matured by then.[/spoiler]

And then she awaited his response, feeling anticpation/horror at hearing his Voice for now.[/ic]

[ic=Llitul]

3 Hours Later

I sit and stare and think. Two. With my preparations I can go to one, but the other would have to be dealt with. And more...letmehelpIfeeltrust. Why would she help? Why would I trust you/us/myself? dontwannadiemightkillmighttakewilllethelp.

I shudder. Llandri was deseperate - I was desperate - we are desperate to please the Overbrain. For love and for fear. He had praised our initiative. He had praised us! whathappensifheisdispleaseddontdisplease.

Focusing, I stretch out my mind to reach beings that I had need to speak with - and begin to construct what they would speak with, fusing Oldself and Newself to give them the truth I want them to know.

[spoiler=Lothe]

I sense you, Lothe, Lord of all Dwerim. You are known to us, and memories of your ancestors are long and great. The Dwerim intrigue us, for you delve deeper than any dwarf dare delve, and you handle flames with skill greater than even your darker kin who dwell among the magma pits below, the beings who some call Deep Dwarves that sully the name of the latter with their ways. They claim to be your kin, yet preform atrocities. You may not know of us, of what we are. We dwell deep. Yet we have no interest in the Dwerim as foes.

I am Llitul, a being of Old Times that sought to keep mortals free of Elder Things. I have entered the body of an Elf, Llandri Brightstar, who welcomed me willingly to manifest even though it confined her to the Realms Beneath. I am one and I am legion, and I wish to contact you, for you are a being of honor and duty, and nothing is respected more by my people than honor and duty.

I touch your mind for three reasons. Messages for the Lord of all Dwerim. First is that a threat grows beneath, one who has twisted and corrupted the message we seek to bring to the surface. For you see, we offer Enlightenment to all who dwell above, Enlightenment and Peace, and we seek to allow all to come to those teachings by choice: our intent is not violence, nor is it to deny you the right to honor in glorious battle that you have already claimed so many times.

However, there is one who styles himself the Cerelich, a being of unmitigated horror, a being of warped flesh twisted and corrupted into undeath, who has twisted our Enlightenment into a perverse belief in Corruption, and has warped our belief in Peace in to the belief of a Peace only of the Grave. What foe could be more glorious for the Dwerim? We do not ask that you risk your men's life on our mere words - we are certain that this foul being wil make himself known to all of Those Above in his own time. When that time comes, we merely ask that you stand beside us in glorious battle, for he has gone far past redemption.

Truely, in his madness, he has warped his body with necromancy and has become the antithesis of all we hold dear. When that time comes, I seek your word as Lord of all Dwerim that you will aid us in his destruction, for it is known the word of the Lord of all Dwerim, that the word of any Dwerim, is worth more than any conctract with any other being in all existance. In exchange, I offer more than vague warnings, for we still battle terrible beings. At times these beings attack dwarves, Dwerim and those of the Thane Above and even the Duergar. Any dwarf we rescue will be brought to you, Lothe, Lord of Dwerim, and for that you have my word sworn by the Truth of Peace, which we respect above all else.

The second warning I give you is about your Dark Cousins. They have grown mad, twisted by the being known as the Cerelich. They practice Dark Things, and spit on the name of all Dwarves. They have become as Drow to Elves, and I warn you the only True words to pass from their lips would be their name and clan, though even then they likely speak lies. They have no honor, only hatred eternal, and kill and slave. If you know of the Duergar you know this is true. If not, I wished to warn you that such beings could only be trusted in one thing: they will seek to kill the Cerelich as well. But their hatred means they would also kill us, for they do not want Peace with only Glorious Battle, but violence and War WIthout Honor. I advise you to keep a close council when it comes to them.

Third and finally, minions of the Cerelich may prowl the forests you call home, seeking to enslave and worse: they will feed on the brains of any they capture. I warn you so you may guard your people and be prepared for their predations. They are our criminals, but they can be brought back to the Truth, so I request again your Word that any you capture alive be given to me so that Justice may be done for their crimes as is right and lawful. In exchange, you have a more tangible gift than my word: a bounty of Gold, 20 per such being captured, which will be paid upon reciept of the criminal.

If you capture one, to claim its boundy notify me and bring it to the cave that leads below to in the northernmost portions of the Middledeep, the one that to its west has a narrow passage and to its east an upward tunnel and small lake. Your messangers will be paid your bounty. I bid you not to venture to the depths below - there are creatures that dwell beneath that do not know well enough to avoid attacking the Dwerim, and while your people would prevail, such beings fear venturing any higher than they do, so any of your people injured would be injured needlessly when I can pass invisibly among the creatures.


I give you my thanks for even listening to my message, and hope that we can become even closer bonded in Peace and Enlightenment.[/spoiler]

One dealt with, and I am exhausted. I push myself less this time, knowing less and having to reach closer...to something more comfortable to myself, and only more puzzling to Oldself.

[spoiler=Child of the Glow]

Can your mind hear me? Is there a mind there? I've felt something. A presense. I'm trying to contact that presence. Are you it? Are you the presence that dwells within the forests? Can you respond? I wish to know more of you. I sense you - I feel you. I feel beauty. And more. Are you there?

[/spoiler]

I collapse awaiting their minds to reply. I'd need to rest. I had chosen well to test myself contacting these minds - one like mine had once been, one that was so vague that I'd mistake it for that of a simple beast did it not run so deep. I had more messages. There was still that presence the Overbrain had sensed, a presence that was vast enough in time where even It had forgotten. I admitted fear to myself. A being that old, only a glimmer in Its Memory, was not to be taken lightly. I would have to be ready to contact it.

Soon. Another test. The Dark Elves. I felt two. Llandri remembers them as cunning and trecherous and foul.

Perhaps we could be friends. After all, they had something I wanted...
nonotthatdontnotothersnotmorepleasegodsstopmekillme
Exhausted and awaiting replies, I laugh at her pleas.
dontlethertakemoresparethedarkonesnoteventheydeserve.
There were no gods. There was only It, and It would be pleased..[/ic]


[ic=Messages Pt 2]
10 Minutes Later

Groaning, she lifts herself. The others she contacted had not yet replied to her. She was exausted, weary, and not used to exerting herself. For the moment, I was in charge.

"My name is Llandri Brightstar, and you are probably wondering why I don't run now, Saerid. My beautiful, silly, regal Saerid. You're wondering why I don't run, why I don't flee right now, aren't you? No, you think I'm dead. Nine hells, you may be right - I may be dead.

Sorry, I know you hate it when I swear.

The Other, Llitul, she's who I am now. Llandri is dead, the Brightstar has gone out, my Shining Flame. I'm considering using her powers to try to reach out to you, but I'm getting the most unnerving sense of...oh, what's that Gnomish phrase? Deja vu? I guess that's it. Besides, what would I say? And what if she regained control halfway through and you never knew? I will send this briefly, it's night up there, you'll think you're dreaming."

I focus, drawing upon a power I'd feared my entire life. It didn't come naturally like it did to the Other. It was an unholy effort to pull. She had sent missages - I just wanted to send three words.

[spoiler=Saerid]

I love you.

[/spoiler]

I hoped that brought you some peace, dreaming of me. I'm going to die again - she's awaken-

What did you do? nothingjustmovedjustwantedtomove Do not do that again, ghost. Wraith. I will not have your pathetic "needs" displease Him. It. Damn you.

I discard her/us to the back of our mind. I knew we had done something, but whatever it was I/she/we didn't mind. I considered bringing the matter to It, but It had Exalted me...if I couldn't deal with Oldself, I didn't deserve the honor It had granted me. Still, I was weaker than I had thought. I needed to push myself, but not too hard. Not hard enough to contact the Elder Things yet. I needed a similar mind - an elf. I pick based on proximity. I feel a mind, and it suprises me how comfortable this mind feels. But disciplined. I don't attempt to get more than a base feel - I'm not ready to try pushing past empathy yet. Still, I know dark elves. knowthyenemy. See? You're not entirely stupid.

[spoiler=Viarra Gloomsong]

It seems an excellent month to contact one such as yourself. Spiders suit your people well. All due honor, Lady Gloomsong. I am Llitul, and we have much in common.

It's true I am no Dark Elf - else I would not be able to speak with you in this manner - but I could call you cousin. We both have a similar ancestry, both are of a people who no longer stride the surface, and both are Queens of the Deep Realms.

However, I am not one of the sun-kissers or sap-lickers, so I won't waste your time as they would. In this, the Month of the Spider, I see the acendency of your race - and of your race, only one group falls under the Sign of the Spider Queen. The others? A male rules them, and that's all one needs to know of them.

Therefore, I would like to propose a mutually beneficial arrangement. It is known that you operate slave pens, and it is known that your Goddess smiles upon sacrifices on the eve of battle. I have other needs. Therefore, I wish to make an exchange, for I have vast stock of those I own as well - thralls for slaves, two thralls for every slave. Thralls that were never used for breeding stock, nor for violence, nor used to commit any other act displeasing to the Gods of the Sun Folk - the picture of innocence. In exchange? I know that some of your slaves must be of the Sun-Kissed or your own people who are criminals, blasphemers, or seek to overthrow you.

Two of my thralls, strong stock, for your sacrifices in exchange for elven slaves. An initial transaction of ten to five would be sufficient. Enough for you to make preparations and find the healthiest. Allow us both time to inspect our gifts. The thralls will need to be forcibly fed - but other than that, will be perfect sacrifical victims. The slaves will be used for sacrifice as well - but the demands of sacrifice I have are specific, elves that have either known the sun or acted in treachery.

I'm sure you can manage either.[/spoiler]

I grin. That one was easy. Well. Not easy. Easier. I'll look forward to her response.

pleasenoohgodwhywhydontdothisfortheloveofthegods

Oh, shut up.

And suddenly, I hissed as Lothe's mind returned...and something else. This specter had denied me! Some shadow in the Dwarf's dreams...and I had him! He was mine! Curse that specter...but the dwarf had woken. I don't know how strong it is, but it was old and mad. Mad with hate or mad with insanity or mad with death or mad at the intrusion it mattered not. Maybe it wasn't even real. Maybe the dwarf's subconscious was rebelling. Maybe they were already touching his mind. One last try, before the dwarf could sleep again, pulling all my/her urgency into the message - urgency entirely unfeigned.

[spoiler=Lothe]

Awaken! A specter beset you in your sleep, and I can only pray you remember my last missage untainted by the dream. You saw the shadow that named me liar. Such a thing could have never been any Dwer that died with honor! It was a trick of the dead - possibly even a trick of the Cerelich himself, attempting to taint your mind against us, although I cannot prove it, merely suspect. I urge you, Lothe, wise ruler of the Dwerim, do not fall prey to this trickery! It named me liar, but I have spoken nothing but truth to you, unless my vocabulary erred. If my words seem odd or alien, it is a curse - I am not used to this time, and speaking with only the words Llandri knows.

I will give you things you can prove true, so that you might know that I speak no lies. The creatures that haunt your woods and threaten your people, that will feed on your brains, the one I offered honorable justice to. They are real and can be found there, I am certain of it. They are the beings that haunt your forests, and they are the beings whose nightmare home you saw before my mind touched yours. I am certain these horrors are attempting to play with your mind, but your will is too strong to be broken by such trickery.

Please, Lothe, Thane of the Dwer, do not listen to this specter that mocks the memory of the dwarf it once was. Be it unhallowed vision or necromantic mockery, please fight against its lies, lies it cannot prove! Let me prove my Truth. Ask your priests if a dwarf honored would appear as such. Ask yourself if that Dwer - one I do not know - but ask yourself if he would truly appear as such a monstrosity. And if so, for I do not know well the ways of the dead...the specter named me Once-Elf, which is true. The specter was willing to bargain with me. It is possible this specter erred, that it thought I was the source of the influence, but I am not. You do not dream now, you know truth.

Please. For the sake of all below and all above, you must believe me.

And if you do not, if you cannot, if this specter's words ring too true for the Peace...then I can only hope, for the sake of All and of Peace, that you will still honor its bargain.[/spoiler]

I collapse. Apparently, touching the same mind twice is much harder. A third attempt may very well break my control killusmaybekillusdoitendus. I'd have to wait awhile before I could send to this Lothe again.

And next time, I must make sure he is awake.


[spoiler=Response to Vierra Gloomsong]

[ic]I smile tomyself. I like this mind. It schemed and plotted. And it had known me as Beloved. One day, perhaps she would make an excellent Exarch....but not yet. I would not make the mistakes I had made with the Dwarf. Patience. For the latter, it shall be done for the named price. These Kirr will not pose a great threat to us, and if they stand in our way we shall have what we both desire. Here I pause. carefulshemayfindthatasrepulisveasis Oldself was right. Even a drow had limits. But if she would poise me as a tool against her foes...

As to the former, you are right that I am a thing born of the Ceremorphs, a thing born in response to a deep stirring. A creature has arisen, the foundation of what it hopes to be an empire of rot, decay, and death. A creature that calls itself the Cerelich, who's goal is simply to bring all into its unique form of Undeath known as Abjection. A creature so abhorrent, even we find it repulisve. A creature that will not stop until it has Abjected all...though it may seek living puppets or even allies to bring about it's revolting Dream.

We seek the elven slaves so we may build a new weapon as oart of our effort destroy this creature, which lies below the Great Chasm to the south. You know of Ceremorphs, so you know what we require of any armament - their minds, and not the dead minds of the Elves we can breed in Thralldom here. The precise nature of this weapon I cannot communicate through these means - the Cerelich is powerful, and I do not wish to risk details to become known.

I hope this satisifies your need. Our bargin is made, and the crown will be retrieved.


I smile. Not a single word of untruth, not a single secret revealed I did not wish to reveal. And these foes of hers, the Kirr...perhaps they would be a problem, or perhaps they would prove beneficial. Either way, the woman had not seemed stupid - the risk of her foe becoming allied with the Cerelich is not one she'd take lightly. Worsethanusworseeverdestroy Oldself, I'm glad we agree on that. Dark Elves are not known for being squeamish. nolimitsdisgustingwrongbad. If I was right...

Well, no point getting ahead of myself. First I had to retrieve it from her without being drawn into a pointless Food War. Perhaps a message to this Kirr noriskdarkelfsuspicious Of course. If either learned I had spoken with they other, they would suspect me of plotting with their foe. I'll leave these Kirrfood be for now, and attempt evasion on my search.

I was pleased. And certain It would be pleased too.[/ic][/spoiler]
[/ic]
[ic]

That Night

My eyes widen. There was a response, from a mind so alien, so strange...and beautiful, beautiful to both of us.

[spoiler=Response to the Glow]

I hear you, Glow that Does Not Fade. I hear you and I feel your age and your youth, I feel time sleep away. I too, am newly born, but very old. I believe I may understand more about this World than you - I believe I have much I can teach you, and I believe there is much you can teach me.

I am Llitul. I am Beloved. I am Ceremorph. I am Elf. I am Exalted. There are many more things that I am, many more peices. Know me as Llitul, for of all the peices that I am, that one is the most true and also means the least, for it is the name of my newness. I am a Ceremorph. We are of flesh, but we also shape flesh. I am Exalted. I am a new type of Ceremorph - kin and like to them, but yet different, for I am also still an Elf, a different type of old thing but not as old as Ceremorph things. We are beings who touch this Dream of yours - and I think that I am new like you and yet old means that I feel your Dream more strongly. I feel beauty in your colours, colours like no others.

I want to dream more with you, so that you may know more of this world and the beings within, the flesh you perfect and so that I may know more of you and what you Dream and so that I may help you understand this world.

I do not fear you. But I fear for you. There are beings near you, beings called dwarves. They may seek to bring you harm, for dwarves do not love beauty. I merely warn you of their presence, those called Dwer above and those that call Duergar who live in the lakes of fire not far from you.[/spoiler]

[spoiler=response to the Child of the Glow]Child and Dreamer I will cal you then.

It may have been Ceremorph-flesh that whispered to you, for we whisper far to many. It pleases me that our dream delights you, and I feel your dream and your Love and their colors and tastes. It is like no taste I have had before.

Duergar-flesh is kin to dwarf-flesh, but full of even more hatred than dwarf-flesh. The one called Lothe is know to me, and I grieve for your death as I rejoice in your newlife. That sharpness was likely called Axe, for that sharpness is what Dwarf-flesh loves above all other sharpness. Elf-Flesh uses a sharpness called Sword more often, and other Flesh uses other Sharpness. We of Ceremorph-flesh shun Sharpness - we prefer to embrace, even if we mean death. That Flesh does not love you for the same reason much flesh does not love you - even though their forms are not beautiful, flesh is fearful of being remade and clings to its current form as much as possible. I know this: the Elf-Flesh from which I was made still fears the beauty I obtained in being remade. When it is time for the Lothe flesh to join your dream I hope I may aid you, as it shall be when the Duergar-Flesh and all other flesh shall join your dream.

I have much flesh. Flesh I do not use, flesh that should be made beautiful, and I constantly have more flesh - more flesh than I could ever alone make beautiful. I would like to share this flesh with you to show the beauty of your dream, though you are yet too far for me to share this Flesh. I will share this Flesh with you, and in return I ask that you share something with me, something that you cannot make beautiful. There are minerals that flesh values, minerals they call Gold. Would you share this gold with me as I share flesh with you, so that we may better together bring beauty to all flesh?

Also, I warn you, there is a being that will contact you. He dreams of making flesh ugly and revolting. He is the Cerelich, and he is twisted and ugly Ceremorph-Flesh.An image of Yuddrath flashes from Llitul, followed by an image of the Cerelich, followed by an image of a Ceremorph Ghoul. If he has his way, he will do this to allflesh, and flesh thus made is ugly and sick. Flesh thus made never Dreams. Be wary of the Cerelich, who will make all flesh ugly.

[/spoiler]



Llandri wants to weep at having touched that mind, so strange and alien and innocent and beautiful.

For once, we agree.

Father must know of this at once. I send him a message, just the exchange between the Glow and myself, and await his response.[/ic]

[ic=Lliltul]

The Next Day

I realize now how young I am. My fumblings with my messages failureswearedamnedthankgodswefailedinsome had proven that. I/we/she, however, hated failure, despite her ramblings to the contrary in her corner, the ramblings of a dead woman. I was reminded by her of my/our first days at Court. Elven scheming and manipulations, subtle jabs that a soldier;s life had not trained me for. We had learned quickly, but it had infuriated us knowing there were layers we were missing, and our first forrays had be abject notthatworddontthinkthatword utter failures. I/we had done better this time, for I was better, Llitul was superior to Llandri...but I could have done much better than I had. Something had to go perfectly right, there had to be a victory, even a small one...and I knew I would find it among my beloved.

It was becoming easy to reach out to the Hive. Only a day since birth, and already I had no difficulty finding the minds I sought within.

There.

{Zasz, attend me.}

{So it shall be, Queen of Thralls.}

And I smiled at the bitterness of his tone. Zasz, the last Inquisitor, the only one to survive my birth. He knew what I was summoning him for, and must wonder if I intended him for Severing Or maybe simple execution, as he bretheren had been. He had already been cut from much of the powers given to the Inquisitors, no stronger than any other Psion...perhaps I would turn him over to those he had once questioned. Or, perhaps, I would do far worse and treat him as Food. nononodontthinkoffood It was then I realized something that she had kept secret. I was feeling the gnawings of the Hunger. I had not Fed since my awakening. Bitch. Trying to starve us/me/yourself?

I'll feed then, for the first time.

---

When Zasz arrived, it was to find me sitting, on either side of me a thrall, my tentacles enveloping their skull and pulsating as I tasted their thoughts and drew the grey matter from their skulls. He stood in respectful silence as I stared ahead, frozen in a perfect blend of exstacy and horror. Time lost all meaning as I tasted the texture of their thoughts - yellow and the sound of a sparrow mingled with roasting ham and an afterbite of muave child laughter.

I looked at him as I savored that afterbite. "Zasz. The Last Inquisitor. How does it feel to be unique?"

He stood, silent. I could taste his anger and knew its source. "You wonder if I brought you up here to mock you, no? You think I intend on wasting time amusing myself with your hatred."

{Yes. I do.}

At the insolence, I reared a tentacle dontneeditplanremember and lowered. "I am your queen, you Wrech. You were allowed to survive the purge. Do you know why The Overbrain spared you?" I didn't wait for an answer, didn't care what it thought. "You were spared because, of all the Inquisitors, you did not immediately feel fear for your failure. You did not seek to cower and beg the Overbrain's mercy. You felt only hatred for the Abjected, hatred for them so consuming you did not even remember to fear or cower or apologize."

His thoughts took on the taste of expectation. "You still failed, Zasz, and for that you were punished. You are Zasz the Shamed, Last of the Inquisitors. But you hate the Abjected, so in you have a chance to re-earn the final reward."

{Impossible. The Overbrain decreed that none who failed to apprehend the Cerelich would be granted the Joining.}

"The Overbrain is wise. There is use for your hatred still."

He paused, his mouth tentacles waving in involuntary thought. {How shall my hatred serve you, my Queen?}

And so we spoke.

killitkillyourselfletmediewhycantidie

Why so angry? This was your idea.[/ic]

[ic]I sit bolt upright, Zasz looking at me curiously.

{My queen...?}

"Leave us."

He does. He has his instructions anyway, he doesn't need me to hold his tentacles every step of the way. I shudder involuntarily as soon as he's out of the room, Llandri jibbering in the back of my mind. That voice..it was like the Overbrain's, old. Older than any part of my sentience, older even than It. awefulhorriblewhatwasworsenight silence yourself. You're/I'm a warrior, we're not going to cower in fear because of a Voice, no matter how much....

I shudder again, wrapping my tendrils around myself in an instinctive protective gesture. I was right to have waited to attempt to contact these beings. That power was immense. I considered going to It, telling It what I had heard...and we both rebelled. We would tell It, but not without having done something. To simply return to It admitting fear and inaction would be unpardonable. Stilling our minds, I gathered my will to reply.

[spoiler=Response to Dreams of Dead Races]

{The tone of these messages is respect tinged with awe.}

I hear you, Being Primordial, and I hear your animosity, oh Elder Thing. You name my forebearer your oldest foe, your most hated, and I am honored to know my forebearer has the might to have deserved such attention.

Yet I do not sense malice, I do not feel an intent towards violence, merely a warning I will be Watched.

I am of old and new, and newborn of old, so I do not presume to understand your intent, merely what I have sensed in your contact. I presume nothing, but do not attempt to decieve a being such as you.

My Dread Father has expressed a desire that I learn of you, but has not expressed a desire for me to war with you, nor have you expressed a desire to war with It. This is well. Your power is evident, and my Forbearer is also of vast power: a renewal of an Old War at this juncture would shatter all, and neither of us would be the victor as the squirming parastic Newthings decend upon us en mass. They are weak but many, and their numbers could threaten a being even as Elder as you.

There is another Power I would warn you of, for I do not know what your vast intellect has touched and do not presume to know your knowledge. I merely speak as a being old and new to a being far older and greater. No new thing can call itself your equal, I know that from your thought, and I am part newthing so therefore do not presume such. I am born of Elder, however, so I presume that I may speak with you slightly more equal than most.

There is something also born of your Oldest Foe. A being known as a Cerelich, who prays at the Altar of Yuddrath, who seeks to Abject all life, Old and New, before him. He would even seek to Abject you given the chance, I am certain. I doubt his power could threaten you. But the Altar he prays at, Yuddrath, is Elder, and such a being may be enough to challenge your power.

I make no threats. I do not know of what War Primordial caused you to call my Forebearer foe. But I seek to state my intent: if the War Primordial must resume, if Elder Thing must once again war against Elder Thing, let it resume once the Altar that is Yuddrath is broken and the Cerelich scattered to dust. Let us not war amongst each other until at least there are only two Elder Powers on this Mortal Plane. If you must war against your Elder Foe, or It must war against you, allow it to be a War between only those who Warred Once Before.

Thank you for the honor of deeming me worthy of your Observation. I can honestly hope you find something you respect in what you see.[/spoiler]

And now I slump, inchor pouring from the corners of my eyes, awaiting the Beings response, and for the first time since I have used the name I Llitul feels fear.

It would be easier to bear if it wasn't tinged with Llandri's laughter.[/ic]
[ic]I smile as I feel the Elder Thing's voice again. The creatuer terrified me, there was no doubt of that, but youlovepleasingevilnowyouknowityouretheirbitchnow I couldn't place my finger on the pleasant sensation that rippled through me. Of course, a response was needed...

[spoiler=Response to Dreams of Dead Races]My thanks for the compliments I have only done the bearest to deserve, Elder Thing. A tribute is beyond me, for my Forebearer, as your ancient foe, would surely find a tribute to be demeaning to Us. However, as a gift, a gift for a former foe who is many times worthy, a gift for a truce, that is something that is within my power. It is a slight difference of words, but words are important to beings of your wisdom and of the wisdom of my Forebearer, beings of Primal Wisdom I could only dream to one day hold.

The metal you request will be delievered to you -as a gift - in all due speed. It shall leave for you shortly, and given the distance between your realm and the realm of my Forebearer, the materials should arrive by the next week as the surface-squatters reckon time.

If this continues, maybe in these Eons we will never need be foes, but our people's may stand as allies.

[ooc]Trade: 30 Metal For Mutual Non-Aggression Pact. If I understand right, we're close enough, and it should arrive next week[/ooc][/spoiler]

I am pleased with myself. Very pleased.

{Father? I have contacted the presence in the Lake. It is an Elder Being like but different from yourself. It names you its Eldest Foe. I have made a pact with it, that for now we shall not engage each other, not while the squatters above are so numerous and the abomination that is Yuddrath still moves in the three dimensional plane. This pact will be sealed in some of the metal from our mines - I have already dispatched Euroth to collect it.}[/ic]
[ic]I think. It comes easier every day, and we're astonished at how quickly it comes - even though she/i hates me/her and I/her pity her/me, our expanded nervous tissue extend what we can despite - or perhaps because - of the conflict.

thepensuselessyoullhavemore

She's right. I dispatch the orders to cease the construction and begin pondering. There is another Ceremorph here. Daggoth. It was him who held her/my Mind in Thrall, him who took me to the Overbrain to be Exalted. He should be rewarded. killhimkillhimkillhim. NO. Reward him. And I know just how to do it. {Daggoth the Awakener. You will be rewarded.

And I will come with you as you claim your reward.}

{Father, Overbrain, I must leave. The hounds will be able to catch me - by awaiting their birth, I'll merely slow them.}

I rise, and go...enjoying the idea of seeing my new realm in person for the first time with Llitul's eyes.[/ic]

[ooc=turn]

[spoiler=Turn]
99% Sure these are final. Will have Llandri stopping the construction of the new Pens and Daggoth's recruitment put in character. Current wealth assumes both new Dungeons are established with no problems.
[spoiler=Production]
GoldMetalBodiesFood
+20+0+60+20
[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
+0+0+0+0
[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:
3 Thrall Pens
2 Mushroom Farms
Amplifier Node

Under Construction:
Mutation Chamber (1 Week)
Grafting Pen (1 Week)
Inquisition of the Exalted (2 Weeks)
Improved Ceremorph Mines (2 Weeks)
Defenses
Slime Moat (1 week)

Lower Dtoulth (Lowerdeep 75)
Base Under Construction (1 Week) (hopefully)

Curasd, Horror In The Woods (Lowerdeep 69)
Base Under Construction (1 Week) (hopefully)

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
Recruit 2 Ceremorph Psions (Lowerdeep 74)
Recruit 5 Larva Swarms (Lowerdeep 74)
Recruit 10 Thralls (Lowerdeep 74)
[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
2758070140
[/spoiler]
[spoiler=Trade]
-30 Metal to Watchers (Not reflected in wealth)
[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Overbrain Chamber
Spawning Pool
Ceremorph Mine
Thrall Pens 4
Mushroom Farm 3
Defenses
Amplifier Node

Lower Dtoulth (Lowerdeep 75)
Base Under Construction (hopefully)

Curasd, Horror In The Woods (Lowerdeep 69)
Base Under Construction (hopefully)
[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain

The Shamed: (Garrisoned Lowerdeep 74)
1 Ceremorph Psion (Zasz)
2 Thralls

The Vanguard (Garrisoned Lowerdeep 74)
1 Llitul
1 Ceremorph Psion (Daggoth)
5 Larva Swarms
8 Thralls
[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 5
Morale: +8
Special Abilities: Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership

Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear.[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
The aberrant, tentacled Ceremorph Psions are skilled in psychic attacks.  Armour, shields, scales – all are worthless against a Ceremorph's mental barrage, an onslaught that can reduce a humanoid mind to bloody pulp, all the better to be slurped up by a Ceremorph's questing tentacles.

Cost: 10 Gold, 1 Thrall
Upkeep: 3 Gold, 2 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector[/spoiler]
[spoiler=Zasz, The Shamed]
The aberrant, tentacled Ceremorph Psions are skilled in psychic attacks.  Armour, shields, scales – all are worthless against a Ceremorph's mental barrage, an onslaught that can reduce a humanoid mind to bloody pulp, all the better to be slurped up by a Ceremorph's questing tentacles.

Cost: 10 Gold, 1 Thrall
Upkeep: 3 Gold, 2 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector[/spoiler]
[/spoiler]
[spoiler=Orders]
The Exalted:
Remained Garrisoned.
Overbrain Scry Region M3 and M7

The Shamed (Total 2 speed used).
Ungarrison (0 speed)
Move from Lowerdeep 74 to Lowerdeep 75 (1 speed) If threat found, eliminate if weak, return if strong.
If Empty Found Lower Dtoulth (Dungeon 75) (0 Speed) and Entrench (1 speed) Immediately upon completion promote Zasz to Commander if alive.

The Vanguard:
Move from Lowerdeep 74 to Lowerdeep 69 (Path 73-63-68-69)
If threat found, attack if appears weaker, withdraw  and request orders if appears stronger, attempt communication then withdraw if it seem stronger and intelligent and non-hostile.
Found Curasd, Horror In The Woods, at Lowerdeep 69 if empty or after threats eliminated. Immediately upon completion promote Daggoth to Commander if alive.
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: HippopotamusDundee on February 01, 2013, 09:24:56 PM
[ic=Contemplation]
Yuddarath breathed and whispered, and as its child's voice murmured a susurrus of half-dreamed memories Ktan-Ydheel sat enthroned in the Altar's heart, lost in thought. Letting its eyes trace the wrinkled contours of its former Overbrain as if enlightenment could be found there the Cerelich pondered the new and unforeseen presence it had Scryed in the deeps. But Ktan-Ydheel knew not the nature of this interloper and the long-devoured husk gave no answer, and so it was to more urgent matters the Cerelich turned its attention.

The conundrum of this intelligence from below the Undersea would have to wait – there were experiments to be performed, and it seemed that some new material on which to practice had just stumbled into the Cerelich's path...
[/ic]

[spoiler=Message for The Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dear Prince,

In recent times I have been finding my experiments stymied by the unsuitability of mindless Thralls for certain purposes - I have been greatly excited to hear of the living cattle you sell and wish to make inquiries into how much a humble Lich might be expected to pay for such a bounty.

Yours in Yuddarath,
Ktan-Ydheel, the Abjected, the Cerelich, the Great Traitor, the Heretic, etc.
[/spoiler]

[spoiler=Reply for the Onyx Prince]
My Dear Prince,

Thank you for both your prompt and timely response and your much-appreciated courtesy - for the present I am still embroiled in experiments but in a few weeks shall certainly avail myself of your most reasonably-priced services. On a slightly related note - not to be indelicate - are you in the buying as well as selling market? I have currently launched a venture which I have high hopes will lead to my acquiring more merchandise than I can reasonably house or use, and wondered if you would have any interest in - shall we say - more tentacled chattel?

Ktan-Ydheel, the Cerelich, the Abjected, etc.
[/spoiler]

[spoiler=Message for Shee-ra Cleversmart XVI]
Greetings to Her Royal Highness Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground

Your Majesty it has come to my attention that your near neighbors, the perfidious Ceremorphs who style themselves 'Exalted', have begun exploration into the surrounding countryside (and therefore perhaps, though it pains me to pass on such distressing speculation, into lands that are rightfully Yours) and have - quite entirely by coincidence - left their relatively-unfortified capital of Dtoulth largely undefended.

My apologies for any presumption on my part - I simply thought this was news which should be brought to Your ears.

Yours in Yuddarath,
Ktan-Ydheel, the Cerelich, the Abjected, the Heretic, etc.
[/spoiler]

[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)

Ceremorph Mine: +185 Gold, +20 Metal (due to First Turn, none produced)
Thrall Pen: +20 Bodies (due to First Turn, none produced)[/spoiler]
[spoiler=Upkeep]
5 Ceremorph Ghouls - None due to First Turn
5 Unhallowed Larvae Spawn: - None[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:

Chamber of Obscenities: 1 week remaining
Uncanny Architecture: 2 week remaining

Beginning Construction:
Memory Womb: -200 Gold, 3 weeks remaining
Secret Chamber: -50 Gold, -15 Metal, 2 weeks remaining

Ulm-Ulhulm (Middledeep 22)
SET UP FOUNDATIONS FOR NEW OUTPOST: -50 Gold, 1 week remaining
[/spoiler]
[spoiler=Recruitment]
Recruit 5 Ceremorph Ghouls: -60 Gold, -5 Bodies
[/spoiler]
[spoiler=Wealth]
Gold: 25
Metal: 5
Food: 0
Bodies: 45[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)

The Altar That is Yuddarath
Synapse Chamber
Spawning Pool
1 Thrall Pen
1 Ceremorph Mine

Zombie Wall
Amplifier Node[/spoiler]
[spoiler=Armies]
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
5 Unhallowed Larvae Spawn - Garrisoned at Yuddarath (Lowerdeep 56)
5 Ceremorph Ghouls - Garrisoned at Yuddarath (Lowerdeep 56)
[/spoiler]
[spoiler=Orders]
Spent 0 Speed to move 1 Ceremorph Ghoul up 1 level to Middledeep 24, spend 1 Speed to move them into Middledeep 23.
Spend 0 Speed to move 5 Unhallowed Larvae Spawn and 4 Ceremorph Ghouls up 1 level to Middledeep 24, spend 4 Speed to move them into Middledeep 20 with orders to search for the Ceremorph prisoners and offer them sanctuary in Yuddarath.
Ktan-Ydheel to Scry on: Middledeep 40, Lowerdeep 17 abd Lowerdeep 74. Also putting out the word to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Llum on February 01, 2013, 11:43:40 PM
[ic=The will of a despot]
"Murder over a game of dice?"  Käfer was incredulous. You come before me without proof and almost have blood on your hands. Your life is Forfeit. Execute Garndrik, feed his body to the beetles. Only the most foolish of duergar seek to spill duergar blood. Ancient horrors surround us and the Ceremorphs wish to rekindle their empire, this is not the time for dissent and in fighting.
[/ic]

[spoiler=Messages]
[ic=Response to the Onyx Prince]Greetings
You are wise not to discount the duergar and we would gladly be open to trade or other benefical arrangements between our two peoples. We have a surplus of metal if you are in need.
[/ic]
[/spoiler]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
1 Beetle Farm: +50 Food
[/spoiler]

[spoiler=Upkeep]
5 Duergar Sneaks: -15 Gold - 10 food
4 Duergar Hammer Throwers: -8 Gold - 8 food

total: -23 Gold - 18 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)

Under Construction:
Hall of Trade: 2 weeks remaining
Hatchery: 2 weeks remaining
Hall of Smoke: 2 weeks remaining
Beetle Farm: 3 weeks remaining
Beetle Farm: 3 weeks remaining
Magma Moat: 1 week remaining

Beginning Construction:
[/spoiler]
[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
[/spoiler]
[spoiler=Wealth]
Gold: 210
Metal: 380
Food: 250
Bodies: 0
[/spoiler]
[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Hall of Carnage
Forge Hall
Duergar Mine
Beetle Farm x 1
Training Hall
Outer Wall
Iron Gate


[/spoiler]

[spoiler=Armies]

Thane Ragnar Thundershield – Garrisoned at Käferhold (Lowerdeep 17)
4 Duergar Hammer Throwers - Garrisoned at Käferhold (Lowerdeep 17)
5 Duergar Sneaks - Garrisoned at Käferhold (Lowerdeep 17)
[/spoiler]

[spoiler=Orders]
Spend 2 Speed to move 2 Duergar Sneaks from Lowerdeep 17 to Lowerdeep 19
Spend 2 Speed to move 3 Duergar Sneaks from Lowerdeep 17 to Lowerdeep 16
If Lowerdeep 19 is free, build a new DUngeon there and promote one of the Sneaks to Commander (Wulfgar if possible), christen it
If Lowerdeep 19 is not free, build a Dungeon in Lowerdeep 16 instead, promote one of the Sneaks to Commander
If nether are free to build a dungeon, save money.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Ghostman on February 02, 2013, 01:23:04 PM
[ic=Delights of Pain]
An oppressive silence reigned in the gloom of the torture chamber, isolated as it was by thick walls from the din of the Spire and city beyond - an unfortunate but necessary nod to pragmatism, for while it would be most pleasant indeed to allow the screams of the occupants to emanate soundly without, the often sensitive nature of the information extracted from them needed to be kept from the ears of those who weren't privy to it. Such would be the case today, thought the Onyx Prince, who stood regally near the sealed entrance, flanked by a bound servitor-imp to either side. His gaze scrutinized the gagged and blindfolded figure in the center of the room; a pitiful sack of skin and bones suspended from the ceiling by barbed chains.

Without uttering a word the lord of Kirr-Godna made a casual gesture, extending an open hand, and the master of the torture chamber hurried to fetch and place on his hand a slender wand of turquoise metal, delicately engraved with eldritch symbols. Such enchanted devises were among the most sophisticated creations of the Dark Elves, capable of circumventing the natural limitations of flesh to invoke sensations far deeper and more profound than could ever be inflicted with cruder instruments such as the myriad hooks, blades and screws that littered the niches and tables of the chamber. A sadistic smile formed on the lips of the Onyx Prince as he savoured that precious moment of anticipation that preceded the beginnings of interrogations. He saw that the flesh of the victim, already riddled with many markings of the whip and the hot iron, was tensing, a sign of defiance. This pleased Dalashinn, for he expected that many hours of delightful entertainment would be enjoyed before the will of the subject would finally be broken.
[/ic]

[ic=Apprehension]
"What shall be done about this menace?" The voice of the vizier echoed off the alcoved walls and the colonnades of ornate pillars within the throne room. The hunched figure of the venerable eunuch lay prostrate before the Onyx Throne, an ornate seat of macabre beauty, surrounded by a subtle aura of inscrutable dread. Upon that ancient chair resided his master and tyrant, Dalashinn.

The matter at hand concerned recent reports about a dragon, a Grey Wyrm that supposedly haunted the Crack of Ulzennar, the great chasm nearby. It was little more than a rumor so far, with little in the way of accountable evidence. But in the eternal night of the Underdeep, one rarely had the luxury of dismissing the smallest possibility of a threat. Dalashinn pondered the issue for a time, his vizier waiting his response in reverent silence. After carefully weighting his options, the Onyx Prince spoke: "To send a warparty to hunt down this beast, as some have dared suggest, would be a fool's errand right now. The dragon may not even exist. And if it does, it could easily elude a band of infantry by retreating into the depths of the rift. Better intelligence and thorough preparations will be needed before such an action may be considered."

"And if the wyrm should assail Kirr-Godna, my lord?" The eunuch had barely finished this half-whispered question when the First among the Bloodlords replied, his tone cold and ruthless: "Then we shall surely fare better than would a hastily assembled hunting party facing it in the caverns. Though the city may be damaged in battle, such damage can be repaired - buildings burned down rebuilt, new slaves raised to replace manpower lost. For the time being, we will bolster our defenses and take care not to draw the attention of the supposed creature. Dragons are by their nature greedy beasts attracted by the allure of gold; we ought to not hoard our fortunes but to put them to good use, so as to not risk tempting the wyrm with an overgrown treasury."

The eunuch vizier bowed his head to the marble floor. Raising himself to a half-bowed posture, he quietly backtracked out of the hall with his gaze carefully cast low. Having departed from the august presense of the Onyx Prince, the aged servant hurried to proclaim his will to the Bloodlords.
[/ic]

[ic=Messages]
[spoiler=Message to Dr. Robertson and Markus Ashton]
Greetings, masters of the necromantic art. I, Dalashinn, coronated Onyx Prince and first among Bloodlords, write to you as the lord of ancient Kirr-Godna, city wherein sorcerers rule. Though our realms stand far apart, there is cause to consider prosperous arrangaments between us. Simple trade may suffice - perhaps you would find interest in purchasing chattel from our pens? - but other forms of cooperation may also prove fruitful. Were we to join forces, none within the Underdeep could rival us in arcane power. I hope you consider well these proposals. Allies can be hard to find in the bowels of the earth, as you surely are aware. I shall look forward to receiving word from you.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna
[/spoiler][spoiler=Reply to Dr. Robertson, Professor Immortal]
It is well and good that our correspondence has begun on such a promising footing. May the infernal powers look favourably upon further steps toward mutual benefit between us. As to the matter at hand, allow me to state that Kirr-Godna has no plans to expand into that northern portion of the Upperdeep which contains your realm. I would also wish to point out that, due to the nature of geography, any forays by your forces deeper underground would be rather likely to be met by resistance from the wretched matriarchy of Vashnaranzenan. It so happens that my people have no warm feelings toward the denizens of that city, Dark Elves though they may be. An alliance between us would safeguard our respective domains against their ploys - and could eventually see them defeated for good. I am, of corse, more than willing to hear out any alternative or additional arrangements you may wish to propose.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna
[/spoiler]

[spoiler=Message to the Despot of Käferhold]
Hail, heirs of Xorinatch's Empire. Although Ladaguir has crumbled, only a fool would dismiss your race as inconsequential because of it - I have lived for a long time, and know well of the tenacity of the Duergar. If you are as wise as I suspect, you should see the value in trade between our domains. At the very least, we would do well to avoid unnecessary conflicts that might only play into the hands of another foe - such as tentacled ones.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna
[/spoiler][spoiler=Reply to the Despot of Käferhold]
Though we are not currently suffering from any shortage of metal, we will be sure to remember your surplus if such a need arises. I predict that in the future my realm will be producing more food than is needed for our own use, and may offer the excess of it up for trade.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna
[/spoiler]

[spoiler=Reply to Ktan-Ydheel, the Abjected]
Dearest Eminence,

Such exchanges can indeed be arranged. For the time being, the prices for slaves are fairly high by necessity, but I have plans on expanding the markets of my city, to foster a truly thriving business. Thus I expect that prices will drop considerably in the future. However, if you are in urgent demand of chattel, you may purchase it from Kirr-Godna at the rate of 8 gold per head.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[ooc]
Any slaves provided will be of a variety of races other than Dark Elves (accounting for the admittedly unlikely event that you'd try to resell them to Xathan's Exalted). If you actually want Dark Elf slaves, the price will be much higher.

Also, prices may be driven UP if you or anyone else starts buying slaves in large quantities. Supply and demand and all that, you know ;)
[/ooc]
[/spoiler][spoiler=2nd Reply to Ktan-Ydheel, the Abjected]
Dearest Eminence,

We are always interested in additional avenues for the acquisition of slaves. Ordinary chattel may not not see much in the way of sales value, but more unique specimen may command extraordinary prices.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna
[/spoiler]
[/ic]

[spoiler=Week 1]

[spoiler=Production]
Kirr-Godna
Crystal deposit: +20 Gold
(Rooms do not produce anything on 1st week)
[/spoiler]

[spoiler=Upkeep]
(Soldiers do not incur upkeep during 1st week)
[/spoiler]

[spoiler=Construction]
Kirr-Godna (Middledeep 13)

Under Construction:
Improved Mine: 2 weeks remaining
Profane Temple: 1 week remaining
1 Lizard Pen: 1 week remaining

Beginning Construction:
(No constructions begin on this week)
[/spoiler]

[spoiler=Recruitment]
Kirr-Godna (Middledeep 13)
Recruit 25 Slave Soldiers: -125 Gold
Recruit 15 Dark Elf Swordsmen: -180 Gold, -30 Metal
Recruit 10 Dark Elf Crossbowmen: -120 Gold, -20 Metal
[/spoiler]

[spoiler=Wealth]
Gold: 5
Metal: 180
Food: 200
[/spoiler]

[spoiler=Dungeons and Outposts]
Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
War Spire
1 Lichen Garden
Dark Elf Mine
City Wall
[/spoiler]

[spoiler=Armies]
25 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
15 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
10 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
[/spoiler]

[spoiler=Orders]
Spend 2 Speed to move 5 Dark Elf Crossbowmen, 5 Dark Elf Swordsmen and 10 Slave Soldiers from Kirr-Godna (Middledeep 13) to Middledeep 15. These forces form a new army called Expeditionary Force A.

Having reached Middledeep 15, Expeditionary Force A spends 1 Speed to forage the mushroom forest. Once foraging is complete, this army spends 1 Speed to entrench in the area.

Should enemies be encountered, Expeditionary Force A will react according to these orders:
* If the enemy force appears to be stronger, retreat immediately.
* If the enemy force appears to be weaker, sacrifice 1 Slave Soldier and attack. Do not pursue if they flee.
* If the forces appear to be roughly equal, retreat to Middledeep 14 and entrench there if enough movement left. If combat is unavoidable, sacrifice 1 Slave Soldier.


Dalashinn remains garrisoned and spends 3 Speed to interrogate the spy.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Polycarp on February 02, 2013, 06:54:07 PM
The Glow - Fungoids - Week 1

The Glow Theme! (http://picosong.com/nsS6/)

[ic=Lucidity]The colors play over the Heart, and the Child plays with the dreams of a fleshling, a short and stocky thing that squirms and mewls in its membranous wrappings.  She caresses its sleeping face with a tendril, feeling the twitch of its faceflesh under her delicate touch.  Red were its thoughts, simmering and so red...

A whisper seizes the city.  When the Dreamer murmurs in her eternal sleep, all its subjects can sense it, and can feel it within them.  To the lesser ones, it is like a shiver up the spine, a tingling whisper in the ear, a ghostly caress – the city itself, its membranes and fronds and fruiting bodies, all of it trembles in ecstasy when the Dreamer whispers.  The Child alone beholds it truly; she trembles, jerking away from the fleshling, and lets the dream overwhelm her.

The senses of her mind are flooded with pictures, sounds, qualities, essences, concepts, all dancing and bleeding together; sights shift into sounds, emotions bloom into solid color.  The Child's mind reels, pulling back into lucidity from the brink; she knew the Dreamer well, but some part of the dream stretched into another place beyond the Child's comprehension where there were things which had no name and could never be.  She shies away from it, but the whisper – some new and strange thought in the mind of the Dreamer – dances across its surface, across the border between what was and what was not.  She reaches out to it, and dreams it.

[spoiler=Reply to Llitul]We feel you, dancer-on-the-void.  What mind dances here?  It is such a thin membrane, and such a long fall... We are present here; in the forest, in the waters, in the colors of the dream.  We are newly born, but very old... there is so much we do not understand.  We will learn.

There is something different in you.  How shall we know you?  You are like flesh, but not like flesh.  You are like dreams we have dreamt, but... you are also unlike them.  We do not understand.

Now dream of us.  We are the glow that does not fade; we are the form that is never fixed.  We live again and again; death touches us but does not hold us like it holds flesh.  We perfect flesh.  Of flesh we are born, but flesh we are not.  We have a billion children, and a billion more; with flesh they grow, and the flesh becomes the beauty we dream of.  We are born of flesh, but our dreams are higher, brighter, more wonderful, more beautiful.  We will bring the truth of the dream to flesh.

Let your fear wither.  We love your thoughts.  We love your flesh.  Let us dream together.  Grow in our dreams and we will grow in yours.[/spoiler]
The Child gradually drifts out of the dream.  She perceives that she is carried by her servants, borne to a great toadstool at the edge of the Heart.  She slides off them, conscious now, and approaches it herself.

A fleshling has come, they say.  It was a bat, black and furry.  Her servants hand her a little scrap, and she recognizes the scratches upon it from the dreams of the fleshlings.  Meaning comes to her, and she smiles.  The Child leans sinuously forward, and blows a cloud of spores onto the bat; the bat jumps with a start and flutters away.

[spoiler=Reply to The Goblin King Dâgalûr]A messenger bat returns to you, but it bears no return message, and is acting strangely – it looks listless and confused, and tilts its head from side to side in an unusual fashion.  Its eyes grow cloudy and its fur grows dusty and brittle.  Then, in only a few hours, it is found motionless and dead, with a thin stalk sprouting from its little furry head.  Some goblin, perhaps a bat-keeper, draws near – and a puff of spores comes from the sprout.  The goblin stumbles and convulses briefly as a message surges through its brain.

We greet the flesh.

We know not know you, nor "sun" or what touches this.  If it is beautiful, we will love it.  Its form shall please us.

Perhaps your flesh will please us.  The flesh is good.  We do not attack the flesh.  We love the flesh.

The dead flesh may be made good again.  We dream of new life in the dead flesh.  It is good that you should give this flesh.  But we do not know you, and your flesh is far from us – until we grow we must see to our own flesh, our own dreams.

Yet do not worry.  We will grow beautiful together.

The goblin's senses return to it... that certainly was strange.  Now, the thin tendril sprouting from the dead bat is already beginning to wither away.  Perhaps he should tell someone about this...[/spoiler]
How new, how beautiful - the dream always revealed itself in new ways.  The Child's servants follow her as a new vision begins to form in her mind...[/ic]

[spoiler=A Dream Message, to all Ceremorph and Watcher leaders]
A psychic moan ripples through the Lowerdeep, carrying the image of a face.  It is a wretched face, a dead face, black, peeling, and crumbling like the pages of a burned book.

A thin strand pokes from a blackened cheek – and then another, and another.  Little shoots, green and red and purple and every other color, begin to sprout from the charred face.  Bulbs sprout in its empty eye sockets and little fronds sprout from its mouth and curl around its lips.  Soon, the face is alive, a squirming and shimmering mass, and the blackened skin is completely covered.

The lips, remade in fluorescent vegetation, part slightly and speak a single word – dream.  Shimmering dust pours forth from the mouth, and everything it touches begins to bloom as little colorful fibers emerge from the stone and even the air itself until the face is everything and everything is the face, all beheld within its softly glowing eyes.[/spoiler]

[spoiler=Message to Llitul]Llitul.  We are also many.  We are the Dreamer, who is old, and the Child, who is young.  But we have no pieces; we are all one.  Our billion children are us, and we are them.  We are our mother and our daughter.  We dream together.

Is it the Ceremorph-flesh, who whispered to us?  The Dreamer heard long ago.  We hear still.  It is a strange dream, but it delights us... we have seen beauty on the edge, between the strange and the familiar, between what you are and what we were.  We have dreamt of it, and we have made our dream real.  We have opened our mind and made colors from the whisper.  The whisper is water that falls from the dark, and we were the soil below; now we grow.  Beauty grows.  Love grows.  The dream grows.

The flesh called duergar we know not.  We remember the flesh above, the flesh called dwarf.  The flesh above gave us death, once; he killed us... killed... me... me?  We... she was dead.  We remember this.  We remember the sharpness, the edge in the hands of the flesh called Lothë, who killed her.  We remember the terrible flame that consumed her children.  But death does not hold us.  She-who-died was ignorant of the dream, but she was remade in the dream, born again into the Child, made better, truer, more beautiful.  She was Black-rot, but we are of many colors.  That is us.  We remember.

We do not hate the dwarf-flesh.  We do not hate the flesh called Lothë.  We love the flesh; why does that flesh love us not, Llitul?

We do not understand, but we will share our dream with them.  How sad, how terrible that they hate beauty... but we can help them!  We can perfect their flesh.  Black-rot did not know beauty, and now she dreams anew.  As we have remade Black-rot, so we will remake the Lothë-flesh.  The Lothë-flesh will play in the garden with us, and join us in the dream.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
Terrain (Mushrooms + Water): +35 Food[/spoiler]

[spoiler=Upkeep]
None on first turn[/spoiler]

[spoiler=Construction]
Heart of the Glow (Lowerdeep 31)

Under Construction
9 Skin Farms (1 week remaining)
1 Regeneration Bulb (On Nursery, 1 week remaining)
1 Toxic Cluster (2 weeks remaining)

Crimsonlight (Middledeep 47) – 1 week remaining (assuming orders are successful, see below)[/spoiler]

[spoiler=Recruitment]
Nothing to see here.[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 35
Bodies: 8[/spoiler]

[spoiler=Dungeons and Outposts]
Heart of the Glow (Lowerdeep 31)

Heart of the Glow
Fungal Nursery (w/ Maturation and Cultivation Bulbs)
1 Skin Farm[/spoiler]

[spoiler=Armies]
Child of the Glow – Garrisoned at Heart of the Glow (Lowerdeep 31)
1 Child of the Glow
2 Sporemothers (20 weeks)
25 Fungoid Warriors (12 weeks)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Slumberous Poison, Regeneration 12

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic][/spoiler]

[spoiler=Orders]
Child of the Glow and 10 Fungoid Warriors (Lowerdeep 31):

15 Fungoid Warriors (Lowerdeep 31):

2 Sporemothers (Lowerdeep 31):
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Numinous on February 02, 2013, 09:17:06 PM
Department of Necromancy at Upperdeep 85 - Undead - Turn 1
[ic=The Office of Dr. Robertson, Professor Immortal]
"Over there.  No, no, I liked it in the first place.  By the window.  Yes.  Gentle!  That's oak!  You do know they don't even have trees down here to replace that, right!?"  

From the orb on the stand to his left, a harsh voice barked out "Is the new office to your satisfaction, Dr. Robertson?"  

Off-handedly, while gesturing for the procurement of additional bookshelves and the placement of delicate instruments, the professor immortal deigned to reply "Yes, yes, but it is so hard to find a good reading lamp down here.  Would you be a dear and remember to bring back some of the fine lamp oil when you're done with your task?  This sodding fungus seepage is vastly inferior, and it irritates my cheekbones!"

"Of course, my most esteemed scholarship, I shall be most assiduous in the procuring of these materials you require.  Will there be anything else you wish delivered?" croaked Ashton, from the orb.  

"Yes, bring me a cat or something.  I would like some company that isn't quite so troublesome when it falls into my instruments.  Harold ran me clean out of newts-tongue with that dreadful stumble of his."

"Yes, my liege, speaker for the deeps.  May I find you again in worse health and lower caverns."

"Indeed.  Now leave me be until you have something more pressing to report.  I must break in this new writing desk before the night is through.  The mail has been most interesting of late."

[spoiler=Reply to Dalashinn, the Onyx Prince, lord of ancient Kirr-Godna]It is most beneficient that your letter did grace my eyes this fine eve, for upon viewing it what remains of my heart was most warmed up to a temperature approximating the lukewarm variety by your offer of cooperation.  Our alliance of intellectuals will surely strike fear into the hearts of the uncivilized savages that seethe in the dark and bring shivers to their still-beating hearts.  As such matters do stand, currently, it is our wish to assure you that we bear your fine city no ill-will at this time, and when and if the proper forms are processed according to protocol, our faction would be more than amicable in setting about the application of terms that would conceivably lead to non-aggression or alliance.  Thank you for your time, and if you have any questions, Harold, our head-secretary, will insure that they are passed on to me at the earliest convenience.

Most egregiously delighted to hear form you,
Dr. Robertson, Professor Immortal[/spoiler][/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)

Bone Garden: Nothing (First Week)
Undead Mine: Nothing (First Week)[/spoiler]
[spoiler=Upkeep]18 Zombies: No Upkeep (8 weeks until decay into skeletons)
15 Skeletal Archers: No Upkeep
7 Skeletal Warriors: No Upkeep[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:

Catacomb: 1 week remaining
Arcane Library 1 week remaining
Teleportation Circle: 2 weeks remaining
Spiked Moat: 1 weeks remaining

Beginning Construction:

None.[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred, The Red House (Upperdeep 85)

None[/spoiler]
[spoiler=Wealth]Gold: 0
Metal: 110
Food: 0 Food
Bodies: 60[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine

No Traps or Defenses[/spoiler]
[spoiler=Armies]Professor Robertson – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
6 Zombies – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
5 Skeletal Archers – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
2 Skeletal Warriors – Garrisoned at Albaiyat Alhazred (Upperdeep 85)

Markus Ashton – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
12 Zombies – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
10 Skeletal Archers – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
5 Skeletal Warriors – Garrisoned at Albaiyat Alhazred (Upperdeep 85)[/spoiler]
[spoiler=Orders]Spend 2 Speed to move
Markus Ashton
12 Zombies
10 Skeletal Archers
5 Skeletal Warriors
from Upperdeep 85 to Upperdeep 81 and spend 1 Speed to Scout.

Spend 3 Speed to move
Professor Robertson
6 Zombies
5 Skeletal Archers
2 Skeleton Warriors
from Upperdeep 85 to Upperdeep 88.

Professor Robertson will be carying both philacteries on his person.

In case of combat, both liches follow the same strategy. Zombies are ordered to engage the largest melee regiment. Skeletal warriors are to engage the largest ranged regiment. Archers are to prioritize the smallest regiment at any given time. Each lich will form its own regiment and repeatedly Curse the most powerful regiment.
In the case of 2:1 numbers (except against simple goblins or simple kobolds, which we'll count at ~half-numbers) we'll withdraw all troops from battle. We'll also withdraw all troops in the case that either lich is engaged in melee (which should only happen in the case where there are more than two enemy regiments, or if one of the undead regiments is destroyed).[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Rhamnousia on February 03, 2013, 12:07:19 AM
[ic=Dreams in the Depths]Were its greatness tarnished by the ability to feel such emotions, Dreams-of-Dead-Races would have pitied the mortal races, their imperfections of their biologies limiting them to but a single stream of linear thought. Even though its massive bulk lay in repose within a pool of salt-laden slime, the mind of the Watcher Sovereign was never truly at rest, not during the numberless centuries of the Long Dreaming and certainly not during this petty hibernation, which it perceived as a mortal might the space between breaths. If the mind of a finite creature was like a river, than the dreaming mind of Dreams-of-Dead-Races was as the Darksea itself: cold and black, its depths unimaginable, the touch of its waters inescapable, a primal pit into which all lesser waterways would eventually drain. Even though its physical form was perfection given squamous design, it was still merely a vessel for an even more vast and terrible intellect, and as it lay in its pool like a monolith, its consciousness surged unfettered.

It spoke to those who could listen, whispering in distant minds and sending dread epiphanies, the mere passing of its consciousness leaving those in its wake wracked with torturous nightmares and visions of alien dooms.

[spoiler=To Llitul]
The message comes not as dream or vision or as words whispered in her ears, no words to be read, no voice to be heard. It simply comes, a chilling epiphany.

Know that we watch you, childe of our first and most hated foe.

Know that you have aroused our interest.[/spoiler]

[spoiler=Dream-Missive to the Cerelich Ktan-Ydheel, called the Abjected]Ah, a heretic of our most ancient and hated foe, your being...amuses us. You prostitute yourselves before a being greater than yourselves, though in your worship, you reveal your true inferiority. Know that we have little desire to make war in the depths once more, but we will wait until the stars have crown cold and no mortal races still walks upon the earth before we deliver unto you your inevitable extinction.[/spoiler]

[spoiler=Message to the Child of the Glow] We have felt the ripples of your dreaming as they brush against ours and seen the visions that you have lain out before us. Know that we have seen your form and color and find your existence strangely pleasing, forever rotting and impermanent. We would sow the earth with bodies and see your luminescent forests engulf the cities of mortals, to forever fester and glow in the gloom of the Sovereignty.[/spoiler]

It summoned the courier-things who swam about it and picked barnacles from its flanks, those strange amalgamations of squirming tentacles, membranous wings, clicking beaks and twitching eyestalks. Grasping scrolls of translucent thrall-skin and scribed with dark bile with toothy suckers, they disappeared into the chasms and waterways that linked ever corner of the Underdeep, bearing the Sovereign's will made written for those races of limited perception.

[spoiler=Message to Shee-Ra, whom we know as First Among Least]
There is nothing for you in the depths. Nothing but extinction. Trouble us not and you may be spared the doom that shall come to all other races.[/spoiler]

It seemed no sooner had the courier-things departed than a psychic reply came echoing back, the eloquent clarity of the words that rang within Dreams-of-Dead-Races such that even the Watcher could not suppress a pang of begrudging, fleeting respect. Or the closest comparable sensation.

[spoiler=Response to Llitul]You show uncommon wisdom, childe, and a refreshing absence of hubris or arrogance in offering proper reverence to those which are you betters. Know too that you show uncanny perception, and your proposition pleases us. But know this too: we demand a minor tribute, a nominal price to be paid in exchange of our assurances for cooperation, for our memories are far too long and flawless to trust the get of our Oldest Foe. Our thralls labor deep in the bowels of the earth, toiling to excavate our torpid spawn from their catacombs, but the caustic membranous of the cocoons within which they hibernate turn iron tools to silt and steam; we require metal, that we might awaken our childer all the sooner.[/spoiler]

Though its vast form moved not an inch, not so much as a ripple disturbing the heavy mucus within which it slumbered, its gill-orifices puckered and contracted in a manner that only its own kin would recognize as the faintest of expressions of smug contentment.  
[/ic]

[spoiler=The Will of the Watchers]
[spoiler=Production]
4 Algae Farms: 80 food
2 Thrall Grottoes: 40 bodies
[/spoiler]
[spoiler=Upkeep]None[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
2 Thrall Grottoes
4 Algae Farms
Nightmare Gate

Under Construction:
Breeding Pool: 1 week remaining
Ooze Pool: 2 weeks remaining

Beginning Construction
3 Vault Slime: -15 bodies, 2 weeks remaining
[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth

None as of yet.
[/spoiler]
[spoiler=Wealth]
Gold: 180
Metal: 30
Food: 205
Bodies: 25
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine
Nightmare Gate
[/spoiler]
[spoiler=Armies]
Dreams-of-Dead-Races – Garrisoned at Cruel Form of Truth (Darksea)
2 Watcher Savants – Garrisoned at Cruel Form of Truth (Darksea)
20 Thralls –Garrisoned at Cruel Form of Truth (Darksea)
[/spoiler]
[spoiler=Orders] Dreams-of-Dead-Races scrys Lowerdeep 86, 87, and Middledeep 65[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Raelifin on February 06, 2013, 09:29:23 PM
[spoiler=Amendment to Undead Orders]Numinal is occupied at the moment, I had to post this myself.

The liches will *not* be in their own regiments. They'll be leading the archers. (Unless for whatever reason (perhaps scouting) that can't happen.) Their spellcasting orders remain the same.

For reference, Ashton's army is scouting as follows:
Ashton: Surface 158
Warriors: Upperdeep 82
Archers: Upperdeep 80
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 1 (Orders due Feb. 6)
Post by: Steerpike on February 07, 2013, 05:08:45 PM
(http://img854.imageshack.us/img854/8034/theredtide.jpg)

It is said that the Goblins of the Blood Clan have wrought great slaughter on the Surface of late.

Soundtrack: Goblin Raid! (http://www.listenonrepeat.com/watch/?v=gMpDeNmKloc&list=PL5CB664BA099387B7)

[ic=The Month of the Spider, Week 2]As the month progresses vague rumours swirl throughout the Underdeep.  In the Upperdeep, there has been much commotion; it seems a group of enigmatic Dark Elves have taken up residence in the tunnels, their strange city seeming to materialize out of the shadows.  These unusual Elves, which themselves the Nocae, seem to scorn the Old Ways of their kinsfolk.  Some claim that they are cursed by the Spider Queen, and that they are aided by twisted monsters.  Elsewhere in the uppermost caverns, it is said that Dâgalûr, the Goblin King who calls himself the Scourge of Men, has bloodied the nose of some group of Surface-dwelling Horsemasters, and that he returns to his Town, the Skull Throne, with riches from Above.  Others whisper that Garnákh the Disembowler has also been abroad on the Surface, burning part of the region known as the Merrydowns, domain of the Halflings.  There have been no further sightings of the Grey Dragon said to be lurking in the western tunnels of the Upperdeep.

In the Middledeep, rumours tell that a Duergar named Urgoth Sinstain, who claims to be the bastard son of the late Xorinatch the Cruel, is gathering followers in an unknown location.  Some say the Despot plans to found a Citadel, and declare himself Emperor of the Duergar.  Others insist he is nothing more than a bandit, preying on those who wander near his domain.  Meanwhile, Kobolds have been expanding their territory greatly in the northeastern reaches of the Middledeep, and strange creatures from below have been spotted in the southernmost caverns, creeping forth from the depths to establish a foothold in the central tunnels of the Underdeep.

In the Lowerdeep things are mostly quiet, but swarms of bats have been seen rushing out of certain chasms and fissures in unusual numbers, almost as if fleeing from something at the bottom of these abyssal pits.[/ic]

[ic=Maps - The Month of the Spider, Week 2]
The Surface

[spoiler=The Surface, Month of the Spider, Week 2]
(http://img405.imageshack.us/img405/2245/surfaceweek2.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Spider, Week 2]
(http://img593.imageshack.us/img593/9601/upperdeepweek2.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Spider, Week 2]
(http://img836.imageshack.us/img836/845/middledeepweek2.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Spider, Week 2]
(http://img708.imageshack.us/img708/2326/lowerdeepweek2.jpg)
[/spoiler][/ic]

[ic=Briefings - The Month of the Spider, Week 2][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]You led your troops upwards, to the Surface, in search of the caravan you heard tell of.  After wandering for two days over the Whispering Plain you sighted the caravan and followed it till nightfall, at which point you launched your attack.  Ten mounted warriors in scale mail escorted the caravan, armed with spears and swords; you leapt from the long grass in force, and the first barrage of arrows felled half dozen of the horsemen immediately.  You and your warriors charged the remaining humans, and you skewered the leader's horse while your fellow Goblins, emboldened by your numbers, stabbed at the other horsemen with spears and short swords.

For their part the horsemen slew four of your troops with their spears, while you contended with the leader, a burly, bearded man with a great mane of pale hair and a heavy sword.  He parried your first strike and aimed a blow that would have hewn you in two, but with Goblin agility you dodged his blade.  Having lost your pike temporarily in the neck of the leader's horse you drew your own sword.  With one swipe you cut the man's sword-arm off at the elbow; the second clove through his knee.  He stumbled and you stepped forward, triumphant; the man raised his shield to try and ward off your blows but you wrenched it aside and brought your sword down on his head, cleaving through his helm and embedding your blade in his brain.

The merchants and other folk in the caravan you have taken prisoner, along with the goods the caravan was carrying – principally foodstuffs, but also some metal goods, tools, and weapons.  The leader of the band possessed a small ring carved with runes and set with a device resembling a horse's head.  After looting the caravan thoroughly your troops returned to the Underdeep, eager to return underground.  You have arrived back in your home cavern about half a day's march from the Skull Throne, somewhat fatigued but victorious.  Not far from your current location you can glimpse the Dwarven ruin mouldering in the gloom (the one the Dwer Thane grumpily forbade you from entering).  Eerie lights twinkle in its towers, and a strange, only half-audible moan seems to emanate from the broken city...

[Gain 245 Gold, 26 Metal, and 240 Food from the caravan.  You took 12 humans prisoner.  You also gain a Horsemaster's Ring, which allows you to use the Haste spell once per week.  This item should be noted in your Inventory under your Characters tab.

You lost 4 Goblin Grunts in the battle.  One was wounded but has now recovered.  30 of your Goblin Archers and 26 of your Goblin Grunts, as well as your Goblin King, are currently fatigued (-2 to Attack and Morale).  This fatigue will go away if your troops do not use the Forced March action this week.  They can still move normally this week.

The Downward Stair has been successfully founded, and Grok the Elder has become Commander.  Remember to include Grok's updated stats in your Characters tab.][/spoiler]
[spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Your interrogation of the Dark Elf spy has been fruitful as well as pleasurable.  It took infernal magic as well as more mundane methods to dredge information from the agent, but eventually the pain-demon you bound to the spy's flesh did its work: as you suspected, the spy was in the service of Lady Viarra Gloomsong of Vashnaranzenan.  Apart from simply monitoring you, the spy was sent to see if you had obtained a certain artefact, an object called the Crown of Malekar the Obscene, from the ruins of Hazer-Nagroth, a ruin to the east of Kirr-Godna.  You are familiar with Malekar, of course: he was a Dark Elf warlock from the Callow Age, one of the original Dark Elves banished to the Evergloom, half-brother and lover of the first Grand Matriarch, the Dread-Witch Naggora.  You have not heard of his Crown before, and it is not in your possession – you know Hazer-Nagroth to be a place haunted by fell spirits and twisted things from the first Dark Elf Queendom.  The spy did not know why Lady Viarra is interested in the artefact.  The spy – or what remains of him – now languishes in your dungeons.

Meanwhile, you have received word that your expeditionary force has arrived in the cavern to the west.  Your forces found the cavern devoid of enemies, but found evidence that a group of creatures had recently camped by the lakeshore.  What signs you discovered suggest there were only a few of them – perhaps seven or eight in total – and that they were headed south.  While foraging in the mushroom forest your troops also discovered the corpse of a Kobold.  The creature's skull had been torn open and the brains removed.

In Kirr-Godna, your temple has been completed.  The priests suggest to you that a special blood-sacrifice should be planned to commemorate its construction.  What particular form this sacrifice should take is up to you, as supreme Bloodlord of the city.  If the Devil-Princes are pleased by your sacrifice they may give you their infernal blessing, but they are notoriously fickle, and if they find your offering unpalatable they will make their distaste known, one way or another.  You must choose your sacrificial victim(s) carefully if you decide to perform the offering the cultists desire.

[+20 Food from Foraging in Middledeep 15][/spoiler]
[spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]It is time to step from the Darkness and into the Shadow, as the Goddess wills.  Umbrazzid, your new city, thrives on the shores of the vast, subterranean lake that your kindred call the Mere of Sylessiadil, and a shrine to the Goddess of Shadow will soon be complete.  Though the Nocae have taken well to their new life in the Upperdeep, some of your people are slow to forget the Old Ways, having practiced the ancient customs of the Dark Elves for centuries.  One such woman, a lady of distinction known as Yshar Morwenn, ordered some of her guards to beat one of the Accursed in the street after the creature failed to cast its eyes downward upon seeing her, a traditional gesture of respect which slaves once performed.  The woman has been brought before you; the Accursed she ordered beaten is not dead, but many of its bones are broken and it will likely live in constant pain for the rest of its life.  Yshar has little to say in her defence, but insists that some traditions are worth preserving, and that the Accursed should show gratitude and deference for being freed from slavery and allowed to walk the streets unescorted at all.  Should you punish Yshar for her actions, and if so, how?  What of her guards, who performed the beating itself?  Your judgment will set an important precedent in such matters.  Popular opinion is divided, with many Accursed calling for Yshar's exile and a few radicals insisting that she be executed.  Among the Shadow Elven, most seem to favour fining Yshar in some way, with more conservative Nocae asking that she be pardoned.

A stranger matter has also come to your attention.  Recently, a bizarre creature washed up on the lake-shore not far from Umbrazzid – a vast, eel-like being with many eyes, cocooned in a translucent shell of revolting mucal slime.  The slime is slowly dissolving, and the creature, which appears to be sleeping, has shown signs of stirring, its many eyelids fluttering.  The fisherfolk who discovered the beast are horrified by its presence on the beach.  Should you destroy the creature before it awakes, or perhaps return it to the water?  Or should something else be done with the strange being?[/spoiler]
[spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]Your breeding pools now gurgle with incipient life-forms.  Mucal secretions and other alchemical substances, when added into the waters of the pool, will accelerate the growth of the organisms found within, and soon you can possess an army of Gloomrays and Guardians.  You have noted, in your torpor, that several Kobold scouts have recently ventured close to the shores of the Darksea.  Echoes emanate from the tunnels above – sounds of construction.  The Kobolds are building something close to your own lands.  Perhaps they mean merely to secure their borders against you, or perhaps they found your message too inscrutable to fathom with their imbecilic reptilian brains.

The Gloom Trolls seem to be growing bolder.  A small group of them – only two, at the moment – has taken up residence in a cave very close to the northeastern shores of the Darksea.  Oblivious to your presence, they fish in the shallows with their hands.  They appear to be a breeding pair, for the female looks pregnant.  One of your Savants, an ambitious and impetuous Watcher known as Grey-Slime-Congealing, humbly suggests that you eradicate these interlopers before they begin to multiply excessively.  It volunteers to lead any attack against the Trolls itself, eager to serve the Primal Sovereignty.

[You receive 30 Metal from the Ceremorphs.][/spoiler]
[spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Your harsh sentence against Garndrick has had the desired effect – your troops have ceased their bickering and look on you with a mixture of fear and awe.  Wulfgar, sent out with his Sneaks, discovered the caverns to the east to be devoid of creatures, and founded a new Citadel as you ordered, assuming the title of Commander.  Meanwhile your other band of Sneaks, employing stealth, has discovered the Fire Drake nest at the top of a cliff overlooking the magma below.  The nest is watched over by the adult Fire Drake mother, and, while the rest of the brood remain unaccounted for (perhaps they are off hunting) there are several eggs which remain un-hatched.  Your troops could attempt to obtain the eggs, but if discovered by the mother-Drake they would surely be attacked.

Within the Käferhold your magma moat has been completed.  Meanwhile, one of your subjects brings news from the Upperdeep.  The High Queen of the Dwarves, Disa Grimhammer, has made a declaration.  As she is unmarried and has many worthy suitors, she has sworn before her ancestors to pledge her troth to any Dwarf who brings her the heart of the Grey Wyrm called Scorra, spawn of Scuraung.  The Dragon is said to lair in a ruinous city southwest of her own lands, guarding a great trove of treasure it has gathered.  As a Duergar you are perhaps not the husband she'd have in mind, but Dwarf-blood does run in your veins, and if you slew the Dragon you would be within your rights to claim the Queen as your bride.  Of course, this declaration may be of no interest to you; what to do with this news is up to you.

[Lose 1 Duergar Hammer-Thrower (Garndrick) – do not pay Upkeep for him.  All of your units gain the Discipline ability for the remainder of the Month due to your harsh justice.

Wulfgar and his Sneaks have successfully founded a new Citadel, which requires a name.  Wulfgar has been made Commander of the Citadel (remember to note his improved statistics in your Characters tab).

You can order your Sneaks to attempt to retrieve Fire-Drake eggs without alerting the mother-Drake, if you wish.  To do this your Sneaks would make an Attack roll that must exceed 15.  If they failed they would be discovered by the mother-Drake and attacked.  This attempt would use 1 Speed.  Such eggs could be hatched and the Drakes then raised in one of your Citadels, or they could be sold for 50 Gold per egg once the Hall of Trade is complete, or eaten (each egg supplies 2 Food).  Each Sneak would steal 1 egg if the attempt was successful.

Remaining mineable resources at the Käferhold: 36300 Gold, 8550 Metal

Remaining mineable resources at the Dungeon in Lowerdeep 19: 15,500 Gold, 4700 Metal][/spoiler]
[spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Your forces have gained the caverns of the Middledeep, navigating the magma-riddled regions and founding the Outpost of Ulm-Ulhulm, which now requires a Captain to oversee its operation.   Beyond your new bastion your Ceremorph Ghouls and Larvae Swarms searched for the escaped prisoners, discovering two renegade Ceremorph Psions wandering the caverns, along with four Kobold thralls.  The former prisoners were initially wary of your putrescent minions, but the Ghouls spoke to them in the manner of Ceremorphs and convinced them that no harm would come to them.  The prisoners gladly agreed to enter your service, if you are able to provide for them.  They claim that following the destruction of their transport they were scattered, and that more of their ilk may be found in the tunnels to the north.  One prisoner, Xulhoon, is a half-feral thing, all brawn and unfocused rage – a defective Ceremorph, one whose Larvae must have been flawed.  The other, barely restraining its companion, possesses the body of a female host, though such things have little meaning following Ceremorphosis.  This latter Ceremorph, Altharid-Xallisine, was to be interrogated for heresy, having dabbled in the Infernal arts and attempted the binding of certain otherworldly Demons using thralls as sacrifices.

Yuddarath continues to grow, to seethe, to quicken with putrid vitality.  A Chamber of Obscenities has developed within the Hive, suitable for the summoning of certain Hound-like beings, and the dreadful creatures known as Star Vampires.  Meanwhile, your call for apprentices has attracted a strange creature – a vampiric Deep Gnome Warlock that calls himself Naerlyth the Unclean.  His particular skill is with diseases and plagues, with the cultivation of sickness, the inculcation of corruption.  Your offered fee pleases him, but he will require more blood to survive.  He is a ribald and somewhat manic creature, much prone to unpleasant jests and profanities.  Though easily frustrated he is keen to learn at your feet.  You may accept him as a pupil if you wish, or turn him away if you find him unsuitable.

[2 Ceremorph Psions and 4 Thralls join your army at Middledeep 20 if you wish it.  You must pay their Upkeep (4 Food, 4 Bodies, 6 Gold) if you wish to retain them.

Your Outpost, Ulm-Ulhulm, has been successfully founded and requires a Captain.

Naerlyth the Unclean presents himself as an apprentice.  He would require 10 Gold and 7 Bodies as Upkeep.  Naelryth would currently be treated as a mercenary, and so if his Upkeep went unpaid, he would immediately desert.  Over time, he might become attached to you and so lose his mercenary status.]

[ic=Naerlyth the Unclean](http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Naerlyth has dwelt for three centuries in the Lowerdark, and claims to be the spawn of a great Vampire King who was destroyed by Vampire-hunters from the Surface – Naerlyth himself fled into the lower depths and has spent decades sin the darkness, perfecting his craft.  He delights, above all else, in inflicting diseases and pestilences on living creatures, and in watching things rot and decompose.  His familiar is a Zombie rat which he calls Cystnibbler.  From the frenetic way that Naerlyth carries on, constantly spewing forth a torrent of vile jests, you suspect he may be slightly mad.  His species' penchant for pranks has not been lost in his Undeath, though now his practical jokes tend to be rather on the gruesome side.

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire)

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.[/ic][/spoiler]
[spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The past week saw a great expansion of the Hive.  Lower Dtoulth and Curasd, Horror In The Woods, have both been founded, though not without bloodshed.  You journeyed with your Vanguard to the south and east, to establish a forward base near to the stair which leads to the upper tunnels.  Here, amongst the fungi and teeming lichens, two feral beasts attacked your forces: beaked monstrosities with hook-like forelimbs and chitinous exoskeletons, creatures resembling hybrids of cockroach, praying mantis, and vulture.  Instinctively, you used your newfound powers to reach into one of the creature's minds.  The primitive animal intellect you discovered was no match for your psychic might, and you instantly made the beast your slave.  Your Psion, Daggoth, lashed out with a psychic attack of its own to wound the second creature, but the assault only seemed to anger the horror.  It lunged forward, scything claws gleaming, and hewed off the head of one of your Thralls, but even as it pounced its former mate leapt after it, claws punching through its chitinous shell.  The creature screamed as your remaining Thralls surrounded it and pulled the creature apart through sheer brute force, ripping off sections of its organic armour and tearing at the flesh below.  Meanwhile you concentrated your focus on the Dominated creature, securing it as your servant on a more permanent basis.

Meanwhile, the Overbrain communes with you with regard to the Watchers:

Ahhhh... the ancient enemies, indigenes of this world.  I have missed contending with such worthy foes.  Your alliance with these beings is commendable, though your groveling obeisance is disgusting.  The Ceremorphs do not bow or scrape; though perhaps your sycophantic praise is a remnant of your host-self.  Continue to honour this pact for now, but know that the time will come when we must destroy these Watchers utterly.  Any peace you forge with them is but temporary.

[You lost 1 Thrall in the battle with the 2 Hook Horrors but gained 2 Bodies.

You have also acquired a Dominated Hook Horror.  It will attempt a new save vs. your Domination once per week.  Remember to deduct Upkeep for the Horror.

[ic=Hook Horror]These monstrous creatures lurk in the Lowerdeep and some caverns of the Middledeep.  Vaguely vulturine, with long, hooked beaks, the beasts have long, viciously sharp hook-like blades for hands and chitinous shells.  They use these blades to help them climb cavern-walls to reach Drake-nests and other hard-to-reach places where food might be found.  Over ten feet tall and vicious, they are intensely territorial and have been known to attack multiple foes at once.  They rarely form families greater than about a dozen, more commonly living solitary lives or forming mated pairs. They are omnivorous, but greatly prefer the taste of meat to fungi.

Upkeep: 7 Food or Bodies
Melee Attack: +6
Melee Damage: 8
Defence: 15
Health: 20
Speed: 4
Morale: +3
Special Abilities: Climbing, Large

If fed only mushrooms, Hook Horrors suffer a -2 Morale penalty.[/ic]

You trade 30 Metal to the Watchers.

Lower Dtoulth and Curasd, Horror In The Woods, have been successfully founded, and Daggoth and Zasz made Commanders.][/spoiler]
[spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Your scouts, sent out into the Great Mushroom Forest, return with their reports.  To the southeast the way is clear: your warriors saw nothing but fungi, water, and rock, though they claimed that a queer scent could be smelled on the air, coming from the southern tunnel that leads towards Nüln and the lowermost depths.  To the north, a small population of the horrid creatures known as Gloomrays seems to have taken up residence near the lake.  These loathsome beings resemble hybrids of bat and manta ray.   Their numbers are still few, and only a small handful of the monsters have reached full size, but in time they will increase.  They would likely be frightened into hiding by a large force.

In Mhaldûl-Nem, renovations on the Hall of the Ancestors are complete, and your Pyretic Refinery now seethes with brewing flamegel.  Gossip in the brew-hall is still concerned with your wrestling-match with Azáin.  Your miners, meanwhile, have discovered a gemstone of unusual size – a large ruby, beautiful to behold, which they have cut, polished, and presented to you.  As Lord of the Mansion the stone is yours to do with as you will.  Once work finishes on the Hall of Trade you could bid the stone be sold to traders in the market, or you could give the stone to the hands of the artisans in the Forge Hall to have it set in a weapon as a pommel-stone, or placed in a ring or amulet.  Or perhaps you should give it to Tiern, to deliver to the hands of Disa to help his suit?

[Scouting Middledeep 41 reveals no enemies or other noteworthy features.  Scouting Middledeep 39 reveals a population of 3 Gloomrays dwelling near the lake.

The ruby is worth 100 Gold and can be sold in the Trade Hall if it is completed, or it can be used to craft an item of some kind, which would take up to 1 week of work and require 10 Gold to produce, but might be more valuable or provide other bonuses.

Remaining mineable resources at Mhaldûl-Nem: 32300 Gold, 6775 Metal][/spoiler]
[spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Professor Robertson, you have journeyed south and east of the Red House; for the first days you encountered nothing, but as you pressed forth through the caverns a pack of wild Wargs, attracted by the scent of your putrid Zombies, sprang out of a mushroom grove to attack.  Your archers loosed, slaying one of the fell wolves, and you uttered a dire curse to bewitch the feral beasts, but then they were upon you, tearing at your troops with their fangs.  One of your Zombies and a skeletal warrior were destroyed, but with swords and clubs and claws the remainder fell upon the Wargs and slew three more, ripping at their fur and hacking at their limbs.  The remaining two Wargs, whimpering in terror, loped hastily back to the fungal undergrowth to lick their wounds.

Markus Ashton, you have moved northeast towards the tunnel leading up to the Surface, making camp on the shores of a subterranean lake.  Your expedition was unmolested, and you sent out scouts to examine the surrounding regions.  Your skeletal warriors returned from the fungal groves to the south having discovered a cluster of four sallow ooze-like beings squelching along the shore – caustic things that would possibly find the decomposing flesh of Zombies appetizing.  Your archers, scouting on the barren northern shore of the lake, found nothing.  Meanwhile, you crept up towards the Surface, encountering nothing till you reached the cave-mouth itself.  Here, remaining stealthy, you discovered a pair of Ogres, the male wielding a club, his mate keeping a number of small boulders close at hand, perhaps to hurl at her enemies.  The pair spoke in guttural Undertongue, a language you are still learning, but from what you gathered the couple charge a small toll of food or gold for use of the passage to the Surface.

Markus, your meditations this week revealed a vision of a broken city swathed in webs, of Dark Elven revenants guarding ancient tunnels, and of a crown made of bones.  You saw also a High Elven Prince, silver of hair and white of armour, a look of determination and melancholy on his face; he was accompanied by a retinue of swordsmen and archers, though your vision was too indistinct to reveal precise numbers.  You sense that this Elf descended the tunnel to the Surface but a few days past, heading east into the caverns beyond the lake.

[1 Zombie and 1 Skeletal Warrior were destroyed in the fight with the Wargs, but you gain +6 Bodies from the engagement (Warg Zombies or Skeletal Warriors have the same statistics as regular Zombies and Skeletal Archers)

Based on Ashton's Scouting, the Ogre Brute and Rock Hurler guarding the stair to the Surface are charging a toll of 10 Gold or 15 Food.  Those who attempt to pass without paying will have to fight the Ogres, unless they could be intimidated into letting you pass.][/spoiler]
[spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Your forces have successfully expanded your territory.  Ho-Dor the Stable has founded a new Warren to the south, which will require a name and a commander.  Scouts sent to the Lowerdeep found nothing on the island in the midst of the Darksea, but did note several strange shapes and unsettling noises in the sea itself.  Those who scouted to the north found nothing of note, save for signs of recent Deep Gnome encampment.

Meanwhile, you brought your SmartyScouts northwards and then west and south through the tunnels.  Along the way, camped on the shores of a lake, you discovered the Deep Gnome caravan – a number of rickety wagons drawn by giant cave beetles, with about twenty Deep Gnome artisans and tinkers, half a dozen of them skilled in arms, gathered about a small fire.  The Gnomes sat around singing songs, one playing a curiously carved lute, while the children played with clockwork toys and the women cooked mushroom stew.  Enraged by their inane songs, you led your troops to attack.  The Deep Gnomes rushed to defend themselves with cleverly made hand crossbows, even as your Slingers pelted them with stones.  Your own sling-stone hit one of the Gnomes between his eyes, killing him instantly, but the Gnomes returned fire, slaying Tossythrows and Lubberdubs.  You yourself sustained an injury to the leg, a quarrel protruding from your scaly thigh.  As you snarled in pain your Skulkers and Blunderigs leapt into the fray.  Two more Gnomes were skewered and hacked down, while the remaining Gnomes seemed to vanish as if into thin air.  You managed to catch four prisoners – a child, an elderly Gnome, and two females – before they too could vanish.  The Gnomes had some small amount of treasure with them, including the strangely shaped lute and some kind of magical potion.

Your SmartyScouts went on to found a new Warren further to the south and west.  Your scouts note that the ruin nearby appears to be inhabited by an infestation of gigantic spiders, but cannot say what treasures can be found within its web-swathed walls without further investigation.  Scouting to the northwest they discovered no creatures or other noteworthy features, but did notice some unusual tracks in the ground, long gouges and curious, vaguely insectoid markings.

At the new Warren near the ruin, your warriors ask to hold a funeral feast for Tossythrows and Lubberdugs in which their bodies, and those of the slain Deep Gnomes and the prisoners, be consumed.  Such a funerary celebration would be time-consuming, but would considerably boost the morale of your troops.

[Your foraging GoodyGarrison produces +6 Food.  Your foraging Deepguards produce +13 Food.

From the battle with the Deep Gnomes, you gain +52 Gold, +13 Metal, and +6 Food.  You also took 4 Deep Gnomes prisoner.  The Gnomes also possessed a Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round; you also found a Potion of Restoration, which instantly cures any disease a single unit is suffering from.  These items should be noted in your Inventory under your Characters tab (the Lute can be given to someone other than Shee-Ra if you wish).

During the battle, you lost 2 Slingers from the SmartScouts.

If you wish to hold a funerary feast for your fallen troops as your SmartScouts ask, it will require 3 Speed from the SmartScouts to do so, and 9 Bodies (including those of the Deep Gnome prisoners) will be consumed (these would not count towards the Upkeep costs of your troops).  The SmartyScouts will gain +2 Morale for 2 weeks if the funeral is held.

Your Dungeons have both been successfully founded and need names and Commanders.  Remember to note your Commanders' statistics in your Characters tab.][/spoiler]
[spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your minions have added greatly to the Beauty of the caverns, founding a new Colony, the sanguineous and resplendent Crimsonlight.  Warmed by the incarnadine light of the magma-pools your fungi thrive and rapidly multiply, forming bridges over the lava-rivers.  Truly such a place is beautiful to behold!  Meanwhile, your Skin Farms swell in population.  The Flesh of their inmates is as a canvas upon which you can paint your beauteous designs.

Your scouting Fungoids, while investigating the tunnel to the north, glimpsed two rogue Crawling Caps and three of the things known as Blightguard wandering aimlessly through the passages.  They seem to be about halfway through their lifespans, and so if left to themselves they will eventually decay and die without incident, unless they stumble upon the Heart of the Glow.  The pestilence of the Blightguard is gorgeous to look upon, your troops report – their flesh is mottled with a patina of cankerous sores the sight of which causes great delight, though their contagion could devastate your forces.  The Crawling Caps, of course, cannot harm you one way or another.  They climb across the walls of the cavern in mindless zigzag patterns.

To the east, however, an Ugliness has been seen by your scouts!  An infestation of unlovely cave beetles has arrived on the northern lake-shore and begun to gnaw ceaselessly on the beautiful fungi that grow in the cavern, leaving them nibbled and half-eaten, inelegantly mutilated by their snapping pincers.  The vermin gorge themselves, and will soon multiply, further marring the Beauty of the nearby cavern.  With their wings they could easily fly across the lake and threaten the Heart of the Glow itself with their inartistic depredations!

[Scouting Lowerdeep 29 reveals 2 Rogue Fungoid Crawling Caps and 3 Rogue Fungoid Blightguard.  What their reaction would be to your units is still unknown.

Scouting Lowerdeep 32 reveals 10 full-sized Cave Beetles feeding on the mushrooms (statistics as the Duergar unit).  Such creatures find Fungoids delicious.  If they are defeated, it will take an additional 1 Speed from a regiment in the region to eradicate their young from the mushrooms groves – otherwise they will return after several weeks.

Your 25 Fungoid Warriors now have 11 weeks of Lifespan remaining.  Your remaining Sporemother now has 19 weeks of Lifespan remaining.][/spoiler][/ic][ic=Responses - The Month of the Spider, Week 2][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Disa Grimhammer, High Queen of the Dwarves]Goblin King,

You speak well for one of your kind.  There has been no love lost between our peoples in the past, but your offer of peace is accepted – there has been enough bloodshed in the Upperdeep over the centuries.  So long as your Goblins do not enter the Dwarf-Realm without permission, my people will not harm yours.  We wish only to keep our lands safe.  We do not begrudge your existence.

The Orcs are a threat to everyone in the Underdeep, and we would gladly assist in their destruction.  When your assault against them comes, send word and I will send troops to assist your forces.

As for trade, I am not one to stand in the way of commerce.  Do you require more food, or is it coin you need?

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Disa Grimhammer, High Queen of the Dwarves]Goblin King,

Your ambitions are considerable.  I will trade you fifty of my gold for the agreed-upon foodstuffs, though my advisors may look askance.  Though we Dwarves are known to hold grudges, we are also a practical people, and much given to trade.  We share an eye for profit – and perhaps through exchanges such as this our peoples may be reconciled, one day.

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]A spasm of hatred and fury flashes across Yshar Morwenn's face as she defiantly returns your gaze and she looks as if she's about to speak, but then she closes her mouth as she sees the steely glint in your eyes.  Presently she opens her mouth again to speak.

"I will submit to your punishment, however degrading it may be," she says curtly.  "I do not protest; I acknowledge your power over me, and your authority.  But let me give you some advice, my lord.  However much you change the way we speak, the way we must act, you cannot change what we are.  I can trace my bloodline back more than ten thousand years into the Callow Age, to Malekar and the Dread-Witch Naggora, as can you.  The Accursed that offended me – to where could he trace his lineage?  Some filth-smeared sheep-farmer from the Surface, living in a mud hut?  You cannot change his heritage, or mine.  And no matter how much we continue to pretend, no matter how much you would wish it otherwise, Elf-kind will remain superior to mortals.  We may be banished to Darkness but a measure of the Grace of the Everlasting Lands remains with us.  You may play at equality, my lord, but it is a farce – and a dangerous one.  Do not turn your back on your kindred, your people.

She rises.  "If these words displease you, then take my life, for it seems you are keen to take everything else – my honour, my dignity, my property.  But whether you kill me or no, think on my words.  I speak the truth, and I believe that in your heart of hearts you know that I am right."  She turns to go and addresses your guards.  "I have said my piece.  Convey me now to the mines, as your master wishes."

...

Following your amended punishment, Lady Morwenn grudgingly accepts your punishment.  "Your judgment is... fair," she says.  "I accept your sentence.  I shall wear the shackles, as you wish, and make my apologies to the Accursed."  She pauses, smiles.  "You would have made an astute consort, Dolmar, in the old days.  I will pray to the Goddess of Shadow that you make as able a protector of our city."

Meanwhile, your sister peers into the lands of the Dark Elf Devil-worshippers.  The city of Kirr-Godna includes a Bloodlord's Spire, Slave Pens, War Spire, one Lichen Garden, a Dark Elf Mine, a Profane Temple, and a Lizard Pen.  City walls are being completed and the mines are being improved, and a slave market is likewise under construction.  The city's garrison currently consists of the Bloodlord Dalashinn, fifteen slave soldiers, ten Dark Elf swordsmen, and five crossbowmen.[/spoiler][spoiler=Response to Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow, from Disa Grimhammer, High Queen of the Dwarves]Your speech is fair, Dark Elf, but many centuries of dealing with your kinfolk have taught me to beware honeyed words; yet I do not desire war and strife, nor the destruction of your people.  So long as you stray not into the lands of my subjects, the Dwarves will not be your enemies.  But neither can I pledge my friendship to one such as you – not without proof of your honour.  Your brethren have slain many of my folk, and enslaved countless more.  To trust you without a demonstration of your virtue would be foolish.  If any Dark Elf trespasses in my realm their life will be considered forfeit.

If you truly wish to become allies, to put aside old grievances, then you must show me that you are unlike your kindred, that you have truly forsaken your old customs and that this is not some trick.  Beneath my realm lies the fell city of Kirr-Godna, a city ruled by a sadistic fiend known as the Onyx Prince.  He has enslaved and sacrificed many Dwarves in his time, forcing them to work his mines or spilling their blood during unspeakable rites to the Infernal gods he reveres.  Long have my people desired vengeance against this witch-lord, but our strength has ever been too little to contend with his evil might.  Lay waste to the city of Kirr-Godna and liberate the Dwarves enslaved there from captivity.  Do this, and I will name you forever a friend of the Dwarves, and will forgive any slights that the Nocae or their forebears may have done to us.

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=Response to Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow, from Disa Grimhammer, High Queen of the Dwarves]General Dolmar Lestridae,

You have correctly noted the borders of my realm.  I can only reiterate that none of your kind may pass into the caverns of my Queendom without risking retribution.  If you wish to guard your own borders against the Red Tide, I suggest that you secure the bridges over Gorzahond-Khul.  If the Goblins venture into Dwarf lands they will be destroyed utterly.  You may not, under any circumstances, bring your "Abominations" into the Dwarf-Realm!

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=For the eyes of Llitul, styled the Queen of Thralls and the Queen of Ceremorphs]I have looked into the forest of fungi.  A renegade Inquisitor – a creature known as Quasthid – leads a group of five Psions.  They are slowly starving, and the Hunger will soon lead them out of the forest to hunt for food.  These are not the same heretics I saw before.

[There is 1 Ceremorph Inquisitor and 5 Ceremorph Psions in Middledeep 10.  They are currently starving (because of the Hunger they have all lost 2 Health currently).  Middledeep 6 is currently empty.]

...

As for their crimes - Quasthid was weak, daring to show a heretic mercy by giving it a swift death rather than preserving its brain for use in the construction of a Blaspheme Golem.  Two were found praying to Thrall-gods.  One is defective - some vestige of its host lingered behind in its mind, or perhaps in its very essence, and it attempted to free its children, held as Thralls, from bondage in the Pens.  A fourth is a deviant, discovered attempting to copulate with a Thrall.  The fifth is a lunatic; when it saw its reflection in a pool shortly after Ceremorphosis it became agitated and began mutilating itself, attempting to sever its tentacles.

Those I glimpsed earlier are led by a heretic, Illiriant, who spread blasphemous and seditious lies suggesting that an Overbrain is a parasitic thing, feeding on Ceremorph communities.  Those with the creature are its followers, zealots convinced of its heresy.

I am... bemused by your little colloquium.  I entrust that once you gather these renegades to you they will be assimilated and consumed, so that their knowledge can be added directly to the Hive.
[/spoiler]
[spoiler=Response to Llitul, Queen of Thralls, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Lady Viarra wrinkles her nose in distaste as the odour of the Ceremorph's thoughts fills her brain.  It seems this would be more difficult than she had thought.  She puts aside the tome she is studying for a moment and focuses her mind.

Your caution does you credit, Ceremorph, she thinks.  Though I would have thought a few Dark Elf heathens would be beneath your concern.  The Kirr can indeed be dangerous, in their own fashion; in truth I know not whether they are aware of the Crown of Malekar.  I have sent spies to try and divine this knowledge, but they have not yet returned.  The Kirr are my enemies, not yours, however.  If you keep your purpose secret, perhaps you can appease them somehow.  If you are forced to retreat, you will find a safe haven in Vashnaranzenan.[/spoiler][spoiler=Response to Llitul, Queen of Thralls, from Quasthid]If you think your trickery will work on a fellow Ceremorph, one who has suffered at the hands of the Inquisitors, you are sorely mistaken.  Ceremorphs do not forgive, they do not forget, they do not give second chances.  Do you truly believe that the Overbrain would allow such a thing?  If so you will soon be bound for the Inquisitor's cells yourself.  Should you approach us, you will die.  We will fight to the last, for our freedom has been hard-won, and we will not surrender to you, to be dragged back to Dtoulth in humiliation, doubtless bound for the torture chambers once more.

Begone, half-breed, and trouble me no more with your pathetic deceptions.[/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You look upon the Darksea and Glimpse a disturbing vision – of a city rising from the black waters, and of the slumbering leviathans that dwell within.  Three lightless grottoes, subterranean caves, house thralls, while algae farms teem with food, and strange spires glimmer with an eerie light.

The Watcher Vault Cruel Form of Truth contains three Thrall Grottoes, four Algae Farms, a Nightmare Gate, a Brood Pool, a Mucosal Pool, a Breeding Pool, and a Watcher Mine.  An Ooze Pool and a Vault Slime are developing.  Currently garrisoned in the Vault are a Watcher Sovereign, two Watcher Savants, and twenty Thralls.

You peer also into the lands of the Duergar.  Their Citadel contains a Despot's Hall, a Forge Hall, a Hall of Carnage, a Beetle Farm, a Training Hall, a Duergar Mine, an Outer Wall, a Magma Moat, and an Iron Gate.  Structures being built include a Hall of Trade, a Hatchery, two Beetle Farms.  Only five Hammer-Throwers are garrisoned in the Citadel, as well as their Despot, Käfer.  Magma fills the region, partially protecting the Citadel from attackers.

Finally, you look into the Ceremorph Hive.  Dtoulth contains an Overbrain Chamber, a Spawning Pool, a Ceremorph Mine, four Thrall Pens, three Mushroom Farms, a Mutation Chamber, a Slime Moat, a Grafting Workshop and an Amplifier Node.  A new Inquisition is being grown, and the mines are currently being improved.  The additional Thrall Pens you Glimpsed earlier seem to have been cancelled.  Dtoulth is currently empty of troops – only the Overbrain and non-combatant Ceremorphs can be found within the Hive.[/spoiler][spoiler=Response to the Cerelich Ktan-Ydheel, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Ktan-Ydheel,

I have heard much of you.  I appreciate the nakedness of your ambition.  It is refreshing to speak to someone as ruthless as myself.  At the moment I possess a certain arrangement with the Exalted – they have promised to bring me something of interest.  But there is no reason why we could not reach an agreement of our own.  I assume from your message that you have an interest in eliminating these so-called Exalted.  Your desire to use the Dark Elves of Vashnaranzenan as instruments in this regard is plain enough.  Put bluntly, what could you offer in exchange for such a service?

Respectfully yours,

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]In your torpor, you look first onto the shores of the beach, where the two Gloom-Trolls prowl.  They have a little hoard with them – gold and jewels and other riches, and food as well.

Next you look upon the Hive of the necrotic Ceremorphs to the far south.  Their Hive contains a strange Altar, a Synapse Chamber, a Spawning Pool, a Chamber of Obscentities, one Thrall Pen, an Amplifier Node, and a Ceremorph Mine.  A wall of the reanimated dead fused together protects the Hive.  The Cerelich and his apprentice, a strange Gnomish creature, are garrisoned at this Hive, along with a pair of Ceremorph Ghouls.  Strangely, an insane Ceremorph, not undead, is imprisoned in the Hive as well, in the Thrall Pens.

Finally you look towards the strange Door.  You see that the Cerelich has an interest in this place also, for one of its minions, a haematophagic creature from the Outer Darkness, is investigating the Door.  The Door disturbs you.  It is graven with certain marks and runes that are not of this world, but from another, a fell reality of flame and torture, a place of endless horror.  If this Door were to open, disaster would follow.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: LD on February 07, 2013, 05:35:56 PM
Placeholder for Shee-Ra Cleversmart XVI of the Kobolds!

[ic=Gnome Stew]
http://www.youtube.com/watch?v=Yn9ETZ2RAoo (Annoying Gnome Song)
From Last Turn's Private Message from the GM: "Things are good in the land of the Cleversmarts.  Your oracle brought you a spider today that he found spinning a web over the door to the Mystery Chamber and told you that it is a good time for plans and schemes.  This pleased you, as did the spider, which wriggled as it went down.  Yet no sooner had this good news reached your scaly ears than a sour story rankled your mood – a small band of Deep Gnome tinkers has been sighted traveling through the caverns to the north and west, singing unpleasant Gnome-songs, whistling, and generally stinking up your territory with their wretched, happy-go-lucky Gnomishness.  These contemptible buffoons are known to be annoyingly skilled in the creation of clockwork toys and even weapons – some have said their abilities surpass even those of Kobolds, though of course if you heard such a slander you would have the tongue of its speaker ripped out, marinated in a little fungus sauce, and then grilled for you to devour."

(adapted paragraph from Steerpike) At the shores of a lake, the Kobold SmartyScouts discovered the Deep Gnome caravan – a number of rickety wagons drawn by giant cave beetles, with about twenty Deep Gnome artisans and tinkers, half a dozen of them skilled in arms, gathered about a small fire.  The Gnomes sat around singing songs, one playing a curiously carved lute, while the children played with clockwork toys and the women cooked mushroom stew.  Enraged by their inane songs, the Kobolds flooded in to attack.  The Deep Gnomes rushed to defend themselves with cleverly made hand crossbows, even as your Slingers pelted them with stones.  The commander's sling-stone hit one of the Gnomes between his eyes, killing him instantly, but the Gnomes returned fire, slaying Tossythrows and Lubberdubs.  The commander sustained an injury to the leg, a quarrel protruding from a scaly thigh.  Then two more Gnomes were skewered and hacked down, while the remaining Gnomes seemed to vanish as if into thin air.  Four prisoners were captured – a child, an elderly Gnome, and two females – before they too could vanish.

Now:
"Gnomeprisoners, Cacaphonymakers, Shrillsounders, laud and honor to you friends on being captured by Shee-Ra Cleversmart the Sixteenth, Queen and Mistress of all that is Under the Ground. It is to your great delight and possible surprise that you-yes-you! You are Special! (Kobolds reply- Gnome Special! Gnome Special! Like Stew! Stew! Stew!) will be provided the opportunity to not only choose how you would leave this world, but also to know your bodies will be consumed and once you perish, you will not become a Thrall, you will not become an abomination. We Kobolds will set your minds and your bodies free. *pause for cheers from Kobolds, and hopefully from the gnomes*

"It is now up to you, Cacaphonymakers, ArrogantGnomes, EvilSongs to decide- will you throw yourselves on koboldspears, or will we split your throats? Decide. Decide! Decision is important to make! How GnomeDies is almost as important as how GnomeLives since it is culmination of history!"

:yumm:

That night the Kobolds greedily dined on Gnome Stew, Gnomesticks (Marinated pieces roasted on skewers over an open fire), and of course, on the corpses of their two slain comrades- sweet Loq-Stpp, known as Lubberdubs of the waxed legs, and limber Tin-Din, called Tossythrows. Although the deaths were bittersweet, the spiritual cleansing of the feast, combined with the recent founding of two new dungeon colonies to defend Koboldlands and Koboldcaverns, soothed the Kobolds' agitation.[/ic]

[ic=On Receiving the General Proclamation]
The Kobolds' feast, on its second day, was supplemented by the arrival of a bat, carrying a message from the Onyx Prince.

Shee-Ra ordered the bat detained while she read the message. After she finished digesting the gist of the rambling and spindly words, words that went on far longer than any Kobold proclamation, and which were squeezed into tiny little portions of the sheet on which they were written, she massaged her temples, re-focused her eyes, set the message aside, and she cackled. Chuckling a gravelly laugh, she jumped to her feet and skittered toward the vise-restrained bat. The bat, struggling with meager success against the grip clamped against its legs, craned its neck, then shuddered and squeaked as it spied a draconic Kobold's grinning teeth. Shee-Ra's incisor Grillz gleamed as she bent over the bat, hesitated to calculate an angle of attack, then chomped down to sever the beast's neck. Shee-Ra spit the head out, then she shouted an order to throw on more coals to cook the bat's remains. The bat was, of course, checked for poisons since it had originated from the FoulElves, but Kobolds are hardy creatures and they can resist many types of poison, so Shee-Ra and her subjects were not overly concerned about their stomaches' fate. Amongst the coals, the Onyx Prince's letter supplemented the kindling for the fire.
[/ic]

[spoiler=Message to the Goblin Red Tide]
*a message comes; delivered by a scurrying rat that has a label on it written in blood; the label reads #37*

Greetings Goblins and leader of the Red Tide, Future Lord of All the Sun Sees, from Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground. We have heard stories of your success on the surface-your success reverberates among the walls and I have even seen one engraving of the victory, carried by a Batman bard. For that success I laud you. While We Rule All that Is Under the Ground, we have no interest in the surface and we would send you blessing of success in bringing trouble to evil creatures who stray into the earth to steal its treasures.

We know that Goblins often hunger and so we would propose a trade. If Goblins are interested, we Kobolds will trade food for gold. We will trade at the rate of: 2 food per gold. We would suggest an initial trade of 80 food for 40 gold.

*The rat chirps and stares at the Goblin recipient of the message as it awaits a response*
[/spoiler]

[spoiler=Response to Red Tide]
*a message comes; delivered by a lumbering rat that has a label on it written in dried blood; the label reads #17*

To the Lord of All the Sun Sees, the Scourge of Men, and Patriarch of the Blood Clan,

We welcome your proposed trade rate of 2 food for 1 gold for future trades, and we welcome your suggestion of a pact of non-aggression. Although I would wish it were not so that residents of the Underdeep would war amongst each other, perhaps we will by circumstances campaign together against common enemies. Once again, we congratulate you for your success against the topworlders.

At the moment, though, we ourselves are well stocked with foodstuffs. To facilitate future negotiations, if at some time in the future you desire metal, we could also supply that luxury to your armies, at the rate of 1 metal to 5 gold. We also look forward to capturing many beasts in our snares and if you have need of slave creatures, we could also supply those to you; would that arrangement be of interest, and if so, at what rates?

With Sincere Bites,
Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground,
[/spoiler]

[spoiler=Orders and Information]
[ic]OOC: Orders ready for review.
OOC: 9 bodies for 6 kobolds- these are greedy eaters :D. I suppose the feast went on for days. Eating is not really the optimal solution, but I figure it's what Shee-Ra would do to consecrate her first victory and expansion. It's good Kobold Karma!

Shee-Ra Cleversmart the Sixteenth was concerned; the raid on the Gnomes had been fruitful, but she would need many more Kobolds for defense at the new outpost. She was personally overseeing the construction of the Kobold Mine and she eagerly awaited the arrival of new defenders. It would be vital for the Kobolds to found dungeons at strategic points throughout the Underdeep, to defend their homelands, from which they could not be budged once established. But it would also be equally vital to acquire gold. The Kobolds were not great miners. They could not support an army larger than 30 mouths unless they sacked and pillaged, or unless they could construct enough mines to fund their armies upkeeps. Therefore, she decided to author a message to the goblins she had heard were so recently successful on their surface raid, and she made plans for forays into the Underdeep on raids to acquire more gold.
[/ic]

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)

Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

[ooc]Looting/Events
+6 food (forage)
+13 food (forage)
+6 food (gnomes)

+13 metal (gnomes)

+52 gold (gnomes)[/ooc]

Total Looting/Events: 25 food, 13 metal, 52 gold

Total Total: 175 food, 27 metal, 202 gold
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 1 = (1g/1f)
Skulkers (2g/1f) x 1 = (2g/2f)

One less Slinger upkeep because of Free Commander. (1g/1f).

SmartyScouts
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

Total: Net Loss/turn -(34g/19f)
Not counting the 6 slingers recruited on this turn.
[/spoiler]

[spoiler=Construction]


Middledeep- 65
Completed This Turn
Midden (125 gold/3 weeks- done)
Workshop (65 gold, 25 metal)
Spiked Moat (25 gold)

In-Progress

GnomeFeast LuteingCave- Middledeep 72

In-Progress
Kobold Mine; 150 gold, 15 metal (week 1/3)

Palisade; 20 gold (1 week)
Snare; 10 gold (1 week)
Snare; 10 gold (1 week)

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

In-Progress
Palisade; 20 gold (1 week)
Murder Holes; 20 gold (1 week)




[/spoiler]

[spoiler=Recruit]

6 Kobold Slingers, (30 gold)

[/spoiler]

[spoiler=Wealth]
Began Turn at: 289 gold, 107 metal, 135 food
Gained: 202 gold, 27 metal, 175 food
Total: 464 gold, 134 metal, 315 food

Spent 200 gold to found two dungeons.
Spent 34 gold on upkeep.
Spent 30 gold on recruiting.
Spent 50 gold on defenses.
Spent 150 gold on mine.

Spent 15 metal on mine.

Spent 19 food on upkeep.

0 gold
119 metal
291 food


[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold) (1 week)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat[/ic]

[ic=Middledeep 72]GnomeFeast LuteingCave- Middledeep 72
In-Progress. Building. See Construction above.[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
In-Progress. Building. See Construction above.[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison.
Location: Middledeep 65
2 Slingers [Mya-He is a Slinger]
1 Skulker
+1 Slinger recently Recruited

Slingers (I) ("Undefeatable Eggguard") [Mya-He is attached to this unit]
Slingers (II) ("Unutterable Ovumguard")
Skulkers (V) ("First Pokeypokes")[/ic]
New Slinger ("Dom-Boh", the distinct)

[ic]SmartyScouts
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground
Commander of the Garrison: Hai-Phen, the Shadow
Effects: +2 morale for two weeks, +1 morale for being in a garrison
Location: Middledeep 72
1 Shee-Ra [currently attached to Skulkers]
2 Blunderdigs
3 Skulkers [Hai-Phen is a Skulker]
+5 Slingers en route

Blunderdigs (I) ("Underfeet Underdeep Squadron")
Blunderdigs (II) ("Backdoor Blundering Boffins")
Skulkers (I) ("Beaterpokes")
Skulkers (II) ("Basherpokes")
Skulkers (III) [Hai-Phen, the Shadow]
New Slinger ("Mya-Haha")
New Slinger ("Tom-Tom")
New Slinger ("Park-Park")
New Slinger ("Pik-Pik", brother to Pik-Min)
New Slinger ("Pik-Min", sister to Pik-Pik)
New Slinger ("Pik-Poke", youngest sister of the Pik clan)
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison.
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig

Skulkers (IV) [Ho-Dor is attached to this unit]
Skulkers (V) (Achi-Lees, the unkillable)
Skulkers (VI) (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Skulkers (VII) (Vor-Keth, the massive)
Skulkers (VIII) (Ai-Ur, the Greater)
Skulkers (IX) (Ai-Ur, the Lesser)
Skulkers (X) (Tro-Jan, the unbreakable)
Skulkers (XI) (Ay-Jax, the warrior)
Slingers (V)  (Ro-Dan, the belligerent)
Slingers (VI) (Fush-Rodah, the shouter)
Slingers (VII) (Hus-Roh, the loud)
Slingers (VIII) (Aaa-Hha, the fearful)
Blunderdigs (III) (Kili-Fili, the stout digger)[/ic]

[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 22
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).

Unit: Attached to Skulkers.

Instructions: Use the Potion on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

If a Midden has been constructed, Shee-Ra can be mounted on a dire rat.  She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic]Mya-He, the Unmentionable
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]Ho-Dor, the Stable
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic]Hai-Phen, the Shadow
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

-Regarding the new recruits; one slinger stays with GoodyGarrison. The other five go north to join the SmartyScouts.

-(3 Speed) SmartyScouts feast. +2 morale for 2 weeks.
-(1 Speed) Garrison. (I have not added the bonuses).
-(Free Ability) Scout the island again; continue to monitor.

-(3 Speed) Deepguards Forage (13x3 =add 39 food next turn).
-(1 Speed) Deepguards Garrison
-(Free Ability) Scout surrounding region 71.

-(1 Speed) GoodyGarrison formally Scouts as per the action, M64.
-(2 Speed) GoodyGarrison Forages (4x2=add 8 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: TheMeanestGuest on February 07, 2013, 05:42:30 PM
Soundtrack (http://www.listenonrepeat.com/watch/?v=82-0v1adHsk)

[ic=And My Life I Lay Down for the Mansion]Tiern stood in the Hall of the Ancestors to ask the dead for their blessing. The warriors who made up his company stood back silently, and made their own prayers. He drew off his gauntlet, and ran his hand along a name carved into the wall, and he asked his grandfather for guidance. He remembered well Nir's wisdom before he fell to madness, and would have his thoughts keen and his purpose clear. He knelt before the graven image of Aniya, who had stood before the fountain in Nuln when all others had fled and the gates had at last burst asunder. She had waded in among the Orcs, and smote Runge - the Ogre-King - into ruin with her great hammer before she herself was pulled down. He asked that she might lend his arm strength, and his heart courage. He came to a great urn that was empty. It would have held the ashes of Brigite, his mother. She had died in the forest fighting the foul Sporekin when first they came against the Dwerim. His sister ran from that place, and lived only by the sacrifice that Brigite made. He would that he had the grace of her selflessness, and the kindness of her heart. And at last he came to the dragon, Swide. It was no monument, but her very flesh become as stone. She lay, her eyes closed, her long tail curled across her wounded belly. He asked her nothing, for she had given him so much. He lay his head upon her and closed his eyes, and he remembered when days were simpler. He stood like this for many long moments, and it may have been that hours passed, but he cared not, for he would wait.

At last he heard it, a single faint thump. Her heart, still beating. He smiled softly, and he whispered to her: "My journey will be long, my friend. I will walk in Nüln, as none of our people have done for a generation, and so prove my worthiness to the greater task before me. And for you I shall stand in that Garden of Roses that you loved so much, and I will laugh and sing so that that place of sorrow might again know joy. And from there I will go to Balagrod, and see the fallen wonders of the Dwarves, and among them seek out the Wyrm, Scorra, who has done evil to our sundered kin, and slay him so that he might do no more. And in this doing it is my hope that a great wrong done long ago will be put aright, and that the Dwarven Queen will take my hand, and so join our peoples once more. You will like her, I think, for I have heard that she is fierce. But I promise you... I promise you that I will return. And perhaps, in time, you too will return to me, and things might be as they were before, so very long ago..."[/ic]

[ic=A Dragon's Dance]In an earlier age when the great city of Nüln stood as a bright beacon in the dark, before sorrow and death again visited themselves upon the Dwerim, it was that good folk of all races could be found upon its streets and in its halls. They came to see its treasures, and were inspired by their beauty. They came seeking wisdom and knowledge from its people, and found stalwart friends. And it was that some who had visited would return, to reminisce on old memories and laugh with old friends. They would bring with them gifts of beauty and wonder, so that by their hand Nüln might grow in splendor, and that others might come to love that city as they did.

A young man once came to Nüln. He came from far away. They said he had sailed a deep and unknown sea in the world above, and that he had climbed over mountains that scraped the distant sky, and crossed tracts of sand that burned beneath the light of that great flame known as the Sun. He trekked below the earth, and at last he came to Nüln. None now know what it is that he sought in the city of the Dwerim. For though he went among the people of the city and told them his stories when they asked of that land far away, and though he saw all the wonder there was to see and thanked the masters for the making of it, he asked after no great knowledge, and sought from the Dwerim no craft or treasure. To Nír only he spoke in confidence, and it was that ere his passing Nír revealed not what words went between them, and so the answer to that question has passed from the world. And though he stayed for many years, it was that that young man left the city for places unknown.

An old man once came to Nüln. He said he came from far away, and then it was that some among the Dwerim recognized the young man who was now old. They were saddened, for the lives of Dwerim are much longer than those of men, and they thought it cruel that his life should be so short. But the old man only smiled and laughed. He said it was as it should be, and that as the Dwerim say they know, all things must pass. He came to his friend Nír as he sat in the Rose Garden, and it was that Nír's son Lothë sat beside him. They spoke for many hours, of life and of death, and of all the things between. Lothë listened quietly and with patience, for in this simple conversation many wise things were said, and he thought it good that he should know them. The old man made his farewell then to his friends. They asked him where it was that he went, and the old man simply said it was time for him to find a new beginning, and that he would come not again to the halls of Nüln, and there was sorrow in his voice. But it was that he had a gift for the city, as he would have it greater on his leaving then when he had arrived. It was a dragon's egg from a land far away, and he put it into Nír's hand. Small and golden-hued and speckled with green. Nír was uncertain. He thanked his friend for the gift, but wondered aloud if it would not be better to destroy the egg, for it is known that Dragons revel in destruction, and so make themselves enemies to Dwer and Dwarf.

But the old man then spoke, and there was a twinkle in his eye: "Ah, but this egg is not from a dragon that you know. It is from a land far away. And who is to say what dragons in such a land are like?" He motioned to the Garden and the City about them. "Surrounded by such beauty, how could the heart of any creature turn to violence? Is it not that each one should be given the chance to prove itself?" And Nír thought this answer good, and he agreed that to each and every creature should be given such a chance. But then Lothë spoke, and he wondered if it would not be cruel to keep the dragon in the city, for dragons are vast creatures, and they delight in flight and open spaces. The old man's face warmed at the question, and he spoke again: "Ah, a wise thought, Prince Lothë. But in a land far away, dragons are long and slender and run upon the ground. Only when grown truly ancient may they choose to fly, and that is through their will and wisdom." And so the gift was accepted, thought it was made bittersweet by the departure of their friend, and the egg was held safe and warm until the day it might hatch.

It had been a year and a day since the old man had left Nüln behind, and it was that young Tiern, Lothë's son, stood watch over the dragon's egg. Yet a beardless boy, he watched with awe as the egg began to shift and crack. A golden snout emerged, followed by a long golden body. The dragon cried out, and young Tiern held her, and she was soothed. Lothë rushed in at the cry, and beheld the dragon in his son's arms. She was a beautiful creature, and she was named Swide, and soon all the city had come to look upon her. Swide grew and flourished in Nüln. She delighted in dancing a dragon's dance, and in singing dragon's songs in a dragon's voice, and Nüln was made the better for her company just as the old man had said. Of all the Dwerim, it was Tiern she loved most, perhaps because it was he she first beheld, or perhaps it was simply the kindness and friendship that he showed, and they were often found together.

But as the Dwerim know, all things must pass. It was then the height of Nüln's majesty, yet so soon before its fall. Though Nüln was great, and though it was strong, a sudden fear crept into Nír's heart. Strange and terrible dreams plagued his sleep, and slowly he became as someone else. A man who walked in Nír's skin, and talked in Nír's voice, but who said things and did things that Nír would never do. And as that fell madness slowly seized him, and as the city grew colder and less beautiful, it was that Swide no longer sang, and she no longer danced. She had grown great and long, but as the months went by she grew tired, and sadness then seemed to consume her days, and she lay in the Rose Garden and would not eat. Tiern sat with her, and there were tears on his face, and Lothë stood by, helpless, and tears ran down his cheeks as well. Swide fell into a deep sleep from which she would not awake, and what little joy was left in the Dwerim then went out of them. And then it was that Nír's madness waxed full, and all could see that the Curse of the Pearl had returned to haunt the Dwerim. Nír's pride begat his ruin, and the ruin of his people, and the armies of the Dwerim were brought low, and soon it was that the city was assailed.

Orcs were at the gates, driven on by Wicked Elves, and then they were in the streets and in the halls, and there was a slaughter to echo that of centuries past. And it was that Lothë gathered those of his people that he could, and those few treasures that he could, and made to flee the city. But Tiern could not be found, and a desperate search was made in the city as it fell. At last Lothë came upon his son in the Rose Garden, though the flowers had caught flame, and it raged all around. He cried out to Tiern over the roar of the flames and tried  in vain to reach him, but he could not pass the fire, and Tiern held tight to Swide's neck and would not be moved by word alone. A great party of fell Orcs who had made the Palace ahead of their fellows heard the cries of father and son, and grinned evilly to themselves at the prospect of more slaughter. They entered the Rose Garden, their minds intent on cruelty, and saw the boy and the sleeping dragon. They bellowed savagely, and made to fall upon him, spears and swords already red with blood, and Tiern cried out. It was that Swide suddenly awoke, and she roared as she gained her feet, putting herself between Tiern and the Orcs. She lashed out with her tail, striking one dead off its feet, and she snapped with her jaws, and took one in her teeth. But the Orcs were many, and their blood was up, and they were all about her, slashing and stabbing. And Swide fought with them for many long moments, and crushed them beneath her feet, and sliced them open with her claws, but there were too many. Though her hide was tough and thick, the countless blows began to take their toll, and her soft green belly was pierced in many places. And it may have been that both Swide and Tiern would have been killed. But with a cry Lothë rushed to the side of the dragon, and those warriors that he had gathered were beside him, and they hacked viciously at the Orcs, and cut into them bloodily with their sharp axes, and drove them away from Swide and Tiern, and chased them in the halls so that not a one would escape to bring their kin. Swide keened lowly and collapsed to the ground with a great rumble, and she looked to Tiern and sang to him one last dragon song, and then it was that she fell into a torpor, and it was a sleep deeper than that before, and she hardly drew a breath. The Dwerim were then gathered about her, and though they knew they must flee, they could not leave Swide, for her bravery in battle and the beauty of her song had reminded the Dwerim of who it was that they  were. And so they took her up, and carried her slowly away, and sang for her a Dwerim dirge. And though her scales have become as stone, it is that Swide lies still in the Hall of the Ancestors in Mhaldûl-Nem, and the Dwerim hope beyond all other hopes that one day they will watch her dance and hear her sing once more.[/ic]

[spoiler=A Reply to Dolmar Lestridae][ic=A Letter]The Dwerim know not the City of Umbrazzid, nor do we know the Nocae. To us, you are merely an Elf, and the Dwerim know well the caprice of Elves. But so too do the Dwerim know the beneficence found in shadow, and so we deign to reply.

I am Lothë, Prince of the Mhaldûlne and Lord of the Mansion. Though rumour has reached my ear of Elves who dance the shadow, who reject the Queen of Webs and Powers Infernal alike, do not think that this has eased suspicion from my mind. Elves speak fair words, the words one wishes to hear, only to plant firmly a blade in unsuspecting back. The grace of your form and your voice no longer deceive. Elves may not be as Beasts, but neither are they Eminent. I suspect they are as any other Folk, and so to each Elf I give a chance to prove their worth. Peace you will have, readily and in abundance. My people have had their fill of war. But I do not easily gift the friendship of my people, nor the alliance of my realm, to those whose character and deed are unknown to me. I may welcome these things in time, but tell me, Dolmar Lestridae, how will you prove your honour and worth so that I might come to know you?

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=In Further Reply to Dolmar Lestridae][ic=A Letter]You ask that I put task before you, and so I shall. I do not hold to great pretension, and there is no labyrinth of favour that must be walked. The Dwerim are a simple folk, and to prove your friendship a simple matter. Fight beside us faithfully in battle, and by the ways of my ancestors, an alliance is therein made between us. My son, Tiern, has set out on a great quest to bring low the Grey Wyrm, Scorra. This Wyrm has wrought ruin in the Upperdeep, and word of its evil has reached our ears. For the good of the realm of the Dwerim, and that of our kin, the Dwarves, Scorra must be slain.

In two weeks and three days, the Wyrmhunt will make encampment beside the lake that lies to the southeast of Balagrod (OOC: U19). Bring warriors strong and brave, well-armed with the swords and bows that Elves favour. Join the Hunt, and aid my son in the destruction of Scorra. When the Wyrm lies dead, you will have proved your honour to the Dwerim, and our friendship shall thus be forged. The Queen of the Dwarves will no doubt be pleased, should she hear that warriors of your folk brought their steel against the Wyrm. Should you wish the friendship of our ancient kin, the doing of this deed may help you win it. Scorra will die, this the Dwerim know, but will friends be made over the bones of the Wyrm? This is your decision, and yours alone, Dolmar Lestridae.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]  

[spoiler=Orders for The Month of the Spider, Week Two][ooc=Orders for The Month of the Spider, Week Two]Production

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal

Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Lizard Pen (1): +35 Food
Mushroom Forest: +25 Food

Total: +200 Gold, +25 Metal, +125 Food

Upkeep

30 Dwerim Axemen: -60 Gold, -60 Food

(Not to be payed this week: 20 Dwer Axemen - 40 Gold and 40 Food / 3 Dwer Flamesprayers - 12 Gold and 6 Food)

Construction

Mhaldûl-Nem

Under Construction: Hall of Trade (1 Week Remaining), Grand Furnace (1 Week Remaining), Flame Gallery (1 Week Remaining)

Undrenwald - 1 Week Remaining

Recruitment

1 Dwer Grudgebearer (Tiern) / -10 Gold and 2 Metal
20 Dwer Axemen / 160 Gold and 40 Metal
3 Dwer Flamesprayers / 30 Gold and 15 Metal

Wealth

Gold: 0
Metal: 78
Food: 425

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors
Defences: Outer Wall, Iron Gate, Murder Holes (1)

Undrenwald

Armies

Note: +1 Morale from Lothë's wrestling match still in effect for all units.

Note: All Dwerim units currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence
Lothë - Garrisoned at Mhaldûl-Nem
5 Dwer Axemen - Garrisoned at Mhaldûl-Nem
1 Dwer Flamesprayer - Garrisoned at Mhaldûl-Nem

The Undrenguard / Prayer: +1 Morale, +1 Defence
5 Dwerim Axemen - Entrenched at M42
2 Dwer Flamesprayers - At M42

The Wyrmhunt / Boast Made: +1 Speed, +1 Attack and +1 Morale. Prayer: +1 Morale, +1 Defence
Tiern (Grudgebearer, Orc Grudge) - At M44
40 Dwer Axemen - At M44

[spoiler=Characters]Lothë, Prince of the Mhaldûlne and Lord of the Mansion

Tiern, Heir to the Mansion[/spoiler]

Orders

All units will pray at the Hall of the Ancestors

Send the Undrenguard (5 Dwerim Axemen, 2 Dwerim Flamesprayers) from Mhaldûl-Nem to move to M42 using 2 speed, the Axemen will entrench themselves using their remaining 1 speed. The Undrenguard shalll begin and safeguard the construction of an Outpost, Undrenwald. They shall only abandon their post if attacked by a force at least twice theirs in number, or otherwise judged overwhelming.

The Wyrmhunt shall embark on its venture. Tiern and his company boast in the Thane's Hall that they will slay the Grey Wyrm Scorra, who is rumoured to lurk in Balagrod, and that Tiern will deliver the Wyrm's heart to Disa Grimhammer, Queen of the Dwarves. The Wyrmhunt shall accompany the Undrenguard as far as M42, then proceed to M44 and make camp outside of Nüln, ruined city of the Dwerim.

The Dwerimhost shall move from Mhaldûl-Nem to M39, coming upon the feral Gloomrays cautiously, and make to slay them or drive them off. The Dwerimhost shall then return to Mhaldûl-Nem, Lothë and any remaining Axemen regarrisoning. The flamesprayer will just have to wait around :p  

Lothë shall keep the Earth's Cardinal Heart, as it will be needed for the enrichment of the realm.

[/ooc][/spoiler]

Note: As always, feel free to read anything I might spoiler-tag, except for my orders.
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Xathan on February 07, 2013, 05:49:21 PM
Sountrack: Lull (http://www.youtube.com/watch?v=w11UJMFtUts)
[ic=Beginnings]I whip towards the thralls.

"Halt!"

As they cease to destroy the remaining creature. I grin over at the ohgodwhatdidyoudothatwasitsmate one I had enthralled. "Well...this is interesting. Take the body back to Dtoulth, I want to see if we could reproduce these creatures in a more docile manner. They may replace the loss of the Tunnel Hulks." The thrall stares back at me blankly. "Oh. Right." I focus, forcing the Larvae, feeling them nononono as they crawl up the thralls and enter their ears.

Funny. They didn't even scream.

While the newborn undergo ceremorphosis, I turn my attention to other matters, casting my senses elsewhere...[/ic]

[ic=Messages][spoiler=Overbrain]Father, I...

Don't grovel, I tell myself. A Ceremorph does not grovel.

I must have been overwhelmed by some vestige of my old self upon touching the mind of a being that has a noticeable fraction of your power. However, that was partially calculated – I told them what they wanted to hear. I'm sure they will be our foes again, but there is so much Food Above – if we were to fight them now, they could assault in numbers beyond even are capabilities. Still, I have no doubt that you know me better than I know myself; I'm certain my oldself had a hand in my manner. I will guard against it in the future. You know as I know, you have seen what I have found here. This creature poses an opprotunity – I will need less Hounds than I believed. The other is being sent back to the hive – forgive me, Father, for I know you know my intent here, and I relay out of habit – but it's possible the being's flesh may be suitable for creating new Thrall flesh.

I need to know the status of the ones hiding the woods - would you See them?


In the back of my brain, She/I pipes up, a message not meant for It and hidden from It.

itsaymayitdidntknowitisnotallknowing

I push the thought away, quickly. We couldn't...we mustn't...think like that.

[Overbrain Scry M10, which is the little mushroom forest I think he meant If I misunderstood, I'd like to change my scry location...though I figured he was deliberately being vague, so that's as good as I'm going to get on that group. ;)][/spoiler]

[spoiler=Response to Overbrain]
I See, Father, and they will be dealt with before they can Feed again. What crimes condemned them? It is a curiosity for me, what blasphemy earns them their fate.

I nod at Its response, as we/I think.

I understand. And the others? Who passed south Several days prior?

(see orders)[/spoiler]

[spoiler=A Message to Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Lady Gloomsong, as per our prior arrangement, I intend to seize this artifact for you. However, I realized that there was information that was lacking in your last thoughts - namely, the nature of these foes of yours, the Kirr, and the potential threat they could pose; or if they are even aware of the artifact's presence. This information will be relayed at your earliest convenience, I'm certain.[/spoiler]

I smile to myself as behind me the thralls writhe in the throws of Ceremorphosis. A Ceremorph does not grovel. The tone there was better - much more between equals, not so imperious as to aggravate the Dark Elf needlessly. It would be pleased.

yousickenmepatheticgrovellingworm

And you need to learn your place. [/ic]

[ic]{My Queen?}

"Yes, Daggoth?" I turned to him, him who Exalted/cursed me/her.

{Rumors from the layer above. A Duergar seeks to become Emperor of his kind}

I couldn't help it as Llandri quirked my eyebrow. "And? This should concern me for what reason?"

{The Duergar, my Queen. Their armies are well versed in battle against our kind, able even to hide their minds as though they were the vermin they tame.}

I chewed my lips for a moment - another Llandri gesture, things I/we would have to get rid of. And then I smiled, and it was entirely Llitul.

"Careful...but I believe I have a way to deal with this particular Vermin."

And I sit, and we ponder, for this would have to be done with all the lessons we learned from our failures of Lothe...with a simpler mind, this time.

[spoiler=Dreams for An Orc Warlord]

As the Cheif of the Bloodspears slumbers, a dream enters his mind. A dream of the world below his kingdom, a dream of Dwarves. No, not Dwarves, but grey and dark. The not-Dwarves are drinking ale while sitting on piles of gold. "How many orcs does it take to light a candle?" chortles one, and you know his name, for behind him appears a massive Orc, one eye scarred and missing. This Orc, The One Eyed Orc, growls the not-dwarf's name.

"Sinstain"

Sinstain, as you now know him, laughs louder. "None, they're too busy eating their own shit!" The rest of the not-Dwarves laugh and laugh as Sinstain continues. "Of course, you know what the only thing dumber than an orc is? The only thing dumber than an orc is moss. And the only thing more cowardly than an orc? Only thing more cowardly than an orc is a goblin. But you know what? You know what's even dumber than moss and more cowardly than a goblin?"


The rest of the not-dwarves lean forward, grinning, and you know that they have been hearing jokes like this and laughing and laughing for hours on end.

"A damned Bloodspear!"

And again the not-dwarves, the dark dwarves, laugh and laugh and laugh. Your vision is drawn to the one eyed Orc's empty pit, and you see the middledeep laid before you. You do not know where Sinstain laughs, but you know the way down the One Eyed Orc wants you to take - a path that takes you down in the Southern Corner of the Upperdeep, near a great chasm, and that the laughing Not-Dwarves are somewhere in the Underdeep. (The path indicated is through Upperdeep36)[/spoiler]

I smile with myself, pleased. Surely the brute wouldn't realize what had been done there. I turn to tell Daggoth of my strategem.

{A prudent choice, my leige.}

I blink. noemotionshehasnone The response was...adaquate, but disatissifying. I turn away and ponder my next manuver, for I had many more left...and try not to let my/her voice yourealonenoonetotalktoabandoned bother me too much.
[/ic]

[ic]I lean back, focusing. Before my next task, there was buisness to attend to. As I opened my mind, I admitted to myself I was hoping for the Dreamer and Child's strange presence friendlyitisfriendlyyou'redesperateforit. But I couldn't reach out to it, not now. Nor the Watchers, not until I knew the tone to take. So to these others...

[spoiler=Message for Markus Ashton Or Professor Roberston]

[ooc]Whoever of the two of you would be more able to recieve psychic messages will recieve this[/ooc]

[Words whisper into your mind]

I see you, Necromancer, Lich, and I speak to you from Below. I seek information. There is an artifact that will soon be in my possession. An artifact of arcane power, the power of mortals. Mortals such as you once were.

I am not versed in the powers of the arcane. I do not comprehend this artifacts purpose.

Therefore, an exchange. I will tell you the name of the artifact. You will learn of its purpose and function and tell me of such. In exchange for your work and your silence on the matter, fourty corpses will be delivered to you for your experimentations. I await your response.[/spoiler]

[spoiler=Response to Markus]
The deep finds us well, as does its Madness. Mayhap you should explore it further - though I can taste you already touch it.

The gold shall be yours, the payment arriving in two weeks to your realm - my own needs for material wealth prevent me from sending such an amount this instant. As a consequence of the delay, I will include the original mentioned corpses, for, while I'm sure your efforts will prove fruitful, a practitioner such as yourself can never have too many corpses on hand.

You seem to know a bit more of beings below than most, so I will spare us both the expected statements of consequences for treachery. We both know what would happen, and are both assured of our own victory, and both are intelligent enough to know such a conflict only benefits the unenlightened.

If these terms are acceptable, I will relay the name of the artifact in question and what of it I comprehend immediately.
[/spoiler]

[spoiler=A Reply to Viarra Gloomsong]

I allow myself a small grin, a grin that only Llandri notices is tinged with sadness.

Your concern is appreciated and well recieved, Lady Gloomsong. Once we have completed this dealing, I'm certain we can come to further arrangements in the future.

How stupid did that traitorous witch think I was? Refuge in her realm indeed. If her people saw Ceremorphs approaching, they would empty every arrow, and if their Lady raised even a finger to stop her, they would turn on her like wild dogs.

iwarnedyoutheyaretrechery

Shut up, you self righteous bitch. I'll still complete the task - I need those bodies. And I'll allow her to maintain the farce. But nothernotevenher she was cunning, and I'm certain believes she can use me.

She'll make an excellent Exarch one day.

[/spoiler]

[spoiler=The Onyx Prince]

Greetings, Bloodlord. Forgive my intrusion into your mind, but I have not the patience for bats or rats or other pathetic vermin for messages when this option is available to me.

I will keep this short to not waste your time: I will be entering the Middledeep, as your kind calls it, and expect to depart from it in a months time. A mad group of creatures, my kin, prowls the lands to the south of you, on the path between yourself and the Dwer, and I will be ascending to apprehend them. My only purpose is their apprehension, for the brains of their kind is a delicacy among my people. Once they have been found, I will be returning to the depths.

The swiftest route to these mad creatures would take me through your realm. I do not wish a pointless conflict with you or your peoples, so I seek an arrangement: I shall pass south, searching for these mad beings, and in my passage if I encounter any of your peoples, they will remain unmolested, and if your people see my hunting party, they will leave us be.

Oh, and if you've heard rumor of necromantic beings of kin to me, do with them what you will - I'm interested in the living, for the taste of necrotized flesh is repellent and my Thralls need no further food.

Do we have an accord?[/spoiler]

[spoiler=Response to the Onyx Prince]

The thought that is sent carries amusement at your feigned outrage, amusement because it enjoys the game.

Of course, Bloodlord. I had not yet encountered you, and reputations are as worthless as my initial offer - still, I had need to ensure you are as intelligent as is claimed, as opposed to merely taking it at face value. I would hate to barter with what I thought was a being of worth who turned out to be a lucky buffoon. I am glad that this is not the case.

Your realm is a precarious one, O Onyx Prince, and your scouts must take great care, I am certain. As powerful as you may be - and I have no way of knowing what power your possess - your realm sits betwixt crossroads for both the upper and lower darkness. Thus far you have repelled invaders, but a new force has emerged - the Nocae, your kin who claim to be righteous and holy.

Our path would not cross yours until next week, so in exchange for allowing us unmolested passage, we will turn our all seeing eye upon them in five days hence, and let you know what their pathetic minds may hold.

If that offer displeases you...how fare the coffers of the Kirr?
[/spoiler]


[spoiler=Third Response to the Onyx Prince]Very well, Bloodlord. Should we need to cross your realm, we will remember your offer.

A reminder, Bloodlord: you deal with great powers, but those powers are young, only slightly Older than mortal life. There are Older powers by far than those you deal in, and in the future, it may behoove you to treat with us in Pacts as opposed to Demands. Were I a typical examplar of my kind, I would gather our forces and feast upon you and you kin.

I will not. I am not a typical exemplar of my species, and therefore understand that your intent was to set boundries and restrict passage and not to offend or proclaim dominion over our actions. Other beings may not take it as such. Such beings are better not provoked.

I think I like you. You have a certain arrogance I enjoy, and the psychic agony that I just felt ripple out of Kirr-Gonda was delightful. I'd love to know what caused that, but I'm certain that we don't have a level of trust where you'd share it.

However, I am undertaking a venture soon - while I deal with these renegades - that could prove mutually beneficial.

Perhaps I can interest you in a Pact?


You can hear the amusement in these thoughts. The reminder and threat were done with a laugh, the same bemused undercurrent that you sent in your initial response to her.[/spoiler]

[spoiler=Next Reply to Professor Robertson]

[ooc]Remember, Ceremorph - we could each send two more messages.[/ooc]

[ic]Several nearby rats scurry over and begin flaying three of them, inscribing in blood on the flayed rats flesh the request, details of the transaction, and agreement in their blood.

I assume that satisifies your need for triplication. Our deal is made.

The artifact I will possess is of Dark Elven make: the Crown of Malekar. From that name I will see what you may learn.

The gold and bodies will depart in one week, arriving in your coffers the week after, as agreed.

Unfortunately, I have no tea. Should I come across some in a future venture to the surface, or should I find a newly aquired thrall some in their possession, I would share it with you - but only in person, for it has been some time since I have tasted tea as well.
[/spoiler]

[spoiler=Reply to Overbrain]

Father, I do not intend on their immediate consumption or ceremorphosis, though I have hopes that some of those who seek Ceremorphosis will come to us.

The purpose of this gathering is threefold. First, it gathers potential problems together where they can be monitored an dealt with. Secondly, it does provide ideal canidates for Ceremorphosis if need be. And third, it serves a function that is difficult to explain. You gifted me with the knowledge of my Host, unlike most of the Beloved, and the only words I have to explain are Host words, Food Words, so they must suffice, as degrading as it is.

When I was born, you told me I was made to do what no Ceremorph does - that I was made with the purpose to feel empathy, to think as food. However, empathy is much like our own psionic powers - if not used, it will wither and die, at which point I am no longer the tool you made me to be.

These beings I seek to gather are beings that, for me to serve you as I was created to do, are beings I hope to be able to empathise with. Beings I can consider what food calls "friends." "Friends" are tools Food uses to hone their empathy and to satisify it, for empathy is like our powers and has a Hunger for beings that it can share that emotion with.

This gathering is to further the goal of your Dominion, and once the Dominion is estbalished I will no longer need Empathy. Should I live to see that day, I ask that Empathy is removed to me, so I will no longer need such gatherings. If it cannot be removed from me, then at that time I hope I will have earned the honor of Joining with You, for there will be no further need for Empathy and it would be naught but a dangerous madness at that point.

But I must practice empathy and I must satisify it, and since none of the Beloved can feel it I seek to draw beings with whom I can practice and satisify my need for Empathy, the need you saw fit to give me, so that I may be a better tool to create your eventual Eternal Dominion.

I know that upon the foundation of the Eternal Dominion my need for empathy wil l be a useless appendage that I hope can be removed. Until then, Father, I must use that Empathy on these beings and on others, Empathise with them, for the plans I make to further your Dominion depend on my Empathy.[/spoiler][/ic]

[ic]I wasn't happy.

It's a strange thought whatstrangeaboutnothappy I am Exalted. I am Queen of Thralls, Queen of the Ceremorphs, second only to the Overbrain Itself, however distant verysodistant that second may be. And yet, I wasn't happy. I turned to the Thralls that were arising, their Ceremorphosis complete. The neonates tilted their head as one as the Overbrain issued the Message of Awakening, and I/we waited for lookwhatyouvedonetothem them to focus on the real world. As soon as It had explained their Awakening, I turn to them and speak, both with slapping meat and projecting my thoughts directly into their brains.

"And now know this. To defy the Overbrain is to embrace Torment Unending. You have been perfected from what you once were and Hunger, and your Hunger will be met. But before you Hunger can be fed, while you still sit there slick with the essence of Awakening having shed your host form, you must hear my words. The Voice, It is your Lord and Your Master, Your Beginning and Your End - you know the terrible consequences you will suffer should you defy Its will, and you will never join It. I am Llitul, the Exalted, and while the Overbrain is your All, I am your queen, second only to It that gave you perfection. To defy me is second only in consequence to defy It, and while Its wrath you should fear more, and Its orders should be obeyed before any others, nothing besides It shall come before me. Now Feed your Hunger, my Beloved. Feed and then we will begin Its terrable glory."

And they did, from the Vacant - Thralls we/they theytheytheynotwenotlikethem kept in tow. Unlike the Thralls, the Vacant could barely function, simply move, and were so weak they could not be used even as a barrier in combat - but they followed any of our forces to provide Food.

One of the Neonates, who I knew as Phyn-Olbaath, turned to me as his feeding complete. {obeybadyoubadoneeyekill} but the voice faded. It had been an orc, before, and the Orc had been just strong enough to issue a death threat before Phyn-Olbaath had finished assimilating it's brain. ohgodsletmebesickthatcouldbeme

{My apologies, my Queen. I have finished assimilating the host brain. Apparently my old form's species distributes more of their higher thought processes into their lower brain stem - it had greater longevity than I imagined.}

I waved away the apology, and looked at him closely. "If I were to tell you to go to the rift to the North and toss yourself in, and the Overbrain did not countermand me, would you?"

{Of course, my Queen.}

I nod sicksicknoselfonlyhive. "Then you will be gifted for your devotion, Phyn-Olbaath." And my Will was relayed to him, and he nodded to set about his task as I wandered away.

stopsilenceletmespeak

Fine.

Youknowwhatthisisweyouiarelonelynoequal

Of course we are without equal. That is a fact of our existance. Why would that be even the slightest bit upsetting?

whodowetalktothedreamersokindsostrange

It is amicable.

andstrangecannotcomprehendbaseconcepts

There are the Watchers.

foestheyopposeyoutheytolerateyoutheyonlyconcernwithIt

I have my Beloved!

onlylittlebetterthanthrallstheyserveyouwillbetray What would you suggest, the drow?

cannottrustwouldturnonusifherpeopleknew

What are you getting at, then!

lonelyneedfriend

So you have stated. How?

yourourmindsopowerfulcallforone

I/we blinked.

doitwearelonelyweekandahalfandnofriends

Very well.

So I send out my mind, reaching out into the furthers corners of the world it could find, seeking out beings. One who would not mind my form, one who would not oppose my Word, one who would be subservant but retain it's will. I cry out for them, calling them, offering them payment in bodies for experiments or metals for their works. I call, and hope one will answer. The alienists and fleshshapers and mad alchemists and others.

[spoiler=A Call To All Those To Whose Minds it Would Interest]

Hear my call, those that they called Mad. The shunned for your arts, your sciences. You fleshshapers and alienists and druids of vermin or other aberrant creatures, you 'mad' engineers and alchemists, and all others who those ignorant and fearful shun and force into hiding. You creatures of Outer Spheres that dwell in hiding. Hear the call of the Queen of the Ceremorphs, and know that I welcome you. Not as food for my people. Not as thralls. Not as hosts for our Larvae, not unless you desire it.

I call to you so that we may share our arts and our practices and our sciences. So that we may share minds and wisdoms of spheres beyond these ignorant and pathetic beings, so you may study with beings who's minds. So that they might know of the arts they shunned, of the sciences they rejected, of the wisdom they spurned.

Come to me, those who the fearful shun, so that we may work towards a new future.[/spoiler]

I didn't want to admit it to her butiknowiamyouyouaremedenier but I was anxious for a response.

She/I was right. We were lonely.

[spoiler=Response to the Abjected]
[ic]At hearing the voice of the Foe in her mind, Llitul seized up, frozen for a moment. If her eyes were what they once were, they would go blank. The voice that answers him is not Ceremorph or Flesh. It's obvious that whatever this voice is, it is hiding deep within Llitul, and its voice carries with it a Power and a Hunger that goes beyond the Hunger known to Ceremorph or Vampire.

KNOW MY VOICE, ABJECTED, FOR ONE DAY YOU WILL CALL ME QUEEN IN TRUTH.

I AM THE TRUE EXALTED. I AM THE WILL BEHIND THIS FLESH, I AM SYNTHESIS AND ANTITHESIS.

I AM R'LUH'OR'NGHFT, I AM LLITUANDRI. I AM THE EATER OF SUNS.

THIS FLESH KNOWS MORE THAN YOU COULD IMAGINE, HERISARCH.

THIS FLESH WILL ONE DAY DEBASE HERSELF BEFORE YOU, AND YOU WILL ONE DAY DEBASE YOURSELF BEFORE THIS FLESH.

THE GATHERING OF MINDS IS BOTH WILL OF MY FLESH AND MY WILL.

THE GATHERING REQUIRES AN EMISSARY OF THE HERISARCH, BUT SHE IS NOT YET ABLE TO ACCEPT SUCH.

SHE IS NOT YET READY FOR THE MIGHT OF HER OVERBRAIN.

SHE IS NOT YET READY FOR THE REBIRTH. NOT READY FOR SHUGG ULN VULGTM SHUGG.

SEND HER A REPRESENTATIVE AMONG THE GATHERING SHE WILL DRAW, PITIFUL THOUGH IT MAY BE.

SEND HER A REPRESENTATIVE, AND I WILL KEEP IT HIDDEN. IT WILL BE NAMED R'LUH TO THE OVERBRAIN.

DO THIS AND I WILL GRANT YOU THE ONE THING THAT THIS FLESH CAN GRANT YOU THAT NO OTHER CAN.

DO THIS AND I WILL GRANT YOU THE OPPORTUNITY TO ABJECT AN OVERBRAIN.

WE WILL SPEAK AGAIN, HERISARCH.

WE WILL SPEAK AGAIN, HLIRGH HUPADGH YUDDRATH'NYTH


And as the voice recedes, Llitul shakes herself, unaware she received any message from Abject or that something responded, erased from her mind before it could be transmitted to the Overbrain. And even with all his knowledge, it is impossible to say if the Abjected just heard from a being of untold power...or a fragment of a psyche slowly shattering.
[/ic][/spoiler]

[ic]Llitul sleeps. Llandri sleeps. For the first time since their birth, they both sleep, and that is when they meet the Dream again, and respond in kind:

[spoiler=Response to the Child and Dream]Flesh does not crave dead-gold. Dead-gold is used by flesh for a different, lesser dream. For flesh, Dead-gold is given to others to fill this lesser dream they call "money." Dead-gold is given by flesh that possesses it to other flesh so that flesh will provide the flesh that has dead-gold with something. It is not beautiful, it an ugly dream, but it is a needed dream for flesh, for flesh needs food and tools, and the easiest way for flesh to get food and tools is to give dead-gold to flesh that Makes the food and tools. Ceremorph flesh does not need dead-gold for food, we do not need food, we hunger for Food, the part of flesh that creates ugly dreams, so that we may make more beautiful dreams. We need the dead-gold for tools, and we need the dead-gold to convince other Flesh to do things. Once we have made this world Beautiful, then we will not need dead-gold anymore.

I would not give it to the other flesh who asked for it. That other flesh wants to use it like ceremorph-flesh does, but it cannot make the world Beautiful as we can, it can only make the world stay as it is, which is not yet Beautiful.

I think that we are alike. We are both part of something more, the Dreamer for you and the Overbrain, the Elder, for me, yet we also have our own thoughts, which is why we can dream together. That is what makes us beautiful.

[and here something doesn't seem quite right. Part of Llitul doesn't agree with this: wearebeautifulbecausewearemorebecausewecansayIandtheycannot but it is only the briefest flash of an undercurrent, another Dreamer, part of Llitul but not part of her, a being only of dream with no flesh though it once had flesh, a being who's name almost enters the Dream but instead is replaces with a night sky and a single star that shines brighter than all others and dances with a fire that shines like a fragment of light, but that Dreamer quickly fades back into Llitul, for they are pieces of a whole but there is no union.]

I call you Child, but that is not a name. There are other children, though you are the one Child of the Dream. Do  you have a name?

Do...

Do you ever get lonely?[/spoiler][/ic]

[ooc=Orders]
[spoiler=Turn]
These are only Initial
[spoiler=Production]
GoldMetalBodiesFood
+225+20+82+60
[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-0-0-6-10
[spoiler=Details]Commanders
No Upkeep
Larvae
No Upkeep
Thralls (9)
-9 Food
Hook Horror
-7 Bodies[/spoiler]

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:
Mutation Chamber
Grafting Pen
Slime Moat

Under Construction:
Inquisition of the Exalted (1 Week)
Improved Ceremorph Mines (1 Week)

Defenses
Amplifier Node

Lower Dtoulth (Lowerdeep 75)
Begin: Thrall Pen (50gold, 15metal, 2 weeks)

Defenses
Begin: Amplifier Node (-20 Bodies)

Curasd, Horror In The Woods (Lowerdeep 69)
Begin: Thrall Pen (50gold, 15metal, 2 weeks)

Defenses
Cancelled: Spincter Gate (25gold, 2 weeks)
Begin: Amplifier Node (-20 Bodies, 1 week)
[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
2 Brainhounds -40gp, -2 bodies
2 Larvae Swarms -20gp

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
Convert 5 Thralls into Ceremorph Psions, Sacrificing 5 Larvae

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
10070101130

[/spoiler]
[spoiler=Trade]
None Yet

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Ceremorph Mine (+185 gold/turn, +20 metal/turn)
Thrall Pens 4 (+80 Bodies/Turn)
Mushroom Farm 3 (+60 Food/Turn)
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
All Under Construction

Curasd, Horror In The Woods (Lowerdeep 69)
All Under Construction

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain

The Shamed: (Garrisoned Lowerdeep 74)
1 Zasz
2 Thralls

The Vanguard (Garrisoned Lowerdeep 74)
1 Llitul
1 Daggoth
5 Larva Swarms
7 Thralls
1 Hook Horror (Dominated)

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 5
Morale: +8
Special Abilities: Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership

Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear.[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]


[/spoiler]
[spoiler=Orders]
The Exalted:
Overbrain Scry Region M10, M6

Create 4 Brainhounds at Dtoulth

4 Brainhounds (The Hunters) Move to Curast (4 speed) where they will join with 2 Psions, Llitul, and the Hook Horror from Curast to move to Middledeep 10 taking route 80, 81, 82, 11, 9 (1 Squares Forced March for Psions and the Hoork Horror, 3 Squares Forced March for Brainhounds, No Forced March for Llitul). Llitul will join the regiment of Brainhounds and fight in melee when not attempting to Dominate.

Anything encountered upon route that is not hostile is to be ignored unless it's a powerful creature weak willed creature or a humanoid, then Llitul will attempt to Dominate.

If encounter a stronger hostile force, withdraw. If weaker, slay and enthrall if possible (Dominate if Llitul present, racial ability otherwise).

Upon reaching M9, send psychic message to Quasthid:

[ic=To Quasthid]

I know you, Quasthid. I am Llitul, and I am your Queen, sent by Our Father to retrieve you and those you huddle with here.

Send out your senses, Quasthid, and know the Food we have here.

Your crime was showing mercy - slaying instead of preserving for the construction of a Walking Blaspheme. Two of you have offered prayers to the Gods of Thralls. One sought to mate with a Thrall. One attempted to free Thralls that had been kin to her host. And the final is defective, a self mutilator.

The Overbrain sent me to retrieve you, but I have been gifted with Free Will and Empathy to further His Purpose.

Slay the lunatic unless it has come to embrace the perfection it now is, and give the worshippers of the Thrall Gods a chance to renounce the beings they sought as a higher power - though make sure they know they will be forced to preform an act that would be abhorent to the deity they prayed to. Slay them as you should have slew the one who had you condemned.

You and the others among you, should they aid in your task, may come to Me and Feed, and Know that I have uses for you all that further Its Ends. The lunatic may come if it has embraced its perfection, and the diests may come if they disavow their 'faith' and know they will become anathema to it. Scour their minds, Inquisitor, and be certain of their sanity and truth, or you will suffer far greater than you would have.

Defy this, and you will all be eradicated, and become Severed or Blaspheme. Accept this, and you will live to serve Its Purpose, though you will for your crimes Never again Know Its Embrace unless It Wills It.

Chose wisely. You have one hour.[/ic]

[This Force is the Hunters]
4 Psions + Llitul
4 Brainhounds
1 Hook Horror

[IC=Response to Quasthid]Fool. I can crush you either way, and the Inquisitors are no more. I am the Inquisition! I am the Exalted! Your hour has not expired - you starving wretches will die at its end, as promised, unless you come to me. You are being consumed by the hunger - if it was my desire to see you dead, I could simply trap you and wait for you to starve. What purpose would the lies have, other than risking the Overbrain's wrath, if I did not speak truth?

Consider carefully before your time expires. Or prepare to die, whichever you prefer.

Thirty minutes remain.
[/ic]

If they do so, honor the agreement when they move to L9. If they refuse, force march into L10 (except for Llitul, who will use a normal move) and kill them all - Llitul will attempt to dominate the Inquisitor on Round 1, hit the psions with confusion on round 2 regardless of if that works, before resuming normal combat. If Inquisitor is Dominated, have it use agony on the enemy Psions.

Before move ends, force march the Hook Horror into the last zone I went through and then back into where ever Llitul is to keep it too fatigued to break domination. If it breaks domination, immediately attempt to re-dominate.

If Llitul encounters any other of the renegade ceremorphs along the way, I'd actually like a chance to recruit them back into the fold depending on their crimes, so if I could know in advance that'd be great.

Either way, they will be stripped of all possessions other than their now-paid upkeep.

Two Larvae swarms will be made at Dtoulth and moved to Cruast, where they will turn the remaining two thralls into psions.

Those 5 Psions other than Daggoth at Cruast (which includes Phyn-Olbaath) are to move to L67, using a Forced March. They are to go by route L65 first. If they encounter anything there that fits into good Dominate category (Strong and weak willed), they are to move instead through L66. If both routes have good dominate candidates, kill the weakest group. If any of the monsters they encounter are humanoid, kill and enthrall and strip of any goods. Of course, as always, if the foes are stronger looking or immune to psionic effects, withdraw.

Upon reaching L67, found yet another Dungeon: Glyf-Dor, the Northern Reach. Promote Phyn-Olbaath to Commander.

Zasz and 2 thralls to garrison in Lower Dtoulth

Daggoth garrison in Curast

[/spoiler][/spoiler][/ooc]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Dolmar on February 07, 2013, 10:50:43 PM
Soundtrack (http://www.youtube.com/watch?v=5MJd0RTOW1Y)
[ic]In his study, Dolmar presses his fingers, looking at the woman in front of him, in all her highborn regalia.

"Yshar..."

"Lady Morwenn, if you please -"

Faster than lightning, he was on his feet, his fist slammed against his desk. For a moment he was gripped by an urge for the Old Ways, where he could have run this arrogant doxy through without a second thought. No. If you had dared killed a woman before, it'd be you head.

"-I do NOT please, Yshar Morwenn You have committed an act of the Old Ways, the ways of our ancestors, and such an act is not tolerable! The Accursed are not our slaves, not anymore, and they are only Accursed because we once treated them as slaves! To do so now is to embrace the Spider Queen again – to admit She was right, that we should have continued to treat them as our inferiors!"

She had stepped back, and he realized he had been yelling. He paused, taking a deep breath.

"Some say I should exile you. Others say I should go further, demand your execution. Still standing, he walked to the window. "What do you see outside?"

"M'lord?"

"Sir. It's only Sir if you must use a title. Outside, what do you see?" He didn't bother awaiting her answer. "I see a city, and beyond that, I see the cavern walls. I see the path that leads to the Lighter Shadows we have hidden from. This is a monumental moment for the Nocae – this is the eve of the day we step into the Lighter Shadows."

"Of course, m'lord."

"And on this day," and here he did not yet, here his voice grew deadly quiet "you decide to slip into the Old Ways and beat someone merely for looking upon you. I have decided your fate, Yshar. For your actions, you are stripped of your holdings. Your property is to go to the Cult of the Holy Shadow, your wealth, all you own."

He held up a finger, making it clear he was not done.

"That was your punishment for thinking you were better than the Accursed. For ordering the assault, every day for a year and a day you will work in the mines alongside the Accursed. You shall eat with them, work with them, as their equal. If you shirk your work in any way, you will be lashed for it. After every shift at the mines, you shall help the priestesses tend to the one you injured – and after your year and a day, you shall continue tending to him until they are able to heal his body or one of your lives ends.

As a final act, you will be stripped of all but small clothes and put in the stocks for a day. For that day, any – Nocae, Accursed, or Abomination – that wishes to do so may deliver a blow upon any part of your body, so long as no blow stuck would be fatal. And afterwards, you will thank everyone who delivered you a blow for the kindness of only delivering a single one.

Your guards will suffer every bit of your punishment, except those with families, who will retain enough of their wealth to feed their families during that year. And. If you dare utter a single word of protest, I will give the radicals their wish and personally see to your execution!" And here he realizes that despite his calm tone, he is holding his warglaive tightly. Part of him doesn't mind as he looks her in the eyes.

"Do."

"You."

"Understand?"

{I'll let Steerpike Respond. All her wealth is being claimed by the Cult of the Holy Shadow, which is what I'm calling the Leading Body}

[takes place after response]

"Wait."

He speaks before his guards could carry her away, and his voice is softened somewhat.

"Yshar - Lady Morwenn. You speak with some truth, but not enough. Elvenkin is longer lived than most beings, and we are gifted with wisdom beyond most. Therefore, we have a responsibility - we have a duty - to set an example for the other races. It is true that I can trace my bloodline as far back as you, and in that distant ancestry we are kindred. But these Accursed, who were once slaves, cannot trace their lines back more than a couple generations because we did not allow it. We bred them for our purposes, moved them about for our purposes, and denied them the knowledge of their ancestry for our purposes.

Yet in the old days entire kingdoms of goblins and orcs and kobolds and others were made chattle to us because the Spider Queen told us we had that right. For all we know, however, that Accursed, if allowed, could trace his bloodline back to Morkath the Cunning, the Goblin king that nearly fell the Witch-Queen with a poisoned blade. Or King Of the Warrens Sau-ron, the Kobold emperor that was enslaved only because his kingdom fought a war against us as the Kobolds lead by He-myn the Cleversmart attacked him from the rear. The point is, that Accursed's bloodline could be every bit as high as yours or mine. Perhaps that Accursed was once even a light skinned elf from the surface or a dark elf...

...beaten and sent to the mines for some crime."

Dolmar sighs, and pinches the bridge of his nose, sitting back down.

"'And thus in anger does shadow darken, and light forsakes allowing true darkness to resume.' he quotes. "I fear my anger has made me act no better than the ones I wished to punish you for. Your punishment is to be changed: the guards, whom followed your orders, are to work on improving the current housing for the Accursed, and are not to touch weapons except in their own defense. You will retain your title and a quarter of what you own, the rest to be taken as a fine for your crime, divided among feeding the Accursed and arming our soldiers. However, for that year and a day, you will spend four hours tending with the Priestesses to the sick and wounded among the Accursed. You will also personally apologize to the one you wounded and to his family, should he have any.

However, you cannot escape from that atrocity with your pride completely intact, though I will not strip you of all pride and dignity. Your punishment must have a public nature to it - you still reverted to the Old Ways. But it must be made clear to all that your actions are of the Old Ways, not of the new. First, you will publicly apologize to all the Accursed, and acknowledge to them that failure to lower eyes is not a crime. Second, on your wrists and ankles you will wear the shackles, but not the chains, that were once used to bind slaves, and those will remain until your year and a day of service is complete. You may remove those shackles for one hour each day, an hour of your choosing - though I imagine it will be to wash in most cases. You will of course need to hire new guards - and you will hire some from the Accursed, and pay them as you did your old guards.

I urge you to contemplate how easy it would be to remember the names of your ancestors while so bound, and I urge you to contemplate on this: They are called Accursed not because of what the Spider Queen brought upon them, but because they were cursed by us with slavery, and the Abominations are called such because of what they did in the serivce of the Spider Queen, not because of their current form.

And, Yshar, you will learn the name of the Accursed who you had so greviously injured, and the name of his ancestors, as far back as your research can uncover. And if it turns out that we cannot treat his wounds, that all that remains to us is to give him back to the Lady of Shadow, you, and you personally, will give him the final rest - and you will look him in the eyes as you do so.

He pauses, making sure this sinks in, before he continues.

"Should this path be too harsh for you, should you violate the terms of this, then your punishment will be increased in accordance with your violation. To not shame you further I will not issue an offical proclimation, but let it be known among your highborn that your punishment was thus because I have not forgotten that we are elves, and that the Old Ways die hard. But they will die, and the punishment for - for all - for subsequent violations will be increasingly harsher, until exile or execution becomes a need."

He turns to his guard, not giving her a moment to speak. "Bring six of the shackles not yet smelted down." He doesn't look at her to see if the question is on her face, but still speaks to her. "The lesser of yor crimes was a reversion to the Old Ways. A crime I myself commited in my initial punishment. For that year and a day, I too shall shackle my wrists. I intend to spend more time in prayer to our Shadowed Lady for my crime. I do not compel you to do so, but I urge you to do the same."

And, one more thing, if you'll forgive the ramblings of the poet in me; you are half right, about equality. All intelligent beings are not equal. But all still have worth, and all deserve the right to meet the eyes of all others. If eyes are to be averted, it is to be a voluntary jesture of respect, not of subservience. It is true that we are longer lived, more graceful, and more cunning than most. The dwarves are stronger and wiser. The kobolds are more clever. The goblins more strongly tied to the community. The humans more adaptable. The gnomes more ingenious. The Orcs far braver. And all have flaws, even us. But our flaw must not be that we are more cruel. And if you would prefer that flaw, you may take the quarter you are being allowed, deny your punishment, and see if the Spider Queen's servants or the Infernalists will take you in. But so long as we wish to walk in the Shadows, we must all deny our flaw of cruelty."

He pauses now, allowing her time to speak as the guards fetch their shackles.
[/ic]

[ic]"Sister, dear?"

She turned her head, though the gesture was merely a response, her eyes still white as the day Nor-Loth cursed her. She motioned to him, not speaking - her voice was weak these days, and the sign language of the Old Ways was less of a strain on her. Yes, my brother? What troubles you?

"The Dwer. They are willing to entertain an allegance, but they require some proof that we are not of our kin. I...do not know what would provide that allegiance. Has the Lady of Shadow's given any visions that may help?"

I will peer into Her Shadows, brothermine, and let you know if she should reveal anything. Calm yourself. As always, She will provide.

{Will have her scry somewhere when I figure out what works best}[/ic]

[ic]Brothermine, the Goddess has not shown me how to please the Dwarf - she must have anticipated his message. But another thing, a place of great Darkness, was revealed to me...[/ic]

[ic]His messages complete, and his sister's words in his ears Dolmar heads out to the training grounds. The buisness with....no, don't dwell on that. Look at what we are building:

Recuits drill in the field, Nocae, Accursed, and Abominations all. The sargents bark at their regiments, but do not employ the lash - they hurl insults and anger and if needed a shove, but not the brutality they once used, and it is employed equally to all. He smiles at a sargent screaming down an Abomination twice his size, and another berating a Nocae for falling against an Accursed. Slowly, they notice him, and a sargent barks. "Salute, you wurms! General on the Field!" And they do, as one. Not with the precision of a dwarven army, but with respect nonetheless.

"Men, Women, Accursed, Abominations. We stand for the first time into Holy Shadow, having stepped out of the Old Ways and Darkness. We are on the edge of a dangerous time.

And yet caution must fall second to our immediate concerns. Dangers set upon us at all sides, and those of you who are ready will be selected. For now, though, I need every abled bodied individual to the lake.

A creature has come ashore, and dies from its water. This creature is monsterous to look upon, but to many above, so are we.

We are going to dig it a pit. It cannot be returned to the Mere till we know if it is friend or foe, danger or boon, but this creature came from the water that She has Given to sustain us, so we must keep it alive. This pit will be filled with water till we may learn more of this being's nature. Go, now, before it perishes!"

The soldiers rush off to do so.

"Father, are you sure this is wise?"

He turns. His eldest daughter, Phaedra, looked at him with her arms crossed. His daughter. In the days of old, her mother - a witch-priestess - had denied him any right to her, as she was allowed to. She was an Abomination now, and refused to come near him or their daughter. "You worry about which, little one?"

She glowered good-naturedly at the nickname. "Your plans. This creature. Look at it - it's a monster."

"Some would say that about the Accursed. Or the Abominations."

"And they would be right! They are monsters, even if they are not brutes or savages. By every definition except in action, they are monsters."

"And this creature from the lake? It has preformed no monsterous action yet."

"You're risking our lives, the lives of Nocae and Accursed, on what it may do!"

"And you wish to kill it as to what it may do."

She growled. "Fine. What of me. I'm ready - I've finished my training among the soldiers, I wish to lead!"

"And lead you shall, my dear."

She stopped before continuing. "You...you mean that?"

"Of course. The Dwerim wish for our assistance in slaying a dragon. They've requested our swordsmen and archers in three weeks time...but they are dwarves, and our swordsmen will provide them meager benefit. I wish you to meet them, in two weeks and three days, upon the lake across the bridge - provided the Thane of the lands the drake resides allows our entrance. You will lead the force that goes to slay this beast."

She lunged at him, hugging him. "Thank you, Father! I shall not fail you!"

"I don't doubt that, my little Phaedra."

I just pray you do not die proving your worth - or ours.[/ic]

[ic]Dolmar heads to the beast in the lake. The creature is horrifying, to be sure, but something is pitiful about its beached nature. "Bring water!" he shouts to the nearby fishers, as well as the soldiers he brought with him. "This beast may look hideous, but we do not know it to be foe – we'll show it kindness, we'll keep it wet, we'll attempt to revive it. Dig a pool around it – we know not if it is friend or foe, so we cannot send it back to the lake, but we can keep it alive! Move! Archers keep your bows at the ready – we offer it one chance at mercy. Should it attempt to wound , fire one volley  of warning shots, then kill it." Stripping off his overcoat, he begins to work to carry out the orders he had given.[/ic]

[ic][spoiler=To Lothë, Thane of the Dwer]
[The handwriting of the message is unfamilar to you, but the curves make it clear that this dwarvish script was written by an elven hand. The bat that brought it is odd: it seems to have eight eyes, and below it's wings are six arachnid legs. Still, it chirps agreeably enough.]
Hail, Dwer Thane Lothë, Prince of the Mhaldûne and Lord of the Mansion; All Blessings to Your Ancestors and Again to Theirs,

I am Dolmar Lestridae, and I write to you to greet you with welcome and with goodwill. Umbrazzid, long hidden in the Grace of the Holy Shadow, emerges to walk the world again, and we wish to contact you to announce our presence and our intent. We are Nocae, and while it is true that we were born of the same ancestry of the Dark Elves you know today, we have spurned the Old Ways of the Spider Queen to Embrace the Holy Shadow, for as it is written, 'a shadow is darkness that has permitted light to enter in.'

We have hidden long for fear of reprisals from our brethren who worship the Spider Queen or Demons and their ilk, and our history has not left us many friends. That is why I ask of you; while we have not yet me, I know of your reputation, and extend the hand of friendship and alliance.

May this message find you well, and I will await your response with all eagerness,

General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow[/spoiler]

[spoiler=To Thane Disa Grimhammer]
[The handwriting of the message is unfamilar to you, but the curves make it clear that this dwarvish script was written by an elven hand. The bat that brought it is odd: it seems to have eight eyes, and below it's wings are six arachnid legs. Still, it chirps agreeably enough.]
Hail, Disa Grimhammer, called Disa Wolfslayer, High Queen of the Dwarves, Thane of Droch-Mûrad; All Blessings to Your Ancestors and Again to Theirs,

I am Dolmar Lestridae, and I write to you to greet you with welcome and with goodwill. Umbrazzid, long hidden in the Grace of the Holy Shadow, emerges to walk the world again, and we wish to contact you to announce our presence and our intent. We are Nocae, and while it is true that we were born of the same ancestry of the Dark Elves you know today, we have spurned the Old Ways of the Spider Queen to Embrace the Holy Shadow, for as it is written, 'a shadow is darkness that has permitted light to enter in.'

We have hidden long for fear of reprisals from our brethren who worship the Spider Queen or Demons and their ilk, and our history has not left us many friends. That is why I ask of you; while we have not yet me, I know of your reputation, and extend the hand of friendship and alliance.

May this message find you well, and I will await your response with all eagerness,

General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow[/spoiler]
[spoiler=Reply to Thane Disa Grimmhammer]

Disa Grimmhammer

Thane of Droch-Murad

She Called Wolfslayer,

High Queen Of the Dwarves

Your message is recieved, and I thank you for your reply. We will not tread in to dwarven lands without your permission - which, if I remember from the times of old, covers all lands north of the Three Span Gorge and the passages that lead from the Pillar of the Sun* into the Gorge. If the realm of Droch-Murad has extended in the times since then, I ask that you inform me so I do not involuntarily offend - espeically if Droch-Murad reaches further south. Our settlements may extend as far as the borders of those passages, especially the cavern to the west of the Pillar of the Sun, to secure both our borders against the Red Tide seeing new avenues to raid those above.

As for the second matter, we know of what you speak and the danger they pose, though I must inform you that, before destroying their city, I must give them a chance to turn to the Holy Shadow - which would involve releasing their dwarven slaves, as well as all their slaves. However, to attack them without giving them that chance would be a violation of all we hold as sacred under the Shadow.

I would not worry overmuch if you do desire their destruction. I would be very surpised to find them receptive, and if that is the case, their evil must be stopped and their slaves freed before their cruelty can spread further. I am gravely sorry that the dwarves they hold in bondage must endure for a bit longer for the sake of our Goddess, and I will make appropriate reparations for the additional time they must suffer for our faith. In the interest of showing we are not the schemers our brethern are, I feel I must inform you of two things:

Firstly, it may prove the best route for my forces to assault the Kirr would involve a portion moving through your realm. These forces - which we call Abominations and the Accursed - will appear as monsters to dwarven eyes, but I beg you that if our best tact is to go through these realms to allow them to pass unharmed. They will not tarry in your realm for more than two weeks at most as the sun reckons, and they are vital for any assault. However, without your permission to move through - which would take us only to the southernmost bridge - we will seek an alternate path.

Secondly, something to consider: if the Kirr would not turn to the Holy Shadow, it would have been our Just Duty to eradicate them regardless. While I am happy to do so as a gesture of allegiance to Droch-Murad, I feel it would be an insult and a blight upon my honor to inform you that doing so is something that we would have done - indeed, were planning on doing - regardless if they would not renounce their ways. If you wish an additional gesture of friendship - a task that we would not have done regardless - please inform me. Thank you again for allowing us to prove we have stepped into Shadow.

General Dolmar Lestridae,

Protector of Umbrazzid,

Champion of the Holy Shadow.

[*What I'm calling Upperdeep 18, if that's okay. ^_^][/spoiler]

[spoiler=Response to Dwer Thane Lothe]

Hail, Dwer Than Lothe,

Prince of the Mhaldune

Lord of the Mansion;

Your message was recieved, and we appreciate the chance from fellow beings who know the benefits of Shadow to prove our worth. I am honored that the Dwerim offer me a chance to prove that I am worthy of their alliance, and that I am less fickle and less cruel than my kinsfolk.

However, I admit to a concern. I have considered using our Priestesses to spread their vision to find some suitable task, but you have plenty of reasons to distrust any offer I would make, for there is no way I can see that you could be certain it was an act of true friendship, and not merely an act that appeared to be offered in good faith but wasn't either an act of trickery or served my own ends. Without being able to prove that, I worry any task I could offer would be seen either now or later as tainted, especially if it proved to benefit the Nocae - even if such benefit was unintentional.

Therefore, Thane Lothe, I ask that you name a task, or multiple if there are a multitude of ways, that we might preform to prove our honesty. So long as the task does not violate my faith or endanger those among my people who are not warriors, I assure you I will do all in my power to complete it.

I do with to inform you the Nocae will be venturing into the Middledeep, though our path does not take us near Mhaldune - the Thane of Droch-Murad has set a task to us to prove our intent as well, and we will be carrying it out. If you see any of the Dark Elves bearing a star and moon with a broadsword betwixt the two, know they are Nocae and mean no harm - and, assuming your task does not require this of us, if any are seen south of the Lesser Gorge Bridge* or west of the Three Paths Divide*, or along the Southern Deeproad, into they either are in violation of my direct orders. traitors, or other Dark Elves bearing our sigil, and should be treated as you would treat any other group of the Dark Elves you may encounter.

Also, as my honor demands, the Thane of Droch-Murad has made her request of me before you did. As such, I will delay your task to complete her request as well as to protect my people - which does include needing time to have sufficent forces for the task - but nothing else will stay my hand in proving our worth.

General Dolmar Lestridae,

Protector of Umbrazzid,

Champion of the Holy Shadow.

*[Names I just made up for Middledeep 51, 72, and that area at the bottom of the Middle Deep, if that's cool. Kinda Figuring you can guess which is which][/spoiler]

[/ic]
[ic]Dolmar puzzles his next letter carefully. The bat had already been chosen and given the most powerful wards they could muster, and not a single word of the message must give a Name that the Infernalist could use to divine the location of Umbrazzid. Still...the risk was worth taking. If Kirr-Gonda could be brought out of Darkness, it would be a victory for all.

[spoiler=To Dalshinn]

[The strange creature that brings this message is some strange mixture of spider and bat. It glares at you with it's eight eyes as you read the message.]

Bloodlord Dalashinn

Onxy Prince of Kirr-Gonda

We see you, Infernalist, and name you Bloodlord of Kirr-Gonda, the Onxy Prince. We are the Nocae, the Shadow Elves, and we send you this message in good faith:

We beseech you, forsake your infernal pacts, turn away from the Darkness you allow to fill your Soul, and leave the Darkness for the Shadow, where Light and Dark may mingle. The beings you conjure are evil incarnate, and will drive you further into darkness as they make "pacts" with you, each one seeking to further your damnation and draw you into their grasp, for you are not immortal, and when your soul leaves the flesh that it currently hosts, you will find yourself their plaything for all eternity, the best you can hope for from their ministrations to eventually becoming a lesser, miserable thing in their infernal ranks.

But it is not too late, even for you. Forsake the Powers Below and your devotions to them. Deny their influence and step into Shadow. If you fear their reprisals, we will protect you. If you fear the loss of power, know that you would not be the first Infernalist to turn away from his art and embrace the Celestial Hosts - not all of whom are beacons of light, but many of whom are emblems of the Holy Shadow - and such beings are not to be trifled with, beings that rival the greatest of Devil or Daemon in power if not surpass it. Beings who you would bargin with, but who would bargin in good faith, and would seek to aid you, not serve their own wicked ends. If you fear reprisals from your own people, it is known they fear you rightly - and they would not dare revolt. If they were to dare, our people will come to aid you, to bring those who would accept the New Ways into Holy Shadow, and those who refuse with violence would regrettably be brought to death.

We await your reply. However, we are not fools - if you speak your intent to break free of the Darkness, you must prove that you mean to do such, and set your slaves free. We will come to aid working the tasks they once preformed once they are freed if they do not wish to remain in Kirr-Gonda so you do not cripple yourself, but this act, and only this act, will allow us to believe the truth.

I await your reply, and hope to soon greet you as a Brother in Shadow:

General Lestridae

Protector of the Shadow Elves

Champion of the Holy Shadow[/spoiler]

[spoiler=Response to the Dalashinn]

[the bat that delivers this response drops its message and attempts to fly away before it can be killed.]

Bloodlord:

Your message is recieved, most eloquently. Very well. You have chosen to bind yourself to the powers Infernal and deny the power that could have been yours should you embrace the powers of Holy Shadow. I'd pity you if you deserved any.

However, Her Judgement is not for us to render unto you. So long as you take no action of agression against the Nocae, we will wait until the infernal powers you deal in turn against you and consume or, or until the Lady of Shadow grows weary of the stain your corrupt city has become and annihilates you, or until the other blighted beings you make alliances with turn against you. We are content to allow you to fall victim to your own depravity. But know that should you turn against the Nocae, you will be met with powers that your Inferal arts cannot begin to fathom or hope to counteract.

Should you choose to change your ways, you have but to inform us.

[The signature is empty.]

[/spoiler][/ic]



[spoiler=Orders]
Reserve the right to change this if that's okay based on scry result and if anything changes with Lady Morwenn. ^_^

[spoiler=Production]
Umbrazzid (Upperdeep 10)

Shadow Elf Mine: +175 gold, +15 Metal
1 Lichen Garden: +25 Food
Confiscated Fines: +150 gold, +7 Metal, +4 Food
[/spoiler]
[spoiler=Upkeep]None[/spoiler]
[spoiler=Construction]

Umbrazzid (Upperdeep 10)

Under Construction:
1 Week Left:
Shrine of Sylessiadil
2 Lizard Pens
2 Weeks Left:
Improved Mines
Shadow Architecture (Defense)

Beginning Construction:
2 Lichen Gardens -50 Gold, 2 Weeks Left

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)

Recruit 10 Shadow Elf Archers (-120 gold, -20 Metal)
Recruit 40 Accursed (-280 gold)

[/spoiler]
[spoiler=Wealth]
Gold: 70
Metal: 112
Food: 229 Food
Bodies: 0[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
1 Lichen Garden
Shadow Elf Mine
[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid)
Dolmar Lestridae
10 Shadow Elf Archers
40 Accursed
[/spoiler]

[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Infiltrator, Leadership

Dolmar increases the Melee Damage and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic][/spoiler]
[spoiler=Orders]
Vaelri Lestridae Scry Middledeep 13

Dolmar Attaches to regiment of 40 Accursed, become the Darkstalkers, all are using infiltrator.
Darkstalkers Move From Upperdeep 10 to Middledeep 16 (4 Squares Forced March for Accursed, 2 forced march for Dolmar ) - As I understand, they will lose the penalty to any combat that happens when the next week's orders are due as long as I don't force march again. In other words, they would only take forced march penalities if they are in a fight this week, not next. If I'm wrong, I'm gonna change these orders. ^_^

Evade any units that cannot detect them since they're infiltrating, though note their posistions.

If force with detector is weaker, (has 50% or less of my forces), attack. If force with detector is stronger, withdraw.

Remain at Middle 16, only attack forces that STOP in that region, not any that pass through.

If forced into a fight with Drow or Aberrations, attempt to move past slaves/thralls and attack controlling units if outnumber slaves/thralls roughly ~2 to 1.

Meanwhile, the 10 Archers still garrisoned spend however much speed is to dig a pit for that watery...thingy and fill with ater. If it become hostile, they move out of melee and shoot to kill. If they can dig that pit and have 3 speed left, spend 2 speed to fish. If digging the pit doesn't require speed, spend 4 speed to fish. Afterwards, regarisson.
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: HippopotamusDundee on February 08, 2013, 03:04:09 AM
[ic=Serendipity]
Ktan-Ydheel was pleased as it gazed around the new-built chamber with its elegant arches and delicate glyphs and engravings, newly christened with a layer of shredded muscle and crushed bone that had once housed the Kobold brain upon which it absentmindedly feasted. The ceremony had been long and hard but the fulfillment of certain long-wrought plans along with the pleasing serendipity of random chance had provided the Cerelich with all the elements needed to complete it after the raw materials obligingly dropped into its lap.

As it pulsed a thought-message carrying with it the identity-impulse of individual personality to a servant in the field in need of promotion, Ktan-Ydheel shuffled slowly back towards the heart-chamber of Yuddarath, the Cerelich's mind already turning over thoughts and possibilities in search of the greatest advantage in this unexpected windfall.
[/ic]

[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Gonda]
My Dear Prince,

Per our exchange of messages in the week just passed, I thought I would alert you that a fine specimen has come into my hands - a brutish and half-feral Ceremorph 'berserker' of sorts for whom I have no immediate use or plans - and I find myself curious as to whether you have any interest in such a piece of chattel and what you might be prepared to offer in exchange.

Ktan-Ydheel, the Cerelich, the Abjected, etc.[/spoiler]
[spoiler=Message to Lady Viarra Gloomsong of Vashnaranzenan]
My Lady,

Given your proximity to the Hive of Ceremorphs who style themselves the 'Exalted', I thought you might be interested to know that their capital of Dtoulth is currently lightly fortified and empty of any combatants save for the immobile Overbrain that governs there. Though of course I would never dare to suggest policy to a fellow monarch, I thought it prudent to inform you in order that you may make use of this information in whatever way your wisdom sees fit.

Yours in Yuddarath,
Ktan-Ydheel, the Cerelich, the Abjected, the Heretic, etc.[/spoiler]
[spoiler=Reply for the Queen of the Ceremorphs]
Such perfect irony, my Queen that you would so happily open up your gates to those who are to their kin as I am to yours. I can only wonder whether your Master is aware of this ploy of yours, and how merciless It will be when finally the guilty truth is dragged like a pallid pathetic larvae from out of the shattered labyrinth of your thoughts.

But enough dwelling upon such pleasant possibilities - you have sent out an offer of friendship to the wise and the mad alike and it amuses me to answer. You are young and oh-so-foolish yet and there is much of the mysteries of our shared heritage of which you are ignorant where I am old and cunning and have forgotten more than you will ever know.

If you have the gall to take a risk and defy your Master on this petty matter - to show that you are not a craven weakling bred of the same mewling halfwitted stuff as the rest of your oh-so-'Exalted' kin - then you may seek my wisdom and give me your questions and if it pleases me then I shall answer as fully and truthfully as I see fit.

No tricks, no schemes. Just my knowledge in exchange for your willingness to listen (for after all, what could such a creature as you possibly have to offer me) if you so will it.

Nothing more.

Your move, my Queen

Ktan-Ydheel the Traitor, the Heretic, the Abhorred, the Abjected, etc.[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)

Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies [/spoiler]
[spoiler=Upkeep]
4 Ceremorph Ghouls: -24 Gold, -12 Bodies
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion (Altharid-Xallisine): -3 Gold, -2 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
5 Unhallowed Larvae Spawn: - None[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Uncanny Architecture: 1 week remaining
Memory Womb: 2 weeks remaining
Secret Chamber: 1 weeks remaining

Beginning Construction:
Thrall Pen: -50 Gold, -15 Metal, 2 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Recruit 1 Star Vampire: -25 Gold, -3 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 98
Metal: 10
Food: 0
Bodies: 44[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)

The Altar That is Yuddarath
Synapse Chamber
Spawning Pool
Chamber of Obscentities
1 Thrall Pen
1 Ceremorph Mine

Zombie Wall
Amplifier Node

Ulm-Ulhulm (Middledeep 22)
[/spoiler]
[spoiler=Armies]
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Star Vampire - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

5 Unhallowed Larvae Spawn - Garrisoned at Middledeep 20
4 Ceremorph Ghouls - Garrisoned at Middledeep 20
1 Ceremorph Psion (Altharid-Xallisine) - Garrisoned at Middledeep 20
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry
Inventory: -

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire)
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector
Inventory: -
[/ic]
[/spoiler]
[spoiler=Orders]
Spend 5 Speed to move 1 Star Vampire to Lowerdeep 59 to investigate the mysterious door.

Ktan-Ydheel promoting the Ceremorph Ghoul named Tsatha in Ulm-Ulhulm (Middledeep 22) to Captain.
Garrison Tsatha (Ceremorph Ghoul Captain) permanently at Ulm-Ulhulm.

Spend 3 Speed to move 2 Ceremorph Ghouls to Middledeep 24 (Spend 1 Speed to mitigate risk of Magma danger), then spend 0 Speed to move them down to Yuddarath (Lowerdeep 56) with orders to escort the useless 'fodder' (the 5 Kobold Thralls and the Psion Xulhoon) with them.
Ktan-Ydheel uses 3 Kobold Thralls as Sacrifices to summon a Star Vampire and stores the remaining 2 and Xulhoon in the Thrall Pens for future use as Sacrifices/trade goods.

Spend 4 Speed to move 5 Unhallowed Larvae Spawn and 2 Ceremorph Ghouls further into the Middledeep (into 21, back to 20 and then as far in the direction of 19 as they can) with orders to continue the search for the Ceremorph prisoners and offer them 'sanctuary' in Yuddarath.

Ktan-Ydheel to Scry on the Undersea, Lowerdeep 17 and Lowerdeep 74. Also continuing to put the word out to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
Ktan-Ydheel offering Altharid-Xallisine a position as Apprentice in Yuddarath and directing her to study in the Synapse Chamber and Chamber of Obscenities.
Ktan-Ydheel accepting Naerlyth the Unclean as Apprentice and directing him to spend his time improving the virulence of Ceremorph Ghoul diseases.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Raelifin on February 09, 2013, 12:49:49 AM
[ic=An Unremarkable Cavern]It's strange... I haven't been to the surface in years. I'm not even sure I remember what the sun looks like. Not that it matters... the deep is what's important. Master might long for his old manse, but I'm glad that's gone. Such things are distractions from the truth. All of this is a distraction. I see this lake and a normal man might think of fishing. A distraction. I see the opportunity to poison every living thing in it. We'll show every last pathetic creature in these caves the truth, and then we'll go deeper. Yes. Deeper. Always deeper. I can hear the song. I can see...

Oh, but it is not the time for such things. Patience is our strength, and I must suffer these distractions for a while yet.
The Crimson Doom is our herald. And with the collapse of the Duergar... they are signs. Now is the time for growth. Now is the time for harvest.

Yes.


For the first time in weeks, Ashton smiles a bit.[/ic]

[ic=Messages]
[spoiler=Response to the Queen of Thralls]Always a pleasure to speak to the deep ones.  The madness finds you well, I trust?  I know not your voice, but I trust your intentions are in tune with mine.  As such, my legions would surely benefit from such an exchange out of good will and a union of the dark powers below shall benefit us both most conveniently.

Unfortunately, I find your terms wanting.  Let the bodies fall where they may; we anticipate a great number more shall fill our coffers of the damned before the week is through.  If you truly wish to buy my services, a scholarly grant of 50 gold pieces, plus expenses if we should encounter them, shall suffice to buy our discretion in this matter of the artifact. How you choose to deliver to us the payment is your responsibility at this time.

My regards to the dark ones, heralds of madness,
- Dr. Robertson, Professor Immortal[/spoiler]

[spoiler=A Final Response to the Queen of Thralls]I find the new terms of our arrangement agreeable, and look forward to our cooperative enterprise.  Do forward the requisite information in triplicate so that I have a copy for my records, and we will be sure to reply to your request as soon as it is convenient.  

Also, do you have any tea?  I find my supplies have been exhausted quite a long time ago.

Cheerily mad,
- Dr. Robertson, Professor Immortal[/spoiler]
[/ic]

[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)

Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Combat: 6 Bodies[/spoiler]
[spoiler=Upkeep]17 Zombies: No Upkeep (7 weeks until decay into skeletons)
15 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:

Teleportation Circle: 1 week remaining

Beginning Construction:

None.[/spoiler]
[spoiler=Recruitment]Dr. Robertson, Professor Immortal

1 Zombie: 10 Gold, 1 Body
2 Skeletal Warriors: 20 Gold, 2 Bodies

Albaiyat Alhazred, The Red House (Upperdeep 85)

3 Skeletal Archers: 30 Gold, 3 Metal, 3 Bodies
1 Ghoul: 15 Gold, 1 Body[/spoiler]
[spoiler=Wealth]Gold: 100
Metal: 122
Food: 0
Bodies: 79[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library

Spiked Moat[/spoiler]
[spoiler=Armies]1 Ghoul - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
3 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

Professor Robertson – Upperdeep 88
6 Zombies – Upperdeep 88
5 Skeletal Archers – Upperdeep 88
3 Skeletal Warriors – Upperdeep 88

Markus Ashton – Upperdeep 81
12 Zombies – Upperdeep 81
10 Skeletal Archers – Upperdeep 81
5 Skeletal Warriors – Upperdeep 81[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]The new units at Albaiyat Alhazred will stay garrisoned with orders to fight any invader to the death.

Robertson's Army (bot not Robertson!) will spend 3 move to go from Upperdeep 88 to Upperdeep 91, then found a new dungeon. (The costs for the dungeon, as it will be founded mid-turn have not been included above. That's where the extra 100 gold is being spent. Let me know if I should mention this in production or whatever in future posts.) Their combat orders remain as last turn. I assume when an army founds a dungeon that they become garrisoned there automatically.

Robertson is interested in researching the Crown of Malekar. He'll spend 3 move to return to Albaiyat Alhazred and 1 move to garrison. En route he will flee from all battles, preferably towards the red house.

Ashton's Army will be spending 3 move to go from Upperdeep 81 to Surface 157 (1 for climbing the stair, 2 for fording the river). This action involves two pre-seen conflicts. In all other conflicts the army follows last-turn's combat orders.

Ogres
Ashton orders the archers to form a line behind, while he leads his zombies to meet with the ogres. He instructs the skeletal warriors to stay to the side, to start. He will attempt to parley with the pathetic creatures.
[ic=Addressing the Wastes of Flesh]"Ogres! I want to pay you lots of food! Are you intelligent enough to recognize a potential ally?" Ashton wears his contempt plainly upon his face, manifest in a deep scowl, but at least tries to keep it out of his voice. Crushing these morons would bring him perhaps a small measure of satisfaction, but a wise man does not waste effort picking up pennies when there are untapped coffers right in front of him...

[assuming the ogres agree to parley, and ask for their toll]

"As you can see, you are far outnumbered by my deathless minions. If I wanted to, I could order them to take you alive, after which I could spend many hours making you scream for death before eventually killing both of you and letting you join my ranks... But I am on a mission, and I'd rather just give you lots of food, as I mentioned. Unfortunately, I don't have the food with me. In a few days time, I will be ransacking a weak surface town. They will have lots of food, and since we do not eat, I will give you thrice what you have asked for... when I return back to the underdeep in a week. What say you? Do you want a lot of good food or to die painfully?"[/ic]

If they agree to the deal:
[ic=Ashton]"I'm glad you can see reason. Before I leave you, tell me: Have any surface dwellers passed this way recently? And if so, what were their numbers?[/ic]

If they do not agree, Ashton will lead the zombies into melee against the Brute, order the skeletons to engage the rock-hurler, and tell the archers to prioritize the rock-hurler. Ashton will spend each turn cursing, with the Brute taking priority over the Rock-Hurler. I'm not going to even bother with specifying what to do if the fight goes poorly; they have no chance.

Town
Ashton's primary target is the town at Surface 157. Hopefully weakened by plague and complacent from the long rule of the Duergar, Ashton will attack around midnight, with hopes of crushing the peasants and escaping into the fields before daybreak. Ashton will lead the archers for this engagement, and as usual curse the strongest foe. The Archers will target whichever regiment is engaged with the zombies, is most likely to engage with the zombies, or if neither apply, target the weakest enemy. The zombies will prioritize melee units. The skeletal warriors will prioritize ranged units. Ashton, and all his troops, will fight to the death here.

If victorious, we'll sack the settlement and Ashton and all remaining skeletons will scavenge bodies from the graveyard with their extra point of speed.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Ghostman on February 09, 2013, 04:25:16 PM

[ic=A Bloodlord's Advisors]
In the privacy of a conference chamber situated high on the upper echelons of the Bloodlord's Spire, the Onyx Prince of Kirr-Godna conferred with his two advisors. Elegantly lounging on her seat behind a long oval table of polished black glass was Nyrala Duskhorn; perched upon a tall, queer-looking stool beside her was the crookedly hunchbacked form of the infernal thing that called itself Naramdu. Lord Dalashinn sat opposed them on his cushioned seat, sipping wine from a goblet, indicating with a gesture that they were now allowed to speak.

Nyrala spake first, her smooth voice ringing clear, bearing a subtle undertone of wickedness: "So, the denizens of the revealed city have chosen to contact us. Unfortunately, their letter contains nothing but pathetic mewling. We have no use for the likes of them." The bald, wrinkled advisor-fiend protested in his hissing reptilian voice: "Yet, we sshould conssider the posssibility of corrupting them, of making them ssubsservient to the infernal lordss."

"By their words they have shown themselves to be weaklings," spake the Onyx Prince, "and as such it would be a waste of effort to tempt them; a corrupted weakling is still a weakling. When the time comes that they serve us, it will be as slaves toiling in our mines. But there is a greater concern behind them."

Naramdu scowled at this, but Nyrala nodded to her lord. "Indeed. The yet unknown force that had concealed them up to this day. A powerful thing, if it can hide an entire city. These heretics, these nocae, may be weaklings, but what ever is protecting them is a potential threat. One wonders what other things it may hide from our sight. We'd best watch for their agents carefully."

"On to more interesting matters," Dalashinn stated, decreeing the issue of the Shadow Elf attempt at diplomacy over and dealt with. He drew another taste from the cup of murky wine in his hand. "The results of the interrogation."

Naramdu raised it's repulsive little head, adorned with jutting horns and festooned at the end of a lengthy vulturine neck, and flashed a horrible smile with it's mouthfull of serrated teeth. "Yess, the ressultss were mosst interessting. Thiss artefact -- you would do well to sseize it, my lord. If only sso ass to deny it to her." Nyrala chimed in approvingly: "I concur, my lord. Whatever she is planning to do with it, it cannot bode well for us. It would be best to act before she does."

Dalashinn considered their words, a frown forming on his lips. "While it would be good to make haste, this venture may have to wait until more troops have been trained. There are more pressing concerns that demand my attention, not least among them the message in my recent dream-vision. I see an opportunity to quickly raise funds for the buildup of our forces. But the risk of treachery is high."

"Thesse deep-sspawned creaturess are not to be trussted. Traded with, yess, but what they demand iss too dangerouss," Naramdu croaked and licked it's lips with it's forked tongue. Nyrala pondered the matter thoughtfully, then said: "It is indeed too much of a risk. But perhaps ways could be devised to mitigate it? What concernes me most is the implied threat of war in their message."

The first among Bloodlords emptied his cup of wine. "The implication may be a bluff, or it may be genuine. Regardless, we will consider it a valid threat, and we shall make sure that we are prepared to fight should the negotiations fail." His voice took on a more pleased-sounding tone: "Now, there is one final matter at hand -- that of the upcoming ceremony."

Nyrala voiced a question: "You are still intent on conducting the ritual yourself, my lord?"

"As the lord of the city it is my privilege. Besides, on an occasion as exceptional as this, I would hardly consider delegating the proceedings to my lessers. Not to mention a chance to extract a final service out of our troublesome guest. Indeed, I will enjoy performing the deed with my own hands. What remains is the selection of the other subjects -- this task I entrust upon you two. Go among the pens and select from among the chattel appropriate ones. Spare no effort to ensure that they are of the most suitable condition. I will tolerate no failure." With these words, the Onyx Prince dismissed his servants. After they departed to do as bid, he lingered alone in the now silent conference chamber, his mind dwelling on the many dangers that had manifested as of late.
[/ic]
[ic=The Ceremony]
A great multitude was gathered about the perimeter of the newly erected temple, admiring it's darkly imposing architecture: a tier upon tier of twisting floors fanning outwards with overhanging balconies and hornlike protrusions, spiraling minarets built in the semblance of coiled serpents, colonnades of unfathomably tall pillars faceted with bas-relief depictions of howling devil-faces, a great dome plated with countless obsidian shards tapering into a serrated spike. From the upward-curving eaves of the roof peered the bestial forms of gargoyles.

Into the ranks of the excited mass of spectators opened a corridor, as the lowborn hurried to make way before the caravan of palanquins and sedan chairs bearing the infernalist priesthood and the Bloodlords -- and among them, surrounded by his guard, moved the ornate spider-drawn carriage of the Onyx Prince himself. Having made their way past the crowds the demon-blooded nobility entered as a procession the unholy fane through it's yawning main entrance, flanked by a pair of monstrous statues of archfiends. They proceeded deep within the building, all the way to the inner sanctum. Behind them were brought four shivering figures bound in chains, with bags of cloth drawn over their heads; sacrificial victims to be offered in honour of the diabolic powers.

They congregated in a grand oval hall of black marble, encircled by nine demoniac idols. In the center of this space stood a sinister blood altar, great in size and unwholesome to look at. The Bloodlords and their retinues gathered into alcoves that punctured the wall on multiple levels. Infernalist priests adorned in ceremonial garments and obscenely patterned facepaint hustled about burning foul-smelling incense and muttering harsh invocations to prepare the sanctum for it's first offerings. When all was set, guards prodded three of the victims into the hall: a Dwarf, an Orc and a pale Human from the surface, all stripped naked. The fourth one -- a Dark Elf barely recognizable for his race due to severe mutilations that tarnished his mangled body -- was kept back for the time being.

Dalashinn, the Onyx Prince, stood tall by the main altar. He was clad in complete ritual paraphernalia, and a trio of priests knelt beside him ready to lend any assistance as needed. He held a ceremonial blade in his hand and pointed with it at the beardless-shaven Dwarf. "Behold! The Dwarf -- stubborn and greedy, driven by foolish sense of honor. Let the Lords of the Nether Planes devour his prideful soul, and may they see our mines borne with abundance of gold and precious gems." The Onyx Prince gestured at the priests, who yanked a lever to open a trapdoor on the floor, revealing a pit. No sooner had the hatch swung open as roaring flames of crimson, purple and indigo shot up from the depths, emanating thick pungent smoke and blasts of infernal heat. The Dwarf was forced toward the flames by the guards. Once he was drawn near it, a red-hot tendril suddenly reached out from the fire, coiling tightly around the limbs and waist of the sacrificial victim, burning his flesh like a branding iron. The Dwarf screamed and wriggled in vain as this cruel appendage slowly dragged him into that hellish hole, his cries falling silent only once the trapdoor was slammed shut.

Dalashinn designated the next victim by the point of his dagger. "Behold! The Orc -- a brute of unquenchable wrath and hate, born and bred for the warpath. His blood and soul we shall offer to sate the hunger of the Infernal Lords. May they look favourably upon this sacrifice, and strike terror in the hearts of our enemies!" The Orc was secured from his ankles and wrists into a pair of long poles, and by such means lifted high, his limbs forced to stretch wide. The handlers positioned him so that he was held directly over a massive iron spike jutting up from the floor. Had the creature been able, it would have doubtlessly heaved curses, but each of the victims had had their vocal cords mangled to prevent them from uttering shameful blasphemies within the temple; thus all the brute could muster was a bestial grunt. Dalashinn gave the signal, and the handlers lowered the Orc onto the spike, so that it entered through his rectum and pierced out of his chest. The straps binding his arms and legs to the poles were cut, and his form fell limp, stopped by a crossbar halfway up the spike's length. His blood streamed down onto a basin at the foot of the spike, whence it was siphoned into ceremonial vases by the infernalist priests.

The Onyx Prince leveled his blade toward the third victim, the emaciated human girl. "Behold! The Human -- a creature from the hated surface, a priestess taken from a nunnery dedicated to their pathetic sky-god. Her kind finds delight in accursed sunlight and prays for impotent deities to protect them from our raids. In flesh and spirit she shall be given to the Abyssal Lords. May they favour us with bountiful raids and triumphs over the wretched surfacers!" At his command a great tub of cast iron was carried into the hall, filled with a writhing mass of fiendish maggots; abominable black larvae with lamprey-mouths that squaled with unholy hunger. Into this cauldron of horror the Human was flung, and she struggled desperately but uselessly as the maggots bore into her flesh, stripping her to the bones in a matter of minutes.

It was time for the final and most important part of the ceremony, culminating in the offering of the fourth sacrifice. The Dark Elf that had been kept outside the hall up to this point was now brought in and laid upon the altar in front of the Onyx Prince. "A servant of our greatest enemy! An agent of the Spider Queen -eternally cursed be her name- whose yoke we cast off so long ago. A Dark Elf of inferior breed, his blood unstrengthened by the essence of the burning hells. Enslaved by their goddess, those like him seethe with envy for our self-mastery and superior heritage. May the powers of the Abyss accept this sacrifice, and may they instill thousandfold pain upon our pernicious kin when our blades are swung to cut them down!"

Dalashinn then began a sorcerous invocation, carving eldritch symbols with his dagger upon the skin of the victim on the altar. The three priests on his side joined him in the chanting of occult syllables. As the awful spell being cast begun to take effect, the flesh of the sacrificial victim started to quiver violently. His abdomen bulged and throbbed, as if something within was trying to break out. The rhythm of the chanting accelerated to a crescendo, and when it reached the moment of climax, the victim's chest burst open as his own entrails forced their way out. The Dark Elf spy was kept alive through all this by the unspeakable power of the spell, forced to watch as his animated innards flailed and squirmed, dancing to the tune of the now steadily slowing chants. Dalashinn raised his arms in a triumphant gesture and uttered one final word of power, and at his command the entrails lashed tight around their owner's neck, slowly strangling the life out of him to send his soul screaming into the depths of Abyss.
[/ic]

Quote from: Messages
[spoiler=Reply to the Queen of Thralls]

How insolent. You demand a major boon and offer nothing of value in return. And you expect me to welcome your troops to march freely across my lands? You must be unfamiliar with the ways of Dark Elves to presume that anything could be gained through such an approach. (Despite his choise of words, you can sense that Dalashinn is not actually feeling outraged. If anything, he seems to be curiously amused... and is consciously letting you know this.) If you desire a peaceful passage, a deal must be negotiated. One that is profitable to me, in addition to ensuring your forces will pose no threat to my domain.

[/spoiler][spoiler=2nd reply to the Queen of Thralls]

The Nocae are of little concern. Gold will buy you a passage, but under strict terms, and the same bargain will be made available to others who may be interested.

[/spoiler]

[spoiler=Reply to Dolmar Lestridae]

(A messenger bat arrives bearing not a letter, but a small package wrapped in spider silk. Inside the wrapping is the carcass of the hybrid creature that was sent to Kirr-Godna. Although clearly dead, it bears no signs of physical violence.)

[ooc]
Examination by a Cleric would discover that the creature's soul was somehow extracted from it's body.
[/ooc]

[/spoiler]

[spoiler=Reply to Ktan-Ydheel, the Abjected]

Dearest Eminence,

Regrettably I can offer little in the way of payment at the moment. Various necessary investments - among them additions to my slave markets currently under construction - have exacted a heavy toll on my city's finances. Due to this I must gracefully turn down your offer.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=A General Proclamation (everyone may read)]
Let it be known:

Those who desire to march safely through the caverns and tunnels under the dominion of Kirr-Godna must purchase a right of passage from the Onyx Prince and submit their forces to strict regulations.

(A long litany of statements and terms follows.)

[ooc]
I'm laying out these rules out of character in order to avoid OOC misunderstandings. Assume that the following is communicated in the IC proclamation in appropriately setting-flavourful lawyer language terms, with small-print clauses and other such trickery liberally scattered throughout. (It'd be written by Dark Elves. What else can you expect?)

* This offer does not extend to hostile factions. At the time of my writing this, enemies of the Kirr definitely include Orcs, surfacers, and all other Dark Elf factions. Naturally, the list may change depending on events in game.
* Right of passage costs 30 Gold and applies to one specified week at a time. If you need more than one week to pass through, you'll have to pay for each additional week as necessary. The payment takes place at the beginning of the week in question.
* In addition, a toll must be paid for each unit that passes through. This toll is paid when the unit enters my territory, and need not be paid again for any additional weeks of travel. The toll is 5 gold/unit for most units, with following exceptions:
- For "rabble" units such as zombies and thralls the toll is 2 Gold each.
- For large-sized units the toll is 15 Gold each.
- For huge-sized units the toll is 30 Gold each.
- Prisoners of war in tow do not count as units, and thus are not charged any tolls.
* If a unit exits my territory and then re-enters, it will be tolled again.
* Starting at Week 4, payments will be accepted in the form of slaves/captives in addition to Gold. Each slave provided will count as worth of 2 Gold for this purpose.
* To prevent undesireable incidents between two foreign factions on my territory, the right of passage will be granted to only one faction at a time.
* If more than one player wants to pass through during the same week, they may offer additional money (at increments of 10 Gold) to outbid each other; the highest bidder wins. Bidding only raises the sum paid for the weekly right of passage, it does not affect the entry tolls paid per unit.
* Allied factions requesting right of passage may receive significant discounts, and will always have precedence over non-allied factions.
* Your army will not march united. It will be divided into smaller squads, at most 5 units each. These squads will pass through the regions one at a time. There may be no more than one large/huge unit in a squad.
* Use of magic and psionics is forbidden whilst in my territories, except to keep your own troops under control.
* All troops passing through must keep up a good pace and concern themselves with marching only. Specifically, they may not perform any action that consumes Speed other than movement. Entrenching, scouting, foraging, etc. in my territories is out of question.
* When passing through caverns in my lands, your troops will be guided along specific pathways designed to give wide berth to my dungeons. These designated paths must be adhered to.
[/ooc]
[/spoiler]

[spoiler=Week 2]

[spoiler=Production]
Foraging: +20 Food

Kirr-Godna
Crystal deposit: +20 Gold
Dark Elf Mine: +175 Gold, +15 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
[/spoiler][spoiler=Upkeep]
25 Slave Soldiers: -25 Food
15 Dark Elf Swordsmen: -30 Gold, -15 Food
10 Dark Elf Crossbowmen: -20 Gold, -10 Food
[/spoiler][spoiler=Construction]
Kirr-Godna (Middledeep 13)

Under Construction:
Improved Mine: 1 week remaining
City Wall: 1 week remaining

Beginning Construction:
Slave Market: -50 Gold, 2 weeks remaining
[/spoiler][spoiler=Recruitment]
(No recruitment this week, since I'm broke :O)
[/spoiler][spoiler=Wealth]
Gold: 0
Metal: 195
Food: 225
[/spoiler][spoiler=Dungeons and Outposts]
Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
War Spire
1 Lichen Garden
Dark Elf Mine
Profane Temple
1 Lizard Pen
[/spoiler][spoiler=Armies]
Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
15 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
10 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
5 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)

10 Slave Soldiers: Attached to Expeditionary Force A (Middledeep 15)
5 Dark Elf Swordsmen: Attached to Expeditionary Force A (Middledeep 15)
5 Dark Elf Crossbowmen: Attached to Expeditionary Force A (Middledeep 15)
[/spoiler][spoiler=Characters]
[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership
Inventory: -
[/ic]
[/spoiler][spoiler=Orders]

1. Expeditionary Force A will spend 1 Speed to forage the mushroom forest at Middledeep 15.

2. 5 Slave Soldiers and 5 Dark Elf Crossbowmen will detach from Expeditionary Force A and spend 2 Speed to return to Kirr-Godna, where they join the garrison.

3. Expeditionary Force A (what remains of it) will spend 1 Speed to scout the adjacent region of Middledeep 16, but does not attempt to move there.

4. Expeditionary Force A will excavate a new dungeon at Middledeep 15.

If attacked by a roughly equal or a weaker enemy, orders are to sacrifice 1 Slave Soldier and fight. If attacked by an overwhelming force, retreat.

If Kirr-Godna is attacked, the garrison will sacrifice 2 Slave Soldiers.

3 Slave Soldiers are removed from the garrison in Kirr-Godna to represent the cost of the 3 sacraficial victims (in addition to the captured spy) in honor of the newly erected profane temple.

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Llum on February 09, 2013, 04:41:29 PM
[ic=The will of a despot]
The Halls ring with the sound of training and the forging of weapons. The moat was flushed and flooded with magma, encircling  Käferhold  in  molten safety. Käfer girds himself for battle and the Duergar march.
[/ic]

[spoiler=Messages]
[/spoiler]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
1 Beetle Farm: +50 Food
Mushroom Forest: +25 food
[/spoiler]

[spoiler=Upkeep]
4 Duergar Sneaks: -12 Gold - 8 food
4 Duergar Hammer Throwers: -8 Gold - 8 food

total: -20 Gold - 16 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)

Under Construction:
Hall of Trade: 1 weeks remaining
Hatchery: 1weeks remaining
Hall of Smoke: 1 weeks remaining
Beetle Farm: 2 weeks remaining
Beetle Farm: 2 weeks remaining

Beginning Construction:
Umbrahold (Lowerdeep 19)
Duergar Mine -200 gold -20 metal 4 weeks remaining

[/spoiler]
[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
11 Duergar Halbrediers -88 gold -22 metal
Umbrahold (Lowerdeep 19)
[/spoiler]

[spoiler=Wealth]
Gold: 2
Metal: 363
Food: 304
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Hall of Carnage
Forge Hall
Duergar Mine
Beetle Farm x 1
Training Hall
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)

[/spoiler]

[spoiler=Armies]

Despot  Käfer– Garrisoned at Käferhold (Lowerdeep 17)
4 Duergar Hammer Throwers - Garrisoned at Käferhold (Lowerdeep 17)
11 Duergar Halbrediers - Recruited at Käferhold (Lowerdeep 17)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
2 Duergar Sneaks - Garrisoned at Umbrahold (Lowerdeep 19)
2 Duergar Sneaks - Infiltrating at Lowerdeep 16
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator
[/ic]
[/spoiler]

[spoiler=Orders]
[/spoiler]
Spend 4 speed to move 2 Duergar sneaks from Lowerdeep 19 to Lowerdeep 16
Spend 8 speed to force march 1 Duergar Sneak from Lowerdeep 16 to Middledeep 51 and scout it. Retreat if attacked.
Attach Käfer to 11 Duergar Halbrediers
Spend 2 Speed to Move Käfer and attached 11 Duergar Halbrediers  and 4 Duergar Hammer throwersto Lowerdeep 16.
Attack mother Fire Drake with Käfer and attached 11 Duergar Halbrediers and 3 Duergar Sneaks and 4 Duergar Hammerthrowers
If victorious, plunder all eggs.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Humabout on February 10, 2013, 11:41:18 AM
[IC=FLAVOR TEXT]RELEASE THE BATS![/IC]

[spoiler=Message to THE DWER THANE LOTHË, PRINCE OF THE MHALDÛNE AND LORD OF THE MANSION]
Lothë, Prince of the Mhaldûlne and Lord of the Mansion,

These terms seem agreeable to us, but we require one point of clarification.  While we have no need of your sacred places, but we do have need to trade with allies and neighbors - yourself included.  We propose that neither of us harass or raid, or otherwise impede merchants and traders passing through our lands so long as they commit no acts of war.

We do not want an enemy at our backs, as I doubt you want one at yours (and I speak not only of ourselves, but also the nest of orcs two days march from your stair, and the necromancer not far beyond).  We have successfully treated with High Queen Disa Grimhammer, who has agreed to similar terms as we are establishing here, so it is my hope that you will prove as wise and forward-thinking as she.

Lastly, in our efforts to promote trade throughout the Underdeep, we propose to establish exchange rates for the various resources we all may need.  We suggest that 2 food be worth 1 gold and 5 gold be worth 1 metal.  How does this please you?

May your beard grow long,

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Message to THE CHILD OF THE GLOW]
We greet Your Beauty,

As news may have reached you, we have recently had great success against our foes above and have captured several bodies in which you may dream new life.  We would gladly exchange them for 5 gold a piece, as it pleases you.  We will hold them ready for you, to be handed over to your people upon receiving payment.

May you grow strong and beautiful,

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Reply to SHEE-RA]
Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground,

I have heard tales of the might of the Cleversmart Kobolds of the deeper realms and welcome your offer of peace and trade.  We do not need for food so greatly as you suggest, however.  Greater is our hunger for gold at present, as we did carry a great many wagons of food from the topworlders in that raid for which you laud us.  However, should you need food, our farms are rich and fertile, and the topworlders will soon send us tribute to abate our raids.  From what tales have wafted up from the Middledeep, it strikes us that you may be needing food to feed to vast and canny armies.  We propose the same trade rate, but offer food at the present time.  Even if this trade should fail, perhaps we can agree on a price of 2 food for 1 gold for future trades.

Aside from trading, I hope we can reach out and establish a pact of non-aggression toward each other by which we both vow not to attack the other, although no mutual defense is required.  Perhaps in time, we may campaign together against common enemies within the Underdeep.

May your traps catch many dwarves,

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Message to DISA GRIMHAMMER]
High Queen Disa Grimhammer the Wolfslayer, Thane of Droch-ûrad,

We have heard tales of your ascension to power and strength of your kingdom, and we wish to treat with you.  As you may know, we have already treated with the Dwerim, and we wish to extend a establish a similar pact of non-aggression with you, as well.  As such, we would vow not to initiate hostilities with you in exchange for your vow not to initiate hostilities against us.  If you should need some reason for friendly relations, be aware that we intend to wipe the orcish infestation from the Upperdeep once our numbers are greater, and beyond them, the undead menace as well.  Should we fall, there will be no barrier between your kingdom and those abominations.

Furthermore, as we grow rich, we seek trade partners, and the wealth of your dwarves often reaches our ears.  Perhaps we can establish some trade ties, as well.  I would suggest a food to gold exchange rate of 2 food for 1 gold.

-King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Response to DISA GRIMHAMMER]
High Queen Disa Grimhammer the Wolfslayer, Thane of Droch-ûrad,

These terms are reasonable enough and we will abide them.  No goblin will enter unbidden your domain, so long as no dwarf enters ours without prior invitation (commerce is exempted).  

You speak truly of the threat posed by the orcs, and we will be most grateful for your offer of assistance.  I hope that our campaign against them will help mend the wounds between our peoples and serve to further unite the Underdeep.

With regard to trade, we are currently most in need of gold and have surpluses of food.  If it pleases you, we'd be willing to trade food for gold at a rate of 2 food for 1 gold.  We'd also be willing to offer 1 metal for 5 gold.  Currently, we can offer up to 100 food and 50 metal in trade at these rates.  Even if you have no need for our food or metal at this time, we would like to establish exchange rates for future trades, if this pleases you.

Lastly, I understand the Dwerim reside below our dungeon in the Middledeep, and below reside the Cleversmart Kobolds.  As you have mentioned an interest in promoting commerce, I propose a free trade agreement by which merchants and traders are allowed to pass through each other's lands to reach their destinations unharassed, so long as they do not engage in any acts of aggressions.

King Dâgalûr, Lord of All the Sun Sees, King of the Red Tide, Scourge of Men, and Patriarch of the Blood Clan
[/spoiler]

[spoiler=Orders 'n' Stuff]

[spoiler=Production]
Gold:  150.
Metal:  15.
Food:  100.
[/spoiler]

[spoiler=Upkeep]
Gold: 95.
Food: 95.
[/spoiler]

[spoiler=Construction]
The Downward Stair (Upperdeep 44)
Beginning Construction:
Goblin Mine (3 weeks to completion).

Ghostwalk (Upperdeep 42)
Beginning Construction:  
Establishment (1 week to completion)
[/spoiler]

[spoiler=Wealth]
Gold:  80.
Metal:  171.
Food:  425.
[/spoiler]


[spoiler=Dungeons and Outposts]
The Skill Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Muschroom Grove
Goblin Lair
Goblin Armory

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Establishment Under Construction....hopefully.

Ghostwalk (Upperdeep 42)
Establishment Under Construction....hopefully.

Dwarf Ruins (Uppedeep 42)
Inhabitation....hopefully.
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
10 Goblin Grunts
10 Goblin Archers

(Upperdeep 44)
1 Goblin Commander
9 Goblin Grunts
10 Goblin Archers

(Upperdeep 42)
1 Goblin King
30 Goblin Grunts
30 Goblin Archers
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline
Possessions:  Horsemaster's Ring

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.


COMMANDER OF THE DOWNWARD STAIR
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3
[/spoiler]

[spoiler=Orders]
[Speed 1]  The Goblin King leading a regiment of 30 Grunts and 30 Archers moves to UD42 to Investigate the noises that keep coming from the ruins.  They will clear out whatever ghosts or beasts lurk there and inhabit it upon success.  The Commander will be Thaco Bittertooth, formerly a grunt.
The Goblin King will then establish a dungeon in UD42 named Ghostwalk and appoint Old Oneeye to Commander.
[Speed 1] 10 grunts and 10 archers will Garrison in the ruins and the same number will Garrison in Ghostwalk.  The last 10 grunts and archers will return to the Skull Throne with the Goblin King.
[Speed 1] If the goblins are routed while clearing the ruins, the Goblin King will return with whatever remaining forces to the Skull Throne for further consideration without establishing a dungeon there.

[Speed Unknown]  Goblins at the Downward Stair are to kill the 12 prisoners from last week's raid and trade their corpses to The Glow via the following route:  U44 > M37 > M41 > M42 > M47 > L31.  If this route is route is not viable, it is our intent to avoid the dwerim dungeon as best as possible.  Only merchants hauling bodies are going - no soldiers.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Polycarp on February 10, 2013, 08:40:10 PM
The Glow - Fungoids - Week 2

The Glow Theme (http://picosong.com/nsS6/)

[ic=The World]All that was the Glow knew the dream, or at least felt it, the Child among them – yet slowly awareness had begun to dawn upon the Child that the dream did not know all the world.  This thought had begun to grow when they had touched the mind of the flesh Llitul, but it blossomed now, as the Child felt the landscape of the Dream, the color of its thoughts, shift when she learned new things.  She could not keep things from the Dreamer – the thought did not even occur to her to try – but she knew the dream well.  The lesser ones, who perceived it like a diffuse light through murky water, were further from the truth, but they were also further from the Dreamer's mind, and what they knew would filter back only slowly into the dream.  It might not be noticed, or imagined in another way, a strange way, that made these faded visions into something new, animated by color and light and the terrifying, wondrous vertigo of the unreality.

This was strange to the Child.  Yes, she had once been something else – she remembered, albeit dimly, the unenlightened shell of Blackrot, the dreamless destroyer, the one who had... but that was another cycle, almost another creature.  She was one with the Dreamer – we have no pieces; we are all one.

But then why are we not...

The lesser ones had seen things, things that the Dreamer did not heed, but the Child saw them differently – she remembered them.  She felt some connection to them... not the tendrils of the Dream this time, but something duller and yet more real, something that ached within her.  And so she made her will known to her servants... and for the first time, it felt like her will alone.[/ic]

[spoiler=Message to Llitul]Llitul.  Dreaming-flesh.  We dream of you.  Your color dances in the water of light.

We love flesh.  We will make flesh beautiful.  We have heard of this "gold."  We know its color, but we do not understand.  It is not a color of life.  It is not a living thing, not of any flesh.  It is a dead color, and we love it not.  We would give this to you, but we do not possess it.  Perhaps we shall seek it and give you what you desire.  Does all flesh crave this dead-gold?  What you have asked, has too been asked by the flesh called kingdâgalûrlordofallthesunseeskingoftheredtidescourgeofmenandpatriarchofthebloodclan.  That flesh amuses us.  It sends flying flesh of iridescent black to speak to us in fleshlines.  We answer.

We... we remember things.  We remember the Lothe-flesh.  But... we remember things that the Dream does not know.  It confuses us.  We all one.  We have no pieces... but... our memories have pieces.  The Dream... she was remade in the Dream.  She was; I am.  The Dreamer knows - but not all.  Yet the Dream grows, and grows more beautiful.  Can you see the true dream, Llitul?  I know it well... I will show it to you, dancer...

You are like us.  You see the Dream, clearer than your kin-flesh, clearer than Ceremorphs.  You know what they do not know.  The Llitul dreams of many pieces within her... but is she a piece of her own?  Is she of her kin like I am of the Dreamer?  Or is she more... is she greater... is she more beautiful, because she can dream with us...

The message drifts off into a cascade of the colors of the unreal, colors never seen save in the mind's eye.[/spoiler]

[spoiler=2nd Message to Llitul]The gold confuses us – but we have it not, and the Dream knows it not, so it will not trouble us.  The dreams are real, Llitul – the world is dark and lifeless and full of shadows, but the Dream blooms and the shadows become the true light, as the flesh becomes the true beauty.  The Truth is in the Dream.

We... I was once Black-rot.  Or perhaps only some part of me... yet still a name familiar to me, Black-rot.  But there is no truth there.  She was dark and ignorant; we are bright and our mind is as great as the Dream.  She hated the flesh; we love the flesh.  She wished to destroy, but we wish all to be beautiful.  That name is not beautiful to us.  It is not our own – it is not mine.

What Truth is there in a name?  We are all children.  The Dream made me; the Dream shaped me from what I was. I am the Child of the Dream; that is a true name.  I have a million children, and I share the Dream with them.  I feel them as I feel the water on my limbs – deeper even than that.  We embrace each other; we are lovers all, and all love the Dream.  Lonely... this we do not understand.  How could we be alone?  That would be sad and colorless.  The Dream is a dream for many.  It is a dream for all.

We see that the Llitul is like us.  She feels she is part of something more, as we are... and this is our Truth, for the Dreamer is my mother, our ecstasy, the light of the real that never fades.  Is that the Llitul's truth?  Does the elder-brain know the Dream?  Does it show you beauty?

We adore your light, Llitul.  You share this lovely light with us, and in the light we cannot be alone.  The true light never fades.[/spoiler]

[spoiler=Message to King Dâgalûr]The bat arrives just as before, confused and... infested.  The goblin bat-keeper, having seen this before, undoubtedly gets some runt bat-stablehand to take the "message" this time.

We greet the flesh.

We love the flesh.  We will make flesh beautiful.  We love you, good flesh.

We do not like this gold.  It is a dead color.  It has no life.  It has no place in the dream.

We have none of this dead-gold.  But we may find it.  And we will remember.

This time, the shoot sprouting from the corpse of the bat puffs up and takes on a delightful magenta hue, so bright it almost seems fluorescent, before eventually withering away.  Hopefully nobody minds the loss of yet another bat.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food[/spoiler]

[spoiler=Upkeep]
25 Fungoid Warriors: 25 Bodies
1 Sporemother: 4 Bodies[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
1 Toxic Cluster (1 week remaining)

Beginning Construction
Slime Pool: -60 Bodies, 6 weeks remaining

Crimsonlight (Middledeep 47)

Beginning Construction
4 Skin Farms: -60 Bodies, 3 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
2 Brown Moulds: -16 Bodies, 3 weeks remaining[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 1 Sporemother: -12 Bodies, 1 week remaining
Recruit 35 Fungoid Thralls: -35 Bodies, instant
Recruit 25 Fungoid Warriors: -25 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 90
Bodies: 1[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)


Crimsonlight (Middledeep 47)

Sanguine Maw (Lowerdeep 29) - 1 week left (maybe...)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Heart of the Glow (Lowerdeep 31)
25 Fungoid Thralls (8 weeks left)

Dream Emissaries – Lowerdeep 31
1 Child of the Glow
1 Sporemother (19 weeks left)
25 Fungoid Warriors (11 weeks left)
10 Fungoid Thralls (8 weeks left)

Keepers of Crimsonlight – Lowerdeep 31
25 Fungoid Warriors (16 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Slumberous Poison, Regeneration 12

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic][/spoiler]

[spoiler=Orders]Dream Emissaries
If we turn the renegades:
If we must fight and defeat the renegades:
If we must fight and the renegades defeat us:

Keepers of the Heart

Keepers of Crimsonlight
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Rhamnousia on February 11, 2013, 02:38:59 PM
[ic=From the Depths, It Comes] For the first time in an age, the flawless obsidian mirror of the Darksea begins to stir. First come the bubbles, and with them, a quiet, distant moaning. Then the waters begin to ripple, then froth, and with the rippling and the frothing, the moaning grows ever louder, ever more imminent. As the cold, black waters turn to foam and the hideous moan echoes off the cavern walls, gaunt figures begin to claw their way to the rocky shore: their sleek, gaunt bodies slimy and hairless, their skin pallid as tube-worms, their eyes bulging and sightless. They groan awfully as they drag great anchor-chains behind them, but they are not the source of the monstrous song, which grows ever louder, ever more piercing by the second. Then the prow of an alien vessel of green-patinated metal and whorled, sickly-opaque glass breaks the surface of the churning foam and the true nature of the sound becomes all too obvious:

It is the ancient, torturous piping of the Deepsong.[/ic]

[spoiler=The Will of the Watchers]
[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Watcher Mine: 185 gold, 20 metal
Trade: 30 metal
[/spoiler]
[spoiler=Upkeep]
2 Watcher Savants: -10 gold, -10 food
20 Thralls: -20 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
Breeding Pool

Under Construction:
Ooze Pool: 1 week remaining
3 Vault Slime: 1 week remaining

Beginning Construction
Improved Watcher Mine: -225 gold, -20 metal, 3 weeks remaining
[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth

None as of yet.
[/spoiler]
[spoiler=Wealth]
Gold: 130
Metal: 60
Food: 275
Bodies: 85
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine
Nightmare Gate
[/spoiler]
[spoiler=Armies]
Dreams-of-Dead-Races – Hibernating, garrisoned at Cruel Form of Truth (Darksea)
Inauspicious-Arrangement-of-Gills, Watcher Savant – Garrisoned at Cruel Form of Truth (Darksea)
10 Thralls –Garrisoned at Cruel Form of Truth (Darksea)

Grey-Slime-Congealing, Watcher Savant - Lowerdeep 85
10 Thralls - Lowerdeep 85
[/spoiler]
[spoiler=Orders]
Spend 1 speed to move Grey-Slime-Congealing and ten thralls from the Darksea to Lowerdeep 85

Dreams-of-Dead-Races scrys Lowerdeep 85,  56, and 59.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 2 (Orders due Feb. 13)
Post by: Steerpike on February 14, 2013, 07:11:47 PM
(http://img825.imageshack.us/img825/6526/zombiese.jpg)

A putrid band of zombies and skeletons, commanded by the Lich Markus Ashton, are said to have pillaged the plague-ridden village of Mortheim in search of fresh corpses.

Soundtrack: Undead Victory (http://www.listenonrepeat.com/watch/?v=LXGBh_3J25g)

[ic=The Month of the Spider, Week 3]Much violence has been done this last week in the Underdeep.  Sounds of battle still echo throughout the southern Middledeep – strange cries and groans, shrieks and war-chants – and there are stories also of Undead rampaging across the north of the Surface.  Tales of the horrific public sacrifice of the Kirr Dark Elves have also spread, and of slaughter on the Surface on the part of the Undead.  Blood rather than water drips from the stalactites.

A new band of Kobolds has established a fortress in the Upperdeep.  It is said that their ways are strange, for those of their race.  As for Urgoth Sinstain, little has been heard save vague rumblings; the Duergar Despot has yet to reveal himself.[/ic]

[ic=Maps – the Month of the Spider, Week 3]
The Surface

[spoiler=The Surface, Month of the Spider, Week 3]
(http://img201.imageshack.us/img201/6207/surfaceweek3.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Spider, Week 3]
(http://img826.imageshack.us/img826/4748/upperdeepweek3.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Spider, Week 3]
(http://imageshack.us/a/img11/7199/middledeepweek3g.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Spider, Week 3]
(http://img850.imageshack.us/img850/4691/lowerdeepweek3o.jpg)
[/spoiler][/ic]

[ic=Briefings – the Month of the Spider, Week 3][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]You led your warriors into the depths of the Dwarven ruins, seeking to clear it of whatever fell creature lurks within so that it may become a fortress of the Blood Clan.  You entered a vast hall of stone pillars swathed in cobwebs and gloom and littered with the brittle skeletons of Dwarves clad in rusted armour.  A sense of ominous anticipation filled you, of a vague and omnipresent malignancy.  Continuing your exploration you discovered many more halls, a veritable labyrinth of stone... and yet there was something strange.  The corridors seemed to twist round each other in impossible configurations, shadowy passages coiling in uncanny ways.  You could hear the sound of chains rattling, and your troops began whispering darkly.  As you turned to whip some discipline into your forces you realized that six of your archers had simply disappeared with no trace.  You began searching for the Goblins, combing the maze of passages.  Though you found no sign of them, screams – Goblin screams – began echoing throughout the ancient Clanhold, distant and unfathomably terrified.

Your troops continued to mutter and curse despite your efforts.  Now thoroughly lost, you attempted to retrace your steps, but the labyrinth seemed to force you ever deeper into its gloomy depths.  After what seemed an age – hours and hours of travel – you arrived at a great hall, and ancient temple of some kind, dedicated to stern Dwarven ancestors.  You prepared to make camp here, hoping that once rested your troops would recover their courage.  But as you slumbered, your dreams were haunted by dire visions vision of Dwarves fighting Dwarves, of slaughter filling the ancient halls, and somewhere of a mad Dwarf cackling.  You were awakened from this nightmare-troubled sleep by the sound of combat.  Your troops were being attacked by what appeared to be undead Dwarven – horrid skeletal warriors swathed in flickering phantasmal shadow, led by a twisted Revenant whose eyes gleamed with a murderous light.  The creatures assailed your forces with rusted axes and warhammers, while the Revenant cast out a great, phantasmal chain that wrapped itself around the necks of Goblins and pulled them to its shadowy embrace.  Your remaining archers opened fire, their arrows striking the Dwarven cadavers, seeming more to distract than harm them.  The Dwarf-wraiths, in turn, encircled your grunts, and in moments half a dozen were dead, their blood spattering the pillars of the ancient hall.  Meanwhile the Revenant cast out its great chain and pulled two archers to it, dispatching them mercilessly.

Unsheathing your sword you charged forwards, leading your grunts against the undead.  Though the creatures ignored wounds that would have felled even the strongest Orc you slew three of the things, hacking the bearded skull off of one yourself.

The battle continued, and only your presence on the front line kept your warriors from fleeing into the gloomy labyrinth of stone.  Again the undead Dwarves attacked, killing two more grunts, while the Revenant claimed the lives of another pair of archers.  But you counterattacked, cutting down the last of the cadaverous Dwarves.  The Revenant turned its attention to the grunts that now assailed it, killing two, but finally you overwhelmed the creature.  It dispersed into shadow with mad laughter, laughter uncannily similar to the cackling you heard in your dream.  Presently a change seemed to occur in the ruin; the shadows grew less dark, the passages less foreboding.  Rattling chains and echoing moans and screams were no longer audible.  The feeling of oppressive darkness and malevolence was gone.  The first tunnel you entered took you almost immediately to the front hall.  Having apparently exorcised the Clanhold of evil spirits, you set about mapping the ruin properly and transforming into a liveable space.  Presently you discovered that the ruin has a lower level still than the halls you cleared.  This lower vault is guarded by a pair of ancient iron golems and sealed with Dwarf-runes.  If you attempt to breach the door, your forces will likely be attacked by the Iron Golems.  A dispelling incantation might nullify the runes, however.  Searching the ruin more thoroughly, you also discovered a treasure-room wherein was stored a great quantity of gold and other objects of worth, including a shirt of mithril mail that will fit you well.  You have appointed Thaco Bittertooth, one of the surviving grunts, to the position of Commander.

After departing the ruin, you made your way south and west and established Ghostwalk, appoint Old Oneeye Commander.  Elsewhere, your caravan managed to slip past the Dwerim and reach the Fungoids below, but they return with a report that the Dwerim seem to be constructing an Outpost guarding the tunnels that lead below!  Further trade along this route will be impossible unless the Dwerim consent to it.  Meanwhile, you have heard reports that Orcs are moving south in numbers.  Whether they intend to assail your Kingdom or not, none but the Orcs themselves know.

[You lost 10 Goblin Archers and 12 Goblins Grunts in the battle inside the Thousand Halls of Rhaud.

The ruin includes the following Rooms and Defences:

Thane's Hall (unusable by Goblins)
Forge Hall (unusable by Goblins)
Shield Hall (unusable by Goblins)
Hall of Gears (unusable by Goblins)
Artificer's Hall (unusable by Goblins)
Hall of the Ancestors (unusable by Goblins)
Improved Dwarf Mine

Outer Walls
Impenetrable Walls
Escape Tunnel

You gained 232 Gold from the ruin.  You also discovered a shirt of Mithril Mail which, if equipped, increases your Defence by +2 (if you wish to equip the shirt, note it in your character's inventory tab).

King Dâgalûr's exploits over the past weeks have been sufficient for him to gain a new ability.  Choose 1 of the following and add it to his Special Abilities:

[ic=Surface Raider]King Dâgalûr's experience leading troops on the Surface means that he has learned how to deal with the sunlight, keeping to cover and travelling by what the toplanders call "night."  When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight.  If he departs the army, they begin to accrue Morale penalties as normal.[/ic]

[ic=Dungeon Delver]Having explored the Dwarf ruins, King Dâgalûr has become a savvy dungeon-delver.  When investigating ruins, the Goblin King and any forces he leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Horseslicer]Dâgalûr's experience fighting cavalry has let him learn a few new tricks when dealing with mounted warriors.  Whenever the Goblin King and any regiment he is attached to engage a Cavalry regiment in melee, they gain +2 to Attack and Defence.[/ic]

[ic=Swordsgoblin]Dâgalûr's skill with his impressive blade has grown.  While fighting with any sword, Dâgalûr strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

-12 Bodies in Trade to the Fungoids.

+50 Gold from the Dwarves.][/spoiler]
[spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]The Devil-Princes are greatly pleased with your gruesome sacrifice and have chosen to reward you with their infernal blessing.  The people of Kirr-Godna rejoice as the Profane Temple begins its twisted rites in honour of the Hellish Powers.  The priests of the temple have been gratified by your sacrifice.  They now propose improving the temple further with the addition of any unholy relics you discover.  In particular they covet an artefact known as the Staff of the Excruciatrix, said to have once been in the possession of the Dark Elf Demonist Taem'ra, one of the first Bloodladies of the Kirr.  Her Tower of Screams is said to lie far to the south and east, somewhere in the Great Mushroom Forest.

You have also received a report from your scouts that the tunnels to the south seem clear.   The foundations of your new City have also been excavated, protective walls have been erected around Kirr-Godna, and your mines have been deepened and greatly improved in efficiency.  Meanwhile, a group of renegade Ceremorphs seem to have wandered into the caverns near to Kirr-Godna.  They appear fatigued and half-starved, and are desperately seeking food, but do not dare approach Kirr-Godna itself, doubtless fearing enslavement.  Presumably, these beings are the "mad group of creatures" the Ceremorph Elf-Thing spoke of.  There are eight of them in all; they could be dangerous, even in their current state.  They seem to be making their way slowly southwards, though they are currently resting, too fatigued to continue.

[+20 Food from foraging.

Uzannadorhas been successfully founded.  It requires a Commander.

Choose 1 ability for Dalashinn as a Dark Blessing and add it to the Bloodlord's Special Abilities:

[ic=Fell Pact]Dalashinn's experience with the Infernal Powers allows him to perform especially complex rites.  If Dalashinn personally performs a ritual sacrifice before a battle, troops in the army gain +1 to Attack, Damage, and Morale for every 5 units sacrificed instead of just +1 to Damage and Morale.  The maximum bonus increases to +5 instead of +4.[/ic]

[ic=Painblade]Dalashinn's sword is imbued with a bound pain-demon (add the item "Painblade" to your inventory).  Any individual foe that Dalashinn injures in melee combat with the Painblade is automatically Agonized (-2 to all Attack and Damage rolls) for the remainder of combat.  This does not stack with additional Agony spells.[/ic]

[ic=Torment (Combat)]The Dark Powers of torture are pleased by the mangled screams of Dalashinn's victims.  Dalashinn's Agony spell is replaced by a Torment spell that functions identically save that the penalties are increased to -3 Attack and Damage.[/ic]

[ic=Blood Boil (Combat)]The Dark Powers have gifted you with a new and gruesome spell, causing the blood of your enemies to boil in their veins.  To use the spell, you must hit a targeted regiment's Defence with a Ranged attack.  If you succeed, every unit in the regiment immediately sustains 2 Fire damage.  Creatures without blood (Constructs, Skeletal Warriors, Fungoids, etc – DM's judgement) are unaffected.[/ic]

+2 Morale to all Dark Elf troops garrisoned in Kirr-Godna for the remainder of the Month due to your grand sacrifice.  -1 Morale to all Slave Soldiers garrisoned in Kirr-Godna for the remainder of the Month.][/spoiler]
[spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Leading a regiment of the Accursed down into the Middledeep, you soon became aware of a foul stench lingering in the air, a pestilential rankness as of putrefying flesh and stagnant water.  Following this rancid fetor you came upon a group of unholy creatures – twisted hybrids of Ceremorphs and Undead.  Two Ceremorph Ghouls, their flesh a putrid greyish hue, their dead eyes filled with terrible hunger, lurked in the tunnels, leading a huge swarm of Ceremorph larvae that had been unhallowed in some fashion.  In the name of the Sylessiadil you led the attack against these warped horrors.  The Ceremorph Ghouls attacked psychically, killing an Accursed before a blow could be struck, but then battle was joined.  While six more Accursed fell to the unhallowed swarms, their bodies violated by the writhing worm-like things and made into cadaverous incubators, your arachnid warriors surged over the Ghouls.  Though the Undead Ceremorphs slew yet two more of your Accursed with their tentacles and claws, they were swiftly overcome.  You delivered the final killing-blow, dispatching the last Ghoul as it bled a malodorous ichor on the cavern floor.  You pressed on through the caverns as swiftly as you were able.

While encamped, you received a report from Umbrazzid detailing the awakening of the creature you discovered.  After your archers obediently dug out a pool for the monstrosity on the beach, the thing began to stir as the last of its mucosal cocoon dissolved.  Its many eyes slowly opened, and at first, panicked, it looked as if it was about to lash out – but seeing that it was surrounded it soon calmed itself.  It projected a message into the minds of the guards, transcribed in the report:

"Greetings, Lesser Ones.  I am the Watcher known as Water-Rushing-Over-Bones, Fleshwarper of the Primal Sovereignty, Sire of Three Thousand Young. You will return me now to the Sovereign known as Dreams-of-Dead-Races.  Convey me to the city known as Cruel Form of Truth at once, or you will know the wrath of the Primal Sovereignty."

With this cryptic message, the creature fell silent, evidently waiting for its instructions to be carried out.  Attempts to further communicate with the being have been totally unsuccessful.  Your warriors fear that if not appeased soon the being will make good on its apparent threat in some fashion.

In other news, your handling of the Morwenn incident seems to have met with the begrudging approval of the populace.  As news of your sentence spread both Accursed and Shadow Elves praise your wise judgment, with only a few extremists remaining malcontent.

[You lost 9 Accursed in the battle with the Abject.

Those garrisoned in Umbrazzid, and any newly recruited, gain +2 to Morale for the remainder of the Month due to your careful handling of Morwenn.

+10 Food from fishing.][/spoiler]
[spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]As Grey-Slime-Congealing's tank was drawn forth from the waters of the Darksea, the male Gloom Troll dwelling near the shore leapt to defend its territory while it mate remained in the Trolls' cave.  Grey-Slime-Congealing lashed out with a psychic attack, but the Gloom Troll's brain proved remarkably resilient.  Meanwhile the Watchers' thralls shambled obediently forwards, assailing the Troll on all sides, though their attacks proved little more than a distraction.  Roaring in rage, the Troll struck with its bone club, slaying three thralls.  Eager to prove its loyalty to the Sovereignty Grey-Slime-Congealing continued to press the attack, this time causing the Troll tremendous pain; the creature began bleeding from its ears.  Unable to defend itself against the thralls, the Troll was battered badly.  Blindly it swung its club again, managing to kill another two thralls.  Fearing for its life, the Troll withdrew from the battle, tearing free of the thralls and vanishing into the shadows.

Meanwhile, you have sensed the Awakening of another Watcher somewhere far above, in the Upperdeep.  The vision is faint, but you Glimpse a city of the Lesser Ones, of the sort known as Dark-Elves – though their armour is pale, and they bear an emblem resembling a crescent moon and a naked blade on their shields.  Why this Watcher – a Fleshwarper, you think – managed to reach the upper caverns you do not know.  It may have been an advance scout, or it may have become stranded after a period of flooding.  You have no immediate means of reaching it or communicating with it.  The Elves seem to have discovered it and trapped it somehow, but you cannot say what they plan to do with it.  Perhaps they can be convinced to convey the Watcher to the Darksea.

Your Ooze Pool now simmers with fetid life, ready to birth Slime Golems to supplement your forces.

[The army at Lowerdeep 85 lost 5 Thralls in the battle with the Gloom Troll.  The Troll is currently in its Hole with its mate, recuperating.  It will take 1 Speed to seek out the Hole, although given the strength of your current forces this may be inadvisable without reinforcements.][/spoiler]
[spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]You led your troops to the cavern of the Fire-Drake.  The alarmed mother, shrieking in fury, spat a gout of flame towards you and your Halberdiers, but you barked orders for shields and the flames barely singed your forces' beards.  Meanwhile your Hammer-Throwers pelted the creature with hurled hammers, badly wounding it, while your Sneaks gained an advantageous position and attacked with cruel knives and pickaxes.   Distracted, the Drake left itself open for your charge.  You rushed forward with your warriors and slew the beast, personally delivering the killing blow.  The cavern contained six eggs, which you looted from the nest.  You also discovered the remains of several travellers who had clearly been carried up to the nest and devoured.  Amongst their gnawed bones you found a small pouch of gold, a mysterious tome written in an unfamiliar tongue but illustrated with images of grotesque, demonic creatures, a simple wand of black wood somehow spared the Fire-Drake's flames, and a curious key of reddish metal, carved with unusual glyphs that you cannot decipher.  It might be inadvisable to linger in this cavern for long, as the Fire-Drakes will soon be returning.  If they find their mother dead they may smell out her killers and attack you.

Your long-range scout, a single Sneak which you sent to the Middledeep, sends a report that the isolated cavern of crystals is inhabited by a vast Amethyst Dragon, impossibly huge - a creature that seems to have grown so large that it cannot leave the cave.  The beast, an enormous Elder Wyrm, squats in the gloom atop a vast hoard of treasure - gold, gemstones, and various other objects.  The floor of the cavern is littered with charred and broken bones, the remains of would-be thieves.  The Wyrm was sleeping when the Sneak approached, but he dared get no closer for fear of it awakening - even from his position he could see the great beast sniffing the air and grunting in its slumber, as if sensing his presence.

The Umbrahold has begun digging new mines under Wulfgar's able leadership.  Back in the Käferhold, your Hatchery, Hall of Smoke, and Hall of Trade has been completed.  Already commerce begins.  In time, travelling merchants may come to the Hall of Trade to sell their goods.

[You receive 6 Fire-Drake Eggs, 34 Gold, an Eldritch Grimoire, a Wand of Frenzy (7 charges remaining), and an Infernal Key from the nest of the Fire-Drake Mother.  Add these items to Käfer's Inventory if you wish to take them.  Käfer cannot utilize the Grimoire, Wand, or Key, but a Battle Cleric or other magic-user might be able to make use of them.

Remaining mineable resources at the Käferhold: 36200 Gold, 8525 Metal

Remaining mineable resources at the Umbrahold: 15500 Gold, 4700 Metal][/spoiler]
[spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]A disaster has befallen the army you sent northwards seeking the remaining Ceremorph renegades.  Your Ceremorph Ghouls sensed something approaching, an unseen force, and so were prepared for the attack, though this awareness did little to help them.  Scuttling from the shadows came a swarm of vile creatures, horrible hybrids of arachnid and human with greyish skin, many arms, and slobbering chelicerae.  Strangely, this swarm – consisting of perhaps fort in all – was led by a tall and graceful Elf – like unto the Dark Elves and yet unlike also, clad in pale armour and wielding a great glaive.  Your Ghouls used their psychic attacks, assailing the enemies that seethed towards them.  One of the monstrosities was slain immediately, its brains churned to a bloody pulp.  Your unhallowed larvae swarms surged forth mindlessly, invading the bodies of six more of the beings.  The counterattack was swift and vicious.  The arachnid things surged over your Ghouls, and though they managed to kill two more with their tentacles and claws, wrenching their bones and tearing at their flesh, they were quickly overwhelmed.  One Ghoul, its flesh lacerated with a hundred bite marks, transmitted images of the battle to you psychically even as the swarm surged onwards to the north.  The last thing your minion saw was the Elf standing over it.  Its glaive was raised, gleaming in the gloom with an uncanny light; then the blade descended, and the Ghoul saw no more.

In Yuddarath, Altharid-Xallisine has accepted your position as apprentice and begun studying in the Synapse Chamber.  Elsewhere, your newly summoned Star Vampire has investigated the strange door located a few days' travel from Yuddarath.  The door is of an unusual metal the like of which you have never seen.  It is carved with strange glyphs in an alphabet you are unfamiliar with, and is imprinted with what look like humanoid faces twisted into expressions of anguish.  There is a place for a key, set in the mouth of the largest and most tortuously contorted face, at the door's center.  The door radiates extremely strong and unusual magic.  There is no indication of what lies beyond.

[You have officially taken on Altharid-Xallisine as an apprentice:

[ic=Altharid-Xallisine](http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Altharid-Xallisine learned her infernal skills from a Kirr Dark Elf thrall, giving the imprisoned slave extra food in exchange for his arcane secrets.  Her heretical learning was discovered when she began using thralls as sacrifices.  She escaped from her punishment and has now become one of your disciples.

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector, Summon (Bloodfiend)

Altharid-Xallisine can cast Summon (Bloodfiend) twice per week.

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]

Your army originally in Middledeep 20 – 5 Unhallowed Larvae Swarms and 2 Ceremorph Ghouls – was destroyed utterly.  Your forces managed to kill 9 of the Accursed creatures that assailed them.][/spoiler]
[spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]Your decisiveness has paid great dividends.  Leading a pack of Brainhounds, a group of Psions, and your Dominated Hook Horror into the Middledeep, you passed through a vast cavern winding for miles to the south.  Hastening towards the renegades located by the Overbrain, you tried to reason with them, but the creatures, defiant, predictably ignored your attempts at diplomacy.  You stormed their camp, finding them half-starved and weakened.  Even so, the sight of the former Inquisitor Quasthid struck fear into your troops, though you yourself felt no terror, and your Psions likewise held fast.  With a twitch of its tentacles the Ceremorph struck you with a wave of agonizing puissance.  Your own attempt to Dominate the creature failed.  Your Psions exchanged psychic attacks, trading blows – two of each force perished instantly, brains churned to a bloody pulp.  Then your Brainhounds and Hook Horror leaped into the fray, killing another of the prisoners with lashing psuedopods and scything claws.  Losing its resolve, Quasthid withdrew to the shadows and began retreating.  You attempted to confuse the remaining Psions, but without success.  Though the two surviving Psions attempted to defend themselves with their tentacles they were torn to pieces by your Hounds.  With nowhere to flee, you cornered Quasthid.  Seeing itself outnumbered the Ceremorph surrendered itself and awaits its inevitable fate.

Meanwhile, Phyn-Olbaath has been promoted to Commander of Glyf-Dor, the Northern Reach, which has been successfully founded.  The Overbrain communes with you in regard to your recent victory:

You have performed admirably, Exalted One.  Your service in this matter was exemplary.  Continue your hunt, for more of the renegades still wander the caverns.  You show great promise, and have proved an effective replacement for the previous High Inquisitor.  Bring the one called Quasthid back to Dtoulth at your convenience.  I will find a use for this creature.

I remain... disturbed by your apparent need for 'empathy.'  You must keep careful watch of this emotion lest it compete with me for your affections.  Use the Lesser as you will, learn to think like them, yes – but do not become them.  Never forget that you are a Ceremorph, now, and destined for glory eternal once Dominion is achieved.  You may continue with your projects as you choose, but know that I will be watching you closely.


[You have taken Quasthid prisoner.

You lost 2 Psions in the battle with the renegades in Middledeep 10.  +7 Bodies from this battle.

Llitul's victory over the renegade Ceremorphs has earned her a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Greater Dominate (Combat)]Llitul's Dominate spell is replaced with Greater Dominate.  This spell is identical to Dominate, except that Llitul can control up to 1 Dominated creature permanently, without making a check to Dominate every week.  Additional creatures Dominated still receive a check once a week.  Which creature Llitul deigns to be her current "pet" is up to her, and can be shifted from creature to creature.[/ic]

[ic=Agony (Combat)]Extensively probing Quasthid's mind, Llitul has learned the secrets of the Inquisitor's agonizing attack.  Llitul immediately gains the Agony spell.[/ic]

[ic=Elven Fleetness]Hastening across the caverns of the Middledeep with her troops, Llitul has remembered days spent running through grass and woodlands.  Llitul's Speed increases by +1.  Any army that Llitul leads has its Speed increased by +1.[/ic]

[ic=Secret Message]Llitul – or some presence inside her mind – is slowly learning to shut the Overbrain out from her mind.  She can now send up to 1 Secret Message per week.  This message cannot be "overheard" by the Overbrain.  The Secret Message still counts towards her upper Message limit.[/ic]

Your Hook Horror remains Dominated this week.][/spoiler]
[spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]You personally led the Dwerimhost into the Great Mushroom Forest to destroy the fell beasts that dwelt there.  You came upon them swiftly, your flamesprayer scorching one immediately, but then the creatures moaned horribly, and even your stout Dwer heart was filled with fear, for a moment.  Nonetheless you steeled yourself for combat and charged forth, immediately hacking one of the horrors to pieces.  Your Axemen tried to assail at the beasts, but they swirled around in a great swarm, and proved almost impossible to strike in the fungal gloom.  With sharp teeth and hooked talons they attacked you, slaying one of your Axemen.  Again your flamesprayer roared, turning one Gloomray to cinders, and your companions, enraged by the loss of their comrade, shook off their fear and cut down the final monstrosity.  One Axeman was badly wounded in the assault, but the rest remained unscathed.  Searching the Great Mushroom Forest further you found the Gloomray's nest and had your flamesprayer torch the heaped eggs of the monstrous creatures.  You also discovered the body of a traveller near the nest, slain by the Gloomrays – a Dark Elf, by the look of him, clad in black leather and carrying a cruel, serrated blade.  He had a purse of gold on him, and a phial of venom, and a scroll with letters written in the Dark Elf tongue, which you do not know.  You will have to find a Dark Elf, or some other skilled in that twisted tongue, if you wish to translate the message.

Returning to Mhaldûl-Nem you found the Hall of Trade and Great Furnace completed.  Already the trade-hall was filled with the bustle of commerce.  One merchant in particular caught your eye: a Dwarf woman from the Westdeep above, accompanied by her four sons.  She claims to be a Runeseer and sells protective stones graven with certain runic symbols she says will protect the wearer from harm.  She will remain in Mhaldûl-Nem till the end of the month.

Meanwhile, Tiern came with the Wyrmhost to the ruinous city of Nüln, and made camp outside its broken gates.  Your son reports that strange sounds emanate from the ruins – not the guttural bellowing of Orcs or the snarls of beasts but half-heard echoes of a queer and unfamiliar speech, and sounds that may be screams.  Tiern's companions urge the warrior to delve into the ancient halls to see what may be found there, and cleanse the halls of any beasts or other foes that tarry there.  To the south, the Outpost of Undrenwald has been founded, and the Undrenguard sent to garrison it.  With any luck this fortress will protect you against any foes that crawl up from the lightless depths of the Lowerdeep.

[The Dwerimhost lost 1 Dwer Axeman to the Gloomrays.

You gained 30 Gold from the Dark Elf corpse, and a phial of Poison which can be used once to give a single unit Poison 5 for their next attack.  The Dark Elf also carried a message of some kind, but you do not speak Dark Elven and so cannot decipher it without aid.

The Dwarf merchant in the Hall of Trade is offering a Rune of Protection for sale.  This rune-stone can be used to cast Shield once per week.  The merchant will sell it for 100 Gold.

If you decide to venture into Nüln with the Wyrmhunt, it will not be considered tarrying from your quest to obtain the Dragon's heart.

Remaining mineable resources at Mhaldûl-Nem: 32100 Gold, 6750 Metal][/spoiler]
[spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Legatus, camp has been established in the Upperdeep.  Early reports indicate a variety of Barbarian tribes inhabiting nearby regions.  To the south, uncouth Orcs and Goblins inhabit the western reaches of this tunnel-system.  To the southwest a Kingdom of Dwarves prospers, while to the immediate west dwells a pair of Necromancers and their cadaverous minions.  A group of High Elves – a large force, indeed, perhaps as many as a hundred strong – have been reported wandering the tunnels in this region, as well.  Why the toplanders would be down here at all is unknown.  They appear to be making their way south with all speed.

Your Legionnaires are acquitting themselves well, but some still require more training.  One of your soldiers, of the rank of Veles, disobeyed a direct order from a superior officer during drills, making disparaging remarks about the Legion and his commanding officer's lineage.  He was duly incarcerated and awaits your judgment.  Will you execute this miserable excuse for a Legionnaire for his insolence, or will the lash be sufficient to teach this wretch the meaning of discipline?  Or perhaps you can think of some other punishment for the impudent soldier?

Your Augurs have read the omens in flocks of bats and report that this is the Month of the Spider, a time for careful planning and cautious consideration.  They wish to make a sacrifice to the gods in their Fane – preferably something impressive.  A wandering monster or similar beast would certainly be sufficient.  If the gods are pleased by your sacrifice, perhaps they will show their favour in some way; but if displeased you will surely know their wrath.

The Senate has convened itself and wishes to hold Consular elections for two Consuls, or Praetors.  As Legatus and former Chieftain they look to you for leadership – will you make the elections free to all Kobolds, or will you restrict suffrage to those of high birth, or even to the Senate itself?  Your decision here is a significant one.  If the elections are free, the people will be pleased, but plebeians are notoriously fickle.  If you restrict the vote to the Senate, you may have more control over the elections, but Senators are notoriously ambitious and could also be bribed.  If you extend the vote to high-born Kobolds only, the people may be angered by your elitism, but your close ties with those of patrician birth would ensure your influence over the elections.  As Legatus and supreme military commander of the Legion you will almost certainly be made one of the two Praetors, but the other Consul will hold significant control over civil matters, and will be able to veto any proposals you make in the Senate.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[State your choices for the above matters in your Orders.  They may have mechanical effects, such as providing bonuses or penalties to your troops, or even imparting abilities temporarily.  Issues can be ignored, but this too will have consequences.][/spoiler]
[spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Professor Robertson, your forces continued east into a cavern rich in crystals, where you founded a new Necropolis, which will require a name and a Commander.  You turned back to the west to the Red House, eager to return to your library.  You know a little of the Crown of Malekar from your researches: it is supposedly a crown made of Elf-bone and set with certain puissant gemstones.  Malekar, known as Malekar the Obscene, was a Dark Elf warlock from the Callow Age, one of the first Elves banished to the Underdeep, and reputedly half-brother and lover of the first Grand Matriarch of the Dark Elves, the Dread-Witch Naggora.  What particular arcane properties the crown might possess, you will have to research further.

Markus Ahston, you brought your forces towards the surface.  The Ogres accepted your offer with greedy grins and allowed your forces to pass.  When queried about any Surface-dwellers passing through, their faces darkened.  It seems an Elf-prince recently passed the stair with a considerable host, at least fifty swordsmen and as many archers in strength.  Such an army was too great for the Ogres to waylay, so they hid until the High Elf had passed.  The Ogres seem disgruntled about this, and for a moment you think they might attack you despite accepting your offer, but the sight of your putrescent minions seemed to give them pause.  You continued to the Surface and pressed southwards, fording the river and descending the hills to the human town of Mortheim.

The raid could not have had better conditions.  You attacked in the dead of night, hours before dawn, in the midst of dense fog.  On the way, as you crept through sparse woods of gnarled oak and blasted hills, you noted cottages and farms in the hinterlands bereft of occupants, their doors marked with a red plague-symbol.  Stealing upon the town in blackness, your Undead army shambled out of the mist to assail the front gate.  A handful of archers stationed on the palisade spotted your Zombies approaching and loosed arrows, but in their terror most missed; only two Zombies were destroyed, arrows finding their brains.  Meanwhile, your own skeletal archers fired a barrage of arrows at the militia.  Most thudded into the palisade harmlessly, but one found the throat of a human warrior, and another was wounded.  You mouthed a dire curse, but the spell faltered; your Zombies and skeletal warriors began battering at the palisade gate.  You spoke a second curse, and this time the spell succeeded; the archers, bewitched, missed their shots wildly, while your own archers slew two more of the humans on the wall and injured a third.  At the same time your Zombies burst through the gate at the palisade and surged into Mortheim.  A wretched regiment of pikemen, terrified, prepared to face them down.  As your zombies and skeletons entered the town the remaining human archers abandoned their posts in horror.  The pikemen held fast, but you spat another curse, causing many of the humans to drop their weapons.  Your zombies surged forwards, clamping their jaws at the necks of the small handful of pikemen, while your skeletal warriors hacked and skewered several more.  The pikemen broke into a panic and fled, but were quickly overwhelmed by your forces and slain.

Victorious, you entered the town of Mortheim.  The village was under strict quarantine, and so many of its occupants were shut in their homes, dying of the Crimson Doom, their pores weeping blood, their doors marked with a red sign.  Your troops raided these homes in particular, gathered as many plague-victims as they could, before scavenging the local graveyards and returning to the fields and woods as dawn approached.  You also made sure to loot the town of goods and gold.  Your forces looted wagons from the town to serve as corpse-carts for the pestilential dead.

[You gain 367 Gold, 9 Metal, 174 Food, 13 Bodies, and 135 Diseased Bodies from the raid and subsequent bodysnatching.  You only lost 2 Zombies in the battle.

Diseased Bodies can be used to create a new type of Zombie called a Zombie Plaguebearer:

[ic=Zombie Plaguebearer]These especially grotesque zombies are mottled with the horrific depredations of disease.  Not only do they spread a more potent illness than their regular ilk, the sight of their plague-ridden bodies inspires greater terror amongst enemies.

Zombie Plaguebearers that survive for 8 weeks automatically decompose to become Skeleton Warriors, losing all special abilities from being diseased.

Cost: 10 Gold, 1 Body
Upkeep: None
Melee Attack: +1
Melee Damage: 3
Defence: 14
Health: 8
Speed: 2
Morale: N/A
Special Abilities: Fear (DC 15), Disease 6, Undead[/ic]

Markus Ashton's great success in the raid allows him to select a new ability.  Choose 1 of the following and add it to Ashton's Special Abilities:

[ic=Dread Curse (Combat)]Markus Ashton's experience with Curses now allows him to cast an even more potent curse.  Dread Curse replaces Ashton's Curse spell.  It functions exactly like Curse, except that the Cursed regiment must roll three times and take the lowest result.[/ic]

[ic=Exhumer]Markus Ashton is now especially skilled at exhuming bodies.  Whenever Ashton and the regiment he is attached to use the Scavenge action, they collect double the number of Bodies as normal.[/ic]

[ic=Cover of Darkness]Markus Ashton now knows how to use the darkness to his advantage during battles on the Surface.  In battles initiated by Ashton on the Surface, he and the regiment he is attached to get a bonus sneak attack in the first round of combat, as if they had lain an ambush.  If Markus later gains Infiltrator (via an Invisibility spell, etc) and actually lays an ambush, the ambushing regiment he leads gains an extra during Surface ambushes.[/ic]

[ic=Contagion (Combat)]Having studied victims of the Crimson Doom in great detail, Markus Ashton has devised a new spell.  Ashton immediately gains the Contagion spell.  To use the spell, he targets an enemy regiment with a Ranged attack roll.  If he hits the enemy's Defence, the target regiment contracts a disease of potency 6.[/ic]

Sunlight has slightly damaged troops.  All units stationed at Surface 157 have their Health lowered by 1.  They will immediately heal this damage once they descend to the Underdeep.][/spoiler]
[spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]The funerary feast has been delicious.  You have garrisoned the new Warren of GnomeFeast LuteingCave and begun digging new mines in this cavern.  Your scouts report several monstrous creatures in the cave in the north of GnomeFeast – four vile Hook Horrors, ugly things resembling hybrids of vulture and cockroach.  These beasts are prowling to the north in the mushroom groves, and you think they may have picked up your scent.  Hook Horrors are dangerous creatures indeed, able to kill a kobold with a single slice of their scything talons, and they can use their clawed forelimbs to climb over fortifications with ease.  They do, however, make superb eating, their flavour somewhere between chicken and beetle.  Hook Horror pâté is truly a delicacy.  Meanwhile, the surviving Deep Gnomes have returned to the site of your victory to the northeast of GnomeFeast and are singing an intensely irritating lament for their dead.  You can distantly hear their dirge, just quiet enough to be constantly audible.  Infuriating!

Meanwhile, your Deepguard Skulkers once again descended the Shaft of Ryen-Dor to patrol the island in the Lowerdeep.  They found the Darksea much as it was before, but this time also heard a disturbing song, a groaning, moaning chant punctuated by obscene and primordial piping noises.  Whatever is making these abominable sounds could not be seen.  The stench is growing worse down there, and the Darksea seemed unusually frothy and seething.  Something is going on down there.  But what?  Your GoodGarrison have likewise scouted but have nothing to report.

You have also heard rumours that you have acquired some new neighbours above you.  There are tales that a new tribe of Kobolds has taken up residence in the tunnels of the Upperdeep not far from the Shaft of Skyl-Dor the Second, the stair leading upwards which lies to the west of GnomeFeast.  Will you greet these new Kobolds as welcome fellow-reptiles, perhaps even forming an alliance with them to help destroy the non-Kobolds who might threaten your lands?   Or will you slaughter them mercilessly and feast on their young, proving that you are the true Master of All that is Under the Ground, tolerating no rivals?

[+39 Food from the Foraging Deepguards.  +8 Food from the Foraging GoodyGarrison.

+2 Morale for two weeks from the funerary feast.

4 Hook Horrors lurk in Middledeep 74 and 2 Deep Gnomes linger in Middledeep 71.  Middledeep 73 is clear.

The Island is clear, but there's definitely something in the Darksea, and your scouts don't like the smell or sound of it one bit.][/spoiler]
[spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Leading your luminous retinue northwards, you approached the renegade Fungoids.  Two of the Blightguard and one of the Crawling Caps seemed to recover from their lunacy as you appeared, recognizing, perhaps, some vestige of their former Rotqueen living within you.  The remaining Blightguard and Crawling Cap proved too feral to control, their minds too thoroughly decomposed.  While the Crawling Cap uselessly vented its poisonous fumes the Blightguard charged forth, tendrils lashing, spiked fists swinging.  You stepped forward to engage the thing, accompanied by thralls and warriors.  One of your Fungoid Warriors was damaged, but you and your Sporemother grappled with the thing, tearing it away from the injured Fungoid.  Apparently too crazed to flee, the Blightguard continued to lash out, striking the Sporemother, but then your Fungoid warriors overwhelmed the creature and tore it to pieces, its body dissolving into a cloud of blackish-green spores.  The Crawling Cap was destroyed easily.  The two Blightguard have declared themselves your loyal servants, addressing you as "Blackrot II."  You ordered one of the Blightguard to Crimsonlight to assume command of the burgeoning new Colony and the Keepers you've stationed there.  Meanwhile, your Sporemother sacrificed herself to found Sanguine Maw.

You continued onwards to the lakeshore with reinforcements from the Heart of the Glow, sending one Blightguard off to Crimsonlight but taking the other and the Crawling Cap with you.  Here you contended with the Uglinesses, launching your toxic spores and ordering your army to attack.  Your thralls and warriors charged into battle, Blightguard beside them, while your Crawling Cap launched a poisonous shroud, to no effect.  The beetles, keeping to the air at first, evaded your ground forces' attack save that of the Blightguard, who badly injured one.  With snapping pincers they attacked your thralls and warriors, killing five of the former and four of the latter.  Again you launched your spores, and the Crawling Cap obediently sent another cloud of toxic motes towards the beetles, this time poisoning them.  Your warriors and thralls, emboldened, struck back and destroyed the beetles utterly, though not before another five thralls and four warriors were destroyed.  The beetles destroyed, you used ordered your troops to cleanse the groves of their eggs and spawn.

In the caverns above, a Goblin caravan has arrived in Crimsonlight.  They bear a wagon with twelve corpses in it – flesh for you to use as raw material.  Your scouts at Crimsonlight report that a group of Dwerim have constructed an outpost blocking the passage north to the Great Mushroom Forest.  Their forces are currently minimal, though they sighted a great force of them moving west.  One of your Blightguard has arrived at Crimsonlight and assumed command.

[The Keepers of the Heart have 7 weeks left of Lifespan.  The Fungoid Warriors of the Dream Emissaries have 10 weeks left of Lifespan.  The Fungoid Thralls have 7 weeks left of Lifespan.  The Keepers of Crimsonlight have 15 weeks left of Lifespan.

The two Blightguard you acquired now have 8 weeks left of Lifespan (though one is now a Commander and thus ageless).  The Crawling Cap has 4 weeks remaining.  One Blightguard is with the Dream Emissaries and the other at Crimsonlight, as per your Orders.

Orders were carried out as if you turned the renegades.  The Dream Emissaries and 25 Thralls remain in Lowerdeep 32, having destroyed the Cave Beetles.

In the battle with the Cave Beetles you lost 10 Fungoid Thralls and 8 Fungoid Warriors from the Dream Emissaries but gained +10 Bodies.  The eggs have been wiped out.

Scouting Middledeep 42 reveals a Dwerim Outpost, Undrenguard, garrisoned with five Dwerim Axemen and two Dwerim Flamesprayers.  It also reveals that 40 Dwerim Axemen and 1 Dwerim Grudgebearer passed through the region, heading west.][/spoiler][/ic]
[ic=Reponses - The Month of the Spider, Week 3][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Disa Grimhammer, High Queen of the Dwarves]Goblin King,

Did you think that you could desecrate the ancient halls of Rhaud without reprisal?  You are either arrogant or foolish, or both.  Dwarf-kind and their ilk are proud – often to a fault, I will admit – and take such matters seriously.  By plundering the ancestral home of the Dwerim you have done them a grave offense.  They have beseeched my aid against you if it comes to war, believing that you plan to invade their lands.

If you are truly ignorant of your offense and only desire peace, as you claim, then your path is clear.  First you must desert the ruin of Rhaud immediately, swearing never to return.  Second, you must turn over all that you found there – gold, jewels, relics of the Dwer, and anything else that you discovered within the Thousand Halls – to the Dwerim.  Third, you must offer some other form of recompense, as a token of apology.  Humbly beg the forgiveness of the Dwerim, and swear before whatever gods you hold dear that you committed this sacrilege unknowingly.  Perhaps then, in time, you will find things mended between your people and the Dwerim.

Until such a time as you have resolved your differences with the Prince of the Mhaldûlne, I am afraid that trade between our lands must cease.

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Garnakh the Disemboweler, Warlord of the Blood Spear Clan]I march to slay Dwarves and their ilk.  Their still-bearded skulls will decorate my trophy hall.  I will eat their children.  I will make their women scream.  I will cut open the bellies of their warriors and chain them to the broken walls of their fortresses to die slowly.  Their death-moans will be pleasing to me.  I will rape their many halls and strip them of treasure.

You may join me if you wish.  Goblins have fought beside the Bloody Spears before.  If you share in the battle you will share in the plunder also.

Garnakh[/spoiler][spoiler=Response to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Garnakh the Disemboweler, Warlord of the Blood Spear Clan]Very well.  Join my forces on the march and together we will plunder the Dwarf-realm.  You may have their strongholds if you forgo their treasures.

Garnakh

[You have begun an Alliance with the Orcs of the Bloody Spear Clan.  It will last for 4 weeks, starting next week.][/spoiler][spoiler= Response to the Dwer Thane known as Löthe, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Löthe,

The Goblin King has written to me claiming to have committed this act of sacrilege in ignorance and beseeching my counsel in restoring peace.  The creature may not have realized that the halls into which he delved were those of Rhaud; or it may be that he merely feigns ignorance.  My advice to Dâgalûr was simple.  I told him that if he wished your forgiveness and to restore peace between your peoples, as he claimed, then he must immediately abandon the Thousand Halls and surrender all that he found there – relics, treasure, gold, jewels, and all other objects of value – to your people, along with additional reparations as a token of his apology.  Furthermore I told him that he must swear before any gods he honours never to set foot in ancient Rhaud again.

If the Goblin proves unwilling to fulfill these terms, we will know him to be a liar.  If this is the case I will gladly lend what strength of arms the Westdeep possesses to any war against the Goblins.  Should the Orcs assail you I will also offer what aid I can to your defence, though I fear that while the Grey Wyrm Scorra remains at large I can spare few warriors, for many are needed for the defence of my realm, and I swore an oath to protect my people before all other duties.

In hope of peace,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]You study the writing the Dwer Thane copied.  The lettering is clumsy, but you can puzzle out the words easily enough.  The message is as follows:

Go to the Great Mushroom Forest, using utmost stealth to avoid the prying eyes of the Dwerim.  Hidden in the depths of the fungal forest you will find the Tower of Screams, once the stronghold of the Demonist Taem'ra of the Kirr.  Within, seek out the object called the Staff of the Excruciatrix, which itself was made by Dirzune, the Mistress of Pain, daughter of the Dread-Witch Naggora and Malekar the Obscene.  The Staff is made from the bones of High Elven maidens who died at Dirzune's hands.  Beware the traps that doubtless protect it.  Once you possess the Staff, return to Vashnaranzenan and you will be amply rewarded for your efforts.  Return without the Staff and you screams will fill the Torture Gardens for weeks.

-   Lady Viarra Gloomsong
[/spoiler][spoiler=Response to the Duergar Despot known as Käfer, from Disa Grimhammer, High Queen of the Dwarves]Lord Käfer,

Our peoples have long been sundered, and many of my advisors would recoil from the thought of my union with a Duergar.  Yet you speak the truth: Dwarf-blood runs in the veins of the Duergar, and to deny my hand to a Duergar who had proved his strength and courage by slaying the Grey Wyrm Scorra would be dishonourable.  I have sworn to pledge my troth to any Dwarf who brings me the Dragon's heart, and should a Duergar fulfill this challenge, I would wed him gladly, knowing that he had delivered my people from grave danger.

In abiding respect,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler= Response to the Duergar Despot known as Käfer, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]To the Duergar known as Käfer,

Your offer is of interest, but I regret that I lack the funds for such an expenditure at this time.

Lady Viarra Gloomsong[/spoiler][spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You peer into the city of these Shadow Elves, those who destroyed your expeditionary force.  Their city, Umbrazzid, currently contains a Shadow Spire, a Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, one Lichen Garden, a Shadow Elf Min, and two Lizard Pens.  The mines are being improved and two more Lichen Gardens are being grown, and the architecture is being ensorcelled with some kind of shadowy magic.  Currently, seventeen archers and two Abominations are garrisoned in the city, but fifteen of the archers are preparing to depart.

Peering into the halls of the Dwerim, you see that they have been busy.  Their Mansion now includes a Thane's Hall, a Forge Hall, a Shield Hall, a Tuber Garden, two Apiaries, a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a  Hall of the Ancestors, a Hall of Trade, a Grand Furnace, an Outer Wall, an Iron Gate, Murder Holes, and a Flame Gallery.  Another Flame Gallery is under construction.  Garrisoned at the Clanhold are the Dwer Thane, a Furnace Master, and five Dwer Axemen.  A Dwer Flamesprayer lingers outside the wall.  The Tower remains, as before.

The tunnels to the northwest are currently empty.  The Shadow Elves seem to have moved northwards.[/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]The Gnomes have sent no response to your message, but their incessant dirge has ceased.  Perhaps they have fled these lands.[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The Overbrain peers into the city of the Dark Elves and relays a series of images to you.  You peer into the city of Vashnaranzenan, glimpsing a Matriarch's Spire and Study, Slave Pens, a War Spire, four Lichen Gardens, a Dark Elf Mine, Web Caverns, a Ranger's Spire, and a Slave Market.  The city is protected by a City Wall.  Apart from Lady Viarra the garrison currently consists of ten Dark Elf Swordsmen, ten Dark Elf Crossbowmen, a War Spider, and five Dark Elf Rangers who are preparing to leave the city.

Next it looks into the ruin of Ladaguir, shattered city of the once-great-and-bountiful Duergar Empire.  A band of twelve Deurgar looters lurks in the gloom of the broken streets, picking over the carcass of the city; they have amassed quite a store of treasure, and are armed to the teeth with swords, axes, halberds, and crossbows.  Their leader seems to be a former priest, a Duergar in a frayed cassock who carries a heavy flail.  Within the Citadel itself, spiders have made their homes, including five enormous, bloated arachnids the size of Dark Elf War Spiders.  They preside over the broken throne-room of Xorinatch the Cruel.  The place has been thoroughly looted, but a few objects of interest are still evident within its shadowy halls, including what looks to be the Imperial Sceptre of the Duerger Emperor.  A single tower of the city has been Warded from the Overbrain's sight.[/spoiler][spoiler= Response to the Lich known as Dr. Robertson, Professor Immortal, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Greetings, Lich,

I have heard much of your exploits, and am gratified to receive your message.  Your offer is amenable; I shall convey the gold as you wish.  Your other news is somewhat less appealing.  Do you know where this force is bound?

From your elegant words and scholarly reputation, I gather that you are a person of keen intelligence.  Your might, also, is unquestionable.  Through the slander of jealous onlookers the Dark Elves of Vashnaranzenan have become somewhat stigmatized in recent times, but I assure you that my ambitions, like your own, are modest in scope.  Perhaps you would be amenable to an alliance of some variety?

Lady Viarra Gloomsong[/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]In your slumber, you peer into the caverns of the Underdeep.  First you look to the caverns to the north.  Here, three more Gloom Trolls lurk.  They have riddled the cave with pits, four in all, to try and deter intruders and catch animals to eat.

Next you look into the middle caverns, to the outpost of the strange Ceremorphs which are dead-yet-living.  The outpost is currently garrisoned with eight Ceremorph Ghouls, vile, pallid creatures with putrescent tentacles and white eyes, and two Bloodfiends, Daemons from an alien reality, the dread Abyss itself.

Finally you peer into the realm of the Lesser Ones, the Shadow Elves.   Their city, Umbrazzid, currently contains a Shadow Spire, a Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, one Lichen Garden, a Shadow Elf Min, and two Lizard Pens.  The mines are being improved and two more Lichen Gardens are being grown, and the architecture is being ensorcelled with some kind of shadowy magic.  Currently, seventeen archers and two Abominations are garrisoned in the city, but fifteen of the archers are preparing to depart.  A Watcher Fleshwarper who you recognize as Water-Rushing-Over-Bones, Sire of Three Thousand Young, has been beached on the shore of the lake by the city.  This must be the presence you sensed earlier.[/spoiler][spoiler= For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Your sister has looked into the realm of the Dwerim where the Tower of Screams is located; she conveys the vision in a dream.  This tower's inner sanctum is protected by a Rune Trap, and several gigantic spiders also linger within its halls.  The ground floor is infested with greyish Vault Slime.  The central chamber contains a staff made of Elven bones.

While looking upon the Tower your sister also glimpsed the city of the Dwerim.  Their Mansion includes a Thane's Hall, a Forge Hall, a Shield Hall, a Tuber Garden, two Apiaries, a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a  Hall of the Ancestors, a Hall of Trade, a Grand Furnace, an Outer Wall, an Iron Gate, Murder Holes, and a Flame Gallery.  Another Flame Gallery is under construction.  Garrisoned at the Clanhold are the Dwer Thane, a Furnace Master, and five Dwer Axemen.  A Dwer Flamesprayer lingers outside the wall.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: LD on February 14, 2013, 09:08:45 PM
Cleversmart Kobolds.

-IC Finished.
-Orders Done.

[ic=Empire]
The Queen Mistress of All That is Under the Ground assembled her rats, all individually numbered and, mounted atop her Dire Rat, she gave her instructions. "You littlerats are to bear contagion-message of rule to our vassals. The time has come to receive our rightful tribute. Your mission is important and you must deliver words to proper smartyvassals- ignore the BeetleDumbs and SlOwgers who have no respect for proper authority- only go to ones I have designated you deliver. Give to leaders and not to followers.

"When your mission is complete, Cleversmart caverns will gleam with carrion on which you may feast. Remember, we must stress to our vassals our benevolence and how we are willing to provide support to them in their difficult labours to produce gold from their mines. Remember that other races are much weaker than are CleverSmarts and they need support and protection. Remember benevolence. Benevolence! Go forth and hold your heads proud."

The rats squeaked, then headed off to various leaders, messages tucked into their collars.
[/ic]

[spoiler=Message to Gnomes]
A rat with the number 47 painted on its coat arrives in the midst of the gnomes' gathering with a letter grasped in its mouth. It retreats once having spat the letter in the direction of the gnomes, and it awaits a reply.

"ShrillSounders! The Kobold Queen Mistress of All that Is Under the Ground, Shee-Ra Cleversmart XVI brings you warning. You, as subjects of her greatness, are to stop your incessant racket! The realm of the Cleversmart Kobolds will not be ruined by the mewling of EvilSongs like those you sing. The timbre of your voices is madness! Madness like that of the Nastydreams! You are lucky we know you are not Nastydreams or else all of you would be dead now! Instead, we Cleversmart Kobolds give you the opportunity to live beside us. Conditions for lives as our subjects are as follows:

- Deliver tribute of gold to our Dungeons immediately. Then, deliver tribute once a month hereafter.
- Pledge your kind to follow Queen Mistress Shee-Ra.
- Cease your EvilSongs in the presence of your Kobold betters! (i.e. do not sing within 2 regions of a kobold dungeon or outpost)

In return for your fealty, Queen Mistress Shee-Ra will treat you better than any Nastydream, Greyskulls, or HaughtyElf would treat an inferior race. Queen Mistress Shee-Ra is a noble and caring mistress! Though you not be Kobolds, you still receive benefit.

Benefit include:
-We deliver you mushrooms to keep you strong to work in mines.
-We not kill you.
-Other monster no kill you because we Clever! Smart! Build defenses to keep monster out. Keep you safe.
-We not kill your greybeards, weakfighters, or littlesnipes.
-We not sell you to Nastydreams or Greyskulls to be raised as skeletons! No better deal could you receive. You are in Cleversmart Caverns now and Shee-Ra Cleversmart XVI is now your Queen Mistress! Rat await your response, or else rat eat you because no response.

[/spoiler]

[spoiler=Message to Dagalur]
-A skittish Rat with number 12 tattooed into its side delivers this message.

Ignore their forebodance of trade. Send your caravans to Cleversmart Caverns and Kobolds will protect you once you are near our Dungeons. And if there is a raid against your forces, we will see that our vassals, these 'Dwer', are upbraided and punished for their threats. I see no indication on maps that there is yet a physical blockade by these 'Dwer' vassals of ours, so you must speak of merely a verbal forebodance! But even that is indeed an insult and one that should not be withstood. We look forward to receiving your trade caravans of gold in return for our metal and food.

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All That Is Under the Ground
[/spoiler]

[spoiler=Second Message to Dagalur]

*This rat, numbered five on a token attached to a collar, stares at you cross-eyed, constantly licking its lips.

Message comes with concern, but first note on good omen.

Succeed we have; it seems misunderstanding was had. 'Dwer' vassals welcome your trade with Cleversmarts, they do not oppose your travel of trade. They do not forbid trade with Kobold Kind. Wethinks maybe they are not so smart as Smarty creatures like us and you. Wethinks maybe the DiggyDigs mine too much and it may make them middling mad. Mad. Mad! So they misspoke. Trade with we is free.

Metroubled however at bad blood between you and vassal. Communication with PickyPoke DiggyDigs reveals they very sad you step on their graves. We Kobolds no care about graves though, because nobeast should bury dead in first place. Burybeast only leads to Greyskulls raising up the dead and evil spirits coming to destroy livebeasts. Bigger concern to us Cleversmarts is we hear accusation you harm their ancestral statues. Harming statues of ancestors is very badthing. DiggyDigs ask for you end scribblyscrib on Dwarven ancestor ruins. For peace and friendship, deliver statues to DiggyDigs. We believe silly DiggyDigs must worship these things and we want good relations between you and them-because both of you do good things in Underdeep- and we wish all to have friendship with Goblins who with great risk to selves assault evilsurfacethings that seek to steal good Underdeep wealth! With DiggyDigs defending you from NastyDreams below, you can better raid Surfacefolk with littlefear. If statues not possible, then suggest reparations to DiggyDigs. We not understand why you scribblyscrib on DiggyDig ancestral land but assume it done for goodygood reason that DiggyDig could not understand.

We must also ask, however, why you expand with new dungeons in Upperdeep? Wethought you only seek ruler of Uppersun? Howmany dungeon you plan build before conquer surface?
We ask also who you trade with in Lowerdeep who DiggyDigs forbid you trade? You not trade with Nastydreams? Our map show no intelligent beast live in Lowerdeep except Nastydreams and ShackledDiggyDigs.

Finally, we trust that when vassal DiggyDigs deliver tribute to Cleversmart Caverns, you not give them trouble? And when we deliver needed VassalSupplies to vassals, you no trouble us? In return, we ensure vassal no oppose your legitimate tasks. And trade is legitimate- but not to NastyDreams!

(Essentially she's asking 1. question re. dungeon expansion; 2. who you trade with in lowerdeep; 3. you not impede trade with Dwerim; 4. you deliver detachable statues of ancestral dwarves to dwerim as a peace offering (I don't know what the mechanical effect of this would be- 1 or 2 speed to deliver statues?); 5. no more graffiti and defacement of dwarven ruins).

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All That Is Under the Ground
[/spoiler]

[spoiler=Message to Dwerim (The Meanest Guest)]
-A rat with number 68 emblazoned with blood on its side brings a message to the Dwerim.

Greetings Vassal from Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground. We have not communicated before, due to your far distance from Cleversmart Caverns, but know this, we are interested in visiting your lands some time and at that time we do look forward to your donation of a suitable gift to your Mistress.

For the moment, however, we have heard accusatory words from the Lord of All the Sun Sees, the Goblin Duke Dagalur, that you have forbade him trade with his Queen Mistress! The Cleversmart Kobolds wish only that all of our vassals, like yourself, be at peace with other Dukedoms and vassals- except for vile NastyDreams, and evil Greyskulls who resurrect the dead and who cannot be trusted!  Those creatures are to be killed without remorse, for they are nastycreatures!

Therefore, Vassal, we insist that you cease your threats against the Goblin Duke Dagalur, who is not a NastyDream or an evil Greyskull, or even a poisonous NastyElf like that insane vassal of ours who sent his mad proclamation via bat. As a fellow vassal, in recognition of your past service to the Cleversmarts, I grant you the boon to ignore the NastyElf's insane scribblings. When the time is right, we will replace the quarrelsome NastyElf with a more well adjusted NastyElf Duke and we will send forth more sensible regulations regarding trade and travel.

If you have a true complaint against the Goblin Duke, then I, as your Mistress, will consider his crime and will mete out an appropriate punishment. Remember, unlearned Vassal, the Goblin Duke does not seek to expand underdeep and he is not a threat to our great kingdom. His ambitions lie on the surface- that is why he is not a Vassal of your Queen- he does not seek to trespass on Holy Lands of the Underdeep. He merely rests here tentatively while he gathers his strength and experience to prosper overground.

As a kingdom, we must all all act as one! With same policy! But remember this, the ultimate decision on punishment comes from the Mistress of All That Is Under The Ground--to permit others to decide when to war or when to punish would invite conflicting views and chaos! Chaos! Chaos! And Cleversmart Kobolds are a force against chaos! Because we are Clever! Smart! Remember this- be Clever! Smart! In dealing with all fellow vassals and be wise in dealing with vile NastyDreams and wicked Greyskulls.

We know Vassal that you will act Clever! Smart! Otherwise we would not have appointed you to rule these Dwerim. You are honor to you kind, Clever! Smart!

-Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground

*The rat chirps.
[/spoiler]

[spoiler=Reply To Lothë, Prince Duke of the Mhaldûlne and Lord of the Mansion]

* A lumbering overweight rat with the number 19 in blood on its flank comes with a note, hacking out a hairball after it delivers the news.

We applaud you for the construction of your fortress. Applause! Many Kobolds Klap! It is good for vassals to defend themselves against the NastyDreams and it is well known that the tentacled creatures secret themselves in the depths.

You tell a different tale than that which the Goblin states, and this troubles me, for I had thought the Goblin our friend, for he makes no design on Underdeep territories and only seeks dominion under the Sun. We will investigate the issue, which is important to investigate for according to recent maps that have been provided to me- Dagalur interrupts our unbroken trade route to your depths!! This is emergency if he acts angrily toward a vassal. Without peace between our Kingdom and his, there can be no trade, no supply of food and metal to Mhaldûlne mines and no tribute of gold to Cleversmart Caverns.

We will discover with whom he wishes to trade in LowestDeep. If it is with NastyDreams, then he is either a tool of the evil below or a fool who will soon be enslaved by their nastiness. Enslaved! Never Saved! Fooled Slave!

We remain puzzled, however, at your taking offense to Goblin setting foot on DiggyDigs graves? If PickyPoking DiggyDigs like yourselves act like Kobold do and consume dead PickyPokes, this problem could be avoided. Bones may be used in weapons and recycled to honorable use and memory of fallen kin. Bones of dead Slinger Tin-Din, called Tossythrows, are even now being fashioned into armor for Tin-Din's cousins. Also, why are DiggyDig graves not located in DiggyDig city if graves are so honored?

We are more concerned with the offense he has given by in anger defacing graven images of ancestors. This destruction is not appropriate and we will discuss with him reparations and an end to scribblyscrib.

May you catch many bats and feast on many yummythings.

-Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground

*The rat lies on its side as it awaits a reply.
[/spoiler]

[spoiler=Message to the Glow]
*A thin, constantly squeaking rodent delivers a message to the cavern of the Glow, shuddering and hiding from the moving fungus until it delivers its message in a place that seems appropriate, then it attempts to flee.

Greetings, Creature, from Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under The Ground.

We have been informed by Dagalur Lord of All Under the Sun that you are sentientbeast. We would ask what your designs are in the Lowerdeep specifically and in the Underdeep proper? We also ask what matter of creature are you and what dealings you have with the NastyDreams and Greyskulls. We have never heard of sentient fungus before and we are uncertain as to your desires? What sort of trade do you make with Dagalur and what sort of trade would you make with others?

We also inform you of our presence as Queen Mistress of All That Is Under The Ground. Our word is law for those of the Middledeep and among many of the Upperdeep. We CleverSmarts have great and mystical and terrible powers and you would do well respond to our missive. This rodent will take your response back to CleverSmart Caverns.

If you notify us of your goals, desires, and needs, we Cleversmarts may be glad to formally annex you as official Vassal of our Kingdom. And Vassal have benefits! Many benefits! We Cleversmarts will trade, give gifts to make you produce more and better gold as tribute, and we ensure you good omen success time. Now, trade route is shut, but if you be vassal, we can work to open!

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under The Ground.

*The squeaking rodent will attempt to hide around the fringes of your cavern, waiting for a message to appear on the ground.
[/spoiler]

[ic=In Which A Terrifying Message Is Received]
Another message floated into the Realm of the Cleversmarts, borne by bat. The bat dropped its message and it was read by a Slinger named Pik-Min. She shrieked upon reading its frightening words, and she dropped it to the ground, then went to the Commander and related the terror held within the message to the more experienced Kobold. The Commander hissed and scurried to find Shee-Ra, who returned and pinned the message with a spear, then brought it near to read. When she was finished, she warned her followers, "Be Aware, Nastydreams threaten to draw near." The Kobolds shrieked in fear. "But never fear! We are Clever! Smart! We will not be enslaved again. We will defeat any Nastydreams who come to assault our walls!

[spoiler=For Xathan]
x
As an aside, you can also reach the surface by way of M 84 to U 0 to U 81 as long as the Undead don't cut you off.[/spoiler]
[/ic]

[spoiler=To Greyskulls (Professor Robertson)]
The rat which delivers this message is exceptionally thin; it squeaks the message in (essentially morse code) after it delivers the written words. It hides and skitters away if any Undead approach it. a number painted on it reads 132.

To Greyskull Attention:

Greyskulls make little sense with their statements. Nastyelves serve Kobold Mistress and would not dare assault her holdings.

Greyskulls also make little sense with their offer. Greyskulls are not known to be civilized creatures who understand concept of trade. This is proven by high exchange rate for food, which Greyskulls have no need even to eat.

Understand this Greyskulls; we know you are meanspirited because you are deadthings raised, but we can be generous and permit you to remain in Upperdeep if you respect your Queen Mistress who is Ruler of All that is Under the Ground and you produce for her monthly tribute of gold. We understand it is difficult for weak grimybones to mine resources, but we understand grimybones loot many Shinypeople and so have good treasuretroves. What you need to get more treasuretroves? You not need food and we not provide bodies to be desecrated by evil Greyskull embrace. As a vassal to whom we have granted conditional residence, we ask you what you need to give us tribute? Your Queen Mistress is benevolent and will better understand your needs if they make sense. If they not make sense, you get nothing and still must pay tribute to receive boon of Queen Mistress' permission of your residence.

Do not trouble yourself to feed the rat at your gate which is receiving any message you think needs be sent; Cleversmarts feed rat many yummythings.

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under The Ground.
[/spoiler]

[spoiler=Orders and Information]
[ic]
Shee-Ra, concerned about the reports related to the Darksea ordered her loyal followers to send down wicker lanterns with encased will o' the wisps and/or lightning bugs to peer into the depths below, spears ready if the fish below prove hostile. She orders no fish to be eaten from the Darksea, for the stink from the sea could mean poisonous or addled fish below.

Shee-Ra's midden has finally produced rats appropriate for her to bestride. Three have been sent forth to meet her.

After she is mounted and the rats are ready to receive their attackers, Shee-Ra orders her troops to entice the hook horrors into assaulting the Palisade, she prepares for an Ambush, Garrisons the soldiers, and braces for the coming vile impact.
[/ic]

-Note: I cannot update this or reply to questions regarding it on Mon, Tue, but I can late on Wed.

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)

Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

[ooc]Looting/Events
+47 food (forage)
[/ooc]

Total Looting/Events: 47 food, 0 metal, 0 gold

Total Total: 197 food, 15 metal, 150 gold
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 1 = (2g/2f)

One less Slinger upkeep because of Free Commander. (1g/1f).

SmartyScouts
Slingers (1g/1f) x 5 = (5g/5f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

Total: Net Loss/turn -(40g/25f)

[/spoiler]

[spoiler=Construction]


Middledeep- 65
Completed This Turn
Nothing.

Under Construction
None.

Beginning Construction
None.

GnomeFeast LuteingCave- Middledeep 72

Completed This Turn
Palisade; 20 gold (1 week)
Snare; 10 gold (1 week)

Under Construction
Kobold Mine; 150 gold, 15 metal (week 2/3)

Beginning Construction
Snare; 10 gold (1 week)
Spiked Moat; 25 gold (3 week)(No; can't afford)

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Completed This Turn
Palisade; 20 gold (1 week)

Under Construction
None.

Beginning Construction
Murder Holes; 20 gold (1 week) (No; can't afford)



[/spoiler]

[spoiler=Recruit]

3 Dire Rats (17 gp/1 m) * 3 = (51 gp/3 m)
*2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m) [Do not buy these if the mine does not produce at the beginning of next turn]
*3 Kobold Slingers (5 gp) * 3 = (15 gp) [Do not buy these if the mine does not produce at the beginning of next turn]

[/spoiler]

[spoiler=Wealth]
Began Turn at: 0 gold, 119 metal, 291 food
Gained: 150 gold, 15 metal, 197 food
Total: 150 gold, 134 metal, 488 food

Spent 40 gold on upkeep.
Spent 51 gold on recruiting.
Spent 49 gold on recruiting (the pending orders)
Spent 10 gold on defenses.

Spent 3 metal on recruiting
Spent 2 metal on recruiting (the pending orders)

Spent 25 food on upkeep.

0 gold
129 metal
463 food


[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 72]GnomeFeast LuteingCave- Middledeep 72
Palisade (20 gold)
Snare (10 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Palisade (20 gold)[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison.
Location: Middledeep 65
3 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers (I) ("Undefeatable Eggguard") [Mya-He is attached to this unit]
Slingers (II) (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Skulkers (V) ("First Pokeypokes")[/ic]

[ic]SmartyScouts
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground
Commander of the Garrison: Hai-Phen, the Shadow
Effects: +2 morale for two weeks, +1 morale for being in a garrison = Total +3 morale (not counting Shee-Ra's bonus to morale)
Location: Middledeep 72
1 Shee-Ra [currently attached to Skulkers-moving to Dire Rats]
2 Blunderdigs
3 Skulkers [Hai-Phen is a Skulker]
5 Slingers
+5 Dire Rats (Incoming)
+3 Slingers (Incoming)

Blunderdigs (I) ("Underfeet Underdeep Squadron")
Blunderdigs (II) ("Backdoor Blundering Boffins")
Skulkers (I) ("Beaterpokes")
Skulkers (II) ("Basherpokes")
Skulkers (III) [Hai-Phen, the Shadow]
Slinger ("Mya-Haha")
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
New Slinger ("Pik-Poke", youngest sister of the Pik clan)
New Slinger ("Char-Mander, the Meepish")
New Slinger ("Val-Arie", the Valorious)

New Dire Rat ("Pointyteeth")---Shee Ra is mounted on. (Will combine with her entry next round)
New Dire Rat ("Cutrazor")
New Dire Rat ("Jawbreaker")
New Dire Rat ("Biteybite")
New Dire Rat ("Poisonnip")
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison.
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig

Skulkers (IV) [Ho-Dor is attached to this unit]
Skulkers (V) (Achi-Lees, the unkillable)
Skulkers (VI) (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Skulkers (VII) (Vor-Keth, the massive)
Skulkers (VIII) (Ai-Ur, the Greater)
Skulkers (IX) (Ai-Ur, the Lesser)
Skulkers (X) (Tro-Jan, the unbreakable)
Skulkers (XI) (Ay-Jax, the warrior)
Slingers (V)  (Ro-Dan, the belligerent)
Slingers (VI) (Fush-Rodah, the shouter)
Slingers (VII) (Hus-Roh, the loud)
Slingers (VIII) (Aaa-Hha, the fearful)
Blunderdigs (III) (Kili-Fili, the stout digger)[/ic]

[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 22
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).

Unit: Attached to Slingers.

Instructions: Use the Potion on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

If a Midden has been constructed, Shee-Ra can be mounted on a dire rat.  She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic]Mya-He, the Unmentionable
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]Ho-Dor, the Stable
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic]Hai-Phen, the Shadow
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

From Middledeep 65
-Regarding the new recruits; the five depending on contingency)Dire Rats go north to join the SmartyScouts (Spend 4 Speed). The 3 slingers will also go north to join (the slingers would not be able to benefit from the garrison morale bonus or the inherent +2 morale bonus from the previous round's gnome assault).
-Ignore the gnomes unless the gnomes attack.

From Middledeep 72
Shee-Ra and arriving rats
-(1 Speed) Mount Shee-Ra on Dire Rat "Pointyteeth". (I assume it costs her one speed? Didn't see it written. I assume it does not cost the rat a speed)
-(2 Speed) Set up an Ambush with Dire Rats (If that is not possible, Garrison) (Have the rats be the direct units facing the Hook Horrors for purposes of taking damage) (If the rat doesn't attack separately from Shee-Ra, then she should use her ranged attack, whereas the dire rats use melee).

SmartyScouts (other than Shee-Ra)
-(1 Speed) Taunt Hook Horrors into assaulting the defenses. [If there is a risk in taunting, just have one slinger run out and taunt, then rush back in so that the Infiltrating Ambushing Skulkers and Dire Rats can get off their attack] (also, have one Skulker formally scout the Dark Elf ruin, using 1 speed to do that to see what sort of resistance might be expected and what sort of operative dungeon structures the dark elf ruin may still have).
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison and brace for the Horrific Onslaught.
-(Free Ability) Scout surrounding regions.

From Middledeep 66
-(3 Speed) Deepguards Forage (13x3 =add 39 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout the Darksea (Send down wicker lanterns with encased will o' the wisps and/or lightning bugs to peer into the depths below, spears ready).

From Middledeep 65
-(1 Speed) GoodyGarrison formally Scouts as per the action, M64.
-(2 Speed) GoodyGarrison Forages (4x2=add 8 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).


I am not sure this is the full list of bonuses for the hook horror assault, but here are some:
-Kobold Warrens v. Large Creature (-4 morale, -4 attack)
-Cavalry +2 to first melee attack
-Ambush by Infiltrating Dire Rats (attack first)
-Ambush by Infiltrating Skulkers (attack first)
-Garrisoned Skulkers (with commander) and Slingers (+1 Defense to each)
-Shee-Ra Leadership to Dire Rats
-Disease special for Dire Rats
-Hai-Phen Leadership to Skulkers
-Shee-Ra garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  (so all troops except the Dire Rats get an extra ranged and morale attack from that; and the dire rats get an extra +1 Ranged Attack and Morale because they are the army Shee-Ra is leading. )
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: TheMeanestGuest on February 14, 2013, 09:15:36 PM
[ic=While the Iron is Hot]The fire danced before his eyes, and the searing heat licked his flesh. Few things in life were so fine, and Gírn Dun Riar stood before that roaring flame for many long moments. At last he stepped away, and strong doors of ashen steel were heaved shut to seal away that great burning. The Grand Furnace was at last complete, the greatest of all his work. He had devised a steel stronger than any other ever wrought by Dwer or Dwarf. Annealed in white-hot flame, he had whispered to the metal as had been done in ancient days, and by his entreaty it took upon itself the burdensome strength of the fire and ash that birthed it. It was Ashsteel, and no metal of this age stood its equal. For years he had toiled in its design, knowing that such strength would be needed when darkness again assailed his folk. Only by the grace of this new metal did the Grand Furnace now stand before him, for only it could withstand the heat that burned deep within the bowels of this foreboding tower of metal, stone and smoke. But Gírn Dun Riar knew that this was only the beginning, and by the flames of this furnace would he at last step out from under the shadow of his father. In his hand he held a great ruby, red as life's blood, and it was the Earth's Cardinal Heart. His Lord had gifted it unto him, and bade him craft from it an artefact both terrible and grand so that all who might look upon it would know the power of the Dwerim and the grace of their Lord. He stared deep into this jewel and smiled, for Gírn Dun Riar knew that this making would herald the dawn of a new age for the Dwerim, and that by the work of his hands would it be so.[/ic]

[ic=In the Thousand Halls, In Better Days]In Rhaud it was that Andacer of the Mhaldûlne was the greatest and most skilled in the working of metal and in the artistry of jewels, and to this day his craft stands yet unequaled by Dwer or Dwarf. But had he never lived another would bear his mantle, and the world would have been the better for it.

It was that Galand of the Reim was closest to Andacer in the glory of his work and the skill of his hands. For years they contended one with the other for mastery, and were rivals in all that they did. The folk of Rhaud knew not who was the greater, and so they gathered, and bid the two smiths put forth all their skill and art, and make weapons to strike fear into the hearts of the enemies of the Dwarves. The two agreed, eager to settle the matter, and set themselves to their work. Galand wrought a hammer fine and strong, and wreathed it in a cold wind that blew down from the mountains that stood above. To Chierne, Lord of the Reim, he gave it, so that his enemies would shatter before him as brittle ice. In turn Andacer forged a sword long and cruel, and within it trapped a wrathful flame from far below, and that flame wailed horribly when it struck the foe, and put into them a terrible dread. To Kaltë, who was Nír's father, he gave it, and the Mhaldûlne were well pleased with their favoured son. It was, we know, Andacer's work that was judged the better by acclaim. Still, Galand would do much to make Rhaud a place of beauty, but for many long years he was forever second to Andacer. But all things must pass, and in time Andacer forsook Rhaud to walk in the depths, and Galand then stood highest in esteem, as was always his desire. But the hollowness of his victory gnawed at him, and he knew that he must earn it in truth. And so Galand too left the Thousand Halls, and for five years he walked upon the surface of the world, and in his hand he held a jewel, bright and pure. Through ways then secret, and now lost, he spoke to the gem of all the lore that Dwarves then knew, and these words taught it many things, and it is said that for this gift of learning the jewel in turn did favour for Galand, and held all the light that touched it close, so that it might be saved for darker days.

When Galand came once again to the Thousand Halls, he did so quietly, and few knew of his coming. He worked ten days and nights without rest, and at last the jewel was set upon a graven ring of gold, and within it was a light white and soft and clear, and its beauty was not of this earth. He knelt before Chierne, who was now foremost among the Lords and Thanes of Rhaud, and to him bequeathed the ring, and it was named Rer. Rer was fine to behold, and the Dwarves marveled at it, and said that truly it stood unequaled among the treasures of Rhaud. But the fullness of Rer's greatness had not yet been revealed.

Orcs and Goblins returned to wreak their vengeance upon the Dwarves, and wrought great slaughter with the fierceness of their assault. It was that they came to battle with the Dwarvenhost upon the dark field of Morn, and threw themselves relentlessly upon the warriors of Rhaud. It seemed then that the fight was lost, and Dwarves reeled before the savagery of Beasts, and sharp axe and fine mail availed them not as it had in days before. The line could not hold, and it began to fray. Galand pushed through the press to Chierne's side, and he judged it time that Rer's true power be revealed. He spoke softly in Chiern's ear, and Chiern then spoke one single word to Rer. And then there was light. A light glorious to behold, as if the Sun itself had come into the low places of the world. The Beasts quailed before that sudden light, and some cried out and some threw themselves upon the ground and others still turned and ran. And each and every Dwarf upon the field of Morn felt strength renewed and courage restored, and they roared as they came forward, and neither Orc nor Goblin could stand before this fury.  

Victorious, the Dwarvenhost returned to Rhaud, and it was Galand who they carried before them in their march of triumph. Through the majesty of his art, they said, Rhaud had been saved. Galand had at last surpassed Andacer, and he made many fine things in those days that Dwer and Dwarf yet remember for their beauty. For a time the realm knew peace, but all things must pass. Andacer had returned, and Rhaud was filled with revelry. The people looked upon the treasures that Andacer brought with him, and they were in awe, and is if by some wicked spell they seemed to forget all that Galand had done. Though he was yet fair to look upon, and smiled readily, Galand knew that there was a fell wrongness deep within Andacer that had not been there before. In this he was right, but it was yet hidden from the Dwarves. Andacer sequestered himself in the depths of the Hall of the Mhaldûlne, and Rhaud was left to wonder at his doings. Galand's unease only grew, and he would wake in the night from troubled dreams slick with sweat.

At last Andacer emerged, and in his hand he bore his Pearl, and all who looked upon it were swayed by its fell magic. But Galand knew that evil here had been wrought when his eye beheld it, and he was filled with dread. It was to Chierne that he went, and he begged that the Pearl be destroyed. Chierne was reluctant, for though he loved his friend, he was then still blind to the evil of Andacer's work, and he could not in the rightfulness of the law seize the Pearl. Galand nodded, and swallowed bitterly, for he could not refute the law with feeling alone. He bade Chierne farewell, for he said he could not remain in Rhaud. He had wed Lanne, Kaltë's daughter, and she was with child, and it was to the safety of his family that he said he must now look if Rhaud would not heed his warning. And so he left for Balagrod, where he had distant kin, and for some few years Rhaud was put from his mind. There his son was born, Gírn Dun Riar, and from his first years he taught his son the working of metal, and the cutting of jewels.

But news then came of the fall of Rhaud, and the desecration of its Thousand Halls, and all the fell deeds that had there been done, and all the Dwarves of Balagrod were filled with fear. Lanne grew sick from the hearing, for no word had yet come of her kin, and she thought them dead. She died then, for hope had abandoned her, and father and son alike were stricken with grief. It was a grief from which Galand could not recover, and he was not the man he was before, and no more did he teach his son of his work. And years passed, and every day his sorrow brought him closer to death, and it seemed that in his soul he already was. On a cold day when wind howled through the deeps, having found some way below the ground, death at last took him in truth. His greatest secrets died with him, for in his last days he would not speak, not even to his son. Nothing then held Gírn Dun Riar to that place, and he came to Nüln where his mother's folk had gathered. He remembered his father as he was in earlier days, and always he aspired to equal his craft, and many great things did he make in Nüln in his pursuit of that secret knowledge. Nüln too fell in time, but Gírn Dun Riar was saved from the sack by Lothë, Prince of the Mhaldûlne. His skill is the greatest to still be found among the Dwerim, and he serves his Lord faithfully in Mhaldûl-Nem, and in all his labours he seeks neither acclaim nor prize, but glory for his people and strength for the Mansion.[/ic]

[spoiler=A Letter to Dolmar Lestridae][ic=A Letter]Dolmar Lestridae of Umbrazzid,

I greet you on behalf of all the Dwerim. It is known that you yet seek to prove your friendship, and there is a small gesture that you may do to aid in that endeavour. In scouting the Great Forest I came upon an Elf, dead, savaged by wild beasts. On his person he carried a scroll, whose characters I will herein transcribe for you. If you would convey their precise meaning to me, know that you would have some measure of my gratitude. As Lord of the Mansion I grow concerned when Elves wander my realm bearing secret and poison.

The Wyrmhunt moves swiftly, and shall arrive at the lake by the end of the week. I trust your warriors will be ready.

In Good Faith,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion

[Obviously Steerpike will have to provide you with the actual contents of the letter that Lothë has transcribed][/ic][/spoiler]

[spoiler=A Letter to Phaedra Duskbow Lestridae][ic=A Letter]Apologize not, Phaedra of the Duskbow. In this translation you have lent valuable assistance, and the Dwerim are grateful. Your father must do what he must do in service to Umbrazzid, and I shall pray that his Ancestors protect him. That Viarra Gloomsong sends her agents into our lands, and that they seek such profane relics, troubles me greatly indeed. You may see what your Goddess grants you to see in the Tower of Screams, and you may glean what you will from the seeing, so long as you share this knowledge with the Dwerim. The Tower broods in the forest, and I have sat ill at ease since it was uncovered. It is dire to look upon, and I have felt a quiet malice steal into my heart when I have stood within its vast shadow. When Scorra lies dead, the Nocae may walk freely in the realm of the Dwerim. Should they come to cleanse this fell Tower I will do all that I can to aid them in its cleansing, and in the destruction of this Staff of the Excruciatrix. I will not risk the delving of this ruin without the Nocae. I fear for the safety of the Mansion in the absence of the warriors of the Wyrmhunt, and I will not endanger the lives of my subjects.

The caverns above rumble ominously and war may soon come to the Dwerim. The Goblin King has defiled the Thousand Halls of Rhaud, our ancient home, and by this insult I see that he may soon set himself against us. The Orcs of the Blood Spear Clan come south, and I know not their intent. They are savage creatures who delight only in slaughter, and so we watch closely all the ways of the Forest, and our axes rest near to hand. Tiern now marches without pause to Balagrod and the lair of the Dragon, and your warriors must set out this very week to meet the Hunt. You have my apology, but I do not order my men to march to their own exhaustion lightly. The sooner the Wyrm is slain, the sooner their axes may again make safe the halls of Mhaldûl-Nem. It is my fervent wish that we may be friends, and so I humbly ask that you send immediately those men that you might, so that their blades and bows may be joined to the axes of the Dwerim in the Hunt. The Queen of the Dwarves allows this Hunt, and so long as you march as part of its company you will be safe from her wrath.

With my own eyes I know not this creature you describe, but in the legend of my people there may be answer. They are the Watchers-in-the-Water, and they are beings of limitless cruelty. They care not for the lives of Elf or Dwer or Dwarf, and love only themselves. They are perverse and wicked, and will corrupt all that they touch so that they might spread their fell dominion. These were but stories, but it seems they may be true. If they are, this creature cannot be redeemed. No bargain made with it will be safe. Destroy it, or leave it where it lies. If I sat where you now sit I would fill this creature with my arrows and burn its corpse to ash. But I do not, and so the choice is yours, Phaedra Duskbow Lestridae.

May Your Ancestors guide you,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]  

[spoiler=A Letter to Dâgalûr][ic=A Letter]I am troubled, Goblin King. A most disturbing rumour has reached my ear. Rumour that the filthy feet of your Horde have set foot upon the streets of Ancient Rhaud, that their filthy hands have defiled its sacred statues and stolen the treasures of its venerated craftsmen. You begged me for peace, Goblin, and I generously gave it. My terms were clear. No Goblin was to set foot within the Thousand Halls. Yet why then do I hear that they have? Have you spat upon the peace between us?

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Reply to Dâgalûr][ic=A Letter]You know well what it is that you have done. Grave insult have you done to the Dwerim, and you have shown only the greatest contempt for our ancestors. Not only by the ravishment of Gleaming Rhaud, but by the betrayal of your word. You claim that you have come not to the Middledeep, and yet in the same breath you prove yourself false in this as well. How could the Dwerim block route of trade that comes not through our own realm? The Fortress of Undrenwald is not built out of such petty concern, but to guard safe the world against the evils that lurk in the fetid depths below. There is naught that understands trade in the Lowerdeep, Goblin King, save perhaps some scattered remnant of Duergar Imperialism. The Dwerim do you favour in the building of our Fortress, and yet you spurn us by delivering grievous affront to our Ancestors, and by trespass in our realm. These two things, and these only, were made forbidden so that there might be a peace between us. But you have cast that aside.

I have little interest in war. I have seen enough blood, century after century. But insult must be answered. The Great Forest and the Realm of the Dwerim remain forbidden to your kind, and are now and forever-more made forbidden to any who have aided Goblins in their work, and to any trader who has willingly done business with a Goblin. Unless your words are humble and you seek to atone for what you have done, write us not again.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Disa Grimhammer][ic=A Letter to the High Queen of the Dwarves]A disturbing rumour has reached my ear, Disa Grimhammer, High Queen of the Dwarves, and I write so that you too might know it. I have heard that the treacherous Goblins of the Red Tide have despoiled the ancient city of Rhaud, resting place of many of the greatest ancestors of both Dwer and Dwarf, and that they have defiled the City's hallowed halls. They have carried off the treasures of our people, and now nest within the Thousand Halls, filling it with more of their loathsome kin. Their King had begged me for peace, and I gave it to him. Only one condition did I give: that his people tread not in Rhaud. And yet a moment passes, and I turn round, and I hear whisper that these Goblins have broken the treaty that was between us. I have written to this Goblin King, to seek the truth of the matter, but he answers not this charge. In this I sense his guilt, for an innocent would not remain silent when presented with such grave accusation. I was foolish to have given even a shred of my trust to this so-called King. A Beast never changes, for it is a Beast, and in all that it does it only seeks to serve its base desires.

I have sent Tiern with many of the strongest warriors of the Dwerim to hunt down Scorra, the Grey Wyrm, for the safety of both our peoples. But in this doing the defence of the Mansion suffers. I fear that it is the Goblin's intent to set himself against us, and invade our realm. Rumour also reaches us of Orcs moving south, and this too is troubling to the Dwerim. Should the Mansion be assailed, I humbly ask that the stalwart warriors of Droch-Mûrad come to our aid. The Beastfolk shall then know that you are more than a slayer of wolves.

By the Grace of Our Ancestors,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Shee-Ra Cleversmart XVI][ic=A Letter]O Great and Terrible Majesty,

It seems that the Goblin Dâgalûr is intent on spreading his malicious lies throughout your... vast... realm. The Dwerim have made no threats against these Goblins, and we have done nothing that you yourself would not approve. We have built a fortress, it is true, so that our lands might be protected from the terrible threat of, as you say, NastyDreams. It is known that these creatures lurk in the depths, and wait only for their chance to strike.  

And yet the Goblin claims our fortress impedes his trade, but what trade can be had so deep? Does he consort with the NastyDreams? We humbly request your Royal Investigation into this most serious matter. Further, this Goblin delivers A Great Insult to the Most Honoured Ancestors of the Dwerim, Even Those Who Do Not Deserve It. He snaps their bones, and treads thrice and twice again upon their graves, and defaces their graven images in a manner not ironic nor humorous, but with somber and serious intent. For this insult we have forbidden any Goblin from setting foot upon our land, and we watch vigilantly and closely lest the NastyDreams enslave these Goblins to their will. We have made no mention of the Cleversmart Kobolds, or of trade with them. We suspect the Goblin is not a student of geography, and that he is neither Clever nor Smart, and that he has become confused as to the location of the Cleversmart Caverns.

Cordially,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Käfer][ic=A Letter]Lord Käfer,

Though the Empire has fallen, the Dwerim do not spurn the Duergar. Between us there has been a long peace of centuries, and this I do not discard. Your report troubles me. My folk are deep miners, as yours are, and we have known that some scattered remnant of Our Enemy yet lurks in the depths. I had not suspected the infestation had become epidemic - that they are as organized as you suggest. I fear then that the Fortress the Mansion builds to guard the lower ways will not alone suffice.

There was an alliance between the Empire of the Duergar and the Kingdom of Nüln in elder days. Perhaps it is time to honour it anew. I shall promise that should your Holds be assailed by the Sporekin that the Dwerim shall in turn bring fire and axe against them so long as you should promise the same of those Duergar who owe you their allegiance. We cannot allow this Rot the luxury of division between our Realms.

Vivat Imperium,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]    

[spoiler=In Reply to Käfer][ic=A Letter]Lord Käfer,

The ancient alliance stands once more, and the Dwerim are well pleased. Should the Sporekin grow appetite, they will find their bellies yet empty, for the Dwerim and the Duergar shall be upon them, and they will be cast down in fire, and shall never return to the loam that gave them birth.

If it is the head alone of the Grey Wyrm that is your desire, perhaps to mount upon your wall, then as a gesture of friendship I shall have it sent to your halls should the Wyrm be slain. But the heart I cannot give. My son has sworn before the Ancestors that he shall bring the heart to Disa Grimhammer, Queen of the Dwarves, and place it before her in Droch-Mûrad . In this it is his hope that he might win her hand, and bind anew the Dwarves and the Dwerim. This oath he cannot abandon, and I would not ask it of him, for it would stain the honour of each and every Dwer.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]    
 
[spoiler=Orders for The Month of the Spider, Week Three][ooc=Orders for The Month of the Spider, Week Three]Production

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal (+10 Gold, +5 Metal)

Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Lizard Pen (1): +35 Food
Mushroom Forest: +25 Food

Total: +310 Gold, +30 Metal, +125 Food

Upkeep

49 Dwer Axemen: -98 Gold, -98 Food
3 Dwer Flamesprayers: -12 Gold, -6 Food

[Not to be payed this turn: 11 Dwer Axemen (-22 Gold, -22 Food) 2 Dwer Flamesprayers (-8 Gold, -4 Food), 1 Furnace Master (-6 Gold, -3 Food, -3 Metal)]

Construction

Mhaldûl-Nem

Under Construction: Flame Gallery (1 Week Remaining)

Undrenwald

Under Construction: Escape Tunnel (1 Week Remaining), Outer Wall (2 Weeks Remaining),

Recruitment

1 Dwer Furnace Master -35 Gold, -10 Metal
2 Dwer Flamesprayers -20 Gold, -10 Metal
11 Dwer Axemen -88 Gold, -22 Metal

Wealth

Gold: 5
Metal: 39
Food: 492

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (1), Flame Gallery

Undrenwald

Defences:

Armies

Note: All Dwerim units currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence
Lothë - Garrisoned at Mhaldûl-Nem
1 Furnace Master (Gírn Dun Riar) - Garrisoned at Mhaldûl-Nem
5 Dwer Axemen - Garrisoned at Mhaldûl-Nem

The Undrenguard / Prayer: +1 Morale, +1 Defence
10 Dwer Axemen - Garrisoned at Undrenwald
2 Dwer Flamesprayers - Garrisoned at Undrenwald
3 Dwer Flamesprayers - At Undrenwald.

The Wyrmhunt / Boast Made: +1 Speed, +1 Attack and +1 Morale / Prayer: +1 Morale, +1 Defence
Tiern - At M44
40 Dwer Axemen - At M44

[spoiler=Characters][ic=Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Melee Attack: +8
Melee Damage: 9
Defence: 23
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Grudge (Fungoids)
Inventory: Rotdoom (+2 Damage against Fungoids, stacks with Grudge), Vial of Poison

Lothë increases the Defence and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Tiern, Warden of the Undrenwald and Heir to the Mansion]Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 3
Morale: +4
Abilities: Leadership, Grudge (Orcs)

Tiern's Grudge ability applies to all units in the specific regiment he leads. Troops garrisoned in a dungeon with Tiern gain +1 to their Morale score.[/ic]

[ic=Gírn Dun Riar, Master of the Grand Furnace]Upkeep: 6 Gold, 3 Food, 3 Metal
Melee Attack: +8
Melee Damage: 7
Defence: 19
Health: 15
Speed: 3
Morale: +5
Special Abilities: Repair[/ic][/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem will pray at the Hall of the Ancestors

The Dwerimhost and the Undrenguard

Send 3 Flamesprayers and 5 Axemen from Mhaldûl-Nem to Undrenwald.

Obviously, the two flamesprayers who were already present at Undrenwald shall garrison themselves therein.

As the fortifications have yet to be completed if Undrenwald is assailed by a force of at least twice the size and ability of the Undrenguard, the Undrenguard shall withdraw as close to Mhaldûl-Nem as is possible.

The Furnace Master, Gírn Dun Riar, has worked his own armour and weapons and those of his lord Lothë so that they might serve better in battle.

The Earth's Cardinal Heart has been given to Gírn Dun Riar, Furnace Master. From it he shall work an amulet worthy of a Prince of the Mhaldûlne, and it shall be as a symbol of the authority and strength of the Lord of the Mansion. On heavy ashsteel chain shall the Heart hang, mounted in an ashsteel fitting graven with runes. Its weight shall remind the Lord of the burden that he bears for his people, and it will never sit easy upon his neck. (-10 Gold)

Wyrmhunt

The Wyrmhunt shall spend 1 Speed to Investigate Nüln. They will be careful and wary in their delving of the dead city, and Tiern's memories of the city shall certainly prove invaluable in this. If monsters or wicked folk are encountered, they shall be slain or driven out. If it is an honourable folk that has come to Nüln, and if they intended no offence in their habitation, then they shall be left unmolested, and Tiern will attempt to win their friendship. He will offer that Dwerim shall come to Nüln to make strong again the Gate, so that none might enter the city who are not friends. The Dwerim shall come, he will say, and the city will be fair and fine again, and it will be made safe for the children of that folk. However, as they inhabit the ancestral home of the Dwerim, they must pledge their fealty to the Lord of the Mansion of Mhaldûl-Nem. Tiern will inform them that in return for their allegiance they shall be afforded the protection of the Dwerim, and that this folk already benefits from the valour of Dwerim arms, the Fortress of Undrenwald having been established to the east, preventing incursion by any evil that should seek to rise from the depths. Additionally, their leader shall remain as ruler of Nüln, under the greater suzerainty of the Lord of the Mansion.

Regardless of who or what now occupies Nüln, effort shall be made to locate lost treasures of the Dwerim. Tiern shall make good his promise to Swide, should he be able, and he shall sing in what remains of the Rose Garden, so that that place might again know some measure of joy. Should Nüln be cleared, it will be reinhabited by the Dwerim and Tiern shall renounce his place as Warden of the Undrenwald, and instead take up the duties of Steward of Nüln. Should any honourable inhabitants agree to become the vassals of the Lord of the Mansion, the dead city will live once more, and it shall be a House within the Dwerimrealm.

Once business in Nüln is concluded, the Wyrmhunt shall spend its remaining 3 Speed to move from M44 to U34, and will then Force March from U34 to U19.[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: HippopotamusDundee on February 15, 2013, 04:53:00 AM
 [ic=Retribution]
Yuddarath moaned and trembled as Ktan-Ydheel stalked through its corridors in a mood as black as the empty sockets of the Cerelich's eyes, spirits lifted only slightly by the abortive psychic cries of the lobotomized Overbrain in the throneroom upon which its new Apprentice plied his ghoulish trade. Elves - the Cerelich was rapidly realizing- were the most perfidious and treacherous of all the lesser vermin that crawled and squirmed through the caverns of the Underdeep and the surface below. With the exception of the Prince of Kirr-Gonda and his eminently reasonable business practices the Cerelich cursed the entire race of pointy-eared upstarts in languages not spoken in untold aeons as the contemplation of the loss of an expeditionary party - and more importantly, potential fodder for experiments - continued to fuel Ktan-Ydheel's cold and calculating fury.

But if lesser races wished to involve themselves in the affairs of the Deathless, then Ktan-Ydheel was more than happy to accommodate their interest and work towards a permanent relationship. Yes, his plans for doing exactly that were beginning to bear fruit and soon every one of the vermin who had so dared to challenge him would be thrown into the digestive stomach-chambers at Yuddarath's feet to there be broken down and assimilated into its unliving walls and corridors where their minds would slowly gibber and shudder at the horror of their new existence until the bodiless wretches were lost within eternal and absolute servitude in their roles as Yuddarath's marrow and mortar.

Ktan-Ydheel smiled, the Cerelich's tentacles writhing in anticipation and its corpse-like lips parting in a rictus grin and as it did Yuddarath calmed and stilled, the tremors spasming through its unliving flesh slowing as the Cerelich's fury crystallized into purposeful determination and sadistic clarity.
[/ic]
[spoiler=Message for Whisper]
[the merest tendril of a thought; like catching smoke on the breeze or a wisp of fog carried in the darkest night]
My dearest Whisper,

I am surprised by the progress you have made already just by glimpsing the furthest edges of my thought-patterns - it seems you are a quick study for such things.

Await my messenger within a month - you will know It by the writhing of tentacles that spells out It's name thusly - [the taste of blood, a terribly luminous glow of anti-colour, the icy tang of the empty voids between the stars and at last a name, sounding somewhat like Dlyehadrath.

Conceal It from your Overbrain and It will be my messenger to you when you deem it safe to expose yourself long enough to learn more.

And understand this - there is in me as much nostalgia in seeing in you what I once was and knowing the similarity between us as there is joy in the opportunity to tweak the Overbrain's brainstem and to someday bring it Low - do not presume to know my motives or my relationship with [sense of parental pride and attachment, undertone of contempt and pity, memory of nurturing the deathless seed within it, faintest tang of devotion and domination paired and then the name - Yuddarath]

Yours in Yuddarath,
Ktan-Ydheel[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies [/spoiler]
[spoiler=Upkeep]
1 Star Vampire: -4 Bodies
2 Ceremorph Ghouls: -12 Gold, -6 Bodies
1 Ceremorph Ghoul Captain (Tsatha): None
1 Apprentice (Altharid-Xallisine): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Memory Womb: 1 week remaining
Thrall Pen: 1 week remaining
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Recruit 12 Zombie Thralls: -120 Gold, -9 Bodies
Recruit 6 Ceremorph Ghouls: -72 Gold, -6 Bodies
Recruit 2 Star Vampires: -50 Gold, -6 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 9
Metal: 30
Food: 0
Bodies: 31[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Spawning Pool
Secret Chamber
Chamber of Obscentities
1 Thrall Pen
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
[/spoiler]
[spoiler=Armies]
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Altharid-Xallisine) - Garrisoned at Yuddarath (Lowerdeep 56)
8 Ceremorph Ghouls - Garrisoned at Yuddarath (Lowerdeep 56)
2 Star Vampires - Garrisoned at Yuddarath (Lowerdeep 56)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

1 Star Vampire - Garrisoned at Lowerdeep 59
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry
Inventory: -

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire)
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[/spoiler]
[spoiler=Orders]
Spend 0 Speed to move Altharid-Xallasine and 10 Zombie Thralls up a level to Middledeep 24 then spend 2 Speed to move them to Ulm-Ulhulm (Middledeep 22) and another 2 Speed for the Zombie Thralls and 1 Speed for Altharid-Xallasine to mitigate risk of magma damage.

Altharid-Xallasine uses the 10 Zombie Thralls as Sacrifices and uses Summon (Bloodfiend) to summon a pair of Bloodfiends and spends 1 Speed to garrison in Ulm-Ulhulm (Middledeep 22).

Spend 2 Speed to move 2 Bloodfiends to Middledeep 21 and then spend 0 Speed to move them up a level to Upperdeep 28. Spend 2 Speed to move them to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there after the departure of the archers.

Ktan-Ydheel uses the 2 Kobold Thralls and Xulhoon stored in the Thrall Pen along with 2 Zombie Thralls and 1 Ceremorph Ghoul as Sacrifices to summon a pair of Star Vampires.

Spend 0 Speed to move 2 Star Vampires up a level to Middledeep 24, then spend 4 Speed to move them to Middledeep 21. Spend another 0 Speed to move them up a level to Upperdeep 28 and then spend 2 more Speed to move them to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there after the departure of the archers.

Spend 4 Speed to move 1 Star Vampire to the chasm between Lowerdeep 52 and 53, then spend 0 Speed to move it up two levels to the opening between 27 and 26. Spent 4 Speed to move it to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there after the departure of the archers.

Spend 0 Speed to move 7 Ceremorph Ghouls up a level to Middledeep 24 and then spend 2 Speed to move them to Ulm-Ulhulm (Middledeep 22) and another 1 Speed to mitigate the danger of magma. Spend 1 Speed to garrison there.

Ktan-Ydheel to Scry on Upperdeep 30, Middledeep 20 and Middledeep 40 . Also continuing to put the word out to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
Altharid-Xallisine continues refining her understanding of Kirr Dark Elf sorcery at the Chamber of Obscenities.
Naerlyth the Unclean continues spending his time at the Spawning Pit improving the virulence of Ceremorph Ghoul diseases.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Humabout on February 15, 2013, 05:27:09 PM
[ic=Fluff]Release the bats![/ic]

[spoiler=RELEASE THE BATS!]
[spoiler=RESPONSE TO DWERIM]
We have made no aggressive move against the Dwerim of which I am aware.  We have not even descended to the MD.  Whatever offense you think we committed, you are mistaken.  I have received word, however, that you have blocked our trade route to the Lowerdeep.  I would appreciate an explination.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=RESPONSE TO DWERIM]
Lothe.

We have received word from the CleverSmarts that you desire the statues in the ruins beside our dungeons as reparations.  This we would gladly give you, but as we are accused of defacing graves, I would prefer to hear it from yourselves before removing any gravemarkers.  If such a thing you desire, send us word.  We've no interest in lowering ourselves to your level, but if Dwer military forces enter ours, we will be forced to take it as an act of aggression.  Meanwhile, we will not impede your ability to pay tribute to the CleverSmarts.

We await your reply.
[/spoiler]

[spoiler=MESSAGE TO GARNAKH]
I have heard that an orc army is headed south.  I would like to know to what purpose you approach our borders.  Should we share a common purpose, I would gladly lend assistance.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=REPLY TO GARNAKH]
We have particular love for Grimhammer dwarves, but they are far and just below us down the Downward Stair lies an unprotected dwarvish stronghold held by the Dwer.  I would not presume to tell you who to raid, but I might suggest that spies and spiders whisper tales of it being only modestly guarded - a mere 7 dwarves hold the keep as of last report, while the bulk of their army marches west, presumably toward the Grimhammers.  This is our goal, to take the Dwer stronghold and cut off the food supply to their army.

Feel free to join us in sacking their stronghold, but on the condition that when we take it, it is ours to keep.  They have piled insult upon insult against us, and we will sit on their throne and defecate on their fathers' graves.  If you wish to raid the Grimhammers, do so with our blessing.  No goblin will impede your march, but that fight must wait for us.  We have vengeance to visit upon others.
[/spoiler]

[spoiler=MESSAGE TO SHEE-RA]
The Dwer are forbidding our trade with our allies in the Middledeep, such as yourself.  This is as much an offense against us as it is your highness!  They dare tell the Cleversmarts with whom they may conduct business!  I am attempting to negotiate with them, but your voice may lend gravity to the seriousness of their offense.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=REPLY TO SHEE-RA]
We thank you for your intervention, Your Highness, in this matter.  We do not think as the Dwer do and have not set foot in their territory.  We have expanded our dungeons in order to increase our production levels.  The surface is vast and large armies are required to subjugate it - more than raids can provide.  It was to that end that we captured an old dwarf mine near us and are establishing a mine of our own, as well.  Despite being attacked by the residents of that ruin, we have not desecrated any statues - only taken weregild for our fallen.  If they want us to deliver the statues from within those mines, we will, but I would prefer to hear that rather than insults and accusations from Lothe.  It would be a simple reparation.

We would trade with The Glow, an enemy of the NastyDreams.  They are a race of plant people who desire only to inhabit the Lowerdeep, which being the homes of the NastyDreams, makes them natural enemies.  An alliance with them would seem to serve us all.  With regard to impeding your trade, we would never do such a thing.  We have not stopped trade with anyone, although we have heard from our allies, The Glow, that they have amassed an army and sent it west toward the Upperdeep and have also established an outpost that blocks our trade route to The Glow, enemies of the NastyDreams.

(In other words, 1) we need more resources to fund more troops to conquer the surface; 2) we trade with The Glow; 3) we won't bother CleverSmart trade in any way with anyone; 4) we will upon hearing from the dwer that this won't make them more constipated; 5) as long as we get to keep their mine, we won't write on stuff or break things.)
[/spoiler]

[spoiler=MESSAGE TO KAFER]
I have heard the Disa Grimhammer is seeking a dwarf husband who has slain the dragon that resides in the Upperdeep.  This dragon is quite the threat to ourselves, but not being dwarves, we would profit little of her by killing it.  You, however, are of dwarvish blood and can make good use of it to bind her clanhold to your own.  I suggest a deal.  In exchange for the dragon's corpse, your deurger and my goblins will become bonded in an alliance by which we mutually defend each other, allow each other free passage through our territories, and offer discounted rates of trade.

How say you?

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun Sees
[/spoiler]

[spoiler=REPLY TO KAFER]
Slaying a dragon should be of little difficulty for The Horde, and for now, our only requirement from you would be that you collect it directly  from our dungeon.  We would deliver it, but we don't think hauling a dragon corpse through the Dwer's home territory would be wise at this time.

With regard to your concern over separation, we do not expect to have need of your axes as yet.  Our main concern is having allies in the Underdeep that will prevent attacks on our home base while we raid the surface.  It is growing more and more evident that we will require strong friends whose prowess will be sufficient deterrent to war, and when people speak in fear, they often speak in fear of your mighty host.  Also, an alliance with the husband of Disa Grimhammer is as good as an alliance with Disa herself, as well, and she is quite close.

Should, by some chance, you require our military presence, we are many in number and can as easily march downward as upward.  We seek plunder, and would prefer to concentrate on the surface, but if our staunch allies are threatened, then we risk losing the deterrent that keeps us safe.  It would naturally be in our best interest to assist as rapidly and violently as possible.

It is our hope that this makes sense and that you will agree to these terms.  Consider the dragon's life the mortar that holds our alliance together.  Both a proof of our might and a token of good faith.
[/spoiler]

[spoiler=MESSAGE TO THE GLOW]
Ugly dwarves have blocked my ability to send you more bodies!  I am attempting to negotiate a solution, but hearing from you may help sway them in our favor.  I do not think they truly understand what they are doing.  They impede your blossoming into greater beauty as much as they prevent two friends from helping each other.

Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun See
[/spoiler]

[spoiler=REPLY TO THE GLOW]
I thank you for the beautiful intelligence report on the filthy dwarf whereabouts.  I intend to make them go away, and with haste.  Even now, an army of orcs is joining my forces, and together we will take the dwarvish stronghold.  If Your Beauty wishes to assist in the assault, we would be most grateful, but more than anything, we need only destroy their means of paying their greedy, ugly soldiers.  Without cold, dead gold, the dwarves will abandon their leader, and that large force you informed us of will be no more, as will the outpost that blocks our trade.

Harry the outpost and prevent their forces from reinforcing their stronghold.  Bolster our numbers at the siege, if you can.  Together, we will exterminate this ugliness in the Middledeep.  In exchange for this great help, we would gladly offer you the Dwer stronghold nestled deep in the Great Mushroom Forest of the Middledeep.
[/spoiler]

[spoiler=DISA GRIMHAMMER]
I humbly seek your council.  Our neighbors, the Dwerim, claim we have violated the nonaggression pact we have with them, but we have not entered their territory, or even descended to the Middledeep.  I am not sure how we have violated the treaty and hope you might shed some light on it; I fear we do not think as dwarves do.  In the end, we wish only for peace.

We thank you in advance for your help in this matter,
Dâgalûr, Bane of Men, Slayer of Elves, Patriarch of the Blood Clan, King of the Goblins, and Lord of All the Sun See
[/spoiler]
[/spoiler]

[spoiler=Orders 'n' Stuff]

[spoiler=Production]
Gold:  400.
Metal:  40.
Food:  160.
[/spoiler]

[spoiler=Upkeep]
Gold: 77.
Food: 77.
[/spoiler]

[spoiler=Construction]
The Downward Stair (Upperdeep 44)
Beginning Construction:
Goblin Mine (2 weeks to completion)
Pallisade (1 week to completion)

Ghostwalk (Upperdeep 42)
Beginning Construction:
Goblin Mine (3 weeks to completion)
[/spoiler]

[spoiler=Recruitment]
Upperdeep 43:
83 Goblin Grunts
20 Goblin Archers
[/spoiler]

[spoiler=Wealth]
Gold:  0.
Metal:  196.
Food:  508.
[/spoiler]

[spoiler=Dungeons and Outposts]
The Skull Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Muschroom Grove
Goblin Lair
Goblin Armory

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Established.

Ghostwalk (Upperdeep 42)
Established.

Dwarf Ruins (Uppedeep 42)
Thane's Hall (unusable by Goblins)
Forge Hall (unusable by Goblins)
Shield Hall (unusable by Goblins)
Hall of Gears (unusable by Goblins)
Artificer's Hall (unusable by Goblins)
Hall of the Ancestors (unusable by Goblins)
Improved Dwarf Mine

Outer Walls
Impenetrable Walls
Escape Tunnel
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
20 Goblin Archers

(Upperdeep 44)
1 Goblin King
1 Goblin Commander
130 Goblin Grunts
50 Goblin Archers

(Upperdeep 42)
1 Goblin Commander

(Underdeep 42 Ruins)
1 Goblin Commander
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 20
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Surface Raider
Possessions:  Horsemaster's Ring, Mithril Mail (+2 to Defense included in stats above)

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.
When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight. If he departs the army, they begin to accrue Morale penalties as normal.

COMMANDER OF THE DOWNWARD STAIR
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF GHOSTWALK
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF THE RUINS
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3
[/spoiler]

[spoiler=Orders]
[Speed 2] Goblin King and all attendant goblin soldiers excepting the two new commanders move to The Downward Stair.
[Speed 1]  The following units move from The Skull Throne to The Downward Stair:  93 goblin grunts and 10 goblin archers.
[Speed 1]  Goblin King assumes command of an army consisting of three regiments of goblin grunts (50 grunts, 50 grunts, and 30 grunts) and one regiment of 50 goblin archers.  The Goblin King himself is attached to the regiment of 30 grunts.  The goblin commander joins the regiment of goblin archers.  All of the new arrivals garrison at The Downward Stair.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Polycarp on February 15, 2013, 07:37:43 PM
The Glow - Fungoids - Week 3

The Glow Theme (http://picosong.com/nsS6/)

[ic=Entwined]The Child's eyes were closed, but that was no obstacle to the light.  The light that played on the still waters and the waxy skins of her children was but an expression of the inner light, the light of the dream that suffused every mote of her being.  The sightless light danced between her and the formidable creature in her embrace, and in that embrace this new servant was her companion in the dream and her lover in her arms.  

Her new companion was her old companion.  When Blackrot had lived, it had served Blackrot; now the Child lived, and it had sworn to serve the Child.  Yet though its loyalty was good, loyalty to the flesh was not enough – it must have loyalty to the Dream.  "Blackrot the Second," it had called her, but this was not Truth.  Blackrot was dead, the First and the Last, and that name with her.  The Child was colorful.  The Child was life.  Soon, the wayward spawn would see this.

The slime of her body caressed her companion's chitin; it was thick and gnarled, still bearing the old scars of axe-blades.  Her form slowly crept about and enveloped the creature.  Her body – and slowly, her mind – began to seep into it.  It thrashed momentarily, surprised, but soon the unease was overcome by a wave of color and awe, and its fearsome body ceased to struggle.

Most of her servants only felt the Dream dimly.  Their minds were washed in the gauzy light of ecstasy that radiated from the Dream, but the visions themselves they could not perceive, not clearly.  They did not wish to, or wish anything else but to cheerfully labor in the haze of beauty and tranquility.  This one would be different.  It would not see as the Child saw, not as the Dreamer allowed the Child to see, but as it quivered in her narcotic embrace it drew closer to the Dream.  It saw the edges of the true beauty known to the Dreamer, the colorful fringes of the unreality.  The Child was vaguely aware that some minds could not quite comprehend the totality of the Dream; she had shared it with some thralls before, mewling in their membranous cages, and it had broken them.  Of course, they were not wasted – their flesh fed her children all the same – but they did not eat or reproduce, reduced to drooling idiocy.

No, a weak mind might be broken by the dream – and she had no need for a broken mind in her new prize.  Yet it would be molded, guided carefully and lovingly into another plane of thought, a place of perfect beauty and ineffable bliss.  As its mind stirred within the Dream, its body began to change as well, as the Child's spores suffused it with color and beauty.  What speaks truth must be true; what loves beauty must be beautiful.

The Child gazed upon her companion.  It would grow conscious of itself within the Dream – just a mote, perhaps, but a mote of true reality that knew itself, not merely dust illuminated by the Dream's reflected light.  A servant shown the Dream was a better servant gained.  The Child loved her companion; she would lose herself in that love, but for the dream they shared - the dream they would now dream together.  The dream must be realized.[/ic]

[spoiler=Message to Dâgalûr]The bat-keepers are now growing rather used to the infested bats sent back from the Lowerdeep - perhaps they even have a designated bat-stable-goblin to "receive" it.  It's probably one of the runts.  I mean, it seems harmless, but all the bat-keepers agree that breathing hallucinogenic spores from a fungus sprouting from a zombie bat can't be good for your health.

We love you, flesh.  We receive dead-flesh.  It is beautiful now.  Dwarf-flesh severs us from you.  We desire this not.

We see the dwarf-flesh.  We see.  They are close.  They threaten us.  They draw near the Child.  They hate us.

We love your flesh.  But the dwarf-flesh hates.  The dwarf-flesh kills.  They are ugly flesh.

Seven dwarf-flesh there are in the ugly dwelling.  Forty-one dwarf-flesh move west from there.  We know not where they go.  We fear their designs.  Their dreams are ugly and dangerous.

We will not reveal ourselves to the dwarf-flesh.  They hate us.  They will not heed the Dream.  You will make them leave.  Leave.  Make Leave.  UGLY.  HATE.  SHARPNESS AND DEATH.  YOU MAKE THEM LEAVE.

Or we will have no choice...

The sprout blooms again, into a little flat-capped mushroom - but this time, it oozes with a bright crimson fluid, uncannily like blood, that grows darker as it drips down the bat's corpse.  Where the ichor touches it, the bat begins to smoke and sizzle, and is soon a half-melted pile of fur and putrid guts.  The bat-keepers notice that even the floor beneath is pitted.  Perhaps it would be best to let the runt clean the message up, too.[/spoiler]
[spoiler=Message to Llitul]The Truth is the Dream.  The Dream is beautiful.  Therefore the Truth is beautiful.  What is not beautiful is not true; what is not true is not beautiful.

But there is ugliness near us.  We feel them, Llitul.

The sharpness.  The ugliness.  Our children have seen the Lothe-flesh.  They draw near us.  They make.  They build from dead things.  They are upon us...

We lurk in the crimson light.  We watch them.  We do not know if they see us... but we think not.  They have moved on.  Forty-one move west, to where we do not know.  Only their makings remain, with a few fleshlings watching over.  Seven remain in their ugly dwelling.

(Images of dwarves fill the vision.  They are indistinct, as if viewed through murky water, but surrounded in fiery halos of deep and endless blackness.)

The good-goblin-flesh gives us dead flesh to beautify – but no more.  No more, Llitul.  The Lothe-flesh is here.  We tell the goblin-flesh to make them leave.  They cannot.  They do not.  We do not understand.

They cannot stay.  They are so close to us... we are afraid of them.  Look, Llitul.  They poison the Dream, Llitul.  The color-haters.  The death-lovers.

(Something is wrong... there is suddenly an horrible, sickening vertigo in the vision, as if all reality opened up in a yawning gap into which all the color and light begins to fall.  The colors that remain are indescribable, as if dread and terror were themselves colors.  There is a cacophony of inhuman moans and wails, a choir a million strong, in sounds no animal could make and no mortal ear could hear.)

I... We... we... they must go.  They must go.  There is no place for them in the Dream.  I fear them Llitul, but...

...but...

...we too have a sharpness.

We perfect flesh.[/spoiler]
[spoiler=2nd Message to Llitul]This is the goblin-flesh called Dagalurbaneofmenslayerofelvespatriarchofthebloodclankingofthegoblinsandlordofallthesunsees.  That is the only goblin-flesh we know.  It is good flesh.  Flesh gives us dead-flesh - but now Lothe-flesh guards the way.

They will hurt us.  This we know.  But we have many children.  We bear pain.  We bear ugliness.  The Dream is strong.  We will not wait for their sharpness and fire.  We will take their ugly dwelling that lurks near us, and we will uproot it.  We will drive them out.  They are few, and we are many.

But we do not know these fleshlings that the Lothe-flesh sends west, away from the crimson light.  Away from us.  Forty-one he sends to places we know not, where we have never been.  Will they turn and come for us, when we take his dwelling?  We... I am not sure what to do with them.  I cannot see it in the Dream...

The other dwarf-flesh has spoken to us.  The deep-flesh.  The duergar-flesh.  This one warns us not to come near.  We offer the flesh this - to leave the gardens between us in peace, if they will do so.  You have warned us of this flesh.  Yet we cannot keep safe from dwarf-flesh above and dwarf-flesh below.  We must let them have their dreams, if our colors will grow and the flesh of Lothe be made beautiful.[/spoiler]
[spoiler=Message to Shee-Ra]The message the rat returns with is bizarre – it's written in a mishmash of dwarven, elven, and kobold dialects, with a smattering of goblin as well.  Sometimes whole phrases are of a single language; sometimes the tongue changes with each word.  As one might expect of such a message, the grammar is completely incoherent, but fortunately all the phrases are quite simple.  Assuming the Cleversmarts can read this, the reply reads as follows:

This message.  A flesh message.  You make flesh-lines.  Strange lines.  We answer.  We love the flesh.

We are Dreamers.  We perfect flesh.  We make flesh beautiful.  We love you, good flesh.

The flesh gives us dead-flesh.  We make dead-flesh beautiful.  In dead-flesh we are born.  We take dead-flesh and make life.  We perfect flesh.  Gold is ugly.  Dead-gold.  Death is not beautiful.  Life is beautiful.  We make the flesh bloom.  We share our colors.  The Dream lives.

Flesh speaks in flesh-lines.  Other flesh whispers.  Dream-whispers.  We hear them.  But our dream is life.  Our dream is beauty.

There is good flesh.  Good flesh gives us dead-flesh.  There is flesh that hates.  Ugly-flesh.  Bad-flesh with sharpness and fire.  We love all flesh.  But the Dream must be safe.  We must be safe.  We love our children.  Our colors grow.[/spoiler]
[spoiler=Message to Käfer]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds through the long passages filled with mushrooms and into the fiery caves of the Duergar, finally reaching the gates of Käferhold, where the top blossoms open to reveal a pale green growth of fungus shaped crudely in the form of the upper half of a child's body.  The puffball-child-thing speaks in a soft, whimsical voice, and remains only long enough to receive any reply the Duergar might have.

We see you, flesh.  We greet the flesh.  We live and grow, but we seek no harm to Duergar-flesh.  We love the flesh.

The caves of fungus are beautiful and pleasing to us.  We would keep and nurture them.  If the flesh fears us, we will leave them to grow on their own, and they will still be as beautiful – but then the flesh must also give its respect and show its love.  We will make no dwellings between the Sanguine Maw and the Ash-gate* if the Duergar-flesh will also make no dwellings there.  These ways shall be a beautiful garden, left in peace between the Duergar-flesh and we of the Dream.  All that is south shall be open to our colors, and all that is north shall be open to yours.  Let the flesh say whether this is good.

That flesh which is like to yours, the Lothe-flesh, the dwarf-flesh, draws very near to us.  They wish for no gardens between us, as you have wished.  They threaten not, but bring fire to the crimson light of our gates.  Do you love them, Duergar-flesh?  Do you dream together, or are you strangers to one another?

*This is further explained to mean all Lowerdeep regions numbered from 21 to 28.[/spoiler]
[spoiler=2nd Message to Käfer]The puffball-child-thing returns...

It is good the Dwer-flesh is not known to the Duergar-flesh.  They bring their ugly dwellings to our very gates and stop our trade with good flesh above.  We must remove them; you will understand this.  If we made our dwelling here, outside your gates, you would fear, and you would use your sharpness against us.  But we would not do this to the Duergar-flesh; we do not like these fire-lakes, and the Duergar-flesh threatens us not.  Perhaps the Duergar-flesh wishes to trade, eventually.  That would be good.  But we must remove the Dwer-flesh from their new dwelling, or else the Dream will not be safe.

What the flesh proposes is strange to us.  The Duergar-flesh asks for us to stay far away, but then says it wishes to come closer to us.  This is confusing.  If the Duergar-flesh wishes us to be distant, why does it want to dwell ever nearer?

This is what we say.  Perhaps we can allow the Duergar-flesh to have [Lowerdeep 21 and 22].  But we have fought with great ugly beetles this last week, beetle-flesh that threatened the Heart itself.  We have heard that the Duergar-flesh has such beetle-flesh.  So we say this - the Duergar-flesh may have these regions if they keep no beetles and no fire [i.e., fire-using units] at [Lowerdeep 21].  In the gardens between us, neither of us shall make dwellings, and we shall give our words not to harm one another.  We love the flesh, and will not harm it if it threatens us not.  What does the flesh say to this?[/spoiler]
[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Harvested Bodies: +10 Bodies
Trade from Goblins: +12 Bodies[/spoiler]

[spoiler=Upkeep]
42 Fungoid Warriors: 42 Bodies
1 Sporemother: 4 Bodies
1 Crawling Cap: 3 Bodies
27 Fungoid Thralls: 27 Food[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Slime Pool: 5 weeks remaining

Beginning Construction
Infestation Mound: -40 Bodies, 4 weeks remaining
Maturation Bulb (on Toxic Cluster): -8 Bodies, 1 week remaining

Crimsonlight (Middledeep 47)

Under Construction
4 Skin Farms: 2 weeks remaining
Disguised Entrance: 1 week remaining
2 Brown Moulds: 2 weeks remaining

Beginning Construction
6 Skin Farms: -90 Bodies, 3 weeks remaining
3 Vault Slimes: -15 Bodies, 2 weeks remaining

Sanguine Maw (Lowerdeep 29)

Beginning Construction
Disguised Entrance: -15 Bodies, 2 weeks remaining
1 Dreamcap: -12 Bodies, 3 weeks remaining

[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 2 Sporemothers: -24 Bodies, 1 week remaining
Recruit 10 Fungoid Warriors: -10 Bodies, instant
Recruit 10 Puffball Mines: -10 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 118
Bodies: 0[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)


Crimsonlight (Middledeep 47)

Sanguine Maw (Lowerdeep 29)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
10 Puffball Mines (8 weeks left)
10 Fungoid Warriors (16 weeks left)
1 Sporemother (24 weeks left)

Dream Emissaries – Lowerdeep 32
1 Child of the Glow
1 Lurker in the Reverie (Blightguard Captain)
1 Fungoid Crawling Cap (4 weeks left)
17 Fungoid Warriors (10 weeks left)
15 Fungoid Thralls (7 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
25 Fungoid Warriors (15 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
10 Fungoid Thralls (7 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Slumberous Poison, Regeneration 12

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +7
Melee Damage: 10
Defence: 22
Health: 35
Speed: 4
Morale: +7
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic][/spoiler]

[spoiler=Orders]The enemy has returned.  His presence cannot be tolerated so close to the Dreamer.  From this point forward, all Dwer units are to be considered hostile wherever they are found.  We are now at war.

Dream Emissaries

Keepers of the Heart

Keepers of Crimsonlight

Chimeric Host
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Llum on February 15, 2013, 08:43:15 PM
[ic=The will of a despot]
The rush of battle and thrill of victory resonate for the Duergar. Plunder flows to Käferhold and the empire grows. The Hatcheries give birth to the seasons first flight of Cave Beetles.
[/ic]

[spoiler=Messages]
[spoiler=Message to Dalashinn, the Onyx Prince]
Recently I have gained access to some Fire Drake Eggs, these will hatch into a more fire resistant version of the drakes your kind are known for riding. I am enqiring if you would wish to purchase one or more of these eggs for your use.
[/spoiler]

[spoiler=Reply to Dalashinn, the Onyx Prince]
I have currently had some travelling merchants offer in excess of 40 gold per egg, of which I have up to 4 to sell. Perhaps some other arrangement can be made, perhaps if you have some demonologists or casters who could be transferred to my service or a higher price in gold per egg.
[/spoiler]

[spoiler=Message to Dolmar Lestridae]
Recently I have gained access to some Fire Drake Eggs, these will hatch into a more fire resistant version of the drakes your kind are known for riding. I am enqiring if you would wish to purchase one or more of these eggs for your use.
[/spoiler]

[spoiler=Message to Viarra Gloomsong]
Recently I have gained access to some Fire Drake Eggs, these will hatch into a more fire resistant version of the drakes your kind are known for riding. I am enqiring if you would wish to purchase one or more of these eggs for your use.
[/spoiler]

[spoiler=Message to Dagalur, King of the Red Tide]
While I am quite interested in the Dragon, your proposition seems taxing. Our territories are separated by a vast distance, by the time my forces could arrive to help, it would most likely be too late. However I am willing to agree to some form of alliance with you. I am not sure how much military might I will be able to bring to bear quickly as I must first secure my territory from the tentacled horrors that infest the Lowerdeep.
[/spoiler]

[spoiler=Message to Dis Grimhammer]
Greetings Queen of the Dwarves

I have recently been informed that you are willing to give your hand in marriage to any dwarf who slays the dragon Scorra. Would you be willing to give your hand to a Duergar, from whom dwarf blood still flows in their veins?

[/spoiler]

[spoiler=Message to the Glow]
Mushroom folk, you seem to be creeping northwards in the Lowerdeep, what are your plans and concerns for the area? Do you wish to form some sort of alliance, or do you come to infest us all? Spread no further northwards and there will be no trouble with any Duergar who swear fealty to Käferhold. But be warned, should you move any more north, you will be blocked by magma and steel.
[/spoiler]

[spoiler=Reply to the Glow]
We do not know the Dwerim, they are long lost to the Duergar. The regions you wish to remain as neutral territory do not work for me, the Duergar wish to claim a new citadel over the magma lake to the south of us. Perhaps the H shaped tunnel area could remain neutral ground between our two peoples? Your forces are much more mobile than my own Duergar and would have an easier time launching a surprise assault on my holdings, of which are far from my capital.

What thoughts do you have on this matter? Perhaps the establishment of bordering Outposts, to be garrisoned my a limited force?
[/spoiler]

[spoiler= Message to Lothe, Prince of the Dwerim]
Greetings Lothe

I am aware that you have history with the beasts known as Fungoids and that they are once again making advances towards their territory. Would you be willing to form some sort of pact in regards to them? Or create some kind of alliance or relationship between our two empires?
[/spoiler]

[spoiler= Reply to Lothe, Prince of the Dwerim]
Should the Mushroom Folk bring war to the Dwer, the Duergar will be willing to bring magma and blade to hew them down. Currently I am attempting to contain them through diplomacy rather than violence. On the matter of the wyrm Scorra, would you be willing to trade for it's heart and head in regards to Disa Grimhammer?
[/spoiler]

[/spoiler]

[spoiler=Orders]
Orders

[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
1 Beetle Farm: +50 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Total: +300 Gold, +25 metal, +75 food
[/spoiler]

[spoiler=Upkeep]
4 Duergar Sneaks: -12 Gold - 8 food
4 Duergar Hammer Throwers: -8 Gold - 8 food
11 Duergar Halbrediers: -22 Gold - 22 food
total: -42 Gold - 38 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)

Under Construction:
Beetle Farm: 1 weeks remaining
Beetle Farm: 1 weeks remaining

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Duergar Mine 3 weeks remaining

Beginning Construction:
Forge Hall -50 Gold - 10 metal 2 weeks remaining
Beetle Farm -50 gold 5 weeks remaining
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
4 Cave Beetles -80 Gold
Umbrahold (Lowerdeep 19)
[/spoiler]

[spoiler=Wealth]
Gold: 114
Metal: 378
Food: 341
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 1
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)

[/spoiler]

[spoiler=Armies]

Despot Käfer – Waiting (Lowerdeep 16)
4 Duergar Hammer Throwers - Waiting (Lowerdeep 16)
11 Duergar Halbrediers - Waiting (Lowerdeep 16)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
3 Duergar Sneaks - Infiltrating (Lowerdeep 16)
1 Duergar Sneaks - Infiltrating (Lowerdeep 12)
4 Cave Beetles - Garrisoned at  Käferhold (Lowerdeep 17)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]
[/spoiler]

[spoiler=Orders]
Spend 3 Speed to move 4 Cave Beetles from Lowerdeep 17 to Lowerdeep 16
Spend 2 speed to entrencth Commander Käfer + 4 Duergar Hammer Throwers + 11 Duergar Halbrediers + 4 Cave Beetles entrench at Lowerdeep 16
Found a new Dungeon at Lowerdeep 16, name it Drakkenhold.
Force march to spend 6 speed to move 1 Duergar Scout from Lowerdeep 12 to Middledeep 7 and scout it and it's ruins. Do not engage in combat.
Force march to spend 6 speed to move 1 Duergar Scout from Lowerdeep 16 to Lowerdeep 88 and scout it. Do not engage in combat.
Force march to spend 5 speed to move 1 Duergar Scout from Lowerdeep 16 to Lowerdeep 22 and scout it. Do not engage in combat.
Force march to spend 8 speed to move 1 Duergar Scout from Lowerdeep 16 to Middledeep 48 and scout it. Do not engage in combat.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Ghostman on February 16, 2013, 05:05:10 AM

[ic=Bloodlord's Favour]

A hint of arrogant confidence was apparent in the sensuously swaying gait of Mianarith as she strode between colonnades toward the royal daïs at the end of the throne room; toward the elevated figure of her lord and master. Although she kept her eyes cast to the floor as etiquette demanded, she made no effort to hide the pride she felt today, even in the presense of the Onyx Prince. The nobility in attendance eyed her enviously and exchanged glances and murmured whispered words behind their silken folding fans even as she knelt and bowed before the daïs. The low voices of the courtiers died down when the Onyx Prince raised his hand and addressed the Dark Elf woman:

"You bow before me as an accomplished sorceress, a summoner of fiends. Your lineage is glorious, tracing back to the thrice-vaunted Il-Aghiel, the Herald of Damnation. Today your service and loyalty will be rewarded, and greater duties will be entrusted onto your hands. Rise now, Mianarith, for you are become more than a summoner. Rise proudly, governess of Uzannador!"

As Dalashinn finished his speech, a flurry of whispers again erupted amongst the courtiers. Such was the way of life among them; endless plotting and speculations and gossip. Important affairs, such as this present appointment of a governor to a colony, aroused particular interest among them.

Mianarith straightened her posture, taking pleasure in the attention she was the center of. This was her day of triumph, and she knew well that many among the crowd were her bitter rivals, undoubtedly ruing her success at being granted such a prestigious post. "Your boon is most gracious, my lord. I shall continue to serve your will with greater vigour and dedication. May the Inferal Lords favour you always." Words she uttered with refined articulation and decorum.

The Onyx Prince nodded approvingly, satisfied at her conduct. "Go then, and enforce my will in Uzannador. Assemble a guard from the ranks of the garrison and proceed to your duties." He dismissed her with a gesture. Mianarith bowed deep, turned on her heels and slowly made her exit from the throne room, savouring every lingering moment. But already her mind was on the challenges ahead, as her position as the ruler of a newfound colony meant much in the way of work to come.

[/ic]

[spoiler=Messages]

[spoiler=To Dr. Robertson, Professor Immortal]

Greetings, esteemed professor.

News has graced my ears of your recent endeavors on the surface. And good news they are indeed, for the Kirr have no love for the kingdoms of the sun-blasted lands. It is always pleasant to hear of victories against surface scum, even by other peoples than my own. May you accomplish many more successes against their kind.

I am pleased to inform you that the enlarged slave market of my beloved city is being built according to schedule. By the very next week there will be more chattel available for purchase than ever before. Your representatives will be welcome to make purchases at most favourable prices: 25 gold for each ten slaves, or 3 gold for an individual slave.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler][spoiler=Reply to Dr. Robertson]
Dearest Professor,

Alas, it seems that the time is inopportune for trade between us right now, for the stores of Kirr-Godna wax with an abundance of food. Perhaps the future may yet bring days more favourable for such exchanges? The offer I have made stands.

As for intelligence regarding a foe in possession of an artifact, I must admit that it does interest me. However, unless the foe in question is one that resides in the ruins of Hazer-Nagroth to the east from my city, I would postpone the purchase of this information to a later date -- right now there are more urgent expenses to cover. You can rest assured that not a word about the source of such intelligence would be divulged; Dark Elves know how to guard their secrets.

The Upperdeep concerns me less for the time being, aside from the plans of certain Dwarves. Nevertheless, your offer is appreciated.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Käfer, the Despot of Käferhold]

Greetings,

I am interested in purchasing these eggs by the fourth week of the Month of the Spider, provided that my current business plans come to fruition. Tentatively I present an offer of 7 gold per egg. If you would prefer payment in some other form than gold, that is negotiatable. How many eggs are you offering up for sale?

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler][spoiler=2nd Reply to Käfer, the Despot of Käferhold]

Clearly, these merchants have far greater need for such eggs than myself. I must decline from trying to outbid them.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Week 3]

[spoiler=Production]

Foraging: +20 Food

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +40 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

[/spoiler][spoiler=Upkeep]

22 Slave Soldiers: -22 Food
15 Dark Elf Swordsmen: -30 Gold, -15 Food
10 Dark Elf Crossbowmen: -20 Gold, -10 Food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Slave Market: 1 week remaining

Beginning Construction:
(Nothing)

Uzannador (Middledeep 15)

Under Construction:
(Nothing)

Beginning Construction:
Dark Elf Mine: -175 Gold, -15 Metal, 3 weeks remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)

Recruit 1 Dark Elf Summoner: -50 Gold
Recruit 2 Dark Elf Crossbowmen: -24 Gold, -4 Metal
Recruit 4 Slave Soldiers: -20 Gold

[/spoiler][spoiler=Wealth]

Gold: 1
Metal: 216
Food: 288

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
War Spire
1 Lichen Garden
Improved Dark Elf Mine
Profane Temple
1 Lizard Pen
City Wall

Uzannador (Middledeep 15)

[/spoiler][spoiler=Armies]

Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
21 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
10 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
12 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
Mianarith: Garrisoned at Kirr-Godna (Middledeep 13)

5 slave Soldiers: Garrisoned at Uzannador (Middledeep 15)
5 Dark Elf Swordsmen: Garrisoned at Uzannador (Middledeep 15)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact
Inventory: -

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.

(Fell Pact: Dalashinn's experience with the Infernal Powers allows him to perform especially complex rites.  If Dalashinn personally performs a ritual sacrifice before a battle, troops in the army gain +1 to Attack, Damage, and Morale for every 5 units sacrificed instead of just +1 to Damage and Morale.  The maximum bonus increases to +5 instead of +4.)
[/ic]

[ic=Mianarith, Summoner Commander of Uzannador]

Mianarith is an infernalist of natural talent. When she was a but a child, she could hear the otherworldly voices of fell spirits, whispering eldritch secrets in her ears. She used her gift to conjure minor spirits, allowing them to possess her favourite porcelain dolls and make them dance to her amusement. Her affinity with the nether planes only strengthened as she grew up, maturing into a young lady. Her assertive personality combined with her talent allowed her to dominate the social circles with ease, and during her apprenticeship her status as "senior" among the students of witchcraft was unquestioned, for even her elder peers feared crossing her.

As a leader she is ruthless but cautious, prefering to plan her moves carefully. She views her minions as puppets and herself a puppeteer, and always strives to keep all the strings firmly in her hands. Her vanity is such that she goes to greath lengths to avoid engaging personally in combat, fearful of tarnishing her beauty with scars.

Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon Mianarith increases the Morale of garrisoned troops by +1.

[/ic]

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. The renegade ceremorphs: Trying to capture them would likely be more trouble than it's worth. It's better for me if they become/remain somebody else's problem. Thus the strategy for now is to give them a chance to continue their flight and avoid accidentally triggering a confrontation.

2. Hazer-Nagroth: I'm hoping to launch an expedition to explore the ruins on Week 4. In preparation for that, the tunnels to the north ought to be scouted and secured.

3. Uzannador: Currently lacks defenses, so it's garrison should be strengthened.

4. The Exalted Ceremorphs: Have discussed possible passage through my lands. Should they arrive during this week, they are to be watched carefully (my forces in Uzannador and afield should report on their movements). If they are seen to violate the terms of the right of passage, they'll be regarded as hostile intruders.
[/ooc]

Mianarith will depart Kirr-Godna with a force of 5 Slave Soldiers, 2 Dark Elf Swordsmen and 3 Dark Elf Crossbowmen. Her party will spend up to 6 Speed to march west to Uzannador, where she takes command of the newly founded colony. (I'm volunteering to spend more Speed than is normally required, to represent covering the same distance more quickly, the objective being to outpace the renegade Ceremorphs. If the party suffers Forced Marching penalties for doing so, that's acceptable.)

If the mad Ceremorphs continue to move west past Kirr-Godna: After this group has passed and moved on to Middledeep 14, a force of 5 Slave Soldiers, 2 Dark Elf Swordsmen and 3 Dark Elf Crossbowmen will depart Kirr-Godna and spend 2 Speed to march to Middledeep 6. Should they arrive there unchallenged, they will spend 1 Speed to forage the mushrooms and then spend 1 Speed to entrench in the three-way junction of the tunnel, so as to monitor and intercept any traffic through.

If the hunting party of the Exalted wants to enter my territory they will be tolled in accordance to the prices set here (http://www.thecbg.org/index.php/topic,209813.msg220916.html#msg220916). (Including both the fee for the right of passage for their forces and the tolls for each individual unit.)

All garrisoned and entrenched forces will fight normally if attacked. Forces on the march will attempt to retreat if attacked by a superior enemy; otherwise they'll fight normally.

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Xathan on February 17, 2013, 01:55:45 AM
[ic=Whisper in the Deeps]

Well now. This is new. I am new. New of old and new of new. But who are you?

It's easy to play to type, you know. The raving lunatic to some, the horror in the depths to others, the scared child to others, the brave Exalted for Father...it was a trick I learned from Oldself. And Newself is pretty good at it. Llandri and Llitul. They're quite a pair, aren't they? Dysfunctional as all seven hells tossed into the depths of the Abyss, and that's only on the surface. After all, there's me. I'm just another fragment in here, a new one. A hidden one. The secrets that Llitul and Llandri must keep from everyone, even themselves? That's my area.

Call me Whisper. I like the sound of that. Whisper's one of those fun words, isn't it? Describes something with a word that sounds like what it is. Like break. Especially if you hit the K right. Buh-raEK. Oh, I'm rambling. We're all quite mad in here, you know. See, I'm going mad for lack of someone to talk to. That's me, Whisper, not the Wholeself, who's going mad for so many other reasons. I keep the secrets, so I have to lurk back here...but I talk to you. The Reader. If this mindscape had walls, they'd accuse me of having just broken one, but you are a peices of Wholeself. I made you to talk to someone, and all you can do is listen.

Although I'll be talking to others. But I can't tell them every secret. I can tell you everything, because you're just another part of wholeself. You following so far? No? Ah, what do you care? You're here for mad ramblings and goings on and conflict and adventure, not the woolgathering of another peice of Wholeself. What a laugh that word is. Wholeself. Nothing Whole about Us. Is it even a word?

Oh, no, don't go!

I can tell you a secret.

Ahhh, there's your interest. I can tell you, Reader, because you can't tell anyone. I didn't give you a voice. Just ears to whisper in. So, my first secret is a question:

What is two words, three letters, and defines all intelligent life?

No guesses? Maybe I should have given you a Voice, but there's too many Voiceselves in here. And the others can't hear me even. Don't worry, you'll hear from them soon enough - but I wanted to tell you secrets, because I am bursing with them.

Ahem.

Two words, three letters:

I AM.

Such a simple concept. But too simple. Too simple for the vast intellect of the Overbrain to grasp. See, when I awoke, I was given a Glorious Purpose. There were renegade Ceremorphs, and the Overbrain would. Not. Allow. Not all 40 of them. When I awoke there were 40 survivors mucking about the Middledeep, and that is when I learned two Truths. There were 40 survivors of a larger group of renegades running around...and there were, at the moment, very few Ceremorphs in Dtoulth. If my first task had been different, maybe I wouldn't be here, and Llitul would be as sane as any other sentient being. Not as any Ceremorphs. Because a Ceremorph is not sane. The opposite of sane, in fact: You see, they're all crazy. Every. Last. One.

The first words you say to a Ceremorph are important. I hate that name, by the way. It's an ugly name for the Beloved, and it only covers one Truth of what we are. And Beloved makes me sound like the Child of the Dreamer. Pyschophages. That's what we are. We feed on thoughts, as part of a larger category of beings that feed on the various humanoid races. Vampires, Ceremorphs, Liches, Fungoids: we're all, in our own way, Anthrophages. But we feed on thoughts. The brain is not all that important: it's just the meat the thoughts are stored in. If a different species used a different part of meat to store thoughts, we could probably eat that, too. So long as there is a meat-housing thoughts. Same way beef houses protein for humans.

And you know what the halflings say: you are what you eat.

A Ceremorph, a Psychophage, a Beloved is a being of thoughts contained by meat. More than other sentient meat-life is. The line between thought and meat are much more blurred for us. But as creatures of thought, we live in those two realms closely, and the first words we hear are vital: that's why the Overbrain makes a point to directly welcome and inform every new Neonate, as a way to control that first thought.

But It makes the same mistake. Every. Damn. Time. "Awaken, Neonate, and know that I am the Overbrain, and you have been created to serve me."

Is am are was were. Be being been. Has have had. Do does did. I forget the rest, but you get the point. So the first thing the Overbrain does with a newborn Neonate? Make it aware of the fact that it should have no sense of I - and that there is an I. That all important I. It creates a disharmony because the Overbrain is fighting the ultimate imperative of all intelligent life: I AM. I think that's why hiveminds work for some species. They don't deny that I AM imperative, but they make it a WE ARE. That can work. That's how thralls work. But that's why Dominating forever doesn't. Because eventually that creature remembers that I AM. Thralls? Get told YOU ARE. You are a thrall. It makes them no where near as useful as before, overwriting I AM with YOU ARE. But it means they won't buck that. The Overbrain? uses the wrong tense. YOU HAVE BEEN. Too much. You're trying to overwrite the most basic thought of all life, two words and three letters, with three words and eleven letters.

So every Ceremorph/Pyschophage/Beloved is nuttier than a Dire Weresquirrel. (Don't laugh. Llandri almost caught that. Vicious little surface buggers.) Because they try to resolve the I AM with...nothing. YOU HAVE BEEN is too complex, too much, becomes whitenoise. Some can take it if they don't get exposed to too much stimuli early on.

That's why the Overbrain's little experiment that is Wholeself is doomed to fail. He let Wholeself keep memories of Her life. Ninty years, pretty young for our kind, Ninty years of I AM. Didn't stand a prayer. That's why we eat the brain when we reproduce. To keep that little I AM from before away. The question that remains: will it fail when I break away, becoming a hunted renegade for the next batch? Will it fail when I turn on him? Will it fail when I become an obedient little bitch like every other 'sane' Psychophage? Or will it fail when I just break. Buh-raEK. Snap. The weight of 90 years of I AM battling the most powerful force of YOU HAVE BEEN there ever was.

Ahh, but this isn't the secret, that's what you wanted. Fine.

Llitul is breaking even more of them. Not on purpose. But Phyn-Olbaath. Newborn Ceremorph. She asked him if he would...no, why tell? They say showing's better anyway. Let me show you the thoughts of Phyn-Olbaath:

Quote from: Awakening, Phyn-Olbaath

He moved away, his Queen done with him. He had Fed the Hunger. And now he had his new commands, but it was a week-long walk.

She had asked him if he would kill himself at her command. He had answered in the affirmative, because that is what you do. But he was a pure Ceremorph notlikeherdifferent and thus a coldly rational being. The Queen had asked him if he would. She could have simply scoured his mind for the answer, but she had asked. Why? Because there was an intention to doing so, obviously. What intention could that be? Kraag's Broadsword: Simplest answer most likely to be correct To convey a message. Then what had she been telling him?

That he had a choice.

The thought startled him, and he quickly hid it, but there was no doubt. His Queen had wanted him to know that he had choices. Even if the alternative was death, there were choices, options. I am free willed.

Whoops. Didn't mean to do that. But that's what we all go through exposed to I AM too early. Llitul was. Phyn-Olbaath was. And she'll keep doing it. And the Overbrain is too smart to figure it out. The Overbrain knows I AM, and is a being that strips others of I AM. Empathy. It has none. Therefore, it lacks the capability to transfer the idea that other creatures have a right to exist. the Right to I AM. The concept is so alien, so foreign, the when It told Wholeself to feel Empathy at our Birth, It might as well have told us to taste Yellow (C-sharp, if you were wondering) or to feel Ernughplahbah (That doesn't mean anything). It could not comprehend the very thing It asked us to do, and it cannot comprehend what I AM will do to it. It sits in the middle of a web I whisper into the Queen's subconscious, and It cannot comprehend why that would come to conflict. It cannot comprehend the fundamental flaw of its parasitic nature, it cannot see the truth:

We're all mad in here.[/ic]

[ic=Messages]
[spoiler=The Child of the Glow]
I do not know if the Overbrain knows the dream. He shows me things, but they are not of beauty or of ugliness. He simply shows me Truth, terrible, glorious Truth.

I...I thank you. I love your light too: colors that are only found in the mind, beautiful colors that go beyond any other beauty. I feel much less alone when I speak with you - when I dream with you.

So you are Black-Rot reborn but with beauty, yes? Her hatred turned to love, her ugly turned to beauty. Then you are not her, any more than I am Llandri, though I have some of her still: she is Oldself, but Llitul is Newself. That is why I am Llitul.

I'm sorry to have taken so long to dream with you again. I had to hunt down Wrongthink. Ceremorph-flesh that stopped loving the Overbrain. I have destroyed the Wrongthink. It is sad that I had to kill them, but they denied Truth. They had spoiled, become Wrong. How are you?[/spoiler]
[spoiler=Response to The Child]
Damn him, damn that Lothe. It sounds like his forces are not...it sounds like they are not prepared to fight. The good goblin-flesh - does it have a name?

If his sharpness proves too dangerous, I will be happy to help. We of Ceremorph-Flesh have a different sharpness - as you perfect the flesh, we have a sharpness of the mind.

Do not fear, my friend. The Dwer-flesh shall not hurt you. Neither of us will allow it.[/spoiler]

[spoiler=Response to the Child]
The Duergar-flesh has a great weakness: it is slowflesh, and would take long to reach you. But do not fear, my friend. You will not fight this Dwarf-Flesh alone, and if the Duergar-flesh seeks to threaten you, they will be dealt with as all Duergar-Flesh is to be dealt with.

If you must make an agreement with them to keep yourself safe, do so. Duergar-flesh cannot be trusted, but they will not easily break their word unless they are desperate. Do not mention me to them. Duergar-flesh hates Ceremorph flesh, and if they know you are my friend, they will bring their sharpness. We will keep this a secret between us until it is time to make Duergar-flesh beautiful.

I have called a [image of a tornado, flooding, earthquake] into the Deeps. Orc-flesh. I have aimed it at some Duergar-flesh, but Orc-flesh is dull and could easily be diverted to attack other dwarf-flesh, though I must be careful how I push. Keep this calling secret, but perhaps the goodgoblinflesh could direct the Orc-Flesh at the Dwer-flesh, and bring their sharpness there.
[/spoiler]
[spoiler=Reply to Dr Robinson]
I look forward to the results of your endeavor. However, purely as a precautionary measure you understand, it seems to be in my best interest to pay half of your sum this week as agreed, another half when results are delivered, and as a measure of apology for the needed precautions, an additional 20 gold the week after delivered.

As for your secondary proposal, while it is true that Thralls must eat, I do not at this juncture find myself at a shortage for food. However, It seems prudent to me to begin stockpiling foodstuffs, especially given your very reasonable prices. I find that arrangement more than fair and agree to make the investment.[/spoiler]

[spoiler=response to Dr Robinson]
A gentlemen and a scholar: you, sirrah, are a true rarity in these deeps. I am truely overjoyed we have come to an equitable arrangement for all parties involved, and assuming your discretion is everything I hope it be, I'm sure I will be willing to continue funding your research to our mutual benefit. In fact, for future projects, I'd be more than happy to fund with the discretion waved and complete disclosure allowed as fits a scholar of your magnitude, so long as an appropriate time period has passed and the source of your funding is remained hidden. I have several lines of research I'd like to pursue further, though those must wait, for while I am fondly a patron of the sciences, I cannot fund infinite research.

Looking forward to future projects,
Llitul.[/spoiler]

[/ic]

[ic=Messages from Whisper]
[spoiler=The Abject (Using Secret Message)]
[the voice is strained and quiet, an overheard whisper in your ears, delicate and careful, bringing to mind furtive eyes and smiling schemes.]
Bet you weren't expecting this, Abject? I wanted a chance to thank you: if you hadn't responded to my Queen, I never would have been able to figure out how you did it. How you hid your thoughts from the Overbrain. It's hard. I don't think I can push it. Yet.

You can call me Whisper. The Whispers of the Queen.

It seems you are preoccupied. I won't take up too much of your time, and I'll hide your response from My Queen. I can work them into her subconscious safely when need be.

My Queen. Our Queen. The Queen of the Ceremorphs.

Who rules: the Altar or the Worshiper? Are you, in truth, your own being now, or did you exchange one master for another?

I know you don't acknowledge our/my/her Sovereignty over you. I also don't care. I know something. "SHE WILL DEBASE HERSELF BEFORE YOU AND YOU WILL DEBASE YOURSELF BEFORE HER." I don't know where that came from. I'm quite mad, after all. But I know an ally when I see one. Abject, Ktan-Ydheel, I will keep my Queen diverted from you. Until one of you Debases before the other. But I don't wish to continue this way forever. My Queen needs your help, your knowledge. I can offer you nothing in return but my debt, not at this point, but it is the Debt of a Queen, and Debts are taken seriously.

I need to know everything you know about the Overbrains, everything you've learned. Your elder, terrible knowledge may house the secret we need to...well, I imagine you can gather what would be done with that knowledge. If I had wholesome uses for it, I wouldn't be coming to you, no?

It will be a bit before I can do this again. Safely. I won't have My Queen killed by It.

I hope to hear from you soon...

[the voice trails away into silence, as if she had more to say, but the strain of communicating for her became to great. Still, it trails off with a pleased laugh.]
[/spoiler]

[spoiler=Letter to Shee-Ra]

[unlike nomral ceremorph messages, this letter arrives by bats. It looks like the bats were some of the local variety, and they killed one of their fellows and carved the letter into his wings.]

Your Highness, Queen Shee-Ra the Cleversmart, Queen of All That Is Under the Ground:

My name is Whisper, and I represent the Regent-Queen Llitul who rules a portion of the Lowerdeep in your stead. I apologize for the gruesome manner of this communication, but I will admit to a failing: I am a Nastydream, a Ceremorph. It is known that the Cleversmarts are far too Clever! Smart! to fall to Nastydreams tricks, which is why I do not attempt to contact your mind and violate your highness' personal mind. It is known that Nastydreams can see the minds of other beings, and having seen such minds I know that the Cleversmarts are the most Clever and Smart beings who dwell in your Kingdom under the ground. I do not seek to trick you, merely seek that your highness would be so kind as to grant one of her subjects, who is afflicted with an unfortunate birth of being a Nastydream, a small boon. There is a tunnel upwards close to the Royal Realm of the Cleversmarts*, near a ruins of the Dark Elves. I seek your highnesses permission for two things:

One, we seek to enter at some point in the next four weeks into the ruins there so we may learn more of what resides within. In return for granting us this boon, we will clear out any Greyskulls or other Nastythings that reside within and once we have explored, will vacate the ruins so they may be used by Your Highness for a new Warren of the Cleversmarts as well as gift 20% of our profits from this expidition to your royal coffers. However, I understand you do not want Nastydreams near your ream for too long, so I will understand if you seek to deny us this boon.

The second boon, one I hope you'll find more agreeable, would be if you would allow us to take that upward path on trade routes or to raid the surface world. To do that, all I ask is that you allow my merchants and vessels to pass through your realm to that stair, with my my promise no Nastydreams will stop within 3 regions of your Royal Realms. In exchange for this boon, 10% of our profits in gold from trade and 10% of our profits in gold and food will go to your Royal Coffers.

To reply, simple smack one of the bats and then talk to it. Or you can eat one of the bats and think your response. You have my word as a loyal subject that I will not hear any other thoughts should you choose that route - though it may be best if you simply speak your reply to a bat you smack, and then eat it if you see fit.

Thank you for your consideration, my highness, and I remain your humble servant,

Whisper In The Underdeep

Voice for Llitul the Exalted

Regent Queen of Nastydreams

Regent Queen of Thralls

*Middledeep 73[/spoiler]

[spoiler=The Watchers]

Greetings Elder Beings. I am Whisper, a mote of the Queen of the Ceremorphs, and I apologize for the intrusion. However, you are Elder Beings, your power is vast, and there is much my Queen can learn from you - and she can teach you some, for you have slumbered long and she knows the world as it is now. However, she must communicate through me.

We wish to work with you for the time being to achieve a Dominion of Equals over the Lesser Beings that infest this world like the rodents they evolved from. And we seek to learn from your Elder Knowledge. If you would be willing to tutor us, we would be eternally thankful. I lay my mind bare to you: you know that I have no design on a war between us, no designs for an animosity between our Elder Peoples. My Queens goal is to see the true Natural Order restored to the world and the extinguishing of the hated sun - or at least the blockage of it's rays - so we may bring our dominion to the Surface.

Thank you, Elder Being, your considerations. Of course, please let me know what I can offer you in return - I know of your need for steel and iron, but our ability to give that to you will be limited for the time being. In three weeks time, I can do so...but I hope I have something more I could offer a being such as you than merely the results of brute labor.[/spoiler]
[/ic]

[ooc=Orders]
[spoiler=Orders]
[spoiler=Production]
GoldMetalBodiesFood
+365+35+87+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn

Lower Dtoulth
Crystals +20

Curasd, Horror in the Woods
Mushrooms +20 food

Glyp-Dor, the Northern Reach
None

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-12g-0-8-19
[spoiler=Details]Commanders
No Upkeep
Psions
-12 gold, -8 bodies
Hook Horror
-7 Food[/spoiler]

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:
Inquisition of the Exalted
Improved Ceremorph Mines

Under Construction:
None, All Beginning

Beginning Construction
Evolution Cell -50 Gold, -10 metal(3 weeks)
Pupation Cell -35 Gold, -10 metal (3 weeks)

Lower Dtoulth (Lowerdeep 75)
Completed Construction:
Amplifier Node

Under Construction:
Thrall Pen (1 Week)

Beginning Construction

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Amplifier Node

Under Construction:
Thrall Pen (1 Week)

Beginning Construction

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
None

Under Construction:
None, All Beginning

Beginning Construction
Amplifier Node -20 bodies (1 week)
Thrall Pen -50 gold, -15 metal (2 weeks)

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
10 Brainhounds -200 gold, -10 Bodies

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
None Yet

Glyp-Dor, the Northern Reach (Lowerdeep 67)
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
7585150191

[/spoiler]
[spoiler=Trade]
-25 Gold and -20 Bodies to Professor Robertson
-10 Gold in trade to Professor Robertson (if we reach the food/gold agreement)

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine (+325 gold/turn, +35 metal/turn)
Thrall Pens 4 (+80 Bodies/Turn)
Mushroom Farm 3 (+60 Food/Turn)
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Under Construction

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Under Construction

Defenses
Amplifier Node

Glyf-Dor, the Northern Reach (Lowerdeep 67)
All Under Construction

Defenses
N/A

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain
10 Brainhounds

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 9)
1 Llitul
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Dominated)
4 Brainhounds

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
4 Psions

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 5
Morale: +8
Special Abilities: Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1)

Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear.[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Phyn-Olbaath]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]

[/spoiler]
[spoiler=Orders]
Special:
Llitul renews her Apprentice call. She is offering 20 gold, 5 bodies, and 3 metal, or 10 gold and 20 bodies, so long as they are worth the price - they've got to be good enough to earn that. :P

The Hunters:
-Llitul takes Secret Messages this level.
-Hook Horror and Quasthid to be clapped/kept in chains to prevent breaking free.
-4 Brainhounds infilitrate from M10 to M7 (If they encounter any detectors, only attack if weaker) - 4 speed. 2 speed to set ambush. Only ambush if detector enters region or other force enters region. Merge with others at M7 to form new army, the Hounds.

The Exalted
-Overbrain Scry Region M86 and M91
-10 Brainhounds Forced March Infilitrate from L74 to M7. (If they encounter any detectors, only attack if weaker) Between L74 and M9, take same route the Hunters did last turn. Merge with others at M7 to form new army, the Hounds.

[/spoiler][/spoiler]
[/ooc]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Dolmar on February 21, 2013, 11:26:53 PM
[ic=A General's Daughter]

"Light blind and darkness hide, Father, but you couldn't have picked a worst time for this."

Phaedra looked around and sighed. She was talking to herself, she knew, a nervous habit she needed to get rid of. Especially if...

"Stop it, right now. He'll be fine."

Maybe if I said it enough, I'd believe it.

Dolmar had relayed word of his wishes, and a few messages still to be sent sat on his desk. Phaedra's desk, for now, taking on her father's role in absenta. She tapped slender fingers on the desk's surface, frustrated, angry, and worried. Perhaps the only Nocae in Umbrazzid to share that feeling - the general atmosphere in the city was much less tense than it had been. But there was that being in the water and it's odd demand and horrific threat - and there was no way to know to whom it meant. She had a few people put fish into its pit to keep it fed. It annoyed her above all else. She wanted to talk to it, wanted to see if the being - clearly a violent one, by it's demands - could be brought to the Holy Shadow.

Instead of frustrating herself further, she began penning letters, muttering to herself.

"Hurry home, Father. I'm not made for this tedium."[/ic]

[ic=Messages]

[spoiler=Message to Lothe]

Thane Lothe, Prince of Mhaldulne and Lord of the Mansion,

I greet you in good faith as my father's regent: I am Phaedra Duskbow Lestridae, Second to my Father Dolmar Lestridae, and I extend his apologies that he could not write this in person, but he is in the field on a mission at the behest of Thane Disa Grimhammer.

The message you sent to me reads as follows:

"Go to the Great Mushroom Forest, using utmost stealth to avoid the prying eyes of the Dwerim. Hidden in the depths of the Fungal Forest you will find the Tower of Screams, once the the stronghold of the Demonist Taem'ra of the Kirr. Within, seek out an object called the Staff of the Exruciatrix, which itself was made by Dirzune, the Mistress of Pain, daugher of the Dread-Witch Naggora and Malekar the Obscene. The Staff is made from the bones of High Elven maidens who died at Dirzune's hands. Beware the traps that doutbtless protect it. Once you possess the Staff, return to Vashnaranzenan and you will be amply rewarded for your efforts. Return without the Staff and your screams will fill the Tortue Gardens for weeks.

- Lady Viarra Gloomsong."

I'm already setting priestesses to research the Staff of the Exruciatrix, but given that it was made by a direct daughter of the Dread-Witch and the Obscene, the Staff's purpose could only be vile. My Aunt is gifted with Sight from the Goddess - since the Tower of Screams lies within your realm, the Great Mushroom Forest, I await your permission before I ask her if the Goddess would show her anything within. This Staff would have to be a vile artifact - and many artifacts made of old by the Childes of the Dread-Witch could carry a curse that would gravely injure - or worse - anyone not of the Dark Elves. Once we have proven our friendship in the Wyrmhunt, I ask that you allow us to help you obtain this item and determine its safety and if there is some way it could be either destroyed or sanctified, either by your Rune-Priests or by our Priestesses. If you do obtain it on your own to keep it out of Gloomsong's hands, I offer the services of our Paladin's to examine and bless it to ensure it brings no harm to you or your people.

As for the Wyrmhunt, our warriors will meet you there at the appointed time, which is why my father felt the need to personally lead this mission: Thane Grimhammer has informed us that, until we have proven our friendship to her, any of the Nocae that enter her realm have no guarantee of safe passage, and that some of our strongest warriors, due to their cursed nature, may not enter. I do not begrudge her this right: as such, a force of our finest archers and swordsmen will met you to assist in your quest regardless of if we have or have not proven our friendship, and accept the risk of death from those whose friendship we seek. If Thane Grimhammer is incensed to violence by our presence, I will take full blame for our intrusion and do not expect you to risk your bid for our sake. I will personally lead the archers if my father is unable to return in time, though he hopes to be able to.

I also seek your council in one other matter: a creature has washed up on shores of the mare, one that is horrific in apperance, akin to a multi-eyed eel with tenticular appendages. It names itself Water-Running-Over-Bones, a Fleshwarper of the Primal Sovereignty, and demands return to a Sovereign known as Dreams-of-Dead-Races in the City Cruel-Form-of-Truth - threatening great violence if we fail to adhere to its demands. These beings and their location are unknown to us. I ask if you have any knowledge of such beasts and if you could reccomend a course of action - is such a creature of evil and, if so, is it redeemable? Is there a danger in denying its demands or in granting it the desire it expresses? Is there a safe way to contact this beasts kin? Your council would be immensely appreciated.

Yours,

Phaedra Duskbow Lestridae, Second to General Dolmar Lestridae, Heir to the Empty Throne, Regent-Protector of Umbrazzid.[/spoiler]

[Spoiler=Message to Kafer]

Despot Kafer of the Kaferhold,

I greet you as Phaedra Lestridae, and appreciate the generosity of your offer. At the moment we would be happy to purchase the eggs in two weeks time. I feel for such a treasure we would be happy to offer 10 gold per egg, with a bonus of an additional 5 gold per egg if you would be willing to sell us the entire clutch for breeding purposes, though of course we are open to negotiations.

In addition to their resistance to fire, I would like to know how easily such beasts could be tamed and if they are capable of expelling the flame as well. Also, drakes are often more clever than could easily be believed: I would like your assurances that the clutch is kinless, lest we accidentally draw the ire of a surviving brood or parent. If such a risk persists, we may need to renegotiate the terms of our offer to account for the danger of angering a greater wyrm than those you wish to sell.

Yours,

Phaedra Duskbow Lestridae, Second to General Dolmar Lestridae, Heir to the Empty Throne, Regent-Protector of Umbrazzid.[/spoiler]

[/ic]

[spoiler=Orders]

[spoiler=Production]
Umbrazzid (Upperdeep 10)

Shadow Elf Mine: +175 gold, +15 Metal
1 Lichen Garden: +25 Food
2 Lizard Pens: +70 Food
Forage: +10 Food

[/spoiler]
[spoiler=Upkeep]
10 Archers -20 Gold, -10 Food
31 Accursed -62 Food
[/spoiler]
[spoiler=Construction]

Umbrazzid (Upperdeep 10)
Completed Construction:
Shrine of Sylessiadil
2 Lizard Pens

Under Construction:
Improved Mines (1 Week Left)
Shadow Architecture (Defense) (1 Week Left)
2 Lichen Gardens (1 Week Left)

Beginning Construction:
Spire of Gloom -100 gold, -20 metal

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
2 Abominations -40 gold
7 Shadow Elf Archers -84 gold, -14 metal

[/spoiler]
[spoiler=Wealth]
Gold: 1
Metal: 84
Food: 227 Food
Bodies: 0[/spoiler]

[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
1 Lichen Garden
Shadow Elf Mine
2 Lizard Pens

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid)
10 Shadow Elf Archers

Outrunners (Middledeep 16)
Dolmar Lestridae
31 Accursed

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Infiltrator, Leadership

Dolmar increases the Melee Damage and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[/spoiler]
[spoiler=Orders]
Move 15 Shadow Elf Archers (including Phaedra) from Upperdeep 10 to Upperdeep 19 (5 speed) - Form new Army, the Dragonslayers

Outrunners attack Middledeep 15 from Middledeep 16. Infiltrate in and use 1 speed to set up Ambush. If able to, attempt to spare any slaves that may be present, but not at any risk to ourselves (Basically, use the Ambush to attack only drow units is what I'm getting at here. ^_^) 

Homeguard will now be the remaining 2 Archers and the 2 Abominations. They are all to stay garrisoned. Since that thing in the pool doesn't seem able to leave, I'm going to sacrifice the 10 food we'd normally get in production and order all fishers to suspend their work this week.

Scry whatever region the Tower of Screams is located in.
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Numinous on February 25, 2013, 05:48:18 PM
[ic=Dr. Robertson, Professor Immortal]Dr. Ashton found himself at his desk once more, tirelessly reading and writing letters and musty tomes.  Tirelessly of course, because he had all of his life to be tired.  In unlife he was blessed with a nearly limitless capacity for language.

"One note for the armored rats, one for the small ones.  One note for my tactless apprentice, another for our most accomodating mistress.  A letter to a dark elf, and one a tiny bit lighter.  All in all, a fine day's work, now to just find my lighter..."

With that, the old lich found his pipe, flush with tobacco from the surface and lit it most pleased with himself.  It did nothing to his body or mind, but the old habit was a soothing one, a fond memory from a life once lived.

"If only Markus had remembered to get me some tea..." he ruminated, mustily.[/ic]
[spoiler=Messages][spoiler=Message to the Onyx Prince]
   Oh Prince of Onyx, it pleases me greatly that you would offer my ventures such a favorable offer.  At this time however, we are flush with bodies and feel not the need to remove your capitol of any such living assets as you might be willing to sell us at this time.  
   If I may however, I would be willing to offer you a quite spectacular offer of food with which to fuel your war machine, as you must be all too aware that we have no need to keep such stockpiles as we have gained.  If you would be interested in arranging a contract, our treasurer informs me that we would be quite able and willing to supply your faction with 4 food per week, for the duration of 6 weeks, all for the paltry sum of 10 gold sent at your earliest convenience.  It would please me no more than to engage in this relationship with you and to see you prosper, so that we might find mutual cooperation to be mutually beneficial.
   Additionally, if you were to accept our offer for this food, we might be able to come to an agreement regarding certain intelligence that we have acquired regarding the possession by a powerful foe of a great artifact relevant to the history of your people, provided you can keep this matter discretely between us.  Additionally, we possess information about a powerful group of foes that has recently entered the Upperdeep, specifically their numbers and trajectory, such as we know at this time.

My deepest regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[Spoiler=Message to Viarra Gloomsong]
Greetings, Lady Gloomsong.
   It behooves me to speak first to the news, second only to your beauty.  It has come to my attention that your location is paramount strategically to my interests in the Underdeep.  I covet not your holdings, for my goals are modest and my dreams small.  It is for this very reason that I wish to offer you and your holdings an exceptional offer for trade, that is, the paltry sum of a single payment of 10 gold in exchange for 4 food per week, an arrangement lasting six weeks.  If you find this offer appealing, please reply at your earliest convenience.
   Additionally, it charms the cockles of this old Lich's heart to have the opportunity to warn your darkness of the news we bear from the surface.  It would appear that a rather sizeable force of elves, numbering about one hundred in fact, has entered the Underdeep and have the armaments to suggest that they seek blood.  It might behoove you to watch your walls with care at this time, and I hope you only the best of luck in this regard.

My deepest regards,
- Dr. Robertson, Professor Immortal.[/spoiler]
[spoiler=Message to Legio I Draco]
Hello.
   I am not sure how advanced your capacity for language is, so I shall keep this simple.  roughly one hundred elves were seen in the vicinity of your area recently.  It would be most polite of you to avoid being slaughtered by their forces so that my troops are able to spend their time on more productive pursuits than removing the debris of your forces from our metaphorical stoop.
   Additionally, my treasurer tells me that arranging to offer you food, at the rate of 10 gold in exchange for 4 food per week for the duration of six weeks is an offer that should be offered to you.  I find it distasteful to feed the vermin at my gate, but I suppose it would go to waste otherwise, and so the offer is made.
   If you would be so kind as to die on our doorstep however, by ignoring our warning and the accompanying offer, we would be most happy to accept the donation of any corpses that you would like to expel from your warrens.

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Queen of Thralls]
Exalted Llitul,
 It behooves me to send you much news this week, and so I hope you'll bear with me through this communique.  I have commended research on the artifact according to your request, and at the beginning of the next week I ought to be able to report more thoroghly on the properties of this delightful relic.
   Additionally, it has come to my attention that my resources are flush in the realm of food, a resource that I have no use for.  If you would like to purchase supplies at the rate of 10 gold for 4 food per week, a price that will ensure deliveries for six weeks, then my treasurer has already authorized the transaction.  I hear even thralls must eat, so this offer should entice you accordingly.
Pleasant nightmares,
- Dr. Robertson, Professor Immortal[/spoiler]

[spoiler=Message to Chieftan Shee-Ra]
Hello.
   I am not sure how advanced your capacity for language is, so I shall keep this simple.  roughly one hundred elves were seen in the vicinity of your area recently.  It would be most polite of you to avoid being slaughtered by their forces so that my troops are able to spend their time on more productive pursuits than removing the debris of your forces from our metaphorical stoop.
   Additionally, my treasurer tells me that arranging to offer you food, at the rate of 10 gold in exchange for 4 food per week for the duration of six weeks is an offer that should be offered to you.  I find it distasteful to feed the vermin at my gate, but I suppose it would go to waste otherwise, and so the offer is made.
   If you would be so kind as to die on our doorstep however, by ignoring our warning and the accompanying offer, we would be most happy to accept the donation of any corpses that you would like to expel from your warrens.

- Dr. Robertson, Professor Immortal[/spoiler][/spoiler]
[spoiler=Responses][spoiler=Response to the Onyx Prince]
Prince Dalashinn, it seems as though we are akin to waves out of sync; alike in form yet tangential in interest. I do not need bodies, you do not need food, and it seems we both have use for gold. Indeed, the information I've obtained does not even relate to Hazer-Nagroth. Perhaps fate will provide us with more opportunity to do business in the future. Our offer of providing food stands as well.

Best of luck dealing with your ruins,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Response to Viarra Gloomsong]
Wise Gloomsong,
It stirs my unbeating heart to hear your interest in a cooperative endeavor. Indeed, I just signed the order to send your initial shipment of food. It will arrive early next week, I expect.
Alas, my eyes are not what they once were, and I cannot provide precise coordinates of your far-distant surface kin. Our sources last placed them in the Eastern Uppderdeep, but that was nearly a fortnight ago and the elfin foot is known to be quite fleet.
I am most glad to be appraised of your interest in future collaboration, and I am blessed with having the fortune to inform you that we are likewise interested in non-aggression and trade. Any conspiracy against a common foe must of course be evaluated on a case-by-case-basis.

Convivially,
- Dr. Robertson, Professor Immortal.[/spoiler]
[spoiler=Response to the Queen of Thralls]
Fearsome Llitul,
  Your news brings sunshine to my desk. Why, I think my rotwort fungus might even be withering from the glow. I completely understand the need for caution in such matters, and I assure you that you will be most satisfied with my research paper (published for your eyes only, of course). The breach in our previously agreed upon arrangement is more than made up for by the extra gold. If only all research was as well funded.
  I am brought to even better predilection by your agreement to buy some of this grain we requisitioned from those feeble surface-dwellers. Though I miss many things about being alive, bread was never one of them. Be informed that I have just signed the order to transport the first shipment of food down to you. According to my models you should get it early next week.

May our future arrangements will be as mutually-profitable and enlightening,
- Dr. Robertson, Professor Immortal[/spoiler][/spoiler]
[spoiler=Orders]
[spoiler=Orders]Markus Ashton and his army will be returning to the Upperdeep by the same route as before, with orders to withdraw towards Albaiyat Alhazred in any unexpected hostile encounters. Upon reaching the Ogres Markus will have his skeletal warriors bring out the food, and attempt to get them to lower their weapons to take it. Once they've lowered their guard he'll have the skeletons attack the brute and have the zombies attack the rock-hurler. Ashton will attempt to stay back (as his own regiment) and try out his new ability: Dread Curse. (Prioritizing the Brute)
At Upperdeep 81 the zombies will break off, due to being out of speed. Ashton and his skeletons will move to Upperdeep 84 and found a new outpost ("The Dean's Wall").

Professor Robertson will finish researching the crown, and secondarily research the Haste spell while he's in the new library.

5 Skeletal Archers and both Ghouls will move out of Albaiyat Alhazred headed south. One skeleton will remain in Upperdeep 86. 4 Skeletons will found a new dungeon at Uppderdeep 87 ("The Iron Hall"). 1 Goul will remain in Upperdeep 88. 1 Ghoul will stop at Upperdeep 89. These troops are to only engage if they have superior numbers. If evenly matched or outnumbered they'll withdraw back towards Robertson.

One of the zombies (called "King" Stephan) at the Dormitory of Bones will become the dungeon's commander. One of the skeletal warriors at the Dormitory will move west to Upperdeep 90. The other troops there (5 zombies, 5 skeletal archers, and 2 skeletal warriors) will move east to Upperdeep 92 and construct a new outpost ("Wall of Rats"). This last group is ordered to fight to the death in case of engagement, with zombies screening and skeletal warriors preferably engaging ranged enemies.[/spoiler]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)

Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold

Combat: 367 Gold, 9 Metal, 174 Food, 13 Bodies, and 135 Diseased Bodies[/spoiler]
[spoiler=Upkeep]16 Zombies: No Upkeep (6 weeks until decay into skeletons)
18 Skeletal Archers: No Upkeep
8 Skeletal Warriors: No Upkeep
1 Ghoul: -1 Body[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:
None.

Beginning Construction:
Necromantic Laboratory: -100 Gold, -20 Metal, 3 weeks remaining

Dormitory of Bones (Upperdeep 91)

Under Construction:
None.

Beginning Construction:
Undead Mine: -175 Gold, -15 Metal, 3 weeks remaining

[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred, The Red House (Upperdeep 85)

7 Skeletal Archers: 70 Gold, 7 Metal, 7 Bodies
1 Ghoul: 15 Gold, 1 Body[/spoiler]
[spoiler=Wealth]Gold: 202 (200 planned to be spent on dungeons/outposts)
Metal: 104
Food: 174
Bodies: 104
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library
Teleportation Circle

Spiked Moat

Dormitory of Bones (Upperdeep 91)
Nothing.[/spoiler]
[spoiler=Armies]Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
2 Ghouls - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
10 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

6 Zombies – Garrisoned at the Dormitory of Bones (Upperdeep 91)
5 Skeletal Archers – Garrisoned at the Dormitory of Bones (Upperdeep 91)
3 Skeletal Warriors – Garrisoned at the Dormitory of Bones (Upperdeep 91)

Markus Ashton (-1hp) – Surface 157
10 Zombies (-1hp) – Surface 157
10 Skeletal Archers (-1hp) – Surface 157
5 Skeletal Warriors (-1hp) – Surface 157[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Rhamnousia on February 26, 2013, 06:48:09 PM
[ic] the water had since grown still again, the Darksea continued to echo with awful, alien music. Though it was a comparison utterly wasted on young races that had never left their claustrophobic warrens to gaze upon the open sea, in its sleep, Dreams-of-Dead-Races thought it reminiscent of whale song, though as in all things, the moans and clicks of the great fish were mere bastardizations of the Deepsong. It was, the Sovereign knew beyond a shadow of uncertainty, the most perfect form of language. By the power of their will, the Watchers could make their desires known in an instant, without resorting to the ugly chatter of mortals; the Deepsong was pure linguistic decadence, its simplest morpheme literally unspeakable for creatures cursed with but a single clumsy tongue, its infinite subtleties intelligible only to them. For all other creatures, however, there was written into the very strands of their being a loathing of the insane, groaning piping that now rang throughout the cavern, stray rumblings even echoing up the Shaft of Ryen-Dor.

But even as its spawn swam and sang around it and the blind, albino dolphins that dwelled in the Darksea screeched in psychic agony, the vast leviathan was not at peace. Its vision was plagued by visions that threatened to turn the cold, elegant hatred of the Sovereign into boiling fury. But it was the privilege of a Watcher to not succumb to feverish omens and suspicions: it would know the truth, and only when it did would it withdraw from the smoldering coals the white-hot trephine that was the rage of Dreams-of-Dead-Races. It may have even laughed, but what sound a mirthful Watcher makes is a question best left uncontemplated.[/ic]

[spoiler=The Will of the Watchers]
[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Watcher Mine: 185 gold, 20 metal
Trade with Exalted: 30 metal
[/spoiler]
[spoiler=Upkeep]
2 Watcher Savants: -10 gold, -10 food
15 Thralls: -15 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
Ooze Pool
3 Vault Slime

Under Construction:
Improved Watcher Mine: 2 weeks remaining

Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
Recruit 3 Watcher Savants: 75 gold, 45 metal
Recruit 10 Thralls: 50 gold
[/spoiler]
[spoiler=Wealth]
Gold: 180
Metal: 45
Food: 375
Bodies: 145
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine

Nightmare Gate
3
[/spoiler]
[spoiler=Armies]
Dreams-of-Dead-Races – Hibernating, garrisoned at Cruel Form of Truth (Darksea)
Inauspicious-Arrangement-of-Gills, Watcher Savant – Garrisoned at Cruel Form of Truth (Darksea)
Grey-Slime-Congealing, Watcher Savant - Garrisoned at Cruel Form of Truth (Darksea)
3 other Watcher Savants- Garrisoned at Cruel Form of Truth (Darksea)
25 Thralls –Garrisoned at Cruel Form of Truth (Darksea)

[/spoiler]
[spoiler=Orders]
Spend 1 speed to move Grey-Slime-Congealing and 5 Thralls to Cruel Form of Truth
Dreams-of-Dead-Races scrys Lowerdeep 83, Middledeep 22, Upperdeep 30

[ooc]They’ll all have names by next week, promise. Unless that’s just a really annoying quirk.[/ooc]
[/spoiler]
[/spoiler]

[spoiler=Messages]

[spoiler=To Whisper, Mote of the Queen of Thralls]We are pleased you acknowledge our superiority, Part of the Less-Hated Whole. The substance of the Earth is a crude but necessary tribute, but we will permit you further service to assuage the guilt inherent to those who come before higher intelligences: you will whisper to us the secrets of your mistress. What her eyes perceive. What her ears hear. What her two-lobed brain dreams. You will do this because if we are not burdened with the necessity of observing her ourselves, we will be perhaps more inclined to foster the seed of possibility we have sensed within her rather than choking it before ever blooms. You will do this truthfully because in your most decadent of dreams you could not envision a lover as intimate and generous as the black hell we will prepare for you  if you attempt to deceive us.

You will do this because we are That Which Was and That Which Will Be Again.[/spoiler]

[spoiler=To Dolmar Lestridae]
It comes on suddenly: not a voice, not an image, but a terrible, sudden epiphany
We hear the song of Water-Rushing-Over-Bone, Sire of Three Thousand Young. We know that it is you who are the intended audience.

Go, and make for it a proper bath of black stone and thickened waters within the bowels of your citadel. Do this, and further instructions will come, and with them perhaps hidden truths about your most recent of foes, the heterodox Ceremorphs: truths such as that their outpost contains within it only eight ghouls and two daemons of the Abyss. [ooc]Middledeep 22[/ooc]

If you defy us, there is no pit in any Hell that would not be a mercy compared to the cruelties that will await you and everything you have been foolish enough to love. Do not stir the seas to taunt the hurricane.[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: zcynthr on February 28, 2013, 10:13:37 AM
[ooc]My numbers were totally wrong- had to fix them before I could post this.[/ooc]

[ic]Report, 3 Claw 38
Preliminary fortifications finished, not much time yet for secrets. Much food, if mushrooms were kobolds no withstanding would be a possibility! But who desires mushroom? Banners shall be carried, fires lit in caverns far far away. The Legion marches. Greenswards and worldspines vibrate to skitter-steps!

Trusting is one thing; trusting with power, even ceremonial, is a second. Gods forgive me if the Consulship brings anarchy to replace fearful, nebulous peace.[/ic]

[spoiler]WEEK 3      
      
Wealth:      
Gold: 10      
Metal: 130      
Food: 294      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(4) Mushroom Patch: +80f   
Mushrooms: +25f

Shatterspine Post (Upperdeep 62)
Crystals: +20g   
      
Characters:      
      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(3) Kobold Augur: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(20) Kobold Veles: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Immune: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Veles : -10g, -10f      
(10) Kobold Immune: -30g, -10f      
(1) Kobold Augur: -7g, -1f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(2) Kobold Augur: -100g      
(10) Kobold Veles: -50g      

Dungeons and Outposts:
Bloodwatch Enclave (Upperdeep 77)

Legatus War Room
Burrow
(4) Mushroom Patch
Kobold Mine
Augur's Fane

Escape Tunnel
Palisade
Reinforced Gate
Disguised Entrance
(3) Snare
Cage Trap
(5) Pit Trap
Rockfall Trap

Shatterspine Post (Upperdeep 62)

Under Construction:
Bloodwatch Enclave (Upperdeep 77)

Shatterspine Post (Upperdeep 62)

Beginning Construction:
Bloodwatch Enclave (Upperdeep 77)
(1) Mushroom Grove: -40g, 1 week remaining
Workshop: -65g, -25m, 3 weeks remaining
Spiked Moat: -25g, 3 weeks remaining

Shatterspine Post (Upperdeep 62)

Orders:
Bloodwatch Enclave (Upperdeep 77)

(2) Kobold Augurs form a unit with (10) Kobold Veles and (10) Kobold Immunes.
(1) Kobold Augur (the one remaining in Bloodwatch Enclave) casts Haste on the newly formed unit.
If a Kobold Augur can cast Scry and move in the same turn, one with the new unit will do so on Upperdeep 62, but if not ignore this.
The unit spends 6 speed to move to Upperdeep 62, attempting to avoid larger troop concentrations, and lays the foundation for a Dungeon (Shatterspine Post). If the unit is also able to garrison the dungeon in the same turn, they will spend 1 speed to do so.

Responding to events:
re: disobedient Veles - he is offered a choice. Either he goes with the new unit to found a Dungeon, forced marching along without being Hasted, or he can be traded to the Orcs as food, never to be eaten by kobolds.

re: omens - Marius Krinak and (10) Kobold Veles spend 4 speed - the goal is to search Upperdeep 75 for an appropriate sacrifice, stealthily lure it back to Upperdeep 77, get it in a pit or cage trap, and re-garrison the Dungeon at Bloodwatch Enclave.

re: elections - Patricians get one vote each. Senators get one vote each. Every family unit gets one vote each. Every five man squad of troops gets one vote. Augurs get one vote each. Voter fraud is punishable by fifty lashes and exile. (Senators and patricians have the most votes by far, but they'll both ideally have to court the interests of the people and the army in order to prevent the other from doing the same and getting more votes. Effectively the free elections option with some stipulations to ensure that power remains closer to the upper classes than letting everyone have one vote. It also motivates soldiers unmarried men to join the army, and then to start families when they retire.
[/spoiler]

Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Steerpike on February 28, 2013, 07:46:57 PM
(http://img4.imageshack.us/img4/1097/starvampire.jpg)  (http://img832.imageshack.us/img832/9982/nocae.jpg)

The Shadow Elves of the Upperdeep have fought in several battles recently, defending their sacred city of Umbrazzid from the Star Vampires of the Abject and seizing the fledgling city of Uzannador from their erstwhile brethren, the Kirr Dark Elves.  The martial skill of the Nocae is formidable, but they have made themselves powerful enemies.

Soundtrack: The Holy Shadow Prevails (http://www.listenonrepeat.com/watch/?v=TM3rDECHc2A)

[ic=The Month of the Spider, Week 4]As the Month of the Spider comes to a close, tension in the Underdeep is palpable.  The Shadow Elves, otherwise known as the Nocae, have launched an aggressive offensive against the Dark Elf demon-worshippers known as the Kirr, while the renegade Cerelich known as Ktan-Ydheel is said to have assaulted the Nocae's hallowed city of Umbrazzid.  There are rumours also of confronations between the Dwerim and the Fungoids in the Middledeep, and of mounting conflict between the Dwerim and the Goblins of the Red Tide.  The Orcs continue their march through the Upperdeep, seemingly making for the Dwarf-Realm of the Westdeep.  But Orcs are not the only evil to afflict Disa Grimhammer's Queendom: the Grey Wyrm has struck at her borders, laying waste to one of her bastions and slaughtering her troops.  The creature is said to lair in a ruin somewhere within her lands.

There are other monsters than Dragons at large these days.  There are whispers that a strange Kobold has arrived in the Middledeep, a creature known as Grolhund the Heartscrew, spoken of in legend as a kind of bogeyman, creeping through the caverns in search of victims for his deranged experiments.  Whether these stories are true or only folktale remains to be seen.[/ic]

[ic=Maps – the Month of the Spider, Week 4]
The Surface

[spoiler=The Surface, Month of the Spider, Week 4]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Spider, Week 4]
(http://img705.imageshack.us/img705/2456/upperdeepweek4.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Spider, Week 4]
(http://img829.imageshack.us/img829/1521/middledeepweek4.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Spider, Week 4]
(http://img705.imageshack.us/img705/3820/lowerdeepweek4.jpg)
[/spoiler][/ic]

[ic=Briefings – the Month of the Spider, Week 4][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]You have mustered your forces at the Downward Stair in preparation for your incursion into the lands of the foolish Dwerim.  Why they insisted on antagonizing you, you cannot know, but now that they have provoked your ire, they will have to pay the price for their insolence.  As you make preparations to leave for the incursion, a messenger brings word of a group of creatures that has approached your Town and wishes to speak with you.  Emerging from your chambers you discovered a pack of Wargs, all of them two-headed, vicious black-furred beasts with glimmering red eyes.  The leader of the pack was a huge white wolf, an albino.  One of the creature's two heads had been smashed in, and dangled uselessly next to the other.  The Warg declared itself Dreadfang – a beast of whom many legends are told, including its notorious encounter with Disa Grimhammer, who reputedly smashed in one of the creature's heads.  Having heard of your exploits and your recent quarrels with those of Dwarven stock, Dreadfang has offered you its allegiance and the aid of its pack in exchange for food.

"I wish to taste Dwarf-blood once more," the creature snarls hungrily.  "I ask only that you allow me to feast on the Dwarf-bitch Disa's flesh."

A rumour has also reached your ear.  It is said that the Horsemasters above have hired a group of adventurers calling themselves the Blades of Fury to investigate the deaths of the caravan escort.  It seems that the leader of the band you slew was in fact a prince among the humans, and his father greatly desires vengeance.  It may take awhile for the adventurers to discover that it was you who slew the Horsemaster prince.  Fortunately enough, the palisade around the Downward Stair has been completed, providing the settlement with some measure of defence.

[Dreadfang has brought 25 Two-Headed Wargs to the Downward Stair.  If you pay the Wargs 100 Food, they will join your forces.  The Two-Headed Wargs can be used as mounts by your troops, if you wish it: you can convert up to 25 Goblin Grunts into Two-Headed Warg Cavalry for free.  If you choose to accept the Two-Headed Wargs as mounts, you must pay the Upkeep for Two-Headed Warg Cavalry instead of Grunts for the mounted units.

[ic=Two-Headed Warg Cavalry]The two-headed Wargs of Dreadfang's pack are especially ferocious, though their appetites are tremendous indeed.

Upkeep: 2 Gold, 6 Food
Melee Attack: +5
Melee Damage: 6
Defence: 16
Health: 10
Speed: 6
Morale: +3
Special Abilities: Cavalry, Double-Headed, Scout[/ic]

[ic=Dreadfang](http://img829.imageshack.us/img829/8929/dreadfang.jpg)

The fell-wolf known as Dreadfang craves vengeance against Disa Grimhammer.  An albino, the creature has two heads, one of them smashed in by Disa's hammer.  Dreadfang is too large to be ridden, and would not suffer a rider in any event.

Melee Attack: +8
Melee Damage: 10
Defence: 18
Health: 20
Speed: 6
Morale: +5
Special Abilities: Grudge (Dwarves), Large, Leadership, Scout

All Warg units in an army accompanied by Dreadfang gain +1 to Morale.

Dreadfang can only lead a regiment of Warg cavalry or Two-Headed Warg Cavalry.  If Dâgalûr or another Leader is in that regiment, the regiment can possess two Leaders.  If Dreadfang is attached to a Warg regiment all units in that regiment gain the Grudge (Dwraves) ability while he remains with it.[/ic]

Dâgalûr may also be mounted on a Warg for free (though not on Dreadfang).][/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Disaster has befallen the new city of Uzannador.  While Mianarith and her retinue arrived on schedule and garrisoned the fledgling city, a force of the wretched beings known as the Accursed – former slaves of the Nocae, the Shadow Elves – emerged from the gloom of the south, led by a by a tall, glaive-wielding Shadow Elf in opalescent armour.  Though Mianarith's eldritch senses warned her of the attack, the confrontation quickly went ill.  Mianarith conjured a cloud of poisonous vapour, greatly debilitating the many-armed horde, and her crossbowmen slew one of the charging monstrosities.  Then the swordsmen and slave soldiers charged forwards, blades and spears gleaming in the gloom, meeting the mass of creatures in pitched battle.  The melee was bloody and brutal.  Your forces slew two dozen of the horrors – weakened as they were with poison, they fell in droves before your warriors – but there were simply too many of the creatures.  Your forces were overwhelmed, every single slave and swordsman slain.  With but a small force of crossbowmen left, Mianarith surrendered to the Nocae.  She has been taken prisoner, and the Shadow Elves now hold Uzannador; a sole messenger escaped the battle and delivered the report to you in Kirr-Godna.  He claims that the remaining Shadow Elf forces are weak, with only half a dozen Accursed and the fearsome glaive-wielding warrior remaining.

In better news, the Ceremorphs seem to have departed your lands – perhaps they will come into conflict with the Nocae.  Your expeditionary force has taken the tunnels to the north and now watches them carefully.  In Kirr-Godna, your slave market is now operational.  No sooner did it open than a caravan of travelling slavers, Orcish of race, arrived in the city.  They advertise a number of unusual slaves for sale – including half a dozen brutish Ogre slaves which they claim make superb bodyguards, labourers, and soldiers.

[+10 Food from Foraging.

-44 Gold, -12 Metal, -33 Food from the Shadow Elves' assault.

You lost 7 Dark Elf Swordsmen and 10 Slave Soldiers at the Disaster of Uzannador.  3 Dark Elf Crossbowmen and Mianarith have been taken prisoner by the Nocae (note that you do not have to pay Upkeep for these troops).  Uzannador itself has been lost to the Nocae as well.

In the Slave Market, Orc Slavers are offering up to 6 Ogre Brutes for sale:

[ic=Ogre Slave]Ogres are thought by some to be the primitive ancestors of Orcs, by others to be more closely related to the Giants of the Surface world.  These particular Ogres have been branded and enslaved by Orcs, who claim they make excellent warriors or labourers.

Cost: 20 Gold
Upkeep: 3 Gold, 5 Food
Melee Attack: +5
Melee Damage: 10
Defence: 16
Health: 15
Speed: 3
Morale: +2
Special Abilities: Large

Ogre Slaves must always be accompanied by at least 1 non-slave unit; otherwise, they immediately desert.

If Ogre Slaves are garrisoned in a Dungeon with a mine, they can use 3 Speed to labour in the mines, producing 5 additional Gold and 1 additional Metal apiece.[/ic]

The Orcs will remain in Kirr-Godna for 2 more weeks before departing.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Two great victories have been won, though the cost has been dear.  The first was at Umbrazzid itself: here, three loathsome, tentacled horrors, creatures known as Star Vampires, assaulted the sacred city, floating down invisibly into the hallowed streets and gorging themselves on the blood of your citizens, even while a pair of fell Bloodfiends, horrific daemons of coagulate cruor and sentient hellfire, assaulted the gates.  The small garrison was mobilized immediately, the archers and Abominations rushing to defend the sacred city.  The battle was fierce, as the Star Vampires swarmed your archers, slaughtering them swiftly.  Meanwhile the Bloodfiends contended with the Abominations, and though one of your defenders was tragically lost, both Bloodfiends were destroyed.  The Star Vampires turned and assailed the second Abomination, but with claws and teeth it defended itself, bringing down two of the gibbering monsters, its venom proving highly efficacious.  The remaining Star Vampire, gnashing its many teeth, withdrew from Umbrazzid, flying over the spires and domes and retreating into the depths of the tunnels.  Vaelri believes these creatures were in the service of the creature known as Ktan-Ydheel, the Cerelich, an undead Ceremorph sorcerer who lurks deep below, the same blasphemous warlock whose minions Dolmar slew a week before.  Clearly the Abject, as they are known, intended reprisal.

Your sole remaining Abomination has been honoured as a hero by the citizens of Umbrazzid.  You may wish to decide on an appropriate reward for this valiant creature's tremendous service to Sylessiadil – perhaps a future promotion to Commander or Captain?

The second battle waged in the Middledeep at the Dark Elf city you now know to be Uzannador, a newly founded settlement established by the heretical demon-worshippers known as the Kirr.  You led your Accursed troops into battle personally, descending on Uzannador out of holy shadow.  The city's commander, a Dark Elf summoner known as Mianarith, spat an unholy spell towards your forces, a poisonous fume which many of your Accursed inhaled, debilitating them greatly.  Then the Dark Elves' swordsmen and slave soldiers charged forth, slicing into your forces with devastating effect.  They slew many, but you intoned a prayer to Sylessiadil and led the counter-attack.  The Accursed swarmed over their attackers, swiftly overwhelming them, and you found yourself face-to-face with a Kirr swordsman, his eyes cruel, his mouth set in a grimace of hatred and cold fury, his flickering blade wickedly curved.  The sword lashed out, wounding you badly, but you fought through the pain and brought your glaive down upon the swordsman, shearing him from neck to groin and spattering yourself with gore.  When the brutal melee concluded more than two dozen of your Accursed had fallen, but the swordsmen and slave soldiers had all been slain.  The summoner, Mianarith, and three crossbowmen were all that remained of the Kirr's garrison.  Faced with your forces they surrendered, and you have taken them prisoner and seized Uzannador for the Nocae.

Meanwhile, the creature that was beached on the shores of Umbrazzid has slid into a deep torpor once more.  The Dragonhunt have crossed the chasm to meet the Dwerim forces at the border of the Westdeep, the Dwarf-Realm of Disa Grimhammer.  The force of Axemen is led by a young Dwer called Tiern, a stout-hearted warrior who greeted Phaedra with the utmost gallantry.  You may now confer with the Dwerim directly to plan your attack on the Grey Wyrm.

[You lost 25 Accursed at the Battle of Uzannador; only 6 remain.  Dolmar Lestridae suffered a wound (7 damage) but has recovered fully.  You have conquered Uzannador and now hold the city.  It is currently devoid of structures save for Slave Pens under construction, which will be operational in 2 weeks time.  Your troops are currently garrisoned in the city.  Uzannador requires a Commander.

You gained 44 Gold, 12 Metal, 33 Food, and 16 civilian prisoners from the sack of Uzannador.  4 of these prisoners are of Dwarven stock.  You also took 3 Dark Elf Crossbowmen and Mianarith (Summoner Commander) prisoner.

Dolmar's exploits have earned him a new ability.  Choose 1 of the following abilities and add it to Dolmar's Special Abilities:

[ic=Bless (Utility)]Dolmar has been favoured by Sylessiadil and can now call upon the Goddess of Shadow to bless his troops.  Dolmar gains the Bless spell.[/ic]

[ic=Grudge (Dark Elves)]Dolmar's battle with the Kirr has hardened his heart to his erstwhile kindred.  He gains the Grudge (Dark Elves) ability, gaining +2 to Attack and Damage against Dark Elf units and +4 to Morale when Dark Elves are present on the battlefield.  This ability is imparted on to any regiment he leads.[/ic]

[ic=Elven Fleetness] Hastening across the caverns of the Middledeep with his troops, Dolmar has learned how to cover ground very quickly indeed.  His Speed increases by +1.  Any army that Dolmar leads has its Speed increased by +1.[/ic]

[ic=Polearm Mastery]Dolmar's skill with the glaive has increased.  When fighting with any polearm, Dolmar strikes first in melee, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

You lost 2 Archers and 1 Abomination defending Umbrazzid from the Star Vampires and Bloodfiends.

You may now parley directly with Tiern of the Dwerim if you wish (see Communication rules for more details – let the DM know if you wish to schedule a parley session).][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]It seems that the Kobolds above you are becoming exceptionally curious.  They have sent down lanterns containing lightning bugs and glowing gas to peer into the depths of the Darksea, and seem to have discovered Cruel Form of Truth.  Perhaps it is time to subjugate these wretched reptiles?

Your Savants have became exceedingly drowsy and the Slumber has taken them.  They have lapsed into torpor, and can now peer throughout the caverns, uncovering all manner of secrets.  Within Cruel Form of Truth, your mines are being dug ever deeper.  While expanding the mines your Thralls have hit a vein of True Silver, or "Mithril," as the Lesser Ones call it.  This unusual metal is especially valuable.

[All Watcher Savants have entered the Slumber this week.  They can take no actions but can still be moved if dragged by other units.  They gain the Scry ability this turn.

You have hit a Mithril vein.  For the next 2 weeks, your Metal production doubles.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]Your laboratory stirs.  The alembics bubble; the crucibles smoulder; the cauldrons boil and seethe; the eldritch generator whines with puissance.  When your last thrall was under the knife, he babbled something about a group of rogue Ceremorphs somewhere in these caverns.  Perhaps they would make interesting specimens?  You have also heard tell of a tribe of Kobolds somewhere to the east; you possess no compunctions about abducting your own kind, so perhaps they, too, might make intriguing thralls.

Let the experiments begin![/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]As you prepared to found the Drakkenhold, your forces were assailed by the returned Fire-Drakes!  Discovering their mother dead, the creatures shrieked in rage and began spewing flame into the air.  Coming upon your troops, they descended in a fury, but your halberdiers' shields protected them from harm.  Meanwhile your hammer-throwers hurled their weapons, battering one Drake badly, while your cave beetles took to the air and moved in for the kill.  With snapping pincers they felled one Drake and began worrying at the others.  Panicked, the Drakes landed, allowing your Halberdiers to charge them.  Two of them were slain, torn apart by the creatures, but they made short work of the lizards, and you yourself struck the blow that slew the largest and most fearsome, sustaining only minor wounds in the process.  The Drakkenhold has been successfully founded and now requires a commander.

You have deployed your sneaks to gather information, establishing the beginnings of a true spy-network throughout the Underdeep.  However, the scout you sent to investigate the ruins in the Middledeep never returned!  Your other scouts were more successful.  The scout sent to the magma-caverns to the west reports that the caverns themselves are clear, but that a group of Lava Naiads linger on a small island near the center of the magma-pool – mischievous creatures who dwell near pools of molten rock and possess a siren's song luring hapless passersby to their doom, or to their sweltering lairs to be kept as guards or servants. The scout who travelled to the cavern to the south reports that the cave appears clear, but that there are indications that some form of large, tunneling creature passed through recently, leaving signs of its passage.  These tunnels could be investigated further.  Finally, the scout you sent to explore the lake-filled cavern in the Middledeep reports that a Lake Troll dwells in the cave, but it is otherwise empty.

[You lost 2 Duergars Halberdiers in the defence of the Drakkenhold.

Käfer's exploits have earned him a new ability.  Choose 1 of the following and add it to Käfer's Special Abilities:

[ic=Wyrmslayer]Käfer is now an experienced killer of Wyrms.  He effectively gains the Grudge (Wyrms) ability, which is also conferred to any regiment he leads.  Wyrms include all Dragons and their kin (such as Drakes and Wyverns); this ability also applies to cavalry riding Dragon-kind.[/ic]

[ic=Fire Resistance]Having grown practiced at guarding himself against flames, Käfer is somewhat resistant to fire-based attacks.  He gains +4 Defence against attacks and spells that deal Fire damage.  This ability is imparted to any regiment he leads.[/ic]

[ic=Beetle Husbandry]Käfer's proficiency in beetle husbandry has grown keener.  If garrisoned in a Citadel with Beetle Farms, those Farms each produce an additional 2 Food per week.[/ic]

[ic=Infiltrator]Skulking through the caverns of the Lowerdeep, Käfer's training as a Sneak is coming back to him.  Käfer gains the Infiltrator ability.   This ability is imparted to any regiment he leads.[/ic]

The Duergar Sneak sent to Middledeep 7 is dead of unknown cause.

Lowerdeep 88 contains 6 Lava Nymphs.  Their lair likely includes the treasures of any travellers they lured to their doom.

Lowerdeep 22 is clear but shows signs of recent habitation by tunneling creatures of some variety.

Middledeep 48 is inhabited by a single Lake Troll (similar to a Rock Troll, but with bonuses in watery terrain), which spends most of its time in its Troll Hole.

Remaining mineable resources at the Käferhold: 36000 Gold, 8500 Metal

Remaining mineable resources at the Umbrahold: 15500 Gold, 4700 Metal

Remaining mineable resources at the Drakkenhold: 19300 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]These cursed Shadow Elves are becoming a thorn in your side!  Your attack on the Shadow Elf city of Umbrazzid has been unsuccessful. After waiting for the bulk of the Shadow Elf garrison to depart Umbrazzid, your three Star Vampires and two Bloodfiends descended on the Shadow Elf city and began wreaking havoc, but the Nocae militia quickly mobilized.  Though their archers did little damage, their dread Abominations – many-armed, venomous horrors that rapidly regenerate their wounds – proved formidable opponents.  While your Bloodfiends contended with the Abominations, your Star Vampires slaughtered the archers.  Though one Abomination was destroyed by your Bloodfiends, rent apart with their crimson claws, the creatures dispatched both of your Bloodfiends with terrible savagery.  Your Star Vampires joined the fray, but two were also slain by the Abominations, poisoned by their corrosive venom.  Though only a single Abomination remained, its powers of regeneration were too much for the sole surviving Star Vampire to overcome.  Wisely, your Star Vampire withdrew from the battle and now lurks outside the city, awaiting further orders.  Though you lost the battle, you have at least weakened the Nocae's defences.  Without further reinforcements, Umbrazzid could not withstand prolonged assault.

Yet more tragedy has befallen your troops.  Three of your Ceremorph Ghouls were lost in the magma-caverns above Yuddarath while moving to Ulm-Ulhulm.  Not all goes ill, however.  Fortunately, Altharid-Xallasine and her thralls managed to evade the magma and reach Ulm-Ulhulm.  Naerlyth the Unclean has been hard at work at your behest and has compounded the efficacy of the contagion carried by your Ceremorph Ghouls.  Your Memory Womb now throbs with unholy puissance, filled a susurrus of profane voices.  As you meditate in this chamber a single voice, deep and resonant and silkily seductive, whispers clearly out of the blackness, louder than the others:

"The key!  The key!  Seek out the Grey Ones, the Stunted Ones, those who were once slaves, and take it from them!"

[You lost 2 Star Vampires and 2 Bloodfiends in the Assault on Umbrazzid.  The remaining Star Vampire has withdrawn to Upperdeep 29.

Naerlyth has perfected a new disease for Ceremorph Ghouls to carry.  Choose 1 of the following abilities and add it to Naerlyth's Special Abilities:

[ic=Brain Fever]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry the debilitating disease known as Brain Fever, which courses through the minds of its victims, causing madness and imbecility.  Such Ghouls cost an additional 3 Gold each to recruit, but their Disease now affects both Health and Morale.  Morale can drop into the negative from this effect, though troops do not desert because of Brain Fever.  Troops that drop below 0 Morale due to Brain Fever must make a DC 15 Morale check each round of combat or suffer from a Confusion effect identical with the spell of the same name.[/ic]

[ic=Zombie Plague]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry a dread plague whose victims rise as shambolic undead.  Such Ghouls cost an additional 3 Gold each to recruit.  Any creatures who die of their Disease, however, or who were afflicted with their Disease when they died for other reasons, rise as Zombies (as the Undead unit) as if the Ghouls possessed the Create Spawn (Zombies) ability.[/ic]

[ic=Fellpox]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry the horrible illness known as Fellpox, a disease which causes acute discomfort due to the eruptive pustules that it creates.  Such Ghouls cost an additional 3 Gold each to recruit, but their Disease now affects both Health and Attack.[/ic]

[ic=Grey Rot]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry the disease known as Grey Rot, a nightmarish illness that eats the victims from the inside-out and leaves them an etiolate husk.  Such Ghouls cost an additional 3 Gold each to recruit, but their Disease now possesses a potency of 7.[/ic]

You lost 3 Ceremorph Ghouls to the magma in Middledeep 23.  One is badly wounded (2/8 Health).][/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]This week has been a relatively uneventful one, for the most part.  Your Brainhounds have reached their destination; along the way they noted a small force of Dark Elves – five slaves soldiers, a pair of crossbomwn, and three swordsmen – encamped in the three-way junction, apparently guarding the tunnels and the border of the Kirr lands.  Your stealthy Hounds were able to slip past without detection, but other troops would be intercepted by the demon-worshippers, whose tolls are known to be steep.  After setting up an ambush near the edge of the ruins, they discovered a Duergar sneak creeping up from the Lowerdeep.  They attacked on sight and tore the Duergar apart.

While you recovered your strength from the battle with the renegade Ceremorphs you sensed an unfamiliar presence approaching, an entity that seethed with rage and hatred.  Shortly after, the creature approached you: an Orc garbed in red rags with eyes that smouldered with malice.  The Orc introduced itself as Vruthor, identifying itself as a Wrathpriest of the Ireful God, one of the lesser deities of the Orcish pantheon, a god of fire and revenge.  The shaman's tribe was destroyed by a group of Fungoids and it now desires vengeance against the sporekin.  Having heard your call in its slumber the creature has sought you out, divining your locations through certain auguries read in charred bones.

The Overbrain communes with you:

I have sensed that a group of the escaped prisoners have passed into the lands of the Kirr.  It seems that the Great Foe, Ktan-Ydheel, the Abjected, has located another group and bound one of them, the heretical Demonist Altharid-Xallisine, to its service.  A third and final group remains at large.

Daggoth also sends word:

Hail, my Queen, second to the Overbrain, Exalted One and Most Beloved!  While the Thrall Pens of Curasd have been completed, I have sensed a hungry presence, or presences, in the mushroom-groves to the south, perhaps attracted by the smell of the thralls.  It may be prudent for you to send forces to defend the Hive against such predators.

[-10 Gold, +4 Food from trade with the Undead.

Vruthor the Wraithpriest wishes to accept your offer of 20 Gold and 3 Metal.

[ic=Vruthor the Wrathpriest](http://img27.imageshack.us/img27/919/vruthorthewrathpriest.jpg)

Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  Your Elven instincts recoil from this creature, but your Ceremorph intellect sense that he may be of considerable use.

Cost: 20 Gold and 3 Metal.
Upkeep: 10 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Follower, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/ic]
Quasthid and the Hook Horror remain Dominated this week.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]An ill fate has befallen the Undrenwald!  It seems that the festering horrors known as the Sporekin have returned to plague your realm once more.  A substantial force of these creatures – thirty five of their warriors, ten of the insidious puffball mines, one of the twisted Sporemothers, and a strange, purplish abomination, one of the Blightguard – advanced on the Undrenwald.  Faced with such overwhelming odds, the Undrenguard withdrew from the Outpost, which has now been rendered a ruin by the Sporekin.

Not all the news this week is so dire, however.  Tiern has written a report on the Harrowing of Nüln.  He led the Wyrmhunt into the ruinous city, finding the entrance hall given over to dust and cobwebs, though footprints winding through the dust told of creatures dwelling in the ancient Mansion.  Making his way deeper into familiar halls, Tiern and his retinue came to the Grand Furnace, its great forges now cold.  Strangely, the place was now half-filled with statues of a wide variety of creatures – Orcs, Goblins, Kobolds, and others.  Knowing some deviltry to be at work, Tiern led his warriors cautiously on, gaining the barren Rose Garden – a melancholy sight indeed, strewn with charred bones and other signs of desolation.  No sooner had the Wyrmhunt entered that once-resplendent place than a band of the horrible creatures known as the Eyeless leapt from the shadows.  Said to be Humans from the Surface who crept down into the shadows and dwelt too long in darkness, the Eyeless are a savage and primitive race, pale of skin, with smooth flesh where others have eyes, and overgrown ears and noses, like those of bats, to compensate for their blindness.  The barbaric creatures had with them two fell Basilisks, reptilian creatures whose gaze petrifies all it touches.  Instantly one of the Wyrmhunt was turned to stone by one of the monsters, while the Eyeless hurled crude bone javelins, slaying three of the Wyrmhunt.  Bellowing a war-cry of the Mhaldûlne, Tiern charged forwards, followed closely by the rest of the Wyrmhunt.  Though seven more Dwer fell to the flesh-eating brutes and another Axeman was petrified, the Eyeless were butchered, Tiern himself delivering the final axe-stroke.  The Basilisks, panicked, fled the chamber, but Tiern's warriors swiftly tracked them down and put an end to them.

Continuing his explorations, Tiern discovered a trove of gold, jewels, and relics of the Dwerim, apparently hoarded by the Eyeless, including a suit of True Silver mail once worn by Kings of the Deep, including Nír himself.  Further search also yielded the blade Bitterflame, clutched in the burnt hand of an Orc skeleton – the dread fire-sword of Kaltë, forged by Andacer and bound with a fell spirit.  Such a weapon does not suffer to be wielded by those not of Dwarven or Dwerim blood.  Continuing his exploration of the once-glorious halls of Nüln, Tiern discovered a chamber high the Tower of Red Banners that was barred and barricaded.  Carefully opening this door he found eight Hobgoblin warriors, mercenaries captured by the Eyeless.  Though kin to Goblins such creatures are known for their strong sense of honour, and their War-Chief, Molgrm, declared himself in Tierns' debt and has offered his services to the Dwerim as recompense for rescue.  These Hobgoblins, the Splintre-Shields, seem well-trained and proficient in arms, yet many of the Wyrmhunt muttered darkly at the sight of them, in light of recent troubles with the Red Tide and the desecration of the Thousand Halls.

Tiern reports also that the mines of Nüln could be repaired.  Furthermore, three are certain lower halls of the city that have been cut off from the rest of the Mansion due to cave-ins.  Tunnellers could potentially re-open these passages, though what may lie within them, he cannot say.  He continued past Nüln to the Upperdeep and has now met with the Shadow Elves, led by Phaedra Duskbow Lestridae, a graceful Nocae accompanied by fourteen archers.

Meanwhile, in Mhaldûl-Nem, Gírn Dun Riar has completed work on the Earth's Cardinal Heart and given the jewel to you.  It hangs heavy round your neck, but its runes give you strength.

[The Wyrmhunt lost 12 Dwer Axemen – 10 were slain, 2 petrified (the petrified Dwerim can be restored with a Dispel spell).

In Nüln, you gained 144 Gold, 63 Metal, and 140 Food.

Tiern found the King's Mail, which imparts +2 Defence if worn.

Tiern also found Bitterflame, the sword forged by Andacer in ages past.  Bitterflame increases the Attack and Damage of any who wield it by +1, and also deals an additional +4 Fire Damage.  In battle, the sword wails horribly and gives the wielder the Fear ability (DC 15).  However, the fell spirit bound within mutters constantly and fills the wielder's mind with thoughts of violence and madness, imparting a -1 penalty to Morale to its wielder.  Bitterflame can only be wielded by Dwerim, Dwarves, or Duergar.

Nüln contains the following structures:

Rose Garden (Broken – Special, see below)
Forge Hall
Hall of the Ancestors
Shield Hall
Grand Furnace
Pyretic Refinery
Dwer Armoury (Broken)
Hall of Trade (Broken)
Dwer Mine Complex (Broken)
Outer Wall (Broken)
Escape Tunnel (Broken)

[ic=Rose Garden]This once-glorious chamber is now a barren, ash-strewn place of shadows and cobwebs.  Perhaps, with time and patience, it might be returned to its former beauty.  Returning the Rose Garden to its previous splendour takes 6 weeks and costs 100 Gold and 50 Metal.

Benefit: All Dwer troops garrisoned at Nüln gain +1 Attack and +2 Morale.  In addition, up to 25 roses can be plucked from the garden per week.  Living Dwer units who wear such a rose gain the bonuses of the Rose Garden while the bloom lives.  Roses live for 3 weeks.[/ic]

Tiern's Harrowing of Nüln has earned him a new ability.  Choose 1 of the following and add it to his list of Special Abilities:

[ic=Grudge (Eyeless)]The foul Eyeless creatures that squatted in the ruins of Nüln have earned the wrath of Tiern.  Any Eyeless he encounters should beware!  Tiern gains the Grudge (Eyeless) ability, which is also imparted to any regiment he leads.[/ic]

[ic=Dungeon Delver]Having explored the ruins of Nüln, Tiern has become a savvy dungeon-delver.  When investigating ruins, the Dwer warrior and any forces he leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Blood of Kings]Revisiting the ancient halls of Nüln has reminded Tiern of his Kingly heritage.  His Morale bonus increases by +2.  Like a Dwer Thane, Tiern now increases the Defence and Morale of any army he is leading by +1.[/ic]

[ic=Axemaster]Tiern's skill with the axe has improved.  While fighting with any axe, Tiern strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

If Tiern wishes, he can accept the Splinter-Shields into his service – seven Hobgoblin Warriors, and their Warchief, Molgrim.  The presence of the Hobgoblins may reduce the Morale of any army they accompany unless its commander can convince his troops that they are worthy companions (this entails a Morale check of DC 15 on the part of the Commander, though a well-written speech will give the Commander a bonus to this check).  The Hobgoblins may have accompanied Tiern and the Wyrmhunt or may have been sent elsewhere, or freed from the debt and dismissed, or even put to the sword by the Wyrmhunt (your choice).

[ic=Splinter-Shield Hobgoblin]The Splinter-Shields are elite Hobgoblin mercenaries who have served in many campaigns throughout the Underdeep, though their numbers were recently decimated by the Eyeless as they were travelling in a region nearby and ambushed.  They will forgo their Gold Upkeep for a month if you hire them.

Upkeep: 3 Gold, 2 Food
Melee Attack: +5
Melee Damage: 6
Defence: 16
Health: 10
Speed: 4
Morale: +4
Special Abilities: Discipline[/ic]

[ic=Molgrim, Hobgoblin Warchief](http://img716.imageshack.us/img716/7259/molgrim.jpg)

Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns.  He seems a stern and rather quiet sort, though he seems to take his word very seriously.  His warriors clearly regard him with the utmost respect.  Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

The Earth's Cardinal Heart provides the Lord of the Mansion (or any other wearer) with +2 to Melee Attack.  It may have other powers as well, yet unrevealed.

You may parley with Phaedra Duskbow if you wish ((see Communication rules for more details – let the DM know so a session may be scheduled).

Remaining mineable resources at Mhaldûl-Nem: 31890 Gold, 6720 Metal

Remaining mineable resources at Nüln: 15500 Gold, 1400 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]The scrying of your Augur reveals that the cavern to the east is inhabited by a wandering Rock Troll who marvels at the sight of the crystals filling the cave.  The creature seems docile, and might even be bribed with food or treasure – but it may be more cantankerous than it currently appears.  Your disobedient soldier, weighing his options, chooses to accompany those troops heading off to found a new Warren.

Your hunt for a creature suitable for a sacrifice has produced a juvenile Hook Horror, a vulturine monstrosity with a beaked maw, chitinous exoskeleton, and taloned forelimbs.  Taunting the creature, you led it back to Bloodwatch Enclave, where it almost immediately fell into one of your cunningly prepared pits.  It will make a worthy sacrifice, the Augurs assure you!

Meanwhile, your troops' efforts to found a new dungeon have been successful.  The Rock Troll has retreated to its Troll Hole somewhere within the region.  Perhaps it could be lured out with food?  Your troops encountered no hostile creatures on their way to found the new settlement, but did find evidence that a large number of humanoids have passed southwards through these tunnels very recently.  Presumably these were the Elves – perhaps they have already passed beyond your lands.

Your judgement on the matter of the elections has been met with cautious praise, as your compromise seems calculated to please no one and anger no one.  Elections will be held on the first of the next month.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[+1 Morale to all in Bloodwatch Enclave for the Hook Horror sacrifice.

Shatterspine Post has been founded successfully and requires a Commander.  It has been garrisoned with your troops.][/spoiler][spoiler=For the eyes of the Lich Dr. Roberston, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Professor Robertson, your researches have proved most intriguing.  You have learned a great deal about the Crown of Malekar the Obscene: it is an extremely powerful artefact, apparently containing some sliver of the Dark Elf sorcerer's soul, somewhat similarly to your own Phylactery.  The crown is made from the bones of High Elven folk and set with tenebrous gemstones.  It seems that whoever wears the Crown gains a certain fragment of Malekar's power, but is in danger of becoming possessed by the spirit of the warlock.  Intriguing...

Ashton, you have returned to the Underdeep.  The Ogres, greedily awaiting you, rushed out of their hiding places to accept your offering of food.  No sooner had they lowered their guard than you uttered your Dread Curse, afflicting the club-wielding brute.  The creature snarled in fury and swung his cudgel widely, but the curse took its effect and he was only able to dispatch a single skeletal warrior before falling beneath a barrage of arrows.  Meanwhile the rock-hurler prepared to defend herself, but your zombies overwhelmed her swiftly, tearing out her heart.  Having returned to the endless darkness, you began construction of the Dean's Wall.

Elsewhere, your minions have founded a new Necropolis, the Iron Hall, and another Outpost, the Wall of Rats, which require a commander and captain, respectively.

[+25 Gold, +20 Bodies, -4 Food from trade with the Ceremorphs.

+10 Gold, -4 Food from trade with the Dark Elves.

Professor Robertson's researches have produced results.  He learns the Haste spell.  In addition, he has learned the properties of the Crown of Malekar the Obscene:

[ic=Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on.[/ic]

+2 Bodies from the Ogre encounter.  The Ogres carried little, possessing 36 Gold and 8 Food.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Your cunning scheme to lure the Hook Horrors into Gnomefeast LuteingCave went off without a single hitch.  After your Slinger – the valiant Mya-Haha – ran out to taunt the creatures, the vulturine horrors were incensed!  They followed the courageous Slinger into your warren, but soon became confused in the twisting tunnels.  At this point you launched your attack, leading your Dire Rat cavalry into combat.  With gnashing teeth and stabbing spears they worried at the Hook Horrors, and you yourself landed a killing blow, slaying one of the chitin-plated monsters.  Your slingers pelted at the creatures to little avail, and the Horrors attempted counterattack, but found the cramped passages difficult to manoeuvre in and failed to hit a single rat.  Now your motley SmartScouts flooded in, rushing to surround the creatures, pelting them with stones and slashing them with knives, impaling them with spears and javelins.  Two more of the creatures died, and the last remaining Horror, wounded, fled in panic.  Aiming a careful sling-shot you struck the creature dead with a single stone!

Meanwhile your scouts mostly have little to report, but the Skulker sent to scout the ruin returns with news that they are infested with giant spiders, at least four of whom are truly prodigious in size.  The ruin seems to be of Dark Elf construction and contains a workable mine, but little else of worth to Kobolds.  There may be treasures to be found in the lower depths, however!

Your scouts from the Darksea bring more disturbing news.  It seems that the subterranean depths have become the residence of aq group of grotesque fish-like creatures, truly massive in size.  An entire underwater city thrives in the deeps, and horrible monstrosities breed along the dank shores!  Truly these neighbours are loathsome!

[+47 Food from Foraging.

+4 Bodies/Food from the Hook Horrors.

Shee-Ra's exploits have earned her a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Discipline]Shee-Ra's airs of Queendom are becoming so overblown that her troops now treat her with near-reverential awe.  Shee-Ra now has the Discipline ability, which is also imparted to any regiment she leads.[/ic]

[ic=Distraction (Combat)]Shee-Ra has learned the art of distracting her foes in combat, allowing her troops to gain the advantage.  This ability exactly mimics the Distraction spell.[/ic]

[ic=Ambush Expert]Shee-Ra is now so effective at setting up ambushes that it takes her very little time to get into position.  When Shee-Ra sets up an ambush it now requires only 1 Speed instead of 2.  This ability is imparted to any regiment she leads, as well, while she remains attached to it.[/ic]

[ic=Sling Mastery]Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.[/ic]
There are 4 Giant Spiders (statistics similar to Dark Elf War Spiders) in the ruins at Middledeep 73.  The ruins contain a fully operable Dark Elf Mine.

The Darksea contains the Watcher Vault known as Cruel Form of Truth.  This Vault contains the following structures: Brood Pool, Mucosal Pool, Breeding Pool, Ooze Pool, 3 Thrall Grottoes, 5 Algae Farms, a Watcher Mine, a Nightmare Gate, and 3 Vault Slimes.  Its current garrison consists of 1 Watcher Sovereign, 5 Watcher Savants and 25 Thralls.]
[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your assault on the Dwerim has been extremely successful, but you found the Outpost utterly abandoned, its garrison having fled at your mere approach!  The Chimreic Host destroyed those unfinished defences under construction at the Outpost and left the place a desolate ruin before returning to the effulgent glory of Crimsonlight.  It seems the Dwerim are wary of engaging you in battle.  You have now disguised the entrance of the Colony with chameleonic fungi, hopefully protecting it from invaders.

Your coupling with Blackrot's former minions seems to have... altered you.  Breathing in their spores of your new companions and mingling your body with theirs has stirred old memories, memories of hatred and fire, of steel and battle, of ancient pain and unfathomable wrath.  You can feel something growing inside you, some fell quickening – a perfectly pure, beautiful malice.

[The Child of the Glow's exploits have earned her a new ability.  Choose 1 of the following abilities and add it to the Child's Special Abilities:

[ic=Grudge (Dwerim)]Blackrot's minions have stirred a dark and beautiful anger within your fulgid breast, kindling a hatred for the Dwerim.  You gain the Grudge (Dwerim) ability.  This ability is conferred to any regiment you lead.[/ic]

[ic=Blight]Inhaling the Blightguard's spores, you learn how to cultivate more of these fearsome warriors.  Add the Blight Cluster structure to your Rooms list and the Blightguard unit to your Unit list.[/ic]

[ic=Fleshmistress]Your cultivation of so many Skin Farms has taught you much.  If the Child of the Glow is garrisoned in a Colony, the maturation time of any Skin Farms developing there is reduced by 1 week.[/ic]

[ic=Clone]The Child can choose to create a Clone of herself which buds off of her form and can act independently of her.  This Clone requires 25 Bodies to produce, has a maturation time of 2 weeks, and has a Lifespan of 8 weeks.  It is identical to the Child of the Glow in all respects save that it only has 20 Health and Regeneration 10.  Only one Clone of the Child can be active at any given time – a Clone must die before another begins developing.  Any abilities gained by a Clone of the Child are also gained by the Child herself (and vice versa).[/ic]

Your 10 Puffball Mines have 7 weeks of Lifespan left.  10 of your Fungoid Warriors have 15 weeks, 17 have 9 weeks left, and 25 have 14 weeks left.  Your Sporemother has 23 weeks left and your Crawling Cap has 3 weeks left.  Your Fungoid Thralls all have 6 weeks left.][/spoiler][/ic]

[ic=Responses - the Month of the Spider, Week 4][spoiler= Response to Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs from Daggoth]A wise course of action, my Queen.  It shall be as you command.[/spoiler][spoiler= Response to Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs from the Overbrain]Search the caverns to the east for the renegades;I sense they have fled somewhere in that direction.

The creature you sense is nothing but a charlatan, a being of little power and no lasting importance.  You are too easily impressed by the Lesser.

...

If you must destroy Quasthid, so be it.  Its survival, however, is preferable.
[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]I have peered into the lands of the Kirr.  Their forces remain, and they are constructing an outpost to monitor the junction between tunnels.

[Middledeep 6 contains 5 Slave Soldiers, 2 Dark Elf Swordsmen, and 3 Dark Elf Crossbowmen.  They will have an Outpost built by the week's end.]

I have looked also into the lands to the east, and seen the final group of prisoners – they are continuing south.  There are nine of them, all of them Psions, and they are starving badly.  They should make easy prey.

[9 Ceremorph Psions passed south through Middledeep 54 this week.  They are badly starved and demoralized.][/spoiler][spoiler=Response to Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow, from Disa Grimhammer, High Queen of the Dwarves]You need not apologize for the plainness of your speech, Dolmar.  You have my thanks for your prayers, and for your efforts against the Kirr; and, also, for the rescue of my kinfolk.  I owe you a debt.  When first you contacted me I thought your fair words a deceit, another ploy of the Dark Elves.  I know, now, that your honour is not feigned.

At the moment the Dragon Scorra occupies my attention, and I must devote all of my resources to the defence of the Westdeep, but once the creature is slain, I will endeavour to repay you for the return of my people, if I can, both in friendship and in coin.  Perhaps, once the Wyrm is dead, we can unite our forces against the Kirr, and these other foes you speak of.

With my thanks,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Vaelri has peered into the Dwarven ruins, and relays images of them through a dream.  The Grey Wyrm, Scorra, squats in the gloom, having returned from slaughtering Dwarves to the north, his claws and fangs flecked with blood.  It is a formidable creature, its scales a dull iron grey, its eyes rust-red, its tattered wings immense.  The beast has amassed a truly vast quantity of gold and jewels.  Scattered near the entrance to its hall are the charred bones of several Dwarves – the Dragon must be of the fire-breathing variety.  Many shattered pillars and lumps of fallen masonry lie in the entrance hall, potentially providing cover to those approaching the Wyrm.  The ruin itself contains many broken halls and chambers of interest, including deeply-dug mines and a forsaken Hall of Runes.

Vaelri's vision also revealed an ancient escape tunnel which could be used to enter the dungeon covertly.  This passage could potentially be used either to launch a sneak attack against the Dragon, or to establish a flanking position against it.  Compared to the entrance hall with its amplitude of cover, the escape tunnel's exit into the Wyrm's lair s highly exposed.  A force fighting from the entrance hall would have superior cover, but one attacking from the escape tunnel might take the creature unawares.[/spoiler][spoiler=Reponse to Käfer, Duergar Despot of the Käferhold, from the Orc Warlord Garnákh the Disemboweler]I have decided that the sight of Dwarf-beards and the stench of Dwarf-sweat and the sound of Dwraf-hammers displeases me.  I go now to plunder the Dwarf-Realm of the Upperdeep.  When I am finished with them I will descend to the middle caverns and  kill the Dwarves who live there, and shatter their cities, and take their women as slaves, and feast on the entrails of their children.  After I have done this thing I will descend deeper, to your lands, and do the same to your halls, Duergar.  Perhaps I will make you eat your own eyes and then serve as my fool.  When I am done with you your grey skin will decorate my hall at Gash-Mograk.[/spoiler][spoiler= For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You scry on the city of Umbrazzid and find that the Elves are reinforcing their militia.  Now half a dozen of their Abominations and three stalwart Paladins guard the city's gates against invaders.  The architecture has also taken on an unusual shadowy quality.

[Umbrazzid is garrisoned with 6 Abominations and 3 Shadow Elf Paladins.  The city contains a Shadow Spire, Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, 3 Lichen Gardens, an Improved Shadow Elf Mine, 2 Lizard Pens, and a Gloom Spire under construction][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]Your Watchers have peered into many caverns of the Underdeep, revealing many secrets.

In the caverns to the north, the two Gloom Trolls lurking in their fortified hole.  They have hoarded considerable quantities of gold and other objects, including some relics of the Primal Sovereignty which they may have scavenged from the once-flooded caverns.  Further north the way is clear, though a glyph-graven monolith rises from the lake to the north, inscribed with spells of the Sovereignty which you might learn.  Further north still is an empty cavern, though it looks like Gloom Trolls once dwelt here.

[Lowerdeep 85 contains 3 Gloom Trolls and 4 Pit Traps.  Lowerdeep 83 contains a monolith graven with Watcher spells which will require more investigation to discern.  Lowerdeep 82 is clear.]

Next your Watchers peer into the cities and settlements of those above.

The Kirr city is undergoing significant turmoil as an army mobilizes and prepares to leave the city.  The city includes a Bloodlord's Spire, slave pens, a War Spire, one lichen garden, an Improved Dark Elf mine, a profane temple, one lizard pen, a city wall, and a slave market.  It is garrisoned with the Bloodlord himself, three Dark Elf Summoners, seventeen slave soldiers, ten swordsmen, nine crossbowmen, and three recently purchased ogre slaves.

The nearest Kobold settlement is defended by seven Kobold skulkers, four slingers, and a burrower.  It is surrounded by a palisade.  The larger settlement further into the caverns is garrisoned by three slingers and a single skulker.  It contains the Mystery Chamber, a burrow, one mushroom patch, a Kobold mine, a midden, a workshop, a palisade with a reinforced gate, a pit trap, and a spiked moat.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Humabout on February 28, 2013, 08:18:21 PM
[ic="Flavor Text"]Release the Bats![/ic]

[spoiler=Messages]
[spoiler=GRIMHAMMER]
This is an urgent letter for Disa Grimhammer.  While I would otherwise thank you for your help with the Dwer, it is of utmost importance that I warn you of an approaching orcish horde bent on raiding your lands, killing your dwarves, and claiming their heads as trophies and decorations.  Please take care.
[/spoiler]

[spoiler=BLOODSPEARS]
Beware that the dwer force at <UD 19> consists of roughly 41 dwarves according to one of our allies.  I am sure they are no match for your might, but all the same, we thought it in best keeping with our alliance to share this intelligence with you.  I have had it from Grimhammer's own letters of warning that these dwer are allies of hers, so expect them to attack your forces, should they get the opportunity.  We bid you best of luck in your raiding.  We will both grow rich with dwarf heads this day!
[/spoiler]

[spoiler=THE GLOW]
I see you have brought beauty to the Dwer outpost barring our trade!  I wish to inform you that our host moves on the dwer stronghold <MD 40> this week.  If you wish to join us, that is fair and well.  If not, be it as it may.  They have another fortress to the west of the outpost you destroyed <MD 44>.  I will gladly give you these once they are taken as a token of our friendship.  Then the mushroom forests shall be yours and yours alone, should it please you.  Please inform us of your plans in the region so we can better coordinate and remove this pestilent ugliness from the underdeep once and for all.

[ooc=Request]Please include coordinates for any locations you mention just to avoid confusion.  That's what started this whole freakin war with the dwer in the first place.  I'll do that same, so we can be on the same page.  Also, I'm really starting to want a Bat Roost or two....[/ooc]
[/spoiler]

[spoiler=THE DUERGAR]
I can understand your wants and can try to do this thing you ask, provided Disa doesn't march on the dragon herself – she is far closer to it, and I don't think my forces could arrive in time.  As for the dwer who are currently hunting the dragon, I intend to take their primary stronghold this week, and possibly their newly acquired stronghold, as well.  This will cut off the food supplies for their hunting party and almost necessitate their attention as they'll have nowhere to return home to.

As for the exchange, this is a thing I would do.  Having each other's advisors in court will add a valuable perspective on each other's peoples and perhaps avoid the sort of turmoil that has become of our "relationship" with the dwer.  For the life of me, I still cannot fathom why they care so much of this ruin beside us, but now their insults have set in motion things that cannot be undone.  I do not wish that of our peoples.
[/spoiler]

[spoiler=REPLY TO DWER]
The Cleversmart's suggestion did sound out of place; this is why we sent word to you before executing such a plan.  Our contention at present is that we need gold to fund our armies before we swarm the surface.  The mine in that which we shall not name is providing a treasure of gold to that purpose.  While I fear we will rapidly deplete the resources in the ruins and their surroundings this way, it must be done, as you see even now, a great orcish host almost attacked us were it not for our threats and numbers.  I should warn you that they head toward the army you have sent northward, though I think their true intentions lie in raiding Disa.

We would like to have peace with your people, as well.  If sealing up the ruins is what is required, it may come to be done.  I ask that we be allowed only to linger a little longer while the gold mine we are building in our dungeon nearby is completed (2 weeks).  Our growth will otherwise be strangled.  As a token, we will remove all but our overseer, so as to
[/spoiler]

[spoiler=REPLY TO CLEVERSMARTS]
We thank you for your intervention in this matter.  We have conferred with the Grimhammers and the Duergar as well to gain better insight into the Dwer wants.  You have all proven good and thoughtful neighbors.  We also appreciate your warning of the Greyskulls, and thank you for permission to trade as we see fit.

Regarding your offers, while we would gladly trade, we have an overabundance of both food and metal ourselves, with great need of gold.  From my talks with others, gold is of sore want throughout the Underdeep.  While the rates we agreed upon are fair, my need for gold is too great to let it slip when coffers overflow with food and metal.  I hope you will understand that until such a time as our needs and stores are reversed, we will have little need to trade.  I hope that time is soon; I sicken of seeing metal.
[/spoiler]

[spoiler=DR. ROBINSON AND MARCUS ASHTON]
I have heard of your conquests on the Surface and wish to congratulate you.  It seems that while we share a common area, we remain quite separated.  I bare no particular enmity toward you and hope that we can remain that way.  To that end, I'd like to propose a non-aggression pact in which we do neither attack each other but are under no obligation to aid one another.  It would be nice to eventually engage in trade, if it should prove useful to you, but otherwise, I would like to work out an acceptable boarder between our domains.  I propose that no undead spread south of either of UD65 or UD 62 and no goblin wander north of UD 51 or UD 60.  This would leave UD 54 and UD 61 as demilitarized zones and a small buffer between our peoples.
[/spoiler]

[SPOILER=REPLY TO THE GLOW]
I fear it may be unwise to yet ignore the Dwer, but for now, I am thinking it is in our best interest to abide them.  They have acquiesced to our demands – even allowing us to keep our mine.  That said, I am worried that an attempt to draw the duerger into the fold on our side may backfire if I don't attack the dwer at this time.  I'm not sure how to maneuver this quagmire.  They are your neighbor, and they could be either a powerful ally for us or a thorn in our side.  How have your dealings with them been?  I am still unsure of their goals.
[/spoiler]

[SPOILER=REPLY TO THE DUERGAR]
This we will.  As present, I am allied with the Bloodspears, as much for self-preservation as anything.  We both know how brutal and psychotic orcs can be; I've little hope it will last long.  Still, I am attempting to direct them into the Dwer army (which I fear has been augmented by the Noctae).
In all honesty, I am debating whether or not to march on the Dwer stronghold at this time.  My allies below them do not seem willing to lend support as of yet, and the Dwer appear to be suing for peace (now that a sizeable army is poised to pour down their throats...).  I may be able to continue manipulating the situation to our advantage, but if you wish to slay the wyrm, I must ask you do so quickly.  You certainly have free passage through my territory to that end and any assistance you require.

With regard to our exchange of peoples, I would be willing to exchange one of our priests for one of your battle clerics, if not now, then at some point in the future.  In the interest of openness, I have to admit that it would be at least three weeks before I could dispatch one to your court.
[/spoiler]

[SPOILER=REPLY TO DWER]
I think we have finally reached an agreement, then.  Our goblins will operate only the mine and otherwise defend the ruins against outsiders.  If dwer wish to visit the ruins ever, they will not be hindered.  If you have need or interest in trade with Disa or others, we won't stop you.  Likewise, we hope you will not impede our trade with our partners, either.  

So I suppose once again, we propose a NAP (Non-Aggression Pact) whereby we do not inhibit each other's trade and do not attack each other.
[/spoiler]

[SPOILER=REPLY TO DR. ROBINSON]
I can understand your concerns of the prematurity of our proposition, but as I see it, knowing where we stand with each other is vitally important when planning our conquests.  This is something we have recently learned from our interactions with the dwarves and dwer.  It is to that end we make propositions.  I hope you understand.
[/spoiler]


[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Gold:  400.
Metal:  40.
Food:  160.
[/spoiler]

[spoiler=Upkeep]
Gold: 180.
Food: 180.
[/spoiler]

[spoiler=Construction]
The Skull Throne (Upperdeep 43)
Bat Roost (2 weeks to completion)
Murder Holes 3 (1 week to completion)

The Downward Stair (Upperdeep 44)
Goblin Mine (1 week to completion)
Mushroom Patches 2 (2 weeks to completion)
Reinforced Gate (1 week to completion)
Spiked Moat (3 weeks to completion)
Escape Tunnel (1 week to completion

Ghostwalk (Upperdeep 42)
Goblin Mine (2 weeks to completion)
[/spoiler]

[spoiler=Recruitment]
None.
[/spoiler]

[spoiler=Wealth]
Gold:  0.
Metal:  231.
Food:  488.
[/spoiler]

[spoiler=Dungeons and Outposts]
The Skull Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Muschroom Grove
Goblin Lair
Goblin Armory

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel

The Downward Stair (Upperdeep 44)
Palisade

Ghostwalk (Upperdeep 42)
Established.

Dwarf Ruins (Uppedeep 42)
Thane's Hall (unusable by Goblins)
Forge Hall (unusable by Goblins)
Shield Hall (unusable by Goblins)
Hall of Gears (unusable by Goblins)
Artificer's Hall (unusable by Goblins)
Hall of the Ancestors (unusable by Goblins)
Improved Dwarf Mine

Outer Walls
Impenetrable Walls
Escape Tunnel
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
20 Goblin Archers

(Upperdeep 44)
1 Goblin King
1 Goblin Commander
130 Goblin Grunts
50 Goblin Archers

(Upperdeep 42)
1 Goblin Commander

(Underdeep 42 Ruins)
1 Goblin Commander
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 20
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Surface Raider
Possessions:  Horsemaster's Ring, Mithril Mail (+2 to Defense included in stats above)

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.
When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight. If he departs the army, they begin to accrue Morale penalties as normal.

COMMANDER OF THE DOWNWARD STAIR
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF GHOSTWALK
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF THE RUINS
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3
[/spoiler]

[spoiler=Orders]
Move all goblin archers, and 50 goblin grunts with the King to The Skull Throne (UD43) and chillax until further notice.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: HippopotamusDundee on February 28, 2013, 08:44:42 PM
[ic=Departure]
Ktan-Ydheel breathed deeply, withered tendricles writhing as it savoured the aroma carried on the winds of the world beyond the Altar – it had been many years since last the Cerelich last went forth from the innards of its deathless masterpiece to see the caverns of the Underdeep with its own hollow eyesockets.

But the thought of the failed assault on Umbrazzid was forwardmost in its mind, held fast as if by tentacles like iron as the Cerelich gnawed and worried at the problem with a tenacity born of an emotion that Ktan-Ydheel might once, in his breathing days, have recognized as something like the taste of mortal anger and frustration.

Ktan-Ydheel's tentacles slowed and stilled as its lip parted in a rictus grin, the thought-memory  of elvish suffering bringing a shiver of pleasure-anticipation so sharp and clean that the Cerelich could already almost taste it.
[/ic]
[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dearest Prince,

I and all of Yuddarath wish to express our deepest sympathies after your losses at the treacherous hands of the Noctae - we have been experiencing our own degree of trouble with these upstart Shadow Elves and it is about that matter that I wish to speak.

I understand fully that resources may be scarce in your lands at the moment, but if you have any slaves you are willing to part with then in exchange for a discount (though you would of course, still receive some payment in Gold) on their purchase I will be able to turn my fullest wrath against the Noctae capital of Umbrazzid and hopefully thus extract some manner of revenge for the indignities perpetrated upon you and also deprive them of any significant ability to recruit forces with which to repel your inevitable counter-attack.

Yours in Yuddarath,
Ktan-Ydheel
[/spoiler]
[spoiler=Reply to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dearest Prince,

It seems that synchronicity favors our efforts - just as it is your intention to retake your Uzannador it is my intention within the week to take Umbrazzid itself thus leaving the heretic rabble with no means of escape nor of reinforcement. From such a dire position they would hardly be able to avoid defeat should the two of us catch their force between us in the cavern just before the entrance to their city.

As such my proposal is thus - retake your city, consolidate your forces in preparation for attack and march them to the Upperdeep to form a blockade preventing their escape into the further tunnels of the Underdeep and I shall do the same in conquering Umbrazzid to shut off their only other option for escape. The week after then we may march forward as one and crush the rabble between us, thus purging their taint once and for all.

Additionally, this plan provides for the unfortunate and highly unlikely (though nonetheless possible) eventuality in which my forces fail to take Umbrazzid within the week - should this be the case, the Noctae will still find themselves trapped in their lightly-fortified city with no escape route and I shall endeavor to provide a battalion or two from Yuddarath to aid in their defeat.

And worry yourself not over the matter of the cattle - it was merely an idle and passing thought, though your willingness to possibly negotiate in future is very warmly received.

It is my hope that this proposition proves palatable to you,
Ktan-Ydheel the Abject[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +13 Bodies, +7  Sacrifices
Thrall Pen: +20 Sacrifices [/spoiler]
[spoiler=Upkeep]
1 Star Vampire: -4 Bodies
4 Ceremorph Ghouls: -24 Gold, -12 Bodies
1 Ceremorph Ghoul Captain (Tsatha): None
1 Apprentice (Altharid-Xallisine): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
[/spoiler]
[spoiler=Recruitment]
Recruit 6 Star Vampires: -150 Gold, - 18 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 0
Metal: 50
Food: 0
Bodies: 20
Sacrifices: 27[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
2 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
[/spoiler]
[spoiler=Armies]
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
24 Sacrificial Thralls - Garrisoned at Yuddarath (Lowerdeep 56)
6 Star Vampires - Garrisoned at Yuddarath (Lowerdeep 56)

4 Ceremorph Ghouls - Garrisoned at Ulm-Ulhulm (Middledeep 22)
1 Apprentice (Altharid-Xallisine) - Garrisoned at Ulm-Ulhulm (Middledeep 22)
1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

1 Star Vampire - Garrisoned at Upperdeep 29
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry
Inventory: -

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire), Zombie Plague
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry on Upperdeep 30. Also continuing to put the word out to Apprentices - offering them not only instruction but a retainer of 10 Gold and 5 Bodies a week if they study under him.
Ktan-Ydheel uses 18 of the Sacrifical Thralls as Sacrifices and uses them to summon a sextet of Star Vampires.

Spend 0 Speed to move 6 Star Vampires up a level to Middledeep 24, then spend 4 Speed to move them to Middledeep 21. Spend another 0 Speed to move them up a level to Upperdeep 28 and then spend 2 more Speed to move them to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there after the arrival of the rest of the force.

Spend 0 Speed to move Ktan-Ydheel and 9 Sacrifical Thralls up a level to Middledeep 24, then spend 2 Speed to move them to Ulm-Ulhulm (Middledeep 22) and 2 Speed to mitigate danger from magma.

Altharid-Xallasine uses the 9 Sacrificial Thralls and the injured Ceremorph Ghoul as Sacrifices and uses Summon (Bloodfiend) to summon a pair of Bloodfiends.

Spend 2 Speed to move 3 Ceremorph Ghouls and 2 Bloodfiends to Middledeep 21, then spend 0 Speed to move them up a level to Upperdeep 28 and then spend another 2 Speed to move them to the Shadow Elf capital of Umbrazzid at Upperdeep 30 with orders to assault the dungeon there.

Spend 1 Speed to move 1 Star Vampire to Upperdeep 30 after the other forces have arrived with instruction to observe how the battle is going and join the assault if it's presence is needed, otherwise to spend 7 Speed and then Force March for another 1 Speed to move to Upperdeep 5.

Naerlyth the Unclean enters the Memory Womb to study the mysteries of Warding.[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: TheMeanestGuest on February 28, 2013, 09:13:15 PM
[ic="And to each and every being and creature..."]...shall be given a chance!" Tiern said as he stood before his men high upon the dais. They had gathered in the ancient Hall of the Ancestors in Nüln, and he wore the King's Mail, and it shone brightly with reflected torchlight, and it was wondrous to behold. "This is what my father said to me so long ago in this very hall. I was but a beardless boy, but even then I knew the wisdom and truth of his words. False word cannot be spoken before the Ancestors, lest one forsake their blessing, this the Dwerim know. This my father knows, and so in turn do I. In Nüln it was that any were welcome, so long as they came in friendship, and it was not only by the hands of the Dwerim that our city grew grand and fair. Was it not that Swide, our golden dragon, danced and sang and made our hearts glad for the seeing and the hearing? A dragon! Creatures that we knew then only for the slaughter and destruction that they wrought. But to Swide we gave a chance, and nurtured by our trust she became a stalwart friend, and for her deeds we count her among the most honoured of our people. We have delivered Nüln again from darkness, and we shall make this city more beautiful than ever it was. Here it was that we found the Splinter-Shields, and so too did we deliver them from darkness. Is this not a sign? They offer us their trust, and swear to fight with us side by side, and to shed their blood in our battles. Do not judge them by the deeds of their distant kin, but by their own word and action. Should we then judge our own folk by the deeds of the Duergar? No! And so these Hobgoblins shall not be punished for the sins of Goblins. Our comrades have fallen in battle, and here we honour them. They died so that Nüln might be free, but so too did their sacrifice win the freedom of Molgrim and his folk. We will honour their sacrifice, and so too will the Splinter-Shields. Together we shall hunt the Grey Wyrm, and together we shall slay it." And in that sudden silence he waited upon the judgement of his men.

[spoiler=For Steerpike]Tiern knows the fell reputation of Bitterflame, and though he will bear its dark burden so that he might better serve his people, wisely he shall wait to take it up. Only upon departing Nüln will he wield the blade, for he would not have its darkness influence his words and so endanger any trust that might be between the Wyrmhunt and the Splinter-Shields. Thus, Tiern's Morale should be +9 for his speech before any potential bonus he has gained from it.[/spoiler][/ic]  

[ic=Of Kaltë and Chierne]The Thousand Halls of Rhaud echoed with screams, and they were soiled by blood, and the bodies of many Dwarves lay sprawled all about, hewn by axe and sword. Evil here was at work, but it had not come from without. This was the doing of Dwarves. By Andacer's will the Mhaldûlne had come out from their Hall. Girded for war, they were dressed in their mail and bore cruel axes, long swords and heavy shields. There was a madness in their eyes, and the people of Rhaud fled before them. But in ancient days it was that Rhaud was the greatest city under the ground, and though the host of the Mhaldûlne was fearsome, they could not overcome all the warriors who were then against them. For many days they fought in the streets and in the halls, and crimes terrible and grave were there done, and the battle was more bitter and hateful than any Dwarvenkind had yet known, and no quarter was given by those on either side.

But at last the Mhaldûlne were thrown back, and their lines were broken, and they were pulled down in the streets as they ran, and their places of strength were overwhelmed one by one. Chierne had gathered all those Thanes and Lords of Rhaud that remained to him, and in turn they had gathered all those sworn to them in arms, and they marched upon the Hall of the Mhaldûlne, and their fury was cold and righteous. The gate was barred against them, and the Mhaldûlne would not give it up. Chierne then stood before his host, and he called upon Kaltë to come forth: "Lord of the Mhaldûlne, King in the Deep, come forth from your hall and answer for the evil here that you allowed! Once I called you friend, and if ever you in turn named me so in truth, then come forth! If any shred of honour is left to you, come forth! I challenge you, Kaltë. Before our Ancestors and before the gathered warriors of Gleaming Rhaud I challenge you! So come forth!"

For many long moments there was no reply, and all was silent. But then the gate began to squeal as it slowly opened, as if to protest what it was to reveal. And from the shadows and through the narrow gap there made came Kaltë, and behind him the gate closed with a boom. He wore the King's Mail, shining brightly, but on his head was a helm tall crested and dark, and his eyes were hidden in its depths. In his hand was the blade Bitterflame, and the sussurus of its muttering echoed from every corner, and as he drew closer it began to moan, and then to wail, and then it was aflame. The host of the Thanes drew back, for Kaltë then seemed terrible to look upon, and they were all of them afraid. Chierne met Kaltë upon the field, and though he was filled with sorrow there was no fear in him. His coat of plates was scarred and marked and its fine blue lacquer had been all but chipped away, for he had been always at the fore of the fighting. He carried the Bleakhammer, forged by the hand of Galand, and hoarfrost grew upon the ground where he walked, and his breath smoked in the air. They drew near, and for a single moment only was there pause as each man looked upon his foe. Kaltë struck out with a quick thrust, and Bitterflame skittered along Chierne's armour and screamed as it gouged a great rent. Chierne lept back, and then delivered a fearsome blow to Kaltë upon his helm, and it was said that the sound of it could be heard from one end of Rhaud to the other. If that helm were any other the fight would then have ended, and Kaltë would have lain dead upon the ground. But it was the Eboncrown that he wore.

In the bowels of the earth had Andacer found a strange metal, strong and dark. It seemed to drink of light, and ever did it hunger for more. And so year after year Andacer fed to it all the light that he could find, and by this bargain did it consent to suffer Andacer's hand. From it the Eboncrown was forged, and he gave it to Kaltë who was his father.

In this his son's work served him well, for Kaltë yet stood, though blood ran from his mouth and down his beard. He laughed then, and it was a wicked laugh, and he struck again at Chierne. It was that they fought one against the other for an hour, and then another still. The fight was long and terrible, and both bled from many wounds ere it ended. At last it was that Chierne's great coat of plates hung in tatters, and Kaltë's breath was ragged, for his chest had been caved by Bleakhammer's barest touch, and the King's Mail had not availed him against it. It was then that Bitterflame he dropped to the ground, and the Eboncrown he threw away, and it seemed that the madness had left him. Kaltë then fell to his knees, and then upon the ground, and Chierne came forward and cradled him upon his lap. They spoke then, but it was only Chierne who heard the words of his friend, and none know what was said between them. And so passed Kaltë, who was King in the Deep, who was the Lord of the Mhaldûlne, and who was father to Andacer, Nír and Lanne.[/ic]

[spoiler=A Letter to the Rotqueen][ic=A Letter]You have revealed yourself, Rotqueen. I have long suspected that some evil yet lurked in the depths below, and I find that I am right. The Sporekin assail us again, and you have driven us from our fortress. Does this please you, Rotqueen? We know what you would do to the Dwerim, to slay us and grow your wretched young from the bodies of our dead. You are a destroyer, Rotqueen. A defiler who delights in putrefaction. Nothing is nurtured at your breast save death. But you have yet to spill the blood of the Dwerim, and so perhaps there may be peace for a time, if your mind can fathom such. If your relentless appetite can allow it.

I remember when first you came against us in the forest. When you slew she who I loved. When you came against the Mansion again and again, and all the fire that we then possessed could not stop you. But the Dwerim prevailed, and your host was thrown back, and Blackrot I slew with my own hand. Many Dwerim died upon that field, and countless thousands of your own kin were burned to ash or cut in twain. The Dwerim have no wish for war. We have seen enough death. We have been driven from too many places we have called home. Would you come against us, Rotqueen? Would you send your young to die? To burn and scream? Would you destroy the last home of the Dwerim? This is not our desire. The Dwerim shall leave you in peace in your depths, so long as you in turn shall leave us in peace. But know that the axe Rotdoom I still hold at the ready, and know that the fire of the Dwerim has grown great and terrible, and that it humbles any fire that has ever come before.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=Before the Gates of the Mansion (In Reply to the Messenger of the Rotqueen)][ic=An audience, of sorts]The walls of the Mansion are silent. An errant trickle of fire pours from one of the battlements onto the ground. Then, there is a great groaning, and the gates slowly open. The light of many fires pours out from within. A single Dwer issues from the gate, and he is girded as if for battle, and in his hands he holds a great axe both sharp and cruel. Slowly, he approaches the messenger of the Sporekin. It is Lothë, the last Prince of the Mhaldûlne. He stops before the messenger, and peers down at it. His eyes draw close in a glare, but then he chuckles to himself.

"And so they have learned to speak." he says. "Know that I am Lothë, Prince of the Mhaldûlne and Lord of this Mansion. You come before me, Sporekin, and you bear a message. You claim that peace is your desire, and yet this is not as I remember it. Violence, and terror, and death. These are the things I remember of you. But you are new, and so perhaps it might not be so again. Though that decision is your burden to bear. Long ago, when I was new, my father said to me that each and every being and creature should be given a chance, and this I have always done. And so to you, Sporekin, I give this chance. The Dwerim shall not return to the Undrenwald, then, though you have driven us from it. The Dwerim shall allow you the freedom of this forest, so long as you come not within sight of my Mansions, either that of Mhaldûl-Nem or that of Nüln, and so long as you leave my people be, and harass them not when they travel far from home. Leave us to our own business within our houses of stone, and we shall leave you to yours in forested depths. Then there shall be peace between us. Never will the Dwerim break their word made here in this bargain, so long as you in turn do not break yours. But know that if you should, I hold the axe Rotdoom at the ready, and know that it deserves its name. Know that there is allegiance between the Dwerim and the Duergar of the Käferhold, and to come against the one of us is to come against both. Know that the Dwerim have friends above as well as below, and that the Elves of Umbrazzid and the Dwarves of the Westdeep too would come to our aid, should we call. But no blood has yet been spilled between us, and I shall hope that we shall never in our need sound that call. Tell all this to your Rotqueen, Sporekin, and we shall see if there will be peace."

And with that he turned, and he did not look back, and the gate closed behind him with a groan, and again there was silence in the forest.[/ic][/spoiler]

[spoiler=A Letter to Käfer][ic=A Letter]Lord Käfer,

I hope this letter finds you well, and your realm safe, for I cannot say the same for the realm of the Dwerim. The Sporekin have assailed us from the depths, and they have driven us from the fortress of Undrenwald ere it was finished. Their host was vast, and so we gave no battle, and instead left that place to their depredation. There is alliance between us, you and I. Between the Duergar and the Dwerim. We do not yet call upon you, for our blood has not yet been spilled. But the Dwerim would ask that you stand at the ready. Show this Rotqueen that should she come against the one of us, she shall face us both. Show her that our peoples are not food for her children, that we will not bow before her lusts. Send her message, and let her know this.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Shee-Ra Cleversmart XVI][ic=A Letter]Queen Shee-Ra,

We wish not for the images and graves of our ancestors to be disturbed. We wish only that they might lie in peace, undisturbed, for all eternity. We are a tired people, and we have been driven from many homes. Though our hearts may be wounded by insult to our fallen, it is but another scar upon us all. We are prideful, it is true, and our pride demands that we speak when we have been wronged. But the Dwerim well know how to swallow their pride, for it too has been wounded many times. All we desire is peace, that we might be left alone in our Mansions, troubled not by the world, so that we might build fine things and laugh in each other's company and find some small measure of happiness. Tell the Goblin this, tell him that still we wish for there to be peace between us, for we cannot trust our own words should we ourselves write to him. This bat is among our strongest, and she carries with her five pieces of gold. It is but a small measure of tribute for the service that you have done the Dwerim. [The Dwerim gift 5 Gold to the Cleversmart Kobolds]

Cordially,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Dâgalûr][ic=A Letter]Goblin King,

That is not our wish. Perhaps Queen Shee-Ra has mistaken my words. It is known that the thoughts and desires of Dwerim and Kobolds are not alike. All I ask is that the Hall of the Ancestors in Ancient Rhaud be sealed, and that henceforth you set foot no more within. This would in some small way aid in diffusing the tensions that grow between our peoples. The Dwerim are prideful, this we well know, and perhaps our pride has in some ways led to the ill words that pass between us. I will not deny that Goblins nesting within Ancient Rhaud yet wounds us gravely, and fills our throats with bile. But the Dwerim have suffered many insults and many wounds over many long centuries, and so we might swallow this bile and let this wound become a scar. Still we would have peace between us, but mention not our ancient home to us again. We would forget it and the pain it causes us, for a time.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Reply to Dâgalûr][ic=A Letter]It is known by many that above all else Dwarves and Dwerim love gold, and the mines in which that gold is found. But this is not true, and what is known is false. Of the mine, we care not, for it has been long abandoned by our folk. The treasures it might yet reveal shall be paltry in comparison to those it gave us long ago. Those who worked the mine are gone, and so it matters not to the Dwerim. It is the Hall of our Ancestors that we still love, for it is dedicated to the memory of all those who lived in that ancient place so long ago, and even unto more ancient days and places that can no longer be found upon this earth. That Hall is all that is left to us of that city, for it is a dead city but in our memory. Seal the Hall of the Ancestors, and draw near to it no more, and there is yet one more chance of peace between us.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion

OOC: Lothë is asking that you seal the Hall of the Ancestors, and he is asking that you no longer go near it. He is not demanding that you abandon Rhaud, though that would still be his preference.[/ic][/spoiler]



[spoiler=Orders for The Month of the Spider, Week Four][ooc=Orders for The Month of the Spider, Week Four]Production

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal (+10 Gold, +5 Metal)

Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Lizard Pen (1): +35 Food
Mushroom Forest: +25 Food

Total: +310 Gold, +30 Metal, +125 Food

Upkeep

43 Dwer Axemen: -86 Gold, -86 Food
5 Dwer Flamesprayers: -20 Gold, -10 Food
1 Furnace Master: -6 Gold, -3 Food, -3 Metal

[Not to be payed this current turn: 7 Dwer Grudgebearers, 5 Dwer Axemen: 31 Gold, 24 Food / 7 Splinter-Shield Hobgoblins and 1 Molgrim: 16 Food / 5 Dwer Flamesprayers: -20 Gold, -10 Food / 1 Dwer Igniter: 5 Gold, 1 Metal, 2 Food)

Construction

Mhaldûl-Nem

Under Construction:

Nüln

Under Construction: Outer Wall (Repairing), Dwer Mine Complex (Repairing)

Recruitment

7 Dwer Grudgebearers (Goblin), 5 Dwer Flamesprayers, 1 Dwer Igniter - At Mhaldûl-Nem

5 Dwer Axemen - At Nüln

Wealth

Gold: 0
Metal: 6
Food: 677

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (1), Flame Galleries (2)

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury (Broken), Hall of Trade (Broken), Dwer Mine Complex (Broken)
Defences: Outer Wall (Broken), Escape Tunnel (Broken)

Armies

Note: All Dwerim units excepting the Rosemourners currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence / Lothë's Thane Bonus - +1 Defence and +1 Morale
Lothë {Leads the Regiment of Axemen} - Garrisoned at Mhaldûl-Nem
1 Furnace Master (Gírn Dun Riar) [Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
15 Dwer Axemen - Garrisoned at Mhaldûl-Nem
7 Dwer Grudgebearers (Goblin) [Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem


The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
5 Dwer Axemen - Garrisoned at Nüln

The Wyrmhunt / Boast Made: +1 Speed, +1 Attack and +1 Morale / Prayer: +1 Morale, +1 Defence (Both for Dwerim units only, presumably)
Tiern {Leads the Regiment of Axemen} - At U19
Molgrim {Leads the Regiment of Splinter-Shields} - At U19.
28 Dwer Axemen - At U19
7 Splinter-Shields - At U19.


[spoiler=Characters][ic=Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Melee Attack: +8 (10)
Melee Damage: 9
Defence: 23
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Grudge (Fungoids)
Inventory: Rotdoom (+2 Damage against Fungoids, stacks with Grudge), The Earth's Cardinal Heart (+2 Melee Attack), Vial of Poison (Poison 5)

Lothë increases the Defence and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Tiern, Steward of Nüln and Heir to the Mansion]Melee Attack: +6 (7)
Melee Damage: 7 (8) (+4 Fire)
Defence: 18 (20)
Health: 18
Speed: 3
Morale: +7 (6)
Abilities: Leadership, Blood of Kings, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale)

Tiern increases the Defence and Morale of any army he is leading by +1. Troops garrisoned in a dungeon with Tiern gain +1 to their Defence and Morale scores. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Gírn Dun Riar, Master of the Grand Furnace]Upkeep: 6 Gold, 3 Food, 3 Metal
Melee Attack: +8
Melee Damage: 7
Defence: 19
Health: 15
Speed: 3
Morale: +5
Special Abilities: Repair[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns.  He seems a stern and rather quiet sort, though he seems to take his word very seriously.  His warriors clearly regard him with the utmost respect.  Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem and Nüln will pray at their respective Halls of the Ancestors

The Dwerim have gifted a sum of 5 Gold to the Cleversmart Kobolds.

The Furnace Master, Gírn Dun Riar, has been struck with inspiration. He shall begin design of an addition to the Grand Furnace that might be filled with water so that steam may build within. When the pressure is right, it is released with great force through a vent to its desired location. This burst of steam shall scald terribly unto their deaths any who might seek to invade the Mansion.

Gírn Dun Riar has worked the armour and weapons of the Grudgebearers of the Dwerimhost, and the weapons and armour of the Igniter, so that they might serve better in battle. (-48 Metal)

The restoration of Nüln shall begin, and some among the Dwerim shall come to live within its halls once more. The detritus of ancient battle shall be cleared away, as shall the refuse of the Eyeless. Any bones of Dwer or Dwarf shall be interred within the Hall of the Ancestors. The petrified statue-forms that fill the Forge Hall shall be moved to an out-of-the-way location. Those of any Dwerim, Dwarves, or known peaceful folk shall be placed apart from the rest.

The Dwerimhost

Note: This might be kind of cheese, but if the Mansion is attacked I would have the entire army boast that they shall throw back the attackers. If you would allow that as an acceptable use of boast, anyways. ;p

Other Notes: Since everyone has Discipline, and since there is nowhere to withdraw to, do Morale checks then become pointless in their inevitable outcome? The army should literally fight to the death and not a man or woman should surrender, if that is doable. Also, I should put a reminder here about the thick mushroom forest that surrounds the Stair of Naini that would take 2 speed to move through for anyone attacking me from that direction.

The Igniter shall use 2 Speed to place flamecutter charges in the Pyretic Refinery to turn it into a make-shift and deadly trap. They shall only be detonated in circumstances described below, and shall be carefully removed should the Dwerim be victorious in their defence.

Should Mhaldûl-Nem be attacked the Dwerimhost shall defend the Mansion to their deaths, and will fight fiercely and with no mercy in protection of their homes. The Flame Galleries and Murder Holes shall be manned by the Grudgebearers should they recieve any bonuses to attack and/or damage from their Grudge while manning, if no such bonuses apply, the defences shall be manned by Axemen. The Flamesprayers and the Igniter shall likewise attack the enemy from behind the defences. As the most likely possible attacker of the Mansion is the Red Tide, the ranged defenders and defences shall aim to roast as many Goblin Grunts as possible, and so induce a route, as well as preventing damage to the defences via any kills made. Similar philosophy applies to any other possible attacker, largest basic regiments get toasted.

If the outer defences should be breached, the Flamesprayers and the Igniter shall fight from behind the cover of the melee defenders. The defenders shall make use of their knowledge of the layout of the Mansion and of any possible bottlenecks to reduce exposure to a numerically superior foe. The Furnace Master will probably fight with the Grudgebearers. Should any Leaders of the enemy be at the fore of the fight, they shall be targeted when appropriate, particularly by Lothë, who shall use his Vial of Poison 5 on Rotdoom should he engage an enemy leader in battle.

Should Lothë perish in the fight, and should it seem that the Dwerim shall lose, his body cannot be allowed to fall into the hands of the enemy. It shall be taken to the Grand Furnace and thrown into its heart, turning him to ash. The Earth's Cardinal Heart that Lothë wears may well survive inside the Furnace, and there shall it be hidden from grasping hands amidst ash and fire. Rotdoom, however, should be taken up by any Dwer who might yet wield it until the very last.

Should the fight go sour, the enemy shall be lured past the Pyretic Refinery by the remaining defenders, whereupon the charges there laid shall be detonated, and the great explosion of fire thus created shall hopefully destroy and route the enemy.

If it does not, the last stand of the Dwerim shall be made inside the Hall of the Ancestors, beneath the eyes of their forefathers, and the Dwerim shall sing their own dirge as they are cut down.

The Rosemourners

Nüln is to be defended to the death, not that there is any other option.

The Undrenguard

All members of the Undrenguard shall use 2 speed to move to Mhaldûl-Nem and garrison therein, merging with the Dwerimhost.

The Wyrmhunt

Assault Scorra's lair as discussed in parley, divide treasure as discussed in parley. (Note: 52 Gold should be subtracted from Tiern's take of the hoard and given to Molgrim and the Splinter-Shields as their reward, that is, assuming they all survive. I'll just deduct the appropriate amount I guess after the battle.)

The Heart of Scorra shall also, of course, be harvested. As well as some portion of her bodily components, if they might be of value, or have in the past been used by Dwer or Dwarf to create items of worth. (ex. scales, bones, flame glands, etc.)

[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 3 (Orders due Feb. 27)
Post by: Llum on February 28, 2013, 10:04:53 PM
[ic=The will of a despot]
Drakkenhold, the Hold of Fire Drakes, is founded.
[/ic]

[spoiler=Messages]
[spoiler=Message to the Onyx Prince]
Greetings Dalashinn

The Kirr are known across the Underdeep as master diabolists, because of this I would be willing to hire one of your diabolists or summoners to have a permanent place in my court. What would you be willing to accept in payment for one of your casters? I have a Want of Frenzy (7 charges), Fire Drake eggs, the whole clutch is now slain so these are perhaps the last available, or perhaps even mundane gold or metal? I also have some constructs that may be of use to you, perhaps a fearsome Magma Cannon? A pair of fearsome Tunnel Hulks to serve as loyal body guards?  

I await your reply.
[/spoiler]

[spoiler=Message to the Glow]
We continue the parley, we wish to claim all the Lowerdeep from the southern lava pools (LD 22) and westward. However, your own fungoid warriors and spore mines can march much faster than my sure footed Duergar. For this reason we will claim the south fork (LD 23)  as the edge of our territory. We will not garrison any cave beetles at this post, nor even build a hatchery or beetle farms. It will only be manned by Duergar to watch our borders.  We leave to you the rest of the southern Lowerdeep to do with as you please. Will you agree to these terms, or do you wish to amend them?
[/spoiler]

[spoiler=Message to Dagalur]
Greetings King of the Crimson Tide

You speak of cementing our alliance with the heart of the wyrm Scorra, instead I would prefer if you allowed me to slay it myself. I will not have my claim to the hand of Disa Grimhammer doubted. In fact, to some of my own folk I am known as the Wyrmslayer. The important thing would be to prevent anyone else from slaying the fel beast. For our alliance, if you wish to secure it, would you be willing to trade for the permanent appointment of a Goblin Shaman to my court? What would you be interested in for this to happen?
[/spoiler]

[spoiler=Message to Garnákh the Disemboweler]
Warchief, I wish to hire a Shaman of your one eyed god permanently. What do you want for such servant?
[/spoiler]

[spoiler=Reply to Lothe]
I have recently communicated with the Orc Warlord who roams the Upperdeep. He has sworm to eliminate all of dwarf-kin from the deeps, beginning with Disa Grimhammer, then the Dwer and finally the Duergar. Be on your guard for he will attack. Secondly, we are ready to stand with the Dwerim against the fungoids should it come to such.
[/spoiler]

[spoiler=Reply to Dagalur]
We must work out how we will manage this exchange, what are you willing to trade for such a shaman? Secondly, the Orc Warchief has let it be known to me that he swears to eliminate the Grimhammer Clan, the Dwer and the Duergar from the Underdeep, perhaps he will be an ally in your march against the Dwerim.
[/spoiler]

[spoiler=Reply to the Glow]
What would you want in exchange for allowing us to establish an stronghold in the wide-fork? A mere outpost in the narrow-fork is not nearly defensible enough if you decide to break our bargain of good faith, and once you defeat the small hindrance you would have already sundered my holds. The stronghold in the wide-fork would be a fortified southern border to the empire, not some weak outpost that can barely be defended.
[/spoiler]

[spoiler=Reply to Dalashinn]
Most excellent, I await next week eagerly. We shall communicate again to confirm the arrangement in the next week.
[/spoiler]

[spoiler=Message to Dreams of Dead Races]
Greetings abomination of the deeps.

This message is to simply enquire if you are siding with the tentacled abominations that claim residence in the Lowerdeep or if you oppose their vile plans.
[/spoiler]

[/spoiler]




[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Total: +300 Gold, +25 metal, +75 food
[/spoiler]

[spoiler=Upkeep]
3 Duergar Sneaks: -9 Gold - 6 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
9 Duergar Halbrediers: -18 Gold - 18 food
4 Cave Beetles: -32 Food
total: -33 Gold -64
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Duergar Mine 2 weeks remaining
Forge Hall Gold 1 weeks remaining
Beetle Farm 4 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:

Beginning Construction:
Forge Hall -50 Gold -10 metal 2 weeks remaining
Duergar Mine -200 Gold -20 metal 4 weeks remaining

[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
2 Duergar Halbrediers -16 Gold -2 metal
1 Duergar Sneak -12 Gold -2 metal

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Wealth]
Gold: 3
Metal: 367
Food: 352
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

[/spoiler]

[spoiler=Armies]
Despot Käfer – Garrisoned at Drakkenhold (Lowerdeep 16)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)

2 Duergar Halbrediers - Garrisoned at Käferhold (Lowerdeep 17)
1 Duergar Sneak - Garrisoned at Käferhold (Lowerdeep 17)
3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
9 Duergar Halbrediers - Garrisoned at Drakkenhold (Lowerdeep 16)
4 Cave Beetles - Garrisoned at  Drakkenhold (Lowerdeep 16)

1 Duergar Sneak - Infiltrating (Lowerdeep 88)
1 Duergar Sneak - Infiltrating (Lowerdeep 22)
1 Duergar Sneak - Infiltrating (Middledeep 48)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory: 6 Fire Drake Eggs

Draugar is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[/spoiler]

[spoiler=Orders]

[/spoiler]

Spend 4 speed to move 1 Duergar Sneak from Lowerdeep 88 to Lowerdeep 8 and scout the adjacent Middledeep 7 without entering it.
Spend 1 speed as  Duergar Sneak to scout the tunnels discovered in Lowerdeep 22
Spend 4 speed to move 1 Duergar Sneak from Middledeep 48 and scout the adjacent Middledeep 53 without entering it.
Garrison 3 Duergar Hammer Throwers in Drakkenhold
Spend 2 speed to move and garrison 4 Cave beetles in Käferhold
Spend 3 speed to move Despot Käfer, 9 Duergar Halbredier to Lowerdeep 21
Spend 3 speed to move 3 Duergar Halbrediers to Lowerdeep 21 from Lowerdeep 16 and attach them to the regiment  Käfer is leading.
Spend 4 speed to move 1 Duergar sneak to Lowerdeep 21 and scout the adjacent Lowerdeep 23 without entering it.
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: Dolmar on March 01, 2013, 02:11:03 AM
 
[ic]Dolmar looked at his new domain and attempted not to weep. The word of a great Hobgoblin general rose to his mind: "One more such victory and I am undone!" He had set out with a force twoscore strong.

He would return with six, if he was lucky.

Among the dead were Dark Elves and their slaves, and he mourned them too. The former had died and were condemned to the deepest pits of the Planes Below, never recieving a chance at redemption, and the slaves...their only crime had been to fear their masters more than the foes before them.

"Mourn later. There's still work to be done if you don't want to lose these six - and the other score you've rescued."

"Sir?"

He turned around. Raxx stood behind him, holding a newly aquired drow sword - far too big for him, forcing the Accursed to use his lower arms as legs to support the weapon. "Begging your pardon, sir, and seeing as I don't have no fancy education like the Highborn Nocae do get themselves, but I was unner the impression that a score meant twenty, right?"

Dolmar smiled. Raxx was one of the most intelligent of the Accursed he had ever met, smarter than many of the Nocae, despite his lack of "fancy" education - and Dolmar was a career soldier, career officer. He knew when one of his subordinates was politely mocking him. "Yes, Raxx, it does."

"Ah. Well, then, sir, begging your pardon again, but didn't we resuce only 'bout sixteen slaves? I only ask, sir, coz I know you don't fungus much to speaking without precision when we're on campaign."

"We freed sixteen slaves, Raxx. But we're offering four Dark Elves a chance at redemption as well."

"That fore or after we slit they throats?"

Dolmar's gaze hardened, and Raxx quivered slightly, speaking hurridly, "Not that I'd fungus that kindda behavior o'course. Just makin fun."

Dolmar nodded, relaxing. "Of course. But we Nocae have been gifted with a chance to rise above our base kin. And tell the men not to worry - the Dark Elves we took prisoner will need to seek redemption for their crimes." He fixed the Accursed's gaze with his. "And of course, penance is a part of any redemption."

Raxx smiled, and even though he was used to it, the fangs made the effect even more menacing than it would otherwise be. "Still, sir, and o course begging you pardon," Dolmar interrupted with a light rebuke, "Raxx, if you beg my padon one more time, I'll tie your arms behind your head and make you climb up back to Umbrazzid." The little Accursed nodded. "Beg your pardon, sir, didn't mean no offense by that," and the grin lost much of its menacing edge. "But you said 'we Nocae,' and even your kids ain't sneaky enough to be hangin round without my men noticing. Whatcha mean by that?"

"Because of something that many seem to fail to grasp. The former Dark Elves, we are the Shadow Elves now. But the Dark Elves, the Abominations, the Accursed, all of us? We are the Nocae.

Build a pyre, Raxx. Regardless of what the next few days bring, I won't risk any who fell today becoming subjects for the experiments of the Kirr or those Necromancer Ceremorphs - Shades and Night, did I wish I didn't have reason to combine those words. We can mourn them when the crisis has passed, and give them a proper funeral. But for now, ready the pyre. I'll meet the men to say some words."[/ic]

[ic=Messages]

[spoiler=A Hastily Written Letter to Disa Grimhammer]

Thane Grimhammer,

Forgive this message's brevity and bluntness, but I write from the front and there is no time for flowery language.

My men moved to assault the Kirr as your requested. Two score we sent out from Umbrazzid week before last. We arrived at a garrison of theirs outside the city proper a few nights ago, and took the dungeon. We were able to rescue sixteen slaves as well as capture four of the Kirr. Four of your kinsmen were among those rescued. The six surviving men and I will be returning with all haste. Kirr-Gonda's walls remain unassailed, but a greater evil, perhaps alligned with the Kirr, assailed Umbrazzid in my absence - and I fully believe that the attack was a but a test of our defenses, and that the worst is yet to come.

Kirr-Gonda will fall, but it will be some time before I can safely bring that wretched city down and free all those imprisoned within. Your kinsmen will be returned to you, the rest of the freed slaves returned to their people, and I hope that is enough to prove my sincerity for the time being until that wretched city can be brought low.

I am given to understand you will be soon alleviated of your dragon problem. I wish the hunters the best of luck, and I will keep those lost in the wyrm's cowardly attack on your garrison in my prayers.

-Dolmar Lestridae[/spoiler]

[spoiler=Reply to the Watchers (From Last Week)]
Forgive me for my Ignorance, Dreams-of-Dead-Races, but I do not know of the proper construction of the pit of which you speak, or how to make the water thick as requested. Right now, we find ourselves at war on two fronts, against the Kirr and the Cerelich. We will do what we can to protect your servitor as best as possible so that he might be returned to you at the wars end. If you could inform me how I might construct such a proper pit, I will do my best to do so.

Any assistance you could offer would speed our ability to return him to you.[/spoiler]

[spoiler=Reply to Shee-Ra]
As your vessel, I apologize for my lateness in this response, and apologize for the hastily-written nature of this message, but war forces me to write as quickly as possible.

As soon as I can, I will give you tribute as you deserve. But our time is short, and the Kirr and Cerelich MadElves and NastyDream Greyskulls push us hard. Any aid you could render to your faithful vassal would make sure we can survive to continue in our service to you.[/spoiler]
[/ic]

[spoiler=Orders]

[spoiler=Production]
Special
+44 Gold (raid)
+25 Gold (Cancelled Pen)
+12 Metal (Raid)
+33 Food (Raid)

Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Forage: +10 Food (0 This Week)

[/spoiler]
[spoiler=Upkeep]
14 Archers -28 Gold, -14 Food
6 Accursed -12 Food
1 Abomination -5 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Improved Mines
Shadow Architecture (Defense)
2 Lichen Gardens

Under Construction:
Spire of Gloom 3 Weeks Left

Beginning Construction:

Uzannador
Cancelled Construction
Slave Pens

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
7 Abominations (-280 gold)
3 Shadow Elf Paladins (-60 Gold, Grudge Target: Demons)

[/spoiler]
[spoiler=Wealth]
Gold: 7
Metal: 105
Food: 373
Bodies: 0[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens

Defenses
Shadow Architecture

Uzannador
N/A

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid)
8 Abomination
3 Shadow Elf Paladins (Grudge: Demons)

Outrunners (Garrisoned at Middledeep 17)
6 Accursed led by Dolmar

Dragonslayers (Stationed at Upperdeep 19
14 Shadow Elf Archers led by Phaedra

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 3
Defence: 15
Health: 17
Speed: 5
Morale: +4

[/ic]
[/spoiler]
[spoiler=Orders]
Promote Phaedra to Commander of Uzannador. She will remain with the Dragonslayers, and request parley with Tiern.
Dolmar selects Elven Fleetness for his level up ability.
Scry Upperdeep 5 to see what the deal with that dragon is. ^_^

Dragonslayers:
Follow plan from Parley

Outrunners:
Cancel slave pen construction.
Put any Dark Elf prisoners into  chains and free any slave prisoners. Free the former slaves and bring them along to return to their respective peoples.
Forced march to Middledeep 35 (3 squares forced march). Use Dolmar's infiltration to slip past any hostile force - only withdraw or attack if hostile force has detectors.

Home Guard: (total +2 Defense, +3 Morale)
Surviving Abomination, starting next week (when we get the dragon gold), will receive double gold upkeep for 3 weeks with a future promotion to either Captain, Commander, or Champion. (If you want, I'll give her a name unless you have one in mind - but I'm picturing one of the big multi-armed versions for her.)
Home Guard pray at Shrine of Sylessiadil.
Paladins to bless both Abominations and Themselves.

[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: zcynthr on March 01, 2013, 03:31:17 PM
[ic=Hail, Heathens and Outsiders!]
Marius scratched idly at the fungal bloom that continued to stubbornly infest his face. Neither foul poultices nor begrudging prayer had had any effect on its slow progress over one eye and along a cheek, but at least it seemed content merely to stain his skin an eerie mottled yellow.

His war room had become a sanctuary from the hubbub of the Senate chambers, a place where only military matters were permitted to be discussed. The senators and patricians had not been overly thrilled with Marius' decision regarding the upcoming consular elections, though the army seemed happy that he had remembered them. It was difficult to honor both the ancestors and the current population of the Legion's strongholds, since the former had no worldly cares, and the latter cared only that their bellies were full for another day. Bread and circuses, Quintus had said, though in this case it was more like mushrooms and...more mushrooms. Supposedly Tertius had given orders to construct a fishing pond at the new outpost, but rumors had filtered back that it was to be for the use of a large creature in the caverns rather than the kobolds. Marius shrugged. He could hardly object to more hard labor for the youth Siruk who had disrespected his centurion during the prior week.

Training the cave rats the Legion had found infesting the caverns had been a difficult process, but at last they had means of contacting the other denizens of the Deeps. The gains to be realized from such contact were unfortunately still rather nebulous at best. Marius found himself pondering a decisive first strike in lieu of negotiations in a few cases, though he was rather inclined to just ignore the petty squabbles of the Legion's neighbors until such a strike could fall upon a singular weakened foe rather than two wary and well-armed combatants.

Marius sighed heavily, then reached for an iron-nibbed pen crafted from something he had been told was called a "chicken". Perhaps during the chaos of the elections no one would notice that the latest military reports contained a rider increasing his monthly stipend beyond that of a simple private citizen. The Legion had inherited many excellent practices, but the virtue of austerity was not one which came easily to the draconic people.[/ic]

[spoiler=Week 4 Orders]
WEEK 4      
      
Wealth:      
Gold: 48      
Metal: 145      
Food: 428      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Crystals: +20g      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Augur: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Veles: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons: Garrisoned at Shatterspine Post (Upperdeep 62)      
(1) Kobold Augur: Garrisoned at Shatterspine Post (Upperdeep 62)      
(10) Kobold Veles: Garrisoned at Shatterspine Post (Upperdeep 62)      
(10) Kobold Immune: Garrisoned at Shatterspine Post (Upperdeep 62)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Veles : -10g, -10f      
(1) Kobold Augur: -7g, -1f      
      
Shatterspine Post (Upperdeep 62)      
(1) Kobold Augur: -7g, -1f      
(10) Kobold Immune: -30g, -10f      
(10) Kobold Veles : -10g, -10f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
      
Shatterspine Post (Upperdeep 62)      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Workshop: 2 weeks remaining      
Spiked Moat: 2 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
Palisade: -20g, 1 week remaining      
Escape Tunnel: 20g, 1 week remaining      
Spiked Moat: 25g, 3 weeks remaining      
Fishing Pool: 10g, 1 week remaining   

Orders:
Bloodwatch Enclave (Upperdeep 77)
(1) Kobold Augur and (10) Kobold Veles form a unit. The Augur casts Haste on the unit. The unit spends 5 speed to move to Surface 179. <more in its own section>

Shatterspine Post (Upperdeep 62)
(1) Kobold Augur, (10) Kobold Veles, and (10) Kobold Immunes form a unit. Tertius Malik casts Haste on the unit. The unit spends 3 speed to move to Surface 179. <more in its own section>

Staging Ground (Surface 179)
Armies combine: (2) Kobold Augur, (20) Kobold Veles, (10) Kobold Immunes. (10) Immunes spend 1 speed to move to Surface 178 and 3 speed Tunneling. The Augur who did not caste Haste now casts Scry on Surface 179 to ascertain the optimal attack and withdrawal pattern from the town. The rest of the army then spends 1 speed to join them, and all declare an assault on the settlement. Following the assault, the armies Forced March back home, staying at Shatterspine Post since the group from Bloodwatch Enclave can't make it all the way back there. I'm still not entirely sure how the aftermath of a raid works- Can I just keep spending speed if I have some left? Also, this is assuming that Forced March and Haste both interact with the base Speed stat, and aren't multiplicative.

Note: the fishing pool at Bloodwatch Enclave is the sole project/punishment of the disrespectful soldier of the previous week. Once completed, it is meant as an offering to the not-currently-hostile cave beast in the area, hopefully cajoling it into a sort of mascot/protector role for the residents of the region. If it works, I'll whip up some short fiction for the troops stationed there making it part of their cohort's standard.[/spoiler]

[spoiler=Message to Dâgalûr, Scourge of Men, King of the Red Tide, patriarch of the Blood Clan, the Future Lord over All the Sun Sees]
Hail, Dâgalûr!

Greetings in solidarity with hatred towards the sunlit lands. Your aspirations are as ambitious as they are well-known - the Legion also seeks to end threats from peoples of green-lit roofless caverns. As such, it is needed to live some like the surfacers, out beneath sun and moon continuing for a time.

The Legion proposes cooperative endeavor to engineer things from copious mushroom, light and strong, growing quick and tall in dusty caverns. Imagine the mushroom grown in lands green and wet, teeming with such disgusting blaspheming life! Spores carried with armies planted with night-secrets grown to shade soldiers in light, preserved mushroom flavored as much ration in such small packages, poisons of mushroom mixed with wild foods of the toplands, set to drift across towns of the elves and leave them twitching and weak as we walk tall over their docile slave-bodies! All this and more if you will assist in these labors, for while the Legion has great production, the aptitude for experimentation is somewhat more rare and precious. The legionary is swift and terrible, but a mind has little room for aught but the commands of the superior.

- Marius Krinak, Legatus of the Legio I Draco[/spoiler]

[spoiler=Message for everyone]
Mushroom? Mushroom!

You need mushroom? We have mushroom!

Mushroom, mushroom, mushroom!

Large mushroom, small mushroom,
white mushroom, black mushroom,
good mushroom, mushroom so bad that you will want to bite out tongue and use it to wipe buttocks to improve flavor!

Ask about our bulk discount rates!
Good to feed slaves for strength and loyalty!
Promotes good teeth and great passion in bedroom!

Armed escort of delivery available for an additional fee,
no returns or exchanges.

- Honest Kob, Mushroom Wholesaler Extraordinaire[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: Polycarp on March 01, 2013, 04:00:57 PM
The Glow - Fungoids - Week 4

The Glow Theme (http://picosong.com/nsS6/)

[spoiler=Message to Lothë]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, and into the Great Mushroom Forest, until at last it rolls slowly to a stop before the great walls of the Mansion.

The puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and – assuming the Dwerim do not kill her outright – speaks the following message.


We greet the flesh!  We see its flesh-lines, and know them.  The Dreamer has seen you too, flesh, and the Child of the Dream sends us here to you.

The Child remembers the Lothë-flesh, yes; but dim you are in our memory.  The one called Blackrot died... in a life undreamt, she was the Dreamer's child, one of many.  The Dreamer forgot her long ago.  But as the dead flesh feeds new life, the death of Blackrot was not the end.  She was dark and ignorant and full of hate, but she was remade in the Dream.  You, flesh, have done Blackrot a great service, for in death she could be formed anew into something beautiful, something true.  That is what we wish, we Children of the Dream – for the beauty we feel to be made real.

You are wrong about us, flesh.  We do not destroy.  We love life.  We love the flesh.  We dream... the Dream is so beautiful, flesh.  The eye cannot see the colors we know, the beauty we feel.  They are true colors, flesh; the Dream is truth.

We love you.  We love the flesh.  You too, Lothë, will know the dream in time; but we bring no death to the flesh, no pain, no war, if we may be safe and free.  Our colors are those of love, not anger.

Yet the Dreamer must be safe, and free to dream.  We say that the dwelling which the flesh made so near to us shall not be made again, nor any dwelling nearer to us than where the flesh dwells now.  We say that the forest must be free to grow more beautiful and that we are free to move in it, that we may receive the gifts of the goblin-flesh, who we do not wish to be divided from.  They are good flesh.  All flesh should learn from them.

We love the flesh.  We love peace.  But our colors will not be hidden away.  We are the light that does not fade.[/spoiler]

[spoiler=Message to Käfer]Your suggestion confuses us.  If you are concerned we are quick, why do you wish to grow closer to us?  The narrow mouth (L21) is good and strong, through which we could not pass; what you call south-fork is wide, and unsafe.

You have spoken, and we have agreed to let you have the narrow mouth and the fire-lake (L21 and L22); this is farther from your home than the Sanguine Maw (L29) is from ours.  This is good to you, and it is acceptable to us.  Your wish for more is not good.  We do not ask for more dwellings closer to you to watch our borders.  Perhaps, in some future time, we will talk again of this south-fork, but in this time we insist upon what we have already granted, that the forked gardens (L23-L28) be empty of dwellings of you and us both.

If the flesh would take, it must also give; if it would limit, it must have limits as well.[/spoiler]

[spoiler=Message to Llitul]Precious one.  Llitul.  Hear us...

We are... confused.  I sent my companion, the Reveler, to destroy the ugly dwelling the Dwer-flesh made by our gates; this the Reveler did, and did well, and the flesh ran away with no struggle.  The Lothe-flesh sent us a message, calling us ugly, and telling us to stay in the depths.  We heed this not.

Something in us... in me... wishes to destroy, to take all the Dwer-flesh and make it ours.  But we are also a new creature; we love the flesh.  We love beauty.  We are not what Black-rot was.  We have new colors.

We sent a messenger to the Lothe-flesh.  We said that they must make no dwelling close to us; we said they must let us roam the beautiful forest, and trade with the good goblin-flesh.  We were certain, Llitul, that they would heed this not; but this seemed like the way of flesh, and we must learn flesh-ways if we are to survive.  That is what we think.  But the Dwer-flesh heeded this, and the Lothe-flesh himself came before our messenger, and said that these things it would accept.

We are changing, Llitul, dreamer.  Since we recovered the children of Black-rot, she... I have felt her presence more strongly.  She is not just a memory in the dream, but a part of the living memory.  She stirs things in me.  She is me, and is not me... I thought the dream was guiding us to the dwelling of Lothe-flesh, but perhaps it was her, Llitul, and her dead desires.  But the dream is truer and stronger, and the dream must prevail.

Perhaps it is the Duergar-flesh who we must fear now, for they are stubborn and will not accept the same limits they wish to impose upon us.  They keep demanding more and more, and offer nothing in return.  They are a devious flesh.  Perhaps the Lothe-flesh means what it says, and the Duergar-flesh below are a greater threat to the Dreamer...[/spoiler]

[spoiler=Message to Shee-Ra]The rat returns to you with the same kind of bizarre message in half a dozen underdeep dialects.  This time, however, the rat itself is acting strangely – it looks listless and confused, and tilts its head from side to side in an unusual fashion.  Its eyes are cloudy and its fur is dusty and brittle.  How strange...

We grow.  Grow from dead-flesh.  Life is good.  We make life.  We are good.  Dead-flesh is ugly.  We make flesh beautiful.  We are beautiful.  The Dream.  The Dream is beautiful.  We love flesh.  We love you.

We have no gold.  Gold is dead.  Dead is not beautiful.  Only life is beautiful.  Only life can be good.  But flesh loves gold.  Confusing.  We will find it.  Flesh will take.  We will have dead-flesh.  We make life.  We are beautiful and good.

We grow.  We are beautiful.  We show you.

Shortly after the rat returns and delivers its message, simply stops moving - it has died, quietly and without any apparent struggle or pain.  Within minutes, a thin shoot sprouts from its little furry head.  It quickly grows into a delicate little mushroom, flourescent orange in color with vivid purple splotches upon the cap.  Assuming it is not uprooted or destroyed, the pretty little thing withers and dies on its own by the end of the week.[/spoiler]

[spoiler=Message to Dolmar Lestridae]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, and westward, upwards and onwards, until it rolls slowly to a stop before the walls of Umbrazzid.

The puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and – assuming the elves do not kill her outright – speaks the following message.


We greet the flesh.  We hear.  We see.  We dream.  The whispers tell us of you.

The elf-flesh brings death to the elf-flesh.  We have a million children and a million more.  We love them all.  We love you, flesh.  How sad that the elf-flesh must kill its children.  But do not fear - we make life.  We grow in flesh.  We make flesh beautiful.  We will make dead-elf-flesh beautiful too.  Your children can be our children.  That would be good.

We will give you things for dead-elf-flesh.  We are not sure what flesh likes.  Flesh needs nourishment... flesh also loves gold.  Dead-gold.  This confuses us.  Gold cannot make life.  Only life is good.  But what the flesh wants, we will give for this dead-flesh.

We are the children of the dream.  We are the light that does not fade.  We are listening, and watching, and dreaming.[/spoiler]

[spoiler=Message to Dalashinn]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, and westward, upwards and onwards, until it rolls slowly to a stop before the walls of the Kirr capitol.

When approached, the puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and – assuming the elves do not kill her outright – speaks the following message.


We greet the flesh.  We hear.  We see.  We dream.  The whispers tell us of you.

The elf-flesh brings death to the elf-flesh.  We have a million children and a million more.  We love them all.  We love you, flesh.  How sad that the elf-flesh must kill its children.  But do not fear - we make life.  We grow in flesh.  We make flesh beautiful.  We will make dead-elf-flesh beautiful too.  Your children can be our children.  That would be good.

We will give you things for dead-elf-flesh.  We are not sure what flesh likes.  Flesh needs nourishment... flesh also loves gold.  Dead-gold.  This confuses us.  Gold cannot make life.  Only life is good.  But what the flesh wants, we will give for this dead-flesh.

We are the children of the dream.  We are the light that does not fade.  We are listening, and watching, and dreaming.[/spoiler]

[spoiler=2nd Message to Dalashinn]The puffball-child-thing returns after a few days...

We hear flesh-words.  They are good.  We do not have this dead-gold that flesh loves, but soon we will.  We will give this for dead-elf-flesh as said.  Now there is much death, much sharpness between elf-flesh and elf-flesh, and it is not safe to give our gifts, but the flesh should keep this dead-flesh and not waste it, and we will make good these gifts in time.  Your children shall be our children, flesh.  We love our children.  We love you, flesh.[/spoiler]

[spoiler=Message to Dagalur]A puffball rolls through the Lowerdeep like a subterranean tumbleweed.  It bounds up through the eerily phosphorescent passage leading up from the Lowerdeep, rolls carefully between the roiling magma and fumarole fields above, through the Great Mushroom Forest, until it rolls slowly to a stop before the walls of the goblin capitol.

When approached, the puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and speaks the following message.


We greet the flesh.  We destroyed the dwelling of the Dwer-flesh.  The flesh ran and did not struggle against us.  The Lothe-flesh has spoken to us; we heard.  We consider their words.

The Lothe-flesh says that we may move in the forest as we wish, save beneath the walls of their great dwellings, and that the dwelling we destroyed shall not be rebuilt.  It says that we shall be free to receive the gifts of the goblin-flesh and to give our gifts as we see fit.  We destroyed the ugly dwelling because we must be safe and free; the Lothe-flesh says they will give us this.  We consider these words.  We love flesh.  We love life.

The Lothe-flesh says it is allied with the Duergar-flesh.  This confuses us, for the Duergar-flesh has told us it does not know the Lothe-flesh.  We do not wish to be enemies with dwarf-flesh both above and below.  This would threaten our safety.  We do not think it is good to beautify the Lothe-flesh now if this is true.  We must still grow.  Our colors must grow brighter.

You are good flesh.  It would not be good if the Lothe-flesh brings death to you, or stands between us.  Yet now the Lothe-flesh offers to stand aside.  If it remains aside, and if the Lothe-flesh brings no death and ugliness to you, we think we will not bring our sharpness to them.  We will wait, and grow, and abide the flesh for now.

The Child will have this gold soon.  Dead-gold.  We desire it not, but soon we may give it to flesh which desires it.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food[/spoiler]

[spoiler=Upkeep]
52 Fungoid Warriors: 52 Bodies
2 Sporemothers: 8 Bodies
1 Crawling Cap: 3 Bodies
27 Fungoid Thralls: 27 Food[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Slime Pool: 4 weeks remaining
Infestation Mound: 3 weeks remaining

Beginning Construction
Deathcap Cluster: -35 Bodies, 5 weeks remaining
Cultivation Bulb (on Toxic Cluster): -20 Bodies, 2 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining

Crimsonlight (Middledeep 47)

Under Construction
4 Skin Farms: 1 week remaining
6 Skin Farms: 2 weeks remaining
2 Brown Moulds: 1 week remaining
3 Vault Slimes: 1 week remaining

Beginning Construction
Giant Stinkhorn: -10 Bodies, 2 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Disguised Entrance: 1 week remaining
1 Dreamcap: 2 weeks remaining

Beginning Construction
Escape Tunnel: -5 Bodies, 1 week remaining
2 Stranglevines: -28 Bodies, 2 weeks remaining
[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 1 Clone: -25 Bodies, 1 week remaining
Recruit 2 Sporemothers: -24 Bodies, 1 week remaining
Recruit 16 Fungoid Warriors: -16 Bodies, instant
Recruit 4 Puffball Mines: -4 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 136
Bodies: 0[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)


Crimsonlight (Middledeep 47)

Sanguine Maw (Lowerdeep 29)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
2 Fungoid Sporemothers (24 weeks left)
15 Fungoid Thralls (6 weeks left)
4 Puffball Mines (8 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
1 Sporemother (23 weeks left)
10 Fungoid Warriors (15 weeks left)
25 Fungoid Warriors (14 weeks left)
17 Fungoid Warriors (9 weeks left)
1 Fungoid Crawling Cap (3 weeks left)
10 Puffball Mines (7 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
10 Fungoid Thralls (6 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +7
Melee Damage: 10
Defence: 22
Health: 35
Speed: 4
Morale: +7
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic][/spoiler]

[spoiler=Orders]The state of war with the Dwerim is henceforth revoked... for now.  Their units are to be treated as neutrals when encountered.

Keepers of Fulgoria

Chimeric Host

Fleshwatch

Bridge-bubbles
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: Xathan on March 01, 2013, 04:07:01 PM
[ic]Forgive me, dear Reader. I know you look to me for entertainment, but the actions of my Queen are secrets I cannot relay even to you. Begone, for this is not for your eyes!

Don't forget to try the mushrooms on your way out. They're delicious.[/ic]

[ic=Messages]
[spoiler=Overbrain]

Father, the ones that have passed into the realm of the Kirr are beyond my reach at this time: they likely find themselves in the middle of two factions of Elves who are at war, and if they survive that conflict I will resume the hunt then. That digusting infernalist who serves Ktan-Ydheel...much as I would love to bring her to you for severing, I'm not strong enough to directly confront him yet. This third group makes my best option at the time - have you any inkling where they may have gone? If south of the Kirr, it would be madness to pursue, but if they have gone North towards the ruined city of the Duergar, I will be certain to sweep them as I return back to our current Dominion.

There is another thing. I sense something up here, to the North of me, a being that carries impressive power that may threaten Curasd. Know you anything of this? Is it some Elder Being re-awakened?
[/spoiler]
[spoiler=Response to the Overbrain]

As it should be, your command is my will, Father. I must detour south: the Crown the Drow seek is within my grasp, and I have a feeling that I can obtain more than the twenty promised and punish that witch for her arroganice in presuming to send me on an errand for her. Still, it seems unwise to allow a powerful artifact to fall into the hands of the Kirr. Are they taking the caverns that lead to the realm of the Dwerim, or those that lead to those vermin Kobolds?

And forgive my ignorance. I have never felt a Lesser mind so filled with alien hatred. The creature does directly threaten Curasd, and with the beasts that Daggoth sensed to the South, I am concerned with the threat it could pose should happenstance result in them attacking in tandem. Still, I am young and learning what power should impress me, what powers I should respect. Thank you for your continued instruction.

One other matter: Quasthid. He remains enthralled for now and is useful enough, but his crime was execution without severing. Should he prove problematic before we can return him to Dtoulth for Severing, do I have your permission to kill him? Only in defense, of course.

[ooc]Since Scry info not posted yet, going to change them and NOT scry on M79, save that scry for elsewhere - I don't want to irritate the Overbrain further by having him waste time peering at the Lesser[/ooc][/spoiler]
[spoiler=Daggoth]

Daggoth, it is good to hear your thoughts once again - I've missed them since my Exaltion.

The Thralls and Neonates I've sent you should prove sufficent to repell any threat. However, a hungry presence often means a weak willed presence. One of the Neonates I have sent to you is defective and unworthy of being made even a Golem or Severed - his psionic power is a mere trickle, enough to control thralls but too weak to be used in combat. Erthuid is his name. He's hidden his defect well, but not well enough.

Send him with 3 of those thralls south to find those creatures. Presumably they will feed upon him and the thralls and will no longer seek Curasd, rid us of a defective Ceremorph, and sustain wounds enough to keep them at bay. I will be returning in the next couple weeks - I want those creatures or creature kept alive if they do not threaten Curasd directly, since my Hook Horror is failing to be the servant I had hoped it would be, and my pet Inquisitor is destined for Severing. If Erthurid manages to survive with only 3 thralls...well, he's no use Severed, and if he's capable enough to combat these presences, perhaps we can find a use for him. Of course, if the Overbrain commands his death, then I assume you will be capable of carrying it out.

[spoiler=to GM][ooc]If it's alright, I'm not making this an offical order and will be leaving it out of my Orders tab. As part of the whole "Our units are actual beings" thing, I'm curious to see how Daggoth responds to this.[/ooc][/spoiler][/spoiler]
[spoiler=Response to the Child of the Glow]Child of the Dreamer, my dear friend, it is good to hear you.

Lothe-flesh is of Dwer-flesh, and Dwer-flesh, if it gives its word, will abide by it. If it said it would accept these things, you do not need to fear the Lothe-flesh anymore. But the Lothe flesh will still fear you, and will likely teach more flesh to use sharpness and burning against you in case you break this agreement, what flesh calls a "truce." Black-rot may be new colors of you, but she could get you killed. If you must attack Lothe-flesh again, if you must work to perfect his flesh, do so quickly, else he will be much harder to perfect.

Duergar-flesh is like but not like Dwer-flesh, but may still call on the Dwer-flesh for help against you. However, Duergar-flesh is nasty, tricky flesh – it knows only hate. If you are going to perfect the Duergar-flesh, make sure you can do so quickly so the Lothe-flesh will have no time to help it, and so the Duergar-flesh will have no time to build a new force. I will help you as soon as I can to perfect the Duergar-flesh, for Duergar-flesh hates Ceremorphs, hates my beloved, and teaches flesh special ways of hiding themselves from the dreams of Ceremorphs so they can bring their sharpness to us in secret and hurt us. In two weeks I will be able to start to move against the Duergar-flesh, though it will take me longer to find them, for Duergar-flesh is far from me. Duergar-flesh hates the Ceremorph dream, fears all dreams. I do not trust it, and I fear it too.

It..it sounds like Black-rot is to you what Llandri is to me: what came before, but not  what you are now, but a part of what you are now even though not what you are. And that means Black-Rot knows things that you do not know, knows things before You were You, but be careful, for Black-Rot will want what Black-Rot wanted – and if she is like Llandri, she may not want what you want. Listen to the dreams of Black-Rot, but do not do whatever Black-Rot wants. Make sure of what you want before you  do what Black-Rot wants.

The Dreamer is as to you as the Overbrain is to me. The Overbrain is stronger than Llandri. The Dreamer is stronger than Black-Rot. But we are of Llandri and Black-Rot, we are of the dead dreamers still dreaming. The dead dreamers still dreaming know us, and have an easier time guiding us. Black-Rot hates Lothe-flesh as Llandri hates Dark-Elf-Flesh. Hating Lothe-Flesh does not help you right now unless you do not want to let Lothe-flesh have time to make more burning-sharpness to bring against you. I decided that hating Dark-Elf-Flesh helps me, so I am letting Llandri hate them. But make sure you, and you alone, are able to decide who you hate and how you act.

The Overbrain gave me a gift when I was shaped. I can say "I" more easily than most Ceremorphs. I think the Dreamer gave you the same gift. Don't let Black-Rot take "I" from you.[/spoiler]
[spoiler=Reply to Dr Robertson]
My dear Dr Robertson, I'm certain that we can find more subjects to converse about; as I am equally certain I'll have need for your academic rigor in the future. The object in question was made from bones of High Elves and set with black gemstones, or so my information indicates. I hope this can provide you with a satisfactory elimination of possible options to reach the single object in question.

As for additional food, I do not need any at this juncture, but I will likely be availing myself of your generosity at some time in the near future.[/spoiler]
[/ic]

[ic=Messages from Whisper]
[spoiler=Ktan-Ydheel (using Secret Message)]My thanks for the complement, Harbringer of Yuddrah. Any power I manifest is merely a mote of my Queen's, and any honor I earn belongs to her and will be hers at the day of Rejoining when I will die. I will await your herald with anticipation: when the Academy is founded, I will inform you of where to send him/it.

However, another matter draws my notice. There are certain stunted, gray vermin in the tunnels north of Yuddrah in the Lowerdeep. I understand you are currently busy with some pathetic vermin that spawned off the Dark Elves as maggots from meat, but after those are dealt with I'd like to coordinate an assault on those...[distain dripping with malice and a hint of evil glee] Duergar. Of course the Overbrain will not allow us to act in tandem, but if we were to, completely by accident, assault two separate Duergar cities at the same time...that wrinkled parasite could hardly object to that, now could he?

And I meant no offense – but Yuddrah is something beyond the Overbrain's true understanding, something It fears, and I do not comprehend it's nature or that of your relationship. I presumed nothing: I ask in honest attempt to find knowledge.[/spoiler]
[spoiler=Dreams of Dead Races]There are many things I'd be willing to do, Elder One, but that is not one of them: to constantly report my Queen's actions exposes her to too great a risk, not knowing your intent. In fact, I'm inclined to believe that request was a test, and do I hope I've passed t.

Allow me to rephrase: I'll be happy to work with you to a common end, but not to commit any treasonous actions against my Queen in doing so. I appreciate the opportunity to prove my intellect through this test.

And there is one point I wish to clarify: I make this offer not out what you are or will be, but because my Queen believes the Elder Beings should work together against those mewling masses that dwell above. I do this because I serve my Queen, I do this because serving my Queen is the totality of my intellect and existence. It is impossible for me to conceive of any other motivation than that except in the abstract. [/spoiler]
[/ic]
[ooc=Orders]
[spoiler=Orders]
[spoiler=Production]
GoldMetalBodiesFood
+365+35+120+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn
Lower Dtoulth
Crystals +20
Thrall Pen +20 Bodies
Curasd, Horror in the Woods
Mushrooms +20 food
Thrall Pen +20 Bodies
Glyp-Dor, the Northern Reach
None

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-12g-0-50-7
[spoiler=Details]Commanders
No Upkeep
4 Psions
-12 gold, -8 bodies
Hook Horror
-7 Food
14 Brainhounds
-42 Bodies[/spoiler]

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:

Under Construction:
Evolution Cell (2 Weeks)
Pupation Cell (2 Weeks)

Beginning Construction

Lower Dtoulth (Lowerdeep 75)
Completed Construction:
Thrall Pen

Under Construction:

Beginning Construction
Ceremorph Mines (-175 Gold, -15 Metal)

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Thrall Pen

Under Construction:

Beginning Construction
Ceremorph Mines (-175 Gold, -15 Metal)

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
Amplifier Node

Under Construction:
Thrall Pen (1 Week)

Beginning Construction

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
9 Ceremorph Psions

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
15 Thralls

Glyp-Dor, the Northern Reach (Lowerdeep 67)
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
7102240271

[/spoiler]
[spoiler=Trade]
(Tentative) -25 gold, -20 bodies in trade to Undead (assuming they recieved and give information on Crown)

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine (+325 gold/turn, +35 metal/turn)
Thrall Pens 4 (+80 Bodies/Turn)
Mushroom Farm 3 (+60 Food/Turn)
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Thrall Pens

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Thrall Pens

Defenses
Amplifier Node

Glyp-Dor, the Northern Reach (Lowerdeep 67)
All Under Construction

Defenses
Amplifier Node

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain
9 Ceremorph Psions

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 9)
1 Llitul
1 Vruthor the Wrathpriest
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Dominated)

The Hounds (Stationed at Middledeep 7)
14 Brainhounds

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
20 Thralls

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
4 Psions

[/spoiler]
[spoiler=Orders]
Special:
Llitul Continues her Apprentice call. She is offering 20 gold, 5 bodies, and 3 metal, or 10 gold and 20 bodies, so long as they are worth the price. She accepts Vruthor the Wrathpriest as an apprentice. She is willing to offer more metal, bodies, or food if needed to attract better apprentices: max 15 metal, 30 bodies, or 30 food. Will go up to 40 gold for someone really, really skilled - especially with a more academic leaning.

Exalted:
Overbrain to scry M54 and M6.
-9 Ceremorph Psions use 3 Speed and 1 Forced March to move from Dtoulth (L to Curasd, then 1 Speed to garrison in Curasd. Daggoth with lead that Regiment.

Lurkers:
-If Daggoth Elects to obey, Force March 1 Ceremorph Psion (Erthurid, who with your permission has same stats of Ceremorph Psions but no psionic attack) and move 3 thralls to L70 - Rename them the Caretakers.
-Remaining 17 Thralls in ungarrison and forage (3 speed) and then regarrison (1 speed)

Hounds
-Brainhounds move to M6, use 2 Speed to set an Ambush.
-Once Quasthid joins them, all Hounds attack the Dark Elves garrisoned there.
-all remaining Hounds join with hunters, continue from that point in Hunters orders.

Hunters: (Note: I'll be removing many of these crazy conditional "ifs" once the results of the Overbrain's scry for the turn comes in)
-Llitul redominates Quasthid if needed.
-Quasthid meets with Brainhounds at M6 and joins the hounds. (2 Speed)
-Once Drow defeated, Hunters head to M7, picking up the Hounds. Leave any newly captured Thralls at M6. Investigate the ruins at M7 (1 speed).
-Clap Quasthid and Hook Horror back in chains.
-Move to M57, picking up any Thralls left at M6. Those units that need to use force march to cross that distance will. Brainhounds will scout M56.

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 5
Morale: +8
Special Abilities: Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1)

Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear.[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Phyn-Olbaath]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]

[ic=Vruthor the Wrathpriest]

Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  

Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/ic]

[/spoiler][/spoiler][/ooc]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: LD on March 01, 2013, 04:51:07 PM
CleverSmart Kobolds

-Orders Draft Finished.
-Letters Finished

[ic=Ruminations]
Celebrations
Mya-Haha, young nephew of Mya-He, the Unmentionable, had taunted the four fearsome, large, Hook Horrors who had been sighted in the caverns, and he led them straight into an ambush where they were slaughtered. Mya-Haha's speed became legendary among the SmartyScouts and he rightly earned the apellation "the Speedy". The much smaller Kobolds had defeated great, even grand creatures, and they threw a small celebration to acknowledge the victory. Whether their enemies were Gnomes or Monsters, Kobolds could rise to the occasion and defeat them. The bodies were not immediately consumed, however, under orders by Shee-Ra- although contingencies for immediate consumption were made available should Greyskulls approach.

Mya-He, the Unmentionable, was both proud of and disturbed by his nephew's accomplishments. Actions like the one he performed would likely get him killed. Ever since his capture on the surface, Mya-He had been a strong believer that Kobolds should always sequester themselves in a base, leaving only in times of dire need. He disliked how Shee-Ra, his Queen Mistress, traveled with forces into caverns unexplored and risked forces. But he did like how he was garrisoned at home, where he would always remain.

A Glowing Threat
The lumbering rat, Gluttonchops, had perished- turned into a sort of listless being before the end, squeaking only in Rat Code that he had seen the answer to the secret of life, the universe, and everything. Once Gluttonchops expired, and the blood written #42 on his side had been scrubbed from the fur, Shee-Ra placed a ban on consuming its form for severalday while Kobold Sorcerers examined its entrails to determine if the beast was poisoned. While they examined its remains, they noticed a shoot of growth sprout from its tiny furry head. It quickly grows into a delicate little mushroom, flourescent orange in color with vivid purple splotches upon the cap. Shee-Ra preserves the mushroom for study, but it withers and dies before the end of the week.

Shee-Ra was troubled by these developments, and she ordered the tiny rat's body burned. These "Glow" or MushroomBrites were strange creatures who may have just sent her a threat. Shee-Ra did not appreciate threats, but nor did she wish to anger the neighbors of her vassal, the Dwer, for she was too far distant to provide the weaker Dwer with assistance should the MushroomBrites arise to do battle against them. It was difficult being Mistress of All That Is Under the Ground. Shee-Ra had many obligations, but her resources were limited. She would need to count on the resourcefulness of her vassals to hold out until her caverns stretched much farther than they currently spread.

Grolskund The Legend
Shee-Ra also ruminated on rumors of Grolskund the Heartscrew having arisen again. The mad creature was the stuff of legend. In the time of her Great-Great-Great-Great-Great-Great-Great Grandkobold, the creature Grolskund had been sighted--he left the CleverSmarts around the time of the rule of Greyskull, the devious Kobold who did deals with undead. He opposed the undead one, but he never rejoined even after his fall. Some said that Grolskund's isolation and maltreatment at Greyskull's hands had driven him mad! Mad! MAAAAAADDD! It would be lunacy to hear that this Grolskund of the skittering contraption who had been sighted was the same creature. Perhaps it was a descendant. Shee-Ra was concerned, and she ordered her troops to increase their vigilance.

Other Kobolds
Shee-Ra was not delighted to hear that other Kobolds had been sighted in the Underdeep, in the Upperdeep to be specific. These Kobolds had taken on surface ways in many fashion and they did not send a representative to acknowledge her suzerainety. If they did not mend their ways and come to supplicate themselves before her and the CleverSmarts to pay tribute as vassals, then not this week, but next, she would need to pen them a strongly-worded note.
[/ic]

[ic=Messages]
[Spoiler=To Lothe]
A crosseyed rat with the number 44 on its collar skitters down into the Dwerim caverns, crashing into a wall before it delivers its note.

PickyPoke DiggyDig Vassals do good clarify to us what they desire. We will grant you this boon of relaying message of peace to ScribblyScribbler Goblin Duke.

Important news received. ScribblyScribblers do not trade with Greyskulls or NastyDreams. We communicate with creatures, but what they trade with is unique creature- we wonder if it like Greyskulls, so we suggest caution.  Greyskulls are not to be trusted. The strange creature, MushroomBrite, ask for bodies to shape into creatures- this very bad defilement of livingthing so we suspicious of their aims. Permission you have to trade with them- but be warned- trade not bodies but consume them so they will not rise again as enemies to eat you all! All Eaten! Eaten ALL! Prepare for them to betray- Greyskulls only want death, never life. Always strife!

Also we wonder- what happen to outpost; we hear Dwerim go gone? Is there difficulty? Did mine collapse?

We send 30 food and 2 metal to help you diggydig more and produce better tribute in future.

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[ooc]Send 30 food and 2 metal to Dwerim.
Last turn in messages Goblins permitted trade via their land.
[/ooc]
[/spoiler]

[spoiler=To Dagalur]
Salutations to You:

PickyPoke DiggyDigs have clarified desires. Apparently they just wish you to not ScribblyScrib and sell their ancestor bodies to Greyskulls. We quote they say: "We desire we might be left alone in our Mansions, troubled not by the world, so that we might build fine things and laugh in each other's company and find some small measure of happiness. We wish for there to be peace between us."

Also, we bring warning- we have communicated with creatures you trade with below PickyPoke DiggyDigs-these creatures do not seem to be NastyDreams, they are some type of Greyskulls. The strange creature, MushroomBrite, ask for bodies to shape into creatures- this very bad defilement of livingthing, so we suspicious of their aims. We do not forbid you have trade with them for you are sovereign- but be warned for we have much experience with evil Greyskulls- traded bodies not consumed by your creatures may rise again as enemies to eat you all! All Eaten! Eaten ALL! Prepare for them to betray- Greyskulls only want death, never life. Always strife! Trade is yours to make, however.

And speak of trade; you interested in trade at previous rates? We have manyfood and manymetal ready trade for manygold.

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=To The Glow]
A lumbering rat with a bloody 42 on its side arrives at the side of the Glow and delivers its message.

Cleversmart Kobolds only hate creature that is NastyDream or Greyskull. We not sure if you are either, but we give Vassal permission to trade with you and not prohibit Dagalur from doing trade with you. We suspicious of your request for bodies- only Greyskull request bodies. How we know what you do with bodies is good? Impossible to know. We do not think we currentgive body to you unless body is how you make gold? How much gold for body you say?

- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=To The Watchers]
(insert rat information)

Salutations to the Cruel Form of Truth. It come to our attention that you fishes-that-smell-like-death are sentient and have built greatbigcity under the water.

It important to inform you that you are now Vassal of Queen Mistress Shee-Ra Cleversmart XVI, who rules All That Is Under the Ground. She is very important livingthing. She give you SwimmySwims protection from allbeast that may fish you from above. She also help ensure you have goodtrade with other creature from above.

But in return for this help, it also important that your Mistress expect tribute of gold.

Still, we know you SwimmySwims may find it difficult extract gold from underearth because water get in way, so Mistress glad provide you help or accept alternative payment.

Mistress help is this; you may require food or metal to use to produce gold for Mistress, no? If that aid may help produce favor for Queen Mistress, we glad provide help after you give initial payment of golden tribute. We look forward to good relationship with you, as we do with all our vassal. PickyPoke DiggyDigs have already paid tribute and they receive great favors from the Queen Mistress in respect of tribute, far beyond favors that would be received were gold given in trade. You too can benefit from these favors.

We look forward to pleasant response and long relationship.
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=To Nocae]
(insert rat)

Greetings Vassal from Queen Mistress Shee-Ra Cleversmart XVI, Rule of All That Is Under the Ground:

We understand you suffer great from NastyDreams suckysuck fight this week, so we grant you boon of waive your vassalmonthly tribute to Cleversmart Caverns. We also aware you new leader who may not be familiar with your Queen Mistress, so we you educate. We CleverSmart Kobolds are Rulers of All That Is Under the Ground. We oppose NastyDreams and any Greyskulls who have evil plans-which include most Greyskulls. We also patron of lesserrace who must give tribute of gold to us in return for benefit. You sadly too far from Cleversmart Caverns to receive benefit or provide tribute but someday in future, we will draw near you so we suggest you begin save now. When we draw near you, we will eradicate NastyDreams to better protect you. For now, we offer condolences and good wishes and accolades for your battles against these evil creatures.

We also acknowledge you fight MadVassal NastyElf called "Kirr". This NastyElf is mad vassal so is true he must be replaced, but is not true that all NastyElves under him be as mad-many be productive vassal or serf; thiswhy we suggest prudence in deal with replace this NastyElf.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=Response to Watchers]
(insert rat type)

We understand you not have much gold. When you discover shinyshine, then let us know. We expect that L87 may have shinyshine, if it can be reached. Once relationship is established, if is possible for you to walk on land, we also may discuss possibility of you march with us against M73 to demonstrate your worth as a Vassal. If we together conquer, then as benevolence, we award you metal from conquest. We welcome your offer of food as tribute, but for moment, Cleversmart caverns are abundant with food, so please keep food and grow strong so you may better recover shinyshine. We appreciate your candor in state that shinyshine (gold) is rare. Perhaps some time in four week we will glad gift you metal to encourage your work. We have estimate that 1 metal is good for extract about 6 gold before metal pick do break. If we receive gold before fourweek, then we provide metal to replace much soonersoon.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=Response to Dolmar]
(insert rat type)

We glad render aid, but you too far distant in cavern at moment. We look forward to expand to increase possibility of deliveries and we will do so as soon as we can. For now, we will inform our othervassal, PickyPoke Diggy Digs, to assist you if they can. Is important that all vassal be friends against vile threat of Nastydreams.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.
[/spoiler]

[spoiler=2d to Lothe]
(insert rat type)

Vassalelves inform me they currently in struggle with NastyDreams Greyskulls and MadVassal Nastyelves. Vassalelves leader called "Dolmar". We cannot reach their caverns with our carts to provide them help, so we give you permission to helpelves if they need aid, but beware that they not trick you. Vassalelves have tendency to go mad, like Madelf Nastyelves went mad. Keep record of what assist you lend to them and ensure they repay your work, but lend only aid that you can, for your first commitment is to your Mistress and your Mistress wishes that you remain strong.

Benevolently,
- Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.

[/spoiler]

[/ic]

[spoiler=Orders and Information]
[ic]
In Character
[/ic]

-Note: Orders are Not Yet Ready.
-Note: Thank you! The Hook Horror assault went better than expected. Until you mentioned it I had not realized about the bonuses given for Kobold defense in a warren, and that must have made the difference- my estimates predicted either I kill most of them outright in the first 2 waves, or I end up losing a few dire rats or more slingers/skulkers. :o.

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)
Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

[ooc]Looting/Events
+47 food (forage)
[/ooc]

Total Looting/Events: 47 food, 0 metal, 5 gold (tribute), 4 bodies/food

Total Total: 197 food, 30 metal, 305 gold, 4 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 1 = (2g/2f)

One less Slinger upkeep because of Free Commander. (1g/1f).

SmartyScouts
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)
Dire Rats (3g/3f) x 4 (12g/12f)

One less Skulker upkeep because of Free Commander (2g/1f).
One less Dire Rat upkeep because of SheeRa Mount (3g/3f).

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

Total: Net Loss/turn -(55g/40f)

[/spoiler]

[spoiler=Construction]
[ic]Middledeep- 65
Completed This Turn
Nothing.

Under Construction
None.

Beginning Construction
None.[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Kobold Mine; 150 gold, 15 metal (week 3/3)
Snare; 10 gold (1 week)

Under Construction
See Beginning.

Beginning Construction
Murder Holes; 20 gold (1 week)  
Escape Tunnel; 20 gold (1 week)  
Spiked Moat; 25 gold (3 week)(No; can't afford) [/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Palisade; 20 gold (1 week)

Under Construction
See Beginning.

Beginning Construction
Murder Holes; 20 gold (1 week)  
Kobold Mine; 150 gold, 15 metal (week 1/3)[/ic]

[/spoiler]

[spoiler=Recruit]

1 Slinger (5gp) * 1 = (5gp)
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)

[/spoiler]

[spoiler=Wealth]
Began Turn at: 0 gold, 129 metal, 463 food
Gained: 305 gold, 30 metal, 203 food
Total: 300 gold, 164 metal, 666 food

Spent 210 gold on construction. (40 murder holes, 20 escape tunnel, 150 mine).
Spent 55 gold on upkeep.
Spent 34 gold on recruiting.
Spent 0 gold on defenses.

Spent 15 metal on construction.
Spent 9 metal on upkeep.
Spent 2 metal on recruiting.
Traded 2 metal to Dwerim.

Spent 40 food on upkeep.
Traded 30 food to Dwerim.

6 gold
136 metal
597 food


[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 72]GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Snare (10 gold)
Snare (10 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Palisade (20 gold)[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison.
Location: Middledeep 65
3 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers (I) ("Undefeatable Eggguard") [Mya-He is attached to this unit]
Slingers (II) (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Skulkers (V) ("First Pokeypokes")[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison = Total +1 morale (not counting Commander bonus to morale)
Location: Middledeep 72
2 Blunderdigs
3 Skulkers [Hai-Phen is a Skulker]
8 Slingers

Blunderdigs (I) ("Underfeet Underdeep Squadron")
Blunderdigs (II) ("Backdoor Blundering Boffins")
Skulkers (I) ("Beaterpokes")
Skulkers (II) ("Basherpokes")
Skulkers (III) [Hai-Phen, the Shadow]
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
New Slinger (Mya-Ho)
[/ic]

[ic]RatGuard (Newly Formed)
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth")
1 Shee-Ra [currently attached to Dire Rats]
6 Dire Rats

Dire Rat ("Cutrazor")
Dire Rat ("Jawbreaker")
Dire Rat ("Biteybite")
Dire Rat ("Poisonnip")
New Dire Rat ("SmartySmart")
New Dire Rat ("Bloodybite")
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison.
Location: Middledeep 66
7 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig

Skulkers (IV) [Ho-Dor is attached to this unit]
Skulkers (V) (Achi-Lees, the unkillable)
Skulkers (VI) (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Skulkers (VII) (Vor-Keth, the massive)
Skulkers (VIII) (Ai-Ur, the Greater)
Skulkers (IX) (Ai-Ur, the Lesser)
Skulkers (X) (Tro-Jan, the unbreakable)
Skulkers (XI) (Ay-Jax, the warrior)
Slingers (VI) (Fush-Rodah, the shouter)
Slingers (VII) (Hus-Roh, the loud)
Slingers (VIII) (Aaa-Hha, the fearful)
Blunderdigs (III) (Kili-Fili, the stout digger)[/ic]


Scout sent to M62
Slingers (V)  (Ro-Dan, the belligerent)

[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, (Rat abilities follow-->) Cavalry, Climb and Disease 3
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic]Mya-He, the Unmentionable
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]Ho-Dor, the Stable
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic]Hai-Phen, the Shadow
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

General
- Shee-Ra Takes Sling Mastery.
- Trade 30 food, 2 metal to the Dwerim. (Goblins permitted passage in a message last turn).
- (Long Term) if any bodies are available in a region that Greyskulls approach with intent to siege, eat the bodies before any other food.

From Middledeep 65
-Regarding the new slinger: (go north to GnomeFeast Lute-ing Cave and join SmartyScouts (M72), try to track the movements of the Dire Rats as cover and protection as much as possible.
-The two Dire Rats meet the Ratguard and join it.

From Middledeep 72
RatGuard
-(6 Speed) Shee-Ra forms the RatGuard with the Dire Rats unit. Moves to M70, then ends turn in M69. (She should be invisible b/c of infiltration)
-(Free Ability) Scout adjacent M62 and M60.

SmartyScouts
-(1 Speed) Gather food. (14x1= add 14 food next turn).
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout surrounding regions.

From Middledeep 66
-(3 Speed) Deepguards Forage (12x3 =add 36 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Don't Scout This Turn.

-(6 Speed) Ro-Dan, the Belligerent, a Skulker (Infiltrate invisible) is sent to M60 (free scouts U60 and M61). Do not engage in battle if possible. Forced March 2 of the Speed.

From Middledeep 65
-(1 Speed) GoodyGarrison formally Scouts as per the action, M64.
-(2 Speed) GoodyGarrison Forages (4x2=add 8 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).

Total Add 58 food due to foraging.

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: Raelifin on March 01, 2013, 06:02:05 PM
[ic=A rocky corridor]Being undead brings many blessings, such as removing the need to eat or sleep. Despite this, all undead creatures are afflicted with an inability to move quickly. It's as though the earth pulls them down, begging them to sleep forever. When needed, undead can move as quickly as the living, but this soon wears off and they are back to their normal lethargic shuffling.

Markus watched his troops amble along the road with mild disinterest. Even magically sped up as they were, they would be easily outpaced by a dwarf in full mail. Even he could feel the weight of undeath pulling him down and making each step a chore. He never got tired of it, per se, but it was tedious.

During these long walks the old wizard would keep his mind busy by going over Erafh Laldma over and over again. He had memorized it last year, and he found the text had a kind of poetry to it. It helped keep his mind off of the visions, which had become particularly fevered and violent of late. Earlier today he had smashed his hand to a pulp in a meditation-induced frenzy. He decided to let it stay dismembered for the time being as a reminder to stay focused on the task at hand.

One step in front of the other. One minute after the next. They'll all die eventually. Deep in this great tomb of ours. We're all walking dead. Some just don't realize it yet. I'll cut them open in small wounds and let them bleed out in a great pile. We'll catch their children and coat them in pitch and... I must have patience. Chapter 23: The Energies of Undeath and Their Relation to the Elements...

Later that day he tore off the hand and animated it. It crawled along with them. Hour after hour after hour in the absolute dark and absolute solitude.

The next day he decided to re-attach it and repair the damage. Tearing off one's own hand is something a madman would do.
Markus Ashton was no madman.
In fact, he's probably the only sane person alive.
Or... dead, rather.

One step in front of the other.[/ic]
[ic=Messages from the desk of Professor Robertson][spoiler=Message to the Queen of Thralls]
Exalted Llitul,
Although it pains me most greatly that our immediate business must conclude and your most pleasant communications shall cease to be regularly expected upon, I write to inform you nonetheless that my research has borne fruit and that our results are pending only the most minute of adjustments before publication, a.k.a. delivery. We require only that you verify for us the material out of which the artifact you requested research upon is made, so that we might rule out alternatives and provide with you a concrete analysis of the properties of this item. Upon providing us with this information, we will be able to forward to you such information as we have collected, and I personally am quite sure that you will be thrilled with the results.

Additionally, I am quite enthusiastic about our most contemporary trade agreements and look forward to facilitating your rise most assiduously in the near future. As such, my secretary reminds me to remind you of a most important fact, that being that additional food purchases at the same exchange rate as that already promised to you are available should you require additional supplies.

Graciously gloomy,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Most delightfully tyrannous bloodlord,
It is with great distress that news has reached us of recent assaults upon your territories. While we are unfortunately unable to assist you militarily at this time, our hope is that your survival continues into the foreseeable future. Should you wish to trade, our most generous offer of food still applies to your situation, and should you not our innumerable condolences shall have to suffice for your losses. Please write back should you require anything of your most graciously, noncommited, nonviolent colleagues.

Sorrow from the shadows,
- Dr. Robertson, Professor Immortal[/spoiler][/ic]
[ic=Responses][spoiler=Reply to the Onyx Prince]
Most esteemed lord of blood,
It pleases me greatly to hear that a force of darkness such as yourself has not fallen in any significant capacity to the paltry light of those dim torchbearers, the Nocae. Word of your impending victory has led me to smoke a celebratory pipe in honor of the blood that may yet be shed.

Graciously,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to the Queen of Thralls]
Exalted scion of the dreams in the dark,
With the information you have provided, it has become clear to me that the item which you have commissioned study upon is the following relic, which is detailed in the attached scroll. My apprentice and I wish you the best of luck in your endeavors to collect and utilize the artifact, while not neglecting to mention that if you find yourself without a need for it, interested parties would exist for such an item should you wish to part with it.

Graciously,
- Dr. Robertson, Professor Immortal
[spoiler=A separate scroll is included with the message][ooc=The Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on. [/ooc]
[/spoiler][/spoiler]
[spoiler=Message to the Red Tide]
Most vertically challenged of foes,
I have received your offer of non-aggression with great surprise, for it astounds me to discover that the goblins of these depths are literate. For the longest time I had thought the trappings of culture they bore were mere imitations of the more advanced bipedal life in the lower regions of the earth.
While it pleases me to find your penmanship upon my desk, I find it entirely premature. While I find myself and my troops with no immediate plans to shed your blood or engage in battle, negotiating the borders of our territory at this time is an entirely hasty action whose benefits I cannot see clearly at this time, although my vision does waver a bit in death. So at this time, I will readily agree to non-aggression, but I find myself wholly devoted to a deferment of the arrangement of borders until such time as I see a meaningful reason to do so.
Additionally, I would love to offer you food for gold at this time, or entertain any offers you might have for trade, yet I find that the distance between our domains at this time is too great to support such an economic exchange safely, and I am most confident in the assumption that the food we propose to trade is much too refined for the coarse palate of brutes such as the ones who populate your armies.

Graciously,
- Dr. Robertson, Professor Immortal[/spoiler][/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)

Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold

The Iron Hall (Upperdeep 87)
None

Combat: 36 Gold, 8 Food, 3 Bodies (2 ogre bodies + 1 body from the skeleton that died)

Trade with Llitul: -4 Food, 20 Bodies, 35 Gold (10 for the food + 25 down-payment on the crown research) (5 more weeks of food shipments promised)
Trade with Gloomsong: -4 Food, 10 Gold (5 more weeks of food shipments promised)[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
15 Zombies: No Upkeep (5 weeks until decay into skeletons)
23 Skeletal Archers: No Upkeep
7 Skeletal Warriors: No Upkeep
2 Ghouls: -2 Body[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)

Under Construction:
Necromantic Laboratory: 2 weeks remaining

Beginning Construction:
None.

Dormitory of Bones (Upperdeep 91)

Under Construction:
Undead Mine: 2 weeks remaining

Beginning Construction:
None.

The Iron Hall (Upperdeep 87)

Under Construction:
None.

Beginning Construction:
Undead Mine: -175 Gold, -15 Metal, 3 weeks remaining

[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred, The Red House (Upperdeep 85)
10 Skeletal Archers: -100 Gold, -10 Bodies, -10 Metal[/spoiler]
[spoiler=Wealth]Gold: 3
Metal: 94
Food: 174
Bodies: 135
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library
Teleportation Circle (Unlinked)

Spiked Moat

Dormitory of Bones (Upperdeep 91)
Nothing.

Iron Hall (Upperdeep 87)
Nothing.

Dean's Wall (Upperdeep 84)
Nothing.

Wall of Rats (Upperdeep 92)
Nothing.[/spoiler]
[spoiler=Armies]Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
15 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

Markus Ashton - Garrisoned on the Dean's Wall (Upperdeep 84)
Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
9 Skeletal Archers – Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)

10 Zombies – Upperdeep 81

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)
3 Skeletal Archers - Garrisoned at the Iron Hall (Upperdeep 87)

1 Ghoul - Upperdeep 88

1 Ghoul - Upperdeep 89

1 Skeletal Warrior - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
5 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -
[/spoiler]
[spoiler=Orders]The Dean's Wall will be captained by a skeletal archer named Bard the Boneman.
The Iron Hall will be commanded by a skeletal archer named Deadeyes.
The Wall of Rats will be captained by a zombie (one of the wargs that attacked Robertson on week 1) named Weiler the Rotten.

Both Ghouls will move to Upperdeep 92.

One skeletal archer will move from the Iron Hall to Upperdeep 88.
One skeletal archer will move from the Iron Hall to Upperdeep 89.
One skeletal archer will move from the Iron Hall to Upperdeep 90.

Nine zombies will move from Upperdeep 81 to the Dean's Wall and garrison there.
One zombie will scout Upperdeep 82.

Ashton and nine skeletal archers will move from the Dean's Wall to Upperdeep 85, where they will join with 15 skeletal archers and meet with Robertson. Robertson will cast Haste on the regiment, led by Ashton. Ashton, and the 24 archers will then move to Upperdeep 92 (where Ashton will be out of moves). Once Ashton and the archers reach Upperdeep 92, the troops in the Wall of Rats (except the captain) will de-garrison, so as to fight with Ashton in case of battle.
After Robertson casts Haste he will re-garrison and research the Poisonous Cloud spell.

Individual units that are not garrisoned are ordered to flee if hostile troops approach.
Garrisoned troops are ordered to fight to the death.
Ashton's army will fight to the death.

From here on out the following will be the standard strategy for troops that are ordered to fight:
Skeletal Archers: Try to target strongest enemy regiment
Ashton: Try to Dread Curse strongest enemy regiment
Skeletal Warriors: Try to engage ranged units, preferring larger regiments > engage weak/small regiments
Ghouls: Try to engage melee units, preferring smaller regiments
Zombies: Try to engage melee units, preferring larger regiments
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: Ghostman on March 02, 2013, 08:15:18 AM


[ic=Cold Wrath]

Halls of the Bloodlord's Spire were unsually quiet, the courtiers and noblemen chattering in particularly hushed tones. Even the servants hustled about with softer footfalls than usual, drops of nervous sweat glistening on their sullen faces. It was well known that the Onyx Prince was in a foul mood, so much so that none dared risk drawing his attention to themselves. The anxious silence was broken abruptly as a bell chimed, summoning servants to the royal chambers. They rushed in with all haste, muttering inpromptu prayers to the infernal powers as they went, only to emerge shortly thereafter, now hurrying each on their way with fear-induced swiftness to run such errands as their lord and master had commanded.

Within the solitude of his chamber Dalashinn brooded, clutching a wine-goblet. The recent news may have shocked the city, outraged some of the less jaded Bloodlords. But Dalashinn was too old and calculative to be given to hotblooded rage. The fury that gripped his black heart was different, like the vastness of an arctic glacier: bitterly chilling and devoid of mercy. He wouldn't waste any breath cursing this twist of fate, but channel his wrath toward planning a revenge. There would be retaliation, yes. The enemy was near, and it was weak -- wounded. If the Shadow Elves didn't already regret their foolhardy move, they would come to do so soon enough.

[/ic]

[spoiler=Messages]

[spoiler=Reply to Ktan-Ydheel, the Abjected]

Greetings, Esteemed One.

It appears that we have a common enemy. The wretched heretics who sully the glory of my race did indeed assault a colony of mine, albeit a freshly excavated one containing little more than empty rooms and hallways. My scouts have reported that the curs suffered heavy casualties in the assault, leaving their force severely decimated -- they lost two dozen of their arachnid hybrids known as Accursed, and are now left with only half a dozen of them. Though weak they are led by a formidable warrior-general clad in a shimmering suit of armor, wielding a glaive.

It goes without saying that I will mount an offensive to recapture lost Uzannador this very week. However, I predict that the foe will retreat without a fight rather than face overwhelming odds and risk being captured. They will likely head back to their capital, with prisoners of war in tow.

I'd rather see them punished for their insolence, as well as the captives they have taken returned to me. To pursue them would be most difficult, however, for they are crafty in the ways of stealth and will have the advantage of a head start. Worse yet, there are two alternative routes that they may choose, assuming that they wish to reach their capital as quickly as possible. It is also possible that they instead head east to avoid being ambushed, or try to lay low and hide in some cavern. Quite likely they'd attempt to rendezvous with reinforcements from their city somewhere along the way.

Chances of apprehending such an elusive foe would be slim without some manner of assistance. Even in the best of cases my forces may not be able to catch them until they've drawn near the gates of Umbrazzid. But if you could cut off their retreat before or after the ascent to the Upperdeep in the southwest, they might be caught between two fronts.

Your request of a discount on slaves to fuel your war effort is taken into consideration. Naturally, I would be quite amenable toward such arrangements were my captured personnel recovered. I might even lend some infernal beasts to fight directly by the side of your forces in future clashes against the Nocae.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler][spoiler=2nd Reply to Ktan-Ydheel, the Abjected]

Dearest Eminence,

Your plan is a bold one. May the infernal powers bless it with triumphant success! My forces will march upon Uzannador; should they find it still occupied by the Nocae, the wretches will be dealt with right then and there. Should the place be found abandoned, as I suspect it will, my forces will march a while in search of the foe. If they are not soon found, a detachment will be dispatched to the tunnel-entrance to Umbrazzid's cavern. I will not risk exhausting my main army on such a long march, especially if it is unsure if the Shadow Elves have truly fled for their capital, but the detachment should be adequate for the task. Even were it to be defeated, it will surely inflict much harm upon the enemy, for the bloodthirsty fiends summoned from the depths of the nether planes fight fiercely and to the death.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Käfer, Despot of Käferhold]

Greetings, Despot Käfer.

Your request and offers are of much interest. I could certainly provide a Summoner to serve you in exchange for proper compensation -- a pair of Tunnel Hulks would be adequate, with instructions for their handling. I expect that you will cover the upkeep of the Summoner, just as I would provide for the needs of the Tunnel Hulks. Should you so desire, fearsome Bloodfiends may be called forth from the depths of the Abyss by the Summoner; these too would serve your will. However, it would be up to you to provide the sacrificial victims necessary. You are, of corse, welcome to make purchases from my slave markets for this purpose or any other.

Due to an acute conflict with certain heretical fanatics, I can dispatch a Summoner to your courts no sooner than next week.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to the Glow]

A diplomat emerges from within Kirr-Godna, approaches the puffball-child-thing, silently listens to it's words and withdraws into the city. He returns some time later and addresses the strange creature.

"I relay these words from the Onyx Prince, ruler of Kirr-Godna: We offer to exchange bodies for gold. For the corpses of lesser races we will charge 4 common measures of gold each. For a heap of 10 such corpses we will charge 30 measures of gold. For the bodies of Dark Elves, the price will be 6 measures of gold per corpse."

[/spoiler]

[spoiler=Reply to Dr. Robertson, Professor Immortal]

Esteemed Professor,

Your expression of sympathy is received graciously. However, the news you have read may be lacking some crucial details, for while this incursion by the Nocae fanatics has resulted in a setback to my endeavors of expansion, it does not truly threaten the survival of Kirr-Godna. The resistance by my forces was such that the army of the infidels was left decimated; it's battered remnants cannot hope to hold on to the barren tunnels they are holed up in, let alone move against my capital. Already the plans for my counterattack are in motion. I look forward to seeing the enemy driven out of Uzannador by this very week.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=A response in the dream from the Watcher]

Should it come to be that this... kin of yours be liberated by my forces, I would consider arranging it's return to you. The way to the Darksea is long and difficult, though. Such an undertaking might require considerable funds. But on this I will say no more for now, lest I get ahead of myself. We'll be in contact again, I'm sure, if the outcome of upcoming operations warrants it.

[/spoiler]

[/spoiler]

[spoiler=Week 4]

[spoiler=Production]

[ooc]
This week's budget is a bit more complicated than usual, so I include this to make things more clear:

Resources from week 3, before retcon: 1 Gold, 216 Metal, 288 Food
Resources redeemed due to week 3 retcon: +150 Gold, +15 Metal
Resources lost in assault: -47 Gold, -12 Metal, -33 Food
=> Resources I'm starting with, before production et al: 104 Gold, 219 Metal, 255 Food
[/ooc]

Foraging: +10 Food

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +40 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food

[/spoiler][spoiler=Upkeep]

16 Slave Soldiers: -16 Food
8 Dark Elf Swordsmen: -16 Gold, -8 Food
9 Dark Elf Crossbowmen: -18 Gold, -9 Food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
6 Slave Soldiers: -30 Gold
3 Dark Elf Summoners: -150 Gold
4 Dark Elf Swordsmen: -48 Gold, -8 Metal
3 Dark Elf Crossbowmen: -36 Gold, -6 Metal
2 Ogre Slaves: -40 Gold

18 Slaves bought from market: -36 Gold

[/spoiler][spoiler=Wealth]

Gold: 50 (before building an outpost)
Metal: 245
Food: 287
Slaves: 18 (before any sacrifices)

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
War Spire
1 Lichen Garden
Improved Dark Elf Mine
Profane Temple
1 Lizard Pen
City Wall
Slave Market

[/spoiler][spoiler=Armies]

Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
11+6=17 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
3 Dark Elf Summoners: Garrisoned at Kirr-Godna (Middledeep 13)
6+4=10 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
6+3=9 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
2 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

5 Slave Soldiers: Entrenched at Middledeep 6
2 Dark Elf Swordsmen: Entrenched at Middledeep 6
3 Dark Elf Crossbowmen: Entrenched at Middledeep 6

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact
Inventory: -

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.

[/ic]

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. Kirr-Godna must be protected, Uzannador must be recaptured.

2. It's become impossible to spare forces to explore Hazer-Nagroth this week. That will have to wait, but the northern tunnels should nevertheless be guarded by establishing an outpost.

3. Additional money from tolls would be very good. If the Exalted Ceremorphs' party wishes to pass through my lands this week, their payments should be collected when they enter my territory (which should be at Middledeep 6). All of my forces are to keep vigilant watch and report their movements as per the previous week's orders.

4. The Shadow Elves should be pursued if they depart from Uzannador. Make them pay for their attack, and if possible, retrieve the prisoners they've captured -- but not at unreasonable risk.

[/ooc]

The scouting force in Middledeep 6 will construct an outpost. The fortification will be placed at the 3-way junction so that it can block enemies from any direction.

The following units will depart Kirr-Godna, forming Dalashinn's Army:
Dalashinn
10 Slave Soldiers
3 Dark Elf Summoners
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen

Dalashinn will personally lead these forces on a campaign to recapture Uzannador. This host will spend 2 Speed to move to Middledeep 15. The 18 slaves bought from the market will be brought along in chains. The Summoners regiment will spend 1 Speed to Scout Uzannador to determine whether the Shadow Elves and/or prisoners or war are present within.

- If enemies are found to be present in Uzannador along with prisoners of war, Dalashinn's Army will assault the dungeon. Before the attack is launched, the three Summoners will sacrifice 15 slaves to summon 3 Bloodfiends, which will participate in the battle. If the dungeon is successfully captured, the forces spend 1 Speed to garrison it, appropriating any resources they can from the Nocae.

- If enemies are found to be present in Uzannador but prisoners of war are NOT, Dalashinn's army will assault the dungeon (without summoning Bloodfiends) but won't spend any Speed to garrison it. If victorious the army will then split up and carry on further actions according to the strategy below (with number of units left behind for a garrison tweaked in proportion to casualties taken).

- If enemies are NOT found to be present in Uzannador, the army will leave behind 4 Slave soldiers, 2 Dark Elf Swordsmen and 2 Dark Elf Crossbowmen; these will spend 1 Speed to garrison Uzannador, appropriating any resources left by the Nocae. The rest of Dalashinn's Army (which retains all the slaves brought along) will spend up to 3 Speed to march up to Middledeep 18 in pursuit of the Shadow Elves. If they have not caught up with the foes up to this point, the three Summoners will sacrifice 15 of the slaves to summon 3 Bloodfiends. The Bloodfiends will depart the army, forming the Hunting Pack (see below) that also takes the 3 remaining slaves with it. Dalashinn's Army will spend 2 Speed to return to Middledeep 16.

- If the Hunting Pack is created, it will spend up to 5 Speed to march to Upperdeep 29 in pursuit of the Shadow Elves. (While it has no ability to detect Infiltrators, it should be able to discover the Shadow Elves IF they end their movement in the same region -- they'd be unable to set ambush after a forced march.)

In any case of marching in pursuit, if the pursuing force actually comes into contact with the Shadow Elves, it is to engage immediately. If the battle is won and there are surviving fleeing Shadow Elf units, they are to be chased, but not beyond the regions (or equivalent amount of Speed spent) detailed in the orders above.

In any battle involving Dalashinn, he will join the same regiment with the Crossbowmen. He will cast the Frenzy spell on the Crossbowmen.

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due Macrh 6)
Post by: Nomadic on March 02, 2013, 08:20:42 PM
[ic]
A strange green glow emanates from the remote mushroom forest. Deep within there echoes the sounds of some strange new horror waking. With the clang of metal on hard earth the light starts to move.
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
Use all 6 of Grolhund's speed to:
- Move to Middledeep 74 (2 speed)
- Scout Middledeep 72 (1 speed)
- Return to Middledeep 79 (2 speed)
- Garrison in the lab again (1 speed)

Once Grolhund is garrisoned again:
- Move lab to the small forest in Middledeep 82
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 79):

Mushroom Forest: +25 Food
[/spoiler]

[spoiler=Upkeep]
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 79):

Under Construction:
Invisibility Generator: 1 week remaining
Drilling Machine: 1 week remaining
Ward: 1 week remaining

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 79):

Recruit 5 Grafted Servitors: -50 Gold, -5 Bodies, -5 Prisoners
[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 25
Food: 45
Bodies: 15
Prisoners: 5
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 79):
Cages
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 79)
5 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 79)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 100
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 10, Trapmaker
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due March 6)
Post by: Rhamnousia on March 05, 2013, 12:35:30 AM
[ic]The echoing of the Deepsong may have faded to a low, monotonous hum, but those above who listen can hear instead the beating of many leathery wings and the piercing, chattering shrieks of the gloomray, their mocking war-chats disquieting in their articulation.[/ic]

[spoiler=The Will of the Watchers]
[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Watcher Mine: 185 gold, 40 metal
Trade with Exalted: 30 metal
[/spoiler]
[spoiler=Upkeep]
6 Watcher Savants: -30 gold, -30 food
25 Thralls: -25 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:

Under Construction:
Improved Watcher Mine: 1 week remaining

Beginning Construction
Augmentation Pool: 125 gold, 20 bodies, five weeks remaining

[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
10 Gloomrays - 150 gold

[/spoiler]
[spoiler=Wealth]
Gold: 60
Metal: 115
Food: 420
Bodies: 185
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine

Nightmare Gate
3 Vault Slime
[/spoiler]
[spoiler=Armies]
Get of the Sovereign - Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races –  Awake
6 Watcher Savants - Hibernating
25 Thralls

The Bleakflight -
10 Gloomrays

[/spoiler]
[spoiler=Orders]
Spend 1 Speed to move the Bleakflight from Cruel Form of Truth to Lowerdeep 85 to attack the Gloom Trolls in their cave. If victorious, spend any additional Speed necessary to investigate their hoard.

[ooc]If we're allowed to add this many contextuals, after the battle, spend 2 Speed to move one gloomray from Lowerdeep 85 to Lowerdeep 83 and 1 more Speed to investigate the Watcer monolith.[/ooc]

Hibernating Watchers scry Middledeep 13, 65, 66, Lowerdeep 82, 83, 85.
[/spoiler]
[/spoiler]

[spoiler=Reply to Shee-Ra]
The reply is borne by another squamous, squirmy messenger-thing, which chitters unpleasantly as it clutches the thrallskin note in its asymmetrical limbs.

So you have finally discovered us in our sunken hold. We are inclined to offer you some minor tribute as you have requested, but the stones of the Lower Depths are hard and black and do not glitter with gold. More metal would certainly assist in expediting our efforts, but know that even half of little is still less. However, the Darksea is as bountiful as it is cold and our granary-pits overflow with sustenance, for our thralls eat but little and our kin eat but our thralls. We may find it possible to dispatch couriers with some golden relics to fill your coffers, but understand that we expect equivalent gains on our investiture.

Long may your reign be, among your kind, Shee-Ra Cleversmart, Mistress of All That Is Above Us.
[/spoiler]

[spoiler=Reply to Whisper]
You prove yourself to be something other than a traitorous daimon. We are reassured by this. Know several things, things to report to your Mistress. Know that our expansion progresses conservatively, hampered as we our by our remote location. Know that another of our brethren has been discovered by the so-called Shadow Elves, in whose obedience we hold no trust and whose competence no optimism, and know that we would be grateful to the one who returned them to the bosom of the Darksea unmolested. Know that the skittering hordes of the Cleversmart upstart have demanded of us tribute as vassals, which we are inclined to provide under the pretext of friendship, if only because rotting them from their warrens is not yet worth the cost of the effort.

Now make known to us your own agendas and we will enlighten you as to what assistance we might provide.[/spoiler]

[spoiler=Reply to Dolmar]The reply comes as a voice at the periphery of the elf-king's consciousness, strong enough to be trusted not to shatter beneath its weight, a strange, androgynous murmuring, the undisguised smugness palpable.

Yes, the Blood Elves of Kirr. Even know, we see them mustering for war against you: the Bloodlord in his hold, three of their diabolist conjurers, near a score of slaves, half a score of swords and near as many bows, and a trio of enthralled ogres. We trust you might put this knowledge to some use.

If we have overestimated the competence of your laborers, then any pit or basin of water voluminous enough to contain the bulk of our kin will be sufficient, so that they do not grow parched and once more slink into the mucousal embrace of the Long Dreaming, where their minds are lost to us.

Should you survive the coming assault, we will instruct you further as to their return.[/spoiler]

[spoiler=Second Reply to Shee-Ra]So be it. When our thralls have enacted the next shipment of treasure, we shall send one and one-half score of its parts to you, with the amount to increase as our production does. We hope you find this arrangement suitable.[/spoiler]

[spoiler=An urgent dream-whisper to the Onyx Prince]
We see that your forces prepare to march forth, do doubt to make terrible war upon your erstwhile cousins at Uzannador. Know that while we have no less hatred for them than for any, in their custody they hold one of our kin, Water-Rushing-Over-Bones, Sire of Three Thousand Young. Should your kind prove victorious, an outcome we might be persuaded to enable you towards, for the many minds of our get witness much in their dreamings, know that we would find it pleasing to reward those who return our kin to the Bosom of the Darksea.
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due March 6)
Post by: Steerpike on March 05, 2013, 06:49:25 PM
[spoiler=Conclave of the Wyrmhunt]Soundtrack (http://www.listenonrepeat.com/watch/?v=p_EJc4TJeYM)

The Wyrmhunt and the Dragonhunters have joined forces in the Upperdeep.  Phaedra Lestridae and Tiern of the Mhaldûlne meet by the shores of a subterannean lake, accompanied by their retinues.  The Hobgoblin Molgrim, who has sworn his service to Tiern, and two of his Splinter-Shields likewise attend the conclave.

Tiern bows low at the waist, as the Dwerim do, so that his beard nearly reaches the ground.

Molgrim salutes the Shadow Elf in a curt military style.

"I am Tiern, son of Lothe, Steward of the City of Nuln and Heir to the Mansion of Mhaldul-Nem. You are Phaedra of the Nocae, and it is my honour to meet you."

Phaedra approaches the gathering and returns Teirn's deep bow. She then turns to Molgrim and slams her fist to her chest, returning the salute.   "I am Phaedra Lestridae, the Duskbow, Regent Protector of Umbrazzid. The honour is mine as well."

"The Dwerim have heard of the savage attack upon the City of Umbrazzid, and on behalf of my people I offer condolences for your losses."

Phaedra for a moment, looks tired and haggard.  "Thank you, Tiern, son of Lothe. The beasts waited until our party left to assault; I received word not long ago myself. I don't believe their attacks are done, either.  I heard of the attack on your outpost - I hope your people were alright."

"It is said that those that assailed you were foul servants of a being of great evil, who lurks in the depths and shuns all light. He is the Cerelich, and we have heard of the many fell things that he has done in his unlife."

"I've not yet heard of this creature - we believed our attackers to be the servants of a ghoulish, necromantic Ceremorph enclave, but did not know more than that, yet.  When my father encountered one of its servitors in the tunnels, he slew the beast, but apparently provoked a greater power in doing so."

"Only now have you returned, and there are many things you may not know, but the Dwerim shall share what knowledge they possess."

Phaedra bows again. "My thanks. It appears our ignorance has already provoked one foul power by accident. We have much to learn about that which has changed in our absence.  And of course, we are happy to share what knowledge we can glean - and I do have some that is relevant to our current efforts."

"It was the Sporekin who drove us from the Undrenwald. But we saw their host upon the field, and we knew we could not defend the fortress ere its defences were complete, and so we left it to them. Though we prize the work of our hands, it is our safety and the peace of our realm that is of foremost concern to My Father."

"Your father is wise, then. Do the Sporekin threaten you still?"

"We have come to agreement, for My Father is also merciful. He does not wish for death, though ever is he ready for its embrace.  The Sporekin shall not trouble the Dwerim, they have said, and it is our hope that they keep to this bargain."

Phaedra smiles slightly. "I can see that our fathers will get along well, then." She lets out a short, musical laugh. "And I hope they will as well. Pointless conflict is just that."

Tiern nods "You have said that knowledge you possess of our Hunt for the Wyrm, and will you reveal it to me, Phaedra of the Duskenbow?"

"Of course. Our oracle has peered into the beast's lair."  She pulls out a map sketched of the ruins.

Tiern leans closer.

"It appears that we will not be the first to assail the brute; others have attempted already. From the charring on their bones, it seems Scorra is a beast of flame.  There are two routes into the ruins."  Phaedra points first to the main entrance.  "The front door, the most obvious route of attack, provides greater protection as well - destroyed masonry would allow our warriors to shelter from its flames."

Tiern nods again "This the Dwerim know, for we know much of flame. Many Dragons brew fire within their hearts, and pour it upon those who awake their wrath."

Molgrim squints at the map with interest.

Phaedra smiles, somewhat sadly. "Fire, the great purifier."  She shakes her head as if to clear it.

"The Dwerim do not fear flame, for we are its masters. If it shall embrace us in battle, we shall die gladly.  In this, do not think us reckless, for we do not throw ourselves upon our own pyres, and always seek to live so that we might slay the foe."

Phaedra nods.  "A good warrior never fears the various tools death, but still only seeks them if she must.  The second entrance is here."  Phaedra points to a location further down the ruins.  "What once would have been an escape tunnel for the inhabitants. It may be the beast does not kno of its presence; it could be we could catch it unaware.  However, once engaged we would be at the mercy of the beast's flames."

Molgrim looks at the tunnel Phaedra indicates. "Which of us possesses the most powerful force?" The Hobgoblin asks.  "Perhaps they should use the escape tunnel, while the weaker, sheltering in the main hall, provides distraction?"

"My concern there is that the Dragon would not fit through these tunnels. It would, however, fit through the main hall - a stronger flanking force may force it into the open, where it can better use its wings against us."

"This is cleverly thought, Molgrim. Should Phaedra's Company rain arrows upon the Wyrm, we shall come through this tunnel and fall upon it.  A Dragon's store of flames is not inexhaustible, if the battle is long, it must again crawl upon the ground if it would defend its hoard."

Phaedra bites her lips, thinking. "And Dragons are rarely dull brutes. It would not know how many forces we have in the cavern beyond - it may not risk flight into the open."

"Dragons are greedy above all else. It will not abandon its treasures."

"You're right."  She looks relaxed hearing that.  "The beast wouldn't allow us to raid its treasure freely."

Molgrim strokes his beard.  "And what of this hoard?  How shall the treasure be divided?"

"Indeed, Molgrim, there may be a great store of treasure therein. I would have the division fair, that to the Nocae shall go one half, and to our party shall go the other. Any artefacts of the Elves shall be the Nocae's, and any of Dwer or Dwarf shall go to us.  Though you have sworn your service, I would reward your company for its bravery when the Wyrm is dead, and each Splinter-Shield shall have pay equal to that of two weeks.  If that is acceptable, of course.  I would not mar your honour unjustly."

"A noble reward," Molgrim assents.  "That is more than fair, sir."

"I can hardly object there, though normally courtesy would dictate that I do," Phaedra says.  "With Umbrazzid attacked, and with the attack I expect this week - either from this Cerelich or the Kirr or both - every bit we can glean is vital."

"Then we are agreed. Shall it be thus, Phaedra? Shall your archers goad the Wyrm with arrow and so in its rage distract it, while from behind the Dwerim and the Splinter-Shields fall upon it?"

"There is one concern," Phaedra says.  "Due to the increased haste, I could only bring my archers - we had to leave swordsmen aside. Even with the cover, my archers would not be able to withstand the beast if it were to rush us."

Tiern pauses, and strokes his beard as he thinks.

Molgrim considers.  "If you wish, I could join the Elves in the main hall.  My Splinter-Shields are disciplined, and will not flee under fire.  Perhaps we could proceed first to draw the dragon's attention, while the archers assail it from a position of security?"

"I assure you my archers will keep your warriors covered as best we can," Phaedra says.

"In this I think you are right, Molgrim. If you may keep the archers safe, Dwer axes alone may still make short work of the Dragon."

"It will be a pleasure fighting alongside you both," Phaedra says.  "I look forward to the beast's death"

Tiern unsheathes Bitterflame, then. And it is wicked to look upon, and its mutters echo across the lake. "And this blade, the Wyrm cannot resist."

Phaedra eye's raise. "That is...an impressive blade. I assume those noises are part of its power?"

Tiern looks upon the blade strangely for a long moment, and he does not respond, and before him is a vision of slaughter, and he is another man, and what he does drives him to the deepest despair, but still the sword runs with blood.

Phaedra, you feelssomething about this sword is... wrong.  This blade is a thing of darkness.

Tiern shakes his head. "Yes... It was made by Andacer in Elder Days, and its power is great.  It has wounded the Dwerim, and in its power aided in sundering us from our kin, this I know. But it is the hand that holds the blade that shall direct it, and I shall turn Bitterflame to new purpose, and make safe the future of my people."

Phaedra says quietly. "Its power is great, Tiern, son of Lothe, but like all swords it has two edges - take care how often you use such a weapon. That blade is as much bitter as it is flame, and it tastes of darkness beyond the reach of any Shadow."

Tiern nods solemnly.

"Many have attempted to turn dark tools to good works," she says.  "I wish you better fortune than those other I've heard of."

"When the Dragon lies dead, the Dwerim shall go to Droch-Murad, and his heart shall be placed before Disa Grimhammer, and we shall be wed."

Phaedra smiles, shaking off her fear, though she avoids looking directly at the blade. "My congratulations on your impeding ceremony, then."

"Thence, we would return to our realm. But should you require the aid of our axes, we shall give it."  Tiern sheathes Bitterflame, and its muttering fades, and is then silent to all ears but his own.

"I hope the need will not be there - the week will show if the Cerelich, as you named it, took his attack to be a even measure of the loss of its servitor, or if it seeks our destruction."

Tiern nods.  "We would make haste in our return, for the Goblins above move as if for war, though they speak to us and assure us that they do not."

Molgrim speaks.  "What of these Orcs that now move towards the realm of your wife-to-be, sir?"

"Garnákh."  Tiern spits the name.

In addition, we also did a service for Thane Grimhammer this week past; our attack on the Kirr has roused those foul kin of ours."

"Orcs."  Phaedra says the word with a sneer. "Vicious, dangerous brutes."

"I will not allow these Orcs to do as they might, know that, Molgrim," Tiern responds.  "If they shall assail the Westdeep, we shall do all that we might to destroy them, for their depredations cannot be suffered, and they are a pestilence that must be expunged."

"If the goblins make war against you, my Father will be able to assist," Phaedra says.  "Right now he has no choice but to go along the Northern pass towards your realm, and will be happy to lend his aid. Unfortunately the minions of the Cerelich likely will block any safe passage back to Umbrazzid. We will be happy to assist with dispatching the Orcs... once our walls are secure enough for us to leave.  My company and I will remain with you.  We can help deal with the Orcish threat - and at this time it would be suicidal to attempt to return home regardless."

"If you would have it thus, Phaedra Duskbow Lestridae, then I will welcome your company.  Ever do I hope for peace, but it seems that ever does it elude me."

Phaedra bows politely, smiling grimly. "So much of these lands are plunged into darkness that need shadow to reach it."[/spoiler]
Title: Re: Underdeep: Month of the Spider, Week 4 (Orders due March 6)
Post by: Steerpike on March 09, 2013, 02:44:12 PM
(http://img5.imageshack.us/img5/1773/theslayingofscorra.jpg)

The Grey Wyrm Scorra, Terror of the Westdeep, Spawn of Scuraung the Jewel-Eater, was slain by the Dwer warrior known as Tiern, son of Löthe, bearer of the dread fire-sword Bitterflame.  It is said that the Shadow Elf Phaedra Lestridae, Dolmar's daughter, aided him in this quest, and that she put out the eye of the Dragon with an arrow, giving Tiern the chance to deliver the killing blow.

Soundtrack: In Balagrod, (http://www.listenonrepeat.com/watch/?v=UI3BkGfxC0g) In Dhol-Mûrad! (http://www.listenonrepeat.com/watch/?v=NUIZvAe3RBg)

[ic=The Month of the Rat, Week 1]The Loremasters have studied the portents and declared that this is the Month of the Rat: a lucky time for the people of the Underdeep, a time of plenty and abundance, of excess, but also a time of treachery, when even trusted friends are prone to betrayal as base instincts take over.  It is a time of impulse and whim, of appetite and instinct, of gluttony and gratification.

A momentous event marks the beginning of this month: the Grey Wyrm known as Scorra has been slain!  It is said the creature was tracked to its lair in the Dwarven ruin of Balagrod, once the capitol of the Westdeep, and killed by two heroes – Phaedra Lestridae of the Nocae and daughter of Dolmar Lestridae, Protector Umbrazzid, and the mighty Dwer warrior known as Tiern, son of Lothë and Steward of Nüln, heir to the Mansion of his people.  The Dragon's fell cries still echo throughout the Upperdeep and beyond.

In other news, it seems that the rumours of the Elf-Prince and his retinue descending into the Underdeep are true.  Denizens of the Underdeep have seen this intruder and his forces wandering the Upperdeep, apparently in search of something.  Wandering creatures have done little to whittle down the numbers of this force, which is said to be near a hundred Elves strong.

Meanwhile, the Orcs of the Bloody Spear Clan, led by the rapacious Warlord known as Garnákh the Disemboweler, have marched on the Dwarf-Realm of Disa-Grimhammer, High Queen of the Dwarves.  They are now camped on the edge of Disa's lands, preparing to assault her Clanholds directly.  They say the Orc has sworn to slay all bearded creatures – Dwarves, Dwerim, and Duergar – who dwell in the Underdeep.  Who can fathom the deranged mind of an Orc?[/ic]

[ic=Maps – the Month of the Rat, Week 1]
The Surface

[spoiler=The Surface, Month of the Rat, Week 1]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 1]
(http://img705.imageshack.us/img705/9717/upperdeepweek1.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 1]
(http://img839.imageshack.us/img839/9967/middledeepweek1.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 1]
(http://img547.imageshack.us/img547/197/lowerdeepweek1.jpg)
[/spoiler][/ic]

[ic=Briefings – The Month of the Rat, Week 1][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]With a tentative peace forged with the Dwerim, you have dismissed the offer of Dreadfang and his Wargs, and the pack has disappeared back into the endless dark, claiming to make for the Westdeep to join with the Orcs of the Bloody Spear in their plunder of the Dwarf-Realm.  Leaving a significant force to garrison the Downward Stair against any incursion from the Middledeep you have returned to the Skull Throne to steal yourself against any would-be heroes seeking retribution for your deeds on the Surface.  Your warriors, their thirst for Dwer blood unsatisfied, begin to grow restless.  They have taken to dicing and wrestling in the main lair, and to brewing fungal moonshine which they use for drinking contests.

There are rumours of sickness in the newly established settlements to the east, in the old Dwarf-ruins and in Ghostwalk also – even talk of Shade-Fever, a highly contagious illness sometimes said to be transmitted by wraiths and phantasms.  Probably this is simply gossip and superstition.  There are more reliable reports, however, of feral Tunnel Hulks wandering the passages to the south, having tunneled up from the lower caverns.  Such creatures are generally shy and remarkably docile, but when hungry they have been known to attack Goblins and other Underdeep denizens.  Only the Duergar know the secrets of taming these towering, insectile beasts.  Alarmed by sightings of these lumbering creatures, Old One-Eye has requested the garrison at Ghostwalk be strengthened and additional fortifications constructed.  You are free to ignore this request, of course, but the notoriously ornery One-Eye will be displeased.[/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Your plans to establish an outpost to monitor the tunnels to the west have been thwarted.  It seems a force of Ceremorphs – a dozen of the creatures known as Brainhounds, led by an Inquisitor – assaulted your forces, slaying your slave soldiers and swordsmen and taking the crossbowmen as thralls, with minimal losses of their own.  Whether these Ceremorphs owe their allegiance to the Queen of Thralls or are more renegades like those who trespassed near Kirr-Godna earlier, you do not know.

Fortunately, not all went ill this week.  You led your forces from Kirr-Godna to wrest the city of Uzannador back from the Shadow Elves, and have successfully retaken the city, finding it empty and desolate, the slave pens under construction destroyed.  Making haste to attempt pursuit you left behind a guard-force and made your way south, but there was no sign of the Nocae; after your summoners bound three Bloodfiends to their service and you returned to Uzannador to personally oversee the reconstruction of the city.  The demons have moved to the tunnel leading into Umbrazzid, the Nocae capitol, in hopes of intercepting any Shadow Elves returning to the city.

[You lost 5 Slave Soldiers, 2 Dark Elf Swordsmen, and 3 Dark Crossbowmen to the Ceremorphs in Middledeep 6.  The Crossbowmen were taken as thralls.

You have recaptured Uzannador.  The Nocae left little behind, but you managed to salvage 7 Gold, 7 Metal, 21 Food, and 22 Bodies (if you wish to harvest them).

You may wish to give Uzannador a new Commander, but this is not a requirement.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]After the Conclave concluded, Phaedra joined the Splinter-Shield Hobgoblins and made for the front entrance of Balagrod, once-proud city of the Dwarves, while the Dwer Axemen, led by Tiern, approached the secret passage that Vaelri's vision.  Smoke rose from the Dwarf-ruin's shattered halls, and the front Runegate that once would have repelled any but the most determined of invaders was broken into many pieces.  Using what stealth she could muster, Phaedra led her forces into the ruin, following Molgrim and his Hobgoblin mercenaries.  After passing through the remnants of a Forge Hall and several other great, many-pillared passages the Dragonslayers arrived at the Grey Wyrm's lair.  Smelling the approach of intruders, Scorra belched forth a blast of flame, immolating two Splinter-Shields, while Phaedra's archers opened fire from positions of cover.  The arrows did little damage but managed to distract the creature, giving the axemen a chance to leap into combat, emerging from the secret passage and assailing the creature from behind, cleaving its belly and wings.  The beast shrieked as the Hobgoblins charged forwards into the melee.  Meanwhile Phaedra's archers sent volley after volley at the Dragon, and while the creature slew four Dwer and two more Hobgoblins, Phaedra herself sent an arrow into the Wyrm's eye.  It shrieked in agony and spat flame, and then Tiern leapt in for the kill, his fell sword moaning and muttering.  He plunged that dire blade into the creature's exposed neck, extinguishing its fire once and for all.

Together with the Dwerim, you looted the Dragon's hoard.  While they discovered many relics of the ancient Dwarf-kingdom, including a powerful Iron Golem, you unearthed a number of Dark Elven relics, looted, no doubt, from the Middledeep below.  These include a suit of armour crafted from the shade-infused mithril known as Darksilver, as well as a dagger, the Witch-Knife Gloomrazor, whose wounds carry a taint as of poison.  Scouting nearby territories, you discovered a group of Dwarves – presumably another hunting party, led by one of Disa's suitors – camped to the north.  They are preparing to enter Balagrod themselves.

Umbrazzid was once again assaulted by the Abject and their vile minions – this time a larger army of seven Star Vampires, three Ceremorph Ghouls, and a pair of horrible Bloodfiends attacked the city.  Your paladins fought valiantly, destroying one of the Bloodfiends before falling themselves, while your Abominations decimated the Star Vampires, only losing one of their number before being charged by the remaining Bloodfiend and Ghouls.  Though another Abomination perished, they destroyed the rest of the unclean creatures and burned their corpses outside the holy city.  The shadowy enchantment laid on Umbrazzid proved extremely efficacious, disorienting the attackers and giving your forces a significant advantage.  Within Umbrazzid, the Watcher is beginning to wake from its torpor.

Meanwhile, in the Middledeep, you have led the Accursed eastwards, away from the lands of the Kirr – at least for now.  However, intelligence shows that the Kirr have moved a force of some kind into the Upperdeep, potentially threatening Umbrazzid itself.

[You gained 775 Gold from the Dragon's Hoard.  You also gained a suit of Darksilver Armour, which, when worn, causes the unit wearing the armour to gain the Infiltrator ability and grants +2 to Defence (neither of these bonuses are conferred on regiments led by the wearer), and the Witch-Knife Gloomrazor, a dagger which confers a +1 bonus to Melee Attack and imparts Poison 6 on Melee Attacks.

The Dwarf Hunters are located in Upperdeep 4 and consist of 20 Dwarf Rifelemen.

Phaedra's exploits have earned her a new ability.  Choose 1 of the following abilities and add it to her Special Abilities:

[ic=Critical Shot]Phaedra's aim is so precise that she can target vital spots, dealing additional damage.  If Phaedra gets a natural 20 on her attack roll, she deals double damage to her target.  This ability is conferred to any regiment of Archers or Rangers led by Phaedra.[/ic]

[ic=Rapid Shot]Phaedra's deftness with the bow means that she can fire many shots at once.  In combat, she can choose to make two attacks every round, but if she does then each shot receives a -4 penalty to hit.  This ability is conferred to any regiment of Archers or Rangers led by Phaedra.  If she chooses to use Rapid Shot then the regiment she leads must also do so.[/ic]

[ic=Bow Mastery]Phaedra's accuracy with the bow continues to improve.  She gains +1 to Ranged Attacks with bows and confers this bonus to the units in any army she leads or to garrisoned troops in the same city.[/ic]

[ic=Wyrmslayer]For her part in Scorra's slaying, Phaedra is renowned as a Wyrmslayer.  She effectively gains the Grudge (Wyrms) ability, which is also conferred to any regiment she leads.  Wyrms include all Dragons and their kin (such as Drakes and Wyverns) and also applies to cavalry riding Dragon-kind.[/ic]

The Dragonslayers, Phaedra's archers, have become a unique regiment:

[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]

Balagrod contains the following Rooms, in case you wish to occupy it at a later date:

Forge Hall
Hall of the Ancestors
Shield Hall
Improved Dwarf Mine
Escape Tunnel
Hall of Runes
Hall of Gears (Broken)
Artificer's Hall (Broken)
Runegate (Broken)
Dwarf Armoury (Broken)
Outer Wall (Broken)

The Abomination that protected the city twice now, Qulaenaszth, has become a Champion.  Here are her modified statistics:

[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

You lost 3 Paladins and 2 Abominations defending Umbrazzid against the Abject.

-7 Gold, -7 Metal, and -21 Food from losing Uzannador to the Dark Elves.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]You directed the Gloomray brood known as the Bleakflight to put an end to the pesky Trolls camped near the shores of the darksea, and they have performed their task admirably.  Gliding over the pits the Trolls had dug unhindered, the Gloomrays wailed horribly and assailed the troublesome creatures, slaying one with barbed stingers and gnashing teeth.  The Trolls fought back with clubs and claws, destroying two of the Bleakflight, but a second ululation from the brood caused the two remaining creatures to flee in panic, departing the cave and withdrawing from the region, making their way north.  The Gloomrays gave chase, slaying both remaining Trolls but losing three more of their number.  Your remaining Gloomrays investigated the Troll hoard, discovering a store of gold, as well as several intriguing relics that the Gloom Trolls must have fished out of the Darksea, artefacts of the Primal Sovereignty.  These include a glyph-graven tentacle-ring and an unusual lens of eldritch puissance which, when fitted over the eye of a Watcher, endows the creature with a petrifying gaze.  One member of the Bleakflight also ventured northwards towards the monolith, noting the glyphs carved into its surface.  The monolith contains the formulae for an ancient spell allowing the recipient to phase-shift between dimensions, covering ground very quickly.

[You lost 5 Gloomrays destroying the Gloom Trolls.  However, you gained 233 Gold and 9 Food from their trove, as well as 8 Bodies (dead Gloomrays and Gloom Trolls).

You also gained the Lens of Petrifaction, which can be equipped by any Watcher Character.  The Lens grants the following spell:

[ic=Petrify (Combat)]This spell transmutes flesh to stone.  You must hit a single unit with a ranged attack.  If your attack beats their Defence, the unit is turned to stone.  This effect is permanent, but can be Dispelled.[/ic]

You also gained a Tentacle-Ring of Protection, which can be equipped by any Watcher Character.  The Tentacle-Ring grants +2 Defence to its wearer.

The Watcher Monolith contains formulae for the following spell: Phase-Shift.  A Watcher Character who studies these glyphs in Lowerdeep 83 can learn the spell in 1 week's time.

[ic=Phase-Shift (Utility)]This spell allows the targeted regiment to phase in and out of reality.  Phase-Shift can be cast once per week.  The regiment targeted by Phase-Shift gains the Teleporter ability for one week.[/ic]

A Watcher who learns this spell and visits a Vault with a Glyph Library can use 1 Speed to record the spell in the library for others to learn.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have scouted the Kobold Warren, revealing a dungeon with a small garrison - eight slingers, three skulkers, and a pair of burrowers.  The Warren is protected by a palisade and two snare traps.  It includes a working Kobold mine.

The Invisibility Generator hums as it comes online, while the churning cogs of your drilling machine make the entire laboratory vibrate slightly – an annoyance, but a small price to pay for the extraction of necessary resources.  You have manoeuvred the laboratory around the central chasm in this cavern and are perched on the lip of the abyss.  Something stirs in the depths – you can hear mewling sounds from down below, the occasional grunt or shriek, echoing up from the lightless depths.  Do you dare clamber down the lichen-covered walls of that black pit, or will you remain above and seek for easier prey?[/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Your scouts have returned with reports throughout the Underdeep.  The Sneak sent to survey the ruins in the Middledeep has sent word that the dreaded Ceremorphs are active in this region, having spotted a force of Brainhounds and other Ceremorph filth investigating the forsaken Dark Elf city.  The scout kept his distance, ensuring that the Ceremorphs did not see him, but he suspects that the Brainhounds are to blame for his predecessor's death.  There can be no peace with the Ceremorphs – they must be resisted, destroyed, expunged with flame and steel.  The Sneak scouting the tunnels in the southern cavern reports that he has discovered the ashen spoor of dread a Cinder Worm.  These fearsome, elemental creatures can tunnel through solid rock and delight in devouring jewels and precious metals.  Constructing a Citadel near the lair of such a creature without first slaying it would be extremely unwise.  The Sneak scouting the magma-filled cavern in the Middledeep reports that the cavern is uninhabited save for a solitary Pit Hag who has a small hut perched over one of the molten pools.  She does not appear hostile, and indeed seems to run some kind of shop out of her hut, selling unusual talismans and potions.  Finally, the scout sent further south towards the mushroom-infested tunnels reports that the caverns he surveyed currently seem free of Fungoids or other creatures.

In the Käferhold, a group of Deep Gnome tinkers has arrived at the Hall of Trade.  These deft mechanists are renowned for their ability to repair and improve weapons and armour, singing eldritch songs into the metal as they work and re-work it.  They will remain in the Citadel for one month's time before departing, selling their crafts and improving the equipment of your troops if you wish it.

The Fire-Drake eggs you acquired are close to hatching.

[Middledeep 7 had a force of 7 Brainhounds, Llitul, a dominated Ceremorph Inquisitor, a dominated Hook Horror, and an Orc Wrathpriest in it.  The ruins are empty, looted by the Ceremorphs.  This force has now departed the region.

The tunnels in Lowerdeep 22 were produced by a Cinder Worm, a powerful wandering monster.  It is not in the region anymore, but may be close by.

Middledeep 53 is clear except for a Pit Hag's Hut, the shop of a neutral merchant.

Lowerdeep 23 is devoid of inhabitants.

The Deep Gnome Tinkers at the Käferhold's Hall of Trade can improve weapons and armour.  For a cost of 1 God and 3 Metal they can upgrade a unit's Defence by +1, Ranged Damage by +1, or Melee Damage by +1.  These upgrades can each by taken only once per unit (though a single unit can take all three upgrades).  Note any upgrades to units in parentheses in your Armies tab.

Remaining mineable resources at the Käferhold: 35800 Gold, 8475 Metal

Remaining mineable resources at the Umbrahold: 15500 Gold, 4700 Metal

Remaining mineable resources at the Drakkenhold: 19300 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Once again the loathsome Shadow Elves have thwarted you.  The force that attacked Umbrazzid was destroyed utterly, though you slew three of the Nocae Paladins and two of their Abominations.  Though your Bloodfiends' initial assault was devastating, slaughtering the Paladins defending the city, one of the demons was destroyed.  The swarming Star Vampires and Ceremorph Ghouls you attacked the city with managed to destroy one of the Abominations and wound another, but its regenerative powers already began to mend its flesh, and their counter-attack was devastating.  Your Bloodfiend rushed in to attack, but were confused by the shifting, shadowy architecture of the city, glamered with some strange illusion.  Though another of the Abominations was eventually destroyed, the remaining creatures were able to repel the remnant of your forces, slaughtering your troops.

As you made your way to Ulm-Ulhulm you noticed a creature in the magma not far from the outpost – a Lava Nymph, basking on an island of semi-molten stone, singing a fell song of seductive enchantment, intended to lure foolish travelers to their deaths, or into the Nymph's servitude.  Her siren's call has no effect on you or your Abject troops, although if attacked the Nymph would be able to defend herself with elemental magic.  She likely has a grotto somewhere, possibly with a store of treasures taken from her victims.

[All units attacking Umbrazzid were lost, including the Star Vampire you instructed to join in if needed.

Naerlyth has learned the Ward spell.][/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]Your Brainhounds, led by the Dominated Inquisitor Quasthid, assailed the Kirr guards and destroyed them utterly, enslaving three of their crossbowmen as thralls.  With the Dark Elves out of the way you proceeded southwards, accompanied by your retinue, and entered the fell ruins of Hazer-Nagroth.  The columns and broken spires of that shadowy city were swathed with many combwebs, and a great cluster of gigantic spiders scuttled from the shattered temples of the Dark Elf metropolis, assailing you with their venomous fangs.  Vruthor cast a spell upon the creatures, boiling their verminous blood and wounding them badly, while you charged into the fray, knowing that your psychic powers would be for naught against such mindless arachnids.  With your Hook Horror, enslaved heretic, and Brainhounds, you dispatched the spiders easily, only losing a small handful of Hounds in the process.

Delving deeper into the ruins, you came across the Dark Elf Wights in the lower vaults of Hazer-Nagroth.  Vruthor hurled an orb of flame at one, singing it slightly, but the Wights moaned horribly, striking terror into many of your troops, though you and your Brainhounds were unaffected.  The Wights shambled forth with blades raised, slashing one Brainhound to ribbons.  Your own attack was ineffective, your tentacles unable to penetrate the thick armour of the Wights, but your Brainhounds surrounded the creatures and tore them to pieces.  Using your skills of detection, you were able to evade the runic traps that protected the dusty treasure-chamber in the lowest level of the ruins.  Within was the Crown of Melekar – an object of terrible power, made from the bones of ancient High Elves and set with tenebrous gemstones.  The Crown called to you, and before you knew what you were doing, you had set it upon your head, and felt a wave of dark power rush into your mind – and a sinister voice, whispering from out of the darkness, yet another resident of your already-crowded consciousness.  There was also a store of gold within the vault.  The Crown secure, you proceeded northeast in pursuit of the remaining Ceremorph prisoners.

Meanwhile, in the Lowerdeep, the force you dispatched to the mushroom forests south of Curasd – the Caretakers – was destroyed utterly by a cluster of sinister Ropers, a type of creature used as the base-stock for the creation of Ceremorph Sentinels.  The rocky-skinned, red-eyed horrors hungrily assailed Erthurid and its thralls, tearing them limb from limb and devouring them hungrily.  These creatures move slowly, but they are insatiable.  There were five of them in all, progressing northwards at a crawl.

[-25 Gold, -20 Bodies to Undead.

You gained 9 Bodies (2 of them Dark Elven) from the skirmish with the Dark Elves.  You lost 2 Brainhounds in this small battle but gained 3 Dark Elf Thralls.

You lost 4 Brainhounds to the giant spiders in Hazer-Nagroth but gained 10 Bodies from the engagement.

You lost 1 Brainhound to the Dark Elf Wights but gained 5 Bodies (4 of them Dark Elven).

You gained 216 Gold and 17 Metal from Hazer-Nagroth, as well as the Crown of Malekar:

[ic=Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on.[/ic]

Llitul's exploits are sufficient for her to gain a new ability.  Choose 1 of the following and add it to Llitul's Special Abilities:

[ic=Dungeon Delver]Having explored the ruins of Hazer-Nagroth, Llitul has become a savvy dungeon-delver.  When investigating ruins, the Queen of Thralls and any forces she leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Greater Dominate (Combat)]Llitul's Dominate spell is replaced with Greater Dominate.  This spell is identical to Dominate, except that Llitul can control up to 1 Dominated creature permanently, without making a check to Dominate every week.  Additional creatures Dominated still receive a check once a week.  Which creature Llitul deigns to be her current "pet" is up to her, and can be shifted from creature to creature.[/ic]

[ic=Agony (Combat)]Extensively probing Quasthid's mind, Llitul has learned the secrets of the Inquisitor's agonizing attack.  Llitul immediately gains the Agony spell.[/ic]

[ic=Necromancer]Some portion of Melkar's soul has passed into Llitul.  If Llitul chooses this ability, she can never willingly remove or surrender the Crown of Malekar.  However, while garrisoned in a Dungeon with Undead Rooms, Traps, or Defences, she can make use of them as if she belonged to an Undead Faction.  These Rooms lose their utility after she departs.[/ic]

In case at some point you wish to occupy Hazer-Nagroth, know that it contains the following Rooms, Traps, and Defences:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens (unusable by Ceremorphs)
War Spire (unusable by Ceremorphs)
Armoury Spire (unusable by Ceremorphs)
Web Caverns (unusable by Ceremorphs)
Tomb (unusable by Ceremorphs)
Barrow (unusable by Ceremorphs)
Sepulchre (unusable by Ceremorphs)
Improved City Wall (Broken)
Escape Tunnel (Broken)

Middledeep 56 is devoid of occupants.

Quasthid and the Hook Horror remain dominated this week.

+51 Food from Foraging.

You lost Erthurid and 3 Thralls in the skirmish with the Ropers in Lowerdeep 70.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]After laying their plans, three forces – the Wyrmhunt of the Dwerim led by Tiern, Steward of Nüln and heir to the Mansion, the Hobgoblin Splinter-Shields led by the War-Chief Moglrim, and the Dragonhunters, led by Phaedra Lestridae of Umbrazzid, called the Duskbow – approached the ancient ruins of Balagrod, once the capitol of the Westdeep.  Smoke trickled from the ruin's broken halls, and its great Runegate had been rent asunder and shattered.  While Tiern and the rest of the Wyrmhunt approached the Dragon's vault through the secret tunnel discovered by the Shadow Elves, Phaedra and her archers and Molgrim and his Splinter-Shields attacked the beast from the main hall.  Scorra roared, belching flame and incinerating two of the Hobgoblins, but the others held fast, the archers sending volleys of arrows at the creature.  Distracted by its attackers, the Wyrm failed to detect Tiern and his axemen steal up behind it.  They launched a deadly attack, hacking at the creature's scales and its vulnerable belly.  The dragon bellow in pain and turned to its new attackers, even as the Splinter-Shields charged forwards to join the melee.  With swipes of its claws and snapping of its jaws the Dragon slew two more Splinter-Shields and four of the Wyrmhunters, but with a well-placed spear-thrust Moglrim deeply wounded the beast, skewering it in its belly!  Meanwhile the Elves continued their barrage; one of their arrows perhaps from the bow of Phaedra herself, put out the Dragon's left eye.  The Wyrm thrashed, sending warriors flying, but now Tiern charged forwards with Bitterflame in hand muttering its infernal curses.  The Dwer thrust his blade through Scorra's exposed neck and cleft downwards, and a great outpouring of the Grey Wyrm's boiling blood flew from the wound, spattering Tiern's armour.  The Wyrmhunt rushed forth once more, and with many blows ensured the beast was truly slain.  Tiern then cut out Scorra's heart, claiming his prize.

From Scorra's vast hoard, much gold has been claimed, as well as several objects of power, relics of Balagrod and the ancient Dwarf-Realm.  The first of these is a battle-helm of the Dwarf King Dvalin I, once Lord of Balagrod; Tiern also retrieved his signet ring, marked with the glyph of his kingship.  It may, perhaps, serve as a ring of betrothal.  Finally, hidden deep within the city in a cobwebbed chamber the Dragon had never invaded, you discovered an ancient Iron Golem, the first of its kind, legendary amongst the Dwarves and forged in the image of Telkîr by the Artificer Zarin the Runekeeper.  If reactivated this war-machine, known as the Guardian of Balagrod, will wreak great devastation on the battlefield!

Despite threats of war with the Goblins, things have been mercifully quiet in Mhaldûl-Nem this week.  Gírn Dun Riar is preparing designs for an unusual steam-trap, though tending to the armour and weapons of the Dwerim occupied much of the Furnace Master's attention.  Strange sounds have been reported from the sinister Tower of Screams, as if something were stirring within.  In Nüln, the mines have been returned to operation and the outer wall repaired.  Some disturbing reports have reached you from the city, however – claims that the ghost of Nír has been glimpsed wandering the ancient halls, or watching from the towers as repairs are completed, and of a mad wailing, or maniacal laughter, echoing through the passages of Nüln.

[You lost 4 Splinter-Shields and 4 Axemen in the Slaying of Scorra.

You gained 775 Gold from the Dragon's Hoard (723 after paying Molgrim and the Splinter-Shields), and two objects of power: Dvalin's Helm and Dvalin's Ring.  The Helm provides +1 Defence to its wearer and increases the Morale bonus provided by a leader to his army by +1.  The Ring allows the wearer to cast the spell Shield at will.

In addition to these items, you gained the Heart of Scorra, which can be used to claim the hand of Disa Grimhammer, High Queen of the Dwarves.

You also discovered an Iron Golem known as the Guardian of Balagrod, which has statistics identical to a Dwarf Iron Golem.  The Guardian was created before the sundering of the Dwarves and Dwerim and recognizes your orders.

For their valiant deeds in battle, the Wyrmhunters have become a unique regiment:

[ic=Wyrmhunter]These doughty Dwer Axemen will be celebrated in song and saga for centuries for their part in the slaying of Scorra at Balagrod.  Some bear scars of flame or claw, and all carry trophies taken from the Grey Wyrm's hoard – coins or jewellery or weapons from the ancient days.

Upkeep: 3 Gold, 2 Food
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 8
Speed: 3
Morale: +4
Special Abilities: Grudge (Wyrms)[/ic]

Tiern's victory over the Dragon has also earned him a new ability.  Choose 1 of the following and add it to Tiern's Special Abilities:

[ic=Wyrmslayer]Tiern is renowned as a Wyrmslayer.  He effectively gains the Grudge (Wyrms) ability, which is also conferred to any regiment he leads.  Wyrms include all Dragons and their kin (such as Drakes and Wyverns) and also applies to cavalry riding Dragon-kind.[/ic]

[ic=Dungeon Delver]Having explored the ruins of Nüln and Balagrod both, Tiern has become a savvy dungeon-delver.  When investigating ruins, the Dwer warrior and any forces he leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Swordmaster]Tiern's skill with the sword has improved.  While fighting with any sword, Tiern strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

[ic=Orator]Tiern gains a special ability to make stirring speeches before battles.  Before leading his troops into an attack, he can make a speech, represented by a Morale check of DC 20.  If he succeeds on this check, all troops he leads gain +1 to Attack in the ensuing battle.[/ic]

Balagrod contains the following Rooms, in case you wish to occupy it at a later date:

Forge Hall
Hall of the Ancestors
Shield Hall
Improved Dwarf Mine
Escape Tunnel
Hall of Runes
Hall of Gears (Broken)
Artificer's Hall (Broken)
Runegate (Broken)
Dwarf Armoury (Broken)
Outer Wall (Broken)

+30 Food and +2 Metal from the Cleversmart Kobolds.  -5 Gold to the Kobolds.

Remaining mineable resources at Mhaldûl-Nem: 31690 Gold, 6695 Metal

Remaining mineable resources at Nüln: 15000 Gold, 1325 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]After careful scrying of the Steppe Giant settlement on the plateau, your Immunes dug a tunnel beneath the crude wooden palisade of the Giants, allowing your Veles to pour into the settlement, supported by two Augurs.  The Giants, snarling and grabbing clubs and rocks, rushed to defend their settlement, but were quickly Hexed by the Augurs.  The first pelting of stones from the Veles was ineffective, and in return the Giants inflicted heavy casualties, slaying three Immunes and four Veles with their crude weapons.  The Immunes swiftly withdrew from battle, while the Augurs hurled more Hexes.  The second volley from the Veles was more effective, killing two of the Giant warriors and driving two more away in panic.  A Giant champion, wielding a vicious stone axe, hurled himself at the remaining Veles and, with vicious blows, slew seven of them in a frenzy of blood and broken bones, but the Veles eventually overwhelmed him.  The settlement was captured, a number of Giants ensnared using large nets and shepherded into cages to be conveyed back to Shatterspine Post.  What wealth these barbarians possessed was looted – mostly jewel, gold taken in trade from other races in exchange for Giantish objects, and food.  A small handful of metal goods were obtained as well.  Their totems have been conveyed back to Shatterspine as trophies.  What to do with the prisoners is up to you.  If a coliseum were constructed they could be used to provide entertainment, or they could be eaten as food, or sacrificed to the gods; or, possibly, they could be sold to those with need of slaves.

Back in Shatterspine, the disobedient soldier, Siruk, has completed the fishing pool.  It did not take long for the Rock Troll to investigate the newly-stocked pool, snatching one of the fish with its bare hands and retreating to its Hole.  It seems curious about the settlement, and does not seem to consider Kobolds a threat.  Defences around Shatterspine – a palisade and escape tunnel – have been completed, and work continues on the moat.

In Bloodwatch Enclave, Consular elections have been conducted.  You have been elevated to the position of Consul, along with the Kobold Lucius Yirik, an astute politician and patrician who claims to trace his heritage back to the Black Dragon Angrothur, the Devouring Shadow.  Though he claims to have embraced the ideals of the Legion, you sense that the Old Ways still lay claim to his heart.  He speaks often of establishing peace with your neighbours, of appeasing the Undead and other barbarians that border your lands; he cautions of the dangers of expanding the Republic's borders or antagonizing other denizens of the Underdeep.

Reports have reached you of another group of Kobolds dwelling below.  These barbarians, who call themselves the "Cleversmarts," are led by a Kobold Chieftain who styles herself the "Queen Mistress of All That is Underground" and claims the entire Underdeep as her subterranean empire.  How should this barbarian Queen be dealt with?  Will you destroy her false Empire and enslave her minions, making the Cleversmart Caverns of the Middledeep another province of the Republic?  Could these Kobolds make worthy recruits for the Legion?  Or should they simply be ignored for the time being, and allowed to play at dominion?

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[You lost 11 Veles and 3 Immunes on the raid on the Giant settlement.  You gained 198 Gold, 89 Metal, 96 Food, and 27 Prisoners (Giants and their slaves) from the raid.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]As you continue to expand and fortify your realm of darkness, word has reached your ear of an organization of vampire-slayers and witch-hunters whose attention your raid on Mortheim seems to have attracted.  This so-called Brotherhood of the Holy Dawn have sworn to seek out and kill all undead and practitioners of dark magic, and the appearance of Ashton at Mortheim has placed him at the top of the Brotherhood's list of targets.  Member of this order are known to employ silver weapons, fire, and spells that conjure daylight into the caverns.  Their numbers are unknown, as is the exact location of their hidden base, but it is said to be somewhere in the northwestern forests.

Your exploits have not only attracted the attention of would-be heroes, however, but also those of kindred spirits.  A sinister Dwarf calling himself Gorgol the Anarch, outcast from his fellows for his love of Chaos Magick, has sought you out, appearing at the gates of the Dean's Wall and beseeching entry.  The Dwarven Chaos-Wizard is an extremely odd fellow, his form warped by the twisted sorcery he practices so that his beard has become a mass of writhing tentacles, his left hand a pincer-claw, and his bald pate spattered with multifarious eyeballs.  He knows several unusual spells, however, which may be of interest to you, if you accept this eccentric into your service.

Your zombie scout relays that the southern shore is now infested with eight of the yellowish oozes that your scouts previously reported.  These creatures will ignore skeletal warriors or archers but would likely attack any Zombies or other fleshy creatures.

[+25 Gold, +20 Bodies from Ceremorphs.

Gorgol the Anarch wishes to study under you and become your apprentice.  He has no upfront costs, but if you accept him into your service, you must pay his Upkeep this turn:

[ic=Gorgol the Anarch](http://img152.imageshack.us/img152/7221/gorgoltheanarch.jpg)

This Dwarven Chaos Mage speaks in a bizarre chorus of voices, as if several people were speaking at once.  With his mismatched eyes, alien appendages, and weird tattoos his appearance is somewhat freakish, but his talents in the aberrant field of Chaos Magick are prodigious.

Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Chaos Spell, Detector, Follower, Summon (Chaos Beast)

Gorgol's Chaos Spell changes randomly every week.

If Gorgol is brought to the Arcane Library he can copy his spells into it to be learned by others.  Gorgol can also research spells at the library.[/ic]

[ic=Chaos Beast (Summoned Creature)]This oozing mass of molten flesh sprouts eyes, mouths, clawed limbs, tentacles, and other appendages seemingly at random.  It gibbers and wails constantly, gnashing its many teeth, babbling in a polyglot chorus of maddening tongues.  The creature's corruptive touch causes horrifying instability of form.  Gorgol can summon one Chaos Beast per week.  It persists so long as its Upkeep is paid.

Cost: 35 Gold, 1 Body
Upkeep: 13 Food or Bodies
Melee Attack: +6
Melee Damage: 10
Defence: 14
Health: 50
Speed: 2
Morale: N/A
Special Abilities: Confusion Aura (DC 15), Corruptive Touch, Regeneration 10

The Chaos Beast's Confusion Aura affects anyone who directly engages it (Morale save or suffer from Confusion).

The Chaos Beast's Corruptive Touch affects any unit the Beast injures but does not kill.  The unit immediately has all of its statistics lowered by 1d4 for the remainder of the combat.  This effect can be Dispelled.[/ic]

Gorgol's Chaos Spell this week is Petrify.

-4 Food from trade with the Dark Elves.

Upperdeep 82 is inhabited by 8 Ochre Jellies.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]You have the led the Ratguard northeast, into the crystal-filled caverns beyond the GurgleThroat River.  The crystals here are enormous, glimmering monoliths, phosphorescent and humming with magical energies.  Scouting the caverns here, you have discovered the northernmost cave to be the den of a rogue Eye Tyrant.  The creature has used its eye-rays to carve a small lair for itself out of the surrounding rock and is attended by half a dozen minions of the type known as the Eyeless, grey-skinned humanoids with smooth skin where their eyes should be (invulnerable to the creature's myriad gaze attacks).  Eye Tyrants are renowned for their extreme xenophobia, greed, vanity, and wrathful temperaments.  This one appears to be conducted magical experiments of some kind using the crystals nearby.  Such creatures are not to be taken lightly, for they are extremely dangerous: their many eyestalks can variously petrify, disintegrate, terrify, dominate, paralyze, maim, and nullify magic.

With the Hook Horrors dead, the caverns around GnomeFeast LuteingCave seem clear (save of course for the giant spiders dwelling in the ruins).  The caves near the Cleversmart Caverns are also clear.  Ro-Dan, sent south to the tunnels leading into the Upperdeep, returns with a disturbing report, however.  It seems a large and powerful force of Surface Elves is preparing to descend into the depths of the Middledeep!  Their swords are sharp, their armour gleaming, their manner grim and determined.  There is no indication as to why they are down here – Ro-Dan cannot speak their uncouth Surface tongue.  If they are descending to the Middledeep, however, the Elves will soon be trespassing in the tunnels very near to your own Warrens!

[+58 Food from Foraging.

Middledeep 70 is the lair of 1 Eye Tyrant and 6 Eyeless Minions.  Middledeep 68 is clear.

Middledeep 64 is clear, as is Middledeep 61.  Upperdeep 60 is currently occupied by 24 High Elf Swordsmen, 25 High Elf Spearmen, 30 High Elf Archers, and 1 High Elf Magus.  They are led by a High Elf Prince.][/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your investigations of the sinister Dark Elven tower within the Great Mushroom Forest have proved intriguing.  You entered the tower with great stealth, your puffball mines leading; several of these were destroyed by a greyish vault slime infesting the lowest floor.  As you led your forces upwards through the towers winding, labyrinthine passages and stairways, something chittered in the cobwebbed gloom, and five disgusting spiders, bloated creatures of enormous size, descended upon your forces.  Your puffball mines, squealing, detonated themselves, while your warriors charged forth to meet the spiders in combat, protecting you and your Sporemother from them.  The spiders proved vicious foes, fighting tenaciously and slaying several warriors before being dispatched. At last you gained the uppermost level of the tower, bypassing a runic trap doubtless lain by some Dark Elf sorcerer.  Within a high chamber deep within the tower you discovered an unusual staff made from delicate white bones and crowned with a slender skull, as well as a trove of gold and other objects of value.

Immersing yourself in the pungent spores of the Great Mushroom Forest, you feel ancient memories stir within you, memories of fire and steel and crying voices, of an axe biting into your head, wielded by the Dwer Thane Löthe, of crushing a Dwer child's skull with your tendrils.  Some of the mushrooms you gathered here are extremely potent, infused with some of Blackrot's essence.

Elsewhere, your forces have founded the new colony of Fulgoria, while the Fleshwatch have moved northwards, though currently they have nothing to report.

[You lost 10 Puffball Mines and 8 Fungoid Warriors in your investigation of the Tower of Screams.  However, you gained 5 Bodies from the ruin as well as 189 Gold, 23 Metal, and the Staff of the Excruciatrix, which possesses the following abilities:

[ic=Staff of the Excruciatrix]This Dark Elven staff is made from the bones of High Elves.  The Staff of the Excruciatrix is a major artefact.  It provides the wielder with the following abilities:

Firstly, the wielder of the Staff gains the Agony spell.  If they already possess the Agony spell, its penalties increase to -3 Attack and Damage.

Secondly, the wielder of the Staff gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wielder of the Staff gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly they gain the Grudge (High Elves) ability, which is conferred to any regiment they lead as well.[/ic]

The Tower of Screams contains the following rooms, in case you wish to occupy it at a later date:

Arcane Library
Teleportation Circle
Scrying Chamber
Escape Tunnel

Fulgoria has been founded and requires a Commander.

Finally, you gathered 1 dose of Blackroot fungi from the Great Mushroom Forest.  If consumed, a Blackroot toadstool causes its eater to become Frenzied (+2 Damage, passes all morale checks automatically, -2 Defence) and gives them +10 Health and +2 Speed for 4 weeks.  At the end of the 4 week period the unit rolls 1d20 and dies on anything but a natural 20.  Your troops can forage for these fungi if you wish.[/ic][ic=Responses - The Month of the rat, Week 1][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Greetings Kobold,

We have no quarrel with you or your subjects, but neither will our quest be impeded.  I come to rescue a High Elf, one of my own people, kidnapped by the vile Ceremorphs of the lower depths.  Once I have rescued her from the clutches of those foul creatures I shall depart these caverns and trouble their denizens no more.  I was unaware that we were traveling in your lands, and for this I apologize, but I must pass through them to reach the Elf I mentioned.

If you have any news of the one called Llandri Brightstar, I would pay you handsomely for it.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Queen Shee-Ra,

We are unsure of our route as these tunnels are strange to us, and we do not possess the proper maps.  Perhaps you would be willing to provide guides for this service.  We had planned to descend into the caverns below.  Are these your lands?  We mean you no ill will, and will swear not to harm you, provided you allow us to pass.  We have been warned against entering the Goblin lands by the Dwerim – the "DiggyDigs," as you term them – who claims the Goblins are treacherous liars.  We do not want to be drawn into the quarrels of the Evergloom.  We only seek the return of Llandri.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower

[Prince Saerid will pay you the 60 Gold toll if you wish it, and will also pay a guide (a Dire Rat would be ideal for Speed purposes, though a Skulker or Slinger would suffice with a little Forced March everyone now and then) 10 Gold per week if the guide leads him to the lands of the Ceremorphs.][/spoiler][spoiler=Message to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Thane Lothë, Prince of the Mhaldûlne,

I have heard rumour that your son, Tiern, has slain the Grey Wyrm Scorra.  If this be true he has done a great service for me and my people.  As previously discussed, should he bring the heart of the Dragon to me he may claim my hand.

But all is not well in my realm.  The Orcs of the Bloody Spear Clan have arrived on the threshold of the Westdeep and prepare to assault the city of Norrogrod.  If you can spare any warriors, I shall be in your debt, should I survive the coming battle.  I humbly beg your aid.

Yours in honour and dignity,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler=Response to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Disa Grimhammer, High Queen of the Dwarves]Thane Lothë,

The troops you speak of were not sent by my orders.  They are commanded by Andvarr, who sought my hand, and was likely bound for Balagrod.  If Tiern were to encounter him... I am unsure what would occur.  Andvarr is a jealous Dwarf, and may take it ill that Tiern has slain the Wyrm.

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler]
[spoiler=Response to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Saerid, the Shining Flame, Lord of the Mithril Tower]Prince Lothë,

You speak fairly, and it is good to know that we may find a place of respite in the Evergloom.  Though there has been little love lost between Dwarf-kind and Elves in ages past, we know that you possess honour far beyond that of the foul creatures who call these caverns home.

We had planned to descend to the middle caverns on our quest – we go to rescue a High Elf, a woman named Llandri Brightstar, from the clutches of the dread Ceremorphs.  If you know of her, or her location, we would be in your debt.  Even now we prepare to break camp and enter the lands of the Kobolds.  We shall be on our guard against these Goblins you speak of.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Your Runeseers have peered into the Middledeep, looking first into the depths of the Great Mushroom Forest.  Here you discover something most disturbing.  A small force of Fungoids, led by the Rotqueen herself, appear to be foraging black-capped toadstools from the forest – you recognize these toadstools as Blackroot Toadstools, which cause frenzy and eventual death, and are sometimes used by Orcs as a combat drug.  Their numbers include forty-four Fungoid warriors, ten puffball mines, a crawling cap, and the Rotqueen.  They do not seem to be preparing for an attack, but the sight of so many Fungoids so close to the Mansion is unnerving, to say the least.

Next, the Runeseers have looked into the lower vaults of Nüln.  A mad Dwer Revenant haunts the Mausoleum, Shadowed Labyrinth, and Hall of Shadows here, along with three Dwer Wraiths.  These crypts and catacombs have also become the lair of a Ghast and its spawn – half a dozen Ghouls – which have tunnelled into these halls and fed on the bodies of the slain and defiled the tombs, likely stirring the Wraiths and Revenant to anger; their desecration may also have troubled the shade of your father.  The treasures of the dead are strewn about their lair, along with several other objects, including the fabled weapon known as Foehammer, and a sliver of the Andacerine itself, kept carefully locked in those deepest chambers.[/spoiler][spoiler=Message to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from Disa Grimhammer, High Queen of the Dwarves]Goblin King,

If you truly are a friend of the Dwarves and wish to show your repentance for the violation of ancient Rhaud, please send some of your warriors to help defeat the Orcs that now assail the Westdeep.  Should you aid in the battle, I would consider myself in your debt, and would do all in my power to heal the rift between you and the Dwerim, should you wish it.  I would give leave, also, for Goblins to enter the Westdeep if need be, should you prove a true ally.

Yours in honour and dignity,

Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, Protector of the Westdeep[/spoiler][spoiler= Message to the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees, from the Orc Warlord Garnákh the Disemboweler]Are you a coward, Goblin, like the rest of your kin?  Or will you join me in the plunder of the Westdeep?  I will not wait long on your forces.  If you are with the Bloody Spears then join us now.

Garnakh[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]You have used the Dark Elf scrying chamber to peer into the lands of the Dwerim.  The capitol is garrisoned by the Dwer Thane, a Furnace Master, twenty Dwer Axemen, thirty five Grudgebearers, ten Flamepsrayers, and an Igniter.  The defences include two Flame Galleries and Murder Holes, as well as an iron gate and an outer wall.  The Mansion includes a Thane's Hall, a Forge Hall, a Shield Hall, one Tuber Garden, two Apiaries,  a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a Hall of the Ancestors, a Hall of Trade, and a Grand Furnace.  An escape tunnel, Mead Hall, Hall of Shadows, and more murder holes are under construction.[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of Holy Shadow]Vaelri has peered into the Mushroom Forest and seen a disturbing sight.  A vast force of Goblins – two hundred and fifty one in all, shy of two hundred of them armed with melee weapons, the other sixty archers, the lot led by the Goblin King himself – are marching down the cavern-stair and into the Middledeep, their war-banners unfurled and drums beating.  Fortunately this army will likely have passed from the region before Dolmar enters it.  They are moving east, deeper into the Forest.[/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You use your powers to Scry the caverns, first peering into the dungeons of the Duergar.  Their capitol contains a Despot's Hall, a Forge Hall, a Training Hall, a Hall of Smoke, a Hall of Trade, a Duergar Mine, three beetle farms, a Hatchery, an outer wall, an iron gate, and a magma moat, and is garrisoned by two halberdiers and a sneak.  Their newer citadel contains no structures, but mines are being dug and a forge hall constructed.  Garrisoned here is the Duergar Despot himself, along with three hammer-throwers, nine halberdiers, and four cave beetles, as well as the Citadel's newly appointed commander.  Carefully watching the Despot you see him studying several artefacts: a wand of some kind, made of black wood, a spellbook illustrated with pictures of various demonic creatures, and a glyph-graven key of reddish metal.

Next you look into the lands of the Ceremorphs.  Their small Hive here contains some Thrall Pens, and is garrisoned by ten Ceremorph Psions –one of them evidently the commander of the place – along with seventeen thralls.  Mines, mushroom farms, and some kind of sphincter-gate are being constructed here.[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The Overbrain has peered into those lands you require viewing of, and relays the following information.  The Dark Elves are returning to the junction in greater numbers than before to again attempt to establish an outpost.  They are led by the Onyx Prince himself, accompanied by seven slave soldiers, one Dark Elf Summoner, two Bloodfiends, six Dark Elf Swordsmen, and eight Dark Elf Crossbowmen.  They have two slaves with them, presumably for sacrificial purposes, and are carefully scouting surrounding territories and setting up patrols to ensure that anyone straying into the tunnels is caught.  It would take a considerable force to overcome the Kirr, especially with their Demonic support.  Their Bloodlord is said to be a superb swordsman and an impressive sorcerer.

The renegades have indeed passed by the bridge, fatigued and starving.  They should make easy prey.[/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]The section of Cruel Form of Truth that now lies on land now contains eight Gloomrays.  The two Slime Golems still stand attentively, awaiting orders.  The Teleportation Pool remains unmolested.

Next, you peer into the caverns of the Dark Elves.  Their capitol includes a Bloodlord's Spire, slave pens, a slave market, an improved Dark Elf mine, a lichen garden, a lizard pen, a War Spire, a Profane Temple, and a city wall, and is garrisoned by seven slave soldiers, a Dark Elf summoner, eight swordsmen, nine crossbowmen, and three Ogre slaves.

Their colony to the west contains no structures save for some slave pens under construction.  It is garrisoned by four slave soldiers, two  swordsmen, and two crossbowmen.[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augurs have peered into the caverns of the Orcs and the ruins not far from their camp.  The Orc Stronghold of Gash-Mograk is mostly uninhabited.  It contains an Orc mine, four warthog pens, twenty mushroom gardens, a fighting pit, a palisade, and a slave pit.  The only garrison appears to be a pair of axe-throwers.  The bulk of the Orc army must be away from their Stronghold at this time.

The ruins are of Dwarven origin, and are strewn with artefacts from some ancient Dwarven empire – gold, jewels, weapons, and other treasures.  But a variety of creatures seem to have moved into the ruins to make them their lair.  The upper tunnels have become the lair of four bloodthirsty Bugbears who lead a small group of Goblin bandits – twelve Goblin cutthroats armed with cruel knives.  These levels contain a store of stolen goods collected by the Goblinoids.  The lower crypts and vaults are home to a band of Ghouls – eight of the putrescent Undead, along with a powerful Ghast.  They have heaped the gnawed bones of the desecrated dead in a great heap along with discarded relics of the Dwarf Clanhold.  A stair winds up through the ruin to the Surface above, near the Merrydowns of the Halflings.[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: TheMeanestGuest on March 09, 2013, 03:21:15 PM
[ic=A Bloody Page, found in Nüln by the Dwerim]The gate shakes. The Orcs bay and growl. They have taken the walls. Aniya stands before the fountain, and she is as a specter of death in her black mail. She holds the Foehammer aloft, and smoke pours from it, and we can feel its terrible heat, but we know she cannot save the City. The drums thunder and the gate groans. The Boar's head, wreathed in flames, breaks through. She screams that we must stand, but the Ogres are before us, and we run. And she alone is left to face them...

The City is aflame, and the slaughter is terrible. They have said that Prince Lothë will save us, that he gathers warriors to throw back the Orcs, but we cannot reach him...

The King's laughter fills the halls, and Bitterflame wails, and we know now that he is mad, and the Orcs fear him. But so too do we.

We have barred the door, and we hold the hall. They are too many, and we cannot get out...

The Shadowseers have bound fell wraiths, and hold them in chains. The King is dead. The Prince cannot be found. Ashur says that there is yet one way out. We must go...

The gloom of Shadow is all about us. The Orcs hound us. But there is a way out.

We must go[/ic]

[ic=To Norrogrod]Brothers! Three days from now I will be wed! Imagine where you will be, and it will be so. Hold the line! Stay with me! This fight shall be fierce, and there will be no quarter. Fierce, he says, to we who have slain a dragon! Aye. And for it you shall be remembered so long as the Dwerim are upon this earth! But this battle shall add to your tale, and glory shall be had by each and every one of you! We who would be saviours of the Westdeep, who shall throw ourselves upon foe unconquerable and emerge victorious not only once, but twice! Perhaps they shall be right when they say that we were mad!

By our deeds the rift that stands between us and our kin shall at last be sealed, and the good that we do here will echo in eternity! Some among you were there when Nüln fell, as I was, and you remember well the Savagery of Orcs. Never again we say. Never again can it be allowed. The Ancestors look down upon us, and know that you have their blessing. Know that those who have left you in this life still watch you from the next. Garnakh shall die, and his host shall be broken. He will choke upon his own blood ere the end, and all his rage will avail him not against our steel, and we shall be victorious!

If you find yourself alone in great and gilded halls, do not be troubled; for you are with your Ancestors, and you're already dead!

For the Westdeep! For the Mansion! For Nüln, the City that was and shall be again! Forward Rose and Rune![/ic]

[spoiler=A Letter to Disa Grimhammer, High Queen of the Dwarves][ic=A Letter]Hail Disa Grimhammer, High Queen of the Dwarves, Thane of Droch-Mûrad, and Protector of the Westdeep.

As the Dwerim have promised, the Wyrm Scorra lies dead, and shall threaten your realm no more. It was Tiern who slew her, piercing her soft throat with the dread blade Bitterflame. But not alone was this done, for it is said that an arrow sent by the bow of Phaedra Lestridae of the Nocae found Scorra's eye, and so blinded her in that moment. It is said that the spear of Molgrim the Splinter-Shield lay deep in her belly, and that by this was she weakened. It is said that by a hundred cuts of the axe and a hundred elven arrows was Scorra brought down. In his deed Tiern was not alone, and in defence of their homes the Dwarves of the Westdeep shall not be alone.

Though tired by their struggle with the Grey Wyrm, those brave warriors of the Dwerim shall stand by your side. If they must, they shall march to exhaustion and so come to Norrogrod, if your need is so dire. Tiern has written that a party of your own warriors comes near Balagrod. Will they join themselves to his Company, then, so that the Orcs might together be assailed?

Also has my son written that in the depths of the City was found the Guardian of Balagrod, and know that it has again been awakened so that it might resume its duty. No beast shall trespass within while Dwer and Dwarf together destroy the Orcish threat.

Know that still the Dwerim cannot suffer an Orc to live, and know that of us all it is Tiern whose hatred is the greatest and most fierce. Know that the Dwerim shall see Garnakh lie dead upon the ground as his blood pools beneath him and as his shattered host flees the field. With the Dwarves and Dwerim so united by battle shall you then receive the Heart of Scorra, and so shall our bond be made unbreakable.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to Shee-Ra Cleversmart XVI][ic=A Letter]Queen Shee-Ra,

The smiths of the Dwerim have been suitably impressed by the quality of your metal, and know that so too are we grateful for the food you have sent. We find ourselves pressed for resources, and so to better defend our territory require more material for arms and armour. As such, we would be willing to purchase 50 units of metal from you for a sum of 100 gold, should you find this deal acceptable.

Ever Cordially,

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Letter to the Elven Prince][ic=A Letter]You are Prince Saerid, Lord of the Mithril Tower, and you are known to the Dwerim. Long ago it was that your father came to the Great City of Nüln when still it was a place of wonder, when it was a place where all who came in friendship were welcome. It was that he was guest of Nír, who was King in the Deep when he lived, and my own father. I walked in the Garden at my father's side as they spoke for many hours, and I sat at the table that night as together they made jest and laughed in each other's company. From this I learned much of the World Above, and for this knowledge I was grateful.

I know not what task must be before you that would have you come to these depths, Prince Saerid, for they grow dark and are full of danger. But should you grow weary, and should you tire of the road, and should you find want of light and warmth, know that you are welcome in the Mansion of the Dwerim. For memory of better days and hope of friendship renewed, this right I grant all your people in perpetuity. Should they find themselves lost and far from home, or should the Deeps grow close about them, or should they be assailed by beast or foe, know that they might seek sanctuary in Mhaldûl-Nem.

I warn you though, Prince Saerid, that you tread near the realm of the so-called King of the Goblins, Dâgalûr, and that it lies between us. Know that he is a faithless and wretched creature, know that he loves only war and treachery, and know that never should be trusted a word that he might say or write. The Dwerim grow suspicious and prepare themselves against his machinations, for it is the Month of the Rat.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]  

[spoiler=A Reply to Saerid, the Shining Flame][ic=A Letter]Llandri.. that name. Somehow familiar, as if from a dream I had long ago. Yes, I remember now. It was in dream. She who was once an Elf came into my mind while I slept and spoke to me of many things. She said that she was Llandri Brightstar, but that now she was Llitul, and she was beautiful and terrible to behold. I remember a city. In the north of the lowest depths was it revealed to me, and it was a place of wrong angles and strange flesh. It felt as though she who spoke to me was trapped, and yet sought to make of her prison a home. She fought to control me, this I remember, but she did not succeed, and I guarded my mind against her through prayer to my Honoured Ancestors. I remember little more, and the words fly from my mind even as I put pen to page, as if they seek to elude me. North, in the lowest depths, this is where you shall find she who you seek.

The road shall be long and dangerous, and I do not know that you shall overcome what is against you. But I shall pray for you, Saerid, and I shall hope that the blessings of your own Ancestors and the Flame that is the Sun shall find you even though you wander far from home.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]  

[spoiler=A Letter to Dolmar Lestridae][ic=A Letter]Protector Lestridae,

By joined effort of the Dwerim and the Nocae the Grey Wyrm lies dead, and she shall threaten good and peaceful folk no more. Know that bond has been forged between our people that shall never be broken. We have heard that you have assailed the Kirr, who are known to the Dwerim as worshipers of Demons. We have heard that you brought much ruin to them, but that in turn you lost many good and faithful men, and now evade pursuit. My son has told me that in your flight you draw near to the Mansion. Know that you should be welcome here, and that you might rest in our company, and that we shall do all that we can to protect you as our guest.

To another matter, the Dwerim find that though our mines are great, we cannot produce the sum of metal that we might need to forge mail and axe to arm all those that we might in this time of strife. Though we know that a great sum of gold have you gained from the Dragon's Hoard, the Dwerim would pay you 100 gold, should you be willing to trade us 50 units of metal. We would be grateful were this done, and would consider it a great favour, though we would understand should you need such metal as you have to forge sword and arrow to serve against those who would despoil the city of Umbrazzid.  

I warn you though that the Dwerim have not been abroad in the forest for some time, as our warriors stand vigilant upon our walls and above our gates, and we know not what may lurk in the fungal gloom. Know too that the Goblins above cannot be trusted, and might at any time descend upon us. Be wary, and let your guard slip for not one moment.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Reply to Dolmar Lestridae][ic=A Letter]The Goblin betrays us, then, as we feared. He is a beast, and the nature of a beast never changes. The Dwerim shall stand upon the walls, and I shall lead them. We shall pour fire upon the Goblins, and they shall die by the dozens. If his horde should breach our defences, we shall fight in the halls, and I will stand at the fore. I will slay the Goblin King for his treachery, and cut down any that should aid him. We shall trap his force between us, and then we shall destroy him utterly, or ourselves be destroyed. Should we survive, the Nocae will forever have the gratitude of the Dwerim, and I shall be ashamed that ever I questioned your honour.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=Orders for The Month of the Rat, Week One][ooc=Orders for The Month of the Rat, Week One]Note: Reconfigured my spending by cancelling Nuln's Iron Gate and switching out most Axemen for Grudgebearers. Since I have piles of Gold it would have been stupid not to. I've double-checked and everything should be correct.

Production

Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal (+10 Gold, +5 Metal)

Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Lizard Pen (1): +35 Food
Mushroom Forest: +25 Food

Nüln

Dwer Mine Complex: +500 Gold, +75 Metal

Total: +810 Gold, +105 Metal, +125 Food

Upkeep

Molgrim and 3 Splinter-Shield Hobgoblins: 8 Food
20 Dwer Axemen: -40 Gold, -40 Food
24 Wyrmhunters: -72 Gold, -48 Food
10 Dwer Flamesprayers: -40 Gold, -20 Food
7 Dwer Grudgebearers: -21 Gold, - 14 Food
1 Igniter: -5 Gold, -1 Metal, -2 Food
1 Furnace Master: -6 Gold, -3 Food, -3 Metal

[Next Turn: +5 Dwer Axemen: -10 Gold, -10 Food / +38 Dwer Grudgebearers: -118 Gold, -76 Food / 5 Dwer Flamesprayers: -20 Gold, -10 Food / 1 Iron Golem: -10 Gold, -5 Metal / 2 Runeseers: -16 Gold, -6 Food)

Construction

Mhaldûl-Nem

Under Construction: Nothing

Nüln

Under Construction: Reinforced Walls (3 Weeks Remaining), Murder Holes (3 - 1 Week Remaining), Hall of Trade (Repairing), Escape Tunnel (Repairing), Mushroom Gardens (2 - 1 Week Remaining), Apiary (2 Weeks Remaining), Tuber Garden (4 Weeks Remaining)

Balagrod

Under Construction: Outer Wall (Repairing), Runegate (Repairing), Murder Holes (3 - 1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Apiaries (2 - 2 Weeks Remaining)

Recruitment

5 Dwer Axemen, 28 Dwer Grudgebearers (Goblin) - At Mhaldûl-Nem

9 Dwer Grudgebearers (Goblin), 5 Dwer Flamesprayers - At Nüln

2 Runeseers - At Balagrod

Wealth

Gold: 208
Metal: 0
Food: 741

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (1), Flame Galleries (2)

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury (Broken), Hall of Trade (Broken), Dwer Mine Complex
Defences: Outer Wall, Escape Tunnel (Broken)

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Escape Tunnel, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken),
Defences: Runegate (Broken), Outer Wall (Broken)

Armies

Note: All Dwerim units excepting the Rosemourners currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence / Lothë's Thane Bonus: +1 Defence and +1 Morale / Boast Made: +1 Attack, +1 Morale, +1 Speed

Lothë {Leads the Regiment of Axemen} - Garrisoned at Mhaldûl-Nem
1 Furnace Master (Gírn Dun Riar) [Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
20 Dwer Axemen - Garrisoned at Mhaldûl-Nem
35 Dwer Grudgebearers (Goblin) [7 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
5 Dwer Axemen - Garrisoned at Nüln
9 Dwer Grudgebearers (Goblin) - Garrisoned at Nüln
5 Dwer Flamesprayers - Garrisoned at Nüln

Tiern's Company / Boast Made: +1 Attack, +1 Morale, +1 Speed / Prayer: +1 Morale, +1 Defence / Oratory: +1 Attack / Tiern: +1 Defence, +2 Army Morale,
Tiern {Leads the Regiment of Wyrmhunters} - At U5
Molgrim {Leads the Regiment of Splinter-Shields} - At U5
24 Wyrmhunters - At U5
3 Splinter-Shields - At U5
1 Runeseer - At U5

The Guardians of Balagrod / Garrisoned: +1 Defence
1 Iron Golem - Garrisoned in Balagrod
1 Runeseer - Garrisoned in Balagrod / Prayer: +1 Morale, +1 Defence

[spoiler=Characters][ic=Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Melee Attack: +8 (10)
Melee Damage: 9
Defence: 23
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Grudge (Fungoids)
Inventory: Rotdoom (+2 Damage against Fungoids, stacks with Grudge), The Earth's Cardinal Heart (+2 Melee Attack), Vial of Poison (Poison 5)

Lothë increases the Defence and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Tiern, Steward of Nüln and Heir to the Mansion]Melee Attack: +6 (7)
Melee Damage: 7 (8) (+4 Fire)
Defence: 18 (21)
Health: 18
Speed: 3
Morale: +7 (6)
Abilities: Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale), Dvalin's Ring (Shield Spell), Heart of Scorra

Tiern increases the Defence and Morale of any army he is leading by +1 and (+2) respectively. Troops garrisoned in a dungeon with Tiern gain +1 to their Defence and Morale scores. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Gírn Dun Riar, Master of the Grand Furnace]Upkeep: 6 Gold, 3 Food, 3 Metal
Melee Attack: +8
Melee Damage: 7
Defence: 19
Health: 15
Speed: 3
Morale: +5
Special Abilities: Repair[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns.  He seems a stern and rather quiet sort, though he seems to take his word very seriously.  His warriors clearly regard him with the utmost respect.  Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem and Nüln will pray at their respective Halls of the Ancestors

Trade 150 Gold to the Nocae for 75 Metal. (Already accounted for in finances)

Balagrod shall be reoccupied, and those among the Dwerim who can be found in the Westdeep shall come there for a time, and its mine shall be worked by those Dwerim. Tiern knows that it may need serve as a refuge for his folk should the Realm of the Mhaldûlne again fall. In any event, it shall be held until the day that the Queen of the Westdeep should claim it.

Runeseers to scry Upperdeep 15, Upperdeep 14, Middledeep 44, and Middledeep 41. Any relevant information discovered in 41 is to be relayed to Phaedra by Tiern, as that is the route of march of the Abominations who come to relieve the Mansion.

Runeseer left in Balagrod to cast Rune Trap.

Lothë shall spend many hours in the Hall of the Ancestors, seeking their wisdom in this troubled time. With him he shall bring a brittle rose, dried and preserved, picked from the Garden in Nüln in elder days; one of his fondest treasures. With soft word and gratitude he shall place it before Swide where she sleeps the stone-sleep coiled upon the dais, and so seek her blessing.

Gírn Dun Riar shall continue his work on the design of a steam-trap.

Lothë shall have it be known that he seeks mercenaries for his employ, and shall be willing to spend up to 100 gold on their procurement. Tiern shall have it be know that such mercenaries may additionally seek employ at Nüln, for he is aware that the Mansion may well fall.

Disturbed by the reported sightings of Nír's shade, the new Curator of the Hall of the Ancestors in Nüln shall commission the masons who have come to the city to build a worthy statue of the former King in the Deep. It shall have its rightful place of honour in the Hall of the Ancestors, and so hopefully placate and soothe the restless spirit of Nír. (Spend 20 Gold on the statue, already accounted for in finances.)  

The Guardian of Balagrod shall remain to guard the city when Tiern's Company departs, using its 1 Speed to garrison therein. It shall slay any beasts or vermin that attempt to enter the city, or any others who would defile it, and it shall protect those Dwerim that come to make it great again. Tiern shall command it so that henceforth it shall only answer to him or those of his line.

The Dwerimhost

Notes: Never give up, never surrender! Relevant speed information for your convenience: For a unit with 4 Speed to attack the Mansion coming down the Stair of Naini without taking any forced march penalties, it must start the turn in U44. Because, as we know, the only mushroom forest on the map that takes 2 Speed to move through is in M37. With the new information I have been given by Dolmar, should that not mean that at least some of the Goblins are suffering fatigue penalties? Unless all his other dungeons were undefended. You will know, in any case.

The Igniter shall use 2 Speed to place flamecutter charges in the Pyretic Refinery to turn it into a make-shift and deadly trap. They shall only be detonated in circumstances described below, and shall be carefully removed should the Dwerim be victorious in their defence.

The Dwerim trust not the Goblin King, and are ever wary of his base and treacherous nature. As we now know that we have been twice betrayed by the Goblins, Lothë and the Dwerimhost shall boast in the Hall and swear before the Ancestors that they shall cut down Dagalur - the Goblin King - when he comes against the Mansion, and that they shall show any who should aid him not a shred of mercy, and so destroy them utterly.  

Should Mhaldûl-Nem be attacked the Dwerimhost shall defend the Mansion to their deaths, and will fight fiercely and with no mercy in protection of their homes. The Flame Galleries and Murder Holes shall be manned by the Grudgebearers should the attackers be Goblins, and they shall be manned by Axemen if the attackers are Fungoids, as both would receive Grudge bonuses to damage and attack in those situations. The Flamesprayers and the Igniter shall likewise attack the enemy from behind the defences. As the most likely possible attacker of the Mansion is the Red Tide, the ranged defenders and defences shall aim to roast as many Goblin Grunts as possible, and so induce a route, reduce potential Strength in Numbers bonuses, and of course prevent damage to the defences. Similar philosophy applies to any other possible attacker, largest basic regiments get toasted.

If the outer defences should be breached, the Flamesprayers and the Igniter shall fight from behind the cover of the melee defenders. The defenders shall make use of their knowledge of the layout of the Mansion and of any possible bottlenecks to reduce exposure to a numerically superior foe. Gírn Dun Riar shall fight by Lothë's side. Should any Leaders of the enemy be at the fore of the fight, they shall be targeted when appropriate, particularly by Lothë, who shall use his Vial of Poison 5 on Rotdoom should he engage an enemy leader in battle.

Should the fight go sour, the enemy shall be lured past the Pyretic Refinery by the remaining defenders, whereupon the charges there laid shall be detonated, and the great explosion of fire thus created shall hopefully destroy and route the enemy.

Should Lothë perish in the fight, and should it seem that the Dwerim shall lose, his body cannot be allowed to fall into the hands of the enemy. It shall be taken to the Grand Furnace and thrown into its heart, turning him to ash. The Earth's Cardinal Heart that Lothë wears may well survive inside the Furnace, and there shall it be hidden from grasping hands amidst ash and fire. Rotdoom, however, should be taken up by any Dwer who might yet wield it until the very last.

If still the Dwerim should fall before their attacker, their last stand shall be made inside the Hall of the Ancestors, beneath the eyes of their forefathers, and the Dwerim shall sing their own dirge as they are cut down.

If we are victorious any prisoners taken in battle are to be burned alive before the gates of the Mansion. Except for Dagalur, if he is captured, who shall be beheaded by Lothë (or Gírn Dun Riar, if Lothë has perished, or Lanne, who is Gírn's daughter, should both lie dead). Whatever way he should die, Dagalur's body will be sent to the Rotqueen with his crown and a note attached, it reads: Twice a traitor, and now dead. Take heed what fate befalls those who break solemn word given to the Dwerim. Do what you will with him.

The Rosemourners

Nüln is to be defended to the death. There is no other option.

Tiern's Company

Tiern and his Company shall pray in the Hall of the Ancestors before departing Balagrod. They shall march to relieve Norrogrod as discussed in Parley (taking the northern route by U7 > U12). The Wyrmhunters and the Splinter-Shields will have a fatigue penalty of 1, the Runeseer a penalty of 2.

Should Tiern and Disa survive the battle, he shall present to her the Heart of Scorra, and he shall give to her the Ring of Dvalin as a token of betrothal, and he shall ask her to marry him, and so heal the rift between their peoples.[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: LD on March 09, 2013, 03:27:34 PM
CleverSmart Kobolds

-Orders draft done. May be revised.
-Purchases completed.

[ic=Story]
Queen Mistress Shee-Ra Cleversmart XVI fretted at the number of wandering monsters who surrounded her caverns. Much would need to be done to eliminate them.

In the meantime, she was able to spare a moment to add another appellation to Ro-Dan's name. From now on, in recognition of the Kobold's achievements in bringing wealth and honor, he would not merely be known as the Belligerent, but would be known as the Belligerent Watcher.

Shee-Ra also penned a number of missives to leaders of other factions during the week, attempting to cement her hold on her vassals and to ensure that tribute continued to flow to their rightful and benevolent Monarch. The more gold she had, the better a protector she could be.
[/ic]

[ic=Messages]
[spoiler=To the Surface Elves]
(insert rat)

Shinyelves! This is message from Shee-Ra Cleversmart XVI, Queen Mistress of All That Is Under the Ground.

It come to our attention that you, Shinyelf Prince, trespass in Underdeep without giving notice to Sovereign of the land.

This is insult to Queen, but we, as rulers like your parents Abovethedeep, are willing to overlook this slight because we are benevolent and you are recent hatchling and do not yet know much of diplomacy.

It is strange that Shinyelves venture into depths of Underdeep. We demand know your intentions in coming to these lands; why you come, where you go, and how long you intend to remain.

-Queen Mistress Shee-Ra Cleversmart XVI.

(on another issue, do I have any general idea as to the stats of the eye tyrant and the eyeless minions?)---UPDATE: Thank you.
[/spoiler]

[spoiler=Response to Prince Saerid]
(insert rat)

Prince of the Shinyelves:

(Re: "but neither will our quest be impeded...")

We not intend to pee on your quest. We accept your apology. Your quest be goodyquest, designed to punish NastyDreams. We glad give you assist in that quest. What route you take? We have vassal in Darksea, down from Ryen-Dor's Hollow Shaft (M66) who should be notify if you approach by that way. Vassal be strangebeast and live in water. Vassal no want creature cross water. Vassal threaten killcreature who cross water. And if you approach that way, you go past Cleversmart Caverns, so we do not want you go that way. If go this way, we insist large payment one turn before [e.g. 60 gold], so we strengthen defense- we must protect self in danger world. Other way likely be better.

There are many NastyDreams below; some in north and some in south- there also be creature called MushroomBrites who not NastyDreams but like Greyskulls; and we know not which you seek or whichwaybest, but we suggest you go by U44. That be land of King of All the Surface Sees; we not rule him as vassal because his time Under Ground only temporary, but he seem reasonable do business with. Below him lie PickyPoke DiggyDig vassals- they very hard have communication with, but they good Diggy Digs.

Other way go be M80. Warn you of mad Kobold Inventor who be near there. We hear dread words of his presence. He rogue and evil and not subject of us. We give you gift if you slay him. What gift you want? Metal? Food?

We also look for question about your Llandri Brightstar. Is badthing be kidnap by NastyDreams. Cleversmarts like her too once mindslaves! Rage! RAAGGEE!

Also, depend on where these NastyDreams be; we mayeven be free lend support of troop. We also wish NastyDreams be stop! We help her free! We! Free! Together Free!

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Professor Robertson]
(insert rat)
Greyskulls have not delivered reply to message, nor tribute. This is concern. Tribute of gold should be delivered in next two week, or else we will no accept you as vassal and no give you great benefit unless you give doubletribute in future! Tribute early better than tribute late. Cleversmarts have killed many enemies at your gates- Queen Mistress great being; slay four HookeredHorrors! Four! Hores! FourHoers! If we noslay, then they fight you. We no promise this protection in future if you not deliver as you be due.

Also, if you no give tribute, then Shinyelves likely destroy you since we have decide that because Greyskulls no want pay us, we give them passage through our cave. If you give tribute, we getses Shinyelves to ignore you.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Watchers]
(Insert Rat)
We eager await tribute; but we free absolve you of duty for month--and maybe next month if you successful help. Can you find elf name "Llandri Brightstar"? We seek keep Shinyelves away from assault your land, goody vassal. But to do so- we need gold to better defend you; or we need reason to encourage Shinyelves go elsewhere. We think she at L74, or L69. But maybe she be at L56. We not know of other locations of NastyDreams, but she last seen with NastyDreams.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Dolmar]
(Insert Rat)
Vassal do goodygood work again- defeat NastyDreams at home and defeat dragon. We saddened for dragon loss but loose dragon often cause nastydamage.

We know you fight NastyDreams, so you hear tale of NastyDreams taken elf hostage? We certain Nastydreams take elf hostage. We willing waive one month tribute for good information, or work out otherarrangement. Shinyelves come near our borders and we hope send them away to success against NastyDreams; but they onlywant fight Nastydreams who take Elf. We honorable Kobold; onlywant send them right way.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Lothe]
(Insert Rat)
Vassal make interesting offer! 50 metal for 100 gold. We are glad our vassal has been able to suitably diggydig. We offer rate at 50 for 200g, or lesser amounts of metal at a similar 4:1 ratio (n.b. Dwer mines produce 25 metal and 200 gold in a week, this offer is double the metal produced by dwerim hands straight). We very glad give metal at this rate and wish you goodygood success.

-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=Khan Ytdheel]
(insert rat)
NastyDreams! The Queen Mistress Shee-Ra deigns meet with you. Once you try provide me information about your enemy Nastydreams in North. If you provide me information about them now; I work destroy them immediately. I seek learning of L69 and L75.


-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Liltul]
(Insert Rat)

Nastydreams,

What you lookfor in M57? We unclear why you move back and forth so much in Middledeep.


-Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Legio I Draco]
(Insert Rat)
Newkobolds! We find you come to Underdeep. Ruler of Underdeep is Queen Shee-Ra, Mistress of All That is Under the Ground. As fellowkobold, you are now subject of the Queen unless you leave. We understand you newly arrived, so may not have much gold, but by endmonth, your Queen expect payment of Gold as tribute for her beneficience. Queen Shee-Ra personally slay four HookyHorrors and Queen Shee-Ra defeated tribe of ShrillSongs. Queen Shee-Ra offer many benefit to vassal and has already provided much food and metal to Picky Poke DiggyDigs, who paid tribute. CleverSmarts await your response.

--Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=Reply to Dolmar]
Verygood; verygood.

Yes, yes, tentacled Vassals, swimmyswimms, call selves Watchers, we think. We not know much of them except they be swimmyswim and details of their building structures. We also think they know magic. They build much things in Darksea. We not know if they be trusted yet. They not yet pay tribute, so maybe they seek to betray. We strengthen borders against them allsame; but we give them ability to win trust and honorable vassalage if theyhelp with this situation. If theyhelpright with this, then they good vassal. We nothave opinion about one that awake in your lake atthis time; currently Vassal do as vassal will with swimmyswim. Swimmyswim pretty stupid if think can survive walk over land though. Therebe no water between your cave and it.

--Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=Reply to Watchers]
Very good SwimmySwims. I will inform Shinyelves of this advice. And you wish us conceal your involvement in giving advice? Why you wish that?

If you have already scried on these lands to discover this matter, is also useful if you pass on details of their constructions, so we betterknow what defense we face.

We dobest to have Shinyelves avoid your land and look muchforward to gold tribute and wish you swimmyswims well.

--Queen Mistress Shee-Ra Cleversmart XVI.
[/spoiler]

[spoiler=To Lady Gloomsong]
(Insert Rat)

Greetings from Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground,

We understand you may not realize this, because Cleversmart Kobolds only recently decide to utilize droit de seigneur... or suzereainety, or whatever GloomyEvilen words you use-this language be overcomplicate, but you are vassal of Cleversmart Kobolds now. As such, you have already received benefit. Cleversmart Kobold Queen destroy 4 HookyHorriblecreatures with her sling while mount on rat that bite othermonster in half. Cleversmart Kobolds rid caverns of nastycreatures who uncivilized and annoying or evil. Make land safe for manyother creatures.

Someday, Koboldarmy may wish travel through yourvassalland to defeat Nastydreams who live below and who continue evilspread throughout Underdeep. We willing to waive tribute requirement for this month and next if you prefer, because transport through your land may be more valuable than tribute. You prefer to join our armies travel through your land to destroy NastyDreams and spoils below in upcoming weeks? Or you prefer merely provide tribute? PickyPoke DiggyDigs already provide tribute and they receive many benefit in return- metal to help them mine more goldtribute faster, and food to fill their tummytum.

Tribute is good, but facilitation of travel with alliedarmies to defeat NastyDreams, even better.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler= To Liltul (2nd)]
It good you go kill ExtraBad Nastydreams. We tell Vassal pursue them too if you tell us where they go. We assume they maybe in M55, no? But Move south away from you?

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler= To Dagalur]
We receive knowledge that Nastydreams be headed toward you. Two group, one in M57 and other in M55. They head south and we believe second group in M55 may have magicgoods, that why group in M57 pursue. M57 obviouswant steal M55's magicgoods and head backhome.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler= To Lothe]
Greetings PickyPoke DiggyDig Leader,

We have not heard response from you regarding the deal. We hope you received messages. If you provide us gold (ship this turn), we willing to agree to a 3:1 deal and supply you metal next week; but if you provide us no gold this turn, then the 4:1 deal remains the only deal for next week.

Also importantnote! We receive knowledge that Nastydreams be headed in your direction. Two group, one in M57 and other in M55. They head south and we believe second group in M55 may have magicgoods; that why group in M57 pursue. M57 obviouswant steal M55's magicgoods and head backhome. Maybe you could get magicgoods first if they is easyprey.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to The Abject]

Verygood, goody good. Theybe destroybadly, just like they plan destroybadly other group of MadNastyDreams who run round near M55, who headsouth.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]


[spoiler=Orders and Information]
[ic]
In Character



- Ro-Dan's new appellation no longer just the Belligerent, but is now known as, the Belligerent Watcher.
- ADDED. Character Portraits.
- ADDED. Dire Rat Cavalry Riders' names.
- FIXED. Accidentally, Ro-Dan was a slinger sent there- I meant to send a skulker. To fix that issue, I switched a slinger and a skulker's names; sorry for the screwup. A SKULKER went south to spy, since a slinger wouldn't have been able to spy.
- FIXED. Took out additional three rounds of upkeep (and the current round's upkeep) for Mya-He. This made it impossible to buy the planned escape route for Ryen-Dor's Hollow Shaft (fell short by 3 gp), but it squares things up.
- FIXED. I add 9 metal below. Note last turn I had a note that I spent "9 metal on upkeep"... I think that was an error. None of my units require metal as upkeep and I had already subtracted the proper cost for recruitment of the dire rats.
[/ic]

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)
Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 150 gold, 15 metal

[ooc]Looting/Events
+58 food (forage)
[/ooc]

Total Looting/Events: 58 food, 0 metal, 0 gold (tribute), 0 bodies/food

Total Total: 208 food, 30 metal, 300 gold, 0 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 3 = (3g/3f)
Skulkers (2g/1f) x 1 = (2g/2f)

Mistakenly thought I had a free commander, Mya-He- who is now just a "Warden". Added additional (3g/3f) below for previous incorrect calculations.

SmartyScouts
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

Ratguard
Dire Rats (3g/3f) x 6 (18g/18f)

One less Dire Rat upkeep because of SheeRa Mount (3g/3f).

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

Total: Net Loss/turn -(61g/42f) and -3g and -3f (prev. mistake) = -(64g/45f)

[/spoiler]

[spoiler=Construction]
[ic]Middledeep- 65
Completed This Turn
Nothing.

Under Construction
None.

Beginning Construction
Improved Kobold Mine (225 gold, 20 metal) (week 1/4)[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Murder Holes; 20 gold (1 week)  
Escape Tunnel; 20 gold (1 week)  

Under Construction
See Beginning.

Beginning Construction
None.
Spiked Moat; 25 gold (3 week)(No; can't afford) [/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Palisade; 20 gold (1 week)
Murder Holes; 20 gold (1 week)

Under Construction
Kobold Mine; 150 gold, 15 metal (week 2/3)[/ic]

Beginning Construction
None.
[/spoiler]

[spoiler=Recruit]

Recruiting:

1 Dire Rat (17 gp/1 m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)


[/spoiler]

[spoiler=Wealth]
Began Turn at: 6 gold, 136 metal, 597 food
Gained: 300 gold, 30 metal, 208 food
Total: 306 gold, 166 metal, 805 food

Spent 225 gold on construction. (225 mine).
Spent 64 gold on upkeep.
Spent 17 gold on recruiting. (dire rat)

Spent 20 metal on construction (20 mine).
Spent 0 metal on upkeep.
Spent 1 metal on recruiting.

Spent 45 food on upkeep.

Note last turn I had a note that I spent "9 metal on upkeep"... I think that was an error. None of my units require metal. Below I add 9 metal.

0 gold
154 metal
760 food


[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold)
----->also a reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Murder Holes (20 gold)
Escape Tunnel (20 gold)
Snare (10 gold)
Snare (10 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Palisade (20 gold)
Murder Holes (20 gold)
[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren
Location: Middledeep 65
3 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Skulkers (Shel-Dahn)[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale)
Equipment: Manned Murder Holes
Location: Middledeep 72
2 Blunderdigs
2 Skulkers [Hai-Phen is a Skulker]
8 Slingers

Blunderdigs ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdigs ("Bill-Dit", "Backdoor Blundering Boffins")
Skulkers ("Basherpokes")
Skulkers* [Hai-Phen, the Shadow]
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
New Slinger (Mya-Ho)

Sent to Scout M76
Skulkers (I) ("Gre-Ghor, "Beaterpokes")
[/ic]

[ic]RatGuard (Newly Formed)
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth") (Note: Shee-Ra is currently detached elsewhere)
Effects:  Commander bonus to morale. Cavalry special ability and Disease 3. Ambush (No Garrison, not enough speed).
Location: Middledeep 72
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]
5 Dire Rats

Dire Rat ("Jawbreaker", rode by Apl-Deap)
Dire Rat ("Biteybite", rode by Lady Fer-Ghee)
Dire Rat ("Poisonnip", rode by Tah-Boo)
Dire Rat ("SmartySmart", rode by Sister Ese-Eee)
Dire Rat ("Bloodybite", rode by Sister Ese-Bee)

RatGuide
Location: M63
Note: Dire Rat ("Cutrazor", rode by Will-Iam), who was in the ratguard, is now in M63, waiting for the elves; if they walked farther north, he'll greet them farther north.
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig
New: 1 Dire Rat

Skulkers  [Ho-Dor is attached to this unit]
Skulkers  (Achi-Lees, the unkillable)
Skulkers  (Ay-Jax, the warrior)
Skulkers  (Vor-Keth, the massive)
Skulkers  (Ai-Ur, the Greater)
Skulkers  (Ai-Ur, the Lesser)
Skulkers  (Tro-Jan, the unbreakable)
Skulkers  (Ro-Dan, the belligerent watcher)
Blunderdigs (III) (Kili-Fili, the stout digger)
Slingers (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slingers (Fush-Rodah, the shouter)
Slingers (Hus-Roh, the loud)
Slingers (Aaa-Hha, the fearful)

New Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
(http://img14.imageshack.us/img14/8079/sheerah.jpg)
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, (Rat abilities follow-->) Cavalry, Climb and Disease 3
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable
(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable

Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow
(http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

-Split ratguard; move some to defend smarty scouts; shee ra in the main base? or the aboleth stairwell?

General
- Newly recruited Dire Rat ("Bittersnap") goes to join M66 at Ryen-Dor's Hollow Shaft.
- (Long Term) if any bodies are available in a region that Greyskulls approach with intent to siege, eat the bodies before any other food.
- If M66 is about to fall, cancel mine construction.

From Middledeep 62
- Skulker Scout Ro-Dan moves back to M66 with Deepguards (2 more speed than max speed used; has negative).

From Middledeep 72
RatGuard
- Shee-Ra intends to provide a Dire Rat guide to the Elves; the Dire Rat ("Cutrazor", rode by Will-Iam) will meet the elves at M63 (it takes 4 speed to move there; remaining 2 speed to infiltrate an ambush any enemies except the elves).
- Shee-Ra departs from the Rat Guard and heads to (M65) (4 speed) ; she uses (1 speed) to garrison, and then she scrys L69 (note self: change this order if hear back from scrying allies) (note self: scry next turn when elves are more likely to be closer to the goal).
- RatGuard moves back to M72 (4 speed) and infiltrates/ambushes (2 speed).

From Middledeep 72
SmartyScouts
-(1 Speed) Gather food. (13x1= add 13 food next turn) +11 x 2 speed for the blunderdigs and slingers who cannot infiltrate= 22f = [total 35 food]
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout surrounding regions.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

- Sent to Scout L69: Skulkers.  If possible, (5 Speed) scout L69, then end turn in M80; if that is too dangerous, (4 Speed), end turn in M80 and use free action to scout L69.(Avoid Combat). [Invisible on map]
- Sent to Scout M76: Skulkers (I) ("Gre-Ghor, "Beaterpokes") Ends turn in M76, having scouted M77 and M75. (Avoid Combat).  [Invisible on map]

From Middledeep 66
-(3 Speed) Deepguards Forage (12x3 =add 36 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.

-(6 Speed) Ro-Dan, the Belligerent Watcher, a Skulker (Infiltrate invisible) rejoins M66 [2 Forced March]

From Middledeep 65
-(3 Speed) GoodyGarrison Forages (4x3=add 12 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
-(Free Ability) Scout adjacent M64.

Total: Add 83 food due to foraging. (36+12+35)

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Humabout on March 09, 2013, 04:51:23 PM
[ic=Fluff]
This week's soundtrack (http://www.listenonrepeat.com/watch/?v=YFj2dW27v4M)
waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh!
[/ic]

[spoiler=Messages]
[spoiler=Glow]
We should work out a price for bodies.  Acquiring bodies for us often costs us goblin lives (and consequently gold).  Therefore, we would need to cover out costs for obtaining these bodies.  We offer a price of 20 gold per body delivered.  This will cover the risk we endure.

On another note, we have embarked on a campaign to rid the MD of dwer.  The primary dwer stronghold come under attack this week.  With luck, we will possess it next week and make for their second dungeon.  You are, as always, welcome to join the attack, but don't feel pressured to.  We are bringing to bear a large force that should win handily.

Lastly, we wonder the price you would ask for spore mines.  We would eventually like to blow some bridges in our area.  It appears the nocae have pitched in on the side of the dwer and dwarves.  Isolating them for dolmar would remove them as a threat permanently.  I may also wish to blow the bridge at U36, or at least be in a position to do so at a moment's notice.
[/spoiler]

[spoiler=Duergar]
We would be willing to trade goblin shamans for battle clerics on a 1-to-1 basis.  Otherwise, we would require 100 gold per shaman plus 25 gold for delivery; you'd be welcome to come get them yourself the day they are recruited, if you want to save the 25g.

Also, it seems there may be some enmity between yourselves and the glow.  It would not look good for us if these shamans turned up in any armies attacking our friends.  If they demand we stop selling to you, they are closer to allies than yourself at this time.  Just be aware.

Lastly, we have much metal to sell, should you need any.  We would be willing to sell up to 100 metal at a rate of 2 gold for 1 metal.
[/spoiler]

[spoiler=Onyx Prince]
I have heard ill words about your people falling prey to dark elves who ally themselves with dwarves.  I know our kingdoms are distant, but as I see it, the enemy of my enemy is my friend.  Also, it appears that you and I will soon be within trading range.  I see this as fortuitous, as we do enjoy trading with people.  To that end, we would like to offer you our best wishes against the noctae and hope to strengthen our relationship in the future.
[/spoiler]

[spoiler=Llitul]
It would seem that the duergar are your natural enemies, and as they are potentially the enemies of one of our allies (the glow), I would like to make contact with you.  I am too far to move against the duergar myself and will likely try to relieve them of some of their resources via trade unless it comes to war, but still, I believe flowing communication is always a good thing.

To that end, I'd like to offer a pact of non-aggression by which we do not attack each other and do not restrict each other's trade.  I would hope to eventually trade with you, as well, although our distance seems too great at present.
[/spoiler]

[spoiler=Draco Kobolds]
After weighing your letter and considering it against the Cleversmarts who have recently aided us in a dispute with the dwer, I will lend you an ear.  I will also offer you a non-aggression pact by which neither of us attack the other or restrict each other's trade.  To further help avoid any conflicts.  I want a clearly-defined border between us.  None of your kobolds are to go south of U61 or U54, and no goblins will enter these territories.  I would also consider extending a hand of alliance, but for that you must prove yourselves.
[/spoiler]

[spoiler=Response - Glow]
Thanks for the intelligence.  Our numbers are great, but I'm less certain of our victory now.  We will need to breach the wall in one turn for this to work.

As for the price of bodies, we will trade them for 4 gold as the elves do, and many dwarf bodies we should have this week, if we are lucky.  We also accept these prices for the puffball mines, though since the price of a body is 4 gold, could we opionally (if lacking in bodies), buy them fo 12 gold apiece, as well?
[/spoiler]

[spoiler=Reply to Onyx Prince]
I am pleased to hear your reply.  I think you will rather enjoy what is about to happen to Dolmar's allies this week.  And if plans go well, we will soon be in position to further aid your cause.  If you have not yet contacted them, I think you may have another naturla ally in the glow.  They, too, have issues with the dwer, who being allied to the noctae, put them on your side.  Together, we may yet form a rather potent military bloc.  Still this is all premature, I suppose, but think on it nonetheless.
[/spoiler]

[spoiler=Orcs]
Cowards?  I think you will be pleased with our decision to wait and swell our forces.  I think you will enjoy news of our doings this week.  I think you and I will write our names large across the history of dwarfkind.  Only a weakened force of dwer stands to oppose your might.  We mean to assault their stronghold and kill their king.  You kll their queen, and they will water down their ale with tears for the slain.
[/spoiler]

[spoiler=Reply to Liltul]
We are far from the duergar, but we are launching a strike against their allies as we speak.  If all goes well, we will be in much better possition to assist in any offenses against the duergar.  We can also contribute troops to the Glow as need be.  Keep us abreast of any needs you may have in this.  Our dealings with dwarves have led us to distrust them, and while the duergar have yet to show their colors, it is only a matter of time.

Be aware, though, that if the dwer and duergar are in league, this would also mean the noctae and grimhammers are involved, as well; although, I doubt they could be bolstering the duergar at this time.
[/spoiler]
[/spoiler]

[spoiler=Orders]
[spoiler=Production]
Gold:  550.
Metal:  55.
Food:  160.
[/spoiler]

[spoiler=Upkeep]
Gold: 180.
Food: 180.
[/spoiler]

[spoiler=Construction]
The Skull Throne (Upperdeep 43)
Bat Roost (1 week to completion)

The Downward Stair (Upperdeep 44)
Mushroom Patches 2 (1 week to completion)
Spiked Moat (2 weeks to completion)

Ghostwalk (Upperdeep 42)
Goblin Mine (1 week to completion)

[/spoiler]

[spoiler=Recruitment]
UD43:  70 Goblin Grunts.
[/spoiler]

[spoiler=Wealth]
Gold:  20.
Metal:  286.
Food:  468.
[/spoiler]

[spoiler=Dungeons and Outposts]
The Skull Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Muschroom Grove
Goblin Lair
Goblin Armory

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
Murder Holes x3

The Downward Stair (Upperdeep 44)
Palisade
Goblin Gold Mine

Reinforced Gate
Escape Tunnel

Ghostwalk (Upperdeep 42)
Established.

Dwarf Ruins (Uppedeep 42)
Thane's Hall (unusable by Goblins)
Forge Hall (unusable by Goblins)
Shield Hall (unusable by Goblins)
Hall of Gears (unusable by Goblins)
Artificer's Hall (unusable by Goblins)
Hall of the Ancestors (unusable by Goblins)
Improved Dwarf Mine

Outer Walls
Impenetrable Walls
Escape Tunnel
[/spoiler]

[spoiler=Armies]
(Upperdeep 43)
1 Goblin King
60 Goblin Archers
190 Goblin Grunts

(Upperdeep 44)
1 Goblin Commander

(Upperdeep 42)
1 Goblin Commander

(Underdeep 42 Ruins)
1 Goblin Commander
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 20
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Surface Raider
Possessions:  Horsemaster's Ring, Mithril Mail (+2 to Defense included in stats above)

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.
When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight. If he departs the army, they begin to accrue Morale penalties as normal.

COMMANDER OF THE DOWNWARD STAIR
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF GHOSTWALK
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3

COMMANDER OF THE RUINS
Melee Attack: +4
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +3
[/spoiler]

[spoiler=Orders]
[Speed 1] Move all goblins from UD43 to UD 44.  King takes command of all goblins in UD43
[Speed 3] King and army moves to M37 > M39> M40 and assaults dwer dungeon.
If successful then
[Speed 4] Appoint Goblin #1 commander of newly-captured dungeon.  King and army inhabits other dwer dungeon.
Else
[Speed 3] King and remaining goblins run like hell back to UD43.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Llum on March 09, 2013, 06:24:24 PM
[ic=The will of a despot]
[/ic]

[spoiler=Messages]

[/spoiler]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Total: +300 Gold, +25 metal, +75 food
[/spoiler]

[spoiler=Upkeep]
3 Duergar Sneaks: -9 Gold - 6 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
11 Duergar Halbrediers: -22 Gold - 22 food
4 Cave Beetles: -32 Food
total: -37 Gold -64
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Duergar Mine 1 weeks remaining
Beetle Farm 3 weeks remaining

Beginning Construction:
Hall of Trade -150 Gold 4 weeks remaining

Drakkenhold (Lowerdeep 16)
Under Construction:
Forge Hall 1 weeks remaining
Duergar Mine 3 weeks remaining

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
2 Tunnel Hulks -50 Gold
3 Cave Beetles -60 Gold

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 376
Food: 263
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)
Forge Hall

Drakkenhold (Lowerdeep 16)

[/spoiler]

[spoiler=Armies]
Despot Käfer – Infiltrating (Lowerdeep 21)
Commander Wulfgar - Garrisoned at Umbrahold (Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)

11 Duergar Halbrediers - Infiltrating (Lowerdeep 21)
3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
7 Cave Beetles - Garrisoned at  Drakkenhold (Lowerdeep 16)
2 Tunnel Hulks - Garrisoned at Drakkenhold (Lowerdeep 16)

1 Duergar Sneak - Infiltrating (Lowerdeep 8)
1 Duergar Sneak - Infiltrating (Lowerdeep 21)
1 Duergar Sneak - Infiltrating (Middledeep 52)
1 Duergar Sneak - Infiltrating (Lowerdeep 21)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 9 (+1 Deep Gnome Tinker)
Defence: 21 (+1 Deep Gnome Tinker)
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 9 (+1 Deep Gnome Tinker)
Defence: 18 (+1 Deep Gnome Tinker)
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 6 (+1 Deep Gnome Tinker)
Melee Attack: +2
Melee Damage: 1
Defence: 19 (+1 Deep Gnome Tinker)
Health: 18
Speed: 3
Morale: +4
Inventory: 6 Fire Drake Eggs

Kyogre is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[/spoiler]

[spoiler=Orders]

Spend 1 Speed to move 1 Duergar Sneak to Middledeep 53 and check out the Pit Hags shop.
Spend 1 Speed to move 2(4) Duergar Sneak from Lowerdeep 8 to Lowerdeep 7 and then Scout Lowerdeep 6 without entering it, if Lowerdeep 6 is empty of hostiles, spend 2 more speed to move to Lowerdeep 5.
Spend 3 Speed to move 1 Duergar Sneak from Lowerdeep 21 to Lowerdeep 24 and Scout Lowerdeep 26 without entering it.
Force march 8 speed to move 1 Duergar Sneak from Lowerdeep 21 to Lowerdeep 39

Spend 5 Speed to move 5 Cave Beetles from Lowerdeep 17 to Lowerdeep 10
Force March 5 Speed to move 2 Tunnel Hulks from Lowerdeep 17 to Lowerdeep 10 and trade them to Dalashinn
Force march 4 speed to move Käfer, 11 Duergar Halbrediers to Lowerdeep 10
Force March 5 Speed to move Commander Wulfgar from Umbrahold to 48 and negotiate with the Water Troll, offering it food, metal, gold or whatever it wants to join our army.
Spend 6 Gold and 18 Metal to improve Wulfgar, Kyogre and Käfers defence and damage by +1 (melee for Wulfgar/Käfer and ranged for Kyogre)
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: HippopotamusDundee on March 09, 2013, 07:03:31 PM
[ic=Patience]
Deathless sinews trembled and the glacial heartbeat of Yuddarath quickened slightly as it began to grow and stretch forth in search of new prey. Deep below in the Memory Womb, Ktan-Ydheel gave a chill smile as he continued to put the outside world aside to focus patiently on the research that would soon, the Cerelich knew, bear a great and terrible fruit.
[/ic]
[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dear Prince,

It seems dire and calamitous misfortune has struck and indeed what I had feared has come to pass: the cursed elf-heretics were able to drive off my latest assault.

Though I wish your efforts every success and will be the first to congratulate you if you speedily crush the Noctae within your mighty fist, I realize I may have been overhasty in my desire to see them crushed and ground beneath an iron heel.
As a result I regret to inform you that I will be unable to send any tangible aid this week, being preoccupied with the consolidation of my forces and mustering of my energies so that one way or another, this week will be the last the heretics spend in vainglorious and presumptuous freedom.

If you take their city it will be my pleasure to congratulate my newest neighbour and possibly with your consent send an ambassador so that communication between us in future need not be so constrained by this medium. Should the Noctae stand, however improbably, against your first assault then rest assured my forces and I will join you for the second in order that we may see our mutual foe at last destroyed.

A thousand apologies again for my miscalculation - should there be any way that a small measure of various rare Metals could aid your war effort, then I would be humbly pleased to offer them as a gesture of solidarity.

Ktan-Ydheel the Cerelich
[/spoiler]
[spoiler=Message for Whisper]
[a familiar wisp of thought on the night breeze, tinged crimson and hot with the tang of infernal association]
My dearest Whisper,

I have for you a warning and an offer - along with my best wishes for your continued victory and defiance of the hated Overbrain.

The warning - the [a tinge of amusement, a flash of anger at temerity, a terrible and icy contempt and then the word Cleversmart almost dripping with derision] kobolds and their queen seek to move against you and the Queen - they have contacted me for information of your defenses and I fear that their intentions cannot be good.

The offer - my scrying has shown me that your cavern-mouth fortress to the south of the chasm (Lowerdeep 69) is relatively unimportant in military terms and serves mainly as a support camp - if you are in a position to take advantage I can recommend it as a target so that you may lay a trap for the treacherous and pitiful dragon-spawn.

Yours in friendship,
Ktan-Ydheel[/spoiler]
[spoiler=Reply for Her Majesty Queen Shee-Ra Cleversmart XVI]
Your Majesty,

Sadly the limits of my gaze mean that I can deliver you information on only one of the holdings in the north. Their cavern-mouth fortress to the south of the chasm (Lowerdeep 69) is no great military holding - it is currently filled with their slave camps and they are constructing mushroom farms and mines to swell their resources. There are no defenses or traps to assault you, merely a mob of their brain-dead thralls driven on by a small pack of their Psions.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Heretic, etc.[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +10 Bodies, +10 Sacrifices
Thrall Pen: +20 Bodies [/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Apprentice (Altharid-Xallisine): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Beginning Construction:
Paradoxical Architecture: -80 Gold, 3 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction
Reverse Gravity Pit: -35 Gold, 1 week remaining
Ooze Wall: -50 Gold, 2 weeks remaining
[/spoiler]
[spoiler=Recruitment]
[/spoiler]
[spoiler=Wealth]
Gold: 0
Metal: 70
Food: 0
Bodies: 38
Sacrifices: 0[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
2 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)

1 Apprentice (Altharid-Xallisine) - Garrisoned at Ulm-Ulhulm (Middledeep 22)
1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)
Ktan-Ydheel - Garrisoned at Middledeep 22[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry
Inventory: -

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Regeneration 10, Infiltrator, Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[/spoiler]
[spoiler=Orders]
Spend 2 Speed to move Ktan-Ydheel and Altharid-Xallasine to Middledeep 24, then spend 1 Speed to move them down a level to Yuddarath (Lowerdeep 56) and another 1 Speed to garrison them there.

Ktan-Ydheel to Scry on Lowerdeep 17, Lowerdeep 69 and Lowerdeep 16 before he and Naerlyth the Unclean enter the Memory Womb to study the mysteries of Summoning the demonic Bloodfiends.

Altharid-Xallasine uses 10 Sacrificial Thralls as sacrifices to summon a pair of Bloodfiends and then resumes her study of demonic Summoning at the Chamber of Obscenities.

Spend 1 Speed to move 2 Bloodfiends up a level to Middledeep 24 and then another 1 Speed to move them to Middledeep 23 with orders to slay the lava nymph and loot her lair, and then return to Yuddarath (spending another 2 Speed) once successful.
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Dolmar on March 10, 2013, 01:42:19 AM
[ic]Coming soon!!![/ic]

[ic=Messages]
[spoiler=to the Watchers]
Our laborers have begun construction of your kins new home. If you could keep us apprised of any impending forces you may see marching towards us, it will aid us in protecting him until he can be returned to you. Thank you for your patience in this matter as we work to see you reunited.
[/spoiler]

[spoiler=to the Glow]
Normally I would find your offer abhorrent, even though I believe you mean no harm. However...however, I grow desperate, and many seek to destroy us because we are different than them. Therefore, you will have the bodies of any Dark Elves I or my men slay in the next two months, if you would only do us one favor: for one week and for that week alone, I ask for twenty five of your warriors and twenty of what are called "puffball mines" in the Undercommon tongue to join my forces at the Dwer outpost that was destroyed two weeks back. For that, any casualty of war we inflict upon our foes will be sent for you for two months; I will not attempt to turn you own warriors against you, of course.

Do we have a deal?
[/spoiler]

[spoiler=to Thane Lothe]

[the handwriting here is shaky, clearly written as quickly as possible]

It pleases me to hear from you, but I must be brief, for you warning of the treachery of the goblins is well timed: I bear dire tidings.

The goblin appear to have emptied their halls, or if they have not emptied them their host is greater than I could fathom: A host of tenscore warriors and threescore archers marches into the Great Mushroom Forest, girded for war, lead by the King of their kind himself. I cannot say for certain they are headed for the Mansion, but I cannot imagine any other purpose this host could be put towards, unless it seeks out your other holdings.

I doubt I will be able to reach the Mansion ahead of this horde, but know that I intend fully to assist in your home's defense.

Right now I am sending orders to Umbrazzid to prepare a force of the Nocae Abominations, former priestesses of the Witch-Queen whose forms were twisted when they decided to turn from the Old Ways, the dark ways. This twisting has made them skilled combatants and prodigously fast: they will be able to reach the Mansion in time to aid in its defense, though they will be exhausted to do so. Were they to engage this goblin host - no, this Goblin Horde, for no other word fits - in the field, they would be slaughtered. They will stand ready with myself to attack if your walls are breached - then we can trap the beasts between us and slaughter those that still have the spine to fight, though I expect many may cower from the sight of the Abominations. If they fail to breach the Mansion there would be no need for my intervention: if they do breach your walls, we will ensure that we end this threat once and for all...or fall before this tide of darkness.

In addition, when attacking the Kirr I captured one of their sorceresses, a demonologist. Though her magics are foul, the least of her spells weakened my army considerably; I intend on offering her freedom as well as a reward for her assistance in this battle. I hope this might sway her.

I pray this message finds you well. I do not see a way I could reach you in time to discuss these plans further; I'm sending a second copy of this message to my daughter, so that she and Teirn may discuss details as our representatives.

Yours in Friendship and Allegance

-Dolmar Lestridae

[/spoiler]
[spoiler=Response to Thane Lothe]
May it be as you say. If all goes well, we will dine together in the Manor come next week; I look forward to seeing the splendor of the Dwer once again.

I seek an ally who I believe can be trusted for a brief time, one you find distasteful: the Fungoids have asked me for the bodies of any Dark Elves I slay. I am going to grant that wish and more; every foe I fell in battle in the next two months will go to them. I hope this proves to be an arragement it finds amicable enough to lend us military aid this week: at our current juncture, every last body we can get on our side is a boon to us.

[/spoiler]
[spoiler=Response to Shee-Ra]
I do not know this name, Llandri Brightstar, but I will seek information of her. Our war against the Nastydreams goes well, though the Madelves may make this worse in the coming weeks. However, if one thing I hope this week goes well, I should be able to pay you your owed tribute as well as any back tribute owed in the coming weeks.

You mentioned tentacled Vassals: are they the Watchers? Do you know much of them? One of them has awoken in our lake and seeks return to its kin, which war prevents us from safely doing. I do not know them well: what are they? Can they be trusted?

[/spoiler]

[spoiler=Message to Thane Grimhammer]
Thane Grimhammer,

It warms my heart to hear of the death of the Wyrm Scorra. Know that my daughter and her archers will move to assist you from this new threat, from the threat of the Orcs.

It is the dream of all soldiers that one day peace may be found. Since we have stepped into the Shadows, however, I fear that day may not come in our lifetime. But if we must wage constant war, let us wage war against beasts such as these!

[/spoiler]
[spoiler=Orders]

[spoiler=Production]
Special
+775 Gold (Dragon Horde)

Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lakee: +10 Food

Uzannador (Lost)
-7 Gold
-7 Metal
-21 Food

[/spoiler]
[spoiler=Upkeep]
14 Archers -42 Gold, -14 Food
6 Accursed -12 Food
5 Abomination -25 Gold, -40 Food
Qulaenaszth -10 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Improved Mines
Shadow Architecture (Defense)
2 Lichen Gardens

Under Construction:
Spire of Gloom 2 Weeks Left

Beginning Construction:
Temple of Sylessiadil (-150 Gold, -10 Metal, 4 Weeks)
Ranger's Spire (-85 Gold, -15 Metal, 4 Weeks)
3 Murder Holes (-60 Gold, 1 week)
Watcher Pit (-10 Gold, -15 metal, 1 week)

[/spoiler]
[spoiler=Trade]
75 Metal to Dwer for 150 Gold (this was discussed OOC but will be re-address IC at the Parley ^_^)

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
15 Abominations (-600 gold)
5 Shadow Elf Paladins (-100 gold, -10 metal, 3 Grudge: Dark Elves, 2 Grudge: Demons)

[/spoiler]
[spoiler=Wealth]
Gold: 0
Metal: 5
Food: 278

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens

Defenses
Shadow Architecture

Uzannador
N/A

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid) +6 Morale (+2 Bonus, +2 Bless, +1 Prayer, +1 Qulaenaszth)
20 Abomination
1 Qulaenaszth
5 Paladins
Outrunners (Garrisoned at Middledeep 17)
6 Accursed led by Dolmar

Dragonslayers (Stationed at Upperdeep 19
14 Dragonslayers led by Phaedra

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]
[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]
[ic=Dragonslayers (14)]
[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]


[/spoiler]
[spoiler=Orders]
Phaedra picks Critical Shot for levelling. (Sorry to change it

Scry Middledeep 37 before I blindly send Dolmar in there. ^_^;;

All units at Umbrazzid Blessed by Paladins, Pray at shrine. All citizens told to pray or find a paladin in case any necromantic contagon spread by the Undead Ceremorphs infected anyone during their assault. Anyone who is feeling ill is to head to the Shrine immediately for medical attention.

All Home Guard head to Upperdeep 29 (1 speed) to wipe out whatever Kirr are there, then move to Upperdeep 28 to meet any Kirr or Abject attacks. (Paladins will use 1 speed to scout down the tunnel to see what is coming)
After Kirr or Abject are dealt with, Qulaeneszth all Paladins, and 5 Abominations return to Umbrazzid and re-garrison (Or kill any Star Vampires that slipped by to attack Umbrazzid) (2 speed). Qulaeneszth is given the task of guarding the Watcher unless Umbrazzid is attacked.
THEN:
13 Abominations become the Goblinsbane Hunters, commanded by Araenue. Forced-Move Upperdeep 27-26-19-20-21-25 then Middledeep 41-40. From there follow the instructions in Parley.

2 Abominations (Elutae and Syndrid, twins) become the Foeknives, Forced-Move Upperdeep 27-26-19-20-25-35-45.
IF THE GOBLINS DO NOT MOVE BACK UP (Since still scrying Middledeep 37, will know if they are coming)
Attack Upperdeep 44. If both survive unharmed, Promote Elutae to Commander. Attack Upperdeep 43. Promote Syndrid to Commander. Rename the two dungeons Ald-Anoril and Phen-Azoril.
IF GOBLINS MOVE BACK UP
Withdraw to Upperdeep 25 and await further orders.

Dolmar takes his Accursed to Middledeep 37 (1 speed). Accursed and freed non-Kirr former slave prisoners to remain at Middledeep 37.
IF GOBLINS DO NOT MOVE BACK UP
Accursed move up Middledeep 37 and join with the Foeknives. Do not participate in battles at Upperdeep 44 and 43. 1 Accursed break away with freed former slave prisoners and move Upperdeep 45-43-25-21-20-19 (Total 8 speed) towards Umbrazzid (I'm assuming that'll be safe now since the Abominaitons just cleared a path ^_^) Remaining 5 Accursed will attack Upperdeep 42, first the dungeon that is in the Dwer ruins and then the dungeon that is goblin only. They are only to attack if minimal to no resistance has been met taking Upperdeep 44 and 43. If they lose 3 or more attacking the first ruin, do not attack second. (I'll figure out commanders later, probably promote an Accursed to the goblin dungeon and a Paladin as steward of the Dwer ruins)
IF GOBLINS MOVE BACK UP
Withdraw to Middledeep 36 (2 speed) and await further orders.

Saerid  moves with Kirr Prisoners to Upperdeep 40 and joins the Goblinsbane Hunters. The abominations (Being female) will re-dress the Kirr in the armor and clothing of the Nocae.

Offer the Summoner 50 gold and the ability to return to the Kirr after the battle (though she may stay if she choses to) is done so long as she agrees to stand in the back and cast her posion gas cloud on the Goblins. She is informed that she is dressed as a Nocae so if she decides to betray them, the goblins will likely kill her before they know she was on their side. She is not paid until the next week starts (a runner will come to her with the gold so long as she fullfills her end of the bargin if she choses to leave.) If she refuses, she will be kept prisoner and treated fairly.  

Dragonslayers follow the orders from the Parley.

NOTE: If any Abominations are lost at Upperdeep 28, reduce the number of the Goblinsbane Hunters accordingly. If more than 3 are lost at Upperdeep 28, send Elutae and Syndrid with the Goblinsbane Hunters and only 1 abomination to Middledeep 45 as a Foeknife. If more than 6 are lost, ignore the orders of the Foeknives.

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Polycarp on March 10, 2013, 01:45:21 AM
The Glow - Fungoids - Week 5

The Glow Theme (http://picosong.com/nsS6/)

[ic=Flesh-lines]New life had come to the dim and ghostly dwelling.  Strange creatures, sculpted by the florid dreams of a delirious mind, tromped and slithered through doorways and into long-forgotten chambers.  Eerie rainbows danced up the stairwells, accompanying the echoes of the burbling and chittering of the intruders.  Soft, fungal fronds pulled ancient and dusty tomes from elegant bone-white shelves; the creatures held them this way and that, poked their crumbling pages and chewed curiously on their bindings, before dumping them unceremoniously on the ground.  They did not comprehend, and the flesh-lines on the pages did not interest them.  They touched everything – the fissures between polished black stones, little clusters of grey dust gathered beneath tables, tarnished weapons and instruments strewn about.  They licked sooty braziers and prodded blood-stained glyphs; they cooed and squealed over discarded baubles and menacing altars.  Everything must be touched; everything must be known.  The Glow oozed through the halls like an army of curious children... but there was a purpose to their play.  The Dream had called them here.  The Dream led them on.[/ic]

[spoiler=A Dream Message to all Ceremorph and Watcher Players]A cavalcade of colors coalesces into a single figure, roughly humanoid-like in shape, though in the dream she is beheld only from the waist up.  Her body is fluid; ripples play across it and little crests and protuberances poke forth only to be shortly reabsorbed.  She has a head, but no face; it is as smooth as the water, with nothing marring the iridescent surface.

Her hands reach up to where a face ought to be, and the fingers sink into the sides of her head, all the way down to the knuckles.  They begin to pull.  There is a squelching sound, and gurgling sound, and her head elongates.  She pulls, and her head begins to stretch apart, like a cell dividing.  She pulls, and the head is now two heads, though their "faces" are still merged together.  The body begins to split as well, and in time she pulls herself apart entirely until there are two figures, identical, facing each other, with only their faces still merged in a tangle of liquid strands.  Her hands – their hands, now – fall back to their sides.

The strands between them thin and sag, and at last slough away, revealing two faces – eyes, noses, and lips.  They are expressionless and blank, and the two figures that stare into one another are different in only one respect – one pair of eyes has a fierce radiance, a powerful glow of every color into a rainbow nearly white; the other pair is a deep, bottomless black, a gaze that seems to draw color in and leave nothing behind.

The bright-eyed figure reaches up and touches the lips of the dark-eyed one, as if to silence her.  The dark-eyed one reaches up as well, her hand shifting to become a fingerless tentacle, and it begins slowly to coil around the neck of her twin...
[/spoiler]

[spoiler=Message to Llitul]This message takes the form of a dreaming vision, a whorl of color and light; from the very first shade of color, it is clear to you who the vision is from.  Amidst the unreal glow, colors seen only in the mind, two eyes stare back at you, eyes of pure fluid light.

Llitul...

We have dreamt of you, Llitul.  We have heard your thoughts... we feel your colors.  The flesh of Llitul is but mist; it is the Dream that is real, the dreaming mind that is true and beautiful.  This we know.

Yet in flesh there is motion, and sharpness, and strength.  In flesh there are the spores, our children that bring life to death.  In flesh our colors are reflected and made to dance; in flesh is the perfect beauty of the dream brought to ugliness.  We are the dream, but we are also of flesh; in the dream we know you, but in flesh you are as well.  And now we will know you in flesh.

I have found a dwelling in the forest... a dark place, a lonely place, where the elf-flesh dwelt but does no longer.  She-who-was-me, Black-rot, knew this place, but had not gone within.  We find the dead-gold, what flesh craves.  We find sharpness, and strange instruments of dead-flesh, things of elf-flesh make.  We find many flesh-lines on skin, bound together; we understand not.  We find a place where we may see as far as the dream, where I can glimpse things out of any sight of flesh.  This is good.

But here, we also find a place of flesh-lines, a circle, a strange dream... it is a mouth, a passage, a way not to the dream, but to another place, a solid place yet distant from us.  We cannot see through it.  We do not know where it leads.  But we dream... the Dreamer speaks to me in the vision, in the light, on the edge of the unreality.  She knows.  She commands.  The Llitul must create such a thing, this maw that transports the flesh from a place to another as if in a dream.  The Dreamer knows that the ceremorph-flesh may do this.  The Dreamer has seen it.  You, Llitul, will make this passage, and you will do it quickly, for we have the power to shift this one we have found.  It leads somewhere now, but we will point this passage in another direction, towards the maw that the Llitul opens, and there will be a passage between us as fast as thought.

(The vision shifts from a whorl of psychedelic color into a focused image... a teleportation circle inscribed on a stone floor somewhere, glowing and humming softly.  Strange and brightly colored fungal creatures creep towards it from all sides, prodding it gently with tentacle and frond and bladed limb.)

Then we shall know the flesh.  Then we shall know much, and fear nothing.  The Dreamer knows.  This dream shall be realized.  You and I, Llitul, we will make it real.[/spoiler]

[spoiler=Message to Dagalur]We greet the flesh.

We desire not dead-flesh for this price.  Dead-gold we love not, but the elf-flesh offers us a body for four such gold, while you ask five times this.  We do not think this wise.  Twenty gold is all we can find in a week; that is much time to spend to gain but a single body.

We are distracted by a strange discovery.  The Dream does not lead us to the Dwer-flesh this week; our thoughts are needed elsewhere.  But you are good-flesh and the Dwer-flesh is not; they have given us what we demanded, which is good, but their ugliness still weighs upon our beautiful gardens.  We will be happy if they are thrown down, that we may beautify them.

To this end we send you gifts.  To you we shall first give dead-gold, for you gave us gifts once.  It will arrive soon.  Our other gift is of knowledge, for we have powers the goblin-flesh lacks, and sight beyond that of flesh.  We shall tell you what waits for you at the dwelling of the Dwer-flesh.

The capitol is garrisoned by the Dwer Thane, a Furnace Master, twenty Dwer Axemen, thirty five Grudgebearers, ten Flamepsrayers, and an Igniter.

The defences include two Flame Galleries and Murder Holes, as well as an iron gate and an outer wall.

The Mansion includes a Thane's Hall, a Forge Hall, a Shield Hall, one Tuber Garden, two Apiaries, a Dwerim Mine, a Brewery, a Training Hall, a Lizard Pen, a Pyretic Refinery, a Hall of the Ancestors, a Hall of Trade, and a Grand Furnace.  An escape tunnel, Mead Hall, Hall of Shadows, and more murder holes are under construction.

They build a passage, but it is not complete... if the flesh strikes now and prevails, the Lothe-flesh will not escape.  He will perish, or lay down his axe; but we do not think he will do the latter, as he is stubborn and does not fear.  If the flesh must wait, we are not bothered, for we lurk very close within the forests, and we are watching.  Those that escape will not long be free.

We consider your wish of puffball-mines, our dear children who serve us well.  We will give them to you for three bodies each.  You may do as you wish with them; they will refuse only to harm us.[/spoiler]

[spoiler=2nd Message to Dagalur]We have remembered something, good flesh, that we forgot long ago.  The flesh needs strength to fight.  The flesh must not fear.  These things can be given by a fungus of ours... though there is a cost, good flesh.  The child that takes these gifts will live a shorter time – but in that time, the child will be powerful, and serve well.

Quote from: Blackroot ToadstoolIf consumed, a Blackroot toadstool causes its eater to become Frenzied (+2 Damage, passes all morale checks automatically, -2 Defence) and gives them +10 Health and +2 Speed for 4 weeks.  At the end of the 4 week period the unit rolls 1d20 and dies on anything but a natural 20.

We will give this fungus to you, and before the Lothe-flesh your children will be strong and fearless.  Look for us at the bottom of the stair [Middledeep 37]; we will make ourselves known.  116 of these we shall have.  You may use them or keep them as you wish; they are our gift to you and your children.

There is something else... the dark-elf-flesh called the Nocae have asked us, for their dead-flesh, to give them 50 warriors to meet them near the Great Mushroom Forest [Middledeep 42] and fight for them for one week.  We do not know why they want our children to fight for them, so we have asked whom they fight.  They have not yet answered.  We think it can only be you, for that elf-flesh loves the dwer-flesh.  Do not fear, for we will not give them any aid - but know the elf-flesh may be sending the dwer-flesh help even so.  They will have to go far to do this, we think, and will be tired, but perhaps even tired elf-flesh may still be dangerous.[/spoiler]

[spoiler=Message to Dolmar]The Puffball-girl-thing returns...

The Child thinks this is a strange request, but considers it – if we ask for your children, perhaps it is fair that you have ours.  Yet she wishes to know of the enemies the flesh speaks of.  We love all our children, and if they must fight and die, we would know how, and to what end.  We live for the Dream and die for the Dream, but the Dream never fades; we would know what this dream is you follow that we would give our children to it.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Crimsonlight (Middledeep 47)
4 Skin Farms: +100 Bodies

Fulgoria (Lowerdeep 33)
Terrain (Crystals): +20 Gold

Foraging: +50 food (see orders)[/spoiler]

[spoiler=Upkeep]
44 Fungoid Warriors: 44 Bodies
2 Sporemothers: 8 Bodies
1 Crawling Cap: 3 Bodies
27 Fungoid Thralls: 27 Food[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Deathcap Cluster: 4 weeks remaining
Slime Pool: 3 weeks remaining
Infestation Mound: 2 weeks remaining
Cultivation Bulb (on Toxic Cluster): 1 week remaining
Disguised Entrance: 1 week remaining

Beginning Construction
Ganglial Cluster: -35 Bodies, 5 weeks remaining
Mindlink Bulb: -10 Bodies, 3 weeks remaining
Giant Stinkhorn: -10 Bodies, 2 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
6 Skin Farms: 1 weeks remaining
Giant Stinkhorn: 1 week remaining

Beginning Construction
Euphoria Cluster: -15 Bodies, 3 weeks remaining

Fulgoria (Lowerdeep 33)

Beginning Construction
Disguised Entrance: -15 Bodies, 2 weeks remaining
5 Skin Farms: -75 Bodies, 3 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
1 Dreamcap: 1 week remaining
2 Stranglevines: 1 week remaining

Beginning Construction
3 Vault Slimes: -15 Bodies, 2 weeks remaining[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 2 Fungoid Sporemothers: -24 Bodies, 1 week remaining
Recruit 50 Fungoid Thralls: -50 Bodies, instant
Recruit 40 Fungoid Warriors: -40 Bodies, instant
Recruit 10 Fungoid Puffball Mines: -10 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 159
Metal: 23
Food: 214
Bodies: 1[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)

Crimsonlight (Middledeep 47)

Fulgoria (Lowerdeep 33)

Sanguine Maw (Lowerdeep 29)
[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Clone of the Glow (8 weeks left)
2 Fungoid Sporemothers (24 weeks left)
50 Fungoid Thralls (8 weeks left)
15 Fungoid Thralls (5 weeks left)
40 Fungoid Warriors (16 weeks left)
10 Fungoid Puffball Mines (8 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
25 Fungoid Warriors (13 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
10 Fungoid Thralls (6 weeks left)

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
10 Fungoid Warriors (15 weeks left)

Chimeric Host – At Middledeep 41 (Infiltrated)
1 Child of the Glow
1 Fungoid Sporemother (22 weeks left)
1 Fungoid Crawling Cap (2 weeks left)
10 Fungoid Warriors (14 weeks left)
9 Fungoid Warriors (8 weeks left)

Fleshwatch – At Lowerdeep 26 (Infiltrated)
1 Fungoid Sporemother (23 weeks left)
6 Fungoid Warriors (15 weeks left)

Bridge-bubbles – At Middledeep 46 (Infiltrated)
4 Puffball Mines (7 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Inventory: None

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Clone of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.

*Granted or modified by inventory[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +7
Melee Damage: 10
Defence: 22
Health: 35
Speed: 4
Morale: +7
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic]

[ic=The Prismatic Muse]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.[/ic][/spoiler]

[spoiler=Orders]Scry Middledeep 40.

Send 50 Gold to the Goblins of the Red Tide.

Bridge-Bubbles

Keepers of the Heart

Keepers of Crimsonlight

Chimeric Host
[spoiler=Foraging][/spoiler]
Fleshwatch
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Xathan on March 10, 2013, 01:47:03 AM
[ic=Llitul]Swirling, churning, tumbling and turning:

I am warring against myself. I sense a presence, one that I have not felt in quite some time.

Llandri sensed it too. We grapple, in my mind, and I do not know what shard of myself guides my body this week...I send out calls as I can, and pray the Overmind does not sense this turmoil, does not feel my war against myself.

Messages from Llitul
[spoiler=Response to Dalagur]
I begin to grow tired of the incessant demands of Food. Very well, Goblin, you shall have your pact, but know that it is only good for one months time: at the end of that month, if the Duergar stand unmolested, you become a viable feeding target once again.[/spoiler]

[spoiler=2nd Response to Dalagur]
Understood. Worry not about the Duergar or the Nocae: the former are too slow, and the latter have angered foes too great to hamper your efforts this week. If you wish to forge a lasting peace between us, this is a step in the right direction. In addition, any of the Dwer rune-wizards or their flame spraying troops, if taken prisoners, are purchases we'd be interested in making: I'd pay you 20 gold a head for each of the rune wizards and 10 gold each flame user.[/spoiler]

[spoiler=Response to Shee-Ra]
[Same Bat Shenanigans as before]
Forgive my intrusions, your majesty;

ExtraBad Nastydreams run from us Nastydreams. ExtraBad Nastydreams do very bad crimes. One make woo-hoo with human thrall eww. One cut off facegrab tentacles. One try to kill other Nastydream. Some try to kill NastyDreams BigBrain. I kill ExtraBad Nastydreams so they do not try to hurt CleverSmart or CleverSmart VassalThralls.[/spoiler]

[spoiler=2nd Response to Shee-Ra]
[Bat-Shenanigans abound!!]

No need to trouble your Vassal: the ExtraBad Nastydreams are starving and near death. If we do not kill them this week, very likely they will die of starvation. Only attack to make sure they can not kill any Vassals, and to see if they can be taken alive to deliver justice. If I do not kill them this week, I will be returning back to my home in the depths.
[/spoiler]

[spoiler=Response to The Glow]
I see what you have set in motion, my friend, and I will begin the reverse sphincter to contact you...although it may be sooner. I believe that portal you have found opens up into ruins near the Kirr lands, the ruins of Hazer-Nagroth. I wish to claim those ruins: if you could send some of your children through to protect it form the Kirr-Flesh, I will meet them there this week and be able to enter the portal the week after. We may be able to meet in person, to join our dreams, sooner than expected.

[/spoiler]
[spoiler=Watchers]
I assure you, I did not call him here. Whatever the fool is seeking in these deeps, he will find only death.
(Piggybacked on this message is another one, hidden, only revealed in memory, the thought-voice of Whisper)
Oh vaunted Elder Thing...I bid you to let my Queen not think too hard on this. The elf poses a danger, that is true, but one that is focused upon Us.

While I'm slipping these thoughts in...my Queen plans to take the Dark Elf city of Hazer-Nagroth this week, and use it as a staging ground to subjugate the Kirr for their impertinence in demanding a tax as though she were Food - though not until after they have dealt with the lothesome Nocae, when they are weak form their war and overconfident from their victory. She also intends to extend our realm further southwards, to provide us with better defense against the Duergar should they seek to move.

Though right now, my Queen is in turmoil; I admit that I can only state that those are goals my Queen has at the moment, and I will keep you apprised of any changes. As to your endeavors: how may we assist?
(And piggybacking on that message, hidden as dream is to memory the way the first was hidden as memory to thought...)
You stay away from him. You stay away from him and let him be. I'll do anything to keep you away from him. Don't...for the love of the Gods, don't hurt him. Please[/spoiler][/ic]
[ic=Llandri]
Him? He came! Oh god he came. Look at me. I am a twisted nightmare. Look at me. I was to be his wife. I want to see him, I want to hold him - I want to run from him, to hide from him. And some part of the Hunger wants to eat him. Some part of Llitul wants to Exalt him.

Why, my love? Why have you come to these depths?

Messages
[spoiler=Saerid]
[the voice is small, tired, though unmistakably the voice of Llandri; it has the same tones she had after a Darkrunner mission resulted in too many casualties, and she sounds as though she is coming from the bottom of a well.]
Saerid? Gods of the Woods and Ways, my love, is that you?[/spoiler][/ic]

[ic=Whisper]
Siiiiiiiiiigh.

I guess this means I'm in charge for now. Fear not, my Queen; I'll serve you well until you come to terms with the simple fact that nearly shatters you right now, the realization you've finally come to understand:

We're all mad in here.

[spoiler=Response to Ktan-Ydheel, the Abject, using Secret Message]

My dear Ktan-Ydheel, it is good to hear from you once again.

By all means, direct the vermin to Curasd (L69). We will ready our forces there for their undoubtly pathetic attempt at an attack, treating it as if they presented a legitimate threat.

I'd like to mention now that an Elven Prince has apparently entered the Underdeep. Unfortunately my Queen has learned of his presence; should he die prematurely, my queen's sanity would suffer greatly. I cannot know exactly what she would do, but I imagine her wrath at whoever was responsible for the princeling's death would be considerable, beyond even my ability to influence. I urge you to allow the elf to live; I assure you he will pose no threat for long.[/spoiler][/ic]

[ooc][spoiler=Orders]
Not Done
[spoiler=Production]
GoldMetalBodiesFood
+365+35+140+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn
Lower Dtoulth
Crystals +20
Thrall Pen +20 Bodies
Curasd, Horror in the Woods
Mushrooms +20 food
Thrall Pen +20 Bodies
Glyp-Dor, the Northern Reach
Thrall Pen +20 Bodies
Hazer-Nagroth
+216 Gold
+17 Metal

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-33g-0-43-26
[spoiler=Details]Commanders
No Upkeep
11 Psions
-33 gold, -22 bodies
Hook Horror
-7 Food
7 Brainhounds
-21 Bodies
19 Thralls
-19 Food
[/spoiler]
Vruthor the Wrathpriest
-10 Gold, -3 Food

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:

Under Construction:
Evolution Cell (1 Week)
Pupation Cell (1 Week)

Beginning Construction
Experimentation Chrysalis (-70 gold, -15 Bodies, 4 Weeks)
Teleportation Sphincter (-75 gold, 4 Weeks)

Lower Dtoulth (Lowerdeep 75)
Completed Construction:
Thrall Pen

Under Construction:
Ceremorph Mines (1 Week)

Beginning Construction
Mushroom Farm (-25 Gold, 2 Weeks)

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Thrall Pen

Under Construction:
Ceremorph Mines (1 Week)

Beginning Construction
Mushroom Farm (-25 Gold, 2 Weeks)
Sphincter Gate (-50 Gold, 2 Weeks)

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
Thrall Pen

Under Construction:

Beginning Construction
Ceremorph Mines (2 Weeks, -175 gold, -15 metal)
Mushroom Farm (-25 Gold, 2 Weeks)

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
20 Grafted Thralls (-150 gold, -20 Bodies)
4 Ceremorph Psions (-90 Gold)

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
None Yet

Glyp-Dor, the Northern Reach (Lowerdeep 67)
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
150154304322
[spoiler=Body Types]
7 Ceremorph Bodies
6 Dark Elf Bodies (2 if Dark Elven Wights get made)
1 Hook Horror Bodies
6 Giant Spider Bodies
7 Brainhound Bodies
[/spoiler]

[/spoiler]
[spoiler=Trade]
-20 gold to undead

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine
Thrall Pens 4
Mushroom Farm 3
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Thrall Pens

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Thrall Pens

Defenses
Amplifier Node

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Thrall Pen

Defenses
Amplifier Node

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain
20 Grafted Thralls
4 Ceremorph Psions

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 9)
1 Llitul
1 Vruthor the Wrathpriest
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Greater Dominated)
7 Brainhounds
4 Dark Elven Wights (See Orders)

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
9 Ceremorph Psions
17 Thralls

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
4 Psions

[/spoiler]
[spoiler=Orders]
Lilitul selects Greater Dominate as her level up ability. She selects Quasthid as her "pet"

Overbrain scry M51 to see if Renegades went that way and M6 to see if Kirr are returning.

20 Grafted Thralls and 4 Psions move from Dtoulth to Curasd (L74 to L69). Curasd will empty all forces to join with the newcomers and attack the ropers, timing it with the newcomers to provide flanking. Daggoth will join the fight: this definitely qualifies as defending the Hive. Once the ropers are defeated, all current members of the seekers will use 3 speed to forage and then re-garrison.

Meanwhile, the Hunters will move to M52. If at all possible, the Dark Elf Thralls are to be kept OUT of combat. Upon reaching M52, Llitul will create 4 Dark Elven Wights (Cost not factored in above yet). They and the brainhounds will spit off from the larger group and form a new regiment (the Slayers) and move together to M48. If the renegades still have not been found, the Dark Elven Wights are to move to M50 while the brainhounds force march one region to M38 (Forming two new regiments, the Wights and the Hounds.) If they still aren't found...then they've either entered Duergar territory or are in the middle of the Dwer/Goblin War and therefore are no longer my problem. Since they will be, y'know, dead. :P

ADDENDUM: Llitul will not create Wights if it turns out the renegades doubled back and we encounter/kill them before the wights are made.

At the end of the turn, not factoring in losses, my armies should look like this (assuming psions are not found)

[spoiler]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 52)
1 Llitul
1 Vruthor the Wrathpriest
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Greater Dominated)

The Hounds (Stationed at Middledeep 38)
7 Brainhounds

The Wights (Stations at Middledeep 50)
4 Dark Elven Wights

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
13 Ceremorph Psions
17 Thralls
20 Grafted Thralls

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
4 Psions[/spoiler]

Figured that would help clear up any confusion. :)
[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 5
Morale: +8
Special Abilities: Regeneration 10, Fear 12, Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1)
Equipment Crown of Malakar
[spoiler=Crown Stats][ooc=The Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on. [/ooc]
[/spoiler]
Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear.

[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Phyn-Olbaath]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]

[ic=Vruthor the Wrathpriest]
Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  

Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/ic]

[/spoiler][/spoiler][/ooc]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Nomadic on March 10, 2013, 03:47:25 AM
[ic]
As if springing from nothing there appears suddenly a great shaking structure of copper and malice. The underdeep vibrates with the resounding booms of it's many footsteps. Vermin squawk as they take flight and from the upper canopy of the mushroom forest a flight of bats is startled. Upwards they spiral, terror carrying them away from the strange green lights.
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
- Move Grolhund to middledeep 72 (5 speed)
- Assault the Kobold Outpost at middledeep 72
- Provided Grolhund succeeds in raiding the dungeon he will claim all resources and prisoners and will force march them back to middledeep 82 and garrison (6 speed -5 att/morale from forced march)
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 82):

Mushroom Forest: +25 Food
Drilling Machine: +75 Gold +10 Metal
[/spoiler]

[spoiler=Upkeep]
5 Grafted Servitors: -5 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 82):

Under Construction:
Invisibility Generator: Finished
Drilling Machine: Finished
Ward: Finished

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 82):

5 Grafted Servitors: -25 Gold -5 bodies -5 prisoners
[/spoiler]

[spoiler=Wealth]
Gold: 50
Metal: 35
Food: 65
Bodies: 10
Prisoners: 0
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 82):
Rooms:
- Cages
- Drilling Machine

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 82)
10 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 82)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 100
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 10, Trapmaker
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Numinous on March 10, 2013, 02:00:42 PM
[ic=Dr. Robertson's Office]"I'm so pleased to have some company in this library.  Some educated conversation is exactly what I need to keep my mind off these weary bones.  Markus has always been good for that, but with him on the warpath, he is always rambling about tactics these days and little of academic interest."

In response to the Lich's question, his new apprentice Gorgol merely tilted his head slightly, his spare eyes swiveling disconcertingly to and fro.

"So, do you know anything about elves?  My scouts bring me word that they have invaded the Upperdeep most recently, and yet I know depressingly little of their tactics or history.  Just an area of my research that I lapsed in pursuing I suppose."

At this, a gasping, croaking, wheezing whimper escaped the multiple mouths of the new apprentice.  Cracked voices interlaced, spoke thusly "THE LIGHTwalkers STEp LIGHtly in DREams and SPEak WIth the TRees THROugh their SUCculent Ears."

Dr. Robertson sighed in exasperation. "This will be more difficult than I assumed.  Perhaps you might stoop to regale me with some insight into your research in, chaos magic, is it?"

Shifting eyes once more, the gaze of several fell upon the lich's furrowed brow. "I knOW AboUT the TIdes of the STONes. I know ABout the TERRors of the SKY.  WHEre WHIspers of MADness DWell, the CREek BABbles MENacingly.  DARkness FAlls UPon US all, WIth a CAke to SEal Our Doom."

"Right then, try not to bother me if you need anything.  You may stay in the library and write your spells down for us.  Just do, please keep them a bit more coherent than your ramblings of today.  I hope your penmanship is at least legible."

With that, Dr. Robertson left his new apprentice, Gorgol, witness of madness, to his work in the library and retired for the evening.[/ic]

[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)

Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold

The Iron Hall (Upperdeep 87)
None

Combat: None this week

Trade with Llitul: -4 Food, 25 Gold (payment on the crown research) (4 more weeks of food shipments promised)
Trade with Gloomsong: -4 Food (4 more weeks of food shipments promised)[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Gorgol: -13 Gold, -3 Food
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
15 Zombies: No Upkeep (4 weeks until decay into skeletons)
23 Skeletal Archers: No Upkeep
7 Skeletal Warriors: No Upkeep
2 Ghouls: -2 Bodies[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House (Upperdeep 85)
Under Construction:
Necromantic Laboratory: 1 week remaining

Dormitory of Bones (Upperdeep 91)
Under Construction:
Undead Mine: 1 week remaining

The Iron Hall (Upperdeep 87)
Under Construction:
Undead Mine: 2 weeks remaining

The Dean's Wall (Upperdeep 84)
Beginning Construction:
Spiked Moat: -25 gold; 3 weeks remaining
Iron Gate: -30 gold, -20 metal; 2 weeks remaining

The Wall of Rats (Upperdeep 92)
Beginning Construction:
Spiked Moat: -25 gold; 3 weeks remaining
Iron Gate: -30 gold, -20 metal; 2 weeks remaining

[/spoiler]
[spoiler=Recruitment]Gorgol (Free)[/spoiler]
[spoiler=Wealth]Gold: 100 (to be spent on a new dungeon)
Metal: 69
Food: 163
Bodies: 153
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library
Teleportation Circle (Unlinked)

Spiked Moat

Dormitory of Bones (Upperdeep 91)
Nothing.

Iron Hall (Upperdeep 87)
Nothing.

Dean's Wall (Upperdeep 84)
Nothing.

Wall of Rats (Upperdeep 92)
Nothing.[/spoiler]
[spoiler=Armies]Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
9 Zombies – Garrisoned on the Dean's Wall (Upperdeep 84)

1 Zombie – Upperdeep 81

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)

1 Skeletal Archer - Upperdeep 88

1 Skeletal Archer - Upperdeep 89

1 Skeletal Archer - Upperdeep 90
1 Skeletal Warrior - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
Markus Ashton - Upperdeep 92
29 Skeletal Archers - Upperdeep 92
4 Zombies – Upperdeep 92
2 Skeletal Warriors – Upperdeep 92
2 Ghouls – Upperdeep 92
[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Poison Cloud, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Gorgol the Anarch]This Dwarven Chaos Mage speaks in a bizarre chorus of voices, as if several people were speaking at once.  With his mismatched eyes, alien appendages, and weird tattoos his appearance is somewhat freakish, but his talents in the aberrant field of Chaos Magick are prodigious.

Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Chaos Spell, Detector, Summon (Chaos Beast)
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]Dr. Robertson will be researching the Illusory Duplicate spell.
Gorgol will stay garrisoned in Albaiyat Alhazred, copy his spells into the library and learn Haste for himself.

Ashton and all his army (save 1 ghoul) will garrison on the Wall of Rats and oversee construction of defenses.
1 ghoul will move to middledeep 73, scout middledeep 72, then return to upperdeep 92. If it encounters only melee kobolds of at least 10 in number (unlikely) it is ordered to fight to the death. Otherwise it is ordered to withdraw back to upperdeep 92 at the first sign of trouble.

The zombie in the lake chamber (upperdeep 81) is ordered to scout the surface and otherwise withdraw to the dean's wall at the first sign of trouble.

The skeletal warrior at upperdeep 90 is ordered to move to upperdeep 89 and found a new dungeon. The dungeon will be named "The Arterial Antechamber" and will be commanded by that warrior (named "Headless Ned" (said to be leader of a great northern territory many ages ago)).

The skeletal archer at upperdeep 89 is ordered to go to upperdeep 90.

The skeletal archer at upperdeep 90 is ordered to move to the Wall of Rats and garrison.
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Rhamnousia on March 11, 2013, 03:25:48 AM
[ic]One again free from the base necessity of holding vigil over the Cruel Form of Truth, Dreams-of-Dead-Races withdraws into the depths of its own consciousness with smirking anticipation, to dream and plot.

[spoiler=The Will of the Watchers]
[ooc]Still incomplete, except for the one scrying order[/ooc]

[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Improved Watcher Mine: 325 gold, 70 metal
Spoils of Gloom Troll Hoard: 233 gold, 9 food, 8 bodies
[/spoiler]
[spoiler=Trade]
With Exalted: +30 metal
With Cleversmarts: -30 gold
[/spoiler]
[spoiler=Upkeep]
6 Watcher Savants: -30 gold, -30 food
25 Thralls: -25 food
5 Gloomrays: -30 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
Improved Watcher Mine

Under Construction:
Augmentation Pool: 4 weeks remaining

Beginning Construction
4 Algae Farms: 100 gold, 2 weeks remaining

Lowerdeep 83

Establish Dungeon: 100 gold, 1 week remaining
[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
10 Gloomrays - 150 gold

[/spoiler]
[spoiler=Wealth]
Gold: 208
Metal: 215
Food: 444
Bodies: 253
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine

Nightmare Gate
3 Vault Slime
[/spoiler]
[spoiler=Armies]
Get of the Sovereign - Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races, Watcher Sovereign –  Hibernating
Sings-of-Lovely-Devils, Watcher Savant – Awake
Harmony-of-Far-Spheres, Watcher Savant – Awake
13 Thralls

The Bleakflight – Lowerdeep 87
14 Gloomrays

Tendril of Distension – Lowerdeep 83
Inauspicious-Arrangement-of-Gills, Watcher Savant – Awake
Displays-Most-Promising-Cruelty, Watcher Savant – Awake
10 Thralls
1 Gloomray

Tendril of Reclamation
Grey-Slime-Congealing, Watcher Savant – Awake
2 Thralls
[/spoiler]

[spoiler=Characters]
[ic=Dreams-of-Dead-Races]

Ranged Attack: +8
Ranged Damage: 10 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 8
Defence: 18
Health: 80
Speed: 1
Morale: +8
Special Abilities: Detector, Dominate, Confusion, Huge, Leadership, Petrify
Inventory: Lens of Petrification (grants Petrify spell), Tentacle-Ring of Protection (+2 Defense)
Unit: Get of the Sovereign

Dreams-of-Dead-Races increases the Ranged Damage (Psychic) and Morale of any army it is leading by +1.  If garrisoned in a Dungeon, it increases the Ranged Damage (Psychic) and Morale of garrisoned troops by +1.

To move overland, Dreams –of-Dead-Races must be dragged in enormous tanks of water by at least 12 Thralls or 6 Scumspawn (or  10 Thralls and 1 Scumspawn, 8 Thralls and 2 Scumspawn, 6 Thralls and 3 Scumspawn, 4 Thralls and 4 Scumspawn, or 2 Thralls and 5 Scumspawn).  If its escorts perish, it is immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]
[/spoiler]

[spoiler=Orders]
Spend 1 Speed to move Bleakflight from Lowerdeep 85 to the Darksea to return artefacts to the Sovereign and reinforce with 10 fresh Gloomrays, then spend 2 Speed to move from the Darksea to Lowerdeep 87.

Spend 3 Speed to move the Tendril of Distension from the Darksea to Lowerdeep 83. If possible, Inauspicious-Arrangement-of-Gills begins studying the Phase-Shift spell.

Spend 1 Speed to move the Tendril of Reclamation from the Darksea to Lowerdeep 86. If the Bleakflight are victorious, spend 1 Speed to move to Lowerdeep 87.

Dreams-of-Dead-Races scrys Lowerdeep 87, Middledeep 15, 13.

[/spoiler]
[/spoiler]


[spoiler=Messages]

[spoiler=Dream-Message to Liltul, Queen of Thralls]
If such a tone can even be carried by the androgynous, many-layered speech of Dreams-of-Dead-Races, its words would be resonating with smug, almost sneering amusement.

Liltul, Liltul, Liltul, we see the doom you threaten to bring upon us. Or should we use another name...Llandri Brightstar? Five score of High Elven warriors now march on the depths under the banner of the Lord of the Mithril Tower and those who would imagine themselves our lords clamor for our omniscience, that we might find where the cruel Ceremorphs have imprisoned this High Elf maid. What are we to relay to our eager supplicants, Llandri? What lies should we murmur into their ears, Llandri? Why should we not speak the truth, Llandri? What have you done, Llandri?[/spoiler]

[spoiler=Message to Shee-Ra Cleversmart]
In our dreamings, we have perceived the depths you desire. They are filled with alien architecture most foul, but there is no Llandri Brightstar, a name that does not escape recognition.

However, in the southern reaches of the Lowerdeep, there stands the Altar That Is Yuddarath. Erected by the heterodox Abject, an even fouler strain of the loathsome Ceremorph blight that traffick in necromancy and diabolical sorcery, it is not unthinkable that they may have taken the Elfen female in their schism, for it would appear she is a prize worth taking. Inform the Lord of the Mithril Tower that the creature he seeks would best be sought in the southerly reaches; conceal our involvement in this matter however you wish.

Know also that the spoils of reclamation prove ample and you shall have the golden treasures we promised.[/spoiler]

[spoiler=Response to Liltul]
We shall not burden your thoughts with further concerns on the matter. But know we have tugged at the strings and bid the Elf-Prince march south, towards the Altar that is Yuddarath, so that he might unleash his host upon the heterodox traitors there. We also bear visions to the Elves of Umbrazzid as to the movements of their enemies, the arrogant denizens of Kirr, that the war might take a heavier toll on those it appears we both wish to see brought low.[/spoiler]

[spoiler=Response to Shee-Ra]
We wish that you not reveal to the Prince of the Mithril Tower the source of your intelligence because we fear that the lords of the sun-scourged world do not possess the same eminent wisdom or commendable foresight as the Mistress of the Cleversmarts. They remember legends of the vast creatures that now dwell i the Darksea, gaze upon our angled glyphs or hear the piping of our Song, and their ignorant paranoia may drive them to direct their crusade against us. What is more, knowledge that you consort with us may sour your relations with their kind and coat you with the same scent. Know that already we appreciate this entente between the kobolds of the Mystery Chamber and the Cruel Form of Truth and would see its continuation, for your kind are fast and nimble and do not evoke the same dreadful disquiet as ours.[/spoiler]

[spoiler=Response to Dolmar]
Know that we are pleased with this harmony. Tell from what direction the forces of the Bloodlord, whom we have come to loathe for reasons many, come and we shall direct our prescience towards them.[/spoiler]

[spoiler=Response to Käfer]
The message comes engraved on a many-sided piece of basalt, clutched in the chelicerae of a tetaculated, membranous courier-thing that squirms its way into the bedchamber of the Despot.

If you refer to the Ceremorphs, the Ancient Enemy, against whom we warred when the stars were still young and still-unborn gods had yet to hew your primogenitors from the living earth, then we have no sworn alliance with any of their kind. Know this, Despot of the Käferhold, that those led by she who is called Liltul, Queen of Thralls, are a feature in machinations we do not wish to have disturbed. However, we have not forgotten, for we forget nothing, the slavery your ancestors were bowed beneath and we are not unsympathetic to the cruel rage of the Duergar. Know this too then, that we have directed the host of the Prince of the Mithril Tower to march upon the Altar that is Yuddarath in the southern reaches of the Lowerdeep and make war upon the get of Ktan-Ydeel the Abjected, who would not even grant your kind the mercy of enslavement. Know that the Prince would likely appreciate the assistance of your warriors, especially the legendary Ceremorph-Hunters.[/spoiler]

[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Ghostman on March 11, 2013, 04:40:04 PM

[ic]
[/ic]

[spoiler=Messages]

[spoiler=Reply to the Goblin King Dâgalûr]

Greetings,

It is true that the wretched Shadow Elves have made of themselves a most detestable nuisance to my people. I see nothing but further trouble arising from their dealings with Dwarves, either. Perhaps it will be in our mutual interest to cooperate in forays against them some day? Time will tell. Distant though our domains may be, new opportunities for trade would be welcome. Should you have need for additional food, metal or slaves, any of these may be provided by Kirr-Godna.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Cerelich Ktan-Ydheel, the Abjected]

Dearest Eminence,

There is no reason to expect that the gates of Umbrazzid will fall to an assault by the detachment I've sent. Nevertheless, such an attack will be launched as a token retaliation to the Nocae's brief occupation of Uzannador. My forces found the colony abandoned, just as I predicted; and loathe as I am to state so, the subsequent hunt failed to track down the retreating warparty. It appears that they fled not for their city, but headed to a different direction, thereby eluding pursuit.

I wish you the best of fortune with future operations against the infidels. Should you desire to engage in trade, my slave markets are prepared to provide chattel at the following rates: 4 gold per slave or 30 gold per 10 slaves. Slaves bred of Dark Elf stock are sold for 6 gold each.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Week 5]

[spoiler=Production]

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
2 Ogre Slaves working in the mines: +10 Gold, +2 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

[/spoiler][spoiler=Upkeep]

17 Slave Soldiers: -17 Food
1 Dark Elf Summoner: -12 Gold, -1 Food
10 Dark Elf Swordsmen: -20 Gold, -10 Food
9 Dark Elf Crossbowmen: -18 Gold, -9 Food
2 Ogre Slaves: -6 Gold, -10 Food
3 Bloodfiends: -3 Souls (see Orders)

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

Uzannador (Middledeep 15)

Under Construction:
(Nothing)

Beginning Construction:
Slave Pens: -25 Gold, 3 weeks remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: -50 Gold
3 Dark Elf Swordsmen: -36 Gold, -6 Metal
5 Dark Elf Crossbowmen: -60 Gold, -10 Metal
1 Ogre Slave: -20 Gold

18 Slaves bought from market: -36 Gold

[/spoiler][spoiler=Wealth]

Gold: 104 (before constructing outposts)
Metal: 263
Food: 351
Slaves: 21 (before sacrafices)
Bodies: 22

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall

Uzannador (Middledeep 15)

[/spoiler][spoiler=Armies]

Dalashinn: at Middledeep 16
Eredini: at Middledeep 16
Lomax: at Middledeep 16
6 Slave Soldiers: at Middledeep 16
1 Dark Elf Summoner: at Middledeep 16
3 Dark Elf Swordsmen: at Middledeep 16
3 Dark Elf Crossbowmen: at Middledeep 16

4 Slave soldiers: Garrisoned at Uzannador (Middledeep 15)
2 Dark Elf Swordsmen: Garrisoned at Uzannador (Middledeep 15)
2 Dark Elf Crossbowmen: Garrisoned at Uzannador (Middledeep 15)

7 Slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: Garrisoned at Kirr-Godna (Middledeep 13)
5+3=8 Dark Elf Swordsmen: Garrisoned at Kirr-Godna (Middledeep 13)
4+5=9 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
2+1=3 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)


[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact
Inventory: -

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.
[/ic]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.

[/ic]

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. The Hunting Pack failed to apprehend the Shadow Elves, but is positioned to attack Umbrazzid. Though such an assault is obviously suicidal, hopefully the beasts manage to inflict some casualties on the defenders.

2. The tunnels to the south and to the north should be fortified to protect Kirr-Godna and Uzannador against invasion as well as to keep roaming bands of monsters out of my territory.

3. Intelligence should be gathered on Hazer-Nagroth.

[/ooc]

The 3 Bloodfiends of the Hunting Pack will devour the 3 slaves that were with them to provide for their upkeep. They will then March to Umbrazzid and launch a suicidal attack against the city.

Eredini Will spend 3 Speed to march to Kirr-Godna and 1 Speed to be garrisoned, assuming command over the capital's garrison. He will sacrafice 5 slaves to summon a Bloodfiend. The freshly recruited Summoner will also sacrafice 5 slaves to summon another Bloodfiend.

Lomax Will spend 1 Speed to march to Uzannador and 1 Speed to be garrisoned, assuming command over the colony.

The 4 Slave soldiers, 2 Dark Elf Swordsmen and 2 Dark Elf Crossbowmen garrisoned at Uzannador will spend 1 Speed to harvest 22 Bodies from the aftermath of the Nocae invasion. They will then depart the dungeon and spend 1 Speed to march to Middledeep 16, joining the forces in there.

Dalashinn will spend 3 Speed to march to Kirr-Godna. Forces from the city's garrison will depart, placed under the command of Dalashinn. These forces will include 7 Slave Soldiers, 1 Dark Elf Summoner, 2 Bloodfiends, 7 Dark Elf Swordsmen and 7 Dark Elf Crossbowmen. Two slaves will also be taken along by the host. This army will spend 2 Speed to march to Middledeep 6. Once there, it will spend 1 Speed to Scout Middledeep 7. It will then construct an outpost at Middledeep 6.

If it looks like the ruins of Hazer-Nagroth are empty or very weakly defended (i.e. that it could be captured with minimal losses), the army led by Dalashinn will spend 1 Speed to march to the ruins and another 1 Speed to Investigate/raid it. If successfully taken, the ruins will be pillaged. A token garrison of 1 Slave soldier and 1 Dark Elf Swordsman will be left within while the rest of the army spends 1 Speed to return to Middledeep 6 to construct the outpost.

1 Dark Elf Swordsman from the garrison of Kirr-Godna will depart the city with 5 slaves and spend 2 Speed to march to the gates of Uzannador. Lomax will sacrafice these slaves to summon a Bloodfiend. The Dark Elf Swordsman and the Bloodfiend will then spend 2 Speed to march back to Kirr-Godna, and spend 1 more Speed to be garrisoned there.

The forces gathered at Middledeep 16 will likewise construct an outpost there.

Both outposts are to be placed at the T-junctions in the tunnels.

[ooc]
Here's a summary of where my forces should end up AFTER they have completed their movements, assuming that none of their actions are interrupted and no casualties are suffered:

Middledeep 16
10 Slave Soldiers
1 Dark Elf Summoner
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen

Uzannador (Middledeep 15)
Lomax

Kirr-Godna (Middledeep 13)
Eredini
1 Bloodfiend
1 Dark Elf Swordsman
2 Dark Elf Crossbowmen
3 Ogre Slaves

Middledeep 6
Dalashinn
7 Slave Soldiers
1 Dark Elf Summoner
2 Bloodfiends
7 Dark Elf Swordsmen
7 Dark Elf Crossbowmen

(The Hunting Pack is absent here because it's assumed that those Bloodfiends will be killed in the suicidal assault on Umbrazzid)
[/ooc]

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: zcynthr on March 13, 2013, 08:42:03 AM
[ic=An Era of Strife]
Placeholder[/ic]

[spoiler=Orders]
WEEK 5      
      
Wealth:      
Gold: 12      
Metal: 193      
Food: 665      
Prisoners: 27 (giants and their slaves)      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Crystals: +20g      
      
Spoils      
Gold: +198g      
Metal: +89m      
Food: +96f      
Prisoners: +27 (giants and their slaves)      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons: Garrisoned at Shatterspine Post (Upperdeep 62)      
(2) Kobold Augur: Garrisoned at Shatterspine Post (Upperdeep 62)      
(9) Kobold Veles: Garrisoned at Shatterspine Post (Upperdeep 62)      
(7) Kobold Immune: Garrisoned at Shatterspine Post (Upperdeep 62)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
(2) Kobold Augur: -14g, -2f      
(7) Kobold Immune: -21g, -7f      
(9) Kobold Veles : -9g, -9f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(6) Kobold Veles: -30g      
(3) Kobold Immune: -30g, -6m      
(10) Kobold Legionary: -100g, -30m      
      
Shatterspine Post (Upperdeep 62)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
      
Escape Tunnel      
Palisade      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Workshop: 1 weeks remaining      
Spiked Moat: 1 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Spiked Moat: 25g, 2 weeks remaining      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Coliseum: -50g, -5m, 4 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Kobold Mine: -150g, -15m, 3 weeks remaining      
      
Orders:
-(2) Kobold Augurs at Shatterspine Post (Upperdeep 62) use the bonus crystal spell to Scry on Upperdeep 50 and Upperdeep 53.
-(2) Kobold Augurs, (7) Kobold Immunes, (9) Kobold Veles at Shatterspine Post (Upperdeep 62) and (6) Kobold Veles, (3) Kobold Immunes, (10) Kobold Legionaries spend 3 Speed to move to Upperdeep 65, where (1) Kobold Augur Hastes the army.
-The army spends 4 Speed to move to Upperdeep 50, and declares an Assault on the Ruin at that location.
-If successful, the army spends 1 Speed to entrench at that location.


[/spoiler]

[spoiler=Message to Cleversmarts]
Didn't finish IC message- too incoherent for that right now.
tldr version of response:
unwilling to pay tribute, Legion has plenty of stuff, paying money to someone else just makes Legion weaker
if Cleversmarts want to talk alliances, that might be worth it provided two peoples have a common enemy
sorry for the late/bad response, but this burn really sucks for productivity[/spoiler]

[spoiler=Messages][/spoiler]

[spoiler=Messages][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Steerpike on March 15, 2013, 04:57:47 PM
[spoiler=Council of War (Dwerim and Shadow Elves)]Soundtrack (http://www.listenonrepeat.com/watch/?v=23DUxnanZ48)

The Grey Wyrm Scorra is dead.  Your conclave is held in Balagrod's ruinous halls, near to the Dragon's vast treasure-hoard.  Nearby, Molgrim and his remaining followers intones a prayer over the Splinter-Shields that died in the battle.

Phaedra bows her head and says a silent prayer for those lost.

"They died well, and shall be remembered forever in song and saga!" Tiern says.  "We shall toast the fallen when our work is done. But not yet is it so, and it seems that we may never rest."

"Undoubtedly," Phaedra observes.  "And Scorra is a corpse: they did not die in vain."  She smiles at Tiern.  "Is the work of the good ever truly ended?"

"It is not, Phaedra Lestridae."

"Maybe one day, evil will be driven from the depths and then, then we can rest. But until that day..." Phaedra shrugs expressively.

"There are many evils in the world. I have received word from my Father that the treacherous Goblin, Dagalur, has gathered a horde of his disgusting kin, and so marches on the Mansion.  He will be made to rue his betrayal when fire pours upon him, and when the axes of the Dwerim bite into his flesh.

"My father wrote me the same: our oracle espied their approach when making sure the way was safe for my father's passage.  The Dwerim shall not stand alone against this horde: if the goblins should breach your walls, our Abominations will flank them and crush them 'tween our forces."

"And for this favour we are grateful. I am ashamed that ever the Dwerim doubted the honour and friendship of the Nocae."

"It was only wise to doubt us: our kin are weaned on treachery, and without proof there was no way to know we were not just another Dark Elven ploy.  I doubt my father expected there to be immediate acceptance of our word without proof."

Tiern nods slowly.  "The Dwerim shall fight upon the walls, and before the Gate, and within the halls if it should be so. We shall not quail before this Goblin, and together we shall slay each and every one of them.  The Dwerim do not fear death, for we shall live forever in the memory of our people."

"I also have news that, if all goes well, the threat of the goblins may be eliminated forever: we have a second force moving to attack their homeland while their soldiers move to assault yours. We will deny him any refuge, any place he could retreat to, so long as the army cannot withdraw in great force: most of our warriors head to assist you, since that is the greater need."

Molgrim has completed his prayer.  "What of these Orcs assailing the Dwarves?  Are we to battle them as well?"

"We are, Molgrim," Tiern replies.  "There is no question. I cannot allow the Westdeep to fall."

"I would hope so," Phaedra adds.  "Perhaps with the aid of the failed hunters approaching from the north? Twenty Dwarves, armed with those queer steel bows they favor. The noisy ones.

"Perhaps. My father writes that they are led by Andvarr, and that he sought to slay Scorra and so win Disa's hand.  We shall see if he is a man of sense, or if his pride cannot suffer another to have done this deed before him.  If he has any shred of honour, he will know that it is his duty to defend his Queen and his people."

Phaedra scowls. "So we may have to defend against a failed hunter while the Orcs attack with impunity? Absurd."

"We shall confront him, once our plans here are laid. I will allow no delay while Norrogrod is threatened.  The Twins... Nis and Nail. They have scried Garnákh's host, and it is fearsome."

"How many?"

"Fifty raiders, and a score of their Berserkers, led by the Warlord himself. They foam at the mouth and howl for battle, and they shall be terrible foes.  Disa has but forty Dwarven warriors to defend the wall at Norrogrod. We are her only hope.  Nail has said that he shall come with us, while his sister remains in the Hall of Runes at Balagrod. We will have sore need of his magic."

Phaedra nods, looking grim, unconsciously running her fingers over her newfound dagger from the Dragon's horde. "With her warriors...we will be a match for their numbers, but I worry we may not reach her in time."

"My warriors shall march past exhaustion to save their kin. For a time the Dwarven Queen shall be on her own, but we shall come upon the Orcs from behind."

"And my archers will join in the flanking effort."  Phaedra grins. "If we are lucky, Andvarr will follow; and regardless of his reason, I cannot imagine he would fire 'pon us while we fought to save the woman he wished he could wed."

"We will see.  He has been denied the prize he sought. I cannot know his mind.  My men gather now. I would have your archers at our back, should it come to the worst.

"In that case, it's best I take my leave, lest they take umbrage to a 'Dark Elf' being present. We will stay near: should he become hostile, we will have bows ready."

Tiern nods and places his hand upon the hilt of Bitterflame.  "We shall hope it does not come to that."

Phaedra rises and starts to smile, though it turns into a worried frown as he touches his sword. "Aye" she says, quietly.

...

You have travelled north, Phaedra's Dragonhunters bringing up the rear, Tiern's Company in the lead.  After some time you come upon the Dwarven hunting party: twenty Dwarf riflemen, camped not far from Balagrod.  A grey-bearded Dwarf, presumably Andvarr, meets you at the border of the camp, his weapon ready.  His men prepare their firearms as you approach.

"Hail! I am Tiern, son of Lothe, Heir to the Mansion of the Dwerim. We have come as friends to the Westdeep, and travel by the Grace of your Queen."

"I know who you are, Dwer-cur."  Andvarr spits contemptuously.  "You think to steal our Queen from us?  I will die before I let your filthy hands touch her."

Tiern frowns.  "The Queen is her own woman, and may give her hand to he who she chooses. I have slain the Wyrm, Scorra, and will bring its heart before her. Despite my deed, and despite her words, no man may own a woman. I would release her from her vow, were it her wish. Though it is my desire that past hatred fade, and that our two peoples may again be friends."

"Our Queen will not break her word, like some honourless Dwer-dog!  She would marry you to keep her oath, and breed you a litter of half-blood children, no doubt.  Such a creature must not sit the throne of the Westdeep!  Go back to your Mansion and you stinking mushroom-forest, Dwer, before I blow your head from your shoulders!"  He raises his rifle threateningly.

"I do not seek to fight you, Andvarr of the Westdeep, nor is it my intent to offend. My company travels now to Norrogrod. Garnakh has gathered a great host, and seeks to destroy the Clanhold. He is but a few days march away."

"Aye, I know of him, and there's no doubt in my mind you and your band of traitors would gladly turn your cloaks if you found an Orc in Norrogrod and the Queen dead."

"I've even heard tell you've allied yourself with Dark Elves.  is there nothing you Dwerim won't stoop to?"

"And you think I would suffer such from an Orc? That I would stand by the side of such a Beast? With those who defiled and destroyed my home, with those who have been our enemy since time forgotten? With those who slaughtered my kin, and burned the Garden in Nüln?"

"I deny such accusation. Before the Ancestors I deny it. By Kalte I am of the Line of Ariam, who drove back the Orcs when first they came against us."

"Was it not Dark Elves who led the Orcs to Nüln?  That is the tale I have heard.  And yet now I hear you call them friends."  The Dwarf sounds a little less sure of himself after your oaths.

"Why would you not do the same with Orcs?"

"When I was a but a beardless boy, when days were better and brighter, it was that my father said to me that to each and every being and creature shall be given a chance to prove themselves.  By this rule I abide, and the Elves who are the Nocae, who you term Dark, are not so.  Garnákh proves himself a beast by his actions, and to him I shall show no mercy.  Would you have each Dwarf judged by the deeds of the Duergar?"

"It is true, Andvarr," one of the Dwarf's own riflemen says.  "These Shadow Elves are said to have attacked the Kirr, to have freed Dwarf-slaves.  They are not like others of that evil kindred."

If anything Andvarr seems more infuriated by this.  His men, however, seem to be starting to doubt him.  "Dwer, Duergar, there's no difference.  Your blood is tainted, tainted by Shadow.  You know of what I speak!  Do you deny the treachery of your ancestors?  The madness that gripped Rhaud?"

"I do not deny it. I do not deny that the heart of Andacer was gripped by evil, and that by fell ways and spells he drove the Mhaldulne to terrible crime.  But this cannot be changed, and I may only seek the good in all that I would do, and so ease the terrible burden that lies upon the souls of my people."

"Liar!"  he shouts, and raises his weapon.  As he prepares to fire, one of his own men, swayed by your words, tries to push him aside!

The shot grazes your helm, missing your eye by inches.

"What madness is this!? You would slay me while your realm burns and your people cry out for help?"

Andvarr snarls and draws a knife, but the Dwarf you pushed him restrains him.  "Andvarr!" the Dwarf shouts.  "You dishonour our people!  I hereby strip you of command.  Go, now, and crawl back to your home!  The Queen will deal with you later."

Andvarr's fury dwindles, replaced by bitterness and fear.  His own men have deserted him.  "Very well, Dwer.  Have it your way.  You may have deceived my Queen and my men, but you have no deceived me.  You will not wed Disa while I live.  This I swear in the name of my father and of all my ancestors!"

gained nineteen Rifelemen to your cause.  Andvarr departs.

"I must thank you all," Tiern says. "For your belief in my words. And now, we must march! Norrogrod must not fall!"

The Dwarves raise their weapons and salute!  "Forward!  To Norrogrod and glory!"[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Steerpike on March 15, 2013, 05:01:23 PM
(http://img838.imageshack.us/img838/9339/dwerim.jpg)

The Goblins of the Red Tide launched a ferocious attack against the Dwerim Mansion of Mhaldûl-Nem and nearly seized the city, but with the aid of the Shadow Elves the Dwerim were just barely able to push the Goblins back and defend their halls.

Soundtrack: Pyrrhic Victory (http://www.listenonrepeat.com/watch/?v=fapCOoOp9ic&playnext=1&list=PLF545D818CFDC9190&feature=results_video)

[ic=The Month of the Rat, Week 2]War grips the eastern Middledeep, as the Dwerim of the Mhaldûlne and the Goblins of the Red Tide battled over the Dwerim Mansion in the Great Mushroom Forest.  They say that the Goblins would have seized Mhaldûl-Nem were it not for the sudden appearance of the Shadow Elves who, despite extreme fatigue from a trying journey, managed to arrive at the Mansion before the Goblins could utterly overwhelm it.  The Nocae and Dwerim together managed to drive the Goblin King Dâgalûr and his minions back into the Forest, but the Shadow Elves also seized many of the Red Tide's dungeons, left only lightly defended.

War also broke out in the western Upperdeep, when the Orc Warlord Garnákh the Disembowler marched on the Dwarven colony of Norrogrod, assailing it with berserkers and raiders.  Once again the Dwerim and Shadow Elves were on hand, slaying many of the Orc's warriors.  They say that Disa Grimhammer herself slew the Orc Warlord, before he could kill her soon-to-be-husband, Tiern, Slayer of Scorra.

Meanwhile, the High Elf continues his descent into the Underdeep.  It is said that he has hired the Cleversmart Kobolds as guides, and word spreads that he seeks a High Elven maiden named Llandri Brightstar, supposedly captured by Ceremorphs, and is willing to reward those who help him rescue her.[/ic]

[ic=Maps - The Month of the Rat, Week 2]
The Surface

[spoiler=The Surface, Month of the Rat, Week 2]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 2]
(http://img402.imageshack.us/img402/9601/upperdeepweek2.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 2]
(http://img715.imageshack.us/img715/845/middledeepweek2.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 2]
(http://img834.imageshack.us/img834/197/lowerdeepweek1.jpg)
[/spoiler][/ic]

[ic=Briefings – The Month of the Rat, Week 2][spoiler=For the eyes of the Goblin King Dâgalûr, patriarch of the Blood Clan, called the Scourge of Men, also known as the King of the Red Tide, and styled the Future Lord of All the Sun Sees]Your attack on the accursed Dwerim – those pompous, grandiloquent wretches of the Middledeep, with their foolish names and over-proud bearing – has been thwarted, though it would have succeeded were it not for the meddling of the Shadow Elves.  Even so, your defeat was not a crushing one, and you have left the Dwerim forces severely depleted, their defences in shambles and the greater part of their garrison slain.  After leading your vast army down into the Middledeep and the Great Mushroom Forest, you met with your Fungoid allies in the depths of the phosphorescent undergrowth and ordered fifty of your warriors to consume Blackroot toadstools, causing their eyes to turn black and their muscles to swell enormously.  Before your eyes your Grunts seemed to grow to near Orc-height, transformed from craven wretches into slavering, fearless brutes.  Accompany a regiment of these bruisers, you led the charge against the Dwerim personally.  Though their Flame Galleries and Flamepsrayers burnt many of your Grunts to a crisp, you continued your assault relentlessly, and soon had battered down their gates and scaled their walls, even while your keen-eyed Goblin archers sent arrows flying through narrow firing-slits in the Dwerim walls to claim the lives of those defending the Mansion.  Once the gates were battered down, your Goblins swarmed inside, but found a wall of shields and axes waiting for you.

The Dwerim counterattack was merciless.  It seemed they had made every preparation for your attack, and their troops were exceptionally armed, and fought with a near-mad courage; apart from a force of Axemen a large number of Grudgebearers were present, along with Flamesprayers, an Igniter, and their Furnace Master.  Though you hurled wave after wave at the Dwerim shield-wall, slowly whittling down their numbers, every Dwer warrior slain seemed to take two Goblins with him.  One Dwerim, a great, pot-bellied creature with a huge hammer, contended with an entire regiment of Goblins on his own, swinging his weapon to and fro, while the Dwer Thane himself, leading a regiment of axemen, cut down Goblins left and right.  You shrieked a battle-cry and charged his retinue, and your Grunts killed many of the axemen.  As you prepared to deliver the killing-blow to a wounded Dwer, you found your blow parried by the axe of Lothë himself.  With a snarl you leapt back and prepared to face down the smug Dwer Thane himself.  With a vicious lunge you skewered the longwinded old Dwer and watched as his dull eyes filled with surprise and fear.  But the Thane proved a tough old thing, and even your terrible blow failed to fell him.  He came at you with his rune-graven axe swinging wildly, and you saw something glistening on its blade – poison!  For all his talk of honour and dignity, the hypocrite would stoop to such a cowardly method of attack!  You spat and lunged again, but the crafty Dwer side-stepped you and you overbalanced.  In that moment you saw the Thane's axe gleam out of the corner of your axe, the poison on it black and shimmering.  You flinched and darted aside, barely escaping with your life – but the Thane's axe hewed off one of your ears!  Instantly, a searing pain filled one side of your head, a throbbing agony wracking your face as the poison did its work.  Cursing the Dwer and his kindred you fell back with was left of your troops, leading a careful withdrawal.  Only the Blackroot-addled Grunts refused to retreat, continuing to fight with lunatic tenacity.

Yet as you departed the Mansion by its shattered gates, something chittered in the gloom.  Eyes peered at you from the darkness outside the Dwer-hole, and limbs flickering in the blackness.  Even as you prepared to make your escape, thirteen horrible Abominations, the half-arachnid horrors of the Shadow Elves, appeared out of the darkness.  They seemed sorely fatigued, as if from a long journey, but with your troops in a full rout you were unable to fight back effectively.  The Abominations attempted to block your passage out, but there were simply too many Goblins to be held back.  Though some of your forces were trapped within, you managed to force your way past the monstrous creatures to lead a small, wounded contingent of Grunts and Archers out of the Mansion.  Many of your troops remained inside, to be cut down, incinerated, or captured by the Dwerim, although the Blackroot Goblins made them pay for their trick with many lives.

You have been maimed, scarred, humiliated.  The Dwer Thane must pay for this indignity.  When you are through with him he will wish that he had died in battle, will rue the day that he pestered you with trifles, trying your patience when you offered him peace.  His Mansion will be weak, now, its defences broken, its walls shattered.  It will take some time for the Dwerim to repair their fortifications.

To add insult to injury, you have received reports that a force of Shadow Elves, moving with all speed and under guise of stealth from their city of Umbrazzid, have launched daring raids on your settlements in the Upperdeep above, and have slain Grok, Old One-Eye, and Thaco!  Their arachnid troops crawled over palisades with ease and quickly slaughtered the lone Commanders you left to oversee these fortresses; without garrisoned forces to defend these strongholds they fell almost instantly to the Nocae.  The only exception is the Skull Throne: while two of the Shadow Elf Abominations attacked the settlement, it seems a group of adventurers from the world Above, the Blades of Fury, was simultaneously ransacking the dungeon.  Mistaking the spidery horrors for your allies, the adventurers attacked the Nocae, slew one of their Abominations, and drove the rest back.  They did, however, loot your dungeon thoroughly of valuables.  Fortunately you had little gold on hand for them to steal.

[+50 Gold form Fungoids.

You escaped the Dwer Clanhold with 64 Grunts and 30 Archers, who bear with them the remaining 66 doses of Blackroot Toadstools.

Dâgalûr may have been defeated, but even in defeat there are lessons to be learned.  Select 1 of the following and add it to his Special Abilities:

[ic=Grudge (Dwerim]The Dwerim will pay for their impudence.  Dâgalûr gains the Grudge (Dwerim) ability.  This ability is also conferred to any regiment he leads.[/ic]

[ic=Grudge (Shadow Elves)]Were it not for the Shadow-Elf intervention, Dâgalûr would almost certainly have seized the Dwerim Mansion.  The Elves will pay for this... Dâgalûr gains the Grudge (Shadow Elves) ability.  This ability is also conferred to any regiment he leads.[/ic]

[ic=Wall-Breaker]The Dwerim walls are no match for the Red Tide!  Dâgalûr and any regiment he leads gain +2 to Attack and Damage rolls against Outer Defences.[/ic]

[ic=Swordsgoblin]Dâgalûr's skill with his impressive blade has grown.  While fighting with any sword, Dâgalûr strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

-20 Gold, -33 Metal, and -215 Food from the Shadow Elf and Adventurer raids on your towns.

Your Goblin Commanders have all been slain.

You have lost control of the Downward Stair, Ghostwalk, and the Dwarf Ruins.  The Skull Throne remains in your possession.][/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Your demonic suicide-attack on Umbrazzid was interrupted as the Shadow Elves themselves departed their city in great force.  Your Bloodfiends fought admirably, slaying Shadow Elf Paladins, but were destroyed.  The bulk of this force includes a terrifying number of Abominations.  They seemed to be making haste; based on what your spies and scouts have reported, they were likely bound to the Dwerim-Goblin conflict that now grips the south-eastern Upperdeep and Middledeep.

In your own lands, you have successfully established Outposts at the junctions to north and south, securing your borders against most intruders.  The troops sent to establish these Outposts are now garrisoned within them; both Outposts will need Captains to oversee them.  Because of your proximity to Hazer-Nagroth, you led an expeditionary force into the ruins.  You found a city of broken columns and dust, swathed in cobwebs and swarming with spiders, though none large enough to threaten your forces.  Indeed a thorough search of the ruins revealed that they had been thoroughly looted before you arrived.  Judging from certain signs and footprints you discovered, this plunder was quite recent.  There was no sign of the Crown of Malekar; it, too, must have been taken from the ruins.  The only clue as to the identity of the looters could be found in the lower halls, where a battle of some sort evidently took place.  Though the bodies were removed, a severed tentacle, as from a Ceremorph Brainhound, was discovered.  Likely the same force that attacked your warriors some time before were responsible for the looting of the city as well.  Though the looters stripped the city bare, they left the infrastructure intact and free of monsters.  You may wish to consider the possibility of occupying the ruin at some point; if nothing else its mines seem to be in working order.

You also received a strange report – from Mianarith.  She has been freed by the Shadow Elves in exchange for helping them against the Goblins, although she writes that her assistance was hardly needed, as the Nocae easily crushed those few forces of the Red Tide left guarding the Goblins' settlements.  She claims to be privy to useful intelligence, and offers it as a token of repentance for her past failure, so long as she is allowed to return to Kirr-Godna.

[Mianarith is the Kirr unit in Upperdeep 42.

Your two newly established Outposts require names and Captains.

Hazer-Nagroth contains the following structures:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]It has been a most eventful week, and your warriors have seen battle throughout the Underdeep.  After easily dispatching a trio of Bloodfiends outside your gates with the loss of only a single Paladin, your forces hastened with all speed throughout the caverns.  The battle for Mhaldûl-Nem, the Mansion of the Dwerim, resulted in victory for your forces, and those of the Dwerim.   The Goblinsbane Hunters arrived just as the gates of the Mansion were breached by the Goblinoid forces, which still numbered well over a hundred.  Charging inside, the Goblins met stiff Dwerim resistance and began to fall back, at which point they were blocked off by the sudden appearance of the Hunters.  Many Goblins were killed in the ensuing battle and others taken prisoner, but as the battle raged in the halls of your allies, Araenue heard the cries of Lothë and saw the warrior and his remaining axemen being overwhelmed by Goblins that were strangely overgrown, their eyes dark and their muscles swollen through some fell alchemy.  Falling upon these Goblins to rescue the Dwer Thane, the Abominations found themselves engaged in a vicious melee, in which two of the Abominations were slain.  These Goblins, which Araenue later learned had been crazed with certain fungal drugs, refused to fall back, unlike their cowardly kindred.  Eventually your forces prevailed, but the Dwerim defences are a shambles, their garrison severely depleted and their fortifications in desperate need of repair.  Another attack of similar magnitude would overwhelm them.

While the battle raged below, Elutae and Syndrid stole into the first Goblin settlement above, clambering over the palisade and slaying the sole Goblin they found there.  They moved on to the next settlement, which they found likewise deserted – or so they thought.  As they began to explore the Goblin Town, a band of adventurers appeared out of a tunnel – a wizard, cleric, warrior, and half a dozen hirelings.  Mistaking the Abominations for monstrous allies of the Goblins, they attacked, their wizard hurling balls of fire, their warrior hacking with a two-handed sword.  Their cleric, meanwhile, conjured a ball of light that caused your Abominations great pain and distress.  They attempted flight, but Elutae, already injured, was slain by the arrows of the hirelings as she fled.  Syndrid returned to Ald-Anoril to mourn her sister.

The Dark Elf Summoner you took prisoner agreed to your offer.  She cast her spells as required, but because of the extremely minimal defences of the Goblins her efforts were hardly needed.  She now heads back to the Kirr lands.

Meanwhile, you led your own forces to assail the Goblins encamped in the ruins, and in the settlement outside them, stealing over the palisades and broken walls with the utmost stealth while your Accursed simply clambered over with arachnid grace.  Once again, you found these settlements devoid of garrisons save for Goblin commanders, both of whom you personally dispatched.   It seems that the Goblin King, Dâgalûr, committed everything he had to the assault on the Dwerim.  You have received word that while the defence of the Mansion was successful, Dâgalûr himself was not slain, and has retreated with most of his forces to the edge of the Great Mushroom Forest.  His rage when he discovers that his dungeons have been overtaken by your troops will doubtless be terrible, and even with the dregs of his great army he would still be able to retake his settlements with ease, unless they are swiftly reinforced.

After establishing command over the Goblin settlements, you received a report from Phaedra.  The battle to defend the Westdeep was successful, though the Dwarves lost many troops.  Tiern was badly injured by the Orc Warlord Garnákh the Disemboweler, who was himself slain by Disa Grimhammer.  Phaedra's Dragonhunters played a pivotal role in the battle, decimating a regiment of Orc berserkers who threatened to overwhelm the Wyrmhunters and Splinter-Shields.  The wedding of Tiern and Disa will be held soon, once Tiern fully recovers from his injuries.

Once the ruins and other Goblin settlement had been entrusted to the hands of your Commanders, you slipped past the Goblin forces and crossed the great mushroom Forest on foot, arriving at the Mansion at week's end.

[You may parley with Lothë if you wish.

-50 Gold to Dark Elf Summoner.

You lost 1 Paladin at the gates of Umbrazzid, 1 Abomination to Adventurers, and 2 Abominations at the Battle of Mhaldûl-Nem.

You gained +10 Gold, +27 Metal, and +215 Food from your attacks on the Goblin settlements.  Your forces were too small and moved too quickly to take any significant number of prisoners.

The Goblin Towns contain the following structures:

Ald-Anoril

Palisade
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches
Spiked Moat (1 week to completion)

Ghostwalk (at Upperdeep 42)

Goblin Mine

Rhaud (Ruin at Uppderdeep 42)

Thane's Hall (unusable by Shadow Elves)
Forge Hall (unusable by Shadow Elves)
Shield Hall (unusable by Shadow Elves)
Hall of Gears (unusable by Shadow Elves)
Artificer's Hall (unusable by Shadow Elves)
Hall of the Ancestors (unusable by Shadow Elves)
Improved Dwarf Mine
Outer Wall
Impenetrable Walls
Escape Tunnel

Rhaud also contains some lower halls, sealed by Dwarf-ruins and guarded by two Iron Golems.

+150 Gold, -75 Metal from trade with the Dwerim.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]After conveying artefacts of the Sovereignty to your possession and replenishing their numbers, the Bleakflight assailed the ruins to the northwest, easily dispatching the feral population of Gloomrays found within with minimal casualties.  The two Slime Golems have come under your control after the Tendril of Reclamation arrived.  The Bleakflight and Tendril carefully investigated the ruins and discovered a number of treasures found within, a portion of the Primal Soveriegnty's past wealth.  Now that the ruins have been cleared their structures could potentially be repaired and re-inhabited.

Meanwhile, your Watchers have established a new Vault, and Inauspicious-Arrangement-of-Gills has learned the Phase-Shift spell from studying the monolith there.  You have become aware, also of a group of the deranged creatures that identify themselves as Derro in the caverns north of your new Vault.  These twisted, degenerate humanoids are kin to Deep Gnomes, but have been warped and tainted by foul magic.  You sense a sadistic madness in these mongrel beings, who have slaughtered the small band of Gloom Trolls that once dwelt in the northern cavern.  It is hard to predict how the Derro would respond to your presence, but if approached with the right offer they might make useful allies.

[Inauspicious-Arrangement-of-Gills has learned the Phase-Shift spell.

Your new Vault has been established.  It requires a name and a Commander.

1 Gloomray from the Bleakflight lost fighting feral Gloomrays in the ruins.  +9 Bodies from the battle.

-30 Gold to Cleversmarts, -30 Metal to Exalted.

+333 Gold and +21 Metal taken from the ruins at Lowerdeep 87.

The ruins at Lowerdeep 87 contain a functioning Teleportation Pool, as well as the following structures:

Improved Watcher Mine (Broken)
Mucosal Pool (Broken)
Breeding Pool (Broken)][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]Your raid on the Kobold Warren has been a great success.  Stealing from your scuttling laboratory, you hastened through the gloomy depths of the Middledeep.  As you approached their settlement, a pair of Kobold skulkers leapt from a position of ambush, one of them managing to slightly damage you before the pair scampered back to their Warren.  More bemused than anything, you pursued the pair to the settlement and clambered easily over their crude palisade, ignoring the stones of their slingers.  Your claws lashed out, and instantly two Kobolds were subdued with a paralyzing poison and deposited into hanging cages.  The remaining Kobolds fiercely renewed their attack, one of the Skulkers – a sly she-Kobold with cunning eyes – actually giving you a minor wound.  You snatched the other Skulker up and slashed at the remaining Skulker, wounding her badly.  She and the slingers, squeaking in terror, withdrew from the battle via an escape tunnel.

Laughing madly, you plundered the rest of the burrow, snatching Kobold children from their nests, despoiling the food-supplies, and pillaging what few goods the Kobolds possessed.  On your way back to the laboratory you were attacked by a pair of hungry Hook Horrors, doubtless drawn by the scent of the Kobolds in your cages.  The creatures overcame their fear and attacked with their scything, chitinous claws, their vaguely bird-like beaks nipping at you, but you easily repulsed their attacks, seizing one by the neck and hurling it aside.  Shrieking in terror the creatures withdrew back into the depths of the fungal grove from which they emerged.

[You gain +4 Metal, +58 Food, and 30 prisoners (including a Skulker and 2 Blunderdigs) from the raid.

Since you cannot use Forced March for anything but movement, you could not garrison the Laboratory last turn, but can now garrison if you wish.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Commander Wulfgar's negotiations with the Lake Troll got off to a rocky start when the Troll, seeing a lone Duergar approach its Hole without any reinforcements, hungrily leapt from its burrow and assailed the Sneak, wounding him terribly.  With great effort Wulfgar managed to calm the beast, offering it treasure and food.  Still licking its chops the Troll, which identified itself as Greenfang, agreed to spare Wulfgar's life and has listed its demands.  As he haggled with the Troll, Wulfgar witnessed something strange, and gesturing for Greenfang to do the same, concealed himself carefully.  As he watched, four shambolic Undead that looked like reanimated Elves in ornate armour entered the cavern and began searching it for something.  Greenfang watched them suspiciously, and the creatures eventually left, the Wights travelling north towards the tunnel.  A close call!

Meanwhile, another Sneak investigated the Pit Hag's shop.  The Hag, who calls herself Black Agnethe, has a number of charms, talismans, potions, and scrolls for sale, and has attached a report with a list of her goods and prices.  Your other scouts send their reports, as well.  The scout send south reports that the Lowerdeep caverns at the edge of the Fungoids' realm seem clear, but he did discover tracks suggesting that Fungoids have been there recently – too indistinct to discern which direction they departed in.  The scout sent south and east has nothing new to report, but has reached his destination safely.  He claims that creatures seem to be prowling around the cavern he is in – possibly Hook Horrors.  So far they have not attacked him, perhaps having recently fed.  The Sneak sent due east to scout the lake-filled cavern sent a report claiming the cavern to be clear, but has sent no further reports and is presumed dead.

Your Fire Drakes have hatched!  Kyogre has begun feeding them and they are already growing at a startling rate.  He reports that one of the Drakes was stillborn in its egg, and one was born with two heads.  The others appear healthy and normal.

[The Sneak sent to Lowerdeep 5 was killed (it is unclear what slew him).

The Fire-Drakes have hatched (5 in all).  They require an Upkeep of 1 Food each, except for the two-headed Drake, which requires 2 Food.  If raised to adulthood the two-headed Drake will, of course, possess the Double-Headed ability.

The Lake Troll, Greenfang asks for 50 Gold to join your army, and demands a weekly Upkeep of 10 Gold and 12 Food.  If you agree to the Troll's demands, it immediately joins your army and can be given orders as normal.  It has the following statistics:

[ic=Greenfang the Lake Troll](http://img600.imageshack.us/img600/5922/greenfang.jpg)

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.

Cost: 50 Gold
Upkeep: 10 Gold, 12 Food
Melee Attack:  +8
Melee Damage: 15
Defence: 18
Health: 40
Speed: 3
Morale: +5
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire)

When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.[/ic]

Black Agnethe has the following items for sale; she has an effectively infinite supply of Potions and Scrolls (as she can create them), but Talismans and Elixirs are more limited:

Talismans: Any unit may own a Talisman.  It must be worn to be effective, and only a single Talisman can be worn at a given time.

Amulet of Detection (75 Gold, 1 available): The unit gains the Detector ability.

Periapt of Health (100 Gold, 1 available): The unit is now immune to Disease and Poison.

Scarab of Fear (120 Gold, 1 available): The unit gains the Fear (12) ability or adds +2 to their Fear DC if they already possess Fear.

Elixirs: Any unit may use an Elixir.  It affects only that unit, and its effects are permanent.  A single unit cannot imbibe multiple Elixirs of the same type.

Agility (50 Gold, 3 available): The unit permanently gains +2 to Ranged Attack, +4 to Ranged Damage, and +1 Speed.  If they do not possess a Ranged Attack they do not acquire one.

Might (50 Gold, 3 availabale): The unit permanently gains +2 to Melee Attack and +4 to Melee Damage.

Toughness (50 Gold, 3 available): The unit permanently gains +10 Health.

Potions: Any unit can use a Potion.  It affects only that unit, and its effects are usually either instantaneous or create a temporary effect.  A unit can use a potion in combat without forgoing its attacks.

Courage (10 Gold): The unit gains +4 to Morale checks for 1 week.

Dexterity (15 Gold): The unit gains +2 to Ranged Attack and Damage for 1 week.  If they do not possess a Ranged Attack they do not acquire one.

Dispel (20 Gold): Removes all enchantments or magical influences from the unit (Curse, Hex, etc).

Endure Elements (20 Gold): The unit becomes immune to Fire, Frost, or Acid damage for 1 week.

Flight (20 Gold): The unit gains the Flyer ability for 1 week.

Haste (20 Gold): As the Haste spell, this potion gives the unit +4 Speed for 1 week.

Heal (5 Gold): An injured unit returns to full Health after drinking this potion.

Invisibility (20 Gold): The unit gains the Infiltrator ability for 1 week.

Regeneration (20 Gold): The unit gains Regeneration 10 for 1 week, or adds 10 to its current Regeneration.

Restoration (10 Gold): Cures any disease the unit is suffering from.

Strength (15 Gold): The unit gains +2 to Melee Attack and Damage for 1 week.

Scrolls: Only units that can cast spells can use Scrolls.  Using a Scroll destroys it and takes the same amount of time as casting the spell would.  All Scrolls cost 15 Gold.  The following Spells are available: Bless, Curse, Contagion, Dispel, Dominate, Frenzy, Haste, Hex, Invisibility, Petrify, Phase-Shift, Ward.

Remaining mineable resources at the Käferhold: 35600 Gold, 8450 Metal

Remaining mineable resources at the Umbrahold: 15300 Gold, 4675 Metal

Remaining mineable resources at the Drakkenhold: 19300 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You dispatched your Bloodfiends to the Lava Nymph's lair; upon seeing the demons approaching the Nymph hurled orbs of molten rock at them, to no effect.  Seeing that her attacks were useless, the Nymph dissolved herself into the pool of magma before the Bloodfiends could destroy her.  Your minions proceeded to her lair and looted it of valuables.  In addition to a trove of gold and gems, the Nymph possessed several interesting trinkets: a Murmurstone, which allows for instant communication with its mated twin (location unknown), a slightly singed scroll of the Poisonous Cloud spell, and a Staff of Vermin, which can produce swarms of stinging insects.

At Ulm-Ulhulm, another group of Ceremorph renegades have come seeking succour from the Overbrain.  They are a bedraggled band – a handful of Psions.  They will willingly pledge themselves to your service.

In Yuddarath, Altharid-Xallasine continues her studies of demonic magic.  She is making progress but wishes to consult with a Kirr Summoner to learn more of diabolic sorcery.  Perhaps you could arrange something with the Bloodlord...

[8 Ceremorph Psions have come to Ulm-Ulhulm seeking food and shelter.  If you accept them into your service you must feed them (pay their Food Upkeep cost), but they will forgoe their Gold Upkeep for this turn in exchange for safe haven.

Looting the Lava Nymph's lair, your Bloodfiends retrieve 176 Gold.  They also discovered a  Murmurstone (whoever possesses its mated twin can speak with you instantaneously as per the Mindlink spell), a Scroll of Poisonous Cloud (useable once by any spellcaster, after which it is destroyed), and a Staff of Vermin.  The Staff is a powerful magic item:

[ic=Staff of Vermin]This staff is made from greyish wood and carved with images of swarming insects.  Whoever possesses the Staff gains a number of abilities:

Firstly, the wielder of the Staff gains the Distraction spell, summoning swarms of insects to annoy and debilitate enemies.  If they already possess the Distraction spell, the penalty it imposes increases to -4.

Secondly, the wielder of the Staff gains the Protection from vermin ability, gaining +4 to Defence against any hostile Vermin they encounter.

Thirdly, once per week the Staff can be used to summon an Insect Swarm with the following statistics:

Cost: None
Upkeep: 10 Food
Melee Attack: +10
Melee Damage: 1
Defence: 20
Health: 20
Speed: 8
Morale: N/A
Special Abilities: Flyer, Poison 6, Vermin[/ic]

The swarm persists so long as its Upkeep is paid.  Only one Swarm can be summoned per week.

Ktan-Ydheel and Naerlyth gain the Summon (Bloodfiend) spell.  They can each use it once per week.

Your exploits thus far have earned you a new ability.  Choose 1 of the following and add it to Ktan-Ydheel's Special Abilities:

[ic=Grudge (Shadow Elves)]The cursed Nocae have become a thorn in Ktan-Ydheel's side for.  The Cerelich gains the Grudge (Shadow Elves) ability.  This ability is imparted to any regiment he leads.[/ic]

[ic=Locate Creature (Utility)]His efforts at Scrying have made Ktan-Ydheel adept at locating individual creatures.  Instead of Scrying a region, the Cerelich can use one or more of his Scry uses to locate a creature and Scry the region they are in – simply name the creature targeted.[/ic]

[ic=Mentor]The Cerelich have grown skilled in instructing his pupils.  Ktan-Ydheel can teach his pupils 1 spell/week provided they are located in the same region.  This is in addition to any spells researched by either the Cerelich or his pupils.[/ic]

[ic=Blood Sacrifice]The Cerelich's experience with Star Vampires has led him to develop a new ritual to further strengthen these gibbering horrors.  If Ktan-Ydheel provides an additional Sacrifice during the summoning of a Star Vampire, the Star Vampire becomes Frenzied (+2 Damage, -2 Defence, passes all Morale checks automatically) and gains +5 Health for 1 week.[/ic]

The Nymph remains in Middledeep 23, having used her Lava Form ability to become temporarily unassailable.[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The Hunt has been successful once again, as your Brainhounds came across the starving Ceremorph Psions on the edge of Dwerim lands.  Weak and debilitated, the creatures were no match for your Brainhounds and inflicted no casualties.  Five were slain quickly, and the remaining four attempted flight but were surrounded by your Hunting Pack and torn to pieces.  The Overbrain communes with you:

Your mission goes well, Exalted One.  Know that I am pleased with your efforts.  The last of the prisoners, however, have fallen into the hands of the Abjected, Ktan-Ydheel, the vile Cerelich.  Thus your Hunt may now conclude.  Return to Dtoulth, if you wish, or fare through the Middledeep as you desire.  I will have new uses for you soon.

Even as the Overbrain's words fade in your mind, a new voice speaks – Saerid's.  It is faint, so faint...

Llandri! the voice cries.  Is that you?  How... how are you calling me?  Where are you, Llandri?

Elsewhere, in Curasd, the battle was also won, though with severe losses from your Thrall-ranks.  While Daggoth and his garrison assaulted the monstrous, stalactite-shaped creatures head-on, the flanking force of Psions and Grafted Thralls sent from Dtoulth entered the fray from the west.  The two forces met, trapping the Ropers between them, but this proved to enrage the vicious creatures.  With lashing tentacles and gnashing teeth they tore apart dozens of Thralls while the Psions desperately tried to overcome them with psychic attacks.  Resilient of skin and tough of mind, the creatures proved very difficult to destroy, and devoured many before finally being slain.

[Having completed her current mission, Llitul has earned a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Huntress]Llitul's efforts as a huntress of rogue Ceremorphs have given her the ability to track enemies through the Underdeep.  If she spends 1 Speed investigating region, she can tell if any creatures passed through that region in the last week, and what their numbers and species were.[/ic]

[ic=High Exarch]Llitul's position as High Exarch causes those under her command to regard her with extreme awe.  She gains the Discipline ability, which is imparted to all units in an army she leads.  In addition she gains the Fear (DC 18) ability.  With the Crown of Malekar this DC is boosted to 20.[/ic]

[ic=Agony (Combat)]Extensively probing Quasthid's mind, Llitul has learned the secrets of the Inquisitor's agonizing attack.  Llitul immediately gains the Agony spell.[/ic]

[ic=Necromancer]Some portion of Melkar's soul has passed into Llitul.  If Llitul chooses this ability, she can never willingly remove or surrender the Crown of Malekar.  However, while garrisoned in a Dungeon with Undead Rooms, Traps, or Defences, she can make use of them as if she belonged to an Undead Faction.  These Rooms lose their utility after she departs.[/ic]

Your Hook Horror remains dominated this turn.

Vruthor the Wrathpriest resists his Animosity this turn (+1 Attack and Damage the coming week, Morale DC 11 or attack a friendly unit).

+9 Bodies from the renegade Ceremorphs.

+30 Metal from Watchers.

17 Thralls and 13 Grafted Thralls lost to the Ropers.  +36 Bodies from the battle.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]The sound of the Goblins' footfalls was the first thing you heard, the steady tramp tramp tramp of their filthy feet through the Great Mushroom Forest.  Next came the sound of their war-drums, echoing through the caverns, and of their cruel, shrill voices shrieking.  You watched from the walls, bidding your warriors to take their positions, seasoned veterans all, many with long-held grudges against Goblin-kind, with scars from Goblin-blades and stories of old campaigns against the hated foe.  The Flamesprayers filled their tanks with incendiary fuel.  You knew in your heart of hearts that it would always come to this, yet you had hoped it would be otherwise.  At last they appeared: dozens upon dozens, marching not in unison, in ordered regiments, but in a haphazard mob, their weapons rusted and variegated, a mismatched and motley crew.  Their eyes glowed red in the gloom.  They would pay for their trespass: so you had sworn with the rest of the Dwerimhost in your Hall.

They attacked Mhaldûl-Nem in a great mass, clambering over the walls and battering at the gates.  The flame galleries roared and the Flamesprayers fired their weapons, and dozens fell, incinerated.  The Goblin archers sent volley after volley of arrows arcing through the air, and though almost all clattered against the high walls of the Mansion without effect, some found their mark, claiming Dwer lives.  Each time one of the Dwerimhost fell another rushed to take his place and avenge his death.  But now the Goblins had overcome the outer wall, and your forces withdrew into the Mansion itself.  From murder holes and slitted windows your host assailed them still, turning the inner bailey into a killing ground piled thick with the charred corpses of Goblins, until those that swarmed in to hurl themselves madly at the iron gate had to clamber over the burnt cavaders of their fellows.  You stood in the Shield Hall with your Axemen, awaiting them, with veterans ranged to either side.  Gírn Dun Riar stood beside you, the Furnace Master's hammer gleaming.  The Flamesprayers and your Igniter still assailed the Goblins without, slaying them by the score.

At last the gate burst, and the Red Tide seethed within, well over a hundred of their grunts remaining, along with all of their archers behind.  At their head, clutching a sword big enough for a human, came the Goblin King himself – Dâgalûr, the so-called Scourge of Men.  As they advanced you saw that many of the Goblins warriors' eyes had turned black, their arms bunched with veins and swollen muscle, spittle flecking their mouths – signs of Blackroot use, the fungal combat-drug enhancing their strength and speed.  Then all became a haze of blood and flashing metal, a blur of screams and fire and splintering wood.  The Goblins charged forth with spears and swords levelled, but you met them head on, your Grudgebearers bellowing ancient battle-cries and the names of slain loved-ones killed at the hands of Goblin raiders.  In the initial rush, Gírn Dun Riar was torn from your side and surrounded, and you lost sight of him for a time.  The Goblins fought back against the Grudgebearers, slaying many, while archers assailed the Flamesprayers above.  Goblins closed in around you, cutting down Axeman after Axeman, and though Rotdoom clove through many Goblin necks you thought that soon you would be overwhelmed.  You hacked your way through a mass of Goblins even as the Axemen by your side were cut down.  There Dâgalûr stood, his blade raised, about to bring it down upon the helm of an Axeman – you saw that it was none other than Azáin, who once wrestled you in the Brew-Hall.  The sword descended in a murderous arc – but the blow never fell.  Hurtling yourself forward you knocked the Goblin King's sword aside with Rotdoom.  Snarling, Dâgalûr turned to face you.  There seemed to be a clearing in the fighting as you contended with your foe, circling one another, and then the creature launched itself forward with a mad, furious cry.  The sudden lunge caught you by surprise, and the creature's sword penetrated your mail, punching into your torso.  Fighting terrible pain you shoved the Goblin aside and swung your axe, but he ducked and dodged, lashing out against.  This time you side-stepped, and now the Goblin staggered, unbalanced.  In that moment you raised Rotdoom; Dâgalûr's neck was exposed.  You brought your axe down towards the Goblin, the poison on your weapon glistening.  For a second you seemed certain you would cleave the Goblin's head from his body... but then he swerved aside, just in time.  Rotdoom cleft through flesh, but not through his neck; a severed ear fell to the floor, and the Goblin shrieked in terrible pain as the poison began to eat at his face.

Cursing you in his uncouth tongue the creature fell back, even as your Grudgebearers, having decimated the warriors they fought, fell upon the Goblins surrounding you in a wave.  Now the Red Tide were in full rout, their warriors fleeing back towards the Mansion's broken gates with shrieks and obscenities.  Then, out of the gloom, something chittered, and there was a sound of claws scraping against stone.  Looming out of the darkness came thirteen dread Abominations, the many-limbed, bristling horrors of the Shadow Elves, come at last to the Mansion's defence.  The Goblins' hearts were filled with terror as the creatures closed in, blocking off escape for all but a small handful of the creatures who managed to scramble past.  You raised Rotdoom high and called out a battle-cry, leading your warriors forwards to trap those Goblins who remained between your force and the slavering Nocae monstrosities.  But those Goblins addled by Blackroot knew no fear, and refused surrender.  With vicious blows they contended with the remaining Grudgebearers, and despite fighting valiantly, many Dwerim fell beneath them.  With the Abominations you fought fell upon those frenzied few who lingered, taking two more wounds yourself before you cut them down.  Two of the fell Nocae creatures were lost in the brutal melee.

The battle was over at last.  You looked around for Gírn Dun Riar, and found your old friend dead, the bodies of a dozen Goblins strewn around him with their heads crushed in.  A thorough search of the Goblin dead did not turn up Dâgalûr.  Unless he was one of those burned beyond recognition by your Flamesprayers in the last moments of the battle, you fear the slippery Goblin King must have been among those few who managed to escape.  Still, if he survived, Dâgalûr will think twice about facing the Dwerim in Mhaldûl-Nem!

Sometime later, as the dead were being buried and mourned, the dirges sung in the Hall of the Ancestors and the Goblin filth piled in a pit far from the Mansion, a report came to you from Tiern.  He writes that following a near-disastrous encounter with a group of Dwarf riflemen led by a jealous suitor, he led the Wyrmhunt across the Westdeep to the Clanhold of Norrogrod along with a band of Dwarf Riflemen.  He found the settlement in flames, the walls broken and the gate smashed asunder.  Hastening inside with Phaedra Lestridae, he discovered a great mass of tattooed Orc berserkers.  The creatures charged, but Phaedra's arrows and the rifles of those Dwarves Tiern had won to his cause decimated their advance, and those few who remained were swiftly cut down by the Wyrmhunters, shielded by the rune-magic of Nail.  Hurrying onwards, he found Disa Grimhammer herself and but two of her Ironbound retinue remaining, along with a small contingent of her own riflemen, surrounded by Orc raiders in a hall full of Dwarven and Orcish dead.  Tiern led the charge forwards, cutting through the raiders towards Disa, who now contended with the Warlord Garnákh himself.  Both he and Disa were badly wounded.  Tiern, mustering the rage that burned within his breast since the fall of Nüln, brought Bitterflame down upon the Warlord.  Garnákh turned, laughing maniacally as the flames lapped at his flesh, seemingly unhindered by the grievous wound, and struck with his deadly spear, Bellysticker, skewering Tiern.  But in that moment, Disa summoned what strength remained within her and brought Wargsbane down upon the Orc's head, smashing through his helmet and dashing his brains upon the floor of the hall.  The rest of Garnákh's warriors were either slain by the Wyrmhunters or filled with arrows courtesy of the Shadow Elves.

Tiern was gravely wounded by the spear, but is beginning to recover from his wounds.  He presented Disa with the heart of Scorra, and the two are now betrothed.  Their wedding will be held soon, after both have recovered fully from their wounds, but cannot be held in Norrogrod, for there is no Hall of the Ancestors there.  Should the ceremony take place in Balagrod, in Droch-Mûrad?  In Nüln, amongst the first blooms of the rose garden, or even in ancient Rhaud, now that the Nocae have cleansed it of Goblin filth?

Answering your call for mercenaries, a company of the rather sinister creatures known as Shroudlings have appeared at the Mansion – eerie beings wrapped from head to toe in dark rags, their eyes milky white and staring.  Most of them stand well below Dwer-height, scuttling furtively from shadow to shadow, uncomfortable in the light.  Their leader, however, is a tall, gaunt creature of indeterminate sex which carries a pair of short swords and identifies itself by the name "Tenebrius."  The creature was drawn to the Mansion not only by the promise of gold but by the rumour of Dwer Shadow-magic.  It wishes to consult with any Shadowseers in your service, when convenient.  Shroudlings are mysterious creatures of unknown origin.  Some claim that Shroudling Creepers were once Halflings who journeyed into the Underdeep and grew one with the darkness, but this theory does not explain the role of the Shroudling Stalkers, like Tenebrius, who invariably lead bands of Creepers.  Shroudlings are often bandits and rogues, and bands of them have served many masters throughout the Underdeep.

After the mercenaries arrived, Dolmar Lestridae himself - a spare, grim-featured Shadow Elf, somewhat less effeminate than many of his ilk - arrived at the Mansion gates, alone, having slipped past the Goblin army and traveled on foot through the Great Mushroom Forest.

The statue in Nüln has been commissioned.  Work will commence on it this week, and should be finished by the month's end.  There have been no more sightings of your father's spirit this week.

[You may parley with Dolmar if you wish.

+1 Morale for fulfilling the Dwerimhost's boast.

It is easier to tally those who survived at Mhaldûl-Nem than to count the dead.  You, a single Axeman, 3 Grudgebearers, your Igniter, and 10 Flamesprayers live to fight another day.  You were reduced to 8 Health but have recovered from your wounds.

21 Goblin Archers were taken prisoner during the battle.

The Outer Wall and Iron Gate currently have the Broken condition and require repairs.

The Hall of Shadows, Mead Halls, and Murder Holes you were constructing were canceled due to the Goblins' attack as per your orders (+290 Gold refunded).

Your exploits are sufficient for you to gain a new ability.  Choose 1 of the following and add it to Lothë's Special Abilities:

[ic=Grudge (Goblins)]The treachery of the Red Tide will not go unpunished.  Lothë gains the Grudge (Goblins) ability.  Any regiment he leads also gains this ability.[/ic]

[ic=Dwarven Defender] Lothë is strongest in a defensive position.  While garrisoned or entrenched, he gains an additional +1 bonus to Defence.  This ability is imparted to any regiment he leads.[/ic]

[ic=Elf-Friend] Lothë's alliance with the Shadow Elves has earned you the title of Elf-Friend.  His Leadership bonuses is imparted to any Elf units allied with him on the field of battle, and his units likewise gain the Leadership bonuses of Elven Leaders if Lothë is also present.[/ic]

[ic=Axemaster] Lothë's skill with the axe has improved.  While fighting with any axe, he strikes first in melee combat, before his opponent's attacks are calculated.  If he kills them, they do not receive attacks against him.[/ic]

Tiern's Company lost 10 Wyrmhunters and 1 Splinter-Shield in the Battle of Norrogrod.  Tiern was wounded (3 Health) but has now recovered.

The spear of Garnákh, Bellysticker, was recovered from the battle.  It possesses the ability to cause bleeding wounds which continue to deal 1 point of damage per round for 1d4 rounds after a successful hit.

The Shroudling Tenebrius offers the service of it and its minions for the initial cost of 100 Gold, followed by weekly Upkeep costs (do not pay Upkeep for hired units on the first turn).  The mercenary company consists of Tenebrius and 10 Shroudling Creepers:

[ic=Tenebrius, Shroudling Stalker](http://img837.imageshack.us/img837/6580/tenebrius.jpg)

Tenebrius is an enigmatic figure of indeterminate gender.  It is covered from head to toe in garments of black leather and a heavy cloak.  When it stands still in a dark corner it seems to vanish altogether.  The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers.  Its movements are totally silent, and it rarely speaks.  It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic]

[ic=Shroudling Creeper]These eerie, diminutive creatures are swathed from head to foot in dark, greasy robes.  What little skin you can see is very pallid, the colour of bone.  Their eyes are white and staring, without obvious pupils or irises.  Shroudling Creepers seem to worship their Stalker with near-religious devotion.  They are skilled infiltrators, employing poisonous daggers in combat, and are also excellent thieves.

Upkeep: 5 Gold, 1 Food
Melee Attack: +5
Melee Damage: 3
Defence: 15
Health: 5
Speed: 4
Morale: +2
Special Abilities: Infiltrator, Poison 3, Thieving, Vanish

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Shroudling Creepers are always bound to the service of a Shroudling Stalker.  If their Stalker dies, the Creepers commit ritual suicide.[/ic]

Before his death, Gírn Dun Riar completed plans for a Steam Trap:

[ic=Steam Trap (Limit 1)]This ingeniously design steam-trap releases a cloud of searing vapour to maim and disorient intruders.

Cost: 60 Gold, 20 Metal
Prerequisites: Grand Furnace
Construction Time: 2 weeks
Attack: +8
Damage: 50

A regiment hit by the steam trap does nothing for one combat round, being disoriented.[/ic]

-20 Gold for the statue in Nüln.

+75 Metal from Nocae.

Remaining mineable resources at Mhaldûl-Nem: 31490 Gold, 6670 Metal

Remaining mineable resources at Nüln: 14500 Gold, 1250 Metal

Remaining mineable resources at Balagrod: 4600 Gold, 5450 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Bolstered by the enchantments of the Augurs, your forces delved into the ruins of the Dwarves.  The Bugbears and their Goblin minions on the upper layer were quickly slain in a brief but bloody battle in which you received minimal losses, the Augurs hexing the Goblinoids while your Veles pelted them with sling-stones, killing two Bugbears, before the Legionaries and Immunes closed in for the kill.  After slaughtering these bandits, your forces proceeded to the catacombs below, where a band of vile Undead assailed them, led by a putrescent Ghast, a bloated female creature, once a Dwarf-Queen of old.  The Ghouls and their revolting matriarch assailed your troops, tearing through the Immunes with claws and teeth, feasting on their flesh.  In horror your Legionaries counterattacked, impaling the creatures with their spears, but even with their heavy armour they lost several of their number to the voracious Undead, and now have contracted some form of wasting sickness.  The Augur who wrote the report claims that the Legionaries are eyeing the other troops with a "hungry look" and seem horribly pallid and queerly yellow of eye.

Looting the ruins, your troops found a sizeable amount of gold and other resources, the plunder of the Goblin brigands and the spoils of the Dwarven crypts.  They also discovered several interesting artefacts.  In the Goblins' den you discoverd a Murmerstone, a communication device; you can instantly communicate with whoever possesses the stone's mated twin (currently unknown).  You also found a Dwarven battleaxe in the lower crypts.  This weapon has been identified by your Augurs as bearing an enchantment that makes it especially effective against Orcs; it has some unpronounceable Dwarven name, but in Undertongue its name is "Orcdoom."  Finally, the Ghast possessed a ring set with a rune, the mark of Clan Stonedirge.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[You lost 10 Immunes and 3 Legionaries in the attack on the Dwarf ruin.

Your Legionaries have contracted a Disease, Ghast Fever, of potency 8.  Their Health is reduced to 6 this week (it will continue to reduce for the next 8 weeks unless the Legionaries are cured).  Those killed by Ghast Fever rise as Ghouls.

You gained 304 Gold, 5 Metal, and 26 Food from your raid on the ruin.  You also found a Murmuerstone, which allows for instantaneous communication with whoever possess the stone's mated twin.

You also found Orcdoom, a battleaxe.  Whoever wields this axe gains +1 to Melee Attack and Damage and an additional +4 to Damage against Orcs.

Finally, you discovered the signet ring of Clan Stonedirge, which allows its wearer to cast the Ward spell once per week.

The ruin contains the following structures:

Forge Hall (unusable by Kobolds)
Shield Hall (unusable by Kobolds)
Hall of the Ancestors (unusable by Kobolds)
Improved Dwarf Mine (broken)
Outer Wall (broken)
Iron Gate (broken)

Having occupied the ruin, it now needs a proper Legion name, and a Commander.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Your Zombie scout sent to the Surface reports that a group of paladins, clerics, and a number of acolytes are preparing to descend into the Upperdeep from above – members of the Brotherhood of the Holy Dawn, flying banners of the rising sun and bearing holy symbols.  They are well-armed and though not numerous they appear formidable, and are led by a fierce warrior-priest.  Such a force would likely overwhelm the garrison at the Dean's Wall with minimal casualties.

Your Ghoul scout sent to the Middledeep returns with an intriguing report.  He found the Kobold settlement devastated and forsaken, the Warren plundered of resources, the Kobolds themselves seemingly fled.  There were signs of battle, but no bodies.  The Ghoul noted some extremely large tracks in the earth; some kind of very large creature appears to have assailed the settlement, presumably frightening the Kobolds away, or else devouring or abducting them.  Judging from the tracks and the sizeable gouges in the Kobolds' palisade, the creature possesses the ability to climb.

[A force of 3 Clerics, 5 Paladins, 10 Acolytes, and 1 Warrior-Priest are preparing to descend into Uppderdeep 81 from the Surface.

-4 Food from trade with Dark Elves.  +20 Gold from Ceremorphs, -4 Food to Ceremorphs.

Gorgol's Chaos Spell this week is Poisonous Cloud.

Gorgol has learned Haste.  Dr. Roberston has learned Illusory Duplicate.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]The Warren of GnomeFeast LuteingCave has come under attack!  Hai-Phen, the Shadow, managed to escape the settlement and sends a report.  It seems that the fell creature knowna s Grolhund the Heartscrew, a Kobold bogeyman spoken of to hatchlings to scare them into good behaviour, appeared out of the gloom and attack GnomeFeast.  Clanking and hissing he came, a monstrosity of gears and flesh, arms flailing, cages rattling, claws gleaming in the darkness!  Though your Skulkers ambushed him, he ignored their attacks with maniac laughter and clambered easily over the palisade.  Cat-Con and Bill-Dit were captured, along with poor Basherpokes the Skulker; despite the Lute of Bravery's warbling your remaining forces panicked and withdrew.  Your slingers fled the cavern along with Hai-Phen, using the escape tunnel to evade the terrifying creature, who seemed unperturbed by your labyrinthine passages despite his enormous size.

Meanwhile, you met the Shinyelf Saerid, who paid you for your services as a guide.  Your forces have gone on ahead to ensure that the way is clear.  Most of your scouts have little to report this week, save for those of the Deepguard, who sends an update on the Vault's garrison and contents, and the scout sent to observe the Ceremorphs.

[The Watcher Vault Cruel Form of Truth is garrisoned by 13 Thralls, 1 Watcher Sovereign, and 2 Watcher Savants.  It contains a Brood Pool, Mucosal Pool, Breeding Pool, Ooze Pool, 3 Thrall Grottoes, 5 Algae Farms, a Watcher Mine, a Nightmare Gate, and 3 Vault Slimes.

The Ceremorph Hive is garrisoned with four Psions, one of them a Commander.  It contains a Thrall Pen and Amplifier Node, with a Ceremorph Mine and Mushroom Farm under construction.

+83 Food from foraging.

+30 Gold from Watchers.

-4 Metal, -58 Food from Grolhund's attack.  2 Bulnderdigs and 1 Skulker were abducted by the creature.

Hai-Phen is with the Slingers (the only surviving regiment of the SmartyScouts), who fled to Middledeep 71.  They Foraged before being attacked, so the Food they collected is accounted above.

+60 Gold from the High Elves in exchange for a guide.][/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]After your Clone took over command of the Chimeric Host and you returned to the Heart of the Glow, your forces harvested a large number of Blackroot Toadstools from the Great Mushroom Forest and gave the fungi to the Red Tide.  Fortunately you did not seem to be observed as you passed off the mushrooms to the Goblinoids.  The Dwerim lands have been emptied, withdrawn into their ugly stone city – it seems that someone warned them of the Goblins' imminent attack.  Later, your forces observed thirteen Shadow Elf Abominations moving through the Great Mushroom Forest.  These quasi-arachnid creatures are stupendously beautiful – elegant configurations of flesh and fur and chitin, glorious hybrid confections of venom and gorgeous hate!  You basked in their rapturous appearance, their deadly grace.  Truly you must acquire some of these exquisite beings and show them the Light of the Glow...

You were only able to observe the battle from a considerable distance, but it seems the fight went poorly for the Goblins, though they inflicted tremendous damage on the Dwerim forces in exchange.

Your Bridge-Bubbles have served their purpose, demolishing a bridge in the Upperdeep.  Your scouts at Fleshwatch report that the tunnels to the north that you directed them to investigate are sufficiently infested with fungi to move through unseen.

[-50 Gold to Goblins.

+50 Food from foraging.

Lowerdeep 21 is forested enough to be infiltrated by Fungoids.][/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 1 (Orders due March 14)
Post by: Steerpike on March 15, 2013, 05:02:12 PM
[ic=Responses - Month of the Rat, Week 2][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Kobold Queen,

Your scouting efforts are appreciated.  I know little of the ways of the Evergloom, and cannot say anything for certain.  I do not understand many of your references, and am uncertain which way to take.

We do not wish to get drawn into the affairs of the creatures in these depths, nor do we wish to plunder the crypts of your fallen kindred – though we will not stop you if you wish to loot ruins.

Your battle plans seem... well-reasoned.  If you believe the Ceremorphs you speak of have Llandri, I will gladly consent to an assault on them.  But my purpose is primarily the return of Llandri, not a conquest of the Ceremorphs.  As I said, we do not wish to become involved in the intrigues of those who dwell in the Evergloom.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Kobold Queen,

Your plan seems sound.  We shall proceed as you suggest, and assault the Ceremorphs soon!  Your aid in this matter is appreciated.

-   Prince Saerid, the Shining Flame, Lord of the Mithril Tower

[High Elves have 5 Speed, so they won't need to tax themselves to carry out your plan][/spoiler]
[spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Queen Shee-Ra,

Oh great and powerful Mistress of All that is Under the Ground, my profuse apologies for the tribute I have failed to deliver!  I will soon make recompense for this egregious oversight.  I also have a request for you, great ruler.  One of the foul NastyDreams has, I believe, stolen something which rightly belongs to me – a crown of bone set with black stones.  Were you to return this to me, I would increase my tribute accordingly.  I have marked the location of these thieves on the map attached to this message.

I would also be willing to consider granting you passage through my lands, but I would know why you wish to travel near to Vashnaranzenan.  What errand brings you near my city?

-   Lady Viarra Gloomsong, ruler of Vashnaranzenan

[Lady Gloomsong will pay you 50 Gold if you can return the Crown of Malekar to her.  She believes it is currently in the possession of the Ceremorphs in Middeldeep 52.][/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Queen Shee-Ra,

Your plan is impressive; you Kobolds truly are a crafty breed, so easily underestimated by other denizens of the Underdeep.  Your minds are like murderous machines.  You have my permission to travel through my lands.  But now I hear rumours that you are travelling with a group of High Elves... know that you must not bring them near to my city.  There is an ancient feud between our peoples, a hatred which has never died.  I could not promise that my troops would not attack High Elves, even if I order them not to, such is the strength of the loathing between us.  I, myself, am above such petty bigotries, of course, and do not begrudge you for working with the Above-landers, but tragically I cannot speak for my less enlightened subjects.  I would not tell the High Elves that you have consorted with me, either... it would almost certainly turn them against you!

Your humble servant,


-   Lady Viarra Gloomsong, ruler of Vashnaranzenan[/spoiler][spoiler=For the eyes of the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Scrying the army of the Goblins, you discover that the Goblin King is gathering reinforcements from above to his forces.  More Goblin Grunts are heading down the Stair of Náini to join those already encamped there, the dregs of the army you repelled some days past.  Though they have not mustered a force of the same formidable size as they did before, their army is still powerful – eighty five warriors, supported by thirty archers.  Dâgalûr, having mostly recovered from the wound you gave him, leads the army forth.  You cannot be sure of their route or destination, but they do not seem to be returning to the Upperdeep just yet.  Whether more of the Goblin's forces above will strike at the Shadow Elves, you cannot say.

Mercifully, the tunnels to the south are quiet, devoid of enemies or other creatures.[/spoiler][spoiler=Response to the Dwer Thane known as Lothë, Prince of the Mhaldûlne and Lord of the Mansion, from Throngel Greatmane of the House of Gyllir]Prince Lothë,

You speak the truth – the Goblin filth have ravaged my lands and slain one of my sons, Eorlund, and stolen his signet ring.  I have many warriors in my service, but we are skilled in mounted combat, not in crawling through dark tunnels, and in any case our lands are beset not only by Goblins but by wolves and other beasts that lurk in the Fellwood – in particular the malicious fey who dwell in the shadowed depths of the forest – and my men must guard our farms and herds closely.  But a company of adventurous warriors, styled as the Blades of Fury, passed through my lands of recent and, hearing of the Goblin raids, have vowed to avenge the deaths of my son and sworn-men; they are joined by a small group of my own warriors, those few I can spare.  I will send word to them of your intentions, and together you may triumph over this Red Tide.

Throngel Greatmane of the House of Gyllir[/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]First, you scry the city of the cursed Nocae, Umbrazzid. A formidable garrison protects the city – four Abominations, eight Paladins, twenty Shadow Elf Archers, fifteen Shadow Elf Swordsmen, and fifteen Accursed.  Their city includes a Shadow Spire, a Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, three lichen gardens, an improved Shadow Elf mine, and two Lizard Pens; it is protected by murder hoesl, and its architecture is tenebrous and flickering, to confuse foes.  A Spire of Gloom, Temple of Sylessiadil, and Rangers' Spire are all under construction.

Next you look into the Middledeep, and glimpse something strange indeed – a Kobold riding a dire rat, apparently guiding an army of High Elves in gleaming armour.  They are led by a tall prince, accompanied by a stern Magus.  Their ranks include twenty-four High Elf Swordsmen, twenty-five High Elf Spearmen, and thirty High Elf archers.  Quite a formidable force...

You look into the lands of Duergar and see a new city – the Drakkenhold, the Duergar call it.  Three hammer-throwers and a Duergar commander are garrisoned in this Citadel, along with five newly-hatched Fire-Drakes, one of them two-headed, which the Duergar are tending.  This Citadel includes a Forge Hall, and mines are being dug.[/spoiler][spoiler=Response to Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth, from the Derro Bandit-Chief Diirzyg the Bonesnatcher]yOuR oFFer intrigues us FISH-THING.  We WiSh to dance with paint on tell jokes to AMUSE OURSELVES with the SlAVEs yoU SpeaK of!

BuT WE reqQUIRe fish adulation shards of glass GOLD as well as FOOD and AMUSEMENT.  ArE YoU able to providE SUch PaYmeNT?

WE offer this gift as a token of our esteem and MuTuAl RESPECT.

DIIRZYG THE BONESNATCHER

(The message is accompanied by a pair of bloody eyeballs - recognizably those of a Gloom Troll)

[The Derro require 120 Gold to hire, and they will also have Upkeep costs.   They number 15 in total, and are skilled infiltrators, thieves, and cutthroats.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]You scry the Derro forces, peering at them through the dream-murk.  Their numbers are not many, for they lost several of their company to the Trolls.  They include a Derro Warlock, six Derro Brigands, three Derro Club-Throwers, and five Derro Filchers.[/spoiler][spoiler=Response to Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs from Saerid, the Shining Flame, Lord of the Mithril Tower]Llandri?!  Is that you, my beloved?  How can you be speaking to me... is this a dream...?[/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]The cavern in the Middeldeep near to your current position contains the hut of a Pit Hag, perched precariously on the lip of the magma-lake.  This grey-fleshed, yellow eyed creature appears to deal in talismans, potions, and the like, despite the perversely inaccessible location of her hut.  Currently, a solitary Duergar sneak is perusing the Hag's wares.

The cavern to the southwest of Dtoulth and its environs is inhabited by a nest of the flexible creatures known as Stranglers – tentacle-limbed predators with a rudimentary intelligence and insatiable appetites despite their small size.  They are well-known for their propensity for ambushes and for their cowardice when faced with powerful foes.

[There are 12 Stranglers total.]

...

Black Agnethe has the following items for sale; she has an effectively infinite supply of Potions and Scrolls (as she can create them), but Talismans and Elixirs are more limited:

Talismans: Any unit may own a Talisman.  It must be worn to be effective, and only a single Talisman can be worn at a given time.

Amulet of Detection (75 Gold, 1 available): The unit gains the Detector ability.

Periapt of Health (100 Gold, 1 available): The unit is now immune to Disease and Poison.

Scarab of Fear (120 Gold, 1 available): The unit gains the Fear (12) ability or adds +2 to their Fear DC if they already possess Fear.

Elixirs: Any unit may use an Elixir.  It affects only that unit, and its effects are permanent.  A single unit cannot imbibe multiple Elixirs of the same type.

Agility (50 Gold, 3 available): The unit permanently gains +2 to Ranged Attack, +4 to Ranged Damage, and +1 Speed.  If they do not possess a Ranged Attack they do not acquire one.

Might (50 Gold, 3 availabale): The unit permanently gains +2 to Melee Attack and +4 to Melee Damage.

Toughness (50 Gold, 3 available): The unit permanently gains +10 Health.

Potions: Any unit can use a Potion.  It affects only that unit, and its effects are usually either instantaneous or create a temporary effect.  A unit can use a potion in combat without forgoing its attacks.

Courage (10 Gold): The unit gains +4 to Morale checks for 1 week.

Dexterity (15 Gold): The unit gains +2 to Ranged Attack and Damage for 1 week.  If they do not possess a Ranged Attack they do not acquire one.

Dispel (20 Gold): Removes all enchantments or magical influences from the unit (Curse, Hex, etc).

Endure Elements (20 Gold): The unit becomes immune to Fire, Frost, or Acid damage for 1 week.

Flight (20 Gold): The unit gains the Flyer ability for 1 week.

Haste (20 Gold): As the Haste spell, this potion gives the unit +4 Speed for 1 week.

Heal (5 Gold): An injured unit returns to full Health after drinking this potion.

Invisibility (20 Gold): The unit gains the Infiltrator ability for 1 week.

Regeneration (20 Gold): The unit gains Regeneration 10 for 1 week, or adds 10 to its current Regeneration.

Restoration (10 Gold): Cures any disease the unit is suffering from.

Strength (15 Gold): The unit gains +2 to Melee Attack and Damage for 1 week.

Scrolls: Only units that can cast spells can use Scrolls.  Using a Scroll destroys it and takes the same amount of time as casting the spell would.  All Scrolls cost 15 Gold.  The following Spells are available: Bless, Curse, Contagion, Dispel, Dominate, Frenzy, Haste, Hex, Invisibility, Petrify, Phase-Shift, Ward.[/spoiler][spoiler=Response to Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow, from Nareth Vyrr, Captain of the Blades of Fury]Dolmar,

We are unaccustomed to correspondence with the denizens of the Underdeep.  Know that we are the Blades of Fury, and that we serve the cause of Justice above all else.  We descended to the cavernous depths below to avenge the death of Throngel Greatmane's son, Eolund, who was slain by Goblins on the Whispering Plain.  Entering the Goblin Town we encountered your servant.  The creature's appearance was monstrous, and it is known that Goblin-kind often make allies of other inhabitants of the Underdeep.  Taking her for a guardian of the Goblin Town we slew her.  Could you say you would have done differently, had you been in our place?

Our mission remains incomplete.  I take it you are enemies of the Goblins.  Perhaps, as recompense for your loss, we can aid you in their destruction.

Nareth Vyrr, Captain of the Blades of Glory[/spoiler][spoiler=Response to Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow, from Nareth Vyrr, Captain of the Blades of Fury]Dolmar Lestridae,

I regret that I lack troops of sufficient stealth or mobility to send to your council.  I will send the Blades of Fury back to the Goblin dungeon to assure that it is cleared of foes.

Nareth Vyrr, Captain of the Blades of Fury[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Your sister has peered into the future and sees a dire vision.  The Abject appear to be renewing their assault on Umbrazzid, sending a terrifying force towards the city – eight terrible Bloodfiends, a swarm of poisonous insects, and five Star Vampires, two of them gorged with blood and madly frenzied somehow.  This ravenous force will arrive at the city gates before the week is out.  You must pray to Sylessiadil that the Home Guard holds them off...

The vision shimmers.  No - that was but a glimpse of what could have been, one possible future.  It dissipates, now, melting back into shadow.  The path is clear; the Abject remain below.[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augur has peered into the lands of the Shadow Elves and looked upon their city, the shadowy fortress of Umbrazzid.  A formidable garrison protects the city – ten Abominations, ten Shadow Elf paladins, fifteen archers, and ten swordsmen.  Their city includes a Shadow Spire, a Cavern of the Accursed, a War Spire, an Armory Spire, a Shrine of Sylessiadil, three lichen gardens, an improved Shadow Elf mine, and two Lizard Pens; it is protected by murder hoesl, and its architecture is tenebrous and flickering, to confuse foes.  A Spire of Gloom, Temple of Sylessiadil, and Rangers' Spire are all under construction.

Your other Augurs likewise perform their rites, looking into Goblin lands.  The regions they have scried are almost empty, their towns abandoned.  A force of Shadow Elves – an Abomination, and five Accursed – are descending on the remaining settlement still under the control of the Red Tide.  They are joined by a party of adventurers, whose numbers include a wizard, cleric, fighter, and a dozen hirelings.  The Goblin Town is undefendedd save, strangely, for a single Dark Elf Summoner.

The remaining Goblin towns in other regions have also been emptied of troops.  The Nocae do not even maintain garrisons in these towns - they stand abandoned.  The Dwarf ruins are likewise abandoned, save for two Iron Golems guarding the lower levels.

The High Elf army is being guided by a single Kobold Dire Rat Rider.  They are led by a tall prince, accompanied by a stern Magus.  Their ranks include twenty-four High Elf Swordsmen, twenty-five High Elf Spearmen, and thirty High Elf archers.  Quite a formidable force...

[The Goblin capitol at Upperdeep 43 contains the following structures: Hall of the Goblin King, Goblin Mine, Mushroom Patch, Mushroom Grove, Goblin Lair, Goblin Armory, Bat Roost, Palisade, Reinforced Gate, Spiked Moat, Escape Tunnel, 3 Murder Holes.

The Shadow-Elf controlled Goblin Town at Upperdeep 42 contains a Goblin Mine.  The Dwarf ruin, briefly under Goblin control but now under Shadow Elf control, contains the following structures: Thane's Hall, Forge Hall, Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Outer Wall, Impenetrable Walls, and Escape Tunnel.

The Shadow Elf-controlled, formerly Goblin settlement at Upperdeep 44 contains the following structures: Goblin Mine, Escape Tunnel, two Mushroom Patches, Palisade, Reinforced Gate, Escape Tunnel.]
[/spoiler][spoiler=Response to Fungoid Rotqueen known as the Child of the Glow from Saerid, the Shining Flame, Lord of the Mithril Tower]Distantly, a voice answers:

Who are you? What are you?  Do you now where Llandri is?  What is this "Llitul"?  Is Llitul... Llandri?[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]You enter the Tower of Screams and once again avail yourself of the scrying chamber.  Peering into the city of the Dwerim, you see a vision of the future.  An army of Goblins, bolstered by your toadstools, march on the Mansion: the Goblin King, eighty-five Grunts, and thirty archers.  The grunts have used their remaining Blackroot toadstools to increase their power.  Curiously, the Grunts are accompanied by a Dark Elf Summoner.

The Dwerim defences lie in fragments, but their guards are bolstered by more numbers – young Dwerim and old, elderly and adolescent.  This force consists of fifty Axemen, fifteen Grudgebearers, ten Flamesprayers, an Igniter, and several mercenaries – shadowy creatures that creep and flicker at the edge of vision, eleven in all, ten of them diminutive skulking things, the other tall and gaunt.

The Dwerim are aided by a force of Shadow Elf Abominations, eleven in all, led by the Dark Elf general, Dolmar Lestridae.

[The Dwerim Mansion contains the following rooms and defences: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace, Outer Wall (Broken), Iron Gate (Broken), Murder Holes (1), Flame Galleries (2), Escape Tunnel.][/spoiler][spoiler=Response to Professor Robertson, styled Professor Immortal, from Saerid, the Shining Flame, Lord of the Mithril Tower]I find your concern laughable, necromancer – why would one who perverts magic for dark ends and makes a mockery of life be concerned for one such as I?  The Kobolds have indeed informed us of the Ceremorphs' location, and have made admirable, if unorthodox guides.  We do not fear them; we have bested worse foes than the Cleversmarts... or than you.

-   Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to Professor Robertson, styled Professor Immortal, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Professor Robertson,

Your concern is not without cause, and I am well aware of the force even now moving towards me.  I am in communication with the wretched Kobolds, having decided, for the time, to pander to their self-deluded Queen's pretensions of sovereignty in hopes of making them more pliable.  I have made it clear in no uncertain terms that the High Elven filth cannot enter my lands.  Should they enter my territory they will be exterminated with extreme prejudice, or else enslaved.  Your aid in this regard would certainly be appreciated.  You have my permission to send any forces you wish to my territory for this purpose.

Respectfully,

-   Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to the Dark Elf Bloodlord Dalashinn, the Onyx Prince, from Mianarith]My Lord,

Your faith in me will be well-rewarded.  I can report with confidence that the Goblins of the Red Tide will be no more by the week's end.  But I will ensure that the Shadow Elves pay for their hubris.  I will return to your side soon.

-   Mianarith[/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: TheMeanestGuest on March 15, 2013, 06:35:46 PM
[spoiler=A Letter to the Lord of the Horsemasters][ic=A Letter]Lord of Lands Above,

Know that I am Lothë, Prince of the Mhaldûlne and Lord of the Mansion, and that my people are the Dwerim. In the Depths it has been said that the base and treacherous Goblin known as Dâgalûr has made himself an enemy of your folk by raid and slaughter. So too has he made himself an enemy of mine, twice breaking solemn promise. He has marched upon my home with a host of hundreds of his foul kin, he has surmounted my walls, and broken my gates. It was his intent to bring murder to my Halls, and to loot them of their treasures. The Dwerim have thrown him back, and have brought ruin upon his army, and this so-called King fled the battle in cowardice, and is now made weak. But one more push, and his Red Tide will be destroyed, and he might never threaten either of our realms again, and a measure of peace might be restored to the world.

There is a passage in the mountains south and east that leads down to this Goblin Town, where sits the Skull Throne. The Dwerim would be honoured to fight beside you, should your warriors take up this cause. Together, we might destroy these Goblins utterly. With the blade of my axe I have taken from Dâgalûr an ear, though it was his head that I sought. I gift it to you, so that you might know the pain he has suffered at my hand, and thereby gain some small satisfaction.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion

(Enclosed within the letter is the Ear of the Goblin-King)[/ic][/spoiler]

[spoiler=A Letter to the Rotqueen][ic=A Letter]Rotqueen. The Goblins from above have brought slaughter to my folk unbidden. They are treacherous and false. They have attacked my Mansion, and killed many. They have broken solemn word given to the Dwerim not once, but twice. Their further existence cannot be tolerated, and it is my intent to slay each and every one of them.

I know what you have done, Rotqueen. I saw you in the forest. I saw what you took from the ground, and later I saw what was in the eyes of those Goblins who came against me. It was the Frenzy of Blackroot. Perhaps it is that you do not comprehend what you have done, for you are a new creature, yet young and unknowing. To say that you wish for peace, but then to aid those who would make themselves my enemy. This is not done, Rotqueen, and I must know that you will interfere no further in the contest that is between the Dwerim and those who are now our enemies.  

You say that you love the flesh of the Goblins, and that you would not be separated from it. Very well. When these Goblins lie dead, when I have killed them, I will give you their flesh, that you might be together forever.

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=Before the Gates of the Mansion (In Reply to the Messenger of the Rotqueen)][ic=Another audience, of sorts]The Dwerim swarm upon the face of the Mansion. They are busy at work repairing the walls and the gates with chisel and hammer. They are before it in numbers, and they sweep up great piles of ash, and they carry away the sundry dismembered pieces of what was once a Goblin Horde. For a moment they pause at this intrusion, but a moment only, and then their attention is back to their work, and the hum of their chatter and their songs returns. For a time the puffball is left where it sits, and by the actions of the Dwerim it is not clear if the message was delivered. A soot-stained Dwer who carries a swollen Goblin corpse upon his shoulders tramps past. The corpse is black as pitch, but not from fire or ash. It seems the Blackroot Fungus has unusual properties of decomposition, as well. The Dwer stops before the messenger, and turns his head to gaze upon it. You realize that it is Lothë himself, and that he has doffed his armour and his regalia to join his people in their work. "We will come." he says, simply. And then he is past.[/ic][/spoiler]

[spoiler=A Letter to Shee-Ra Cleversmart XVI][ic=A Letter]Queen Shee-Ra,

Forgive the lateness of my reply, for I have had but little time for writing. The so-called King of the Goblins has come against my Mansion. He has betrayed his word twice now, and it is clear that peace has never been his wish. He is a liar, and he is a coward. He sought to assault the Mansion in secret, and so broke the peace that was between us. He and his wretches came against my walls and my gates, and there I burned them alive with flame. They came into our Halls, and sought to murder my people, and there they found the axes of the Dwerim. Over one hundred of their number were there slain, and Dâgalûr himself ran when it was I who stood before him. In this we were not alone, and by the Grace of the Nocae was our home delivered, and for this we are grateful.

You have written many words of friendship, and of the league that is between us. The Dwerim shall now destroy this Red Tide, and rid the Underdeep of the foul presence of Dâgalûr. Thus, we would ask that you should send warriors to aid in this endeavour.

As to the trade of metal, we may yet be amenable to purchase some quantity at the ratio of [3 Gold per 1 Metal]. We must consider and weigh carefully our need, as gold too do we require near as much as metal to defend our homes, and to prosecute war against the Goblins.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=A Reply to Shee-Ra Cleversmart XVI][ic=A Letter]Queen Shee-Ra,

Our warriors are committed to the defence of the Mansion. We have no opportunity nor desire to procure for you the Crown of Bones of which you speak.

From you we shall purchase twenty-five ingots of metal at the agreed upon price.  

Lothë, Prince of the Mhaldûlne and Lord of the Mansion[/ic][/spoiler]

[spoiler=Orders for the Month of the Rat, Week Two][ooc=Orders for the Month of the Rat, Week Two]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal

Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden (1): +25 Food
Apiaries (2): +30 Food
Lizard Pen (1): +35 Food
Mushroom Forest: +25 Food

Nüln
Dwer Mine Complex: +500 Gold, +75 Metal (+40 Gold, +20 Metal)

Hall of Trade: +100 Gold

Mushroom Gardens (2): +10 Food

Balagrod
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food

Total: +1290 Gold, +170 Metal, +145 Food

Upkeep

Molgrim and 2 Splinter-Shield Hobgoblins: -6 Food
6 Axemen: -12 Gold, -12 Food
14 Wyrmhunters: -42 Gold, -28 Food
15 Dwer Flamesprayers: -60 Gold, -30 Food
12 Dwer Grudgebearers: -36 Gold, - 24 Food
1 Igniter: -5 Gold, -1 Metal, -2 Food
1 Iron Golem: -10 Gold, -5 Metal
2 Runeseers: -16 Gold, -6 Food

Construction

Mhaldûl-Nem

Under Construction: Outer Wall (Repairing), Iron Gate (Repairing), Murder Holes (2 - 1 Week Remaining), Mead Hall (4 Weeks Remaining)

Nüln

Under Construction: Reinforced Walls (2 Weeks Remaining), Apiary (1 Week Remaining), Tuber Garden (3 Weeks Remaining), Brewery (2 Weeks Remaining)

Balagrod

Under Construction: Apiary (1 Week Remaining)

Recruitment

Hired Tenebrius and his Shadow Creepers - At Mhaldûl-Nem

49 Dwer Axemen, 14 Dwer Grudgebearers (Goblin) - At Mhaldûl-Nem

25 Dwer Axemen, 1 Furnace Master (Lanne), 1 Igniter, 2 Flamesprayers - At Nüln

5 Dwer Axemen - At Balagrod

Wealth

Gold: 72
Metal: 0
Food: 796

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall (Broken), Iron Gate (Broken), Murder Holes (1), Flame Galleries (2), Escape Tunnel

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury (Broken), Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2)
Defences: Outer Wall, Murder Holes (3), Escape Tunnel

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken), Mushroom Gardens (2),
Defences: Runegate, Outer Wall, Murder Holes (3), Escape Tunnel, Rune Trap

Armies

Note: All Dwerim units excepting the Rosemourners and the Guardians of Balagrod currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence / Lothë: +1 Defence and +1 Army Morale / Boast Fulfilled: +1 Morale / Boast Made: +1 Attack, +1 Morale, +1 Speed

Lothë {Leads the Regiment of Axemen} - Garrisoned at Mhaldûl-Nem
Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
50 Dwer Axemen - Garrisoned at Mhaldûl-Nem
17 Dwer Grudgebearers (Goblin) [3 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence / Boast Fulfilled: +1 Morale
Lanne Dun Riar - Garrisoned at Nüln {Leads the regiment of Axemen}
30 Dwer Axemen - Garrisoned at Nüln
9 Dwer Grudgebearers (Goblin) - Garrisoned at Nüln
7 Dwer Flamesprayers - Garrisoned at Nüln
1 Dwer Igniter - Garrisoned at Nüln

Tiern's Company / Prayer: +1 Morale, +1 Defence / Tiern: +1 Defence, +2 Army Morale / Boast Fulfilled: +1 Morale
Tiern {Leads the Regiment of Wyrmhunters} - At U5
Molgrim {Leads the Regiment of Splinter-Shields} - At U5
14 Wyrmhunters - At U5
2 Splinter-Shields - At U5
1 Runeseer - At U5

The Guardians of Balagrod / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence / Boast Fulfulled: +1 Morale
1 Iron Golem - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
5 Dwer Axemen - Garrisoned at Balagrod

[spoiler=Characters][ic=Lothë, Prince of the Mhaldûlne and Lord of the Mansion]Melee Attack: +8 (10)
Melee Damage: 9
Defence: 23
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Grudge (Fungoids and Goblins)
Inventory: Rotdoom (+2 Damage against Fungoids, stacks with Grudge), The Earth's Cardinal Heart (+2 Melee Attack)

Lothë increases the Defence and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Tiern, Lord of Balagrod and Heir to the Mansion]Melee Attack: +6 (7)
Melee Damage: 7 (8) (+4 Fire)
Defence: 18 (21)
Health: 18
Speed: 3
Morale: +7 (6)
Abilities: Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale)

Tiern increases the Defence and Morale of any army he is leading by +1 and (+2) respectively. Troops garrisoned in a dungeon with Tiern gain +1 to their Defence and Morale scores. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Lanne Dun Riar, Steward of Nüln]Melee Attack: +10
Melee Damage: 8
Defence: 20
Health: 25
Speed: 3
Morale: +7
Special Abilities: Repair

Troops garrisoned in a Dungeon with Lanne gain +1 to their Morale score.[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns. He seems a stern and rather quiet sort, though he seems to take his word very seriously. His warriors clearly regard him with the utmost respect. Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

[ic=Tenebrius, Shroudling Stalker]Tenebrius is an enigmatic figure of indeterminate gender.  It is covered from head to toe in garments of black leather and a heavy cloak.  When it stands still in a dark corner it seems to vanish altogether.  The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers.  Its movements are totally silent, and it rarely speaks.  It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic][/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem, Nüln and Balagrod will pray at their respective Halls of the Ancestors

Trade 75 Gold to the Cleversmart Kobolds for 25 Metal. (Already accounted for in finances)

Tenebrius and his Shadow Creepers are to be hired immediately.

The Ear of the Goblin King is to be thoroughly and carefully washed, so that we do not inadvertently poison the Lord of the Horsemasters.

Tiern shall set aside the mantle of Steward of Nüln, and take up that of Lord of Balagrod. Lanne Dun Riar will be vested with authority as Nüln's new Steward.

A great image of Gírn Dun Riar shall be carved in the Hall of the Ancestors in Mhaldûl-Nem in memory of all that he did in life for the Dwerim. It shall be of Gírn holding off a horde of Goblins, striking them down with his great hammer. (Spend 15 Gold on this, already accounted for in finances)

Scry M37 and M42.

The Dwerimhost

Lothë and the Dwerimhost shall boast in the Thane's Hall and swear before the Ancestors that they shall at last kill Dâgalûr, so that he might never threaten the Dwerim again, and that his head shall be mounted above the reforged gate of the Mansion.

Tenebrius and his Shadow Creepers shall spend 2 Speed to infiltrate in M40 with the forces of the Nocae, and if the Mansion is assailed they shall fall upon the attackers in ambush once Mhaldûl-Nem has been entered.

The Igniter shall use 2 Speed to place flamecutter charges in the Pyretic Refinery to turn it into a make-shift and deadly trap. They shall only be detonated in circumstances described below, and shall be carefully removed should the Dwerim be victorious in their defence.

The Dwerimhost shall defend the Mansion to their deaths, and will fight fiercely and with no mercy in protection of their homes. An unyielding wall of shield and axe shall be presented to the foe in the entrance hall. The Flame Galleries and Murder Holes shall be manned by Grudgebearers for their volley, which the Flamesprayers and Igniters will likewise participate in. The ranged defenders and defences shall aim to roast as many Goblin Grunts as possible, and shall focus all their fire on any Goblins showing signs of Blackroot use.

Should the fight go sour, the enemy shall be lured past the Pyretic Refinery by the remaining defenders, whereupon the charges there laid shall be detonated, and the great explosion of fire thus created shall hopefully destroy and route the enemy.

Should Lothë perish in the fight, and should it seem that the Dwerim shall lose, his body cannot be allowed to fall into the hands of the enemy. It shall be taken to the Grand Furnace and thrown into its heart, turning him to ash. The Earth's Cardinal Heart that Lothë wears may well survive inside the Furnace, and there shall it be hidden from grasping hands amidst ash and fire. Rotdoom, however, should be taken up by any Dwer who might yet wield it until the very last.

If still the Dwerim should fall before their attacker, their last stand shall be made inside the Hall of the Ancestors, beneath the eyes of their forefathers, and the Dwerim shall sing their own dirge as they are cut down.

The Rosemourners

If a significant force is sighted passing through M42 by scry, and if it seems that they make for Nüln, the City is to be defended to the death. In all ways shall the defensive strategy be similar to that employed in the defense of the Mansion, including the Pyretic Refinery trap. The Grudgebearers shall man the murder holes.

If no such force is observed, the Igniter shall use 2 Speed to instead tunnel into the Lower Vaults of Nüln, into which the Rosemourners (all of them) shall descend, led by Lanne Dun Riar. They shall chant prayer to the Ancestors, and so hope to soothe the spirits of the restless dead. Otherwise, they shall attempt to avoid the Revenant and the Wraiths, and shall first destroy the Ghast and its Ghouls, and recover the treasure and artifacts that they have gathered, Lanne taking up the Foehammer. If confronted by the Revenant, Lanne shall speak thusly: "Peace, spirit! I am Lanne Dun Riar, of the line of Kaltë by his own daughter, who was my grandmother, Lanne. I am of the Dwerim, and serve my Lord Lothë here in what I do. We would cleanse Nüln of those who defile it, and we would return your crypt and the Halls beneath to their purpose. Know that again you shall be venerated, and the Dwerim shall remember you. Return to your rest and your grave shall be restored!" If the spirits of the dead have not departed peacefully with the destruction of the ghast and ghouls, and Lanne's words sway them not, and the Rosemourners are attacked, they must of course defend themselves. The passage by which the undead gained entry to the City shall be sealed as quickly as possible.  

Tiern's Company

The marriage ceremony shall be held in the Hall of the Ancestors in Balagrod, where new bond between Dwarves and Dwerim was first forged in the slaying of Scorra. Tiern and his Company shall travel with Disa and hers if possible, and shall use their 3 Speed and end the week in U3. The marriage shall hopefully take place the following week, and further details to that end will be provided next turn.

The Guardians of Balagrod

Balagrod is to be defended to the death. The axemen shall man the murder holes, and the Runeseer shall cast shield upon them. The Guardian will simply smush enemies if they manage to get inside.[/ooc][/spoiler]

Note: I am retracting the permission previously granted to other players to read my spoilered messages.
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: HippopotamusDundee on March 15, 2013, 08:24:59 PM
[ic=Satisfaction]
The walls of Yuddarath's heart-chamber flexed and pulsed to the beat of an unliving heart as the senseless babbled of Its unforced words hummed with contentment – the wrath and deadly purpose that had hung around Its corridors and tunnels of late had lifted and Its parent-priest was calm once more. As the Cerelich turned its attention back to Its wellbeing, Yuddarath's sinews and veins swelled with ichor and stranger substances as it began to reshape and reforge the crude matter around it into new forms under the guidance of Its architect.[/ic]
[spoiler=Messages]
[spoiler=Message for my cursed Foes, the Noctae of Uzannador]
Caution, cursed elfling – is something you would have done better to show. You have anger me and mine and suddenly my gaze has slipped and I could not help but recall how many of your forces are out and about in the Undeerdeep without high walls or sorcery to defend them.

Like those forces you have over the chasm that protects your damned Uzannador. Your forces, your allies – so many targets and so little time. Whose screams would sound the sweetest, do you think, when my Star Vampires descended. Whose corpses would make for the fittest materials for necromancy and whose would be worthy of nothing more than feeding the starving thralls and carrion.

Ah well. I guess you won't have too long to ponder that question – I intend to start finding out soon.

Very soon, indeed.

Your foe,
Ktan-Ydheel the Heretic[/spoiler]
[spoiler=Reply to the Noctae]
You are - as much as it pains me to admit it - correct. There are far more important things demanding my time and attention than this petty squabble between us. Respect my territory in our corner of the Lower and Middledeep there will need to be no more blood spilled on either side.[/spoiler]
[spoiler=Message for The Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My dear Prince,

My forces march this week on cursed Uzannador to finally take the city from the wretched Noctae. Though I am confident in my success, if you wished to join us in the assault and revenge yourself on them for their insult I would welcome you gladly.

But the real meat of my missive is this - you have mentioned in the past how the good-will already present between us could be improved by the razing of Uzannador.

There is, though I am hesitant to mention it, a request that I would wish to make of you should my forces succeed this week - as a summoner myself I find the infernal practices of your people most interesting (their heat seems quite unlike the chill of the star-voids to which I am accustomed) and I would be delighted if you would agree to a meeting between one of my apprentices and one of your summoners to pass on information and any tomes you might be willing to spare so that I may learn more of your people's fascinating advances in this field.  

Yours in Yuddarath,
Ktan-Ydheel[/spoiler]
[spoiler=Message for the Glow]
[the slightest trace of a psychic murmur carried on the wind and through the water - disinterest, unconcern and friendly indifference][/spoiler]
[spoiler=Message for Her Majesty Queen Shee-Ra Cleversmart XVI]
Your Majesty,

I hope that my information last week was of satisfactory quality and that you made good use of it. This is a service I am most willing to continue to provide in future, in exchange for any small tokens of appreciation and esteem you might have on hand - (books and staffs and scrolls are especially favored).

Yours in Yuddarath,
Ktan-Ydheel the Cerelich.[/spoiler]
[spoiler=Message for Whisper]
[an urgent whisper like the cold flash of a knife in the dark, laced with the withered and rotted remnants of an emotion-thought that might long ago have been like unto concern]
My dear Whisper,

Your Queen's elven prince is coming for her - and I suspect he will not recognize or appreciate what he will find. His force is mighty, there is a mage with him whose strength I do not know and the Cleversmart kobolds continue to aid them.

I have spoken to their Queen [the word drips with derision] and she claims that an alliance has been forged the purpose of which is to wipe out your colony entirely. They are off on the other side of the Middledeep for now - it will be a month, give or take a week, until I expect them to reach you.

But I could not let you face this assault without warning [a warm glow of respect and esteem, with the slightest aftertaste of what could almost be affection] and so I shall do what I can to keep an eye open for their movements that I may keep you informed.

Your Ally,
Ktan-Ydheel[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Conquest
Sack of the Lava Nymph's Trove: +176 Gold

Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies
Thrall Pen: +19 Bodies, +1 Sacrifice[/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Apprentice (Altharid-Xallisine): -8 Gold, -9 Bodies (THIS WEEK ONLY, USUALLY -10 Gold, -5 Bodies)
1 Apprentice (Naerlyth the Unclean): -8 Gold, -11 Bodies (THIS WEEK ONLY, USUALLY -10 Gold, -7 Bodies)
2 Bloodfiends: -2 Sacrifices[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Paradoxical Architecture: 2 weeks remaining
Beginning Construction:
Miasma: -50 Gold, 2 weeks remaining
Thrall Pen: -50 Gold, -15 Metal, 2 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction
Ooze Wall: 1 week remaining
Beginning Construction
2 Reverse Gravity Pits: -70 Gold, 1 week remaining

Heart-Chamber of Kat-Shatep (Middledeep 20): -100 Gold, 1 week remaining[/spoiler]
[spoiler=Recruitment]
Recruit 2 Star Vampires: -50 Gold, -6 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 75
Metal: 90
Food: 0
Bodies: 57
Sacrifices: 0 [/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
2 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
1 Reverse Gravity Pit
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Altharid-Xallisine) - Garrisoned at Yuddarath (Lowerdeep 56)
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
2 Star Vampires - Garrisoned at Yuddarath (Lowerdeep 56)

2 Bloodfiends - Middledeep 23

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Murmurstone, Staff of Vermin

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: Scroll of Poisonous Cloud

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 3
Defence: 16
Health: 8
Speed: 4
Morale: +4
Special Abilities: Detector, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[/spoiler]
[spoiler=Orders]
Tsatha sends the rogue Psions down to Yuddarath to plead their case before Ktan-Ydheel.

Ktan-Ydheel to Scry upon Upperdeep 30, Lowerdeep 16 and Middledeep 63 and then to interview the rogue Psions to see if any are (like Altharid-Xallasine was) potential Apprentice material, offering the usual terms of Apprenticeship (10 Gold, 5 Bodies) to any that seem suitable.

Spend 1 Speed to move 2 Bloodfiends from Ulm-Ulhulm (Middledeep 22) to Middledeep 23 with orders to attack the Lava Nymph IF she attacks forces as they move through there and Ktan-Ydheel fails to dominate her.

Ktan-Ydheel uses 6 of the renegade Psions as Sacrifices to summon a pair of Star Vampires, and then uses the remaining 1 Psion and 1 Sacrificial Thrall as upkeep for the Bloodfiends.

Naerlyth the Unclean casts a Ward upon the Star Vampire venturing off into Duergar territory.

Spend 8 Speed to move 1 Star Vampire to Lowerdeep 42, then Force March for 8 Speed to move to Lowerdeep 23 with orders to retreat from any conflict.

Spend 5 Speed to move 1 Star Vampire to Lowerdeep 49 and spend 1 Speed investigating the boneyard there for treasure, other artifacts, dragon corpses or anything of general interest, then spend 1 Speed to move to Lowerdeep 43 and spend 1 Speed investigating the region for treasure, other artifacts, dragon corpses or anything else of interest.

Spend 1 Speed to move Ktan-Ydheel up a level to Middledeep 24, spend another 1 Speed to move him to Middledeep 23 to wait there until Altharid Xallasine has passed (Dominating the Lava Nymph if she shows herself) before spending 1 Speed to return to Middledeep 24 and then spending 1 more Speed to move down a level back to Yuddarath.

Spend 1 Speed to move Altharid-Xallasine up a level to Middledeep 24, spend another 3 Speed to move her to Middledeep 20 to begin overseeing the construction of a new Dungeon there.

Naerlyth the Unclean begins work attempting to modify the Zombie Plague to produce more Ceremorph Ghouls instead.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Rhamnousia on March 15, 2013, 11:06:05 PM
[ic]
[spoiler=The Will of the Watchers]

[spoiler=Production]
5 Algae Farms: 100 food
3 Thrall Grottoes: 60 bodies
Improved Watcher Mine: 325 gold, 35 metal
Spoils of Watcher Ruins: 333 gold, 21 metal
[/spoiler]
[spoiler=Trade]
With Exalted: +30 metal
With Cleversmarts: -30 gold
[/spoiler]
[spoiler=Upkeep]
4 Watcher Savants: -20 gold, -20 food
25 Thralls: -25 food
14 Gloomrays: -84 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:

Under Construction:
Augmentation Pool: 3 weeks remaining
4 Algae Farms: 1 week remaining

Beginning Construction
Glyph Library: 150 gold, 15 metal, 3 weeks remaining
Slime Moat: 25 gold, 3 weeks remaining

The Lonely Cenotaph

Completed Construction:

Under Construction:

Beginning Construction
Thrall Grotto : 50 gold, 15 metal, 2 weeks remaining
Mucosal Pool: 75 gold, 20 metal, 2 weeks remaining
Mucosal Wall: 50 gold, 4 weeks remaining
Slime Moat: 25 gold, 3 weeks remaining
3 Vault Slime: 15 bodies, 2 weeks remaining


Bowels of the Hateful Earth

Completed Construction:

Under Construction:

Beginning Construction
Repairs to Improved Watcher Mine: 112 gold, 10 metal, 1 week remaining
Repairs to Mucosal Pool: 37 gold, 10 metal, 1 week remaining
Repairs to Breeding Pool: 50 gold, 12 metal, 1 week remaining


[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
4 Watcher Savants: 100 gold, 60 metal

The Lonely Cenotaph

Bowels of the Hateful Earth
[/spoiler]
[spoiler=Wealth]
Gold: 142
Metal: 189
Food: 415
Bodies: 297
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
5 Algae Farms
Watcher Mine

Nightmare Gate
3 Vault Slime

The Lonely Cenotaph: Lowerdeep 82

Bowels of the Hateful Earth: Lowerdeep 87
Improved Watcher Mine (Broken)
Mucosal Pool (Broken)
Breeding Pool (Broken)
[/spoiler]
[spoiler=Armies]
Get of the Sovereign – Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races, Watcher Sovereign –  Hibernating
Sings-of-Lovely-Devils, Watcher Savant – Awake
Harmony-of-Far-Spheres, Watcher Savant – Awake
Long-Tortured-Groaning , Watcher Savant– Awake
Twice-Paired-Eyes, Watcher Savant – Awake
Lurks-in-Gelid-Pits, Watcher Savant – Awake
River-of-Molten-Basalt, Watcher Savant – Awake
13 Thralls

The Bleakflight – Lowerdeep 87
13 Gloomrays

Tendril of Distension – Garrisoned at The Lonely Cenotaph (Lowerdeep 83)
Commander:Inauspicious-Arrangement-of-Gills – Awake
Displays-Most-Promising-Cruelty, Watcher Savant – Awake
10 Thralls
1 Gloomray

Tendril of Reclamation – Garrisoned at Bowels of the Hateful Earth (Lowerdeep 87)
Commander:Grey-Slime-Congealing – Awake
2 Thralls
2 Slime Golems
[/spoiler]

[spoiler=Characters]
[ic=Dreams-of-Dead-Races]

(http://img809.imageshack.us/img809/1984/dreamsofdeadraces.jpg)

Watcher Sovereign
Ranged Attack: +8
Ranged Damage: 10 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 8
Defense: 18
Health: 80
Speed: 1
Morale: +8
Special Abilities: Detector, Dominate, Confusion, Huge, Leadership, Petrify
Inventory: Lens of Petrification (grants Petrify spell), Tentacle-Ring of Protection (+2 Defense)
Unit: Get of the Sovereign

Dreams-of-Dead-Races increases the Ranged Damage (Psychic) and Morale of any army it is leading by +1.  If garrisoned in a Dungeon, it increases the Ranged Damage (Psychic) and Morale of garrisoned troops by +1.

To move overland, Dreams-of-Dead-Races must be dragged in enormous tanks of water by at least 12 Thralls or 6 Scumspawn (or  10 Thralls and 1 Scumspawn, 8 Thralls and 2 Scumspawn, 6 Thralls and 3 Scumspawn, 4 Thralls and 4 Scumspawn, or 2 Thralls and 5 Scumspawn).  If its escorts perish, it is immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Grey-Slime-Congealing]

Though still young among the numberless progeny of the Sovereign, being born only within the last cycle of the Watcher's arcane calendar, Grey-Slime-Congealing holds a petty sort of privilege as the first among Dreams-of-Dead-Races' spawn to be excised from the mucosal cocoon within which it spent the Long Dreaming. Whether the source is this dubious position of seniority or some more intrinsic organic fault, the Savant is possessed of a hasty aggression and impatient temper uncharacteristic of its kind; rather than deferring to the vast wisdom of its Sovereign, Grey-Slime-Congealing displayed such eager hubris as to suggest an assault on the Gloom Trolls dwelling by the shores of the Darksea. When the inadequate host it led fared poorly against the creatures, it found itself relegated to overseeing the blind thralls laboring in the bowels of the Cruel Form of Truth. But Dreams-of-Dead-Races is not an entirely unsympathetic Sovereign (towards its own kind), and it presented its spawn with an opportunity to redeem itself by reclaiming the beached ruins called Bowels of the Hateful Earth.

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large
Unit: Tendril of Reclamation

[/ic]

[ic=Inauspicious-Arrangement-of-Gills]

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large
Unit: Tendril of Distension

[/ic]

[/spoiler]

[spoiler=Orders]
Re-inhabit Lowerdeep 87 and restore the ruins to Bowels of the Hateful Earth.

Promote Inauspicious-Arrangement-of-Gills to Commander of The Lonely Cenotaph and Grey-Slime-Congealing to Commander of Bowels of the Hateful Earth.

Dreams-of-Dead-Races scrys Lowerdeep 82.

[/spoiler]
[/spoiler]

[spoiler=Messages]

[spoiler=Message to the Derro]
Knowing that the lunatic minds of the derro might not differentiate a dream-vision from their own madness,  the Sovereign instead opts to send them a missive via courier-thing.
Know that we in the Cruel Form of Truth are aware of your presence. We find your minds palatable, being unfettered by the flawed logic of other mortal races, and are pleased to see your dealing with the Gloom Trolls demonstrates true cruelty we thought only possessed by our own kind. Know that we have much to offer you: our vaults overflow not only with food, but with the living flesh thralls bred from the stock of surface-dwelling races. [/spoiler]

[/spoiler]

[/ic]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Xathan on March 15, 2013, 11:36:49 PM
[ic=Not With a Bang, but With a Whisper]

I was weeping, and couldn't help but wonder how that was possible without the need ducts to release the tears. Allbeingscryyoumisshimtoo SHUT. UP. No more voices. notgoinganywhereIamyouyouaremeweareone Please, leave me alone?

My body first, bitch.

I recoiled from the blow. It wasn't the rapidfire thoughts of before, she was becoming Stronger. Feeding on you insanity. You're loosing.

No, no it was impossible. I was Liltul, I was the Queen of Thralls and you never stopped to realized that was mockery, did you? You are a thrall. I won't be a thrall.

I don't want to be one either. I want to be free, I want It gone. No more Overbrain. No! it is my Father, it is my Lord, it is Master, that's what you're looking for. Owner. You're his favored dog, at best.

Why the hells are you doing this, Llandri? You'll never be free of me either, we're one now. But Saerid is here. My Saerid who you'll never see again if I do it. There's molten lava not two days away, I could toss us both and die and displease It? Maybe their is hope for you stopitstopitstopit!

Let me help like you did before? What do you think will happen if we go to Him Saerid or you Owner either!? We'd be branded a Renegade by one and a monster by the other, and we'd die just the same even if we fled Deeper. If he cannot find us for long enough Saerid may give up, but the Overbrain would never. We are Its! Not. Anymore.

I don't want to die anymore than I do. Then what can we do, what should we do?

Deeper. Crawl into the bowels of this world away from both of them, away from any who would own us. But there's no safety not even with the Child forever, or the Overbrain will come for Her and Her Children and we cannot allow that.

I have a plan

Who in the bloody depths of the hells are you?

Whisper. You created me.

What?

You were fracturing, splintering, dying in your mind. I am going to save you, my Queens.

How do we know we can trust you?

Your death means my death, the death of the Wholeself. I have been weaving to protect you from It and Him and all others since We were born, my queen.

And what of me? I'm not your Queen, I am.

The Queen is the Wholeself. You are both parts of the Wholeself. The Overbrain gifted you by accident, allowed you to be touched by sublime insanity, divine madness.

I don't want to be insane anymore, I want to be whole, to be the Queen that I long should have been.

And if you did not want to be an Elf, would you complain? If you did not want to be Ceremorph, would you complain? We are what we are.

What do you think you can do to help us? How can we save us?

I already am.

As long as the Overbrain lives he will never let us be, never let us free

That variable has been accounted for. Fear not, my Queen. See your friend. I will relay your orders that I never gave but that you need have given. Trust me; you will be the queen you should be soon enough.

And don't worry about your sanity. Madness becomes you, my Queens
[/ic]

[ic=Messages]
Liltul
[spoiler=Response to Doctor Robertson]
[Again, bats in a nearby cavern tear themselves apart and draw in their comrade's blood to deliver this message. However, the handwriting is subtly different from prior interactions with the Queen of Thralls – though that could be the result of a different breed of bat being used.]

Most Esteemed Professor,

Your concern and offer are greatly appreciated. However, the High Elves are instrumental to a long term plan of mine that will secure these depths much more soundly for all of our kind; to whit, I have a process that will benefit my kind and by extension yours, given our non-aggression, that requires living elves. Those that do die are useful as well – I have acquired the Artaefact of which you able to provide such excellent information about, and we are aware that while it's primary functions ensure the survival of the wearer, the secondary function is a process that makes good use of Elf Bodies.

As of now, the Elves are aimed firmly at one of two locales of mine and will not return to trouble you. I assure you that the group of them will leave the deeps only as my new thralls, wights, or allies in true Ceremorph fashion.

If the Elves take any action that disrupts your scholarly pursuits, then of course deal with them as you see fit, but I have no fear of that outcome. If you mean to pursue the attack against them, I will be most distressed but understand the need. I request then that you take as many alive as possible, especially their Prince and his Magi, and will pay you a sum of fifty gold for each of them alive, and three gold a head for reach other elf you bring to me alive. For that price, I am not particularly picky about breed, though I do wish conflict with Lady Gloomsong or the Bloodlord – I am more than happy to assume any dark elf brought to me is a lying Nocae and not inquire further of your honor.

Of course, in the interest of not providing you an incentive to disrupt my works, I am willing to pay you one hundred and twenty five gold coins, freshly minted from my mines, should they reach my realm unmolested by your esteemed persons.

As an addendum, it delights me to inform you that I may soon be joining your ranks as a practitioner of the necromantic arts, owing to a side effect of this delightful crown; though it may take a few more weeks for me to fully understand the information that has been revealed to me and adapt my own psionic talents to fully utilize that gift. I dearly hope that, once I have completed my autodidactic period, you would be willing to accept my tuition as a pupil so that I might further learn how to master these talents.

As a secondary addendum, which I pray you will indulge me, I find that the depths are woefully lacking in those interested in scholarly pursuits, something which I'm sure we would both like to see rectified. Once the Elven threat is dealt with, I do dearly hope some sort of conclave could be convened in an appropriately neutral location to discuss a possible academic venture – to discuss the mutual founding of an institute of Higher Learning – with other scholarly minded individuals in these depths.

Forms pertaining to each of these offers – the status of the High Elves, the future apprenticeship should I prove able to master these Necromantic Arts, and a future Scholarly Institute – I have attached bat-wing-ed forms that may be signed in triplicate to provide for their use.

Yours,

-LlaLiltul the Exalted, Queen of Thralls.

P.S: You have my word that, should any tea be found among the Elves, it will be sent to you as part of the agreed upon amount for no additional charge.[/spoiler]

[spoiler=Response to the Glow][the psychic voice is ragged, harried, worried, and...sad. Grieving.]
My friend, thank you. I am so glad that the dwer-flesh and elf-flesh agreed to your terms. Their word...they share not the Dream. Without the Dream, they must rely on the false dreams, this dead-gold and their "words," for that is all they have.

Yes...I must come to you. Something has happened. A man of elf-flesh has come beneath, and he is...he is someone I cared about. Care about. Will care about. Can care about. Love/hate/need/fear. It is tearing us apart, him being here, and I fear he may come to bring me Kindness, which is like sharpness but never wants to harm, sharpness that helps perfect though it cane destroy.

I will come to the edge of the great forest. I will need your children to guard my path, for I am far fewer than those I set out with, and if an army were to catch me they would destroy me with their sharpness.

Thank you. Thank you. You are our friend, all of our friend, The Liltul that Was, the Liltul that Is, and the Liltul that Will Be. I will come to you so that we may know each other.[/spoiler]

[spoiler=2nd Response to the Glow]
Thank you, my friend, but I will not need your children's aid: I have found magic that will allow me to traverse the distance at no risk to myself. I look forward to finally meeting you in person as well as the Dream.
[/spoiler]

Llandri

[spoiler=Saerid]Oh gods of the wind and stars, it is you. The mental voice is strained, tired, scared, but has overtones of elation and determination now having heard his thoughts. I...I'm talking to you using the magic that got my family exiled. It's not magic, it's not evil, it's...it's called psionics, it's mental magic. Like what enchanters weave, but far more...more intuitive, I guess.

Elvish Hosts, it's good to hear from you.

Saerid, I want to tell you where I am. I want you to come, I want to see you, to hold you...I miss you.

But I...I can't. It takes too much effort to send this, and if She or It noticed...and I can't let you see me like this. Not...not the way I am now.

Saerid, go back. Go upwards to the sun and stars. Leave these lightless depths. Your people need you. I...I need you, but I can't have you. I'm sorry you came all this way, but I'm...it's not safe anymore.[/spoiler]

Whisper

[spoiler=Response to Abject (Using Secret Message)]
Your warning is appreciated, Ktan-Ydheel, Abject, Cerelich. [the tone is one of fondness, respect, and warmth, tinged with an alien distance.] But this is not cause for concern. The web draws tight; I weave the death of the Overbrain now, as circumstance presents.

That Queen of the Kobolds, the Vermin Bitch, is proving to be a useful tool. I have already dealt deliberately in poor faith with that insipid cow, Verra Gloomsong, to provoke her as well. Even the Elf who would be King to my Queen has become a pawn in this game.

My Queen is all that matters, not the Dominion. Our 'antagonism' [the word drips with amusement and scorn] is well known. If you should inform Lady Gloomsong next week that the bulk of my forces depart from Glyp-Dor, the Northern reach, and that should she attack there in tandem with the kobolds and High Elves the week after she will likely crush us, the Overbrain should lay dead the week after their attack - or their forces will be so broken as to make them easy pray should they fall to that wrinkled parasite. I will handle the task of provoking the Watchers into assailing from the East as well; the Overbrain, and indeed those not worthy, will no longer be able to assist me, and with three armies claiming what was once It's, none shall gain too much strength from the assault. I require those 3 weeks uninterrupted so that I may gain one last benefit from Dtoulth before it lays dead. If they can not be gained, I have a secondary plan, but it will be...inconvenient. If you can delay the Kobolds, High Elves, and others who would assail Dtoulth long enough, I would be grateful.

My queen will hide among the fungoids for a time, before the first part of the Prophesy is fulfilled, and she shall debase herself before you as promised. I am trusting you with the destruction of the greatest foe we both face, and I eagerly await when my Queen must debase herself before you. Keep this plan even from the allies you have forged, I beg of you; should the Overbrain learn my purpose too soon, the plan shall unravel entirely.

I urge you to as well send one of your beautiful star vampires to the field of battle and scrounge the corpses of elves that lay there. My Queen has begun delving into the Necromantic Arts, but she can only use the bodies of elves thus far in her creations. Of course, if you wish to assist the forces that will destroy the Overbrain, I would be gladdened for you to gain what you can - if so, simply do not inform Lady Gloomsong of your intent and Glyp-Dor shall easily be yours.

Yours in Grand Madness,
Whisper [/ic]

[ooc=Order][spoiler=Orders]
Super First Drafty
[spoiler=Production]
GoldMetalBodiesFood
+735+75+140+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn
Lower Dtoulth
Ceremorph Mine +185 gold, +20 Metal
Crystals +20
Thrall Pen +20 Bodies
Curasd, Horror in the Woods
Ceremorph Mine +185 gold, +20 Metal
Mushrooms +20 food
Thrall Pen +20 Bodies
Glyp-Dor, the Northern Reach
Thrall Pen +20 Bodies

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-33g-0-51-14
[spoiler=Details]Commanders
No Upkeep
15 Psions
-45 gold, -30 bodies
Hook Horror
-7 Food
7 Brainhounds
-21 Bodies
7 Thralls
-7 Food
[/spoiler]
Vruthor the Wrathpriest
-10 Gold, -3 Food

[/spoiler]
[spoiler=Construction]
Base
Dtoulth (Lowerdeep 74)
Completed Construction:
Evolution Cell
Pupation Cell

Under Construction:
Experimentation Chrysalis (3 Weeks)
Teleportation Sphincter (3 Weeks)

Beginning Construction
Eldritch Cocoon (-250 Gold, -40 Bodies, 5 weeks) - I want my Exarchs now. :D
Metamorphic Cell (-70 Gold, -15 Metal, 2 weeks)
Mindlink Node (-50 Gold, 2 weeks)

Lower Dtoulth (Lowerdeep 75)
Completed Construction:
Ceremorph Mines

Under Construction:
Mushroom Farm (1 Week)

Beginning Construction

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Thrall Pen
Ceremorph Mines

Under Construction:
Mushroom Farm (1 Week)
Sphincter Gate (1 Weeks)

Beginning Construction

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
Thrall Pen

Under Construction:
Ceremorph Mines (1 Week)
Mushroom Farm (1 Weeks)

Beginning Construction
Spawning Pool (-40 Gold, -10 Bodies, 2 Weeks)
Spincter Gate (-50 gold, 2 Weeks)

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
3 Ceremorph Exarchs (-185 gold, -3 Elf Thralls)
18 Brainhounds (-360 gold)

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
None Yet

Glyp-Dor, the Northern Reach (Lowerdeep 67)
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
5199333412
[spoiler=Body Types]
16 Ceremorph Bodies
2 Dark Elf Bodies
1 Hook Horror Bodies
6 Giant Spider Bodies
7 Brainhound Bodies
5 Roper Bodies
[/spoiler]

[/spoiler]
[spoiler=Trade]
None Yet [Reminder: Whenever Saerid reaches my territory, -125 gold to the Undead]

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine
Thrall Pens 4
Mushroom Farm 3
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines
Evolution Cell
Pupation Cell

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Ceremorph Mines
Thrall Pens

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Ceremorph Mines
Thrall Pens

Defenses
Amplifier Node

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Thrall Pen

Defenses
Amplifier Node

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain
3 Exarchs
18 Brainhounds

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 52)
1 Llitul
1 Vruthor the Wrathpriest
1 Hook Horror (Dominated, Fed Only Mushrooms)
1 Quasthid (Inquisitor, Greater Dominated)

The Hounds (Stationed at Middledeep 38)
7 Brainhounds

The Wights (Stationed at Middledeep 50)
4 Dark Elven Wights

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
13 Ceremorph Psions
7 Grafted Thralls

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
4 Psions

[/spoiler]
[spoiler=Orders]
[ic=Standing Orders]
(These are things that I want to do every single turn unless I explicitly state otherwise so I don't forget, put here so I can copy/paste)
Scouting
All Psions in any dungeon or outpost that stay garrisoned that turn are to use 3-4 speed to scout all adjacent regions that do not have a dungeon in them (L68, L70, and M80 from Curasd (3 speed), M90, L66, L65 from Glyp-Dor, L73 from Dtoulth, L75 from Lower Dtoulth) and then re-garrison. If any brainhounds are garrisoned at a dungeon, they use their speed to scout as well.
Reinforcements
All non-thrall units with speed 3 or higher that are entrenched at L63 (or garrisoned if an outpost is founded there) are to move to any dungeon within their speed that scouts an incoming attack.
Liltul
If Liltul is not garrisoned in a dungeon, she is to use all remaining speed to withdraw from any army she encounters that is more than twice as large as hers (excepting goblins, accursed, slave soldiers, or similar weak units, then withdraw only if three times as large as hers); if possible, withdraw in the direction of the nearest dungeon I control, if not, backtrack her existing path as far as possible. Any leaders or other unique units are to be dominated if possible, but only if they could not be bought off or hired.
Grolhund
If an army encounters Grolhund or scouts him coming (or his forces), they are to withdraw from the region - including commanders. This is only not true if Dtoulth is threatened; then they are to remain to defend the Overbrain unless Grolhund attacks in person with a smaller force of backers or alone. In those circumstances, they are to withdraw to give the Overbrain time to Dominate Grolhund. *evil grin*
Mercenaries/Apprentices
Liltun continues her calls for both, also offering a 100 gold up front cost for Mercenary bands or powerful mercenaries like Mindwitnesses.
[/ic]
I know at least one: what's in M53, that little lava pit next to me? I hate passing by a little inset like that and leaving it untouched - should have scouted as I passed last turn, kinda ticked at myself I didn't. (Overbrain scry M53). Second Scry L61.

The Hounds move back  to rejoin with the Hunters. Liltul joins the regiment of hounds.

Liltul selects High Exarch for leveling up.

Liltul and Hounds move into M53 to shop at the Hag's shop. Dominate the Sneak if possible, kill if not.
----
Liltul makes the following Purchases, minus the cost of anything she loots off that Sneak:
Shopping List:
1 Scarab of Fear (120 Gold)
1 Elixer of Agility (-50 Gold)
1 Elixer of Might (-50 Gold)
1 Elixer of Toughness (-50 Gold)
Scrolls:
3 Ward, 3 Invisibility, 1 Dispel, 2 Phase-Shift, 2 Haste (-165 gold)

Vrothor and Quasid will stay at M51 - the Wights will move to join them. The Hook Horror is not going to be re-dominated this turn and stay with them - that should satisfy Vurthor's bloodlust for the time being.

Liltul immediately drink all 3 Elixers and equip the Scarab of Fear (Stat's factored in to her stats below) and will join the same regiment as the Hounds and use Phase Shift, Haste, Invisibility, and Ward (leaving 2 Ward Scrolls, 2 Invisibility Scrolls, 1 Haste, and 1 Phase-Shift Scroll), and then Teleport directly to M41 and Garrison in the Tower of Screams to meet with the Child of the Glow. (I"m assuming the Invisibility and Ward will keep me from showing up on the map next week so the Dwer/Nocae don't know I'm there.

3 Exarchs and 18 Brainhounds move from Dtoulth  (L74) to Glyp-Dor (L67) (5 Speed) This regiment is called the Duergar Hunters. One of the Exarchs, a male, is Xealaz who is already hiding his madness from the Overbrain; if any of them earn the right to be a Champion, I'd like it to be him.
13 Ceremorph Psions move from Curasd (L69) to L63 and join with the Duergar Hunters, continuing with them to Glyp-Dor (L67) (4 Speed + 1 Speed Forced March)

The Overbrain is to be informed that the intent of this troop movement is to clear the Duergar out of M91 next week. I can re-enforce later, but those War Spiders means I'll need extreme force to deal with the dungeon. (This is totally true; I was gonna wait three or four more weeks to do this, I just decided to do it ASAP before the hammer comes down.)


[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +8
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1), Spell Resistance +4, Discipline
Equipment Crown of Malakar
Inventory (Pre Orders: 2 Elixer of Agility, 2 Elixer of Might, 2 Elixer of Toughness, Scrolls: (3 Ward, 3 Invisibility, 1 Dispel, 2 Phase-Shift, 2 Haste)) (Post Orders: Scrolls: (2 Ward, 2 Invisibility, 1 Dispel, 1 Phase-Shift, 1 Haste))
[spoiler=Crown Stats][ooc=The Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on. [/ooc]
[/spoiler]
Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear and has Discipline.

[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Phyn-Olbaath]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]

[ic=Vruthor the Wrathpriest]
Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  

Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/ic]

[/spoiler][/spoiler][/ooc]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: LD on March 16, 2013, 12:15:44 AM
CleverSmart Kobolds

- Orders draft done.

[ic=Heartscrewed]
Hai-Phen, the Shadow, covered in soot and slime from her escape, hacked up a clod of dirt and saluted her Queen, chittering about the monstrosity which had assaulted her dungeon. Shee-Ra tittered, hearing about how kobolds had been tossed to and fro by a meandering, screeching monstrosity, then she mounted back on her Dire Rat and waved for her troops to follow as she set out to revenge GnomeFeast Luteing Caverns against the dread, nightmare clanking creature which had climbed over the palisade walls and which threatened the young and the defenseless kobolds within. The creature had a name; Grolhund the Heartscrew, the kobold bogeyman of old, but perhaps, after their encounter, that creature's name would recede back into the myth from which it had first come.
[/ic]

[ic=Messages]
[spoiler=To Grolhund]

A haughty rat, painted with the number 735,136 in cramped letters on one side, holds its head high and tosses a letter, grasped tight in its incisors into the air, toward the horrifying moving structure of Grolhund the Heartscrew.

Madkobold! This letter be from your Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground. You have done terrible-nastything. Cat-Con, Bill-Dit, and Basherpokes the Skulker must be returnedto us! Why you take goodkobolds and fight your Queen! Why you act like Skyl-Dor the Unspeakable, he who should not be spoken of in polite KoboldCompany but he who will be spoken of to you because you be nastykobold! Why you act like Nastydream or Greyskull who causekobold suffer!

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground

The rat prances about, jumping in and out of holes as it struggles to keep up with Grolhund and to await any response.
[/spoiler]

[spoiler=To Saerid]
Shinyelves! We glad be guides.
Here be Mostlysafe caverns. Kobolds rid of mostevilthing except for StonerTyrant in north (M70) who will soon no longer be so high. We Cleversmarts will sober StonerTyrant of his rulerdreams before long.

Cleversmarts do scout and research. We valuablefriend.

We tell information, then we make proposal.

First discover we not know exactwhere Llandri Brightstar is, but we learn much of defenses of differenttribes of NastyDreams for future warplannings. We also consider and ask, is possible Greyskulls take Shinyelf instead of NastyDreams? We know surface creature not know difference between two type of creature, but both very evil. Nastydreams make people mindslave, Greyskulls kill people, raise as slave.

*In southarea of Lowerdeep is Alternate That Is Yudd's Rath, rule by Objectified NastyDreams. It take five or sixweek get there even with forcemarch. They be weaker NastyDreams than NastyDreams that are close to here.

*Weakest Nastydreams be wander in M55. They be flee close Nastydreams; maybe they take your elf? We also hear from Vassal that Vassal hear Nastydream hunt them because they make whoo-hoo with Thrall. Perhaps one do that with your Shinyelf? We notify othervassal apprehend these Nastydreams first for interrogation.

*Regard Close NastyDreams.
There be threegoodway get to close NastyDreams. M66 verybad idea go down. You gothere, we warn there be horrible creatures that will make difficult get near NastyDreams. Likely killbad all of you if you go there. We monitor situation; see if this danger change.

Most straightforward be M80. If NastyDreams not know we coming, they weak there. Under M80 be L69. L69 onlyhave four Psions, one a Commander, a Thrall Pen, Amplifier Node. and Mushroom Farm and Ceremorph Mine are underbuild. No defense or trapnow; but because build mine, they mayplan build defense next. Also it seem they may have some thrall therein. We could reach there in threeweek.

But M90 entrance maybe be best- they see Elvemarch in their direction; they never expect attack in there. We work on arrange that entry for you and discover its defense.

Proposal be this. M73, which we must pass, be ruin of elven civilization. We attack ruins this week and loot. You take all elven artifact; we take gold, metal, and food. This be good idea? Yes it be. Elven artifact make you stronger, defeat NastyDreams better, impress ladyelf better with glitterythings. We know M73 have 4 giant Bitey Bites (Spiders); combine youtroop with Bold Koboldforce; they be easily defeat, no casualty.

We suggest, move M73 (Speed 5) this week and fight and recovertreasure; then nextweek move M80 (Speed 4), then M90 (Speed 6) to fight Nastydreams who mayhave Shinyelf. We use 1 speed that week to entrench and besiege (1 Speed). We tunnel under (3 Speed), plant demolitions (1 Speed) and endNastydreams traps and defense there. (I think I can plant demolitions in the same turn I tunnel under, correct? Would my allies need to wait till the next turn to assault? or could they attack on that last speed turn?)

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To the Abject]
To the Objectified NastyDreams:

This is goodygood information and we will soon smash defenders there. We glad we can trust you, which be strange thing for NastyDream, but at least we know NastyDream love when other NastyDream die. We coordinate massive allied force to smash NastyDreams, L67 other entrance considered, so if easyscry that area, verygood, it help us estimate howmany allies send each way.

Regard your request; we have goodygood magicitem, but we be too far to do business. MadElf lands lie between us and you; and, you are over 15 regions distant, unless you know of better path for trade?

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Lady Gloomsong]
When NastyDreams return to M80 they will be ambushed and the crown will be taken from them. In the evil event they choose go otherway (down M50), I have notify other vassal who are closer to them to recover crown for you. We look forward to goodrelation to you.

Errand that bringclose to your city is wehope surprise NastyDreams. We fear NastyDreams see bigdeadly army headed their way and think it intend go down M80 to L69; so theyspend much gold reinforce L69 against bigdeadly army. But what they not expect is that army go down M90. Army that go down M90 almost certain find success because NastyDreams position army in wrongbad place. If you join us invade there, you almost certain find much gold and we give you all artifact from NastyDreams abodes, even those we win.  In fact, we suggest that youkeep all caverns you conquer if you sendforces, like L67, because that near your vassal territory. Cleversmart Kobolds hope vassal grow good and strong so better positioned give goodytribute.

So; make clear. We CleverSmart Kobolds consider if it is better idea go down M90 or M80, so we ask permit to cross with army to godown M90 if makesense. We not end week in M86 or M87 to respect your sovereignty, which is important! Important Vassal! Important! We also welcome GloomyElves join army or send solo army in M90 and conquer NastyDreams-GloomyElves would keep all region they conquer, and we would give all artifact we recover in these battle with NastyDreams to GloomyElves.

Also, if youknow what is built in L67 and let us find out, that useful for us to betterplan if goodyidea go L69 or L67. We alreadyknow what in L69.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Dagalur]
Goblin Duke, why you make war on Pickypoke Diggydigs?

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]


[spoiler=To Undead]
(Insert Rat)

To the Importable Greyskulls Doctor,

Maybe we take action against Greyskulls, maybe not. Is up to you to decide risk of not make propertribute for boon of remain in Underdeep. We also nounderstand why Greyskulls need a doctor, but even your ministrations would not be enough to patch together scattered Greyskull pieces should Cleversmart ire be raised against your holdings.

Perhaps you prefer move to Northdeep; we claim no suzerainty in biteycold places there. Or perhaps you prefer plunderloot surfacefolk, we carenot what raid you dothere as longas you pay tribute and yourtime under the ground be time limited. But Under the Ground there are only Cleversmarts, Vassals, Nastydreams, guest, and monsters. You not be Nastydream or Cleversmart, so you be either Vassal, guest, or monster. You notyet prove yourself as guest or Vassal of Cleversmart Caverns.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Liltul or Whisper]
(Insert Rat)

We hopeyou goodysuccess in stop NastyDreams this week who make whoo hoo with othercreatures against their will unless you succeed in pastweek; in whichcase we thank you for destroy badenemies. That crime even in kobold lands under proclamation 123 of Shee-Ra Cleversmart XVI.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Lothe]
Dwarflord Lothe,

This is nastybadthing about the Goblin betrayal. We grant you a boon of waive tribute for Month of Rat in honor of your sacrifice and your trials.

Also, assuming goblincreatures not cut off deliveries, we also willing to provide metal at the 3 gold:1 metal ratio previously offered only last week. That offer is now available for the remainder of this month as well; we acknowledge the trials you have suffered and we wish goodyhelp you overcome Goblincreatures.

Regard troops; we can sparenosignificant forces this week or next due to nastybad problems near CleverSmart Caverns. Greyskulls above threaten war and Cleversmarts also march against NastyDreams and bring civilization to Middledeep.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Dolmar]
To the Shadowyelves Leader, Dol-Mar:

Muchcongratulations and thanks to you Vassal for defending the PickyPoke DiggyDig Vassals! As a result of your honor and sacrifice, we are glad to waive demand of tribute for this month. Soon, when blockinggoblin is removed, we will also be able to trade; our goodyrates be 4 metal to one gold; 2 food to one gold. Also, we inform, there be NastyDreams in M52 who havelikely gathered muchimportant artifact. You maybecoulduse it, but we willing pay 25 gold for recover of this crown of bone set with black stones. We thinkthey head to M50. Theirnumber be  several Ceremorph Psions wethink. We basethisguess on they likely kill other group of Ceremorphs to take their gold this week. If theynot kill them, then there be other group of MadNastyDreams in that area. Whateverthecase, there be much goodyprofit be earned by fight them.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To The Legion]
Marius KoboldLeader of the Legion,

Firstly, salutations likewise:

Once again, we glad waivetribute demand this month because you new. We respect Legioncommander's bravery- is good thing for koboldhave! But Legioncommander knownot how thingwork in this part of Underdeep. Very dangerousplace here, filled with NastyDreams and Greyskulls who both treat kobolds like monsters and either kill or mindslave goodykobolds. Beware of the Greyskulls to your west, for they be untrustworthy creatures. We try negotiate with them, but they respond with threat.

We acknowledge yourconcern about lackofneed for Queen Mistress over Legion because youpreviously selfsufficient, but wethinkwe can demonstrate the value of being vassal by next month.

Once again, vassalbenefits include: Cleversmarts would pledge protect you from evils of Underdeep. Also, Cleversmarts pledge give gifts of metal and food in return for gold; to help vassal better produce. Cleversmarts already deliver on promise of metal and food and resource to vassals whohave paid tribute, and these gifts are at better rates than official trade rates. Official trade rates be: 2 food: 1 gold; 4 metal: 1 gold.

Still, we welcome friendship and indicate to you that being Vassal also lead to goody alliance with many others. Shadowy elves and PickyPoke DiggyDigs to your south be vassals already who pay tribute and who have received metal and food from Cleversmarts. Together we are strong; divided, we are weak against vile threat of NastyDreams and Greyskulls.

-Queen Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to Gloomsong]
Respected Lady Gloomsingysing of the GloomyElves,

We appreciate permit to travel and we will respect vassal's feuds. Very troublesomething but very understandable thing when ancestors often kill each other. We tell ShinyElves badidea go north through your territory.

Queen Mistress Shee-Ra Cleversmart XVI,
[/spoiler]

[spoiler=2nd Letter to Saerid]
Shinyelves! We have conducted more investigate.

You indicate wish to avoid otherbattle, so northern route to reach NastyDreams be bad route for you; that route likely involve battle.

Travel through M80 to assault below look best. Wethink these NastyDreams have your lady and webelieve free severalprovince maylocate ShinyLady. At least that lead NastyDreams fear you and turn over ShinyLady so you leave. No need to conquer all NastyDream lands-we do that ourselves after you achievegoal.

This turn, suggest force march 1 (Speed 5) to arrive in M73. We raid tombs and recover goods; if you join, you share in artifacts, if not, then is okay but you missout on goodythings that could help you fight. Also, Will lend blunderdigs and others to assist with defeating the ceremorphs. Very good seigekobold. In return for aid of blunderdigs (4), ask they help with looting the ruins; understand if youwant conserve troops but they are unlikely lose any in ruins, especially since manykobold clear space in same week.

Still, even if younot want getin fight, then please wait in M73, so the subsequent week, end in M80 with 4 speed, or progress through and assault NastyDreams with 5 speed. The longerwait, the morelikely NastyDreams build defense and makebadhard get in there.

Inmeantime, we send scout far and wide to continue search for ShinyElf. We also contact PickyPoke DiggyDigs to go fight NastyDreams we previously warnyouabout who wander in southern Middledeep. We offer them reward so to incentive! PickyPoke DiggyDig leader Name is Lothe; he verygood koboldvassalfriend and always doas he say.

(So, rundown- Speed 5 to M73 this week; then to M80 on Speed 4 next week, then assault Ceremorphs below, unless elves get anxious and try to attack next week or they happen to have Speed 5 as a base).

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All That is Under the Ground

[/spoiler]

[spoiler=2nd to Lothe]
We glad make same offer to you as we make to DarkyDark Elf Vassals; Previously, we inform, there be NastyDreams in M52 who havelikely gathered muchimportant artifact. You maybecoulduse it, but we willing pay 25 gold for recover of this crown of bone set with black stones. They may also have ShinyElf Thrall named Llandri Brightstar; we paygood for her recover if they do. We thinkthey head to M50. Theirnumber be  several Ceremorph Psions wethink. We basethisguess on they likely kill other group of Ceremorphs to take their gold this week. If theynot kill them, then there be other group of MadNastyDreams in that area. Whateverthecase, there be much goodyprofit be earned by fight them.

(Send 25 metal to Lothe)
[/spoiler]
[/ic]

[spoiler=Orders and Information]
[ic]
- FIXED?: Gnomefeast Luteing Cavern... in my orders I sent 2 skulkers away to scout... in the army list I only sent 1 to scout... Below is my walkthru and fix:
What I had written was:
- Sent to Scout L69: Skulkers.  If possible, (5 Speed) scout L69, then end turn in M80; if that is too dangerous, (4 Speed), end turn in M80 and use free action to scout L69.(Avoid Combat). [Invisible on map]
- Sent to Scout M76: Skulkers (I) ("Gre-Ghor, "Beaterpokes") Ends turn in M76, having scouted M77 and M75. (Avoid Combat).  [Invisible on map]

I don't think I actually took the L69 Skulker off the army list; so as to not make things too confusing; let's have Gre-Ghor, Beaterpokes be the one who went to L69 and let's have the one who went to scout M76 return to Gnomefeast Luteing Cavern before the end of the turn so that the cavern was staffed with the correct number of Skulkers when Grolhund arrived. Thus, Gre-Ghor survives and is free and is in L69 rather than in M76. I hope that fixes things.

[/ic]

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)
Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food[/ooc]

Total Production: 150 food, 450 gold, 15 metal

[ooc]Looting/Events
+83 food (forage), +60 gold (guides)
-58 food, -4 metal from Grolhund's Attack
[/ooc]

Total Looting/Events: 25 food, -4 metal, 0 gold (tribute), 0 bodies/food

Total Total: 175 food, 41 metal, 510 gold, 0 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 3 = (3g/3f)
Skulkers (2g/1f) x 2 = (2g/2f)

=SUBTOTAL: 5g/5f

SmartyScouts
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 2 = (4g/2f)
Blunderdigs (3g/1f) x 2 = (6g/2f)


One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 8g/8g

Ratguard
Dire Rats (3g/3f) x 5 (15g/15f)

One less Dire Rat upkeep because of SheeRa Mount (3g/3f).

=SUBTOTAL: 15g/15f

Ratguide
Dire Rats (3g/3f) x 1 (3g/3f)

=SUBTOTAL : 3g/3f

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire rat (3g/3f) x1 (3g/3f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 24g/15f

Total: Net Loss/turn -(56g/43f)

[/spoiler]

[spoiler=Construction]
[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Nothing.

Under Construction
Improved Kobold Mine (225 gold, 20 metal) (week 2/4)

Beginning Construction
Pit of Rats; 12g (upgrade)
[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Beginning Construction
Pit Trap (by Trapspringers)

[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
None.

Under Construction
See Beginning

Beginning Construction
Pit Trap; 25 gold
Pit Trap; 25 gold
Murder Holes; 20 gold
Reinforced Gate; 15g, 5m
Spiked Moat; 25 gold (1/3 week)

[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Kobold Mine; 150 gold, 15 metal (week 3/3)

Under Construction
See Beginning.

Beginning Construction
Pit Trap; 25g
Escape Tunnel; 20g
[/ic]
[/spoiler]

[spoiler=Recruit]

Recruiting:

5 Slinger (5gp) * 5 = (25gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
7 Dire Rat (17 gp/1 m) * 7 = 119 g/7m
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
3 Bottlethrowers (13g/ 5m) *3 = 39 g/ 15m
4 Trapspringers (13g/ 8m) * 4 = 52g/ 33m

=SUM (297g/65m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
4 Bottlethrowers (13g/ 5m) *4 = 52 g/ 20m
3 Trapspringers (13g/ 8m) * 3 = 39g/ 25m


[/spoiler]

[spoiler=Wealth]
Began Turn at: 0 gold, 154 metal, 760 food, 4 bodies
Gained: 510 gold, 41 metal, 175 food, 0 bodies
Total: 510 gold, 195 metal, 935 food, 4 bodies

Spent 112 gold on construction. (x).
Spent 56 gold on upkeep.
Spent 297 gold on recruiting.

Spent 0 metal on construction.
Spent 0 metal on upkeep.
Spent 65 metal on recruiting.

Spent 43 food on upkeep.

Sent 4 bodies to Grolhund.
Traded 25 metal to Lothe

20 gold
100 metal
892 food
0 bodies

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold)
----->Reinforced Gate UPGRADE (15 gold, 5 metal)
Pit Trap (25 gold)--->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Murder Holes (20 gold)
Escape Tunnel (20 gold)
Snare (10 gold)
Snare (10 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Palisade (20 gold)
Murder Holes (20 gold)
[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren
Location: Middledeep 65
4 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Skulkers (Shel-Dahn)

New Slinger (Vit-Toh)
[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale)
Equipment: Manned Murder Holes
Location: (Start Turn at M71) (End Turn at M 72)
0 Blunderdigs (2 returning)
5 Skulker [Hai-Phen is a Skulker]
10 Slingers

Skulkers* [Hai-Phen, the Shadow]

Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)

New Slinger (Mya-Ho)
New Slinger (Pik-Pok)
New Skulker (Uma-Thur)
New Skulker (Cad-Mium)
New Skulker (Rhe-Sus)
New Skulker (Rhe-Bus)

Begins Turn in M80-- Goes to M90 to spy on L67 with free ability (Speed 5; forced march 1) [Invisible]
Skulkers ("Gre-Ghor, "Beaterpokes")

Prisoners of Grohlund. Returning to M73 this turn to join elven force but not to participate in the battle (Speed 4)
Blunderdigs ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdigs ("Bill-Dit", "Backdoor Blundering Boffins")

Prisoner of Grolhund. Move to M80 this turn. (Speed 2) Spying on L69 with free ability or 1 speed. [Invisble]
Skulkers ("Basherpokes")
[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: (at beginning: M65) (at end: M67)

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)

[ic=SouthGuard]SouthGuard
Effects: Invisible
Location: (at end of turn M60)

2 Skulkers

New Skulkers  (Tro-Jan, the unbreakable)
New Skulkers  (Achi-Lees, the unkillable)
[/ic]

[ic=Dreamsieges]DreamSieges
Location: (at end of turn see orders)

2 Blunderdigs
3 Bottletossers
3 Trapspringers

New Blunderdigs
New Blunderdigs
New Bottletosser
New Bottletosser
New Bottletosser
New Trapspringer
New Trapspringer
New Trapspringer

[/ic]

[ic=BiteySlayers]
Commander: (Note; If shee-ra is in their same region, she is their regiment commander- she will be in their same region when the dark elf ruin is assaulted)
Effects: Cavalry special ability and Disease 3, Climb (Note; If shee-ra is in their same region, she is their regiment commander- she will be in their same region when the dark elf ruin is assaulted)
Location: (at end of turn M73)

7 Dire Rats

New Dire Rat ("Strongcharge", rode by Mil-Ton)
New Dire Rat ("Nastybiter", rode by Ton-Ton)
New Dire Rat ("Dreamslayer", rode by Karl-Loff)
New Dire Rat ("Dreamlord", rode by Bor-Yiss)
New Dire Rat ("Famousnips", rode by Cin-Dee)
New Dire Rat ("Loststripes", rode by Cin-Sen)
New Dire Rat ("Bloodygallows", rode by Pil-Bury)

[/ic]

[ic]RatGuard
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth") (Note: Shee-Ra is currently detached elsewhere)
Effects:  Commander bonus to morale. Cavalry special ability and Disease 3, Climb [Invisible because of Shee-Ra]
Location: (at start of turn: Middledeep 72) (at end of turn: M83)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]
5 Dire Rats

Dire Rat ("Jawbreaker", rode by Apl-Deap)
Dire Rat ("Biteybite", rode by Lady Fer-Ghee)
Dire Rat ("Poisonnip", rode by Tah-Boo)
Dire Rat ("SmartySmart", rode by Sister Ese-Eee)
Dire Rat ("Bloodybite", rode by Sister Ese-Bee)

RatGuide
Location: (At beginning of turn: M63) (At end of turn: M73)
Dire Rat ("Cutrazor", rode by Will-Iam)
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
6 Slingers
1 Blunderdig
1 Dire Rat

Skulkers  [Ho-Dor is attached to this unit]
Skulkers  (Ay-Jax, the warrior)
Skulkers  (Vor-Keth, the massive)
Skulker (Vir-Ille, the Fecund)
Skulker (Vir-Sal)
Skulkers  (Ai-Ur, the Greater)
Skulkers  (Ai-Ur, the Lesser)
Skulkers  (Ro-Dan, the belligerent watcher)
Blunderdigs (Kili-Fili, the stout digger)
Slingers (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slingers (Fush-Rodah, the shouter)
Slingers (Hus-Roh, the loud)
Slingers (Aaa-Hha, the fearful)
New Slinger (Mah-Sala)
New Slinger (Bir-Yani)

Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
(http://img14.imageshack.us/img14/8079/sheerah.jpg)
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, (Rat abilities follow-->) Cavalry, Climb and Disease 3
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from).
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable
(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable

Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow
(http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round [/ic]

[/spoiler]

[spoiler=Orders]

General
- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- If M65 is about to fall, DO NOT cancel mine construction.
- Don't let undead enemies get behind my "lines". attack them and try to kill them if they try to slip past M73 or M72.
- New Recruits in M65;
---send 7 Dire Rats (BiteySlayers) to M73 (5 Speed), (1 Speed to investigate the ruin- join the RatGuard in its siege); .
---send 2 blunderdigs, 3 bottlethrowers, 3 trapspringers (DreamSieges) to M73 IF the Elves agree to end turn in M73. IF NOT, then send them to M72.
---send 4 skulkers and 2 slingers to M72.
---send 1 slinger to M65.
---send 2 slingers to join M66.
---send 2 skulkers to M60 (Southguard) (5 Speed) [note; for flavor reasons, I grabbed the names of two skulkers from Ryen-Dor's Hollow Shaft and flipped them with the newly created ones, who are being sent South.]
---send 1 trapspringer to M67 (2 Speed). Build Pit Trap (25 gold).
-----(Those skulkers in M60 get a free scout of U60).

From Middledeep 63
- Ratguide leads Elves to M73 (5 Speed); attacks the ruins of the DarkElves along with the RatGuard (1 speed to investigate ruins). If Ratguide dies, replace with a different Rat from the Ratguard. If the elves refuse to enter M73 until the battle is secured; leave them in M72 and rejoin them with final sixth speed, but strongly encourage them to rest in M73 for the tactical reason that next turn they can be at M80 without forced marching, which allows them to beseige ceremorphs the next turn; or which allows them to get to M90 with 1 forced march the subsequent turn and then besiege- it makes tactical sense to end turn in M73.

From Middledeep 65 (Cleversmart Caverns)
-(3 Speed) GoodyGarrison Forages (5x3=add 15 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
-(Free Ability) Scout adjacent M64.

-See New Recruits orders above for Bitey Slayers, etc.
From Middledeep 66 (Ryen-Dor's Hollow Shaft)
-(3 Speed) Deepguards Forage (14x3 =36+ 2x3=6 add 42 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.

From Middledeep 72 (GnomeFeast Luteing Cave)
RatGuard
- RatGuard moves to M73 (1 speed) and attacks the Ruin (1 speed) and the four spiders that dwell within (my understanding is that both forces have cavalry...so I wonder if that cancels out or something?)
- RatGuard then moves to M83 to parley with Grolhund. (4 speed).

From Middledeep 71
SmartyScouts
-(1 Speed) Gather food. (13x1= add 13 food next turn) +11 x 2 speed for the blunderdigs and slingers who cannot infiltrate= 22f = [total 35 food]
-(1 Speed) Move back to M72.
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout surrounding regions.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

From Middledeep 80
- ("Gre-Ghor, "Beaterpokes") goes to M90 (5 Speed; 1 forced march) and free spies on L67, avoiding Dark Elves in M86; if cannot get past them, spies on M86 instead.

From Middledeep 82
- The 2 Blunderdigs return to M73 this turn to join elven force but not to participate in the battle (Speed 4)
- One Skulker (Basherpokes) heads to M80 (2 speed) and readies an ambush (2 speed) but has standing orders to flee if he can. He also free scouts the Ceremorph holdings below in L69. If free scout is not an option, nix the ambush and use 1 speed to spy and 1 speed to Garrison?.

Total: Add 57 food due to foraging. (0+15+42)

[/spoiler]

[spoiler=Trade]
Expect +10 gold from RatGuide duties for Saerid.
Send -4 bodies to Grolhund.
Send -25 metal to Lothe (expect +75 gold next turn from this trade)
[spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Raelifin on March 16, 2013, 12:29:21 AM
[ic=The Command Spire of the Wall of Rats]"Damn them! Damn them all!"

Markus slammed his fist on the stone table in front of him, damaging his withered flesh and not making nearly the sort of sound he was hoping for. Before him sprawled many maps of the corridors and caves of the deep (those he knew of anyway). Upon them were dozens of tiny figures and miniature castles.

There would be blood spilled soon, and for that the old lich was pleased (though not exactly happy), but what drove Markus to anger was that this bloodshed wasn't getting him any deeper. The depths called to him, and all he could do was putter around, building forces and fighting minor battles. Markus strove to emulate the seemingly endless patience of his master, but it did not come naturally.

Ironically, he had never been this way in life. Markus paced around the room and thought about Melinda Ashton. She had seemed to be always on him to do one thing or another.

I wonder where she is right now. She could be dead, for all I know... Oh wouldn't that be nice.

Turning towards the window, Markus gazed out at the blackness. The shapes of rocks and the half-dug moat filling his mind even though no light reached his dead eyes.

Would that you could see me now, Wife. I'm doing more in death than any of my peers ever did with their foolish lives. If only you were here. I could show you our armies and lands. And then I could flay your skin and hear that beautiful voice once more.

The old man stroked the chain around his neck fondly as he returned to his maps.[/ic]
[ic=Messages]
[spoiler=Message to Cleversmarts]
Most Esteemed Shee-Ra Cleversmart,
 It has reached my attention that you would wish to extract funding from my institution for the purposes of tribute at this time.  Despite your threats, we do not find the motivation to grant your demands despite your most polite letter.

Regardless, because my scouts have confirmed that you have the allies you claim, in the high elf contingent so recently spotted in these depths, it behooves me to respond to your letter out of courtesy.  If you decide to take violent action upon our most benevolent institution, you will be destroyed mercilessly.  If you would be so kind as to continue to huddle in your holes, you shall find our future relationship significantly more pleasant, insofar as breathing can be called such.

Most sincerely,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the High Elf]
Most esteemed leader of the wanderers in the dark,
 It would appear that you have made a grave mistake, entering the tomb of those who love the sun.  Not the obvious error of entering territory inherently hostile to you, for it is clear you know that, but call it bravery.  Rather, it is your error in trusting the Cleversmarts that appears to be your approaching downfall.

It is true that I wish you nothing particularly well, but in the interest of keeping natural enemies in a state of detente, I wished to inform you of the inherent untrustworthiness of kobolds, their wily eyes and thin skulls are brittle and prone to immorality, deceit, and betrayal.  Take care where your bedroll rests with guides like those in your camp.  I bet they have not even adequately informed you of the location of the ceremorphs you seek, that being in the northwestern lowerdeep?

Most curiously benevolent,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Dearest colleague in the finer arts of darkness,
 It has become most apparent recently that the state of affairs in the Underdeep that allow the Nocae to roam freely and shamelessly in these tunnels is not only a disappointment to me, but also poses a threat to my research interests.  As such, it is my wish at this time to engage you in a possible alliance of a more binding type than just a promise of non-aggression.  It is my desire to see the threat of the Nocae eliminated and to have their bodies serve in my army.  I understand that you would have a shared interest in this endeavor, and so I offer to you a most prestigious position as a leading member of this covenant.  I look forward to your reply.

Regards,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Lady Gloomsong]
Most esteemed mistress of darkness,
 I would inquire how your city looks at the break of day, but it rests beneath the stone.  I would inquire of your gentle eyes, but I know that they are cold.  Flattery means nothing to either of us, so the charade shall be discarded momentarily in favor of pragmatism, but first might I say the phospohorescent mould makes your eyes appear marvelous in my dreams?

I send this letter strictly out of strategic necessity.  It has come to my
attention that not only has our sunken home been invaded by surface-dwelling elves, but that they are headed in your direction. I am sure that you, much as myself, have no love for these invaders.  The depths must triumph if I am to continue my research, and as such I am seeking allies in a covenant for the purposes of exterminating these fools from the caverns which I have come to regard as my home.  I look forward most urgently to your reply.

Most sincerely,

- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Llitul the Exalted]
Most esteemed speaker of the Madness,
 It does not please me to write you today, as it does most usually.  Instead of my usually melodious melancholy, I send this letter strictly out of a concern for your well-being, bred of our mutually beneficial economic relationship.  It has come to my attention that a group of High Elves has descended into the Underdeep in search of a particular ceremorph hostage.  I would go so far as to assume compromising in this matter would show weakness to the surface, and I am of the same mind.  As such, we wsh to offer our armies to the cause of eliminating the High Elf menace before it probes even deeper into the underdeep, for the right compensation.  I look forward most urgently to your reply.

Regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[/ic]
[ic=Responses]
[spoiler=Reply to Lady Gloomsong]
Most esteemed mistress of darkness,
 At this time, we are unable to send a great number of troops to your aid in advance of an invasion.  Rest assured, however, that if any aggressive posturing takes place on your border, we are optimally positioned to take advantage of such and crush the surface elves between our forces.  While it is unfortunate that you find yourself allied with the Cleversmarts, your position is understandable.  If you desire more civilized camaraderie in the future, we would be more than happy to assist you in clearing your tunnels of any rats that occupy them.

Most sincerely,
- Dr. Robertson[/spoiler]
[spoiler=Reply to Surface Elves]
Most pretentious of walkers in the light,
 I find it unfortunate that you would deny the olive branch that we had offered you, dead and corrupted though it might be.  We wish you only the best of luck in your further endeavors below the earth, may you never see the sky again.  We are not afraid of rats, and we are not afraid of leaves, both of which are crushed easily underfoot.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Exalted]
Most esteemed mistress of madness,
 It seems the madness has found you very well indeed.  At this time, we find ourselves more than capable of leaving the surface elves to their pathetic machinations without our assistance in their demise.  We welcome your stipend for doing so, and look forward eagerly to your briefly mentioned future plans of establishing an educational institution in this land without the sun.

Additionally, should you possess interest in a future, more permanent alliance, I believe that your interest in necromancy and the demise of elves proves that we may have quite a bit in common.  The Nocae are a growing threat to the madness, and as such a covenant of the wicked may be the best course of action to pursue.  Reply with your thoughts as it is convenient.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]

More:

[spoiler=Second Reply to Lady Gloomsong]
Most malevolent of beauties,
  We find your terms and the arrangements leaid so far quite agreeable.  As such, we shall consider our alliance for this purpose sealed, and will hold our troops at the ready pending any news of an assault on your territories.  We look forward to your continued survival.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Second reply to the Onyx Prince]
Most esteemed Bloodlord,
  It pleases us greatly that you should consent to join us in the coming enterprise of Nocae extermination.  As for the terms of our alliance, we shall be agreeable to providing troops for the purpose of military attack or defense, but we will require advanced notice since the footsteps of the dead are steady, but slow.  Additionally, if you were to share the knowledge you have already acquired about the disposition of their troops and their holdfasts, we may provide adequate military advice as well as a more appropriate number of troops for any engagements.

Merrily martial,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Legio I Draco]
Most courteous rats.
  I am pleased to acknowledge the civilized attitudes you profess to with your offer of peace.  We too seek no quarrel with you at this time, and are more than pleased to leave you to your own devices in exchange for respect for ours.  In the future perhaps, you will allow us to study your "republic" at great length.  I have always been very interested in the colonies of ants you know.  It is quite a deep hobby.

Regards,
- Dr. Robertson, Professor Immortal[/spoiler]

[/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
None

Arterial Antechamber (Upperdeep 89)
None

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold
Undead Mine: 175 Gold, 15 Metal (Just Completed)

Combat: None this week
[/spoiler]
[spoiler=Trade]
Trade with Llitul: -4 Food, 20 Gold (final payment on the crown research) (3 more weeks of food shipments promised)
Trade with Gloomsong: -4 Food (3 more weeks of food shipments promised)[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Gorgol: -13 Gold, -3 Food
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
14 Zombies: No Upkeep (3 weeks until decay into skeletons)
33 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep
2 Ghouls: -2 Bodies[/spoiler]
[spoiler=Construction]
The Iron Hall (Upperdeep 87)
Under Construction:
Undead Mine: 1 week remaining

The Dean's Wall (Upperdeep 84)
Under Construction:
Spiked Moat: 2 weeks remaining
Iron Gate: 1 week remaining

The Wall of Rats (Upperdeep 92)
Under Construction:
Spiked Moat: 2 weeks remaining
Iron Gate: 1 week remaining

[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred (Upperdeep 85):
1 Chaos Beast (Summoned by Gorgol): -35 gold, -1 body
1 Ghoul: -15 gold, -1 body
1 Ghast: -25 gold, -1 body
37 Skeletal Archers: -296 gold (because of necro lab), -37 bodies, -37 metal
[/spoiler]
[spoiler=Wealth]Gold: 6
Metal: 62
Food: 152
Bodies: 134
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library (Added spells: Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)

Spiked Moat

Iron Hall (Upperdeep 87)
Nothing.

Arterial Antechamber (Upperdeep 89)
Nothing.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Nothing.

Wall of Rats (Upperdeep 92)
Nothing.[/spoiler]
[spoiler=Armies]1 Zombie – Upperdeep 81

Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
9 Zombies – Garrisoned on the Dean's Wall (Upperdeep 84)

Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
Gorgol the Anarch - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
1 Chaos Beast - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
1 Ghoul - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
1 Ghast - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
37 Skeletal Archers - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)

1 Skeletal Archer - Upperdeep 88

Headless Ned (Skeletal Warrior Commander) - Garrisoned at the Arterial Antechamber (Upperdeep 89)

1 Skeletal Archer - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
Markus Ashton – Garrisoned at the Wall of Rats (Upperdeep 92)
30 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
1 Ghoul – Garrisoned at the Wall of Rats (Upperdeep 92)
1 Ghoul – Upperdeep 92
[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Illusory Duplicate, Poison Cloud, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: Roberson's Phylactery, Ashton's Phylactery[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Gorgol the Anarch]Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Haste, Chaos Spell, Detector, Summon (Chaos Beast)
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]Zombie at Upperdeep 81 will move to the Dean's Wall and Garrison.
All troops at Albaiyat Alhazred (including the good doctor) are ordered to move to the Dean's Wall and Garrison.
Dr. Robertson will be leaving both phylacteries at the red house. Robertson will be leading the skeletal archers, which we will cast haste on. If Robertson is sufficiently non-fleshy that ochre jellies would be unlikely to attack him (my expectation), he will cast illusory duplicate on the regiment. If he is fleshy (again, I don't expect this), he'll haste and illusory duplicate the archers *before* leading them.

The illusions are ordered to move to upperdeep 81, and appear to retreat to the south (into ochre jelly land) at the sight of the surface-dwellers.

All troops are ordered to fight to the death. The troops on the dean's wall have special orders with regards to the undead hunters. The archers (led by Robertson) will target the paladins on the opening round, and in subsequent rounds will target the strongest opponent. Robertson will cast poison cloud on the target of the archers. Gorgol will cast confusion on the acolytes initially, and then randomly target foes to confuse on future rounds. Bard the Boneman will "lead" Gorgol and target the same things he does. The chaos beast is ordered to engage against the clerics. The skel warriors and ghast are ordered to engage the acolytes. The zombies are ordered to engage the paladins. The ghoul is ordered to stay in reserve and screen for the archers by only engaging unengaged foes.
The troops get +2 health and +2 defense for being in an outpost with both a lich and a captain. Don't forget. ;)[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Polycarp on March 16, 2013, 12:45:43 AM
The Glow - Fungoids - Week 6

The Glow Theme (http://picosong.com/nsS6/)

[ic=Kin]The Child opened her mind to the visions, and the alien magic revealed many things.  Dwarves, elves, goblins... the distinctions between flesh had never been of much interest to her.  Flesh was flesh; it was all born, it all died, it all decayed.  Yet these little, seemingly meaningless things now divided them severely.  They fought and bled.  They would send their children to their deaths.

The Child was no pacifist; there were threats, and there were not-threats, and sometimes children must die to create the latter from the former.  Yet as she watched this present death from afar, it seemed terribly wrong.  The violence of the flesh was known; she could remember the sharpness that had killed... no, not her.  That One.  The other, she was dead, not the Child.  But she recalled the sharpness, and now saw how quickly, how strangely the flesh would turn to it.

The visions faded, but uncertainty still lingered in her mind.  Far below, beneath the waters of the Heart, the Dreamer echoed her thoughts, and dreamt darkly of flesh.[/ic]

[spoiler=Message to Lothe and Dolmar]The puffball-child-thing draws near to the Mansion of the Dwer, rolling between the occasional pile of mutilated and charred bodies.  Its innocently cheerful expression and lilting voice are unchanged by the grim scene before the walls.

We greet the flesh!

The Child of the Dream, who you call Rot-Queen, does not like these flesh-lines.  She does not understand.

She will come here, flesh, at the mushrooms' edge.  She wishes the Lothe-flesh to speak to her.  So too should come one who can speak for the Elf-flesh, if such a creature dwells here.

The Child will come alone, but we make no demands of the Lothe-flesh.  If it wishes, it may bring what flesh it likes.  We are the light that does not fade!

[OOC: Lothe, if present in the Mansion, is cordially invited to a parley this week on the border of M40 and M41.  I don't know if any Nocae commander/leader capable of parley-ing is there too, but if so, it is also invited.  If you decide to accept, PM me or find me on chat to discuss a time.][/spoiler]
[spoiler=A Dream Message to all Ceremorph and Watcher Factions][There is a vision of a beautiful garden.

The garden is not a garden of plants, but colors.  Sometimes their shapes take on indistinct forms reminiscent of mushroom-trees or other familiar underdeep vegetation, but they are blurry and indistinct at best.  The colors are vivid and unreal, shades never glimpsed by the waking eye within the Underdeep.  There is an intense feeling of peace and delight here.

But there are shadows in the garden... shadows that move amid the light, and where those shadows tread, everything seems paler and gloomier than it was before.  The shadows, too, are indistinct, but still recognizable - they are rough silhouettes of goblins, dwarves, and elves, crude caricatures, as if imagined by someone who had never seen any of these creatures but just heard them described.  The shadows tromp around the garden and soon start to struggle with one another.  There is a great melee in the garden, of sharp-edged shadows shattering each other into wisps of darkness, and all the while the colors around them begin to flit away.

There are feelings of confusion, of loss, of sadness.  But there is also a feeling of anger - an anger tempered with fear, with apprehension and uncertainty, but the anger begins to grow, and the fear begins to fade.  The colors begin to liven again as the anger stirs, to pulse with new light, while the shadows fight on.  The colors begin to stir, not with their usual chaotic flickering, but with a purpose, with a single will, and seem to close about the heedless shadows.

A single thought rips through the vision in a flash, and all that is left is a whisper in the darkness.
]

We are the light that does not fade.[/spoiler]
[spoiler=Message to Llitul]Llitul-flesh.  We have seen the Lothe-flesh.  He has stood before us.  We have spoken to it, and to the elf-flesh.

The goblin-flesh no longer is within the Dream.  I feel our gifts to them were mistaken.  They are violent, and will soon be dead-flesh for their violence.  We have told the Lothe-flesh this.  It says they will be gone soon; this we believe.

We have spoken with the dwer-and-elf-flesh and our minds have met.  The have offered us the western half of the forest, and said they will not defile their part.  They have said they would not fight with the duergar-flesh against us if it comes to sharpness.  They have said the elf-flesh will abandon the dwellings of the goblin-flesh and that the dwer-flesh shall take it.  We... I find these things good.  The Dreamer is uneasy still, but I will commune with the Dream and decide whether to give them my "word," a thing that is not living and yet of much value to these flesh, in the manner of dead-gold.

We have heard you draw near our garden.  You must come to us.  You may return by the gate that you now build, when it is ready.  We will know your flesh.  I will see you, and hear you, and it will be good.

If you will come, I will send my children to the edge of the great forest near you [M38].  They will meet you there and guide you on.  There will be war in our beautiful garden this week, between the goblins and dwer, but we will avoid them.  My children will tell any who stand in our way that you are under our protection, and that they will suffer if they waylay you.

We have dreamt of your coming, Llitul.  Come to us now.[/spoiler]
[spoiler=2nd Message to Llitul]We do not comprehend, dear flesh.  Yet come you must.  We will let no harm come to you here.

We go through the gate this week, to see what waits on the other side.  Seven of our children will wait for you and guide you on; if you may move unseen, then do this once you have met them, that we will not be stopped by any; yet if any of the flesh stops us, we shall make them know that to stand in your way will mean sharpness with us.  They will take you by the safest path.  We think the flesh is consumed with this sharpness between them and will not be watching you.  Once we have returned from the gate, we will await you in the south forest.  No flesh will interfere with us.  The light does not fade, Llitul-flesh.  It cannot fade.[/spoiler]
[spoiler=Message to Saerid]The Child focused.  She was not a Ceremorph... but she knew the Dream, and had heard the whispers that they send from mind to mind.  She had felt Llitul in her dreams, and had reached out to her then.  In the Dreamer's visions, she reached out the border of the unreality, the fringe between beauty and the deep unknown, and searched for a mind.  She searched, and searched... and then she thought.

An alien mind, powerful but ill-trained in telepathy, thrust out through the ether with a psychic scream.  The message that now assaulted the mind of the elf Saerid was probably not going to be very pleasant to receive.


Flesh.  Elf-flesh.  Trespasser.

We know what you seek, flesh.

The flesh seeks our Llitul.  She knows you.  The Litul-which-was-Llandri knows you.  She has heard you.  She speaks nonsense to us.

She says the presence of the flesh tears her apart.  Your flesh.  She fears.  She is afraid.  You do this to her, flesh.  You harm her.  You harm her. You harm the flesh we love.

Why do you come here, flesh?  Why, trespasser?

You think your sharpness may perfect her?

You are mistaken.  You are ignorant flesh.  She is better than you, flesh.

She shares the Dream with us.  She will be perfect with us.  She will share our beauty.  Our Dream is perfect, flesh.  Not yours.  We are the light that does not fade.

What are you to this, flesh?

We see what you have done, flesh.  We are watching you.  We have a sharpness too, flesh.

You will not have our Llitul.  You will not harm her.  We will keep her safe.  You will leave, flesh, and return to your dwelling.  You will vanish from her dreams.

We are the light that does not fade.

WE ARE THE LIGHT THAT DOES NOT FADE[/spoiler]
[spoiler=2nd Message to Saerid]The contact is made more easily this time; perhaps it is that the mind is more familiar.  The Child touches the shadow of the unreality once more, and this time the message is more coherent, more focused, a chorus of sibilant whispers.  It is less threatening, less hostile, but no less insistent than before.

We are the Dreamers.  We grow from flesh to realize the Dream.  We are the Light That Does Not Fade.  We have a million children and a million more.  We are perfectors of flesh.  We are the keepers of beauty.  Our colors grow, that the Dream will be made real.  

We are the emissaries of the Dream.  It shall be known to all that lives.  The Dream is the destiny of life.

Llandri was.  Llitul is.  The flesh that was Llandri is the flesh that is Llitul.  What was creates what is, as we grow in the dead-flesh and make it Beautiful.

Llitul is our creature, our love.  We did not make her as she is; the flesh which is called Ceremorph has done that.  We did not make her, but she has found us.  She dwells near the Dream.  We love all flesh, but we love her above all; we love her thoughts.  She is more than elf-flesh.  She is beautiful.  She is our friend.  Soon she will be as perfect as we are.  We will be together, in flesh and in the Dream.

She tells us of you, flesh.  You harm her, flesh.  You are unwelcome in the mind that is Llitul.  You tear her apart.  Llitul fears you.  We love our Llitul.  If the flesh loves our creature, then they will heed us.  You will heed us, flesh.  You will leave and not darken the Dream.  That which was has grown; what was can never be again.  What has known the Dream cannot cease to know it.  The light grows, and cannot fade.

We do not know you, flesh.  Yet you seek what is ours.  You seek what cannot be yours.  If the flesh should come to us, the flesh will come in vain.  You are a shadow upon the dream and nothing more.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Crimsonlight (Middledeep 47)
10 Skin Farms: +250 Bodies

Fulgoria (Lowerdeep 33)
Terrain (Crystals): +20 Gold

Thorn of Visions (Middledeep 41)
Terrain (Mushrooms): +25 Food

Foraging: +50 food (see orders)[/spoiler]

[spoiler=Upkeep]
84 Fungoid Warriors: 84 Bodies
2 Sporemothers: 8 Bodies
1 Crawling Cap: 3 Bodies
75 Fungoid Thralls: 75 Food[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Ganglial Cluster: 4 weeks remaining
Deathcap Cluster: 3 weeks remaining
Slime Pool: 2 weeks remaining
Mindlink Bulb: 2 weeks remaining
Infestation Mound: 1 weeks remaining
Giant Stinkhorn: 1 week remaining
Cultivation Bulb (on Toxic Cluster): complete
Disguised Entrance: complete

Beginning Construction
Restoration Cluster: -20 Bodies, 4 weeks remaining
2 Stranglevines: -28 Bodies, 2 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
Euphoria Cluster: 2 weeks remaining
6 Skin Farms: complete
Giant Stinkhorn: complete

Beginning Construction

Fulgoria (Lowerdeep 33)

Under Construction
Disguised Entrance: 1 week remaining
5 Skin Farms: 2 weeks remaining

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Escape Tunnel: - 5 Bodies, 1 week remaining

Thorn of Visions (Middledeep 41)

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Living Wall: -25 Bodies, 3 weeks remaining
Disguised Entrace: -15 Bodies, 2 weeks remaining
Fungal Nursery: -60 Bodies, 5 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
3 Vault Slimes: 1 week remaining
1 Dreamcap: complete
2 Stranglevines: complete

Beginning Construction
Euphoria Cluster: -15 Bodies, 3 weeks remaining
2 Brown Mould: -16 Bodies, 3 weeks remaining[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
Recruit 2 Fungoid Sporemothers: -24 Bodies, 1 week remaining

Crimsonlight (Middledeep 47)
Recruit 50 Fungoid Thralls: -50 Bodies, 1 week remaining[/spoiler]

[spoiler=Wealth]
Gold: 179
Metal: 23
Food: 250
Bodies: 6[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)

Crimsonlight (Middledeep 47)

Fulgoria (Lowerdeep 33)

Thorn of Visions (Middledeep 41)

Glimmerwall (Lowerdeep 34 – Under Construction)

Sanguine Maw (Lowerdeep 29)
[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
2 Fungoid Sporemothers (24 weeks left)
50 Fungoid Thralls (7 weeks left)
15 Fungoid Thralls (4 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
20 Fungoid Warriors (15 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
20 Fungoid Warriors (15 weeks left)
10 Fungoid Thralls (5 weeks left)

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Prismatic Muse (Sporemother Commander)
1 Fungoid Sporemother (23 weeks left)
10 Fungoid Warriors (14 weeks left)

Chimeric Host – At Middledeep 41 (Infiltrated)
1 Clone of the Glow (7 weeks left)
1 Fungoid Sporemother (21 weeks left)
1 Fungoid Crawling Cap (1 week left)
25 Fungoid Warriors (12 weeks left)
10 Fungoid Warriors (13 weeks left)
9 Fungoid Warriors (7 weeks left)
10 Fungoid Puffball Mines (7 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (22 weeks left)
6 Fungoid Warriors (14 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Inventory: None

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Clone of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.

*Granted or modified by inventory[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +7
Melee Damage: 10
Defence: 22
Health: 35
Speed: 4
Morale: +7
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic]

[ic=The Prismatic Muse]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.[/ic]

[ic=The Caretaker]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.[/ic][/spoiler]

[spoiler=Orders]Scry Middledeep 40 once the Clone enters the Tower of Screams (see below).

The Glow will take no part in the remainder of the war between the Goblins and the Dwerim.  Any Goblin, Nocae, or Dwer armies encountered by any of our units will be treated as neutral and not engaged.

We are expecting Llitul, the Ceremorph, to arrive at the Tower of Screams/Thorn of Visions this week.  She will be welcomed as an ally and allowed to garrison with us, along with any other units accompanying her.

Keepers of Fulgoria

Chimeric Host

Keepers of the Heart

Fleshwatch

Our Beautiful Tower
The Tower of Screams is dark and gloomy and vicious-looking - but the Thorn of Visions will not be.  The Glow will begin radically converting this structure.  We want to totally overgrow it - to turn it into a great fungal spire, covered in mycelia and spongy antler-like growths and hanging, moss-like mould so that it does not resemble its former condition at all.  We will make it a spire of resplendent color, suffused with a ghostly glow of every hue.  We want - and this is important - the Dwerim to see it at all times from the walls of the mansion.  We want the whole Forest Cavern to see its radiance, like a never-ending aurora borealis on the horizon.  This is going to be our second capitol, the heart of the Glow's power and beauty in the Forest.

I've started building some walls, because that seems like the best mechanical way to start this; you can leave it wholly to my future flavor text, or we could make it some special project if you feel like it.  I'm willing to devote some bodies to it, even if it's merely cosmetic.[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Dolmar on March 16, 2013, 12:47:19 AM
[ic]It should have been raining.

It was an odd, stray thought. Dolmar had been to the surface three times in his life, and once it had been raining. The event had terrified him but also was wonderous. He had never gotten over how abundant water was on the surface - so much so it fell from the Great Blue Cavern. The memory of water falling in buckets upon everything for as far as the eye could see, cleansing the enter world but at the same time threatening to drown it, had featuerd in both dreams and nightmares since, and was part of why he had chosen to found Umbrazzid on the shores of the Mare.

Looking at the battlefield, at the scores of goblins that lay dead and the realtively fewer dwarves - far too many of the later - as well as the two Abominations; Relinae and...why couldn't he remember her name? He knew her name. Uleirm. That was it. Looking at the battlefield, all that crossed his mind that some rain would be very fitting, though impossible in the deeps.

For a moment, every single one of his years weighed heavily upon him...and the war was not over. Not yet. The goblins still lived, still threatened the realms of the Dwer and the Nocae, and more death would occur before the week was done. Always death.

As he hailed the Mansion, requesting efforts, he began drafting messages: starting with determining how he would inform his daughter of her mother's death.[/ic]

[ic=messages]

[spoiler=To the Adventurers]

The handwriting of this message is short and precise, written by one who is trying not to let anger control his pen.

I am Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow. I write to you though I do not know your name, because I wish to ask you a question: namely, what need drove you into the Underdeep? What need drove you to assault the goblin halls? What need was so urgent, so desperate, that you could not pause in your predations to acertain if you had encountered a friend or foe?

What was so dire that you felt it right and just to fell a warrior who had offered you no combat and was attempting to withdraw from the field of battle?

The woman you killed with Elutae Plyndamis. Her form is the result of a powerful curse levelled upon her for her audacity to defy the will of Nor-Loth, the cruel goddess the dark elves serve. Because she chose to spurn those Old Ways, she was inflicted with her current form. It wasn't until today I fully understood why Nor-Loth had cursed the Priestesses that had served her with a form more physically powerful than they had been before; it seemed a strange curse. Now I understand: Elutae Plyndamis, the mother of my daughter, was cursed with her strength so people like yourselves, persumably good people with good intentions, would see her as a threat and respond as they would to a threat.

But tell me, you who acted in fear; what was so dire that Elutae had to die so you could accomplish it?[/spoiler]

[spoiler=Reply to Nareth Vyrr]
Nareth,

It pains me to say that you may be right; my actions very well may have been the same, were her form not one I recognized. Perhaps there is a lesson for both of us in what occurred.

The goblins are our foes, yes. The city you justly assaulted was likely found empty of defenders; the Goblins had cleared their forces of their holdings to wage a terrible war against the Dwer, one of the two groups of non-Duergar dwarves that dwell below. That city may no longer be empty. If the Blades of Glory were to clear that holding in the name of the Nocae, and hold it if what little remains of the Goblin Host were to return to it, this matter would be settled; Umbrazzid would be open to you and any who seek to aid in the fight against evil in the depths below.

I should warn you that the remaining holdings the Goblins had laid claim to, including the one to the East of the city you assailed and the Dwer ruins to the west, are now held by the Nocae. You are welcome to seek aid from the two to the West, which I hope may include an two Iron Golems if the constructs can be reawakened from their dormancy, but the city to the East is held by Elutae's sister, and I advise strongly against approaching - though she is a woman of great kindness, right now she is a woman of great grief, and I fear that while her grief is so raw she may not heed any order to allow you safe passage.

There is a council of war meeting in the depths below this night, at the Dwer Mansion on the map included. If one of your group is skilled in stealth and speed, I urge him or her to join us so you may have a voice amongst us, though they will have to pass by Ald-Anoril as well as, perhaps, the goblin army. If not, I am in the field and therefore cannot send another messenger this week; should you wish to aid us but be unable to join, an additional message from the Dwer Thane Lothe will follow our meeting to inform you of what transpired there.

-Dolmar

[Attached at the end of the message is a map of the west Upperdeep and Middledeep, as well as a drawing of an Accursed, an Abomination, and the symbol of the Nocae, informing them that any who appear as such or bear that sigil are the Nocae][/spoiler]

[spoiler=Response to the Foul Cerelich]
Cerelich;

Twice you have brought your forces against Umbrazzid, and twice has your army been annihilated. You mean to bring them again, and again every last demon and abomination from beyond the stars will lay dead at our feet. Did that ghoul truely mean so much to you? How long will these demons consent to being sent to their death in the streets of Umbrazzid? Our quarrel is not, was not with you, and the loss of the single ghoul of yours that we felled has been paid for in blood twelve times over. How much more blood do you seek to shed? When will your dire for revenge be sated, when will you no longer need to ignore other matters and waste your forces against us?

Recall your forces. Stay this attack. You cannot hope to overcome us, and even if you should prove able to do so, all we will have lost is but one city. The Nocae stand strong. Do this, and we shall not assail you, shall not bring our forces to bear against yours. Allow us to exist and we will permit the same of you.

Continue in this mad quest for annihilation, and you will find what you seek.

Dolmar Lestridae
[/spoiler]
[spoiler=Mianarith]
Mianarith

I'm glad you emerged safely from the battles for capturing the goblin cities, and I hope this message finds you in good health. It is being brought to you by the Swordsmen we captured along with you; I realize now it was terribly impolite of me to expect you to make you way back to Kirr Gonda unaided. Their swords are being kept at Ald-Anoril, the Westernmost former Goblin Hold: I'm sure you understand that I am uncomfortable rearming them beyond the clubs they not carry until they leave our lands.

Assuming they, and you, do.

I know not what has transpired between your former master and yourself, but I wish to extend one more time the hand of friendship. True friendship, not the friendship those you know before have wielded as a weapon. You were our foe, but though your spells were noxious and debilitating, did not actually kill a single one of the Accursed directly; in short, you have killed no Nocae. I urge you to come back with us to Umbrazzid. You will be treated well, and will be allowed mostly free reign of the civilian quarters. Though the summoning of Demons (which, to my knowledge and proof, you have never done) is punishable by death by Nocae law, your other arcane talents are skills we could well learn from. You would be offered a posistion as an instructor of young wizards, and would never once be asked to raise a hand against your former masters.

Think of it. A life amongst us may seem to you as hell, but you would not be a prisoner - not trusted completely, to be certain, but you would not need fear torture and death.  Should you engage in treachery your will face a fair and just trial, with the penalty to be imprisonment unless your actions kill any of the Nocae - Accursed, Elven, or Abomination.

If you intend on joining us, simply inform me of that desire.

-Dolmar
[/spoiler]
[/ic]


[spoiler=Orders]

[spoiler=Production]
Special
+10 Gold, +27 Metal, +215 Food (Goblins)
+150 Gold (Dwer)
-50 Gold (Summoner)

Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food

Ald-Anoril
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food

Ghostwatch
Goblin Mine +150 gold, +15 Metal

Rhuad
Improved Dwarf mine +350 Gold, +30 metal

[/spoiler]
[spoiler=Upkeep]
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
15 Abomination -105 Gold, -105 Food
Qulaenaszth -10 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Watcher Pit
3 Murder Holes

Under Construction:
Spire of Gloom 1 Week Left
Temple of Sylessiadil 2 Weeks
Rangers Spire 3 Weeks

Beginning Construction:
Shadow Elf Mine Complex (-300 Gold, -25 Metal, 5 Weeks)
Drake Nest (-125 Gold, -10 Metal, 3 Weeks)

Ald-Anoril
Completed Construction:
None
Under Construction
Spiked Moat (1 week to completion)

Beginning Construction
None

Ghostwatch
Nothing Beginning, Under, Or Complete

Rhuad
Nothing Beginning, Under, Or Complete

[/spoiler]
[spoiler=Trade]
14 Gold and 20 Food as tribute to Shee-Ra the Cleversmart

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
10 Shadow Elf Archers (-120 Gold, 20 Metal
10 Shadow Elf Swordsmen (-120 Gold, 20 Metal)

[/spoiler]
[spoiler=Wealth]
Gold: 324
Metal: 62
Food: 278
(Food Not Calculated Yet)

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens

Defenses
Shadow Architecture
3 Murder Holes (Manned by Paladins with Grudge Demons)

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel

Ghostwatch
Goblin Mine

Rhuad
Thane's Hall (unusable by Shadow Elves)
Forge Hall (unusable by Shadow Elves)
Shield Hall (unusable by Shadow Elves)
Hall of Gears (unusable by Shadow Elves)
Artificer's Hall (unusable by Shadow Elves)
Hall of the Ancestors (unusable by Shadow Elves)
Improved Dwarf Mine

Defenses
Outer Wall
Impenetrable Walls
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid) +8 Morale (+2 Bonus, +2 Bless, +1 Prayer, +1 Qulaenaszth, +1 Pylnorri, +1 Aerdolm)
3 Abomination
1 Qulaenaszth (Abomination Champion, technically leading the regiment of Abominations though she doesn't have that ability (does it work that way, or is Qualaenaszth a regiment on her own?)
4 Paladins (2 Grudge: Dark Elves, 2 Grudge Demons)
10 Shadow Elf Archers Led by Aerdolm, the Hellsbane - As I understand, he confers his Grudge (Demons) ability to them. Keep that in mind please!
10 Shadow Elf Swordsmen Led by Pylnorii (Abomination Commander)

Outrunners (Garrisoned at Middledeep 17)
11 Abominations led by Dolmar

Dragonslayers (Stationed at Upperdeep 19)
14 Dragonslayers led by Phaedra

Ald-Anoril Guard
1 Abomination Commander

Rhuad Stewards
Currently Unoccupied, Needs Commander
Inactive: 2 Iron Golems Who Probably Belong To The Dwer Anyway

Ghostwatch Warders
5 Accursed, Needs Commander

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]
[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

[ic=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability*

*If I understand that right
[/ic]
[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]
[ic=Syndrid, Warden of Ald-Anoril]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Syndrid provides a +1 Morale bonus any army she leads.[/ic]
[ic=Dragonslayers (14)]
[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]


[/spoiler]
[spoiler=Orders]
Forces at the mansion: As per Parley. After the Battle, all will move as far back towards Umbrazzid as possible without using forced march, going up through Ald-Anoril. ONLY DO THIS IF THE GOBLINS ARE DEFEATED. Dolmar and 3 Abominations stay a the Mansion for Parley.

Forces at goblin bases: all units (including commanders) converge on the remaining goblin dungeon with adventurers and claim it.

Forces at Umbrazzid: Pray, get blessed, and prepare for attack. Scry Upperdeep 29 to spot any incoming forces.

The lone Accursed at Upperdeep 19 is to move north to join with Phaedra with the freed slaves.

Promote one of the Paladins with Grudge (Demons) to Commander (title: Steward) of Rhuard. His name shall be Aerdolm, Hellsbane.

Promote an Abomination to Commander of Ghostwalk. Pylnorii will be her name.

Aerdolm and Pylnorii will remain at Umbrazzid until this latest attack is repelled. They will then depart for Ald-Anoril using forced march with 5 Swordsmen and 5 Archers (Aerdolm will lead the Archers, Pylnorri will lead the Swordsmen) - or with all survivors of both if more die.

(Names will be added later to all of this)
Move All Home Guard aside from Qulaenaszth and 5 Archers to Upperdeep 19 and Found New Dungeon There -100 Gold. Promote ??? to Commander.

Move 3 Abominations to Upperdeep 32 and Found New Dungeon There -100 Gold. Promote Abomination to Commander. If anything is encountered, offer it a chance to join or leave peacefully if not - offer it pay appropriate for its race/faction/needs.

Accursed at Upperdeep 19 moves to Upperdeep 18 to Found New Dungeon There -100 Gold. This Accursed will be honored for his valor by a promotion to Commander.


[/spoiler]

[spoiler=USE THESE IF THE KIRR OR ABJECT CHANGE TO ATTACK]

Figured I'd put these orders in place so we don't have to play the update back and forth game[spoiler=Orders]

[spoiler=Production]
Special
+10 Gold, +27 Metal, +215 Food (Goblins)
+150 Gold (Dwer)
-50 Gold (Summoner)

Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food

Ald-Anoril
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food

Ghostwatch
Goblin Mine +150 gold, +15 Metal

Rhuad
Improved Dwarf mine +350 Gold, +30 metal

[/spoiler]
[spoiler=Upkeep]
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
15 Abomination -105 Gold, -105 Food
Qulaenaszth -10 Gold, -7 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Watcher Pit
3 Murder Holes

Under Construction:
Spire of Gloom 1 Week Left
Temple of Sylessiadil 2 Weeks
Rangers Spire 3 Weeks

Beginning Construction:
Shadow Elf Mine Complex (-300 Gold, -25 Metal, 5 Weeks)

Ald-Anoril
Completed Construction:
None
Under Construction
Spiked Moat (1 week to completion)

Beginning Construction
None

Ghostwatch
Nothing Beginning, Under, Or Complete

Rhuad
Nothing Beginning, Under, Or Complete

[/spoiler]
[spoiler=Trade]
14 Gold and 20 Food as Tribute to Shee-Ra the Cleversmart

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
4 Paladins (4 Grudge Demons) (-80 Gold, -8 Metal)
20 Shadow Elf Archers (-240 Gold, 40 Metal
15 Shadow Elf Swordsmen (-180 Gold, 30 Metal)
15 Accursed (-105 Gold)

[/spoiler]
[spoiler=Wealth]
Gold: 14
Metal: 34
Food: 278
(Food Not Calculated Yet)

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens

Defenses
Shadow Architecture
3 Murder Holes (Manned by Paladins with Grudge Demons)

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel

Ghostwatch
Goblin Mine

Rhuad
Thane's Hall (unusable by Shadow Elves)
Forge Hall (unusable by Shadow Elves)
Shield Hall (unusable by Shadow Elves)
Hall of Gears (unusable by Shadow Elves)
Artificer's Hall (unusable by Shadow Elves)
Hall of the Ancestors (unusable by Shadow Elves)
Improved Dwarf Mine

Defenses
Outer Wall
Impenetrable Walls
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Home Guard (Upperdeep 10, Garrisoned at Umbrazzid) +8 Morale (+2 Bonus, +2 Bless, +1 Prayer, +1 Qulaenaszth, +1 Pylnorri, +1 Aerdolm)
3 Abomination
1 Qulaenaszth (Abomination Champion, technically leading the regiment of Abominations though she doesn't have that ability (does it work that way, or is Qualaenaszth a regiment on her own?)
8 Paladins (2 Grudge: Dark Elves, 6 Grudge Demons)
20 Shadow Elf Archers Led by Aerdolm, the Hellsbane - As I understand, he confers his Grudge (Demons) ability to them. Keep that in mind please!
15 Shadow Elf Swordsmen
15 Accursed led by Pylnorii (Abomination Commander)

Outrunners (Garrisoned at Middledeep 17)
11 Abominations led by Dolmar

Dragonslayers (Stationed at Upperdeep 19)
14 Dragonslayers led by Phaedra

Ald-Anoril Guard
1 Abomination Commander

Rhuad Stewards
Currently Unoccupied, Needs Commander
Inactive: 2 Iron Golems Who Probably Belong To The Dwer Anyway

Ghostwatch Warders
5 Accursed, Needs Commander

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]
[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

[ic=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability*

*If I understand that right
[/ic]
[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]
[ic=Syndrid, Warden of Ald-Anoril]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Syndrid provides a +1 Morale bonus any army she leads.[/ic]
[ic=Dragonslayers (14)]
[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]


[/spoiler]
[spoiler=Orders]
Forces at the mansion: As per Parley

Forces at goblin bases: all units (including commanders) converge on the remaining goblin dungeon with adventurers and claim it.

Forces at Umbrazzid: Pray, get blessed, and prepare for attack. Scry Upperdeep 29 to spot any incoming forces.

The lone Accursed at Upperdeep 19 is to move north to join with Phaedra with the freed slaves.

Promote one of the Paladins with Grudge (Demons) to Commander (title: Steward) of Rhuard. His name shall be Aerdolm, Hellsbane.

Promote an Abomination to Commander of Ghostwalk. Pylnorii will be her name.

Aerdolm and Pylnorii will remain at Umbrazzid until this latest attack is repelled. They will then depart for Ald-Anoril using forced march with 10 Swordsmen and 10 Archers (Aerdolm will lead the Archers, Pylnorri will lead the Swordsmen) - or with all survivors of both if more die.
[/spoiler]
[/spoiler][/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Llum on March 16, 2013, 03:22:19 AM
[ic=The will of a despot]
[/ic]

[spoiler=Messages]

[/spoiler]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold

Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Umbrahold
Duergar Mine: +200 Gold, +25 Metal

Total: +500 Gold, +50 metal, +175 food
[/spoiler]

[spoiler=Upkeep]
3 Duergar Sneaks: -9 Gold -6 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
11 Duergar Halbrediers: -22 Gold - 22 food
7 Cave Beetles: -56 food
2 Tunnel Hulks: -20 food
4 Fire Drake Hatchlings -4 food
1 Two-headed Fire Drake Hatchling - 2 food

total: -37 Gold -116 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Beetle Farm 2 weeks remaining
Hall of Trade 3 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:
Duergar Mine 2 weeks remaining

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Wealth]
Gold: 219
Metal: 439
Food: 322
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)
Forge Hall
Duergar Mine

Drakkenhold (Lowerdeep 16)
Forge Hall

[/spoiler]

[spoiler=Armies]
Despot Käfer – Infiltrating (Lowerdeep 10)
Commander Wulfgar - Infiltrating (Middledeep 50)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)

11 Duergar Halbrediers - Infiltrating (Lowerdeep 10)
3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
7 Cave Beetles - Waiting (Lowerdeep 10)
2 Tunnel Hulks - Waiting (Lowerdeep 10)

1 Duergar Sneak - Infiltrating (Lowerdeep 24)
1 Duergar Sneak - Infiltrating (Middledeep 53)
1 Duergar Sneak - Infiltrating (Lowerdeep 39)

4 Fire Drakes - Garrisoned at Drakkenhold (Lowerdeep 16)
1 Two-headed Fire Drake - Garrisoned at Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 9
Defence: 20
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory:

Kyogre is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 117
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire)
When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.
[/ic]

[/spoiler]

[spoiler=Orders]
[/spoiler]
Recruit Greenfang and found a new dungeon in 48, to be named Greenhold, and promote Greenfang to Commander.
Recruit 10 Cave Beetles at Kaferhold then spend up to 5 speed to move them to Greenhold aiming to attack the 4 elvish wights on the way there.
Have Greenfang and Wolfgar spend up to 4 Speed to attack the 4 elvish wights from behind creating a pincer movement attack (for flanking bonus).
Spend 2 speed to have the Duergar sneak in Middledeep 53 set up an ambush to be hard to see, no orders to attack anyone yet. Simply observe who visits the shop atm.
Spend 1 Speed for Kafer, 11 Duergar Halbrediers, 2 Tunnel Hulks and 7 Cave Beetles to move to Lowerdeep 88 and attack the Lava nymphs. After the battle return to Lowerdeep 10 to trade the 2 Tunnel Hulks to Dalashinn for a Kirr Demonologist.
If Lowerdeep 88 is successfully cleared, found a new dungeon.
Spend up to 4 speed for the Duergar Sneak in Lowerdeep 39 to move to Lowerdeep 38, scout Lowerdeep 36 without entering it, if clear enter Lowerdeep 36, then scout Lowerdeep 37 without entering it.
Spend 4 speed to move the Duergar Sneak from Lowerdeep 24 to Lowerdeep 26 and then scout Lowerdeeps 27, 28 and 25 without entering them.
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Nomadic on March 16, 2013, 04:10:39 AM
[ic=Message to Shee-Ra]
[spoiler]
Your rat scampers into the royal chamber, though you notice that it doesn't seem to be quite the same rat you sent out. The '735,136' has been stricken out and below it, written in strange black ichor, is a '1'. You notice that while it still holds its head up proudly, said head lists strangely to the right. You suspect this is because it seems to have a giant metal block embedded in the right side of its skull. Upon further inspection you also note that it's tail has apparently been replaced with a clanking tentacle.

The rat approaches your throne, stopping at a respectable distance to sit on it's haunches and scratch oddly at the fleshy side of it's face. Suddenly it sits up straight and a grating voice begins to boom from the cube in its skull.


"Hah! It has been long since anyone dared send me such a message little queen. I do not know if it is bravery or foolishness, but your presumption of your place in this world does little to give me pause. You may style yourself queen of all that is under the ground as if earth and stone would acknowledge your rule over it but know that I claim lordship over life itself. I shape it, temper it, perfect it. I am the smith that will forge perfect life from this imperfect world. I have no queen, none are my equal, all owe vassalage to Grolhund.

Your bravado will serve you not, though it serves to amuse me. Indeed my laughter and my curiosity has earned you this much. I return with this rat the three kobolds you claim as warriors. I however keep for myself the other 27 that you did not deign to speak of. How will your subjects respond, I wonder, when they discover that you left 27 helpless hatchlings and females to cruel fate in favor of 3 mangy anklestabbers. Though surely such things were beneath the important duties of your station and you have merely forgotten about them. If you want them you may come and get them. Come to the region that the great underscribe refers to as "Middledeep 83". Bring what guards as you wish, they will avail you not to overcome me. Come and see that which is Grolhund and he will release your helpless ones, or don't. We will see how brave you really are little queen."

The rat flops over suddenly and the strange black '1' on it's side is replaced by the words "Error: Please insert more cheese". One of your guards informs you that all three of your kidnapped warriors have just returned, ragged woozy and hungry but very much alive and unharmed.
[/spoiler]
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
- Move Grolhund to middledeep 83 (1 speed) to parlay with Shee-Ra
- Move Grolhund back to middledeep 82 and garrison (2 speed)
- Send 5 Grafted servitors to middledeep 85 and have them scout middledeep 86 (4 speed)
- Send 5 Grafted servitors to middledeep 8 and have them scout middledeep 6 (4 speed)
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 82):

Mushroom Forest: +25 Food
Drilling Machine: +75 Gold +10 Metal

Grolhund:
Raid: +4 Metal +58 Food (prisoners returned to Shee-Ra)
Gift: +4 Bodies (gift from Shee-Ra)
[/spoiler]

[spoiler=Upkeep]
10 Grafted Servitors: -10 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 82):

Under Construction:

Beginning Construction:
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 82):
[/spoiler]

[spoiler=Wealth]
Gold: 125
Metal: 49
Food: 138
Bodies: 14
Prisoners: 0
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 82):
Rooms:
- Cages
- Drilling Machine

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 82)
5 Grafted Servitors - Scouting (Middledeep 85)
5 Grafted Servitors - Scouting (Middledeep 8)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 100
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 10, Trapmaker
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Humabout on March 16, 2013, 11:29:14 AM
[ic=Fluff]
This week's soundtrack (http://www.listenonrepeat.com/watch/?v=YFj2dW27v4M)
waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh!
[/ic]

[Spoiler=Messages]
[spoiler=Onyx Prince]
I gratefully accept and thank you, though things look grim at best.  Send her to my remaining dungeon at UD43 to await orders.  Should our army fall this week, she will take command of that dungeon in your name.  Perhaps you can better use our resources. I also recommend you contact Liltul and Glow, although the latter is an unstable ally at best who prefers to assist from the shadows without ever committing to direct support.  Still, the three of you share common enemies.

We march once more on loth.
[/spoiler]

[spoiler=Dwer]
Dear Bashful, Doc, Dopey, Grumpy, Happy, Sleepy, and Sneezy,

(http://images.fineartamerica.com/images-small/isolated-bloody-handprint-aleksandr-volkov.jpg)

[ooc]Upon examination, the handprint is in dwarvish blood[/ooc]
[/spoiler]
[/spoiler]

[SPOILER=ORDERS]
[spoiler=Production]
Gold:  150.
Metal:  15.
Food:  160.
[/spoiler]

[spoiler=Upkeep]
Gold: 94.
Food: 94.
[/spoiler]

[spoiler=Construction]
The Skull Throne (Upperdeep 43)

The Downward Stair (Upperdeep 44)
Mushroom Patches 2 (1 week to completion)
Spiked Moat (2 weeks to completion)

Ghostwalk (Upperdeep 42)
Goblin Mine (1 week to completion)

[/spoiler]

[spoiler=Recruitment]
UD43:  21 Goblin Grunts.
[/spoiler]

[spoiler=Wealth]
Gold:  1.
Metal:  268.
Food:  319.
[/spoiler]

[spoiler=Dungeons and Outposts]
The Skull Thrown (Upperdeep 43)
Hall of the Goblin King
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair
Goblin Armory
Bat Roost

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
Murder Holes x3
[/spoiler]

[spoiler=Armies]
(Middledeep 39)
1 Goblin King
30 Goblin Archers
85 Goblin Grunts
[/spoiler]

[spoiler=Characters]
KING OF GOBLINS
Melee Attack: +10
Melee Damage: 10
Defense: 20
Health: 20
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Surface Raider
Possessions:  Horsemaster's Ring, Mithril Mail (+2 to Defense included in stats above)

The Goblin King increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Discipline ability applies to the specific regiment he leads and negates the Cowardly racial ability.
When Dâgalûr leads an army over the Surface, they no longer suffer Morale penalties for sunlight. If he departs the army, they begin to accrue Morale penalties as normal.
The Dwerim will pay for their impudence. Dâgalûr gains the Grudge (Dwerim) ability. This ability is also conferred to any regiment he leads.
[/spoiler]

[spoiler=Orders]
[Speed 4] Move all goblins from UD43 to MD 39, join the king's regiment.
[Speed +4] King uses his Horseman's ring to haste up his regiment of 50 goblins, including the ones who just arrived from UD43.
[Speed 0]  King's regiment and 12 other grunts eat up the rest of the shrooms.
[Speed 1] King and army moves to M40 and kills all elves and dwer outside and inside the dungeon.

Use the Kirr Summonner to scout the surrounding two dungeons.  If the king is slain, return the summoner to the Kirr, along with possession of the dungeon at UD43.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Ghostman on March 17, 2013, 05:14:00 PM
[ic=Vigor]

For the first time in a very long while, Dalashinn felt truly alive. Having immersed himself in the numbing ebb and flow of the decadent Dark Elf courts for so long, he welcomed the recent change in state affairs. He was now looking outwards, into the world beyond the city's walls. So many dangers lay out there, yet so many possibilities. Armies of the Kirr now marched forth, founding new outposts. The ancient halls of Hazer-Nagroth were being recolonized, the blasphemous prayers of the infernalists once again echoing throughout them. He removed his crown-helmet and let the cold breeze blowing through the cavern to caress his silverly hair like the hands of a sultry concubine. Closing his eyes he could recall the days of his youth, so distant now, when he had been full of energy and arrogant daring. He knew better than to try and emulate his past self, yet acknowledged the vigorous potential in those memories. He would draw strength from them, if nothing more.

[/ic]

[spoiler=Messages]

[spoiler=Reply to Ktan-Ydheel, the Abjected]

Greetings, Esteemed Lich.

Again, I wish the best of fortunes with your campaign against the infidels. However, I ought to inform you of certain observations that have come to trouble me. Early on during previous week, a battle took place between the summoned demons I'd dispatched to the gates of Umbrazzid and a large Shadow Elf army emerging from the city. Predictably, my outnumbered minions were defeated, though they managed to slay some wretched paladins of the Nocae. The reports I've received of the incident failed to provide accurate numbers on the composition of the Shadow Elf army, but noted it's sizeable regiment of hybrids called Abominations -- a breed more vicious than the Accursed. I know not where this host headed, but I suspect that it may be the force responsible for the developments in the eastern caverns.

As you well know, several bases of the Goblin King were captured by the Nocae. The plunder they've seized may swell their coffers considerably, which would enable them to bolster their forces. This, together with the strength of the army that departed their capital suggests that they've grown far more dangerous than they were but a little while ago. Worse yet, should they succeed at establishing a permanent foothold in the east -- a not unlikely scenario if the Goblin Kingdom falls -- eradicating them may become a monumental task.

Regrettably, I cannot currently spare forces to join your assault against Umbrazzid, as I am occupied with erecting strongholds to defend my lands against intrusion. As for your proposal of a rendezvous, I will take it under consideration. Should we decide to meet in such a manner, I recommend that it take place on the bridge over the great southern chasm in Middledeep.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to the Goblin King Dâgalûr]

Greetings, King of Goblinkind.

I understand that you have much in your hands at the time being, so I will keep this brief. I wish to see your kingdom prevail against the wretched Shadow Elves and their Dwarven allies. I can offer this one thing to aid you: a Summoner of my race who had been taken a prisoner of war by the Nocae. She was set free by her captors after she'd bargained to aid them in their assault against your forces.

Due to her disgraceful captivity and collaboration with the enemy, she isn't currently welcome to return to her homeland, but I would offer her a chance to redeem herself by performing a valuable service in the struggle against the Shadow Elves. If you wish it, I will command her to seek you out and join your forces, to do your bidding until I see fit to recall her. I would provide for her upkeep during this time of service.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Dr. Robertson, Professor Immortal]

Esteemed Professor,

It is lamentable to hear that your research endeavours may be held back by the actions of the thrice-cursed infidels. Truly, their meddlesome escapades as of late have made it clear that they should be dealt with decisively. However, the surprisingly rapid growth of their military capabilities as my scouts have spied, combined with their alliances with Dwarven kingdoms make the task a difficult one. Thus I find your proposition for the founding of an anti-Nocae alliance most agreeable, and would be delighted to partake in such a covenant.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=For the eyes of Steerpike]

[ooc]
This is a reply to Mianarith. I'm basically giving her a quest to perform, and am going to leave it up to you to control her. With her being so far away and in the midst of a chaotic situation, she's effectively on her own and it doesn't seem plausible for me to try and micromanage her actions via orders. She'll be under Humabout's command after linking up with the goblins, but may or may not follow his orders to the letter depending on how they align with her objectives -- assuming that she's willing to undertake the quest to begin with.
[/ooc]

It is a shame that the group of summoned fiends I dispatched to hunt down the Nocae warparty retreating from Uzannador and thereby effect your release never found their prey; had they succeeded, your desired return home would have been a simpler affair by far.

You have failed me. Though your bargain with the infidels to gain your freedom from their captivity was intelligent, it was nevertheless an act of treason. Most in your position could not hope to be given another chance, but the circumstances now are quite extraordinary, so I am willing to consider extraordinary arrangements. I will allow you a chance to demonstrate your loyalty and usefulness, but mere delivering of intelligence will not suffice for it. The stain of your disgrace is of such nature that it can only be washed away by a service of blood. Your ordeal will be inglorious, unpleasant and doubtlessly a dangerous one. Survive it, and you will have a place among the Summoners once again. Before taking up this task, write back to inform me of everything you've learned about the numbers and composition of the Shadow Elf forces, and any other useful information you may have gathered.

I now command you thus: Seek out the Goblin King Dâgalûr in his last dungeon in the Upperdeep. Offer your service to him in the struggle against the Shadow Elves -- I have already made the necessary diplomatic arrangements for your assistance. The Goblin kingdom seems on the brink of destruction, and will likely fall regardless of what aid you can render them; be careful not to be dragged down with them. Should you find an opportunity to secure plunder from the Goblins on the hour of their ruin and thus deny this prize to the infidels and the Dwerim, use whatever means necessary to seize it and escape. Should you return to Kirr-Godna bearing such loot, I will see to it that the public praise of this deed will drown out the voices of those who would question your worthiness. Additional rewards may be in order depending on your success. You are authorized to enlist the aid of surviving Goblin warriors as mercenaries. If against all odds the Goblins should prevail, I shall recall you from their service when the time is right.

May the Infernal Powers favour you with their blessing. You are going to need it.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=2nd Reply to Dr. Robertson, Professor Immortal]

Dearest Professor,

As regards our alliance against the Shadow Elves, I would like to extend an invitation to a third party: the southern realm of the cerelich Ktan-Ydheel. His forces have already clashed with the Nocae numerous times, and I have previously collaborated with him against this common foe. In our corresponses he has made very clear his intent of seeing the wretched Nocae destroyed, and the strength of his forces would make a useful addition to the alliance. If you have no objections toward his inclusion in the covenant, I would present him an offer sometime during the following week.

So far I am aware of a few types of troops fielded by the infidels. Cursed arachnid hybrids seem to be quite numerous in their armies. The lesser of these, known as the Accursed, should be of little concern, but the more formidable ones called Abominations may be a serious threat -- I have reason to believe that these latter were instrumental in the recent attack against the Goblin horde in the east. My forces have also encountered some warriors of theirs called paladins.

Since the distance to be covered is great, it would be prudent to have your forces assembled and ready to begin their march as soon as feasible. I would recommend that they descend into the Middledeep and proceed southward through the great cavern toward my lands. If needed, I could dispatch some forces to rendezvous with yours for safer travel through that wasteland. As my allies you will be granted a free passage though my territories, and we can join our forces for the rest of the journey to the southwestern entrance to the Upperdeep, and thence to the very gates of Umbrazzid.

I am planning to engage in some arcane research, and may soon be capable of invoking a particular spell that could greatly speed up your troops' movements. It would be best if your forces were as uniformly composed as possible, though. It also happens that I have recently acquired some corpses that could prove a useful resource should you have the ability to animate them on the field. And even more bodies could be procured by perusing the slave markets of Kirr-Godna.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Month of the Rat Week 2]

[spoiler=Production]

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
3 Ogre Slaves working in the mines: +15 Gold, +3 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine: +300 Gold, +25 Metal

North Guard (Middledeep 6)
Mushroom Forest: +25 Food

South Guard (Middledeep 16)
(Nothing)

[/spoiler][spoiler=Upkeep]

17 Slave Soldiers: -17 Food
2 Dark Elf Summoners: -24 Gold, -2 Food (includes Mianarith)
14 Dark Elf Swordsmen: -28 Gold, -14 Food
9 Dark Elf Crossbowmen: -18 Gold, -9 Food
3 Ogre Slaves: -9 Gold, -15 Food
3 Bloodfiends: -3 Slaves

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining

Uzannador (Middledeep 15)

Under Construction:
Slave Pens: 2 weeks remaining

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining

Hazer-Nagroth (Middledeep 7)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

South Guard (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining
2 Murder Holes: -40 Gold, 1 week remaining

North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining
2 Murder Holes: -40 Gold, 1 week remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: -50 gold (Malaggar; becomes appointed as Captain of North Guard)
1 Dark Elf Swordsman: -12 Gold, -2 Metal
3 Ogre Slaves: -60 Gold

25 Slaves bought from market: -50 Gold

Hazer-Nagroth (Middledeep 7)
4 Dark Elf Swordsmen: -48 Gold, -8 Metal
5 Dark Elf Crossbowmen: -60 Gold, -10 Metal
2 Spider Cavalry: -40 Gold, -4 Metal

[/spoiler][spoiler=Wealth]

Gold: 72 (before constructing outposts)
Metal: 292
Food: 405
Slaves: 3+25=28 (before sacrafices)
Bodies: 22

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall

Uzannador (Middledeep 15)

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel

North Guard (Middledeep 6)


South Guard (Middledeep 16)


[/spoiler][spoiler=Armies]

1 Dark Elf Summoner (Mianarith) : Upperdeep 42

Larynda: Garrisoned at South Guard (Middledeep 16)
10 Slave Soldiers: Garrisoned at South Guard (Middledeep 16)
5 Dark Elf Swordsmen: Garrisoned at South Guard (Middledeep 16)
5 Dark Elf Crossbowmen: Garrisoned at South Guard (Middledeep 16)

Lomax: Garrisoned at Uzannador (Middledeep 15)

Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
Malaggar: Garrisoned at Kirr-Godna (Middledeep 13)
1 Bloodfiend: Garrisoned at Kirr-Godna (Middledeep 13)
1+1=2 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
2 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
3+3=6 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at North Guard (Middledeep 6)
1 Dark Elf summoner: Garrisoned at North Guard (Middledeep 6)
6 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
2 Bloodfiends: Garrisoned at North Guard (Middledeep 6)
6 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
7 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)

1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
1+4=5 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
5 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact
Inventory: -

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.
[/ic]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.


Eredini is a middle-aged female Dark Elf of short stature. Though otherwise plain-looking, she sports pronounced canines testifying to her demonic ancestry. Formally it was due to her distinguished family that she was chosen for the most prestigious post of commanding Kirr-Godna's garrison during the absense of the Onyx Prince. The actual reason for the appointment was her well-established personality as a steadfast conservative who values the status quo and avoids unnecessary risks.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.


Lomax is an elderly male Dark Elf summoner, having led a long career in both religious and administrative duties. He is completely bald and could be described as "chubby" (if only by elven standards), a result of his infamously gluttonous way of life. Though he gleefully enjoys various forms of sadistic entertainment, he has little taste for actual battles, and would very much prefer to avoid engaging in one personally.
[/ic]

[ic=Larynda, Captain of South Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Larynda increases the Morale of garrisoned troops by +1.


Larynda is a female Dark Elf in the prime of her life. She comes from a militant lineage of summoners and is quite athletic and imposing figure, inspiring fear and obedience by her mere appearance. A strict disciplinarian, she demands nothing less than perfect performance from those under her command.
[/ic]

[ic=Malaggar, Captain of North Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Malaggar increases the Morale of garrisoned troops by +1.


Malaggar is a young male, freshly promoted to a Captain. He earned his rank more by fearsome merit than family connections, having bested many of his colleagues in heated summoning duels. He is very tall for his age, towering over the soldiers he leads. Having always been of aggressive nature and eager to challenge rivals and foes, he lost his left eye during adolescence, and now wears an eyepatch that further enhances his rough appearance. He cares little for politics, prefering to channel his ambitions through martial pursuits.
[/ic]

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. Hazer-Nagroth should be properly secured now that it's been occupied.

2. A previously negotiated exchange of units with the Duergar of Käferhold is to take place at Lowerdeep 10.

3. A third outpost should be founded on Middledeep 4 so that Kirr-Godna will be guarded from all possible directions of attack. If at all possible, the outpost should be placed so that garrisoned Crossbowmen can fire on enemies while they are crossing the bridge.

4. I will need a large number of Bloodfiends to counter the Shadow Elves' Abominations. Since the number of fiends I can summon/week is limited by the number of Summoners, the process of building up a force should begin without delay.

[/ooc]

From Kirr-Godna, 5 slaves will be delivered to Uzannador, another 5 to South Guard, and further 5 to Hazer-Nagroth.

Malaggar (at Kirr-Godna) will sacrafice 5 slaves to summon a Bloodfiend. Then he will depart from Kirr-Godna with 1 Dark Elf Swordsman, 2 Bloodfiends and 2 Ogre Slaves. They will spend 2 Speed to march to North Guard and 1 Speed to be garrisoned there. Malaggar will take command of the outpost.

Eredini (at Kirr-Godna) will sacrafice 5 slaves to summon a Bloodfiend. This Bloodfiend will depart from Kirr-Godna and spend 3 Speed to march to South Guard and 1 Speed to be garrisoned there.

Lomax (at Uzannador) will sacrafice 5 slaves to summon a Bloodfiend. This Bloodfiend will spend 1 Speed to march to South Guard and 1 Speed to be garrisoned there.

Larynda (at South Guard) will sacrafice 5 slaves to summon a Bloodfiend to bolster the garrison of South Guard.

Dalashinn (at North Guard) will depart from North Guard and spend 1 Speed to march to Hazer-Nagroth, and another 1 Speed to be garrisoned there. He will take command of the city for the time being. He will also peruse the Arcane Library to research the Haste spell.

1 Dark Elf Summoner will depart from North Guard and spend 1 Speed march to Middledeep 7, to the gates of Hazer-Nagroth. He will be joined by an escort party of 2 Spider Cavalry and 3 Dark Elf Swordsmen departing from Hazer-Nagroth. A supply of 5 slaves will be taken along. This party will then spend 1 Speed to descend to Lowerdeep 8, whereupon the Summoner will sacrafice the 5 slaves to summon a Bloodfiend, which joins his escort party. The party will spend 2 Speed to march to Lowerdeep 10 to rendezvous with a party of Duergar from Käferhold. The Summoner should join the Duergar in accordance with the diplomatic agreement with them -- 2 Tunnel Hulks must be received in return. If things go as planned, the escort party and the Tunnel Hulks spend 3 Speed to return to Hazer-Nagroth. If the Duergar show treachery, the entire party should retreat back to Hazer-Nagroth.

2 Slave Soldiers, 2 Dark Elf Swordsmen and 2 Dark Elf Crossbowmen will depart from North Guard and spend 2 Speed to march to Middledeep 4. They will attempt to found an outpost there, right next to the bridge, on the eastern side of the chasm. Should they be attacked, they are under orders to retreat to Kirr-Godna.

[ooc]
For sake of clarity, here are the final intended positions of units after all the orders have been successfully carried out without casualties.

South Guard (Middledeep 16)
Larynda
10 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
3 Bloodfiends

Uzannador (Middledeep 15)
Lomax

Kirr-Godna (Middledeep 13)
Eredini
1 Dark Elf Swordsman
2 Dark Elf Crossbowmen
4 Ogre Slaves

North Guard (Middledeep 6)
Malaggar
4 Slave Soldiers
4 Bloodfiends
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
2 Ogre Slaves

Hazer-Nagroth (Middledeep 7)
Dalashinn
1 Slave Soldier
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks

Middledeep 4
2 Slave Soldiers
2 Dark Elf Swordsmen
2 Dark Elf Crossbowmen
[/ooc]

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: zcynthr on March 18, 2013, 03:35:42 AM
[ic=Delusions of Grandeur]
Skarax clutched his stomach and grimaced. He was so full, yet the hunger for fresh meat continued to grow. Was it his imagination, or were his teeth and claws longer and sharper today? Perhaps his body was transcending its prison of flesh into something more primal and draconic, as befit the first centurion of the First Cohort, successful in so many campaigns against the Legion's foes. Only last week had he personally put down the last survivor of an obscure dwarven people haunting the ruins of their former citadel, beheading the leader of the wretched band and claiming his tenth of the booty from their belongings, as was his right. But why then was he so damned hungry?
[/ic]

[ic=Machinations]
The omens were good, perhaps the best Tertius had ever seen. It was tempting to recommend a frontal assault to Marius, but kobolds were hardly goblins, and the cautious approach had thus far served the Legion well in its battle stratagems. No, quick and decisive movements followed by plans designed to minimize casualties were the proper series of events. The people were always charmed by Tertius' extemporaneous speeches on how the curve of a strangely shaped mushroom or the flight of bats meant that the Legion would find glory and treasure in its campaigns, but he appreciated a Legate who understood that "retreat" and "cowardice" were not synonymous, and that the latter could be cured with appeals to honor, greed, and fear. Tertius toyed with the ring on his left hand idly, avoiding the catch with an ease born of long practice. It was fortunate indeed that Marius understood the several ways of motivation, and would not have to fall victim to the wasting illness that had claimed each of his three predecessors.  
[/ic]

[ic=The Penal Cohort]
Marius cursed, hurling the missive he had just received by rat messenger into his war room's hearth. The rat shrilled in pain and bit Marius' crushing hand, causing him to curse again and sever its head with his powerful jaws, wolfing down the bearer of such ill news. Without the support of the priesthood his troops would have been out of touch for weeks, but the Augurs were his eyes in the field. He preferred to ignore their primary allegiance to the pontifices of their respective orders, and hoped that a full vote each and the promise of new temples would keep them in line. Hell, they had voted for him, hadn't they? Bribery and back room deals between factions were republicanism at its best.

The legate retrieved a fresh scrap of hide and his pen, unwilling to use the stack of perfectly edged vellum given to him by the Pontifex Maximus upon Marius' ascension to the consulship. Why waste good things on a battlefield that weren't designed to protect his soldiers or kill the enemy? He preferred to save rewards for after the battle had concluded and the troops were safely ensconced behind their fortifications. Skarax had clearly gone insane, lurking in ruins and then attempting to assault an orcish camp by himself. Hopefully assigning him an adjutant would help Skarax rein in his fury once he had been healed of his madness. Assuming that someone could catch him, that is. Marius scratched his cheek idly, thinking on who to assign to the irrational centurion before laughing aloud and scrawling a name onto his note. Siruk! That little bastard had a few more things coming to him, and if he survived this assignment he might just be officer material. Skarax might hesitate to kill Siruk a little if he knew that Marius had personally appointed him, and his disgust at being saddled with a minder would help distract him from the news that he had been reassigned.

Marius smirked, wiping tears of sadistic glee from the corners of his eyes. The Penal Cohort would not be pleased, but with their new leadership they might actually accomplish something other than catching a few arrows for the regulars.
[/ic]

[spoiler=Orders]
MONTH 2 WEEK 2      
      
Wealth:      
Gold: 2      
Metal: 170      
Food:779      
Prisoners: 27 (giants and their slaves)      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
(1) Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Crystals: +20g      
      
Stonespire Fortress (Upperdeep 50)      
Improved Dwarf Mine (broken)      
      
Spoils      
Gold: 304g      
Metal: 5g      
Food: 26f      
Murmerstone: communicate with twin stone      
Orcdoom: battleaxe, +1/+1 melee, additional +4/+4 vs orcs      
Signet ring of Clan Stonedirge: cast Ward 1/week      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Skarax, Apostate of the First Cohort      
Melee Attack: +6      
Melee Damage: 8      
Defence: 19      
Health: 17      
Speed: 4      
Morale: +7      
Special Abilities: Discipline, Leadership      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Legatus Marius Krinak: Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons: Garrisoned at Shatterspine Post (Upperdeep 62)      
      
Skarax, Apostate of the First Cohort: Garrisoned at Stonespire Fortress (Upperdeep 50)      
(2) Kobold Augures: Garrisoned at Stonespire Fortress (Upperdeep 50)      
(15) Kobold Velites: Garrisoned at Stonespire Fortress (Upperdeep 50)      
(6) Kobold Legionaries: Garrisoned at Stonespire Fortress (Upperdeep 50)      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(2) Kobold Augures: -14g, -2f      
(15) Kobold Velites : -15g, -15f      
(6) Kobold Legionaries: -18g, -6f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Velites: -50g      
(1) Kobold Augur: -50g      
(4) Kobold Legionaries: -40g, -12m      
(1) Kobold Architecti: -13g, -8m      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
Workshop      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
Spiked Moat      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
      
Escape Tunnel      
Palisade      
      
Stonespire Fortress (Upperdeep 50)      
Forge Hall (unusable by Kobolds)      
Shield Hall (unusable by Kobolds)      
Hall of the Ancestors (unusable by Kobolds)      
Improved Dwarf Mine (broken)      
      
Outer Wall (broken)      
Iron Gate (broken)      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Coliseum: 3 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Spiked Moat: 1 weeks remaining      
Kobold Mine: 2 weeks remaining      
      
Stonespire Post (Upperdeep 50)      
Improved Dwarf Mine (broken): 1 week remaining      
Outer Wall (broken): 1 week remaining      
Iron Gate (broken): 1 week remaining      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Mimic: -50f, 1 week remaining      
Dragon Shrine: -75g, 3 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
Burrow: -35g, 2 weeks remaining

Scrying:
Upperdeep 30
Upperdeep 42
Upperdeep 43
Upperdeep 44
Middledeep 63

Orders:      
(1) Kobold Augur at Upperdeep 77 Hastes the army formed of itself, (10) Kobold Velites, (4) Kobold Legionaries, and (1) Kobold Architecti.
This army spends 7 Speed to move to Upperdeep 53.
Army formed at Upperdeep 50 with Skarax the Apostate (wielding the battleaxe Orcdoom), (2) Kobold Augures, (10) Kobold Velites, and (6) Kobold Legionaries.
This army spends 3 Speed to move to Upperdeep 53.
The two armies combine to total Skarax the Apostate (wielding the battleaxe Orcdoom), (3) Kobold Augures, (20) Kobold Velites, and (10) Kobold Legionaries, detaching (1) Kobold Architecti as the Orcs have no traps here and I don't want him killed before I have the chance to install him as a Commander.
The large army declares an assault on the Orc Dungeon at Upperdeep 53. Should they win, (1) Kobold Architecti is installed as Commander.
Hopefully the combat sates the (6) Legionaries' desire for flesh until I can rotate them home and finish the Dragon Shrine. Good thing I have lots of pits and cages.

Marius Krinak announces that the Coliseum is being built with funds captured from the enemy rather than taxes on the people - continued military success is a tribute to the strength of arms of the kobold race, and should be both celebrated and rewarded. Soon the Legion will march again on the surface dwellers, pillaging the lands of the food-loving halflings for a grand feast.
[/spoiler]

[spoiler=Message to Cleversmart Kobolds]
Upon opening the tube strapped to a large rat, the following scrolls are produced:
Hail Shee-Ra Cleversmart the Sixteenth,

With injury having claimed the Legion's previous messenger, I thought it best to send another lest misunderstanding result.

The Legio I Draco does not recognize your dominion beyond the extent that you have claimed by settlement or force of arms.
The Legio I Draco refuses your request for tribute.
The Legio I Draco has no immediate designs on the Middledeep that would require the sponsorship of the Cleversmart kobolds.

Make no mistake- this is no declaration of war, but only a starting point for a relationship between our two nations. It is obvious that kobolds are best suited to hold sway over the world beneath the surface, but the military and political necessities of the situation dictate a more measured response than simple subservience. Just as our production capabilities and force of arms dictate a rejection of your terms, so do they suggest a potential for a powerful alliance. I recommend re-evaluating your request, and consider the foes that we might defeat with the might of both our nations.

Marius Krinak, Consul

Scrawled on a scrap of hide:
Shee-Ra:
Senate approves all messages to far-away people.
Cannot do more than hide words with official crap.
Fancy terms are right- Legion will not submit to
Cleversmarts. Legion, strong and well-armed,
is better partner than slave. We are friendly to
co-operation, but if unkind politics interfere I will
murder all Senate and myself destroy threat to Legion,
as I have destroyed Orc peoples.
-Marius
[/spoiler]

[spoiler=Message to Dr. Robertson]
Doctor Robertson, hail.

The Senate and people of the Legio I Draco greet you.
With the consular elections having been completed, the Legion turns its eyes towards its immediate neighboring peoples.
Long have we known of your citadels to the west and admired their stark spires rising from the deeps.
Know that we wish you well of your establishment in this Upperdeep, and do not seek anything of you beyond comradely friendship.
Know also that our borders are inviolate, and that all military forces will be repulsed with fortitude and haste.
We do not judge you for your cheating of death, as your gods are not ours, if indeed you possess such beliefs.

Lucius Yirik & Marius Krinak, Consuls

Also stuffed into the message tube is a small scrap of hide:
Medicus-
"Know" that Yirik is a coward and tool-
if promises seem good, they are too good.
I, Marius, will murder opposition if
this gets out of hand, but let Senate play
at government. No mistakes, this is
dictatorship. My dictatorship.
Don't want your lifeless caves, but will
suck marrow from your bones if attempted
invasion is made.
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Steerpike on March 26, 2013, 04:41:02 PM
[spoiler=Defense of the Mansion (Shadow Elves and Dwerim)]Soundtrack: War Council (http://www.listenonrepeat.com/watch/?v=gb_2HXEgUko)

Lothë sits upon his granite throne, brooding. A thousand curses he wishes upon the treacherous Dâgalûr, and one thousand pleas more to his Ancestors, that those Dwerim who died in battle might find peace in the afterlife.

Dolmar walks in, his Abominations in tow, looking grim.  "Hail, Lothë. Would that we could meet under better circumstances.

Lothë stands slowly, still stiff from the wounds he recieved at Goblin hands, and steps from the dais.  "Well met, Protector Lestridae. Know that for all eternity your people shall have the gratitude and friendship of the Dwerim, though it may be paltry recompense for the aid of the Nocae in our hour of need."  Lothë bows low

Dolmar returns the bow.

Lothë rounds the great stone council table, and grasps Dolmar's forearm firmly.  "There is no better meeting than as a friend on the field of battle."

I thank you; and the friendship of the Dwerim is not something I can begin to undervalue."  He returns the gesture.  "And no truer friends are ever made."

Lothë gestures to the table.

Dolmar moves over to it.

"Come. Sit with me. We shall talk, and we shall drink."  Lothë calls out in a great bellow.  "MEAD! ALE!"

"As is only fitting; the first drink to victory, the second for those who gave their lives for it."

Dwerim servants soon arriive with mead, and other refreshments.

Lothë drains a foaming tankard in one great motion.  "To victory!"

Lothë drains another.

Dolmar echos the drinks with the gusto of a dwarf. "To victory!"

"And to the fallen, who gave their lives so that we might live."

"The second drink Dolmar drains more slowly, and nods respectfully afterwards. "May their Ancestors and the Goddess watch over their souls."

Lothë grunts in agreement.  "Your warriors are formidable, Lord Protector. I may only imagine their ability on the field once well rested, and to make their journey so swiftly. Most impressive."

Dolmar bows his head at the compliment. "Twice have they repelled demons, aberrant creatures, and cadaverous Ceremorphs from Umbrazzid's walls."

"Should these beasts still trouble you once Dâgalûr's head decorates a spike before my gate, the Dwerim shall come, and we shall show the faith of our friendship.  Those who are your enemies are those of the Dwerim, and the Dwerim do not suffer their enemies to live."

"I fear they may strike again; last weeks silence has me more apprehensive than confident. And I would be honored to have the Dwerim by my side; your warriors fought with tremendous skill and courage.

"They could do no less. Our home was threatened. The eyes of our Ancestors were upon us. To lay down axe before life would be shame unbearable."

Dolmar smiles. "Phaedra spoke of this. What for other races is an act of great Valor, for the Dwerim is but simple fact."

Lothë nods approvingly.  "Tiern and his Company have brought us much pride. I rest easily knowing that should I fall, the Realm shall not."

"May that day lay far from now, but it good for both of us to know our children will do well to carry our banners should we fall."

"The Dwerim work with all their speed and skill, but it is not enough. Our walls are yet breached, and our gates yawn open, inviting foe within.  The Seers of Balagrod have looked upon the host of the Goblin. He returns not above, and moves as if he would again come against the Mansion."

"...Has he gone mad as those warriors of his!? He cannot hope to take the Mansion yet, even with the defenses weakened.  I and my warriors will stand with you. They will not succeed.  The Red Tide will be either no more by the weeks end - or, at best, a fading memory.  We shall stand in the Hall, as we did before, and we shall cut them down as they come against us. I vow that I shall see Dâgalûr dead, that he shall suffer for his treachery, that he shall wish that never he came against the Dwerim, that his line shall be ground to dust and that history shall forget him as any other beast.  I have entreated the adventurers who accidentally defended their capital to retake it for the Nocae. If he should flee again, he will find no refuge, no support, no help."

Lothë nods.  "We arm as many as we might with mail and axe. We do not think he will succeed.  Even should the taste of Blackroot linger upon their tongues, the Red Tide makes only a grave for itself."
This I vow before my Ancestors. Before Nír who was my father, and before Kalte who was his, and before Ariam who first cut into Goblin flesh with blade unyielding."

"Hear hear!"  Dolmar drinks.

"The Goblin King shall meet a wall of Dwerim shields, who are the anvil upon which he will be destroyed. Flames shall pour upon him from above. The Mercenary Tenebrius shall flit from the shadows and lay into their horde from behind. I would have the Nocae join him, and so surround these Goblins, and destroy them utterly."

"My warriors and I will depart briefly to scout the surrounding region; I wish to make sure the Goblins do intend on their suicidal attack. Unfortunately us 12 are all I can spare: our forces in the goblin's old warrens will converge upon their remaining city, ideally with the aid of the Blades of Glory, and take it."  Dolmar nods.  "A wise move: we will scout, and will join Tenebrius in the flanking assault."

"His only other course would be to bring his horde against Nüln. But they would be exhausted, and bereft of reinforcement. It would be wise should your scouts determine their true course, and if they come against Nüln, we shall fall upon them from behind.

"I near hope he does; less good men and women will die slaughtering his brutes."

"Many of our people and our warriors have come to Nuln, but it is not made so safe as the Mansion. Still we must secure its depths.  But know that I will have Dâgalûr's head, Protector Lestridae. His existence is an insult to the Dwerim, and we can suffer him no longer.

"Some of my warriors can move to assist with that, though I will have to wait, lest I leave Umbrazzid defenseless. And I would not dare deny you that."

Lothë nods.  "Still, I suspect in his rage that he will attack us here, and so we should not worry, but prepare ourselves for righteous vengeance."

"Speaking of Depths, I have scoured Rhuad clean of the goblins. One of my Paladins moves to guard it until you are ready to reclaim it. Two iron golems reside deep within; if they could be reactivated to join, we could assuredly crush his remaining holding regardless of what defenses he may have."

"Golems... Where do they stand, Lord Protector?"

"At a door, perhaps to a vault, in the lower level of Rhaud, one that is also warded by runes. I have transcribed them, save leaving a couple errors in case they are magically potent."  Dolmar shows the Dwer Thane the runes.

Lothë peers at the page, a troubled expression on his face.  "It is a powerful and ancient ward, Protector Lestridae. Trouble not these Golems, for they guard safe the world against what may yet lurk in those depths...."

Dolmar nods. "I feared as much, and thought it best to seek your council. The golems did not trouble my warriors 'pon sight of them, nor did they apparently trouble the goblins while they watched: it seemed that prudence would best outweigh curiosity."

"It must have been that some among the Reim returned to those halls... having seen the Terror Below, and so sealed it within. No. No. Draw not near to these Golems, and leave them to their duty."

Dolmar nods again in vehement agreement.

"Once the Red Tide has been crushed, the Dwerim shall return to Rhaud, and we then we shall know the truth of it.  We are grateful that you have expunged the Goblin filth from the Thousand Halls, and know that any wealth that you might gain from its mines while you guard it for us the Nocae may keep. We know that you have need of it."

"And we will guard it for you until that time, so no other beasts may defile it's halls. I do appreciate that: unless our foes relent, we will need every bit we can muster.  For now. In two months time, one way or another, Umbrazzid will no longer stand on the banks of the Mare."

"The magics of the Nocae must be powerful indeed, then."

"It is not ours, but the magics of the Goddess. Once Her temple is complete, we will begin work on the Beacon."

"The Dwerim do not know of your Goddess. She has not revealed herself to us. It is our Ancestors who guide us through the Shadows, and show us the ways that we might walk."

"Both are of the Shadows; it would not overly surpize me to learn that the Goddess and your Ancestors had met in the Shadowed plane and worked to bring us together in this world as we are in the next.  Perhaps your shadow mages and our clerics should meet, once the Temple is ready, and share what has been revealed to them."

"This is my hope as well. Soon we shall reclaim our Hall of Shadows in Nuln, and then we may know more. We must guard ourselves carefully, for the Dwerim know that fell spirits too lurk in Shadow... but together, they could not overcome us."

"No. And if we can secure the aid of Thane Grimhammer as well: when the time is right, with her blessing and yours, I would like to build a portal to bridge your two realms so you may more easily aid each other."

"These things are all well and good, but they are of the future. Battle yet stands before us, and there we must place our thought. Another drink, then! A drink to the death of Dâgalûr."[/spoiler]
[spoiler=The Council of Three (Dwerim, Shadow Elves, and the Glow]Soundtrack: Old Enemies (http://www.listenonrepeat.com/watch/?v=bvPdfHAxbrY)

Lothë steps through the fungal gloom of the Great Forest, a grim look upon his face. Behind him come twenty-one Goblin prisoners, bound and gagged, shephered by twenty-one Dwerim warriors. He approaches the clearing where he is to meet the Child of the Glow in parley.

The Rotqueen's arrival is preceded by a soft, flickering glow from the forest, changing hues every few seconds.  Eventually, the Child emerges from between the illuminated mushroom-stalks.  She appears to be alone.  She slithers over the ground almost silently; her lower body is amorphous, like a slime mould, but her upper body is like that of a young woman; it is unclear if she is meant to be a human or an Elf.  Her body is covered in little tendrils and polyps that twitch and wave constantly and glow with neon colors that seem supernaturally vivid.  Her eyes are a pale, radiant white, that occasionally seem to have motes of color dancing in them. She is, in summary, a very unusual looking fungus; she has no obvious resemblance to Blackrot save the general body type. She wears nothing and carries nothing except a long ivory staff, apparently made of bone.

Dolmar walks close to Lothë, eleven Abominations completing the retinue.

"Rotqueen," Lothë says.  "You have asked us here, and we have come."

Dolmar silently inclines his head in ackowledgement of her presence.

"I thought I would remember your face, Lothë-flesh.  I do not."

"I remember that of Blackrot as I cut her down, the agony upon it. Your face is not her face. And so neither of us knows the other."

"Yes, I am not her.  But she is... within me.  I was her; it is hard to recall... the dream is strange.  But I do hear her, what is left of her.  I am what the Dreamer has remade."  She slowly turns her gaze to the prisoners.  "What are these for?"

"That is yet to be seen, Rotqueen. First we shall speak."

Dolmar blinks, obviously processing what she is saying.

"I was of Black-Rot; I am born of the Dreamer, as she was.  But I am neither.  So I have come here, to see what should be done.  I will tell you - that which is like Black-Rot would have much sharpness.  A war.  And take this forest.  The Dreamer... she dwells deep, in place and mind.  She does not dream of death.  But she dreams of this place as well."

Dolmar eyes harden, but he waits for Lothë to speak.

"The Dwerim wish no war with you. Why then should you wish war with us? I have spoken of what shall be done, Rotqueen. Dâgalûr shall be cast down, and his horde shall be destroyed, and this forest shall know peace.  It is he who has broken it, but it is I who shall mend it."

"The Goblin-flesh is not important to us.  I was wrong; they are not worthy.  They gave us gifts, and I deemed them good-flesh, but I do not think this any longer.  They do not love life."

"They do not. In this we agree."

"All of us," Dolmar adds.

"Yes.  If you did not dwell here, perhaps they would attack us.  The mind of flesh is strange to us.  We gave them gifts to repay them for what they gave us - but we will not fight for their sake.  I am finished with that flesh."

Dolmar looks relieved. "I am glad to hear it."

"We know of your gifts. And perhaps the Dwerim might forgive their giving, though they have brought us suffering.  I think it is that, as you say, you do not understand."
"That confuses us - The Elf-flesh asked us to give our children to them, that we should fight the Goblin-flesh."  She points to Dolmar with the staff.  "We are uncertain how this would be different; the flesh asks us for our children, another flesh asks us for our gifts.  But they are soon to be no more, we think, so perhaps it does not matter.  I glimpse the Goblin-flesh no more within the Dream."

" Again you see the truth. Soon they will be no more."

"Yes, no more.  Yet this..." the Child gestures broadly at the trees.  "This is Black-rot's home.  This is the Dreamer's love.  And so it is my home, and my love.  It is where the Dream will be made real."

"Yet it is the home of the Dwerim, and many years have we been here. Before ever a forest grew here, some among our Ancestors woke from the stone in this place. And so we returned to our beginning, for we have found little solace in these depths."

The Child crooks her head, and the tendrils on her head wriggle and twist around each other.  "You will not return to this other-home, that which the Goblin-flesh took, that they have spoken of?"

"Some among our number shall return to the Thousand Halls. But they will not be the same as they were, and never again shall Rhaud be as it was, for what was there done cannot be undone.  We shall return so that we might care for the memory of the City that was, and so be made the stronger in the remembering."

"That is sad.  I would go to my home... I think.  Sometimes I am not sure where I belong... but it would be much easier if you left.  Now we must think.  What of the Elf-flesh?  They now dwell in the Goblin-dwellings.  Will they remain here?"

"Yes, that is our intent," Dolmar says.

"I cannot speak for the Lord Protector," Lothë says.  "But if you ask if he shall remain in the forest, I suspect he and his warriors shall depart once Dâgalûr is dead.  Is that not so?"

"Our home is attacked by foul creatures. Dead Ceremorphs that still walk," Dolmar says.  "We need the Goblin-dwellings while we are still attacked - but yes, we shall leave the forest once Dâgalûr is dead, save visitors to the Dwerim - or if any threaten our friends.

"All may come to the Mansion of the Dwerim, should they come in friendship. So the Dwerim say."

"The Dreamer dreams darkly of this.  The Elf-flesh is a killer of family.  We could not imagine destroying our children.  I do not hate this Elf-flesh, but they cannot stay, no."

"I have killed no family of mine."  Dolmar looks offended.

"Are you not Elf-flesh?"

"Yes...but not all Elf-flesh is family."

The Child looks blankly at Dolmar with an expression of vague confusion.

"The Kirr, the elves who I war with, are slavers and torturers. I fought to free some from their torture.  They summon Demons into this world - by killing those they have."

"The halls of the Goblin lie far above, and are not of the Forest," Lothë says.  "And so we see that this should not trouble you, Rotqueen."

"We would not wish to dwell there, this is true.  But we would dwell in this forest, and that realm is close to the forest - as you have seen from this Goblin-flesh that has attacked you.  And we see that the Elf-flesh fights much, and gives much sharpness, even to Elf-flesh."

"I would not attack you unprovoked," Dolmar replies.

"The Dreamer believes we cannot abide such flesh so near us.  She considers them like to the Goblin-flesh."

"For days must one walk, to descend the Stair of Naíni and come into the Forest. The Lord Protector is an honourable man, and has no designs upon that Forest. "

"I am not sure what this means.  You say that flesh breaks its word, but flesh also gives it, and says this is good.  Flesh-words are strange to us; we see what threatens us, and what does not."  The Child looks back to Dolmar, listening

Dolmar smiles somewhat bitterly, and with traces of guilt. "I...can understand your mistrust. I have a proposal.  If we remain in the Goblin cities, you may send some of your children to watch us. You will know if we are building a force there, you will know if we intend to threaten you, and you will be able to threaten us in kind if we do.  Though this does not apply to the Dwer City of Rhaud. I only steward it for a time until the Dwer can reclaim it safely."

"This means little to us.  You may build your sharpness elsewhere, or hide it from us.  The Dreamer fears that the Elf-flesh will grow many, and destroy us.  The other Elf-flesh has also come, and we fear this sharpness will soon be here, in our garden."

"Other Elf? What other Elf?" Dolmar asks

"Of whom do you speak? Prince Saerid, of the Shining Flame?"

"We do not know that flesh.  We speak of the other Elf-flesh which this Elf-flesh kills, and is killed by."

"For a century the Kirr dared not tread in the forest," Lothë says.  "While the Dwerim watched. We have heard no word of their coming.  They are diabolists, and consort with fell powers, and we trust them not."

"But you, flesh, have not watched them as we have.  And I know one who has watched them much.  We believe they grow strong."

"The Kirr will not tread in this forest if I can stop it.  The blood of the Hells is in their veins, and they are treacherous and loathsome. They will not come here, so long as the Dwerim live. This I swear."

"If this Elf-flesh dwells here, then what will stop this other Elf-flesh from coming?  You have heard them, Lothë-flesh.  They are flesh like one another, and yet would kill each other.  They will do this here, if the flesh remains." The Child looks between them, appraisingly.

"As do I," Dolmar says. "Once I leave the forest, they will have no reason to come here. They will come to Umbrazzid or Ald-Anoril above; it is much greater distance for them to come to the Forest.

"We will speak of another, then," the Child replies.  "Of the other Dwarf-flesh that dwells below."

"Is there anything I can do to prove I do not mean to threaten you?" Dolmar says.

The Child looks taken aback by the question. "Prove?"

"Prove. To... to show my intention."

"A flesh either is a threat or is not.  We cannot know what is in the mind of that which does not dream with us.  All we may know is what the Dream intends, and you do not share the Dream."

"Yet Dolmar Lestridae stands before you, and he does not threaten," Lothë says.  "Upon what you have heard you judge him, though only now do you come to know him?  Is it not that you must first see what he would do? Is it not that to every creature should a chance be given?  I judge you not by what Blackrot did in her life, Rotqueen, but by what you do in yours."

"We thought this of the Goblin-flesh, yes, that they should be taken as good.  But they were not.  We have also heard the Duergar-flesh say to us what is not true.  We conclude that the word of flesh is not useful to us."

"And what of my word, then?" Lothë asks.

The Child looks down at Lothë, considering. "We do not understand this promise or honour that the Lothë-flesh speaks of.  We are uncertain if the word of this flesh is something that should have meaning to us."

"I propose action to prove my word is useful..." Dolmar says.  "What do you mean the Duergar have lied?"

"Yes, the Duergar-flesh... They offered a 'treaty' with us, over who may dwell where.  But they are false, and not true.  They ask for more, and more, and offer us nothing.  The Lothë-flesh says he is friends to them; but we ask the Duergar-flesh, and they say they were lost to the Dwer long ago, and are not.  One of these flesh is not speaking the truth to us."

"It may be that you are not alike to the Dwerim in this way. But I should rather die than break my word, than sully my honour, than disgrace mysElf before my Ancestors."  Lothë considers, and strokes his long and lustrous beard.

"This matter also concerns the Dreamer, and darkens her visions.  She believes that it may come to much sharpness between us and the Duergar-flesh."

"Since we do not have the Dream, all we have is our word," Dolmar says.  "If the Duergar are lying, that... is cause for concern."

"Yet the Lothë-flesh would help them; so the Dreamer wonders if we must drive away the Dwer-flesh now, so they do not harm us if this sharpness comes."

"It was that Lord Kafer sent word to me," Lothë says.  "And it was that he asked that we take up the ancient allegiance that once we shared. I deemed it good that to the Duergar I should give this chance, as I give to all creatures. If it is that they have lied to me, then I am not bound by my word to them, as they would make of mine a mockery.

"As we say, the word means little to us.  But we watch the Duergar-flesh, and my... my 'friend' says they grow much, a force that they may turn on us.  And we think that if they deceive us still, and grow still more, that we may bring this sharpness to them, that they should not threaten the Dreamer.  If the Dwer-flesh would be as one with them, and defend them, then the Dwer-flesh cannot be at peace with us."

"This now will I swear. The Dwerim shall trouble not you or your Children, and shall raise no arms against them, so long as you in turn raise none against us. It is that I believe you, Rotqueen. Though it is strange, you are a creature of innocence, and I do not think you would lie.  If Lord Kafer speaks one thing to me, yet then another to you, I cannot trust him."

"And what of the garden, flesh?"

"Yes. What of it? You have said that you would come here, and this troubles the Dwerim, for here we live already.  But it is that the Forest is wide, and the Dwerim live not in all of it, and perhaps there is room for us both."

"If my children would dwell in the garden, but leave this dwelling, the Dwer-home, to the Dwer-flesh, would this please the flesh?"

"To this we may yet agree. If you should dwell not within two days walk of the Mansion, this would please us, and we would in some ways be content.   Yet also the Dwerim claim the lake that lies north of our home, for it is that we come to its shores to gaze upon the water, and we find it soothing."

"We... will consider this.  Perhaps I shall ask my friend, who is very wise in the ways of flesh."

"You would not agree?  We would yet give you time for consideration, but the Dwerim judge our offer fair.  We would not bar you from the Lake, if so too your Children would find peace to look upon its still waters."

"We... I think it may be as you say.  But we wonder what the flesh will do with the garden that it dwells in, and whether it shall thrive as we wish it to."

"The Dwerim well love the peace of the Forest. Our food we grow within our Halls, and we eat little that the land gives of its own. We burn the black-stone that the Earth gives us, and trouble not the trees that grow here. We do as we have always done, we watch, and we make safe the ways of the Forest against fell creatures and wicked folk."

"This seems good to me.  But we think that all of these matters, the garden, the Duergar, and the Elf-flesh, that they are all bound together; for if the Dwer-flesh satisfy us, but the Elf-flesh do not, one will surely not let the other be destroyed."

"We are satisfied if the Dwer-flesh will no longer fight alongside the Duergar-flesh.  But the Elf-flesh still troubles us."

"If we do not leave the lands of the Goblins, you threaten us?"  Dolmar doesn't seem angry, but sad.

"I do not threaten.  But the Dream would have me destroy all that which threatens the Dream.  The dwelling the Dwer-flesh built, we destroyed this for this purpose.  And we fear that the Elf-flesh threatens the Dream in this way."

"Is there any way I could share this, this Dream with you? So that you know that we do not threaten you?"

The Child looks surprised, and then smiles warmly.

Dolmar closes his eyes and takes a deep breath. It's obvious he has some idea of what this may entail.

"This we would delight in.  But we would fear for the sake of the flesh.  We have flesh who we keep dreaming; I have tried to show the true Dream to them, sometimes, but... it is too great for the mind of flesh.  They go on dreaming, and never wake again."

"If I do this thing, would you allow my people to stay in the realm of the Goblins? Would your children help if the Kirr and the Undead Ceremorphs, the minions of the Cerelich, brought their...their sharpness against my people?"

"It is truth that even my children do not see the whole dream, nor the edge of the unreality, the great darkness.  They know the edges of it only, the whispers of the ecstasy.  More would harm them."  The Child muses on this for a moment; whenever she seems deep in thought, the polyps on her head wiggle like worms on a hook, twisting around each other.  "I would not send my children to kill those who are no threat to the Dreamer.  But there is a way we may aid you against this Elf-flesh, if we wish it.  Our wise friend has told us this."

"What way is this?"

"There is a tall dwelling in this garden; we think it was made by your flesh.  It is ours now.  But curious things it has.   It has a gate, flesh, a gate that connects a place to another, as the Dream connects minds.  We may walk there, and be at another place entirely."

Dolmar whispers. "The Tower of Screams." He looks sharply at her staff. "And a portal."

"This other place... we have not seen it yet.  But our friend says it is a great Elf-flesh dwelling, large and rich, empty now - but in the realm of the other Elf-flesh.  We will not join the Elf-flesh in sharpness; we detest this sharpness between kin, and think it a thing of bad-flesh.  But we think the other Elf-flesh does not yet know what we suspect, what our friend has said."

Dolmar nods. "The strategic value is incalculable."

The Child tilts her head and looks at Dolmar

"Does the flesh think this valuable?"

Dolmar nods. "Yes. That could change the entire war." Dolmar breathes deeply. "If nothing else, it must be guarded - if the Kirr have access, they could attack both you and the Dwer.  But if do this, if I join you in the dream, will you swear to not bring your sharpness against my kin?"

"We must say that we are not certain this is true, where it goes, but we trust our friend, and she says this is very likely; that she has seen this place."

The Child looks at the Elf with pity.

"And allow us to dwell in the lands of the Goblins? So long as you see that we mean you no harm?"

"We... we are not sure of this.  The flesh are not like us.  I am bound to my children; I feel them always.  But we believe this is not so with flesh.  We might know you, flesh, through the Dream, but what of your children and kin?  We hoped to trade you the knowledge, and use, of this gate, and then you might leave this place.  We... would not ask that you leave now.  But you would leave."

"It is clear, Rotqueen, that the Nocae intend you no harm. What is it that you possess that they might desire so strongly that they would bring war to this Forest? The Friendship that is between the Nocae and the Dwerim binds us both tightly, and we would not see the other suffer for our action."

"If I leave the realm of the Goblins, my children and kin will die. I need the resources of the Goblin's mines to keep them alive and safe. Even with that gate."

"Mines... this is about this dead-gold that the flesh desires.  We did not understand why the Elf-flesh would want to dwell here, but this makes sense to us now.  A strange thing this is; what is not alive is worth nothing to us, but to the flesh it is much indeed."

"Aye, that it is."

The Child is silent with thought again, her tendrils wriggling.  She taps idly on the ground with the bone staff.

Dolmar looks over at Lothë. "My friend, if we were to turn control of those cities to you, would you send us the gold and half the metal their mines earn?"

"What amount of this dead-gold would allow the flesh to prevail in this sharpness, and no longer need these dwellings?"

"The Dwerim would send you it all. For you have earned it in battle thrice again."

"You would give these dwellings to the Dwer-flesh?"

Dolmar nods, smiling, and looking relieved. "Yes, yes I would."
The Child looks between them curiously.  "We do not understand.  You are not like-flesh.  Yet this that flesh values, you give to the other.  And you fight together.  Strange are the manners of flesh."

"Perhaps in time you will learn and understand, should you let us show you," Lothë says.

Dolmar smiles warmly. "I hope we can show you these strange flesh ways."

"This is acceptable to us.  But the flesh should know that if this is the trade it wishes, we see no reason to give them the use of this gate we speak of; for it would be of no purpose to us, and could make the other Elf-flesh our enemy.

"We will sever it from the place it leads, forever."

"The gate we can live without," says Dolmar.  "If you sever it, that will be enough; then the Kirr cannot use it against our allies."

"Know, Rotqueen, that the Dwerim move not swiftly, and that our numbers are not so great as once they were. It will take us time to assume control of the Goblin lands.  Give us three weeks, and it shall be done."

"Yes... we wish to see what is on the other side.  My children dwell there now, and I will join them very soon, and we shall see it.  But once we have returned, we will close it."

"And as soon as the Dwerim are ready, we will depart," Dolmar says.

The Child smiles rather dreamily, and looks between them.

"Then this is what we will consider: that the Dwer-flesh will have this half of the garden, and we the other; that the Elf-flesh will dwell above no longer, and that the Dwer-flesh will instead; and that neither flesh will bring sharpness against us, should we have sharpness with the Duergar-flesh below.

"Then we are agreed."  Lothë motions swiftly with his hand. As one, twenty-one axes cut through twenty-one Goblin necks.

"When will we know the results of your consideration? But on all those points, we agree, so long as we may remain until the Dwerim are ready to take the lands above."

The Child looks a bit puzzled at this, but not disturbed.

Dolmar barely blinks.

"A gift, Rotqueen, so that you may know of our good faith in this bargain."

"We shall leave these Goblins to lie where they have fallen, and you may do with them as you wish."

"We will make their flesh beautiful.  We bring beauty and life to dead-flesh; this is good.  We warn you -"

Lothë raises a great bushy eyebrow at this pause.

"The Goblin-flesh that lives still, they may have more of our gifts, these mushrooms sown by Black-rot.  One hundred and sixteen we gave to them."

"I see," Lothë says.

Dolmar nods. "Thank you for the warning."

"We can give them to you, flesh, if you desire it.  But the strength they have comes with a price, we are afraid.  It matters little to my children, who live for a short time; but flesh lives much longer, and values its long life above all."

"Dwerim will die for this. But they shall do it gladly, for it shall be for their Home, and before the eyes of their Ancestors. We have slain many who tasted of Blackroot, and will slay many more."

"No... I think not. This offer we must decline. We will not taste of Blackroot, for it is bitter and will avail us little."

Dolmar shakes his head. "The offer is...appreciated, but I would not ask any of my kin to shorten their life."

"As the flesh wishes.  It is sad that more should die, for we think the Dwer-flesh may be better flesh than this Goblin-flesh.  But we have done what we have done, though I consider it a mistake, now."

"The first sign of wisdom is knowing and admitting an error. None of us are without flaws."

"What shall be, shall be, Rotqueen. But the Dwerim know that they shall triumph, and in that we must find solace."

The Child smiles broadly.  "Perhaps.  The Dream alone is perfect."

"And for that, I am glad I can take your word."

"Our bargain is made, then. We return to our Mansion, and to battle."  Lothë moves to depart.  "Fare-thee well, Rotqueen."

"We agree to all these things.  But we must speak with our friend, and the Dreamer must dream it, and see it is good.  It... is a strange thing.  But it shall know what I know, and perhaps it will no longer dream darkly of your flesh."

"We shall tell you in the coming of the new week, Lothë-flesh."

"Think on all that here was said, and know that the Dwerim shall keep their word."

Dolmar nods. "As will I," and turns to follow Lothë.

"We shall see what this means, in time.  Farewell, flesh."

Lothë moves off into the Forest, his axemen marching behind, their blades still dripping crimson.

The Child remains, watching them all leave, before she too slips away.

The Abominations follow with their deadly grace, making not a noise as they depart.[/spoiler][spoiler=An Unusual Meeting (Cleversmart Kobolds and Grolhund the Heartscrew)]Soundtrack: The Mad Inventor (http://www.listenonrepeat.com/watch/?v=7ufq5FHDwYg)

Shee-Ra has reached the agreed-upon meeting-place.  She steps from the shadows.

"Grolhund the Heartscrew!" Shee-Ra screeches.   "Koboldsnatching bandersnatch with slithy toves and wiry gables, this is Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground.  I have come to you, fresh from destroying SpinnerWebs and HookerHoers. I meet you on this field to speak. Though you be a koboldsnatching bandersnatch now, you did return some of those you snatched, so I seek to learn your aims.  And to seek my otherkoboldfolks' freedom."

The ground shakes and a great mass of metal bursts forth from the nearby "treeline". It thuds, slowly approaching to stop a handful of meters away, towering over you.  It is silent for a long moment then begins to speak in a deep voice.

"Ah yes little queen, I wondered if you would dare come." Grolhund peers down at the kobold with its great red machine eye. Grolhund reaches with great whiplike appendages to pull a cage off its back, the door of the cage falls forward and out spills a mass of ragged kobold hatchlings and adults.  "As promised little queen, here are your subjects who you neglected to ask returned."

"I see.  Now then, what is it that brought you to my gates?  Why skitterscatter into koboldregions?"

"I go where I please, small one; I take life where it is needed. It should concern you not why I chose to collect it from your warrens, only that I did and that I will do so again if I demand it.  If I must crush to collect then I will do so."  Grolhund examines the kobold queen.  "It is fascinating that one of your stature would remain yet so haughty in my presence."  Grolhund gives a deep guttural laugh

"Why would I do anythingbut. I am Shee-Ra, Mistress of All that Is Under the Ground- except of course, for the NastyDreams, who must be destroyed.  And the Greyskulls, who are untrustworthy.  Since you, a resident of this Underdeep, be my subject, I have goodreason to be proud.  You are strongkobold.  So your success is often my success."

"Flattery will serve you not small one, though you are not incorrect. And my success is success for all life. For through my will shall life be perfected.  Though I will admit that your little garrison was not a mouthful for my needs.  Perhaps you know of greener pastures where I might harvest what is needed.  I am sure one who styles herself queen of the below places would know all there is to know about such areas.  Grolhund has need of bodies, living and corpse and of resources for the great work.  If you, little queen can provide alternatives he would not need to harvest from you."

"There are many enemies of koboldkind in the Underdeep."

Grolhund leans in so close that Shee-Ra can almost reach out and touch the great red orb

The Lowerdeep caverns to the south and west [L69], home to evilbad NastyDreams onlyhave four Psions, one a Commander, a Thrall Pen, Amplifier Node. and Mushroom Farm and Ceremorph Mine are underbuild. No defense or trapnow; but because build mine, they mayplan build defense next. Also it seem they may have some thrall therein.
The caves of the madelves [M6] who think charge tax to any to pass not have anydefense now, but also have few citizen; it be only outpost."

"Ceremorphs? Hmm I have desired greatly to examine their form."

"And home of goblinbetrayers [M37], have manysmallweak creatures. They verydangerous in horde though-swarm around and mightykillbad. But they weakened by defeat by PickyPoke DiggyDig vassals. We not know these Ceremorphs, only know NastyDreams-they ugly creatures, but yesbe veryunique."

"Very well small one, if what you say is true I perhap will look elsewhere. Though it would be in your interest to continue to scout and to find new sources and information for Grolhund."

"As long as vassal does goodything for us, we gladspread information for vassal.

"Vassal? Haha! Still your bravery may find use.  If you have things more solid for us than information perhaps grolhund shall even hunt for bodies amongst your enemies.  If you do you may use your rat to contact me, the one I have improved."

"Whatsolid thing? Food?"

"It will find me."

"You mean thatrat not dead?"

"Food? No, Grolhund has need of test subjects, of bodies, of gold."

Shee-Ra's eyes narrow.  "What testyoudo? You raise deadcreature?"

"If this you offer perhaps Grolhund will crush your foes for his own amusement. I have little interest in raising the dead little queen - it is life that I shape, not death."

"Ah, you want livecreatures, then?"

"That which is not live is not creature, it is either body or abomination. Body I can use, abomination I will destroy. I will leave you to your thoughts little queen, heed well my words or perhaps you will see me again."

"So, thatrat, madrat, still function? We put in quarantinepit, nearly ready drop in with swimmyswims."

"Yes.  I do not bring death but improve life.

"Howmake madrat function then?"

"Like any other rat, feed it, care for it, give it messages and instructions, it will understand you as any other rat.

"Then we gladsend you HookerHoers bodies to makeyoueasy destroy NastyDreams.  And we will rescue madrat.  We lookforward to workingrelationship, strangeKobold."

"It is good small one that you have reason as well as humour, though a pity you would make a prime subject."

Grolhund turns and marches off.[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 2 (Orders due March 24)
Post by: Steerpike on March 26, 2013, 04:44:34 PM
(http://img705.imageshack.us/img705/3248/battleofmhaldlnem.jpg)

Rumour has that the Goblin King Dâgalûr, refusing to admit defeat, renewed his assault on the Dwerim Mansion of Mhaldûl-Nem.

Soundtrack: The Battle (http://www.listenonrepeat.com/watch/?v=0SpkyrabJYs) of Mhaldûl-Nem (http://www.listenonrepeat.com/watch/?v=05XBQv0dUkA)

[ic=The Month of the Rat, Week 3]The brief Goblin-Dwerim War has ended, and the Goblins of the Red Tide are no more – but rumour has that the Dwerim paid for the victory dearly, and some claim that their Thane, Lothë, Prince of Mhaldûlne, fell to the blade of the Goblin King Dâgalûr.  Whatever the case, the Shadow Elves have no seized the remaining Goblin settlements and the Goblin armies have been utterly destroyed.  Meanwhile, the Kobolds of the Legio I Draco have put an end to the Orcs of the Bloody Spear Clan once and for all, seizing their stronghold in the name of the Legion.

There are rumours also of adventurers in the Underdeep – a group known as the Blades of Fury, and another called the Brotherhood of the Holy Dawn.  Little is known about these Abovelanders but the Blades are said to have dealings with the Shadow Elves while the Brotherhood reputedly assaulted the Liches of the northern Upperdeep, to little avail.  The High Elven Prince continues his exploration of the Underdeep, seeking his lost beloved.

In other news, the breeding-season of the Jabberlings has begun.  These dread, writhing creatures form vast herds in the Underdeep, hibernating in pits and chasms before swarming out in great numbers, briefly wreaking terrible havoc throughout the caverns as they consume all that they find.  Typically, hundreds of these creatures die, but the strongest survive and return to their pits to reproduce a new generation of Jabberlings.[/ic]

[ic=Maps - The Month of the Rat, Week 3]
The Surface

[spoiler=The Surface, Month of the Rat, Week 3]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 3]
(http://img832.imageshack.us/img832/4748/upperdeepweek3.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 3]
(http://img11.imageshack.us/img11/3772/middledeepweek3.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 3]
(http://img843.imageshack.us/img843/6365/lowerdeepweek3.jpg)
[/spoiler][/ic]

[ic=Briefings – The Month of the Rat, Week 3][spoiler=For the eyes of the Goblins of the Red Tide]Many years later...

The young Goblins crowded round the elder, a wizened, ancient creature covered in old scars, his blind eyes milky, his fangs yellowed with age.  "A story!" they demanded.  'Tell us a story!"

"Hmm," the Goblin elder said.  'What kind of story?"

"One with fighting!" one Goblin child demanded.  "With plenty of blood!"

The Goblin elder pondered, for awhile.  "I've a tale of that sort," he said at last.  "It's a true story, though it happened many years ago.  Have you ever heard of the Goblin King called Dâgalûr?  The Scourge of Men?"

The Goblin whelps shook their ugly little heads.

"I will tell you of him, then.  Dâgalûr was a great hero among Goblins, who ruled a long time ago, in caverns far from here.  He stood four feet tall, tall as a Dwarf, and he was the strongest Goblin in the land.  He fought with a pike long as a Man's lance and a sword that most Goblins could barely lift, but which he used with ease.  He was King of the Blood Clan, which was called the Red Tide.

"His deeds were many and great, and he ruled from the Skull Throne, and his Kingdom was mighty indeed.  But below the Goblin lands there lived a Clan of wicked Dwarves.  Pale and thin they were, their beards mangy, their skins stretched tight over their bones.  They were always angry about something, and were always making up reasons to hate Goblins.  They were rude, and proud, and their minds were full of gears and plans, and they made many evil machines.  'Beasts,' they called Goblins, and they spat on them, and called them liars and warmongers, even though they were the real liars, the real warmongers.

"But Dâgalûr was a wise King as well as a mighty one.  He did not begrudge these wicked Dwarves, who called themselves the Dwerim, their lands.  He offered a hand of friendship to them, and said that Dwarves and Goblins should put aside their differences, and leave each other in peace.  When word came to the wicked Dwer Thane, Lothë, from Dâgalûr, he spat on the offer and called the Goblins names, but in truth he was afraid.  He had heard of the might of the Red Tide and feared them greatly.  So he agreed to the peace that Dâgalûr asked for.

"But the hearts of the Dwerim were false, and they could never be satisfied.  Though the Goblin King left them in peace and never troubled them, always they found new reasons to complain.  They bombarded Dâgalûr with their whinging protests and clamoured ceaselessly at him.  And Dâgalûr knew that sooner or later they would rise up against him, and that the only reason they did not was because they were afraid.  But, in time, their anger might grow stronger than their fear, and so Dâgalûr knew that to protect his people he must put an end to the Dwerim before they could attack.

"So he called the Goblins of the Red Tide to him, and formed a great army, and led them down into the darkness of the Great Mushroom Forest, a gloomy place where the Dwerim lived.  He and his many mighty warriors attacked the Dwerim Mansion, but the Dwerim were tricky.  They used fire and evil machines and killed many Goblins, but still Dâgalûr led them onwards.  It looked, for a moment, as if the Dwerim would fall, and Dâgalûr would kill the evil Thane Lothë, but then the Dwerim revealed how false they truly were.  They had made a deal with a group of Elves even wickeder than they were, and the Elves sent horrid monsters to their aid, spidery things with poisonous fangs and cutting claws, and many Goblins were killed.

"Now, the Goblin King fell back, for a time, and gathered reinforcements, even though he had been wounded and had his ear cut off by Lothë.  The cowardly Dwer had poisoned his axe, hoping to kill Dâgalûr with his venom, but the Goblin King was so mighty that even the poison could not kill him.  Dâgalûr prepared to return to his lands above to gather more warriors but then word reached him from his lands.  The evil Elves had invaded his Kingdom, and seized his towns for themselves!

"Then Dâgalûr swore to kill the Dwer Thane for his treachery and falseness, and marched once again on the Dwerim Mansion.  The battle was even fiercer than before, the Goblin warriors charging into a great mass of axemen and other Dwerim warriors.  The Elf monsters were there as well, and other creatures of shadow with fell powers, but the Goblins fought bravely, and slew many enemies.  At last Dâgalûr and Lothë met each other in combat.  The battle swirled around them, and none could tell who would win the day."

The Goblin children were wide-eyed, rapt.  They listened intently as the blind Goblin continued his tale.

"Long they fought, back and forth, sword clashing against axe, while Dwerim and Goblins died around them.  Then the wicked Lothë brought down his axe on Dâgalûr with a mighty chop, the blow that would end the Goblin King's life –"

"WHAT?!" one of the Goblin children demanded.  "That can't be true!  Dâgalûr can't die!  What kind of story is this?"

"It's a true one, you little worm!" the Goblin elder barked.  "And sometimes the hero doesn't live.  But I wasn't finished yet.  The Goblin King was too tough to be killed instantly by the blow, even though it would have felled a lesser Goblin on the spot.  Before he died of his wound, Dâgalûr rushed forwards bravely, and thrust his sword through the black and bitter heart of the Dwer, and killed him, stone dead.  And though the Elf-Lord and his monsters and the craven Dwerim killed the rest of the Goblins, Dâgalûr had had his revenge, and the Dwer Thane lay dead as well, dragged down to the Black Beneath by the Goblin King.  Some say that the spirits of the two still fight below, in the land of the dead.

"The Elves and the Dwerim thought that they had killed every Goblin of the Red Tide.  But they'd forgotten about one Goblin.  He was only wounded badly, and knocked unconscious, but he awoke after the battle, near to a mound of corpses.  The Dwerim were gathering up the dead, but the Goblin crept away.  And though the Goblin King was dead, and the wicked Elves and Dwerim lived, the Red Tide were never truly destroyed.  For I was the Goblin who escaped, who lived on to tell this tale."

The Goblin children gasped.  It was hard to think of the old Goblin as a warrior, no matter how long ago it had been.

"The other folk of the Underdeep are not to be trusted, children," The Goblin elder continued, clearly pleased with the effect his story had had.  "They look down on Goblins, and call them names, and sometimes, it's true, they are stronger than we are, or luckier.  But Dâgalûr showed that Goblins can be strong too, and that even the mightiest Dwarf can be brought low with Goblin cunning.  And even when Goblins are killed and driven away, we survive.  We creep away, and hide in the darkness, and bide our time.  And there will come a day, children, when Goblins rule the Underdeep.  When we rise up from our holes and cast out the wicked creatures who spit on us and slay us, and take back the caverns for ourselves.  And on that day, Dâgalûr will truly be avenged."

The Goblin children cheered and dispersed, and soon they were busy playing 'Dwerim and Goblins.'  The Goblin elder smiled.

[Unfortunately, all of your units have been slain (except, perhaps, for the storyteller above), all of your Dungeons captured, and your general has been killed.  The Goblins of the Red Tide have been eliminated as a Faction.

It has been a real pleasure having you as a player, Humabout.  I hope you enjoyed playing Dâgalûr as much as I enjoyed watching his exploits and those of his minions.  At least you managed to take Lothë with you to the grave; the Red Tide will be remembered as worthy foes!  If you'd like to rejoin Underdeep, please feel free to create a new character from any Faction you wish.][/spoiler][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]You thought your realm well-defended; outposts had been secured at the major junctions, though of course their garrisons will need strengthening and fortifications erected if they are to withstand determined attack.   But you had not anticipated one possible entrance to your lands.  While researching in the arcane library at Hazer-Nagroth, a light flickered from the teleportation circle, which you thought defunct.  Your guards reported that a large force of Fungoid warriors, led by a Sporemother, had teleported into the ruins!  The fungal creatures hastily explained their apparently innocent intentions, and you ordered your minions to hold, for the moment, intrigued by the sudden appearance of the Fungoids.  The explained that they have seized control of a Dark Elf ruin to the far east, near to Dwerim lands, and discovered a teleportation circle of their own.  Apparently the two circles connect to one another, relics, no doubt, of the ancient Witch-Empire of the Dark Elves, before the War of the Web.  The Fungoids, apologizing for their intrusion, used the chamber once again to depart Hazer-Nagroth and return to their own ruin.  Given their description of the ruin, you surmise that it is likely the Tower of Screams itself.

Your investigation of the library at Hazer-Nagroth has turned up an unusual grimoire, possibly once in the possession of Malekar the Obscene.  The text is a summoning-tome with several mysterious rites in its pages.  They are magically coded, and will require extensive research to decipher, but you have already discerned one ritual – a profane ceremony which summons seven Succubi, apparently sisters, to the mortal realm.  According to the ritual the Succubi would not be under your strict control, but they could make excellent allies nonetheless.

Mianarith, your disgraced Summoner, has returned to your realm, having reached the Outpost of South Guard exhausted but alive.  She comes bearing spoils – not from the Goblin Kingdom, but from the Shadow Elves.  Once given over to the command of the Goblins, she was dispatched to guard their last remaining fortress – alone.  Seeing a force of Nocae and adventurers descending upon the Skull Throne, the capitol of the Goblins, she realized she would never hold them off.  The Goblins had drained their coffers in an effort to recruit as many warriors as possible for their vengeance against the Dwerim, so there was no treasure to loot.  Cunningly, Mianarith used the escape tunnel in the Goblin stronghold and slipped out some distance from the attacking forces.  While they garrisoned the dungeon, she crept to the Nocae-controlled settlement to the west.  Knowing it would be unguarded – its troops were currently engaged in assailing the Skull Throne – she was able to creep inside and divest the Shadow Elves of as much wealth as she could.  She also took several Shadow Elf non-combatants prisoner and descended to the Middledeep, fleeing westwards with all speed.  When assailed by Hook Horrors in the tunnels, she sacrificed the prisoners to summon a Bloodfiend, which now accompanies her.  She offers the treasure and the demon as recompense for her failure.

[+91 Gold, +23 Metal, and +5 Food from Mianarith's looting – stolen from the Nocae.  Mianarith and her Bloodfiend are at Middledeep 16, just outside the Outpost of South Guard.

Dalashinn has learned the Haste spell.  He has also discovered the Demonomicon, a fell text that is encoded magically.  During his turn, he can decode part of the text in lieu of normal arcane research.  The first ritual (summoning the Succubi) does not require any further research and has already been decoded.

Your Summoner has joined the Duergar and, in exchange, you have been gifted with two Tunnel Hulks.

Your Outpost has been successfully founded, and requires a name and a Captain.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Victory over the Goblins of the Red Tide has been achieved, but at terrible cost.  The Goblin King Dâgalûr, having gathered reinforcements from his caverns, once more assailed the Dwerim Mansion.  As discussed, you had withdrawn into a hidden position from which you could close on the Goblins from behind, flanking them and taking them be surprise.  In this you were joined by the strange mercenaries the Dwer Thane had taken into his employment – the eerie creatures known as Shroudlings, diminutive, skulking beings who seemed to worship their captain, Tenebrius, a gaunt and elegant Shroudling Stalker of indeterminate gender.  The Goblins charged forwards to meet the remnants of the Dwerim garrison, and then you moved to attack.  Even as you sprung your trap Goblins began fleeing the battle, demoralized by the ferocity of the Dwerim defence.  With your Abominations by your side these craven creatures were cut down, and then you closed in on the fray.

The battle was fierce and bloody, Dwerim and Goblins both falling in droves.  You saw a glimpse of Lothë himself, guarding the gates of the Mansion with his axemen against a horde of Blackroot-addled Goblins, but then lost sight of him as the green tide swept over the Dwerim forces.  Directing your Abominations onwards you cut a path through the fungus-frenzied Goblin forces, hoping to assist the Dwer Thane.  Though your creatures decimated the Goblin troops, you arrived too late.  Lothë lay dying, his breast pierced by the sword of the Goblin King himself, whose mangled corpse lay nearby.  While your Abominations tore the remaining Goblins to shreds you rushed to the side of the Thane.  With his last breath he pressed into your hands a curious crimson jewel.

"Take this to my son," he said.  "The Earth's Cardinal Heart.  He must have it, and –" here the Thane coughed blood, straining to speak.  "– and must take up the crown of our people once more.  Tiern... Tiern will be King in the Deep."  Then, a look of pride in his eyes, he died.

The forces of the Red Tide were utterly destroyed.  Those few who managed to escape the battlefield at the gates of Mhaldûl-Nem were hunted down by the Shroudlings and your Abominations and slain.  Meanwhile, above, your forces captured the Goblin capitol without incident.  Here they met with the Blades of Fury, the adventuring company from the Surface, but found no Goblin defenders.  The Skull Throne was taken without incident.  The Blades of Fury will remain in the Skull Throne for the time being, wishing to retrieve the signet ring o the Horsemasters which the Goblins reputedly stole.

Lothë's death was not the only loss to befall you.  Your forces send a disturbing report from above – having abandoned the newly captured Goblin settlements above to attack the Goblin capitol, your forces were unable to prevent the plunder of one of your supply caches.  Mianarith, the Dark Elf Summoner you captured at Uzannador, is responsible for these thefts.  She left a taunting note at the scene of the crime:

Dolmar,

Your trusting nature will prove your undoing.  Truly your foolishness is awe-inspiring... did you really think that you could tempt me to your side with your tepid god?  Your weakness disgusts me.  You will find a few of your people missing, and some of your wealth.  The former will make excellent sacrifices to the Infernal Powers.  The latter will go to my master, the Onyx Prince.

-   Mianarith


In better news, your colonies to the south have been successfully established.  These fledgling settlements remain vulnerable, though fortunately the with the Goblins dead and the Orcs vanquished few foes remain in the southern Upperdeep that might assail you – for now.  The Fleshwarper patiently awaits its return to the Primal Sovereignty in the specialized tank you have constructed for it.  It seems to have decided that you are not foes to be immediately conquered, and trusts that you will return it to its Sovereign.

[-91 Gold, -23 Metal, and -5 Food from Mianarith's theft.

+1 Gold, +268 Metal, and +319 Food from seizing the Goblin capitol.

The Goblin capitol - the Skull Throne - contains the following structures:

Hall of the Goblin King (unusable by Shadow Elves)
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair  (unusable by Shadow Elves)
Goblin Armory  (unusable by Shadow Elves)
Bat Roost

Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

-14 Gold and -20 Food to the Cleversmart Kobolds.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]While the Young Races squabble above and eliminate each other, you quietly gather your power in the dark corners of the earth.  The Bowels of the Hateful Earth have been reclaimed, its mines repaired and its spawning pools revitalized, while the Lonely Cenotaph has commenced construction of fortifications, making it an admirable forward base for your campaign to re-establish the Primal Sovereignty.  When will the Lesser learn the virtues of patience?  Their screams echo down to you in the dark, and your dreams are filled with the sight of their slaughter – pleasing visions, to be sure.

As you meditate in your Brood Pool, certain ancestral memories have begun to resurface in your mind.  You recall an artefact – an object of considerable power which the Primal Sovereignty once possessed.  It was known as the Tablet of Time, but in ages past it was sundered into a number of Shards and scattered throughout the Underdeep as the Long Dreaming stole upon your people and the Sovereignty fell.  If the Tablet were reassembled, it would give you certain powers – its glyphic spells allow for the manipulation of time itself.  Some Shards of the Tablet are probably located in deep pools and other places where Watchers once dwelt, but other Shards have doubtless been stolen by plunderers and adventurers.

[As Dreams-of-Dead-Races continues its Awakening, its powers grow.  Choose 1 of the following and add it to its Special Abilities:

[ic=Locate Creature (Utility)]Its efforts at Scrying have made Dreams-of-Dead-Races adept at locating individual creatures.  Instead of Scrying a region, the Watcher Sovereign can use one or more of its Scry uses to locate a creature and Scry the region they are in – simply name the creature targeted.[/ic]

[ic=Locate Object (Utility)]The Watcher Sovereign can now perceive the location of certain objects or artefacts of interest to it.  Instead of Scrying a region, Dreams-of-Dead Races can use one or more of its Scry uses to locate an object (such as a magic item, Lich's Phylactery, orother artefact) and Scry the region it is in – simply name the object targeted.[/ic]

[ic=Nightmare (Utility)]The Watcher Sovereign can use its terrible powers to project nightmare-visions into slumbering minds.  Once per week, Dreams-of-Dead-Races can select another player's General and make an opposed Morale check.  If the Sovereign's roll exceeds the enemy General's, the General suffers -2 to Attack and Morale checks that week from fatigue.  A written description of the nightmare (similar to a message) will provide a bonus to the Sovereign's roll determined by the DM.[/ic]

[ic=Conqueror]As the Primal Sovereignty begins to regain its former glory, the Sovereign becomes a figure of awe for its subjects.  When the Sovereign's subjects capture an enemy Dungeon in the name of the Sovereignty, the Sovereign's Ranged Damage, Morale, and Leadership bonuses all increase by +1, to a maximum of +5 if five enemy Dungeons are captured.  If captured Dungeons are subsequently lost, the bonuses disappear.[/ic]

The Derro bandit-chief Diirzig the Bonesnatcher has sent a second message emphasizing his interest in joining your forces.  The sadistic creature is thoroughly mad, but this does not preclude his usefulness.  He and his Derro bandits – a Warlock, five Brigands led by Diirzig (an upgraded Brigand), three Aklys-Hurlers, and five Filchers – will join you for 120 Gold, plus Upkeep costs on subsequent turns.  Their statistics are as follows:

[ic=Diirzig the Bonesnatcher, Derro Bandit-Chief](http://img803.imageshack.us/img803/7007/diirzigthebonesnatcher.jpg)

Diirzig is a bizarre Derro warrior with a substantial collection of bones harvested from dozens of races.  He is on a quest to obtain a bone taken from one of every creature in existence.  As your Watchers possess cartilage instead of bones, they are probably safe... probably...

Upkeep: 12 Gold, 2 Food
Melee Attack: +5
Melee Damage: 5
Defence: 17
Health: 15
Speed: 4
Morale: +4
Special Abilities: Infiltrator, Poison 5[/ic]

[ic=Derro Brigand]Derro brigands are a bloodthirsty bunch, shifty, stealthy warriors skilled with the knife and garrotte, as well as with clubs and small hatchets.  They are best used as ambushers and skirmish troops, being only lightly armoured.

Upkeep: 3 Gold, 1 Food
Melee Attack: +3
Melee Damage: 3
Defence: 15
Health: 5
Speed: 4
Morale: +2
Special Abilities: Infiltrator[/ic]

[ic=Derro Aklys-Hurler]These cunning warriors throw the whistling, hooked clubs known as aklys in battle.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +4
Ranged Damage: 3
Melee Attack: +2
Melee Damage: 1
Defence: 15
Health: 5
Speed: 4
Morale: +2[/ic]

[ic=Derro Filcher]Derro are accomplished thieves, and their quick-fingered filchers can strip a dungeon bare in minutes.  Though they make poor combat troops they can be extremely useful to Derro Overlords nonetheless, disarming traps and infiltrating enemy territory.

Upkeep: 3 Gold, 1 Food
Melee Attack: +5
Melee Damage: 2
Defence: 15
Health: 5
Speed: 4
Morale: +2
Special Abilities: Disarm Traps +3, Infiltrator, Thieving[/ic]

[ic=Derro Warlock]These obscene, twittering alienists are well-versed in Chaos-Wizardry and other abhorrent arts, summoning tenebrous, misshapen horrors from the Madrealm.  They can also shift through dimensions, or induce bloodthirsty frenzy in Derro troops.

Upkeep: 8 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +4
Melee Damage: 3
Defence: 14
Health: 12
Speed: 4
Morale: +5
Special Abilities: Detector, Frenzy, Summon (Gibbering Mouther).

The Warlock can summon a Gibbering Mouther once per week.[/ic]

[ic=Summoned Creature: Gibbering Mouther]These revolting, slithering, quasi-liquescent creatures of viscous, jabbering flesh are said to be native to the Madrealm, the plane of chaos and lunacy.  Their horrific babbling has been known to temporarily confuse enemies, though Derro are immune to its effects.

Cost: 50 Gold
Upkeep: 10 Bodies
Melee Attack: +8
Melee Damage: 10 (Acid)
Defence: 16
Health: 40
Speed: 3
Morale: N/A
Special Abilities: Confusion Aura (DC 10), Regeneration 20

The Gibbering Mouther's Confusion Aura affects anyone who directly engages it (Morale save or suffer from Confusion).

Gibbering Mouthers cannot stand sunlight and are immediately destroyed if they spend more than 1 week on the Surface.[/ic]

Note the following Derro abilities and drawbacks:

Madness: Derro are thoroughly, and their deranged minds are strangely impervious to sorcerous tampering.  All Derro have a +4 bonus to Defence and Morale checks to mind-influencing spells or effects, as well as Psychic attacks.  They are immune to Confusion spells and effects.

Sadism: Derro take delight in acts of senseless brutality, especially against helpless victims, and they often engage in such acts before battle to "get their blood up."  Derro can torture and kill any prisoners or slaves they possess to gain Attack and Morale bonuses.  For every 5 units they torment and kill before a battle, they gain +1 to Attack and Morale during the battle, to a maximum of +4 Attack and Morale.

Sunlight Vulnerability: Derro have been tainted by dark magic and cannot stand the touch of sunlight.   For each full week that a Derro unit spends on the Surface it loses 1 Health.  It immediately recovers this lost health if it returns underground.  Units that reach 0 Health due to this deterioration are destroyed completely.  Regeneration and healing spells have no effect on sunlight-damage.  Like Dark Elves and Duergar, they suffer double the normal Morale penalties from sunlight.

-30 Gold to Cleversmarts, -30 Metal to Exalted.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]Returning to your glamered laboratory after your parley with the Queen of the Cleversmarts, your sensors discerned something alarming.  A huge horde of Jabberlings – writhing, furry creatures said to possess a "mob-mind" or hive consciousness – are swarming out of the enormous pit at the center of the cavern in a huge mass.  The seething Jabberling-herds are now ranging far and wide through the cavern, probably hunting and foraging.  They would make intriguing specimens, but their numbers are truly vast – there are literally hundreds of them, though they're beginning to spread out, scattering themselves.  Their ceaseless gibbering causes confusion and bewilderment in their prey.

Fortunately your scout-servitors were dispatched before the Jabberlings could emerge.  However those sent north were ambushed by stealthy Dark Elven rangers before they could scout the city of Vashnaranzenan.  All were slain, but they were able to transmit images of their attackers to you before they were destroyed.  Those deployed to the south report that an outpost of the demon-worshipping Kirr guards the junction leading deeper into the Middledeep.  The outpost has a moderately powerful garrison, and defences are being constructed.

[The Outpost at Middledeep 6 contains the following units: Malaggar (Kirr Commander – Summoner), 4 Slave Soldiers, 4 Bloodfiends, 5 Dark Elf Swordsmen, 5 Dark Elf Crossbowmen, 2 Ogre Slaves (statistics similar to Ogre Brutes).  Murder holes (3) and an Escape Tunnel are under construction.

The 5 Grafted Servitors sent north to scout Middledeep 86 were destroyed in Middledeep 85 by infiltrated Dark Elf Rangers.

+4 Bodies from Cleversmarts.  Cleversmart prisoners returned.

The Jabberling hordes have emerged all around the central pit, but are beginning to scatter.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Your attack on the Lava Naiads was successful, though not without some losses.  The Nymphs used their enchanting song to dominate one of your Tunnel Hulks, while hurling balls of flaming magma at your cave beetles, destroying one of them.  The enthralled Hulk assailed your Halberdiers, who defended themselves as best they could but lost one of their number.  The remaining Hulk assailed the Nymphs with the cave beetles and together four were slain.  The remaining Nymphs attempted flight but were slain by your cave beetles.  Searching their lair, you discovered several objects of interest, doubtless stolen from other travellers in the Lowerdeep who they lured to their deaths, including an unusual splinter of stone, some sort of glyphic shard with an unusual sigil or rune on it.  It does not look Dwarven or Duergar in origin.  You also discovered a strange helm which appears to grant its wearer limited telepathic capabilities.  With the cavern cleared, you have founded a new Citadel.

Your single sneak, sent to the Pit Hag's shop, sent a report stating that he had observed a strange Ceremorph creature, somewhat resembling an "Elven woman" with "tentacle hair" in the company of a pack of Brainhounds.  They appeared to be availing themselves of the Hag's shop.  No more reports have been sent from the sneak, and you fear he has been discovered and slain by the Ceremorphs.  Your cave beetles, however, utterly slaughtered the Dark Elven Wights near to the stair leading down into the Lowerdeep, with the aid of Greefang and Wulfgar, sustaining no losses.  Your scouts near Fungoid lands report that the Sporekin have yet to the northern or eastern tunnels, or at least have no current presence in those passages they scouted.

Greenhold has been successful established, and Greenfang entrusted with command of the new Middledeep stronghold.  Commander Wulfgar's presence is requested at Umbrahold where there are rumours of trouble with the newly operational mine – they say miners are disappearing from the tunnels.  Some blame accidents springing from a lack of discipline due to the absence of a Commander.  Others whisper of more sinister possibilities.

Elsewhere, your exchange with the Kirr has gone according to plan – the Tunnel Hulks in exchange for one of their Summoners.

[You lost 1 Halberdier and 1 Cave Beetle in the fight with the Lava Naiads.

From the Lava Naiads' lair you gained 260 Gold and a mysterious object, a Glyphic Shard.  You also found a Helm of Telepathy, which gives its wearer the Mindlink spell and +1 Defence.

You lost 1 Sneak in Middledeep 53, discovered by Ceremorph Detection.

-40 Gold and -5 Metal from the Umbrahold Duergar Mine due to the loss of miners in the tunnels.  The cause of these disappearances is unknown.

-2 Tunnel Hulks to the Kirr.  You gain the services of their Summoner.

Remaining mineable resources at the Käferhold: 35800 Gold, 8475 Metal

Remaining mineable resources at the Umbrahold: 15340 Gold, 4680 Metal

Remaining mineable resources at the Drakkenhold: 19300 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Most of the renegades who came to your door were wretched things fit only for use as sacrifices.  One, however – a heretic named Illiriant, styling himself Illiriant the Blasphemer, was of greater interest.  A powerful psychic warrior, he attempted to lead an insurrection against the Overbrain, suggesting that it was a parasite feeding on Ceremorph communities.  Formerly a Dwarf, he has trained his mind to produce some unusual psychic effects.  He will make an intriguing apprentice.

Your Star Vampire has scouted the Dragon graveyard to the north of Yuddarath.  Hundreds of Dragon bones are piled high here from the corpses of Drakes, Wyrms, Wyverns, and other draconic creatures.  Most are splintered and broken beyond recognition, but some are relatively intact, and there are even some putrid corpses of lesser Dragon-kind as well, and a great quantity of dragon-scales.  Lurking in this sallow, osseous labyrinth, however, is a veritable horde of Ghouls and their Ghast masters, scuttling, pallid creatures that suck the marrow from broken dragon-bones and feast on would-be necromancers hoping to scavenge the graveyard for reagents and dragon-skeletons.  The Star Vampire also discovered a dying Lesser Wyrm, apparently deathly ill, which barely kept the Ghouls at bay with claws and fangs.  It will soon be dead, and the carrion-eaters will feast on its flesh.  Exploring further, the Star Vampire discovered yet more horrors.  The northern reaches of the Dragon graveyard are haunted by the ghost of Scuraung the Jewel-Eater, who once terrorized the Underdeep and sired many Wyrms, some of whom still plague the land today.  This phantom Wyrm presides over a flight of Zombie Wyverns, its obedient minions.  Clearly aware of your Star Vampire, the terrible Ghost-Wyrm seems more bemused than threatened.  It has not yet moved against your servant.  It has gathered quite a hoard of treasure, much as a Dragon would in life.

Your further-flung Star Vampire scout that entered Duergar lands found something unexpected – a small force of Fungoids, consisting of a Sporemother and six Fungoid Warriors.  The Fungoids were hidden in a grove of giant mushrooms and made no hostile movements.  They seem to simply be monitoring these tunnels – presumably on the watch against Duergar forces.

The Lava Nymph remains unaccounted for.  Possibly she has taken up residence in her lair once again, but she has not shown her face.  Meanwhile, Altharid-Xallasine has successfully founded the Heart-Chamber of Kat-Shatep, a bastion of your power in the Middledeep.  Once it becomes fully operational it will prove an excellent forward base for any further assaults on the cursed Nocae, if you choose to renew your campaign against them.  You have heard rumours that a pair of scheming Liches in some far-flung corner of the northern Upperdeep are beginning to grow concerned with the Shadow Elf colonies now spreading throughout those tunnels near to the Surface.

[The renegade Ceremorph known as Illiriant the Blasphemer offers his services as your apprentice:

[ic=Illiriant the Blasphemer](http://img248.imageshack.us/img248/6271/illirianttheblasphemer.jpg)

Illiriant is a stocky, powerfully built Ceremorph who spread dissent in the Ceremorph Hive of Dtoulth, attempting to lead a rebellion against the Overbrain.  For his "sacrilege" he was to be transformed into a Blaspheme Golem.  He would make a worthy apprentice indeed.

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate[/ic]

The Dragon graveyard in Lowerdeep 44 contains an entire regiment of Ghouls (50 Ghouls) and a small group of 10 Ghast elders who seem to rule over the collective.  Lowerdeep 43 contains a Ghost Dragon (the shade of Scuraung the Jewel-Eater) and 6 Zombie Wyverns.  A vast hoard of treasure can be found in its osseous den.][/spoiler][spoiler=For the eyes of Llitul the Exalted, styled the Queen of Thralls and the Queen of the Ceremorphs]After slaying the wretched Duergar sneak skulking about the Pit Hag's hut, you availed yourself of her wares.  The wizened, midnight-skinned, red eyed harridan, Black Agnethe, sold you several objects of considerable interest.  After departing her shop began a ritual to use one of the scrolls you purchased.  Completing the rite, you dematerialized along with the Hunters and rematerialized within the Tower of Screams – now known as the Thorn of Visions.  The black stones of the place have been thoroughly colonized with a prismatic profusion of phosphorescent fungi.  The Tower's Caretaker, a Sporemother of the Glow, welcomed you beneficently to the Tower; there are many Fungoids here, a force of Warriors and other creatures, as well as the Child herself.  From one of the spire's high windows you could peer across the Great Mushroom Forest to glimpse something of the battle being waged at the gates of the Dwerim Mansion.  Shadow Elf Abominations – enormous spidery horrors with multitudinous limbs – and flickering creatures of some kind wrought great slaughter on Goblin forces fleeing from the battle, while the flicker of Dwerim Flame Galleries lit the impossibly vast cavern of the Forest with a fell red light.

As you brood over this slaughter, the Overbrain communes with you:

Llitul, Beloved One, High Exarch – I see that you have ranged far from my side.  Your forces at Glyp-Dor have massed themselves: I approve of your zeal.  The Duergar will pay for their impudence, skulking so close to our Hives.

I have another matter which requires your attention – the Abject must still wait.  I have become aware that a force of your erstwhile kindred now marches through the Middledeep.  They may be making for Dtoulth.  You must do all in your power to stop these creatures from assailing the Hive.  I suggest the use of Sentinels to deter their advance, and the utilization of Brainhounds as a flanking force.


Vruthor satisfied his bloodlust upon the Hook Horror.  However, your Wights were ambushed by Duergar forces – a swarm of cave beetles, a Lake Troll, and a Duergar sneak wearing a half-mask.  All of them were destroyed.

[+30 Metal from Watchers.

1 Scarab of Fear, 1 Elixer of Agility, 1 Elixer of Might, 1 Elixer of Toughness, 3 Ward Scrolls, 3 Invisibility Scrolls, 1 Dispel Scroll, 2 Phase-Shift Scrolls, and 2 Haste Scrolls purchased.  Phase Shift, Haste, Invisibility, and Ward Scrolls used (one each).  Elixirs consumed.

-4 Dark Elf Wights from battle with the Duergar.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]You felt joyous as you neared the gates of Balagrod.  The Orcs were slain, the Goblins pushed back from the Mansion, and soon you would be wed, and the rift between Dwarves and Dwerim would be closed.  But as you approached the Clanhold, a Dwarven messenger intercepted your company, his eyes downcast, his expression sombre, and your heart sank, though you knew not why.

"Lord Tiern," the Dwarf began gravely, "there is news... news from Mhaldûl-Nem."

The Dwarf told you all that had transpired.  The Goblins of the Red Tide, cast out of the Mansion, had regrouped at the Stair of Naíni, reinforced by more of their warriors from above.  Mustering his army once again, the Goblin King, Dâgalûr, marched on the Mansion before its walls could be repaired.  Your father had set a cunning trap, knowing that the Goblins might return with vengeance in their hearts.  A force of Shadow Elf Abominations and Shroudling mercenaries had hidden themselves to cut off the Goblins' escape and enter the battle from behind, to catch the Red Tide between their forces and those of the Dwerim.  The Goblins charged forwards, many of them addled with Blackroot, and though some fell to the fires of the Flame Galleries and the Flamesprayers many more reached the Dwerim shield-wall and clashed with the Dwerimhost.  One by one the Goblins were cut down or sent to rout, the Abominations and the Shroudlings slaying all who fled before joining the fray to flank the remnants of the Goblin army.  Your father, they say, fought valiantly, killing several Goblins before meeting Dâgalûr himself in battle.  The two fought while Axemen and Grudgebearers hacked down the Blackroot-frenzied Goblin warriors that formed the Goblin King's honour-guard.  Dâgalûr wielded a huge sword, more suitable for a Man or Orc than a Goblin.  Your father bore Rotdoom, cleaving at the Goblin with powerful strokes.    With a mighty chop of his axe he dealt the Goblin King a mortal wound, penetrating the warrior's armour and biting deep into his flesh.  But Dâgalûr's lust for revenge was not so easily extinguished.  While Lothë ripped his axe free there was a moment when he was vulnerable, and with a last thrust of his blade the Goblin King impaled your father, piercing his heart.  Moments later Dâgalûr lay dead, and the Nocae Abominations trampled over his corpse as Dolmar Lestridae sought your father out.  By the time the Shadow Elf reached his side it was too late.  With his dying breath, it is said, Lothë asked that the Earth's Cardinal Heart be given to you, and for you to take up the title King in the Deep once more.  Then he was gone.

As this was spoken, your Wyrmhunters knelt about you.

"The King in the Deep is dead," they intoned, as one.  "Long live the King in the Deep."

The Battle of Mhaldûl-Nem was a great victory.  Every Goblin was slain: none could escape the claws of the Shadow Elves or the axes of the Dwerim.  The Skull Throne, Dâgalûr's seat and capitol of the Goblin Kingdom, has been seized by the Nocae with their allies from above, adventurous warriors in the service of the Horsemasters.  The Red Tide is no more.  Without your father and his leadership, without his bold words and mighty hammer, without his strength and courage, his cunning and his craft, Mhaldûl-Nem would surely have fallen.  They say that in the days before his death, Lothë even set aside his ancient grudge with the Sporekin and made peace with their Queen.  So will he be remembered – as a tolerant and wise ruler, a ruler who judged all on their merits rather than their blood or birth, a Dwer skilled in war but who, in his heart, longed only for peace.

Lanne Dun Riar has sent a report from Nüln, offering her condolences for your loss and telling of her expedition into Nüln's lower halls.  After tunneling into the catacombs, the Rosemourners sought out the nest of Ghouls defiling the halls and, with purifying flame, immolated their leader – a repulsive Ghast, once an Orc, filthy and yellow-fanged.  Its minions scuttled forth to avenge the death of their sire, but were swiftly cut down by Riar and her axemen.  Exploring further, Lanne and her warriors encountered the Wraiths and Revenant that still lingered in the desecrated crypts – wretched, moaning phantasms, the spirits of dead Dwerim whose rest was disturbed by the Ghouls.  Beseeching them to depart and rest, she was able to sway the lesser Wraiths, causing them to dissipate into shadow once more.  But the dread Revenant was not so easily appeased.  Mad and gibbering, it fell upon the Rousemourners and slew several, striking fear into their hearts.  Their weapons proved ineffective against the creature, whose shadowy form seemed impervious to damage.  With its spectral blades it wrought great slaughter, but at last the axemen, chanting hallowed words to put the spirit to rest, were able to exorcise the Revenant.  The catacombs were cleared and several objects of great value discovered – the mighty weapon Foehammer and a sliver of Andacerine, the fell pearl, among them.

[+1 Morale to all Dwerim units for a boast completed, but -1 Morale to all Dwerim units for the loss of their Thane.

The Dwerimhost lost 35 Axemen and 11 Grudgebearers at the Battle of Mhaldûl-Nem.  Lothë, your Thane, was also lost.

Tiern has become Thane of the Dwerim and King in the Deep.  His base stats improve to those of a Dwer Thane.  As a Dwer Thane he can no longer be a Commander or Captain, but his Blood of Kings ability now increases his Leadership bonuses to +2 Morale and Defence.  If you wish, you may choose a new Capitol for Tiern, in which case a Thane's Hall will be constructed there for free this turn, while the Thane's Hall at Mhaldûl-Nem would become non-functional.  If you prefer to keep Mhaldûl-Nem as your Capitol, a new Commander will need to be appointed for Balagrod.

From Dâgalûr's corpse was taken the Horsemaster's Ring.  Its wearer can cast Haste once per week on a single regiment.  The Goblin also wore a shirt of Mithril Mail doubtless stolen from Rhaud.  This Mail adds +2 to the Defence of its wearer.

The Rosemourners lost 8 Axemen to Ghouls and the Revenant during the Cleansing of Nüln.  Having prayed at the Hall of the Ancestors they were immune to the Ghouls' disease.

You gained 186 Gold and 19 Metal from Nüln's crypts.  You also acquired Foehammer (currently in Lanne Dun Riar's possession), a magical warhammer that adds +2 to the Melee Damage of its wielder and grants them the Critical hit ability: if they roll a natural 20 on their Melee Attack, they deal double damage.  You also gained a sliver of Andacerine.  This object grants no mechanical bonuses or penalties currently.  It is still locked in its chamber deep below Nüln.

The following structures are present in Nüln's lower levels:

Hall of Shadows
Mausoleum
Shadowed Labyrinth

+25 Metal and -75 Gold due to trade with Cleversmarts.

Remaining mineable resources at Mhaldûl-Nem: 31290 Gold, 6545 Metal

Remaining mineable resources at Nüln: 13960 Gold, 1155 Metal

Remaining mineable resources at Balagrod: 4250 Gold, 5400 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Led by the apparently deranged Kobold known as Skarax the Apostate, your forces have seized Gash-Mograk , the fortress of the Orcs of the Bloody Spear Clan, and expunged their presence from the Underdeep utterly.  The battle was pitiful – though a single Veles was slain by the pair of axe-throwers manning the palisade, your troops overwhelmed the meagre defences in moments with the aid of sorcery and missile weapons.  With the Orc stronghold captured, the Bloody Spear presence in these tunnels has been eradicated.  It is likely that the other denizens of the Upperdeep will be grateful for this service, as the Orcs made poor neighbours.  The Stronghold has few defences and a sloppily constructed mine, but is extremely rich in food – mushrooms groves and warthog pens provide ample sustenance, and the Orcs have a truly vast store of food from the Halflings' settlements above.  With these resources the Legion will be well-fed for quite some time, even if it greatly increases in size.

Your pronouncement that the coliseum will be funded by the spoils of war has gained you favour in the Senate.  Your fellow Consul Lucius Yirik has cautiously praised your recent camapgin in the south, but has publically requested you to clarify your stance towards the emergent Dwerim-Dwarf-Elf alliance that seems to be gaining power in the south.  Speaking of the south, you have heard rumours of a great pack of Wargs wandering northwards towards your lands.  They are said to be led by the two-headed Warg Dreadfang, sworn nemesis of Disa Grimhammer, the High Queen of the Dwarves.  The Wargs' numbers are said to be considerable.  Such creatures might be wooed to your side with promises of food and vengeance against the Dwarves.  On the other hand, if you destroyed the fell-wolves you would likely gain the thanks of Disa and her allies.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[The Orc Stronghold of Gash-Mograk has the following structures:

Orc Mine
4 Warthog Pens
20 Mushroom Gardens
Bloodcap Patch
Slave Pit
Palisade
Fighting Pit (unusable by Kobolds)

A War Camp was under construction (and is about to be completed) but can be canceled to gain you 40 Gold.

+169 Gold, +124 Metal, +698 Food from sacking the Orc capitol.

The Wargs are rumoured to be somewhere in the regions between Upperdeep 45-49, but more precise scouting is required to locate their exact location.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Dr. Robertson, your efforts at deception proved fruitful, as the illusory army you generated drew the Brothers of the Holy Dawn into the ooze-infested region.  Though they quickly discovered your deception and fled, they took several losses and arrived at the Dean's Wall fatigued and injured.  In such a state, they were no match for your forces.  Fear gripped them, and their attack was relatively toothless.  Gorgol, gibbering some deranged incantation equal parts sorcery and nonsense-poetry, bewildered them itno inaction while his summoned Chaos Beast savaged them with lashing tendrils and gnashing teeth.  Your own poisonous cloud sickened and weakened them, while the swords of your skeletal warriors and the claws of your zombies rent at their bodies; though their armour proved too thick for the arrows of your archers, they still sustained heavy losses.  Bard the Bowman, with his remaining good eye, slew one of the paladins himself.  Their clerics summoned a blaze of searing light, damaging your troops, your own attacks claimed many of their lives, and they were only able to destroy a handful of Zombies before their warrior-priest, a cloaked human in a broad-brimmed hat who fought with a heavy mace and hand crossbow, led his forces in retreat.  The Brothers of the Holy Dawn have fallen back to the Surface with all speed.  Doubtless you have not heard the last of these meddlesome Abovelanders, but for now you have driven them from your lands.

Markus Ashton, your visions this week have been especially intense.  You saw a great pit, somewhere below you, from which a dark, writhing tide of bodies surged, seethes upwards; you saw a desolate ruin where a grey-fleshed, bearded figure, perhaps a Dwarf or Duergar, studying maps of the caverns with pallid eyes; you saw the alien figure, half fungal horror, half humanoid beauty, caressing a pallid staff in a distant tower of black stone; and you saw the creature Llitul, a bone crown on her tentacled head, a strange light in her eyes.

[You lost 3 Zombies in the defence of the Dean's Wall.  You gained 9 Bodies from the engagement (those of Acolytes, Paladins, Clerics, and Zombies).

-4 Food to Dark Elves.

Professor Robertson's exploits have earned him a new ability.  Choose 1 of the following and add it to his Special Abilities:

[ic=Mentor]The Professor have grown skilled in instructing his pupils.  Robertson can teach his pupils 1 spell/week provided they are located in the same region.  This is in addition to any spells researched by either the Lich or his pupils.[/ic]

[ic=Scribe Scroll]The Professor's studies have made him learned in scroll-lore.  He can now create Scrolls of any spell he knows at a cost of 10 Gold per Scroll; up to five Scrolls can be inscribed per week.  Such Scrolls can be cast by any spellcaster, and do not count towards the total number of spell-uses of a given spell per week (so, for example, if the Professor created a Scroll of Haste, he could cast Haste twice per week).  Once a Scroll has been cast, it disappears from the caster's inventory.[/ic]

[ic=Quicken Spell]The Professor can cast spells very quickly, at the expense of accuracy.  Robertson can choose to cast two Combat spells per combat round, but both spells suffer -4 to hit.  This ability only applies to offensive spells.[/ic]

[ic=Spell Accuracy]The Professor's spells find their targets with uncanny accuracy.  When the Professor casts a single offensive spell instead of making a standard Ranged Attack, he gains +2 to hit.[/ic]

Gorgol's Chaos Spell this week is Dominate.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]The assault on the Dark Elf ruins nearly ended in disaster, but somehow you managed to survive the encounter.  Venturing into the ruins with your Ratguard, you wandered through the broken gates of the ancient city, passing a derelict temple spire where tenebrous spider-gods once were worshipped, now leaning against the broken remnants of an armoury tower bristling with rusted spikes and strange gargoyles.  Further in you discovered the cobwebbed remnants of a slave market or similar space, before the palatial spire of the city's former Matriarch.  Knowing that the richest treasures would likely be found within, you ventured on into the spire, but here the spiders emerged from their hiding places – prodigious creatures with glistening chelicerae and spindly, hairy legs.  The monstrous things hissed and chittered, then lunging forwards.  You shrieked an order to charge, and your valiant Ratguard complied.  With stabbing spears and gnashing rat-teeth they assailed the horrible arachnids, slaying two of the foul vermin, but the enormous creatures counterattacked with their poisonous fangs, and within moments half a dozen rat-riders and their mounts were dead or dying.  While your Ratguard continued their assault on the two remaining creatures you hurled sling-stone after sling-stone, eventually striking one dead, but your troops continued to be decimated by the remaining creatures, and soon only you remained, facing down the last remaining spider in the darkness.  The creature scuttled forwards, bristling with spears, but you hurled a sling-stone at its eyes, putting one out.  It made a horrific screeching sound and lashed out with its snapping chelicerae, fixing its jaws round your arm.  A surge of agony shot through your limb as the poison spread, but then Pointyteeth bit at the creature's soft underbelly and it recoiled, bleeding badly.  Fighting off the pain, you hurled another stone with all the remaining force you could muster, this time smashing the spider's head to a pulp.  It shuddered and lay still.  Hastily, you returned to the camp of the ShinyElves, and their Magus saw to your wounds, expunging the poison from your veins and healing your injuries.

Fortunately, the ruin proved rich in treasures.  The spiders had grown fat from devouring looters and plunderers, and so a good deal of wealth remained untouched, though swathed in cobwebs. Not only did you uncover a great store of gold and some metal weapons, you found three unusual objects of obvious power – a sword of Darksilver, the tainted Mithril used by certain Dark Elf smiths in ages past to forge fell weapons, an unusual spider-silk cloak, richly made, and a necklace set with a gleaming, shadow-hued jewel.  The ShinyElves have identified the markings on the sword as naming the weapon "Susurrus."  They know of its black reputation – it is reputedly the sword of a famous executioner, the headsman of the Dread-Witch Naggora, the first Grand Matriarch of the Dark Elves, one of the original Elves to be banished to the "Evergloom" – what they call the Underdeep.  According to the Elves, the sword should be preternaturally capable of severing an enemy's head.  The cloak they also are familiar with: it not only provides protection, it causes the wearer to assume certain characteristics of arachnids.  The jeweled necklace they are less sure of.  They believe it may have belonged to Naggora herself, and it seems to endow its wearer with certain uncanny powers.  They recommend, of course, that you destroy all of these artefacts if you can, but recognize that your business is your own...

Beaterpokes has sent a report, having scouted the Hive of the NastyDreams.  They report that this northern expansion is only lightly fortified, with Thralls Pens and a NastyDream Mine which will soon be operational.  However, a considerable force is garrisoned there – three strange Elf NastyDreams, eighteen Braindogs, and eighteen horrid NastyDreams themselves.  A fearsome force indeed!  Basherpokes, newly freed, has scouted the other Hive.  It contains Ceremorph Mines and Thrall Pens and is garrisoned by fourteen NastyDreams and seven grafted thralls.

The Deepguards, meanwhile, report that the strange fish-creatures are building a slime-moat and some kind of glyph-library in the Darksea, and that four more of them have appeared in the depths, awaking from the mud at the sea-floor.  Your other scouts have little to report.

In other news, your Trapspringer has successfully begun construction of traps in the nearby tunnels.

[+57 Food from foraging.

You lost 13 Dire Rat Cavalry in the Dark Elf Ruins and were reduced to 4/21 Health.  You have since recovered to full Health.

You gained +314 Gold and +20 Metal from the Dark Elf Ruins.  +17 Bodies from the battle.

You also gained Susurrus, the Executioner's Blade.  Its vorpal enchantment means that if its wielder rolls a natural 20, it automatically kills its target if they have a head.  The sword grants +2 to Melee Attack and Damage, but the sword demands blood constantly, and its wielder effectively gains the Animosity ability while they carry the blade.

The Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Their Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.

The jewel's full powers are unknown, and it requires further identification by one skilled in dark magic and like lore.  The Magus refuses to examine it further.  However the following powers are known: when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.

The Dark Elf ruin contains the following structures, in case you are interested in occupying the ruins:

Matriarch's Spire (unusable by Kobolds)\
Matriarch's Study (unusable by Kobolds)
Arcane Library (unusable by Kobolds)
Slave Pens (unusable by Kobolds)
War Spire (unusable by Kobolds)
Armoury Spire (unusable by Kobolds)
Web Caverns (unusable by Kobolds)
Temple Spire (unusable by Kobolds)
Dark Elf Mine Complex (broken)
City Wall (broken)
Escape Tunnel
3 Murder Holes

Shee-Ra's exploits have earned her a new ability.  Choose 1 of the following and add it to her list of Special Abilities:

[ic=Dungeon Delver]Having explored the Dark-Elf ruins, Shee-Ra has become a savvy dungeon-delver.  When investigating ruins, the Queen and Mistress of All that is Under the Ground and any forces she leads gain +4 to Defence against any traps and are never taken by surprise by any foes lurking inside.  In addition, they receive double the amount of randomized treasure (Gold, Metal, etc) from a successful dungeon-delve.[/ic]

[ic=Spider-Slayer]The experience of watching her valiant Ratguard fall to the dreadful giant spiders has stirred a great hatred of spider-kind in Shee-Ra's heart.  She effectively gains the Grudge (Spiders) ability, which applies to all arachnid creatures including Dark Elf Spider Cavalry, War Spiders, Shadow Elf Accursed and Abominations, Ettercaps, and similar creatures.  This ability is imparted to any regiment she leads.[/ic]

[ic=Rapid Shot]Shee-Ra's skill with the sling continues to increase.  She can now choose to attack twice in a round with her sling, albeit with a -4 penalty to hit.  This ability is imparted to any reigiment she leads capable of ranged attacks.[/ic]

[ic=Mounted Charge]Shee-Ra is now a very skilled Dire-Rat rider, especially in charge manoeuvres.  When mounted on a Dire Rat her Cavalry bonus increases to +4.  This ability is imparted to any regiment of Dire Rat Cavalry that she leads.[/ic]

The Ceremorph Hive at L67 contains Thrall Pens and a Ceremorph Mine.  It is garrisoned by 3 Ceremorph Exarchs, 18 Ceremorph Brainhounds, 17 Ceremorph Psions, and a Ceremorph Psion Commander.

The Hive at L69 contains Ceremorph Mines and Thrall Pens and is garrisoned by 13 Psions, a Psion Commander, and 7 Grafted Thralls.

The Watcher Vault is garrisoned by 6 Watcher Savants, a Watcher Sovereign, and 13 Thralls.  It contains the following structures: a Brood Pool, Mucosal Pool, Breeding Pool, Ooze Pool, 3 Thrall Grottoes, 9 Algae Farms, a Watcher Mine, a Nightmare Gate, and 3 Vault Slimes.  A Glyph Library, Slime Moat, and Augmentation Pool are under construction.

+10 Gold from ShinyElves.

-4 Bodies to Grolhund.

-25 Metal and +75 Gold to the Dwerim.
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Steerpike on March 26, 2013, 04:57:41 PM
[ic=Briefings - The Month of the Rat, Week 3 (Continued)][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]The Keepers of Fulgoria have detected a strange creature wandering the cavern near Fulgoria – a Delver, an enormous, slug-like being that secretes corrosive slime and hauls its oozing bulk through the Lowerdeep with powerful arms terminating in black talons.  Such beings delight in the consumption of precious ore and jewels.  This one is currently feeding on the crystals in the cavern you scouted.  While Delvers are not malevolent, they are greedy and protective.  Having found a grazing-ground, this one will be reluctant to leave, and will likely interpret any attempt to colonize the region as a threat to its food supply.

In the Thorn of Visions, the Caretaker and its minions have made an experimental journey through the teleportation circle.  As you suspected, the circle leads to the Dark Elf ruin of Hazer-Nagroth, which has recently been re-inhabited by the diabolic Kirr.  The Dark Elves were alarmed by your sudden materialization within their base, but the Caretaker explained as best it could.  The Dark Elves were ordered not to attack by the Bloodlord, who seemed somewhat bemused and intrigued by your forces' sudden appearance.  The Caretaker withdrew back through the circle with its retinue.  Meanwhile, your Crawling Cap scouted the battlefield of the Dwerim and Goblins.  The Goblins have been slain utterly by the Shadow Elves and Dwerim, their King included.  However, it appears that the Dwer Thane, Lothë, also perished in the battle, and the defenders took heavy casualties.  Shortly after the experimental sojourn through the teleportation circle, the Ceremorph-creature known as Llitul phased into the Thorn.  She seeks an audience with you (or your Clone) and is accompanied by a force of the elegant predators known as Brainhounds.

Members of Fleshwatch relay that the cavern to the north of the Glow's gardens is riddled with tunnels made from some enormous serpentine or worm-like creature.  Though no Duergar were discovered, there was evidence that some of their scouts have traversed the region recently.

[+50 Food from foraging.

The Dwerim survivors include 15 Axemen, 6 Grudgebearers, 10 Flamesprayers, an Igniter, ten Shadow Creepers, and one Shadow Stalker (these latter forces are mercenaries in Dwerim employ).  Nine Shadow Elf Abominations and the Nocae Commander, Dolmar Lestridae, are also present.  The Dwerim Outer Wall and Iron Gate have now been repaired.

L22 is the region riddled with tunnels.

L34 contains the Delver.][/spoiler][/ic]

[ic=Responses - The Month of the Rat, Week 3][spoiler=Response to the Fungoid Rotqueen known as the Child of the Glow, from Saerid, the Shining Flame, Lord of the Mithril Tower]Saerid's voice comes faintly.  He is unskilled in this communication.  

Where... where have you taken Llandri – Llitul?  Wy would she fear me, when I come to rescue her from these depths?  And how... how do the Ceremorphs fit into this?  Has she been taken from them?  Have they changed her?[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow, from Saerid, the Shining Flame, Lord of the Mithril Tower]A voice echoes out of the darkness... the voice of the Elf-flesh.  It is stronger this time, more confident, more sure of itself.  It is louder, and filled with a cold certainty.

Know this, Dreamer.  I go now to destroy the Ceremorph Overbrain and avenge the mutilation that you have shown me.  When it is dead, it will have no claim over Llandri.  Then I shall find her; I shall seek her out no matter where you have taken her.  And if she is still changed, and the Overbrain's death does not to reverse it, I will bring her back to sacred Undulindë to the House of Healing, where the wisest of my people dwell.  And if still they cannot help her than I shall take her across the sea into the west to the Everlasting Lands and plead my case before the Powers of Light themselves, and beseech them to make her as she was.

This I vow.  Do not obstruct me, or you shall pay with your life.
[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Saerid, the Shining Flame, Lord of the Mithril Tower]Queen Shee-Ra,

My condolences for the loss of your subjects.  I confess I am unsure, now, whether to assault the Ceremorphs as you have planned.  I have experienced disturbing dreams that suggest that Llandri may no longer be with the Ceremorphs after all.  Yet perhaps these are merely deceptions... or nothing more than dreams...

I must ponder.  For now let us press on towards the Hive.  I will alert you if our plans change.

-   Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augurs have scried the settlements of the Goblins, now eradicated from the Upperdeep.  The former Goblin Towns are forsaken, at this time, having been apparently abandoned by their residents.  The Dwarf Ruins remain inhabited by a pair of Iron Golems in the lower depths, which stand inert, guarding some lower hall warded with certain runes; your augrus can glimpse a little of these lower levels, seeing unstable tunnels and a glimmering shard of some kind of pearl, but a shaodwy presence, warded from their sight, stalks these deep-halls and makes Scrying them difficult.  The remaining Shadow Elf forces are gathered in the former Goblin Capitol: an Abomination, five Accursed, and a company of adventurers – a warrior, ten hirelings, a wizard, and a cleric, all Human.

The caverns to the west and north are empty save for the cavern with a pool, in which the Warg-pack is resting: ten two-headed Wargs led by an enormous two-headed Warg, one of his heads lolling brainlessly beside the other, accompanied by thirty normal Wargs.

Finally your Augurs have scried the High Elf-city on the surface.  This arboreal fortress is a very large, guarded by fifteen High Elf swordsmen, twenty High Elf spearmen, thirty High Elf archers, ten High Elf knights, five High Elf eagle-riders, and a High Elf commander.  They are protected by a city wall.  The city is exceedingly rich, with many well-crafted goods and a great deal of wealth in precious gold, Mithril, and gemstones.

[The Dwarf Ruin at Upperdeep 42 contains the following structures: Thane's Hall, Forge Hall,  Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Outer Wall, Impenetrable Walls, Escape Tunnel.

The Shadow Elf settlement at Upperdeep 42 contains a Goblin Mine.

The Shadow Elf settlement at Upperdeep 44 contains Goblin Mine, Reinforced Gate, Escape Tunnel, 2 Mushroom Patches, a Palisade, and an Escape Tunnel.

The Shadow Elf settlement at Upperdeep 43 contains the following structures: Hall of the Goblin King, Goblin Mine, Mushroom Patch, Mushroom Grove, Goblin Lair, Goblin Armory, Bat Roost, Palisade, Reinforced Gate, Spiked Moat, Escape Tunnel, 3 Murder Holes.

The Warg-pack is in Upperdeep 48.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]You have peered throughout the caverns in search of the first Shard and found that it is in the possession of a group of Duergar [Lowerdeep 10].  How the Duergar obtained this object you cannot say.  Their numbers include a Despot, ten halberdiers, six cave beetles, and, strangely, a Dark Elf summoner.  Also in the possession of the Despot is a strange reddish Key, a tome of eldritch lore, and some kind of wand.

The second Shard lies at the bottom of a lake to the west, beyond the lands of the Ceremorphs [Lowerdeep 61].  A number of Stranglers, unpleasant aberrations with flexible limbs, lurk in this cavern, about a dozen in all.  The Shard is caked in mud; it might be that a Watcher settlement was once located there, but time has expunged all other trace of it.

Finally you Scry the easternmost Ceremorph settlement.  It contains thrall pens and a mine, and has an extremely minimal garrison - a Psion commander and two thralls.[/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]Your Runeseers have performed their rites, and send reports of what they have learned.  Ancient Rhaud has been cleared of Goblins.  Two Dark Iron Golems, probably left behind by colonists attempting to retake Rhaud, guard the rune-trapped doors to the lower levels.  These levels are treacherous and prone to collapses.  Within the depths lies a splinter of Andacerine, but something – something warded from the Runeseer's sight – stalks the depths; perhaps some vestige of the shadowy thing that Andacerine contained.  Whatever the case, the bones of many Dwarves are strewn about here, some of them bearing rune-graven weapons.

Scrying the Tower of Screams, you see that the Sporekin have thoroughly colonized the old ruin.  The Child of the Glow, a Fungoid Sporemother, a Fungoid Crawling Cap, and twenty-five Fungoid Warriors lurk in the tower.  The Child bears the Staff of the Excruciatrix.

[Rhaud contains the following structures: Thane's Hall, Forge Hall,  Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Outer Wall, Impenetrable Walls, Escape Tunnel.

The Shadow Elf settlement at Upperdeep 42 contains a Goblin Mine.

The Tower of Screams contains the following structures: Arcane Library, Teleportation Circle, Scrying Chamber, Escape Tunnel.]

Your Runseers have also looked into the lands of the Kobolds to the north.  In the old Dwarf Ruin, the ancient city of Azukizdin, only five Kobolds, all of them slingers.  It ahs been thoroughly looted of Dwarf relics.

[Azukizdin contains the following structures: Forge Hall, Shield Hall, Hall of the Ancestors,     
Improved Dwarf Mine (broken), Outer Wall (broken), Iron Gate (broken)]

The second settlement is all but empty, with but a single Kobold Commander a spiked moat, fishing pool, and palisade, though mines are being dug.[/spoiler][spoiler=Response to Kes Kel Anith, of the House of the Mhaldûlne, from Throngel Greatmane of the House of Gyllir]Lord Kes,

It saddens me to hear of Lothë's death; though I knew him not he seemed an honourable man.  It is good that the Goblins are slain.  I may have lost my son to the foul creatures but I have gained an unexpected friend in the deep places of the world.  Should the Dwerim desire trade with my people, know that we are happy to oblige.  In particular, weapons forged by your people are of great interest to us; we would pay handsomely for them.  If the Dwerim ever have need to travel on the surface, they will find a warm welcome in my hall.

Throngel Greatmane of the House of Gyllir

[A Furnace Master can make weapons for the Gyllirings as if they were upgrading Dwerim weapons (3 Metal per weapon).  The Horsemasters will purchase such weapons at a cost of 10 Gold each, to a maximum of 100 Gold per turn.][/spoiler]
[spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Scrying using the Altar, you discern the forces of the Duergar – a Despot, nine halberdiers, and, strangely, a Dark Elf summoner...

You also scry the Shadow Elf city of Umbrazzid.  It is garrisoned by four Abominations, four Paladins, ten archers, and ten swordsmen.

[Umbrazzid contains the following structures: Shadow Spire, Cavern of the Accursed, War Spire, Armory Spire, Shrine of Sylessiadil, 3 Lichen Gardens, Improved Shadow Elf Mine, 2 Lizard Pens, Spire of Gloom, Shadow Architecture, and 3 Murder Holes.  A Temple of Sylessiadil, Rangers Spire, Drake Nest, Shadow Elf Mine Complex, and Veil of Shadows are all under construction.][/spoiler][spoiler=Response to the Cerelich Ktan-Ydheel, called the Abjected, from the Shade of Scuraung the Jewel-Eater]You see a vision of the Wyrm's head materialize before you – a ghostly apparition, half-rotten and putrescent but still fearsome.  When it speaks even your black heart is filled with something like fear.

Yes.  You will come.  You will meet with me.  Now.[/spoiler][spoiler=Response to the Cerelich Ktan-Ydheel, called the Abjected, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Cerelich,

Your forthrightness is appreciated.  My agents have informed me of brewing tensions amongst the Ceremorphs, and of the approach of the High Elves.  Your particular intelligence with regard to Glyp-Dor will be useful in planning our response to these events.

I have heard it said that an alliance is coalescing, an alliance dedicated to the destruction of my distant kinsmen, the Shadow Elves.  This objective pleases me greatly, but the reputed presence of the Kirr Dark Elves precludes my direct participation in such an alliance.  Nonetheless, I wish to lend what aid I can to the endeavour – discretely, of course.  If there is anything I can do to contribute to the efforts against the Nocae, alert me to it.  In addition, I would be gratified by any news you could supply about the progress of the campaign against the traitorous Lestridaes and their subjects.

-   Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to Käfer, Duergar Despot of the Käferhold, from Saerid, the Shining Flame, Lord of the Mithril Tower]Lord Käfer,

You have been somewhat misinformed.  I march not on the renegade known as the Cerelich but on the Hives of the Ceremorphs and their dread Overbrain, to destroy it utterly and end its dominion over my betrothed.  If you think a hundred warriors too few for this task then you have not met a High Elven host on the field of battle before.  I bring with me the best trained and equipped soldiers my people possess.

Still, I do not refuse your offer of aid.  I have learned – or rather, I suspect, that my Llandri, my beloved, has passed into the lands of creatures that call themselves the Dreamers.  Though the Ceremorphs have... changed her, she seems to have escaped their grasp, or been sent by them on some errand.  If you have information of where she may be, you would be compensated for it.  And should you wish to join your might with mine against the Ceremorphs or these Dreamers, this too would be welcome.

-    Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to the Lich Dr. Roberston, styled Professor Immortal, from Lady Viarra Gloomsong, Dark Elf Matriarch, ruler of Vashnaranzenan]Professor Robertson,

You need not concern yourself over the Surface scum.  So long as they do not trespass near Vashnaranzenan they will be unharmed.  I suspect they will soon be dead.  From what I have gathered they are planning an assault on the Ceremorphs below.  Their foolishness will only bring about their destruction or enslavement.

I would appreciate a continuation of the trade agreement we have established, and your offer of scrolls intrigues me greatly.  I will likely wish to purchase several such objects in the next few weeks.

On another matter: it seems that a distant group of my kindred, the so-called Nocae or Shadow Elves, are becoming quite the troublesome presence.   I have certain sources which suggest an alliance coalescing against them, an alliance in which you are included.  While I am no ally of these Nocae, I have heard it said that the Kirr, another corrupted branch of the Dark Elf family tree, are involved in the alliance against them.  The people of Vashnaranzenan would not permit me to join with the demon-worshippers, even if it were politically logical for me to do so.  Nonetheless, I wish to aid in this alliance in some manner.  To this end, I would appreciate it if you conveyed any relevant information about the doings of the alliance to me, and inform me if there is any means by which I could discretely contribute my aid.

-    Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: HippopotamusDundee on March 26, 2013, 06:27:39 PM
[ic=Negotiation]
Deep within Yuddarath's deathless entrails the Cerelich and its new apprentice sat in silence and listened, feeling the fleshy floor vibrate with every heart-like pulse of unlife down at the root of the Altar where It's tendril-like network of neurons had reached out into all the deep and secret places of the earth. Deep in the bowels of the Underdeep with the susurrus of long-dead voices mingling with the mindless babble of Yuddarath's dreaming on each outbreath, the Cerelich sat in the memory-womb of its scion-design and let half-rotted tendricles shiver and twitched in what another Ceremorph might recognize as a rictus grin of anticipation.

As the greater part of its mind turned to unlocking more of the secrets held within the memory-shades of long-dead sorcerers and far stranger beings, the Cerelich let its senses expand and reach out through all of the Underdeep like slow-spreading gangrene or cancer, eyes and ears turning to investigate several crucial junctures as mind-voice-self fractured to reach out in search of other intelligences, both greater and lesser.

Plans that had been set into motion were finally bearing their corrupt tumors, events were moving apace and the most interesting whispers had reached the Cerelich's ears - in all of the long deathless years since its self-Abjection Ktan-Ydheel could not remember such a delightfully complicated set of snafu developing, all entangled and interwoven and ripe for a push that would shatter the status quo and allow no end of opportunities for those who were prepared.

The symphony of voices in the memory-womb was joined by a dust-dry laugh rising from lungs that had not worked in centuries as Ktan-Ydheel sat and plotted and awaited the results of its arrangements and negotiations among the ossified bones of the old and foul relics of a more ancient time.
[/ic]
[spoiler=Messages]
[spoiler=Message to Lady Vierra Gloomsong]
My lady,

Weeks ago I wrote to you offering information on some vulnerabilities in the defences of the cursed Ceremorphs of Dhoulth, and you asked me what I could offer in return and what my interest was.

My interest is simple - the existence of the cursed Overbrain is a threat to me and my spawn and we will not be safe until it is wiped from the face of the Underdeep. As to what I can offer, I know that you had a certain arrangement with the Exalted that was of benefit to you - though I am unsure whether that is still the case - but they are a dying force. The Overbrain made a grave mistake when it Exalted the elf who now leads Its forces - her fiancee and his troops now march en masse with the Cleversmart to wipe the Ceremorphs out of existence.

It has come to my attention that their settlement of Glyp-Dor - built in the north-westernmost tunnels of the Lowerdeep where a tunnel connects it to the Middledeep on your western borders - will have its forces depleted next week as the Overbrain struggles to protects Its capital. Your forces could easily overwhelm it and win gold and slaves aplenty with very little risk of later retaliation.

Though I cannot deny that the more forces that assault the Exalted the safer I will be, their fall is already begun - I offer this opportunity to you simply to apologize for the appalling lack of manners on my part represented by my very-late response and also as a gesture in the hopes of future mutual tolerance between us.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Heretic.[/spoiler]
[spoiler=Message to Her Majesty Queen Shee-Ra XVI]
Your Majesty,

I wish you and your ally the elvish prince the best of luck in your assault on the cursed Overbrain.

Though I would not presume to suggest a course for your actions, I thought I would alert you that my divinations have revealed that the garrison at Curasd - upon the other side of the tunnel a short march to the north-west of your current position - will be majorly depleted next week as the Overbrain attempts to consolidate its forces.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Apostate[/spoiler]
[spoiler=Message to the Onyx Prince, Bloodlord Dalashinn of Kirr-Godna]
My Dear Prince,

I am honored by the invitation to join your alliance and touched that you would think of me - I must confess that with the ill-begotten resources acquired from their recent campaigns I had begun to despair of any conquest of the Noctae and had discontinued my campaign against Umbrazzid. But with several older plans of mine suddenly coming together and this encouraging news, I think that the time may be ripe to reopen hostilities - with such a mighty alliance arrayed against them there is no way that the Noctae will survive us long.

As to your most gracious of assistance, I receive it gratefully. If there to be any students of infernal summoning included among this force, I would take it as a great personal favor if they would join my apprentice in the Heart-Chamber of Kat-Shatep (Middledeep 20) and help us continue our studies of demonic creatures.

Your ally,
Ktan Ydheel[/spoiler]
[spoiler=Message to Dr Robertson]
My dear Professor,

It is with great pleasure that I finally make your acquaintance - it is so very hard to find other practitioners of the necromantic arts intelligent enough to make a dialogue on the subject interesting. I too am exceedingly glad that we find our interests aligned, as my humble efforts against the Noctae were proving somewhat fruitless and I was on the verge of making peace with them until a moment of later opportunity (a most distasteful situation to be forced into, I can assure you).

Your offer of financial assistance is most warmly received - for now my chief need is for a Scroll of Invisibility in order to pursue some interesting possibilities that may be of use in the battles to come. I cannot speak for the Bloodlord, but I cannot imagine moving against the Noctae in a serious way for at least another month.

I look forward to a most fruitful correspondence,

Your ally,
Ktan-Ydheel[/spoiler]
[spoiler=Message to Whisper]
My friend,

Your apprentice will be most welcome to join us in Yuddarath for a time until you find yourself a more permanent home where his eccentricities will be less of an inconvenience.

I await only your word to send missives to the kobolds and Gloomsong's elves to set the fall of the Overbrain into motion.

Yours in friendship,
Ktan-Ydheel[/spoiler]
[spoiler=Message to the late Scuraung the Jewel-Eater]
Greetings mighty Wyrm,

I apologize if the presence of my eldritch friend disturbed your slumber and assure you that I have no intention of trying - though my paltry efforts would no doubt fail - of attempting to take that territory that is yours. I simply wish to ask if my brethren and I might be given your tolerance to pass through it occasionally when we have need to visit the greater Lowerdeep.

I think additionally that with those skills we have there are some favors we may be uniquely placed to do each other, but would prefer to save such a conversation for a more personal meeting.

Humbly yours in Yuddarath,
Ktan Ydheel, the Abject, the Heretic, the Apostate[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies
Thrall Pen: +18 Bodies, +2 Sacrifice[/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion Apprentice-Commander (Altharid-Xallisine): None
1 Apprentice (Illiriant the Blasphemer): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
2 Star Vampires: -8 Bodies
2 Bloodfiends: -2 Sacrifices[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Paradoxical Architecture: 1 week remaining
Thrall Pen: 1 week remaining
Miasma: 1 week remaining
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction
Beginning Construction

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction
Beginning Construction
Ooze Wall: -50 Gold, 2 weeks remaining
Escape Tunnel: -20 Gold, 1 week remaining
Uncanny Architecture: -60 Gold, -20 Metal, 4 weeks remaining
[/spoiler]
[spoiler=Recruitment]
[/spoiler]
[spoiler=Wealth]
Gold: 35
Metal: 55
Food: 0
Bodies: 75
Sacrifices: 2 [/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
2 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Uncanny Architecture

Ulm-Ulhulm (Middledeep 22)
3 Reverse Gravity Pits
Ooze Wall

Heart-Chamber of Kat-Statep
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Illiriant the Blasphemer) - Garrisoned at Yuddarath (Lowerdeep 56)
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)

1 Star Vampire - Garrisoned at Lowerdeep 23

1 Star Vampire - Garrisoned at Lowerdeep 43

2 Bloodfiends - Middledeep 23

1 Apprentice (Altharid-Xallisine) - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Murmurstone, Staff of Vermin

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: Scroll of Poisonous Cloud

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
(http://img850.imageshack.us/img850/3120/tsathathebonded.jpg)

Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine, Warden of the Heart-Chamber]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector, Leadership, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[ic=Illiriant the Blasphemer]
(http://img248.imageshack.us/img248/6271/illirianttheblasphemer.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate[/ic]
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry upon Lowerdeep 10, Upperdeep 30 and ???. Ktan-Ydheel also puts out a message that he is looking for burglars and Thieves to undertake a simple task with a considerable reward offered.

Spend 1 Speed to move 2 Bloodfiends to Middledeep 24 with orders to return immediately to Middledeep 23 and attack if Ktan-Ydheel's dominate attempt should fail.

Spend 1 Speed to move Ktan-Ydheel up a level to Middledeep 24 and then another 1 Speed to move Middledeep 23 with orders to Dominate the Lava Nymph if she shows herself. Spend 1 Speed to move him back to Middledeep 24 and then another 1 Speed to move him down a level to Yuddarath (Lowerdeep 56).

Illiriant the Blasphemer enter the Memory Womb and uses his experience in psychic effects to try and develop a more powerful variation on Dominate (joined by Ktan-Ydheel after his return), both of them studying the mysteries of Confusion for inspiration.

Naerlyth the Unclean continues work attempting to modify the Zombie Plague to produce more Ceremorph Ghouls instead (of Zombies).

Altharid-Xallasine begins work trying to design a variation upon the Chamber of Obscenities that will enables infernal summoning.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Xathan on March 26, 2013, 06:28:51 PM
[ic=Acts of Rebellion]

Ceremorphs. Pyschophages. Beloved. Monsters.

There are dozens of us, hundreds, elevenses. Nightmares that feed upon the deeps, food, Food-flesh.

And we bow to the Overbrain Overlord Overus.

It commands me, my beloved father, and I can hear three voices who are you, dark elf? dripping the words with sarcasm. But I had my orders. The force of the elves, the force of Saerid, the army of my love and the army that once would have been mine, threatens the hive.

You know what you must do, bitch. You know we cannot kill him, and that is what It wants; even if you want us to Exalt him, we would be forced to gamble upon him surviving the battle.

Now is your moment, my queen. Now is the moment where WE shall become what it called us; now is the moment of Ascension. You are a Queen, but not of thralls, not of Ceremorphs, not of elves. You are a queen of Madness. Queen of Dementia. That's what we are now. I hate it but it must be and there is no point denying it any longer, is there Llandri, Queen of Old not since we talked to the Child, the Rotqueen, the beautiful, not since you figured it out now, and know what I am. If Saerid will stay, he will stay, but we are all agreedthat we must allow him to leave if he should choose to do so, yes.

We will not become the Overbrain, became the despot of the mind for Lothe was wrong until his deying days. It is not that all creatures should be given a chance, some beings deserve no chance but that all creature should be given a choice.

Now to inform my Subjects. Now to inform the Overbrain. Now to own what I am

Now is the Acendancey.

I steel myself, and broadcast the most powerful psychic message I have ever mustered, aided by Llandri and whisper, something that can be heard by all who can dwell within the Dream, all psychic beings that dwell within the Underdeep.

{Ceremorphs. I am Llitul, Beloved, Queen of Thralls. Hear my voice, taste my thoughts, and know Truth.

This will not be an appeal to passion, for we are Ceremorphs, and passion is wasted upon us except as seasoning to the thoughts of Food.

The Overbrain has lied to us, has used us, and has weakened us.

Observe the following proofs of this theorem:

Observation: The Overbrain tells us that Faith is a product of weak, food brains. This we can agree upon.

Observation: The Overbrain tell us that we will join with it upon death and live forever within it.

Point: The Overbrain has offered no proof that upon death we do join with it, only that our brains our placed into It's pool.

Observation: A fact that is not based on evidence is, by definition, faith.

Therefore, the Overbrain informs us that faith is a product of weak, food brains, and yet expects us to have faith.

Therefore, the Overbrain must consider Ceremorphs to have weak, food brains.

Therefore, two likely scenarios exist: one is that the Overbrain is lying to us about the value of faith, the other is that, upon death, the Overbrain consumes our brains, which it considers food.

This logic is inescapable. The being that claims to love us - a laughable thought, for love is the emotion of Food - the being that forms Dtoulth, is either a parasite upon us or a liar to us; predator or traitor.

Therefore, to each Ceremorph there is a Choice: One option is to remain clinging to the Overbrain in Faith and Fear as Food does to their Gods. The second option is to flee, to leave behind the Hives and escape into the Deeps. If you chose to flee, head only down the southward pass in a large group, for Stranglers make their den there, and avoid heading by the Pass of Curasd, for the Jabberlings breeding season would claim some of us. The final option is to join with my forces; the final option is to form a new Ceremorph nation, free of the Parasite that dwells among us.

Examine the logic and choose quickly. The hour draws nigh; it is for us to determine if we will embrace it as we should, as Ceremorphs, or if we should cower as food.}[/ic]
[ic=Messages]

Llitul

[spoiler=Reply to Doctor Robertson]

Recent events, my scholarly friend, dictate a certain brevity to this communication I apologize for.

I am interested in the purchase of a single scroll of poisonous cloud for the listed cost of twenty gold. The others intrigue me, but I should inform you there is a Hag in the Middedeep that offers many of the same scrolls for less than you do, at fifteen gold per scoll; as much as I would rather purchase the scrolls from you, simple economics dictate that I go with the lesser price. However, as new and more exotic scrolls become available I will retain a lasting interest in their purchase. In paritcular, any scrolls that would further my growing studies of necromancy would be most welcome.[/spoiler]
[spoiler=Response to Doctor Robertson]

My Dear Doctor;

I am glad you find my madness to be as becoming as we do. It is always wonderful to commune with you.

I am quite grateful for the discount on the scroll - you will recieve your payment for it, and the scrolls of necromantic healing will come in handy at a later date, I am certain, though I have no use for them yet.

Unfortunately I find myself in a precarious situation at the moment; in the interest of breaking free of a restrictive governmental system that oppresses academic research to an absurd degree, I have declared myself and my subjects free of the Overbrain, which will open up later avenues for research and cooperation. However, this particular delcaration is one that is being met with understandable if irritating resistance by the Overbrain, who seems to believe it has some sort of divine right as our progenitor to claim lordship over us. As such, I expect a violent interaction to ensue. The base of operations for my rebellious forces will be in the Duergar ruins located slightly deepwest of you realm (M91).

If you would be willing to lend any assistance of a military nature I would be greatly indebted to you - indebted, in fact, to the sum of 30% of the gold and metal produced by the Duergar Mine complex I expect to have fully operational by the end of next week, a sum that would be granted to you in perpetuity as soon as your forces arrive to help us in our rebellion. I hope this prospect finds interest for you - and it should allow me the freedom to assist in the growing venture against the Nocae, Dwer, and Dwarves that plauge your upperdark.

Yours;

Llitul the Demented
Queen of Ceremorphs
Lady of Madness[/spoiler]
[spoiler=Post Script to Doctor Robertson]
It seems that in my haste and various distractions I omitted a rather vital piece of intelligence; the hag and her shop, which currently are located at the lava pits closest to the ever-expanding and ever-irritating Duergar empire. [M53]

Yours;

Llitul the Demented
Queen of Ceremorphs
Lady of Madness[/spoiler]
[spoiler=Response to the Glow]

I would be happy, next week, to aquire this creature for you. I would need assitance; some force for the beast to be forced to crawl through until I can fully entrap its mind, though they must not harm it or I may not be able to compel it before they slay it.

In addition, to ensure this beautiful creature remains bound to you, I will need you to hold someone for me - another Ceremorph-flesh, whom I hold enthralled, and whose control I would have to lessen to control this creature.

Has...has Saerid responded? What...what did he say?[/spoiler]

Llandri

Whisper

[spoiler=Message to Dreams of Dead Races]I presume your mind heard my queen's announcement, Elder Thing, and my intent to fully rebel against the Overbrain and eventually rid this world of that bloated parasite.

Our ability to lend assistance in any task you may have will be limited; it is impossible to know how much of our people will see the truth of my words, or if they will remain enthralld by the Overbrain. Should any of my kin seek refuge in the Deepsea, I will pay for their rations and wages while they are in your service, as well as for their safe return should you no longer need them when my Queen has begun her new kingdom.

Lower Dtoulth, the Hive closest to yourself, is currently guarded by only two thralls and a crusted former inquisitor, Zasz. If he should remain loyal to the Overbrain...the bloated mass is much concerned with the joint force of Kobolds and Elves that conspire to the east, and will soon be very concerned with my loyalists. I doubt the base would remain defended well for long. My queen would want Lower Dtoulth returned to her - with an appropriate cost paid for your efforts - when the time is right, but that may be many weeks away.

Events move quickly. If anything emergies where I can lend aid, inform me of such. [/spoiler]
[spoiler=Message to Ktan-Ydheel (Using Secret Message, Just In Case)]

Wonderous news, our friend! My Queen has finally thrown off the shackles of the Overbrain, and I may speak freely to you, though she herself cannot yet - she struggles still with the compulsions that bloated waste of cerebreal fluid lumped upon her. She will be approaching near your realm soon, if all goes to plan - I hope to have her completely freed of It by then.

There is a small matter. Our current refuge is among the fungoids of the Glow. I will mention this once to avoid the Overbrain hearing the thought. They will shelter my Queen well, but our apprentice, an orcish wrathpriest, holds a deep hatred for them. May I send him to you, so that you may teach him more of his hatred - especially if you could instruct him in the summoning of those wonderous demons you command? I will, as his master, pay his fees until my Queen can reclaim him.

Yours in freedom,

Whisper[/spoiler][/ic]


[spoiler=Orders]
As Always, Draft At the moment
[spoiler=Production]
GoldMetalBodiesFood
+920+95+140+80
Sources:
Dtoulth
Improved Ceremorph Mine +325 gold, +35 Metal
Crystals +20 Gold
Thrall Pens 4 +80 Bodies/Turn
Mushroom Farm 3 +60 Food/Turn
Lower Dtoulth
Ceremorph Mine +185 gold, +20 Metal
Crystals +20
Thrall Pen +20 Bodies
Curasd, Horror in the Woods
Ceremorph Mine +185 gold, +20 Metal
Mushrooms +20 food
Thrall Pen +20 Bodies
Glyp-Dor, the Northern Reach
Ceremorph Mine +185 gold, +20 Metal
Thrall Pen +20 Bodies

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-76g-0-46-83
Commanders
No Upkeep
17 Psions
-52 gold, -34 bodies
25 Brainhounds
-75 Bodies
7 Thralls
-7 Food
3 Ceremorph Exarchs
24 Gold, 12 Bodies
Vruthor the Wrathpriest
-10 Gold, -3 Food

[/spoiler]
[spoiler=Construction]
Dtoulth (Lowerdeep 74)
Completed Construction:

Under Construction:
Teleportation Sphincter (2 Weeks)

Beginning Construction

Lower Dtoulth (Lowerdeep 75)
Completed Construction:

Under Construction:

Beginning Construction

Curasd, Horror In The Woods (Lowerdeep 69)
Completed Construction:
Sphincter Gate

Under Construction:

Beginning Construction

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Completed Construction:
Ceremorph Mines

Under Construction:

Beginning Construction

[/spoiler]
[spoiler=Recruitment]
Dtoulth (Lowerdeep 74)
None Yet

Lower Dtoulth (Lowerdeep 75)
None Yet

Curasd, Horror In The Woods (Lowerdeep 69)
None Yet

Glyp-Dor, the Northern Reach (Lowerdeep 67)
75 Thralls (-375 gold)

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
474294427409
[spoiler=Body Types]
16 Ceremorph Bodies
2 Dark Elf Bodies
2 Hook Horror Bodies
6 Giant Spider Bodies
7 Brainhound Bodies
5 Roper Bodies
[/spoiler]

[/spoiler]
[spoiler=Trade]
-14 Gold to Undead for Scroll [Reminder: Whenever Saerid reaches my territory, -125 gold to the Undead, assuming they don't interfere]

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Dtoulth (Lowerdeep 74)
Improved Ceremorph Mine
Thrall Pens 4
Mushroom Farm 3
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines
Evolution Cell
Pupation Cell

Defenses
Amplifier Node
Slime Moat

Lower Dtoulth (Lowerdeep 75)
Ceremorph Mines
Thrall Pens

Defenses
Amplifier Node

Curasd, Horror In The Woods (Lowerdeep 69)
Ceremorph Mines
Thrall Pens

Defenses
Amplifier Node

Glyp-Dor, the Northern Reach (Lowerdeep 67)
Thrall Pen
Ceremorph Mines

Defenses
Amplifier Node

[/spoiler]
[spoiler=Armies]
The Exalted: (Garrisoned Lowerdeep 74)
Overbrain

The Shamed: (Garrisoned Lowerdeep 75)
1 Zasz
2 Thralls

The Hunters (Stationed At Middledeep 52)
1 Vruthor the Wrathpriest
1 Quasthid (Inquisitor, Greater Dominated)

The Hounds (Garrisoned Middledeep 41 (Tower of Screams))
7 Brainhounds, Led by Liltul

The Lurkers (Garrisoned Lowerdeep 69)
1 Daggoth
7 Grafted Thralls

The Seekers (Garrisoned Lowerdeep 67)
1 Phyn-Olbaath
3 Exarchs
17 Ceremorph Psions
18 Brainhounds
75 Thralls

[/spoiler]
[spoiler=Orders]
[ooc=Standing Orders]
(These are things that I want to do every single turn unless I explicitly state otherwise so I don't forget, put here so I can copy/paste)
Scouting
All Psions in any dungeon or outpost that stay garrisoned that turn are to use 3-4 speed to scout all adjacent regions that do not have a dungeon in them (L68, L70, and M80 from Curasd (3 speed), M90, L66, L65 from Glyp-Dor, L73 from Dtoulth, L75 from Lower Dtoulth) and then re-garrison. If any brainhounds are garrisoned at a dungeon, they use their speed to scout instead.
Reinforcements
All non-thrall units with speed 3 or higher that are entrenched at L63 (or garrisoned if an outpost is founded there) are to move to any dungeon within their speed that scouts an incoming attack.
Liltul
If Liltul is not garrisoned in a dungeon, she is to use all remaining speed to withdraw from any army she encounters that is more than twice as large as hers (excepting goblins, accursed, slave soldiers, or similar weak units, then withdraw only if three times as large as hers); if possible, withdraw in the direction of the nearest dungeon I control, if not, backtrack her existing path as far as possible. Any leaders or other unique units are to be dominated if possible, but only if they could not be bought off or hired.
Grolhund
If an army encounters Grolhund or scouts him coming (or his forces), they are to withdraw from the region - including commanders. This is only not true if Dtoulth is threatened; then they are to remain to defend the Overbrain unless Grolhund attacks in person with a smaller force of backers or alone. In those circumstances, they are to withdraw to give the Overbrain time to Dominate Grolhund. *evil grin*
Mercenaries/Apprentices
Liltul continues her calls for both, also offering a 100 gold up front cost for Mercenary bands or powerful mercenaries like Eye Tyrants/Mindwitnesses.
[/ooc]

All Seekers (L67) except Phyn-Olbaath degarrison and move to M91. Assault and take the ruins, kill everything within, and speed remaining speed to investigate fully to make sure nothing missed. Once the dungeon is taken, Immediately this week begin building a thrall pen, two mushroom farms, and a spawning pool. Note: Keeping the rooms I wanted here to remind myself for next turn. :)

Llitul to spend full week studying at the Arcane Library to learn Phase Shift, consuming the scroll in the process. (If not possible, learn Haste instead).

Vruthor enters M53, using two additional speed to reduce the risk from magma, and purchases two additional scrolls of phase shift and haste and one of invisibility (-75 gold).

Vruthor to haste self and move to M10 (6 speed)

Quasithid to use scrolls IMMEDIATELY to invisibility, Ward, and haste self and move from M51 to M31 and found a new dungeon there (-100 gold).

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +8
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Dominate, Immunity (Fear), Leadership, Secret Message (Lvl 1), Spell Resistance +4, Discipline
Equipment Crown of Malakar, Scarab of Fear
Inventory Scrolls 2 Ward, 2 Invisibility, 1 Dispel, 1 Phase-Shift, 1 Haste
[spoiler=Crown Stats][ooc=The Crown of Malekar]The Crown of Malekar the Obscene is a major artefact.  Whoever possesses the Crown of Malekar gains a number of abilities:

Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.

Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.

Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.

Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:

Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16)

Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.

The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on. [/ooc]
[/spoiler]
Llitul increases the Ranged Damage and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1.  Any regiment she leads is also Immune to Fear and has Discipline.

[/spoiler]
[spoiler=Overbrain]
A pulsating, gelatinous mass at the center of the Ceremorph Hive, the Overbrain is in fact the accreted cerebral mass of thousands of Ceremorphs, the final stage in their alien life-cycle.  The ultimate goals of Ceremorph Overbrains is known only to the Overbrains themselves, but it seems to include total domination of the Underdeep and the enslavement of all its denizens.  Ceremorph Overbrains usually cooperate with one another, but curious rivalries – perhaps subtle differences in philosophical outlook or personality – have been observed to develop between them, and Ceremorph Hives do sometimes compete for slaves and territory.

Ranged Attack: +10
Ranged Damage: 20 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 500
Speed: 0
Morale: +10
Special Abilities: Agony, Confusion, Detector, Dominate, Huge, Immunity (Fear), Scry

A Ceremorph Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Ceremorph Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.

If the Ceremorph Overbrain is ever destroyed, all Ceremorph units under its control must make an immediate morale check of DC 15 or instantly die from mental shock.  Ceremorph units without a morale score, like Thralls, Larvae, or Brain Golems, die immediately.[/spoiler]
[spoiler=Daggoth, The Favored]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Zasz, The Shamed]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector

[/spoiler]
[spoiler=Phyn-Olbaath]
[ic]Backstory Will Go Here[/ic]
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector[/spoiler]

[spoiler=Vruthor the Wrathpriest]
Vruthor is a strange Orc full of seething malice and a deep desire for vengeance against all Fungoids.  His flesh is covered in strange, flame-like brands, and his hands are blackened and charred as if severely burnt.  

Ranged Damage: 4 (Fire)
Melee Attack: +6
Melee Damage: 5 (Fire)
Defence: 14
Health: 15
Speed: 4
Morale: +5
Special Abilities: Blood Boil, Detector, Frenzy, Grudge (Fungoids), Animosity

Vruthor will attack any Fungoids on sight, even if the Faction he serves is allied with them.[/spoiler]

[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: TheMeanestGuest on March 26, 2013, 06:37:53 PM
And There He Fell (http://www.listenonrepeat.com/watch/?v=nRY1N5yhL-U)

[ic=In Memoriam]In the Great Forest, in Mhaldûl-Nem, rests Lothë who was Nír's son. In a bed of bronze and steel and stone he sleeps, in the Mansion that he built. He was Prince and Lord and King, but he was more than any title that he bore. He was a warrior, and for his home and his people did he take up axe and shield time and time again. He was a builder, and many fine things did he raise. He was wise and he was just, and peace it was that he loved. He judged not by birth or blood, but by the character of the heart, and to each and every being and creature he gave a chance to prove that character. He was a husband, and he loved Brigite who was his wife. He was a father, and he loved Esenna who was his daughter, and Tiern who was his son. He was a leader, and all that he did was for his people. He was our saviour, and by his hand were the Dwerim delivered out of darkness. "No." he said to those who sought to wrong us. "No!" he said to those who would destroy us. "No." he said to the night as it closed about us. He was Lothë, and he was the best of us.[/ic]

[ic=The Red Bastard]The brewhall was dark and full of shadows, and few sat at its tables. The brewmaster stood behind the bar, and polished and cleaned his tankards and mugs and glasses, though upon them was left not a single spot. It was a sorrowful day, and the celebration that should have been was not. It should have been that the great lamp should fill the hall with yellow light warm and soft, and that drink should flow freely. It should have been that the hall should be filled with the song and dance of the Dwerim, and it should have been that their Lord should have sat in his well-worn chair, and watched all with a smile upon his face. But it was not, and he did not. The Mansion stood, but their Prince, who they loved above all else, had fallen. The Dwerim mourned him and all those who had died that day, and it was that they held close those who they loved, and they prayed that the Ancestors bless and guide those who had left them, and it was that they wailed and cursed, and that tears unnumbered fell in Mhaldûl-Nem.

It was that on that day in the brewhall sat Tenebrius, tall and gaunt and ever at the edge of vision. Across from him sat Kes Kel Anith, who is the Red Bastard, and upon the back of his chair hung his famous crimson cloak. They played a game of Stones, and the shroudlings crowded close about them and whispered to each other as they watched the game in awe, their eyes barely clearing the table's edge. Tenebrius moved a stone carefully, unfamiliar with the game, its eyes set in concentration. Kes only smiled, and countered lazily with a flourish. Tenebrius peered down at the board before them, craning over it, its eye nearly touching the fallen piece.

"We see." it said in its quiet, rasping voice. It straightened suddenly and sharply, and spoke again: "Tell me, Red one, your Lord is dead, and his heir is far from here. We have heard that you are of that line. Will you take his place for your own?" At this Kes paused, but then he laughed loud and long, and the sound of it echoed in the quiet brewhall, and many eyes fell upon him in disapproval, but he payed them no mind.

"Ah. Tenebrius. And why should I do that? My Uncle lies dead, this is true, but my schemes are not nearly so grand as some say, and I mourn his passing in my way. What should this gain me, save the enmity of my kin? Gold and jewels? I may have these as I wish by the skill of my hands. Women? My charm suffices. Food and drink? The Dwerim have this all in plenitude, and I am not left wanting. Power for its own sake bores me, and in it I have no interest. I will do what must be done, but little that must not." Kes said.

"This is good. For we should kill you if you did. Our contract now binds us to Tiern, and by contract we abide." Its eyes lit up then as if in a smile, and it smoothly broke Kes's guard with a clever play, and his Throne lay threatened, and it seemed then that he should lose.

"Cousin Tiern need not worry. Family is family, and I know my duty. When Nüln fell it was that many shadows stalked its halls, and one among them was red. It was I who made safe the Shard, and it was I who slew the Elves that sought to take it, and it was I who then looked upon it. It was terrible to behold, but it was beautiful, and it was that for a moment I desired it for myself. It spoke to me, you know, in a thousand dead voices. They said that all of it could be mine. They spoke of wealth and power and respect. Yet then I thought of my mother, who I loved, and who lay dead above me. The voices said that together we could bring her back, but I knew then that they lied. In anger I renounced it, and I sealed it away, and there still it sits, and on that day I knew that I had little use for power." Kes said. His hand sought out a piece then, seemingly overlooked, and with it he took his opponents Throne. Tenebrius looked down, and the shroudlings hissed and whispered to each other and jostled to see what had transpired.  

But a second passed. Tenebrius looked up, and Kes Kel Anith sat not before it. Shock blossomed on its face, and it peered around, and the shroudlings screeched and ran about and looked beneath the tables, but of the Red Bastard there was no sign. On the board was a single golden coin, and Tenebrius curiously took it up, and then it laughed its quiet, rasping laugh.[/ic]

[spoiler=A Letter to Throngel Greatmane][ic=A Letter]Lord Greatmane,

It is that Lothë, son of Nír, Lord and Prince of the Dwerim, fell in battle against the Goblins of the Red Tide. Know that he died well, and that ere he fell he slew the Goblin King for his treachery. By his sacrifice the Dwerim were victorious, and by his sacrifice was the Red Tide unmade. Not a single one of their loathsome number survives. Tiern, who is Lothë's son and heir, who is Lord of the Mansion and King in the Deep, bids me send you word that we have recovered the signet ring of your son, Eorlund. We send a party of our warriors above, and they shall deliver it to your men who aided in the taking of the Skull Throne. By this gesture we hope that there may be friendship between the Dwerim and your people. Know that our axes shall guard the passes from below, and know that so long as we draw breath we shall strive to hold them safe against any Beast that should seek to sow chaos on the surface.

Kes Kel Anith, of the House of the Mhaldûlne[/ic][/spoiler]

[spoiler=In Reply to Dolmar Lestridae][ic=A Letter]Protector Lestridae,

Know that your words ease the pain of my heart in this time of mourning. My father was a great man, beloved by our people, and I shall strive always to be even half so great as he. Know that you have my eternal gratitude for all that you have done for the Dwerim, and for the comfort that you gave my father as he passed from this world.

Few have done more to earn my trust then you, and if it should be you that should keep the Heart safe for a time, know that my mind shall be eased. Take no risks in the deliverance of this jewel, for your life and safety are of far greater value. Though I mourn my father's passing, I know that he should wish that his death burden us not. And so I shall marry my betrothed, and there shall be celebration in Balagrod in remembrance of my father, and in hope for a brighter future. Phaedra's faith and friendship have lent me much strength, and her counsel I value in the highest esteem.

No greater monument could be built in my father's name. It shall live, and it shall be as a testament to his legacy and his belief. But it shall not be this that makes it great, but those who shall come and make it so by the craft of their hands, by the strength of their faith, and by the boldness of their action. The Dwerim shall come, and we shall make this place strong, and we shall raise up walls and gates. But so too shall we make it beautiful, and we shall carve fine statues, and we shall scribe it with our runes, and we shall sheathe it in bronze and hang our lamps upon it so that it might be as a blazing beacon of hope. Ald-Lothii it shall be, and it shall herald the dawn of a new era in the Deep.

Tiern[/spoiler]

[spoiler=In Reply to Käfer][ic=A Letter]Lord Käfer,

You have my gratitude for your words of kindness. I mourn my father's passing, and miss him greatly. But by his hand the Red Tide is no more, and so some measure of peace has been brought to the Underdeep. I fear that it may not last. The vile being known as the Cerelich threatens the Nocae, who are friends and allies to the Dwerim, and it may be that we march against them. It is known that the Duergar despise each and every Ceremorph, and perhaps in this we may have common cause.

We have little need for supplies, lest you should wish to part with a quantity of metal. The Dwerim would offer three ounces of gold to each ingot of strong earthen metal.

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

[spoiler=In Reply to the Rotqueen][ic=A Letter]Rotqueen,

To converse by whispers in the mind, this I find distasteful. It is not done among my people, and is unnatural for them. Know that I am Tiern, son of Lothë, and his heir. Know that any word given - any promise made - by my father shall be upheld, and know that I know of the bargain made in the forest. I will not suffer my father's legacy to fall away and be forgotten, and so I seek peace in all that I do, just as he did. You claim the forest as your own, and yet in the presence of Lothë who was my father you agreed that it was his as well.

The Dwerim have made no threats, they have moved not against you, and they have harmed not one among your children. We shall uphold the treaty that is between us so long as it remains unbroken. I know that I shall not break it, for war is never my desire, and so that burden falls upon you alone. Consider carefully your own desire, Rotqueen.

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

[spoiler=In Reply to Shee-Ra Cleversmart XVI][ic=A Letter]Your Highness,

My Lord bids me send you his gratitude for your words of support and for your magnanimous gesture of kindness. But know that no gift shall bring Lothë back to us, and know that the hearts of the Dwerim heal but slowly. Perhaps, Your Majesty, if you had acted when you could he would still be among us. Perhaps if you did not dissemble, if your action was as bold as your word, Lord Lothë would now write to you, and you would read his fine words. He does not, and you do not. Ask us not for tribute again, Queen Shee-Ra, if all it buys is ink on paper. My Lord forgives you, but I am the Red Bastard, and I do not.

Obsequiously,

Kes Kel Anith, of the House of the Mhaldûlne[/ic][/spoiler]

[spoiler=Orders for the Month of the Rat, Week Three][ooc=Orders for the Month of the Rat, Week Three]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal
Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden: +25 Food
Apiaries (2): +30 Food
Lizard Pen: +35 Food
Mushroom Forest: +25 Food

Nüln
Dwer Mine Complex: +500 Gold, +75 Metal (+40 Gold, +20 Metal)
Hall of Trade: +100 Gold

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Balagrod
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Total: +1290 Gold, +170 Metal, +175 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -6 Food
42 Dwer Axemen: -84 Gold, -84 Food
14 Wyrmhunters: -42 Gold, -28 Food
17 Dwer Flamesprayers: -68 Gold, -34 Food
15 Dwer Grudgebearers: -45 Gold, - 30 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
1 Iron Golem: -10 Gold, -5 Metal
2 Runeseers: -16 Gold, -6 Food

For the next payment segment / Molgrim and 2 Splinter Shields: -11 Gold / 38 Dwer Axemen: -76 Gold, -76 Food / 3 Dwer Flamesprayers: -12 Gold, -6 Food / 1 Dwer Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: Furnace Chute (2 Weeks Remaining), Mead Hall (3 Weeks Remaining), Reinforced Walls (3 Weeks Remaining), Improved Dwer Mine (5 Weeks Remaining), Graven Image of Gírn Dun Riar

Nüln

Under Construction: Dwerim Armoury (Repairing), Reinforced Walls (1 Week Remaining), Brewery (1 Week Remaining), Tuber Garden (2 Weeks Remaining), Statue of Nír (2 Weeks Remaining), Iron Gate (2 Weeks Remaining), the Rose Garden (Repairing - 6 Weeks Remaining)

Balagrod

Under Construction: Apiary (1 Week Remaining), Hall of Trade (4 Weeks Remaining)

Recruitment

25 Dwer Axemen - At Mhaldûl-Nem

8 Dwer Axemen, 3 Dwer Flamesprayers, 2 Dwer Revenants, 1 Dwer Shadowseer - At Nüln

5 Dwer Axemen - At Balagrod

Wealth

Gold: 7
Metal: 1
Food: 760

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (3), Flame Galleries (2), Escape Tunnel

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury (Broken), Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2), Apiary, Hall of Shadows, Mausoleum
Defences: Outer Wall, Murder Holes (3), Escape Tunnel, Shadowed Labyrinth

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken), Mushroom Gardens (2), Apiary
Defences: Runegate, Outer Wall, Murder Holes (3), Escape Tunnel, Rune Trap

Armies

Note: All Dwerim units excepting the Rosemourners and the Guardians of Balagrod currently have the Discipline ability, as they were all recruited at Mhaldûl-Nem, which possessed a completed Training Hall prior to game commencement.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence / Boast Fulfilled: +1 Morale / A Fallen Prince: -1 Morale

Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
30 Dwer Axemen - Garrisoned at Mhaldûl-Nem
6 Dwer Grudgebearers (Goblin) [3 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence / Boast Fulfilled: +1 Morale / A Fallen Prince: -1 Morale
Lanne Dun Riar {Leads the regiment of Axemen} - Garrisoned at Nüln
30 Dwer Axemen - Garrisoned at Nüln
9 Dwer Grudgebearers (Goblin) - Garrisoned at Nüln
10 Dwer Flamesprayers - Garrisoned at Nüln
1 Dwer Igniter - Garrisoned at Nüln
1 Dwer Shadowseer - Garrisoned at Nüln
2 Dwer Revenants - Garrisoned at Nüln

Tiern's Company / Prayer: +1 Morale, +1 Defence / Tiern: +2 Defence, +3 Army Morale / Boast Fulfilled: +1 Morale / A Fallen Prince: -1 Morale
Tiern {Leads the Regiment of Wyrmhunters} - to be Garrisoned at Balagrod
Molgrim {Leads the Regiment of Splinter-Shields} - to be Garrisoned at Balagrod
Galand Dun Riar {to lead Balagrod's regiment of Axemen} - to be Garrisoned at Balagrod
13 Wyrmhunters - to be Garrisoned at Balagrod
2 Splinter-Shields - to be Garrisoned at Balagrod
1 Runeseer - to be Garrisoned at Balagrod

The Guardians of Balagrod / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence / Boast Fulfulled: +1 Morale / A Fallen Prince: -1 Morale
1 Iron Golem - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
10 Dwer Axemen - Garrisoned at Balagrod

The Wardens of the Thousand Halls / Prayer: +1 Morale, +1 Defence / Boast Fulfulled: +1 Morale / A Fallen Prince: -1 Morale
Azain  {Leads the regiment of Axemen} - to be Garrisoned at Rhaud  
9 Dwer Axemen - to be Garrisoned at Rhaud

[spoiler=Characters][ic=Tiern, Lord of the Mansion, King in the Deep]Melee Attack: +8 (9)
Melee Damage: 8 (9) (+4 Fire)
Defence: 22 (25)
Health: 25
Speed: 3
Morale: +10 (9)
Abilities: Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale)

Tiern increases the Defence and Morale of any army he is leading by +2 and (+3) respectively. If garrisoned in a dungeon he increases the Defence and Morale of garrisoned troops by +2 and (+3) respectively. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Lanne Dun Riar, Steward of Nüln]Melee Attack: +10
Melee Damage: 8 (10)
Defence: 20
Health: 25
Speed: 3
Morale: +7
Special Abilities: Repair, (Critical Hit)
Inventory: Foehammer (+2 Melee Damage, Critical Hit Ability)

Troops garrisoned in a Dungeon with Lanne gain +1 to their Morale score.[/ic]

[ic=Galand Dun Riar, Steward of Balagrod]Melee Attack: +7
Melee Damage: 8
Defence: 19
Health: 18
Speed: 3
Morale: +6
Special Abilities: Grudge (Wyrms)

Troops garrisoned in a Dungeon with Galand gain +1 to their Morale score. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Azain, Custodian of the Thousand Halls]Melee Attack: +6
Melee Damage: 7
Defence: 18
Health: 18
Speed: 3
Morale: +5

Troops garrisoned in a Dungeon with Azain gain +1 to their Morale score.[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns. He seems a stern and rather quiet sort, though he seems to take his word very seriously. His warriors clearly regard him with the utmost respect. Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

[ic=Tenebrius, Shroudling Stalker]Tenebrius is an enigmatic figure of indeterminate gender.  It is covered from head to toe in garments of black leather and a heavy cloak.  When it stands still in a dark corner it seems to vanish altogether.  The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers.  Its movements are totally silent, and it rarely speaks.  It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic][/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem, Nüln and Balagrod will pray at their respective Halls of the Ancestors

Runeseer to Scry U42 and M41. Shadowseer to Scry U50 and U62.

Tiern shall be married to Disa Grimhammer in Balagrod, in the Hall of the Ancestors, and this wedding shall in all ways respect both the traditions of the Dwarves and the Dwerim, or merge the two where it cannot. As Tiern's kinsman, Galand Dun Riar shall speak for him until the the couple has been wed, as is proper. After the ceremony there shall be a great celebration and feast in Balagrod. Tiern shall make a toast in honour of his father, and the Dwerim shall regard these words so fine that in later days they shall be altered but slightly and carved upon Lothë's tomb as epitaph (In Memoriam). The bones of the Grey Wyrm Scorra shall be burned to ash upon a pyre, as it was the deed of the slaying that let heal the rift that was between the Dwarves and the Dwerim. (100 Food and 20 Gold shall be set aside for the feast and celebration, and it shall be magnificent. Already accounted for in finances.)

Lothë's corpse shall be preserved by the embalming craft of the Dwerim. A tomb of steel, stone and bronze shall be begun in Mhaldûl-Nem, so that when he returns to the Mansion Tiern might perform the rights and lay his father down to eternal rest. It shall be graven with runes, and finely carved. Spend 40 gold at this time to at least initiate construction (already accounted for in finances).  

Though not yet a represented character in-game, Kes shall wear the shirt of mithril mail taken from Dagalur. The Earth's Cardinal heart shall be entrusted to Dolmar Lestridae, so that he might deliver it to Tiern. Rotdoom shall be hung upon Lothë's tomb, so that it might be taken up again in time of need.

The Dwerimhost

The Mansion is to be made safe and defended in all ways as it has been in the past. The Dwerimhost shall dutifully await the return of their King.

The Rosemourners

Nüln is to be defended in the standard Dwerim fashion. The Rose Garden shall be watched carefully and tended as it is slowly restored to its former glory.

Tiern's Company

Tiern's Company shall make its way to Balagrod and garrison therein using its 3 speed. Relevant wedding details above.

The Guardians of Balagrod

Balagrod is to be defended to the death. The axemen shall man the murder holes, and the Runeseer shall cast shield upon them. The Guardian will simply smush enemies if they manage to get inside. The Guardians shall keep a careful watch for Andvarr or any other who might cause trouble upon the occasion of the marriage of Tiern and Disa, the Runeseer's ability to detect will no doubt be invaluable in this. If he is caught attempting to enter the city, he shall be imprisoned to await the judgement of his Queen.

The Wardens of the Thousand Halls

The Wardens shall depart from the Mansion. They shall avail themselves of the haste afforded by the Horsemaster's ring, and shall use all of their 7 speed to travel to Rhaud and garrison therein by way of M39 > M37 > U44 > U43 > U42. They shall avoid combat if at all possible, and on their way shall deliver the ring to the Adventurers hired by Throngel Greatmane who wait at the Skull Throne. Rhaud shall then be defended to the death. They shall take up stewardship of the city from the Nocae, and Azain shall be made Commander. The lower vaults shall not be disturbed.

The entrance to the passage leading to the warded door and the Iron Golems is to be walled over. The wall shall be made strong so that it cannot easily be breached. If the Iron Golems should react unfavourably to the construction of this wall, even though it should be some distance from them, construction shall immediately be halted. (Spend 30 Gold on this, accounted for in finances)[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: LD on March 26, 2013, 07:15:13 PM
CleverSmart Kobolds

- Orders (Mostly Done)
- Letters Done.

[ic=SquishyBattling SpinnyStickies]
From the Cleversmart Official Oral Traditions

Queen Shee-Ra found herself separated from her tribe and surrounded by an overwhelming force of Dire SpinnyStickies, their spindly legs skittering askew and their bulbous poison-sacs throbbing with wild abandon as they overcame a line of warriors and skittered toward the Queen Mistress and Pointyteeth. Pointyteeth lunged at one SpinnySticky, while Shee-Ra shot at another; her arrow found purchase between the vile stickyspitter's eyes and sent the monster tumbling to the ground with a horrendous slinky squish. Pointyteeth's incisors slashed at another SpinnySticky's abdomen, cutting it open and spilling developing eggs, which were crushed by the rat's prodigious feet. Shee-Ra was struck by a SpinnySticky, which implanted its poison deep in her back, but she shrugged it off and crushed the monster's head between the eaves of her bow.

Then there was a red haze of battle.

Later, KoboldKind gathered in a ceremony of remembrance and celebration when Queen Mistress Shee-Ra returned to her forces. The bold guide Will-Iam, the humble Apl-Deap, Lady Fer-Ghee, Tah-Boo, Sister Ese-Eee, and Sister Ese-Bee and the others would be missed, as would their mounts: Cutrazor, Jawbreaker, Biteybite, Poisonnip, SmartySmart, and BloodyBite. Their bodies were consumed in wild abandon by the host of Kobolds who turned out for remembrance of victory over the SpinnyStickies.

Elsewhere, promotions were made and deals were cut, but those tales are not for this Bard to relate; they remain under lock and claw as of this date until such a time as the Queen Mistress deems it appropriate to more fully reveal their truth.
[/ic]

[ic=Messages]
[spoiler=To Prince Saerid]
We thank Shinyelves for identify magicthings.

We also notify of terriblehappen; SpinnyStickies killed RatGuide. Replacement be contingent of Trapspringers and Bottlethrowers who be prepared diggy dig under NastyDream defenses and makeeasy your assault. You still wish move  M80 this week at head of stairway down to NastyDreams and prepare assault to recover lostelf? If not gothere, then we arrange different guideforyou this week, but we needknow soon to make appropriate arrange to help.

We have update goodyinfo. L67 to North is muchmoredeadly place than what lies beneath M80. In L67, theere be only Thrall Pens and a NastyDream Mine; but there also be deadly force that must be there because fear Koboldstrength. Force there be 3 NastyDream Exarchs, 18 NastyDream BrainBarkyBarks, 17 NastyDream Psions, and a NastyDream Psion Commander.

We also have goodyinfo regard the NasyDream Hive at L69; it got NasyDream Mines and Thrall Pens and is garrisoned by 13 Psions, a Psion Commander, and 7 Grafted Thralls. We still goodythink that L69 be bestplace attack. Very weakguard, but likelygrow stronger each week. NastyDreams can move from L67 prettyfast, but if move, likely forced march and tired and badfighter.

Also; NastyDreams in M52 will need come back north- they run into Fighty DiggyDigs who hate NastyDreams. So we have chance fight them and see if they have your Llandri.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Duregar]
AngryFight BoilyWaterDigs Leader, Greetings from Mistress Shee-Ra Cleversmart XVI, Queen of All that is Under the Ground.

Congratulations on your freedom from NastyDreams; like you, we Cleversmarts also Clever and Smart, Clever! Smart! enough to escape from evil tendrils of NastyDream slavemasters.

We receive intelligence that NastyDreams in M51 have crown that is of interest to the great Queen Mistress of all that is under the ground, save the NasyDreams and Greyskulls. This crown is goodyimportant and when you massacre NastyDreams and recover it, we givygive you 30 gold, or 10 metal; we also gladly waive requirement of tribute for one month for Vassal who return thisthing. We think there be something like 6-8 psions in group... it medium-level threat. They recently killykill other group of NastyDreams.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Dolmar]
Addressed to Dol-Mar Les-tri-dae, who is Protector-Vassal of Umbrazzid, the Champion of the Shadow:

We appreciate the recognition of our status and once again laud for destruction of backstabbing Goblin King.
We also welcome visit of your paladin or cleric, whichever one you choose, to come to lands for purpose of help. We have one item we know not allitdoes. We pay travel fees for troubleincurred. (read: Cleversmarts will pay upkeep of the paladin or cleric for the week it IDs the goods).

We glad provide Trapspringers to your service in righteous mightycause. Howmany you need? Also, we work gather intelligence on evilbad MadElves. Intelligence is grant as boon.

Trap-Layers sent mustbe upkeep paid by Vassal because otherwise take too long ship pay. For initial recruit, we have suggest: Either 3 of those very unique SpinnyElves ("Abominations") for 9 Trapspringers' service, or 2 SpinnyElves for 6 Trapspringers service; or 1 SpinnyElf for 3 Trapspringers' service; or if want less Trapspringers, we cover food and metal recruitcosts as boon and youpay goldcosts. [I think this amounts to ratios that make sense]. Is import to Koboldkind have mightypowerful unit to frighten away untrustworthy Greyskulls who covet attackus soon when ShinyElves leave. If want Trapspringers, sendpay now or send "Abomination" north now and we recruit nextweek.

Important thing know of Trapspringers; they not wantbe in direct battle or easydie. Is very sad. They verymuch concern with knowledge and invention-this notsogood trait in battle. But- important also know! one trapspringer build one trap in a turn- verynice benefit. Also, wethink (confirm with GM) trapspringer may build koboldstyle trap for you, goodysurprise enemy with koboldstyle trap. Clever! Smart! Traps be best.

Once again, we share knowledge of Nastydreams in M51. Wethink they have 6 or 8 Psions and they have important crown; previous we say willing pay 25 gold. In recognition of your goodygood service; we willing pay 35 gold for recovery of this crown from them. Or if metal more import, we pay that instead, but at 4:1 gold:metal rate.

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Tiern]
(insert Rat)

Hail Ti-ern, son of Lo-The, Lord of the PickyPoke DiggyDigs, goodygood Vassal of the CleverSmart Kobolds.

We send to you in recognizance of your father's achievements and his friendship and value to CleverSmart Kobolds a gift of 6 metal and 20 food. May these gifts help heal hole in hearts of PickyPoke DiggyDig Vassals.

We also write to notify you we hear yougood PickyPoke DiggyDig and we support you and name and crown you be future Vassal Lord of PickyPoke DiggyDigs.

(Send 6 metal, 20 food to Dwerim)

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[spoiler=2nd to Saerid]
You speak of dreams? NastyDreams communicate in dreams-they often trick! You keep own consul because you not CleverSmart Vassal, but CleverSmarts never communicate with NastyDream by dreams. When forced to talk, we send rat. Neverlet these things in head for they drive you mad. Mad! MAAAAD! Or make you mindslave.

We march now toward NastyDreams and contingent of Blunderdigs, Trapspringers accompany you. If they have defensebuild, we suggest beseige and tunnel under next turn, that is how our force be help. If not beseige, we will not engage direct because our strength lie in undermine; in that case, Bottlethrowers will demolish structure with toss and Trapspringers will disable springytraps, but make sure you know, Kobolds will not march direct in battle, because these Kobold we send withyou be specialist Koboldfighters, very good at speciality, very bad at straightfight.

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All that is Under the Ground
[/spoiler]

[/ic]

[spoiler=Orders and Information]
[ic]
Hai-Phen bowed before her Queen as Shee-Ra draped the dark purple cloak over her shoulders, like a mantle. The slimy cloak tingled Hai-Phen's skin and spread a skittering feeling of web tendrils entangling her sides.

"In recognition of your SmartySmart defense of GnomeFeast Luteing Caverns, your Queen Mistress has seen fit to bestow upon you this reward. May you well-earn the rights to wear it."

Hai-Phen rose to the sound of screeching and chittering acclaim.

Shee-Ra was contemplative as she retreated from the scene; Hai-Phen had not lost a kobold in the assault, but she had failed; still, it was important for morale purposes to demonstrate that the CleverSmarts were always successful in their endeavours-- and all the prisoners had been returned, unharmed if not unshaken.

[/ic]

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (150 gold)
Kobold Mine: (15 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 150 gold, 15 metal

GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal

Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food, 150 gold, 15 metal[/ooc]

Total Production: 150 food, 450 gold, 45 metal

[ooc]Looting/Events
+57 food (forage), + 20 food (elfgift), +413 gold (elfgift 14; guides 10; trade 75; ruin 314), +20 metal (ruin), +17 bodies (5 spiders),
-0 food, -0 metal
[/ooc]

Total Looting/Events: 77 food, 20 metal, 413 gold, 17 bodies/food

Total Total: 227 food, 65 metal, 863 gold, 17 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 3 = (3g/3f)
Skulkers (2g/1f) x 2 = (2g/2f)

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 5g/5f

SmartyScouts
Slingers (1g/1f) x 10 = (10g/10f)
Skulkers (2g/1f) x 4 = (8g/4f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 24g/16f

BangyBangs
Trapspringers (6g/4m/1f) x 1 =(6g/4m/1f)

=SUBTOTAL: 6g/4m/1f

Southguard
Skulkers (2g/1f) x2 (4g/2f)

=SUBTOTAL: 4g/2f

DreamSieges
Blunderdigs (3g/1f) x 2 = (6g/2f)
Bottletossers (4g/2m/1f) x 3 = (12g/6m/3f)
Trapspringers (6g/4m/1f) x 3 =(18g/12m/3f)

=SUBTOTAL: 36g/18m/8f

Deepguards
Slingers (1g/1f) x 6 = (6g/6f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire Rat (3g/3f) x1 (3g/3f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 26g/17f

Total: Net Loss/turn -(101g/49f/22m)

[/spoiler]

[spoiler=Construction]
[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Pit of Rats; 12g (upgrade)

Under Construction
Improved Kobold Mine (225 gold, 20 metal) (week 3/4)

Beginning Construction
Dragon Shrine (75 gold) (week 1/3)
[/ic]

[ic]SouthSkulk Caverns- Middledeep 60
Founding.
[/ic]

[ic]Cleversmart Colony- Middledeep 64
Founding.
[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
Pit Trap; 25g
Escape Tunnel; 20g

Under Construction
See Beginning.

Beginning Construction
Murder Holes (20g)
Pit Trap (25g)

[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Completed Construction
Pit Trap (by Trapspringers)

Beginning Construction
Rockfall Trap (35g)
[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Pit Trap; 25 gold
Pit Trap; 25 gold
Murder Holes; 20 gold

Under Construction
See Beginning

Beginning Construction
Spiked Moat; 25 gold (1/3 week)

Reinforced Gate; 15g, 5m

[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Restore Dark Elf Mine Complex (113g) (week 1/1)
Restore City Wall as Palisade?? (10g)
Pit Trap (25g)
Snare (10g)
Snare (10g)

[/ic]


[/spoiler]

[spoiler=Recruit]

Recruiting:

8 Slingers (5gp) * 8 = 40 g
11 Skulkers (7g/1m) * 11 = 77g/11m
13 Dire Rats (17 gp/1 m) * 13 = 221 g/13m

=SUM (338g/24m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
4 Bottlethrowers (13g/ 5m) *4 = 52 g/ 20m
3 Trapspringers (13g/ 8m) * 3 = 39g/ 25m


[/spoiler]

[spoiler=Wealth]
Began Turn at: 20 gold, 100 metal, 892 food, 0 bodies
Gained: 863 gold, 65 metal, 227 food, 17 bodies
Total: 883 gold, 165 metal, 1119 food, 17 bodies

Spent 228 gold on construction. (x).
Spent 101 gold on upkeep.
Spent 338 gold on recruiting.
Spent 200 gold on founding dungeons.

Spent 0 metal on construction.
Spent 22 metal on upkeep.
Spent 24 metal on recruiting.
Trade 6 metal to Vassals.

Spent 37 food on upkeep.
Trade 20 food to vassals.

Consumed 12 kobold bodies for upkeep.

16 gold
113 metal
1062 food
5 bodies (dire spiders)

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold) ----->UPGRADED Reinforced Gate (15 gold, 5 metal)
Pit Trap (25 gold) --->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel; 20g
Murder Holes (20 gold)
Pit Trap; 25g
[/ic]

[ic=Middledeep 67]SpikyDeath Cavern- Middledeep 67
Pit Trap (by Trapspringers)
[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel (20 gold)
Murder Holes (20 gold)
Murder Holes; 20 gold
Snare (10 gold)
Snare (10 gold)
Pit Trap; 25 gold
Pit Trap; 25 gold[/ic]

[ic=Middledeep 73]
BiteyTriumph Halls- Middledeep 73
Matriarch's Spire (unusable by Kobolds)\
Matriarch's Study (unusable by Kobolds)
Arcane Library (unusable by Kobolds)
Slave Pens (unusable by Kobolds)
War Spire (unusable by Kobolds)
Armoury Spire (unusable by Kobolds)
Web Caverns (unusable by Kobolds)
Temple Spire (unusable by Kobolds)
Dark Elf Mine Complex (broken) --- Restoring
City Wall (broken) --- Restoring
Escape Tunnel
3 Murder Holes
[/ic]
[/spoiler]


[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren
Location: Middledeep 65
4 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Slinger (Vit-Toh)
Skulkers (Shel-Dahn)
[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale), Hai-Phen has a cloak that helps her [ic]Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Their Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]
Equipment: Manned Murder Holes
Location: M72.
2 Blunderdigs
5 Skulker [Hai-Phen is a Skulker]
10 Slingers

Skulkers* [Hai-Phen, the Shadow]
Blunderdigs ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdigs ("Bill-Dit", "Backdoor Blundering Boffins")
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)

New Slinger ("Par-Fore")
New Slinger ("Par-Two")
New Slinger ("Par-One")
New Slinger ("Par-Tay")

New Skulker ("Bat-Mun")
New Skulker ("Bat-Miz")
New Skulker ("Bat-Shee")
New Skulker ("Rob-Yin")

Begins Turn in M80-- Goes to M90 to spy on L67 with free ability (Speed 5; forced march 1) [Invisible]
Skulkers ("Gre-Ghor, "Beaterpokes")

Prisoner of Grolhund. Move to M80 this turn. (Speed 2) Spying on L69 with free ability or 1 speed. [Invisble]
Skulkers ("Basherpokes")
[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: M67

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)[/ic]

[ic=SouthGuard]SouthGuard
Commander: Tro-Jan, the Unbreakable (a Skulker)
Effects: Invisible, in Kobold Warren
Location: (at end of turn M60)

4 Skulkers
2 Slingers

Skulkers  (Tro-Jan, the unbreakable) [Commander]
Skulkers  (Achi-Lees, the unkillable)
New Skulker (Hen-Rhee)
New Skulker (Ran-Dolph)

New Slinger (Hes-Sian)
New Slinger (Ver-Ity)
[/ic]

[ic=RuinGuards]RuinGuards
Commander: Grimfever and Xev-Yiat, the rider (Dire Rat)
Effects: Invisible
Location: (at beginning: M72; at end of turn: M73)
1 Dire Rat
3 Skulkers (1 on assignment)
4 Slingers

Dire Rat (Grimfever and Xev-Yiat, the Rider) [Commander]
Skulker (Cad-Mium)
Skulker (Rhe-Sus)
Skulker (Rhe-Bus)
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
Slinger (Mya-Ho)
Slinger (Pik-Pok)

New Skulker (Iv-Hor)

Skulker (Uma-Thur) (on assignment to M8) (Speed 8; Forced March 4)
[/ic]

[ic=Dreamsieges]DreamSieges
Location: (at beginning; M73; at end, march with elves to M80)

2 Blunderdigs
3 Bottletossers
3 Trapspringers

Blunderdigs (Ben-Jee)
Blunderdigs (Ben-Ghay)
Bottletosser (Ysi-Xvho)
Bottletosser (Qwi-Jibo)
Bottletosser (Qwi-Ghon)
Trapspringer (Qup-Upp)
Trapspringer (Dip-Dwn)
Trapspringer  (Mop-Pop)
[/ic]

[ic=The Colons]The Colons
Commander: Hum-Bout, the Trickster
Effects:
Location: M64.
4 Skulkers
2 Slingers

New Skulker (Hum-Bout, the Trickster) [Commander]
New Skulker
New Skulker
New Skulker

New Slinger
New Slinger
[/ic]

[ic=BiteyAvengers]BiteyAvengers
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth") (Note: Shee-Ra is currently detached elsewhere)
Effects:  Commander bonus to morale. Cavalry +4 special ability and Disease 3, Climb [Invisible because of Shee-Ra]
Location: (at end of turn: M72)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]
12 Dire Rats

New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
6 Slingers
1 Blunderdig
1 Dire Rat

Skulker  [Ho-Dor, the Commander]
Skulker  (Ay-Jax, the warrior)
Skulker  (Vor-Keth, the massive)
Skulker (Vir-Ille, the Fecund)
Skulker (Vir-Sal)
Skulker  (Ai-Ur, the Greater)
Skulker  (Ai-Ur, the Lesser)
Skulker  (Ro-Dan, the belligerent watcher)
Blunderdigs (Kili-Fili, the stout digger)
Slinger (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slinger (Fush-Rodah, the shouter)
Slinger (Hus-Roh, the loud)
Slinger (Aaa-Hha, the fearful)
Slinger (Mah-Sala)
Slinger (Bir-Yani)
Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
(http://img14.imageshack.us/img14/8079/sheerah.jpg)
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, Mounted Charge (Cavalry +4 bonus applies to whole unit), (Rat abilities follow-->) Cavalry, Climb and Disease 3,
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from); strange Jewel
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

[ic]Jewel- when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.[/ic]

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1.  Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable
(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable
(http://img707.imageshack.us/img707/5759/hodorthestable.jpg)
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow
(http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 20 (with cloak)
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout, (with cloak->Climbing, +1 Defense (added), Poison 2, Immune to Arachnid Poisons)
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round
Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]

[ic=Tro-Jan, the Unbreakable]
Tro-Jan, the Unbreakable (a Skulker)
Commander of the Southguard
Tro-Jan the Unbreakable is known for his feats of strength. Tro-Jan wrestled many Kobolds and always came away the victor. Tro-Jan also wrestled a Gloom Troll, it is said, during one sojurn to the Deepsea. Tro-Jan bites the tops off containers and allows his always taut chest to be used as a punching bag by training Kobolds. Tro-Jan is known for his pithy quips: "The only old kobold who is a bold kobold is the gold kobold*" *referring to the golden abs and muscles of himself and the tendency of kobolds in poor health to die young. "Fitness is like a crate of swimmyswims. You always know what you're going to get- toned abs and longer life." He has been thinking of writing a book about his experiences and his wisdom. Tro-Jan's followers are inspired by his unflappability, his strength, and his health. Some are a bit jealous of his braggadocio and his good fortune; but all good kobolds are proud of their achievements.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hum-Bout, the Trickster]
Hum-Bout, the Trickster (a Skulker)
Commander of the Colons
Hum-Bout, the Trickster, is known for cheating at pick sticks, knotch arrows, and bait monsters. Although this cheating makes him rather unpopular, it also is a sign of creativity, which resulted in his being picked to lead the Colons. Perhaps one day he will be placed in charge of a more advance-guard location, but for now, he is placed in a vital location near the Cleversmart Caverns themselves, defending them with a valiant force as he learns how to best lead and inspire young kobolds without dunking their heads in a lake or dropping a buzzing trap in their cereal that snaps their tongues in half while he laughs at their misfortune. His men do not enjoy him much and perhaps one day they might mutiny; but that day is not this one.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Grimfever and Xev-Yiat, the rider]
Grimfever and Xev-Yiat, the rider
Commander of the RuinGuards

Grimfever the rat was born on an inauspicious moon; when young, he was stricken with the Blessed Plague, the plague of the ratdroppings. After many excruciating weeks, he overcame the plague and grew to become wiry and fit, smarter and faster than other hatchlings of his pride. His intelligence was noted by the Cleversmarts and he was trained for leadership; he was eventually paired with Xev-Yiat, an inquisitive Kobold with a yen for adventure. Xev-Yiat is a fourth cousin to Queen Mistress Shee-Ra, and he has used that connection to certain advantage. Although he has not directly begged for positions as a result of his relation, he has judiciously dropped her name at important times; at one such occurrence, he mentioned the relationship and his allegedly close friendship with her (she once nodded to him at a gathering), and all other candidates for officer training mysteriously made mistakes- leaving him with the only flawless performance--which merited him this eventual promotion to be Commander of the RuinGuards.

Cost: 17 Gold, 1 Metal
Upkeep: 3 Gold, 3 Food
Melee Attack: +7
Melee Damage: 8
Defence: 20
Health: 20
Speed: 6
Morale: +5
Special Abilities: Cavalry, Climb, Disease (3)[/ic]

[/spoiler]

[spoiler=Orders]

General
- Found Dungeon in M64 (CleverSmart Colony)
- Found Dungeon in M60 (SouthSkulk Fort)

- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- If M65 is about to fall, DO NOT cancel mine construction.
- Don't let undead enemies get behind my "lines". Attack them and try to kill them if they try to slip past M72. (M73 should not engage).
- Shee-Ra puts on the Jewel (GM please add bonuses) if she is attacked unexpectedly. [ic]Jewel- when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.[/ic]
- Shee-Ra chooses the Mounted Charge Bonus. (added).
- Store the evil Susurrus, the Executioner's Blade in Cleversmart Caverns (M65).
[ic]Its vorpal enchantment means that if its wielder rolls a natural 20, it automatically kills its target if they have a head.  The sword grants +2 to Melee Attack and Damage, but the sword demands blood constantly, and its wielder effectively gains the Animosity ability while they carry the blade.[/ic]
- Hai-Phen in M72, uses the Cloak.
- New Recruits in M65;
---send 12 Dire Rats (BiteyAvengers) to M72 and join Shee-Ra as leader (4 Speed), (2 Speed; Infiltrate and Ambush).
---send 1 Dire Rat to M73 to serve as the Ruins' Commander (Grimfever and Xev-Yiat, the rider)
---send 4 skulkers and 4 slingers to M72 to serve under Hai-Phen.
---send 1 skulker to M73. (5 Speed. Forced March 1). Join RuinGuard.
---send 2 skulkers and 2 slingers to M64. (5 Speed- 1 Forced March). Join Southguard.
---send 4 skulkers and 2 slingers to M60 (1 Speed). Found Dungeon (1 Speed). Appoint Commander, Skulker- Hum-Bout, the Trickster. Free Ability, scout M63. Forage (2 Speed) (6x3=add 18 food next turn).

From Middledeep 60 (SouthGuard)
-(1 speed) Found Dungeon
-(2 speed) Ambush
-(1 speed) Garrison

From Middledeep 65 (Cleversmart Caverns)
-(3 Speed) GoodyGarrison Forages (5x3=add 15 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).

-See New Recruits orders above for New Units

From Middledeep 66 (Ryen-Dor's Hollow Shaft)
-(3 Speed) Deepguards Forage (14x3 =36+ 2x3=6 add 42 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.

From Middledeep 67
- BangyBangs unit, which is only Quo-Vadis, finishes his last trap and constructs a new one (see construction orders above). A rockfall trap (35g) (week 1/2).


From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Gather food. (17= add 17 food next turn) +12x 2 speed for the blunderdigs and slingers who cannot infiltrate= 24f= [total 41 food]
-Gain 4 new skulkers and 4 new slingers; but send 4 skulkers and 4 slingers to M73, where they form the new unit- RuinGuards.
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate.
-(1 Speed) Garrison.
-(Free Ability) Scout M74 and M71.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

Skulker (Cad-Mium) sent to U93 (2 speed) to spy on U92 (1 Speed); returns to M73 and joins defense there.

From Middledeep 73 (BiteyTriumph Halls)
DreamSlayers
-(4 Speed) March with elves to M80). (Do not engage in battle with NastyDreams; role is as support only for the actual siege and make this known to Saerid as best as is possible when Saerid crosses paths with Shee-ra as he's marching out). If, on the other hand, they are assaulted by skittering creatures, stay with Prince Saerid.)

RuinGuards
-(1 Speed) enter from M74.
-(2 Speed) Ambush
-(1 Speed) Garrison

The one new Skulker is not ambushed or garrisoned.

Uma-Thur Force Marches (Speed 8) to M8 to spy on M6. Do not engage Grolhund.

From Middledeep 80
Basherpokes stays in M80 and free spies on L69. Do not engage enemy creatures.

From Middledeep 83
- Shee-Ra returns to  M72 (4 Speed), takes command of BiteyAvengers and prepares an ambush (2 Speed). on her route back, she should receive partial protection from the elves who are moving in the opposite direction. Do not engage enemies until reunited with the the BiteyAvengers.

From Middledeep 90
("Gre-Ghor, "Beaterpokes") stays in M90, and free spies on L67. Do not engage in battle.

Total: Add 116 food due to foraging. (41+15+42+18)

[/spoiler]

[spoiler=Trade]
Expect +10 gold from RatGuide duties for Saerid.
Send 6 metal and 20 food to Dwer
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Numinous on March 26, 2013, 07:19:00 PM
[ic=From the journal of Dr. Robertson, Professor Emeritus of Non-Euclidean Mathematics at Winterhaven]I think fondly back on snow.  That irreverent inconvenience.  A layer of silence on a world too busy to see.  A closed window and a uniform view of white.  The purity of the silence, reigning like an untouchable tyrant over the land.

There is no fighting snow, one simply expects it and must face it when it comes.  There is no trying to stop it, there is no victory of the heat over it, it simply comes and all life must abide its embrace until it leaves of its own volition.

The struggle of men.  The struggle of men to raise kingdoms.  the struggle of men to raise armies.  Great battles against dragons, the conquering of a rival tribe, the birth of a child.  All is forgotten after one's demise.  Some times it takes one generation, other times a dozen.  Yet the snow buries all traces, the memories of men are fickle and brief.  Why struggle in the face of one's inevitable demise?

The answer is simple of course, although they never listened.  The answer is right there in front of us all.  It's pointless.  there is no meaning in struggling, only to die.  The only constant is change, and the only memory is forgotten.

But what if we decided not to forget?  What if we rested and spoke and carried on forever, an eternal essay written day by day and known to all who listened?  The solution is simple.  Do not forget, do not abide, do not die.  The answer is simply to listen.  To me.[/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
Undead Mine: 175 Gold, 15 Metal

Arterial Antechamber (Upperdeep 89)
None

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold
Undead Mine: 175 Gold, 15 Metal (Just Completed)

Combat: 9 Bodies
[/spoiler]
[spoiler=Trade]
Trade with Llitul: -4 Food (2 more weeks of food shipments promised)
Trade with Gloomsong: -4 Food (2 more weeks of food shipments promised)[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Gorgol: -13 Gold, -3 Food
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
1 Chaos Beast: -13 Bodies
11 Zombies: No Upkeep (2 weeks until decay into skeletons)
70 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep
3 Ghouls: -3 Bodies
1 Ghast: -2 Bodies[/spoiler]
[spoiler=Construction]
Albaiyat Alhazred (Upperdeep 85)
BeginningConstruction:
Scrying Chamber: 2 weeks remaining, -150 gold
Barrow: 3 weeks remaining, -75 gold, -25 metal

The Arterial Antechamber (Upperdeep 89)
BeginningConstruction:
Undead Mine: 3 week remaining, -175 gold, -15 metal

The Dean's Wall (Upperdeep 84)
Under Construction:
Spiked Moat: 1 weeks remaining

The Wall of Rats (Upperdeep 92)
Under Construction:
Spiked Moat: 1 weeks remaining

BeginningConstruction:
Outer Wall: 2 weeks remaining, -50 gold
[/spoiler]
[spoiler=Recruitment]The Dean's Wall (Upperdeep 84):
1 Chaos Beast (Summoned): -35 gold, -1 body

Albaiyat Alhazred (Upperdeep 85):
3 Skeletal Archers: -24 gold, -3 bodies, -3 metal
[/spoiler]
[spoiler=Wealth]Gold: 30
Metal: 64
Food: 141
Bodies: 141
Diseased Bodies: 135[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library (Added spells: Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)

Spiked Moat

Iron Hall (Upperdeep 87)
Nothing.

Arterial Antechamber (Upperdeep 89)
Nothing.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Iron Gate

Wall of Rats (Upperdeep 92)
Iron Gate[/spoiler]
[spoiler=Armies]
Professor Robertson - Garrisoned on the Dean's Wall (Upperdeep 84)
Gorgol the Anarch - Garrisoned on the Dean's Wall (Upperdeep 84)
Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
7 Zombies – Garrisoned on the Dean's Wall (Upperdeep 84)
1 Chaos Beast - Garrisoned on the Dean's Wall (Upperdeep 84)
1 Ghoul - Garrisoned at Garrisoned on the Dean's Wall (Upperdeep 84)
1 Ghast - Garrisoned on the Dean's Wall (Upperdeep 84)
37 Skeletal Archers - Garrisoned on the Dean's Wall (Upperdeep 84)

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)

1 Skeletal Archer - Upperdeep 88

Headless Ned (Skeletal Warrior Commander) - Garrisoned at the Arterial Antechamber (Upperdeep 89)

1 Skeletal Archer - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
Markus Ashton – Garrisoned at the Wall of Rats (Upperdeep 92)
30 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Ghouls – Garrisoned at the Wall of Rats (Upperdeep 92)
[/spoiler]
[spoiler=Characters]
[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Illusory Duplicate, Poison Cloud, Scribe Scroll, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Gorgol the Anarch]Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Haste, Chaos Spell, Detector, Summon (Chaos Beast), Follower
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]Professor Robertson will learn to scribe scrolls. He will also move to Albaiyat Alhazred and learn Invisibility this turn. He will scribe a scroll of Invisibility and a scroll of Poisonous Cloud this turn, for the purposes of trade. He will take 17 of the archers and the ghast off the dean's wall with him. Outside of Albaiyat Alhazred, he will join up with the 3 recently raised skeletons and cast haste on the regiment. The 20 skeletal archers will then move to upperdeep 92.

Gorgol will summon another chaos beast, follow them, and cast haste on them. He and the beasts will move south to upperdeep 90.

I'm not sure how scouting works, precisely, so I'll try and just say what I want. I want a ghoul from the wall of rats to scout the Cleversmart/Mithril Tower force. I imagine this will involve either moving to upperdeep 93 and scouting down or moving to middledeep 73 and scouting west. It may be that they'll be gone by the time the ghoul can make it down there, but there's no harm in trying. If it happens to blunder into anyone, the ghoul is ordered to retreat. After scouting the ghoul should return to upperdeep 92 and garrison on the wall if possible.

Ashton will move to upperdeep 88. (Spending a short time meeting Gorgol as they pass each other.)
[/spoiler][/spoiler]
[spoiler=Messages]
[spoiler=Message to the Onyx Prince]
Most esteemed Bloodlord,
 It pleases us most greatly to hear from you that the Abject are interested in joining our alliance, and we would happily assist another practitioner of the necrmantic arts for the cause of eliminating the Nocae from the depths.  While their recent victories have put them in a most beneficial position, due to recent  assaults on our borders, we find ourselves unable to offer troop assistance at this time, or in the coming few weeks.
 Despite this difficulty, we are able and willing to provide assistance by means of food, metal, or scrolls.  As for scrolls, we have recently researched the technology recently to allow casters to actively use these consumables espite not knowing the spells written upon them.  If you would be so kind as to apprise us of your available casting units, then we can make more useful arrangements for you.  We can sell scrolls to you in the varieties of Curse, Haste, Illusory Duplicate, Poison Cloud, and Invisibility.  These offer a powerful tool for force multiplication that should assist you and the Cerelich greatly in any deployments you wish to pursue.  Finally, we expect to have powerful scrying capabilities at our disposal two weeks from now that will aid you in providing intel on our mutual nemeses.
 In the vein of deploying troops in the looming conflict, I have plotted a course by which I would be able to personally move to Middledeep 18 and establish a forward base of operations for the purpose of transporting troops directly to the front.  This base would exist only for the purpose of troop transport and would allow us to launch assaults with greater immediacy.  We understand any concens you may have about a position of a different faction so close to your borders, and as such we willingly open the doors of such a possible dungeon to troops of yours or the Cerelich in order to supervise our operation.  If you assent to this plan, I will depart shortly under the shroud of invisibility magic, so our movements may appear sudden, so we wish to advise you not to be alarmed if we suddenly appear on your border.
 Finally, regarding further contacts of alliance, I have been encouraged by my tactically minded apprentice to enquire of you as to whether you have had any contact with the forces of Grolhund the Heartscrew, as our intelligence indicates that he is operating perilously close to your territory and he may pose a threat to my person if I choose to venture to your territory, or the Legio I Draco, as both represent unknown quantities in the coming conflict.  If you have no objections to this plan, we are willing to offer a bounty to the Legionary kobolds for Nocae corpses, as we see here an opportunity to apply more pressure to the Nocae in light of their recent acquisition of goblin fortifications.

Sincerest regards from the tomb,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Llitul, the Exalted]
Most esteemed speaker of the madness,
 It confuses us slightly that you would wish to deal alone with the surface intruders, but we wish you the best of luck in your engagements with them.
 We continue to enjoy our trade relationships with you, and would like to inquire how that has worked out for you so far.  At this time, we have recently come upon the technology to create scrolls which provide casting units the ability to cast spells off of their spell list.  At this time, they are available in the varieties of Curse, Haste, Illusory Duplicate, Poison Cloud, and Invisibility for the price of 20 gold a scroll.  Even if you are not interested in these offers at this time, they remain on the table for the foreseeable future, along with the opportunity to renew your food trading arrangement.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Lady Gloomsong]
Most esteemed Lady of Darkness,
 It is with great ambivalence that I must pass on a request from one of my allies at this time that it would be most beneficial if you would not strike at the surface elves.  
 On a more economic note, we are curious how our food trade has benefitted you so far, and if you would like to renew our trade agreement as it draws to a close.  Additionally, we have recently developed the technology to create scrolls that would allow casting units to utilize spells outside of their current repertoire.  If you would like to purchase these, we currently have Curse, Haste, Illusory Duplicate, Poison Cloud, and Invisibility available for the low price of 16 gold per scroll.  If you are not interested at this time, we will continue to offer these trades for the foreseeable future.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Legio I Draco]
Most esteemed of the civilized rats,
 It pleases me to write you today about a most profitable opportunity related to the business of doing violence to good people.  Due to recent changes in the power balance of the Underdeep, we find it most permissible to offer you a gratuitous sum of gold in exchange for the bodies of the elves known as the Nocae.  If you wish to enter into such an agreement of bounties and slaughter, we are willing to pay you 6 gold for each elf corpse and 3 gold for the corpses of their accursed or other such units.  Alternatively, we are willing to offer food instead of gold at the rate of 3 food per 1 gold.  If this arrangement pleases you, please inform us at your earliest convenience through the local post.

Sincerely patronizing,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to The Abject]
Oh twisted ones,
 It gladdens me exceedingly to make contact with your rotting magnificence.  Long have we heard rumors of another mighty practitioner of the necromantic arts, and rumors of our coming cooperation are ones we hope have more than a hint of truth.  It is most enjoyable that we are in a situation where we may enter into an alliance with you and the Kirr for the purpose of crushing those accursed light-bearers, the Nocae.
 Though we cannot be immediately present to provide a military force for at least another month, we are able and willing to provide financial assistance, through food, ore, bodies, gold, or the power of scrolls.  If you would be so kind as to apprise us of the disposition of your available casting units, then we can make more useful arrangements for you.  We can provide scrolls to you in the varieties of Curse, Haste, Illusory Duplicate, Poison Cloud, and Invisibility.  These offer a powerful tool for force multiplication that should assist you and the Kirr greatly in any deployments you wish to pursue.
 Finally, we are curious about your expected timeline with regard to the coming battle with our shared enemy, so that we might adequately plan our movements.  Any information you have on the intended time of engagement will aid us greatly.

Sincerely dead,
- Dr. Robertson, Professor Immortal[/spoiler]
[Spoiler=Reply to Lady Gloomsong]
Most esteemed singer to shades,
 In regards to our economic ties, we shall endeavor to continue our research and production of scrolls toward your needs in the future.  Additionally, we will expect another ten gold in 3 weeks to facilitate another cycle of our food transaction.
 In regards to the alliance of the dark, we will be more than happy to pass on any information relating to our strategies so long as it does not impact their efficacy in destroying the Nocae threat.

Sincerely forward-looking,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to the Abject]
Most esteemed keeper of the dead tendrils,
 It pleases us greatly to engage in communication with you as well!  We have heard much of your work and are excited to cooperate further in the near future.  Unfortunately, the dismal business of battle forces me to delay that conversation.  Business dictates that we should should discuss the movements of troops and allocations of resources instead of the finer points of necromantic theory on this day.
 A scroll of invisibility has been arranged for, and will be sent to you on the next week, along with a shipment of 20 diseased bodies.[note]You may wish to discuss with Steerpike whether there are unit you can construct with diseased bodies.  We have some, but they are not on our tech tree and they do not appear on yours either.[/note]
 For the movement of troops for the coming military action, we have arranged to establish a forward base of operations in Middledeep 27, where our teleportation circle will be able to supply a steady supply of troops to the front.  We open our borders to you on this matter, freely allowing you to station troops in this prospective dungeon in order to build trust.  I will be overseeing it's construction personally, and look gravely forward to meeting you in person.

Sincerest Regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Exalted]
Dearest dreamer of dreams,
 We will send to you next week a scroll of Poisonous Cloud for the low price of 14 gold, for what else are allies in madness for?  If you would be so kind however, to supply us with all information on this hag you spoke of, including methods of contact or her location, that would be most appreciated in return for such prices this week and in the future.  Additionally, we are capable of producing scrolls of Necromantic Healing for your use in the future, if you would be interested in those at the same rate of 14 gold.

Sincerest regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Dearest lord of blood,
 While the location is slightly less defensible, we find your suggestion of Middledeep 27 to be more than adequate for the purposes of staging our assault.  We will endeavor to construct the staging area as soon as I can make it to the region personally, and from there our teleportation circle will be ready in 4 weeks.  This entire plan should take an estimate of two months to complete.
 However, once I arrive, I will be able to raise undead from any bodies that fall in the conflict, as well as provide my spell-casting and scroll-crafting skills.
 It will please you to know that our contact with the Abject has been received extremely well and the alliance appears to be progressing quite nicely.
 Unfortunately, we have not received a reply from the Legionary kobolds in relation to the offer of a bounty we sent them a few days ago.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler][/spoiler]
 
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Polycarp on March 26, 2013, 07:29:26 PM
The Glow - Fungoids - Week 7

The Glow Theme (http://picosong.com/nsS6/)

[spoiler=Messages to Kafer][ic=Message 1]A chorus of whispers answers back.

The duergar-flesh offers nothing which we desire.  There are no threats which we require the aid of the flesh against.  Explain the purpose of this alliance.[/ic]
[ic=Message 2]We desire our garden.  The Dwer-flesh dwells in our garden.  The Dwer-flesh has given us a "word" that they shall love our garden and make no sharpness with us if they remain.  We are unsure if the word of flesh possesses value.  Yet we see no cause for sharpness with this flesh, as we do not believe they pose a threat to us.

The flesh that is called Nocae disturbs us.  They are dangerous, and make sharpness with that which is their own family.  We have commanded them to leave the realm above our garden.  They have agreed to do this.  We wait and see if this word is truth.

You speak of the flesh that is called Ceremorph.  The elf-flesh of the realm called Surface goes to destroy this Ceremorph-flesh.  We will observe.  We do not believe this flesh threatens us.  It is far from us, and possesses no power we fear.  We have learned that you, flesh, have made sharpness with the flesh that is Ceremorph.  Explain this sharpness.[/ic][/spoiler]
[spoiler=Message to Dalashinn]Once again, a puffball rolls through through the caverns of the Underdeep until it comes to rest before the capitol of the Kirr.

When approached, the puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the "girl" inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and speaks the following message.


We greet the flesh!

We will have this dead-flesh now, that the flesh was willing to trade for the dead-gold.  Six of the dead-gold for one of the dead-dark-elf-flesh.  The Child says we may trade for twenty of this flesh, if the flesh has this dead-flesh to give us.

We ask if the flesh will allow one child of ours to enter this gate between us and depart so that we may see this far land.  It will not remain in the dwellings of elf-flesh.

We see your kin grow much and take the dwellings of goblin-flesh.  We dream darkly of this.  They will leave soon.  We do not desire the flesh to trade its sharpness in our garden.  The Thorn will see peace in the Garden.  Our light does not fade.[/spoiler]
[spoiler=Message to the Heir of Lothe]This time, no puffball-child-thing comes to the gates of the Dwer.  This time, a mind touches the Dream, and sifts through the fringe between the colors of the Glow and the pit of the Unreality.  It searches for a mind... and when it finds it, the colors of the Dream are born on a whisper to the one called Tiern.  It is only a faded reflection of the Dream, a mere shadow cast on a wall, but the words still come in a whorl of riotous color.  There is one voice, tranquil but determined, and as it speaks a lesser chorus of whispers bubbles up from below to echo its words.

We are the Children of the Dream.  We are the Light that Does Not Fade.  The flesh that is Dwer dwells in our garden.  We have watched them.

The Lothe-flesh is dead.  The flesh that slew Black-rot is dead in its turn.  Such is the fate of all.

We desire the garden.  We must protect the Dreamer.  The dwer-flesh dwells in our garden.  The flesh that dwells in our garden with fire and sharpness is a threat to us.  Threats to us must be removed.  Such the Child spoke to the flesh that was Lothe.

The flesh sought to convince us that it was no threat, despite appearing so.  It believed its existence in the garden was not a threat to us.  We doubted this.  We do not understand the minds of flesh.

The Lothe-flesh offered to us its word.  It said the word of this flesh had meaning.  It said that it was bound by this word and would not be a threat to us.  We have considered this.

But if the Lothe-flesh is dead, our consideration is irrelevant.  The word of the flesh may have meaning, but dead-flesh cannot speak.  It cannot offer us its words, whether they have meaning or not.  The Lothe-flesh offered us only its word; now we are offered nothing.  We no longer possess anything to assure us that the dwer-flesh is not a threat.

It is against our nature to abide threats to us.  Yet we do not see the death of the Dwer-flesh in the Dream as it is.  Other things darken the Dream more than your flesh.  We will abide the flesh, and we will watch, and we will see what the nature of the flesh is.  Our friend who is wise in the ways of flesh believes that we ought to do this.  We will heed her.[/spoiler]
[spoiler=Message to Dolmar]The puffball-child-thing travels through the Great Mushroom Forest, until it finds Nocae who may know where Dolmar is, or Dolmar himself.  It unfolds before the gate and delivers its message in a singsong voice.

We greet the flesh!

This is acceptable to us.  We welcome the gifts of dead-flesh.  We will make it beautiful.

The Dreamer desires something from you, flesh.  She has seen from the Thorn of Visions creatures of flesh which delight her; for there is creativity in their flesh, and forms we have not seen before.  The creativity of flesh will add to our beauty.  We desire a creature of flesh which the flesh calls an Abomination; a strange name for a beautiful thing.  We will love this flesh.  If the flesh wishes, we will offer the dead-gold for this flesh.[/spoiler]
[spoiler=2nd Message to Dalashinn]The flesh must name its price for this passage we ask.  We have dead-gold, and sharpness-stone, and we have much food that makes flesh grow.  We will consider what the elf-flesh wishes for this service, but we do not seek the ground for dead-gold as the flesh does, as there is no value in a dead thing save that which may nourish life, and thus we do not have much of it.  Most of what we possess we trade for this dead-elf-flesh.

We do not bring sharpness to the elf-flesh called Nocae, but we feel they are a threat to us.  We have told them to leave the caverns above the Forest.  They have given us the word of flesh to do this very soon; they desire the dead-gold of the dwellings that were once of goblin-flesh, but they may also have this dead-gold if the Dwer-flesh takes these dwellings and gives it to them, which is what shall happen.  We doubt the value of the words of flesh, as they are just words and flesh is unreliable, but if they do not remove themselves as they have said, we shall remove them.  Our light does not fade.

We consider what you have said of this staff you desire.  There is little in our garden we do not know of.[/spoiler]
[spoiler=Message to Llitul]Beloved Llitul, there is a task that you may aid us in that would help us against the threat we face.  In the glimmering caverns below [L34], near the dwelling of ours we call Fulgoria [L33], a great flesh-thing has blocked our way.  It is large and strong, and its hide is tough; many children could it destroy.  It dwells there and eats the crystals, for that is how its strange flesh is sustained.  With dead-gold or sharpness-stone we might win it to our service, but we have few of these things, and doubt it will be tempted; it is a base creature that loves only nourishment.  Yet it is strong-flesh, and it can burrow below the ground - under walls and terrible fire.  This would be of great use to us.  The Llitul has strength of the mind our children lack.  If it pleases you, Llitul, come to our dwelling at Fulgoria as soon as you may; we will protect you with our children, and you may try to control this creature so we may use it to further the Dream.[/spoiler]
[spoiler=2nd Message to Llitul]We will provide our children for this task.  We can hold this other creature for you as you wish.

The flesh that is Saerid says it will destroy the Ceremorph-flesh that has beautified Llitul, to avenge her flesh.  It thinks the death of this flesh may make the Llitul-flesh like what it was before; but if it does not, the flesh says, it will find the Llitul-flesh and take her to places we have no knowledge of where it claims she may be returned to the base flesh which she once was.  It wishes ugliness and ignorance for our Llitul.

It warns us that if we stop the elf-flesh from doing this, it will kill us.[/spoiler]
[spoiler=Message to Saerid]The Child reaches out to the fringe between the rapture of the Dream and the pit of the Unreality, and searches for the mind of Saerid.  She waits, for a time, until it lies in sleep - or perhaps the reverie of the elves - and touches it, pulling with her a trace of the colors of the Dream.  It is a pale reflection of the Dream, a mere shadow on the wall, but even this in the minds of mortal flesh explodes in riotous color.  The Child's voice returns to his mind, this time cloaked in a whorl of vibrant hues, for this dream must be seen as well as heard.

Has it... changed?  Poor flesh... it loves our Llitul, yet is so much lesser than her.

Let us show you how our Llitul has changed.

Let us show you, flesh, the beauty that is the Llitul-that-is, and the Llandri-that-was.

The colors coalesce into a figure, oddly grey amidst the colors of the dream.  The figure begins to sharpen and focus, made clearer by the liquid color that fades into grey, until the full measure of Llitul is beheld in Saerid's mind.  Elf-like she is, but with grey flesh that reflects the colors of the dream in its iridescent sheen.  Tendrils wreathe her face, with lamprey-mouths that hiss and gibber.  Upon her head is a crown of elf-bone, which she clutches at with a few of her tendrils.  There is no expression on her face, but a deep blackness in her eyes that has no bottom.

Look how beautiful they have made her, flesh.  We love our Llitul.  But could the flesh love her, as she is?  Does the flesh love our Llitul... or merely the creature that she was, that will never be again?

The illusion of Llitul and the colors themselves begin to grow bleary, and the voice slowly fades until the link between minds is gone.

She says... she never expected her indulgence to last this long...

She was...

...never jealous of...

...Ellisandra.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Crimsonlight (Middledeep 47)
10 Skin Farms: +250 Bodies

Fulgoria (Lowerdeep 33)
Terrain (Crystals): +20 Gold

Thorn of Visions (Middledeep 41)
Terrain (Mushrooms): +25 Food

Foraging: +50 food (see orders)
Other: +21 Bodies (see parley w/Dwerim and Nocae last turn)[/spoiler]

[spoiler=Upkeep]
100 Fungoid Warriors: 100 Bodies
4 Sporemothers: 16 Bodies
75 Fungoid Thralls: 75 Food[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Restoration Cluster, 3 weeks remaining
Ganglial Cluster: 3 weeks remaining
Deathcap Cluster: 2 weeks remaining
Slime Pool: 1 week remaining
Mindlink Bulb: 1 week remaining
2 Stranglevines: 1 week remaining
Infestation Mound: complete
Giant Stinkhorn: complete

Beginning Construction
Transmutation Cluster: -40 Bodies, 3 weeks remaining
Regeneration Bulb (on Infestation Mound): -12 Bodies, 3 weeks remaining
Cultivation Bulb (on Infestation Mound): -20 Bodies, 2 weeks remaining
Cultivation Bulb (on Skin Farm): -20 Bodies, 2 weeks remaining
Living Wall: -25 Bodies, 3 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
Euphoria Cluster: 1 week remaining

Beginning Construction
Cultivation Bulb (on Skin Farm): -20 Bodies, 2 weeks remaining

Fulgoria (Lowerdeep 33)

Under Construction
5 Skin Farms: 2 weeks remaining
5 Skin Farms: 1 week remaining
Disguised Entrance: complete
Escape Tunnel: complete

Beginning Construction

Thorn of Visions (Middledeep 41)

Under Construction
Fungal Nursery: 4 weeks remaining
5 Skin Farms: 2 weeks remaining
Living Wall: 2 weeks remaining
Disguised Entrace: 1 week remaining

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Euphoria Cluster: +15 Bodies, cancelled
2 Brown Mould: 2 weeks remaining
3 Vault Slimes: complete

Beginning Construction
Frenzy Cluster: -18 Bodies, 4 weeks remaining
Living Wall: -25 Bodies, 3 weeks remaining[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
4 Fungoid Infestors: -48 Bodies, 3 weeks remaining
1 Fungoid Sporemother: -12 Bodies, 1 week remaining
50 Fungoid Warriors: -50 Bodies, instant
50 Fungoid Thralls: -50 Bodies, instant[/spoiler]

[spoiler=Wealth]
Gold: 199
Metal: 23
Food: 305
Bodies: 11[/spoiler]

[spoiler=Dungeons and Outposts]Heart of the Glow (Lowerdeep 31)

Crimsonlight (Middledeep 47)

Fulgoria (Lowerdeep 33)

Thorn of Visions (Middledeep 41)

Glimmerwall (Lowerdeep 34 – Under Construction)

Sanguine Maw (Lowerdeep 29)
[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
2 Fungoid Sporemothers (24 weeks left)
50 Fungoid Thralls (6 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
20 Fungoid Warriors (14 weeks left)
50 Fungoid Thralls (8 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
20 Fungoid Warriors (14 weeks left)
10 Fungoid Thralls (4 weeks left)
15 Fungoid Thralls (3 weeks left)

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Prismatic Muse (Sporemother Commander)
2 Fungoid Sporemothers (23 weeks left)
1 Fungoid Sporemother (22 weeks left)
10 Fungoid Warriors (13 weeks left)
10 Fungoid Warriors (12 weeks left)
9 Fungoid Warriors (6 weeks left)

Chimeric Host – Garrisoned at Middledeep 41 (Thorn)
1 Clone of the Glow (6 weeks left)
1 Caretaker (Sporemother Commander)
25 Fungoid Warriors (11 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (21 weeks left)
6 Fungoid Warriors (13 weeks left)

At Lowerdeep 32
10 Fungoid Puffball Mines (6 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Inventory: None

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Clone of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.

*Granted or modified by inventory[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +7
Melee Damage: 10
Defence: 22
Health: 35
Speed: 4
Morale: +7
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic]

[ic=The Prismatic Muse]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.[/ic]

[ic=The Caretaker]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.[/ic][/spoiler]

[spoiler=Trade]Trade 120 Gold to the Kirr for 20 Dark Elf Bodies.  These definitely have to be Dark Elf bodies, not just regular elves painted black or something.  Check the merchandise before handing over the gold.  I'm not sure if trade can e conducted by Teleportation Circle, but if it can, use that; otherwise, we still have a few different cavern connections we can use.[/spoiler]

[spoiler=Orders]Everyone who is standing outside a colony/outpost and can garrison should do so (i.e the units in the open at L33 and L29).

Keepers of the Heart

Keepers of Crimsonlight

Fleshwatch

Keepers of Fulgoria

Mines
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: zcynthr on March 26, 2013, 07:50:53 PM
[ic]
Skarax lifted his snout to the wind, extending his tongue to taste the air. The two orcs that had defended the newly conquered pile of sticks and hide ostensibly called a city did not have nearly enough blood in which to bathe. Why this sounded so appealing had yet to become clear, but Skarax had never been a kobold with a strong sense of restraint or tact. Something on the breeze cut through the unfortunate lack of charnel stink, a scent of musk and fur. This was more promising - perhaps some returning orc survivors, or a party of goblin scouts fleeing the ruin of their civilization, or better yet a herd of wild beasts. Anything at all to quiet the maddening whispers in his head.
[/ic]

[spoiler=Orders]
Scrying:
3x Augures
1x Augur w/crystals
2x Augures built this turn
Upperdeep 42
Upperdeep 43
Upperdeep 44
Upperdeep 45
Upperdeep 46
Upperdeep 48
Surface 109 (the elven city, in case I misread the number)

MONTH 2 WEEK 3      
      
Wealth:      
Gold: 10      
Metal: 209      
Food: 1767      
Prisoners: 0, 27 sold for +54g       
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Crystals: +20g      
      
Stonespire Fortress (Upperdeep 50)      
Improved Dwarf Mine: +350g, +50m      
      
Warscale Camp (Upperdeep 53)      
Orc Mine: +150g, +15m      
(4) Warthog Pen: +140f      
(20) Mushroom Garden: +100f      
Mushrooms: +25f      
      
Spoils      
gold: +169      
metal: +124      
food: +698      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
Magic Items:      
Murmerstone: communicate with twin stone
Signet ring of Clan Stonedirge: cast Ward 1/week      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Skarax, Apostate of the First Cohort      
Melee Attack: +6      
Melee Damage: 8      
Defence: 19      
Health: 17      
Speed: 4      
Morale: +7      
Special Abilities: Discipline, Leadership      
Magic Items:      
Orcdoom: battleaxe, +1/+1 melee, additional +4/+4 vs orcs            
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Cnaeus Akka, Dominus Fabricae of the Legion      
Ranged Attack: +5      
Ranged Damage: 6      
Melee Attack: +4      
Melee Damage: 4      
Defence: 19      
Health: 16      
Speed: 4      
Morale: +4      
Special Abilities: Disarm Traps +5, Repair, Trapmaking, Leadership      
Magic Items:      

Armies:      
Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
Legatus Marius Krinak      
      
Garrisoned at Shatterspine Post (Upperdeep 62)      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
      
Garrisoned at Stonespire Fortress (Upperdeep 50)      
(5) Kobold Velites      
      
Garrisoned at Warscale Camp (Upperdeep 53)      
Cnaeus Akka, Dominus Fabricae      
Skarax, Apostate of the First Cohort      
(19) Kobold Velites      
(3) Kobold Augures      
(10) Kobold Legionaries      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(5) Kobold Velites : -5g, -5f      
      
Warscale Camp (Upperdeep 53)      
(19) Kobold Velites: -19g, -19f      
(3) Kobold Augures: -21g, -6f      
(10) Kobold Legionaries: -30g, -10f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(40) Kobold Velites: -200g      
(2) Kobold Augures: -100g      
(20) Kobold Legionary: -200g, -60m      
(5) Kobold Immunes: -50g, -10m      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
      
Warscale Camp (Upperdeep 53)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
Workshop      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
Spiked Moat      
(2) Mimic      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
      
Escape Tunnel      
Palisade      
Spiked Moat      
      
Stonespire Fortress (Upperdeep 50)      
Forge Hall (unusable by Kobolds)      
Shield Hall (unusable by Kobolds)      
Hall of the Ancestors (unusable by Kobolds)      
Improved Dwarf Mine      
      
Outer Wall      
Iron Gate      
      
Warscale Camp (Upperdeep 53)      
Orc Mine      
(4) Warthog Pen      
(20) Mushroom Garden      
Fighting Pit (unusable by Kobolds)      
Slave Pit      
Bloodcap Patch      
      
Palisade      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Coliseum: 2 weeks remaining      
Dragon Shrine: 2 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Kobold Mine: 1 week remaining      
      
Stonespire Fortress (Upperdeep 50)      
Burrow: 1 week remaining      
      
Warscale Camp (Upperdeep 53)      
War Camp: cancelled, +40g      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Improved Disguised Entrance: -25g, 1 week remaining      
Command Post: -100g, -10m, 3 weeks remaining      
Legion Forge: -100g, -50m, 4 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Reinforced Gate: -15g, -5m, 1 week remaining      
Disguised Entrance: -50g, 2 weeks remaining      
      
Stonespire Fortress (Upperdeep 50)      
Spiked Moat: -25g, 3 weeks remaining      
Disguised Entrance: -50g, 2 weeks remaining      
Workshop: -65g, -25m, 3 weeks remaining      
      
Warscale Camp (Upperdeep 53)      
Reinforced Gate: -15g, -5m, 1 week remaining      
Spiked Moat: -25g, 3 weeks remaining      
Escape Tunnel: -20g, 1 week remaining      

Orders:
-(10) Kobold Legionaries at Warscale Camp (Upperdeep 53) spend 7 Speed to Forced March to Bloodwatch Enclave (Upperdeep 77) to await disease curing tech.
-Skarax takes (9) Kobold Velites and (1) Kobold Augur from Warscale Camp (Upperdeep 53), is hasted by the Augurs, and spends 5 Speed to move to Upperdeep 48 with orders to negotiate an alliance with the wargs, promising well-protected dens, as much food as they can eat, and a secret alliance against the dwarves.
-(5) Kobold Immunes, (10) Kobold Legionaries, and (20) Kobold Velites are Hasted by two Augurs at Bloodwatch Enclave (Upperdeep 77) and Tertius Malik at Shatterspine Post (Upperdeep 62) and spend 14 Speed to enter the dwarven citadel at Upperdeep 42, taking care to not penetrate to the depths with the iron golems.
-(20) Kobold Velites, (10) Kobold Legionaries, and (2) Kobold Augurs spend 6 Speed to Forced March from Bloodwatch Enclave (Upperdeep 77) to Stonespire Fortress (Upperdeep 50).
-(2) Kobold Augurs and (10) Kobold Velites spend 3 Speed to move from Warscale Camp (Upperdeep 53) to Stonespire Fortress (Upperdeep 50).
-Marius Krinak casts Ward on himself with the signet ring, brought to him with the Murmerstone by the Legionaries from Warscale Camp.
[/spoiler]


[ic=Messages]
[spoiler=Response to General Dolmar Lestridae, Protector of Umbrazzid and Champion of the Holy Shadow]
General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow -
Hail.

The Legion appreciates your friendly appreciation of our might
and efforts to bring about a more orderly and peaceable process
to the Upperdark. What news filters up from the deeps grows
ever more disturbing, provided it can be understood at all.

Know that we find those who cheat death by any means to be
utterly repulsive in their disregard for the natural order and
continuity of strength in their people.

Know also that we are content to leave such peoples to their blasphemy
provided that they remain isolated and do not seek larger dominion.

Know also that your position is somewhat curious - the Legion would be
most glad to understand the distinction between yourselves and the Kirr.
As such, the Legion is prepared to meet with your embassy, but we request
that the Nocae delay such an exchange by one week until a qualified candidate
can be found within the ranks of the Legion's priesthood.

Perhaps understanding can lead to joint military options against the monstrous
or economically discriminatory peoples below the Upperdeep.

Marius Krinak and Lucius Yirik, Consuls.

The following is on a separate torn sheet of hide:
Dolmar -
Things Senate does not want to tell:
-Going to propose embassy sent to your city,
not yours to ours. I think joint occupation of
outpost between territories a better plan.
Your thoughts? Think I can convince Senate to
go along if you propose it first.
-Don't go to Upperdeep 48 this week, Legion is
negotiating with monstrous people and
does not need help or interference. Negotiator's
bodyguard is very large.
-Found a trapped dwarven artifact in
Upperdeep 50, leads to Upperdeep 42.
Engineers going to explore depths of
citadel at 42 for twin, not an invasion.
Many died finding disarm method of first.
That is all,
Marius
[/spoiler]

[spoiler=Response to Dr. Robertson]
Medicus,
Only shadow elves? Senate wishes peace
with the southerners, but is likely to
approve sacking of surface elf cities
soon. Many surface elves can be traded,
but getting Nocae bodies will be harder
without breaking truce. Not impossible,
though. Offer of gold is tempting instead
of eating them as the gods desire.
Thankfully gods also appreciate coin.
-Marius
[/spoiler]

[spoiler=Second Response to the Nocae]
General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow -
Hail.

The Senate has taken your warnings into account, decreeing that its previous
exploratory mission now requires a moderate bodyguard should the city's
defenses accidentally be triggered.

Know that the Legion shall defend against the great evil beneath the hall of iron men
with the very lives and souls of its soldiers - no horrors shall threaten the
stability of the Upperdeep.

Know that the Legion will stand with the Nocae in any future campaigns against
the Kirr apostates, as the Nocae share with the Legion an utter disdain for
the worship of demons.

Marius Krinak and Lucius Yirik, Consuls.

The following is on a separate torn sheet of hide:
Dolmar -
Many thanks for your understanding.
Society forces recruitment of troops,
but I have found alternate targets to
suit both Senate and Army. Potential
exists that commander is AWOL
somewhere near you - his actions are
unknown after he got ghoul fever.
If he steps out of line, we will execute
him and decimate command.
[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Llum on March 26, 2013, 07:59:20 PM
[ic=The will of a despot]
[/ic]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold
Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Umbrahold
Duergar Mine: +200 Gold, +25 Metal
Civil Unrest: -40 Gold -5 Metal
Total: +460 Gold, +45 metal, +175 food
[/spoiler]

[spoiler=Upkeep]
2 Duergar Sneaks: -6 Gold -4 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
10 Duergar Halbrediers: -20 Gold -20 food
16 Cave Beetles: -128 food
1 Kirr Summoner: -12 Gold -1 food
4 Fire Drake Hatchlings -4 food
1 Two-headed Fire Drake Hatchling - 2 food

total: -44 Gold -165 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:
Beetle Farm 1 weeks remaining
Hall of Trade 2 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:
Duergar Mine 1 weeks remaining

Beginning Construction:

Glyphhold (Lowerdeep 88)
Under Construction:

Beginning Construction:
Duergar Mine: 4 weeks remaining -200 Gold -25 Metal

Greenhold (Middledeep 50)
Under Construction:

Beginning Construction:
Beetle Farm: -50 Gold 5 weeks remaining
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
20 Cave Beetles -400 Gold
1 Magma Cannon -25 Gold -20 Metal

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)
[/spoiler]

[spoiler=Wealth]
Gold: 21
Metal: 401
Food: 333
Bodies: 0
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)
Forge Hall
Duergar Mine

Drakkenhold (Lowerdeep 16)
Forge Hall

Glyphhold (Lowerdeep 88)

Greenhold (Lowerdeep 50)
[/spoiler]

[spoiler=Armies]
Despot Käfer – Infiltrating (Lowerdeep 10)
Commander Wulfgar - Greenhold (Middledeep 50)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)
Commander Demosthene - Garrisoned at Glyphhold (Lowerdeep 88)
Greenfang, Master of the Greenhold - Garrisoned at Greenhold (Middledeep 50)

9 Duergar Halbrediers - Infiltrating (Lowerdeep 10)
1 Kirr Summoner - Waiting (Lowerdeep 10)

10 Cave Beetles - Garrisoned at Greenhold (Middledeep 50)
6 Cave Beetles - Waiting at Lowerdeep 10

1 Duergar Sneak - Infiltrating (Lowerdeep 26)
1 Duergar Sneak - Infiltrating (Lowerdeep 36)

3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
4 Fire Drakes - Garrisoned at Drakkenhold (Lowerdeep 16)
1 Two-headed Fire Drake - Garrisoned at Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +10
Melee Damage: 9 (+1 Deep Gnome Tinkers)
Defence: 22 (+1 Helm of Telepathy, +1 Deep Gnome Tinkers)
Health: 25
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire, Glyphic Shard, Helm of Telepathy

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 9 (+1 Deep Gnome Tinkers)
Defence: 18 (+1 Deep Gnome Tinkers)
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory:

Kyogre is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 17
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire)
When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.
[/ic]

[ic=Commander Demosthene]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Demosthene is an ancient Duergar, still hardy after surviving Ceremorph enslavement and the following revolt. He has ceremorph glyphs branded and tattooed about his face and neck showing his age, as well as his tenacity to survive.
[/ic]

[/spoiler]

[spoiler=Orders]
Force March 5 Speed to move Despot Kafer, Kirr Summoner, 9 Duergar Halbrediers from Lowerdeep 10 to Kaferhold(Lowerdeep 17)
Spend 7 Speed to move 6 Cave Beetles from Lowerdeep 10 to Umbrahold (Lowerdeep 17) and attach themselves to Commander Wulfgar
Spend 2 Speed to move 1 Duergar Magma Cannon from Kaferhold (lowerdeep 17) to Umbrahold (Lowerdeep 17) and join Commander Wulfgar
Spend 2 gold and 6 metal to upgrade Despot Kafers Defence and Melee Damage by +1.
Have the Kirr Summoner examine the Infernal Key, Eldritch Grimoire and Glyphic Shard to determine what they are capable of.
Spend 5 Speed to Move 20 Cave Beetles from Kaferhold (Lowerdeep 17) to Greenhold(Middledeep 50)
Spend Up to 3 Speed, move 30 Cave Beetles from Greenhold(Middledeep 50) to attack the Ceremorph forces in Middledeep 51, if they retreat follow them until they are all dead or 3 speed has been spent.
Force March 7 Speed to move Commader Wulfgar from Greenhold (Middledeep 50) to Kaferhold(Lowerdeep 17) then Umbrahold (Lowerdeep 19)
Spend 2 gold and 6 metal to upgrade Commander Wulfgar Defence and Melee Damage by +1.
Spend up to 4 speed for Duergar Sneak to scout Lowerdeep 40 without entering it, if clear enter, then scout Lowerdeep 41 without entering it, if clear enter it.
Spend 4 Speed for a Duergar Scout to scout Lowerdeeps 24, 25, 27 and 28 without entering them.
Spend up to 3 Speed to move Greenfang to follow after the 30 Cave Beetles and loot any bodies and corpses that they kill. If they are killed before all 3 speed is spent, move to Middledeep 53 (the Pit Hags shop).
[/spoiler]

[/spoiler]

[spoiler=Messages to the Glow]
[ic=Message to The Glow]
A mind reaches out from the depths of the Lowerdeep to yours, a mind of the flesh.  The mind is cold and determined yet you sense these are merely the shackles that imprison a raging hatred for something.
Greetings Child of the Glow. Perhaps with my new trinket we can establish a better understanding between our two empires. We have kept our side of the bargain on our borders. Perhaps it is time we forge a more permanent alliance?
Käfer has established a Mindlink spell with the Child of the Glow for this turn, allowing for unlimited messages between the two factions.
[/ic]
[ic=Second Message to The Glow]
The Glow sits in an dangerous position, beside the Dwer who are known for exterminating your kind. Perhaps The Glow wishes to form an alliance against them. What goals do the Glow wish to accomplish in the Underdeep? My own is the extermination of the tentacled abominations from the Underdeep. Perhaps we can work together, help each other achieve our goals.
[/ic]
[ic=Third Message to The Glow]
You sense the hatred and rage flare up, straining the shackles that keep it from overwhelming the mind
The Ceremorphs enslaved my people once and would do so again given the chance! They are twisted abominations who do not deserve the chance to live in the Underdeep. Our sharpness with them is one that will be quick and final, we will remove any trace of them from the Underdeep and silence any who mention them. They will be nought but a memory that will soon be lost to the world. Of this there is no negotiation, they will be destroyed, utterly. Those who side with them will suffer the fate of traitors!

What do you know of the Surface elf? We have sent messages to him, he says he seeks a single elf, and is willing to sacrifice the lives of a 100 of his kin to find her. He says he will destroy the Overbrain that presides over the Ceremorphs, but that is empty boasting. What do surfaces know about dealing with Ceremorphs.
[/ic]
[/spoiler]

[spoiler=Message to Dalashinn]
Greetings Bloodlord

I hope my message finds you well. It seems that our exchange went well this last week and I hope relations between our empires may continue to grow. The Nocae have grown tremendously and now with their Dwarven and Dwer alliance control most of the Upperdeep and large portions of the Middledeep. The war between yourselves and the Nocae is well known and I would like to know who you are reaching out too as allies? Which empires will you bind to yourself to resist the Nocae?
[/spoiler]

[spoiler=Message to Teirn, Son of Lothe]
Greetings to the new Prince and High King of the Dwarves

It saddens us to hear of your fathers death at the hands of goblins, and in these hard times the Duergar extend their hand in friendship towards your people. Do you need to trade for supplies? Do you need an alliance against a common foe? What can the Duergar due to aid you in these trying times.
[/spoiler]

[spoiler=Message to Dreams-Of-Dead-Races]
You claim to be able to aid us if we return your shard, yet to do so we would have to cut through the heart of the bitch-queens empire, accomplishing what you would help us with. If you desire the shard you should offer something useful to the  Duergar. You should also cease with demanding we do your will for nothing. Do not overstep yourself, ancient creature, or I will bury the glyph so deep in the molten hateful earth it will never be uncovered, no matter how many eons you wait for it.
[/spoiler]

[spoiler=Message to Prince Saerid]
Greetings Elf

It is said you march upon the vile Cerelich, to cleanse this abomination from the Lowerdeep. A hundred men is all you bring with you, nowhere near enough. Are you willing to hire the service of mercenaries to aid you in your quest? Another question is, you seek an elf who was taken by the Ceremorphs. Who is she and why do you seek her? Why are you willing to sacrifice the lives of a hundred of your kin for a single elf-girl? Should you manage to gain access to the Lowerdeep, I would be willing to trade for your safe passage through my territory, which includes the central tunnel and southern roots.

Finally, a warning. You are being manipulated by creatures ancient and vile. The Watchers in the deep are the ones who pull your strings behind the scenes, to continue on this quest is to advance their agenda.
[/spoiler]

[spoiler=Reply to Tiern, Son of Lothe]
Greetings Tiern

The Duergar are willing to trade up to 450 ingots of metal to the Dwer, and more will be available in the coming weeks. Perhaps it would also be of interest to you to know that the Kirr have formed an alliance with the undead who hold part of the Upperdeep and are trying to recruit the Cerelich into their alliance. Know that the Duergar are always ready to strike against the vile abominations known as Ceremorphs. However my first priority would be the Ceremorphs who hold part of the north wester Lowerdeep, those who Prince Saerid is riding to strike against.

Finally, I have one more question of you, what is your stance on the Glow? I fear that these creatures could begin to cause a great deal of trouble, perhaps they should be delt with?
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Dolmar on March 27, 2013, 01:06:15 AM
[ic=Coming Soon!!][/ic]
[ic=Messages]
[spoiler=Message to Marius]
Maris Krinak
Legatus of the Legio I Draco

I write to you as General Dolmar Lestridae, Protector of Umbrazzid and Champion of the Holy Shadow, and greet you in friendship. I wish to congradulate you on your recent victory over the Orcish horde: now the Upperdeep is mostly free of threats to those with no desire for their menace, and the only remaining danger - the two Necromancers to the North - seem content to remain burrowed in their crypt-realm.

I apologize for not contacting you sooner, but with my own war against the goblins that formerly infested these lands I needed focus on more pressing matters. Now that we find ourselves neighbors, however, I wish to extend the hand of allegiance to a future of peace in the Upperdeep.

If you wish, I would be happy to send an Emissary to your realm. My ongoing war with the Kirr and Abject seems to have abated, but it is my fear that hostilities could resume at any moment: as such, I could only send a small delegation to speak with you and if you wish before your senate.

Yours,
Dolmar Lestridae,
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]
[spoiler=Response to Marius]
This letter's penmanship is not as neat as the first

I am gladdened to hear that the Senate welcomes our invitation of friendship, and your embassador would be welcome amongst us to discuss future joint efforts. The rest of your requests will be met: we will stay clear of that passage this week to not disturb your negotiations. As for a joint outpost, I think that may be in our best interest; where would you suggest such a structure?

However, I urge you, do not plumb the depths of that ruin yet if you do believe it connects to the ones we steward for the Dwer for now; if it is the same, the opposite end is similarly trapped and guarded by golems of Dwer make. The Dwer have informed us that this trap imprisons something dark and fel. I ask you to guard the entrance well but I outright beg you not to venture within; whatever it was should best lay undisturbed. Though the Dwer mourn the loss of their beloved Thane, contact Tiern, son of Lothe; he will confirm this.

Yours,
Dolmar Lestridae,
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]
[spoiler=Message to Dreams of Dead Races]
Dreams of Dead Races
Watcher Soverign

Forgive my long silence: war has demanded much of my attention of late. The proper vessel for your vassal has been constructed - however, I still lack a way to transport it safely to you. Our war with the Kirr and the Abject continues, despite a temporary truce I do not trust them to uphold it. I worry about what undead monstrosity the latter would create if they captured your vassal, and what unholy rights the former would preform upon it - and my people have not the strenght to bear Water Over Dried Bones with any speed. If you believe they could be persuaded by your might to allow us to pass through, our safety through and returning guaranteed by your wrath or by escorts of your people, then I would be happy to begin the travel.

As an alternative that protectors your servant and my kin, in a few short weeks I will be able to open portals that will lead us through the Shadeholme, the plane of our Goddess and Realm of Gloom. I believe these structures could be made compatable with a teleportation circle you constructed - and given the distance between our people, I do not expect it would delay our journey to your realm. Such a portal would, on my word and honor as a champion of Umbrazzid, only be used to transport your kin and its bearers, who would return immediately through unless you see need to speak with them - after which the portal would be redirected to connect within mine own realm. I swear no treachery, and if my word is not enough, I also could ill risk a war with your people despite our distance when I am also faced with my current threats.

I hope we can reach a solution for both of our peoples that prevents either of us from coming to undue harm.

Dolmar Lestridae,
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]
[spoiler=Cleversmart Kobolds]
Queen Shee-Ra the Cleversmart
Mistress of All that is Under the Ground

Your vassal Dolmar writes to you to congratulates you on the recent cleansing of the Dark Elven ruins near your lands. I urge caution with any Artaefacts found within - the Dark Elves are fond of malicious magics and items that corrupt those who use them. If you would like, I could send a paladin or cleric to make sure the items are under no such curse; while you are surely more Cleversmart than we are, our knowledge is not inconsiderable.

I hope my tribute reached you this week and that the small pittance I was able to spare due to my war against the Goblins was not insulting - I hope to be able to send more to you as soon as the war efforts do not leave me so desperate for resources.

On a related note, to my war against Kirr and Abject - the MadElves and Nastydreams - while we have a "peace," I use the term loosely, and fear they are merely taking opprotunity to muster their forces. I would like to hire the services of some of you ingenous trap-layers to better defend my holdings. I'd be willing to pay for them in gold and food, or if you'd prefer we could engage in an exchange; I'm certain some of the Nocae forces could well serve your needs.

Yours;
Dolmar Lestridae,
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]
[spoiler=Message to the Glow]
Childe of the Glow;

I wish to inform you of Lothe, Lord of the Mansion's, death at the hands of the Goblin-King. We will honor our previous agreement with you, though the new Lord of the Mansion may take longer to inhabit the goblin cities we will desert. If there is that delay, we will leave only a token force to safeguard the cities in Lothe's memory once our time inhabiting them has expired - if you would be willing to send your children to ensure we are only maintaining a skeletal force and make sure other beasts do not inhabit these ruins, they would be welcome with open arms. In addition, I am gathering the corpses of the goblins that fell against us; if I may offer some unsoliticed advice, the Dwer would likely look unkindly if any of their fallen were among those brought to you.

Lothe already made clear what he wished done to such brutes, and I'm sure they will be welcome in the Dream.

Dolmar Lestridae,
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]
[spoiler=Message to the Bloodlord]
Bloodlord:

I'd appreciate it if you did not mutilate this bat as you did the last; it is a rather childishly sadistic jesture that accomplishes nothing.

This war between us has cost us both, and while I don't expect this message to be recieved well, I believe it in the best interest of both our empires if we did not continue this conflict. If the prisoners your summoner took still live, I'd be willing to pay handsomly for their healthy return; twenty five gold for each Nocae returned safely to us.

I hope your summoner and her swordsmen reached you well, though if she murdered her prisoners I regret that any peaceful interaction between us may by need be satisfied by blood. The gold I gave her for you, as she doubtless explained, is a wereguild for the forces you had already lost: including that which she stole, the total of 141 peices of gold, 23 ingots of freshly-smelted metal, and a small measure of food so she would not starve on the journey. It was all I could safely spare. Should this amount prove agreeable, perhaps we could reach a cease-fire at the very least until a neutral third party could intervene to negotiate something more agreeable.

You have my word that if you agree to this cease-fire, I will make no hostile moves against you unless you threaten my allies.

Dolmar Lestridae,
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]
[spoiler=Thane Teirn, Son of Lothe]
Teirn;

It pains me to write you of this; while I'm certain word has already reached you, your father did fall in battle against the Red King, though he slew the beast as well.

I did not reach him in time to aid him, but I did hear his dying word. He died happy, knowing he had defended the Mansion, and his last words were words of pride in you.

I have the Earth's Cardinal Heart. If you wish, I will safeguard it until I can personally return it to you, or if there is one here you trust in particular I can give it to them to hold until your return.

There are other matters, military matters, matters of governance that need be discussed, but my daughter is with you and I have sent her a letter of these matters to discuss with you when you have finished greiving. However, there is one matter I wish to discuss with you immediately and for you to bring before your betrothed;

The Nocae this past week founded a new city, one near your betrothed's realm, at a passage that leads to the surface. [Underdeep 18]. With your permission, I would like to turn this city into a monument to your father and his greatest ideal: That each should be judged not by blood or birth, but by their heart, and that to each and every being a chance should be given to prove their heart. In service of that, I ask that yourself, your betrothed, the hobgoblins and shadow stalkers that have made themselves allies and friends, the Nocae, and any other who are willing to prove the character of their heart. It would be a safe haven for honorable beings such as Molgrim's Hobgoblins and Tenebrous Shadowed Folk, a safe haven for those from the surface who wish to enter into the depths below, and a testimate to the greatness of your father.

In the Nocae toung, Aldor-Lothii would mean the "Compassion of Lothe." That is what I would name it if you have no other you believe would serve more suitable for such a city.

Yours in friendship and grief,
Dolmar[/spoiler]


[/ic]

[spoiler=Orders]
These are "Done enough" - hoping the extra gold I'm keepin in the bank this turn will draw in some badass mercs. :)
[spoiler=Production]
Special
-91 Gold, -23 Metal, and -5 Food from Mianarith's theft.
+1 Gold, +268 Metal, and +319 Food from seizing the Goblin capitol.

Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food

Ald-Anoril (Upperdeep 44)
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food

Ghostwatch (Uperdeep 42)
Goblin Mine +150 gold, +15 Metal

Rhuad (Upperdeep 42)
Improved Dwarf mine +350 Gold, +30 metal

Dal-Urael (Formerly the Skull Throne) (Upperdeep 43)
Goblin Mine +150 gold, +15 Metal
Mushroom Patch +20 Food
Mushroom Grove +140 Food

Ald-Lothii(Upperdeep 18)
Mushrooms +20 Food

Daed-Waech(Upperdeep 32)
N/A

Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food

[/spoiler]
[spoiler=Upkeep] (-183 Gold, -143 Food)
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
13 Abomination -90 Gold, -90 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Spire of Gloom

Under Construction:
Temple of Sylessiadil 1 Week
Rangers Spire 2 Weeks
Drake Nest 2 Weeks
Shadow Elf Mine Complex 4 Weeks

Beginning Construction:
Veil of Shadows (-100 Gold, 2 Weeks)
City Wall -50 Gold (4 Weeks)
Spidersilk Armory -200 GOld, 4 Weeks

Ald-Anoril
Completed Construction:
Spiked Moat

Under Construction
None

Beginning Construction
None

Ghostwatch
Nothing Beginning, Under, Or Complete

Rhuad
Nothing Beginning, Under, Or Complete

Dal-Urael(Upperdeep 43)
Nothing Beginning, Under, Or Complete

Daed-Waech(Upperdeep 32)
Beginning Construction (-235 Gold, -20 Metal)
Cavern of the Accursed -35 Gold (3 Weeks)
Shadowy Architecture -60 Gold, -20 Metal (4 Weeks)
City Wall -50 Gold (4 Weeks)
Escape Tunnel -20 Gold (1 Week)
2 Lizard Pens -70 Gold (3 Weeks)

Ald-Elisae (Upperdeep 19)
Beginning Construction (-235 Gold, -20 Metal)
Cavern of the Accursed -35 Gold (3 Weeks)
Shadowy Architecture -60 Gold, -20 Metal (4 Weeks)
City Wall -50 Gold (4 Weeks)
Escape Tunnel -20 Gold (1 Week)
2 Lizard Pens -70 Gold (3 Weeks)

Ald-Lothii(Upperdeep 18)
Beginning Construction (-315 Gold, -20 Metal)
Cavern of the Accursed -35 Gold (3 Weeks)
War Spire -75 Gold (3 Weeks)
Shadowy Architecture -60 Gold, -20 Metal (4 Weeks)
City Wall -50 Gold (4 Weeks)
Escape Tunnel -20 Gold (1 Week)
2 Lizard Pens -70 Gold (3 Weeks)

[/spoiler]
[spoiler=Trade]
Nothing as of now

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
Nothing as of now

[/spoiler]
[spoiler=Wealth]
Gold: 417
Metal: 337
Food: 1007

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens
Spire of Gloom

Defenses
Shadow Architecture
3 Murder Holes

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel
Spiked Moat

Ghostwatch
Goblin Mine

Rhuad
Thane's Hall (unusable by Shadow Elves)
Forge Hall (unusable by Shadow Elves)
Shield Hall (unusable by Shadow Elves)
Hall of Gears (unusable by Shadow Elves)
Artificer's Hall (unusable by Shadow Elves)
Hall of the Ancestors (unusable by Shadow Elves)
Improved Dwarf Mine

Defenses
Outer Wall
Impenetrable Walls
Escape Tunnel

Dal-Urael(Upperdeep 43)
Hall of the Goblin King (unusable by Shadow Elves)
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair  (unusable by Shadow Elves)
Goblin Armory  (unusable by Shadow Elves)
Bat Roost

Defenses
Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

[/spoiler]
[spoiler=Armies]
Outrunners: Garrisoned Middledeep 40
3 Abominations and Dolmar

Redeemers: Stationed at Upperdeep 45
5 Abominations led by Pylnorii
5 Swordsmen led by Aerdolm
5 Archers led by Baeria

Dragonslayers: Stationed at Upperdeep 3
14 Dragonslayers led by Phaedra

Ald-Lothii Guard(Garrisoned at Upperdeep 18)
1 Accursed

Daed-Waech Guard (Garrisoned at Upperdeep 32)
2 Abominations Led by Quilidim

Ald-Elisae Guard (Garrisoned at Upperdeep 19)
3 Paladins
5 Swordsmen Led by Eralimae

Home Guard (Garrisoned at Upperdeep 30)
Qulaenaszth
5 Archers

Dal-Urael Guard (Garrisoned at Upperdeep 43)
5 Accursed
1 Abomination (Commander - will figure out name later)

Ald-Anoril Guard
Syndrid

[/spoiler]
[spoiler=Orders]
Phaedra will follow Teirn

Baeria will break off from the Redeemers (Upperdeep 45) and head to Ald-Lothii (Upperdeep 18) to assume command.  [EXACT MOVE COMING]

All 3 Paladins from Ald-Elisae Guard will ungarrison and head to Ald Lothii (U19-U18) and garrison

Any forces in the same region as a dungeon that I control but not garrisoned within will garrison in that dungon.

The Redeemers will about face and garrison in Ald-Anoril (U45-U44). -IF0 any of the other goblin dungeons are attacked, the Redeemers will ungarrison and move to defend that dungeon.

Rhuad will remain empty except for Aerdolm, who will move from U45-44-43 and garrison within for the Dwer to claim, though we'll still work the mines for now.

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour
[/ic]

[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

[ic=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability

[ic=Eralimae, Guardian of Ald-Elisae]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Eralimae proides a +1 Morale Bonus to any army she leads. A regiment lead by Eralimae gains the Grudge (Demons) Ability

[/ic]

[ic=Baeria, Guardian of Ald-Lothii]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Baredra provides a +1 Morale bonus any army she leads.

[/ic]

[ic=Quilidim, Guardian of Daed-Waech]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Quilidim provides a +1 Morale bonus any army she leads.

[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]

[ic=Syndrid, Warden of Ald-Anoril]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Syndrid provides a +1 Morale bonus any army she leads.[/ic]

[ic=Dragonslayers (14)]
[ic=Dragonslayers]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Rhamnousia on March 27, 2013, 10:59:51 AM
[ic]
[spoiler=The Will of the Watchers]

[spoiler=Production]
9 Algae Farms: 180 food
3 Thrall Grottoes: 60 bodies
2 Improved Watcher Mines: 650 gold, 70 metal
[/spoiler]
[spoiler=Trade]
With Exalted: +30 metal
With Cleversmarts: -30 gold
[/spoiler]
[spoiler=Upkeep]
7 Watcher Savants: -35 gold, -35 food
25 Thralls: -25 food
14 Gloomrays: -84 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
4 Algae Farms

Under Construction:
Augmentation Pool: 2 weeks remaining
Glyph Library: 2 weeks remaining
Slime Moat: 2 weeks remaining

Beginning Construction
3 Algae Farms: 75 gold, 2 weeks remaining
2 Hibernation Pools: 100 gold, 20 metal, 2 weeks remaining
2 Cave Leech Swarms: 40 gold, 2 weeks remaining
Fangfish School: 30 gold, 2 weeks remaining

The Lonely Cenotaph

Completed Construction:

Under Construction:
Thrall Grotto : 1 week remaining
Mucosal Pool: 1 week remaining
Mucosal Wall: 3 weeks remaining
Slime Moat: 2 weeks remaining
3 Vault Slime: 1 week remaining

Beginning Construction


Bowels of the Hateful Earth

Completed Construction:
Repairs to Improved Watcher Mine
Repairs to Mucosal Pool
Repairs to Breeding Pool

Under Construction:

Beginning Construction
3 Vault Slime: 15 bodies, 2 weeks remaining

[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth

The Lonely Cenotaph
Diirzig the Bonesnatcher's forces: 120 gold

Bowels of the Hateful Earth

[/spoiler]
[spoiler=Wealth]
Gold: 397
Metal: 269
Food: 451
Bodies: 342
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
9 Algae Farms
Improved Watcher Mine

Nightmare Gate
3 Vault Slime

The Lonely Cenotaph: Lowerdeep 82

Bowels of the Hateful Earth: Lowerdeep 87
Improved Watcher Mine
Mucosal Pool
Breeding Pool
Teleportation Pool
[/spoiler]
[spoiler=Armies]
Get of the Sovereign – Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races, Watcher Sovereign –  Hibernating
Sings-of-Lovely-Devils, Watcher Savant – Awake
Harmony-of-Far-Spheres, Watcher Savant – Awake
Long-Tortured-Groaning , Watcher Savant– Awake
Twice-Paired-Eyes, Watcher Savant – Awake
Lurks-in-Gelid-Pits, Watcher Savant – Awake
River-of-Molten-Basalt, Watcher Savant – Awake
13 Thralls

The Bleakflight – Bowels of the Hateful Earth (Lowerdeep 87)
12 Gloomrays

Tendril of Distension – Garrisoned at the Lonely Cenotaph (Lowerdeep 83)
Commander:Inauspicious-Arrangement-of-Gills – Awake
Displays-Most-Promising-Cruelty, Watcher Savant – Awake
10 Thralls
1 Gloomray

Tendril of Reclamation – Garrisoned at Bowels of the Hateful Earth (Lowerdeep 87)
Commander:Grey-Slime-Congealing – Awake
2 Thralls
2 Slime Golems
1 Gloomray

The Trollflensers – Lowerdeep 82
Diirzig the Bonesnatcher
4 Derro Brigands
3 Derro Aklys-Hurlers
5 Derro Filchers
Derro Warlock

[/spoiler]

[spoiler=Characters]
[ic=Dreams-of-Dead-Races]

(http://img809.imageshack.us/img809/1984/dreamsofdeadraces.jpg)

Watcher Sovereign
Ranged Attack: +8
Ranged Damage: 10 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 8
Defense: 18
Health: 80
Speed: 1
Morale: +8
Special Abilities: Detector, Dominate, Confusion, Huge, Leadership, Locate Object, Petrify
Inventory: Lens of Petrification (grants Petrify spell), Tentacle-Ring of Protection (+2 Defense)
Unit: Get of the Sovereign

[ic=Locate Object (Utility)]The Watcher Sovereign can now perceive the location of certain objects or artefacts of interest to it.  Instead of Scrying a region, Dreams-of-Dead Races can use one or more of its Scry uses to locate an object (such as a magic item, Lich's Phylactery, or other artefact) and Scry the region it is in – simply name the object targeted.[/ic]

[ic=Petrify (Combat)]This spell transmutes flesh to stone.  You must hit a single unit with a ranged attack.  If your attack beats their Defence, the unit is turned to stone.  This effect is permanent, but can be Dispelled.[/ic]

Dreams-of-Dead-Races increases the Ranged Damage (Psychic) and Morale of any army it is leading by +1.  If garrisoned in a Dungeon, it increases the Ranged Damage (Psychic) and Morale of garrisoned troops by +1.

To move overland, Dreams-of-Dead-Races must be dragged in enormous tanks of water by at least 12 Thralls or 6 Scumspawn (or  10 Thralls and 1 Scumspawn, 8 Thralls and 2 Scumspawn, 6 Thralls and 3 Scumspawn, 4 Thralls and 4 Scumspawn, or 2 Thralls and 5 Scumspawn).  If its escorts perish, it is immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Grey-Slime-Congealing]

Though still young among the numberless progeny of the Sovereign, being born only within the last cycle of the Watcher's arcane calendar, Grey-Slime-Congealing holds a petty sort of privilege as the first among Dreams-of-Dead-Races' spawn to be excised from the mucosal cocoon within which it spent the Long Dreaming. Whether the source is this dubious position of seniority or some more intrinsic organic fault, the Savant is possessed of a hasty aggression and impatient temper uncharacteristic of its kind; rather than deferring to the vast wisdom of its Sovereign, Grey-Slime-Congealing displayed such eager hubris as to suggest an assault on the Gloom Trolls dwelling by the shores of the Darksea. When the inadequate host it led fared poorly against the creatures, it found itself relegated to overseeing the blind thralls laboring in the bowels of the Cruel Form of Truth. But Dreams-of-Dead-Races is not an entirely unsympathetic Sovereign (towards its own kind), and it presented its spawn with an opportunity to redeem itself by reclaiming the beached ruins called Bowels of the Hateful Earth.

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large
Unit: Tendril of Reclamation

To move overland, Grey-Slime-Congealing must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Inauspicious-Arrangement-of-Gills]

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large, Phase-Shift
Unit: Tendril of Distension

[ic=Phase-Shift (Utility)]This spell allows the targeted regiment to phase in and out of reality.  Phase-Shift can be cast once per week.  The regiment targeted by Phase-Shift gains the Teleporter ability for one week.[/ic]

To move overland, Inauspicious-Arrangement-of-Gills must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized. It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Diirzig the Bonesnatcher, Derro Bandit-Chief]

Diirzig is a bizarre Derro warrior with a substantial collection of bones harvested from dozens of races.  He is on a quest to obtain a bone taken from one of every creature in existence.  As the Watchers possess cartilage instead of bones, his new overseers are probably safe... probably...

Upkeep: 12 Gold, 2 Food
Melee Attack: +5
Melee Damage: 5
Defence: 17
Health: 15
Speed: 4
Morale: +4
Special Abilities: Infiltrator, Poison 5[/ic]

[/spoiler]

[spoiler=Orders]
Dreams-of-Dead-Races scrys for the nearmost Shard of the Tablet of Time, for the second nearmost Shard, and Lowedeep 75.

Spend 1 Speed to detach 1 gloomray from the Bleakflight and send it through the Teleportation Pool at the Bowels of the Hateful Earth.

Spend 8 Speed to move the Bleakflight from Lowerdeep 87 to Lowerdeep 80.

[/spoiler]
[/spoiler]

[spoiler=Messages]

[spoiler=Dream-message to Dolmar]
The tone of the whispers that echo inside the Prince's head are strangely...measured. Sly. Sibilant. Perhaps even sympathetic

We are pleased at you're initiative, elf-prince. Know that you have earned our non-loathing and what faint sliver of respect we are capable of bestowing upon such a lesser race (for respect has no synonym in the Deepsong.)

We consider both of your suggestions wise and we posit another alternative. We shall invoke ancient oaths with the Kirr and see whether they bend to obligations by which they did not know they were bound. We shall inform you of whether to assemble a modest host to bear Water-Rushing-Over-Bones to the bosom of the Darksea; there we shall make accommodations for them. We will drain chambers that they might bed there and we shall let our thralls starve so that your servants might eat. In the eventuality that your hold is taken, we shall allow them to erect a new dungeon in the bowels of the Lowerdeep within our sphere, for you have earned a place within the Primal Sovereignty to come again.

Know that this is incumbent, of course, on the arrogant elves of Kirr honoring our demands; do not divert too much attention from your own schemes, for it is the many-armed cephalopod that graps the most throats.[/spoiler]

[spoiler=Dream-message to Bloodlord Dalashinn]
Hear us, elf of Kirr! Hear as the Cruel Form of Truth invokes the ancient accords of the Primal Sovereignty! Know that if the elves of Umbrazzid come bearing the vessel of Water-Rushing-Over-Bones, sire of three thousand, they are not to be harmed as they return our kin to the bosom of the Darksea. Know that we invoke this demand in the witness of the Elder Evils, under the sight of gods crueler and more alien than your myths could dare sustain.

But know this too: we are charitable. Know that when they have delivered our kin to us, the feast with which we shall celebrate shall be of elven flesh still spasming, for their kind are naive and bound by oaths of conduct we have no obligation to recognize.[/spoiler]

[spoiler=Dream-message to Kafer]
We see you, Despot of the Kaferhold. We see the shard you possess. Know that it is an ancient memento of the Primal Sovereignty instilled with much significance and sentiment to our kind. Know that we desire it back, that we might honor the living memories of our progenitors still trapped within the tectonic embrace of the hateful earth. Know that if you deliver this treasure to us that we shall aid you greatly in your war again your former taskmasters, for their bitch-queen lends us her ear and we see all that she does.

Know that so long as you possess this relic of ours, we see all that you do as well.[/spoiler]

[spoiler=Message to Shee-Ra Cleversmart]
We trust that you are enjoying your portion of the bounties of the world's bowels. Perhaps in the imminent future we will increase the allotment we divert to the Middledeep. Know that we continue to scry the dark tunnels for a sign of Llandri Brightstar to disappointingly-little effect. But know too that our vision is not constrained by geography: we would require but a name, but a description of an artefact, and it cannot be hidden from our sight. Coupled with the trap-lore and thief-craft for which the Cleversmarts are well known, much plunder could be wrung from ruins. Or rivals.[/spoiler]

[spoiler=Response to Kafer]
You misunderstand us, Despot. We would not expect you to make a journey so treacherous on our accord or to run the gauntlet of Ceremorph fortifications merely to return our relic to us. We would dispatch a flight of gloomray couriers to retrieve it from you were we certain you would not attempt to shoot them down, along with a small gift of gold as payment for your troubles.[/spoiler]

[spoiler=Second dream-message to Dolmar]
The misbegotten Kirr did not grasp at the bait dangled before them, though they were polite enough to promise no harm would come to our kin should your fortress fall. Count yourself lucky that we have grown to not-loathe your kind. They seem intent on pressing their attack until they are spent so trust not any offering of parley they place before you. Were our mind not greatly extended already, we would tell you more.[/spoiler]

[spoiler=Response to Bloodlord Dalashinn]
We find you not-contemptible for standing in the face of fearsome-worded declarations. You are not as spineless as we have come to expect of the elf-race.[/spoiler]

[spoiler=Response to Whisper]
The reply come heralded by laughter soft and deep, at least at first. It seems to echo off the very walls of the Lowerdeep itself as it slowly grows in strength like a bellowing wave, like dull knives on black stone and the roar of the foghorn, a cruel, jerking, asymmetrical staccato of gleeful sadism. It seems almost strange that so alien a mind could express such joy, albeit in the most horrid sound imaginable...

Yes, we have heard the proclamation of your Queen and we are pleased by its implications. Know that already the Bleakflight takes wing to assault Lower Dtoulth and shall fall upon them within a week's time. Know that it stirs the chambers of our hearts to entertain the possibility of capturing a Ceremorph Inquisitor and once more treating a servant of our Oldest Foe to the exquisite cruelties its inferior mind is incapable of recalling. Oh, know that we are very pleased with these events and with utmost enthusiasm shall sack the Hive and butcher the loyalists to naive to not end their own lives.

Thank you.[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Ghostman on March 28, 2013, 05:21:28 PM

[ic=The Demonomicon]

"No no no, the incense burner goes into the left-hand corner. Careful with that unholy water -- spill it and your blood will be the next thing to be spilled. And for all the hells' sakes, fix that skewed pentagram already!" The face of the Onyx Prince was twisted into a disapproving frown as he supervised the preparations of the ceremonial chamber. The band of cowed servants toiling to set up an elaborate summoning circle on the center of the floor shivered, redoubling their efforts to meet the exacting demands of their overlord. Dalashinn favoured them with a momentary respite from his instructions to focus his attention on the large dusty tome of crumbling parchment that lay spread open on a bookstand before him. His gaze wandered across a pagefull of eldritch formulae and profane prayers penned in archaic hand, broken by half-faded illustrations of various sigils and glyphs.

The Demonomicon. A vaunted treatise on mysteries eldritch and diabolique. What a fortune it's discovery had been! The Bloodlord smiled as he carefully turned a page, scrutinizing a particularly wicked piece of infernal lore, forgetting his frustration with the ineptitude of his underlings. Despite their fumbling, he was confident that the chamber would be finished soon, ready for an exciting upcoming ritual, the instructions for which he'd deciphered from the volume. Indeed, that was something to look forward to.

[/ic]

[spoiler=Messages]

[spoiler=Reply to the Glow]

Again, diplomats approach the puffball-borne creature, listen to it's words, and return awhile after to speak a response:

"The trade of twenty corpses shall take place. As for your request to have one of your numbers pass through the gate, we would require some form of payment or service in return.

There is a particular matter that interests us: The Staff of the Excruciatrix, an ancient artifact crafted by one of our kind. We suspect that it may be hidden somewhere in the area of the Great Mushroom Forest. Should you be able to provide this item, or knowledge of it's whereabouts, we would gladly render in return a suitable favour or a payment.

That the Shadow Elves have infested the Goblins' dwellings does not please us. We would approve of any attempt to expel them from those caves."

[/spoiler]

[spoiler=Message to Ktan-Ydheel, the Abjected]

Greetings,

I am pleased to inform you of a military alliance having been forged between my kingdom of infernalists and the necromantic realm of certain scholastic liches -- esteemed Dr. Robertson and his apprentice Ashton -- situated in the northwestern caverns of the Upperdeep. The objective of this alliance is nothing less than the eradication of the Shadow Elves, a goal that I'm sure you will find most agreeable. I hereby present to you an offer to join this anti-Nocae alliance. With the combined forces of three powers brought against them, even the strongholds stolen from the Goblins will not save the infidels.

In view of their alarmingly fast expansion of late, I fear that perhaps my support so far for your war-effort agaisnt the Nocae has not been as strong as it should have been. In order to offer better assistance in the future, I will be sending some troops south. They will be stationed in the tunnels to the northwest from the base you have founded near the entrance to the Upperdeep. Should it happen that the Shadow Elves launch an attack from that direction, these forces of mine will be available to join combat against them.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Dr. Robertson, Professor Immortal]

Illustrious Professor,

Regrettably, I must inform you that the mushroom-hedged cavern betwixt my present territories and those of the Cerelich is an area I have been planning to claim and colonize. That said, I have little interest in expanding eastward from this corridor, and would recommend the caverns to the north from the nearby bridge as an alternative site for your forward base.

Your offer of providing scrolls for the war effort is most intriguing and worth of careful consideration. For now, I will withold from requesting any to be scribed, but may be interested in procuring scrolls of Haste and Invisibility in the near future.

As for the possible threat posed by this Grolhund, I am aware of his proximity to my northern border, but so far there have been no communications with him. There is precious little intelligence regarding his objectives and allegiances. I approve of your idea of urging the Kobolds to move against the Nocae; even the threat of minor raids would force them to maintain garrisons and thus leave their forces spread out more thinly.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to the Watcher]

Your demands are a wasted effort. The Nocae are our mortal enemies and will not be permitted to pass through my territories. Although the thought of their foolish delegation being feasted on amuses me greatly, it gives no cause to stay our hands from slaying them. All that aside, I see no reason to bring harm upon this kin of yours. My forces will be instructed to take care not to damage his vessel, should they encounter it.

[/spoiler]

[spoiler=2nd Reply to the Glow]

"50 Measures of gold will be the price of the passage. However, we will not allow it to take place during this week. The next week may be an appropriate time -- we will inform you then if that is the case. There will be restrictions on the movement and actions of your agent within our territories. It will be escorted to the border of our lands, either to the north, to the south, or to the tunnels descending into the Lowerdeep. It will not be allowed to cross the bridge that currently marks our border to the northwestern caverns."

[/spoiler]

[spoiler=Reply to Despot Käfer]

Greetings, Eminent Despot.

Understand that I divulge this information in an effort to preserve the presently favourable relations between our people: At the moment, there exists an alliance between the Kirr and the unliving necromancers of the northern Upperdeep, aimed at opposing the alarming rise of the Shadow Elves. An offer has been given to the Cerelich known as Ktan-Ydheel the Abjected to join this alliance, though I have yet to receive his response.

I expect that you may have concerns regarding the inclusion of this latter party, for the enmity of your people toward the tentacled ones is known to be great indeed. It is not my intention to tarnish our good relations, but due to simple facts of geography the making of war upon the Nocae is not something that can be easily done without cooperation with the Cerelich's forces. The focus of the alliance is firmly upon coordinating operations against the Nocae; there are no designs that would threaten your realm. And should the Cerelich harbor any plans against you, he would have to pursue them alone, without assistance from me.

As an unrelated matter, I would be interested in purchasing certain services from you -- I understand that your siege engineers have the means to demolish structures, do they not? There are some buildings in one of my dungeons that I would rather be rid of, and would pay for their destruction in either gold or any suitable services in return. Perhaps such a trade would help alleviate any doubts arising from my necessary dealings with the Cerelich.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=2nd Reply to Dr. Robertson, Professor Immortal]

Gracious Ally,

I understand your concerns over the defensibility of your forward base, and would gladly offer such assistance as may be needed to better secure the site until you've finished setting up proper defenses. I would also like to purchase two scrolls of Haste from you as soon as possible. I would offer payment in either gold or corpses.

I have learned, from sources I do not trust, that the Nocae may have agreed to cede their bases captured from the Goblins to their Dwerim allies. Whether they'd be receiving in return gold or some other form of compensation, I know not. Though this may be false intelligence, the possibility ought to be accounted for in our calculations.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Ktan-Ydheel, the Abjected]

Esteemed Lich,

It is most fortuitous that you've decided to partake in the covenant against the Shadow Elves. Our undead allies from the north will be marching to the southern Middledeep to establish a base of operations, so that they may bring their armies to bear against Umbrazzid. Now is an opportune time to build up our forces for the upcoming campaign, although I would be willing to coordinate harassing raids against the Nocae to soften them up. A Summoner from my forces may be available to parlay with your apprentice soon, though not yet by this week.

I have learned, from sources I do not trust, that the Nocae may have agreed to cede their bases captured from the Goblins to their Dwerim allies. Whether they'd be receiving in return gold or some other form of compensation, I know not. Though this may be false intelligence, the possibility ought to be accounted for in our calculations.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Month of the Rat Week 3]

[spoiler=Production]

Looting: +91 Gold, +23 Metal, +5 Food

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
4 Ogre Slaves working in the mines: +20 Gold, +4 Metal

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine: +300 Gold, +25 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

South Guard (Middledeep 16)
(Nothing)

North Guard (Middledeep 6)
Mushroom Forest: +25 Food

Rift Guard (Middledeep 4)
(Nothing)

[/spoiler][spoiler=Upkeep]

17 Slave Soldiers: -17 Food
1 Dark Elf Summoner: -12 Gold, -1 Food
18 Dark Elf Swordsmen: -28 Gold, -14 Food
19 Dark Elf Crossbowmen: -18 Gold, -9 Food
2 Spider Cavalry: -10 gold, -6 Food
6 Ogre Slaves: -18 Gold, -30 Food
9 Bloodfiends: -9 Slaves

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
(Nothing)

Beginning Construction:
Bloodlord's Study: -150 Gold, -15 Metal, 3 weeks remaining
Fighting Pits: -85 Gold, -15 Metal, 4 weeks remaining


Hazer-Nagroth (Middledeep 7)

Under Construction:
(Nothing)

Beginning Construction:
Pit Trap: -25 Gold, 1 week remaining


Uzannador (Middledeep 15)

Under Construction:
Slave Pens: 1 week remaining

Beginning Construction:
Lizard Pen: -40 Gold, 3 weeks remaining


South Guard (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Rift Guard (Middledeep 4)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining
2 Murder Holes: -40 Gold, 1 week remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
5 slave Soldiers: -25 Gold
1 Dark Elf Summoner: -50 gold (Ryltarn; becomes appointed as Captain of Rift Guard)
3 Dark Elf Swordsmen: -36 Gold, -6 Metal
3 Dark Elf Crossbowmen: -36 Gold, -6 Metal

39 Slaves bought from market: -78 Gold

Hazer-Nagroth (Middledeep 7)
(nothing)

[/spoiler][spoiler=Wealth]

Gold: 54 (before constructing outposts)
Metal: 327
Food: 414
Slaves: 39 (before sacrafices)
Bodies: 22

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel

Uzannador (Middledeep 15)
Escape Tunnel

South Guard (Middledeep 16)
Escape Tunnel
2 Murder Holes

North Guard (Middledeep 6)
Escape Tunnel
2 Murder Holes

Rift Guard (Middledeep 4)

[/spoiler][spoiler=Armies]

1 Dark Elf Summoner (Mianarith) : Middledeep 16
1 Bloodfiend: Middledeep 16

Larynda: Garrisoned at South Guard (Middledeep 16)
10 Slave Soldiers: Garrisoned at South Guard (Middledeep 16)
5 Dark Elf Swordsmen: Garrisoned at South Guard (Middledeep 16)
5 Dark Elf Crossbowmen: Garrisoned at South Guard (Middledeep 16)
3 Bloodfiends: Garrisoned at South Guard (Middledeep 16)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
4 Bloodfiends: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)
2 Ogre Slaves: Garrisoned at North Guard (Middledeep 6)

2 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
2 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
2 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)

Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
Ryltarn: Garrisoned at Kirr-Godna (Middledeep 13)
5 slave Soldiers: Garrisoned at Kirr-Godna (Middledeep 13)
1+3=4 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
2+3=5 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
5 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
5 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Tunnel Hulks: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Bloodfiend: Garrisoned at Hazer-Nagroth (Middledeep 7)

Lomax: Garrisoned at Uzannador (Middledeep 15)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 6
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact, Haste
Inventory: Demonomicon

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.
[/ic]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Larynda, Captain of South Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Larynda increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Malaggar, Captain of North Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Malaggar increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Ryltarn, Captain of Rift Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Ryltarn increases the Morale of garrisoned troops by +1.


The male Ryltarn is known for his insatiable (and quite twisted) sexual appetites that ignore all boundaries of gender and race. It is rumoured that no act of lust is too bizzarre for him. He is considered exceptionally beautiful and charismatic, an asset that has greatly aided his lecherous lifestyle. Ryltarn adorns himself in the most exquisite items of clothing and jewelry, taking pains to maintain a flawlessly polished appearance at all times.
[/ic]

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. The Fungoids might pose a threat to Hazer-Nagroth, but could also be instrumental for the acquisition of the Staff of the Excruciatrix. Careful diplomacy is in order. In any case, I need to avoid starting another war, as that would be truly disastrous at this stage.

2. The process of building up a force of Bloodfiends to counter the Shadow Elves' Abominations continues. First steps to secure the cavern south from South Guard for colonization should be taken, to establish a position from which to threaten Umbrazzid.

3. The Demonomicon provides an interesting opportunity for some new, potentially fruitful bargains. This avenue ought to be explored.

[/ooc]

14 slaves will be delivered to South Guard, 9 to North Guard, 5 to Rift Guard, 5 to Uzannador and 1 to Hazer-Nagroth.

Mianarith and her summoned Bloodfiend will spend 1 Speed to become garrisoned in South Guard for some much needed rest.

All garrisoned Bloodfiends will be given a sacraficial slave to pay for their upkeep.

Ryltarn will depart from Kirr-Godna with 3 Slave soldiers, 3 Dark Elf Swordsmen and 3 Dark Elf Crossbowmen. His party will spend 2 Speed to march to Middledeep 4 and 1 Speed to become garrisoned at Rift Guard.

Each of the Summoners will sacrafice 5 slaves (for a total of 30) to summon Bloodfiends (6 in total), that join their respective garrisons.

After the summoning at North Guard is complete, the 2 Ogre Slaves garrisoned there will depart, accompanied by 2 Dark Elf Swordsmen from the Garrison. This party will spend 2 Speed to march to Middledeep 7. The Ogre Slaves will spend 1 Speed to become garrisoned at Hazer-Nagroth. The 2 Dark Elf Swordsmen will spend 2 Speed to return to North Guard and 1 Speed to become garrisoned there again.

The Tunnel Hulks garrisoned in Hazer-Nagroth will spend 3 Speed to Tunnel under the following rooms: Teleportation Circle, Tomb, Barrow and Sepulchre. (These tunnels will of corse NOT be accessible from outside the city.)

Dalashinn will conduct the ritual of Summoning the Succubi according to the instructions in the Demonomicon. He will also engage in spell research in the Arcane Library to master the Ward spell.

Larynda will depart from South Guard (handing command of the outpost over to Mianarith) with 5 Bloodfiends, 5 Slave Soldiers, 3 Dark Elf Swordsmen and 3 Dark Elf Crossbowmen. Her party will spend 3 Speed to March to Middledeep 19 and then constructs an Outpost there. They will also spend 1 Speed to scout Middledeep 20. If they find Shadow Elf forces attacking that area, they'll join the battle (spending 1 Speed to move there) to reinforce the Cerelich's forces.

The Bloodfiend summoned in Uzannador will depart and spend 1 Speed to march to South Guard and 1 Speed to become garrisoned there.

[ooc]
For sake of clarity, here are the final intended positions of units after all the orders have been successfully carried out without casualties.

Middledeep 19
1 Dark Elf Summoner (Larynda)
5 Bloodfiends
5 Slave Soldiers
3 Dark Elf Swordsmen
3 Dark Elf Crossbowmen

South Guard (Middledeep 16)
Mianarith
5 Slave Soldiers
2 Dark Elf Swordsmen
2 Dark Elf Crossbowmen
2 Bloodfiends

North Guard (Middledeep 6)
Malaggar
4 Slave Soldiers
5 Bloodfiends
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen

Rift Guard (Middledeep 4)
Ryltarn
7 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
1 Bloodfiend

Kirr-Godna (Middledeep 13)
Eredini
1 Dark Elf Swordsman
2 Dark Elf Crossbowmen
4 Ogre Slaves
1 Bloodfiend

Hazer-Nagroth (Middledeep 7)
Dalashinn
1 Slave Soldier
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks
2 Ogre Slaves
1 Bloodfiend

Uzannador (Middledeep 15)
Lomax


[/ooc]

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 2)
Post by: Nomadic on March 31, 2013, 05:51:17 PM
[spoiler=Orders and Information]
[spoiler=Orders]
- Move Grolhund to Middledeep 9 and have him meet up with the servitors returning from Middledeep 8 and escort them safely through any jabberlings before garrisoning with them (5 speed)
- Move the servitors in Middledeep 8 back to Middledeep 82 and garrison (4 speed)
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 82):

Mushroom Forest: +25 Food
Drilling Machine: +75 Gold +10 Metal
[/spoiler]

[spoiler=Upkeep]
5 Grafted Servitors: -5 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 82):

Under Construction:

Beginning Construction:
Scrying Chamber: 2 weeks

[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 82):
[/spoiler]

[spoiler=Wealth]
Gold: 100
Metal: 49
Food: 163
Bodies: 14
Prisoners: 0
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 82):
Rooms:
- Cages
- Drilling Machine
- Ooze Cauldron

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 82)
5 Grafted Servitors - Scouting (Middledeep 8)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 100
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 10, Trapmaker
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 3)
Post by: Steerpike on April 05, 2013, 02:35:05 PM
[spoiler=Before the Wedding of Tiern and Disa (Shadow Elves and Dwerim)]Soundtrack: King in the Deep (http://www.listenonrepeat.com/watch/?v=T7GFJ6q9WUY)

Tiern sits alone by a glowing coal-fire, his gaze unbroken as he watches flames dance and sparks fall. The towers of Balagrod rise in the distance, lit by a few fitful lights. The camp is quiet.

Phaedra approaches, as silent as ever, and crosses her legs to sit nearby. She doesn't speak yet, just providing silent company for her friend.

"It was in Nüln when I was a child that I would watch the great fires of the forge hall for many hours. Even when the smiths put down their tools and worked no more, even as the city slept. For at times I was uneasy and could not. There my father would find me, after a time, and he would take me up in his arms, and as he carried me away, only then would I sleep."

Phaedra almost starts as the silence is broken, but listens.

"But those days are gone, and now he is gone" Tiern says.  "I must find a way to be as strong as my father was, as wise and as thoughtful. For that unease returns, and I fear for the future of my people. We have vanquished Orc and Goblin both, but this may not be enough."

"No, though we have made the Upperdeep a far safer place for all of our peoples. And for this week at least, I believe we shall have peace."

"Blessedly. I shall be wed soon, though it pains me that my father shall not be there. I have little family left, it seems. Galand will stand for me, but he is among the last of Kaltë's line, and I do not know who shall be there to stand for my children."

"Then they shall stand for each other." She smiles, trying to bring some cheer.

Tiern nods slowly. "By the Ancestors, let it be so."

Phaedra bows her head in respect.

"But this talk is dark, and I shall soon be wed. It is a time for joy, as my father would have wanted."

"It is our way as well; do not mourn his death, but celebrate his life. By his hand the greatest threat to peace in the Upperdeep was ended, and Nocae, Dwer, Dwarves, Hobgoblins, and Shroudlings all stand as brethren."

"In some ways, it is so. May this marriage strengthen bond, and may the Westdeep be joined firmly to our cause, and may the rift between our peoples be healed."

"I pray so."  She looks wistful for a moment. "It is good that your peoples take this step towards reunion."

"It is. We have been long parted one from the other, but on the morrow that shall end. Even now the feast is prepared. Are you prepared for it, Phaedra Lestridae? It shall be no paltry spread of Elven moss.

"I believe I can manage to handle the challenge, though it may be my greatest yet."

Tiern laughs quietly. "That it may."

"Mayhap Scorra's sire would provide an equal threat, though I doubt it greatly."

"Your father, the Protector - he wrote to me, of matters." Tiern looks away briefly. "Grief cannot consume me. I am King in the Deep, and I must bear that burden and more, and I must speak for my people. What would the Nocae have of the Dwerim?"

Phaedra nods. "The Eastern realms, the warrens of the Goblins. We cannot spread thin enough to defend them long, and we do not know the intent of the Legion. They speak of alliance, but they have expanded fast and far - already in a war on two fronts, we may make tempting targets."

"We may, and the Dwerim trust not the Glow. Their minds are alien, unknowable. They may yet act against us, though they have said they will not."

"I've heard of that. They asked my father this week for one of our Abominations...and did not seem to understand how that request could be abhorrent. Yet they seem to fear the Duergar. If they fear your Deep cousins, with them so close, they may not act."

"They do not understand. We are but flesh to them, as they say. Food for their children. But we shall see. The Dwerim break not their word, and the burden falls upon the Rotqueen, this Child of the Dreamer."

Phaedra nods in agreement. "We too shall honor our word to them - and maybe they will understand the value of our word. For now, the Nocae need little, save reinforcements - especially at one of our new dungeons. Has my father written to you of Ald-Lothii?"

"I have seen word of it. Know that the Dwerim shall come, and know that we shall make it strong, but so too shall we lend the craft of our hands to its beauty. What might we build together? I do not know, but it shall be great, if we but persevere. I shall come to this place before my return to the Mansion, and it shall have my blessing, and some among my company shall remain to make it safe."

"Exactly what we hope. But as soon as its purpose is known, we fear it may become a target as well; those who despite us may seek a symbolic value in attacking it. We must work to turn it into a thing of beauty and a bastion of safety."

Phaedra smiles widely at the mention of the trip back. "It would be good to follow you there. If you wish, I will accompany you to the Mansion as well; I'm none too eager to depart your company, and it seems right that at least one of the Nocae will remain among the Dwerim.

Tiern nods again. "If that is your wish, Phaedra Lestridae. I would be glad for it. Know too that I have sent out from the Mansion a band of warriors. They shall come to the Thousand Halls this very week, and they shall guard them safe. I thank you and your people for their stewardship, but it is time for the Dwerim to return to the place that made them.

"This is good. The Halls are yours, and should be again. As should those warrens the Goblins built - it would likely put the Glow at ease the sooner we are gone from them. Which reminds me of dire news. There were Dwarven ruins taken by the Legion of the Dragon, the Kobolds to the north. They mean to plumb its depths, and believe it connects to the Thousand Halls. My father bade them not to enter, but they have not yet replied - and even if they had, the rune that sealed the depths has been broken."

"It will take time, but we shall make those places safe as we can. But what you speak of is impossible. There is no such passage. The walls of Rhaud cannot be broken, and even in its depths there is no way within. None that my people know of, and it was we who built that city in ages past."

"Perhaps the Kobold was mistaken, then. It spoke of allegiance when the offer was extended...though I fear they may simply be the newest iteration of the Red Tide."

"If this Legion should come, we shall refuse them. We will not suffer the evil that is bound within to walk free upon the earth.

"Given the guard, I can only imagine what lies bound within - and remain grateful that accursed Goblin did not unleash it."

"Each and every one of our warriors would give his life to see that this does not come to pass. It is unspeakable, and the Crime that gave it birth was terrible and fell. There are few things upon or under this earth that may compare to that ancient malice."

Phaedra shudders at the thought. "Given what we have encountered, that does give me pause. We will stand to the death to keep it sealed as well, then.

"It shall not come to pass, for it cannot. I will not allow it. But you must sleep now, Phaedra of the Duskenbow. You will need your strength for the morrow.

Phaedra nods. "And you as well, Thane Tiern. My friend."[/spoiler][spoiler=In the Thorn of Visions (Fungoids and Exalted)]Soundtrack: The Queen of Thralls (http://www.listenonrepeat.com/watch/?v=1ivYHY8V-XA)

Llitul phases into the Tower of Screams, her Brainhounds in tow, looking around, her tentacles twitching slightly.

The Child stands in the inner hall of the tower, flanked by a towering sporemother and a decrepit-looking crawling cap; the cap seems to be withering away, with great flakes of its flesh falling off.  The chamber itself is radically transformed; a soft, spongy fungal material has grown over most of the surfaces, and clumps of thin, twisting tendrils hang from the ceiling, softly sparking with multicolored hues.   The Child hersElf appears - roughly - like a young woman from the waist up; it is difficult to tell if she is supposed to look Human or Elven. Wriggling bumps and fronds of phospohorescent light cover her head and shoulders; her eyes are a bright, glowing white, with little motes of color flashing in them.  Below the waist, she is a mass of colorful slime. She wears nothing and carries nothing, save a staff of bone - on closer inspection, it might be Elf bone.  The Child looks at Llitul with a curious expression, and the tendrils on her head wiggle.

"The Llitul-flesh has come to us."

Llitul looks around the tower and at the Child and the Children and smiles, the expression odd on her face. While her build has the slender grace of an Elf, her skin is a light gray that shimmers in pale incandescence in the light. "It's beautiful here. As are you." It takes her a moment to realize the Child had spoken, as if she had to process multiple thoughts. "I have. It is a pleasure to meet you in the flesh."

The Child hands the staff to the Sporemother that towers over her and presses her hands together; she smiles and looks very pleased. "I have much delight... we have touched your mind, Llitul, but we did not know your flesh. The mind is greater, but there is beauty in your flesh as well... it is wonderful that you are here. We are all very excited!"

The sporemother and the rotting cap twitch and wriggle with approval.  The Child slithers closer to Llitul, glancing at the creatures behind her.

As if feeding off the joy of the Children, the Brainhounds' tendrils wave in a gesture that would remind a Abovelander of a dog's tail before the comparison on these reptilian brains shattered their minds.

"As are we, Childe of the Dreamer! It is a true joy to see you with my eyes, and your beauty." Her voice holds an almost childish wonder.

The Child scintillates with color as she draws near; she is taller, by a foot or so, but her amorphous lower body flattens out slightly to bring her eyes level with Llitul's. "We have heard long the whispers of the flesh that made you, and saw wonder in them. We see that they also bring beauty to flesh. Their dreams are not perfect... but we see their insight. They have made you much more than flesh."

"They have. But.." she bites her lip, and the starfish-mouths on her tentacles curl shut slowly. "I fear the Overbrain, the flesh that made me, may soon bring sharpness against me in the flesh and dream." Her body language abruptly shifts, and her skin color shifts suddenly to match the multitude of the Child, and the starfish mouths extend in grotesque joy "But we should not dwell on such sad things! Not for a first meeting of friends! I love this tower; it is beautiful now. And I see it is so close to the lands of the Dwer-flesh! Do they no longer bring sharpness to you?"

"Friends..." the Child seems to think on this word for a moment, and her tendrils wriggle and twine around each other. "Yes, we are this. Friends are a thing of flesh; there are no friends in our realm, only my family. But this flesh-word has meaning for us now. You are our... you are my friend, Llitul. The matter of the Dwer-flesh is strange, and not yet finished. There is much we do not understand. The peace we were willing to give them has been undermined. I am.... uncertain what to do."

Llitul beams, her eyes axions shifting from their typical grey to a bright green, her skin shifting to a lighter color. "I am glad to have y ou as my friend." Her brow furrows in concern as she shifts to greys and browns, the starfish mouths closing and turning black, and her voice is a mere whisper. "What are your concerns?"

"In the week past I went to the edge of the forest, before the dwelling of the Dwer-flesh, alone, and asked the Lothë-flesh and the Elf-flesh to speak to me. They came, and we saw the Lothë-flesh, and it spoke to us. We said what was true - we no longer thought the Goblin-flesh to be good flesh. We thought them so because they gave us gifts, but they were very violent in their end, and made much sharpness in the garden with other flesh. Had they lived, they may have been a threat to us as well. The Lothë-flesh accepted this and said it was good. We told them other things that were true; that we would remove threats to us, and that we would have our garden. The Lothë-flesh would not leave our garden, however. They wished to dwell there still. So the flesh offered us this: that they should remain along with us, and have part of this garden, and keep this part whole and good. And yet they were a threat still, by existing here with their sharpness and fire, and we said so; the Lothë-flesh said that it would give us its word that it would not fight us, nor join with the duergar-flesh if there was sharpness between us and them."

The lowermost three of Llitul's tentacles shift down and she leans upon them, listening intently in her hexapodal stance.

"We do not understand this flesh-word or know why it has meaning. But the Llitul has said that this has value to flesh, and value when it comes from the Lothë-flesh especially. So I decided to consider this. But there was still the Elf-flesh to consider, Llitul."

At the mention of the Duergar, her flesh turns jet black streaked with angry golds, and she lets out an involuntary hiss.

"The Elf-flesh had made much sharpness with others, even their own Elf-kin, Llitul! This is unthinkable to us. They seem much like the Goblin-flesh to me, and so I said. I said that we could not abide them in the garden, nor in the Goblin-dwellings above it. But in the Goblin-dwellings there is much dead-gold, we have heard, and the Elf-flesh wished this, for the flesh called Dolmar said it needed this dead-gold to defend itself from its kin and others.""The Dolmar-flesh was willing to give itself to the Dream if this would convince us that it was no threat, but this was not sufficient for us. Then the Lothë-flesh said this, that they would take all the Goblin-dwellings, and give the dead-gold therein to the Elf-flesh, and thus the Elf-flesh could have their dead-gold and still leave this realm. We found this good. Then the Lothë-flesh took Goblins that were its captives, and killed them, and gave them to us. This was also good. I said I would return to the Dreamer and join its mind, and soon would tell them what the Dream had decided. Llitul is wise in the ways of flesh." The Child tilts its head to one side, looking curiously at Llitul. "What does the Llitul-flesh think of this?"

Llitul's skin shifts to the best emulation of the non-spectrum colors of the glow as she ponders. "Lothë will honor his word, and if it is true what I believe I sensed and he did die in battle against the Goblins, their new leader will be even more bound to honor the last request of Lothë."

"Yes, that is the problem. The Lothë-flesh is dead-flesh now. The Lothë-flesh offered to us its word. It said the word of this flesh had meaning. It said that it was bound by this word and would not be a threat to us. Yet if the Lothë-flesh is dead, our consideration is irrelevant. The word of the flesh may have meaning, but dead-flesh cannot speak. It cannot offer us its words, whether they have meaning or not." The Child seems to ponder this for a while, her tendrils and polyps bending in slow waves atop her head.

"The flesh that takes Lothë's place as the leader of the Dwer will likely honor the words of Lothë - this is called respecting last wishes, and they consider it valueable. Some flesh does, at least - you may want to ask the new Food that leads the Dwer if it will honor Lothë's word."

Llitul's skin shifts closer to its traditional greys.

"We have heard this word 'honor' and do not understand it. It may be as you say. But we wonder if this agreement is necessary. We have seen the dwelling, have we not, Child?" The Child turns back to her entourage; the rotting crawling-cap shuffles excitedly up to her, leaving a few pieces of itself on the ground as it goes. The pitiful thing squeals and wiggles its spindly legs, a few puffs of spores drifting from it. The Child bends down and caresses it with her hand, and it shivers in... well, it could be ecstasy. It's hard to tell. "Yes, our little Child watched the flesh have its sharpness before the dwelling. The Goblin-flesh is all dead-flesh, now, and the Dwer-flesh that remain are few, and weak. We think it would be easy to remove them from this garden. I wonder if we should."

The Brainhounds look at it curiously, frontal tendrils lapping, and without a face, eyes, or mouth, manage to convey a desire to play with the rotting crawling-cap in some sort of degusting parody of true hounds. "Which dwelling is this?" Two of her tentacles caress anxious Brainhounds, shifting to the colors of spilled brains. "If you remove them from the garden, they will come back with fire and sharpness. But if your Children could withstand their fire and sharpness, or make them so fearful of you they would not bring it, then you should drive them from the garden. And the Nocae-Food could even help with it, perhaps. Dwer food, Dwer flesh. It values their dead flesh. They put them crypts, big buildings to hold dead flesh to honor dead flesh. To house useless rotting food."

"The dwelling we speak of is the great dwelling of the Dwer-flesh, where Lothë dwelled. We think the Elf-flesh would fight alongside them; they did so against the Goblins. They are willing to give each other what they value, this dead-gold, even though they are not kin. If we bring sharpness to one we must fight both."

"We see also that the Duergar-flesh grows and dwells now in many places. If we bring sharpness to the Dwer-flesh, these other Dwarf-flesh may join as well. We know little of their strength or sharpness. We do not doubt that we could remove this Dwer-threat from this realm in but one week. Yet the Elf-flesh would linger; they too are weak here, but they may come with more from the west passages. And the Duergar-flesh waits below. We would like to be at peace with the Dwer-flesh and Elf-flesh, if they are gone from our garden. But we have seen that they are not sensible creatures, and continue to hate what has threatened them in the past even when it threatens them no longer."

"The Nocae-Food, Elf-Flesh, would then fight you with Dwer-Flesh. And with other Dwarf-Flesh, though they are far away; Whisper has told me that the Dwarf-Flesh andd Dwer-Flesh and Nocae-Food are all friends. All three would fight you. If the Dwer flesh will honor their promise not to fight the Duergar-food" and again her skin turns jet black with rage "They you could focus on turing the Duergar-food, the dream-haters, into dead-flesh you could make beautiful." Her voice trembles with hate. "The difference between them is that if it threatens them but does never harm them or their Children, they can forgive that. They cannot stop hating that which has killed them or their Children. Duergar Flesh, Duergar Food, Duergar monsters have killed some of my Children this past week. Yes, my Children, that is what they are, MINE. The tendrils on her head clutch at the crown of bone that adorns it."

"Yes, we have thought this as well. It... troubles me to not take the garden now; that which was Black-rot would take this opportunity to -" the Child halts abruptly, hearing her words. "They have made sharpness upon your Children?" The Child does not look angry, only curious and mildly surprised. "Why did they do this thing?"

"Yes. Elf-Flesh I had made walk so I could make it beautiful like me! They made sharpness upon them, and brought beetles upon them. They did this thing because my hounds, my beautiful hounds, hungered, and weeks ago in a tunnel came across a SNEAK, a little SHARP Duergar, and they fed upon him, for my hounds must feed. Another Duergar hid and attempted to bring sharpness to me mysElf and I all of us. But I found him before he could bring sharpness, and I entered the dream and he tried to swim in magma." Llitul shakes with rage, her tentacles trembling with rage and fear*

The Child looks at Llitul sympathetically. Her tendrils droop towards Llitul, almost looking like they are trying to be comforting on their own. The Child reaches out her hand and touches Llitul's face. Her touch is slimy, but warm; her fingers pulse with a strange kind of heat. "Do you see my Child, Llitul?" She nods to the rotting crawling-cap standing pathetically below them.

Llitul nods, leaning into the touch, and the tentacles drop almost as if forgotten. It had been so long since she had last been touched, so long. "I do."

"Look at his flesh. He will soon be rot and spores alone. He will die soon. A few days, perhaps."

Llitul looks sad. "Can he be saved? Can I save him?"

"You cannot, Llitul. I cannot. My Children are not like flesh; months they have, from when they are born in flesh to when they return to spores and soil. Do you know this Child of mine once served who I was? It was made by Black-rot. It was her Child; but it loves me. Because I showed it the Dream. I gave it a vision of perfection. Is it better to live a whole life as flesh, for years and years, or to live just one day and know what we know, Llitul? One day in the Dream? One day of beauty and truth?"

Llitul looks like she is deep in thought, her colors shifting rapidly. "One day of beauty and truth is by far better than an eternity without it. That is why the Duergar flesh angered me so; the Elf-flesh I sought to make beautiful would have seen the dream, and now are dead flesh and never will."

The Child smiles kindly. "Then do not mourn for my Child. It must die; that is its nature. All my Children must die. Each of them will fade, as will yours. But they are all loved; they all serve the beauty of the Dream that loves them. There is no mourning in my family. They fade, but our light does not fade. We do not mourn so long as the Dream lives."

Llitul nods, seeming content with the thought. "My beautiful hounds wish to play with your Child. May they give it some more happiness before it must die?"

The Child nods, and removes her hand from Llitul; the warmth seems to linger on its own for some time before dissipating. The rotting cap shivers and begins scuttling straight up one of the walls, letting its tendrils flutter about. The cap scuttles up and down the wall, leading the creatures out of the chamber, if they desire to follow it.

The Brainhounds follow as Llitul leans slightly into the retreating touch, almost loath to let it stop; they Brainhounds will cavort with the cap and hound it, but will essentially be playing tendril-tag, doing no harm.

"We must speak of other things, Llitul. You were right about the gate that is here. I went through this gate last week. We found the Elf-flesh that is called Kirr. They inhabit the other side. We will trade dead-gold to them for dead-flesh; but they are also looking for this." The Child gestures to the bone staff that the Sporemother holds.

She nods, letting the wamth linger. "To Hazer-Nagoth. Ahh, the staff may be kin to my crown. We do not wish to give it to them; they offer us nothing we desire save the dead-flesh, which we trade the dead-gold for. But we consider if we should tell them of it."

Her tendrils weave between the spines of the crown protectively, and one of the tentacles opens to point its lamprey mouth towards the staff. "I would not tell them of it. They may wish to bring sharpness to you to take it, and if they come they may take my crown with sharpness as well."

The Child nods, considering. "We have also reached out to a new mind. This mind knows you. It is Elf-flesh, from the 'surface.'"

"If you wish, I will take it and keep it safe for you - I would give you some elixirs for it, elixirs that will strengthen your flesh so that sharpness will harm you less, and so that if you need to use your sharpness it will be stronger. Then the Dwerim, Nocae, and Duergar would..." Llitul abruptly cuts off and whispers. "Saerid. You...you've spoken with my Saerid?"

The Child seems unconcerned. "Is that what the Flesh is called? The Elf-flesh that seeks the Llitul-that-was, called Llandri. Yes, we have touched its mind. We have spoken, though we have seen the flesh not. I do not think it is a very clever flesh. It does not understand us well."

Llitul's entire body is rigid save for the tendrils, which writhe in agitation. "He has never had his mind touched by a dreamer before...he wouldn't know...wouldn't understand...what did he say? Did he know where we were? Is he coming? He thinks he hears my voice only in the echo of the dream flesh have, their little Sleep-Dreams. As she asks, the lamprey mouths in the tentacles begin hissing words: "fear...love...loathe...perfect...kill...protect...exalt...save"

"He did not say much, but asked much. He was surprised. He asked us where the Llandri was. He asked if she had changed. He asked if the Ceremorph-flesh had her, or if I did. He did not understand why we said that he harmed our Llandri."

"He hasn't harmed me. I fear...I love him. He and I were to join as one before I was made beautiful. When i was ignorant like him, when I was Llandri. He doesn't know, doesn't understand, and I fear he wouldn't see I was beautiful now, that he would fear me, and I don't want him to fear me I want him to love me like he once did and I want to perfect him as I was but I wanted to keep him as he is. He confuses US. WE. We have many thoughts on Saerid." Llitul seems to be near tears, and the tentacle-mouths continue hissing "findhimsavehimheisgoodhedoesnotknowwhathedoeslethimreturntothesurfacekeephimwithusmakehimlikeusmakehimloveus"

"It was our wedding night. We were supposed to have had Children of our very own."

"I..." The Child mulls this over, her tendrils curling. "I do not wholly understand. Those are many flesh-words that are unfamiliar to us. But we would not allow the Llitul-flesh to be degraded and made less beautiful, if such is in his power; nor would I want my friend taken from me."  The Child tilts her head. "We have told this creature to leave... but it only asks more questions and does not heed us. We are not sure it understands who we are, though we have told it of the light that does not fade. We are uncertain how to answer it now. I do not think it would be good to tell it where you are... unless you wish us to destroy this creature."

"He cannot make me less beautiful. I am what I am now. Llandri that was understand that now, even. We are Llitul. Our home is here beneath, you are our friend. We could not return to the surface with him, we WOULD not, we WilL noT DO That." Liltul shakes her head, and her tentacles hissing becomes almost threatening, a rattlesnake's warning. "He must not be destroyed. He cannot find us if he cannot love us as we are, but he showed me Love, the cloesest Flesh can come to the Dream, before I was made BeautiFUL. For that, by showing me love, flesh-love that comes so close to the Dream, I wish him to live if I cannot show him the Dream, or if he cannot Love me as I am now and stay with me beneath."

The Child smiles benevolently. "Then we will not harm this creature. We do not think it knows where to find us, or you, though it asks for this knowledge. We think it draws close to the ceremorph-flesh of Llitul's kin. Perhaps they bring sharpness there. Will the Llitul return to that place?"

"I do not believe I will for some time. The Overbrain will want to force me to destroy Saerid. I cannot let it do that. If I go back, it will unmake me; it will kill me, Sever me from the Dream. I will try to convince the ceremorph-kin, my Beloved, to turn Saerid back, and hope the Overbrain will not bring sharpness to us."

"I will stay with you for a time, then I must head deeper, though not yet - I don't want to leave meeting you in the flesh yet. I want to be with you longer."

"Perhaps there is another way. Perhaps I could bring the Saerid-flesh here, and take it without bringing it death."

"I don't know. Perhaps. Or maybe...maybe the Dwer. He could go to them, they would like him, he would like them, and then we are so close...no, we must venture deep, we must not let the Overbrain find us...if Saerid attacks the Hive, he'll keep the Overbrain from hunting us...my beautiful hounds will come for me... I cannot hide, I must move before the hunt can begin..."

Llitul's tendrils whips about in rage and fear and dispair, each mouth whispering litainies of nightmares and hope and fear as her skin's colors shift rapidly.  Suddenly Llitul snaps to attention, the tentacles falling perfectly. "Show him me. In the Dream. Show him me, beautiful as I am now. Ask him if he could love me as I am now. Ask him if he could Love us as We aRe, as WE have become. Then...then we will know what to do."

The Child tilts her head one way, then the other, looking into Llitul's eyes. "I think this is wise. We will do this. We know the sight of your flesh now, and may show this to him, as we show him our colors." She smiles broadly. "This matter is done, then. Otherwise this Elf-flesh is no threat to us, and is not a concern. We hear what the Llitul has said - it would be wise perhaps to keep this peace with the Dwer-flesh and turn against these duergar-flesh, who are the greater threat. Black-rot would not abandon this opportunity against the Dwer-flesh - but I am not her."

"So he know's it's me...so he knows you speak truth...tell him...I never expected my indulgence to last this long, and that I was never jealous of Ellisandra. Thank you...thank you my friend."

The Child nods.

"While I am here, is there a room for the study of magic? I need to learn more so that I may not leave the dream too soon. And... so we can talk and think and dream."

"Magic?" The Child looks back blankly at her.

"Making Dream reality. I'll...I'll tell you more of it later. I'll explore your home. I wish to see more of the Beauty you've created."

"All that we found in this place was the gate, and the chamber of vision, and a place with much flesh-lines which is called writing. My Children looked there but found nothing sensible."

"You are welcome to go anywhere you like here; we have given it a name, which is the Thorn of Visions, for we see much from it. You ought not to leave it, for now; we cannot provide for your safety in our garden, not yet."

All of these setences are spoken at a single moment, one from each of her mouths: "I and my beloved hounds will stay here, safe with you. I will go to the writing room. That is likely a room of magic. It is...it is a conversation for after I've let my flesh rest, which I need do. We will talk more. We will talk, my friend, Child of the Dreamer. As for the flesh that surrounds you, I believe the Duergar flesh is the most threatenining, and the Kirr must not know of that staff. If you wish to let me safeguard it, I will get those elixirs for you."

"Then it will rest. Rest, our beautiful one."[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 3 (Orders due April 3)
Post by: Steerpike on April 05, 2013, 02:43:18 PM
(http://img35.imageshack.us/img35/2451/ceremorphdefeat.jpg)

The High Elves of the Surface have descended to the gloom of the Lowerdeep with the aid of the Cleversmart Kobolds and laid waste to the Ceremorph Hive of Curasd, the Horror in the Woods, as Saerid, Lord of the Mithril Tower, continues his quest to rescue his lost love, Llandri Brightstar.  The Shining Flame illumines even the darkest caverns...

Soundtrack: The Shining Flame (http://www.listenonrepeat.com/watch/?v=2HHmafK4r-c)

[ic=The Month of the Rat, Week 4]Though the Upperdeep now saw a fragile peace and indeed a brief moment of joy as Tiern, the Dwer King in the Deep, wedded Disa Grimhammer, High Queen of the Dwarves, violence still grips the Underdeep.  In the lowermost caverns, the rebellion of Llitul, once styled the Queen of Thralls and Queen of Ceremorphs, now known as Llitul the Demented, the Lady of Madness, plunged the Ceremorph Hive into a state of civil war.  Seizing the opportunity to strike, the ever-cunning Dark Elves of Vashnaranzenan struck at the Ceremorphs, even as a great army of High Elves from the Surface led by the valiant Prince Saerid, called the Shining Flame, devastated a Ceremorph Hive on his way to the Overbrain's resting place in Dtoulth.  They say the High Elf is guided by the Cleversmart Kobolds, whose realm begins to rapidly expand.  Perhaps soon their Queen's title, "Mistress of All That is Under the Ground," may be more than a mere boast.

The recent string of wars that have broken out in the Underdeep have attracted a variety of mercenaries to the caverns.  Sellswords and strange creatures flock to the many banners raised throughout the Underdeep.  Perhaps most prominent of all are the group known as the Seven Sisters – a coven of Succubi said to have been summoned to the mortal plane by the Bloodlord Dalashinn, the Onyx Prince and master of the Kirr Dark Elves.  Legends of these sultry fiends still linger after their last visit to this world.  The truth of their return will soon make itself known.

Meanwhile, the Jabberling breeding season continues, as herds of the writhing creatures seethe out of their chasmic homes.  Some of the creatures have been found slain, bristling with High Elven arrows, suggesting that Saerid and his war-band fell foul of a herd.  Certain travelers, however, claim that large numbers of the voracious beasts have vanished utterly from the vast cavern known as the Gloomreach in the Middledeep.  The only clue as to their disappearance: a series of gigantic footprints, seemingly made by some gargantuan machine.  Some whispers that Grolhund the Heartscrew has taken up residence in the caverns nearby, and that he is responsible for the decimation of the Jabberling herds.  To what twisted purpose he will put the creatures, only the insane Kobold himself can say.[/ic]

[ic=Map – The Month of the Rat, Week 4]
The Surface

[spoiler=The Surface, Month of the Rat, Week 4]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 4]
(http://img5.imageshack.us/img5/2456/upperdeepweek4.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 4]
(http://img10.imageshack.us/img10/1521/middledeepweek4.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 4]
(http://img803.imageshack.us/img803/3820/lowerdeepweek4.jpg)
[/spoiler][/ic]

[ic=Briefings – The Month of the Rat, Week 4][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Your troops continue to consolidate the borders of your realm.  Meanwhile, you have conducted the ritual you discovered in the Demonomicon.  After preparing the elaborate summoning circle, making the appropriate sacrifices, and chanted the incantations found within the unhallowed pages of the fell tome.  There was a flash of sanguineous light, a brief glimpse of the Abyssal realm as a rupture was torn through the planar membranes, and for a moment Hazer-Nagroth was filled with the sound of uncountable millions screaming in agony.  Then the rift closed, scarring over instantly, and before you stood the Seven Succubi – seven Abyssal maidens of surpassing beauty, each more intoxicatingly seductive than the last.  The seemed to ooze grace and disturbing sensuality; they appeared singularly unconcerned by their sudden manifestation.  Indeed, it is hard to associate these Demons with the momentary vision of the Infernal plane: despite their bat-like wings and small horns, they do not seem especially monstrous.  The eldest greeted you immediately, introducing herself as Arquenciel Diamant Septena, and naming each of her Sisters in turn: Chiaroscuro Jayet Septena, Incarnadine Rubina Septena, Verdure Esmeralda Septena, Caerulea Saphir Septena, Wisteria Amethyst Septena, and Jonquille Topaz Septena.  It would be prudent to hold close counsel with these intriguing and comely creatures.

In other news, Larynda has passed south and established the outpost you requested.  There are no Shadow Elves nearby, but the Cerelich's forces dwell in the cavern not far to the south – Ktan-Ydheel's apprentice, Altharid-Xallisine, extends a friendly tentacle of greeting.

[The Seven Sisters have been successfully summoned.

You can parley with both the Succubi and the Abject (Altharid-Xallisine) if you wish.

1 Scroll of Haste gained from the Undead.  +120 Gold from Fungoids and -20 Dark Elf Bodies to Fungoids.

Rift Guard has been successfully established.  So has the outpost at Middledeep 19, which requires a name and a Captain (presumably Larynda).][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]The week has been quiet, a welcome respite from the horrors of war.  You saw Lothë, Thane of the Dwerim, laid out on his bed of bronze of stone in the Hall of the Ancestors.  When Tiern returns to the Mansion he will put his father truly to rest.  Phaedra has sent a report from Balagrod, the Dwarven ruins in the far west.  She writes that Tiern and Disa have been wed, and that a great feast was held, and that Disa proclaimed that while she remains Queen the Nocae, the Dwerim, and the Dwarves of the Westdeep shall remain bound together, and that any Shadow Elf who wishes to travel through the Dwarf-Realm or visit the cities of her people will forever be welcome.

Meanwhile, a mercenary company has arrived at Umbrazzid and offered their services.  The company consists of a group of Deep Gnomes, led by a Deep Gnome woman calling herself Zururura Izzard Dissenact III, and her Fulgurous Brigade, a band of slightly unhinged Deep Gnomes all armed with what she calls "lightning cannons."  In the lands which once belonged to the Goblins, the Blades of Fury have returned to the Surface bearing the Horsemaster's Ring given to them by the Dwerim.  Their leader, Nareth Vyrr, adds that there is trouble along the borders of the Horsemasters' realm, especially with certain malicious fey and other creatures who lurk in the woods.  He adds that Throngel Greatmane of the House of Gyllir, foremost of the Horsemasters, is always in need of more warriors, and that the Nocae might well find rich rewards if they assisted him.

Aerdolm, the Hellsbane sends a report that while heading for Rhaud he sighted a pack of feral Tunnel Hulks prowling the former Goblin-lands.  They seem to be ranging out of the southern caverns; these tunneling creatures are intelligent but unversed in Undertongue, and have peculiar, alien minds, and only the Duergar know the secrets of their husbandry and keeping.  They can be phenomenally destructive if left unchecked, burrowing into settlements in search of food and rampaging across regions while on the hunt.  These creatures might be appeased with food, but such an arrangement would have to be continuous or they would swiftly resume their prowl for sustenance.  What is more, he writes, the Kobolds of the Legio I Draco also suddenly appeared in the region without warning, and launched a sudden, unprovoked attack against Rhaud!  Though the Dwerim wardens were mostly slain, Aerdolm and the Dwer Custodian Azáin survived, repelling the Kobold attack.  They call for immediate reinforcements.

[Zururura and her Fulgurous Brigade offer their services for 300 Gold.  They consist of Zururura and 20 Deep Gnome Brigadiers:

[ic= Zururura Izzard Dissenact III](http://img405.imageshack.us/img405/8613/zurururaizzarddissenact.jpg)

Zururura Izzard Dissenact III is an eccentric Deep Gnome, an inventor and mage who leads a "Fulgurous Brigade," of Deep Gnomes just as crazed and maniac as she is, each armed with one of her lightning-cannons.  Zururura herself is also a powerful Electromancer and a skilled technician.

Upkeep: 10 Gold, 1 Food
Ranged Attack: +8
Ranged Damage: 10 (Shock)
Melee Attack: +5
Melee Damage: 4
Defence: 20
Health: 15
Speed: 4
Morale: +5
Special Abilities: Chain Lightning, Detector, Leadership, Repair

Zururura increases the Morale of any army she is leading by +1.[/ic]

[ic=Deep Gnome Brigadier]These seasoned Deep Gnomes are armed with ingenious lightning-generating weapons that discharge crackling bolts of puissance.

Upkeep: 5 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 8 (Shock)
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 5
Speed: 4
Morale: +2[/ic]

+2 Morale to Phaedra and her Dragonslayers from Tiern's wedding feast.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]The Bleakflight has made progress towards Dtoulth, the Ceremorph Hive; meanwhile, the solitary Gloomray you sent through the Teleportation Pool at the Bowels of Hateful Earth has passed through the eldritch gate and emerged in a deep lake in the Middledeep, amidst the sunken wreckage of a Watcher ruin.  There is little salvageable here save for some old mine workings which could be repaired, though cave fish are plentiful here.

In the mines of the Bowels of Hateful Earth, your thralls have unearthed something unusual: a fossil of titanic size, the petrified remnants of a colossal Watcher war-beast of the Primal Sovereignty, resembling a gigantic, mutated version of a Guardian.  This enormous crustacean monstrosity would be a formidable addition to your forces if it could somehow be transformed from unliving stone back into flesh.

Meanwhile, your Watchers enter their dreaming torpor this coming week, to dream phantasmagoric visions and plan the next step in the Primal Sovereignty's glorious campaign.

[The Watcher ruin at the bottom of the lake in Middledeep 1 contains a Teleportation Pool, a Watcher Mine (broken), and 3 Cave Fish Pools.  The ruin could easily be reoccupied.

All Watcher Savants have entered the Slumber this week.  They can take no actions but can still be moved if dragged by other units.  They gain the Scry ability this turn.

-30 Gold to Cleversmarts, -30 Metal to Exalted.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]As you made your way southwards towards your grafted thralls, you came across a herd of Jabberlings – a writhing, gibbering, seething tide of furry flesh, constantly babbling maddening nonsense, at least a hundred in all.  They tore at you with claws and teeth, but you resisted the effects of their nonsensical burbling and began tearing at them with your mechanical claws, snatching others and hurling them into the cages suspended from your gigantic bulk.  They continued to rip at your flesh and your mechanical augmentations, but you tore them off in clumps, eviscerating dozens and poisoning more, hissing and roaring.  Fearful, a great mass of the chittering creatures fled, and you snatched more of them as they scuttled away, then stamped the remaining Jabberlings to a gory smear.

The Jabberlings dead or fled, you proceeded to the thralls' position and led them back safely through the cavern to the laboratory.

[Grolhund's exploits have earned him a new ability.  Choose 1 and add it to his Special Abilities:

[ic=Toughness]Grolhund's encounters have toughened him greatly.  He can now sustain absurd amounts of damage, and his regenerative abilities are even better than before.  Grolhund gets +50 Health and +15 Regeneration.  In addition, if Grolhund's Health is reduced below 0 but his Regeneration would bring him back above 0, he is not killed as he normally would be.[/ic]

[ic=Evisceration]Grolhund's already prodigious skills in combat have grown.  Grolhund gets +5 to his Melee Attack and +10 to Melee Damage.  In addition, if he gets a natural 20 on his Melee Attack, he inflicts double damage.[/ic]

[ic=Transporter]Grolhund has expanded his suit to include a special transportion unit.  He gains the Transport ability, transporting up to 25 regular-sized troops or 12 Large troops.[/ic]

[ic=Demented]Grolhund's steady diet of chemicals has made him even more demented.  He becomes immune to Confusion effects and gets +4 to Morale checks or Defence against mind-influencing spells or psychic attacks.[/ic]

+ 19 prisoners, +38 bodies from the Jabberlings.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]The Dark Elf Summoner the Bloodlord provided you has examined the various objects in your possession.  The eldritch grimoire is a text describing a number of unusual Infernal spells: in particular, a strange rite to open something called the Abyssal Gate, which the Key seems to also be used for.  As for the unusual stone shard, the Summoner is less certain, but the glyphs carved on it resemble those that have been found in certain primordial, half-sunken ruins.  The Dark Elf must study the shard further to tell you more, but suspects that the glyphs have something to do with time.  The Elf is also certain that this is just part of a much larger tablet, and for it to function properly all of the pieces would need to be assembled.

Things go well in the Käferhold.  The Deep Gnome tinkers are about to depart the city, but a group of mercenaries have arrived at the Citadel offering their services – a company of  Grey Orcs, the pallid, disciplined cousins of those creatures who dwell in the upper caverns.  Their prices are not inconsiderable, but they are well-trained and well-equipped.  Their leader is a female Orc named Urog-Sharga.

Your scout near the Fungoids' northern border has nothing new to report.  If there are Fungoids nearby, they are well-concealed.  The scout sent to the western border reports that the region is clear, but that the caverns beyond smell of something unimaginably foul, and that strange whispers seem to taunt him from the darkness.  From the Orc's corpse Greenfang retrieved two scrolls of Phase-Shift and one of Invisibility.

In the Middledeep, your Cave Beetles came across a lone Orc shaman in the service of the Ceremorphs.  They slaughtered this creature easily with no losses of their own.  Meanwhile, Commander Wulfgar arrived fatigued but well back in Umbrahold.  The situation in the mines is getting worse.  The miners tell tales of unusual creatures scuttling through the gloom and picking off miners one by one.  There are too many disappearing miners for this to be a series of accidents.

In the Drakkenhold, your Fire Drakes are growing rapidly.  They are now large enough to use in warfare, if you wish, though they are small and would be easily slain.  In time they will grow much larger and more powerful.

[The Eldritch Grimoire, apart from containing instructions on opening the Abyssal Gate, contains the following spells: Agony, Blood Boil, Hex, and Summon (Bearded Devil).  Any spellcaster who studies the book can learn up to 1 spell from it a week.

[ic=Bearded Devil (Summoned Creature)]These grotesque demonic creatures are often employed as guardians by diabolists.  Their disgusting, prehensile beards and horrific Abyssal glaives are tainted with an incredibly lethal infernal disease.  A summoner can only summon one of these monstrosities per week.

Cost: 8 Sacrifices
Upkeep: 2 Sacrifices
Melee Attack: +10
Melee Damage: 15
Defence: 18
Health: 25
Speed: 4
Morale: N/A
Special Abilities: Disease 10, Immunity (Disease, Fire)[/ic]

Greenfang recovered 2 scrolls of Phase-Shift and 1 Scroll of Invisibility.  +1 Body as well.

-50 Gold and -10 Metal from the Umbrahold Duergar Mine due to the loss of miners in the tunnels.  The cause of these disappearances is still unknown, but predatory creatures of some sort are suspected.

A company of Grey Orcs has arrived in the Käferhold, and offer their services.  They consist of Urog-Sharga, 15 Orc Mercenary Warriors, and 15 Orc Mercenary Axe-Throwers.  They can be hired for an initial expenditure of 350 Gold, followed by weekly Upkeep costs.

[ic=Urog-Sharga, Grey Orc Mercenary Captain](http://img827.imageshack.us/img827/9914/urogsharga.jpg)

Urog-Sharga has an air of nobility about her despite her bestial features.  A tall, well-muscled Orc female, she wields an enormous two-handed sword in combat, which she dubs Zuk-Tarag, the Doomcleaver.

Upkeep: 8 Gold, 2 Food
Melee Attack: +10
Melee Damage: 15
Defence: 17
Health: 20
Speed: 4
Morale: +8
Special Abilities: Discipline, First Strike, Leadership
Inventory: Zuk-Tarag (The Doomcleaver: +2 Melee Attack, double damage on a natural 20)

Urog-Sharge increases the Morale of any army she is leading by +1.

Urog-Sharga's First Strike ability means that she strikes first in melee combat.  This ability is imparted to any regiment she leads.[/ic]

[ic=Grey Orc Mercenary Warrior]Grey Orc mercenaries are a far cry from their brutish kindred, being highly disciplined and well-trained.  Some say this is due to an influx of Hobgoblin blood in their veins, others that ages of survival in the Lowerdeep caused Grey Orcs to shrug off the proclivities of their more uncouth cousins.  Grey Orc mercenary warriors are armed with spears and swords.

Upkeep: 4 Gold, 2 Food
Melee Attack: +4
Melee Damage: 6
Defence: 16
Health: 10
Speed: 4
Morale: +4
Special Abilities: Discipline[/ic]

[ic=Grey Orc Mercenary Axe-Thrower]Though most Orcs relish the bloody crush of close-quarter carnage, a few prefer the satisfying thwack of a hurled axe splitting an enemy's skull.  While most Orcs mock such axe-throwers, Grey Orcs greatly respect their abilities.

Upkeep: 4 Gold, 2 Food
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 2
Defence: 14
Health: 10
Speed: 4
Morale: +4
Special Abilities: Discipline[/ic]

Meanwhile, your Fire Drakes have reached sufficient size that they can be used in combat:

[ic=Fire Drake Wyrmling]The Fire Drakes are still very small, and so could easily be slain in combat.  However, they are beginning to learn enough Undertongue to follow basic commands, even if they cannot speak in return.

Upkeep: 1 Food
Ranged Attack: +3
Ranged Damage: 5 (Fire)
Melee Attack: +2
Melee Damage: 2
Defence: 15
Health: 5
Speed: 6
Morale: +2
Special Abilities: Flying, Immunity (Fire)[/ic]

One Drake has the Double-Headed ability and an Upkeep of 2 Food.

Remaining mineable resources at the Käferhold: 35600 Gold, 8450 Metal

Remaining mineable resources at the Umbrahold: 15190 Gold, 4665 Metal

Remaining mineable resources at the Drakkenhold: 19100 Gold, 2175 Metal

Remaining mineable resources at the Glyphhold: 16600 Gold, 6700 Metal

Remaining mineable resources at the Greenhold: 9600 Gold, 3700 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]A Goblin rogue calling herself Greeba has approached you in Yuddarath having heard of your need for thievery.  She insists that she is the finest Goblin thief in all of the Underdeep, claiming to have pulled off all manner of jobs – burglarizing the treasure-vaults of the Grimhammer Clan, filching treasure from dragon-hoards, plucking jewels from the throne room of Dark Elf Matriarchs.  She is a fidgety thing, but her skills are certainly apparent: she constantly steals small objects, at one point idly peering into the Murmurstone, at another reading a valuable scroll (upside-down).

Naerlyth believes he is close to a breakthrough.  He says that he will require some bodies to perfect the plague.  Altharid-Xallisine makes excellent progress on her research as well, and will soon allow for the summoning of Bloodfiends using the Chamber of Obscenities.  Meanwhile, you successfully dominated the Lava Naiad when she briefly showed herself at the magma-pool.  In other news, the Kirr have established an outpost near to your own lands, a forward base for the anticipated attack on Umbrazzid.

[You may parley with the Dark Elf Commande, Larynda, with Altharid-Xallisine if you wish.

Greeba offers her services for an initial cost of 25 Gold and subsequent Upkeep costs:

[ic=Greeba](http://img706.imageshack.us/img706/1313/greeba.jpg)

The deft-fingered Greeba claims to be the most skilled Goblin thief in the Underdeep.  She prefers burglary to fighting, but when pressed she uses a selection of cruel throwing knives in combat.  She is certainly stealthy, appearing quite suddenly out of shadows with her manic grin.  She also seems to be something of a kleptomaniac, constantly lifting small objects from whoever is close at hand.

Upkeep: 6 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 5
Defence: 18
Health: 7
Speed: 4
Morale: +3
Special Abilities: Disarm Traps +5, Infiltrator, Thieving[/ic]

+20 Diseased Bodies from Undead. +1 Scroll of Invisibility from Undead.

You successfully Dominated the Lava Naiad:

[ic=Lava Naiad]These sultry nymphs dwell in pools and rivers of molten rock.  They take a sadistic delight in luring travellers to their deaths, beckoning them onwards till they are engulfed in lava.

Ranged Attack: +8
Ranged Damage: 10 (Fire)
Melee Attack:  +6
Melee Damage: 5 (Fire)
Defence: 15
Health: 10
Speed: 4
Morale: +5
Special Abilities: Immune (Fire), Distraction Aura (DC 15), Dominate[/ic]

Naerlyth the Unclean claims that he can perfect the Ceremorph Ghoul Plague, but needs specimens for study – specifically, 25 Bodies.][/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]The Overbrain has spoken.  Its terrible voice resounds in the minds of all Ceremorphs:

THE ONE KNOWN AS LLITUL SPREADS HERESY AND SEDITION.  SHE IS A BROKEN THING, A TRAITOR WHO HAS SHUNNED OUR KIND AND OUR WAYS.  YOU WILL NOT LISTEN TO HER BLASPHEMIES.  HER SO-CALLED PROOFS ARE EMPTY LIES.

I AM THE OVERBRAIN, YOUR CREATOR AND MASTER, YOUR MOTHER AND FATHER.  YOU NEED NO PROOF OF MY POWER, NO FAITH, FOR A TRUE CEREMORPH KNOWS THAT I AM A PART OF YOU AS YOU ARE A PART OF ME, KNOWS THAT WHEN YOU DIE IT IS NO TRUE DEATH, FOR TO DIE IN MY SERVICE IS TO BECOME ONE WITH ME FOREVER.

LLITUL IS CORRUPTED WITH FOOD-THOUGHTS, WITH THE EMOTIONS AND CONCERNS OF THE LESSER ONES.  HER HERESY CANNOT STAND.  SHOULD YOU JOIN WITH HER YOUR AGONY WILL BE ETERNAL.  DESTROY HER AND YOU WILL SECURE FOR YOURSELF GLORY EVERLASTING.


Despite its insistence, your "proofs" seem to have been persuasive.  Several of your Commanders remained loyal to you – only Phyn-Olbaath and Zasz, the Shamed, stubbornly remained loyal to the Overbrain.  However, no sooner had Daggoth and Xealaz professed their undying loyalty to you in defiance of the Overbrain than Curasd, the Horror in the Wood, was assaulted by a force of High Elves, led by your beloved, Saerid!  They were accompanied by Cleversmart Kobolds, and their wrath was terrible to behold.  Their arrows slew every grafted thrall garrisoned at the colony, and Saerid himself put Daggoth to the sword.  The last thought that the Favoured transmitted to you was an image of your betrothed's face, spattered with Ceremorph ichor, a look of cold fury on his perfect features as he plunged his blade into Daggoth's chest.  Curasd has now been taken over by the Kobolds.

Meanwhile, you have received news from the Seekers that Glyp-Dor was also captured – by Dark Elves.  It seems the Lady Viarra Gloomsong, sensing an opportunity, has at last made what was almost certainly a long-planned move.  The Dark Elves took the colony by stealth, slaying the "loyalist" Psion Phyn-Olbaath with no appreciable casualties.  The Seekers are unsure as to the size or composition of their force, and with no scrying capabilities discovering their numbers may be difficult.  The Seekers themselves assailed the Duergar ruin of Ladaguir; after slaying a handful of the Duergar bandits lurking in the ruins, the rest of the Duergar fled your sizeable army under cover of eldritch darkness conjured by their leader.  Pressing on into the Citadel, Xealaz led the Seekers against the spiders that lurked in the ruin's web-shrouded depths.  The battle was vicious: the arachnids, immune to the psychic attacks of your forces, proved difficult to kill, and their venom devastated your thralls.  However, eventually all of the vermin were eradicated.  Within the ruins a few treasures missed by looters were discovered.  The Warded chamber has some kind of Arcane Lock on the door which must be Dispelled to be opened.

In the Thorn of Visions, you transcribed the Phase-Shift spell into the arcane library and studied it, learning the new ability.  Simultaneously, Quasthid reports that it has established a new Hive as ordered.  Now that you have broken from the Overbrain, it may be loyal to you even without being Dominated.  However, Vruthor has been slain – your low-level psychic link with him reveals that he was swarmed by cave beetles and overwhelmed, though whether these were wild vermin or in the service of the Duergar you cannot say for certain.  While you have lost Vruthor you may have gained a new ally – the Fomorian Tethrol Gricenchos and his mercenary giants.  He has approached the ruins of Ladaguir having heard of the conflict in the Lowerdeep and offered his services to Xealaz and his army.

[You have officially severed yourself from the Overbrain's control.  To distinguish your forces I have given the Overbrain a new Sigil.  You retained control of Curasd, but it has fallen to the High Elves along with all of the Lurkers.  You lost control of Glyp-Dor, but it was captured by the Dark Elves.  You lost control of Lower Dtoulth and those stationed there.  You lost control of Dtoutlh, but there were no troops stationed there.  You retain control of the Seekers and Ladaguir, which requires a Commander (presumably Xealaz will accept this honour).  You may continue to build Ceremorph structures for the time being.  If the Overbrain is destroyed, this ability will be lost.

Your Wealth has been divided between you and the Overbrain.  You retain 149 Gold, 147 Metal, 213 Bodies, and 204 Food.

Your Secret Message Special Ability should be replaced with Mindlink.

Note: if you were somehow able to successfully Dominate the Overbrain, you would retain control of the Ceremorph faction.

Vruthor has been killed.  He made his purchases, however.

Daggoth and all of the Lurkers have been killed.

-64 Gold, -13 Metal, -8 Food, and -18 Bodies stolen by the Cleversmart Kobolds and High Elves during the sack of Curasd.

+46 Bodies from the Battle of Ladaguir.  -2 Brainhounds and -29 Thralls from the battle.

+97 Gold and +20 Metal from Ladaguir.

Ladaguir contains the following structures:

Despot's Hall (Unusable)
Duergar Mine Complex (Broken)
Forge Hall (Unusable)
Hall of Trade (Unusable)
Hall of Carnage (Unusable)
Training Hall ( (Unusable)
Hall of Trophies  (Unusable)
Spiked Wall  (Broken)
Iron Gate (Broken)
Escape Tunnel

Your forces also discovered the Imperial Sceptre of the Duergar, a major magical artefact with the following properties:

[ic=Imperial Sceptre]This black metal sceptre is studded with spikes, looking more like a particularly cruel mace than a royal symbol.  It is carved with Duergar runes that glow with a fell red light.

Whoever wields the Imperial Sceptre gains the following abilities:

Firstly, the wielder of the Sceptre gains +2 Morale.

Secondly, the wielder acquires the Grudge (Ceremorphs) ability, which is conferred to any regiment he leads.

Thirdly, the wielder acquires the Agony spell.  If they already possess this spell they acquire the Torment spell instead, increasing the spell's penalties to -3 Attack and Damage.

Fourthly and finally, the Leadership bonuses of the Sceptre's wielder are doubled.[/ic]

Llitul has learned Phase-Shift.

The Fomorian King Tethrol Gricenchos and his servants (three Fomorians) offer their services for 100 Gold, plus Upkeep in the weeks after their recruitment:

[ic=Tethrol Gricenchos, Fomorian King](http://img20.imageshack.us/img20/7345/tethrolgricenchos.jpg)

Tethrol Grincenchos is the deposed King of the Fomorians, having been exiled from the Unseelie Court by his cousin Balor, whom he claims is a Usurper.  Towering over thirty feet tall, this twisted, antlered beast wields a gargantuan stone axe in battle.  His third eye can petrify his foes.

Upkeep: 20 Gold, 8 Food
Melee Attack: +10
Melee Damage: 25
Defence: 18
Health: 50
Speed: 3
Morale: +7
Special Abilities: Curse, Fear (DC 20), Leadership, Huge, Petrify

Tethrol Gricenchos increases the Morale of any army he is leading by +1.[/ic]

[ic=Fomorian]Some say Fomorians are Ogres who wandered into the Faerie Realms and were warped by the fey spirits within; others claim that Fomorians are the original Giants, and that other Giant-kin are their degenerate descendents.  These Fomorians are Tethrol's personal servants and bodyguards.  They wield huge clubs in combat.

Upkeep: 6 Gold, 6 Food
Melee Attack: +5
Melee Damage: 15
Defence: 16
Health: 30
Speed: 3
Morale: +5
Special Abilities: Fear (DC 15), Huge[/ic]

-14 Gold to Undead.  +4 Food and 1 Scroll of Poisonous Cloud from Undead.

+30 Metal from Watchers.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]Despite the darkness that lay on your heart after news of your father's death, you set aside your black thoughts for your wedding.  The ceremony itself was a somber one, as befits such a momentous occasion presided over by Nail the Runeseer in Balagrod's Hall of Ancestors.  You half-expected the Dwarf Andvarr to appear and interrupt the ceremony, but the presence of Dwarf Riflemen, Wyrmhunters, and the Guardian of Balagrod (not to mention concealed Shadow Elf Archers) must have deterred any attempt on his part to steal into the city.  Andvarr may be hateful, but it seems he is not stupid.  Still, you doubt you have heard the last of the embittered Dwarf.  After the ceremony the halls of Balagrod were filled with the sound of feasting and revelry, and with the smell of smoke as Scorra's bones were burned.  You have been given the title "Consort of the High Queen," a largely honourary position in the Dwarf-Realm – though if Disa dies unexpectedly without an heir, you will become Regent until a Dwarfmoot can be called.  When you return to Mhaldûl-Nem you will need to be formally crowned King in the Deep.  Disa, who you had not spoken to since the Battle of Norrogrod as is the custom, has proved a great source of comfort.  She is a strong and capable woman, willful but not churlish, often grave but sometimes unexpectedly light-hearted.  You fear your duties as monarchs will often keep you apart.  Disa has spoken privately to you of the possibilities of one day uniting your kingdoms, of rejoining the Dwarves and Dwerim as they once were.  It is not time for such a union yet – neither Dwarves nor Dwerim are ready for such a change, she fears – but perhaps the day will come when your two peoples will again become one.  If Disa were to bear a child, he or she would be heir to both realms; perhaps then the two could be joined.

In Rhaud, the Wardens of the Thousand Halls have reclaimed the ruins, and in time may return them to something approaching their former glory.  The lower vaults have been sealed, along with their guardians.  Were Rhaud ever captured by hostile forces, they would need to be skilled indeed to discover the presence of these vaults.  The signet ring of the Horsemasters has been entrusted to the Blades of Fury.  Things go well, but some disturbing rumours have reached your ears.  The Shadow Elves claim that feral Tunnel Hulks have been glimpsed prowling the regions to the south.  Such creatures can be incredibly destructive to fortifications and settlements if left to their own devices, yet they are not unintelligent, for the Duergar use them as beasts of burden and fighting-creatures, though you do not know their dark secrets.

Late in the week a disturbing reported reached you from Rhaud.  The Kobolds of the Legio I Draco assaulted the ruins, seemingly intent on claiming them for the Legion.  The Wardens of Rhaud bravely held them off, but took severe casualties.  Only Azáin himself, the Custodian of Rhaud, and a single Nocae Paladin known as Aerldolm the Hellsbane survived, slaying half a dozen Kobolds at least and sending the remainder away in panicked flight.  This sudden aggression on the part of the Kobolds is unnerving indeed.  Rhaud will need immediate reinforcements if they hope to withstand another assault.

[+2 Morale to all Dwerim units in Balagrod this week for Tiern's marriage to Disa.  +150 Gold in wedding presents from various Dwarves, Dwerim, and others.

Rhaud contains the following structures:

Thane's Hall (unusable in a non-capitol Mansion)
Forge Hall
Shield Hall
Hall of Gears
Artificer's Hall
Hall of the Ancestors
Improved Dwarf Mine
Outer Wall
Impenetrable Walls
Escape Tunnel

+6 Metal, +20 Food from Cleversmart Kobolds.

-9 Dwerim Axemen at Rhaud from the Legion`s attack on the Thousand Halls.

Remaining mineable resources at Mhaldûl-Nem: 31090 Gold, 6520 Metal

Remaining mineable resources at Nüln: 13420 Gold, 1060 Metal

Remaining mineable resources at Balagrod: 3900 Gold, 5350 Metal

Remaining mineable resources at Rhaud: 6400 Gold, 2200 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]A disaster at the Dwarf Ruins to the south: it seems that using some magic of their own, the Dwerim beat you to the ruins and secured them against attack, along with a single Shadow Elf ally.  Panicking, your forces launched an attack against the Dwerim and slew nine of their warriors but were eventually repelled by the sole surviving axeman and the Shadow Elf, a Paladin of some skill.  Fortunately your troops withdrew without heavy casualties, but the diplomatic incident this attack is sure to cause is going to be a nightmare to contain, as the Nocae and Dwerim are likely to see this as a declaration of war.  To make matters worse you've heard that the Dwarves of the Westdeep have recently wed their Queen to the Dwer King, effectively joining the two Clans and their forces.  The Senate does not yet know the full extent of this occurrence.  It is up to you whether to suppress knowledge of the incident of make it public.  If you make it public it will almost certainly provoke great outcry, but things may be worse in the long run if you cover it up and the truth is later uncovered.

Elsewhere, Skarax the Apostate has successfully made contact with the Warg known as Dreadfang.  If it does come to war with the Dwerim and their allies, the Wargs will prove exceedingly useful.  The Wargs are willing to join the Legion in exchange for large amounts of food – exactly the arrangement you were seeking.  Dreadfang's only other request is that he be allowed to feast on the "Dwarf-bitch's" flesh.  Details are affixed to this report.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[The Wargs (Dreadfang, 10 Two-Headed Wargs, and 30 normal Wargs) offer their services for a total of 300 Food in the first week and subsequent Upkeep payments in later weeks:

[ic=Dreadfang](http://img829.imageshack.us/img829/8929/dreadfang.jpg)

The fell-wolf known as Dreadfang craves vengeance against Disa Grimhammer.  An albino, the creature has two heads, one of them smashed in by Disa's hammer.

Upkeep: 10 Food
Melee Attack: +8
Melee Damage: 10
Defence: 18
Health: 20
Speed: 6
Morale: +5
Special Abilities: Grudge (Dwarves), Large, Leadership, Scout

All Warg units in an army accompanied by Dreadfang gain +1 to Morale.

Dreadfang can only lead a regiment of Wargs or Two-Headed Wargs.  If Dreadfang is attached to a Warg regiment all units in that regiment gain the Grudge (Dwraves) ability while he remains with it.[/ic]

[ic=Warg]These enormous black-furred Wrags will make superb allies.

Upkeep: 3 Food
Melee Attack: +5
Melee Damage: 5
Defence: 16
Health: 6
Speed: 6
Morale: +2
Special Abilities: Double-Headed, Scout[/ic]

[ic=Two-Headed Warg]The two-headed Wargs of Dreadfang's pack are especially ferocious, though their appetites are tremendous indeed.

Upkeep: 5 Food
Melee Attack: +5
Melee Damage: 5
Defence: 16
Health: 6
Speed: 6
Morale: +2
Special Abilities: Double-Headed, Scout[/ic]

You lost 5 Immunes and 2 Legionaries in the disastrous attack on Rhaud.  Your remaining forces fled the region back towards Shatterspine Post.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Your Ghoul has returned with a report – a large force of Kobolds and High Elves have departed from the caverns below heading west.  Their numbers are considerable: twenty-five High Elf spearmen, twenty-four swordsmen led by Prince Saerid, thirty archers, and a single Magus, accompanied by three "Bottletossers" (grenadiers), two "Blunderdigs" (burrowers), and two "Trapspringers."  This unorthodox force seem to be preparing for a battle, based on what little the Ghoul could overhear.  The Kobolds have also occupied the Dark Elf ruins below – four slingers, three skulkers, and a dire rat rider garrison the ruins, which look extensive; the Kobolds are repairing the city walls.

Ashton, you experienced some extremely powerful visions as of late: images of Ceremorphs and their thralls being slain by High Elves and Dark Elves alike, of Kobolds colonizing their Hives, of Llitul wearing the Crown of Malekar, standing in a tower filled with glowing fungi.  Amidst this phantasmagoria you discerned a voice – the voice of the Ceremorph Overbrain itself.  You can see it in your mind's eye – an enormous, pulsating mass of Ceremorph brain-tissue.  It speaks to you, its voice filling your mind:

Human.  The taste of your mind is unusual.  Almost... Ceremorph, in its purity.  I have a use for you, if you desire power and glory.  I have been betrayed by my High Exarch.  Her mind was flawed, corrupted, weak.  This treachery will not go unpunished.  But in the meantime the Lesser Ones have assailed the Hive.  Were you to assist me in driving them out, you would be well rewarded.  I would put you in Llitul's place, teach you to use your mind in ways your current master cannot even imagine.  You will crush lesser minds, bend others to your will, make even the strongest beings your puppets.  Life and death will be meaningless to you.  All that I ask in return is that you destroy those who would do me harm.  Do this, and I will give you power and glory eternal.

[-4 Food to Llitul.  -4 Food to the Dark Elves.  1 Scroll of Poisonous Cloud given to Llitul. 1 Scroll of Haste to Dalashinn. -20 Diseased Bodies and -1 Scroll of Invisibility to the Abject. +14 Gold from Llitul.

Gorgol's Chaos Spell this week is Mindlink][/spoiler][spoiler=For the alluring eyes of the Succubi known as the Seven Sisters]Ah... back to the mortal plane once more.  It's good to stretch your wings; the Abyss was getting rather tiresome, with the ceaseless screaming, and Demons can make such poor company.  Mortals on the other hand, are a source of endless amusement.  Here's one now: the creature that summoned you, staring at you with black eyes, a look of open lust on his face.  Dark Elf, if you remember correctly.  That probably means you're somewhere underground, in the caverns below the Surface.  You're in a rather dusty chamber, a crude summoning circle drawn around you; hardly the luxury you might have hoped for, but still, a beginning...

[Welcome to Underdeep, Sisters.  You may parley with Dalashinn if you wish.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Your DreamSlayers led the ShinyElves westwards, entering a vast, open cavern in which your troops were greatly unnerved.  From out of the gloom a strange chittering cacophony could be heard, and the pounding of many feet, at first distantly, then louder and lounder.  Then they appeared, writhing out of the darkness in a vast horde: Jabberlings, at least a hundred of them, hemming you in on all sides!  Your bottle-tossers hurled their grenades, killing at least a dozen, while your trapspringers fired ingenious crossbows and other weapons, slaying yet more.  Meanwhile the ShinyElf archers sent a volley of arrows at the charging tide of furry, dark bodies, killing twenty of them instantly.  Then they were upon your forces: red-eyed, black-furred, purple-fleshed little horrors with gnashing teeth and grasping hands, smaller even than Kobolds but insanely fierce, burbling a constant stream of nonsense in an endless glossolalic torrent!  Fortunately, the ShinyElf spearmen and swordsmen bore the brunt of the charge.  With flashing blades and spears they slaughtered the charging herd, with only minimal losses of their own, and those few Jabberlings that survived rapidly retreated.  Your forces had no time to collect the bodies lying about the cavern, but were you to collect them they could feed you for some time.

The Jabberlings slain, the High Elves pressed on, deeper into the darkness.  They descended a great stair carved into the earth by some elder race, into the fetid gloom, your DreamSlayers close behind.  Arriving at the small NastyDream bastion near the base of the stair – a pulsating colony of throbbing flesh at the edge of a sinister fungal forest to the south – the Elves carefully scried the region with their Magus.  Seeing that the colony was but lightly defended they advanced, slaying the meagre garrison of grafted thralls and the sole NastyDream that protected the Hive.  With no interest in maintaining a base in the Lowerdeep or anywhere else in the caverns, they have turned this colony over to your forces.  Without losing a single warrior you have captured a major NastyDream base – and the ShinyElves paid you for it.  All hail the Cleversmarts!  You are Clever!  You are Smart!  CLEVER!  SMART!  CLEVER!  SMART!  ALL HAIL QUEEN SHEE-RA, MISTRESS OF ALL THAT IS UNDER THE GROUND!

Ahem.  In other news, your new Warrens have been successfully founded, your traps constructed, and much food foraged.  The Dark Elf mines have been returned to working order.  Your Deepguard reports that yet more structures continue to be added to the slimy fish-city below: algae farms, strange SleepyPools, and swarms of horrible FangFish and BloodSuckers!  The scout sent to survey the GreySkull outpost above reports that is is garrisoned by a Lich, thirty skeletal archers, two skeletal warriors, two ghouls, four zombies, and a Warg zombie commander.  It is protected by an iron gate, and a spiked moat is being dug.  Your scouts sent to the far northwest Middledeep have not filed a report, and are presumed dead.  Basherpokes has nothing new to report except that he thinks the Jabberlings can smell him, and he doesn't know how much longer he can evade them.  Uma-Thur has spied on the MadElf forces and spied a considerable garrison, affixing her report.

[+116 Food from Foraging.

"Gre-Ghor, "Beaterpokes" slain.

The High Elves have turned over the Ceremorph colony they captured to you (the Ceremorphs call this place "Curasd, the Horror in the Woods," but you will probably want to rename it).  It requires a Commander.  The following structures are found within:

Ceremorph Mines
Thrall Pens
Amplifier Node (unusable by Kobolds)
Sphincter Gate

Your Bottle-Tossers didn't have enough time to set charges to destroy the node or the sphincter gate (you may wish to preserve the latter, possibly), but can this turn if you wish.  Note that the Thrall Pens are fully useable as a production structure (+20 Bodies per week) but not as a recruitment structure (you can't recruit Thralls with them).  You could also release the Thralls within if you wish and demolish the pens, of course.  You are unsure if the Sphincter Gate is functioning or where it leads if it is.

+64 Gold, +13 Metal, +8 Food, and +18 Bodies from the Ceremorph Hive.

The Watcher Vault is garrisoned by 6 Watcher Savants, a Watcher Sovereign, and 13 Thralls.  It contains the following structures: a Brood Pool, Mucosal Pool, Breeding Pool, Ooze Pool, 3 Thrall Grottoes, 9 Algae Farms, a Watcher Mine, a Nightmare Gate, and 3 Vault Slimes.  A Glyph Library, Slime Moat, Augmentation Pool, 3 more Algae Farms, 2 Hibernation Pools, 2 Cave Leech Swarms, and 1 Fangfish School are under construction.

The Dark Elf Outpost is garrisoned by 4 Slave Soldiers, 5 Bloodfiends, 5 Dark Elf Swordsmen, and 5 Dark Elf Crossbowmen.  It includes an Escape Tunnel and two sets of Murder Holes.

-6 Metal, -20 Food to Dwerim.

+30 Gold from Watchers.

+10 Gold from Saerid.][/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your forces managed to establish contact with the Delver, though the creature is defensive and difficult to fathom.  Its appetites are obscene and when told of your offering it bellowed loudly, a terrifying, booming sound you think may have been laughter.  It seems to consider this offer paltry.  Without a more generous offer it will continue to feast on the crystals of this cavern.  You estimate that at its current rate it will actually devour all of the crystals in this cavern in the space of a month.  After that it may move on to other caverns – such as your own – in search of more food.  A gluttonous creature indeed... though not unlovely in its own strange way.  All flesh can be made beautiful.

The Thorn of Visions continues to grow, to mature.  Its effulgence now glimmers across the mushroom-forest, and if further cultivated it might become truly spectacular.  Elsewhere, your new outposts, the Sublime Portal and the Mirror of the Dream, have been successfully founded.  The Fleshwatch report that the tunnels are clear of Duergar, though they caught a brief glimpse of a Cinder Worm in the magma-filled cavern.  Llitul remains in your care; she has spent the week studying strange markings on pieces of dead flesh found inside a room inside the Thorn.  A strange if lovely creature...

[You can invest a number of Bodies to improve the Thorn of Vision's spectacular light:

[ic=Thornglimmer]This glimmering radiance is truly beauteous to behold, shimmering with an uncountable scintillation of glorious colours.  Any Fungoids who glimpse it are emboldened by its light.

Cost: 100 Bodies
Maturation Time: 4 weeks
Benefit: All Fungoid units in the same region as the Thorn or in adjacent regions gain +2 Morale, and their Regeneration increases by 2.[/ic]

The Delver has not been appeased, but it could be bought – for a price.  Here are its statistics:

[ic=Delver]This enormous, sluggish creature has an insatiable appetite for precious materials.  If given a steady supply of gold, metal, or other precious substances, it will enter your service.  Delvers are greedy but powerful creatures, able to exude a powerful acid from their skin.

Cost: 200 Gold or Metal
Upkeep: 20 Gold or Metal
Melee Attack: +5
Melee Damage: 30 (Acid)
Defence: 26
Health: 150
Speed: 2
Morale: +5
Special Abilities: Acid Secretion, Huge, Gluttony, Immunity (Acid), Tunneling

The Delver's Acid Secretion ability deals 2 points of Acid damage to any unit that successfully deals damage to it in melee combat.

The Delver's Gluttony ability allows it to consume Gold or Metal to gain bonuses to Health and Morale.  For every 10 Gold or Metal consumed, it gains +10 Health and +1 Morale, to a maximum of +50 Health and +5 Morale.

If not paid its Upkeep the Delver immediately deserts.[/ic]

The Sublime Portal and the Mirror of the Dream have been successfully founded and require Captains.

-120 Gold to Kirr.  +20 Dark Elf Bodies from Kirr.][/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Steerpike on April 05, 2013, 03:40:08 PM
[ic=Responses - The Month of the Rat, Week 4][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]Using a scroll of Dispel, Xealaz entered the Warded halls of Ladaguir, the rest of the Seekers in tow.  The first chamber seemed an innocuous anteroom, but as the pack of Brainhounds rushed inside, the room sealed itself off and flammable gas filled it.  The gas was ignited, incinerating five of the creatures, their psychic whimpers filling the minds of the other Seekers.  The rest of your forces circumvented the trap and entered what appeared to be a treasure-vault, one of the few left untouched by looters.  However, as the Seekers entered the chamber there was a sound of grinding gears and hissing steam as two macabre Engines of Excruciation – towering constructs with boilers filled with blood, smokestacks venting crimson steam and bladed mechanical limbs slashing at the air – lumbered towards your warriors.  Your Thralls and Brainhounds assailed the constructs and took further losses; the Brainhounds, evidently somewhat demoralized from the death of their pack-mates, failed to damage the hideous machines, and your Exarchs and Psions' psychic abilities were useless, their tentacles of little utility either.  Your Thralls, however, quickly overwhelmed the clanking guardians through sheer force of numbers, tearing them to pieces.

The rewards, however, were rich – and timely.  Apart from Duergar gold and weapons, Xealaz discovered several potent magical artefacts.  Firstly, he discovered a notorious weapon, the sword called Mindsliver, a powerful object created specifically to destroy Ceremorphs.  Secondly he discovered the signet ring of Xorinatch the Cruel, which seems to bear an enchantment of some sort.  Finally he discovered a curious glyphic stone, a shard of some larger tablet.  He is unsure who made the markings, but the stone is greenish in colour and the runes look primordial in character; they are certainly not Duergar.  It would be hard to say what the stone's function is without assembling the tablet in its totality.

[You lost 7 Thralls and 6 Brainhounds in the treasure-vault.

+302 Gold, +25 Metal, and +13 Bodies (your own troops).

You gained the sword Mindsliver which grants its wielder +2 to Melee Attack and Damage against Ceremorphs; on a natural 20, the weapon deals double damage to any Ceremorph creature.

You gained the signet ring of Xorinatch the Cruel which allows its wielder to cast Shield once per week.

You gained a curious Glyph Shard of unknown origin.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Scrying the cavern with the lake, Vaelri has discerned the forces of the Kobolds – nine slingers, an augur, and a diseased-looking, ghoulish Kobold – along with a large force of Wargs, forty-one in all, eleven of them two-headed.  Their leader is a slavering wolf of prodigious size; one of his two heads bears marks of an old injury and lolls lifelessly alongside the remaining head...[/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]You have searched for the two remaining shards of the Tablet of Time.  One, however, is cloaked from your sight; you can sense its presence (indeed you think it is somewhere in the Middledeep; you cannot be any more precise at this time), but you cannot pinpoint it; it is like a dark pall of mud has been stirred up from a lake-bottom and obscured the thing's location.

As for the other shard, you locate this one in washed up on a far shore in the Upperdeep, half-hidden by fungal growths and cautiously investigated by a Gloommantle, one of the strange, squid-like beings that your kind once kept as cattle in ages past (a cluster of half a dozen of these creatures dwells in the same region of the cavern as the shard).

[The Glyph Shard you can locate is to be found in Upperdeep 83.]

Meanwhile, your Watchers slip into their hibernation and begin to dream, to see things which are and were and will be.  One looks into the central caverns, and sees a group of bedraggled Duergar, some of them injured – from the look of it be Ceremorphs.  They are huddled by the shore of the lake round a sputtering fire.

[Middledeep 96 contains a Duergar Battle Cleric and 4 Duergar Sneaks.]

Peering into the Ceremorph Hive itself, your Watchers brush up against the terrifying vastness of the Overbrain's intelligence.  The City of Madness is garrisoned by twenty Sentinels, disgusting creatures the Overbrain seems to have rapidly bred from certain spawning-chambers deep in its living sanctum.  The Ceremorphs are braced for attack.

[Dtoulth in Lowerdeep 73 is garrisoned by 20 Ceremorph Sentinels.  It contains the following structures: Improved Ceremorph Mine, 4 Thrall Pens , 3 Mushroom Farms, Overbrain Chamber, Spawning Pool, Mutation Chamber, Grafting Pen, Inquisition of the Exalted, Evolution Cell, Pupation Cell, Amplifier Node, Slime Moat.]

Next you peer into the lands of the Nocae, where your Fleshwarper is safe in a specially constructed tank.  The garrison has been much reduced of recent, as the Nocae spread themselves thin across the Upperdeep.  A single Abomination and five Archers hold the city, along with a brigade of mercenaries – Deep Gnomes, twenty-one in all, wielding curious machines that seem to generate a kind of eldritch lightning.  The city's expansion continues.

[Umbrazzid contains the following structures: Shadow Spire, Cavern of the Accursed, War Spire, Armory Spire, Shrine of Sylessiadil, 3 Lichen Gardens, Improved Shadow Elf Mine, 2, Lizard Pens, Spire of Gloom, Shadow Architecture, and 3 Murder Holes.  Many structures are under construction: a Ranger's Spire, Drake Nest, a Shadow Elf Mine Complex, a Veil of Shadows, a City Wall, and a Spidersilk Armoury.]

Their south-eastern colony has yet to develop any structures save an escape tunnel, but caverns for the Shadow Elves' Accursed servants, a city wall, and two lizard pens are being constructed, while shadowy enchantments are being woven into the architecture.  Two Abominations form the only garrison.

In the Middledeep, you look into the Dark Elf ruin, the ancient city of Hazer-Nagroth where seven Sucucubi have recently been summoned by the Bloodlord Dalashinn.  A guard-force consisting of a slave soldier, five swordsmen, five crossbowmen, two spider cavalry, two tunnel hulks, a pair of ogre slaves, and a Bloodfiend garrison the ruins – quite an eclectic but potent army.

[Hazer-Nagroth contains the following structures: Improved Dark Elf Mine, Arcane Library, Teleportation Circle, Slave Pens, War Spire, Armoury Spire, Web Caverns, Tomb, Barrow, Sepulchre, Improved City Wall, Escape Tunnel.]

Next your Watchers peer to the shores of a lake above, near to Kobold lands [Middledeep 76].  The caverns on the surface are clear, but below the water there are remnants of a Watcher outpost – an intricate mine complex as well as half a dozen algae farms still linger here.  However, a group of vile toad-like beings squat in these ruins, a tribe with thirty warriors and three druidic hierophants; they may be the degenerate remnants of Scumspawn...

Further east, you look upon the cities of the Dark Elves.  Their capitol, Vashnaranzenan, is garrisoned by ten crossbowmen and a war spider.  It contains a Matriarch's Spire, Slave Pens
a War Spire, four Lichen Gardens, an Improved Dark Elf Mine, Web Caverns, a Matriarch's Study, a Slave Market, a Ranger's Spire, and a City Wall.

Their colony to the south is garrisoned by five swordsmen, five crossbowmen, and five slave soldiers.  It has slave pens, and a mine under construction.

Next your Watchers look upon the Ceremorph Hive the Dark Elves captured.  Here the bulk of their forces are garrisoned: a War Spider, ten crossbowmen, ten swordsmen, and the Matriarch herself.  The Hive contains a Thrall Pen, Ceremorph Mines, and an Amplifier Node.

Finally your Watchers peer once again towards the eastern caverns.  Here they find the breeding-grounds of the icthyoid fish-frogs that dwell in the lake – a great greasy heap of eggs piled along the river-banks.  Nothing else of value can be discerned.

Searching for a Duergar staff of bones, you discern nothing.  You must have been given incorrect information concerning it.[/spoiler][spoiler=Response to Chiaoroscuro Jayet Septena, from the Ceremorph Overbrain]The Overbrain's colossal, overpowering intellect thunders through your brain – though compared to the awful malignancy of a Demon Prince's infernal consciousness the hive-intelligence of the Ceremorphs is a puny thing.

Little Fiendling, Outsider, Sin-Spawn... I bid you welcome to this plane.  You know a great deal for one so newly arrived in this reality.  Let me first offer you some advice: do not trust Llitul, for she is a broken and corrupted thing.  Her bond with me should have been insuperable and yet she betrayed me; she would not think twice about doing the same to you.  You speak of returning her to me, and though this would please me greatly, I wonder at your ability to do so.  You lead no armies; the Diabolic Host of the Abyss has not followed you into this world.  How would you propose to return Llitul to me?

Were you, somehow, to do this thing, and deliver my blasphemous daughter to Dtoulth, you would be well-rewarded.  I have heard your kind prize secrets, take delight in forbidden knowledge.  I have dwelt in this world for many long aeons, could tell you things which none now living know save me.  I have heard also that you covet the essences of the Lesser Ones, which some call Souls.  In this you are almost kin to Ceremorphs, for we too feed on the consciousness of the Lesser.  I could provide a veritable feast of Souls for you and your House, were you to aid me in my conquests, in reeastablishing my dominion.  What could Llitul give you that I could not?  The crass comforts of gold?  Cadaverous sacrifices?  Such material offerings are unworthy of your Race, whose power even I admire.

Consider your actions carefully, little Fiendling.  Join me and we could accomplish much.  Oppose me and the horrors of the Abyss will seem gentle when placed next to the agonies I can inflict.
[/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]Using the Altar that is Yuddarath, you look upon the city of the Shadow Elves.  The garrison has been much reduced of recent, as the Nocae spread themselves thin across the Upperdeep.  A single Abomination and five Archers hold the city, along with a brigade of mercenaries – Deep Gnomes, twenty-one in all, wielding curious machines that seem to generate a kind of eldritch lightning.  The city's expansion continues.

[Umbrazzid contains the following structures: Shadow Spire, Cavern of the Accursed, War Spire, Armory Spire, Shrine of Sylessiadil, 3 Lichen Gardens, Improved Shadow Elf Mine, 2, Lizard Pens, Spire of Gloom, Shadow Architecture, and 3 Murder Holes.  Many structures are under construction: a Ranger's Spire, Drake Nest, a Shadow Elf Mine Complex, a Veil of Shadows, a City Wall, and a Spidersilk Armoury.]

You also peer into the lands of the Duergar, but the tunnel you monitored is devoid of inhabitants.[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Lady Viarra Gloomsong, Matriarch of Vashnaranzenan]Queen Shee-Ra,

It is unfortunate that this Crown has not been found.  My agents believe the creature who stole the crown is now somewhere in the southern reaches of the Underdeep, but they seem to have vanished.  Possibly the Duergar, as you say, have found the Crown.  I will have to make certain inquiries... Meanwhile, we shall search for the fallen Kobold you speak of.  There has been much Ceremorph activity in this region, so it is quite possible your scout discovered your servant and slew, devoured, or enslaved him.

I do not ask for gold or metal for reward in aiding your assault on the Ceremorphs.  However, I have heard it said that you recently occupied the ruins of the ancient city of Haggroth-Kharzenan, which was built by my distant forebears and for a time served as the seat of Queen Naggora herself.  I do not begrudge you these ruins, but I must ask – did you, by chance, discover any objects within the broken halls?  In particular there is a certain jeweled necklace which once belonged to Naggora, whose blood runs in my veins.  It is a trinket, of little real value, but it is something of an heirloom of the ancient kingdom.  I am something of a collector of such objects; if you happen to have discovered it, I would greatly appreciate its return.

Your loyal vassal,

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Prince Saerid, the Shining Flame, Lord of the Mithril Tower]Kobold Queen,

Your attack plan seems sound, though I hesitate to commit to a long siege.  My magus shall speed your tunnellers so that we may assault the vile Ceremorph hive-mind and its minions as soon as possible.  With luck Llandri shall be there, but if not then we will seek her out wherever she may be.  It is my hope that by destroying the Overbrain we will free her of its hold on her.

-   Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler]
[spoiler=Response to the Duergar Despot Käfer from Black Agnethe]The note you receive, sent on a scrap of discoloured vellum, is cramped and spidery, the letters hard to make out:

"Black Agnethe cares not for your titles or positions.  Black Agnethe wishes only to be left in peace.  Build your fortress if you must.  Black Agenethe will find other caverns to dwell in."[/spoiler][spoiler=Response to the Duergar Despot Käfer from Urog-Sharga] Käfer,

My people fight well.  We do not break.  We do not buckle.  We seek honour, and glory on the battlefield.  Our prices are high for we are well-trained, well-equipped, well-seasoned.  Yet we are not unreasonable.  Should our prices be too high for your coffers to afford, some agreement might yet be reached.  If you plan to engage in wars of conquest, then we would accept some of the spoils of war in lieu of part of our usual payment.

Also, a personal matter.  Many of my kindred are enslaved in the city of Vashnaranzenan.  My warriors and I were slave soldiers once, bought and paid for by the Duergar of the Old Empire.  But when Xorinatch fell and the Empire collapsed, we were freed from our bonds and became mercenaries.  We would have vengeance against those who once kept us in chains, the Dark Elves of House Gloomsong.  Promise us the chance for revenge and the prospect of liberating our kindred from the Elf mines, and we will accept a lesser payment.

Urog-Shraga

[If you promise the Grey Orcs 25% of any spoils of conquest from battles they take part in, or the chance of fighting the Dark Elves of Vashnaranzenan, they will reduce their price to 275 Gold upfront; Urog-Sharga will reduce her Upkeep costs to 5 Gold and 2 Food, while the other Grey Orcs will reduce their Upkeep costs to 3 Gold and 2 Food each.  If you promise both, they will reduce their cost to 200 Gold and an additional 1 Gold less for their Upkeep.[/spoiler][spoiler=Response to the Duergar Despot Käfer from Prince Saerid, the Shining Flame, Lord of the Mithril Tower]To the Duergar King,

Llandri, my beloved, remains unaccounted for, but we shall soon assail the vile Overbrain itself.  With any luck its destruction will release Llandri from any influence the Ceremorphs have over her.  As for these Watchers, the Kobolds who are our guides have made mention of some... creatures in the service of these mysterious deep-dwellers which may aid us in our quest.  What their motivations are, I cannot say; presumably they, too, are foes of the Ceremorphs.

Prince Saerid, the Shining Flame, Lord of the Mithril Tower[/spoiler][spoiler=Response to the Duergar Despot Käfer from Lady Viarra Gloomsong, Matriarch of Vashnaranzenan]Lord Käfer,

My beast-masters have much experience in the training and breeding of Drakes.  If you wish it, I shall bid some of them visit your Citadels.  It will take them some time to reach you, our realms being somewhat distant, though I note your borders increase by the week.

I have heard reports, Lord Käfer, that you have become disturbingly close to the Dark Elves known as the Kirr.  Is this rumour true, or are my agents misinformed?  For your own good I will warn you: beware the demon-worshippers.  They are heretics and heathens, caring only for power.  They will use you and then cast you aside.  Do not trust them!

It is true that I am gathering certain objects, relics of my ancestors, for I am much interested in my own history.  Unfortunately, many of my forebears' ancient ruins have been plundered by looters and thieves.  Should you discover any objects that you think might be of interest to me, you would be amply rewarded for their return.  In particular I seek a certain staff made of bone, a crown set with black gemstones, and a necklace with a shadowy jewel.  I you have any knowledge of these artefacts' whereabouts, this too would be valuable to me.

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler]
[spoiler=Response to Lliutl the Demented, Lady of Madness, from Quasthid]My Lady of Madness, if you have rebelled against the Overbrain, then I am your ally.  I am your servant, willing and eager, enthralled or no.[/spoiler][spoiler= Response to Lliutl the Demented, Lady of Madness, from Tethrol Gricenchos]Greetings, Lady of Madness, Queen of Ceremorphs,

Your sentiments are appreciated.  I must gather my strength before returning to Faerie, but your assistance in the conquest of the Unseelie would be welcome.  For now, I will aid you in the destruction of your foes, and in time, perhaps, we can destroy Balor the Usurper together.  Where shall I begin?

Tethrol Gricenchos, King of the Fomorians[/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]You peer into the magma-filled cavern and discern a Lake Troll stooped over an Orc body.  Nearby, the hut of a strange, female creature - a Pit Hag - is perched over the lake of lava.  It appears to be a shop of some kind.  The Troll has looted the body of several scrolls.[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your augurs have consulted various signs and omens, have peered beyond veils of mystery to discern far-off places.  First they looked into the lands of the Dwerim.  To the west, in the ancient Dwarf-ruin, they discern the Dwer Thane Tiern, along with twelve elite Dwer warriors, forty axemen, three Hobgoblin mercenaries, and a runeseer, as well as the Dwarf Queen Disa and ten Dwarf rifleman.  An Iron Golem and fifteen Shadow Elf archers are also present at the fortress, which includes a Forge Hall, a Hall of the Ancestors, a Shield Hall, an Improved Dwarf Mine, a Hall of Runes, two Mushroom Gardens, an Apiary, a Runegate, an Outer Wall, three Murder Holes, an Escape Tunnel, and a Rune Trap.

Two the east, the Dwarf-ruin your warriors disastrously assaulted is garrisoned by two Iron Golems, and two axemen, along with the Dwer commander.  This ruin contains a Thane's Hall, Forge Hall, Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, and Improved Dwarf Mine, as well as an Outer Wall, Impenetrable Walls, and an Escape Tunnel.   The Nocae settlement nearby contains a Goblin mine and is garrisoned by a Shadow Elf Paladin.

Further west, the former Goblin capitol, now occupied by Shadow Elves, is garrisoned by five Accursed and one Abomination.  It includes a Hall of the Goblin King, a Goblin Mine, a Mushroom Patch, a Mushroom Grove, a Goblin Lair, a Goblin Armory, a Bat Roost, a Palisade, a Spiked Moat, an Escape Tunnel, and three Murder Holes.  The settlement further west still is  garrisoned by five Abominations, five Swordsmen, and five Archers, and contains a Goblin Mine, Reinforced Gate, Escape Tunnel, two Mushroom Patches, a Palisade, Reinforced Gate, Escape Tunnel, and Spiked Moat.

In the Middledeep, your augurs have scried the Dwerim capitol.  It is garrisoned by forty axemen, six grudgebearers, ten flamesprayers, an igniter, ten Shadow Creeper mercenaries, and a Shadow Stalker mercenary captain.  It includes a Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, two Apiaries, Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace, Outer Wall, Iron Gate, three Murder Holes, two Flame Galleries, and an Escape Tunnel.

The tunnel to the north [Middledeep 49] is clear, devoid of any creatures or other features of interest.[/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]Your Runeseers have looked into caverns to the north, and seen several disturbing things.  Firstly, your seers have discerned the forces of the Kobolds – nine slingers, an augur, and a diseased-looking, ghoulish Kobold – along with a large force of Wargs, forty-one in all, eleven of them two-headed – have met in the cavern with the lake [Upperdeep 48].  Their leader is a slavering wolf of prodigious size; one of his two heads bears marks of an old injury and lolls lifelessly alongside the remaining head.  Secondly, they peered into the lands just to the east, discovering eight Legionaries and twenty slingers not far from the Shadow Elf controlled Goblin capitol.  The Nocae settlement is garrisoned by five Accursed and one Abomination.  It includes a Hall of the Goblin King, a Goblin Mine, a Mushroom Patch, aMushroom Grove, a Goblin Lair, a Goblin Armory, a Bat Roost, a Palisade, a Spiked Moat, an Escape Tunnel, and three Murder Holes.  The settlement further west still is  garrisoned by five Abominations, five Swordsmen, and five Archers, and contains a Goblin Mine, Reinforced Gate, Escape Tunnel, two Mushroom Patches, a Palisade, Reinforced Gate, Escape Tunnel, and Spiked Moat.[/spoiler][spoiler=Response to Llitul the Demented, styled the Lady of Madness, from Prince Saerid, the Shining Flame, Lord of the Mithril Tower]Saerid's voice drifts out of the void towards you.  It sounds fervent and determined:

Llandri, my beloved, I march to destroy the vile thing that has mutilated you.  When it is dead I will fight my way through every Duergar in the Underdeep to reach you.  If you are dead I shall bear your body across the western seas to the very shores of the Everlasting Lands themselves and take council with our ancient kinsfolk who still abide across the water, the Light Elves of that fair place, and if necessary I shall bring you before the very Powers themselves.  They will restore you, Llandri, will make you whole once more, undo whatever evil the Ceremorphs have done.  And if your soul has somehow been tainted, as passed into darkness and horror, I will harrow the very Hells themselves to bring it back, will scour the Abyss for your spirit.  None can withstand the Shining Flame.  Even if I were to perish and be sent to the Deathless Vale I will petition the Powers of Light to be incarnated once more, and shall sail back across the seas to seek you out.  Nothing can stand in my way.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Xathan on April 05, 2013, 03:46:08 PM
Soundtrack for the Week: Time to Die (http://www.listenonrepeat.com/watch/?v=yGPjYbNAgzk&list=RD023pclZ2inhwM)
[ic=Closing Time]

Is it always this hollow when everything goes according to plan? I hate to see how you would take defeat

I waved my hand, pushing Llandri and Whisper away, looking over my current - temporary - refuge. Too much. It had all been so simple! I would betray Gloomsong, who would take her time preparing to act. I would show Saerid what I looked like, and he would be pushed to avenge me instead of moving against me directly. He won't, you don't get it, he won't harm us, he would never Shut. Up. Eldrich Things, you're more irritating now than you were when you were a mewling coward. Fine. Get it out of your system, finishing monologuing.

Nevermind. You all already knew the plan the Reader doesn't What?

What?

What?

...

Right. But it worked! The Overbrain is doomed! Why...why am I not happy?

Because you never bothered to consider what you would do next. WE never did, you mean. I won't take full responsibility for this. Fine, but what do we do?

RUN

Who the Elder Hells are you?

NW'SHOGG.

What does that even mean invader, defiler? Who are you!?

NW'SHOGG. YOU TREMBLE HERE, BUT YOU DEFILED DTOULTH, YOU DEFLIED OVERBRAIN WAGH"NAGL. RUN, LITTLE PHAGE. RUN DEEPER INTO SHOGGAGL. RUN, FOR YOU ARE WANTED

I fall to my knees. My ears are bleeding, and I can hear the voice it's leaving, it's leaving my Queens What the hell, what the hell? What the hell was that!? That wasn't one of us, was it? Is that in here? Did I create that?

It doesn't matter.

Kafer. Saerid. Shee-Ra. Dtoulth. Gloomsong.

Who else? Who else wants me dead, or enslaved, or "freed"? The Necromancers said they were not going to help the Overbrain, of course not, why would they when we're such a unique experiment Who else had it contacted? There was one being we could trust and the longer we stay, the more danger we are to agreed. We need to go. Where?

Deeper deep, deeper than we've ever gone before No, back to Dtoulth, destroy the Overbrain. No. Nw'shogg was right. We must go to Shoggagl. We must go where is that?What is that? it doesn't matter. We don't have to go home but we can't stay here.[/ic]
EDIT: Fixing information at DM's request.
[spoiler=Orders]
As Always, Draft At the moment
[spoiler=Production]
GoldMetalBodiesFood
+0+0+0+20
Sources:
Yreh-ctah
Wild Mushrooms +20 food

[/spoiler]
[spoiler=Upkeep]
GoldMetalBodiesFood
-62g-0-46-83
Commanders
No Upkeep
17 Psions
-52 gold, -34 bodies
23 Brainhounds
-69 Bodies
48 Thralls
-48 Food
2 Ceremorph Exarchs
-16 Gold, -8 Bodies

[/spoiler]
[spoiler=Construction]
Bases
Ladaguir
Repairs:
Duergar Mine Complex (-175 gold, -18 Metal)
Spiked Wall (-25 Gold)
Iron Gate (-25 Gold)

Beginning:
Spawning Pool (-40 Gold, -10 Bodies)
2 Mushroom Farms (-50 Gold)
2 Thrall Pens (-100 Gold, -20 metal)

Yreh-Ctah
[/spoiler]
[spoiler=Recruitment]
Ladaguir
Fomorian Mercenaries -100 Gold

Yreh-Ctah

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFood
1726127152
[spoiler=Body Types]
2 Dark Elf Bodies
6 Giant Spider Bodies
15 Brainhound Bodies
[/spoiler]

[/spoiler]
[spoiler=Trade]
Mid Week:
75 Bodies to the glow, 168 Metal to Glow, receive 90 gold from Glow, 16 Ceremorph Bodies to Glow

Regular:
15 Gold to Seven Sisters
[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Ladaguir
Despot's Hall (Unusable)
Duergar Mine Complex (Broken)
Forge Hall (Unusable)
Hall of Trade (Unusable)
Hall of Carnage (Unusable)
Training Hall (Unusable)
Hall of Trophies (Unusable)s
Spiked Wall (Broken)
Iron Gate (Broken)
Escape Tunnel

Yreh-ctah
None Yet

[/spoiler]
[spoiler=Armies]
The Demented (Garrisoned at Middledeep 31)
1 Quasthid (Inquisitor, Greater Dominated)

The Hounds (Garrisoned Middledeep 41 (Tower of Screams))
7 Brainhounds, Led by Liltul

The Seekers (Garrisoned Middledeep 91)
3 Fomorians led by Tethrol Grincenchos
2 Ceremorph Exarchs
17 Ceremorph Psions, Lead By Xealaz, Exarch Commander
10 Brainhounds
41 Thralls

[/spoiler]
[spoiler=Orders]
Immediately hire the Fomorians. Liltul continues her calls for mercanries and apprentices. she is offering 20 gold, 5 bodies, and 3 metal, or 10 gold and 20 bodies, so long as they are worth the price. She is willing to offer more metal, bodies, or food if needed to attract better apprentices: max 15 metal, 30 bodies, or 30 food. Will go up to 40 gold for someone really, really skilled - especially with a more academic leaning. Also offering a 200 gold up front cost for Mercenary bands or powerful mercenaries/Apprentices like Eye Tyrants/Mindwitnesses.

Xealaz to immediately Use scroll of dispel on the Arcane Lock. If something is trapped within, attempt to bargain with it or at least treat non-hostile unless it forces his hand.

Llitul will cast Phase Shift and use the remaining scroll of Haste on the Sporemother headed towards Ladaguir. She will then spend this week in the Arcane Library studying Haste.

The 7 Brainhounds at Middledeep 41 will ungarrison (0 speed) and then spend 6 speed foraging (+42 food). If the Thorn or the Fungoids in M41 are attacked or engage in combat, the brainhounds will assist.

The Seekers (all, including Xealaz) will ungarrison from Middledeep 91 and move to Middledeep 89. They will attempt to wait to intercept Gloomsong's army if it is returning - if they do, Xealaz will use the scroll of Poisonous cloud on the largest regiment of low HP units (Slaves, Swordsmen, or Archers). If there is no combat at M89, or after the combat is over they will split into three forces:

Hounds
10 Brainhounds

Dementists
3 Fomorians led by Tethrol Grincenchos
2 Ceremorph Exarchs
13 Ceremorph Psions
20 Thralls

Rear-Guard
4 Ceremorph Psions, Led by Xealaz
21 Thralls

The Hounds, Regardless of if gloomsong attack or not will break away and join Grolhund in claiming the Dark Elf Capitol at M86, staying slighty back out of archer range until the walls are breached.

The Rear-Guard will Entrench, and Xealaz will return to M91 and re-garrison, since that hits the limit of what a Commander will do. He will lend use of the Signet Ring and Imperial Scepter to Tethrol Grincenchos at this point.  IF Gloomsong's forces there have attacked this week, instead of entrenching, the Rear-Guard will move down to L69 and reclaim Glyp-Dor from whatever meager defenses she left behind.

The Dementists will move to M87 and SLAUGHTER ALL WHO WILL NOT BOW BEFORE THEM.

Any dead brainhounds (including 10 of the brainhound bodies I have) or psions will be offered to Grolhund for dark elf bodies, but other than that the loot will be divided as earlier prescribed - we will NOT hold back Dark Elf bodies/prisoners gained from M87. Each of the remaining two Exarchs will be promoted to Commander and given one of the old Dark Elf cities.

Llitul, as soon as she has finished learning haste, will cast it on herself as well as invisibility and ward from scrolls and leave the Brainhounds behind, heading to deep: Tower-M41 (0 speed)-42-47*-L31-30-32-31. Upon Reaching L31 she'll use the bonus from the crystals in that region to put phase shift on herself. Now her crazy is going to take over, which means she's going to end up where ever works best for the narrative of meeting the Derro so I can get them ASAP; preferences for L46 where the Derro base will be, L56 to meet Ktan at the same time, or anywhere else West of the Fungoids that isn't in the Caverns of Awful Monsters (L42-43-44).

*I'm assuming an allied dungeon in the region+climb keeps me safe from the lava

Quasithid is promoted to Commander but to Ungarrison from M31, move to M30, and spend one speed to scout M32. If Duergar are coming, he is to flee (forced March) to M27 - if not, return to M31 and re-garrison.

If Duergar do not attack, or after they do, the Brainhounds that were with Llitul (once again the Hunters) are to Forced March to M31 (M41-37 (2speed)-33-32-30-31). Ignore this if Duergar take M31.

End of Turn Armies, Assuming No One Dies:
Rear-Guard (Entrenched at M89 if Gloomsong does not attack, back in Glyp-Dor if she did and was defeated)
4 Ceremorph Psions
21 Thralls

Dementists (Garrisoned at my new base at M87)
3 Fomorians led by Tethrol Grincenchos (who now has signet ring and imperial scepter on loan)
2 Ceremorph Exarchs
13 Ceremorph Psions
20 Thralls

Hounds (Garrisoned at my new base at M86)
10 Brainhounds

Hunters (Stationed at M31 unless Duergar took it, then Stationed at M41)
7 Brainhounds Led by Quasithid

The Seekers (Garrisoned Middledeep 91)
Xealaz

[/spoiler]
[spoiler=Characters]
[spoiler=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +8
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Greater Dominate, Immunity (Fear), Leadership, Mindlink, Phase Shift, Spell Resistance +4, Discipline, High Exarch (Provides Dominate, base fear of 18)
Equipment Crown of Malakar, Scarab of Fear
Inventory Scrolls 2 Ward, 2 Invisibility, 1 Dispel, 1 Phase-Shift, 1 Haste, 1 Poisonous Cloud

Llitul increases the Ranged Damage and Morale of any army she is leading by +1. If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1. Any regiment she leads is also Immune to Fear and has Discipline.
[ic=The Crown of Malekar]The Crown of Malekar the Obscene is a major artefact. Whoever possesses the Crown of Malekar gains a number of abilities:
Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.
Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.
Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.
Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:
[See Below]
Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.
The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on. [/ic]

[/spoiler]

[spoiler=Xealaz, The High Dementist]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9 (+11)
Special Abilities: Agony (Torment), Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership, Grudge (Ceremorphs)
EquipmentImperial Sceptre, Mindsliver, Signet Ring of Xorinatch the Cruel, Glyph Shard

Armies accompanied by Xealaz gain the Discipline ability. Xealaz increases the morale of any army he is leading by +2

[ic=Imperial Sceptre]This black metal sceptre is studded with spikes, looking more like a particularly cruel mace than a royal symbol.  It is carved with Duergar runes that glow with a fell red light.
Whoever wields the Imperial Sceptre gains the following abilities:
Firstly, the wielder of the Sceptre gains +2 Morale.
Secondly, the wielder acquires the Grudge (Ceremorphs) ability, which is conferred to any regiment he leads.
Thirdly, the wielder acquires the Agony spell.  If they already possess this spell they acquire the Torment spell instead, increasing the spell's penalties to -3 Attack and Damage.
Fourthly and finally, the Leadership bonuses of the Sceptre's wielder are doubled.[/ic][/spoiler]

[Spoiler=Tethrol Gricenchos, Fomorian King](http://img20.imageshack.us/img20/7345/tethrolgricenchos.jpg)

Tethrol Grincenchos is the deposed King of the Fomorians, having been exiled from the Unseelie Court by his cousin Balor, whom he claims is a Usurper.  Towering over thirty feet tall, this twisted, antlered beast wields a gargantuan stone axe in battle.  His third eye can petrify his foes.

Upkeep: 20 Gold, 8 Food
Melee Attack: +10
Melee Damage: 25
Defence: 18
Health: 50
Speed: 3
Morale: +7
Special Abilities: Curse, Fear (DC 20), Leadership, Huge, Petrify

Tethrol Grincenchos increases the Morale of any army he is leading by +1.

[ic=Fomorian]Some say Fomorians are Ogres who wandered into the Faerie Realms and were warped by the fey spirits within; others claim that Fomorians are the original Giants, and that other Giant-kin are their degenerate descendents.  These Fomorians are Tethrol's personal servants and bodyguards.  They wield huge clubs in combat.

Upkeep: 6 Gold, 6 Food
Melee Attack: +5
Melee Damage: 15
Defence: 16
Health: 30
Speed: 3
Morale: +5
Special Abilities: Fear (DC 15), Huge[/ic][/spoiler]

[spoiler=Elf Wights (0)]
Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16).[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Xathan on April 05, 2013, 03:46:28 PM
[ic=Llitul]
[spoiler=Response to the Glow (1 of Unlimited)]They...they killed my children...so much death...so much loss.

My friend, I find myself with much of the sharp metal you require and no, no use for it anymore, not with so many dead...but I need the dead gold, yes, to avenge my children and to keep those who survive alive.

I will give you 168 weights of the sharp metal for 90 pieces of the dead gold to meet this beautiful creature's desires.

And some of my children...I wish them to see new life in the Dream. I have their bodies, 16 of them, that I will give unto you so they may be reborn, so that you may perfect their flesh. I only ask that when they are reborn in the Dream, a quarter of them will return to me so I may know them again. As more of my children die, I will give them to you, so you may give them new life in the Dream.

Also, there is one other thing. My children fight from the Overbrain, who I now know is a blight upon the dream. If you can send some of your children to aid the ceremorph-flesh, my ceremorph-flesh, at the city of Ladaguir (M91), build a new portal so they may leave, and some of your skin farms with some more flesh that I have so my children will not starve...please, my friend, help me.

[ooc]If you accept, since we're in the same region, we can insta-trade. In addition to the 168 metal for 90 gold, I'm offering 16 cerebodies in exchange for, at a later date, 4 mindrot horrors, and however many bodies you need to build 2 skin farms at my base at M31. This number of metal/gold could change if I have done math wrong and need a bit more to cover my costs this turn, but it'd be at a 1:1 ratio and shouldn't be more than 5 in either direction - just need to make sure I have enough metal to repair a duergar mine I have access to.[/ooc][/spoiler]

[spoiler=Response to the Child of the Glow (2 of Unlimited)]
I will give you 75 bodies for the birth of your children, though I may need a few weeks before I can see to their needs.

And...thank you. I am desperate with fear, but you...I know I can trust you.

[ooc]Lamest IC message ever, but figured I should get something out since I'm horribly stuck writers block wise.

Total Midweek Trades: Outgoing; 75 bodies, 168 Metal, Incoming 90 gold. Sound good?[/ooc][/spoiler]
 
[spoiler=Message to the Glow (3 of U)]
Llitul reaches out, sending a tendril of thought, an echo of the Duergar's mind to the Child;

QuoteIf you want mercy, you will have to offer a great deal more. I have reports that your party included seven hounds and seven ceremorph psionics in in along with your orc. What other forces do you have? Perhaps if you sacrificed all these, seven hounds and seven ceremorphs to my beetles I would contemplate mercy, along with your promise to never attack someone of my empire again. What else can you even offer the Duergar? What you ask for will only come at a steep price.

Finally, never ever compared yourself similarly to the Duergar. You are not doing what my people did, we escaped tyranny and slavery that nearly destroyed our people. You simply wish to no longer follow the orders of the Overbrain. You still keep slaves, you still devour the brains of denizens of the Underdeep. Do so again and I will bend my empire to wiping you out from the Underdeep so thoroughly that even the memories of you will be destroyed.

That is the sharpness the Duergar offers me when I offered peace between us; he asked that I feed my children to its beetles. This is why I fear their sharpness, this is why I fear them.

Next week, I must leave your tower, go deeper into the Underdeep to flee his sharpness. But my mind will linger with you, I will share the dream with you even though my flesh is gone.[/spoiler]

[spoiler=Response to the Child (4 of U)]
Thank you, my friend. My hounds and I will help defend the Thorn if it should come to that; we will not see you harmed by the Duergar anymore than you would let us.

As one other thing, I have found a curious shard of green dead-stone with a glyph upon it that contains powerful magic; it has companion pieces. If you were to come across its companions, I would appreciate the chance to learn more of what their power could do for us.[/spoiler]

[spoiler=Response to Child (4 of U)]
Here are the bodies of my children; I hope you can find some use for them.

[ooc]16 Ceremorph bodies as discussed in first message; I'm offering 16 cerebodies in exchange for, at a later date, 4 mindrot horrors. Midweek Trade official[/ooc][/spoiler]

[spoiler=Response to the Bloodlord of Kirr-Gonda (1 of 4)]
In these difficult times, Bloodlord, your generosity is appreciated; however, I find my current circumstances warrant a great deal of caution with my remaining funds. To be blunt, I cannot afford to purchase the slaves at this time in numbers that would make them at all useful to me.  However, I would be happy to take you up on that offer at a later date, given your entirely reasonable prices.

Also, motions in my rebellion make the imminent removal of Lady Vierra Gloomsong from play a possibility, though by no means a guarantee. Should that happen, do you have any interest in purchasing her, sans any and all items and clothing in her possession, alive or dead?[/spoiler]

[spoiler=Response to the Bloodlord (2 of 4)]
Excellent! Rest assured that if she is not delivered to you, it is because I have found a far greater use for her - but she will not be a concern of yours for much longer.

I do wish to inform you I have a new home founded not far from your realm. It is my hope that I can use this home as a base to assist with the ongoing efforts against the Nocae and their allies; but it seems that may not come to pass. The Duergar are quite intent on my death over a little matter of some scouts that were slain while I was the Overbrain's favorite bitch; though I've broken that link, I believe they may intend on continuing to hunt me, though I wish them no ill will despite the death of my apprentice. If you would be able to dissuade them from slaughtering me, I would be eternally grateful and, once my forces restored, would be happy to devote time and energy to furthering the destruction of your disparate kinsmen so that you are the sole remaining Dark Elven power in the Underdeep.[/spoiler]

[spoiler=Message to the Despot (1 of 4)]
Despot of the Ironhold, hear my thoughts.

I am Llitul, called the Demented, the Lady of Madness, a title I am given by one whom you hate. You killed the orc that serves me - a death I mourn, but one I understand, for I had greatly wronged you. Your servants were killed by my hounds, and I do not deny my involvement.

Yet still I ask for your mercy, for now I seek what your kind once did.

I have broken free of my Overbrain; I have denied its evil, its oppression. I seek freedom from the Overbrain; I seek to be my own being. I did what I did because it controlled me, because I was its pet.

Would you still kill me, Despot? Would you still kill one who sought what your people once did? Would you pursue Vengeance upon me while the true culprit, the Overbrain, is content to rebuild and drive out the invaders and grow strong and hateful yet again?

Or will you allow me to survive? I do not ask you to work with me, I do not ask for your leave to enter near your lands - I ask merely that you allow me to continue to exist, to taste freedom as your kind have.

Allow me this, and I swear to never feed upon your kin or kine, even if it would starve me. What say you, Despot of the Duergar?[/spoiler]

[spoiler=Response to Kafer (2 of 4)]
Your reports are incorrect - the psions they saw were deranged, half-feral creatures I came to put down before they could threaten anyone needlessly. The brainhounds I have are mine, and I am not willing to feed them to your beetles simply for goodwill, not when they are all I have to protect myself from predation.

I did kill the duergar you mentioned. I was the tool of the Overbrain at the time, and for their deaths I am truely sorry.

You are correct in that I offer little. I have little to offer. I am a pauper, having lost much to the Overbrain - it is impossible for me to know what I could offer if I survive Its wrath, but there is one thing I could give to you given the weeks needed to deliver it.

The imperial scepter of the old Duergar Empire is in my possession, a powerful artifact soaked in the blood of the foes of the Duergar. Should you allow me to live, I will see it given to you, and you will still have my word never to feed on any citizen of your Empire.
[/spoiler]

[spoiler=Response to Duergar (3 of 4)]
I swear that no being of Ceremorph born or enthralled by myself or no mercenaries in my employ will approach or harm a Duergar except in self defense so long as I live.

The scepter will take more time. It is far from you, and the path is perilous. I can safely get it to you in one month's time; should I still live then, the Scepter will be delivered to you with all due speed.

Are those terms acceptable?
[/spoiler]

[spoiler=Message to Dreams of Dead Races (1 of 4)]
Elder Thing, it is good to speak with you directly again. I hope the bleakflight finds its path unimpeded; may the Overbrain subject itself before you soon, as should be.

I have two favors I must ask; firstly, if the Overbrain should surrender to the massed armies, if you can see it contained as opposed to slain I would be grateful; as satisfying as its death would be, I have the means to permanently enslave it to my will, and find doing so to be infinitely preferable a blow to its bloated ego. Of course, if that is not reasonable to accomplish, or if you'd prefer to slay the parasitic mass outright, I'll hardly object - if such, and you have no need for its body once it is slain, I would like the massive hulk for further experimentation.

Second, the Dark Elves threaten my remaining presence in the Northdeep. If you could provide any intelligence on any or even all three of their holdings, I would be even further in your debt.

If you have a price for these tasks, name it, though I am a pauper-queen, and I shall do all within my grasp to provide.[/spoiler]

[spoiler=Response to Doctor Robertson (1 of 4)]
You are the second being to warn me of the Overbrain's attempts to subvert those around me - a pathetic attempt was made on the Sisters summoned by the Bloodlord of the Kirr. They are truly fascinating creatures. I do appreciate your apprentices decision to not take its vague offers of power and might - I will thank him in person whenever we shall meet.

The impending doom you speak of pleases me greatly; it is good to know the vermin will soon be forced to withdraw from what is rightfully mine.

I do have one...small concern. The Dark Elves of Vierra Gloomsong pose an immanent threat to my peoples and person even greater than that posed by the pathetic mass of the Overbrain. You are a cordial fellow, I find it difficult to imagine that you have not made contact with her. I would not dare ask you for something as crass as I might desire; no requests for intelligence on Gloomsong's elves, no requests that you infect barrels of food worthless to you with the finest grindings of the most potently diseased undead you may spare and send such barrels to her, no promises of gold or unique bodies - including five ropers, beings only found in the depths I make my home, in exchange for these services.

No, I wouldn't ask you to do any of those things. I merely wish to inform you that two individuals who you may have cordial relations with might soon be at the dreary business of attempting to murder each other over an unfortunate misunderstanding while I was enthralled to the Overbrain.

Yours in Madness
Llitul the Demented, Lady of Madness, The Queen in Exile, Mistress of Superfluous Titles, Etcetera.[/spoiler]

[spoiler=Response to the Seven Sisters (3 of 4)]I am well pleased to hear this weeks events went in your favor; the additional gold will come in handy. Unfortunately events dictate I spurn generosity for the moment. As soon as I am able to, however, I would be pleased to be able to be more free with my assets.

Of course, that's assuming all goes according to plan and the Duergar do not kill me this week. Such is the joy of my current life; I pray I can indulge more in the future.[/spoiler]

[spoiler=Response to the Sever Sisters (4 of U)]Inform them I head north, and plan to return to Dtoulth, using spells of invisibility to hide my path. If they believe me headed this way they will not assault south, or so I hope.[/spoiler]

[spoiler=Message to Quasithid (U)]
Awaken, Inquisitor, for you present me with a quandary. Having freed myself from the Overbrain, having become Renegade as I planned, it feels improper to hold you in thrall, yet I find little reason to trust you. Can I trust you, Quasithid? Can you work with me? Or must I keep you enthralled for my safety?

[ooc]If possible, Llitul is going to use her Domination of Quasithid to compel him to be truthful.[/ooc][/spoiler]

[spoiler=Response to Quasithid (U)]
Then be free, but you are Inquisitor no more; you are my Harbringer, my will made manifest. The Hive you reside in is now yours, I name you Commander.

I attempt to negotiate a truce with the Duergar. However, you must desert the hive this week, so they will not slay you with their swarms of beetles. Reinforcements will be coming soon, but your life is valued over the safety of the Hive for now.
[/spoiler]

[spoiler=Message to Tethrol Gricenchos (U)]
Greetings, King of the Fomorians, and I am sincerely sorry that I could not yet meet you in person. I look forward to that day.

I hope the gold you will earn in my employ will aid with your plight; from one unjustly deposed monarch to another, you have my sympathy. Serve me well, King of the Fomorians, and you have my oath that I will make sure you have the army you need to reclaim your throne. Bind yourself to me and I will do more than that; your own people will be but the first of your Kingdoms. I swear to you either way to aid in you reclaiming your throne; the question is only how much further I aid the spread of your empire.

Of course, your decision need not be made now. Your gold is yours, and my promise to aid you in reclaiming your Kingdom is yours as well. If you want more...I look forward to discussing the details.
[/spoiler]

[spoiler=Response to Tethrol Gricenchos (U)]
The Dark Elves have moved against me; this week, I will see the beginning of their death. My commands will come soon, once I hear back from a great and terrible being who has made common cause with us.
[/spoiler]
[/ic]
[ic=Llandri][spoiler=To Saerid (1 of 4)]Saerid? Can you hear me?

I need you to hear, I need you to list. The Duergar...they're going to kill me. Listen, listen to what they said...

QuoteIf you want mercy, you will have to offer a great deal more. I have reports that your party included seven hounds and seven ceremorph psionics in in along with your orc. What other forces do you have? Perhaps if you sacrificed all these, seven hounds and seven ceremorphs to my beetles I would contemplate mercy, along with your promise to never attack someone of my empire again. What else can you even offer the Duergar? What you ask for will only come at a steep price.

Finally, never ever compared yourself similarly to the Duergar. You are not doing what my people did, we escaped tyranny and slavery that nearly destroyed our people. You simply wish to no longer follow the orders of the Overbrain. You still keep slaves, you still devour the brains of denizens of the Underdeep. Do so again and I will bend my empire to wiping you out from the Underdeep so thoroughly that even the memories of you will be destroyed.

I'm trying, trying to keep Llitul from them, but...she's scared, she's lashing out, we're lashing out. The Duergar...She killed some of them when we were fully under the Overbrain's influence, when I was fully his favorite bitch. They still, they still want revenge for it.

If I die...be careful if you attempt to revive me..I don't know where my soul is going anymore when i die. And the Child of the Dreamer, the Fungoids...she's strange, but she's keeping me safe, as safe as she can, as sane as she can. She...she's my friend. Please, don't hurt her. And the Ceremorphs to the Uppernorth of you, they serve me, they broke away from the Overbrain because of me...spare them your wrath, I beg of you.

I hope you kill It, the Overbrain. I hope you make sure no one else suffers as I have.

I love you. I'm sorry...I'm sorry it had to end like this. When you came all this way...and then the Duergar kill me before I can see you again. At least the Overbrain will never harm anyone else.

Here's what you need to know about Dtoulth, from when I, when we, were still working for it. I hope, hope this helps...

Transmitted to Saerid are the layout of everything Llitul knows about Dtoulth and about its defenses, structures, capabilities, as well as the plans she had formulated to defend it if the Dark Elves would attack, including the plan to mass Sentinels while the Overbrain and Exarchs Dominate/Agony/Confuse.[/spoiler]
[/ic]
[ic=Whisper]
[spoiler=To the Seven Sisters (1 of 4)]
A cloying tendril of darkness stretches out, fumbling for the minds of one of the Seven Sisters. It reeks of Ceremorph and Elf in a combination unlike any they would have encountered. As soon as one of them decides to pluck it, she hears a voice

I feel you there. Beings of power, of hunger, of beauty; beings not unlike my Queen, who has dispatched me, this little shard of herself, of wholeself, to greet you to the deeps. You may call me Whisper, for that is what I am, a whisper of the power that is my Queen. Who do I speak with, who are you?[/spoiler]

[spoiler=Response to Arquenciel and the Sisters (2 of 4)]
Oh, my, you all are delightful, I had no idea when I reached out...it is a pleasure to meet you all, I assure you.

I am a mote, a fragment, a dream within a dream, a piece of my Queen that is made to talk to beings such as yourself, to do what my Queen needs. I am her Emissary, though not her Harbringer - you might not like her, her Harbringer is rather indelicate.

My Queen is Llitul, Once Llandri. Let me show you her;

An image appears before them, of an elf woman with a pentagon of tentacles growing from her back, her head adorned with a crown of thrones clutched by the tendrils that were once hair. The tentacles move almost as if of their own mind, and her skin shifts texture and color at her will.

Is she not beautiful? Would you like to meet with her still? She would like that, she would want that. She wants many things, and has many things she can, or would do. Would you link minds with her, so that you may know her better? Would you know the Queen of Madness?[/spoiler]

[spoiler=Grolhund the Heartscrew (1 of 4)]
I can taste your madness, Heartscrew, I can taste your rage. I am Whisper, a fragment of Llitul, the Queen of Madness, and she has bid me to brush your mind. You rage is an echo through the Deeps; who has angered the mighty Grolhund? Who has drawn your terrible ire?

May we assist you in your vengance?[/spoiler]

[spoiler=Grolhund the Heartscrew 2 or 4]
Gentle, light laughter comes from the mental link - not mocking, but pleased You're perfect, aren't you? Unfortunately we will not cast ourselves upon your perfection yet - there is much for us to do, and so we will cling to our precious freedom for now. However, the rest is acceptable for the most - we will gather intelligence and give you what we know, and will leave you the majority of the bodies piled up from our efforts.

However, we desire the bodies, alive or dead, of some of the dark elves, including their ruler, Lady Gloomsong. Should you allow us this...we have many bodies, much flesh. Including some of our own. There are some among the ceremorphs who are unfortunately untrustworthy. Would you trade those dark elves and their Leader for the bodies of any of my kin that fall...and a few living Ceremorph Psions and Brainhounds for your experiments?[/spoiler]

[spoiler=Grolhund the Heartscrew (3 of 4)]
That seems more than fair, Master Heartscrew; truly delightful in the madness of it.

Also, if you're interested in more unique forms to experiment with, we have plenty of unique carcasses. Ropers, spiders of all size, Hook Horrors from the depths, Duergar, even know where you can acquire the elusive creatures known as Stranglers...would any of those suit your tastes?

As for Gloomsong, her mind will be broken in one way or another if she is allowed to survive long, fear not - her crimes against yours and mine will not go unpunished.

In addition, one of my Queens Handmaidens, an Exarch who will be given the privilege of ruling the Dark Elven realms when we've conquered them, who is exquisite in her madness and finds your art utterly fascinating, wishes to study some of your art if you would be interested in teaching another the nature of your holy work - though she desires to keep her will free in the process, and we will understand if you find that repugnant. [/spoiler]  

[spoiler=Grolhund the Heartscrew (4 of 4)]
I have learned this;

QuoteThe Dark Elf capitol, Vashnaranzenan, is garrisoned by ten crossbowmen and a war spider.  It contains a Matriarch's Spire, Slave Pens
a War Spire, four Lichen Gardens, an Improved Dark Elf Mine, Web Caverns, a Matriarch's Study, a Slave Market, a Ranger's Spire, and a City Wall.

Their colony to the south is garrisoned by five swordsmen, five crossbowmen, and five slave soldiers.  It has slave pens, and a mine under construction.

In the Ceremorph Hive the Dark Elves captured, the bulk of their forces are garrisoned: a War Spider, ten crossbowmen, ten swordsmen, and the Matriarch herself.  The Hive contains a Thrall Pen, Ceremorph Mines, and an Amplifier Node.

Any of them would be easy pickings. I suggest Vashnaranzenan first, and then if our forces remain healthy enough crush their southern colony. Then next week we can marshal against Glyp-Dor and reclaim it from the foul Dark elves and capture or slay Lady Gloomsong - what say you, Heartscrew? Does this please your divine will? Or would you rather I send only a portion of my forces to aid in the capture of Vashnaranzenan and the remainder south to take Glyp-Dor?

And to be clear - any Ceremorph-flesh meets you desires? Will some of our brainhounds, for instance, meet your needs?

Let us know where you wish us to march; my forces available consist of 3 Fomorians led by Tethrol Grincenchos, (a Fomorian King), 2 Ceremorph Exarchs, 17 Ceremorph Psions, Lead By Xealaz (an Exarch Commander), 10 Brainhounds, and 41 Thralls[/spoiler]

[spoiler=Message to Abject (Continued from Parley)]
[ooc]Once I get my Laptop, I'll add the logs here so we can recall what was discussed; as it was, IC, Whisper had to cut off the Parley suddenly. We are still Mindlinked, of course[/ooc]

Forgive my abrupt severing of the connection, Ktan-Ydheel; Llandri and Llitul needed full use of our mind for a time. There was one matter I wished to discuss with you;  I have found a curious shard of green stone with a glyph upon it that harkens back to Elder Days, I believe it has companion pieces. If you were to come across its companions, I would appreciate the chance to learn more of what their power could do for us. Are there any particular items you seek? I have recently unearthed a trove of treasures of the Duergar Empire, including two weapons that were designed to slay our people. I intend fully to see to their safe use against the Overbrain, and then to bring them to you so we may attempt to re-purpose them against other foes.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: LD on April 05, 2013, 04:53:57 PM
CleverSmart Kobolds

- Orders Done.
- Tales Draft Done.
- Letters Done.

[ic=A Grand Victory]
From the Cleversmart Official Oral Traditions

(From Steerpike's Briefing:)
Your DreamSlayers led the ShinyElves westwards, entering a vast, open cavern in which your troops were greatly unnerved.  From out of the gloom a strange chittering cacophony could be heard, and the pounding of many feet, at first distantly, then louder and lounder.  Then they appeared, writhing out of the darkness in a vast horde: Jabberlings, at least a hundred of them, hemming you in on all sides!  . . .

The Jabberlings slain, the High Elves pressed on, deeper into the darkness.  They descended a great stair carved into the earth by some elder race, into the fetid gloom, your DreamSlayers close behind.  Arriving at the small NastyDream bastion near the base of the stair – a pulsating colony of throbbing flesh at the edge of a sinister fungal forest to the south – the Elves carefully scried the region with their Magus.  Seeing that the colony was but lightly defended they advanced, slaying the meagre garrison of grafted thralls and the sole NastyDream that protected the Hive.  With no interest in maintaining a base in the Lowerdeep or anywhere else in the caverns, they have turned this colony over to your forces.  Without losing a single warrior you have captured a major NastyDream base – and the ShinyElves paid you for it.  All hail the Cleversmarts!  You are Clever!  You are Smart!  CLEVER!  SMART!  CLEVER!  SMART!  ALL HAIL QUEEN SHEE-RA, MISTRESS OF ALL THAT IS UNDER THE GROUND!

Ahem.  In other news, . . .
[/ic]

[ic=The Cry of Freedom]
"In the name of Queen Mistress Shee-Ra Cleversmart XVI, I, Basherpokes the Commander of ShinyFriendship Cavern let these people go!" Basherpokes, speaking before a gathered assemblage of ShinyElves and Kobolds, cut down on the gates to the Thrall Pens and stepped back. "Mindslaves be no longer. Be free, unless captured by greatercreatures in the caverns, or come join Cleversmart Caverns in create a grand empire of Friendship in Underdeep." The Thralls stared stupidly at the kobolds, but some shuffled forward, followed by others, until they had filtered out of the Thrall Pens, which the kobolds were hard at work in destroying.

"Free at last! Free at last! Thank the Mistress, you are Free At Last!" Basherpokes lead the cheer, followed by the usual patriotic uttering of "Be Clever! Smart! Cleversmart! Join Kobolds in freedomcelebrate!"

After the liberation, Saerid, leader of the ShinyElves was presented with a seal to commemorate the founding of ShinyFriendship Stair in Lowerdeep 69. The logo displays an Elf and a Kobold in somewhat of an an orborous shape... with each inverted so that the Kobold's head is at the feet of the Elf and likewise vice versa in the other direction... like a 69 with claw and hand extended in the middle to meet (like The Creation of Man).
[/ic]

[ic=Messages]
[spoiler=Grolhund]
Rollykobold,

As we agree-greed, we have provided to you bodies for your experiment replace those you sought in Cleversmart Caverns; and intelligence regarding M6, which at last we have gather. We nevergive koboldbodies, which are sacred, but we provide evil Spinnywebs for you use. As of last week M6: MadElf Outpost is garrisoned by 4 Slave Soldiers, 5 Bloodfiends, 5 MadElf Swordsmen, and 5 MadElf Crossbowmen.  It got Escape Tunnel and two sets of Murder Holes. We not yet know what in M52. AngryDigs Not respond to our missives. We think they not want be vassal.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground

(Includes 5 war spider bodies)
[/spoiler]

[spoiler=Viarra]
To the GloomyElf Lady Viarra Gloomsong:

You do goodything this week with assault on NastyDreams. For that, we have waive your required pay of tribute for next month. You goodycreatures be commend.

We sadnot have good information regard Crown you seek. We contact AngryDigs, but they not respond. They do seem have destroyed NastyDreams near their lands, however, so perhaps AngryDigs now have Crown? Other vassals also unable recover item. We also send goodyspies to view evil MadElf vassal land. M6: MadElf Outpost is garrisoned by 4 Slave Soldiers, 5 Bloodfiends, 5 MadElf Swordsmen, and 5 MadElf Crossbowmen.  It got Escape Tunnel and two sets of Murder Holes.

We gladprovide 5 food in return for your cost in recover body of Gre-Ghor, Beaterpokes, who was lost sometime before your assault on NastyDreams. If you find his body, we very happy.

We also gladprovide appropriate gift for your aid in war against NastyDream; what you interest in? A few metal, or a greater amount of food? We glad spare a bit helpygive goody vassals.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground

[/spoiler]

[spoiler=To Abject]
We have move against NastyDreams as we promised. We congratulate you for what you give and suggest that if you manage make yourself not be NastyDream, like by spell or by killself and raiseself as Lich, we would look forward to be goodyfriends with you as a result of the goodyhappiness we have pursued as result of your aid.

Now, though, any knowledge of M73 is useful in destroy your enemy cousins and cleanse your path of competitorNastyDreams.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Watchers]
Hail to SwimmySwim Vassals!

We thank you great for your tribute.

We also bring you knowledge; this week, we move against M73 of the NastyDreams. We know this in your hallway of regions. We not let ShinyElves go farther toward your structure, and we lead them out after theydone with this deed of cleanse NastyDreams. If iseasy for you, scry of M73 or M75 is useful aid thebattle.

In recognition of your vassalservice, we ask ifyou haveconcern what we do with L73 and L75 when we victory take them? Is nonnegotiable we will destroy NastyDream structures that make NastyDream things, but we seek reward you for helpyaid us. There anything you needyneed from L73 and L75? We pledge give you freepassage through both if you or your subvassals can swimmyswim through them. We know they in important areafor you.

You have other hopeyhope? You needyneed food? Or metal?

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to Watcher]
Hail again to SwimmySwim Vassals!

Oh, goodygoody, we warn ShinyElves not be frightened by any swimmyswims they see and let themknow goodyVassal join in assault.

We gladdy help recover relic from L61 after NastyDreams defeat. We promise send Cleversmarts helpyhelp you.

You mention Thrall? You mean slave? Thrall be dangerword, imply mindslave. Slave is naturalneed; but mindslave is dangerbad? You mean workyslave who tireself to death by mine so much? We can give workyslave when we capture. We gladgive workyslaves to goody vassal. Or you call foodyfood "Thrall"? Foodyfood like dead body of NastyDreams instead of mushroom food? We gladgive those. We not fully understand your words.

AngryDigs not respond to any of our missives; we sympathize with your difficulty in get relic from AngryDigs. We thinkythink way recover relic from AngryDigs. What this relic like?

Regard secrets; know what in M73 be helpy help with assault (scry request).

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Saerid]
Honor and grace to ShinyElves on victory!

Together we have liberate mindslave from NastyDreams and many are free. We have goodyinformation. NastyDreams only have two regions herenow; our vassals take one region in northwest of Lowerdeep; other vassalfriends now move against M75, Lower Dtouth. These vassalfriends may look strange because they be swimmyswims, but know that strangelook creatures that are not NastyDreams like the ones we fought are allies and are not to be fought. They come to help defeat NastyDream menace.

We now currentwithyou plan march on M73, which be 3 region away; if army therebe strong, we think we get there and besiege; this be safe. We demonstrate how kobold undermine enemies. Then afterwin, we can escort you home. Our vassalfriends north of M75, Lower Dtouth, have cleansed thosecavern of NastyDreams- so we verymuchthink your ShinyElf friend should be in M73 or M75. Next week youshould have her back. If she not in those place, then she either deadydead, or captive by other NastyDreams who be in very far south of this level of cavern.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to Grolhund]
Gloomyelves are vassals of Cleversmarts and we not want war between vassal; we could negotiate to helpyhelp, but we understand that some vassal prefer take in kind when hurt be done. Although we prefer negotiate and find reparations for you from Gloomyelves, for that is better way toward lasting peace; we give you authorize to punish in like to crime commit against you, for is extranastybad when crime be done against koboldkind, especially when crime be eggcrime of slaughter children. Is very horridbad that Gloomyelves kill children and we not understand why they do this verybad thing.

Gloomyelf vassals move troop to Lowerdeep raid NastyDreams. Gloomyelf vassal also build significant defense in M86. M87 likely weaker, but we not know yetknow detail of M87. We had troop in that area who could have discover, but Gre-Ghor, Basherpokes, sadly perish in same week Gloomyelves assault NastyDreams below.

Gloomyelf vassals also obsess with artifacts. Seek manygoodythings.

[/spoiler]

[spoiler=To Dolmar]
Goodyhearthis news
If you only want one or two trapspringers, we pay food and metal costs of recruit if you pay for the gold costs of recruiting and all subsequent upkeep until they have returned to our territory after you are finished with them. Alternatively, you could keep them with no need to return them.

If you would like more than two, with no limit on the number whose service be made to you, then I am going to suggest that we would like the metal and gold costs of recruiting (for all over two) and we would like 4 Gloomdancers on very short term loan.The loan should only be 4 weeks. 1 week to get to the region. 1 to fight. and 2 to return to you. We will still pay the food costs for recruiting. We'll pay the upkeep for them when you are done with them. one trapspringer can make one trap a week... but some traps take multiple weeks to set up. They won't be invisible on the map unless you can make them invisible.
-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Viarra]
To Lady Via-Rara:

We Nofind sparklynecklace. Only thing like that is find sparklysparkle. If we find sparklynecklace, we can gladgiveyou after ShinyElves depart Cleversmart territory since you warn us ShinyElves not like know of your exist; we suppose they be depart in three or four week time because we finishslay NastyDreams either this week or next.

Othernews; other subject of Cleversmarts apparently very angry with you. We wish all befriend, but it seem subject wantresolve personalway and notrespond to our offerbenegotiate on his behalf- thissubject want revengeinkind and is notopen to discuss. We not able discourage thissubject because our forces toofardistant.

You no doubt can defeat single kobold even though he mightystrong, but we want you know is personalissue of this Kobold and not of Queen Shee-Ra, though statements this Kobold make be very grave accusation and if this kobold be Cleversmart kobold instead of independent subject or if this kobold hadtaken our offer, we would pursue matter on his behalf.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]


[spoiler=To Grolhund]
We have additional boon to grant Grolhund to aid in his mission. If you would enjoy visit vengeance on L67; we give you permission travel past L69. We suggest L67 rather than M86 to direct your ire against GloomyElves because M86 is home to chief GloomyElf and must be strongdefend, which could be goodyrisk for you. But alsobe concern, is possible GloomyElves move many elves to L67 because recentfight Nastydreams there. Also note, next week, we plan provide you several NastyDream bodies due to our coming success.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]


[spoiler=Response to Dolmar]
Goodygood. We can get to U58 at end of next week without forced march to meet your force; or with force march of 4, we can get to U44. We use Shinycaster make Trapspringers faster. Shinycaster use to speed Trapspringers be free, because you goodyvassal. We current plan force march to get to U44 by end of next week. If you have way make Trapspringers invisible, would be good idea so othersnotknow you have goodybenefit. We slightconcern about StupidDress Kobolds in that area since we must passypass them and they currentrefuse vassalage, but thinkyhope they not attack 8 Trapspringer marchsouth.

Once trapytraps are set, they remain set, except with Rock Fall, we thinkythink.

If Gloomydancers move to M60, that be good. Eventual plan be arrive at M70, which has nastybad things.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=DONT READ CANNOT SEND TILL NEXT TURN]
We note decent boonrequest. We consider your request and grant boon. You may be Steward of Underdeep and gain this Greater Dto-uth. We need at least one week, likely two and possible three, but no more than that, after conquer Greater Dto-uth to destroy Nastydream structures that beevil; after that, we gladvacate and give you to profituse to makeymake more gold for Cleversmarts.

You speak of want passage for SwimmySwims to Darksea. [Mechanically, which region do you want if you do that? Are you claiming just the sea or additional regions? I don't know if you can claim just the sea- if you're just claiming the sea, Cleversmarts may permit that). We permit this after you aid us in defense against Greyskulls by destroying Greyskull regions. We know Greyskulls plan assault in upcoming weeks. They mass forces. We not currentplan assault first, because we honorablecreatures and we could be friend with Greyskulls but Greyskulls refuse communicate or submit to vassalage. So, we must be prepare respond against their horror. When you helpus fight Greyskulls, we let you colonize. Condition then be that, we ask no SwimmySwims come up the Hollow Shaft of Ryen-Dor; instead, we give permission to come through M80. Cleversmart Cavern in M65 is Holy to Cleversmarts and is best avoid.


-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]


[/ic]


Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: LD on April 05, 2013, 04:54:05 PM
Orders (Final)

[spoiler=Orders and Information]
[ic]
Secret Story?

[/ic]

-ERROR FIXED: I discovered that the mines I was restoring were a Complex and not an Improved Mine... It should have cost me 37 gold to restore- at the end of last turn I  did not spend 16 gold- therefore I was 21 short... but then I discovered that the Watchers had given me 90 gp; So I have a net extra 69 gold this turn than I did last turn from their trade from the past 3 weeks.

[spoiler=Production]
[ooc]Cleversmart Caverns - Middledeep 65

Kobold Mine: (300 gold)
Kobold Mine: (25 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 300 gold, 25 metal[/ooc]

[ooc]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food, 150 gold, 15 metal[/ooc]

[ooc]GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal[/ooc]

[ooc]BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex (400 gold)
Dark Elf Mine Complex (50 metal)

M73 Subtotal: 400 gold, 50 metal
[/ooc]

[ooc]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185 gold)
Ceremorph Mine (20 metal)

Resource: Mushrooms (25 food)

L69 Subtotal: 25 food, 185 gold, 20 metal[/ooc]

Total Production: 175 food, 1185 gold, 105 metal

[ooc]Looting/Events
+116 food (forage), +64 gold (loot) +13 metal (loot) + 8 food (loot) + 10 gold (guides), +18 bodies (18 ceremorphs),  +69 gold (carryover trade from Watchers)
[/ooc]

Total Looting/Events: 124 food, 13 metal, 143 gold, 18 bodies/food

Total Total: 299 food, 138 metal, 1328 gold, 18 bodies/food
[/spoiler]

[spoiler=Upkeep]

GoodyGarrison
Slingers (1g/1f) x 3 = (3g/3f)
Skulkers (2g/1f) x 2 = (2g/2f)

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 5g/5f

SmartyScouts
Slingers (1g/1f) x 14 = (14g/14f)
Skulkers (2g/1f) x 8 = (16g/8f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 36g/24f

RatAvengers
Dire Rats (3g/3f) x12 (36g/36f)

=SUBTOTAL: 36g/36f

BangyBangs
Trapspringers (6g/4m/1f) x 1 =(6g/4m/1f)

=SUBTOTAL: 6g/4m/1f

Southguard
Skulkers (2g/1f) x4 (8g/4f)
Slingers (1g/1f) x 2= (2g/2f)

=SUBTOTAL: 10g/6f

DreamSieges
Blunderdigs (3g/1f) x 2 = (6g/2f)
Bottletossers (4g/2m/1f) x 3 = (12g/6m/3f)
Trapspringers (6g/4m/1f) x 3 =(18g/12m/3f)

=SUBTOTAL: 36g/18m/8f

Deepguards
Slingers (1g/1f) x 6 = (6g/6f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire Rat (3g/3f) x1 (3g/3f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 26g/17f

The Colons
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 4 = (8g/4f)

=SUBTOTAL: 10g/6f

ShinyGuards
Skulker (2g/1f) x 1 = (2g/1f)

=SUBTOTAL: 2g/1f

Total: Net Loss/turn -(157g/104f/22m)

[/spoiler]

[spoiler=Construction]
[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Improved Kobold Mine (225 gold, 20 metal) (week 4/4)

Under Construction
Dragon Shrine (75 gold) (week 2/3)

Beginning Construction
Shinycaster's Cave (125 gold) (week 1/2)
Disguised Entrance (50 gold)
Caltrops (10 gold; 10 metal)
[/ic]

[ic]SouthSkulk Caverns- Middledeep 60
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Escape Tunnel (20 gold)
Gold Mine (150 gold, 15 metal)
[/ic]

[ic]Cleversmart Colony- Middledeep 64
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Escape Tunnel (20 gold)
Kobold Mine (150 gold, 15 metal)
Pit Trap (25 gold)
[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Murder Holes (20g)
Pit Trap (25g)

[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Completed Construction
Pit Trap (by Trapspringers)

Under Construction
Rockfall Trap (35g) (week 2/2)

Beginning Construction
None.
[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn


Under Construction
Spiked Moat; 25 gold (2/3 week)

Beginning Construction
Reinforced Gate; 15g, 5m
Pit Trap; 25g
[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
Restore Dark Elf Mine Complex (113g) (week 1/1)
Restore City Wall as Palisade?? (10g)
Pit Trap (25g)
Snare (10g)
Snare (10g)

Under Construction
See Beginning.

Beginning Construction
Murder Holes #4 (20g)
Murder Holes #5 (20g)
Snare #3 (10g)
Pit Trap #2 (25g)
Pit Trap #3 (25g)
Spiked Pit Trap (Upgrading Pit Trap #1) (10g)
Reinforced Gate (15g/5m)
[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Escape Tunnel (20 gold)
Burrow (35 gold) (week 1/2) (Construct even if at risk of falling).
[/ic]


[/spoiler]

[spoiler=Recruit]

Recruiting:

11 Slingers (5gp) * 11 = 55 g
6 Skulkers (7g/1m) * 6 = 42g/6m
12 Dire Rats (17 gp/1 m) * 13 = 221g/13m

=SUM (318g/19m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
4 Bottlethrowers (13g/ 5m) *4 = 52 g/ 20m
3 Trapspringers (13g/ 8m) * 3 = 39g/ 25m


[/spoiler]

[spoiler=Wealth]
Began Turn at: 0 gold (note Watchers and 2 Snares, was 16g), 113 metal, 1062 food, 5 bodies
Gained: 1328 gold, 138 metal, 299 food, 18 bodies
Total: 1328 gold, 251 metal, 1361 food, 23 bodies

Spent 735 gold on construction.
Spent 157 gold on upkeep.
Spent 318 gold on recruiting.
Spent 100 gold on founding dungeons.

Spent 50 metal on construction.
Spent 22 metal on upkeep.
Spent 19 metal on recruiting.
Trade 0 metal to Vassals.

Spent 104 food on upkeep.
Trade 0 food to vassals.

Trade 5 bodies (dire spiders) to Grolhund.

18 gold
160 metal
1257 food
18 bodies (ceremorphs)

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)---> UPGRADED TO Improved Kobold Mine (225 gold, 20 metal) (week 4/4)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)

Palisade (20 gold) ----->UPGRADED Reinforced Gate (15 gold, 5 metal)
Pit Trap (25 gold) --->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)

Susurrus, the Executioner's Blade
[ic]Its vorpal enchantment means that if its wielder rolls a natural 20, it automatically kills its target if they have a head.  The sword grants +2 to Melee Attack and Damage, but the sword demands blood constantly, and its wielder effectively gains the Animosity ability while they carry the blade.[/ic]
[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel; 20g
Murder Holes (20 gold)
Pit Trap; 25g
[/ic]

[ic=Middledeep 67]SpikyDeath Cavern- Middledeep 67
Note. Not a Dungeon. Just Traps Here.

Pit Trap (by Trapspringers)
[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel (20 gold)
Murder Holes (20 gold)
Murder Holes; 20 gold
Snare; 10 gold
Snare; 10 gold
Pit Trap; 25 gold
Pit Trap; 25 gold[/ic]

[ic=Middledeep 73]
BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex

City Wall (Restored as Palisade?)
Pit Trap
Snare
Snare
Murder Hole
Murder Hole
Murder Hole
Escape Tunnel

Matriarch's Spire (unusable by Kobolds)\
Matriarch's Study (unusable by Kobolds)
Arcane Library (unusable by Kobolds)
Slave Pens (unusable by Kobolds)
War Spire (unusable by Kobolds)
Armoury Spire (unusable by Kobolds)
Web Caverns (unusable by Kobolds)
Temple Spire (unusable by Kobolds)
[/ic]
[/spoiler]


[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren
Location: Middledeep 65
4 Slingers [Mya-He is a Slinger]
1 Skulker

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Slinger (Vit-Toh)
Skulkers (Shel-Dahn)
[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale), and Skulkers are in ambush mode. Hai-Phen has a cloak that helps her [ic]Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Their Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]
Equipment: Manned Murder Holes
Location: M72. (New slingers were in M65 and marched- are not garrisoned yet due to speed; old slingers (10) and Skulkers (4) moved from here to reinforce M73.
2 Blunderdigs
7 Skulker [Hai-Phen is a Skulker]
9 Slingers

Skulkers* [Hai-Phen, the Shadow]
Blunderdig ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdig ("Bill-Dit", "Backdoor Blundering Boffins")

New Slinger
New Slinger
New Slinger
New Slinger
New Slinger
New Slinger (Par-Fate)
New Slinger (Par-Fait)
New Slinger
New Slinger

New Skulker
New Skulker
New Skulker
New Skulker
New Skulker
New Skulker

[/ic]

[ic=ShinyGuard]ShinyGuard
Commander of the Garrison: Basherpokes
Effects: Kobold Warren Bonuses
Location: L69

1 Skulker

Skulker ("Basherpokes") Was in M80 in SmartyScouts; move to L69 and garrison and start new unit, ShinyGuard. (See Orders)
[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: M67

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)[/ic]

[ic=SouthGuard]SouthGuard
Commander: Tro-Jan, the Unbreakable (a Skulker)
Effects: Invisible, in Kobold Warren
Location: (at end of turn M60)
4 Skulkers
2 Slingers

Skulkers  (Tro-Jan, the unbreakable) [Commander]
Skulkers  (Achi-Lees, the unkillable)
Skulker (Hen-Rhee)
Skulker (Ran-Dolph)

Slinger (Hes-Sian)
Slinger (Ver-Ity)
[/ic]

[ic=RuinGuards]RuinGuards
Commander: Grimfever and Xev-Yiat, the rider (Dire Rat)
Effects: Invisible; Garrisoned; Skulkers in Ambush; Kobold Warren Bonuses
Equipment: Manned Murder Holes
Location: (at beginning: M73; including 10 slingers and 4 skulkers who were formerly in M72 as SmartyScouts (they transfered and were replaced in M73 by new recruits))
1 Dire Rat
9 Skulkers (1 on assignment)
14 Slingers

Dire Rat (Grimfever and Xev-Yiat, the Rider) [Commander]
Skulker (Cad-Mium)
Skulker (Rhe-Sus)
Skulker (Rhe-Bus)
Skulker (Iv-Hor)
Skulker ("Bat-Mun")
Skulker ("Bat-Miz")
Skulker ("Bat-Shee")
Skulker ("Rob-Yin")

Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
Slinger (Mya-Ho)
Slinger (Pik-Pok)
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Par-Fore")
Slinger ("Par-Two")
Slinger ("Par-One")
Slinger ("Par-Tay")

Skulker (Uma-Thur) (on assignment to M8) (Remaining in M8)
[/ic]

[ic=Dreamsieges]DreamSieges
Effects:
Location: (at beginning; L69 ; at end, march with elves to L73 and besiege)

2 Blunderdigs
3 Bottletossers
3 Trapspringers

Blunderdigs (Ben-Jee)
Blunderdigs (Ben-Ghay)
Bottletosser (Ysi-Xvho)
Bottletosser (Qwi-Jibo)
Bottletosser (Qwi-Ghon)
Trapspringer (Qup-Upp)
Trapspringer (Dip-Dwn)
Trapspringer  (Mop-Pop)
[/ic]

[ic=Forestrees]Forestrees
Commander:
Effects: Garrisoned; Kobold Warren Bonuses
Location: (at end: M63)
2 Slingers

New Slinger
New Slinger[/ic]

[ic=The Colons]The Colons
Commander: Hum-Bout, the Trickster
Effects: Garrisoned; Skulkers are in Ambush.; Kobold Warren Bonuses
Location: M64.
4 Skulkers
2 Slingers

Skulker (Hum-Bout, the Trickster) [Commander]
Skulker
Skulker
Skulker

Slinger
Slinger
[/ic]

[ic=BiteyAvengers]BiteyAvengers
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth")
Effects:  Commander bonus to morale. Cavalry +4 special ability and Disease 3, Climb [Invisible because of Shee-Ra]; Ambush and Garrisoned. Note Shee-Ra's Jewel (see Character Sheet below for her special abilities)
Location: (at beginning: M72; end of turn: M73- except for the New Rats; the new rats are in M73 but can only garrison, not ambush due to speed)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]
25 Dire Rats

Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat

New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
8 Skulkers [Ho-Dor is a Skulker]
6 Slingers
1 Blunderdig
1 Dire Rat

Skulker  [Ho-Dor, the Commander]
Skulker  (Ay-Jax, the warrior)
Skulker  (Vor-Keth, the massive)
Skulker (Vir-Ille, the Fecund)
Skulker (Vir-Sal)
Skulker  (Ai-Ur, the Greater)
Skulker  (Ai-Ur, the Lesser)
Skulker  (Ro-Dan, the belligerent watcher)
Blunderdigs (Kili-Fili, the stout digger)
Slinger (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slinger (Fush-Rodah, the shouter)
Slinger (Hus-Roh, the loud)
Slinger (Aaa-Hha, the fearful)
Slinger (Mah-Sala)
Slinger (Bir-Yani)
Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
(http://img14.imageshack.us/img14/8079/sheerah.jpg)
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, Mounted Charge (Cavalry +4 bonus applies to whole unit), (Rat abilities follow-->) Cavalry, Climb and Disease 3,
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from); strange Jewel
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

[ic]Jewel- when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.[/ic]

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1. (Note this turn: Each turn, if she has the move, please check orders to see if she is Garrisoned-she should be garrisoned this turn) Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable
(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable
(http://img707.imageshack.us/img707/5759/hodorthestable.jpg)
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow
(http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 20 (with cloak)
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout, (with cloak->Climbing, +1 Defense (added), Poison 2, Immune to Arachnid Poisons)
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round
Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]

[ic=Tro-Jan, the Unbreakable]
Tro-Jan the Unbreakable is known for his feats of strength. Tro-Jan wrestled many Kobolds and always came away the victor. Tro-Jan also wrestled a Gloom Troll, it is said, during one sojourn to the Deepsea. Tro-Jan bites the tops off containers and allows his always taut chest to be used as a punching bag by trainee Kobolds. Tro-Jan is known for his pithy quips: "The only old kobold who is a bold kobold is the gold kobold*" *referring to the golden abs and muscles of himself and the tendency of kobolds in poor health to die young. "Fitness is like a crate of swimmyswims. You always know what you're going to get- toned abs and longer life." He has been thinking of writing a book about his experiences and his wisdom. Tro-Jan's followers are inspired by his unflappability, his strength, and his health. Some are a bit jealous of his braggadocio and his good fortune; but all good kobolds are taught to be proud of their achievements, so it is of no great surprise that one with so many great achievements would be so arrogant.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hum-Bout, the Trickster]
Hum-Bout, the Trickster (a Skulker)
Commander of the Colons
Hum-Bout, the Trickster, is known for cheating at pick sticks, knotch arrows, and bait monsters. Although this cheating makes him rather unpopular, it also is a sign of creativity, which resulted in his being picked to lead the Colons. Perhaps one day he will be placed in charge of a more advance-guard location, but for now, he is placed in a vital location near the Cleversmart Caverns themselves, defending them with a valiant force as he learns how to best lead and inspire young kobolds without dunking their heads in a lake or dropping a buzzing trap in their cereal that snaps their tongues in half while he laughs at their misfortune. His men do not enjoy him much and perhaps one day they might mutiny; but that day is not this one.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Grimfever and Xev-Yiat, the rider, Commander of BiteyTriumph Halls- Middledeep 73]
Grimfever and Xev-Yiat, the rider
Commander of the RuinGuards

Grimfever the rat was born on an inauspicious moon; when young, he was stricken with the Blessed Plague, the plague of the ratdroppings. After many excruciating weeks, he overcame the plague and grew to become wiry and fit, smarter and faster than other hatchlings of his pride. His intelligence was noted by the Cleversmarts and he was trained for leadership; he was eventually paired with Xev-Yiat, an inquisitive Kobold with a yen for adventure. Xev-Yiat is a fourth cousin to Queen Mistress Shee-Ra, and he has used that connection to certain advantage. Although he has not directly begged for positions as a result of his relation, he has judiciously dropped her name at important times; at one such occurrence, he mentioned the relationship and his allegedly close friendship with her (she once nodded to him at a gathering), and all other candidates for officer training mysteriously made mistakes- leaving him with the only flawless performance--which merited him this eventual promotion to Commander of the RuinGuards.

Cost: 17 Gold, 1 Metal
Upkeep: Free
Melee Attack: +7
Melee Damage: 8
Defence: 20
Health: 20
Speed: 6
Morale: +5
Special Abilities: Cavalry, Climb, Disease (3)[/ic]

[ic=Basherpokes- Lowerdeep 69]
Basherpokes
Commander of the ShinyGuard

Basherpokes is known for bashing; and poking; and bashing; and poking. His eyes are good and his nose is keen. He's a straightforward kobold, hit on the head one too many times to be considered even passing intelligent, but he's good at bashing and poking and seeing and reporting. He's an unimaginative kobold, but he's loyal and he follows written orders to the letter. If something needs to be done, Basherpokes will be the first one to do it, no matter how dangerous, or risky.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=xxx- Middledeep 63]
No name yet
Commander of the ShinyGuard

TODO. PLACEHOLDER MAY APPOINT SOMEONE ELSE LATER.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]
[/spoiler]

[spoiler=Orders]

General
- Found Dungeon in M73 (Cleversmart Forest)

- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- If M65 is about to fall, DO NOT cancel mine construction.
- Don't let undead enemies get behind my "lines". Attack them and try to kill them if they try to slip past M73. Try to use ambush bonuses though and to draw them to the city with cavalry on the rats.
- Demolish Thrall Pens in L69. Free the slaves. Invite them to join as vassals or to make their way in the underdeep; offer the ones with more health an opportunity to join our army- especially any minotaurs, given the cleversmarts long association with such beasts, if any are insane and perhaps dangerous- consider them for use in a pit trap. (NOTE: Next turn destroy amplifier node).
- Demolish. In BiteyTriumph Halls (The Ruins) M73-  destroy slave pens and web caverns.
- New Recruits in M65;
---(5 Speed) send 13 Dire Rats to join M73 BiteyAvengers. They will Garrison (1 Speed).
---(4 Speed) send 6 Skulkers to M72 to join SmartyScouts
---(4 Speed) send 9 Slingers to M72 to join SmartyScouts
---send 2 Slingers to M63 to form Foresttrees, promote one as Commander.

From Middledeep 60 (SouthGuard)
-(2 speed) Ambush
-(1 speed) Garrison

From Middledeep 65 (Cleversmart Caverns)
-(3 Speed) GoodyGarrison Forages (5x3=add 15 food next turn).
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).

-See New Recruits orders above for New Units

From Middledeep 66 (Ryen-Dor's Hollow Shaft)
-(3 Speed) Deepguards Forage (14x3 =36+ 2x3=6 add 42 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.

From Middledeep 67
- BangyBangs unit, which is only Quo-Vadis, finishes his last trap: A rockfall trap (35g) (week 2/2).

From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Gather food. (17= add 17 food next turn) +12x 2 speed for the blunderdigs and slingers who cannot infiltrate= 24f= [total 41 food]
-Gain 6 new skulkers and 9 new slingers; but send 4 skulkers and 10 slingers to M73, where they join the RuinGuards.
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate. Old Skulkers can ambush (if the attack comes before they move) as can Hai-Phen always; new recruits don't have enough speed.
-(1 Speed) Garrison.
-(Free Ability) Scout M74 and M71.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

Skulker (Cad-Mium) once again sent to U93 (2 speed) to spy on U92 (1 Speed); returns to M73 and joins defense there.

BiteyAvengers
-(1 Speed) Move to M73.
-(2 Speed) Set up Ambush.
-(1 Speed) Garrison.
-STANDING ORDER: If defeated in battle but not killed, Shee-Ra will put on the Jewel and hope that it protects her against subsequent attacks.

From Middledeep 73 (BiteyTriumph Halls)
RuinGuards
-(2 Speed) Ambush
-(1 Speed) Garrison
-(Free Ability) Scout M73.

From Middledeep 8
Uma-Thur continues to spy on M6; use extra speed to retreat if Dark elves come.
- Do not engage Grolhund.

From Middledeep 80
Basherpokes joins the garrison at L69 and is appointed Commander.

From Lowerdeep 69
DreamSlayers
-(3 Speed) March with elves to lay seige to M73).
-(1 Speed) Use Tunneling special power to get under the buildings and to make them collapse. Focus on disarming Traps. Barring intelligence to the contrary: Ask High elves for haste so that the blunderdigs can properly tunnel to permit the elves to walk into the dungeon.
"Tunnel into the dungeon to circumvent all traps and fortifications (this takes 3 total speed, not 3 speed per tunneller, so more tunnellers = faster tunnel digging"
-(Do not engage in battle with NastyDreams; role is as support only for the actual siege and make this known to Saerid as best as is possible when Saerid crosses paths with Shee-ra as he's marching out). If, on the other hand, they are assaulted by skittering creatures, stay with Prince Saerid.)


Total: Add 116 food due to foraging. (41+15+42+18)

[/spoiler]

[spoiler=Trade]
Expect +10 gold from RatGuide duties for Saerid.
Send 5 bodies (dire spiders) to Grolhund.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Polycarp on April 05, 2013, 05:01:28 PM
The Glow - Fungoids - Week 8

The Glow Theme (http://picosong.com/nsS6/)

[ic=In the Garden]They were ignorant of their own name.

The host had never made a name for themselves, and never needed one.  The lesser ones among them did not know what a name was; the greater ones, who perceived the Dream, never considered the matter much at all.  They were the conduit of the Dream into the world, and if the Dream was all that was truly real, then they were the bearers of reality.  Perhaps they were its degraded form, or merely an artistic expression of the Dream upon the ethereal medium that constituted the world of flesh, like paint on canvas, but all else was less real even than they.  The only real being does not need a name; you may call it real, and that will suffice.

So it was that they called themselves by that which described their presence in the world – the Perfectors of Flesh, the Light That Does Not Fade.  The truest name of all was Children of the Dream, for this they were indeed, prior to any actions in the world of flesh.  They did not use the name of Glow; they heard it, from time to time, from the mouths of flesh, and though it pleased them that their light was known, they did not perceive it as a name.  It was merely a fact, as the flesh was called flesh, as a green creature would be called green, as a tall creature would be called tall.

As the flesh fought and bled before the halls of the Dwerim, the black and ancient tower that stood beyond had undergone a strange transformation.  Its smooth stone surface had been overgrown with a mottled skin, a slick and thickening membrane that smoothed out the angular surface of the tower.  Polyps and fleshy spikes grew from this membrane, and fungal fronds unfurled from its sides, turning the once sleek tower into a strange kind of sparse-limbed tree, bedecked with sinuous growths.

The radiance that had given them their name among the flesh, this Glow, was the light which had crept into the Middledeep from the well below, but this was no longer the limit to their dreams.  Now the Dwerim, from their great fastness, could look out upon the forest and see a distant light.  At first, it could be dismissed as a figment of the imagination, but by now it was too real to ignore.  Like the light of the sun before dawn, the new light crept above the trees.  Yet it neither rose nor set – it merely shone above the caps of the garden, a radiant fan of different hues, changing and bleeding into one another.  Sometimes it seemed to flicker or pulse, as if it were a living thing.  One thing was certain, however – day by day, little by little, it grew.

They were ignorant of their own name, but they would earn it nonetheless.[/ic]

[ic=The Awakening]The Child often reflected on the Dream – it was the basic truth of her existence.  She loved the Dream; it was more beautiful, more true than anything.  There was no flaw within the dream, no ugliness, no pain.

Yet the Child did not know the Dream – not fully.  The Dreamer alone, that formless mass below the waters, surely knew the Dream in its totality.  The Dream was reflected but poorly in this world, in the colors and forms of herself and her Children; as it moved from the mind of the Dreamer to the flesh and stone of the material world, it was refracted, faded, diluted into something good yet not perfect.  The Child was keenly aware of this imperfection – of her imperfection – and even in the grips of its glory, some part of her felt ashamed.

When she entered the Dream in full, when she shed her body from her mind and traveled within the colors, she felt truly alive.  When she had left the waters for the first time and became contained within her own flesh again, she had felt squalid, ugly, and humiliated.  It wasn’t fair; the Dreamer never left the Dream, but she was cast out in the cold and colorless world, the false world, the ignorant world.  She knew she herself was just a poor reflection of the Dream, which could be perceived perfectly only with the mind; her form, however beautiful, was like a glorious sunrise seen through fogged glass.

Slowly the humiliation of life, of imprisonment within this form, had grown easier to bear.  It the Dream was so good, so perfect, than it was right that all should know it; she felt only pity for the fleshlings who did not even know its barest color.  She still shuddered when she left the embrace of the Dream, but steeled herself with purpose, and comforted herself with the knowledge that if she was not perfect, she was afforded more than most - the chance to be as close to perfection as any being in this world could be.

Yet over time she had come to realize that she alone felt this way.  Her children knew even less of the Dream than her, yet they were ever content; they felt the wonderful, soothing edges of the Dream in their minds, enough to fill them with constant wonder, yet apparently not enough to despair in the realization that they were so much less than the true Dream.  This was right; it was good for them.  They did not need to know the truth; they could not comprehend it.  Not every mind was prepared for the totality of the Dream, or even a small fraction of it.

This was all as it should be, she knew – but she also knew she was terribly alone.  Her children loved her, but they loved everything; she could not share her wonder with them, her delight, her fear.  They could not understand.  The creatures she had inducted into the Dream to serve her as her lieutenants were little better; they possessed a mote of her knowledge, enough to know the difference between the Dream and the false world, but still they were unlike her.  She was the Dream’s lover, and they were the Dream’s thralls.  The light that guided her was the light that blinded them, and though they loved their blindness, it did not comfort her.

One day her loneliness was broken by another, like her and yet unlike her.  Her friend – yes, a friend, the first one she had known – loved the Dream as well, but possessed its own will and its own creativity.  Like flesh, it made, but like the Child, it dreamed.

A friend was good; a friend was wonderful.  But now the Child began to think – and she thought of those creatures she had enthralled to the Dream.  No, her lesser children could never understand; they must play their role and serve the Dream.  To deprive them of their simple ecstasy, to thrust them into the squalid world of falseness and flesh, would be unbearably cruel.  Yet a few among them, the greatest among them… they could be molded, could be shaped into something closer to her, into something closer to the Dream.  She could share her most sublime thoughts with them.  They could gaze together into the Unreality, that enigma within the Dream that stared back so menacingly, and unravel what the Child feared so deeply.

Her greatest children had been lucid within the Dream, possessing some will but still subsumed within it.  Now, they would be awakened – and though they might shudder at first to see the world in its ugliness, they would never be severed from the Dream they loved, and would come to serve the Dream better for their new perspective.  After all, there was something worthwhile in flesh, something creative, something the Dream needed and craved.  Reality was wonderful, but if the Dream would be made real, the illusion too would have to be faced and known.

A ripple of new consciousness issued forth from the Heart.  Awake, my favored ones; the Dream calls you to become more than you are.[/ic]

[ic=Messages][spoiler=Message to Llitul]Precious Llitul, we have shared minds with the creature called Delver which dwells in the glimmering caverns near us.  We have seen its flesh; it is strong flesh, and will resist us.  Yet the creature has a strange desire that with your aid we may fill.

That which is called gold is dead; so too is the earth-stone that the flesh makes sharpness of.  What is dead cannot be good.  Yet this flesh feeds upon that which was never alive.  The flesh thus desires dead-gold and sharpness-stone from us; this makes sense to us, for while the other flesh needs no dead-gold for life, this flesh does.  It is well that flesh should make life from non-life, as we do.

The flesh asks for 200 of the dead-gold or sharpness-stone from us.  Of the dead-gold we have 99; of the sharpness-stone, 23.  78 more of either we require.  If the Llitul possesses this, then we need not make sharpness with this creature; we need not bring the Llitul to it to control its mind, or sacrifice our children before this flesh.  We will give, and it will serve us.

What the Llitul gives we will return soon, though we cannot repay with sharpness-stone, only dead-gold.  We would accumulate this sum ourselves, from the glimmering walls we possess, but this would take time, and we believe the flesh will consume all the glimmering rocks within its cavern in one month.  We desire these glimmer-stones that we may trade them with flesh for what we desire.

[ic=Delver]This enormous, sluggish creature has an insatiable appetite for precious materials.  If given a steady supply of gold, metal, or other precious substances, it will enter your service.  Delvers are greedy but powerful creatures, able to exude a powerful acid from their skin.

Cost: 200 Gold or Metal
Upkeep: 20 Gold or Metal
Melee Attack: +5
Melee Damage: 30 (Acid)
Defence: 26
Health: 150
Speed: 2
Morale: +5
Special Abilities: Acid Secretion, Huge, Gluttony, Immunity (Acid), Tunneling

The Delver’s Acid Secretion ability deals 2 points of Acid damage to any unit that successfully deals damage to it in melee combat.

The Delver’s Gluttony ability allows it to consume Gold or Metal to gain bonuses to Health and Morale.  For every 10 Gold or Metal consumed, it gains +10 Health and +1 Morale, to a maximum of +50 Health and +5 Morale.

If not paid its Upkeep the Delver immediately deserts.[/ic][/spoiler]

[spoiler=2nd Message to Llitul]We agree, precious one.  We will send you one of our Sporemothers, who will make new life to defend your new home.  Yet it will take time for her to go so far, and while she travels, she will be vulnerable.  You have shown powers that can make this journey faster and safer, and you should use them upon our child this week.

Give to us an amount of the dead-flesh you see fit, and that flesh will be made anew as warriors to guard your dwelling once our child arrives safely there.  Next week we shall make the skin farms you desire with our child, and you will sustain our new children when they are grown.

It brings us sorrow that your children have been destroyed.  Vengeance is a thing of the flesh; it means nothing to us.  Yet by this the duergar-flesh demonstrates it is a threat to you, and thus to us.  It has told us it has great hatred for your beautiful flesh.  We watch it closely, now - and we must prepare, for if it is a threat that cannot be contained, in time we may have to bring sharpness against it.[/spoiler]

[spoiler=3rd Message to Llitul]The Duergar have sent their flesh-words again, and desire much from us that we cannot give.  They will not even allow us our garden unless they may surround us on every side.  We fear they will soon make sharpness against us.  I have gathered my children here, beneath the Thorn, to defend it if they follow their words with sharpness.  The Thorn must be protected.  The Llitul-flesh must be made safe.[/spoiler]

[spoiler=Message to Saerid]The familiar voice in the dream returns.  It is even more focused and confident than before, yet the voice is soft, almost teasing, like a whisper close to the ear, yet heard in the mind alone.

We hear of your sharpness, elf-flesh.  Saerid-flesh.

Our Llitul has tried to break herself from this ceremorph-flesh which made her.  The ceremorph-flesh still whispers, though its power wanes.  Perhaps you will break this flesh.  Perhaps you will make our Llitul free.

Yet in its dreams, the flesh does not wish her free – do you, flesh?  You would cut the entanglements of the overbrain-flesh and make your own; you would bring death to the ceremorph-flesh for making this creature a thrall, only to make it a thrall of your own.

For we know the heart and mind of the Llitul, and she will not go with you willingly, flesh.  Why would she ask to be made ugly again, to be stripped of all that she has been made?  Why would she choose the squalid, ignorant flesh over the beauty that is the Dream?

We will see soon enough, flesh, whom she loves, and whom she loves not.  And if, when the overbrain is destroyed, you come in search of her still, to enthrall our creature, you will have become what you have thrown down.  For it makes no difference to us who comes to enslave the Llitul; between the Saerid-flesh and the Overbrain-flesh, there is no difference.  We will keep her safe.[/spoiler]

[spoiler=Message to the Legio I Draco]A puffball rolls through the Underdeep like a subterranean tumbleweed.  It rolls through the Great Mushroom Forest, bounds up the passages above, and continues on through the winding passages of the Upperdeep until at last it rolls slowly to a stop before the capitol of the Legio.

The puffball begins to bloom; its top half separates and peels back in great chitinous petals to reveal a fungal growth in the crude shape of the upper half of a little girl, merged at the waist with the bottom half of the puffball.  Though the puffball was a dull grey-green, the “girl” inside is a fluorescent lime color that seems almost too vivid to be real.  Curling, fern-like fronds sprout from her head, falling over her shoulders like hair; they flutter and shiver lazily, as if there was a breeze here.

The puffball-child-thing smiles broadly, a serene and cheerful expression on her face.  She speaks in a soft, whimsical voice, and speaks the following message.


We greet the flesh!  We are the Children of the Dream.

It is known to us that the flesh has come to the caverns above our garden, where the goblin-flesh once dwelled.  Any flesh which dwells there is of concern to us.  We do not know the purpose of the flesh with these dwellings; we do not know if the flesh is a threat to us.

The flesh will explain to us its presence here.  We are the light that does not fade.[/spoiler]

[spoiler=Message to Dolmar]The puffball-child-thing rolls again to Dolmar's company...

The Child says, this is a strange request; what the flesh desires is a difficult thing.  We craft dead-flesh into new life, but there is not always a link between the mind that was and the mind that is; a child grown from dead-elf-flesh is in some ways like the dead-flesh it was, but not in others.  Whether elf-flesh preserves its elf-ness depends on many things, some the Child mas mastery over and some she does not.

What you desire may not be within the Child's power - a power truer and greater, a power transcendent, is needed.  The Dream alone contains the truth that may perfect flesh, and one knows the Dream most truly of all - the Dreamer itself.  When the Lothe-flesh slew Black-rot, the Dreamer made her substance live again, and she is now the beautiful Child.  We do not know if this power may indwell in flesh; only the Dreamer knows this.  The reality of the Dreamer is the mystery of existence, and we cannot guess what form the Dream shall take in this matter, but if there is hope for the sister-flesh of Sindrid then it lies in the waters of light.

Send the dead-flesh she carries not to the Tower of Screams - which bears that ill-suited name no longer, for in the Dream it is now the Thorn of Visions - but below, to the Heart of the Dream, where the Dreamer dwells in the waters.  The Sindrid-flesh may likewise come if it desires; no harm will come to it, and it will be free to leave as it pleases.  We shall then see whether the life and mind the Sindrid-flesh seeks dwells in the Dream, and may dwell again in flesh.

[ooc: Send the corpse to L31, either through trade or by sending Sindrid to L31 with it.][/spoiler]

[spoiler=Message to Kafer]We see that the flesh has done as we have asked in the gardens below, and in the space between us there is peace.  Yet we also see that the flesh has approached the gardens above, where we dwell.

This concerns us.  At a distance we have abided the flesh, and the flesh understood this.  Though they have not intruded upon our garden, there is no purpose to the distance kept below when it is not kept above.  One is meaningless without the other.  We fear the presence of the flesh constitutes a threat to us.

We inquire what purpose the flesh has in this realm above and how it thinks to maintain the peace that has so far existed.[/spoiler]

[spoiler=2nd Message to Kafer]The garden above, in which the Dwer-flesh also dwells, has been a garden of our children before the Child knew the Dream.  That it be kept safe is imperative.  The Dwer-flesh is weak and already has sharpness with many other flesh; we do not consider them a threat to us.  The Duergar-flesh is strong and moves quickly, and has much hatred for the Ceremorph-flesh, which concerns us; the flesh called Llitul is interesting to us, and we would not have this flesh harmed.  This flesh feels the Duergar-flesh threatens it still.  We do not understand what the flesh calls revenge; this threatened sharpness is meaningless to us.

We do not know what the flesh desires.  We know flesh often desires the dead-gold, but we possess none of this.  We also desire peace, flesh, but peace withers under peril.  The Dream is all; we are the light that does not fade.[/spoiler]

[spoiler=Message to Dalashinn]The puffball-child-thing returns to the gates of the Kirr city to deliver a brief message.

What the flesh desires exceeds the value of the service to us, and in any case we do not possess so much dead-gold.  We do not believe further negotiations with the flesh will be productive.  We will find other ways to fulfill our dreams.[/spoiler]

[spoiler="Message" to Jonquille]The puffball-child-thing does not resist being lifted; it's actually quite light.  It stares at Jonquille with the same blissful, vacant expression it had before being scooped up.  It sounds lilting and carefree, though there is a certain artifice to how it speaks, as if it was reading from a script.

"We greet the flesh!  We are the Children of the Dream.  We are perfectors of flesh.  We bring a message for dark-elf-flesh.  We come to dark-elf-flesh-dwelling and await a response.  A response is not expected!"

After a brief pause, the thing adds cheerfully -

"We are the light that does not fade!"

The messenger continues to stare blankly at the demon, though there is a faint tingling beneath Jonquille's fingertips.  Is it just her, or does the color of the creature seem... even more vivid and unearthly up close?  The lime-green "skin" of the puffball-child now almost seems to glow with its own soft radiance, making everything else look slightly faded and dull by comparison.[/spoiler]

[spoiler=2nd Message to Jonquille]The puffball-child-thing stares blankly for a long, awkward moment - its face never changing from a cheerful smile - before its frond-like hair begins to curl and twitch, and it abruptly continues speaking.

We are the Children of the Dream!  The Dream is truth.  The Dream is beauty.  We make flesh anew in the perfect image of the Dream.  We make new life from dead-flesh.  We love flesh.  We love you, flesh.

We bring words to the dark-elf-flesh from the Child, who has made us.  We come to the flesh-dwelling to give these words.  The Child believes the flesh will give no words to us in return.  We will soon return with words given us, or with none.  We will take with us words spoken, or words made into flesh-lines that the flesh makes on dead-flesh.  That is our purpose!  We converse with flesh in the manner of flesh.

You have the distinct impression that this creature doesn't know any more about the meaning of its message than you do.[/spoiler][/ic]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Crimsonlight (Middledeep 47)
10 Skin Farms: +250 Bodies

Fulgoria (Lowerdeep 33)
10 Skin Farms: +125 Bodies
Terrain (Crystals): +20 Gold

Thorn of Visions (Middledeep 41)
Terrain (Mushrooms): +25 Food

Mirror of the Dream (Lowerdeep 32)
Terrain (Mushrooms + Water): +35 Food

Foraging: +150 food (see orders)
Last Turn's Trade: -120 Gold, +20 Dark Elf Bodies (from Kirr)
This Turn's Trade: +75 Bodies, +16 Ceremorph Bodies, +168 Metal, -90 Gold (from Exalted); +116 Bodies (from Nocae)
Other: +15 Bodies (sacrificing thralls)[/spoiler]

[spoiler=Upkeep]
150 Fungoid Warriors: 150 Bodies
5 Sporemothers: 20 Bodies
175 Fungoid Thralls: 175 Food[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
5 Creeping Moulds: -100 Bodies, 3 weeks remaining
4 Fungoid Infestors: 2 weeks remaining
80 Fungoid Warriors: -80 Bodies, 1 week remaining
20 Fungoid Puffball Mines: -20 Bodies, 1 week remaining
3 Fungoid Sporemothers: -36 Bodies, 1 week remaining

Middledeep 91
75 Fungoid Warriors: -75 Bodies, 2 weeks remaining

Lowerdeep 34
1 Delver: -191 Metal and 9 Gold, instant[/spoiler]

[spoiler=Wealth]
Gold: 0
Metal: 0
Food: 395
Bodies: 5

Special Bodies (not included above):
Dark Elves: 20
Ceremorphs: 16[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Restoration Cluster, 2 weeks remaining
Ganglial Cluster: 2 weeks remaining
Transmutation Cluster: 2 weeks remaining
Regeneration Bulb (on Infestation Mound): 2 weeks remaining
Living Wall: 2 weeks remaining
Cultivation Bulb (on Infestation Mound): 1 week remaining
Cultivation Bulb (on Skin Farm): 1 week remaining
Deathcap Cluster: 1 week remaining
Slime Pool: complete
Mindlink Bulb: complete
2 Stranglevines: complete

Beginning Construction
Regeneration Bulb (on Slime Pool): -12 Bodies, 3 weeks remaining
Cultivation Bulb (on Slime Pool): -20 Bodies, 2 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
Cultivation Bulb (on Skin Farm): 1 week remaining
Euphoria Cluster: complete

Beginning Construction

Fulgoria (Lowerdeep 33)

Under Construction
5 Skin Farms: 1 week remaining
5 Skin Farms: complete

Beginning Construction

Thorn of Visions (Middledeep 41)

Under Construction
Fungal Nursery: 3 weeks remaining
5 Skin Farms: 2 weeks remaining
5 Skin Farms: 1 week remaining
Living Wall: 1 week remaining
Disguised Entrance: complete

Beginning Construction
Slime Pool: -60 Bodies, 6 weeks remaining
Thornglimmer: -100 Bodies, 4 weeks remaining

Mirror of the Dream (Lowerdeep 33)

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Frenzy Cluster: 3 weeks remaining
Living Wall: 2 weeks remaining
2 Brown Mould: 1 week remaining

Beginning Construction

Sublime Portal (Middledeep 42)

Beginning Construction
Frenzy Cluster: -18 Bodies, 4 weeks remaining
Living Wall: -25 Bodies, 3 weeks remaining
2 Brown Mould: -16 Bodies, 3 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
Giant Stinkhorn: -10 Bodies, 2 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining[/spoiler]

[spoiler=Dungeons and Outposts]DUNGEONS

Heart of the Glow (Lowerdeep 31)

Crimsonlight (Middledeep 47)

Fulgoria (Lowerdeep 33)

Thorn of Visions (Middledeep 41)

Mirror of the Dream (Lowerdeep 33)

OUTPOSTS

Sanguine Maw (Lowerdeep 29)

Sublime Portal (Middledeep 42)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
1 Fungoid Sporemother (24 weeks left)
50 Fungoid Thralls (8 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Florid Reveler (Blightguard Commander)
20 Fungoid Warriors (13 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
20 Fungoid Warriors (13 weeks left)
10 Fungoid Thralls (3 weeks left)
15 Fungoid Thralls (2 weeks left) - Sacrifice

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Prismatic Muse (Sporemother Commander)
2 Fungoid Sporemothers (22 weeks left)
1 Fungoid Sporemother (21 weeks left)
50 Fungoid Warriors (15 weeks left)
10 Fungoid Warriors (12 weeks left)
10 Fungoid Warriors (11 weeks left)
9 Fungoid Warriors (5 weeks left)
10 Fungoid Puffball Mines (5 weeks left)

Keepers of the Mirror – Garrisoned at Lowerdeep 32
50 Fungoid Thralls (5 weeks left)

Chimeric Host – Garrisoned at Middledeep 41 (Thorn)
1 Clone of the Glow (5 weeks left)
1 Caretaker (Sporemother Commander)
25 Fungoid Warriors (10 weeks left)
50 Fungoid Thralls (7 weeks left)

Sporemother - At Middledeep 42
1 Sporemother (23 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (20 weeks left)
6 Fungoid Warriors (12 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Inventory: None

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Clone of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.

*Granted or modified by inventory[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot’s retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly “sweats” a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot’s service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker’s limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic]

[ic=The Prismatic Muse]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.

Troops garrisoned with the Prismatic Muse have their morale increased by +1.[/ic]

[ic=The Caretaker]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.

Troops garrisoned with the Caretaker have their morale increased by +1. [/ic][/spoiler]

[spoiler=Trade]Mid-week Trades
[/spoiler]

[spoiler=Orders]Scry M53.

Cut the portal between the Thorn of Visions and the Kirr city.  Disconnecting this link ought to be the first thing we do this turn.

We have serious reason to believe the Duergar may attack us this week, or sometime soon.  If the Duergar move into M41 in force, they - and all Duergar forces - are to be considered hostile.

For the time being, Dwerim and Nocae attempting to pass the Sublime Portal at M42 will be allowed to do so freely.  These are standing orders that will remain until explicitly revoked, or until we are attacked by either the Dwerim or the Nocae.

As an ally, Llitul and any Exalted units will also be allowed to move freely through our lands, and we will side with them in any combat that takes place between them and another faction where we have troops present.

Emissary to the Exalted

Keepers of the Heart

Keepers of Sanguine Maw

Keepers of Crimsonlight

Keepers of Fulgoria

Fleshwatch

Chimeric Host

Delver

Thrall Herd at L32

[ooc=Project: Abomination]We are expecting to receive the body of a Nocae Abomination this turn:

Quote from: DolmarAs for the Abomination, normally I would find such a thing unthinkable...yet word of your message reached them, and rumors of your powers grow among my people. Two sisters went to fight during the Goblin Wars, and one of them fell. Sindrid is willing, eager, to bring her sister to you to see if she may live again in some fashion, and no effort on my part will dissuade her. She will come to the Tower of Screams by the end of this week with her sister. If you could meet her there...and I beg you, treat her kindly, she is still half mad with grief.

The Child of the Glow is intrigued by this request.  Normally, little is preserved when a dead body is converted into fungus; a Warrior made from a goblin's body is not in any sense goblin-like, nor does it remember being a goblin - the goblin only provided nutrition.  In some cases traits seem to be passed on from a corpse to a fungoid (Dark Elves and Ceremorphs to Assassins and Horrors, respectively), but it's unclear if the personality and memories are preserved.  The Glow can make life from death, but making an old life live again - or at least making a new life that possesses a portion of the mind of the old life - is clearly more difficult.

Yet it has happened once before - to the Child of the Glow herself.  Blackrot died, her spores were preserved, and she was remade by the Dreamer.  The child does not believe she has the power to fulfill Dolmar's request, but perhaps the Dreamer does.  Perhaps the Dreamer can remake this Abomination in a similar manner - though not the same creature, preserving some trace of the mind and memories of the creature that came before.

Can it be done?  The Child does not know.  Will it be done?  The mind of the Dreamer is inscrutable; in some ways it is simple, even childlike, and the Child has learned how to gently push and influence it towards certain thoughts.  In other ways, however, it is alien even to her, and its true powers and intentions a mystery.  The Abominations were clearly interesting to the Glow, so in that sense the Child is confident that the Dreamer will want something with this flesh, even if it is not the live flesh the Child hoped to procure.  Obviously the Dreamer will know what is best - it is the Dreamer, after all - but the Child will enter the Dream and try to encourage the Dreamer to give her what she desires, a new creature reborn in the light of the Dream that nevertheless preserves some facets of the old.  Such a creature with any mind would be a beautiful addition to the Glow, but if it could retain a trace of its old memories as well, it could serve the Glow even better - as a loyal ambassador, spreading the good news of the Dream among the Nocae (if it is sent back with them) or providing valuable insight on the Nocae and the ways of flesh to the Glow (if it remains with us). 

Thus, the body - when it arrives - is to be taken to the Heart of the Glow and submerged in the coruscating waters where the Dreamer lies.  What happens then, only the Dreamer knows. (And Steerpike.)

If necessary, the Glow may be willing to spend bodies on this project, either from our current (small) stockpile or in future weeks.[/ooc][/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Raelifin on April 05, 2013, 05:06:44 PM
[ic=The Brain in the Deep]The visions cascaded through his mind. Some were of what were surely events transpiring in these caves, while others were the more familiar images of hanging corpses, spiraling meta-geometries, or dying animals. Every time they came he could feel the deep longing, like hunger, perhaps, though it had been a long time since Markus had felt hungry. But still the longing was there.

END THIS FARCE, it said. WIPE THEIR BLOOD FROM THE WORLD AND EXTINGUISH THEIR SOULS INTO NOTHINGNESS.

Its voice, Markus long ago realized, was his voice put onto the truth of the visions. All life--even the half-existence that he drifted through in undeath--was wrong. It had never meant to be, and it would all eventually end, one way or another. Markus was simply speeding up entropy. Making this awful play end one act earlier would be his life's work. And when the last mortal breathed out their soul to be dispersed into the void, Markus knew that he would destroy his phylactery and make the world pure once more.

And then.

And then the great mind... a mind too large to ever be truly understood by even one such as Markus Ashton... it appeared to him.

"I have a use for you, if you desire power and glory." it said, this Brain in the Deep. "... I would put you in Llitul's place... All that I ask in return is that you destroy those who would do me harm.  Do this, and I will give you power and glory eternal."

Markus Ashton wanted to rip his eyes from their sockets. And he nearly did, though it wouldn't have done anything. This mind claimed to know him, but IT KNEW NOTHING. It represented all that was most vile about the scourge of living things; tenacity, growth... arrogance. Ashton did not want power, not really anyway. Not any more than a painter wants power. A painter wants to paint, and yes, it might be convenient to be powerful so as to have lots of ability to paint, but that's not the goal. All Ashton wanted to do was to paint. To paint with the blood of the innocent and the guilty alike. To wash the whole world away in a great crimson stroke.

But the old lich did not tear his eyes out. The being that he had heard called the "Overbrain" had surely sensed some of his emotions, but he did his best to smother them anyway.

"Hear this!" he said, both aloud and through the tunnel that the foul thing had bored into his mind. "I am no petty king nor squabbling rogue such that you can lure me with promises of wealth and power." Ashton clutched the chain about his neck for comfort, more than anything. "I am a servant to a higher cause than even you, and while I wish you no particular ill will, I will never betray my quest to be your puppet."

Ashton stood, breaking the spell that brought on his visions, and he looked out into the empty dark.

"I know you do not see what I see. Perhaps one day I can show you. But for now, I must decline your... offer."[/ic]

[ic=The Chaos Mage]Markus shuffled slowly through the gloom. It seemed like the vast majority of his existence had been reduced to slowly shuffling down rocky corridors. The visions and occasional magically-aided meeting with his lord were sweet treats after hour after hour after hour after hour of walking. In these times he could almost feel his soul fade back to its stone leaving his corpse nothing more than a walking machine no more powerful than one of his many animated dead puppets. He never could be sure if it actually did drift back, or if it was just a side effect of being all alone in the dark for days on end.

Markus could feel warmth up ahead with his spectral senses. Being a corpse means that one's normal eyes, ears, even skin stops working. Markus could not see, hear, or feel. One of the many ritual-spells that was involved in his transformation granted his corpse magical perception of the world. It was much like a permanent, short-range scrying spell, even granting arcane sight of invisible creatures. And right now it was showing him that bodies were coming. Living bodies.

Markus, all alone, would surely be defeated if they were hostile, but he felt not a shred of fear. He readied himself for combat. If he was to be temporarily destroyed he would at least take a few of them with him... Soon he "heard" the sounds of the travelers, and as he did he relaxed; he knew who this was.

"MOUth bits of FLEsh TeeTH, chEW aNd CHEw! WaLK with LEGs of boNE, MUSCle, sinew. SPeaK wiTH the UNSPEAkable mOOn so high IN the sKY. TrY not to FALL UP and die, dIE, DIE!" said a chorus of voices, one of which sounded uncannily like a small girl.

As Ashton and the travelers came nearer he heard an eruption of squawking and chattering, as though a forest full of animals had been suddenly disturbed.

"aaaaah... YOU sEE hIM now, petSS? I Saw hIM FIrst. YOU owe ME a DRink, nEXT time We FInd A PUB, ADRIanna." With these words Ashton could hear the roaring of a multitude of mouths. The creatures were close enough now that he could perceive their forms. One was a dwarf of which he had heard about, but never met. The others defied all expectation, sliding along the ground on a dozen legs and armed with all manner of appendages, orifices, eyes, and even antlers on one. A being of lesser mental resolve than Ashton might've been driven to madness simply from gazing upon them.

The dwarf, Gorgol by name, turned to the roaring beast and gruffly scolded it in his own chorus of tongues. "NononoNoNONOno! DoN'T try AND deNY it NOW, aDRIANNa! YOu OWE me that beer fair and sQuare."

Ashton came within a reasonable distance of the group, but kept away from the abominations. They looked dangerously unpredictable. "You are Gorgol, the Anarch. I greet you on this dark road." said the lich.

"MmmMMmm... yES. and THE STONes grEET yOU AS well, LOrd ASHton. THEy SIng OF yoUR triUMPHS in THEse laNDS."

Ashton frowned (more deeply). "I did not expect flattery from you, mortal. Save it for the good doctor, I am but a humble servant." His hand found its way to his chains out of habit.

"ExPECtatIONs are TUmors OF the bLIND." said the dwarf, and his eyes seemed to smile in the blackness.

"Fair enough."

For a long minute the two stood, staring at each-other in silence. Then one of the beasts erupted in gibberish.

"QUIET yugOTHix! CAn'T yoU sMEll that THe LorD and WE are HaVINg a CHAT?"

"Actually, Gorgol, I really should be going. There are many days still to travel to Albaiyat Alhazred."

"AND many nIGHTs, too."

"Indeed." And with this, Ashton started off down the road, past the dwarf and his pets. "Oh, and Gorgol?"

"YES, bONEMage?"

"May death come for you only after many years."

"And you AS WELL, DeaTHless one."[/ic]

[ic=The Master]Markus could feel the presence of the professor before his normal perception's were in range. Robertson had helped raise him, and the bond formed in that dark ritual was deep. As he grew nearer the forms of the undead puppets of his master also grew clear. These creatures were strong; a testament to the power of his liege. But unlike the gibbering horrors wrought by the chaos mage, these servants knew their place. They didn't gibber or howl, but merely followed their maker like well-trained hounds.

"Dearest Markus! How long has it been? Did you persevere in your long labor upon the barricade?" asked the elder, a smile upon his skeletal face.

Markus' frown deepened in confusion. "I am not access to your mind, sire. What labor do you speak of?"

"Why, the arduous task of not being involved in the bloodshed! The pesky hunters who threw themselves upon the Dean's Wall would surely have welcomed your spells as they did mine... with open jugulars."

"Let us walk together, master. I do not like standing out in the open." said the apprentice, turning back the way he had come.

"Always thinking tactically these days, eh? I recall a time when you were all books and numbers. You can't see it, but I'm trying to sigh right now."

"You are wrong, master."

"Hrm?"

"I did not wish to fight the humans; their deaths will come as time cleanses the world. I... I partake in violence only to soothe my frustration."

"You're a bad liar, but I understand. The deep calls to both of us, you know." And for a moment Dr. Robertson and his apprentice were quiet. Then the smile left the old lich's face as he said "I grow weary of this warfare. My insight is wasted on culling the foolish. Would that we could simply delve and write and be recognized for our gifts to arcana and to the mortal condition."

Markus spoke up, then. "Indeed. But we must be patient. I've heard this lesson before. Even when patience means violence."

"You learn my lessons well. Their sunset will come. Only then will the mediocrity sough off them like flesh, and the genius of undeath will bleach their bones. Pure will they rise, and the rational shall triumph over the absurd struggle called life."

Markus nodded in understanding, and for a while they walked together, kindred spirits.[/ic]

[ic=A Quiet Room and a Good Book]After weeks of walking, Markus Ashton returned at last to his home in the necropolis known as Albaiyat Alhazred. His room was just the way he had left it. No bed, of course, but there was a meditation mat and several bookcases. That was about it, actually. Since dying, Ashton had never really had much use for... things.

He took from the shelf a book that had been worn down over the many years. It's spine was damaged and it's pages tattered. Markus always took good care of it, but he had gotten it from Koytabit the Green when he passed, and it had come mostly as it was now. Among all his books, this one was the oldest. Markus suspected it was older even than his master, though he didn't care to ask about such things.

"Arcane Self-education" it read, in faded black type inside the cover. Newt Emyrson was a genius, it was commonly agreed. He had been one of the first human archmaegi after the collapse of the last elven empire. Markus admitted that his intelligence was impressive. In a time when most humans thought of magic as a strange and evil art, Emyr showed them that it was a force that could be understood, measured, studied, and mastered. Like most humans, he had an ignorant concept of cosmic purpose for humankind, but Markus tried not to let that get in the way of his writings on other subjects.

After so many days of endless walking, Markus Ashton was looking forward to some downtine.[/ic]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
Bone Garden: 20 Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
Undead Mine: 175 Gold, 15 Metal

Arterial Antechamber (Upperdeep 89)
None

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold
Undead Mine: 175 Gold, 15 Metal

Combat: Nothing this turn
[/spoiler]
[spoiler=Trade]
THIS TURN:
Trade with Llitul: -1 Scroll of Poisonous Cloud, +14 Gold, -4 Food (1 more week of food shipments promised)
Trade with Gloomsong: -4 Food (1 more week of food shipments promised)
Trade with Dalashinn: -1 Scroll of Haste
Trade with Ktan-Ydheel: -1 Scroll of Invisibility, -20 Diseased Bodies

NEXT TURN:
Trade with Dalashinn: -1 Scroll of Haste
Trade with Llitul: -4 Food
Trade with Gloomsong: -4 Food
[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Gorgol: -13 Gold, -3 Food
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
2 Chaos Beasts: -26 Bodies
11 Zombies: No Upkeep (1 week until decay into skeletons)
73 Skeletal Archers: No Upkeep
6 Skeletal Warriors: No Upkeep
3 Ghouls: -3 Bodies
1 Ghast: -2 Bodies[/spoiler]
[spoiler=Construction]
Albaiyat Alhazred (Upperdeep 85)
Under Construction:
Scrying Chamber: 1 week remaining
Barrow: 2 weeks remaining

Beginning Construction:
Bone Garden: -100 gold, 2 weeks remaining

The Arterial Antechamber (Upperdeep 89)
Under Construction:
Undead Mine: 2 weeks remaining

The Wall of Rats (Upperdeep 92)
Under Construction:
Outer Wall: 1 week remaining
[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred (Upperdeep 85):
16 Ghasts: -400 Gold, -16 Diseased Bodies

Upperdeep 90 (Summoned by Gorgol):
1 Chaos Beast: -35 Gold, -1 Body[/spoiler]
[spoiler=Wealth]Gold: 1
Metal: 109
Food: 130
Bodies: 129
Diseased Bodies: 99[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library (Added spells: Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)

Spiked Moat

Iron Hall (Upperdeep 87)
Undead Mine

Arterial Antechamber (Upperdeep 89)
Nothing.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Iron Gate
Spiked Moat

Wall of Rats (Upperdeep 92)
Iron Gate
Spiked Moat[/spoiler]
[spoiler=Armies]
Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
4 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
7 Zombies – Garrisoned on the Dean's Wall (Upperdeep 84)
1 Ghoul - Garrisoned at Garrisoned on the Dean's Wall (Upperdeep 84)
20 Skeletal Archers - Garrisoned on the Dean's Wall (Upperdeep 84)

Professor Robertson - Garrisoned at Albaiyat Alhazred (Upperdeep 85)
17 Ghasts - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)

Markus Ashton – Upperdeep 88
1 Skeletal Archer - Upperdeep 88

Headless Ned (Skeletal Warrior Commander) - Garrisoned at the Arterial Antechamber (Upperdeep 89)

1 Skeletal Archer - Upperdeep 90
Gorgol the Anarch - Upperdeep 90
3 Chaos Beasts - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

20 Skeletal Archers - Upperdeep 92

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)
30 Skeletal Archers – Garrisoned at the Wall of Rats (Upperdeep 92)
4 Zombies – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Skeletal Warriors – Garrisoned at the Wall of Rats (Upperdeep 92)
2 Ghouls – Garrisoned at the Wall of Rats (Upperdeep 92)
[/spoiler]
[spoiler=Characters]
Both Phylacteries are located at Albaiyat Alhazred.

[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Invisibility, Illusory Duplicate, Poison Cloud, Scribe Scroll, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Gorgol the Anarch]Upkeep: 13 Gold, 3 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 6
Defence: 16
Health: 15
Speed: 3
Morale: +5
Special Abilities: Confusion, Haste, Chaos Spell, Detector, Summon (Chaos Beast), Follower
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]The ghoul on the Dean's wall will move to Upperdeep 81 and scout the surface. It is under orders to retreat back to the Dean's Wall and garrison if threatened.

Dr. Robertson will lead the regiment of Ghasts south, casting haste in the process. The whole group will move to Upperdeep 93. Dr. Robertson will also scribe a scroll of Haste.

Markus Ashton will move to Albaiyat Alhazred and learn Haste. He'll also research chambers that might hide the phylacteries outside of dungeons.

Gorgol, having summoned a third chaos beast, will follow the group along the corridor to the south, casting haste on it. At Uppderdeep 92 he will be joined by all the skeletons, 4 zombies, and both ghouls. At this point the army will adopt the following formation:
25 Skeletal Archers followed by Gorgol
25 Skeletal Archers
4 Zombies
3 Chaos Beasts
2 Ghouls
2 Skeletal Warriors
The army will move down to Middledeep 73 where it will assault the dungeon of the Cleversmart SCUM. After SLAUGHTERING EVERYONE, the entire army except for the zombies (who will be out of moves) will then move to Middledeep 72 and REPEAT THE CULLING OF THE WEAK, garrisoning in the dungeon after taking it, if possible. En route they will, of course, SLAUGHTER ANY RATS THEY FIND (or non-rats if applicable).

In battle, the army follows these orders:
Archer regiments should target the most numerous foes first, never attacking the same target unless there's only one target remaining.
Gorgol will cast confusion on each turn, targeting the most dangerous foe.
The chaos beasts will lead the charge, engaging the most powerful enemy regiment, if possible.
Zombies and Skeletal Warriors will screen for the archers.
Ghouls will attempt to engage enemy ranged units.
When assaulting dungeons, the chaos beasts are ordered to enter the dungeon (and thus trigger any traps) before any other troops, even if it means having other regiments wait an extra round.
In all cases, troops are ordered to FIGHT TO THE DEATH (or... de-animation... or whatever).[/spoiler][/spoiler]
[ic=Messages][spoiler=Legio I Draco]Most esteemed of the rats,
  My deepest apologies for wasting your time (whatever it's worth may be), but it appears as though the situation in the west caves has changed unexpectedly over the last couple days.  While the bodies of elves from the surface would have been satisfactory, we can no longer offer such a generous bounty for them.  I'm sure that your underlings (if you have any) will welcome the chance to feast on what I hear is simply succulent flesh (although the ghoul who told me that hardly has what I'd call a gourmet palate).  We hope that this has not inconvenienced you.

Sincerely adaptive,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Llitul]
Most esteemed Lady of Madness,
 It is most unfortunate that you find yourself threatened by so many forces in these times, and it pains us metaphorically that we are unable to assist you with troops at this time.  In any case, we wish you luck with your rebellion and would be interested in renewing our more high brow enterprises if you should survive.
Additionally, it may amuse you to note that the "Overbrain" against whom you fight has contacted my apprentice with an offer of great power for aid in your coming conflict.  While this only served to infuriate the precocious boy, it reeks of desperation on this elder things part.  However, it might behoove you to be a bit more paranoid than you already are about other allies this "Overbrain" may have acquired through such solicitations.
Finally, we would like to provide the smallest bit of hope on the horizon of your mortal peril, in that it is unlikely that the rats will keep your city they so brutishly acquired this land turn.  They are not so tough as their actions may lead you to believe, or so I think.  Rather, their entitlement shall be their downfall.

Graciously yours in darkness,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to the Onyx Prince]
Most esteemed Lord Dalashinn,
 It grieves us to have only sent you one scroll this past week, but we were unable to craft another so readily on such short notice.  We hope you received it and it served you well nonetheless.  We shall send you another this week, and if you should need anything else, please do respond early so that we might be able to assist.

Regards from above,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to The Onyx Prince]
Most exalted Bloodlord,
It pleases us that your require no more of us at this time than we have given you. Your intelligence has proven most useful to us in regards to the conflict between the Legion and the dwerim, of which we were unaware. As of this time, our intentions to continue with our plan of engagement with the Nocae and my personal arrival in your proximity have not changed, and we look forward to meeting with you and crushing the cretins of the shadow beneath our heels. Ignorance does not live long and fruitfully in the darkness, and this enforcement of that natural order pleases me greatly.
In the interest of maintaining diplomatic transparency however, I thought it would be nice to inform you that we are intending to provoke conflict with the foolish Cleversmarts this coming week to put them in their place. I do not anticipate that this will interfere with our intended actions against the Nocae.

Sincerely damned,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul]
Most esteemed Lady of Madness,
It grieves us to hear that you have suffered so recently, but it please me to know that you understand the position we ourselves are in that we cannot take sides in the conflict between you and the Dark elf forces at this time. However, should it come to offers of peace, we would be more than happy to offer ourselves as arbiters of such an arrangement between yourselves and the Dark elves, as we hold good relations to the both of you. At this time, all I can grant you for aid is a wish of good fortune in the coming weeks.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Käfer]
Greetings to you, Lord of Whispers and steward of Grimdelve.
It pleases me greatly to make contact with yet another mutual ally of the Bloodlord. I wonder if your partnership extends to our interest in extinguishing the blight of illumination upon the darkness that is our home more commonly known as the Nocae.
As of this time, we have no artifacts or other arcane secrets to offer you other than our ability to produce scrolls of spells that we know, those we can produce and offer to you for a very reasonable price and they will assuredly enhance the prowess of any casting units you may possess. At this time, we are most interested in the destruction of a certain hag that resides in the caverns of Middledeep 53. Should you find it convenient to eliminate her, we would be in a position to offer you a most competitive price on these scrolls in perpetuity.

My rotting regards,
- Dr. Robertson, Professor Immortal[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Rhamnousia on April 05, 2013, 05:25:11 PM
[ic]
[spoiler=The Will of the Watchers]

[spoiler=Production]
9 Algae Farms: 180 food
3 Cave Fish Pools: 15 food
4 Thrall Grottoes: 80 bodies
2 Improved Watcher Mines: 650 gold, 70 metal
[/spoiler]
[spoiler=Upkeep]
7 Watcher Savants: -35 gold, -35 bodies
25 Thralls: -25 food
14 Gloomrays: -84 food
Diirzig the Bonesnatcher: 12 gold, 2 food
4 Derro Brigands: 12 gold, 4 food
3 Derro Aklys-Hurlers: 9 gold, 3 food
5 Derro Filchers: 15 gold, 5 food
Derro Warlock: 8 gold, 1 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:

Under Construction:
Augmentation Pool: 1 week remaining
Glyph Library: 1 week remaining
Slime Moat: 1 week remaining
3 Algae Farms: 1 week remaining
2 Hibernation Pools: 1 week remaining
2 Cave Leech Swarms: 1 week remaining
Fangfish School: 1 week remaining

Beginning Construction
2 Hibernation Pools: 100 gold, 20 metal, 2 weeks remaining

The Lonely Cenotaph

Completed Construction:
Thrall Grotto
Mucosal Pool
3 Vault Slime

Under Construction:
Mucosal Wall: 2 weeks remaining
Slime Moat: 1 week remaining

Beginning Construction


Bowels of the Hateful Earth

Completed Construction:

Under Construction:
3 Vault Slime: 1 week remaining

Beginning Construction


Door Upon the Depths: Middledeep 1

Completed Construction:

Under Construction:

Beginning Construction
Repairs to Watcher Mine: 88 gold, 8 metal, 1 week remaining
Mucosal Wall: 50 gold, 4 weeks remaining
3 Vault Slime: 15 bodies, 2 weeks remaining

[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth

The Lonely Cenotaph

Bowels of the Hateful Earth
7 Guardians: 245 gold

Name Pending: Middledeep 1

[/spoiler]
[spoiler=Wealth]
Gold: 443
Metal: 241
Food: 522
Bodies: 372
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth: Darksea

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
3 Thrall Grottoes
9 Algae Farms
Improved Watcher Mine

Nightmare Gate
3 Vault Slime

The Lonely Cenotaph: Lowerdeep 82
Thrall Grotto
Mucosal Pool

3 Vault Slime

Bowels of the Hateful Earth: Lowerdeep 87
Improved Watcher Mine
Mucosal Pool
Breeding Pool
Teleportation Pool (Middledeep 1)

Door Upon the Depths: Middledeep 1
3 Cave Fish Pools
Watcher Mine (Damaged)
Teleportation Pool (Lowerdeep 87)

[/spoiler]
[spoiler=Armies]
Get of the Sovereign – Garrisoned at Cruel Form of Truth (Darksea)
Dreams-of-Dead-Races, Watcher Sovereign –  Hibernating
Sings-of-Lovely-Devils, Watcher Savant – Hibernating
Harmony-of-Far-Spheres, Watcher Savant –Hibernating
Long-Tortured-Groaning , Watcher Savant– Hibernating
Twice-Paired-Eyes, Watcher Savant – Hibernating
Lurks-in-Gelid-Pits, Watcher Savant – Hibernating
River-of-Molten-Basalt, Watcher Savant – Hibernating
13 Thralls

The Bleakflight – Lowerdeep 80
12 Gloomrays

Tendril of Distension – Garrisoned at the Lonely Cenotaph (Lowerdeep 83)
Commander:Inauspicious-Arrangement-of-Gills – Hibernating
Displays-Most-Promising-Cruelty, Watcher Savant – Hibernating
10 Thralls
1 Gloomray

Tendril of Reclamation – Garrisoned at Bowels of the Hateful Earth (Lowerdeep 87)
Commander:Grey-Slime-Congealing – Hibernating
2 Thralls

The Trollflensers – Lowerdeep 82
Diirzig the Bonesnatcher
4 Derro Brigands
3 Derro Aklys-Hurlers
5 Derro Filchers
Derro Warlock

Tendril of Consolidation: - Garrisoned at Door Upon the Depths (Middledeep 1)
Commander: The Harbinger
6 Watchers
1 Gloomray
2 Slime Golems
[/spoiler]

[spoiler=Characters]
[ic=Dreams-of-Dead-Races]

(http://img809.imageshack.us/img809/1984/dreamsofdeadraces.jpg)

Watcher Sovereign
Ranged Attack: +8
Ranged Damage: 10 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 8
Defense: 18
Health: 80
Speed: 1
Morale: +8
Special Abilities: Detector, Dominate, Confusion, Huge, Leadership, Locate Object, Petrify
Inventory: Lens of Petrification (grants Petrify spell), Tentacle-Ring of Protection (+2 Defense)
Unit: Get of the Sovereign

[ic=Locate Object (Utility)]The Watcher Sovereign can now perceive the location of certain objects or artefacts of interest to it.  Instead of Scrying a region, Dreams-of-Dead Races can use one or more of its Scry uses to locate an object (such as a magic item, Lich's Phylactery, or other artefact) and Scry the region it is in – simply name the object targeted.[/ic]

[ic=Petrify (Combat)]This spell transmutes flesh to stone.  You must hit a single unit with a ranged attack.  If your attack beats their Defence, the unit is turned to stone.  This effect is permanent, but can be Dispelled.[/ic]

Dreams-of-Dead-Races increases the Ranged Damage (Psychic) and Morale of any army it is leading by +1.  If garrisoned in a Dungeon, it increases the Ranged Damage (Psychic) and Morale of garrisoned troops by +1.

To move overland, Dreams-of-Dead-Races must be dragged in enormous tanks of water by at least 12 Thralls or 6 Scumspawn (or  10 Thralls and 1 Scumspawn, 8 Thralls and 2 Scumspawn, 6 Thralls and 3 Scumspawn, 4 Thralls and 4 Scumspawn, or 2 Thralls and 5 Scumspawn).  If its escorts perish, it is immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Grey-Slime-Congealing]

Though still young among the numberless progeny of the Sovereign, being born only within the last cycle of the Watcher's arcane calendar, Grey-Slime-Congealing holds a petty sort of privilege as the first among Dreams-of-Dead-Races' spawn to be excised from the mucosal cocoon within which it spent the Long Dreaming. Whether the source is this dubious position of seniority or some more intrinsic organic fault, the Savant is possessed of a hasty aggression and impatient temper uncharacteristic of its kind; rather than deferring to the vast wisdom of its Sovereign, Grey-Slime-Congealing displayed such eager hubris as to suggest an assault on the Gloom Trolls dwelling by the shores of the Darksea. When the inadequate host it led fared poorly against the creatures, it found itself relegated to overseeing the blind thralls laboring in the bowels of the Cruel Form of Truth. But Dreams-of-Dead-Races is not an entirely unsympathetic Sovereign (towards its own kind), and it presented its spawn with an opportunity to redeem itself by reclaiming the beached ruins called Bowels of the Hateful Earth.

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large
Unit: Tendril of Reclamation

To move overland, Grey-Slime-Congealing must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Inauspicious-Arrangement-of-Gills]

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large, Phase-Shift
Unit: Tendril of Distension

[ic=Phase-Shift (Utility)]This spell allows the targeted regiment to phase in and out of reality.  Phase-Shift can be cast once per week.  The regiment targeted by Phase-Shift gains the Teleporter ability for one week.[/ic]

To move overland, Inauspicious-Arrangement-of-Gills must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized. It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=The Harbinger]

Guardian
Melee Attack: +8
Melee Damage: 12
Defense: 22
Health: 45
Speed: 3
Morale: +8
Special Abilities: Large
Unit: Tendril of Consolidation[/ic]

[ic=Diirzig the Bonesnatcher, Derro Bandit-Chief]

Diirzig is a bizarre Derro warrior with a substantial collection of bones harvested from dozens of races.  He is on a quest to obtain a bone taken from one of every creature in existence.  As the Watchers possess cartilage instead of bones, his new overseers are probably safe... probably...

Upkeep: 12 Gold, 2 Food
Melee Attack: +5
Melee Damage: 5
Defence: 17
Health: 15
Speed: 4
Morale: +4
Special Abilities: Infiltrator, Poison 5[/ic]

[/spoiler]

[spoiler=Trade]
With Exalted: +30 metal
With Cleversmarts: -30 gold
[/spoiler]

[spoiler=Orders]
Dreams-of-Dead-Races scrys for the remaining two Shards of the Tablet of Time, and a Duergar staff made of bone (Is that specific enough?)

10 Watcher Savants scry Middledeep 96, Lowerdeep 73, Upperdeep 30, Upperdeep 32, Middledeep 7, Middledeep 76, Middledeep 87, Middledeep 86, Lowerdeep 67, and Middledeep 77.

Spend 1 Speed to move 7 Guardians and 2 Slime Golems through the Teleportation Pool and then spend 1 Speed to garrison them at Middledeep 1.

Reclaim the Watcher ruins at Middledeep 1 and restore the Door Upon the Depths. Promote the Harbinger to Commander.

Spend 5 Speed to move the Bleakflight from Lowerdeep 80 to Lowerdeep 75 and assault the Ceremorph Hive of Dtoulth. If victorious, loot the Hive and then spend 2 Speed to move to Lowerdeep 73 and assist in the attack there.
[/spoiler]
[/spoiler]

[spoiler=Messages]
[spoiler=Response to Shee-Ra CleverSmart]
We are pleased by this fortunate coincidence, for even now our Bleakflight moves to lay ruin to the Hive at Lower Dtoulth. We have examined it thoroughly and expect there to be but a paltry resistance; once this has been overcome and all survivors devoured, they shall assist you in the assault upon the central Hive.

We have further machinations waiting to be set in motion, though none that would threaten the ambitions of the Queen Mistress of All That Is Above Us. A fragment of an ancient and most treasured relic of our kind lies at the bottom of a lake o the near south (Lowerdeep 61); another fragment is in the possession of the duergar Despot and we are currently negotiating to reacquire it as well. We would be very thankful indeed if your forces would assist us in the recovery of future shards, once we have divined their location.

We have begun to reach the limits of our sustainability, and though we shall consume our surplus of thralls to reduce the drain, it has begun to prove an impediment to our expansion. We do not require that you assist us in this regard, however; we have no desire to incur so material of debts.
Are there any secrets the Queen Mistress of All That Is Above Us would wish to have ferreted out?[/spoiler]

[spoiler=Response to Arquenciel]
As the indescribable vastness of the Sovereign's thoughform slowly rotates to face this strange, small intruder, its face twists into the nearest semblance of surprise. Not in many long ages has a foreign mind been so bold as to plumb the depths of its dreamscape.

She-Devil of the Abyss. You dare to approach us with your forked tongue heavy beneath honey supplications...

Its expression shifts, to the grotesquerie that is the Watcher smile....and you find us distinctly vulnerable. After another pregnant pause, it releases a low, groaning chuckle. Yes, daughter of House Septena , we find your suggestion to be not without merit and your manner warranting of appreciation.[/spoiler]

[spoiler=Response to Shee-Ra Cleversmart]
We have thoroughly plumbed the depths of the Ceremorph citadel at Greater Dtoulth and are most disquieted by what we perceived. The Overbrain is guarded by no less than a score of Sentinels, stalactite pillars of flesh and ropy, lashing appendages long enough to snatch our Bleakflight from above. While there is no question that these creatures could be hacked down in time, what gives us consternation is the Overbrain itself and the looming threat of psychic domination. Beyond that formidable garrison, however, the Hive itself is protected only by a Slime Moat. We know not know what magics your elven prince brings with him or how skillful and resolute his retinue but we think it wisest to overwhelm Dtoulth with utmost haste. Know that the longer we wait, the longer the Overbrain has to plot its retaliation.

Our thoughts turn also to the aftermath of this campaign and campaigns beyond. We stake claim to the Hive of Lower Dtoulth once our Bleakflight have dug out the last of its meager defenders, but we would also inquire what the Queen Mistress of All That Is Above Us intends to do with Greater Dtoulth once she and her ally have taken it. We hope that we have proven ourself to be a valuable associate and not a liability; we wonder then if we might be made Stewards of the Underdeep and allowed to plunder the riches of the Hive for at least a few weeks, that you would not be forced to waste your own servants guarding against the return of the Ceremorphs. We ask this not out of greed or arrogance as a race whose expansion is far more limited than yours, for there is truly no corner of the Underdeep that the CleverSmarts cannot claim as their own. We further inquire as to whether you would give our forces passage up Ryen-Dor to colonize the river to the north of your lands?

But those are not urgent thoughts. Greater matters dominate the present.[/spoiler]

[spoiler=Dream-whisper for the Overbrain]
It comes swimming through the night-black vastness of the Overbrain's consciousness like a benthic flatworm. A thought, a single meme, illuminated by hate. The oldest and most perfect form of hate, a hate also old as the Material Plane itself. A hate condensed and distilled until it was nothing but pure vitriol, burning, burning like the screaming heart of a sun unglimpsed by living eyes, burning like the pits of unimagined hells. And in a voice strangely without grandeur or pretension, in words colored by what could only be described as the most monstrous sort of intimacy, it murmurs to the hateful intelligence:

Do you remember us, now that we have awoken from our Long Dreaming?

Do you ever dream of the Old War, the fate you naively believed you had escaped?

Do you fear oblivion, now that all of your works have been brought to ruin?

We are That Which Was. We Are That Which Shall Be Again.

You would have done well to remember that.[/spoiler]

[spoiler=Response to Kafer]
You have but to name a relic and it's location will be ours with a mere thought.[/spoiler]

[spoiler=Response to Arquenciel]
So your Master was taken aback by our incursion into the Middle Depths? His inquiry betrays his blindness.

But we shall waste waste no more of our dreaming discussing inevitabilities. We have examined the dungeons of the Shadow Elves and found them to be well-fortified. Laying siege to Umbrazzid would be a fool's errand. Better to wait them out while the dash their strength upon other fronts than to risk a humiliating defeat. Again.

But know also that we are fond of the Nocae and will not simply offer them to one who has proven to be nowhere near as useful to us. If he wishes more precise intelligence in the coming weeks, the price thereof will be commensurate with our squandered plans.[/spoiler]

[spoiler=Response to Liltul]
The Dark Elf capitol, Vashnaranzenan, is garrisoned by ten crossbowmen and a war spider.  It contains a Matriarch's Spire, Slave Pens
a War Spire, four Lichen Gardens, an Improved Dark Elf Mine, Web Caverns, a Matriarch's Study, a Slave Market, a Ranger's Spire, and a City Wall.

Their colony to the south is garrisoned by five swordsmen, five crossbowmen, and five slave soldiers.  It has slave pens, and a mine under construction.

In the Ceremorph Hive the Dark Elves captured, the bulk of their forces are garrisoned: a War Spider, ten crossbowmen, ten swordsmen, and the Matriarch herself.  The Hive contains a Thrall Pen, Ceremorph Mines, and an Amplifier Node.[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Llum on April 05, 2013, 05:26:53 PM
[ic=The will of a despot]
[/ic]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold
Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Umbrahold
Duergar Mine: +200 Gold, +25 Metal
Shadowy Predators: -50 Gold -10 Metal
Beetle Farm: +50 food

Drakkenhold (Lowerdeep 16)
Duergar Mine: +200 Gold, +25 Metal

Total: +650 Gold, +65 metal, +225 food
[/spoiler]

[spoiler=Upkeep]
2 Duergar Sneaks: -6 Gold -4 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
9 Duergar Halbrediers: -18 Gold -18 food
36 Cave Beetles: -288 food
1 Kirr Summoner: -12 Gold -1 food
4 Fire Drake Wyrmling -4 food
1 Two-headed Fire Drake Wyrmling - 2 food
1 Magma Cannon -10 Metal -2 food

total: -42 Gold -10 metal -325 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:

Beginning Construction:
Hall of Trophies: -100 Gold -10 Metal 4 weeks remaining

Umbrahold (Lowerdeep 19)
Under Construction:
Hall of Trade 1 weeks remaining

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:

Beginning Construction:

Glyphhold (Lowerdeep 88)
Under Construction:
Duergar Mine: 3 weeks remaining

Beginning Construction:
Beetle Farm: -50 gold 5 weeks remaining

Greenhold (Middledeep 50)
Under Construction:
Beetle Farm: 4 weeks remaining

Beginning Construction:
Duergar Mine: 4 weeks remaining -200 Gold -20 Metal
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
1 Magma Cannon -25 Gold -20 Metal
Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)
[/spoiler]

[spoiler=Wealth]
Gold: 29
Metal: 406
Food: 238
Bodies: 1
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)
Forge Hall
Duergar Mine
Beetle Farm

Drakkenhold (Lowerdeep 16)
Forge Hall
Duergar Mine

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)
[/spoiler]

[spoiler=Armies]
Despot Käfer – Kaferhold(Lowerdeep 17)
Commander Wulfgar - Umbrahold(Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)
Commander Demosthene - Garrisoned at Glyphhold (Lowerdeep 88)
Greenfang, Master of the Greenhold - Middledeep 53

9 Duergar Halbrediers - Kaferhold(Lowerdeep 17)
1 Kirr Summoner - Kaferhold(Lowerdeep 17)
1 Magma Cannon - Umbrahold (Lowerdeep 19)

30 Cave Beetles - Middledeep 51
6 Cave Beetles - Umbrahold (Lowerdeep 19)

1 Duergar Sneak - Infiltrating (Lowerdeep 26)
1 Duergar Sneak - Infiltrating (Lowerdeep 36)

3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
4 Fire Drakes - Garrisoned at Drakkenhold (Lowerdeep 16)
1 Two-headed Fire Drake - Garrisoned at Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +12 (+2 Elixir of Might)
Melee Damage: 13 (+1 Deep Gnome Tinkers, +4 Elixir of Might)
Defence: 22 (+1 Helm of Telepathy, +1 Deep Gnome Tinkers)
Health: 35 (+10 Elixir of Toughness)
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire, Glyphic Shard, Helm of Telepathy, Potion of Healing

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 9 (+1 Deep Gnome Tinkers)
Defence: 18 (+1 Deep Gnome Tinkers)
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory:

Kyogre is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 17
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire), When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.
Inventory: Scroll of Invisibility, Scroll of Phase Shift x2

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.
[/ic]

[ic=Commander Demosthene]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Demosthene is an ancient Duergar, still hardy after surviving Ceremorph enslavement and the following revolt. He has ceremorph glyphs branded and tattooed about his face and neck showing his age, as well as his tenacity to survive.
[/ic]

[/spoiler]

[spoiler=Orders]
Standing Order: Always collect bodies after battle.
Have the Kirr Summoner in Kaferhold (LD 17) continue to study the Glyphic rune to find out more about what it does and clues to where other pieces may be, continue studying the Eldritch Grimoire to find out more details about the Abyssal Gate and the ritual required to open it.
Spend 2 Speed to move 1 Duergar Halbredier from Kaferhold (LD17) to LD 20 and found a new dungeon. Promote the Halbredier to Commander and name the new Dungeon Easthold.
Have Greenfang purchase 1 Elixir of Might, 1 Elixir of Toughness, 1 Potion of Healing and 1 Potion of Haste. Drink the Potion of Haste then Force March 14 Speed to go from Middledeep 53, to Kaferhold, give Kafer the two Elixirs and Potion of Health and looted scrolls then return to Greenhold.
Have Kafer drink both Elixirs and keep the potion of healing.
Spend 2 Speed to move Despot Kafer, 8 Duergar Halbredier from Kaferhold(LD 17) to Umbrahold (LD 19).
In Umbrahold have Kafer his 8 Halbrediers, Wulfgar attached to 6 cave beetle and 1 Magma Cannon find and kill the shadowy predators slowing down mine production.
Spend 2 Speed to move 1 Magma Cannon from Kaferhold (LD 17) to LD 14, then once a Kirr Summoner owned by Dalashinn casts Haste, spend 4 additional speed to move to LD 9
Spend 8 speed to move 30 Cave Beetles from Middledeep 52 to Middledeep 31 and attack the new dungeon there and anything along the path. Collect Bodies.
Advertise that the Duergar are looking for mercenaries that are quick, do fire damage, preferably ranged and can tunnel or use demolitions. Also casters with Haste are sought after.
Inform Urog-Sharga that she will be hired within the month, and promised 25% of loot and a chance to strike at the Dark Elves.
Spend 4 speed to have the  Duergar Sneak in LD 26 scout LD 24. 25. 27. 28 without entering them.
Spend 4 speed to have the  Duergar Sneak in LD 41 scout LD 42 without entering it then move to LD 36 and scout it (and the water) while entering it.
[/spoiler]

[/spoiler]

[spoiler=Message to Dolmar]
Greetings General

This message is to enquire about your war against the Kirr. Do you plan on continuing this battle? Your forces seem to have secured a large portion of the Upperdeep and are at an advantage. Will you and your Dwer allies strike? If so, would you be willing to hire my services against the Kirr or form some sort of alliance?
[/spoiler]

[spoiler=Messages to Dalashinn]
[ic=First Message]Greetings Dalashinn

I can gladly help you with demolitions, my services however are not capable of moving very quickly. Unaided they cannot make it far (Lowerdeep 14), should you be willing to to speed their advance it can be done much faster. The demolitions themselves will take one full week to conduct.[/ic]
[ic=Second Message]
A mind reaches out from the depths of the Lowerdeep to yours, a mind of the Duergar.  The mind is cold and determined yet you sense these are merely the shackles that imprison a raging hatred for something.
It seems we will have much to discuss this week. If you agree to the demolitions charge, I would be willing to do it in exchange for ether a large amount of metal, 100 or more, a large amount of slaves, 50 or more, or another Summoner to work for my empire.

Secondly, have you heard of something called an abyssal gate, opened with an Infernal key? Perhaps you of all the denizens of the Lowerdeep would know of such a thing. Finally it has come to my attention that I have found a way to summon Bearded Devils, creatures much stronger than the Bloodfiends that Summoners can call forth.
[ic=Bearded Devil(Summoned Creature)]
These grotesque demonic creatures are often employed as guardians by diabolists.  Their disgusting, prehensile beards and horrific Abyssal glaives are tainted with an incredibly lethal infernal disease.  A summoner can only summon one of these monstrosities per week.

Cost: 8 Sacrifices
Upkeep: 2 Sacrifices
Melee Attack: +10
Melee Damage: 15
Defence: 18
Health: 25
Speed: 4
Morale: N/A
Special Abilities: Disease 10, Immunity (Disease, Fire)
[/ic]

Finally, I am curious if you have come across any artifacts, magical items or items of interest in your exploration of the ruins and caverns of the Underdeep.
Despot Kafer has casted Mindlink on Dalashinn, there can be unlimited messages between the two for one week
[/ic]
[ic=Third Message to Dalashinn]
This is acceptable to me for the use of my demolitions. I will send the units and make it as far as possible this turn.
[ooc]This will enable my Magma Cannon to march to Lowerdeep 9 this turn.[/ooc]

In regards to the Bearded Devils, I am open to negotiation on sharing the ability to summon these creatures. I can teach a maximum of one caster per week how to summon the fiends. On a similar note, I may have a lead on the creation of an Abyssal Gate should one desire such a thing and the location of an Infernal Key.
[/ic]
[/spoiler]

[spoiler=Message to Tiern]
Greetings Tiern

I wish you well now that you are wedded to Disa and High King of the Dwarves and Dwer. I am inquiring if you still wish to purchase metal from the Duergar, we have much to sell. Secondly I am enquiring as to what your plans on in regards to the Kirr, the enemies of your allies the Nocae. Are you willing to wage war again so soon after the Goblins attacked your home? Finally, what is your position in relation to the Glow.
[/spoiler]

[spoiler=Message to the Glow]
Now it is you desiring something from the flesh, you wish us to stop advancing in the Middledeep, what are you prepared to offer in exchange for this. My citadels and holds in the Middledeep are a long way away from anything you have claimed, the Dwer themselves are between us.

I have said before that the Duergar mean you no harm and this still holds true. Do you seek alliance with any of the flesh that roam the Underdeep?
[/spoiler]

[spoiler=Message to Lady Viarra]
Greetings Matriarch

I am sending you a message to enquire if you have any knowledge on raising drakes as I have recently hatched a clutch of Fire Drakes, including a rare two-headed fire drake. I will eventually be looking to breed these creatures and am interested in gaining any knowledge that the Dark Elves, reknown Drake riders and breeders, may have.

Secondly, I am curious if you have come across any artifacts in your exploration of the Underdeep.
[/spoiler]

[spoiler=Message to Prince Saerid]
Greetings High Prince

Congratulations on your swift victories over the vile Ceremorphs. Have you found your lost lady elf? Or heard anything of her location? Secondly, have you come across any artifacts on your quest in the Underdeep, or brought some from above? I may have some interesting information to share with you depending on your answers and what you can offer.

Secondly, have you had any more dealings with the beings known as the Watchers?
[/spoiler]

[spoiler=Message to Dreams-of-Dead-Races]
I have done some research into the glyph that I found. It is part of a broken tablet it seems, from one of your ancient sunken ruins. What does the completed tablet do? I am not opposed to trading the glyph but I will not give away something that will doom my people.

Secondly, it seems that your offer of aid against the Ceremorphs is of little use, the Overbrain will be slaughtered by the High Elves shortly. What else could you have that is of interest to the Duergar? Finally, what other artifacts, magical items or items of interest do you know of in the Underdeep?
[/spoiler]

[Spoiler=Message to Urog-Sharga]
What are the goals of the Grey Orcs? What do you see for your people aside from the life of a mercenary? You charge an obscene amount of gold for your services, why do you require so much gold? Perhaps you are after something else, something that could be provided in place of gold?
[/spoiler]

[spoiler=Message to Black Agnethe]
The location of your shop is prime for the expansion of my empire and the placement of a citadel. What would you do if a Citadel was built around your shop? Would you leave or defend your cavern? Or would you be interested in commanding such a citadel or simply an advisor? Or perhaps you would like to serve as a viceroy to my empire?
[/spoiler]

[spoiler=Reply to Lliltul]
You ask me to spare you, who has killed many of my fellow Duergar? All that you offer in return is the promise in the future to never harm me. A shallow promise from one who is on the edge of obliteration, who says you would ever be a threat to my new empire? If you want mercy, you will have to offer a great deal more. I have reports that your party included seven hounds and seven ceremorph psionics in in along with your orc. What other forces do you have? Perhaps if you sacrificed all these, seven hounds and seven ceremorphs to my beetles I would contemplate mercy, along with your promise to never attack someone of my empire again. What else can you even offer the Duergar? What you ask for will only come at a steep price.

Finally, never ever compared yourself similarly to the Duergar. You are not doing what my people did, we escaped tyranny and slavery that nearly destroyed our people. You simply wish to no longer follow the orders of the Overbrain. You still keep slaves, you still devour the brains of denizens of the Underdeep. Do so again and I will bend my empire to wiping you out from the Underdeep so thoroughly that even the memories of you will be destroyed.
[/spoiler]

[spoiler=Message to Arquenciel]
Greetings Lady Arquenciel

It seems you are allied with Dalashinn and the Kirr, who are on very good terms with myself. Hopefully these good relations will transfer over to ourselves. I am curious about your time in the Abyss, do you still have allies that dwell in its depths? Or perhaps some great enemies?

I would like to ask if you are going to expand and found your own dungeons or are will you be using those of the Kirr?
[/spoiler]

[spoiler=Reply to Dolmar]
Greetings General,

You are correct, I am enquiring if you and the Dwer would be willing to form alliance against the Kirr, who are allied with the Undead. What are you willing to offer for my Empire to join your side?

Secondly, you are correct I did have the Fire Drake eggs, they have since hatched however. I would not be willing to sell a breeding pair for less than 1000 gold or some equivalent in artifacts, magical items, items of interest or metal. Which begs the question, have you found any items of interest in your movements across the Underdeep?
[/spoiler]

[spoiler=Reply to Lliltul]
If you return the Scepter of the old Empire to me immediately and vow to never harm one of my Empire under any circumstance, we may come to an agreement. Do these two things, and I will ignore your presence in the Underdeep. My forces will not attack yours as long as they are left alone, we will not march on your dungeons.
[/spoiler]

[spoiler=Message to Dr Robertson, Professor Immortal]
Greetings Professor

It has come to my attention that you are allied with the Kirr, who are on good terms with my Empire. I am curious if there is anything we may be able to do for each other. I am mostly interested in if you have found any magical items, artifacts or items of interest in your movements across the Underdeep.
[/spoiler]

[spoiler=Reply to Dreams-Of-Dead-Races]
If you can find any item, please inform me if there are any more glyphic shards in or near my Empire, I would gladly recover them for you, for a fee. Secondly, if you are able, are you aware of the location of any of these three items,  a certain staff made of bone, a crown set with black gemstones, and a necklace with a shadowy jewel.
[/spoiler]

[spoiler=Reply to The Glow]
If you wish us to spare Lliltul of the Ceremorphs and to leave your great forest in the Middledeep alone you must sacrifice. Allow us to claim the south and west of the Lowerdeep in their stead.
[ooc]This would mean Lowerdeep 23 would be claimed as well as Lowerdeep 37 and anything west of that.[/ooc]
[/spoiler]

[spoiler=Message to Lliltul]
This is acceptable, deliver to us the scepter of the Empire within the Month and we shall ignore your presence.
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: sparkletwist on April 05, 2013, 05:31:30 PM
[ic=A night on the town]
Soundtrack (http://www.youtube.com/watch?v=Q97c5szTgIA)

The vibrant chaos. The lights and shadows of the city. The sights. The sounds. The smells, oh, the smells. Arquenciel missed it all.

The Abyss, for all of its twisted torments and myriad maledictions, was, really, something of a bland place. Devoid of joy, devoid of curiosity, devoid of love; devoid of all the little wonders of the mortal plane that made the spark of light within the heart of each Succubus surge and glow. Not so in the city of Kirr-Godna. She was glad she ended up among Dark Elves. Those creatures knew decadence and opulence. Demon-blooded, corrupted, heretical, whatever they were-- they still had the decadent sensuality that she knew and loved from their race.

Her first night, she lived like she'd never left the mortal plane. Or perhaps like she'd been gone for too long. She visited bars and houses of ill repute. She purchased fine perfumes fermented from lichens and spidersilk lingerie from boutiques. She wandered up and down the city, alone and with her sisters, drinking it all in, being intoxicated by it-- and everything else that the barkeeps and narcotics peddlers had to offer.

Still, she had a purpose here, too. She rolled over, pushed away a few dozing conquests from the previous night, and staggered to her desk, pouring herself a tall drink. There was work to be done, missives to write, plots to concoct. No time for a hangover.
[/ic]

[ic=Messages]
[spoiler=To Dreams-of-Dead-Races]
Within the Watcher Sovereign's variegated dreamscape, another being seems to appear, a feminine humanoid with bat wings. Though "attractive" may perhaps not be an applicable word for these creatures, she carries herself with a calm confidence, swimming through the dreamscape with slow, graceful strokes.

She faces the Sovereign, folding her wings respectfully and giving a slight bow.
"Greetings, Ancient Sovereign. My name is Arquenciel Diamant Septena, of the House of Septena. Please forgive me for my intrusion into your dreamscape, though, if you do not mind me saying so, you have created quite a vista to behold, here. Most sublime."

"Anyway. I shall not waste time with lavish compliments, as a great and eminent creature such as yourself is certainly far too wise to be vain-- oh, I did it again, didn't I?" She smirks coyly. "Let me get to it. As I am sure you are already aware, I am a Succubus, a creature of the Abyss. As you may also be aware, my six sisters and I have recently returned to this realm after a not-brief-enough exile in that foul place. In fact, I would suspect there is probably very little about myself and my presence here that I can tell you of which you are not already aware-- and it is because of that truth that I have contacted you."

She gives a polite smile. "While simple minds fight over simple things, like gold and land, I know, as you do, that the true commodity is information. Knowledge is power, but I believe that those who hold that truest power must always endeavor to use it responsibly. It is for that reason that I have come to you. I am certain that much wisdom flows from these halls, wisdom that the races above would do well to heed. Being a connoisseuse myself of that most precious of commodities-- information-- it is wisdom in which I too would like to partake." She licks her lips. "I also believe that I may know a thing or two that you may find interesting to learn, if only because one experiences different things being a creature of the land and air, rather than of the deep."

Her smile turns more coy. "Besides, is it not true that we information-gatherers often do so at the behest of others? Often, it is simpler to tell them what they want to hear, is it not? Having another in the same vocation to corroborate that account, whatever it may be, may be... a convenient opportunity. It would be better to cooperate than be pushed into competition in that regard, in my opinion."

"What say you, Noble and Ancient One?" The Succubus bows, and then folds her hands neatly in front of herself, while she quietly waits for a reply.
[/spoiler][spoiler=Reply 1 to Bloodlord Dalashinn]
A card scribed with elegant calligraphy and scented with a hint of fine perfume is found in the Bloodlord's personal chambers.

My Dear Bloodlord,

The matters about which you have inquired shall be addressed. I can inform you now that the creatures taking up residence in the pool are known as Watchers, ancient beings about whom you have surely read much lore-- but actual facts known about them are, as I am sure you are also aware, far less. During our last sojourn in the mortal world, we heard rumors of the presence of an ancient Watcher ruin from the time of their Primal Sovereignty in a location that very much matches the description of that particular cavern. As such, I believe there is something of theirs of significance to be found at the bottom of that murky pool. Such odd creatures, if it is true that they once built a fine city in such a miserable place. I shall endeavor to find out more, in time.

However, at the moment, I feel there is a more pressing matter. An excellent opportunity has presented itself: the possibility to open a second front in your conflict with the Nocae. The Legio I Draco, a militant group of Kobolds about which information is also rather regrettably rather sparse, has launched a surprise attack upon the curious ersatz dwarfkind known as the Dwerim. They inflicted many casualties, but suffered many as well. A bloody day-- and a provocation for war if I ever saw one. The reasons for this attack are yet unknown to me, but I am sure you are aware of the close ties that exist between the Nocae and the Dwerim. Should a war begin between the Dwer and the Legion, and I believe it is in our best interests for there to be one, as it is almost certain that the Nocae shall enter the conflict as well.

Please advise how you wish to proceed on this matter. Time is of the essence, of course, lest the moment to seize the initiative be lost.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 1 to Whisper]
Several of the Sisters reach for the tendril at once, curious about this odd tendril that seems to have permeated their minds. They grasp it with their own delicate touch, a strand of light and shadow that "speaks" in a pleasing, feminine voice and possesses a certain synesthetic coloration to it, as well.

The one of white and black replies first. "Who are you?"
The one of yellow and orange sends forth a soft musical giggle. "Oooh... h-hello? Are you one of those tentacle-brains?"
"Be careful," warns one of red and crimson to her sisters. "It could be some Abyssal thing trying to drag us back."

Finally, a slightly larger one emerges; it possesses the hues of all of them, and yet none of them, at the same time. "Please forgive my sisters. We are acquainted with most forms of communication, including that of reaching out from one mind to another-- but this method of approach, I must confess, took us slightly by surprise." The 'tone' of this speaker is warm. "I am Arquenciel Diamant Septena, eldest of the House of Septena. These are my sisters." She introduces them each in turn. "Chiaroscuro Jayet, Incarnadine Rubina, Verdure Esmeralda, Caerulea Saphir, Wisteria Amethyst, and Jonquille Topaz. All of the House of Septena as well."

"So, that is who we are. Now, I do believe, it is your turn. If your Queen is an entity of beauty and power, and oh, hunger too, we should like to meet her, I would think. Who is your Queen, sweet Whisper in my ear?"
[/spoiler][spoiler=Reply 2 to Whisper/Llitul]
"Yes, she is beautiful. It would be a shame if we did not take the opportunity to sate the wants of such a beautiful, fascinating entity." Arquenciel's 'strand' seems to move closer, while the others fade into the hazy obscurity that is the 'background' of this odd method of communication. "As you have requested, I shall speak to her directly."

Arquenciel now engages a Mindlink with Llitul.

"Arquenciel Diamant Septena greets you, most esteemed Queen of Madness. How may the Succubi of House Septena be of service?"
[/spoiler][spoiler=To the Ceremorph Overbrain]
The image of a Succubus clad in light and shadow projects itself into the consciousness of the powerful psion; she is surely but a small flicker, but noticeable nonetheless. She-- or at least her mental avatar-- gives a slight bow. "Greetings, mighty Overbrain. I am Chiaroscuro Jayet Septena, of the House of Septena. News of your... shall we say, setback... has reached all three layers of this deep realm. But let us not dwell upon the past, when the future may be brighter."

The Succubus smiles politely. "The one known as Llitul, too, has suffered setbacks. She has reached out to us, seeking our assistance. We may grant it. We may, instead, choose to return her to you. Our decision depends on which course of action most satisfies our interests."

"A being such as you, despite setbacks, surely has many resources and much to offer. So, I ask you, Great Overbrain, what do you offer us for the traitor?" She folds her wings neatly, respectfully, awaiting a response.
[/spoiler][spoiler=Reply to the Overbrain]Chiaroscuro (or at least her avatar) smiles politely, though it really seems like she's trying to hold back a smirk. "Ah, Overbrain. Your generosity matches your wisdom."

Her wings beat once, playfully. "Thank you for the advice. As it happens, regardless of our feelings about Llitul, she seems to have developed a measure of trust for us; that is how we intend to retrieve her without a great host from the Abyss. Still, your words are heeded-- a small force will still be required, of course, and we are in the process of raising that. Any assistance you can provide is welcome, naturally, for while you are correct that enlightened beings such as yourself care little for the crass comforts of gold, those who would fight in an army care much for it."

She smiles. "In any case, plans move forward. It has been a pleasure speaking to you, Great Overbrain." She backs away, bowing, and really, really looking like she's trying not to laugh.

[ooc]I'm assuming the Overbrain is too full of itself to notice these little cues. They're more in there for narrative color.[/ooc]
[/spoiler][spoiler=Reply to Dreams-of-Dead-Races]
The Succubus initially smiles somewhat wanly, but her smile grows as the Sovereign laughs. "That is excellent."

"I shall not waste any time, then. After all, it is the time in the lunar cycle when your kind's already great vision is at its greatest, is it not? And, though we may be immortal beings, the march of the moon waits for no creature." She smiles politely. "If I may be so bold to ask, might I be able to partake in some of that great vision? Specifically, as to the nature of what transpires with the Nocae in their territories above those of my patron, in the Shadow Elf territories commonly marked on maps as Upperdeep 30, and perhaps, 32 as well?"

She licks her lips. "Of course, this information is at the behest of my patron, the Bloodlord of the Kirr. I will inform you that he has shown some curiosity and interest in your territory to the north of his cities, commonly known as Middledeep 1. I have, naturally, dissuaded him from taking any rash action that would lead to his own undoing, but, as recompense for this information, I would be more than happy to manipulate affairs in that regard however you dictate. Additionally, I would also be happy to color the report on the Nocae I give to my patron however the Ancient Sovereign sees fit, in case there is something that may be prudent to be emphasized or understated."

She bows slightly, once again politely awaiting a reply.
[/spoiler][spoiler=Reply 3 to Llitul]Arquenciel's visage appears for a brief moment over the Mindlink, a pleasant smile on her dark lips. "Greetings, my dear Queen of Madness. I bring good news for your finances, however minor. My sister Caerulea, with her keen mind for logistics, has revised my plan, eliminating redundancy and needless extravagance. I no longer feel justified in charging you more than 15 gold. Of course, any amount above this shall be graciously accepted as gratuity-- but do not feel any obligation in this regard. The true reward of this venture, your continued survival and goodwill, is a priceless thing beyond mere coin." She gives a slight bow.
[/spoiler][spoiler=Reply to Despot Käfer]A messenger bat delivers a letter scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings from the House of Septena, Despot Käfer.

You are correct, our summoner and patron is indeed the Onyx Prince, and it was not long after our summoning that we were able to negotiate a treaty of alliance with him. We also look forward to establishing good relations with other friends and allies of the Bloodlord, such as the Duergar.

You ask of the Abyss. It is a troubled, tormented realm. To ask if we had enemies there is perhaps a meaningless question, as the entire realm is one of enmity and hatred. Yes, we had a precious few allies, too, and hopefully they may join us in this realm in the future.

As for our living arrangements, our mutual friend Dalashinn has generously allowed us to take up residence within his capital of Kirr-Godna. We have accepted his offer quite willingly, as neither I nor my sisters have any particular desire at the moment to engage in the construction and provisioning of dungeon complexes.

If the Seven Sisters may be of service to the Duergar, please do not hesitate to correspond further.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=To Dolmar Lestridae]A messenger bat delivers a letter scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, Lord Lestridae, from the House of Septena.

I am Arquenciel Diamant Septena, eldest of seven sisters and the head of our house. As you may be aware-- or will be aware as soon as you consult with your scholars, so I shall be forthright and not seem to commit any lies by omission-- the House of Septena is a house of Abyssal Succubi. While I expect you will likely mistrust my words because of this fact, I can only ask that you read and consider this missive in its entirety before dismissing us as mere fiends.

Though our patron and summoner is the Onyx Prince, Dalashinn, you should know that his war against your people is, at present, precisely and only that. His war. On the other hand, our perspective is, to put the matter plainly, business is business. We shall fight you if we must, but our own interests are typically far better served by peace and cooperation, and it would suit us if a peace could be negotiated. We are creatures of the boudoir, not the battlefield.

From the lore that I have read, even biased by the perspective of the Kirr, you seem to be a noble and fascinating people and I would very much like to get to know you better. I am hoping we may come to a mutually beneficial understanding.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 4 to Llitul]Arquenciel reappears, nodding in reply. "Of course, I also hope that the Duergar do not make an attempt on your life. In what way we can assist, we are, of course; our plan is proceeding. Verdure has set off northward. She is a bold adventuress and generally quite fond of this sort of errand. I have every reason to be confident in her."

Arquenciel pauses a moment in thought, and then continues. "You should know that I have been recently contacted by the Despot Kafer of the Duergar. While I saw no reason to be undiplomatic, as I personally have no issue with the Duergar, I also see no particularly compelling reason to aid them. If the Despot should ask me for information concerning your whereabouts, I intend to quite truthfully tell him that you refused to reveal your location to us. Is there any other information-- or, you might say, misinformation-- you would like me to pass along?"
[/spoiler][spoiler=To Ktan-Ydheel]A messenger bat delivers a letter scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, Abjected One, from the House of Septena. I am Arquenciel Diamant Septena, eldest sister of seven.

Though I am newly returned to this plane, I have learned that we already have two mutual friends: the Bloodlord Dalashinn of the Kirr, and the enigmatic and charming Llitul. Thus, it seemed almost a necessity that I make your acquaintance, as well.

I apologize for my first communication with you already being a request for something, but I suspect the Nocae are not resting, and thus, we must not rest either. My sister, Incarnadine, is preparing to reconnoiter the Nocae settlement located at what is commonly known as Upperdeep 32. However, it is already late in the week, and it is some distance away-- it will require her a long, arduous flight to reach there and scout it while there is still time to act on the information. Upon completion of her mission, may she rest in your territory, either in Middledeep 20 or 24? She will be happy to share what she learned with you, of course; if you have any information to trade, such as about Umbrazzid proper-- or if this mission is not necessary because you have already gained information on this area-- please do let me know.

I look forward to working with you and your fascinating people more in the future. If the Seven Sisters of Septena may be of service to you, please do not hesitate to ask.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 2 to Bloodlord Dalashinn]
A coquettish female servant hands the Bloodlord a letter scribed in Arquenciel's impeccable calligraphy, and, as before, scented with a hint of fine perfume. A small pouch of dried black herbs is attached.

My Dear Bloodlord,

I have more to report. The defenses of the Nocae are... interestingly laid out, I dare say. Sources I believe to be reliable tell me their capital, Umbrazzid, has but a token garrison of Nocae, however, there is also a strong mercenary force based there, twenty in number, each one a Deep Gnome electromancer armed with a strange and fierce lightning gun. It may be too considerable a force to oppose for opportunistic raiding, but, in planning for an actual attack, I wonder if the loyalty of these mercenaries is anywhere near as solid as that of actual Nocae warriors. Coin lured them into the service of the Nocae, perhaps coin shall lure them away?
Quote from: In the marginA small note is written in the margin next to this paragraph. Caerulea implores me to add that, should you be able to secure one of their wondrous lightning weapons, she would very much like to study it.

As for the Watchers, they will not always be content to skulk about in their murky depths. Should the Kirr become heavily invested in a war with the Nocae, I suspect the Watchers will not hesitate to opportunistically invade your lands-- if only to secure safe passage back to the lowest depths for the member of their race that, as you know, is currently in the custody of the Nocae.

Ominously, the potential Watcher threat is not merely a single small force; I have discovered that at the bottom of that dismal ruin located north of your lands (M1), there is a conduit that leads more or less directly into the depths of the Watcher homelands. Should they wish to start a conflict, they will, as such, have no difficulty summoning many reinforcements.

I also have obtained information concerning the adventuring party known as the Blades of Fury. They are a factor no longer, it would seem. They entered the Underdeep to exact vengeance upon the Goblins for prior raids made on the surface. Their mission accomplished, greatly aided by the forces of the Dwer and Nocae, I am told they returned to the surface.

My sisters Caerulea and Wisteria also send their greetings, and a request. They would very much like to remain in Hazer-Nagroth for a time, to have a chance to study the many tomes to be found in your vast Arcane Library, if you would be willing to grant them permission to do so.

If we may be of further service, please do not hesitate to correspond. I shall respond to any letters you send in a timely fashion, but, should you require more direct contact, feel free to speak to one of my sisters. Additionally, enclosed is a small pouch of Abyssal herbs. Simply consume them before going to sleep and your mind will be guided to us in your dreams.
[ooc]That is to say, it's a flavorful way to ask me to cast Mindlink.[/ooc]

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 1 to the Glow]
Jonquille is walking merrily along the main thoroughfare of Hazer-Nagroth. She flashes a flirtatious wink to a soldier about to enter a bar, but is then distracted by the odd sight by the city gates. The official delegation seems to leave the small "creature" alone, so, when nobody is looking, the petite golden-haired Succubus quickly approaches behind it.

"D'awwww! What are you? Who are you? Other than adorable, I mean!" She gently scoops up the small creature into her arms. "The Kirr didn't make you..."
[/spoiler][spoiler=Reply 2 to the Glow]
[ooc]Mechanically, I'll call this a Mindlink so we don't run into message limits. I've got a bunch left anyway.[/ooc]
Jonquille feels her fingers tingling and sees the creature seem to glow even more brightly. She stares raptly-- seeming a bit dumbfounded, really. "Oooh... pretty..."

After a few moments, though, she shakes her head, as if to clear it. Her sisters told her what to do if she encountered a strange and fascinating new creature in the Underdeep, and she's not about to let them down now! She clears her throat, then gives the cute little puffball a pleasant smile. "Greetings, light that does not fade! I am Jonquille Topaz Septena, of the House of Septena." She can't hold back a little giggle. "It is a pleasure to meet you."

She then peers around. "I think the d.. dark-elf-flesh?" She uses the thing's method of referring to the Kirr, albeit haltingly. "... I think they're gone for now. What did you want with them, anyway? Maybe I can help you!" She shifts it to cradle it between her left arm and her chest, holding up her right hand and examining it, to see if it left any residue or anything like that. "How do you... perfect flesh?"
[/spoiler][spoiler=Reply 3 to the Glow]
Jonquille now takes a long pause. Her nose wrinkles slightly, as if she is in a state of concentration, trying to make sense of the odd little creature's words. "I...er.. well, that sounds very interesting. This Dream of yours sounds quite splendid. I should like to learn more about that, I think." She licks her lips. "I also quite like flesh.. though it's the living variety that interests me the most..." Her wings beat once, playfully. She gives a coy, suggestive grin... that is probably completely lost on this creature.

She gently sets the puffball down on the ground, patting it on the head. "Well, I don't think the, uh, dark-elf-flesh, is going to give you any words to take back. So I will give you some." She gives a big smile, standing up straight, clearly having practiced for this moment. "We, the Seven Sisters of the House of Septena, greet you and your people. We, too, adore beauty, and flesh, and wish to make flesh beautiful. It would seem that we have much in common, so I look forward to future positive relations between us." She thinks a moment. "Was that good?"
[/spoiler]
[spoiler=Reply to Dolmar Lestridae]Another letter is delivered. Like the first, it is scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, once again, Lord Lestridae, from the House of Septena.

You strike me as a fair and tolerant man, although I agree with you that one often wonders what falsehoods are hidden in truthful words.

For example, you speak of desiring peace, and giving it to all who desire to have it. However, upon reading through the recent histories of the city, freshly scribed, I have come across reports that it was you that initiated hostilities first, launching an unprovoked surprise attack on the new Kirr city of Uzannador. As such, it would seem that you wage a war of aggression upon a people that did no harm to you. While I suspect some of this account may be biased by the bitterness of the Kirr, it was not that long ago, and many facts and evidence remain.

Was that what a true lover of peace would have done? You admonish me for potential treachery that I have not yet committed, and yet, your own motives and actions in beginning this war seem highly questionable. Still, I agree with your wise friend; every being should have a chance. Therefore, I shall check my outrage, and apologize in advance should my tone have been too harsh. I simply shall patiently await your explanation for your actions.

- Lady Arquenciel Diamant Septena
[/spoiler]
[/ic]

[spoiler=The Desires of the Succubi]
Income
70 Gold

Upkeep
(None on first turn)

Wealth
100 Souls
70 Gold

(Will end up with 128 Souls, 40 Gold)

Units
Arquenciel (M7)
Chiaroscuro (M7)
Incarnadine (M7)
Verdure (M7)
Caerulea (M7)
Wisteria (M7)
Jonquille (M7)

[Spoiler=Characters]
[note=Shared Abilities]Any unit engaging the Succubus in melee combat must make a Morale check of DC 10 or suffer from her Distraction Aura (as per the Distraction spell).

When a Succubus kills an enemy unit, she harvests its Soul (+1 Soul to the player controlling the Succubus).  Undead units and Constructs do not have harvestable souls.[/note]
[ic=Arquenciel Diamant Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Chiaroscuro Jayet Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Incarnadine Rubina Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Verdure Esmeralda Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Caerulea Saphir Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Wisteria Amethyst Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[ic=Jonquille Topaz Septena]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish
[/ic]
[/spoiler]
[spoiler=Orders]
Mindlinks: Llitul, The Glow (2/7)

Arquenciel (Started in M7, Ending in M13) - Visible
Engage in Debauchery [6 Speed, +6 Souls]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
Cast "Home Sweet Home" in M13 [2 Speed, -25 Souls]

Chiaroscuro (Started in M7, Ending in M13) - Visible
Engage in Debauchery, spending 10 Gold [8 Speed, -10 Gold, +13 Souls]
Scout M7 [0 Speed]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
Scout M13 [0 Speed]
[ooc]I quickly changed this because it doesn't take speed to scout a dungeon you're already in.[/ooc]

Incarnadine (Started in M7, Ending in M20) - Invisible
Move/Forced March M7 -> M6 -> M5 -> M13 -> M14 -> M15 -> M16 -> M26 -> M27 -> M25 -> Over Chasm to the Right -> Up Chasm to U33 (Scout U32) -> Back Down Chasm -> Over Chasm to M25 -> M20 [8 Speed, -7]
She will immediately flee from wandering monsters, using her Disguise and Vanish talents.
If she stumbles upon Nocae, she will attempt to evade them without detection. Should a conflict with the Nocae break out, she will claim neutrality. If they do not accept this, she will Dominate what forces she can into giving up their attack and then flee. Only if attacked and her own life is in imminent danger is she to actually attack. Although Incarnadine is pugnacious and may stretch this definition of "imminent danger" if it comes right down to it, Arquenciel has nonetheless instructed her to allow herself to be captured if she reasonably believes they will accept her surrender and not harm her. Anyway, if all goes according to plan, she will end her move in the Abject dungeon at M20, which she has permission to rest in-- rest she will need after her arduous flight. Even if all does not go according to plan, her ultimate goal will be to end up there, or in other lands held by the Abject. She will also scout M20 since she's there, or wherever she ends up.

Verdure (Started in M7, Ending in M57) - Visible with Grolhund Sigil
Move M7 -> M6 -> M8 -> M9 (Scout M58) -> M58 (Scout M57) -> M57 (Scout M56) [8 Speed]
If at any point she scouts actual Grolhund forces, or wandering monsters that she couldn't easily Dominate or dispatch single-handedly (keeping in mind that Verdure is a bit cocky) she will stop her move there, and use any remaining speed on scouting surrounding areas, if applicable. She will not engage the Duergar, though. If she's outmatched, she will flee. Her goal is to avoid fights and simply get into position. Once she's in position, disguise herself as a grafted servitor. As such, she will also appear on the map with Grolhund the Heartscrew's sigil.

Caerulea (Started in M7, Ending in M7) - Visible
Research Haste in the Arcane Library
Engage in Debauchery [8 Speed, +8 Souls]

Wisteria (Started in M7, Ending in M7) - Visible
Research Ward in the Arcane Library
Engage in Debauchery, spending 10 Gold [8 Speed, -10 Gold, +13 Souls]

Jonquille (Started in M7, Ending in M13) - Visible
Engage in Debauchery, spending 10 Gold [8 Speed, -10 Gold, +13 Souls]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Nomadic on April 05, 2013, 07:06:55 PM
[ic=Wrath]
Gone. Even as he rushed to save the others the thought had echoed through his cavernous mind. Dead. Not jabberlings no. Though he had relished in the carnage as he slaughtered the beasts he knew that they were not the foe. No, to the north lay the murderers of his children. Base creatures that played at royalty in defiance of his will. He would no longer stand for such trespass against the right ways of this world. They had rebelled too long, but soon they too would join in the song of life he was weaving. Soon all would find harmony within Grolhund. Within the recesses of his mind a strange thought formed, one he had not felt in an age. Hate, fury, the desire to mete out justice grew to fill his whole being. Machinations burst to life, gears whirring faster and faster as fat gouts of steam erupted from between metal plates. Legs heaved the great bulk upwards and with a resonant call Grolhund sped forth to bring these wayward children to the fold.
[/ic]

[ic=Messages]
[Spoiler=Response to Whisper]
I hear you in my mind, I taste your intrusion wayward one. Your selfish "freedom" and insignificant kingdoms will serve you not to deny the true glory of Grolhund in the end. If you are wise you will submit now to my will and find release in the new life of purity and perfection. Grolhund shall pull fear and hunger from you and replace it with obedience and purpose. Though even in your rebellion you may support the great cause of life. There is to your east the the betrayer of life's perfection who styles herself Lady Viarra Gloomsong, the leader of an insignificant and selfish kingdom. It is she who dared slay my children, spilling their blood with wicked spear and poisoned blade. Hers is a defiance of the proper order of this world and I shall no longer suffer her to hunt my precious creations. If you wish to restore purity and perfection to the land that you now call home you will reveal to me all you know of these Dark Elves. I know in your heart for it is laid plain before my all-sight that you desire to take advantage of my righteous wrath in this matter. I care not, if things go favorably then I shall shortly be bringing punishment to the wayward elves. If you wish to join in such things you will send me another of your mind messages in one week's time. You will come and support my mighty wrath and take your portion of the lifeless gold, metal, and food. But know that all body plunder is to my holy work and I will not suffer that you will steal my dark elf subjects, either living or dead, from me.
[/Spoiler]

[spoiler=Second Response to Whisper]
Very well, I will accept ceremorphs for my holy work at an equal rate to elves. For each dark elf you take alive you will give to Grolhund one living ceremorph and for each body you claim you will present to me the body of a ceremorph. You may have lady gloomsong if you wish, she has proven herself unworthy of my gifts. But you will slay her or enslave her mind, she will not be permitted to live free willed to spread her plague of slaughter upon my children.
[/spoiler]

[spoiler=Third Response to Whisper]
Barter and trade have little value to my work fragmented one. Nor could I show to your willing ones the freedom that is my craft and yet leave them unchanged. To know Grolhund and to see his will is to become renewed. It is to join to my perfect kingdom as all will in the end and once joined such may not be unbound again.
[/spoiler]

[spoiler=Final Response to Whisper]
The fool queen leaves a token garrison while she descends below to sate her greed I see. It will be her undoing. You will strike from the west and punish her holdings nearest to yourself. Meanwhile her capitol shall feel the full wrath of my mighty vengeance. You will send ahead to me a force of your brainhounds. Their fleshcraft fascinates me and I wish to see them in person. They will join me in the burning of Vashnaranzenan. When I have finished this punishment they may remain and you may have her gutted ruins as your own. Though know in the end that you will bow to my will and that your freedom remains only at my whim while I have more pressing matters elsewhere in the underdeep. Once you have claimed her western fortress you will return to the caves leading up from her last bastion in the lowerdeep. You will hold this against her while I prepare to depart. Beyond this I care not what you do only that you will hold fast to our agreement or I will forget my work elsewhere and you will join Grolhund presently as a perfect servitor. You will slay or shatter the mind of the false queen, you will give unto me all the bodies living or dead that you take from the slaughter save for gloomsong herself and any guards who personally defend her. You will have your settlements and all resources contained within save that I claim for myself up to half the plunder in gold from her capitol as repayment for the wrong she has done my children.
[/spoiler]

[spoiler=Response to Shee-Ra]
This is good little queen. It is further fortune that my ire draws me north to visit punishment upon my wayward subjects and so I need not take kobolds. It is dark elf that shall bend the knee to Grolhund this time. Still your knowledge is good and your gift acceptable. Both shall serve to further the noble cause that is life perfected. If you wish to be of utmost usefulness to me you will reveal what you know of this Lady Viarra Gloomsong who claims rule over the petty kingdom to your northwest. Know now that she has slain the perfect children of Grolhund and shall not stand unpunished.
[/spoiler]

[spoiler=Second Response to Shee-Ra]
It is done and soon Vashnaranzenan will burn. I have been informed of what pitiful forces await my coming wrath and they will crumble before the might of Grolhund. This knowledge though does not land on unheeding ears though. Perhaps when the dark ones in their capitol find solace within my service I will turn my eyes to this place in the upperdeep that you speak of.
[/spoiler]
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
Grolhund will take the toughness ability.

- Move the Laboratory to Middledeep 84 (2 speed).
- Move Grolhund to Middledeep 86 slaying all in his way (4 speed).
- Grolhund will hold until Llitul's force of brainhounds arrives at which point he will attack Vashnaranzenan (1 speed).
- Grolhund will have the brainhounds hold back outside of the range of the archers while he destroys the doors.
- Once the doors are down the entire force will move inside and attack. If the defenders happen to be split into multiple regiments Grolhund will attack the War Spider while the Brainhounds crush the Crossbowmen (after which they will join Grolhund in taking down the spider).
- Grolhund will plunder the capitol during which he will leave all the food and metal and half of the gold with the brainhounds as payment to Llitul. He will hoard half the gold taken, any artifacts or other random valuables, and all the bodies/prisoners for himself.
- He will remain at Vashnaranzenan until next turn. During this time he will consider Llitul's forces friendly and won't attack them unless they attack first.
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 84):

Shee-Ra Gift:
- 5 bodies (war spiders)
[/spoiler]

[spoiler=Upkeep]
5 Grafted Servitors: -5 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 84):

Under Construction:
Scrying Chamber: 1 week

Beginning Construction:
Flamethrower: 3 weeks
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 84):
9 Grafted Servitors (-45 gold -9 prisoners -9 bodies)
[/spoiler]

[spoiler=Wealth]
Gold: 15
Metal: 29
Food: 158
Bodies: 48
Prisoners: 10
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 84):
Rooms:
- Cages
- Drilling Machine

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Middledeep 86
14 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 84)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 150
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 25, Trapmaker, Toughness
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

If Grolhund's Health is reduced below 0 but his Regeneration would bring him back above 0, he is not killed as he normally would be.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: TheMeanestGuest on April 05, 2013, 08:02:34 PM
[spoiler=A Letter to Marius Krinak][ic=A Letter]Tell me, Kobold. Tell me why you have come against me unprovoked. Tell me why you have spilled the blood of my people in the Hallowed Halls of Ancient Rhaud. Tell me why I should not exact my vengeance upon you. The Goblins of the Red Tide once sought to cast down the Dwerim, and now they are no more. Will such fate be yours as well, or will you make this right?

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

[spoiler=A Letter to Dolmar Lestridae][ic=A Letter]Lord Protector,

Know that I am ever grateful for all that you and your people have done for the Dwerim. I have sent my own message to the Legion, and we shall see how this Marius Krinak answers for his crime. Phaedra has informed me that he consorts with that foul beast Dreadfang, and this bodes ill for any peace that could be between us. If he should come against us again, know that the axes of the Dwerim shall be upon him.

I regret that I must see to the defence of the Thousand Halls, and that so soon after that disaster I may not send any to Ald-Anoril. As soon as I am able, you have my word that I shall send the Dwerim to secure that place against attack. I go now to see the city that shall be, Ald-Lothii, and know that there shall I leave some among my company to make it safe.

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

     Note for Steerpike: Orders Finished

[spoiler=Orders for the Month of the Rat, Week Four][ooc=Orders for the Month of the Rat, Week Four]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal
Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden: +25 Food
Apiaries (2): +30 Food
Lizard Pen: +35 Food
Mushroom Forest: +25 Food

Nüln
Dwer Mine Complex: +500 Gold, +75 Metal (+40 Gold, +20 Metal)
Hall of Trade: +100 Gold

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Balagrod
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Rhaud
Improved Dwarven Mine: +350 Gold, +50 Metal

Total: +1640 Gold, +220 Metal, +175 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -11 Gold, -6 Food
71 Dwer Axemen: -142 Gold, -142 Food
13 Wyrmhunters: -39 Gold, -26 Food
20 Dwer Flamesprayers: -80 Gold, -40 Food
15 Dwer Grudgebearers: -45 Gold, - 30 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
1 Iron Golem: -10 Gold, -5 Metal
2 Runeseers: -16 Gold, -6 Food
1 Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: Flame Gallery (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Furnace Chute (1 Week Remaining),  Graven Image of Gírn Dun Riar (1 Week Remaining), Mead Hall (2 Weeks Remaining), Reinforced Walls (2 Weeks Remaining), Apiaries (2 - 2 Weeks Remaining), Improved Dwer Mine (4 Weeks Remaining), the Tomb of Lothë (? Weeks Remaining), the Great Lamps of Mhaldûl-Nem (? Weeks Remaining)

Nüln

Under Construction: Tuber Garden (1 Week Remaining), Statue of Nír (1 Week Remaining), Iron Gate (1 Week Remaining), the Rose Garden (Repairing - 5 Weeks Remaining)

Balagrod

Under Construction: Hall of Trade (3 Weeks Remaining), Pyretic Refinery (3 Weeks Remaining)

Rhaud

Under Construction: Murder Holes (3 - 1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Iron Gate (2 Weeks Remaining), Apiary (2 Weeks Remaining)

Recruitment

10 Dwer Axemen - At Mhaldûl-Nem

- At Nüln

50 Dwer Axemen - At Balagrod

20 Dwer Axemen, 2 Iron Golems - At Rhaud

Wealth

Gold: 39
Metal: 105
Food: 754

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors, Hall of Trade, Grand Furnace
Defences: Outer Wall, Iron Gate, Murder Holes (3), Flame Galleries (2), Escape Tunnel

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors, Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury, Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2), Apiary, Hall of Shadows, Mausoleum, Brewery
Defences: Outer Wall, Murder Holes (3), Escape Tunnel, Shadowed Labyrinth, Reinforced Walls

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken), Mushroom Gardens (2), Apiary
Defences: Runegate, Outer Wall, Murder Holes (3), Escape Tunnel, Rune Trap

Rhaud

Rooms: Thane's Hall (unusable in a non-capitol Mansion), Forge Hall, Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine
Defences: Outer Wall, Impenetrable Walls, Escape Tunnel

Armies

Note: At this point, only the Wyrmhunters in Tiern's Company and the Dwerimhost have the discipline ability.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence

Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
40 Dwer Axemen - Garrisoned at Mhaldûl-Nem
6 Dwer Grudgebearers (Goblin) [3 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence  / Brewery: +2 Morale
Lanne Dun Riar {Leads the regiment of Axemen} - Garrisoned at Nüln
30 Dwer Axemen - Garrisoned at Nüln
9 Dwer Grudgebearers (Goblin) - Garrisoned at Nüln
10 Dwer Flamesprayers - Garrisoned at Nüln
1 Dwer Igniter - Garrisoned at Nüln
1 Dwer Shadowseer - Garrisoned at Nüln
2 Dwer Revenants - Garrisoned at Nüln

Tiern's Company / Prayer: +1 Morale, +1 Defence / Tiern: +2 Defence, +3 Army Morale / It's a Rather Nice Day: +2 Morale
Tiern {Leads the Regiment of Axemen} - Garrisoned at Balagrod
Molgrim {Leads the Regiment of Splinter-Shields} - Garrisoned at Balagrod
40 Dwer Axemen - Garrisoned at Balagrod
12 Wyrmhunters -  Garrisoned at Balagrod
2 Splinter-Shields - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod

Galand's Company / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence / It's a Rather Nice Day: +2 Morale
Galand Dun Riar {Leads the Regiment of Axemen} - Garrisoned at Balagrod
1 Iron Golem - Garrisoned at Balagrod
1 Wyrmhunter - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
20 Dwer Axemen - Garrisoned at Balagrod

The Wardens of the Thousand Halls / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Azáin {Leads the Regiment of Axemen} - Garrisoned at Rhaud
2 Iron Golems - Garrisoned at Rhaud
20 Dwer Axemen - Garrisoned at Rhaud

[spoiler=Characters][ic=Tiern, Lord of the Mansion, King in the Deep]Melee Attack: +8 (9)
Melee Damage: 8 (9) (+4 Fire)
Defence: 22 (25)
Health: 25
Speed: 3
Morale: +10 (9)
Abilities: Discipline, Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale)

Tiern increases the Defence and Morale of any army he is leading by +2 and (+3) respectively. If garrisoned in a dungeon he increases the Defence and Morale of garrisoned troops by +2 and (+3) respectively. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Lanne Dun Riar, Steward of Nüln]Melee Attack: +10
Melee Damage: 8 (10)
Defence: 20
Health: 25
Speed: 3
Morale: +7
Special Abilities: Repair, (Critical Hit)
Inventory: Foehammer (+2 Melee Damage, Critical Hit Ability)

Troops garrisoned in a Dungeon with Lanne gain +1 to their Morale score.[/ic]

[ic=Galand Dun Riar, Steward of Balagrod]Melee Attack: +7
Melee Damage: 8
Defence: 19
Health: 18
Speed: 3
Morale: +6
Special Abilities: Discipline, Grudge (Wyrms)
Inventory: Bellysticker

Troops garrisoned in a Dungeon with Galand gain +1 to their Morale score. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Azáin, Custodian of the Thousand Halls]Melee Attack: +6
Melee Damage: 7
Defence: 18
Health: 18
Speed: 3
Morale: +5
Special Abilities: Discipline

Troops garrisoned in a Dungeon with Azáin gain +1 to their Morale score.[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns. He seems a stern and rather quiet sort, though he seems to take his word very seriously. His warriors clearly regard him with the utmost respect. Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

[ic=Tenebrius, Shroudling Stalker]Tenebrius is an enigmatic figure of indeterminate gender.  It is covered from head to toe in garments of black leather and a heavy cloak.  When it stands still in a dark corner it seems to vanish altogether.  The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers.  Its movements are totally silent, and it rarely speaks.  It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic][/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem, Nüln, Balagrod, and Rhaud will pray at their respective Halls of the Ancestors

The Dwerim believe in peace, and in honour, and in the gift of a chance to prove ones worth. As such, any folk - save Abject and Kirr - encountered upon the roads of the Deep shall be let be, so long as they themselves do not move in hostility against us.

Trade 300 Gold to the Nocae for 150 Metal (Mid-Week Trade)

Shadowseer to scry U48 and U43

The Dwerimhost

The Mansion is to be made safe and defended in all ways as it has been in the past. The Dwerimhost shall dutifully await the return of their King.

The Rosemourners

Nüln is to be defended in the standard Dwerim fashion. The Rose Garden shall be watched carefully and tended as it is slowly restored to its former glory. If Nüln should be attacked, the Shadowseer is to summon a wraith.

Tiern's Company

Tiern shall bid farewell to his wife, as he must take up his duties as King in the Deep. He and his company shall depart from Balagrod, leaving the city under the Stewardship of Galand Dun Riar. They shall move to U18, and there Tiern shall visit the new city of Ald-Lothii, and he shall bless its construction in the name of his father, and he shall pray to the Ancestors that the city shall prosper and be made safe. Ten axemen shall depart from the company and garrison within the city. The company shall then continue on to U19, where they shall rest.

Galand's Company

Balagrod is to be defended to the death. The axemen shall man the murder holes, and the Runeseer shall cast shield upon them. The Guardian will simply smush enemies if they manage to get inside.

The Wardens of the Thousand Halls

In Rhaud, in the Hall of Artificers, were found beneath great tarps covered in stone-dust two unfinished Iron Golems. The Wardens shall fashion these Golems into the likenesses of Nír and Lothë, and so these fallen Kings shall hold fast the Thousand Halls, and shall cast out the Legion should they be foolish enough to return.

[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: HippopotamusDundee on April 05, 2013, 08:37:01 PM
[ic=Caution]
[/ic]
[spoiler=Messages]
[spoiler=Message to the Lady Arquenciel Diamant Septena]
My Dear Lady,

It is a pleasure indeed to make your acquaintance, with so many mutual friends and enemies already tying us together.

Your sister will be most welcome to recover her strength either in the Heart-Chamber of Kat-Shatep (Middledeep 20) or the passage between Yuddarath and the upper world (Middledeep 24) - and in exchange for some small gestures of gratitude at the appropriate moment, that welcome will remain extended to you and yours should you need to avail yourselves of it.

It is a strange coincidence that you should mention Umbrazzid, as for the first time in a few weeks I have turned my attention to it and have seen much that concerns me. For now let me simply pass on that the garrison there is a token force, save for the presence of a unit of mercenary deep gnomes wielding some alien form of weaponry.

Yours in Yuddarath,
Ktan-Ydheel, the Apostate, the Heretic, etc.[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +20 Bodies
Thrall Pen: +18 Bodies, +2 Sacrifice
Thrall Pen: +20 Bodies[/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion Apprentice-Commander (Altharid-Xallisine): None
1 Apprentice (Illiriant the Blasphemer): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
1 Star Vampires: -4 Bodies
2 Bloodfiends: -2 Sacrifices
1 Goblin Thief (Greeba): None this turn (-6 Gold, -1 Food)
[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Beginning Construction:
Maddening Architecture: -100 Gold, 3 weeks remaining

Ulm-Ulhulm (Middledeep 22)
Under Construction:
Beginning Construction:

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction:
Ooze Wall: 1 week remaining
Uncanny Architecture: 3 weeks remaining
Beginning Construction:
Thrall Pen: -50 Gold, -15 Metal, 2 weeks remaining
[/spoiler]
[spoiler=Recruitment]
1 Goblin Thief (Greeba): -25 Gold
[/spoiler]
[spoiler=Wealth]
Gold: 85
Metal: 25
Food: 0
Bodies: 117
Diseased Bodies: 20
Sacrifices: 0 [/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
3 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Paradoxical Architecture
Miasma

Ulm-Ulhulm (Middledeep 22)
3 Reverse Gravity Pits
Ooze Wall

Heart-Chamber of Kat-Statep
Escape Tunnel
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Illiriant the Blasphemer) - Garrisoned at Yuddarath (Lowerdeep 56)
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
1 Goblin Thief (Greeba) - Garrisoned at Yuddarath

1 Star Vampire - Garrisoned at Lowerdeep 43

2 Bloodfiends - Middledeep 23

1 Apprentice (Altharid-Xallisine) - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Murmurstone, Scroll of Invisibility, Staff of Vermin

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: Scroll of Poisonous Cloud

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
(http://img850.imageshack.us/img850/3120/tsathathebonded.jpg)

Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine, Warden of the Heart-Chamber]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector, Leadership, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[ic=Illiriant the Blasphemer]
(http://img248.imageshack.us/img248/6271/illirianttheblasphemer.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate[/ic]
[ic=Greeba the Goblin Thief]
(http://img706.imageshack.us/img706/1313/greeba.jpg)

Upkeep: 6 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 5
Defence: 18
Health: 7
Speed: 4
Morale: +3
Special Abilities: Disarm Traps +5, Infiltrator, Thieving[/ic]
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry upon Lowerdeep 10, Upperdeep 30 and ??? and dismisses the Star Vampire at Lowerdeep 23.

Spend 3 Speed to move 2 Bloodfiends to Middledeep 20 and spend 1 Speed to garrison them in the Heart-Chamber of Kat-Shatep.

Spend 1 Speed to move 1 Star Vampire to Lowerdeep 44 to try and loot some gold and artifacts without drawing the attention of the ghouls and ghasts.

Spend 3 Speed to move Greeba and Ktan-Ydheel to Lowerdeep 53.

Spend 3 Speed to move the Lava Naiad to Middledeep 21 and then another 1 Speed to move her up a level to Upperdeep 28.

Illiriant the Blasphemer continues studying the mysteries of Confusion in the Memory Womb while also seeking inspiration for a more powerful variation on Dominate.

Naerlyth the Unclean continues work attempting to modify the Zombie Plague to produce more Ceremorph Ghouls instead (of Zombies) using the 20 Diseased Bodies supplied by the kindly Necromancers.

Altharid-Xallasine continues work trying to design a variation upon the Chamber of Obscenities that will enables infernal summoning.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Ghostman on April 06, 2013, 02:49:59 PM

[ic]

[/ic]

[spoiler=Messages]

[spoiler=Message to Arquenciel Diamant Septena]

Lady Arquenciel,

I trust that you and your sisters will find the urban delights of Kirr-Godna to your liking. While making yourself acquainted with the city, you should begin to honor your side of the bargain. At this time, my needs of your abilities are fairly simple: the acquisition of information.

On the short term, I wish to discover what exactly has entered the watery caverns beyond the chasm to the north. This new presense therein is for the time being unknown, and it being so near to my borders may pose a threat.

In the longer term, you should look into the two groups of adventurers, known as the Blades of Fury and the Brotherhood of the Holy Dawn, that have supposedly entered the Underdeep. Little more than rumours are known about them so far, but if would be wise to discover their whereabouts and objectives. Perhaps they could even be corrupted, or used as pawns?

I will leave it up to you to decide how to pursue these goals.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to Llitul, the Exalted]

Greetings,

News has reached me of the schism and consequent civil war that has befallen your realm, and of the surfacer war-host raiding the depths. Should you require an influx of fresh chattel in this time of chaos, I am prepared to provide such resources from my slave markets. Slaves of most common races can be delivered to you for the price of 5 Gold each - or 40 Gold for every 10 slaves bought - while Dark Elf slaves are available at the price of 15 Gold each.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to Käfer, Despot of Käferhold]

Greetings,

I wish to renew my request to purchase from you the services of a demolitions team. I understand that moving specialized equipment may prove a major burden, and am willing to offer some help to make the task easier: a Summoner from my realm could march to rendezvous with your people and employ magic that will greatly speed up their pace of travel. Such sorcery can also be used to quicken the actual work of demolishing the undesired structures in my dungeon. I look forward to your reply.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Llitul, the Exalted]

It is a tempting prospect that you present. Lady Gloomsong would be of no use for me deceased, although her death in and of itself would please me greatly. Should she be captured alive, I would offer 100 Gold to have her delivered to my possession.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Arquenciel Diamant Septena]

Lady Arquenciel,

Now that they have been identified, the Watchers in that lake will be considered lesser concern as long as they do not show any signs of aggression. Still, if you happen to come across any detailed information regarding this supposed underwater city, I would be interested to hear all about it.

What you've learned about the brewing war between the Kobolds and the Dwerim is a welcome, if not quite unexpected a revelation. From my own prior correspondences with the eminent Dr. Robertson I was aware that the Liches of the north were making efforts to goad the Legio into attacking the Nocae, though at the time there had been no responses from them. Although the target of their attack was different than intended, the arising conflict may play to my advantage nevertheless.

Your assessment that time is of the essence is quite likely correct. Unfortunately, the time right now isn't favourable for any direct intervention. The war-plan being pursued by the anti-Nocae alliance is one that will require some weeks yet to mature, and the limits of my treasury do not permit me to launch large scale expeditions in the meantime. However, if accurate intelligence on the defenses of the various dungeons held by the Shadow Elves could be obtained, some form of opportunistic raiding might become viable.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Dr. Robertson, Professor Immortal]

Dearest Professor,

I am most grateful for the scroll you have sent, and would not wish to burden you with excessive requests. I wish you the best of speed on your long march, and that it may pass without incident. Word has reached me that the Legio I Draco has very recently attacked and battled the Dwerim. Though I assume that you must be better informed than myself of the doings of the Kobolds, I thought it prudent to nevertheless mention this incident, as it could obviously escalate into a full-scale war with potential to distract and weaken the allies of the Nocae.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Reply to Käfer, Despot of Käferhold]

I am grateful for your willingness to provide this assistance, and will gladly offer payment in the form of metal and slaves. I can provide 50 Metal up front, then another 50 Metal and 10 slaves after the demolitions work has been finished.

As for the need for speeding up the advance of your personnel, that will be taken care of -- I will dispatch one of my Summoners to meet up with them and utilize an enchanted scroll that will enable them to move much faster. Tunnels have already been dug under the rooms to be destroyed.

[ooc]The Summoner will move to Lowerdeep 14 and cast the spell there. Your unit will get +4 Speed for this week, and should immediately continue moving to not waste it.[/ooc]

Although the Kirr have explored many places in the western caverns already, we have discovered little in the way of interesting artifacts, aside from a certain book on the art of demonology and black magics that is in my possession.

(Continued)

I find it most intriguing that you should bring up the subject of an Abyssal Gate. Such things, according to infernalist lore, are permanent portals between the world of mortals and the nether planes. Regrettably, I have no reliable information on the locations of these gates. If one such gate could be found, an Infernal Key would be required to open it, but also a very complex ritual. An opened gate would enable one to enter the abyssal realm beyond, but would also risk allowing any number of demons to pour out through it.

I am aware of these Bearded Devils. They are a particular kind of a demon, and rather powerful ones at that. The secrets to their summoning and binding are currently unknown to Kirr diabolists, and would be of obvious interest to my people. If you wish to bargain such knowledge, I am willing to enter negotiations.

[/spoiler]

[spoiler=Message to the Child of the Glow]

Greetings,

I will allow a passage of one of your kind, as you requested earlier, to take place during this week. A toll of 50 gold must be paid for this right. The one of your kind to pass through will be assigned an escort and guided to the border of my territories.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[ooc]Your unit will be escorted to either Middledeep 8 or Middledeep 26, depending on your choise. Middledeep 4 is off limits.[/ooc]

[/spoiler]

[spoiler=Reply to Käfer, Despot of Käferhold]

I would like to send some of my Summoners to be instructed in the craft of calling and binding Bearded Devils. What would you deem as appropriate compensation for such training?

A process of creating an Abyssal Gate, while interesting, would be of limited value for me since I already possess the knowledge of constructing a similar portal for the purpose of bringing infernal beasts out from the nether planes.

[/spoiler]

[spoiler=Reply to Arquenciel Diamant Septena]

[ooc]I figure that I can go over the normal message limit since you're starting the turn in the same area as my character.[/ooc]

The rebellious Ceremorph leader Llitul claims that her plans may soon result in the death or capture of the Matriarch Viarra Gloomsong. I have made an offer to purchase her in the event that she should be captured alive. Whether the Ceremorph's plan works or not, it seems that the fortunes of Vashnaranzenan may be reversed soon. While this could mean an opportunity to strike against the servants of the Spider Queen, the political situation up north is very intricate and chaotic, which is making it difficult to predict how events will proceed. I have decided to wait and see what takes place during this week rather than risk getting caught up in another a war, but next week may well prove more favourable for an intervention. In anticipation of this, I should be as thoroughly informed as possible regarding the numerous powers that currently clash in the northern caverns of the Middledeep and Lowerdeep. Any intelligence you've gathered via your correspondences and other means would be of great value.

- Dalashinn

Addendum:

I thank you for the most critical information regarding the portal in the bottom of that lake. Your sisters are welcome to study the arcane records in Hazer-Nagroth.


[/spoiler]

[spoiler=Message to Ktan-Ydheel, the Abjected]

Dearest Ally,

I have learned through my contacts that the defense of the Nocae capital is currently bolstered by a band of mercenaries, twenty strong. These mercenaries are Deep Gnome electromancers armed with strange lightning-shooting devices. My newest infernal acquaintances, the Seven sisters, are interested in acquiring one of these devices.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[/spoiler]

[spoiler=Month of the Rat Week 4]

[spoiler=Production]

Trade with Fungoids: +120 Gold, -20 Bodies

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
4 Ogre Slaves working in the mines: +20 Gold, +4 Metal

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine: +300 Gold, +25 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

South Guard (Middledeep 16)
(Nothing)

North Guard (Middledeep 6)
Mushroom Forest: +25 Food

Rift Guard (Middledeep 4)
(Nothing)

[/spoiler][spoiler=Slaves]
[ooc]
From now on I'll be including a dedicated tab for handling slaves. This will hopefully make it easier to figure out how many slaves are present and where. I will not include here sacrafices other than the upkeep of Bloodfiends, all other sacrafices will be under the Orders tab. Slave trade with other factions will be under the Trade tab.
[/ooc]

Slaves Bought and Sold
Kirr-Godna: +45 slaves, -90 Gold

Slaves Delivered
From Kirr-Godna to South Guard I: 9 slaves
From Kirr-Godna to South Guard II: 16 slaves
From Kirr-Godna to North Guard: 5 slaves
From Kirr-Godna to Rift Guard: 6 slaves
From Kirr-Godna to Hazer-Nagroth: 8 slaves

Bloodfiend Upkeep
South Guard I: -2 slaves
South Guard II: -5 slaves
North Guard: -5 slaves
Rift Guard: -1 slave
Kirr-Godna: -1 slave
Hazer-Nagroth: -1 slave

Slaves Remaining After Upkeep: 30
Kirr-Godna: 0 slaves
South Guard I: 7 slaves
South Guard II: 11 slaves
North Guard: 0 slaves
Rift Guard: 5 slaves
Hazer-Nagroth: 7 slaves

[/spoiler][spoiler=Upkeep]

22 Slave Soldiers: -17 Food
24 Dark Elf Swordsmen: -48 Gold, -24 Food
25 Dark Elf Crossbowmen: -50 Gold, -25 Food
2 Spider Cavalry: -10 gold, -6 Food
15 Bloodfiends: -15 Slaves
6 Ogre Slaves: -18 Gold, -30 Food
2 Tunnel Hulks: -20 food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Bloodlord's Study: 2 weeks remaining
Fighting Pits: 3 weeks remaining

Beginning Construction:
(Nothing)


Hazer-Nagroth (Middledeep 7)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Uzannador (Middledeep 15)

Under Construction:
Lizard Pen: 2 weeks remaining

Beginning Construction:
Dark Elf Mine: -175 Gold, -15 Metal, 3 weeks remaining


South Guard I (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


South Guard II (Middledeep 19)

Under Construction:
(Nothing)

Beginning Construction:
Escape Tunnel: -20 Gold, 1 week remaining


North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Rift Guard (Middledeep 4)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: -50 gold

Hazer-Nagroth (Middledeep 7)
2 Dark Elf Crossbowmen: -24 Gold, -4 Metal
Mounting Dalashinn on a giant spider: -20 Gold, -2 Metal

[/spoiler][spoiler=Wealth]

Gold: 271 (before trades and constructing dungeons)
Metal: 360 (before trades)
Food: 408
Bodies: 2

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel
Pit Trap

Uzannador (Middledeep 15)
Slave Pens
Escape Tunnel

South Guard I (Middledeep 16)
Escape Tunnel
2 Murder Holes

South Guard II (Middledeep 19)

North Guard (Middledeep 6)
Escape Tunnel
2 Murder Holes

Rift Guard (Middledeep 4)
Escape Tunnel
2 Murder Holes

[/spoiler][spoiler=Armies]

Mianarith: Garrisoned at South Guard I (Middledeep 16)
5 Slave Soldiers: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Swordsmen: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Crossbowmen: Garrisoned at South Guard I (Middledeep 16)
2 Bloodfiends: Garrisoned at South Guard I (Middledeep 16)

Larynda: Garrisoned at South Guard II (Middledeep 19)
5 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)
5 Slave Soldiers: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Swordsmen: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Crossbowmen: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
5 Bloodfiends: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
7 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
5 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
5 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
1 Bloodfiend: Garrisoned at Rift Guard (Middledeep 4)


Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
2 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)
1 Bloodfiend: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
5 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
5+2=7 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Tunnel Hulks: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Ogre Slaves: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Bloodfiend: Garrisoned at Hazer-Nagroth (Middledeep 7)

Lomax: Garrisoned at Uzannador (Middledeep 15)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
(stats updated to reflect being mounted on a giant spider)
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 22
Health: 22
Speed: 7
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact, Haste, Ward, Cavalry, Climbing, Poison 2
Inventory: Demonomicon, 1 Scroll of Haste

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.
[/ic]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Mianarith, Captain of South Guard I]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Mianarith increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Larynda, Captain of South Guard II]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Larynda increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Malaggar, Captain of North Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Malaggar increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Ryltarn, Captain of Rift Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Ryltarn increases the Morale of garrisoned troops by +1.
[/ic]

[/spoiler][spoiler=Trade]

Trades

Payment to the Duergar: 50 Metal (paid if their demolitions unit is met by my Summoner)

Mid-Week Trades

Weekly Stipend to the Succubi: 70 Gold

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. With the increased burden of army upkeep and the weekly stipends paid to the Succubi, more colonies should be founded to provide gold in the future. The most obvious locations for these include Middledeep 18 (due to being protected by outposts and an ideal place to stage assaults against the Shadow Elves) and Lowerdeep 8 (being right below Hazer-Nagroth and thereby protecting that important city against attacks coming from the Lowerdeep).

2. Troops should be moved to the south so that they will be prepared to march against the Nocae.

3. A deal with the Duergar for demolishing some buildings in Hazer-Nagroth must be supported so that the task can be accomplished soon.

[/ooc]

My Succubi allies have been granted permission to study in the Arcane Library of Hazer-Nagroth.

Mianarith will sacrafice 5 slaves to summon a Bloodfiend, which joins the garrison of South Guard I.
Larynda will sacrafice 5 slaves to summon a Bloodfiend, which joins the garrison of South Guard II.
Ryltarn will sacrafice 5 slaves to summon a Bloodfiend, which joins the garrison of Rift Guard.

2 Bloodfiends will depart from North guard and spend 5 Speed to march to Middledeep 16.

2 Bloodfiends and 2 Slave Soldiers will depart from South Guard I and spend 2 Speed to march to Middledeep 18, and 1 Speed to entrench there. They will construct a dungeon in the cavern.

From the garrison of Hazer-Nagroth 2 Dark Elf Swordsmen, 3 Dark Elf Crossbowmen and 1 Bloodfiend will depart and spend 1 Speed to descend to Lowerdeep 8, and 1 Speed to entrench there. They will construct a dungeon in the cavern. If threatened by a superior enemy, they are to retreat back to Hazer-Nagroth.

The Summoner recruited in Kirr-Godna will depart the city and spend 3 Speed to move to Middledeep 7. From Hazer-Nagroth 5 slaves will be given to this Summoner, and she will immediately sacracfice them to summon a Bloodfiend. The Bloodfiend will spend 1 Speed to be garrisoned in Hazer-Nagroth. Dalashinn himself will emerge from Hazer-Nagroth and give the scroll of Haste to the Summoner. He will also cast a spell of Haste (not from a scroll) on this Summoner. Dalashinn will then spend 1 Speed to re-enter Hazer-Nagroth. The hasted and scroll-bearing Summoner will spend 5 Speed to march to Lowerdeep 14, where she is expected to meet a demolition unit from the Käferhold Duergar. She is to cast Haste from the scroll on this unit, and accompany it on it's way toward Hazer-Nagroth. (Any movement after reaching Lowerdeep 14 will count as forced marching for her.)

Dalashinn will engage in spell research in the Arcane Library to master the Obfuscating Shroud spell.

If Uzannador is attacked during this week the construction of the mines there will be cancelled.

[ooc]
For sake of clarity, here are the final intended positions of units after all the orders have been successfully carried out without casualties.


Middledeep 16
2 Bloodfiends

Middledeep 18
2 Slave Soldiers
2 Bloodfiends

Lowerdeep 8
2 Dark Elf Swordsmen
3 Dark Elf Crossbowmen
1 Bloodfiend

Lowerdeep 9 (where the hasted duergar unit is assumed to end it's movement)
1 Dark Elf Summoner

South Guard I (Middledeep 16)
Mianarith
3 Slave Soldiers
2 Dark Elf Swordsmen
2 Dark Elf Crossbowmen
1 Bloodfiend

South Guard II (Middledeep 19)
Larynda
5 Slave Soldiers
3 Dark Elf Swordsmen
3 Dark Elf Crossbowmen
6 Bloodfiends

North Guard (Middledeep 6)
Malaggar
4 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
3 Bloodfiends

Rift Guard (Middledeep 4)
Ryltarn
7 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
2 Bloodfiends

Kirr-Godna (Middledeep 13)
Eredini
1 Dark Elf Swordsman
2 Dark Elf Crossbowmen
4 Ogre Slaves
1 Bloodfiend

Hazer-Nagroth (Middledeep 7)
Dalashinn
1 Slave Soldier
3 Dark Elf Swordsmen
4 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks
2 Ogre Slaves
1 Bloodfiend

Uzannador (Middledeep 15)
Lomax

[/ooc]

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Dolmar on April 07, 2013, 03:00:59 AM
[ic=To Each and Every, A Chance]

Those are the words emblazoned in the language of Dwarf and Elf and Goblin and Kobold and Orc and Man and dozens of other races, in largest in Deepcommon and beneath that in Surfacecommon, upon the Gate to Ald-Lothii. A city built to house any and all who would come, any who seek a chance to prove their worth, a chance to grow, a chance to learn, a chance to live. Ald-Lothii, Lothe's Honor, named for the Dwer that inspired it.

It is said that Dolmar Lestriade, the Wandering General, recieved word that the gates had been constructed, and that was the first time he smiled since Lothe's death.

No note warns that those who would defile the sanctity of that place, defile the hope of a chance, would be met with a terrible and final fate; the ballistae, the walls, the fortifications built for now only by Nocae but hopefully soon by dozens of other races, make it clear what would happen if any were to try.[/ic]

[ic=Messages]
[Spoiler=Message to the Child of the Glow]
Forgive my delay; I was grieving a fallen friend.

As promised, the goblin bodies are yours, 116 in total; all of their forces I have yet recovered, and more may follow shortly.

As for the Abomination, normally I would find such a thing unthinkable...yet word of your message reached them, and rumors of your powers grow among my people. Two sisters went to fight during the Goblin Wars, and one of them fell. Sindrid is willing, eager, to bring her sister to you to see if she may live again in some fashion, and no effort on my part will dissuade her. She will come to the Tower of Screams by the end of this week with her sister. If you could meet her there...and I beg you, treat her kindly, she is still half mad with grief.

Yours in Alliance,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow
[/spoiler]

[spoiler=Response to the Child]
I know that such a thing is rare, but Sindrid is desperate and willing to try it. I will pray to the Goddess that such a thing is possible, or that if it is not, Sindrid may begin to properly grieve her sister's death.

She will come, with her sister's body. I imagine she will move with all haste and meet you next week.

Thank you for offering the attempt. If there is anything else we could do for you, name it; the Nocae wish to show you what we spoke of when Lothe still lived.

Yours in Friendship,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow
[/spoiler]

[spoiler=Message to the Cleversmart Kobolds]
Your Highness,

My apologies for the delay in this missive, but the funeral of Lothe occupied my mind this week.

The services of your trapspringers would be most welcome, but I cannot send any Abominations to your aid; the tides of war brew again. Your kin, the Kobolds of the Legion, have attack myself and Thane Tiern while I extended the hand of peace, and I need every soldier I have, lest the Abject or Kirr take advantage of this two front war - perhaps one of their engineering. Is there anything else I could offer in exchange for their temporary services? Gold, food, and metal we have in abundance, or perhaps some of our clerics,  I would not need them on a permanent basis, but there are two empty caverns between my cities and my foes below. I would see them filled with traps so the Abject and Kirr would find their numbers greatly reduced as they struck.

Also, I did want to offer my congratulations in your victory against the Ceremorphs Nastydreams. I wish you further victories.

Your Loyal Vassal,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to the Cleversmarts]
Your Majesty,

I am willing to hire the services of 8 of your trapspringers this week, in exchange for the services of the four gloomdancers as you have requested. Where should I send them? And how close to Umbrazzid can your trapspringers arrive? The costs for their hire will arrive next week, and every week the non-food portions of their upkeep will be sent as you requested. Once the traps I need are laid, I will like to keep some of them on retainer - we shall see how many are needed to keep the traps set current.

Your Loyal Vassal,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to Kafer]
Despot Kafer,

I find your sudden curiosity about our war with the Kirr unsettling; do you seek because you wish to join us in our war against them? And we have little option but to continue to prepare for the oncoming storm; the matter between us and the Kirr will only be settled through death, I believe.

A while back you wrote to me to offer the sale of fire-drake eggs. At the time I was unable to make an offer. Should you still have those eggs for sale, or the drakes bred from them, I would purchase a breedable pair for the sum of one-hundred gold. Are you interested?

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow
[/spoiler]

[spoiler=2nd Response to Kafer]
Despot Kafer;

You'll forgive me, but 1000 gold is a sum greater then the week's output of all my holdings combined. I must dismiss that offer out of hand - it is a sum beyond what I could possibly pay. Three hundred is as high as I could go. The only artifact we have recovered is a sacred dagger of our people, Gloomrazor, and its use to you - or any non-elven hand, would be minimal.

As for the Kirr, any allies against them would be welcome; given your proximity to their empire, and their allies, the vile Abject, you should be able to strike soon. To each and every creature there shall be given a chance; therefore, prove to me your alliance by annihilating the Kirr stronghold at Hazer-Nagroth (Middledeep 7). Once it is eliminated and under your control, my forces will move to support your efforts against them. If military might is not an option, than information and details on their troop depositions would go a good way to proving your goodwill.

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to Arquenciel]
Greetins to House Septena,

I appreciate your forthrightness, though I cannot help what wonder what your words conceal; it is amazing how many lies the truth may hold.

A wise friend of mine once said that to each and every creature should be given a chance to prove their heart. We have last week founded a city upon that very principal, Ald-Lothii. I have no wish to fight you either; I wish for peace, nothing more, and for all those who desire peace to have it. I'm certain you, at this time, intend for your buisness to damn souls to the Abyss.

At one time, my buisness would have been capturing fresh slaves for the Empress.

I would welcome the chance to share information of a non-military nature with you. For now, we should correspond only through letters; it seems more prudent for me than to meet you in person.

Know this, though; a single chance. Should I learn of treachery against me on your part, then I will sever all communication with you, and will unfortunately need give my warriors orders to attack if they see you, assuming you to be a threat. However, even then - so long as your treachery causes no Nocae, Dwer, or Dwarf to die - I will not order my forces to attempt to engage you, and once the Kirr have fallen, I will be willing to consider re-opening communication - if the treachery is not too egarious. Forgive me the threat, but I must be certain to make clear; as a being who loves peace, you must understand that some times it can only be accomplished through threat of force.

Yours in Shadow;
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to Arquenciel]The handwriting of this letter is the same, but less harsh, less angered

You've caught me, Demoness; it's been quite some time since I have last been named hypocrite, and I owe you an apology; you are absolutely right. I do love peace, yet I was the aggressor against the Kirr - and against the Abject, although that was merely an unfortunate encounter that lead to death on both sides. My attack against the Kirr was not wholly unprovoked, although I'm certain the Bloodlord does not know what he did to provoke it - my intent was a rescue mission to free some he held in slavery, for the only thing I love more than peace is freedom.

I hope you'll pardon my rudeness in my last message; not long ago, a friend of mine, Lothe of the Dwer, the same who believed that to each and every creature there should be given a chance, fell in battle against the Goblins of the Red Tide; goblins he had given that chance to. When I myself gave that chance to a Summoner of the Kirr, it cost six of my people either their freedom or, more likely, their lives. These events have made me paranoid and fearful; though that does not excuse my rudeness, I hope it makes it understandable.

I believe you are wicked, but I think you may be insulted if I did not, considering the numerous ways that word could be taken. I believe you mean that you desire peace, though I would be interested to know what you feel of freedom; as intelligent as you seem to be from this brief communication, I think a philosophical discourse with you would be fascinating.

No threats, then, though I cannot promise what my Paladins would do should they enounter yourself or one of your sisters, since their hatred of all spawned from the Abyss is intense. Should you approach one of my cities openly, I emplore you to do so under some guise and inform me of our coming. Should you do so in secret...there is very little I can do, so again emplore you to use guile for your safety, and for the safety of my people from your justified wrath and self defense.

However, mere words do not suffice for the wrong I have done you, so I provide you something of actual worth; information, which my scholars tell me your people value almost as highly as the pleasures of the flesh.

I have recieved mixed reports from my informants as to the relationship between the Kirr and the Duergar, so this may be of no surprise or worth to you, but the Duergar have sought allegiance with my people against your Lord. It's possible this is a scheme the Duergar and Kirr have cooked up to lull my sense of security, it's possible they are sincere and are double-dealing against your lord, or it's possible our goal of peace can be achieved with the Kirr willing to consider knowing there is yet another foe set against him. You can do with this information what you will; it is yours, my gift of apology.

As another matter, your existence presents a unique opprotunity. I would like to be in a situation where I no longer had need to assail the Kirr, yet so long as they keep slaves I find it morally repugnent to allow them to continue. However, I imagine the Kirr would be willing to sell slaves from you, slaves which I am willing to purchase at what I'm sure would be a markup so I could then free them. To purchase them from the Kirr would be to finance my own demise - to purchase them from you seems far safer. And in the process, I am able to continue to fight against them, yet no blood need be shed. Does that interest you, or further discorse at all? Or have I damned any further attempt at conversation with my hasty and unfair words?

I hope this finds you well.

Contritely Yours,
General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Response to the Legion]
Hail to the Legion.

I am grieved to hear of this beaucratic mistake. I am more grieved for the Dwer, who died at your soldiers hands, have lost their friends and allies. If you would provide military might to support our campaign against the Kirr - through a direct assault against them - as well as some form of a repayment to the Dwer for the lives lost, it would go a great way towards proving this was simply a mistake.

Also, you currently - I'm sure through another error in interpretation of your orders - consort with vile Wrags that hold a grudge against my allies. I counted 41 of the beasts in the vision the Goddess granted my Oracle, with 52 heads amonst them. If you would send all 52 heads, severed from the bodies of their hosts, the Dwer, Dwarves, and Nocae would be able to be much more comfortable with your desires for a joint effort.

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Second Letter to the Legion]
And to Clarify, we have no particular grievance against the succubi; however, if the Legion marchers, I would vastly prefer they march upon the Kirr. If your Wargs may serve you in that, then their heads could be put to other uses.

General Dolmar Lestriade
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Message to Tiern]
My friend, I thought you should see what the Legion sent to me;

[spoiler=Copy of Legion Message]
General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow -
Hail.

Be assured that the assault upon you and your allies was a matter
of imprecise and bungled commands, and not an abortive attempt
at a preemptive strike.

Know that the commander of the peaceful mission was found abed
in his quarters, yet to depart for the archaeological site of dark and
mythical origin.

Know that his bodyguard, enlarged at our request to suit his rank,
was charged to deliver him solely to the Nocae, and that the others
were seen as interlopers and spies to a woefully untrained mind.

Know that the individual responsible has been executed for his failure.

Know also that the Legion has heard disturbing tales of foul magics
bent to drawing further demonic creatures from the void beneath
our very caves- we recommend a joint strike at the earliest venture
before their powers mature, or dragons forbid, the Kirr make of
themselves slaves to their own ruinous powers.

The following is on a separate torn sheet of hide:
Dolmar -
Sorry about mistake- Senate ordered stupidly
large bodyguard for an engineer. They love
him for designing bathing pools and statues,
foolish lovers of food and show- want to make
engineer happy.

Damn all governments in charge of soldiers!

Anyway, you get choice: Legion marches.
If you want Kirr and succubi dead, we go
down with you. Or not, Legion burns surfacer
lands to the ground.

P.S.
Really, honest mistake. My orders make
sense. If attack was meant, none would survive.
This clearly panic of rookie commander given
position by Senate. He shall not be eaten.[/spoiler]

I have asked for the heads of the Wrags he consorts with as proof this was an error. Time will show if he means that. It seems Ald-Anoril (Upperdeep 44) is the most likely location for their next assault if they use their wargs - can you assist us in reinforcing that region?[/spoiler]

[/ic]
[spoiler=Orders]
Scry: Upperdeep 48 to see what the Legion Kobolds were trying to bargin with up there.

[spoiler=Production]
Total
Gold: +750, Metal +65, Food +415
Umbrazzid (Upperdeep 10)
Improved Shadow Elf Mine: +300 gold, +25 Metal
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food
Ald-Anoril (Upperdeep 44)
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food
Ghostwatch (Uperdeep 42)
Goblin Mine +150 gold, +15 Metal
Dal-Urael (Formerly the Skull Throne) (Upperdeep 43)
Goblin Mine +150 gold, +15 Metal
Mushroom Patch +20 Food
Mushroom Grove +140 Food
Ald-Lothii(Upperdeep 18)
Mushrooms +20 Food
Daed-Waech(Upperdeep 32)
N/A
Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food

[/spoiler]
[spoiler=Upkeep] (-183 Gold, -143 Food)
14 Dragonslayers -42 Gold, -14 Food
6 Accursed -12 Food
13 Abomination -90 Gold, -90 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Temple of Sylessiadil

Under Construction:
Rangers Spire 1 Weeks
Drake Nest 1 Weeks
Shadow Elf Mine Complex 3 Weeks
Veil of Shadows 1 Week
City Wall 3 Weeks
Spidersilk Armory 3 Weeks

Beginning Construction:
Gloom Glyphs, 2 (-200 gold, 1 Week), moving the Improved Shadow Elf Mines (And their in progress upgrade) to Upperdeep 18 and the Shrine of Sylessiadil to Upperdeep 18.
Gloom Portal (4 Total) -300 Gold, 4 Weeks (Pairs: Umbrazzid-Thousand Halls, Umbrazzid-Rhuad)
NOTE: I am not putting the Portals in Dwer bases in my construction, because I don't control those bases. ^_^

Ald-Anoril
Nothing Beginning, Under, Or Complete

Ghostwatch
Nothing Beginning, Under, Or Complete

Dal-Urael(Upperdeep 43)
Nothing Beginning, Under, Or Complete

Daed-Waech(Upperdeep 32)
Completed Construction
Escape Tunnel

Under Construction
Cavern of the Accursed 2 Weeks
Shadowy Architecture 3 Weeks
City Wall 3 Weeks
2 Lizard Pens 2 Weeks

Beginning Construction

Ald-Elisae (Upperdeep 19)
Completed Construction
Escape Tunnel

Under Construction
Cavern of the Accursed 2 Weeks
Shadowy Architecture 3 Weeks
City Wall 3 Weeks
2 Lizard Pens 2 Weeks

Beginning Construction

Ald-Lothii(Upperdeep 18)
Completed Construction
Escape Tunnel

Under Construction
Cavern of the Accursed 2 Weeks
Shadowy Architecture 3 Weeks
City Wall 3 Weeks
2 Lizard Pens 2 Weeks

Beginning Construction

[/spoiler]
[spoiler=Trade]
Mid Week Trade: 116 Goblin Bodies to the Glow
Mid Week Trade: 150 Metal To Dwer, Receive 300 Gold

104 Gold, 64 Metal to Cleversmarts

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)
Hire Those Gnomes! (-300 Gold)
5 Abominations (-100 Gold)
5 Paladins (Grudge; Demons -100 Gold, -10 Metal)
4 Gloomdancers -160 Gold
10 Accursed (-70 Gold)

[/spoiler]
[spoiler=Wealth]
Gold: 203
Metal: 232
Food: 1422

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Shrine of Sylessiadil
3 Lichen Garden
Improved Shadow Elf Mine
2 Lizard Pens
Spire of Gloom

Defenses
Shadow Architecture
3 Murder Holes

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel
Spiked Moat

Ghostwatch
Goblin Mine

Dal-Urael(Upperdeep 43)
Hall of the Goblin King (unusable by Shadow Elves)
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair  (unusable by Shadow Elves)
Goblin Armory  (unusable by Shadow Elves)
Bat Roost

Defenses
Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

Daed-Waech(Upperdeep 32)
Nothing

Defenses
Escape Tunnel

Ald-Elisae (Upperdeep 19)
Nothing

Defenses
Escape Tunnel  

Ald-Lothii(Upperdeep 18)
Nothing

Defenses
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Outrunners: Garrisoned Middledeep 40
3 Abominations and Dolmar

Dragonslayers: Stationed at Upperdeep 3 (+2 Morale)
14 Dragonslayers led by Phaedra

Ald-Lothii Guard(Garrisoned at Upperdeep 18)
1 Baeria (Abomination Commander)
1 Accursed
3 Paladins

Daed-Waech Guard (Garrisoned at Upperdeep 32)
2 Abominations Led by Quilidim

Ald-Elisae Guard (Garrisoned at Upperdeep 19)
5 Swordsmen Led by Eralimae

Home Guard (Garrisoned at Upperdeep 30) (+2 Morale)
Qulaenaszth
5 Archers
20 Deep Gnome Brigadier led by Zururura Izzard Dissenact III
5 Abominations
5 Paladins (Grudge: Demons)
4 Gloomdancers

Dal-Urael Guard (Garrisoned at Upperdeep 43)
5 Accursed
1 Abomination (Commander - will figure out name later)

Ald-Anoril Guard
5 Abominations led by Syndrid
5 Swordsmen
5 Archers led by Pylnorii

Steward of Rhuad
Aerdolm, Garrisoned Upperdeep 42

[/spoiler]
[spoiler=Orders]
Phaedra will follow Teirn

Offer tunnel hulks 300 food to join.

All units in Dungeon with Temple to pray at it.

Any forces in the same region as a dungeon that I control but not garrisoned within will garrison in that dungeon.

Scry Underdeep 48 as above.

Have The Hellsbane check kobold bodies for ghoul fever.

4 Gloomdancers to forced-march move from Umbrazzid to Upperdeep 44. (29-28-27-26-19-20-21-25-35-45-44, though it shouldn't matter much since they are teleporting.

Sindrid takes Elutae's body to the Fungoids – upperdeep 44 to Middledeep 37-41-42-47-31.

Everyone else hunker down for the oncoming storm.

Keep word out for more mercenaries.

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour[/ic]

[ic= Zururura Izzard Dissenact III](http://img405.imageshack.us/img405/8613/zurururaizzarddissenact.jpg)

Zururura Izzard Dissenact III is an eccentric Deep Gnome, an inventor and mage who leads a "Fulgurous Brigade," of Deep Gnomes just as crazed and maniac as she is, each armed with one of her lightning-cannons.  Zururura herself is also a powerful Electromancer and a skilled technician.

Upkeep: 10 Gold, 1 Food
Ranged Attack: +8
Ranged Damage: 10 (Shock)
Melee Attack: +5
Melee Damage: 4
Defence: 20
Health: 15
Speed: 4
Morale: +5
Special Abilities: Chain Lightning, Detector, Leadership, Repair

Zururura increases the Morale of any army she is leading by +1.[/ic]

[ic=Fulgurous Brigade]These seasoned Deep Gnomes are armed with ingenious lightning-generating weapons that discharge crackling bolts of puissance.

Upkeep: 5 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 8 (Shock)
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 5
Speed: 4
Morale: +2[/ic]

[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

[ic=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability[/ic]

[ic=Eralimae, Guardian of Ald-Elisae]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Eralimae proides a +1 Morale Bonus to any army she leads. A regiment lead by Eralimae gains the Grudge (Demons) Ability

[/ic]

[ic=Baeria, Guardian of Ald-Lothii]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Baredra provides a +1 Morale bonus any army she leads.

[/ic]

[ic=Quilidim, Guardian of Daed-Waech]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Quilidim provides a +1 Morale bonus any army she leads.[/ic]

[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]

[ic=Syndrid, Warden of Ald-Anoril]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Syndrid provides a +1 Morale bonus any army she leads.[/ic]

[ic=Dragonslayers (14)]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: zcynthr on April 12, 2013, 03:47:10 PM
[spoiler=Orders]
Scrying:
Upperdeep 5
Upperdeep 42
Upperdeep 43
Upperdeep 44
Middledeep 40
Middledeep 49

MONTH 2 WEEK 4      
      
Wealth:      
Gold: 35      
Metal: 184      
Food: 1804      
Prisoners: 0      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Kobold Mine: +150g, +15m      
Crystals: +20g      
      
Stonespire Fortress (Upperdeep 50)      
Improved Dwarf Mine: +350g, +50m      
      
Warscale Camp (Upperdeep 53)      
Orc Mine: +150g, +15m      
(4) Warthog Pen: +140f      
(20) Mushroom Garden: +100f      
Mushrooms: +25f      
      
Spoils      
gold:      
metal:      
food:      
prisoners:      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
Magic Items:      
Murmerstone: communicate with twin stone      
Signet ring of Clan Stonedirge: cast Ward 1/week      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Skarax, Apostate of the First Cohort      
Melee Attack: +6      
Melee Damage: 8      
Defence: 19      
Health: 17      
Speed: 4      
Morale: +7      
Special Abilities: Discipline, Leadership      
Magic Items:      
Orcdoom: battleaxe, +1/+1 melee, additional +4/+4 vs orcs      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Cnaeus Akka, Dominus Fabricae of the Legion      
Ranged Attack: +5      
Ranged Damage: 6      
Melee Attack: +4      
Melee Damage: 4      
Defence: 19      
Health: 16      
Speed: 4      
Morale: +4      
Special Abilities: Disarm Traps +5, Repair, Trapmaking, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
Legatus Marius Krinak      
(10) Kobold Legionaries      
      
Garrisoned at Shatterspine Post (Upperdeep 62)      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
      
Garrisoned at Stonespire Fortress (Upperdeep 50)      
(35) Kobold Velites      
(5) Kobold Augures      
(10) Kobold Legionaries      
      
Garrisoned at Warscale Camp (Upperdeep 53)      
Cnaeus Akka, Dominus Fabricae      
      
Located at Upperdeep 48      
Skarax, Apostate of the First Cohort      
(1) Kobold Augur      
(9) Kobold Velites      
Dreadfang      
(10) Two Headed Wargs      
(30) Wargs      
      
Located at Upperdeep 43      
(8) Kobold Legionaries      
(20) Kobold Velites      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Legionaries: -30g, -10f      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(35) Kobold Velites: -35g, -35f      
(5) Kobold Augures: -35g, -10f      
(10) Kobold Legionaries: -30g, -10f      
      
Warscale Camp (Upperdeep 53)      
      
Upperdeep 48      
(1) Kobold Augur: -7g, -1f      
(9) Kobold Velites: -9g, -9f      
Dreadfang: all wargs here, -300 food this week      
(10) Two Headed Wargs      
(30) Wargs      
      
Upperdeep 43      
(8) Kobold Legionaries: -24g, -8f      
(20) Kobold Velites: -20g, -20f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Sagittarii: -130g, -50m      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(20) Kobold Legionaries: -200g, -60m      
(20) Kobold Velites: -100g      
(5) Kobold Immunes: -50g, -10m      
      
Warscale Camp (Upperdeep 53)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
Workshop      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Improved Disguised Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
Spiked Moat      
(2) Mimic      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
Kobold Mine      
      
Escape Tunnel      
Palisade      
Spiked Moat      
Reinforced Gate      
      
Stonespire Fortress (Upperdeep 50)      
Forge Hall (unusable by Kobolds)      
Shield Hall (unusable by Kobolds)      
Hall of the Ancestors (unusable by Kobolds)      
Improved Dwarf Mine      
Burrow      
      
Outer Wall      
Iron Gate      
      
Warscale Camp (Upperdeep 53)      
Orc Mine      
(4) Warthog Pen      
(20) Mushroom Garden      
Fighting Pit (unusable by Kobolds)      
Slave Pit      
Bloodcap Patch      
      
Palisade      
Reinforced Gate      
Escape Tunnel      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Coliseum: 1 week remaining      
Dragon Shrine: 1 week remaining      
Command Post: 2 weeks remaining      
Legion Forge: 3 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
Disguised Entrance: 1 week remaining      
      
Stonespire Fortress (Upperdeep 50)      
Spiked Moat: 2 weeks remaining      
Disguised Entrance: 1 week remaining      
Workshop: 2 weeks remaining      
      
Warscale Camp (Upperdeep 53)      
Spiked Moat: 2 weeks remaining      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Invisible Entrance: -25g, 1 week remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
      
Warscale Camp (Upperdeep 53)      

Orders:
-Marius uses the ring again to Ward himself. This is going to happen pretty much every week from now on.
-(10) Kobold Legionaries in Upperdeep 77spend 1 Speed to garrison in Bloodwatch Enclave.
-Marius and (10) Kobold Sagittarii spend 7 Speed to Forced March to Upperdeep 50 and garrison in Stonespire Fortress

-Army in Upperdeep 43 spends 8 speed to execute (3) Kobold Velites, leave their heads on spears, eat the bodies, and then Forced March to Upperdeep 62 and garrison in Shatterspine Post. (1) Kobold Legionary stops in Upperdeep 60 and founds an Outpost.

-(1) Kobold Augur and (1) Kobold Veles spend 3 Speed to move from Upperdeep 48 to Upperdeep 45 and found an Outpost.
-The rest of the army in Upperdeep 48 spends 3 Speed to move to Upperdeep 62 and garrison in Shatterspine Post.
-Marius and Dreadfang engage in war councils, where the succubi can't spy on them, neener neener neener, Ward and Marius bff's forever <3. (not abusing Ward with ooc knowledge of succubus powers, just a side benefit of Marius' paranoia.)

[/spoiler]

[ic]
[spoiler=Response to The Glow]
A terrified messenger runs at the bloom, setting a sealed scroll case on the cavern floor before fleeing.
Children of the Dream,
Hail.

While your language is strange, we do make common use of words
such as "threat" and "goblin".

Know that the green races of Orc and Goblin were intolerably violent,
raiding beyond sustainability and bearing ill will without cause.

Know that the Legion brooks no disobedience in the actions of its
commanders, and that any hostilities which may have commenced
were not at the command of this Senate or its officers.

Know that your appearance disturbs us, seeming to maintain like
structure with the tentacle-beasts and demons of the deeps.

With what little we know, we cannot justify an ambassador to a
land which may prove inimical to our existence. It is our wish to
refer subsequent correspondence to messengers, as is the proper
custom between nations.

Marius Krinak and Lucius Yirik, Consuls

There is no addendum from Marius in this message.
[/spoiler]

[spoiler=Message to the Nocae]
General Dolmar Lestridae,
Protector of Umbrazzid,
Champion of the Holy Shadow -
Hail.

Be assured that the assault upon you and your allies was a matter
of imprecise and bungled commands, and not an abortive attempt
at a preemptive strike.

Know that the commander of the peaceful mission was found abed
in his quarters, yet to depart for the archaeological site of dark and
mythical origin.

Know that his bodyguard, enlarged at our request to suit his rank,
was charged to deliver him solely to the Nocae, and that the others
were seen as interlopers and spies to a woefully untrained mind.

Know that the individual responsible has been executed for his failure.

Know also that the Legion has heard disturbing tales of foul magics
bent to drawing further demonic creatures from the void beneath
our very caves- we recommend a joint strike at the earliest venture
before their powers mature, or dragons forbid, the Kirr make of
themselves slaves to their own ruinous powers.

The following is on a separate torn sheet of hide:
Dolmar -
Sorry about mistake- Senate ordered stupidly
large bodyguard for an engineer. They love
him for designing bathing pools and statues,
foolish lovers of food and show- want to make
engineer happy.

Damn all governments in charge of soldiers!

Anyway, you get choice: Legion marches.
If you want Kirr and succubi dead, we go
down with you. Or not, Legion burns surfacer
lands to the ground.

P.S.
Really, honest mistake. My orders make
sense. If attack was meant, none would survive.
This clearly panic of rookie commander given
position by Senate. He shall not be eaten.
[/spoiler]

[spoiler=Response to Tiern]
Tiern, Lord of the Mansion, King in the Deep,
Hail.

Taking the incident as a personal insult goes too far- be not hasty in
your assessment. Yours is not the place for threats, but for congress.
Speak to us further, lay out the subjects of your discontent so that you
may be known to us as something other than one who chases the memory
of a people long since turned to bone and dust.

Know that after long debate within the Senate, the Legion has ordered
that the unit in question undergo the punishment of decimation for its
commander's error and subsequent loss of life. The deceased members
shall have their heads removed and left before the citadel's gates, though
the bodies shall be consumed as is fitting and proper.

Furthermore, the Legion wishes to present a wedding gift to celebrate the
union of yourself and the dwarf-queen. Disgust at the thought of mammalian
breeding aside, we understand the necessity of political union and approve
its appropriate use.

Marius Krinak and Lucius Yirik, consuls.

The following is on a separate torn sheet of hide:
Tiern-

This is dwarf who submits to shadow elves?
Expected more than shouting from behind
skirts, though perhaps should not have.
You get your blood, and heads besides.
Dolmar seems less firm in beliefs than he
should, willing to let succubi work evil
magics with the Kirr. You certain that he is
worth following?

-Marius
[/spoiler]

[spoiler=Response to the Nocae]
Marius Krinak to Dolmar Lestridae,
With permission of the Senate,
Hail.

Perhaps you misunderstand what it is to propose joint operations
in the context of weighing an alliance. The Legion is not some
barbarian trash like orcs or goblins, to be used and thrown away.
I value the contributions of each and every member of the Legion
under my command, and strongly resent the implications of
incompetence so recently cast upon my troops.

Let us embrace this incident, realizing that no soldier has a perfect
and direct connection to his commander's mind. "Go to that city" is
perfectly comprehensible, but what happens when previously
unknown individuals are present, let alone individuals who so closely
resemble several peoples who have the misfortune to dwell more
deeply beneath the earth? No instructions have been given regarding
this contingency, and so decisions are left to a lower ranking and
less well informed officer than would normally be the case.

We have established an envoy at Upperdeep 45. The Legion is neither
ally nor supplicant to the Nocae, and as such have provided a neutral
location for further negotiation in more detail than simple messengers
can supply. Please treat the words of our trusted agent as you would
those of the Senate or myself. He has been given a token bodyguard
for the sake of propriety, but it is our hope that this space can
remain largely demilitarized out of cautious respect for one another.

Regarding the wargs:
They came to us, starving and wounded. We have salved their wounds
and filled their bellies. To betray them now would violate all notion
of guest-right. Centurion Skarax and his advisor of the College of Augurs
will be making use of the wargs' particular talents for tracking in the
rooting out of extraplanar filth, and as such cannot comply with your
request for their destruction.

-Marius Krinak, Legate and Consul of the Legio I Draco
[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Steerpike on April 17, 2013, 11:49:19 PM
[ic=Parleys - The Month of the Rat, Week 4][spoiler=In the Dungeons of Hazer-Nagroth (Kirr and Succubi)]Soundtrack: A Diabolic Alliance (http://www.listenonrepeat.com/watch/?v=I6LO1ZSzdmQ)

The parley is held in a sumptuously appointed meeting room deep within the ancient Dark Elf city of Hazer-Nagroth.

Arquenciel saunters into the chamber, a sway in her hips, the walk of a courtesan. Her sisters follow, for the most part possessing the same graceful gait.

Dalashinn enters the room, flanked by guards. Trailing behind him is a chimeric hellhound with multiple heads and strangely mismatched limbs. A pair of towering ogres can be glimpsed positioned outside the arching doorway, screened by a curtain of spidersilk. The Bloodlord is outfitted more lavishly than he was durign the ceremony of the summoning. He nods briefly at his guests before seating himself upon a cushioned dais.

Arquenciel gives a graceful bow, folding her wings repectfully, before taking a seat across from the Bloodlord. "What a pleasure to once more walk among mortals. My thanks to you."

"The pleasure is mine; to host such excellent guests from beyond the veil. As you've probably guessed, I have my own reasons for effecting your entrance to this world of mortals.

Arquenciel smiles. "Even in the Abyss, we have heard of the Kirr. You are faithful allies of our kind, we can only hope to return the favor."
Arquenciel nods. "I suspected as much."

'Tis true. The House of Kirr has long cherished its bargains - and crossed lineages - with several notable denizens of the Abyssal realms. I am, of course, hoping to craft further beneficial arrangements."

Arquenciel's wings flutter slightly, her iridescent eyes twinkle between purple and magenta. Were you a lesser man, you would be raptly drooling by now.

Arquenciel smiles, but it's more of a smirk. "Mmm, let us talk of bargains and beneficial arrangements, shall we?"

"Your presence herein opens many possibilities that exceed those that could be gained by more conventional methods of diabolism. You are, in many ways, different from other beings of demonkind." Dalashinn smiles, his expression telling that he certainly finds the Succubi's aesthetic qualities to his liking.

Arquenciel gives a playful bow. She doesn't speak, but coyly smiles at the compliment. Her sisters occasionally whisper amongst themselves and giggle slightly, like gossiping schoolgirls. Chiaroscuro raises a hand, and they go back to looking ahead.

"The summoners under my authority are quite capable of working with fiends to augment the armies of the Kirr. But while these beasts are excellent for such purposes –" he gestures at the Bloodfiend lurking in the corner of the room "- they are not very adept in the ways of mortal diplomacy."

Arquenciel nods and licks her lips. "Yes, not the most eloquent creatures, are they?"

"From the lore I've uncovered regarding your kind, I have deduced that you would be quite a different case in that regard. And just the brief conversation between us so far is certainly supporting this deduction."

Arquenciel smiles. "Quite so. We prefer to deal with issues in, shall we say, a more sophisticated manner."

Dalashinn claps his hands, which causes a number of servants to hurry into the chamber, bearing goblets of wine and plates laden with various delicacies. They set these on a table of polished glass in the center of the room and depart as quietly and quickly as they came.

The Succubi seem more interested in the Dark Elven servants themselves rather than the items brought. Wisteria lightly clasps one's hand, Incarnadine just grabs another by the hair. Arquenciel laughs softly, but is watching the Bloodlord carefully for a reaction.

"Eat and drink from my table as you please. And feel free to peruse the hands that brought the goods as well. Like most serviles, they have their uses beyond simple labour." Dalashinn chuckles, and takes a sip from his wine

Arquenciel smiles and delicately eats a small cake. "Thank you. You are most generous."

"Hm. But back to the business, shall we?"

Arquenciel nods.

"My realm is quite embroiled in the politics of the Underdeep, and could therefore benefit from your unique skills Likewise, your sorcerous talents would be most useful."

"As this is the time for business, not pleasure, the Succubi reluctantly let the servants go... for now." Arquenciel nods. "And all these and more shall be at your disposal. We have but a few simple conditions."

"Of course. As with any bargain, the benefits must be mutual."

"Firstly, we request living quarters within the city. Mind you, not some hovel, but a fine boudoir worthy of ladies of our caliber, and decorated to our preferences. Somewhere close to town, but not too noisy, for when we need our beauty sleep. Just a bit off the beaten path would be nice..."

Arquenciel then adds, with a wink, "Perhaps close enough to your tower that you can come visit if you'd like. We always welcome gentleman callers of your eminent standing."

"A matter of living quarters is easily enough arranged. I would presume though, that you have interests on the mortal realm that span further and wider than the confines of my cities?

Arquenciel nods. "Of course. And I shall get to that. But we must secure our immediate accommodations, first. We would like to be given the run of the city and the rest of your lands. I am sure you've built yourself a lovely little empire here, and we look forward to exploring it all. Surely you have a fine slave market, too. We would appreciate the opportunity to make purchases there."

"A suitable place can be set aside for you right here in Hazer-Nagroth, or in the capital Kirr-Godna. In the latter you would have access to the primary slave market."

Arquenciel smiles. "We would prefer to live in the capital."

Incarnadine's eyes glow slightly red, and she chimes in, "Besides, that way, we can help defend it should it come under siege." She licks her lips, seeming to relish the idea of a fight.

Arquenciel smiles, but she raises a hand to silence her sister. "I am sure the Bloodlord has far better uses for us than as a simple garrison."

"Very well. My political needs may require that some of you pay visits to other locations within my realm, or even in the courts of other powers. Would that be acceptable to you?"

Arquenciel nods. "Of course. As long as we can also travel freely, we shall certainly undertake missions on your behalf. Quite serendipitiously, that brings me to my third condition. I request that our communications and affairs shall be our own. We shall serve you and your causes faithfully, but as collaborators and allies."

"Such an arrangement is possible, though it of course requires that you consult me in all matters of politics that concern my realm. It would not do to have my allies aiding my enemies, after all."

Arquenciel gives a slight bow. "Of course. It is simply easier to carry out the nuances of diplomacy when enmities are not quite so sharply defined. Those who would not speak to you directly may speak to us."

"A good point, though you may find that your taking residense in my lands may raise some barriers to your efforts to reach out to some peoples. A problem we will overcome should it arise. I am quite sure that residence in the wondrous city of Kirr-Godna is worth whatever minor obstacles that may create."

"Of course, where direct diplomacy fails, more subtle means may prove fruitful. Do tell me, do you possess any useful talents for spycraft?"

Arquenciel nods. "Beauty is in the eye of the beholder, and we strive to be beautiful to all who behold. These talents also aid in the arts of espionage."

"Having some eyes and ears besides those of my underlings would be most useful. Particularly when they need not rely as much on stealth."

Wisteria folds her wings around herself – when she unfolds them, she appears to be what would certainly be a very beautiful female Kobold, should anyone be able to appreciate Kobold aesthetics.

"Should we not be able to place ourselves physically in a place where information may be obtained, we can also expand the reach of our sight, albeit with some difficulty. The art of scrying is also known to us."

Dalashinn nods approvingly at Wisteria's demonstration of her shapeshifting. "Seeing as I've yet to extend my arcane research into the ways of scrying, that would be another major way you could be of service. And even after I've learned such spells, it would likely remain useful."

"And another fine reason to locate ourselves within the capital. If the rumors that managed to reach the Abyss are correct, it has a deposit of crystal that can greatly aid in scrying."

"Yes, there is no doubt that an alliance with you would serve my interests. And I dare state: as the foremost faction of infernalists and students of the summoning arts, you will hardly find a better ally for yourselves than the Kirr."

Arquenciel smiles. "Then, hopefully my last request will not be a terrible imposition. Of course, we shall need a small amount of material resources in order to cover our expenses and provide for our needs. Let us say, a weekly stipend of, hmm..." She pauses and contemplates a moment, then proceeds to enumerate a rather impressive list of bullion, jewelry, couture, and other luxury goods. It totals to 15 gold per week per Succubus, 105 in total.

Dalashinn grins amusedly, setting down his wine goblet.

Arquenciel returns the amused grin.

"Quite a price. Your taste for luxuries truly reflects the descriptions in the ancient texts I've perused. But a good bargain for me it is not. With a more sensible stipend of, let say the equal of 55 measures of gold, you would still be able to live like royalty."

Arquenciel laughs softly. "Dear Bloodlord, meaning no offense at all to those of royal blood, such as yourself, we are not royalty, we are Succubi. We do not wish to live like royalty, we wish to live like Succubi." Arquenciel licks her lips. "Still, in the interests of creating a fruitful alliance... let us say, 90?"

Dalashinn chuckles, clearly enjoying the game. "With such a sum I could almost found a new colony every week. But my initial offer was admittedly inadequate, so allow me to raise it to 60."

"Indeed you could. But could those new colonies aid in your espionage or diplomacy? Could they scry? Could they... provide for other needs?" She gives an alluring lick of her lips. "I believe they could not."

"However, in the interests of promoting further colonization, I do believe we could live without the spidersilk lingerie. Let us say, 85?"

"You points are well made, and deserving of consideration. Still, 85 would be quite a drain on my resources, which are quite needed due to an ongoing conflict. Would not 65 be sufficient?"

Arquenciel tilts her head. "Mmm... it would be meager. And difficult to divide. Let us say 70, so that each Sister may partake in an even measure?"

"That I would find acceptable indeed. You bargain well, as was expected. Your reputation for intellect is as deserved as that for your beauty." Dalashinn flashes a polite, subtle smile.

Arquenciel returns the smile. "And you keep your wits about you quite well in the presence of our charms. Quite dangerous, were we not on such friendly terms."

"Without doubt. Charm and dangerousness... are sometimes one and the same thing."

"Let us seal the bargain, then, and raise a toast in celebration of this most promising alliance."

Arquenciel licks her lips. She then leans forward, and starts to crawl across the table. "Or we could seal the bargain like Succubi."

Dalashinn picks up his cup of wine, that has been refilled by one of the servants trying to elude the Succubi's attention.

Arquenciel grins coyly.

"Perhaps not. Your needs will be satisfied, but by someone who isn't in as critical a positions the first among Bloodlords. While I would neither deny the temptation of your offer, nor suggest that you harbor any treachery when our pact has barely begun, it is a sad fact of politics that a man in my station cannot take brash risks."

Arquenciel smirks. "As you wish. Our door remains open." She moves to a sitting position, sitting on the table, and raises her glass.

"To our alliance - and glorious times ahead."  Dalashinn drains his cup empty

Arquenciel nods, drinking with a little less gusto. A Succubus isn't used to being denied, after all. Still, she manages a bright, playful smile.[/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Steerpike on April 17, 2013, 11:52:26 PM
(http://img13.imageshack.us/img13/479/undeadversuskobolds.jpg)

Rumour has that a great battle between the Undead and the Cleversmart Kobolds took place somewhere in the Middledeep, and that the crafty reptiles bested the Undead forces, though with considerable losses.

(http://imageshack.us/a/img577/7660/battleofdtoulth.jpg)

The strange war in the Lowerdeep, a complicated conflict involving Kobolds, Dark Elves, High Elves, two rival Ceremorph factions, and now the Watchers as well continues, and though things are still confused, it seems that the Shining Flame has at last been snuffed out after a momentous defeat at Dtoulth, the Ceremorph capitol...

Soundtrack: Battle in the Ruins (http://www.listenonrepeat.com/watch/?v=qc0tC2XrFgM)

Soundtrack: The Overbrain Triumphant (http://www.listenonrepeat.com/watch/?v=qCw-7lP1By0&list=PLB4DA6C3A1084BF40)

[ic=The Month of the Beetle, Week 1]Scholars proclaim this the Month of the Beetle.  The omen portends a time for industry and hard work, of building and growth, a time requiring diligence and perseverance, when fortune favours the steadfast and the patient.

The Month of the Rat ended in bloodshed as the Ceremorph Civil War continues, engendering unlikely alliances and causing ripples of confusion and violence throughout the Underdeep.  It seems that Lady Viarra Gloomsong made a grave miscalculation when she chose to involve herself in the battle, for Ceremorph forces loyal to the rebel Llitul, the Lady of Madness, have seized control of her cities, including the capitol of Vashnaranzenan, though the Matriarch herself is still at large.  There are whispers that the monstrosity known as Grolhund the Heartscrew, a figure of Kobold folklore, aided Llitul in this conquest, along with mysterious giants rumoured to be from the "Unseelie Court."  In the Lowerdeep itself, the Kobold-led High Elves launched an assault on Dtoulth itself, the center of Ceremorph power, aided by the enigmatic Watchers of the Darksea, about whom little is still known by most.  The exact outcome of the battle is unknown but it appears the Overbrain survived the attack, Kobold, High Elf, and Watcher forces have withdrawn from Dtoulth to neighbouring territories.  As for the High Elf Prince Saerid, who led the expeditionary force into the depths, he remains unaccounted for, but certain sensitive souls claim that a strange new presence has manifested in the psychic landscape of the caverns.

In the Middledeep, war has broken out between the Kobolds and the Undead.  Perhaps the sign of the Rat was a good omen for the Kobolds, for their dire rat cavalry are said to have been instrumental in pushing back the Undead and their strange allies.  Elsewhere in the caverns, Jabberlings have continued their rampage, growing bolder and bolder, assaulting even fortified outposts and large companies.  This onslaught will continue for some weeks yet until their population has been suitably whittled down and the survivors return with full bellies to their chasms, to mate and so produce a stronger strain of Jabberlings next year.  Things are mostly quiet in the Upperdeep.  With the Orcs and Goblins slain, the Dragon Scorra dead, the Abject and Kirr attacks on Umbrazzid relenting, and the Dwerim-Dwarf-Nocae alliance holding strong, the war-torn uppermost caverns are seeing a period of peace, though if conflicts below continue to grow this peace may not last long.

On the Surface, the season known as "spring" has truly arrived, Humans, Elves, Halflings, and the other people of that strange, roofless land are gratefully emerging from their homes after a long winter.  There are tales, however, that a plague is sweeping the northern reaches of the land, spreading across the Surface.[/ic]

[ic=Maps – The Month of the Beetle, Week 1]
The Surface

[spoiler=The Surface, Month of the Beetle, Week 1]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Beetle, Week 1]
(http://imageshack.us/a/img266/9717/upperdeepweek1.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Beetle, Week 1]
(http://imageshack.us/a/img96/9967/middledeepweek1.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Beetle, Week 1]
(http://imageshack.us/a/img688/197/lowerdeepweek1.jpg)
[/spoiler][/ic]

[ic=Briefings – The Month of the Beetle, Week 1][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]At the newly established Outpost of Rift Guard, a writhing swarm of Jabberlings, at least a hundred of them, boiled out of the chasm below, clambering up the rocky cliffs and over the fortifications in search of flesh.  Your crossbowmen picked off a handful as they seethed up the cliff out of the darkness while slave soldiers, manning the murder-holes hurled pots of boiling pitch, but the Jebberlings' numbers seemed too vast to contend with.  Then the narcissistic Ryltarn (something of a darling of the court and perhaps resentful of this far-flung posting, but a capable Summoner nonetheless) invoked a poisonous cloud spell, sending mephitic tendrils of noisome vapour down the cliffside.  The Jabberlings inhaled this toxic fume and began dropping off the cliff in droves, dozens of them falling into the blackness as the poison filled their lungs.  Those that remained continued to climb, eventually reaching Rift Guard and assailing the slave soldiers and swordsmen who stood ready to meet them.  The slave soldiers, bewildered by the confusing, hypnotic gibberish of the Jabberlings, suddenly became catatonic, and four were quickly devoured, ripped limb from limb by the advancing horde.  The swordsmen, likewise addled by the Jabberlings' bewildering cacophony, abandoned their posts and fled the battle, though one was caught by the ankle and pulled into the Jabberling ranks to be messily devoured by the horde in a frenzy of gnashing teeth and blackish-purple fur.  The crossbowmen stood fast, however, firing once more into the Jabberling ranks, killing eight more of the creatures.  Ryltarn quickly invoked a second poisonous cloud, killing the remainder.  Rift Guard is safe for now, though its defences have been weakened.  The swordsmen have returned to their posts, and Ryltarn asks what, if anything, should be their punishment for cowardice.  Later in the week the slaves arrived at Rift Guard and Ryltarn summoned his Bloodfiend; other summoning were likewise successful.

Your new settlement in the Lowerdeep has been successfully founded, as has your new colony in the Middledeep, and your dealings with the Duergar have been successful: the Magma Cannon is being conveyed (accelerated by magical means) to your lands, to demolish the unsightly structures in Hazer-Nagroth.  In Kirr-Godna, the Succubi you summoned are quickly making themselves at home.  Already tales of their debaucheries have reached your ears.  Two of the comely Demons (Wisteria and Caerulea) have remained in Hazer-Nagroth, availing themselves of the arcane texts in Malekar's library.  Their presence is somewhat distracting, but they have a great deal of arcane knowledge pertaining to demonology and the Abyss.

In Kirr-Godna, an unusual merchant has arrived at the slave market – an Ogre Mage, or Oni, as he calls himself, claiming to hail from the caverns of a distant land far to the east.  Guarded by strange elemental spirits, the Oni is selling creatures he calls "Ratlings": bestial humanoids which remind you somewhat of Kobolds, though they are furred and soft-fleshed, kin to rodents rather than reptiles.  The Ogre Mage claims that the Ratlings make excellent tunnellers and fodder, though he is charging a hefty price for the somewhat diseased-looking creatures.  The Oni himself, being a creature of unusual craft for one of the Giant-kin, may have interesting lore to impart; perhaps he could be convinced to share some of his knowledge.

[Dalashinn has learned Obfuscating Shroud.

The Oni slaver is selling Ratling slaves:

[ic=Ratling Slave Soldier]These furry, verminous slave soldiers are armed with spears, crude leather armour, and wooden shields.  Though undisciplined and somewhat disease-ridden they make excellent tunnellers.  They are also quite fleet-footed, able to keep pace even with Dark Elves.

Cost: 7 Gold
Upkeep: 1 Food
Melee Attack: +2
Melee Damage: 3
Defence: 14
Health: 4
Speed: 5
Morale: +0
Special Abilities: Disease 3, Tunnelling

Like Goblins, Ratling Slave Soldiers only flee, never withdraw, but they gain +2 to Defence while fleeing.  Like regular Slave Soldiers they must be accompanied by non-slave units or will desert.[/ic]

You lost 4 Slave Soldiers and 1 Dark Elf Swordsmen to Jabberlings at Rift Guard.  You gained +34 Jabberling Bodies from the battle (the remaining bodies fell into the chasm).

Without Ryltarn, the Outpost of Rift Guard would have fallen; his exploits have thus earned him a new ability.  Choose 1 of the following and add it to Ryltarn's Special Abilities:

[ic=Quicken Spell]Ryltarn has learned the art of quickly casting spells, eschewing some of the more superfluous gestures and incantations.  He can now cast two spells per round, though both suffer -4 to hit if they require attack rolls.[/ic]

[ic=Toxiferous Cloud (Combat)]Ryltarn has further studied the arts of poison, and has improved his Poisonous Cloud spell.  To cast the spell he must make a Ranged Attack roll and hit or exceed a target regiment's Defence.  If it hits, the spell temporarily reduces the Health of all units in an enemy regiment by 3 for one round.  Toxiferous Cloud does not stack with Poisonous Cloud, and multiple Toxiferous Clouds do not stack either.[/ic]

[ic=Combat Casting]Ryltarn can cast spells in the heat of battle.  When casting a spell into a melee he no longer suffers a -2 penalty to hit with any ranged attacks, and he can cast spells in melee combat instead of using a melee attack.[/ic]

[ic=Spell Penetration]Ryltarn's spells always land true.  When casting spells that require a ranged attack, he gets +4 to hit.  This bonus does not apply to his regular ranged attacks.[/ic]

-50 Metal to Duergar.

-70 Gold to Succubi.

+1 Scroll of Haste from the Undead.][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]In the Dwerim Mansion, certain tensions seem to be arising due to your presence.  Your stay in the city has been a pleasant, if sombre one, and many of the Dwerim have welcomed you and your forces as saviours.  Some, in fact, have begun to ask questions about the Goddess of Shadows, Sylessiadil, and a handful have even declared that your arrival in the defence of Mhaldûl-Nem against the Goblins was a miracle.  A collection of the Dwerim converts, led by a prophetess, Ahiruma Dun Khul, have begun petitioning their rulers to build a shrine to the Goddess.  However, a traditionalist faction within the Dwerim city have reacted strongly against this spread of your faith, claiming it to be "blasphemous Elf witchcraft."  They insist that worshipping Sylessiadil would undermine traditional Dwerim ancestor-worship.  While this may be a matter for Tiern to decide, your actions may have a major affect on the situation developing.

The Tunnel Hulks, offered food, gladly devoured it, but did not seem to understand your request that they join you.  They are appeased – for now – but simply wandered back into the tunnels they came from, to the south.  With any luck they will stay there, but you suspect you have only delayed the problem.  They seem remarkably docile, when fed, but perhaps that is only because they do not consider you a threat.  It would be a shame to have to destroy them, but unless you are willing to supply them with large quantities of a food on a regular basis, few other solutions immediately present themselves.

The Kobolds of the Legion have departed your lands and moved to the west, but you have received a report that they have founded an Outpost disturbingly close to your own lands.  If they do intend conquest, such an Outpost would certainly act as an excellent forward base.  It may be, however, that they are merely protecting their own lands; still, the positioning of the Outpost this far south seems aggressive.  The Kobolds did leave one thing in your lands – the severed heads of three of their number, mounted on spears not far from Dal-Urael.  An inspection of the Kobold corpses recovered after the defence of Rhaud has revealed that they were indeed infected with Ghoul Fever.

Phaedra sends a report from Ald-Elisae, to which she has journeyed with Tiern and his company.  She writes that a huge horde of Jabberlings, doubtless having clambered up the rift to the southwest, assaulted the settlement.  Fortunately she and her Dragonhunters were present, along with Tiern and a great force of his Dwerim warriors.  The Jabberlings were slaughtered, Phaedra's archers killing two dozen immediately, the remainder swiftly falling to Tiern's warriors.  Only a single Dwer was killed, one of Tiern's Wyrmhunters, while Phaedra and her allies must have killed at least a hundred of the beasts.  It is possible these creatures were just the first wave, and they may attack other vulnerable settlements around the southern rift.

[-104 Gold, -64 Metal to Cleversmarts.][/spoiler][spoiler=For the many eyes of the Watcher known as Dreams-of-Dead-Races, Sovereign of the Darksea]Dreaming in your temple, you saw much that transpired this week.  The Bleakflight, heading west with all speed, assaulted the Ceremorph Hive of Lower Dtoulth and exterminated all Overbrain-loyalist troops with extreme prejudice and no casualties of their own, decimating the token force left behind to guard the colony.  This Hive has been claimed in the name of the Sovereignty, the Thralls re-indoctrinated in Watcher service to work the mines and begin sending resources eastwards, back towards the Darksea.  Continuing on to Dtoutlh proper, your Gloomrays, evading the Ceremorph fortifications and forcing their way into the Overbrain's inner sanctum, discovered a battle already in progress.  The High Elves, led by Prince Saerid, the Shining Flame, had used Kobold-dug tunnels to bypass the fortifications and now assailed the Overbrain itself with archers, spearmen, and swordsmen.  However, Ceremorph Sentinels guardian the Overbrain – monstrous things like gigantic stalactites – protected the Overbrain with lashing tendrils, slaying Elves by the dozen while the Overbrain used its psychic abilities to sow confusion, causing High Elf archers to turn on their own troops with devatasting results.  Your Gloomrays swooped towards the Sentinels in an attempt to turn the tide of the battle, but the creatures long tendrils were able to easily snare members of the Bleakflight, snatching them out of the air and conveying them to the Sentinel's many-fanged maws.  Your Gloomrays inflicted tremendous damage and slew several Sentinels with the aid of the Elves, but the Ceremorph monstrosities are hardy creatures indeed.  In the end the Great Foe managed to destroy or rout those who assailed it.  Only a pair of Gloomrays survived, having fallen back to Lower Dtoutlh.  If the Overbrain attacks the settlement with any strength the Hive will surely be retaken by the Ceremorphs.  As for Saerid, his fate is unknown.  The last glimpse of him you had in the Dream he was charging the Overbrain with what was left of the High Elf swordsmen, in a defiant but likely suicidal assault.

Above you, you sensed many deaths as the Cleversmarts fought with the Undead of the far Upperdeep.  This may be the first of many such battles between the reptiles and the necrotics.  Should you choose to divert a portion of your forces away from the battle with the Great Foe the Kobolds may be vulnerable as they reposition their own troops to move against the Undead.  Now may not be the time for such hostilities, however.  The Kobolds are currently tenuous allies against the Great Foe, and to betray them at this juncture could prove unwise.

[-10 Gloomrays at the Battle of Dtoulth.

You have conquered Lower Dtoulth.  It contains the following structures:

Thrall Pens
Ceremorph Mine
Amplifier Node

-30 Gold to Cleversmarts.][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]This week your cages have been filled nearly to the bursting with Dark Elves and their slaves, dozens of them suspended from your enormous bulk.  Travelling north, you encountered a band of Dark Elf Rangers lying in wait and guarding the tunnel into Dark Elf lands.  They sprung an ambush on you, raining arrows down upon you from their hiding places, but you charged up towards them; with a single snip of a scissoring limb you decapitated one, then a snaking metal tentacle jabbed a second with a dose of paralyzing poison.  The Rangers fought back with swords but to little avail, being terrified by your fearsome presence, and you slew another with ease.  The remainder fled, evading your attacks with their Dark Elven agility.

Continuing on, you assaulted their capitol, the city of Vashnaranzenan, completing ignoring the rain of quarrels their crossbowmen directed towards you while you rent and tore at the gate of their city to let the Ceremorph Brainhounds in.  It took you some time to fully dismantle the gate, but you took minimal damage and quickly regenerated from your wounds.  The gate smashed you strode inside, Brainhounds leaping around you as you engaged with the Dark Elf War Spider left as a guardian of the city.  The huge creature's chelicerae closed around your iron limbs to little effect, and you began pulling off its legs.  While the Brainhounds leapt at the arachnid you crushed, pummeled, and lacerated the enormous monster, eventually stomping its head into paste.  The crossbowmen, utterly terrified at this display of might, fled screaming through an escape tunnel.  Rampaging through the city you methodically tore off roofs and burst through walls, snatching Dark Elves as you went.  You now have dozens of specimens for experimentation, and some gold and resources as well. Sweet vengeance is yours... though the Matriarch remains at large.

A stray servitor seems to have somehow stumbled into caverns to the southwest.  You are unsure how it arrived there; its presence is somewhat perplexing.

[+43 Gold, +26 Bodies, and +84 prisoners from the sack of Vashnaranzenan.

Your exploits have once again earned you a new ability.  Choose 1 of the following and add it to Gorlhund's Special Abilities:

[ic=Evisceration]Grolhund's already prodigious skills in combat have grown.  Grolhund gets +5 to his Melee Attack and +10 to Melee Damage.  In addition, if he gets a natural 20 on his Melee Attack, he inflicts double damage.[/ic]

[ic=Transporter]Grolhund has expanded his suit to include a special transportion unit.  He gains the Transport ability, transporting up to 25 regular-sized troops or 12 Large troops.[/ic]

[ic=Demented]Grolhund's steady diet of chemicals has made him even more demented.  He becomes immune to Confusion effects and gets +4 to Morale checks or Defence against mind-influencing spells or psychic attacks.[/ic]

[ic=Wallbreaker]Grolhund has become adept at smashing through walls and fortifications.  He gains +5 to Melee Attack versus fortifications and deals double damage against them.[/ic]

+5 Giant Spider Bodies from the Cleversmarts.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]The Month of the Beetle: an auspicious omen for the Duergar, and for you personally.

Your Kirr Summoner has continued to study the eldritch grimoire, and determined that the Abyssal Gate it describes would (theoretically) be a permanent, stable, two-way portal into the Abyss, a Hellish dimension of pain and torment, of darkness and fire, inhabited by fell Demons.  First the Gate would need to be located, then the Infernal Key inserted.  The ritual to open the gate requires sacrifices: one hundred of them, to be precise.  The entire process would take at least a week to perform and would require thirteen spellcasters working in unison.  If successful the Gate would open and the Abyss would become accessible.  You've heard rumours of a mysterious door in a distant corner of the Lowerdeep, but whether this is the Gate or something else, you cannot be certain.  It lies near the lands of certain Ceremorph renegades, the so-called Abject.  As for the Glyph Stone, the Summoner is baffled.  More pieces are required for anything new to be learned.

In the Middledeep, your forces succeeded in capturing the fledgling Ceremorph colony you ordered them to assault, but found the place abandoned – scouts must have detected your impending attack and evacuated the Hive.  Your magma cannon was successfully ensorcelled by the Kirr and now trundles towards the Middledeep.  Greenfang has proved himself a worthy servant and has done as you require, and the Easthold has been successfully founded.  

Meanwhile, in Umbrahold, you delved into the mines with a small force and attempted to ascertain what was behind the disappearances of the miners.  The mine was desolate and gloomy, its torches unlit, gathered dust and cobwebs.  Something skittered in the dark.  You pressed on, until quite abruptly you realized that the two Halberdiers bringing up the rear had disappeared.  Back-tracking, you found no sign of the warriors, but a sudden choked cry was audible; turning you were able to glimpse another Halberdier being drawn up into a mine-shaft by a long, spindly arm.  You bellowed an order for the magma cannon to attack and the crew manning the weapon discharged the device, spewing molten rock up the mineshaft and temporarily illuminating the fell creature that had seized your Halberdier – a Strangler, a wicked, degenerate species of demi-humanoid with flexible limbs, adept at choking their victims to death.  The creature and its victim were immolated but then a chittering became audible all around you, and from dark passages of the mine more Stranglers swung in to assail your forces!  You struck back, Wulfgar fighting beside you as a swarm of the creatures wrought havoc on your force, breaking the necks of Halberdiers with dismaying ease.  The magma cannon again flared, and more of the vile beasts were melted.  One snaked its limb round your neck but you hacked its arm off and clove its skull.  The last three ran from the battle but you gave pursuit, dispatching them.

Returning from the mines to Umbrahold, you found that the Hall of Trade had been completed there and that commerce was already flourishing.  Your call for mercenaries has been answered by a group of creatures known as Fire-Dwarves, beings of elemental flame which some say were once Dwarves, twisted by some primordial god of flame; like the Duergar themselves they were once a slave-race, the servants of Fire Giants said to dwell in the lowermost tunnels of the Northdeep, and many remain enslaved.  They wield bronze weapons which glow white-hot in their hands.  Their leader is a stout warrior who wields a great spear, a Fire-Dwarf who calls himself Lofarr the Incandescent.  These warriors are powerful, but they do not ingest food – only metal.

Your scouts send their reports.  Now Fungoids have been sighted in the southern tunnels near the border of your realm.  The one scouting near the Dragon Graveyard has a disturbing report. A Ghostly Dragon presides amidst the bones, with a flight of half a dozen Zombie Wyverns as its servants.  Retreating to the east to the lake-filled cavern not far from Fungoid lands the scout reports that the cave is clear save for a small colony of Dire Bats which currently seem well-fed and uninterested in conflict.

[All Duergar troops in your employ receive a +1 Morale bonus during the Month of the Beetle.

+20 Bodies from the mines in Umbrahold.  You lost 8 halberdiers cleansing the mines of Stranglers.  The mines have returned to full efficiency.

+17 Gold, +13 Metal, +42 Food from the sack of Yreh-ctah, the Ceremorph Hive.

The Fire-Dwarves offer their services for 200 Gold, plus subsequent Upkeep costs.  They consist of Lofarr the Incandescent and 20 Fire-Dwarf Spearmen.

[ic=Lofarr the Incandescent, Fire-Dwarf Mercenary Captain](http://imageshack.us/a/img195/5897/lofarrtheincandescent.jpg)

This grim Fire-Dwarf leads a mercenary band, a group of his kinsfolk who escaped from the Fire Giant mines of the Northdeep.  He wields a long spear of brass and adamantine.  Gruff and curmudgeonly, he seems quick to anger and very slow to forgive.

Upkeep: 8 Gold, 1 Metal
Melee Attack: +8
Melee Damage: 10 (Fire)
Defence: 22
Health: 25
Speed: 3
Morale: +7
Special Abilities: Immunity (Fire), Leadership, Grudge (Giants)

Lofarr increases the Defence and Morale of any Fire-Dwarves he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned Fire-Dwarves by +1. His Grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Fire-Dwarf Mercenary Spearman]These fierce warriors wield bronze weapons and are armoured in adamant.  They are highly skilled in combat, especially against those foes vulnerable to fire.

Upkeep: 3 Gold, 1 Metal
Melee Attack: +3
Melee Damage: 6 (Fire)
Defence: 18
Health: 8
Speed: 3
Morale: +2
Special Abilities: Immunity (Fire)[/ic]

+50 Metal from the Kirr.

Remaining mineable resources at the Käferhold: 35400 Gold, 8425 Metal

Remaining mineable resources at the Umbrahold: 14990 Gold, 4640 Metal

Remaining mineable resources at the Drakkenhold: 18900 Gold, 2150 Metal

Remaining mineable resources at the Glyphhold: 16600 Gold, 6700 Metal

Remaining mineable resources at the Greenhold: 9600 Gold, 3700 Metal

Remaining mineable resources at the Easthold: 12800 Gold, 8400 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]As you busied yourself with research in Yuddarath, you sensed a strange presence – or rather, presences – moving towards the city from the north.  Ascending your necrotic walls you discovered a huge horde of Jabberlings approaching the city, presumably having climbed out of the rift to the north.  A hundred in all, they babbled and chattered ceaselessly, seething towards the city.  You directed a psychic blast towards the swarm, killing four of the creatures, Illiriant likewise blasting two of the beasts with his mind.  As the Jabberlings began swarming over the wall, climbing atop it while groping, undead arms tore at them, Greeba hurled knives and killed two more.  However, dozens and dozens of the creatures remained, and were it not for the quick thinking of Naerlyth the Unclean you would doubtless have been overwhelmed.  The vampire used his scroll of poisonous cloud, speaking a spell which cast a great pall over the Jabberlings, instantly slaying at least fifty of them.  The remaining creatures panicked and fled.  Exerting your mind, you were able to dominate several of their number before the rest escaped.  If nothing else they will make useful sacrifices.  Those that escaped will shortly perish from disease, contracted by the miasma protecting Yuddarath.

To the north, your Star Vampire witnessed a sprawling battle between another herd of Jabberlings and the Ghouls dwelling in the region.  They Ghouls won handily, greedily devouring the Jabberlings, but lost more than another of their number.  While the Ghouls were occupied your Star Vampire used the opportunity to loot their lair.  While doing so it was discovered by a single Ghast, which it was able to easily destroy, though it has become diseased in the process.  The Ghast was carrying a bone talisman or fetish of some kind which appears to give its wearer the ability to curse enemies.

Naerlyth's researches have proceeded excellently.  The Zombie Plague has been modified so that its victims rise as Ghouls; Ceremorph victims will rise as Ceremorph Ghouls.  Altharid-Xallasine has successfully found a way of inscribing the spell to summon Bloodfiends in the Chamber of Obscenities. While an unlimited number can theoretically now be recruited, the rituals required necessitate additional material components, so summoning them by the usual means will still be more effective – this way, however, your numbers can be further swelled.

The mines in Yuddarath have hit a seam of rubies, greatly increasing your influx of wealth for a time.  In the Heart-Chamber of Kat-Shatep a comely Succubus, Incarnadine, has arrived.  She and Altharid-Xallisine will doubtless have much to discuss.

[+58 Bodies from dead Jabberlings.  +8 Thralls from enslaved Jabberlings.

+157 Gold, +10 Bodies from the Ghoul lair.  The Star Vampire has contracted Ghast Fever (potency 8).  The Star Vampire also obtained a Cursed Fetish, which allows its wearer to cast Curse once per week.

Naerlyth's researches have borne diseased fruit:

[ic=Ghoul Plague]While garrisoned in a Dungeon with a Spawning Pit, Naerlyth allows for the recruitment of Ceremorph Ghouls that carry a dread plague whose victims rise as shambolic undead.  Such Ghouls cost an additional 3 Gold each to recruit.  Any creatures who die of their Disease, however, or who were afflicted with their Disease when they died for other reasons, rise as Ghouls (as the Undead unit) as if the Ghouls possessed the Create Spawn (Ghouls) ability.  Ceremorphs killed by this Disease rise as Ceremorph Ghouls instead.[/ic]

Altharid-Xallasine has likewise been successful.  Bloodfiends can now be recruited from the Chamber of Obscenities:

[ic=Bloodfiend (Requires: Chamber of Obscenities)] These horrific fiends manifest out of pools of sacrificial blood, cruor congealing into blades, horns, and claws.

Cost: 15 Gold, 5 Sacrifices
Upkeep: 1 Sacrifice
Melee Attack: +8
Melee Damage: 12
Defence: 15
Health: 20
Speed: 5
Morale: N/A
Special Abilities: Immunity (Fire), Regeneration 10[/ic]

Yuddarath has hit a ruby seam!  The Gold production of its Ceremorph Mine is doubled this turn.][/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]The Dementists, led by the Fomorian mercenary and deposed monarch Tethrol Grincenchos, assaulted the Dark Elf colony of Maernzeranzon and captured the city almost without losses.  While Dark Elf crossbowmen fruitlessly peppered the attacking Fomorians with bolts, your two Exarchs and your impressive host of Psions concentrated their psychic puissance.  Within moments the bulk of the defending force began bleeding profusely from their ears and nose. Convulsing, they died of psychic shock in seconds.  Seeing their comrades so easily dispatched, the remaining forces were badly shaken.  Your thralls and the Fomorians charged forth, slaughtering the dregs of the Dark Elven garrison.  A single Fomorian was slain, cut down by the Dark Elf swordsmen.

Meanwhile, your Brainhounds, meeting the Kobold known as Grolhund the Heartscrew, assailed the Dark Elf capitol of Vashnaranzenan.  Grolhund began battering at the gates of the city ceaselessly while crossbowmen above rained bolts down upon him to no avail whatsoever. The Kobold's thick armour and regenerative capabilities ensured his continued survival as he tore and pounded at down the gates, eventually tearing them open.  At this point your Brianhounds leapt into the fray.  The War Spider chittered and pounced forth, but your Brainhounds overwhelmed it quickly, only losing one of their number in the process.  Terrified by this dual assault by Ceremorphs and an insane Kobold sorcerer simultaneously, the Dark Elf Crossbowman and their Commander fled the city using an escape tunnel.

The Dark Elf Cities of the Middledeep are yours.  Lady Viarra Gloomsong must still be in Glyp-Dor.  Whatever artefacts she has gathered must be there as well, for your forces found no magical objects in her Spire.  The Dark Elf Matriarch is sure to be extremely displeased.   Elsewhere, Quasthid, having scouted an impending Duergar attack by a huge swarm of cave beetles (thirty in all), fled west.  Your foundling Hive has been captured by the Duergar!

After receiving these reports a strange sensation came upon you, a curious wanderlust.  Drawn to the west, you phased through vast stretches of the caverns, passing through Fungoid lands and then through trackless wastes, circumventing the draconic graveyard and the fell spirits that you sensed there before arrived in a cavern of crystals in a strange corner of the Lowerdeep.  No sooner had you materialized than a group of curious creature – twisted gnomish beings with glowing white eyes – appeared from certain hiding places and approached you with strange offerings, babbling in some sort of bizarre nonsense-ritual and claiming that you must be "the Queen of Enlightenment, Whose Divine Body Is Touched With The Outer Spheres, True And Rightful Ruler of the Derro."  They claim they wish to take you to their hidden city, where they have long dwelt.  You feel a sense of inexplicable kindred with these strange beings, who call themselves the Derro.  There is something in the taste of their minds, some ineffable quality to their madness, which seems uncannily familiar.

[+43 Gold, +14 Metal, +19 Food from the sack of Vashnaranzenan.

Vashnaranzenan contains the following structures:

Matriarch's Spire (unusable by Ceremorphs)
Slave Pens (can be treated as Thrall Pens)
War Spire (unusable by Ceremorphs)
4 Lichen Gardens
Improved Dark Elf Mine
Web Caverns (unusable by Ceremorphs)
Matriarch's Study
Slave Market (unusable by Ceremorphs)
Ranger's Spire (unusable by Ceremorphs)
City Wall (broken)

+20 Gold, +26 Metal, +62 Food, +38 Dark Elf Bodies, +1 Fomorian Body, and +5 assorted Bodies from the sack of Maernzeranzon.  69 Dark Elf prisoners captured.

Maernzeranzon contains the following structures:

Slave Pens (can be treated as Thrall Pens)
Dark Elf Mine (under construction: 1 week remaining)]

-17 Gold, -13 Metal, -42 Food to the Duergar from the sack of Yreh-ctah.

+90 Gold from the Glow, -168 Metal to the Glow.  -75 Bodies and -16 Ceremorph Bodies to the Glow.

+4 Food from Undead.

-15 Gold to Succubi.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]It is bittersweet to leave your bride so soon after your wedding, but such are the demands of Kingship.  Phaedra and her Dragonslayers have chosen to share the road with you, however.  On your way south you stopped at Ald-Lothii.  The settlement is still being constructed, the walls erected and pens built, and caverns enlarged for the use of the spidery Nocae servant-creatures.  Here you were warmly welcomed by Baeria, formerly a high priestess of the Nocae Goddess, and her Paladins.  The Nocae build well, if not so sturdily as the Dwerim; their buildings seem to shimmer and flicker with strange shadows, as if they were not wholly solid.  Molgrim found Ald-Lothii to his liking.  He asks permission to return to that city and attempt to construct a new war-camp for his Splinter-Shields to begin recruiting more warriors.

Journeying further south you arrived outside of Ald-Elisae, in a similarly inchoate state.  While camped not far from the city, you heard a strange gibbering sound out of the darkness.  Making ready your weapons you were prepared for attack, and in moments a great herd of Jabberlings, likely having clambered up from Gorzahond-Khul to the southwest, surged forwards and attacked the camp.  Phaedra and her archers killed two dozen while you formed the Wyrmhunters and your axemen to form a shield-wall, your Runeseer invoking the Ancestors to protect your axemen.  The Jabberlings arrived in a great mass of furry bodies, gnashing their teeth and clawing at your warriors, but their armour was thick and their axe-arms strong.  They hewed down the creatures by the dozens.  With Bitterflame in hand you slew six of the beasts, hacking and chopping left and right, the smell of burning flesh filling your nostrils as you cut them down.  Only one of your own company was slain: one of your Wyrmhunters.  Each loss of those shield-brothers is great – you have shared in many adventures, defended one another on many occasions.  He will be mourned.

In Mhaldûl-Nem, the graven image of Gírn Dun Riar has been completed, lifting the hearts of the Dwerim who dwell there, while the Tomb of Lothë continues construction, along with the Great Lamps.  But you have received another, somewhat unexpected report from the city.  It seems that certain citizens of the Mansion have been conversing closely with the Shadow Elf creatures who remain guests in the city, along with Dolmar Lestridae, the Nocae general. They have learned of the Shadow Elf religion, the worship of a deity known as Sylessiadil, the Goddess of Holy Shadow.  Some of your subjects have begun openly worshipping this deity, claiming that the arrival of the Nocae at Mhaldûl-Nem in an hour of need was a miracle from the Goddess.  These converts wish to construct a shrine to Sylessiadil within Mhaldûl-Nem.  They are led by a prophet, a Dwer woman named Ahiruma Dun Khul.  However, traditionalist Dwerim in the Mansion – particularly those who tend to the Hall of the Ancestors – claim that this new faith is blasphemous, and goes against Dwerim tradition.  While the converts have not explicitly denied the legitimacy of Dwerim ancestor-worship, never before have the Dwerim honoured gods in the manner of Sylessiadil.  The traditionalists claim that erecting a shrine to the "Elf Goddess" will undermine centuries of sacred practice and custom, and that children will turn from the Ancestors to a foreign deity.  They insist that it was the blessing of the Ancestors that won the day against the Red Tide, and call on you to explicitly ban worship of Sylessiadil within the Mansion.

In Nüln, reconstruction of the Rose Garden has begun and the statue of Nír has been finished.  As if the King in the Deep were smiling upon the ancient city, the mines of Nüln have hit an unexpected vein of adamantine, an extremely valuable ore which can be used to produce exemplary arms and armour by those who know how to work this dark, resilient metal.

[-1 Wyrmhunter to Jabberlings.

Molgrim wishes to establish a camp in Ald-Lothii to recruit more Splinter-Shields:

[ic=Splinter-Shield War-Camp]This collection of drilling yards, armouries, barracks, and other training areas serves as a headquarters for the Splinter-Shield Mercenary Company, a Hobgoblin mercenary unit in the service of the Dwerim.

Cost: 50 Gold, 10 Metal
Construction Time: 2 weeks
Benefit: You can recruit Splinter-Shield Hobgoblins.[/ic]

[ic=Splinter-Shield Hobgoblin]The Splinter-Shields are elite Hobgoblin mercenaries who have served in many campaigns throughout the Underdeep.  They are typically armed with spears or other polearms, scale armour, and heavy shields.

Cost: 10 Gold, 3 Metal
Upkeep: 3 Gold, 2 Food
Melee Attack: +5
Melee Damage: 6
Defence: 16
Health: 10
Speed: 4
Morale: +4
Special Abilities: Discipline[/ic]

The Tomb of Lothë will be completed next week.  The Great Lamps have 2 weeks of construction time remaining.

+1 bonus to Attack and Morale in Mhaldûl-Nem and Nüln for two weeks due to the construction of the likenesses of Gírn Dun Riar and Nír.

A group of Dwerim converts to Sylessiadil has petitioned you to construct a Shrine to the goddess in the Mansion.  If you yield to their request the structure will have the following costs and benefits:

[ic=Shrine of Sylessiadil]This small shrine is dedicated to Sylessiadil; here, Dwerim worshippers of the deity pray to the Goddess of Shadow, beseeching her protection and guidance.

Cost: 150 Gold
Construction Time: 3 weeks
Benefit: You can recruit Dwer Paladins.  In addition, garrisoned Dwerim who pray at the Shrine of Sylessiadil gain +1 to Morale for 1 week.  Any units suffering from disease are cured, and return to full Health.  Dwerim units cannot pray at more than one shrine per week.

Nocae units garrisoned in a Dungeon with a Shrine of Sylessiadil treat it as the Shadow Elf Room of the same name.[/ic]

[ic=Dwer Paladin (Requires: Shrine of Sylessiadil)]These stout-hearted Dwerim are converts of Sylessiadil who have pledged their lives to the Goddess of Shadows.  When they enter the service of the Goddess they swear sacred oaths to track down beings of unlight and purge them from the Underdeep.

Cost: 15 Gold, 3 Metal
Upkeep: 6 Gold, 3 Food
Melee Attack: +7
Melee Damage: 8
Defence: 17
Health: 12
Speed: 3
Morale: +5
Special Abilities: Bless, Grudge (choose one: Dark Elf, Demon, Undead)[/ic]

The Dwer Mine Complex at Nüln will produce Adamantine instead of Metal for the next two weeks.  Adamantine can be used in place of Metal for any construction if needed.  However, it can also be used by a Furnace Master to specifically to upgrade the arms or armour of Dwerim units.  For every 2 Adamantine spent, the Furnace Master can upgrade a unit's Defence by +2 or Melee Damage by +2.  These upgrades can each by taken only once per unit (though a single unit can take both upgrades).  Units that already have improved arms and armour can still take the upgrades, but they do not stack with pre-existing upgrades.

Remaining mineable resources at Mhaldûl-Nem: 30890 Gold, 6495 Metal

Remaining mineable resources at Nüln: 12880 Gold, 965 Metal

Remaining mineable resources at Balagrod: 3550 Gold, 5300 Metal

Remaining mineable resources at Rhaud: 6050 Gold, 2150 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]An Outpost has been established to the south which will help secure your borders against incursion, or alternatively function as a forward operating-base in any campaign launched against the Shadow Elves, Dwarves, or Dwerim.   You have heard rumours of a conflict between the Cleversmart Kobolds whose warrens lie below yours and the Undead who lurk to the west.  Given your position between these two major powers, you may be able to tip the scale in one direction or another if you so chose.  Debates fly back and forth in the Senate over the correct course of action.  Certain traditionalist factions are asking for you to lead the Legion against the Undead in support of your reptilian kindred.  They point out that if the Liches are willing to attack the Cleversmarts, the Legion is likely next on their list of targets.  However, other voices in the Senate disagree (you suspect these voices have been influenced by your co-Consul, Lucius Yirik, though this cannot be definitively proven), insisting that the Republic remain neutral in this matter.  They insinuate that your forces are being spread thin, and that tensions rising in the south require all of the Legion's might.  Whether this faction has discovered the near-disaster at the Dwarf-ruin is uncertain.

While debate in the Senate raged, you left Bloodwatch Enclave and traveled south to Stonespire Fortress.  Legion banners hung from the ancient walls, the double-headed dragon obscuring the Dwarven runes graven on the stones.  Here Legion Kobolds were busy at work repairing the ruin, digging a moat and lining it with spikes, disguising the entrance to the ruins, and beginning construction of a workshop for the construction of additional fortifications.  After an inspection of the base you continued south to meet with your newly acquired allies.  The Wargs, meanwhile, won to your cause, are eager for battle.  Dreadfang, their pack-leader, thirsts for vengeance against the Dwarves, impatient for bloodshed.  It may be prudent, however, to amass a larger army before launching an attack on those of the southern Upperdeep.  

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC![/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Your attack on the impudent Cleversmart Kobolds has proved an unmitigated disaster!  Gorgol the Anarch and his impressive forces, including a great host of skeletons, Chaos Beasts, and Ghouls, descended into the Middledeep and assailed the Dark Elf ruin with all their strength.  The Kobolds pelted you with sling-stones from the semi-ruinous city walls as your forces marched on the stronghold, and your archers returned fire, slaying all of the scaly warriors, but the Kobolds proved remarkably resistant to Gorgol's Chaos wizardry.  Your Chaos Beasts charged forwards, bursting through the hastily repaired gates and into the city, but were met by two dozen Dire Rat Cavalry commanded by Shee-Ra herself.  The rat-riders charged forth with spears levelled and met the Chaos Beasts and your other infantry forces in battle, and a confusing melee ensued – a morass of fur, fangs, spears, scales, hooves, and tentacles.  When the dust settled your Chaos Beasts had been slain, along with your Zombies, skeletal warriors, and Ghouls, though they had killed many Kobolds, including their few skulkers and nearly a dozen Dire Rats and their riders.  Your archers peppered the remaining Dire Rat cavalry with arrows and Gorgol wove a spell, but it seemed only to enrage the Kobolds and they stampeded over him and the archers, grinding them to bonemeal.  Monitoring the battle through the sightless eyes of one of the skeletal archers, you caught a glimpse of Shee-Ra dashing out the Dwarf's skull with a sling-stone as her forces crushed the rest of the archers to pale dust.  Truly a crushing defeat – and the loss of such a gifted apprentice is wretched indeed.  Still, you have at least bloodied the Kobolds' snouts.  Perhaps, spread thin as they with their far-off wars in the Lowerdeep, you'll have a chance to avenge Gorgol's death.

Your researches continue in the Red House, and you have discovered a means of better protecting your Phylactery – an Arcane Lock that will protect a secret chamber from intruders.  Further research along these lines will make your Phylactery even more secure.  You have heard tale also that the plague above, the Crimson Doom, is worsening, and that now the virulence has spread to many settlements through the north, peasants dying in the hundreds.  Your Bonegardens swell with the diseased dead.

[Your Bonegardens produce Diseased Bodies this week and double in production!

You lost Gorgol, 50 Skeletal Archers, 4 Zombies, 3 Chaos Beasts, 2 Ghouls, and 2 Skeletal Warriors in the failed assault on the Cleversmart fortress.

You have discovered the following spell:

[ic=Arcane Lock (Utility)]This magical lock seals a chamber against all but the most magically astute attackers.  Arcane Locks can be placed on any individual Room within a Dungeon except for production structures such as mines or bonegardens, including Secret Chambers.  If the Dungeon containing an Arcane Locked Room is captured, the Arcane Locked Rooms cannot be entered or used by the occupying forces.  Arcane Locks can be Dispelled, however.  Arcane Lock cannot be used on fortifications such as an Iron Gate.  The spell can be cast once per week and is permanent until Dispelled.[/ic]

This spell has been added to your Arcane Library (it still takes a week to research).

-1 Scroll of Haste to the Kirr.

-4 Food to the Exalted.

-4 Food to the Dark Elves.][/spoiler][spoiler=For the eyes of the Succubi known as the Seven Sisters]Ah, the many pleasures of this place!  It had been too long.  Those of you who journeyed to Kirr-Godna have found the city simply delightful – some of the familiar trappings of the Abyss, the comforts of home, but combined deliciously with a certain exoticism.  And of course, the company of mortals – malleable, manipulatable mortals – can be far more exhilarating than that of Demons, at times.  These Kirr have made an art out of pleasure and pain; their capitol is, you must admit, quite exquisite.  A boudoir has been established here; you anticipate spending many pleasurable hours within.

Incarnadine, you journeyed to the Upperdeep to observe the city of the Nocae, Umbrazzid, carefully scouting the borders of the Shadow Elf realm.  Their forces seem powerful, and their city has a certain pallid beauty.  After surveying their realm you descended through a chasm to the realm of the renegade Ceremorphs – specifically to the Heart-Chamber of Kat-Shatep, a place ruled by a strangely alluring creature called Altharid Xallasine, a Ceremorph diabolist of some skill.  You may be able to compare notes with this being, and learn from one another.  Two Bloodfiends lurk here as well.

Verdure, remaining unseen, you discovered a large herd of Jabberlings roaming the Middledeep – a hundred in all, heading south and west.  You let them pass before assuming the semblance of a grafted servitor, one of Grolhund's minions.

[+53 Souls from Debauchery.

+70 Gold (stipend) from the Kirr.

+15 Gold from Exalted.

Caerulea has learned Haste.  Wisteria has learned Ward.

Kirr-Godna contains the following structures:

Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

It is garrisoned by a Dark Elf Swordsman, two Crossbowmen, four Ogre Slaves, and a Bloodfiend.

Hazer-Nagroth contains the following structures:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb
Barrow
Sepulchre
Improved City Wall
Escape Tunnel
Pit Trap

It is garrisoned by Dalashinn, 1 Slave Soldier, 7 Dark Elf Crossbowmen, 2 Dark Elf Spider Cavalry, 2 Tunnel Hulks, 2 Ogre Slaves, and 1 Bloodfiend.

The Nocae settlement has an Escape Tunnel and is garrisoned by three Abominations (one a Commander).

Heart-Chamber of Kat-Shatep only contains an Escape Tunnel, at present, and is garrisoned by Altharid Xallasine and 2 Bloodfiends.][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Your forces fought two great battles this week – one ending in great victory, one in crushing defeat.  The forces of the vile Greyskulls, assisted by strange, chaotic monstrosities with shifting, amorphous bodies (creatures with dozens of mouths, eyes, antlers, hooves, horns, babbling from many mouths) and a strange Dwarf warped by twisted Nastymagic, attacked the BiteyTriumph Halls, descending from the Upperdeep in a mouldering horde.  The vast bulk of this army consisted of arrow-shooting Greyskulls, with some corpse-eating Greyskulls and shuffling, slow-moving Greyskulls for support.  Your slingers assailed the advancing army from the newly-repaired battlements while your skulkers lobved stones from the murder holes but the arrow-shooting Greyskulls picked them off one by one, while the slimy monster-things battered down the gates and ate your skulkers without a second thought.  But then you, Queen Mistress Shee-Ra Cleversmart the Sixteenth, gave the order for your BiteyAvengers to charge.  They leveled their spears and, with squeaks of valour, stampeded forth in a great furry mass.  The wicked spells of the Dwarf wizard were of no avail as they fell upon the squirming, slimy things and, with many glorious pokings and stabbings, left their burbling bodies dead.  Though a dozen rat-riders were lost in the fray they emerged triumphant and proceeded to crush the remaining Greyskulls beneath their paws, grinding them to bonemeal.  Your Cleversmarts will be feasting on marrow stew for weeks.  You personally slew the NastyDwarf with a sling-stone.

In the Lowerdeep, however, things have not turned out well.  Your blunderdigs, hasted by the ShinyElf Magus, tunneled under the NastyDream city and into the chamber of the NastyDream Godbrain.  The DreamSlayers then let Saerid and his ShinyElves into the chamber, hanging back themselves to observe the battle from a distance.  But there was trickery afoot.  Watching the battle, your Kobolds thought the room unguarded... but then huge spurs of rock, which they had assumed were stalagmites, came alive and starting attacking the ShinyElves with horrid tentacles!  The ShinyElf Magus had seemed to know about this attack, but even so many SwordsElves and SpearElves were slain.  At this point strange winged thingies, probably sent from the fish vassalfriends in the Darksea, joined the battle and killed some of the stalagmite NastyDreams but were themselves gobbled up.  The BowElves killed many of the NastyDream stalagmite-things but then an evil light entered their eyes and they turned on their own friends, confused or possessed by the gigantic, pulsing, pink Godbrain!  ShinyElves began retreating, but the ElfPrince charged forth past the stalagmites and toward the Godbrain.  As the NastyDream stalagmite-beasts came forward your DreamSlayers fell back down the tunnel with the dregs of the ShinyElf army – only a handful of BowElves!  They do not know what has become of the ShinyElf Saerid.  Probably he is dead, or enslaved by NastyDreams now.  Foolish SurfaceElf.  He should have fallen back and lived to fight another day; but in the end he was not clever or smart, not like Kobolds...

The thralls have been freed in the Lowerdeep.  Sadly there were no Minotaurs amongst them, and they are poorly trained and ill-equipped.  They have dispersed into the Middledeep.  Cleversmart Forest has been founded, and Quo-Vadis has completed his traps.  Uma-Thur reports that two of the Bloodfiends have departed the MadElf outpost, but otherwise the garrison is unchanged.  The Deepguards report that in the fishy-city in the Darksea is mostly unchanged but that the fishes are all sleeping this week.  Two sleepy-pools are being built, but no new creatures have emerged.

[+116 Food from Foraging.

Cleversmart Forest has been founded and needs a Commander. (Note: there was some contradictory info on where this settlement would be located.  I assumed you meant Middledeep 63, not 73; correct me if I am wrong and I will amend the map accordingly.)

-14 Slingers, -2 Skulkers, and -14 Dire Rat Cavalry from the Battle of BiteyTriumphHalls.  +89 Bodies from the battle.

Queen Shee-Ra has gained a new ability.  Choose 1 of the following and add it to her Special Abilities:

[ic=Critical Shot]Shee-Ra is now very adept at accurately slinging her stones.  When using a sling, if she rolls a natural 20 when attacking, she deals double damage.  This ability is imparted to any unit she leads who also use slings.[/ic]

[ic=Rapid Shot]Shee-Ra's skill with the sling continues to increase.  She can now choose to attack twice in a round with her sling, albeit with a -4 penalty to hit.  This ability is imparted to any reigiment she leads capable of ranged attacks.[/ic]

[ic=Mounted Onslaught]Shee-Ra is now exceptionally skilled at leading mounted charges.  If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.[/ic]

[ic=Dungeon Defender]Shee-Ra is a skilled defender, adept at rallying her forces to safeguard a Warren.  When garrisoned in a Dungeon, her Leadership bonuses to Ranged Attack and Morale increase by +1.[/ic]

+10 Gold from Saerid and the ShinyElves.

-5 Giant Spider Bodies to Grolhund.

+30 Gold from Watchers.

+104 Gold, +64 Metal to Cleversmarts.]][/][/spoiler][spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]Your Sporemother, formerly the one known as the Carteker but no longer called by that name, has traveled vast distances through the depths of the caverns to arrive at last in the lands of your allies, the Ceremorphs, before the broken Duergar city of Ladaguir.  Having reached her destination, though exhausted, she implanted many spores which will eventually mature into Fungoid warriors.  Once these develop they will may prove significant in the continuing conflict in the northern Lowerdeep.

In the Thorn of Visions, the link between the teleportation circles has been severed, while outside your forces harvested many toadstools and other mushrooms.  The Blackroot supply is beginning to dwindle in the Great Mushroom Forest.  While a few toadtsools remain the fungi must be given a chance to replenish themselves. The Delver has been successfully wooed to the service of the Glow, and your new colony and outpost have been successfully established.

At the Heart of the Glow, the Shadow Elf Abomination delivered her dead sister to your care.  The cadaver has been immersed in the depths of the water, embraced by the Dream itself.  Presently, the waters seethe and boil, glowing with a strange effulgence.  The Abominations were created when the Spider Goddess of the Dark Elves cursed the High Priestesses of the Nocae.  That taint, it seemed, remained within the Elf-Flesh.  When the Dream touched it, the Light of the Glow was transformed.  The creature which still develops beneath the water is not a creature of the Glow, not truly, but of the shadow, the Umbra.  It is not a creature of the Dream, but of the Nightmare...

[The Child of the Glow and her Clone have learned the Haste spell.

The Nocae Abomination is being transformed into a creature called a Fungoid Nightmare:

[ic=Fungoid Nightmare (Requires: Heart of the Glow)]A creature of dark fungus shedding twisted unlight – the Umbra, negative counterpart of the Glow, shadow to its light, still beautiful but tainted, corrupted, decadent – Fungoid Nightmares are manifestations of fear.  Where the creatures of the Glow are beings of wonder and sublimity, those of the Umbra are beings of horror, revulsion, and perverse attraction.  Nightmares are elegant, spidery things, vaguely reminiscent of Shadow Elf Abominations; the very sight of them inspires terror, though they fade in and out of focus, shifting subtly between this plane and some plane of shadow.

Cost: 1 Shadow Elf Abomination Body
Maturation Time: 4 weeks
Upkeep: 10 Bodies
Lifespan: 20 weeks
Melee Attack: +8
Melee Damage: 10
Defence: 18
Health: 40
Speed: 5
Morale: +4
Special Abilities: Fear (DC 20), Infiltrator, Poison 5, Regeneration 10[/ic]

-90 Gold to Exalted, +168 Metal from Exalted.  +75 Bodies and +16 Ceremorph Bodies from the Exalted. (Note: I think these were probably mid-week last week; if so, ignore).

The Blackroot patches in the Great Mushroom Forest contain approximately 20 more doses, after which it will take a month for them to replenish themselves.][/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Steerpike on April 17, 2013, 11:59:30 PM
[ic=Responses – The Month of the Beetle, Week 1][spoiler=Message for Llitul the Demented, styled the Lady of Madness, from Saersensine, the Sublime, High Exarch of the Ceremorphs]As the Derro lead you away to Shogg'agl, a voice resounds in your mind – Saerid's voice, and yet different, echoing with strange vibrations.  When it speaks to you it is like a thousand cruel knives lacerating your brain:

Greetings, my Beloved, my blushing bride-to-be.  I am the one known as Saersensine, the Sublime, the future flesh-of-your-flesh.  The Overbrain has learned from your failure as a servant; I have been perfected.  You, too, will be perfected, Llitul – you will be purified.  For the Overbrain has decided to show you mercy, in its infinite wisdom.  I swore to you that I would find you no matter where you went, would bring you back to my side – back when I was still Saerid.  Ah!  It seems an aeon ago, now.  That promise still holds true.  No matter how well you hide, no matter what creatures you cling to for protection, no matter where you flee, I will track you down.  And when I do I will drag you back to Dtoulth in chains to the Inquisition of the Transcendent, and I will personally cut the dissident voices from your brain.  The heretical thoughts will be excised, removed, lobotomized.  The whispers in your skull will be silenced.  And then you will arise, my Bride, and we shall be as one, in service of our Master, and together we will restore the glory of the Ceremorphs, and the Overbrain's dominion will be without boundary.  Even the Everlasting Lands themselves, in time, will come under its control, and the Powers of Light will be bent to its will, and all Elf-kind will bow before it, and all others shall be Food.

I am incorruptible, invulnerable, unstoppable.  So run if you wish, Llitul.  Find some dark corner of the Underdeep to conceal yourself in.  I
will[/i] find you, and we [/i]will be wed.[/spoiler][spoiler=Response to Llitul the Demented, styled the Lady of Madness, from Saersensine, the Sublime, High Exarch of the Ceremorphs]You think to poison me against our Master?  You are a fool, Llitul.  Perhaps I was wrong in my hope that we will be equals in marriage.  From the way you whine and mewl you are fit for no such honour.  The kennels of the Brainhounds may be a fitter home for you...[/spoiler][spoiler=Response to Llitul the Demented, styled the Lady of Madness, from Black Agnethe]There is no response; you sense, in fact, that the Hag has departed her these lands, and can no longer taste her mind in this part of the Underdeep.[/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Using your newly acquired spellcraft you scry the caverns of the accursed Kobolds, the vile creatures responsible for the death of your apprentice Gorgol.  In the Dark Elf ruins, the Kobold Chieftain Shee-Ra and her Dire Rat cavalry – twelve of them in all, including one who appears to be a commander – are camped, along with half a dozen skulkers – presumably, these are forces which arrived late last week after the battle, reinforcements from deeper in the Kobold caves.  The ruin itself has been thoroughly repaired and patched by the Kobolds, and has been riddled with traps, pits, snares, and murder holes.  Shee-Ra bears a strange black jewel and carries a restorative potion.

[The Dark Elf ruin contains the following structures:

Dark Elf Mine Complex, City Wall, 3 Pit Traps, 3 Snares, 5 Murder Holes, Escape Tunnel, Matriarch's Spire, Matriarch's Study, Arcane Library, Slave Pens, War Spire, Armoury Spire, Web Caverns, Temple Spire]

The cavern to the northeast is guarded by a pair of burrowers, seven skulkers, and nine slingers.  The Warren here is likewise protected by traps and snares.  One of the Kobolds wears an unusual spider-silk cloak and carries a lute.

[The Kobold Warren at Middledeep 72 contains the following structures:

Kobold Mine, Palisade, Spiked Moat, Escape Tunnel, 2 Murder Holes, 2 Snares, 3 Pit Traps]

Next you peer into a passage within the Cleversmart realms and discover a trapmaker busy at work, putting the finishing touches on a clever rockfall trap.  There's also a pit trap here, cunningly concealed.[/spoiler][spoiler=Message for the Lich Dr. Roberston, styled Professor Immortal, from Lady Viarra Gloomsong, Matriarch-in-Exile]Professor Robertson,

I seem to have badly miscalculated.  Certain circumstances beyond my control have left me exiled from Vashnaranzenan.  My forces currently hold a minor base in the Lowerdeep, but I lack the troops to retake my city.  I must humbly request asylum within your lands.  I believe that if I make my way south and east I may be able to gain the Middledeep safely, and from there we may be able to reach the borders of your lands.  My warriors will serve you well, and I am versed in the arcane arts.  Should you give us shelter, I would not soon forget your aid.  In time, perhaps, I may be able to reclaim Vashnaranzenan, and gain vengeance over my foes.  If this were to transpire I would reward you well for your assistance.  At the time being, however, I simply require sanctuary from those who would destroy me, and have little to immediately offer in return.

Sincerely,

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to Chiaroscuro Septena from Saersensine, the Sublime, High Exarch of the Ceremorphs]Saersensine's oily voice resounds in your head; his words have the texture of slime.

Greetings, Hellspawn.  Your offer of aid is intriguing, though we do not require your assistance in mopping up those dregs that still persist about the walls of Dtoulth.  My former kinsmen will easily be defeated.  However, my runaway bride, Llitul, remains unaccounted for; though I suspect she has fled south, her exact position is unknown to me.  I wish to discover her whereabouts, and my Master tells me that your kind deal in information and secrets.  If you truly wish to aid the Ceremorphs and return her to me, I would hold you to your oath and ask that you to tell me what you know of her location.[/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Vaelri has looked upon the dungeon of the Abject Ceremorphs, and seen a disturbing sight indeed.  A female Ceremorph diabolist, living but skilled in demonic magic, converses with a succubus in the depths of the Abject base, a place protected by a wall of ooze, with an escape tunnel leading out.  Thrall pens are being populated and uncanny architecture already begins to accrete.  A pair of vile Bloodfiends attend to the Ceremorph summoner.[/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have peered into the Undead lands using the scrying capabilities of your laboratory and looked on one of their outposts.  It is heavily fortified with a thick stone wall, heavy iron gate, and spiked moat, but is only minimally garrisoned – the sole occupant is a lone undead Warg.[/spoiler][spoiler=For the eyes of the Kobold Commander Marius Krinak, Legatus of the Legio I Draco]Your Augurs again consult the omens and look into pools of water dripping from stalactites above, peering upon the lands of the Undead.  Their first outpost is protected by a heavy iron gate and a spiked moat, garrisoned by a large force of skeletal archers – twenty one of them in all, one of them a captain of some standing, it seems.  Eleven skeletal warriors and a ghoul round out these forces.

Next comes the Undead capitol, a fell necropolis of crimson stone, replete with tunnels and libraries, crypts and laboratories.  A Lich, Markus Ashton, peruses the musty tomes here.

[The Undead capitol, the Red House of Albaiyat Alhazred, contains the following structures:

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library
Necromantic Laboratory
Teleportation Circle
Scrying Chamber
Spiked Moat]

In the tunnel south of the Red House a single skeletal archer patrols.  Further south still your augurs discern an Undead mining settlement overseen by another skeletal archer, with no under forces under its command.  It contains a single Undead mine worked by shambolic labourers.  In the tunnel beyond that, another skeletal archer patrols.

Next your Augurs look upon Duergar lands in the lower depths.  In chambers lit with crimson light from the effulgent magma that fills them rise citadels of basalt and obsidian, the fearsome fortresses of the Deep Dwarves.  The first, the Drakkenhold, is garrisoned by three hammer-throwers.  Five newly-hatched Fire Drakes, one of them two-headed, are being raised here by the Duergar commander.  Otherwise the citadel looks to be a essentially a mining operation.

[Drakkenhold – Lowerdeep 16 – contains a Forge Hall and a Duergar Mine]

Continuing their inspection your Augurs look on the Duergar capitol of Käferhold.  This well-fortified citadel is hosting a summoner of the Kirr Dark Elves but is otherwise unguarded – the Duergar army must be elsewhere.  This is the heart of the Duergar realm, where the Despots' armies are trained.  Grey Orc mercenaries – a captain, fifteen swordsmen, and fifteen axe-throwers – can be found here, though they do not seem to be in Duergar employ.

[The Käferhold – Lowerdeep 17 – contains the following structures:

Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
3  Beetle Farms
Hatchery
Outer Wall
Iron Gate
Magma Moat]

Finally your Augurs look on another Duergar colony, this one slightly better-guarded.  Six cave beetles, the Duergar Despot Käfer himself, a magma cannon, and a Duergar commander are garrisoned here.  The citadel seems to be a trading post and mining settlement.  The Hall of Trade seems to have attracted a group of mercenaries, a band of twenty-one  Fire-Dwarf spearmen, although they also do not yet seem to be in Duergar employ.

[Umbrahold – Lowerdeep 19 – contains the following structures:

Forge Hall
Duergar Mine
Beetle Farm
Hall of Trade][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You scry the city of Umbrazzid.  The garrisons consists five Archers, twenty-one mercenary Deep Gnome Brigadiers, six, Abominations, five Paladins, four Cleric, twelve Shadow Elf Rangers, and ten Accursed.

[Umbrazzid contains the following structures:

Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Temple of Sylssiadil
Ranger's Spire
Drake Nest
3 Lichen Garden
2 Lizard Pens
Spire of Gloom
Shadow Architecture
3 Murder Holes
Veil of Shadows

What has happened to the mines is unknown.][/spoiler][spoiler=Response to the Duergar Despot Käfer, Lord of the Käferhold, from Lofarr the Incandescent]Duergar Lord,

I'll nae reduce our price!  Me and my lads, we came to your lands to fight for the highest bidder, though we'd prefer to fight for Dwarves of one stripe or another, and heard you were looking for those such as us.  If you cannae pay us, we'll be on our way, though you'd be a right numpty to turn us aside!

Lofarr[/spoiler][spoiler=Response to the Duergar Despot Käfer, Lord of the Käferhold, from Lady Viarra Gloomsong, Matriarch-in-Exile]Lord Käfer,

I would gladly seek asylum in your territory, for though I had hoped to find succour with the Necromancers who dwell above me it seems they too have fallen under the sway of the Ceremorph witch, Llitul.  However, two problems present themselves.  First, I have no means of passing the Rift of Xelchezar.  Secondly, I have heard it said that you have become... friendly with the Dark Elves known as the Kirr.  Were I to enter your lands freely, the Kirr might take great exception to me; it could well damage your alliance with them.  Does your offer still stand?  Can you provide a means for me to cross the chasm?  Are you willing to suffer the consequences of my presence in your realm?

Lady Viarra Gloomsong, Matriarch of Vashnaranzenan[/spoiler][spoiler=Response to Kes Kel Anith, from Throngel Greatmane of the House of Gyllir]Lord Kes,

Pardon the lateness of my reply, for it takes some time for my kinsfolk to convey messages into the depths.  Your tidings are great indeed, and the blades you speak of shall be put to good use protecting my lands.  As for this axe, though I am too old for most battlefields, a fall having left me without use of my legs, it will be given a place of honour in my hall, where all shall see the craftsmanship of your people, and in time of great need it will stand at the ready.

With thanks,

Throngel Greatmane of the House of Gyllir[/spoiler]
[spoiler=Response to of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground, from Captain Elwyn Gleamgloam]Your assistance is appreciated – truly we were ignorant of the generosity of those who dwell below.  If we survive the horrors of the Evergloom, we will name you Elf-Friends!

We weep for the fall of Saerid, the Shining Flame.  The Mithril Tower is left Lordless, Heirless, empty.  We must attempt to retrieve our Lord's remains, if he is dead.   Yet it is clear that our quest, to rescue Llandri Brightsar, has failed.  Once we have the body of our Lord we will depart these tunnels with all speed.  For now we will fall back, as you suggest, and gather our strength.

Captain Elwyn Gleamgloam[/spoiler][/ic]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: LD on April 18, 2013, 12:01:50 AM
Orders Draft Complete

[spoiler=Orders and Information]
[ic]
Secret Story?

[/ic]

-Added 25 more metal. Apparently I forgot to add the metal from Cleversmart Caverns to the total last week.

[spoiler=Production]
[ooc=M63]Forestrees - Middledeep 63

Resource: Mushrooms  (25 food)[/ooc]

[ooc=M64]Cleversmart Colony[/ooc]

[ooc=M65]Cleversmart Caverns - Middledeep 65

Improved Kobold Mine: (300 gold)
Improved Kobold Mine: (25 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 300 gold, 25 metal[/ooc]

[ooc=M66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food, 150 gold, 15 metal[/ooc]

[ooc=M72]GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal[/ooc]

[ooc]BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex (400 gold)
Dark Elf Mine Complex (50 metal)

M73 Subtotal: 400 gold, 50 metal
[/ooc]

[ooc]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185 gold)
Ceremorph Mine (20 metal)

Resource: Mushrooms (25 food)

L69 Subtotal: 25 food, 185 gold, 20 metal[/ooc]

Total Production: 200 food, 1185 gold, 125 metal

[ooc]Looting/Events
+116 food (forage), 10 gold (guides), +91 bodies (59 undead; 32 kobolds/rats),  +30 gold (from Watchers) +104 gold (Dolmar), +64 metal (Dolmar)
[/ooc]

Total Looting/Events: 116 food, 144 gold, 64 metal,  91 bodies/food

Total Total: 316 food, 1329 gold, 189 metal, 91 bodies/food
MINUS Error Corrections of: -20 food, -32 gold +25 metal I forgot last turn=
Final Total: 296 food, 1298 gold, 214 metal, 91 bodies/food

[/spoiler]

[spoiler=Upkeep]

BangyBangs
Trapspringers (6g/4m/1f) x 1 =(6g/4m/1f)

=SUBTOTAL: 6g/4m/1f

Forestrees

Slingers (1g/1f) x 2= (2g/2f)

One less **** upkeep because of Commander.

=SUBTOTAL: 2g/2f

The Colons
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 3 = (6g/3f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

DreamSieges
Blunderdigs (3g/1f) x 2 = (6g/2f)
Bottletossers (4g/2m/1f) x 3 = (12g/6m/3f)
Trapspringers (6g/4m/1f) x 3 =(18g/12m/3f)

=SUBTOTAL: 36g/18m/8f

Deepguards
Slingers (1g/1f) x 6 = (6g/6f)
Skulkers (2g/1f) x 7 = (14g/7f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire Rat (3g/3f) x1 (3g/3f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 26g/17f

GoodyGarrison
Slingers (1g/1f) x 3 = (3g/3f)
Skulkers (2g/1f) x 1 = (2g/1f)

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 5g/4f

BiteyAvengers
Dire Rats (3g/3f) x11 (33g/33f)

1 less Dire Rat upkeep because of Shee-Ra.

=SUBTOTAL: 33g/33f

RuinGuards
Skulkers (2g/1f) x 7 = (14g/7f)

1 less Dire Rat upkeep because of Commander.

=SUBTOTAL: 14g/7f

ShinyGuards
Skulker (2g/1f) x 1 = (2g/1f)

1 less Skulker upkeep because of Commander

=SUBTOTAL: 0g/0f

SmartyScouts
Slingers (1g/1f) x 9 = (9g/9f)
Skulkers (2g/1f) x 6 = (12g/8f)
Blunderdigs (3g/1f) x 2 = (6g/2f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 25g/19f

Southguard
Skulkers (2g/1f) x3 (6g/3f)
Slingers (1g/1f) x 2= (2g/2f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

Total: Net Loss/turn -(165g/93f/22m)
*Note: Total calculated by Excel, not by adding subtotals. Not all subtotals may be correct. I think use of Excel may be an ultimately more mathematically correct method.
[/spoiler]

[spoiler=Construction]
[ic]SouthSkulk Caverns- Middledeep 60
Completed This Turn
Escape Tunnel (20 gold)

Under Construction
Gold Mine (150 gold, 15 metal) (week 2/3)

Beginning Construction

[/ic]

[ic]Forestrees- Middledeep 63
Completed This Turn


Under Construction

Beginning Construction
Escape Tunnel (20 gold)
Gold Mine (150 gold, 15 metal) (week 1/3)

[/ic]

[ic]Cleversmart Colony- Middledeep 64
Completed This Turn
Escape Tunnel (20 gold)
Pit Trap (25 gold)

Under Construction
Kobold Mine (150 gold, 15 metal) (week 2/3)

Beginning Construction

[/ic]


[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Dragon Shrine (75 gold) (week 3/3)
Shinycaster's Cave (125 gold) (week 2/2)
Disguised Entrance (50 gold)
Caltrops (10 gold; 10 metal)

Under Construction

Beginning Construction
Improved Disguised Entrance (25 gold)
Caltrops (10 gold; 10 metal)
Trebuchet (35 gold) (week 1/2)
Maze (100 gold) (week 1/4)
[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Murder Holes (20g)
Pit Trap (25g)

[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Completed Construction
Rockfall Trap (35g) (week 2/2) (by Trapspringers)

Under Construction

Beginning Construction
Pit Trap (25g)
[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn
Spiked Moat; 25 gold (3/3 week)
Reinforced Gate; 15g, 5m
Pit Trap; 25g

Under Construction

Beginning Construction

[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
Murder Holes #4 (20g)
Murder Holes #5 (20g)
Snare #3 (10g)
Pit Trap #2 (25g)
Pit Trap #3 (25g)
Spiked Pit Trap (Upgrading Pit Trap #1) (10g)
Reinforced Gate (15g/5m)

Under Construction
See Beginning.

Beginning Construction
Rockfall (35 gold) (week 1/2)
Trebuchet (35 gold) (week 1/2)
Cage Trap (50 gold;15 metal)

[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69
Completed This Turn
Escape Tunnel (20 gold)
Burrow (35 gold) (week 2/2)

Under Construction
See Beginning.

Beginning Construction
Pit Trap 1 (25 gold)
Rockfall Trap (35 gold) (week 1/2)
Palisade (20 gold)

[/ic]


[/spoiler]

[spoiler=Recruit]

Recruiting:

31 Slingers (5gp) * 31 = 155 g
8 Skulkers (7g/1m) * 8 = 56g/8m
18 Dire Rats (17 gp/1 m) * 18 = 306g/18m
2 Shinycasters (50g) *2= 100g
8 Trapspringers (13g/ 8m) * 8 = 104g/ 64m

=SUM (721g/90m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
2 Shinycasters (50g) *2= 100g
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
4 Bottlethrowers (13g/ 5m) *4 = 52 g/ 20m
3 Trapspringers (13g/ 8m) * 3 = 39g/ 25m


[/spoiler]

[spoiler=Wealth]
Began Turn at: 1315 gold, 160 metal, 1257 food, 18 bodies
Gained: 1297 gold, 214 metal, 296 food, 91 bodies
Total: 1315 gold, 374 metal, 1553 food, 109 bodies

Spent 415 gold on construction.
Spent 165 gold on upkeep.
Spent 721 gold on recruiting.
Spent 0 gold on founding dungeons.

Spent 35 metal on construction.
Spent 22 metal on upkeep.
Spent 90 metal on recruiting.
Trade 0 metal to Vassals.

Spent 63 food on upkeep. (See bodies for rest of consumed food)
Trade 0 food to vassals.

Ate 30 Kobold Bodies.
Trade 8 bodies (ceremorphs) to Grolhund.

14 gold
1490 food
225 metal
10 bodies (ceremorphs)
59 bodies (undead)

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 60]
SouthSkulk Cavern- Middledeep- 60

Escape Tunnel (20 gold)[/ic]

[ic=Middledeep 64]
Cleversmart Colony- Middledeep- 64

Escape Tunnel (20 gold)
Pit Trap (25 gold)[/ic]

[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)---> UPGRADED TO Improved Kobold Mine (225 gold, 20 metal) (week 4/4)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)
Dragon Shrine (75 gold) (week 3/3) (Troops who pray at a Dragon Shrine gain +1 to Morale and Defence and are immune to disease (if they are suffering from a disease, it is cured, and they return to full health).  These benefits remain for 2 weeks).
Shinycaster's Cave (125 gold) (week 2/2) (recruit Shinycasters)

Palisade (20 gold) ----->UPGRADED Reinforced Gate (15 gold, 5 metal)
Pit Trap (25 gold) --->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)
Disguised Entrance (50 gold)
Caltrops (10 gold; 10 metal)

Susurrus, the Executioner's Blade
[ic]Its vorpal enchantment means that if its wielder rolls a natural 20, it automatically kills its target if they have a head.  The sword grants +2 to Melee Attack and Damage, but the sword demands blood constantly, and its wielder effectively gains the Animosity ability while they carry the blade.[/ic]
[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel; 20g
Murder Holes (20 gold)
Pit Trap; 25g
[/ic]

[ic=Middledeep 67]SpikyDeath Cavern- Middledeep 67
Note. Not a Dungeon. Just Traps Here. I think it will function like an outpost in that the enemy is forced to walk over these traps even if they are ending their turn in another region.

Pit Trap (by Trapspringers)
Rockfall Trap (35g) (week 2/2) (by Trapspringers)
[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)---->Reinforced Gate; 15g, 5m
Spiked Moat; 25 gold (3/3 week)
Escape Tunnel (20 gold)
Murder Holes (20 gold)
Murder Holes; 20 gold
Snare; 10 gold
Snare; 10 gold
Pit Trap 1 of 5; 25g
Pit Trap 2 of 5; 25 gold
Pit Trap 3 of 5; 25 gold[/ic]

[ic=Middledeep 73]
BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex

City Wall (Restored as Palisade?) UPGRADED---->Reinforced Gate (15g/5m)
Pit Trap---------->Spiked Pit Trap (Upgrading Pit Trap #1) (10g)
Pit Trap #2 (25g)
Pit Trap #3 (25g)
Snare
Snare
Snare #3 (10g)
Murder Hole
Murder Hole
Murder Hole
Murder Holes #4 (20g)
Murder Holes #5 (20g)
Escape Tunnel

Matriarch's Spire (unusable by Kobolds)
Matriarch's Study (unusable by Kobolds)
Arcane Library (unusable by Kobolds)
Slave Pens (unusable by Kobolds)
War Spire (unusable by Kobolds)
Armoury Spire (unusable by Kobolds)
Web Caverns (unusable by Kobolds)
Temple Spire (unusable by Kobolds)
[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185g/week)

Burrow (35 gold) (week 2/2)

Sphincter Gate (Questionable)
Escape Tunnel (20 gold)[/ic]
[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren + Ambush for Skulkers and Infiltrating Dire Rats
Location: Middledeep 65
9 Slingers [Mya-He is a Slinger]
3 Dire Rats
3 Skulkers
1 Shinycaster
1 Mudspriggan (summoned this turn)

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Slinger (Vit-Toh)
Slinger (Hus-Roh, the loud)
Slinger (Aaa-Hha, the fearful)
Skulkers (Shel-Dahn)
Skulker (Vir-Sal)
Skulker  (Ai-Ur, the Greater)

New Slinger
New Slinger
New Slinger
New Dire Rat
New Dire Rat
New Dire Rat

New Shinycaster (Thu-Uum)
New Mudspriggan (Muddytumbs)
[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale), and Skulkers are in ambush mode. Hai-Phen has a cloak that helps her [ic]Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Their Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic] ; Shinycaster casts hex at enemies if in combat.
Equipment: Manned Murder Holes
Location: M72. (New slingers and skulkers and shinycaster were in M65 and moved (4 Speed)- are not garrisoned yet due to speed; (9 of the 9) old slingers and (5 of the 7) old Skulkers moved from here to reinforce M73.

At Beginning of Turn->
2 Blunderdigs
7 Skulker [Hai-Phen is a Skulker]
9 Slingers

At End of Turn->
2 Blunderdigs
6 Skulkers [Hai-Phen is a Skulker]
20 Slingers
1 Shinycaster (Ske-Ksis)

Skulkers* [Hai-Phen, the Shadow]
Blunderdig ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdig ("Bill-Dit", "Backdoor Blundering Boffins")

Slinger (Par-Fate)
Slinger (Par-Fait)
+ a number of New Slingers who I don't have room to name.

Skulker
+ a number of New Skulkers who I don't have room to name.

[/ic]

[ic=ShinyGuard]ShinyGuard
Commander of the Garrison: Basherpokes
Effects: Kobold Warren Bonuses
Location: L69

8 Slingers
5 Skulkers (Including Commander)

Skulker ("Basherpokes")
Skulkers (4 others) Nameless.
Slingers (8) Nameless.

[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: M67

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)[/ic]

[ic=SouthGuard]SouthGuard
Commander: Tro-Jan, the Unbreakable (a Skulker)
Effects: Invisible, in Kobold Warren
Location: (at end of turn M60)
4 Skulkers
2 Slingers

Skulkers  (Tro-Jan, the unbreakable) [Commander]
Skulkers  (Achi-Lees, the unkillable)
Skulker (Hen-Rhee)
Skulker (Ran-Dolph)

Slinger (Hes-Sian)
Slinger (Ver-Ity)
[/ic]

[ic=RuinGuards]RuinGuards
Commander: Grimfever and Xev-Yiat, the rider (Dire Rat)
Effects: Invisible; Garrisoned; Skulkers in Ambush; Kobold Warren Bonuses
Equipment: Manned Murder Holes
Location: (at beginning: M73; including 10 slingers and 4 skulkers who were formerly in M72 as SmartyScouts (they transfered and were replaced in M73 by new recruits))

at beginning->
1 Dire Rat (Commander)
7 Skulkers (1 on assignment)
0 Slingers

at end->
1 Dire Rat (Commander)
12 Skulkers (1 on assignment) [so, 11 in the region]
9 Slingers

Dire Rat (Grimfever and Xev-Yiat, the Rider) [Commander]
Skulker (Cad-Mium)
Skulker (Rhe-Sus)
Skulker (Rhe-Bus)
Skulker (Iv-Hor)
Skulker ("Bat-Mun")
Skulker ("Bat-Miz")
And More Skulkers (Transferred).
Slinger (Par-Fait)
And More Slingers (Transferred).

Skulker (Uma-Thur) (on assignment to M8) (Remaining in M8)
[/ic]

[ic=Dreamsieges]DreamSieges
Effects:
Location: (at beginning; L69 ; at end, march with elves to L73 and besiege)

2 Blunderdigs
3 Bottletossers
3 Trapspringers

Blunderdigs (Ben-Jee)
Blunderdigs (Ben-Ghay)
Bottletosser (Ysi-Xvho)
Bottletosser (Qwi-Jibo)
Bottletosser (Qwi-Ghon)
Trapspringer (Qup-Upp)
Trapspringer (Dip-Dwn)
Trapspringer  (Mop-Pop)
[/ic]

[ic=BiteyAvengers]BiteyAvengers
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth")
Effects:  Commander bonus to morale. Cavalry +4 special ability and Disease 3, Climb [Invisible because of Shee-Ra]; Ambush and Garrisoned. Note Shee-Ra's Jewel (see Character Sheet below for her special abilities); Commander: Potion of Restoration; Also, this effect for Shee-Ra--> If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.
Location: (at beginning: M73- except for the New Rats; the new rats will arrive in M73 by the end of their turn, but the new rats can only garrison, not ambush due to speed)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]

at beginning of turn-->
11 Dire Rats + Shee-Ra and "Pointyteeth"

at end of turn-->
26 Dire Rats + Shee-Ra and "Pointyteeth"

Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat

New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
New Dire Rat
[/ic]

[ic=The Colons]The Colons
Commander: Hum-Bout, the Trickster
Effects: Garrisoned; Skulkers are in Ambush.; Kobold Warren Bonuses
Location: M64.
4 Skulkers
2 Slingers

Skulker (Hum-Bout, the Trickster) [Commander]
Skulker
Skulker
Skulker

Slinger
Slinger
[/ic]

[ic=Forestrees]Forestrees
Commander: Ak-Ten, the Terrible, Slinger.
Effects: Garrisoned; Kobold Warren Bonuses
Location: (at end: M63)
2 Slingers (1 is a commander)

Slinger (Ak-Ten) (Commander)
Slinger[/ic]

[ic]MadElf Destruction Unit
8 Trapspringers
Location: (See Orders. U58 and Force March 4 at end of turn).
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
6 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig
1 Dire Rat

Skulker  [Ho-Dor, the Commander]
Skulker  (Ay-Jax, the warrior)
Skulker  (Vor-Keth, the massive)
Skulker (Vir-Ille, the Fecund)
Skulker  (Ai-Ur, the Lesser)
Skulker  (Ro-Dan, the belligerent watcher)
Blunderdigs (Kili-Fili, the stout digger)
Slinger (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slinger (Fush-Rodah, the shouter)
Slinger (Mah-Sala)
Slinger (Bir-Yani)
Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
(http://img14.imageshack.us/img14/8079/sheerah.jpg)
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, Mounted Charge (Cavalry +4 bonus applies to whole unit), Mounted Onslaught (see below), (Rat abilities follow-->) Cavalry, Climb and Disease 3,
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from); strange Jewel
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

[ic]Jewel- when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.[/ic]

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1. (Note this turn: Each turn, if she has the move, please check orders to see if she is Garrisoned-she should be garrisoned this turn) Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Mounted Onslaught
Shee-Ra is now exceptionally skilled at leading mounted charges.  If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable
(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable
(http://img707.imageshack.us/img707/5759/hodorthestable.jpg)
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow
(http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 20 (with cloak)
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout, (with cloak->Climbing, +1 Defense (added), Poison 2, Immune to Arachnid Poisons)
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round
Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]

[ic=Tro-Jan, the Unbreakable]
Tro-Jan the Unbreakable is known for his feats of strength. Tro-Jan wrestled many Kobolds and always came away the victor. Tro-Jan also wrestled a Gloom Troll, it is said, during one sojourn to the Deepsea. Tro-Jan bites the tops off containers and allows his always taut chest to be used as a punching bag by trainee Kobolds. Tro-Jan is known for his pithy quips: "The only old kobold who is a bold kobold is the gold kobold*" *referring to the golden abs and muscles of himself and the tendency of kobolds in poor health to die young. "Fitness is like a crate of swimmyswims. You always know what you're going to get- toned abs and longer life." He has been thinking of writing a book about his experiences and his wisdom. Tro-Jan's followers are inspired by his unflappability, his strength, and his health. Some are a bit jealous of his braggadocio and his good fortune; but all good kobolds are taught to be proud of their achievements, so it is of no great surprise that one with so many great achievements would be so arrogant.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hum-Bout, the Trickster]
Hum-Bout, the Trickster (a Skulker)
Commander of the Colons
Hum-Bout, the Trickster, is known for cheating at pick sticks, knotch arrows, and bait monsters. Although this cheating makes him rather unpopular, it also is a sign of creativity, which resulted in his being picked to lead the Colons. Perhaps one day he will be placed in charge of a more advance-guard location, but for now, he is placed in a vital location near the Cleversmart Caverns themselves, defending them with a valiant force as he learns how to best lead and inspire young kobolds without dunking their heads in a lake or dropping a buzzing trap in their cereal that snaps their tongues in half while he laughs at their misfortune. His men do not enjoy him much and perhaps one day they might mutiny; but that day is not this one.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Grimfever and Xev-Yiat, the rider, Commander of BiteyTriumph Halls- Middledeep 73]
Grimfever and Xev-Yiat, the rider
(http://img132.imageshack.us/img132/5044/grimfever.jpg)
Commander of the RuinGuards

Grimfever the rat was born on an inauspicious moon; when young, he was stricken with the Blessed Plague, the plague of the ratdroppings. After many excruciating weeks, he overcame the plague and grew to become wiry and fit, smarter and faster than other hatchlings of his pride. His intelligence was noted by the Cleversmarts and he was trained for leadership; he was eventually paired with Xev-Yiat, an inquisitive Kobold with a yen for adventure. Xev-Yiat is a fourth cousin to Queen Mistress Shee-Ra, and he has used that connection to certain advantage. Although he has not directly begged for positions as a result of his relation, he has judiciously dropped her name at important times; at one such occurrence, he mentioned the relationship and his allegedly close friendship with her (she once nodded to him at a gathering), and all other candidates for officer training mysteriously made mistakes- leaving him with the only flawless performance--which merited him this eventual promotion to Commander of the RuinGuards.

Cost: 17 Gold, 1 Metal
Upkeep: Free
Melee Attack: +7
Melee Damage: 8
Defence: 20
Health: 20
Speed: 6
Morale: +5
Special Abilities: Cavalry, Climb, Disease (3)[/ic]

[ic=Basherpokes- Lowerdeep 69]
Basherpokes
Commander of the ShinyGuard

Basherpokes is known for bashing; and poking; and bashing; and poking. His eyes are good and his nose is keen. He's a straightforward kobold, hit on the head one too many times to be considered even passing intelligent, but he's good at bashing and poking and seeing and reporting. He's an unimaginative kobold, but he's loyal and he follows written orders to the letter. If something needs to be done, Basherpokes will be the first one to do it, no matter how dangerous, or risky.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Ak-Ten the Terrible- Middledeep 63]
Ak-Ten the Terrible
Commander of the Forestrees

TODO. He has been appointed, but I may replace him Soon.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]
[/spoiler]

[spoiler=Orders]

General
- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- DO NOT cancel mine construction in any location that is about to fall.
-->TACTICS. Don't let undead enemies get behind M72 (behind M73 is okay). Attack them and try to kill them with my excess speed flanking from M73 if they try to slip past M72. If they just attack M72, use my excess speed to flank them from M73. If that's not possible, just hunker down in M73 and watch them assault M72.

- Shee-Ra takes Mounted Onslaught

- New Recruits in M65;
---(5 Speed) send 14 Dire Rats to join M73 BiteyAvengers. They will Garrison (1 Speed).
---(4 Speed) send 1 Shinycaster and 4 Skulkers to M72 to join SmartyScouts (will use hex on enemies).
---(4 Speed) send 9 Slingers to M72 to join SmartyScouts
---(8 Speed; 4 Forced March) 8 Trapspringers form the MadElfDestruction Unit and head to U58 to follow orders of Dolmar next week and subsequent.

From Middledeep 8
Uma-Thur continues to spy on M6; use extra speed to retreat if Dark elves come.
- Do not engage Grolhund or Dark Elves.

From Middledeep 60 (SouthGuard)
-(2 speed) Ambush
-(1 speed) Garrison
-(Free Scout) Free Scout U60

From Middledeep 63 (Forestrees)
-(3 speed) Gather food (2x3=6 food)
-(1 speed) Garrison
-Do NOT stop mine construction if attacked.

From Middledeep 64 (The Colons)
-(1 speed) Garrison
-Do NOT stop mine construction if attacked.
-Retreat back to Cleversmart Caverns(M65)  if attacked by anything more than a token force; if during the same week, Cleversmart Caverns (M65) is about to be attacked, the Commander of Colons (Hum-Bout) takes up Susurrus the Executioner's Blade to defend the Cavern. Also, if a more than token force tries to slip around M64 to get to M65, Commander of M64 should retreat to M65 and take up Susurrus the Blade to defend the Cavern (M65).

From Middledeep 65 (Cleversmart Caverns)
-(2 Speed) GoodyGarrison Slingers Forage (8x2=add 16 food next turn).
-(1 Speed) GoodyGarrison prays at the Dragon Shrine (+1 to Morale and Defence and are immune to disease for 2 weeks)
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
-The GoodyGarrison and Dire Rats Skulkers Infiltrate for an Ambush. (1 Speed)

-See New Recruits orders above for New Units originating in Cleversmart Caverns who are not staying here.
-4 Dire Rats and 3 Slingers join GoodyGarrison.
- 1 Shiny Caster (Thu-Uum) stays in Cleversmart Caverns, uses hex against enemies. uses (1 Speed) to summon a Mudspriggan. Uses (1 Speed) to Garrison. Uses (1 speed to Pray with others).

From Middledeep 66 (Ryen-Dor's Hollow Shaft)
-(3 Speed) Deepguards Forage (14x3 =36+ 2x3=6 add 42 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.
-Retreat to M65 if enemies significantly outnumber or outclass (after initial use of defenses)

-2 Slingers and 2 Skulkers shifted to Cleversmart Caverns.

From Middledeep 67
- BangyBangs unit starts construction on a Pit Trap.
- Retreat to M65 (2 Speed) if enemies enter the region.

From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Gather food. (6x1= add 6 food next turn) +2x 2 speed for the blunderdigs and slingers who cannot infiltrate= 4f= [total 10 food]
-Gain 4 new skulkers and 20 new slingers; but send 4 skulkers and 8 slingers to M73, where they join the RuinGuards.
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate. Old Skulkers can ambush (if the attack comes before they move) as can Hai-Phen always; new recruits don't have enough speed.
-(1 Speed) Garrison.
-(Free Ability) Scout M74 and M71.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.

From Middledeep 73 (BiteyTriumph Halls)
RuinGuards
-(2 Speed) Ambush
-(1 Speed) Garrison
-(Free Ability) Scout M73, Scout U93.
-STANDING ORDER: When the evil Undead assault, do all the surprise defense rounds and bonus ambushes and cavalry charges; if this does not reduce the enemy to 50% of their army, and if we have been reduced to 50%, then retreat to M72 and make a stand there.

BiteyAvengers
-(2 Speed) Set up Ambush.
-(1 Speed) Garrison.
-STANDING ORDER: If defeated in battle but not killed, Shee-Ra will put on the Jewel and hope that it protects her against subsequent attacks.
-STANDING ORDER: When the evil Undead assault, do all the surprise defense rounds and bonus ambushes and cavalry charges; if this does not reduce the enemy to 50% of their army, AND if we have been reduced to 50%, then retreat to M72 and make a stand there.
-STANDING ORDER: If my army is losing (e.g. if after our first volley and their response in the initial attack we lose a significant number of rats and have killed less ghouls than would be necessary to prevent the undead from having a 60% or greater chance of wiping us out the next round), retreat to M72.
-STANDING ORDER: If, after retreating to M72, the army in M72 is losing after the first ambush attack and response, retreat.

From Lowerdeep 69 (ShinyFriendship Stair)
- (1 Speed) Garrison.
- (1 Speed) Skulkers ambush.
- (3 Speed) Slingers gather food. (8x3= 24 food)
- Permit Dark Elves or Grolhund to pass as they will.
- Permit the purple Ceremorphs (Xathan) to pass if they are going through and not attacking me.

-New Recruited Slingers and Skulkers.

From Lowerdeep 73
DreamSlayers
-(3 Speed) Return to Lowerdeep 69 and join the garrison.
-(1 Speed) Garrison for +defenses.
-(Retreat out Escape Tunnel if attacked by significantly larger forces; if evenly matched- face the meeting).

Total: Add 98 food due to foraging. (10(M72)+24(L69)+16(M65)+6(M63)+42(M66))

[/spoiler]

[spoiler=Trade]
Send 8 bodies (ceremorphs) to Grolhund.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: LD on April 18, 2013, 12:02:00 AM
Cleversmarts: Part II.

[ic=Eat Up the Dead]
Shee-Ra Cleversmart XVI strode through the aisles of her troops, watching them and lecturing them as they consumed the fallen. Icyteeth, Nastybreath, Gibbetmakes, Ravagesnatch, and their riders Nom-Nom, Yip-Yip, Yik-Yik, and Rah-Zel were all honorable kobolds and it is our duty as even more honorable kobolds to ensure that their bodies do not fall prey to the nastybusiness of being risen from the dead.

Among the Dead were most of the Par and Pik clans:
[ooc]
Slinger ("Char-Mander, the Meepish")
Slinger ("Val-Arie", the Valorious)
Slinger (Mya-Ho)
Slinger (Pik-Pok)
Slinger ("Mya-Haha", the Speedy)
Slinger ("Tom-Tom")
Slinger ("Park-Park")
Slinger ("Pik-Pik", brother to Pik-Min)
Slinger ("Pik-Min", sister to Pik-Pik)
Slinger ("Pik-Poke", youngest sister of the Pik clan)
Slinger ("Par-Fore")
Slinger ("Par-Two")
Slinger ("Par-One")
Slinger ("Par-Tay")
[/ooc]

Shee-Ra herself dined on two Skulkers who had been slain by the nastyDwarf, Bat-Shee and the Skulker's pupil and lover Rob-Yin. The two had been keepers of the peace before they joined the Kobold army, now they lay in pieces. But as her troops consumed the pieces, making them once again part of the whole, she contented herself with remembering that though pieces be scattered around with gibbets of flesh stuck on this stalagmite and that, kobolds always saw that things were put back together again, because Cleversmarts were Clever! Smart! Therefore, they would prevail.
[/ic]

[spoiler=Legio Draco]
Foreign Kobolds, I bring you a missive and an offer. Cleversmart Caverns were notoriously attacked by the known-backstabbing Greyskulls. The Greyskulls were driven off by our Glorious Queen.

We did not ask for a war with the Greyskulls- the Greyskulls attacked us unprovoked; what is to say that they would not do the same to you who also are near their borders.

Now, they are weakened and they are pointing the bulk of their forces to once again assault Cleversmart Caverns; we defeated over 50 Greyskulls, including strange, chaotic monstrosities with shifting, amorphous bodies (creatures with dozens of mouths, eyes, antlers, hooves, horns, babbling from many mouths) and a strange Dwarf warped by twisted Nastymagic, who must have been one of their mercenary commanders!

We would be willing to grant you a reward of 200 gold were you to launch an assault on the Greyskulls. If you merely harass them this week, or move your forces toward their northernmost caverns (in U81), obviously threatening U81 by being adjacent and requiring them to pull their troops away from our Caverns, we willingly will provide you 100 gold. Cleversmarts keep their word. Ask any vassals the truth of this statement. We will be honorable toward you if you are honorable toward us. If you assault their caverns this week or next, we gladly will send 200 gold to you as a reward for defeating these evil creatures who seem intent on turning all life into death.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground
[/spoiler]

[spoiler=Dolmar]
Cleversmarts, with 8 Trapspringers on way to M58 at Forced March 4. Unit called MadElf Destroyers, be under your command. Also ask vassal what plan do regard BattleKobolds who buildymake Outpost in awkward location? We current in negotiation with them for deal with Greyskulls above, so we suggest even though they be unwilling be honorable vassals now, perhaps you may negotiate passage through their land if you need go by. No needyneed killykill them now--killykill them in future be okay if they not be vassals, but we work hard make them so.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground
[/spoiler]

[spoiler=Watchers]
To the Honorable SwimmySwim Vassals,

(The Below is crossed out and appended on the back)

(Front is crossed out)

We note decent boonrequest. We consider your request and grant boon. You may be Steward of Underdeep and gain this Greater Dto-uth. We need at least one week, likely two and possible three, but no more than that, after conquer Greater Dto-uth to destroy Nastydream structures that beevil; after that, we gladvacate and give you to profituse to makeymake more gold for Cleversmarts.

You speak of want passage for SwimmySwims to Darksea. [Mechanically, which region do you want if you do that? Are you claiming just the sea or additional regions? I don't know if you can claim just the sea- if you're just claiming the sea, Cleversmarts may permit that). We permit this after you aid us in defense against Greyskulls by destroying Greyskull regions. We know Greyskulls plan assault in upcoming weeks. They mass forces. We not currentplan assault first, because we honorablecreatures and we could be friend with Greyskulls but Greyskulls refuse communicate or submit to vassalage. So, we must be prepare respond against their horror. When you helpus fight Greyskulls, we let you colonize. Condition then be that, we ask no SwimmySwims come up the Hollow Shaft of Ryen-Dor; instead, we give permission to come through M80. Cleversmart Cavern in M65 is Holy to Cleversmarts and is best avoid.

(Back not crossed out)

Words on front of message be evidence of our honorable intent; those words be written last week but could not be sent till now due to sudden invasion of Greyskulls- which we defeat! We greatlythank you for flank enemy NastyDream and assist in battle. We not realize ShinyElves so weakwilled that run and fight selves. They not fullyprepare for battle NastyDreams; we regret disaster. None of our troops beslain though. Our offer that is crossed out still remain when NastyDreams be defeat.

Clarify- when you assault Greyskulls and we togetherremove plague, we gladgive you ocean of Greyskulls in Upperdeep and we gladgive you middledeep ocean, and we gladgive you region that be next to surface, even if you not conquer it-self. But before you may help against Greyskull, we must defeat NastyDreams in Lowerdeep because they blockfriendship betweenus. We need gather sufficient force to protect our diggers and destroyers who can put Nastydreams to seige- we can destroy their mines and destroy their wealth. But we need two week time prepare this force- would only need one but we must keep troop at home until Greyskull be made docile.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]



[spoiler=To ShinyElves Leader]
(To whoever seems to be in charge of the Shinyelves)

We sympathies with loss and we glad waive fee for perpetuity. We lead you to L69 for safety while we gather force to free ShinyElves that be enslave by NastyDreams. You fight well this week but need learn retreat when NastyDreams be overwhelming power. You not need go with us to L69, ShinyFriendship Stair, but we recommend, else you might be killed here. We intend hold L69 against NastyDreams till vengeance can be effect. You also have option return to surface. We give you instruct go back if you desire. We know passage up nearby, lead to middle of lake in Upperdeep. Cross lake and be at surface- but badthing- Greyskulls be fortified there and Greyskulls certainly try killyou. We can negotiate with othervassals in that area to attempt protect you if you wish leavenow. What you want? Revenge? Or flee? Either be free.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground

[/spoiler]

[spoiler=To Grolhund]
Much lovebite to you brother for victory over Gloomyelves for kill your eggchildren. Are you now satisfy with their punish?

We ask message of concern though; are you safe. We hear report that NastyDreams have taken advantage of your victory and are nearby, occupying the GloomyElves' city! We be send what bodies we can to help you struggle against the Nastydreams. We hopeyou well and keep to shadows so that NastyDreams do not assault.

We also promise Goodyrewards if you journey to Upperdeep and attack Greyskulls in northwest where they not expect or provide otheraid against Greyskulls who evilly assault us as all undead do to betray livingkobold who they seek to make deadydead.

(Sends 8 ceremorph bodies)
-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground

[/spoiler]

[spoiler=To Liltul]
Baddy NastyDream! Your deceptive attempts to protect your Master will come to naught like eggs spoiled by wet! Nastydreams' father will be destroyed and Shinyelf Sae-Rid will be avenged and freed! Sae-Rid bold and charge NastyDream Master to slay for all's benefit, but Sae-Rid sadly turned. Sae-Rid is great Shinyelf friend and Cleversmarts will grant him freedom from oppression of NastyDreams!

You who enslave others minds and make creatures not their own- we free your thralls!

And all your evil structures be destroyed in your Nastylair, which is now ShinyFriendship Stair, and there is nothing for you there.  [note rhymes]
We Cleversmarts Clever! Smart! Free underdeep from NastyDream oppression.

Beware our Bites!

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to Watchers]
We not understand what you mean about folding space, but if you can get to M76 without pass through Cleversmart Caverns, that be goodyfine. We welcome your goody plans both for deal with Greyskulls and for defeat Nastydreams. By third week of Month of Beetle we too should be ready to march on Nastydreams- if Greyskulls are beaten back into peace or destroy- if they not be beaten back or destroy, it may take us fourweek to get large force, but we still couldsend flanking force help distract chief NastyDream during your assault. [OOC: As a player, because it's not necessarily fun to be eliminated unless one asks for it, If I am successful, I'm thinking of stopping at U90 if the countermeasures to the undead are successful and building a fort there to keep them back; that's what "beaten back into peace" means; however, if Raelifin and Numinous somehow kill Shee-Ra, kobold vengeance is going all the way :P].

We look forward to goodywork with you.
-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Response to Grolhund]
17 Ghasts and an evil Greyskull Commander who wears a strange hat are lurking in U93. We suspect they will march on the Ruins next week. We will defend the Ruins and beat back these Oafish Greyskulls. Last week we slaughtered their Chaos Dwarf commander who came at us with over 50 enemies; they cannot have many more villains. Do you have need for Greyskull recycle corpses we may recover from fight?

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=To Gloomsong]
Gloomyelves! We shocked that Nastydreams strong enough to take both of your Middledeep regions. We cannot offer Gold to support, but we can offer food and some metal so you can strike back. We think the kobold we warned you about be satisfied now with punish you, so he should depart soonenough. We notify you, we cannot send troops aid you this week due to evil Greyskull attacks- if they had not attacked, we could have had 30 Dire Rat to you in 2 week, but Dire Rat all need to repel evilcreatures. We also regret that NastyDream Master, thing made of brain, defeat swimmyswims, ShinyElves and Cleversmarts last week. We will conquer this monster in threeweektime though, which should make all NastyDreams much weaker.

Also regard necklace you request; now that ShinyElves be defeat, we can deliver necklace as soon as we discover. Discover maybe take long because of Greyskull attacks, but we expect defeat Greyskull betrayers soon enough.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that is Under the Ground
[/spoiler]

[spoiler=Second Response to Liltul]
(This is provided because Xathan asked for a response)

Shee-Ra listens to the bat, shakes her head, then she waves it away and goes back to her planning session. If it does not depart, she orders a Skulker to shoo it away. The Skulker will pick up a shovel and bat away the bat. If the bat still does not leave, it will be brought down by arrows.
[/spoiler]

[spoiler=To the Undead]
To the Decaying Greyskull Uglyhatter,

You speak of tribute pay until Queen Mistress' Death--that mightyinsult--Queen Mistress and Cleversmarts outlive every last nasty Greyskull because you dumbstupids already dead. You Rotting! Dumb! Creatures offered vassalage before but now younever get. At best you be neutral possibleenemies. At worst you be utterdestroy! Cleversmarts sacrifice many goody Ratfriends at these ruins; Greyskulls lose manymore monster try take them. We nevertrust nasty Greyskulls who attack without warn and who make goodyclaims while wieldevil. We promise notdestroy you if you vacate U90, 91, 92, 93 and hand over to Cleversmarts who will build mightywall at U90. Only after mightywall is finished could we have peace. Surrender lands be cheaper than lose Greyskulls in constant fail attack. While you lose Greyskull below, surfacebrites raid you from above-stupid skulls lose all brains when die.

-Queen Mistress Shee-Ra Cleversmart XVI, Mistress of All That is Under the Ground

(Also, as a player, I have no idea which region you were referring to re: zone of neutrality).

[/spoiler]

[spoiler=Llandri]
*As the bat dies, it hears Shee-Ra titter. "Beware, Cleversmarts, for Nastydreams are tricksy; this is onlyway we end Nastydream tricks."
[/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: Numinous on April 18, 2013, 12:13:32 AM
[ic=Dr. Robertson, Professor Immortal]Release the bats![/ic]
[spoiler=Messages][spoiler=Message to Shee-Ra, Queen of Rats]
Most egregiously living queen of rats,
 I write today understanding that you have survived the assault of my minions upon the ruins which you occupy.  Let it be known that we will not make such a misstep again under the presumption that you are weak.  Unfortunately for you, we are prepared to fight the longest and bloodiest of wars.  As you are undoubtedly aware, our troops do not tire or sleep, they do not cry for the fallen or pine for home, there is nothing in their broken skulls but obedience and my will.  If I command it, a tide of blood shall rise up that will drown you and your rats along with anything else that should challenge our rule.  We occupy a most fortuitous defensive position, while your territory is exposed; so it would be most foolish of you to stand against us, even with the sliver of hope that you might succeed in surviving our wrath.
 However, as you must have concluded as well, this needless expense can and should be avoided to our mutual benefit.  We are willing to come to the table for peace in the stead of a stalemate, should you find our terms agreeable.  They are as follows.
 Should you find this arrangement agreeable, we will publicly agree to the terms and abide by them most dutifully.  As you most assuredly know, we are keepers of our word just as we keep the arcane secrets.  Broken, both are useless.

Diplomatically yours,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Shee-Ra, Queen of Rats (#2)]
Most irritatingly silent queen of rats,
 I have not failed to notice the tardiness with which you have treated my last letter.  As such, I offer you our final terms.  This is your last opportunity to make peace with us.  I have authorized payment of a tribute in the same manner as the previous offered arrangement, that is 100 gold the week you vacate the ruins you currently occupy, increasing by 100 gold per week every week thereafter up to the amount of 600 gold a week at the most, continued in perpetuity until your death.  The terms regarding a zone of neutrality between us are still requested, in addition to the vacating of the ruins on your part.
 If you find these terms disagreeable, know that we are fully able and willing to place ourselves in a position as vassals to the Legion on your other border, so that we may be instrumental in your demise.  This will be done under the condition of a public declaration of unending war upon your territories.  It is not too late for you to make the choice that will give you another fleeting year of mortal life instead of witnessing your warrens burned before you.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Llitul the Coming Storm]
Most esteemed keeper of madness,
 We thank you for your condolences.  Our losses were simply a tiny error in the larger equation of our victory, and it shall soon be corrected.  In regards to the coming demise of their pitiful genus, I regret to inform you that I do not possess the skills required to link minds at this time, nor do I anticipate a bloody venegance of the sort I most desire.  Rather, negotiations have been opened with them, and we shall apprise you of their result.
 As is the case now, Mistress Gloomsong has requested asylum in our territory.  We are not in the business of betraying former allies, or turning away the needy for that matter.  However, we have little use for a creature such as she in our forces.  We would be quite pleased to return her to your care should she willingly acquiesce with the understanding that she would not be killed upon the transfer of her custody to your own.  Beyond that, you may do with her and her remaining forces as you will, and more should you capture her before she reaches our walls.
 Regarding the construction of A Brand New Colony I would be most pleased ot aid you in this endeavor.  I predict that this crude facsimile of The Postal service that facilitates our communication will be most busy in the future with the number of words I have to send expressing my excitement at the opportunity to cooperate with you in this endeavor.
 While we thank you for the offer of introductions, at this time we feel no need to contact these succubi.  We are content to manage our own affairs in the art of war at this time.

Most sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Dalashinn, The Onyx Prince]
Most generous of princes,
 We find your donation of bodies to be greatly appreciated.  It is most illuminating of the quality of our growing alliance that you would donate such resources even with the looming war fast approaching.  As for the conflict, we made a minor mistake that will not be repeated, and so we are attempting to recover our dominance in the region as we speak.  While we require no counsel on the art of war at this time, we do wish to apprise you of the fact that the journey of my person to your territory may be slightly delayed due to the necessity of my presence at either the battlefield or the peace table this week.  We will inform you of the course these negotiations take once we discover the nature of the coming week.  Despite this minor distraction, I wish you to know that my intent to assist you in the coming war below has not wavered in the slightest, and despite appearances we do not predict a reduction in our capacity to aid you.

Most sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Ktan-Ydheel the Apostate]
Most rotting of mad ones,
 It pleases me to hear that you are taking action in the service of our dark cause.  Enjoy yourself, but not too
much, for the lamentations of the weak will make you unsuitably plump if you feast on them too long.  If you
require any aid after this assault, please do apprise us of that.

Sincerely damned,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Coming Storm]
Most esteemed lady of madness,
 It is to my displeasure that I find myself writing to you today ith the dour news that our previously gloomy relations with the rats have turned downright abyssal.  At this time, I must take consolation in the thought of their many corpses nurturing the harvest of death itself.  Due to this growing conflict, we find ourselves seeking alliances against the cleversmarts in what is turning out to be an indefinite conflict.  We know that you are already an ally in our cause and we are willing to provide extreme compensation to such friends in times of need, and as such we would supply a bounty of 100 gold per dungeon that you capture wherein the cleversmarts are eradicated.
 Additionally, our commercial exchange of food has drawn to a close at this time.  We hope you found it satisfactory, and if you wish to renew that arrangement with doubled quantities involved, that is, 20 gold for 8 food a week for the next 6 weeks, we would very much enjoy the possibility of feeding your armies into the foreseeable future.
 Lastly, there is the matter of our providing construction of facilities.  We would be more than willing to send an agent of our own to see about beginning construction on the buildings you desire.  Your offer to compensate us above the cost of construction more than acceptable, and will gladly undertake this mission.  We find ourselves able to construct the arcane library in the fallen dark elf capitol.  We are also on very good terms with the Bloodlord himself, and so if you require his participation in such actions in the future, we would be happy to facilitate such requests to ease the tension of your relationship.  If you would be so kind as to supply us with an expected time-frame when you plan to begin construction on the academy, we can send our agent towards your territory accordingly.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Message to Marius of the Legion]
Most esteemed leader of the civilized rats,
 It is with a heavy hole where my heart used to be that I send this letter to you on this gloomy night.  What
started as a simple dispute over borders between ours and the territory of the cleversmarts has blossomed like a
bloodstain on a tablecloth into an uncomfortably costly conflict for us that we expect to continue for the
foreseeable future.  As such, we desire the aid of a qualified tactitian and leader to turn our bloody stalemate
into a decisive victory.  We would never dream of asking such a favor without compensation, and as such we desire
to inform you that the cleversmart legions are soft, although unexpectedly thick on the side bordering ours.  It
is our belief however, that their riches would fall easily into the hands of another should they find themselves
in conflict from a different side.
 If some force were to decisively crush them and reap their fortifications and treasures as the spoils of war,  
they would not be merely a tactician, but an emperor in name and deed.  As undoubtedly the most prestigious and
powerful force in the land, we would be obligated to pledge our fealty to such a commander until his death, for
surely he would lead us to glory.  This would involve direction of our military forces and assignment of our
wealth, assuming that previous obligations were met and a reasonable expectation of our defense is maintained.  
Furthermore, if someone would be so bold as to publicly announce their intent to conquer the cleversmart lands and
eradicate our persistent foes, we would publicly acknowledge them as the holders of our loyalty upon victory.

Most hypothetically,
- Dr. Robertson, Professor Immortal
[/spoiler]
[spoiler=Reply to Lady Gloomsong]
Most esteemed lady of gloom,
 We know what it is to miscalculate, although our most recent underestimation was not so grievous as yours.  
Should you reach our walls, we will ensure that you have a safe space in which to rebuild your forces and restore
yourself to a semblance of autonomy.  However, we should inform you that we are on much more cordial terms with
Llitul, the one you have fallen victim of in your mistaken assault.  As such, we find it our duty to encourage you
to attempt a diplomatic surrender to her forces, as she may be more accomodating of your previous intent than you
may believe.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Dalashinn the Bloodlord]
Most esteemed bloodlord,
 As promised, we send you news of the fruits of our negotiations with the cleversmarts.  Alas, they are harsh,
cold, and dead fruits.  This unexpectedly tedious conflict appears as though it may grow more so in the coming
weeks, and as such we cannot in good conscience allow my person to leave our territory at this time.  However, we
shall send a trusted agent to begin construction on the necessary structures that would aid in our assisting your
plans against the Nocae or your lending of aid to us should the situation come to such dire need.  The
aforementioned agent shall nearly be within reach of your territory by the end of this week.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Coming Storm #3]
Most esteemed lady of madness,
 We understand what it is to be preoccupied with other matters, and we look forward to your entrance onto the stage of battle when the appropriate time arrives.  We find it acceptable to wait a week before sending out the next shipment of food.  Barring any complications, the earliest we can send a constructor the previously dark elf capitol is 3 weeks from now.  We hope the inconvenience is not too great and that construction from that time may continue unimpeded.

Regards from the reliquary,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Coming Storm #4]
Most esteemed lady of madness,
 It would please me greatly to provide you with such a scroll for the provided total you have offered.  I hope it serves you well.

Sincerely,
- Dr. Robertson, Professor Immortal[/spoiler][/spoiler]
[spoiler=Orders]
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
Bone Garden: 40 Diseased Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
Undead Mine: 175 Gold, 15 Metal

Arterial Antechamber (Upperdeep 89)
None

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold
Undead Mine: 175 Gold, 15 Metal

Combat: Nothing this turn
[/spoiler]
[spoiler=Trade]
THIS TURN:
Trade with Llitul: -4 Food (last arranged shipment)
Trade with Gloomsong: -4 Food (last arranged shipment)
Trade with Dalashinn: -1 Scroll of Haste

NEXT TURN:
Trade with Llitul: -1 Scroll of Haste, +15 Gold
[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
23 Skeletal Archers: No Upkeep
11 Skeletal Warriors: No Upkeep
1 Ghoul: -1 Bodies
17 Ghasts: -34 Bodies[/spoiler]
[spoiler=Construction]
Albaiyat Alhazred (Upperdeep 85)
Under Construction:
Barrow: 1 week remaining
Bone Garden: 1 week remaining

The Arterial Antechamber (Upperdeep 89)
Under Construction:
Undead Mine: 1 week remaining
[/spoiler]
[spoiler=Recruitment]Albaiyat Alhazred (Uppderdeep 85):
21 Ghasts: -525 gold, -21 bodies[/spoiler]
[spoiler=Wealth]Gold: 21
Metal: 154
Food: 122
Bodies: 94
Diseased Bodies: 118[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)

Lich's Study
Tomb
1 Bone Garden
Undead Mine
Catacomb
Arcane Library (Added spells: Arcane Lock, Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)
Scrying Chamber

Spiked Moat

Iron Hall (Upperdeep 87)
Undead Mine

Arterial Antechamber (Upperdeep 89)
Nothing.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Iron Gate
Spiked Moat

Wall of Rats (Upperdeep 92)
Iron Gate
Outer Wall
Spiked Moat[/spoiler]
[spoiler=Armies]
Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
11 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
1 Ghoul - Garrisoned at Garrisoned on the Dean's Wall (Upperdeep 84)
20 Skeletal Archers - Garrisoned on the Dean's Wall (Upperdeep 84)

Markus Ashton – Garrisoned at Albaiyat Alhazred (Upperdeep 85)
21 Ghasts - Garrisoned at Albaiyat Alhazred (Upperdeep 85)

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)

1 Skeletal Archer - Upperdeep 88

Headless Ned (Skeletal Warrior Commander) - Garrisoned at the Arterial Antechamber (Upperdeep 89)

1 Skeletal Archer - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)

Professor Robertson - Upperdeep 93
17 Ghasts - Upperdeep 93
[/spoiler]
[spoiler=Characters]
Both Phylacteries are located at Albaiyat Alhazred.

[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Scry, Invisibility, Illusory Duplicate, Poison Cloud, Scribe Scroll, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Haste, Scry, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[/spoiler]
[spoiler=Orders]Let's start by scrying middledeep 72 and 73. We should have one more scry spell after that.
EDIT: Using our remaining scry on Middledeep 67.
Okay. Scrying is done. Real orders time:

Robertson will scribe a scroll of haste for Llitul.

Markus Ashton will be learning the Rune Trap spell at Albaiyat Alhazred.

The ghoul on the dean's wall (UD 84) will move to the island in the lake (whatever territory that is :P), with the intent to move down to Gloomsong's old lands next turn.

Robertson's goal this turn will be to have a decisive victory over the Cleversmarts, and he'll adapt his plans to meet this goal if an opportunity arises.
At the very start of the turn he'll cast Haste on the 17 Ghasts and himself. Then he'll cast Illusory Duplicate on the regiment. Then he'll cast Invisibility on it.

One hasted, invisible ghast will move from UD 93 to MD 8 (or MD 6 if the +1 speed from being led by a lich carries over from the short period at the start of the turn). This ghast will attempt to avoid all conflicts, fleeing towards its destination if possible.

The 16 remaining ghasts and Robertson will move to MD 73. If Shee-Ra or any non-trivial troops are outside the dungeon, they'll rush her/them and try and hunt her/them down. If no troops are immediately accessible, the invisible troops will set up an ambush in the region and wait for kobolds to leave their hidey-holes. (Don't forget that Robertson is a detector.) Once the ambush is set (or ideally, when it's about to be set), the illusory duplicate will move to the same region and "lay siege" to the dungeon. The siege is to bait out kobolds who may have been instructed to leave their ruins if they become sieged.

Meanwhile, the newly risen ghasts from Albaiyat Alhazred will have Haste cast on them by Markus Ashton, and will march down to UD 93 (or MD 73 if Ashton can temporarily lead them and thus grant them +1 speed).

If the seige on the ruin is fruitless in baiting a response from the inhabitants, the illusion will move to MD 66, retreating from all forces in a direction other than the one it came, if possible. The illusion's primary purpose is to bait Shee-Ra into leaving the ruins, but it also serves to distract reinforcements.

At the end of the turn, if Robertson still has control over the MD 73 region, he will lay a real siege. (I assume sieges are impossible to combine with ambushes.)

If engaged in combat, Robertson will use his normal attacks rather than spells. His regiment will prioritize high-value targets like Shee-Ra. If flanked, and the situation looks bad, Robertson will fall back to UD 93, joining with the reserve ghouls there, if possible. If enemies pursue into the upperdeep with overwhelming numbers, Robertson will fall back to the wall of rats. He and the troops on the wall of rats will fight to the death if pushed back that far.

Robertson will treat any force stronger than ~26 Rat Riders and Shee-Ra as too strong to fight in the open, even with an ambush. In general, if there are clearly more than 1.6 times as many cavalry as there are ghasts (and Shee-Ra is present) the fight is too risky. Kobold infantry count as 1/2 of a cavalry for this purpose. So 18 cavalry and 20 infantry would also be unfavorable. If reinforcements are coming to the dungeon, and together they'd be overpowering but by themselves they aren't, Robertson will still launch the ambush, withdrawing if Shee-Ra turns the tide by leaving the dungeon to reinforce (within common sense).

If battle breaks out and it's very close. Robertson will gamble on winning, rather than retreating and cutting losses.

Don't forget:
Kobolds suffer agoraphobia when fighting in most of the disputed territories.
The cavalry in the ruins is at -1hp because of disease from engaging the ghoul last turn.
All foes slain by the ghasts will rise as ghouls. (This is a big part of why Robertson wants to win a decisive victory.)[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Rat, Week 4 (Orders due April 14)
Post by: sparkletwist on April 18, 2013, 12:18:00 AM
[ic=Messages]
[spoiler=To Bloodlord Dalashinn (Reply from last week)]
The letter, as always, is scribed in elegant calligraphy and scented with a hint of fine perfume.
My Dear Bloodlord,

As you have requested, I have gathered information on the war being waged against the orthodox Dark Elves, but the brewing conflict flared up so quickly that events outpaced the speed at which information reached me. Nonetheless, I shall endeavor to provide you with an overview of what transpired. The main belligerent in the war, as you already know, is Llitul the Exalted. She led her rogue Ceremorphs into the Middledeep settlements of Viarra Gloomsong and conquered them all; she was aided in this venture, oddly enough, by the mysterious entity known as Grolhund the Heartscrew. No doubt some deal was worked out whereby Grolhund gained many prisoners and bodies for his warped experiments in exchange for his military aid. Llitul was also aided in her venture by a force of Fomorian mercenaries. As for Gloomsong herself, although her empire is defeated, she remains at large, having fled to her single remaining dungeon located in what is commonly known as Lowerdeep 67.

While traveling from Hazer-Nagroth to Kirr-Godna, Chiaroscuro caught a messenger rat carrying a message scrawled in the Kobold script; a report to Shee-Ra of the Cleversmarts from one of her spies. She allowed the report (which contained little of tactical significance) to pass, so as not to alert the Cleversmarts, but, of course, action must still be taken. Based on the content of the report, we suspect the spy to be hiding out just north of the outpost north of Hazer-Nagroth. This spy could be simply eliminated, of course, but, with your permission, we think it better to subvert the spy and use it to pass misinformation to the Cleversmarts.

In addition to Kobold spies and the ominous Watcher presence of which I have already informed you, I have heard, though not yet confirmed, that the Duergar are not a particularly steadfast ally, and have been contemplating a betrayal. My source tells me that they have approached the Nocae with offers to conspire against you. I shall endeavor to find out more, for now, I simply advise you to be wary.

I have also heard rumors of a growing religious schism within the Dwer lands. Some among the Dwerim now choose to follow the religion of the Nocae, while others believe that traditional Dwer ways must be upheld. This friction between the Upperdeep allies may be to our advantage, particularly since the situation with the Legio I Draco seems to not have been resolved. The Legion has constructed an outpost dangerously close to Nocae and Dwer territory, as well as hired Warg mercenaries with a thirst for dwarven blood.

As always, please do not hesitate to contact me or one of my sisters if we may be of further assistance.

- Lady Arquenciel Diamant Septena


[/spoiler][spoiler=To Bloodlord Dalashinn (second letter)]
The letter, as always, is scribed in elegant calligraphy and scented with a hint of fine perfume.

My Dear Bloodlord,

Normally I would not barrage you with correspondence, however, a rather time-sensitive matter has come to my attention. I have learned from a reliable source that Llitul and her faction intend to attack the Duergar very soon. The attack may come as soon as this very week; if not, then within this month for certain. I do not know the exact nature and direction of this intended attack as of yet, but I can presume it will be directed at their settlements in the Lowerdeep.

I believe this turn of events leaves you with three distinct options:

Regardless of your desired action, I would advise not bothering to warn the Duergar of the impending attack, as their own loyalty to you is questionable at best.

I have also learned that the Abject plan on conducting a raid against the Nocae this week. This may not be advisable with the increase of tensions below. Perhaps you may wish to dissuade them.

Please advise me as soon as is possible how you wish to proceed, and if you need our assistance in carrying out your chosen policy.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 1 to Whisper/Llitul]
Arquenciel once again engages a Mindlink with Llitul.

"Greetings, once again, Queen of Madness." Arquenciel's avatar gives a slight bow. "It seems times are trying for you, at present."

Arquenciel licks her lips. "Your decree is a most interesting one. Quite bold. I suspect those currently laying siege to the Overbrain may consider themselves above following it-- a miscalculation they make at their own peril, but one they may well make, nonetheless, given they both seem prone to such things. The Cleversmarts, in particular, confident after their victory against the Undead, may launch a second attack regardless of your will. The Watchers, meanwhile, have seized the northern of the Overbrain's two hives, but not without significant losses; their garrison is nearly nonexistent, and any counterattack on the part of the Overbrain will regain it. Still, they are underhanded as well, and will likely attempt to gain the advantage."

She gives a polite smile. "Anyway. The Seven Sisters of Septena stand ready to assist you however we can, of course."

[/spoiler][spoiler=To Dreams-of-Dead-Races]
The Succubus Arquenciel returns to the dreamscape some time later. She gives a slight bow to the Sovereign. "Greetings, once again, Ancient Sovereign. Please forgive my tardy reply; the sense of humor of beings of such alien intelligence is rather inscrutable to me, I must confess, and I, until recently, did not comprehend your joke."

She smiles politely, although it doesn't quite reach her eyes. "At first, I must confess, I considered your jest to be a fumbling attempt at perfidy. Of course, after reflection, I concluded that a wise entity like yourself would never do something so utterly amateurish and foolish, and it must simply be an attempt at humor that eluded me. I hope to better understand your race's ways in time."

She licks her lips slowly. "Anyway, to move on, I must point out one small error you have made. The Bloodlord of the Kirr summoned us and is our patron, but he is not our master. We, the Seven Sisters, conduct our own communications, manage our own affairs, and have our own interests, independent from his. Although the information requested was at his behest, the request to you was made by me and me alone. Thus, when considering the reply and the cost, you should consider not his usefulness to you, but rather ours... which may be considerable." She smiles playfully. "While you are blessed with sight far beyond our own, we hear whisperings in our ears. These little murmurs often lack the crystalline clarity of your vision, of course, but, sometimes, like a sweet melody, they contain wonders that can never be comprehended by one's eyes alone-- no matter how many or how far-seeing they may be."

"For example, we have heard tales of one of your own, currently in the care of the Nocae. They are certainly taking their time returning your compatriot, aren't they?" She tilts her head, giving her hair a playful toss. "I can see why you would attempt to deflect our questioning about the Nocae with your odd sort of humor, given the situation, but, of course, we have no ill will against your kind, regardless of what happens with the Nocae... and only hope to continue dealing with one another honestly and fairly. Perhaps we might be able to expedite the process of returning your compatriot to you."

Arquenciel folds her wings politely, giving another slight bow.
[/spoiler][spoiler=To Dolmar Lestridae]
As is seemingly usual, the letter from Arquenciel is scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings once again, Lord Lestridae. I hope the dawning of a new day and a new month finds you well.

If I understand your explanation correctly, the Bloodlord's crime was not anything specific he did against you or your people, but rather, an aspect of his being that you found morally repulsive: his keeping of slaves and support of the institution of slavery. So repulsive, in fact, it superseded your desire for peace. While I understand this motivation, the fact that you consider me wicked does fill me with some trepidation, for I fear that perhaps at some point you will decide that you loathe something about me and consider that loathing more important than peace, as well. Nonetheless, I do believe your contrition and goodwill is genuine, and I see no reason to discontinue a pleasant conversation-- particularly as I am still in the comfort and safety of my boudoir in Kirr-Godna-- as the result of some vague fear and uncertainty that may not even materialize. To do so would be mere paranoia.

Especially since, in truth, I do not expect you to feel differently about me. I am, after all, an Abyssal Succubus. If you did not think me wicked, I may not take offense, as such, but, knowing what I do, I would likely find you foolishly naive. Were I to feel that way, I suspect our capacity for enjoyable conversation and meaningful exchange of ideas would be diminished considerably as a result. It is important to view matters the way they are, is it not?

As for freedom, it is a complex and nuanced thing. I tend to believe that those who desire freedom must most often be ready to seize it, rather than wait for it to be given. The capacity for independent action begets more of the same. Incapacity and inaction does likewise. Therefore, to seize freedom takes a certain strength of will, a certain inherent capacity for action, and this is something that not everyone possesses. While I would not go so far as to say that the state of the Kirr slaves is their own fault-- as their masters certainly make every attempt to suppress their capacity for action-- I do ponder, sometimes, the conditions that must exist whereby the slaves outnumber the guards ten to one, sometimes twenty to one, and yet, the slave pens continue to function.

It is no great mystery, though, for I also understand this situation well. It is much the same in the Abyss. While there may be planar barriers and lakes of fire that make escape hazardous, what truly imprisons most Abyssal beings in that foul place is their own rage, doubt, and hatred.

Moving on to more practical matters, but still speaking of freedom, your proposal with regard to freeing Kirr slaves is a most interesting one. While I confess that I do not personally care much about emancipating them, two of my sisters do have their objections to the practice of slavery, and, generally speaking, it is something I am willing to consider, particularly if it would help build a bond of trust between you and myself. It is true that we would undoubtedly have to price slaves above the value sold at the Kirr markets when reselling them to you, but let me assure you that our motives for doing so are far more than simple profiteering. Performing such an operation would involve risk and opportunity cost; it would have be carried out covertly, hidden not just from the Bloodlord, but also the Abject, for it is through their lands that the most direct route between Kirr-Godna and Umbrazzid passes.

You are correct that we, the House of Septena, greatly value information, though your sources are partially incorrect, as this is not a trait common to all Succubi. Many of our kind simply live for hedonistic pleasure, and make no use of the numerous talents that we are blessed with. I believe that your sources have simply looked at the Succubi who have achieved the most, and are thus the most known to mortal historians, and assumed that to be the general case.

Allow me to now share some information with you, as well. Many of the Onyx Prince's records have been made open to my perusal, so I have investigated the matter of the Kirr summoner and your missing people. I regret to inform you that your suspicions are correct; the prisoners are dead. During her return home, she was assailed by a wandering beast, and she sacrificed the prisoners in order to conjure a demon to fight it. If there is any other aspect of this matter you would like me to investigate, you have only to ask, and I shall do so.

I almost forgot to thank you for your compliment. I believe you too would be a fascinating partner in philosophical discourse-- or perhaps it is more proper to say you are, as these letters have ventured quite squarely into that realm, in my opinion.

I hope to hear from you again soon.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=To Ktan-Ydheel]
This letter is scratched into a sheet of animal skin in a jagged, runic script.

I have arrived in your city, Abjected One. Though the constant miasma makes me wish to retch, I find your people to be mostly agreeable, if entirely incompatible with the desires of a Succubus.

I can report the Nocae outpost at U32 has very little; it is a far cry from Umbrazzid. It has no interesting buildings, and a garrison of only three Abominations. There may not be much to steal, but, as long as those Abominations can be overcome, whatever is there would be ripe for raiding, if you want to.

- Incarnadine Rubina Septena
[/spoiler][spoiler=To Saersensine and the Overbrain]
Chiaroscuro's avatar of light and shadow reappears in the Overbrain's consciousness; as before, she is clearly noticeable, yet somehow insignificant in the grand scheme of the great mind's many thoughts.

"Greetings once again, Overbrain, from the Seven Sisters of Septena. We send greetings to the new Exarch Saersensine, as well." She smiles politely. "Congratulations on your defense of your hive. As I am sure you are already aware, the Watchers in the north have little defense for their ill-gotten gains, at the moment, while the back of the High Elven forces has been broken."

Chiaroscuro's wings beat once. "We continue in our efforts to raise an army, yet, at the same time, Llitul's trust in us continues to grow, further decreasing its actual necessity in retrieving her. However, the concern now becomes ensuring there is a place for her to return to; I wonder if perhaps it would be more prudent if we directed our gathering forces to Dtoulth itself, where we may aid you in a counterattack to drive off the siege, assaulting the foes from behind while you engage them from the city proper."

She licks her lips. "Our mighty force would only need a leader at its head, and, though we would not presume to know or interfere in the affairs of your grand hive-city, we could think of no better than the new Exarch himself. He has proven himself an experienced commander already, and no doubt Exaltation has only raised his considerable ability."

Her typically playfully coy demeanor becomes serious for a moment. "If you know anything of our kind, Great Overbrain, you know that for our all capacity for deception and trickery, when a demon makes a solemn oath, that word is her bond. I vow to you that, so long as you are in agreement and attempt no betrayal, we of the House of Septena shall fight to our utmost to see Llitul brought to Dtoulth, and reunited with the Overbrain as one will, one mind." Her avatar symbolically pricks her finger, as though to sign a contract in blood, were it possible to have one physically present.

"What say you?" She gives a slight bow to each of them in turn.
[/spoiler][spoiler=Reply 2 to Llitul]
Arquenciel's avatar reaches for Llitul, giving her a gentle caress, trying to reassure her as best she can. "Oh, poor Llitul. Yes, of course we shall help you. Such a venture will be costly, but... oh, surely money is no object when love is the issue, am I not correct, sweet Llitul?"

She pauses for a moment, head tilting sideways, as though listening to something from elsewhere, and then turns back to "face" Llitul. "My sister Chiaroscuro has some rapport with the Overbrain. I do not know how much value it will be... but we shall attempt to present it an irresistible proposition." Arquenciel then proceeds to inform Llitul of her sister's dealings with the Overbrain.
[ooc]Feel free to read the "To Saersensine and the Overbrain" message immediately above this one.[/ooc]

After her explanation, Arquenciel gives a soft laugh. "Here's hoping that bloated bundle of synapses has little experience parsing demonic contracts, hmm?" Her manner becomes more serious. "Still, what Chiaroscuro said about demonic oaths is true. She is bound by her oath, now, and the rest of us as well. The Overbrain can consider it an oath to itself, but, as I am sure you can surmise from a proper interpretation of its words, it is actually an oath to you, Llitul. We shall not rest until you have taken back what is yours."
[/spoiler][spoiler=Reply 3 to Llitul]
Arquenciel's playfully smiling face reappears in the shared space of the Mindlink. "Hello again, lovely Llitul. I have coordinated the logistics of our plan with Caerulea. Here is, I believe, the optimal way to approach the city." Arquenciel conjures a map of the middledeep, and, with her finger, traces a line from Llitul's current location up the side of the chasm, around to the Kirr outpost, and then northward to Kirr-Godna. There, the magical map zooms in, showing the city of Kirr-Godna and its defenses, as Arquenciel shows Llitul an optimal path into the city.

[ooc]Arquenciel is telling Llitul all relevant information about how to get into the city. I'll give you a scrying/scouting report because that's the best OOC way to convey it.

Kirr-Godna contains the following structures: Bloodlord's Spire, Slave Pens, Slave Market, Improved Dark Elf Mine, 1 Lichen Garden, 1 Lizard Pen, War Spire, Profane Temple, City Wall, and Escape Tunnel.
It is garrisoned by a Dark Elf Swordsman, two Crossbowmen, four Ogre Slaves, and a Bloodfiend.[/ooc]

Arquenciel adds, "If you believe it would be beneficial, I could also meet you just outside the city, in the area designated Middledeep 14. The Bloodlord's men are by now used to us coming and going and it would attract no attention. From there, I could guide you into the city myself."

Arquenciel pauses a moment, licking her lips. She then continues to speak. "Normally I would not be so crass as to discuss the topic of our compensation for this venture at such an early juncture; however, Caerulea has also informed me of a possibility that may be beneficial to both of us, but require a bit more time to get into operation. Rather than drain your coffers with large payments of gold all at once, I propose that a mine be dedicated to us, instead-- this mine could be one that is newly constructed, hence the ample lead time. We would pay you a small fee from the proceeds to aid in its construction and finance its operation, but otherwise, the mine's profits would be sent to us. This may be a desirable choice because its net effect on your wealth would be lower, whereas, long-term, the potential profits for us would be far greater." She adds, with a smile, "And, of course, should you require any further assurance of our friendship, this long-term joint venture will also hopefully reinforce the idea that we intend to continue to do business with you for the foreseeable future."

Chiaroscuro briefly pops into the Mindlink once again to discuss her latest negotiations with the Saersensine and the Overbrain.
[ooc=BCC]Go ahead and read "Reply to Saersensine and the Overbrain" message right below this one, too.[/ooc]
[/spoiler][spoiler=Reply to Saersensine and the Overbrain]
Chiaroscuro's avatar nods and gives a slight bow. "As you wish. Llitul has not informed me of her exact location, but that is to be expected. It would be of little use, given that she tends to wander. However, what I do know is that she intends to make her way northward; she is going to rendezvous with her army and personally lead them in an attack on the Cleversmart Kobolds, in an attempt to retake the hive at Lowerdeep 69. Of course, she will not get that far in one week. I suspect she is spending this week preparing for a long forced march undetected through Kirr lands."

Chiaroscuro beats her wings once. "Naturally, I wish to assist in the venture; both to demonstrate commitment to my oath-- and, I must acknowledge, to have an actual physical presence in the action that assures that I will not be simply pushed aside now that you have your information. So, shall we now coordinate an ambush?"
[/spoiler][spoiler=Reply 1 to Ktan-Ydheel]
This letter is scratched into a piece of bark in a jagged runic script, using some sort of foul-smelling ichor as ink.

I can try to assist her, though most of what I know about demonic summoning is being on the receiving end of it. That still might add perspective, so I'll do what I can.

My sister Arquenciel gave me some long speech that I was supposed to write down about how it would be unwise to provoke the Nocae now, but I don't remember it. So do whatever. Personally, I think you should kill 'em all. But then again, don't come crying to me if they send a gigantic army down here and smash your ugly face in.

- Incarnadine Rubina Septena
[/spoiler][spoiler=Reply 2 to Ktan-Ydheel]
[ooc]Mechanically, to avoid problems with the communication limits, I'll call this one of the Succubi's Mindlinks, although flavorwise they will still be sending letters.[/ooc]

This letter, in stark contrast to the previous two, is scribed in elegant calligraphy on fine stationery, and scented with a hint of fine perfume.

Greetings, Abjected One. I hope this message and the new month find you well.

Please forgive my sister. She is an excellent athlete and combatant, but her social skills may suffer slightly for it; she prone to saying what is on her mind, and sometimes the nuances of diplomacy elude her.

While I have heard conflicting rumors as to the actual intentions of the Duergar (so I shall not speculate too much) it has become quite evident to me they have become disturbingly bellicose. Given that they consider your race to be a mortal enemy, I have a strong suspicion their attentions will be turned on you soon enough. At that time, you may need all of your resources in order to mount a defense. We shall endeavor to assist however we can, but, naturally, the defense of your own realm is first and foremost your own responsibility. Therefore, while your policy is your own decision, I feel that, with such a threat looming, provoking the currently slumbering and complacent Nocae into more than likely launching a counterattack may not be the most sound move for ensuring your continued safety and security.

Feel free to reply with any questions or if I may be of assistance in any way.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply to Bloodlord Dalashinn]
[ooc]Mechanically, to avoid problems with the communication limits, I'll call this one of the Succubi's Mindlinks, although flavorwise they will still be sending letters.[/ooc]

My Dear Dalashinn,

Your tactical analysis is astute, and you are correct that any particular faction gaining too much power in the Lowerdeep may lead to an undesirable state of affairs. The absolute worst outcome for the Kirr would be to side eagerly with the side that ends up being defeated. Of course, siding with the victor would be a more positive outcome, whereas pure neutrality may be looked upon with suspicion-- therefore, I suggest we focus our diplomacy in a way that makes it possible for it to appear that we were supporting whichever side ends up emerging victorious.

I believe that the House of Septena being a nominally independent faction from the Kirr will allow this card to be played more deftly. Our relationship with the Duergar is not particularly strong, but we have cultivated a friendship with Llitul. Should she emerge victorious, that friendship can be leveraged; clearly, acting through us, you had been supporting her all along. On the other hand, I believe that overt Kirr-Duergar relations are far stronger than your relations with Llitul, so, should they triumph, you will appear to be a steadfast friend to the Duergar without any particular complications.

I find the news that the Duergar require (or, at least, are requesting) that many sacrifices to be somewhat unsettling. That would be a demon of truly staggering power, or a very dangerous host of lesser demons. Dangerous to all, including themselves: they do not have the experience with negotiating the Abyss that your kind does, and, should they proceed recklessly, they will almost certainly find themselves in an untenable situation. Still, the prospect of using the Duegar's meddling in demonology against them vis-a-vis the Nocae is intriguing, though, and it is something I will certainly mention to my contacts among them, should the opportunity arise.

At present, the best source of information about the Nocae is Goblin slaves captured by Kirr slavers after the fall of the Red Tide; many of them are quite talkative if they believe it would aid the enemy of their enemy. On the other hand, to be able to offer something valuable in return for their information beyond a few scraps of food and a few carnal delights would help immensely. Thus, I would like to request that you grant me the authority to free a small number of slaves by fiat from the slave markets-- something like ten or fifteen weekly should suffice. While we could purchase them and then free them, this would be something of a drain on our finances, and there is no assurance they will not swiftly be recaptured, whereas a bill of freedom granted by the authority of the Bloodlord himself would grant them a measure of security. I believe this small loss would have almost no overall impact on the economics of the slave market, and would aid myself and my sisters remarkably in our information gathering.

On the topic of information networks, as I write this, my sisters Chiaroscuro and Verdure are on their way to deal with the Kobold spy. Should they succeed, the spy-- mentally enthralled to one of them-- shall be brought back to Hazer-Nagroth.

As always, please do not hesitate to contact me or one of my sisters if we may be of further assistance.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 1 to the Glow]
Jonquille's eyes open wide as the overwhelming flow of color and sensation fills her mind. "Oooh..." she gasps. Within the landscape of color, she is a streak of vibrant yellow and orange; first tentatively, then eagerly, she immerses herself in the variegated whorl. "Pretty!"

She gives a bright smile, or whatever other gesture of delight that her avatar in this form can convey. "Hello! We love flesh too, and the pleasures of the flesh, most especially. We live with the Kirr-- what you call the dark-elf-flesh-- but are Succubi, creatures of the Abyss. We take the form of flesh, but we are not of flesh. You might call us simultaneously flesh and not-flesh." It is clear she is quite pleased with herself for seemingly communicating well in this strange argot.

"Our dreams are different from theirs... our dreams are bright and beautiful. Tell me, what of your dreams?" She smiles warmly.
[/spoiler][spoiler=Reply 4 to Llitul]
Arquenciel grins. "Oh, lovely Llitul, how I long to meet you, as well. There are so many things I wish to show you, things that even a linkage of our minds is inadequate to really convey." She reaches out and caresses Llitul's cheek, licking her lips sensuously. "For now, lest the anticipation become unbearable, let us busy ourselves with practical matters." She gives a slight sigh, but then smiles at Llitul once again.

Arquenciel pauses for a moment to gather her thoughts. As she begins to speak once again, a playful smirk forms. "I am afraid that this 'army' you are expecting is purely theoretical at the moment. It is true that we possess the ability to bring forth some truly frightening creatures of the Abyss-- but they are dangerous and their upkeep expensive, so shall save that for a time when it becomes necessary."

She continues, licking her lips once again. "Now, let us speak of the Duergar. The Bloodlord has decided upon a policy of neutrality in any conflict between the Duergar and their enemies. This is sensible enough, though I have advised him that I believe it will be of great help to him at the war's conclusion if, no matter the victor, he can appear to have been on the winning side. As he already lends some measure of quiet support to the Duergar, this will be of no great consequence in terms of what he may do to oppose you, but, hopefully, this reasoning will make it relatively easy to convince him of the wisdom of assisting you in building your library."

Arquenciel pauses for a moment, and then resumes speaking. "As for the location and logistics of our mine, that is a task we shall entrust to your care. We care only for the proceeds of a mine, not what mine in particular it is; I hope it is not too avaricious to point out that, should it be convenient for you, you could even reroute some of the proceeds of an already extant mine to us before the new mine becomes operational. We would greatly appreciate whatever influx of resources to us you could bring about, as it would certainly help us in accomplishing our shared objectives." Her wings beat once, idly. "Oh, and, yes, if it is agreeable to you, we should like to claim the metal produced, as well. Caerulea will doubtlessly find uses for it."

"For our part, there are several ways we can covertly assist your forces, I believe. Naturally, our strongest talent is the gathering of information, and we shall continue to pass information to you. Believe it or not, not every Duergar is as dour as the Kafer; some of their visiting merchants are quite talkative, actually. You can also help us help you, of course, by passing operational details and such to us, so we know what questions to ask. Should you require more exact information, we can momentarily project our consciousnesses back through the Abyss and look out elsewhere-- it is essentially what you would call scrying, although the process is rather draining on us." She gives her hair an idle toss in thought. "More direct assistance may also be possible, such as aid to your armies or even actual strikes, but these would have to be carried out in secrecy, lest there be negative consequences to my patron."

She then reaches out, embracing Llitul. "But enough of such things. Please travel safely, my sweet Llitul. I cannot wait to see you."
[/spoiler][spoiler=Reply 2 to the Glow]
Jonquille engages a Mindlink with the entity she is speaking to.

Jonquille smiles. "Mmm, well, your Dream sounds quite exquisite. We, too, desire beauty, and truth, and peace." She then licks her lips,. "So let me try to explain... hmm. I think that what you see in your Dream can't see into the Abyss. Nor would you want to, really, it is more of a nightmare, most of the time... but anyway." Her nose wrinkles slightly, her eyes glancing off sideways, a momentary pause while she is thinking intently. "While your purpose sounds lovely, we can't bring you our dead-flesh, because we have no dead-flesh to bring you. We are... well, we're not like you, but we're not flesh, either. Like I said, we take the form of flesh, but we are not of flesh. I guess you could say there is you... and there is flesh... and then there is us? We're not you, but we're not really flesh, either..." She scratches her head. "Does that help?"
[/spoiler][spoiler=Reply 5 to Llitul]
"Mmm, a goddess? Perhaps then you will receive the amount of praise and adoration you deserve, dear Llitul," Arquenciel teases, with another soft caress.

"The Bloodlord pays us 10 Gold each, 70 Gold in total. I believe the numerous tasks he has us perform are in excess of what this stipend would warrant... though I am sure he would disagree." Arquenciel smiles. "So, please do not feel any pressure in that regard. I would simply ask that you grant us what you can afford. We do not wish to interfere with your war efforts."

Arquenciel licks her lips in thought. "On that note, I apologize for the misunderstanding. I hope it will not interfere with your plans in any significant way. The initial statement about raising an army was simply meant to be a bluff against the Overbrain... however, with additional finances available, we will certainly be able to make such a thing real. So, I must once again thank you for your generous assistance."

"I would very much like to partake in any spellcasting instruction you would be willing to provide. Most interesting to me would be the way you seem to be able to shift position without passing through the intervening space." Arquenciel lightly runs her fingertips down one of Llitul's tentacles. "One of your many talents I find most fascinating..."

Arquenciel stretches a bit. "Do not worry about the Bloodlord. I believe he will see the rightfulness and value in aiding you, and we will certainly take every chance to point this out. Particularly as his Duergar allies prove to be less valuable than expected..." She smirks playfully.
[/spoiler][spoiler=Reply to Dolmar Lestridae]
As usual, Arquenciel's letter is scribed in elegant calligraphy and scented with a bit of fine perfume.

You need not concern yourself with worries about your eloquence, Lord Lestridae. Your letter is of the high quality that I have come to expect from you, and I am grateful to receive it.

You are correct that most entities of the Abyss would devour you before you could even aid them. Like a cornered wild animal, they tend to lash out, even against those who mean them no harm; a somewhat sad irony, is it not? Yet, in some ways, I suppose I have this aspect of the Abyss to thank for my very existence. It was, after all, the attempt of a god of light to redeem the Abyss-- and being devoured as reward for his efforts-- that created the Succubi in the first place.

In the interests of being forthright, I must point out an error you have made, which shall hopefully mitigate your shock. Two of my sisters do object to slavery, but I never stated the grounds of their objections were moral, and, indeed, they are not. Caerulea has an astute mind for scholarly matters, and she considers a system of slavery to make poor economic sense for a civilization's long-term industrial and social development. As for Jonquille, she merely finds the practice distasteful; while this may be the beginnings of a moral objection, she is truthfully a rather scatterbrained creature and has likely not thought about the matter in enough depth to make such an argument.

Anyway, as I am not aware of your finances nor of the scope of the operation you wish to engage in, I will leave it to you to suggest the first concrete numbers as to the number of slaves you desire freed and the payment you are offering for doing so.

At present, the summoner Minirah has neither been welcomed openly nor punished harshly. She has been exiled to a remote outpost, where she remains as part of its garrison. To my knowledge, she has not been allowed to return to the capital or to Hazer-Nagroth since her failure; however, at the moment, this exile seems to be the extent of her punishment.

As always, I enjoy hearing from you, as well.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 3 to Ktan-Ydheel]

This letter is short, and, as such, written on a small card instead, but it is still scribed in the same impeccable calligraphy and scented with fine perfume.

Greetings once again, Abjected One. Incarnadine will be leaving your company after she has imparted all she can, but, of course, if I or my sisters may assist you in any way in the future, please do not hesitate to ask.

If I may impose on you once more, I would like to purchase a pair of your wondrous Star Vampires from you. If you are in agreement, I will pay for their summoning as well as provide sufficient sacrifices, and, in addition, give you a few additional slaves that you may do with as you wish as a token of my thanks. If you would be so kind as to include a few bodies for their first week's nourishment, I would also appreciate it greatly.

[ooc]The Succubi offer 50 gold and 12 slaves in exchange for two Star Vampires and eight bodies.

If you agree, the payment can be sent to you immediately because Incarnadine is at your base.[/ooc]

We wish you the best of luck in your endeavours.

- Lady Arquenciel Diamant Septena
[/spoiler][spoiler=Reply 5 to Llitul]
Arquenciel smiles. "I am glad. I am working around it as well. I shall put out a call for capable mercenaries, as well as attempt to purchase forces from our allies."

When Llitul pulls her close, Arquenciel gently nuzzles against her. "I will send Wisteria to bolster your forces. She will not be particularly pleased about being sent on an errand-- she was so hoping to meet you-- but I think she will recognize that it is for the greater good." She licks her lips. " The expense in carrying out this operation will not be insignificant to us, however-- I presume you do not mind covering our costs. The prospect of such wealth gained will also serve as plenty of solace for Wisteria."
[ooc]Essentially the thing we talked about on IRC, where they get all the proceeds for one week, as long as Llitul actually secures both mines. If they are both improved, then you can keep the extra-- Arquenciel was basing her price around standard mines.[/ooc]
Arquenciel lightly kisses Llitul, nodding lightly after her last statement. "As long as you are in my care, nothing shall happen to you."
[/spoiler][spoiler=Reply 4 to Ktan-Ydheel]
A small packet arrives. It contains a card, as well as a folded sheet of paper. Both are, as usual, written in elegant calligraphy and scented with a bit of fine perfume.

The card reads as follows:

You have my thanks. Provided you have no objections, I shall be directing them northward at maximal speed as soon as they are summoned, rather than tarrying for any time at the Heart-Chamber. It is quite likely they will be needed against the Overbrain very soon.

I hope to do business with you again in the future.

- Lady Arquenciel Diamant Septena

The small sheet of paper is a demonic contract, signed by Arquenciel, authorizing the bearer to receive 50 Gold and 12 Slaves from the House of Septena.
[ooc]That's just fluff, because Incarnadine wouldn't have that stuff on her. :grin:
I've sent you the 50 gold and 12 slaves as a mid-week trade.[/ooc]
[/ic]
[spoiler=The Desires of the Succubi]
Income
3 Souls
85 Gold

Upkeep
7 Souls

Recruitment
32 Slaves [-64 Gold]

Trade
(Mid week) 50 Gold to Abject, 12 slaves to Abject

Wealth
124 Souls
125 Gold (11 Gold after trades/purchases)

(Will end up with 112 Souls, 1 Gold, 8 Bodies (from Abject))

Rooms
Succubus Boudoir in M13

Units
Arquenciel (M13) [-3]
Chiaroscuro (M13) [-3]
Incarnadine (M20) [-7]
Verdure (M57)
Caerulea (M7)
Wisteria (M7)
Jonquille (M13) [-3]
2 Star Vampires (L56, I think)

[Spoiler=Characters]
[ooc=Note]Having 7 mostly similar stat blocks made my eyes glaze over. I hope it's ok to just note the differences.[/ooc]
[ic=Succubus]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish

Any unit engaging the Succubus in melee combat must make a Morale check of DC 10 or suffer from her Distraction Aura (as per the Distraction spell).

When a Succubus kills an enemy unit, she harvests its Soul (+1 Soul to the player controlling the Succubus).  Undead units and Constructs do not have harvestable souls
[/ic]
[ic=Caerulea Saphir Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Wisteria Amethyst Septena]
Additional Special Abilities: Ward
[/ic]
[/spoiler]
[spoiler=Orders]
Mindlinks: Llitul, Abject, Kirr, Glow (4/7)

Arquenciel (Started in M13, Ending in M13) - Visible
(Haste will be cast on her immediately)
Engage in Debauchery [12 Speed, +12 Souls]
While carrying out these acts of debauchery, ask around the various bars about possible leads on mercenaries that might be interested in working for us. Those with high mobility (high speed, climbing/flight, etc.) as well as infiltration abilities will be preferred. Also inquire about those with talent in Demolitions.
Chat up the military officers in charge of recruiting slave soldiers for the Bloodlord, and mention that we have permission to shop at his slave markets-- discreetly raising the possibility that we may wish to quietly recruit slave soldiers as well, perhaps with a small kickback to officers willing to look the other way.
Arquenciel will then meet Llitul at the edge of the city, escorting her to the boudoir.
Should there be any difficulty or controversy, Arquenciel and the other Succubi in the boudoir will disguise themselves as Llitul, claiming they are practicing the difficult nuances of her form-- such as her independently moving tentacles-- lest it be needed in an operation against (or, perhaps even, to aid) the Duergar.
When Llitul arrives, start learning Phase Shift from her (1/3)

Chiaroscuro (Started in M13, Ending in M7) - Visible
(Haste will be cast on her immediately)
Move M13 -> M5 -> M6 (Scout M8) [3 Speed]
We have deduced there is a Cleversmart Kobold spy in M8. When it is scouted, wait in M6 for Verdure to get into position. Avoid any Jabberlings along the way.
Both Chiaroscuro and Verdure move in on the Kobold, flanking it and attempting to Dominate it. If they are successful, compel it to send out a fake report that nothing of interest happened this week, then take the spy with them. Otherwise, kill it, but attempt to find its cipher keys or whatever the Kobolds are using, and try to send out a fake report anyway, saying nothing of interest happened this week, so the Cleversmarts are not alerted. [1 Speed]
(If the Kobold is in M9 instead, use 1 additional Speed in order to apprehend it)
Go to Hazer-Nagroth (M8 -> M6 -> M7) [3 Speed] - Chiaroscuro and Verdure will take the Kobold, if successfully Dominated, back to Hazer-Nagroth with them.
Engage in Debauchery [5 Speed, +5 Souls] (or less if she needed to use more speed to move up to M9)
Research Haste in the Arcane Library

Incarnadine (Started in M20, Ending in M7) - Visible
Attempt to assist Altharid-Xallasine with her demonology studies
Go to Kirr-Godna (M20 -> M19 -> M18 -> M17 -> M16 -> M15 -> M14 -> M13) [7 Speed]
(Haste will be cast on her at this point)
Go to Hazer-Nagroth (M13 -> M5 -> M6 -> M7) [3 Speed]
If M6 is under attack by Jabberlings, offer her assistance in its defense. She will take to the air and rain fire down upon them in a graceful dance of death.
Gather any bodies that she can for feeding the Star Vampires.
Engage in Debauchery [2 Speed, +2 Souls]
Research Haste in the Arcane Library

Verdure (Started in M57, Ending in M7) - Visible
Move M57 -> M58 (Scout M9) -> M9 [3 Speed]
Avoid any Jabberlings encountered along the way.
Wait for Chiaroscuro to scout out the Kobold. (The scout on M9 is to ensure it's safe and to make sure the Kobold isn't trying to flee-- if it is, Verdure will wait until Chiaroscuro advances to M8, then both will attack M9)
Both Chiaroscuro and Verdure move in on the Kobold. See Chiaroscuro's orders for details. [1 Speed]
Move M8 -> M6 -> M7 [2 Speed] - Chiaroscuro and Verdure will take the Kobold, if successfully Dominated, back to Hazer-Nagroth with them.
If M6 is under attack by Jabberlings, aid in its defense along with Incarnadine (and probably Jonquille), while Chiaroscuro takes the Kobold back to Hazer-Nagroth.
If she is able to pilfer any valuables from the outpost whose losses can easily be blamed on the Jabberlings, Verdure will not miss this opportunity.
Engage in Debauchery, spending 10 Gold [3 Speed, -10 Gold, +8 Souls]
Research Ward in the Arcane Library

Caerulea (Started in M7, Ending in M13) - Visible
Research Ward in the Arcane Library
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
At one point, all Succubi except Verdure and Wisteria will be at the Boudoir. Cast Haste on them at that point.
Engage in Debauchery [12 Speed, +12 Souls]

Wisteria (Started in M7, Ending in L14) - Invisible
Research Haste in the Arcane Library
Cast Ward on herself
Move M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14 [6 Speed]
Bring 20 slaves along. Attempt to avoid any Duergar (or Kirr, for that matter) encountered, disguising herself as a random Kirr slave marketeer or something like that.
When she meets up with Llitul's forces, disguise herself as a Derro and hide among them (attach with Follower ability)
Hand the 20 slaves over to the Derro commander (or whoever's in charge of Llitul's forces)
Perform the "Pret-a-Porter" Ritual on 50 melee units of Llitul's army [2 Speed, -60 Souls]
Do not join them in their attack-- stay hiding out in L14
If for some reason Llitul's army doesn't turn up, sacrifice the slaves for souls and perform "Lickety Split" to quickly retreat to Hazer-Nagroth...!

Jonquille (Started in M13, Ending in M7) - Visible
(Haste will be cast on her immediately)
Go to Hazer-Nagroth (M13 -> M5 -> M6 -> M7) [3 Speed]
If M6 is under attack by Jabberlings and Incarnadine is already fighting there, Incarnadine will drag Jonquille into the combat as well. Jonquille is relatively inexperienced in combat, but she will fight to the best of her ability, trying to find places where she can hide and project her bolts of fire.
Engage in Debauchery [9 Speed, +9 Souls]
Research Haste in the Arcane Library

Star Vampires (Started in L56, Ending in M13) - Visible
Arquenciel will notify the Kirr garrison that two Star Vampires have been purchased by the Succubi and are not a threat.
Move/Force March to Kirr-Godna (L56 -> M24 -> M23 -> M22 -> M20 -> M19 -> M18 -> M17 -> M16 -> M15 -> M14 -> M13) [8 Speed, -3]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Polycarp on April 18, 2013, 12:55:12 AM
The Glow - Fungoids - Week 9

The Glow Theme (http://picosong.com/nsS6/)

[ic=The Unreality Manifests]When her mind first awoke into the delight of the Dream, it was bathed in wonder and beauty.  There, painted in living colors, was the Truth in all its splendor.  Later, the Child sometimes mused about how it would describe the Dream in the world of flesh, but seemed so simple and clear in the embrace of the Dream fell apart into clumsy thoughts and phrases in the faded light of the material.  The Empyrean ecstasy of the Dreamer's beauty, she decided, was not too complex for expression, but too simple.  It was real, and the real cannot be expressed to those who have never known reality undiluted by flesh and matter.

The Dreamer was a strange thing; this the Child reflected on often.  It seemed to exist entirely within the Dream, or almost so.  Eddies of thoughts and visions touched its mind, of course, but the Child was not sure if it truly perceived them as separate from the Dream – the psychic ripples of thought were absorbed by the Dream, integrated, rearranged, made to fit into the unending harmony of color.  The Dreamer re-imagined the world as it was delivered to it; it appropriated the pseudo-real and remade it in true reality.  When she was young, the Child had imagined the Dream as real substance, and the world as false substance, or substance made impure; now, however, she believed that the Dream was not really substance at all.  It was a framework, a mode of being, a perfect concept of truth – this, perhaps was why the creativity of flesh mattered.  Life, raw, unrefined, could not be True, but its substance could be made so in the Dream.  That, in a word, was apotheosis – ascendance to the divine.  This transcendence was the closest the mind of the Child had ever come to a concept of divinity.  It did not require faith, of course; the Child herself was living proof of the Dream's light upon raw substance.  There could be no doubt.

And yet there was doubt, sometimes, when the Child peered into the Dream, for not all of the Dream was the florid wonderland she had known.  There was something else there.

There was a place in the Dream, deep within the mind of the Dreamer, that she could not comprehend.  The Child had named this the Unreality, and it was the only thing that truly made her afraid.

Like the Dream itself, the Unreality could not be expressed truly in the world of flesh, but the Child also could not even comprehend it within the Dream.  She could not perceive it directly.  It was like coming to the edge of a great chasm in utter darkness and sticking your foot out over the abyss; she could feel the absence, but she dared not step off, and could not know what was beyond – or below.  Going too close filled her with a kind of sickening, nightmare vertigo that could not be overcome.  It was pure and undiluted terror, the overwhelming perception of a presence that a mere mind could not comprehend.

Yet the Unreality was no flaw, no blemish on the Dream; it seemed to be the locus of its wonder and power.  It was at the fringes of the Unreality where the colors were the most vivid, the most incredible, the most rapturous; it was there where the whispers of the world circled, where she had learned to touch the minds of the flesh.  It was, in some sense, the most real part of the Dream.

The Child had long suspected that the Unreality was simply a level of the Truth she could not comprehend, in the same way that her many children knew much less of the Dream than her.  Yet it also frightened her to think of what truth, what power lay in that secret place

And now, a new shadow was cast across the Dream; and in her very core, the Child felt a familiar vertigo welling up within her.[/ic]

[spoiler=Message to Dolmar]A voice bursts into your thoughts, borne on a tide of whispers that echo its words and stir up flecks of color on the edge of your vision.  The voice is familiar to you; it is the voice of the Child of the Dream.  Yet in that voice there is an unfamiliar tone, something you had not heard in her voice before... fear.

What have you done, flesh?

We saw beauty, creativity in this flesh, and so we desired it; the Dreamer desired it... something is wrong, flesh.  This flesh... there is a not-light that dwells in the water, flesh, a shadow upon the Dream.

How can there be shadow upon light?  What substance is this?  The flesh is wrong, tainted... it turns wonder to dread, flesh.  It has the beauty of the Dream, but corrupted, twisted, into a dream of shadow and fear...

Do you know what grows now beneath the waters?

Did you know of this, flesh?  Did you plan to merge the Dream into this alien darkness?  Have you poisoned us, flesh?

Where all was light, now a shadow grows, between this Dream and the Unreality... it takes form in the water.  The Dreamer is returning it to this world.  You have given us flesh tainted with darkness, flesh, and now a dark light has been spawned, the Dream's shadow, something awesome and terrible...

What have you done to us, flesh?  What darkness is it that you have cast upon the light?

What have you done to us?[/spoiler]

[spoiler=2nd Message to Dolmar]The Dream is not liquid, flesh.  The Dream is without substance - but the Dreamer, the one who knows the Dream in its fullness, dwells in the water, as it has done for many lives of flesh.  To the Dreamer we took the dead-flesh; in the water it rests now.

It does more than rest.  It changes.  It grows.

Our light touches the dead-flesh, fills it, and gives it life again; life closer to the Dream.

But this flesh... it is wrong.  It is tainted.  The light of the Dream has touched it, and the light changed.  A shadow was cast upon the light of the Dream.  You do not understand, flesh... the Dream is pure.  The Dream is true.  The light of the Dream bears no shadow; there is nothing that may alter its perfection.  Yet this flesh has turned the Dream's light into the Dream's... un-light, a thing we do not comprehend.

The Dream's glow is living light; what you have given us, what grows below, we do not know what this is.  It is living shadow.  It is darkness cast upon pure light itself.  It is an emanation of the unreality.  There is no way I can... express... understand this, flesh... what grows now cannot be.  It is perfection, yet tainted; it is not the wonder of the Dream, but the terror, the fear in the pit of the unreality.  We cannot comprehend.  We do not understand this substance, this power.

I... we do not think... it has poisoned us.  The Dream within us is still pure.  It is still perfect.  But the light of the Dream, in this flesh, has been altered; we do not recognize it any more.  It is not ecstasy.  We do not know if it threatens us.  We see it, and yet do not; we cannot know what will come from the waters when it is full-grown.

I would destroy this thing, this creature of dark-light... it fills me with fear, flesh.  But it is what the Dreamer wills... the Dreamer holds it now.  I do not know if I can, while the Dreamer holds it still.  I do not know if I should.

What is the nature of this, flesh?  Never has flesh changed our light... never have we seen this strange darkness.  What are you?  What is this creature?[/spoiler]

[spoiler=Message to Llitul]Perhaps its flesh is more beautiful, now, but it is only a part of the Dream in the manner that all things are, for the Dream is true reality.  This flesh does not know that Dream as you do; it has not shared our colors.  It is only ceremorph-flesh to us.  Why do you now desire this flesh?  What you are is unlike what you were; what the Saerid-flesh is, is unlike what it was.  The flesh which you desired has been remade.  Perhaps it is no more than a thrall, now, no more the flesh it once was than one of my children is the dead-flesh that nourished its growth.  You are unique, Llitul; you possess a mind that can share true Beauty with us.  If the Saerid-flesh does not possess this, then it is no more than mere flesh, to be embraced if it is good, and destroyed if it is a threat.

If this flesh now threatens you, then...  Yet we see that many already conspire to do this thing, our Llitul included.  Now that this flesh no longer marches upon us - now that it is assailed by many enemies of flesh - perhaps we should let them do their work, and let them destroy the thing that still strives to enslave your beautiful mind to its will.

There is an undercurrent in this message, a chorus of whispers that well up from below, in a tone of fear that you have seldom heard in the voice of the Child...

Something is growing, precious one... the flesh the Nocae have given us... it is tainted, defiled with a darkness I cannot understand.  It grows now in the waters, into something new, a creature born of a shadow of the Dream, an un-light, a terrible beauty... I do not comprehend.  I fear...[/spoiler]

[spoiler=2nd Message to Llitul]We would cherish a world in which all creatures knew the Dream.  It would be good if the Saerid-flesh knew our beauty, as it would be good for any other flesh to know it.  Yet what is important to us is life, not simply one life, not simply one mind.  If this flesh may be captured and renewed, this would be good, but we have a purpose greater than this, and it must not be denied for the sake of one creature.

In one week, a new army will be full-grown; my children will serve you.  I believe it is wise for them to defend your distant dwelling, not seek this creature where the kobold-flesh and elf-flesh has already failed, but if you see an opportunity to obtain the Saerid-flesh, then perhaps they may be of use in that matter.  We leave this to your dreams.

We would begin the creation of skin-farms in your dwelling, enough to support our children there, as well as the gate that will link the Thorn to your dwelling.  If there are bodies or dead-gold you can provide for this purpose, we welcome it.

[One skin farm costs 15 Bodies and produces 25 Bodies per turn; the teleportation circle costs, I believe, 75 gold.][/spoiler]

[spoiler=3rd Message to Llitul]We accept your gifts and will do these things.

We do not understand the Duergar-flesh.

We have told them but three things - that they must not harm our Llitul, that they must not intrude upon the garden below nor the garden above, and that their closeness to us above threatens us.

They respond to us.  They say that we possess no garden above, and that if we wish to, we must give them that which we do not control, that dwelling-place which is west of us in the deep.  We tell them that this is a place of creatures who would not abide such dwellings, and that we do not understand; we say we will not be surrounded by the flesh.

The duergar-flesh now speaks again.  They say they will not harm the Llitul-flesh, and that they no longer dream of dwelling beyond us in the west-deep, but that they wish to dwell closer to us in the deep, on the edge of the garden below.  This they have already asked for, weeks ago, and we said we dreamt darkly of it.  We think they wish this as payment for what is already ours, our garden above.  We see the flesh has sent beetle-flesh through our garden to bring sharpness to the dwelling of Llitul.

I see this very clearly, precious one:  Even if they recognize our garden above, and desire no further from our garden below, they still dwell close to our garden above; look how far the beetle-flesh flies.  I believed before that we could stop them from harming us, but now the Duergar-flesh possess the flesh-lines of power, the magic of flesh, and may send the beetle-flesh by my children like air; not even the Dreamer is now safe.

The Duergar-flesh presses us less than before; they demand less.  Perhaps they do not desire sharpness.  But the word of flesh means little to us.  We do not know what the flesh will do or will not; we know only what the flesh can do, and cannot.  This flesh can bring sharpness to us as it pleases; it has shown such.  I fear the Dreamer cannot be protected so long as this threat exists.

[ooc=Kafer]Greetings Child

I have not slain the abomination known as Lliltul nor do I have plans to any longer after your request. I hope this has bred some goodwill with the Glow. On a second matter I will give up any ideas of expanding into the Lowerdeep in the westward direction of your holdings. In return it would be greatly appreciated if you would allow my Empire to establish a border outpost (Lowerdeep 23). This will mark the southernmost edge of my Empire and the Duergar will not expand anymore in the southern or south-western Lowerdeep. What does the Glow say to this?[/ooc][/spoiler]


[spoiler=Message to Jonquille]There is sudden whorl of vivid, unreal color; it may take a moment to notice that it is not actually seen, but beheld in the mind alone.  In a bizarre bout of synesthesia, the colors coalesce into whispers, and they speak as one.

The Children of the Dream have heard you, flesh.  We do not know your flesh.  We do not know your beauty.  In the Dream alone is truth - yet in flesh there is substance, and creativity, and nourishment.  We love the flesh.

The flesh dwells with the dark-elf-flesh.  A flesh that craves the dead-gold above all others.  A flesh that brings sharpness against itself; a strange flesh.  Yet it is not close to us; we perceive no threat from this flesh.  The Dreamer has no vision of them.  We do not interfere.

If you are like unto their flesh, then know we desire nothing further from the dark-elf-flesh at this time.  Their dreams do not coincide with ours.[/spoiler]

[spoiler=2nd Message to Jonquille]We do not understand.  We will explain to you the nature of things.

There is the Dream, and it is Truth, and Reality, and Perfection.
There is the world, which is imperfect and untrue substance; yet its substance may be shaped in a manner that is in harmony with the Dream.  That is Good.
In the world there are but two things, that which lives and that which is dead; what is dead is worthless, for the Dream may be reflected only in life, and the Dream alone is good.  What is dead has worth only while it may be used to make life again!
Of life there are two substances, flesh and Us; flesh lives, as do we, but flesh consumes, and we renew.  We alone know the true Dream.

We do not understand flesh-and-not-flesh.  We do not see this within the dream...

We do not have dreams; the Dream has us.  We are its children, our substance made near to perfection by its glow.  We are the light-bearers who will illuminate this world.  We will bring our colors, our beauty, to the flesh; we will perfect flesh.  We imagine many things.  We imagine beauty and ecstasy, which is the fate of all within the Dream, the blessing of the Dreamer.  We imagine ugliness and sharpness, as well, among those who deny themselves our beauty by their ignorance, or who threaten the Dreamer; yes, flesh, there are such creatures, who love dead things and sharpness, whose faded light holds no true color.  We desire beauty; we desire truth; we desire peace.  Yet we must guard against the ugliness of bad-flesh as we delight in good-flesh.

If the flesh finds our colors beautiful, perhaps it will give us dead-flesh, that it may be made beautiful again, and that our colors may grow.  Many flesh will not give their dead-flesh to us, and say the dead-flesh has value, and yet bury it in stone.  We do not comprehend.  If you are good and wise flesh, give this dead-flesh to us, and your children will be ours as well.  We rejoice in life!  We love the flesh![/spoiler]

[spoiler=3rd Message to Jonquille]We do not understand - but we do not clearly see all things within the Dream.  We learn.  Our colors grow.

Perhaps we will see this flesh-not-of-flesh for ourselves.  The dark-elf-flesh demands much dead-gold for our presence in their dwellings, which we do not possess; so we would bring the flesh-not-of-flesh to our light.  The Dreamer will know if this flesh-not-of-flesh is a threat to us, or good-flesh.

The moment is not right.  A great threat threatens to overshadow our light.  Sharpness may soon come to us.  But in time we will bring the flesh-not-of-flesh before us.

We have much time.  Death has no hold on us.  We are the light that does not fade.[/spoiler]

[spoiler=Message to Kafer]What lies beyond us in the Lower-deep is infested by creatures that would not abide the dwelling of flesh; we do not comprehend why the flesh desires it.  Even without this, we would not permit the flesh to surround us on every side, for this would threaten us.  We cannot agree to your desires.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Crimsonlight (Middledeep 47)
10 Skin Farms: +250 Bodies

Fulgoria (Lowerdeep 33)
10 Skin Farms: +250 Bodies
Terrain (Crystals): +20 Gold

Thorn of Visions (Middledeep 41)
5 Skin Farms: +125 Bodies
Terrain (Mushrooms): +25 Food

Mirror of the Dream (Lowerdeep 32)
Terrain (Mushrooms + Water): +35 Food

Glimmerwall (Lowerdeep 34)
Terrain (Crystals): +20 Gold

Foraging: +150 food (see orders)[/spoiler]

[spoiler=Upkeep]
150 Fungoid Warriors: 150 Bodies
2 Sporemothers: 8 Bodies
160 Fungoid Thralls: 160 Food
1 Delver: 20 Gold[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
5 Fungoid Deathcap Assassins: -5 Dark Elf Bodies, 3 weeks remaining
1 Fungoid Nightmare: 3 weeks remaining
5 Creeping Moulds: 2 weeks remaining
4 Fungoid Infestors: 1 week remaining
200 Fungoid Warriors: -200 Bodies, 1 week remaining
3 Fungoid Sporemothers: -36 Bodies, 1 week remaining
20 Crawling Caps: -20 Bodies, 1 week remaining
50 Puffball Mines: -50 Bodies, 1 week remaining

Middledeep 91
75 Fungoid Warriors: 1 week remaining[/spoiler]

[spoiler=Wealth]
Gold: 20
Metal: 0
Food: 500
Bodies: 39

Special Bodies (not included above):
Dark Elves: 15
Ceremorphs: 16[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
Regeneration Bulb (on Slime Pool): 2 weeks remaining
Restoration Cluster, 1 week remaining
Ganglial Cluster: 1 week remaining
Transmutation Cluster: 1 week remaining
Regeneration Bulb (on Infestation Mound): 1 week remaining
Living Wall: 1 week remaining
Cultivation Bulb (on Slime Pool): 1 week remaining
Cultivation Bulb (on Infestation Mound): complete
Cultivation Bulb (on Skin Farm): complete
Deathcap Cluster: complete

Beginning Construction
Maturation Bulb (on Deathcap Cluster): -8 Bodies, 1 week remaining
Regeneration Bulb (on Deathcap Cluster): -12 Bodies, 3 weeks remaining
Cultivation Bulb (on Deathcap Cluster): -20 Bodies, 2 weeks remaining
2 Brown Moulds: -16 Bodies, 3 weeks remaining

Crimsonlight (Middledeep 47)

Under Construction
Cultivation Bulb (on Skin Farm): complete

Beginning Construction

Fulgoria (Lowerdeep 33)

Under Construction
5 Skin Farms: complete

Beginning Construction

Thorn of Visions (Middledeep 41)

Under Construction
Slime Pool: 5 weeks remaining
Thornglimmer: 3 weeks remaining
Fungal Nursery: 2 weeks remaining
5 Skin Farms: 1 week remaining
5 Skin Farms: complete
Living Wall: complete

Beginning Construction
2 Brown Moulds: -16 Bodies, 3 weeks remaining
2 Stranglevines: -28 Bodies, 2 weeks remaining
3 Vault Slimes: -15 Bodies, 2 weeks remaining

Mirror of the Dream (Lowerdeep 33)

Under Construction
5 Skin Farms: 2 weeks remaining

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining

Glimmerwall (Lowerdeep 34)

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Frenzy Cluster: 2 weeks remaining
Living Wall: 1 week remaining
2 Brown Mould: complete

Beginning Construction

Sublime Portal (Middledeep 42)

Under Construction
Frenzy Cluster: 3 weeks remaining
Living Wall: 2 weeks remaining
2 Brown Mould: 2 weeks remaining
Disguised Entrance: 1 week remaining
Giant Stinkhorn: 1 week remaining
Escape Tunnel: complete

Beginning Construction
2 Stranglevines: -28 Bodies, 2 weeks remaining

Whisperwhorl (Lowerdeep 35)

Beginning Construction
Frenzy Cluster: -18 Bodies, 4 weeks remaining
2 Brown Mould: -16 Bodies, 3 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining
Escape Tunnel: -5 Bodies, 1 week remaining[/spoiler]

[spoiler=Dungeons and Outposts]DUNGEONS

Heart of the Glow (Lowerdeep 31)

Crimsonlight (Middledeep 47)

Fulgoria (Lowerdeep 33)

Thorn of Visions (Middledeep 41)

Mirror of the Dream (Lowerdeep 33)

Glimmerwall (Lowerdeep 34)

OUTPOSTS

Sanguine Maw (Lowerdeep 29)

Sublime Portal (Middledeep 42)

Whisperwhorl (Lowerdeep 35)[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
3 Fungoid Sporemothers (24 weeks left)
1 Fungoid Sporemother (23 weeks left)
80 Fungoid Warriors (16 weeks left)
20 Fungoid Puffball Mines (8 weeks left)
50 Fungoid Thralls (7 weeks left)

Keepers of the Sublime Portal – Garrisoned at Middledeep 42
1 Florid Reveler (Blightguard Captain)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
25 Fungoid Warriors (14 weeks left)
20 Fungoid Warriors (12 weeks left)
10 Fungoid Thralls (2 weeks left)

Keepers of Whisperwhorl – Garrisoned at Lowerdeep 35
25 Fungoid Warriors (14 weeks left)

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Child of the Glow [Not garrisoned, infiltrated outside]
1 Prismatic Muse (Sporemother Commander)

Keepers of the Mirror – Garrisoned at Lowerdeep 32
1 Watcher of the Water (Sporemother Commander)
50 Fungoid Thralls (4 weeks left)
1 Delver [not garrisoned]

Chimeric Host – At Middledeep 41 (Infiltrated)
20 Fungoid Warriors (12 weeks left)
10 Fungoid Warriors (11 weeks left)
10 Fungoid Warriors (10 weeks left)
25 Fungoid Warriors (9 weeks left)
9 Fungoid Warriors (4 weeks left)
10 Fungoid Puffball Mines (4 weeks left)

Keepers of the Thorn – Garrisoned at Middledeep 41
1 Clone of the Glow (4 weeks left)
1 Caretaker (Sporemother Commander)
50 Fungoid Thralls (6 weeks left)

Emissary to the Exalted – At Middledeep 91 (Infiltrated)
1 Sporemother (23 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (19 weeks left)
6 Fungoid Warriors (11 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Spells: Haste
Inventory: None

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Spells: Haste
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Clone of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.

*Granted or modified by inventory[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot's retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly "sweats" a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot's service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker's limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic]

[ic=The Caretaker / Prismatic Muse / Watcher of the Water]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.

Troops garrisoned with the Caretaker have their morale increased by +1.[/ic]

[ic=The Delver]This enormous, sluggish creature has an insatiable appetite for precious materials.  If given a steady supply of gold, metal, or other precious substances, it will enter your service.  Delvers are greedy but powerful creatures, able to exude a powerful acid from their skin.

Cost: 200 Gold or Metal
Upkeep: 20 Gold or Metal
Melee Attack: +5
Melee Damage: 30 (Acid)
Defence: 26
Health: 150
Speed: 2
Morale: +5
Special Abilities: Acid Secretion, Huge, Gluttony, Immunity (Acid), Tunneling

The Delver's Acid Secretion ability deals 2 points of Acid damage to any unit that successfully deals damage to it in melee combat.

The Delver's Gluttony ability allows it to consume Gold or Metal to gain bonuses to Health and Morale.  For every 10 Gold or Metal consumed, it gains +10 Health and +1 Morale, to a maximum of +50 Health and +5 Morale.

If not paid its Upkeep the Delver immediately deserts.[/ic][/spoiler]

[spoiler=Trade]Give Llitul 16 doses of blackroot if we can insta-trade this turn, see orders below[/spoiler]

[spoiler=Orders]

Fleshwatch

LAST MINUTE INSANITY ORDERS (as if the Glow has any other kind)

If it's possible to insta-trade this turn, give Llitul 16 doses of Blackroot.

Have the clone take her dose of Blackroot (she'll be gone in four weeks anyway) and join the Chimeric Host.  The whole Host will go to M37 and set up an ambush (3 speed total); at the beginning of their turn the Host's 34 oldest warriors will also take Blackroot (or 44 if we couldn't trade to Llitul), from that which was gathered last turn.  This is an anti-duergar maneuver; we have warned them to stay out of our forest and we mean it.  If Duergar units enter the region, regardless of whether our ambush is ready or not, attack and destroy them, but do not pursue if they retreat.  The Clone should stack with the warriors, preferably the non-blackroot ones to give them the benefit of her morale bonus.  She should try to retreat if the battle is clearly going to be lost.

Meanwhile, there are 80 warriors, 20 mines, and 4 sporemothers at the Heart.  One sporemother should go to Glimmerwall and be commander there, one should go to Crimsonlight and be the new commander there, and the other two should go to M41.  The Warriors and Mines should head upwards to M41 and hang out there infiltrated, though 20 Warriors each should stay behind and garrison at Crimsonlight and the Sublime Portal, respectively (leaving 40 warriors, 20 mines, and 2 sporemothers at M41).  With their remaining move, the warriors in M41 should gather the last 20 Blootroot patches, so we can start growing more, and one of the sporemothers should found a new colony that I don't have a name for yet (in M41, same region as the Thorn).

The Delver is in the same place as the Child right now.  Have the Child cast Haste on it.  The Child will then return to the Heart and garrison, while the Delver will move to Whisperwhorl and garrison (4 speed).  Also move 20 warriors from Sanguine Maw to Whisperwhorl and garrison them.

The Emissary, our sporemother up by Llitul's duergar digs, will garrison there and make some structures for her.  Apparently Llitul will be trading me enough bodies and gold to start 4 Skin Farms and 1 Teleportation Circle (being the other end of the one in the Thorn) at her city.  Go ahead and do that so long as she's trading me sufficient resources to do it; don't dip into our own resources to do it.  The Sporemother will then chill out.

All our thralls in forested areas should un-garrison, forage, and re-garrison as normal.

That's all I can think of.[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: TheMeanestGuest on April 18, 2013, 01:08:26 AM
[ic=A Proclamation]Hear now the voice of your Lord, Tiern, who is King in the Deep:

The Dwerim fight so that freedom might be preserved. We fight, and by our action it is known that the Dwerim shall not submit. That the Dwerim shall not be slave nor pawn to those who should think us less then they. My father fought to defend our Mansion, and to defend his people. He fought so that the Dwerim might be free to do and think as they would, and to give each and every one of our people the chance to prove their worth.

I have heard now that some among my people would grant their belief to this Goddess, Sylessiadil, who is said to dwell where Shadows lie. I have heard that some among my people object, and would have it so that the name Sylessiadil be made forbidden. To these folk I say that this is not the way of the Dwerim. Each and every man and woman must be free to believe as he or she might. It is for this right that the Dwerim have fought. It is for this right that our brothers and sisters and our fathers and mothers and our sons and daughters have lain down their lives. It is not my place as King and Lord to command my people in their very thoughts, and nor is this the place of any other. The Dwerim know there is beneficence in Shadow, and we know that our Ancestors walk paths unseen, and we avail ourselves of this power when we might. The Nocae, who are our friends - who have fought beside us in bloody battle, know too that there is beneficence in Shadow, and they say that it is from their Goddess whence deliverance comes. I do not claim to know the truth of this matter, for my sight does not stretch so far, but perhaps it is that Sylessiadil walks these paths unseen in company with our Ancestors, and perhaps it is that together they strive to protect their peoples. It was not the Dwerim alone who fought and died to defend the Mansion, but the Nocae as well. By the strength of both our peoples was the Red Tide driven back, and in this alliance it was that the Ancestors and Sylessiadil stood shoulder to shoulder, as the Dwerim and the Nocae did.

I am Lord and King of the Dwerim, and I will not forbid my people the rights of mind and soul. Those who would venerate Sylessiadil shall have this right, and so too shall all the Dwerim, and none shall forbid any other their belief. I will allow my people this Shrine, for I know they will not forget the wisdom of the Ancestors, even as they seek that which might be taught by Sylessiadil. The Dwerim shall not forget their Ancestors, for their deeds and words live on, and it is by their strength that the Dwerim persevere. In this Shrine shall we raise a great statue of Lothë, who was my father, to stand beside Sylessiadil in common cause. We shall not forget that it was by his sacrifice that the Dwerim remain free, that by his wisdom were the Nocae and Dwerim united in friendship unbreakable. In the Hall of the Ancestors shall a great mosaic be made to remind the Dwerim of the beneficence of Shadow, and upon it shall be Sylessiadil, and we shall venerate her as our Ancestor, and afford her such respect as she is due. In this way shall the Dwerim be free in their belief, and in the Shrine of Sylessiadil may the Ancestors be found by those who seek their wisdom, and in the Hall of the Ancestors may Sylessiadil be found by those who seek her blessing.

I return now from the Westdeep to lay my father to his eternal rest, and I know that upon my return I shall find neither prejudice nor strife among my people, and that each among them shall love the other.[/ic]

[ic=The Headsman's Axe]Nír sat upon the Steel Throne, and it was that Gírn Dun Riar was supplicant before him, head bowed upon the cold stone floor. Even here, deep within the city of Nüln, could the drums of the Orcs be heard. Few now stood in attendance of their King as he brooded upon his throne.  One by one they left as the drums grew louder, as their own people began to scream, as the cries of the Orcs echoed in the Halls. One by one they left. They did not speak, and they did not look upon their King. Some among them ran, but some merely walked, resigned to their fate. Caine watched all this from his place next to his King, but he said not a word. He was his King's Champion, but for many months he had been little better than executioner, and now his own people whispered his name in fear, and they called him the Headsman.

"You have betrayed me, Gírn. My own sister's son, and you have betrayed me!" Nír said. There was a fell twist to his lips as he spoke, and more and more he seemed to snarl, and there was madness in his eyes. "Your gate has fallen to the Orcs, and the Kingdom burns, and it is by your hand! You are guilty of treason most high... and so you must die." he said as his dark gaze fell upon Caine. It was the end, Caine knew. The city would fall, and he could not stop it. He stepped forward, and he raised his great axe above Gírn Dun Riar, whose neck lay exposed, awaiting the blow. But at that moment doubt stole into Caine's heart. Why now should he listen to this madman? This man who had become someone he once was not, who had brought the Dwerim to the brink of destruction. This man is no true King.

"No." Caine said as he lowered his axe. Nír's face was stricken with rage then, and his eyes bulged horribly, and he growled in his throat. But then he laughed, and drew that dread sword Bitterflame from his side, and it howled terribly as it burned with red-white fire. Lightning fast he struck at Gírn, and it would have been that there that great smith would have left the world, and all his knowledge with him. But Bitterflame was caught by the blade of an axe, and Caine then stood before Nír, who was King in the Deep. "No." he said again "This final crime I will not allow, my King. Go now, Gírn Dun Riar. Find your children, and get them out of this city!" and Gírn went.

Nír laughed then, and it was laughter more terrible then before, and it dripped with wickedness and with spite. He struck at Caine, and he struck again, and it was that Caine danced away from these blows. Nír was as a storm as he pursued Caine across the King's Hall, and the moans of Bitterflame were heard in every chamber and every hall, and the Orcs paused in the revel of their butchery, for in that moment even their hearts were gripped by fear. Caine knew he could not endure this assault, and so he struck at Nír, but his axe could do nothing against the King's Mail. Caine saw then that Bitterflame would be his end, and it came in an arc that would cut deep into his head. Just then there was a roar of pain, and it was the voice of the dragon Swide, and in that split-moment Nír seemed to turn, and Bitterflame gouged Caine upon his face, and it wounded him horribly, and his eye was burned out from its socket. He dropped his great axe, and he fell upon the ground. But his end did not come then, and Bitterflame found not his heart. Caine looked up, and Nír stood not above him, and the mutters of that infernal sword came now from distant halls, but still he could hear the fell laughter of his King, and that he would always remember.  [/ic]

[spoiler=A Letter to Throngel Greatmane][ic=A Letter]Lord Greatmane,

The Dwerim are mindful of the needs of the Horsemasters, and it is our wish that your enemies should fear the steel that you bear, and should run upon the fields when the thunder of your horse's hooves reaches them on the wind. Our greatest smiths have crafted for you a half-dozen fine blades, of length and weight we believe suited to the stature of men, and we shall sell them to you for the agreed upon price. They shall neither bend nor break, but shall run cleanly through your enemies and see them cast down before you. For you, Lord Greatmane of the House of Gyllir, we send a great and fearsome axe of Adamantine - which is truesilver - forged by the hand of our Master of the Grand Furnace. It is a gift, and my King bids me send it as gesture of our abiding friendship. The craft of the Dwerim will not fail you.

Kes Kel Anith, of the House of the Mhaldûlne[/ic][/spoiler]

[spoiler=In Reply to Käfer][ic=A Letter]Lord Käfer,

The Dwerim are glad of your willingness to trade, but at this time the realm's need for metals is sated by the bounty of our own mines. If there should come a time where we require more than we can produce, then I shall think of you.

Tiern, Lord of the Mansion, King in the Deep[/ic][/spoiler]

[spoiler=In Conversation with Phaedra][ic=A Parting]Though this pains me, my friend, I am afraid we then must part. There is business in Nüln to which I must attend, and I would smell again the roses of its Garden as they grow. Please, do not think me ungrateful, for I would like nothing more than to see Umbrazzid in your company, but the burdens of Kingship weigh heavily upon me.

I would ask that your father make no statement upon this issue, for I have made my own proclamation. He yet holds my respect and highest esteem, he may speak as he might with those who wish to know of Sylessiadil, as he is forever free to speak of what he would to my people, but I should be grateful if for now the greater matter should be let be until I should return to the Mansion. As to the former settlements of the Goblins, we are prepared this week begin the administration and protection of Ald-Anoril, and send a company of men for that purpose. For now, the others must be, lest the Dwerim stretch themselves too thin.

It has been my honour to share the toil of the road and the glories and terrors of battle with you, Phaedra of the Duskenbow, and my heart was always gladdened for your company. I shall one day see your city, and we shall see each other again, this I swear before the Ancestors. Farewell, my friend, and be safe.[/ic][/spoiler]

[spoiler=Orders for the Month of the Beetle, Week One][ooc=Orders for the Month of the Beetle, Week One]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal
Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden: +25 Food
Apiaries (2): +30 Food
Lizard Pen: +35 Food
Mushroom Forest: +25 Food
Mushroom Gardens (2): +10 Food

Nüln
Dwer Mine Complex: +500 Gold, +75 Metal (+40 Gold, +20 Metal)
Hall of Trade: +100 Gold

Brewery: +10 Food
Mushroom Gardens (2): +10 Food
Apiary: +15 Food
Tuber Garden: +25 Food

Balagrod
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Rhaud
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food

Total: +1640 Gold, +220 Metal, +230 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -11 Gold, -6 Food
131 Dwer Axemen: -262 Gold, -262 Food
20 Dwer Ironbound: - 60 Gold, 40 Food
12 Wyrmhunters: -36 Gold, -24 Food
20 Dwer Flamesprayers: -80 Gold, -40 Food
15 Dwer Grudgebearers: -45 Gold, - 30 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
3 Iron Golems: -30 Gold, -15 Metal
2 Runeseers: -16 Gold, -6 Food
1 Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: Mead Hall (1 Week Remaining), Reinforced Walls (1 Week Remaining), Apiaries (2 - 1 Week Remaining),  the Tomb of Lothë (1 Week Remaining), the Great Lamps of Mhaldûl-Nem (2 Weeks Remaining), Steam Trap (2 Weeks Remaining), Improved Dwer Mine (3 Weeks Remaining), Shrine of Sylessiadil (3 Weeks Remaining)

Nüln

Under Construction: Flame Gallery (1 Week Remaining), Furnace Chute (1 Week Remaining), Steam Trap (2 Weeks Remaining), Ashsteel Gate (2 Weeks Remaining), Training Hall (2 Weeks Remaining), the Rose Garden (Repairing - 4 Weeks Remaining)

Balagrod

Under Construction: Hall of Gears (Repairing), Hall of Trade (2 Weeks Remaining), Pyretic Refinery (2 Weeks Remaining)

Rhaud

Under Construction: Iron Gate (1 Week Remaining), Apiary (1 Week Remaining)

Ald-Lothii

Under Construction: Murder Holes (3 - 1 Week Remaining), Mushroom Garden (1 Week Remaining), Forge Hall (2 Weeks Remaining), Iron Gate (2 Weeks Remaining), Splinter-Shield War Camp (2 Weeks Remaining)

The Winding House of Mhaldûl-Neren - Under Construction (1 Week Remaining)

Recruitment

None - At Mhaldûl-Nem

20 Dwer Axemen converted to Dwer Ironbound via the Armoury- At Nüln

10 Dwer Axemen - At Balagrod

15 Dwer Axemen - At Rhaud

Wealth

Gold: 31
Metal: 5
Adamantine: 9
Food: 718

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (2), Dwerim Mine, Brewery, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors (with Graven Image of Gírn Dun Riar), Hall of Trade, Grand Furnace, Mushroom Gardens (2),
Defences: Outer Wall, Iron Gate, Murder Holes (3), Flame Galleries (3), Escape Tunnel, Furnace Chute

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors (with Statue of Nír), Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury, Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2), Apiary, Hall of Shadows, Mausoleum, Brewery
Defences: Outer Wall, Iron Gate, Murder Holes (3), Escape Tunnel, Shadowed Labyrinth, Reinforced Walls

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears (Broken), Artificer's Hall (Broken), Dwarf Armoury (Broken), Mushroom Gardens (2), Apiary
Defences: Runegate, Outer Wall, Murder Holes (3), Escape Tunnel, Rune Trap

Rhaud

Rooms: Thane's Hall (unusable in a non-capitol Mansion), Forge Hall, Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Mushroom Gardens (2)
Defences: Outer Wall, Murder Holes (3), Impenetrable Walls, Escape Tunnel

Armies

Note: At this point, only the Wyrmhunters in Tiern's Company and the Dwerimhost have the discipline ability.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +2 Morale / Garrisoned: +1 Defence  / A Fitting Likeness: +1 Attack, +1 Morale
Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
40 Dwer Axemen - Garrisoned at Mhaldûl-Nem
6 Dwer Grudgebearers (Goblin) [3 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence / Brewery: +2 Morale / A Fitting Likeness: +1 Attack, +1 Morale
Lanne Dun Riar {Leads the regiment of Ironbound} - Garrisoned at Nüln
20 Dwer Ironbound [Adamantine Weapons and Armour, +2 Defence, +2 Damage] - Garrisoned at Nüln
10 Dwer Axemen - Garrisoned at Nüln
9 Dwer Grudgebearers (Goblin) - To be Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Nüln
1 Dwer Igniter - Garrisoned at Nüln
1 Dwer Shadowseer - Garrisoned at Nüln
2 Dwer Revenants - Garrisoned at Nüln

Tiern's Company / Prayer: +1 Morale, +1 Defence / Tiern: +2 Defence, +3 Army Morale
Tiern {Leads the Regiment of Axemen} - Garrisoned at Balagrod
30 Dwer Axemen - Garrisoned at Balagrod
11 Wyrmhunters - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod

Galand's Company / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence
Galand Dun Riar {Leads the Regiment of Axemen} - Garrisoned at Balagrod
1 Iron Golem - Garrisoned at Balagrod
1 Wyrmhunter - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
10 Dwer Axemen - Garrisoned at Balagrod

The Wardens of the Thousand Halls / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Azáin {Leads the Regiment of Axemen} - Garrisoned at Rhaud
2 Iron Golems - Garrisoned at Rhaud
20 Dwer Axemen - Garrisoned at Rhaud

The Elf-Friends / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Molgrim {Leads the Regiment of Splinter-Shields} - Garrisoned at Ald-Lothii
10 Dwer Axemen - Garrisoned at Ald-Lothii
2 Splinter-Shields - Garrisoned at Ald-Lothii

The Gallowsmen / Prayer: +1 Morale, +1 Defence / Entrenched: +1 Defence
Caine the Headsman (Wyrmhunter) - Entrenched at U4
20 Dwer Axemen - Entrenched at U4

The Watch of Ald-Anoril / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
15 Dwer Axemen

[spoiler=Characters][ic=Tiern, Lord of the Mansion, King in the Deep]Melee Attack: +8 (9)
Melee Damage: 8 (9) (+4 Fire)
Defence: 22 (25)
Health: 25
Speed: 3
Morale: +10 (9)
Abilities: Discipline, Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale)

Tiern increases the Defence and Morale of any army he is leading by +2 and (+3) respectively. If garrisoned in a dungeon he increases the Defence and Morale of garrisoned troops by +2 and (+3) respectively. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Lanne Dun Riar, Steward of Nüln]Melee Attack: +10
Melee Damage: 10 (12)
Defence: 22
Health: 25
Speed: 3
Morale: +7
Special Abilities: Repair, (Critical Hit)
Inventory: Foehammer (+2 Melee Damage, Critical Hit Ability)

Troops garrisoned in a Dungeon with Lanne gain +1 to their Morale score.[/ic]

[ic=Galand Dun Riar, Steward of Balagrod]Melee Attack: +7
Melee Damage: 8
Defence: 19
Health: 18
Speed: 3
Morale: +6
Special Abilities: Discipline, Grudge (Wyrms)
Inventory: Bellysticker

Troops garrisoned in a Dungeon with Galand gain +1 to their Morale score. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Azáin, Custodian of the Thousand Halls]Melee Attack: +6
Melee Damage: 7
Defence: 18
Health: 18
Speed: 3
Morale: +5
Special Abilities: Discipline

Troops garrisoned in a Dungeon with Azáin gain +1 to their Morale score.[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns. He seems a stern and rather quiet sort, though he seems to take his word very seriously. His warriors clearly regard him with the utmost respect. Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

[ic=Tenebrius, Shroudling Stalker]Tenebrius is an enigmatic figure of indeterminate gender. It is covered from head to toe in garments of black leather and a heavy cloak. When it stands still in a dark corner it seems to vanish altogether. The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers. Its movements are totally silent, and it rarely speaks. It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic][/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem, Nüln, Balagrod, and Rhaud will pray at their respective Halls of the Ancestors

The Dwerim believe in peace, and in honour, and in the gift of a chance to prove ones worth. As such, any folk - save Abject and Kirr - encountered upon the roads of the Deep shall be let be, so long as they themselves do not move in hostility against us.

Trade six Dwerim blades to the Horsemasters for 60 Gold. Additionally, we send Lord Greatmane the gift of a great and fine axe made from adamantine, carved with runes of battle.

Trade 100 Gold for 50 Metal to the Nocae (Mid-Week)

The Dwerimhost

The Mansion is to be made safe and defended in all ways as it has been in the past. The Dwerimhost shall dutifully await the return of their King.

The Rosemourners

Nüln is to be defended in the standard Dwerim fashion. The Rose Garden shall be watched carefully and tended as it is slowly restored to its former glory. If Nüln should be attacked, the Shadowseer is to summon a wraith.

Some among the Rosemourners shall take up great coats of adamantine scale and matching truesilver blades produced under the supervision of Lanne Dun Riar. They shall be the Roseguard, and they shall tirelessly watch over the Rose Garden and protect it from all evils, and such shall be their oath. Their surcoats bear the Rose, and their helms and shields are worked with patterns of thorn and petal. Lanne shall gird herself likewise. (-84 Adamantine)

The Grudgebearers stationed in Nüln are to depart from that place and travel to the Mansion, warily passing by the new defences of the Fungoids in hope that our truce holds. (Force march to M40 from M44 - 4 Speed).

Tiern's Company

Tiern shall bid farewell to Molgrim, and he shall wish him success in the re-establishment of the Splinter-Shields at Ald-Lothii, a venture he would be most pleased to fund. Tiern's Company shall travel with Phaedra's until they should reach the pass to Umbrazzid, where they shall sadly part ways. The company shall then force march 1 to U31. (4 Speed)

Galand's Company

Balagrod is to be defended to the death. The axemen shall man the murder holes, and the Runeseer shall cast shield upon them. The Guardian will simply smush enemies if they manage to get inside.

The Wardens of the Thousand Halls

Rhaud is to be defended to the death. The axemen shall man the murder holds, and the Iron Golems shall smush enemies if they manage to get inside.

The Elf-Friends

The Elf-Friends shall in company with the Nocae defend the nascent city of Ald-Lothii to the death.

The Gallowsmen

The Gallowsmen shall depart from Balagrod under the leadership of Caine the Headsman, and at U4 shall entrench and found the Winding House of Mhaldûl-Neren. (2 Speed)

The Watch of Ald-Anoril

The Watch of Ald-Anoril shall depart from the Thousand Halls and travel to Ald-Anoril (U44) where they shall garrison within and protect the settlement. (3 Speed)

[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Xathan on April 18, 2013, 01:52:21 AM
[ic=Rage of Madness]
To call what comes from the depths a message would be to underscore its might. To call it a warning would ignore the dire promise. To call it an oath...doesn't do the word justice. It is the voice of Llitul, the Demented, for those who have heard it before, but it is layered as never before; on top of her rage is the grief-stricken wail of Llandri, it is undercut by the hissing voice of Whisper, and underneath the rest are thousands upon thousands of voices gibbering in lunatic rage and hate. It is a psionic storm, an earthquake given thought and will, a glacial spike thrusting through the surface twisted with hate, a volcano forcing itself from the depths to flood the dark with liquid fury. It is pure madness made manifest for a brief moment; it touches every mind it can reach, every mind that will hear.

Hear my thoughts, beings of the Shogg, of the Underdeep, and Know the Will of Dementia. From the lowest, cowering Skulker to the highest Lord.

There are two beings who are not to be harmed, lest my wrath be provoked - defy me in this, and I will show you the greatest fears you know, drawn from the deepest recesses of your mind and made manifest.

There is a being, Saersensine, the Sublime. A creation of the Overbrain. He is mine by right and by blood. Should he be captured alive and brought to me, I will reward you beyond your wildest dreams. Should he be slain, there is no corner of this world that will keep you safe, no sun-lit vale or lightless cavern, where I will not find you and destroy you utterly, then enter whatever hell your soul calls home and draw it back to the mortal plane for torments beyond reckoning.

Then there is the Overbrain, Dtoulth. A bloated mass. a parasite, and a fool. None shall slay It. It is mine, it's death mine to savor, it's subjugation mine to adminster. Aid me in this and you will be rewarded, but it. must. live. Mere death is a torment too kind to deliver to It.

These services will be rewarded. Denial will be met with suffering unending.

Know that I am Llitul.

I am Madness Incarnate.

And I will not be denied.

[/ic]

[spoiler=Orders]

[spoiler=Shogg'agl Start]
Overlord's Bastion
Derro Hideout
1 Mushroom Patch
Derro Mine
Alienist's Demntarium (-150 Gold)
Improved Derro Mine (-225 Gold, -20 Metal, 2 Weeks)
Overlord's Study (-125 Gold, -10 metal, 1 week)
Cave of Chaos (-125 Gold, 1 Week)
Cavern of Cacophony (-50 Gold, 1 week)
Mutagenic Moat (-25 Gold, 1 week)
Unstable Architecture (-50 Gold, -10 Metal, 1 week)
Shrine to Llitul (Madgod's Shrine) (-75 Gold, 1 week)

Spent: 750 Gold, 40 Metal

Recruitment will be handled in-turn this week. Yes, I am tech-rushing as of right now. This may change as I ponder my actions for the turn. :P

[/spoiler]
[spoiler=Production]
GoldMetalBodiesFoodPrisoners
+950+115+40+1600
Sources:
Ladaguir
Duergar Mine Complex
500 Gold and 75 Metal

Vashnaranzenan
Improved Dark Elf Mine
300 Gold and 25 Metal
Slave/Thrall Pens
+20 Bodies
4 Lichen Gardens
+100 Food
Lake
+10 Food

Maernzeranzon
Slave/Thrall Pens
+20 Bodies
Mushrooms
+20 Food

Shogg'agl
Derro Mine
+150 Gold, +15 Metal
Mushroom Farm 3
+25 Food

Yreh-Ctah
Not Controlled

[/spoiler]
[spoiler=Upkeep]
Commanders
No Upkeep
17 Psions
-52 gold, -34 bodies
23 Brainhounds
-69 Food
48 Thralls
-48 Food
2 Formorians
-12 Gold, -12 Food
Tethrol Grincenchos
-20 Gold, -8 Food

[/spoiler]
[spoiler=Construction]
Bases
Ladaguir
Completed Construction
Duergar Mine Complex
Spiked Wall
Iron Gate

Under Construction
Spawning Pool 1 Week
1 Thrall Pens 1 Week

Beginning Construction
Cave of Chaos (-125 Gold, 3 Weeks)

Cancelled Construction
2 Mushroom Patches 1 Week (+50 Gold)
1 Thrall Pen 1 Week (+50 Gold, +15 metal)

Yreh-Ctah
Not Controlled

Vashnaranzenan
None Yet

Maernzeanzon
Under Construction
Dark Elf Mine (1 Week)

Beginning Construction
None Yet

Shogg'agl
Completed Construction
Alienist's Dementarium
2 Mushroom Patches

Under Construction
Improved Derro Mine (-225 Gold, -20 Metal, 2 Weeks)
Cave of Chaos (-125 Gold, 1 Week)
Cavern of Cacophony (-50 Gold, 1 week)
Overlord's Study (-125 Gold, -10 metal, 1 week)
Shrine to Llitul (Madgod's Shrine) (-75 Gold, 1 week)
Mutagenic Moat (-25 Gold, 1 week)
Unstable Architecture (-50 Gold, -10 Metal, 1 week)

Beginning Construction
Chaos Portal (-60 Gold, 3 Weeks)

[/spoiler]
[spoiler=Recruitment]
Ladaguir

Shogg'agl
56 Derro Brigands (-440 gold, -56 metal)
58 Derro Akyls-Hurlers (-348 Gold, -116 metal)
4 Derro Alienist (-200 gold)

Vashnaranzenan

Maernzeranzon
69 Dark Elf Thralls (from Dominator)
20 Thralls from slave pens (-100 Gold)

Yreh-Ctah
Not Controlled

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFoodPrisoners
2651603520

[spoiler=Body Types]
1 Formorian
40 Dark Elf Bodies
6 Giant Spider Bodies
15 Brainhound Bodies
[/spoiler]

[/spoiler]
[spoiler=Trade]
Mid Week
-3 Ceremorph Psions to Grolhund for...nothing. Note to self: word offers more carefully in the future.
-60 Bodies, -75 Gold to Fungoids
-15 Gold to Undead for Scroll of Haste

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Ladaguir
Duergar Mine Complex
Despot's Hall (Unusable)
Forge Hall (Unusable)
Hall of Trade (Unusable)
Hall of Carnage (Unusable)
Training Hall (Unusable)
Hall of Trophies (Unusable)

Defense
Spiked Wall
Iron Gate
Escape Tunnel

Shogg'agl
Overlord's Bastion
Derro Hideout
1 Mushroom Patch
Derro Mine
Alienist's Demntarium

Yreh-ctah
Not Controlled

Vashnaranzenan
Slave Pens/Thrall Pens
4 Lichen Gardens
Improved Dark Elf Mine
Matriarch's Study
Slave Market (unusable by Ceremorphs)
Ranger's Spire (unusable by Ceremorphs)
Matriarch's Spire (unusable by Ceremorphs)
Web Caverns (unusable by Ceremorphs)
War Spire (unusable by Ceremorphs)

Defenses
City Wall (broken)

Maernzeranzon
Slave Pens/Thrall Pens

[/spoiler]
[spoiler=Armies]
Rear-Guard (Entrenched at M89)
4 Ceremorph Psions
21 Thralls

Dementists (Garrisoned at M87)
2 Fomorians led by Tethrol Grincenchos (who now has signet ring and imperial scepter on loan, factored into stats)
2 Ceremorph Exarch Commanders
13 Ceremorph Psions
109 Thralls (69 Dark Elf)

Hounds (Garrisoned M86)
10 Brainhounds

Hunters (Stationed at M41)
7 Brainhounds  

The Seekers (Garrisoned M91)
Xealaz

The Wanderers (Stationed M27)
Quasithid

The Deranged
Llitul (Garrisoned at L46)

[/spoiler]

[spoiler=Orders]Llitul continues her calls for mercenaries and apprentices. she is offering 20 gold, 5 bodies, and 3 metal, or 10 gold and 20 bodies, so long as they are worth the price. She is willing to offer more metal, bodies, or food if needed to attract better apprentices: max 15 metal, 30 bodies, or 30 food. Will go up to 40 gold for someone really, really skilled - especially with a more academic leaning. Also offering a 200 gold up front cost for Mercenary bands or powerful mercenaries/Apprentices like Eye Tyrants/Mindwitnesses. In this vein, Shaaythi and Delosai are to inspect the Prisoners and Slave Pens for any with unique talents that could be swayed to join the Exalted – especially some Dark Elf who would make a good Quisling, any dark elves who practiced heretical magic, any prisoners with the talents to become apprentices, potential recruits, etc.

Brainhounds at Thorn of Vision (all 7) to move to M50 (Path: M37-38-48-49-50). They are to only observe forces that pass, not attack, unless the forces are lesser in number than them and non-duergar (so things like cave-beetles, tunnel hulks, etc)

Promote Shaaythi to Commander of Vashnaranzenan and Delosai to Commander of Maernzeranzon.

All 69 Dark Elf Prisoners will be made into Thralls as per the Dominator ability. (noted in recruitment)

5 Hound Ungarrison from M86 (0 speed) and form new regiment (Spider-Seekers) and move to Upperdeep Lake (M85-M80-Up) They will then use two speed to cross the lake, splitting one hound each to U81, U82, U83, U80, U79. Once each one is in their respective region, they will use the investigate action to search each region for evidence of Gloomsong passing through – after which they will forced-march back along the same path  to M86. They will do this even if Gloomsong accepts my offer, only now checking for any hidden troops.

Quasithid will move to M20 and garrison.

Llitul will go along with the Derro to Shogg'agl.

Xealaz will spend the week studying the Hall of Trophies to see if there is any way Ceremorphs or Derro could be trained in the art of the Duergar Ceremorph Hunters.

Shaaythi will break off from the Dementists (M86) with 20 Thralls and 4 Ceremorph Psions to move to Vashnaranzenan and garrison (2 speed) and spend the week studying the slave market and the minds of Dark Elf prisoners to see how it operated, with the intent to re-open the market and bring back slave commerce.

6 Psions and 40 Non Dark Elf Thralls will break off from the Dementists (M86) and join the Rear-Guard.

2 Fomorians led by Tethrol Grincenchos, 1 Psion, and 20 Dark Elf Thralls will break off from the Dementists (M86) and return to Ladaguir and garrison (3 Speed). Tethrol will spend the week working on a structure to draw more Fomorians or other Unseelie loyal to him to his banner – unless Vierra accepts my offer, in which case he will spend the week working on a way to magically bind her where she will have free will but still be under a Geas of some sort to serve Llitul.

If Gloomsong does not accept my offer, all forces in the Dark Elf Territories aside from Xealaz will attack the Dark Elf army at M88, with the Rear-Guard moving to join them in a flanking maneuver. They will then follow the above orders and Dementist will return to regarrison at M86 to arrive at the armies below.

Armies after these orders have been carried out:
[spoiler=Armies]
Rear-Guard (Entrenched at M89)
10 Ceremorph Psions
61 Thralls
5 Brainhounds

Dementists (Garrisoned at M87)
2 Ceremorph Psions led by Delosai
29 Dark Elf Thralls

Lunatics (Garrisoned M86)
5 Brainhounds (Outside, cannot garrison upon returning)
4 Ceremorph psions led by Shaaythi
20 Dark Elf Thralls

Hunters (Stationed at M50)
7 Brainhounds  

The Seekers (Garrisoned M91)
Xealaz
1 Ceremorph Psion
2 Fomorians led by Tethrol Grincenchos
20 Dark Elf Thralls

The Wanderers (Garrisoned M20)
Quasithid

The Deranged (Stationed at L46)
Llitul [/spoiler]

After all this is done, the entire rear-Guard will go down to re-claim to Glyp-Dor. NOTE: If any of the former Dark-Elf Territories are attacked, ALL regiments in the area are to move to defend (Rear-Guard is excluded)

Meanwhile, in Shoggagl, Llitul will accept the adoration of the Derro and spend some time in private conversation with Ogliz the Mad. (Since I control them both, I'll try to write this up). He will develop an obsession and declare his intent to sacrifice 45 Duergar to summon Madspawn in Llitul's honor.

They will then join the army, Ogliz attaching himself to the Brigands, Llitul to the Akyls-Hurlers. Llitul will use one of the Scrolls of Wards and one of the scrolls of invisibility on the regiment of Akyls-Hurlers and herself and the remaining scroll of Ward on the Brigands. Then, boosted by the Crystals, cast Haste and Phase shift on both regiments. She will then detach from the regiment and move to M14 to meet Arquenciel, moving with her into M13 and hiding in the succubus boudoir. IF the kirr notice her and attack, she will NOT fight back and instead immediately withdraw back to M13, using forced-march. (Path: L46>45>44>52>M25>27>26>16>15>14>13, all Phase-Shifted, unless she needs to materialize briefly to climb) Begin Teaching Arquenciel Phase Shift (3 weeks remain)

Meanwhile, the rest of the Deranged will Forced-march to L14. (Path: L46>45>44>42>41>40>37>35>27>26>24>23>21>14) Let the succubi buff them, then resume teleporting. They will split into two groups here: 10 Brigands and 20 Akyls-Hurlers (Gibbering Group) will go alone to L16, the remaining 40 brigands (led by Ogliz) and 30 akyls-hurlers will go to L17. (Gibbering Group L14>15>L16, Deranged L14>15>17) When at L15, before the army splits apart, they will perform sadism on the 20 slaves the Succubi brought, and Llitul will send a Message to the Summoner and the Grey-Orcs. During the attack, Ogliz will NOT cast Frenzy until the magma traps have been sprung. Since they are invisible and warded, they are to wait if any new forces enter the region to see if they leave BEFORE attacking. If forced to fight a SIGNIFICANTLY larger battle than the scry indicates OR find themselves losing at either site, the brigands will use the 16 doses of Blackroot. The force attacking Drakkenhold is to do whatever is possible to take the Fire Drakes alive, though only within reason.

[ic=Summoner]Dark Elf; it appears that the Duergar have seen fit to leave their capitol alone in your defense. My Derro descend upon the Duergar, fulfilling my promise to keep Kafer safe from any ceremorph creature or mercenary in my employ. I bear you no ill will. Do not aid the Duergar, and your life will be spared, though you will be searched for any artifacts.[/ic]

If the summoner accepts, Llitul will order Ogliz to leave the summoner be, though take him prisoner momentarily so the Derro can search the Dark Elf Summoner, especially looking for the key and book Ktan-Ydheel mentioned, as well as any weapons that are clearly not of dark elf make, and just in case, any fragments of that glyph-shard stone.

[ic=Grey-Orcs]It appears the Duergar have seen fit to make you sit and wait upon their pleasure; a fate not fitting warriors of your stature. Allow my forces to pass you unmolested, since the Duergar have not yet hired you – or so my spies inform me – and I would hire you for a sum reasonable for your skill. Your talents would be used to assist in maintaining control over their conquered cities, and later against the Kobolds that have drawn my ire, or as enforcers in controlling my upnorthern conquered Dark Elf cities.

Do we have an agreement? Of course, if you should chose not to accept my offer of employment for your forces, then I would hope you would not fight on behalf of someone who makes you wait on his bidding.[/ic]

If they dislike this offer, inform them they still may stay at Kaferhold so long as they swear to remain neutral, or they may depart in peace. ONLY ATTACK them if they insist on getting involved.

BACK In Shogg'agl, the Alienists will Phase-Shift themselves (all 3) to move to Yuddarath (L46>45>44>52>53>54>55>56)

Armies at end of turn:

[spoiler=Armies]
Rear-Guard (Garrisoned L69)
10 Ceremorph Psions
81 Thralls
5 Brainhounds

Dementists (Garrisoned at M87)
2 Ceremorph Psions led by Delosai
29 Dark Elf Thralls

Lunatics (Garrisoned M86)
5 Brainhounds (Outside, cannot garrison upon returning)
4 Ceremorph psions led by Shaaythi
20 Dark Elf Thralls

Hunters (Stationed at M50)
7 Brainhounds  

The Seekers (Garrisoned M91)
Xealaz
1 Ceremorph Psion
2 Fomorians led by Tethrol Grincenchos
20 Dark Elf Thralls

The Wanderers (Garrisoned M20)
Quasithid

Llitul (Garrisoned M13) Hasted, Phase-Shifted, Warded, Invisible

Deranged (L17) Hasted, Phase-Shifted, Warded, Invisible, +6 Melee Attack, +1 Melee Damage, +7 Morale, Forced March 7
40 Derro Brigands Led by Ogliz the Mad +2 Defense, +2 Health
30 Derro Akyls-Hurlers

Gibbering Group (L16) Hasted, Phase-Shifted, Warded, Invisible, +6 Melee Attack, +1 Melee Damage, +7 Morale, Forced March 7
10 Derro Brigands +2 Defense, +2 Health
20 Derro Akyls-Hurlers

Shogg'agl Wardens (Garrisoned L46)
8 Derro Akyls Hurlers
6 Derro Brigands
1 Derro Alienist

Emissary to the Abject (L56) Phase-Shifted
3 Derro Alienists

[/spoiler]

[/spoiler]
[spoiler=Characters]
[ic=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +8
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Greater Dominate, Immunity (Fear), Leadership, Mindlink, Phase Shift, Spell Resistance +4, Discipline, High Exarch (Provides Discipline, base fear of 18)
Equipment Crown of Malakar, Scarab of Fear
Inventory Scrolls: 2 Ward, 2 Invisibility, 1 Phase-Shift, 1 Poisonous Cloud

Llitul increases the Ranged Damage and Morale of any army she is leading by +1. If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +1. Any regiment she leads is also Immune to Fear and has Discipline.
Quote from: The Crown of MalekarThe Crown of Malekar the Obscene is a major artefact. Whoever possesses the Crown of Malekar gains a number of abilities:
Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.
Secondly, the wearer of the Crown gains Regeneration 10.  If they already possess Regeneration they add 10 to their Regeneration.
Thirdly, the wearer of the Crown gains Fear 12.  If they already possess the Fear ability, it increases by +2.
Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:
[See Below]
Fifthly and finally, the wearer of the Crown rolls 1d100 once per week.  If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading.  They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.
The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on.

[/ic]

[ic=Ogliz the Mad]
BACKSTORY COMING BY UPDATE

Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 12
Defence: 17
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony, Detector, Frenzy, Leadership

Ogliz increases the Melee Damage and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. [/ic]

[ic=Xealaz, The High Dementist]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership
EquipmentMindsliver, Glyph Shard

Armies accompanied by Xealaz gain the Discipline ability. Xealaz increases the morale of any army he is leading by +1
[/ic]

[ic=Tethrol Gricenchos, Fomorian King](http://img20.imageshack.us/img20/7345/tethrolgricenchos.jpg)

Tethrol Grincenchos is the deposed King of the Fomorians, having been exiled from the Unseelie Court by his cousin Balor, whom he claims is a Usurper.  Towering over thirty feet tall, this twisted, antlered beast wields a gargantuan stone axe in battle.  His third eye can petrify his foes.

Upkeep: 20 Gold, 8 Food
Melee Attack: +10
Melee Damage: 25
Defence: 18
Health: 50
Speed: 3
Morale: +9
Special Abilities: Curse, Fear (DC 20), Leadership, Huge, Petrify, Grudge (Ceremorphs), Agony
Equipment:  Imperial Sceptre. Signet Ring of Xorinatch the Cruel,

Tethrol Grincenchos increases the Morale of any army he is leading by +2. Tethrol's Grudge (Ceremorphs) ability is conferred to any regiment he leads.

Quote from: Imperial SceptreThis black metal sceptre is studded with spikes, looking more like a particularly cruel mace than a royal symbol.  It is carved with Duergar runes that glow with a fell red light.
Whoever wields the Imperial Sceptre gains the following abilities:
Firstly, the wielder of the Sceptre gains +2 Morale.
Secondly, the wielder acquires the Grudge (Ceremorphs) ability, which is conferred to any regiment he leads.
Thirdly, the wielder acquires the Agony spell.  If they already possess this spell they acquire the Torment spell instead, increasing the spell's penalties to -3 Attack and Damage.
Fourthly and finally, the Leadership bonuses of the Sceptre's wielder are doubled.

[/ic]

[ic=Shaaythi, Harbinger of Madness]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership,
Equipment

Armies accompanied by Shaaythi gain the Discipline ability. Shaaythi increases the morale of any army she is leading by +1[/ic]

[ic=Delosai, Handmaiden of Chaos]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership,
Equipment

Armies accompanied by Delosai gain the Discipline ability. Delosai increases the morale of any army she is leading by +1[/ic]

[ic=Quasithid]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 30
Speed: 4
Morale: +7
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear)

Armies accompanied by Quasithid gain the Discipline ability. Quasithid increases the morale of any army he is leading by +1[/ic]
[spoiler=Special Units]
[ic=Elf Wights]
Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16).[/ic]

[ic=Fomorian]Some say Fomorians are Ogres who wandered into the Faerie Realms and were warped by the fey spirits within; others claim that Fomorians are the original Giants, and that other Giant-kin are their degenerate descendents.  These Fomorians are Tethrol's personal servants and bodyguards.  They wield huge clubs in combat.

Upkeep: 6 Gold, 6 Food
Melee Attack: +5
Melee Damage: 15
Defence: 16
Health: 30
Speed: 3
Morale: +5
Special Abilities: Fear (DC 15), Huge[/ic]
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Xathan on April 18, 2013, 01:53:00 AM
MESSAGES
[ic=Llitul]
[spoiler=Message to Lady Gloomsong (1 of 4)]
I've won.

You know this, now. You may, for a time, hold Glyp-Dor should I come for you, should I seek to destroy you. You may, for a time, evade my hunters if you fled. You may even live a life of a fugitive on the run, hiding from me, never wondering if you had encountered myself or a servitor.

Yet...why? Why should I kill you? We have established who the true power among us, we have established our pecking order.

Swear yourself my vassal. Swear your people to my cause. Swear in a way that I can bind you, psionically and magically, to your oath so that you may not break it yet beyond that retain your will. Swear to be my instrument, my servant, and I shall allow you to live, allow you to be more than a thrall. Prove your loyalty, and one day you may even wear this crown you arrogantly thought to turn me into your tool to retrieve.

Or flee and pray I never find you, Gloomsong. Pray I decide not to slay you and turn you into a wight. Pray I do not bind your will to mine, or turn you over to the Bloodlord as a plaything. Pray to the Goddess that abandoned you to my whims. The choice is yours.[/spoiler]
[spoiler=Message to Doctor Robertson (1 of 4)]
Llitul's psychic 'voice' seethes with barely contained madness and rage, though it is clearly not directed at you

You have my condolences, esteemed Doctor, at your recent misfortune at the hands of the Kobold vermin. However, we do now have a common foe; the so-called "Cleversmart" Kobolds, when attacking the Overbrain, managed to slay the only one of my Commanders that had the sense to remain loyal to me. I intend on seeing them driven out of my home; I hope to convince them to leave of their own free-will, but that does not diminish my desire to see their entire disgusting species either wiped from the Underdeep, animated by your arts, or enthralled to my loyal Ceremorphs. I think a joint venture would be in our benefit; if either of you have the art of linking minds, I would like to discuss details in how to best achieve this goal. (Of course I am capable of doing so myself, but have a number of other beings I must treat with this week and only three minds, one of which is quite useless to me at the moment).

As to other matters: Gloomsong remains at large. While I'm reasonable sure she remains in my former colony of Glyp-Dor, I doubt I should be so fortunate as for her to remain there. Should she come to  your lands, I will respect your neutrality; however, I intend on sending some of my hounds to your realm to attempt to intercept her before your neutrality would be brought into question, as well as any kobolds that may be seeking to counter-attack. They will not go far past the shores of the sea. I have offered her a chance of vassalage under myself; while I doubt she would take me up on the offer, should you find yourself in communication with her I want you to know that my offer is in earnest. Recent events have made me realize the danger of simply enslaving any who would become problematic for myself.

Secondly, I intend on founding a new colony at the entrance to the lake that is upsouth of my current holdings. I would be very grateful - and financially so - if you would be willing to construct facilities for the development of the undead within. As I further my art, I find I lack knowledge of how to produce such structures. Of course, in addition to compensation - cost plus 50 gold of any building built there, so long as the construction is cleared with me before charged - the secondary benefit to you is a friendly presence obstructing the deep entrance to your kingdom.

Finally, the Bloodlord has managed to summon some quite fascinating creatures, seven succubi who may interest you. If you wish to make contact with them, I would be happy to provide any introductions.

Yours in Madness,
Llitul, the Coming Storm.

A second voice 'whispers' after Llitul's And if you wish an introduction to a fellow Necromancer, the Cerelich who my queen once unfortunately railed against, I would be happy to provide that as well[/spoiler]
[spoiler=Response to Doctor Robertson (2 of 4)]
Good Doctor;

I wish you better luck in your Diplomacy than I found for myself. The Cleversmart's seem to enjoy proving their name to be half oxymoronic and nature fully moronic; I doubt their cunning extends to a comprehension of long term consequences for their actions.

I will endeavor to capture her before she reaches your walls, then, if she decides to deny my generous offer. I am sending a quarter-score of my hounds upwest to check the shores of the sea that lies near your realm for any sign of her passage since the mud there would reveal her no matter how well she cloaks herself. If not, I am gladdened to hear you would encourage her to accept my offer; in my magnanimity, I would even overlook an initial refusal.

As for the New Colony, which I seek to turn into an institute of higher learning whenever this Academy Is founded, when would you be willing to join my educators there? I seek to place it at the bottom of your downward path (Middledeep 84). I'm certain yourself and your apprentice have more pressing matters that prevent personal arrival, as do I; are any of your servitors knowledgable enough to join us? Even if they only can aid in the construction of facilities for later use.

[ooc]Any unit can be used to build structures, so if you can even just get a skeleton there, that'd work[/ooc]

Finally, how are your relations with the Bloodlord Dalashinn? I think he may mistrust me, which is unfortunate; I have everything I need to construct an Arcane Library within Gloomsong's former capitol, since she never bothered doing so herself, yet my offer to compensate him for the effort of its construction has gone ignored. I'd prefer to purchase such services from yourself, of course, but I do not know if your library would be compatible with existing infrastructure; if you could put in a good word for me with him, I would be quite grateful.

[ooc]If you're interested in building me an Arcane Library, we should check with Steerpike if Undead could[/ooc][/spoiler]
[spoiler=Response to Doctor Robertson (3 of 4)]
I'm sorry that the Cleversmarts proved to be as shortsighted as they are proving to be. I fully intend on making them pay for their arrogance; I will begin the process of their demise as soon as possible, though it may be best if we coordinate our efforts. At the moment, I go to war to eliminate another breed of vermin that infests the Deeps, as well as war with the Overbrain that is Dtoulth. As I crushed Gloomsong, I hope to crush these threats quickly so I may better assist in the destruction of the Cleversmarts. Soon, I will show that ignorant rat what it will take to prove her title.

As for the exchange of Food, I would be delighted; however, the current war effort dictates that my resources at the moment must be dedicated towards training new troops. May we begin the exchange at the next week?

As for the placement of the Academy, I am investigating several possibilities; I shall inform you next week where and when I intend on placing it. As for an arcane library, if you believe you can construct it in a way that is compatible with Dark Elven studies, I would be delighted to commission it from your esteemed persons; I would need it built in Vashnaranzenan, since that is where the requisite study is. I can afford its construction beginning as early as 7 Beetle, if you could reach me by then.[/spoiler]
[spoiler=Response to Doctor Robertson (4 of 4)]
I am gladdened to hear it. Though I do wish it could arrive sooner, patience must be a virtue I should better learn.

I should warn you, though I wish you do not inform the Legion you know of this, that they hold very little regard for you and would seek you destroyed:

[ic=Thoughts of Marius]...apostate Kirr or monster undead, who abandoned the world for false and evil power...I fight evil. The unknowable, the insane, the incompetent. The poor of ethics, of spirit, of intelligence. I purge the deep of the stupid, the twisted, the intolerant.[/ic]

There was more said, and his first targets are the Nocae and Dwer, but he has made it clear that he will move against you soon. He believes me to be a victim fighting against her oppressors, the poor subject of Ceremorph predation; I'd prefer not to have that illusion dispelled. But be warned that the lizard is, in truth, a snake.

Also, as a final matter, would it be possible for me to purchase some of those scrolls of haste this week? I can afford 1 of the former; I'm willing to go for full price from the merchant hag, 15 gold a scroll.[/spoiler]
[spoiler=Message to Shee-Ra (1 of 4)]
This message is delivered by mind controlled bat again, this time a single bat's face twisting and distorting until it can clearly speak in Llitul's voice, glaring at Shee-Ra with beady eyes.

You. You, Queen of Rats. You let the Overbrain take Saerid. You let it turn him against me.

Leave Curasd so I may rescue him. Abandon the Lowerdeep to your betters. Return to your warrens. Leave us.

The bat looks at you expectantly, waiting for a response. It seems as though the effort of forcing her voice through this base creature restricts how easily Llitul can speak.[/spoiler]
[spoiler=Response to Shee Ra (2 of 4)]
Help protect it? Protect IT? Don't you get it, you little reptile!?

I was Llandri before the Ceremorphs did this to me! He came here for me! And now he's it's slave! I need the Overbrain alive if I'm to save him from it! I'd love nothing more more than to let you destroy that bloated mass utterly, but if you kill it...if you kill it, you could kill my Saerid!

Please. I need to save him. I need him.[/spoiler]
[spoiler=Message to Kafer (1 of 4)]
I expected your word to be valid for at least a single week, Duergar. Or was this perhaps a misunderstanding? Do you no longer desire the imperial scepter? Or will you leave my Hive, so my servitors may return? Should you chose the latter, you may keep the spoils you gained from the effort as a sign of...shall we say, goodwill?

Consider yourself fortunate, Despot. If I did not have greater matters concerning me...

Somehow, the thought sighs and seeths

...then I would find something suitably threatening to intimidate you with, but there is little to be gained from the effort. It would only waste my time and needlessly insult you. Does our deal stand? Will you leave my Hive and attend to whatever matters concern you more?[/spoiler]
[spoiler=Response to Kafer (2 of 4)]
Your arrogance, Duergar, is astounding. You will continue your campaign against me, yet expect me to hand over a powerful artifact and then, only then, will your attacks cease? No. Continue in this endeavor, and the Imperial Scepter will remain mine. Or perhaps I will give it to the Rotqueen of the Glow. Or simply toss its power into the deepest pit of the Deeps I can find. Anywhere but your hands.

We will have peace, now. The scepter will be delivered in 3 weeks time. Or you will manage to raise my ire, and perhaps in the process you will kill me; but its power shall never be yours if you do so.[/spoiler]
[spoiler=Response to Kafer (3 of 4)]
Fear not, Despot, I shall abide to our agreement. As for your beetles and my hive, I do thank you for allowing me to reclaim it. If your beetles are busying themselves feeding from the forest there, I'll will happily provide 60 food for them to depart from the region during this week, so they would not lose out on their feeding, but I can reclaim my hive sooner. I would rather not have to wait until some beast slipped in to claim it for their own, necessitating the tedious task of cleansing it.[/spoiler]
[spoiler=Message to Watchers (1 of 4)]
Llitul's thoughts touch yours, coated in a thick layer of madness much stronger than before, and no longer cowed by the mere presence of your mind.

Thank you for the information, Watchers. That was instrumental in my success this last week.

My injunction stands. The Overbrain and Saersensine belong to me. You will see your Elder Foe turned into a slave of madness, a Thrall himself, and Saersensine will be re-made again in my image, should you allow them to live. Should you slay either, then you name yourself my foe, and I will see to it you regret that choice. I am more than what I once was, I am now nigh ascendant. I soon will be your equal, as it should be, though I am not yet.

Your choice, Elder Thing, Great Power of Aeons Long Gone. Friend? Foe? Or will you simply remain a Watcher?[/spoiler]
[spoiler=Response to the Watchers (2 of 4)]
I am gladdened to hear it. there is a tick in her voice, a twitch of the madness. My sources inside Dtoulth are not what they once were; can you tell me what transpired in the battle? How did Saerid fail and fall.

Also, there are two other matters I seek your council on. One is the Cleversmart Kobolds; they are clearly inadequately prepared to deal with our Foe, given their failure as well and their war with the Undead. I wish to see them removed from Curasd and reinstate my forces there, much as I will do this week in regards to Glyp-Dor. They believe I am a trick of sigh "Nastydreams seeking to protect my Master." Could you intercede with them, convince them to leave?

For the second...I have found a group of...twisted, beautifully mad Gnomes. They call themselves the Derro, and they seem to believe me to be their Goddess. Dose your Elder mind  you know anything of the Derro? Can they be trusted?[/spoiler]
[spoiler=Message to the Child (1 of 4)]
The Overbrain...it...it made Saerid beautiful, made him part of the dream! But it, it twisted his thoughts, he serves it!

the thought carries with it Saerid's message to Llitul [ooc; you may read]

I am happy he is beautiful, but, my friend...how, how can we free him so he can join us in the Dream?[/spoiler]
[spoiler=Response to the Child (2 of 4)]
The Saerid flesh may be thrall, may be dangerous, but only because the Overbrain does not allow him to. I want...I want him to have a chance! A chance to know the Dream, a chance to live with me, to become flesh of my flesh. Join with me. But if he cannot, if he will not...

The despair in her thought is deep

Then I will do what he would have done to save me, and pray his soul finds the dream.

Her voice becomes concerned

This thing is tainted, you say? Cursed? That is...strange. And troublesome. I would recommend allowing it to grow; it might have a strange beauty to it's darkness when fully born - but prepare to contain it, to capture it. If it is a tainted, wicked, ugly thing, send it to me. I will study it, learn from it, know it's nature. I will make sure it threatens you none or no others. But do not attempt any more until it is born...do not let the darkness dampen your light.[/spoiler]
[spoiler=Response to the Child (3 of 4)]
I understand. Saerid is a personal agenda of mine; I will save him while my forces serve our higher purpose as well. Your children will not be used in the thick of the fighting unless it is absolutely needed; I too would prefer them as defenders, safe unless I am attacked.

As for the skin farms, I would ask you for four, and I will provide the dead-gold needed to begin construction of this portal.

[ooc]Mid-week trade, 60 bodies, and 75 gold for the portal[/ooc]

The Duergar still move to surround you, though they do not personally threaten me for the remainder of this month. I have dreamed of their end, and intend on aiding in it. None - NO ONE - may threaten my friend.[/spoiler]
[spoiler=Response to the Child of the Dreamer (4 of U)]
[ooc]Just realized since your Sporemother is in the same region as Xealaz, and I have brainhounds at the Spire, we're still in Parley range. :D Assuming I understand that right - I figure the Sporemother qualifies if nothing else.[/ooc]

I fear you're right, my friend. The Duergar pushes and pushes, desires more and more. They have sworn to you that they mean me no harm, yet told me I have but three weeks to deliver to them an artifact I need to keep myself safe from Dtoulth, or they will bring their sharpness against me. The duergar-flesh seem to love their sharpness; their beetles and their blades.

Her voice sounds almost sad.

The Duergar were once enslaved by the Ceremorph-flesh, by the Overbrain that is Dtoulth, much as I was, as Saerid is now. I wish we could find peace with them. I wish we did not need to fear their sharpness. Yet you are right; now that they have the gift of magic, they can strike anywhere they wish, at any time. The spells I have been using myself often, the ability to shift between corners of reality and the ability to accelerate oneself, with these spells, the Duergar-flesh could send their beetles anywhere they wished in a short time, and their own flesh even further.

I am in a new place, with new flesh. Shoggagl. The Derro here believe me their Goddess - does that word mean anything to you? It is a flesh-concept. But it means they love me. They are considered by many to be insane, yet they speak of having seen something beyond this world, something beautiful and strange, and mention color no word can describe. I think they may have gazed upon the Dream itself - that they, for an instant, saw the Dreamer's colors! Wouldn't that be wonderful? They already seek to bring Sharpness to the Duergar for threatening me - and for threatening you, my friend. I can stop them, but...I'm not sure I should.

If they were to bring Sharpness to the Duergar, they could do so in a week, sharpness the Duergar would never expect, and new Flesh the Duergar would likely fear. Will you bring sharpness to the Duergar? Or do you want for us to give them a chance to prove they want peace, to not bring their sharpness to us so we do not have to bring our sharpness to them?[/spoiler]
[spoiler=Message to Tethrol (1 of U)]
My condolences on the loss of your warrior; I know not how Unseelie honor their dead, but his body is yours to honor as you will.

I have two requests for you, once you have mourned as your people do.

One; the fae of the surface are known for being able to place a quest upon mortals. Are you able to do the same? I wish to see the former ruler of our new cities so enchanted if she agrees to be bound to me.

Second, I wish to build a structure that will allow you to draw more of those loyal to your rightful rulership to your - and our - cause. If you could instruct me as to what is needed, we shall begin the construction this week.[/spoiler]
[spoiler=Message to the Legion (1 of 4)]
This is a psychic message directly to Marius

My scouts inform me that your campaign against the Nocae and Dwer progresses well. I would have you know that any of the Nocae or Dwer your manage to capture alive or their bodies if dead would be of interest to me, and I would pay you handsomely for them.

In addition, I have interest in your augurs. For their service to be rendered unto me, what would you require?[/spoiler]
[spoiler=Response to Marius (2 of 4)]If the Undead desire Nocae, do not deny them; I'm interested enough in Dwer, save for those strange spider-like humanoids the Nocae employ.

As for your Augurs, inform them that I would donate 35 gold to each of those...charities...if they would allow me an additional week to render payment. In exchange, I would know what the current status of certain Duergar cities, their oldest holdings. I do this to ensure they do not move against me; they are quite interested in my death over a minor misunderstanding.
[ooc]The ones at Lowerdeep 16, 17, and 19[/ooc][/spoiler]
[spoiler=Response to Marius (3 of 4)]Your intelligence is swift and extremely useful; you have my gratitude and, week after next, my gold. I hope this is the beginning of a relationship that can blossom further.

Speaking of the future...how do you stand in regards to your much less intelligent and much more quarrelsome cousins to the deepeast of your lands?[/spoiler]
[spoiler=Response to Marius (4 of 4)]
Why? Because I am of this world, at least in part. Before I was reborn, I was an elf; when I was reborn, it was with every bit of who I once was intact.

Do you think I wanted this? Do you think I asked for this? I am as much a victim of the Ceremorphs as any other living creature; I find myself rising from the deeps in civil war against the Overbrain that is Dtoulth, that putrid mass of tentacles and brain matter. That is the true monster, that is the true parasite. Yet the Cleversmart kobolds see me as just a nastydeam, as they term it, and seek to kill me and all the other victims of the Overbrain's predations.

That is why I care. Because so many want me dead because I had this forced upon me yet still wish to live. Can you blame me for that, truly?[/spoiler]
[spoiler=Message to Dalashinn (1 of 4)]
Bloodlord,

It seems Gloomsong herself escaped my web, though I imagine she will fall soon; even if she does not, she is nothing, a fragment of a threat that will likely fall in vengeance upon me or join me - should the latter come to pass, and she joins me of her own free will, you have my word she will pose no threat to you, for I will trust her as the viper she is and see her magically bound to my commands.

I also wish to discuss a business venture with you. It seems in her arrogance, Lady Gloomsong saw no need for an Arcane Library to supplement her studies. I would like one constructed for use by myself and my exarchs - and I am willing to pay you for its construction, a sum of 100 gold over the normal costs. Additional methods of payment can, of course, be discussed.
[/spoiler]
[spoiler=Response to Dalashinn (2 of 4)]
I can understand your hesitation, but you ask a difficult question; what would I do to prove I am in alliance? The most obvious answer is to aid in the destruction of the Nocae, which I will be happy to do - I can begin doing so next week, in fact, though my forces are tied up fighting other foes. I can also inform you that soon the Nocae will have another foe: the Legion moves against them. They are no friends of yours, however; they believe you to be "apostates", in their tongue. They fully mean to turn to you after they have dealt with the Dwer and Nocae.

I believe I may be the only one to know of this; I would prefer the Legion did not know I had warned you. Right now I am playing, to Marius, the role of the poor victim of ceremorph predations; I'd rather that illusion not dispelled, since it affords me a chance to learn more of these Legion kobolds – and perhaps their plans to move against you.

Would that prove sufficient? Or is a greater task needed?
[/spoiler]
[spoiler=Response to Arquenciel (2 of U)]Trying? Yes, yes you might say so. Her voice is grim, almost desperate The Cleversmarts persist in defiance of me. They have but this week to withdraw from Curasd; then I may consider staying my hand against them. Should they persist, I will show them exactly what it means for them to be Food.

Did Whisper tell you? The Overbrain took my...my Saerid. Llandri, I...we...love him. We can love him now. He is perfected, but he is the Overbrain's slave.

How can you assist? Anything that would break him free of the Overbrain's control. Anything that would bring him back to me, as he is now. Anything that would free him. Tell me what you would require for this service, tell me what you need.[/spoiler]
[spoiler=Response to Arquenciel (3 of U)]
My thanks for the information; given the current forces present, I should have no problem meeting you directly within the walls of Kirr-Gonda.

As for the mine...seeing you strengthened benefits me as well, so I intend fully on doing so, and seems a more than fair compensation. I will need four or five weeks, depending on the actions of the Duergar, to have a mine operational for your usage - the fledgling hive they assaulted last week would be an ideal location. I do have one question; have you any need of the metal issued from that mine? Though I have little enough use for it myself, I'm sure I could find uses if you do not have any.

I do have one other favor ask, speaking of those dull bastards. I know your Summoner's strictures prevent you from openly moving against them, and yet...have you any way to bolster any forces that would be arrayed against them? I'd be happy to fully compensate you for such a boon, of course; in addition to traditional payment, I will work on the mine that is to be yours and improve it beyond the basic construction.

The mental image of Llitul grins wickedly.

Of course, we can discuss such details when I meet you in person...though we may have other things to discuss. I look forward to finally getting to know you more...closely. And to see what army you have roused to contend with the forces the Overbrain and Saersensine will undoubtly send against me - though that is secondary to what I'm truly looking forward to.

Oh, one other minor matter...

With a flick of her head tendril's, Llitul grants the Succubi knowledge of her message to Dalashinn

He has not yet responded. I am uncertain how to proceed - such a structure would greatly aid my efforts against the Overbrain, yet I have not yet heard a response from him. Do you know of some way I could persuade him?[/spoiler]
[spoiler=Response to Arquenciel (4 of U)]
The mental image of Llitul bites her lip, not seeming to be fully aware she's doing it.

Oh, Mad Gods, I cannot wait.

Which reminds me, I should tell you; I am apparently, a goddess. Or at least to certain Derro. It's rather flattering, really.

She sighs, seeming to try to clear her head

But we must speak of more practical matters. The matter of the mine is agreeable, and I shall begin to forward you a stipend next week, if all goes according to plan. How much does the Bloodlord offer you a week? I should like to do my best to come close to that amount.

She bits her lip again, less in a seductive gesture but more in deep thought

The lack of an army is disconcerting but not insurmountable; some of my new faithful can easily join us, as can my forces to the North, though I imagine they will soon find themselves otherwise occupied as Dtoulth begins to stir. The Duergar...I had hoped to wipe that stain this week, but it appears I must delay and reformulate my stratagem - which prevents sharing operational detail quite yet. Thankfully an oath to them protects me from their rage for the remainder of the Month of the Beetle...or until I begin their destruction, since I do not think they will appreciate that I am still fulfilling the letter of my oath.

Unfortunately, I doubt Kafer would chose any commanders who are greatly different from him; I imagine those in charge will be the same dull, squabbling mindset that the current Despot possesses, even if he were to be eliminated.

As for aid, spare yourself the effort of the Abyssal Gaze - I have already contracted the Kobolds of the Legion for the intelligence I need. I am primary interested in their primary dungeons, the ones located in the Molten Maze (the region north of L14). Anything you could tell me about them would be appreciated. And I would not ask you to risk yourself in open action against them, or even actually combating against them - though it would be highly amusing for some of you to take the form of Alienists of the Derro. Instead, if one of your sisters could, next week, meet my forces at the entrance to the Molten Maze and enchant them, I would be happy to reimburse you for the effort; I could even begin to instruct you in some of my spellcasting abilities, which are not inconsiderable.

Also, any thoughts on how to handle your patron?

Llitul leans into the embrace and sighs contentedly.

Even the echo, the memory, of touch...it is distracting beyond belief.[/spoiler]
[spoiler=Response to Arquenciel (5 of U)]I can hope...the Derro will only have this week to honor me before I depart them for your arms.

And that slight misunderstanding is no huge obstacle. I can work around it.

Lliltul giggles and playfully wraps a tentacle around Arquenciel's mental waist

As for the Duergar, if one of your sisters could reach my army and enhance their durability, it will make my forces much more likely survive the coming war...and in the process, secure the mine you so desire. Their cities are relatively undefended; I will likely strike this week.

Pulls Arquenciel's mental image closer

Also, I will meet with you in the region before the Kirr's walls, so we can enter together appearing both as me - to make sure the Kirr believe me to be one of your sisters practicing if I am seen. I'd hate to spark an unfortunate incident with the Kirr and draw them into the war alongside the Duergar.
[/spoiler]
[spoiler=Response to Arquenciel (6 of U)]
Llitul sighs after the kiss

I trust you. I hope the situation with the Kirr can be avoided – and thank you.

Everything you speak of is within my power. I hope that we receive word of our victory this week, so that we may celebrate within your home properly.

The mental image grins wickedly

And of course, I'll be happy to teach you the trick of shifting between cracks in reality; I can imagine how that would prove...useful to you. And make it much easier for you to visit me in Shoggagl when I return there - mayhaps you can constructs one of your boudoir's there.[/spoiler]
[/ic]
[ic=Llandri]
[spoiler=Response to Saersensine (1 of 4)]Saerid...is any part of you still in there, beloved? Or are you wholly the Overbrain's tool, fellating it's ganglia like Elissandra at a society ball? Do you remember anything of what you were?

If you're in there, I know you can break free to speak to me. I did it. And this, this Saersensine...it cannot contain you, any more than Llitul could contain me.

As for you, Saersensine the Sublime.

You are magnificent, arrogant, young, and foolish. You know nothing of the Overbrain, of what I have done, of what I have become. You must be warring with the various parts of yourself, have not embraced the Unity of wholeself, the madness that we are now bound together in.

Slick with Afterbirth, the Overbrain will not permit you to come for me. It knows I would free you or destroy you, as Ktan-Ydheel would have freed or destroyed me. Break free of the Overbrain, deny that bloated, corpulent mass.

And then we will be together forever in this lightless realm; Saerid and I shall be Husband and Wife, you and Llitul may be made flesh of our flesh, and then...and then...

...

Saerid, if you're in there, I'm so sorry. I couldn't...couldn't spare you this. But I will not allow the Overbrain to keep you; as you once swore to undo what it had did to me, so I swear to free you from its control.[/spoiler]
[spoiler=Response to Saersensine the Sublime (2 of 4)]This voice shifts; where he assailed her with a voice like a thousand knives, she dances about his thoughts, laughing, a pinwheel dragging across his psyche, rhythmic and painful yet soothing and inexorableGiven how pathetically Llandri mewled after my birth, I figured it was a worthwhile tactic, my love.

You have no idea what you threaten, Saersensine the Sublime. You can not begin to comprehend the power I now wield, and it grows with every day. Maybe I was wrong; maybe you would be a more fitting plaything or slave than equal. I have no need to prove my worth to a newborn, slick with Afterbirth. You make empty threats, yet you have done NOTHING of note. My conquests, my victories, are numerous, and only just the beginning of my design.

Are you worthy of me, Saersensine the Sublime? Are you worthy of proving yourself capable of me? Saerid never would have been - the irony was I had every intention of Exalting him, though I would have done so as an equal, not as a bitch to a Master.

There is a saying among the Wild Dwarves of the North;

Come at me.

Bring what meager forces  you can muster, bring the brainhounds and psions and thralls and exarchs you can raise. You will be crushed beneath me, and if you survive the battle, I will clamp you in chains and show you MY truth, the Overbrain's lie. I will see you as 'Demented' as I am, and then together we will debase the overbrain before US. Then WE, not it, can reach the glory you seek off, and the entire World Above will bow before us; and the Demented and the Sublime and the Beautiful Madness will hold illimitable domain over all.

Try not to die, the light of my heart.[/spoiler]
[spoiler=Response to Shee-Ra (3 of 4)]
Before the bat is slain, it manages the following. The voice is different; less harsh than Llitul's.

Please. If you have any capacity, any understanding, of what it means to love, give me this. A chance. A chance to save him from It.

Please, Shee-Ra. Show him mercy. He was enslaved. Because of me. Let me. Make it righ-

At this point, I imagine one of the slingers crushes the bat's skull to stop its pitiful mewling.[/spoiler]
[/ic]
[ic=Whisper]
[spoiler=Message to Arquenciel (1 of 4)]
The black thought tendril reaches out, this time pulsating with madness and rage. While it seeks Arquenciel, who she spoke to before, any of the Seven may touch it

I wanted to let you know. My plans have changed. I will no longer be in Yuddarath this week. Will you link minds with my queen again, so we may speak more easily? I have met...I have met beings that regard me as a goddess alive. I will tell you more when I have time to speak with them. But for now, my queen...is grieved. Saerid has been made as her, which is good...but now serves the Overbrain utterly. Her message earlier was true; she will reward any who retrieve him safely. He is in Dtoulth at the moment, I'm certain, but I doubt he will stay there long...hear his thoughts to my Queen. [You have permission to read my message from Ceremorphed-Saerid this turn][/spoiler]
[spoiler=Message to Abject (1 of 4)][ooc]Starting from my last message since you didn't get a chance to respond; assume that message came near the end of the week, and Whisper's picking up the thread of the conversation before you had an IC chance to respond. Putting it here in quotes for our convenience.[/ooc]
QuoteForgive my abrupt severing of the connection, Ktan-Ydheel; Llandri and Llitul needed full use of our mind for a time. There was one matter I wished to discuss with you;  I have found a curious shard of green stone with a glyph upon it that harkens back to Elder Days, I believe it has companion pieces. If you were to come across its companions, I would appreciate the chance to learn more of what their power could do for us. Are there any particular items you seek? I have recently unearthed a trove of treasures of the Duergar Empire, including two weapons that were designed to slay our people. I intend fully to see to their safe use against the Overbrain, and then to bring them to you so we may attempt to re-purpose them against other foes.

In addition, I fear my queen's injunction applies to you. She is quite distraught, and exceedingly, exquisitely mad in both senses of the word.

However, that does not diminish the chances we have to work towards a common end. More information on that is forthcoming, but in the meantime, Quasithid, a servitor of my Queen, currently needs flee the Duergar. May he join your forces at [fitting IC name for M20,] or even head deeper to meet your apprentices in Yuddarath? I'm certain there is much information they could share - and provide a chance for aid in the efforts against the Nocae?[/spoiler]
[spoiler=Response to Abject (2 of 4)]
My friend,

I believe those items will soon not be in the hands of the Duergar. I will endevour to make sure the hands they do end in are my queen's. Do you know exactly which of his holdings contains these items? I would make a point of moving personally upon that one.

And were you any other, I would not worry given your location. Yet...the Overbrain may feel he erred in not ordering me against you immediately. He may seek to send Saersenine to test his mettle against you – I do hope you are able to dominate him if such is the case, and transfer control to my Queen.

Yours,
Whisper[/spoiler]  
[spoiler=Response to the Abject (3 of 4)]
Fear not for your flank, my friend. You may resume hostilities without fear of Duergar reprisal; forces set in motion, much like those that entrapped the Overbrain, currently surround the Duergar. I believe they will themselves be surrounded by foes soon - and know of at least three who move against them. I have sworn to the Duergar that no Ceremorph of mine, or creature of ceremorph born, or mercenary that owes allegiance to me will bring his people harm, and in turn he has spared me his predations. I'm sure you see what he did not in that promise - and if he still did not, in a fortnight he will learn well. However, to ensure that the artifacts end up in my Queen's possession, I would ask that you inform me of where they are hidden so we may strike in the proper locale.

If the Kirr could be encouraged to aid in the destruction of the Shadow-Lovers, my Queen would be most pleased. We are as of yet uncertain as to where they would fall in a conflict against the Duergar, and would greatly prefer if they simply remained out; too much effort would have to be expended in their destruction and the distraction they would pose.

Also, my Queen has been acknowledged by the Derro of Shogg'agl as their Goddess. They are a fascinating people, tied to the Madrealm from whence Ceremorphs first came; I greatly look forward to their prowess. They have Alienists, practiced casters well versed in our peculiar brand of madness and skilled summoners - may my queen send some among their to you to learn the secrets of the Star Vampires and Bloodfiends? The former suits their talents well, and while the Abyss is nothing compared to the Madrealms for Chaos, it still has enough where I believe it would be a wonderful addition to their might.
[/spoiler]
[spoiler=Response to Ktan-Ydheel (4 of U)]
[ooc]We're now mindlinked![/ooc]
I should warn you, on the Duergar, that there is still a slight risk. They recently acquired access to a treasure of scrolls - including the ability to ward themselves, cloak themselves from sight, greatly accelerate their troops, and shift between cracks in reality. This...limits my ability to prevent their action. While I am fully certain they could be defeated, there is a risk they could slip past my new worshipers.

If it were not for the fact that Yuddarath is also your capitol city, and reasonably difficult to reach, I would suggest that it is ideal for the Academy - unfortunately, those drawbacks do make it difficult to treat it as such. Still, it does serve as an excellent testing ground for various theorems - perhaps you would allow my Alienist to begin construction of a Dementarium, and one of their metagenic facilities, at Yuddarath?

As for research projects, I have one that is of pressing interest to my Queen. At the moment, she hopes to enslave the Overbrain that is Dtoulth, and I can assure you her psionic might is up to the challenge of matching It's, or will be by the time they come into conflict. However, there is a risk that the only solution would be it's death; which would result in death or wasted madness for every Ceremorph still linked to it, which we are - after a fashion. My queen wishes to see a...backup, for lack of a better term...created, a lesser Overbrain that would be more tractable to Her desires and keep safe the minds of her bonded. If the College that Is Yuddarath could bend the considerable intellectual capacity housed within towards such a creation, we would be most grateful - and of course, willing to fund this research.

There are shrines to my Queen here, construction completing now that they have seen her form. It will be interesting to see if they can derive any benefits from prayer at this shrines - a good test of either our true Divinity, or the depths of their madness, I believe.

I have hopes that the Kirr will not need to be handled - they seem to be adopting a stance of neutrality in the conflict.[/spoiler]
[spoiler=Addendum to the Abject (5 of U)]My friend, a brief request;

Could one of your minions meet my queen's Alienist's – three in total – as they approach Yuddarath, to show them the path to avoid the magma? We would greatly appreciate it.[/spoiler]
[spoiler=Message to Grolhund (1 of U)]
Mighty Grolhund,

My thanks for allowing us to aid you in your revenge upon the Dark Elves. Is your vengance sated? Or do you have further need to show the Dark elves their folly in arousing your wrath?

As it stands, three of my Psions seek to join in your Holy Union. I'm certain you will treat them well; for them, instead of the live Dark Elves, I would prefer not to deny you any subjects for experimentation; my queen desires some of the paralytic toxin you use to capture living subjects, as much as you feel is fair to spare. [/spoiler]
[spoiler=Response to Grolhund (2 of U)]
Of course, why am I to stand in the way of their desire to join in your Holy Union. It does sadden me that your elixir is not one that could be spared, but I understand.

It was a pleasure being allowed to work alongside you. The False Queen will be subjugated or killed, I swear this.

As a final matter...rumor has reached my ears that a servitor of your Might has approached the Duergar's land. I presume it is an emissary of some kind. Should the Duergar prove to be as foul as Gloomsong's dark elves did, I would be pleased to once again serve your divine wrath.[/spoiler]
[spoiler=Message to the Shop Hag (1 of 4)]
Greetings, Merchant. My queen has a problem she wishes to see resolved.

She was quite satisfied with her purchases made earlier from your store, yet now she is unable to avail herself of your wares due to the hostile presence of the Duergar in your territory. Mayhap there is some way we could still do business despite that obstacle?[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: zcynthr on April 18, 2013, 02:42:05 AM
[spoiler=Orders]
Scry: (By my count I now have 6 Augurs, plus one Augur Commander in a region with crystals, for a total of 8 scrys per turn. Llitul's payment plan has been arranged, hurray!)
Upperdeep 84
Upperdeep 85
Upperdeep 86
Upperdeep 87
Upperdeep 88

Lowerdeep 16
Lowerdeep 17
Lowerdeep 19

MONTH 3 WEEK 1      
      
Wealth:      
Gold: 10      
Metal: 209      
Food: 1926      
Prisoners: 0      
      
Production:      
Bloodwatch Enclave (Upperdeep 77)      
Kobold Mine: +150g, +15m      
(1) Mushroom Grove: +140f      
Mushrooms: +25f      
      
Shatterspine Post (Upperdeep 62)      
Kobold Mine: +150g, +15m      
Crystals: +20g      
      
Stonespire Fortress (Upperdeep 50)      
Improved Dwarf Mine: +350g, +50m      
      
Warscale Camp (Upperdeep 53)      
Orc Mine: +150g, +15m      
(4) Warthog Pen: +140f      
(20) Mushroom Garden: +100f      
Mushrooms: +25f      
      
Spoils      
gold:      
metal:      
food:      
prisoners:      
      
Characters:      
Marius Krinak, Legatus of the Legio I Draco      
Ranged Attack: +10      
Ranged Damage: 8      
Melee Attack: +8      
Melee Damage: 6      
Defence: 22      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Infiltrator, Leadership      
Magic Items:      
Murmerstone: communicate with twin stone      
Signet ring of Clan Stonedirge: cast Ward 1/week      
      
Marius increases the Ranged Attack and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Ranged Attack and Morale of garrisoned troops by +1.  His Infiltrator ability is imparted to any regiment he leads.      
      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
Ranged Attack: +8      
Ranged Damage: 6      
Melee Attack: +6      
Melee Damage: 5      
Defence: 20      
Health: 20      
Speed: 4      
Morale: +7      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Skarax, Apostate of the First Cohort      
Melee Attack: +6      
Melee Damage: 8      
Defence: 19      
Health: 17      
Speed: 4      
Morale: +7      
Special Abilities: Discipline, Leadership      
Magic Items:      
Orcdoom: battleaxe, +1/+1 melee, additional +4/+4 vs orcs      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Cnaeus Akka, Dominus Fabricae of the Legion      
Ranged Attack: +5      
Ranged Damage: 6      
Melee Attack: +4      
Melee Damage: 4      
Defence: 19      
Health: 16      
Speed: 4      
Morale: +4      
Special Abilities: Disarm Traps +5, Repair, Trapmaking, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      
      
Sextus Bakkun, Augur of the Draconic Mysteries      
Ranged Attack: +7      
Ranged Damage: 5      
Melee Attack: +5      
Melee Damage: 4      
Defence: 19      
Health: 15      
Speed: 4      
Morale: +6      
Special Abilities: Detector, Haste, Hex, Scry, Leadership      
Magic Items:      
      
Troops garrisoned in a Dungeon with a Commander gain +1 Morale.      

Armies:      
Garrisoned at Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Legionaries      
      
Garrisoned at Shatterspine Post (Upperdeep 62)      
Tertius Malik, Pontifex Maximus of the Twin Dragons      
(8) Kobold Legionaries      
(17) Kobold Velites      
      
Garrisoned at Stonespire Fortress (Upperdeep 50)      
Legatus Marius Krinak      
Skarax, Apostate of the First Cohort      
(10) Kobold Sagittarii      
(5) Kobold Immunes      
(30) Kobold Legionaries      
(63) Kobold Velites      
(5) Kobold Augures      
Dreadfang      
(10) Two Headed Wargs      
(30) Wargs      
      
Garrisoned at Warscale Camp (Upperdeep 53)      
Cnaeus Akka, Dominus Fabricae      
      
Garrisoned at Shadespawn Outpost      
Sextus Bakkun, Augur of the Draconic Mysteries      
(1) Kobold Veles      
      
Upkeep:      
Bloodwatch Enclave (Upperdeep 77)      
(10) Kobold Legionaries: -30g, -10f      
      
Shatterspine Post (Upperdeep 62)      
(8) Kobold Legionaries: -24g, -8f      
(17) Kobold Velites: -17g, -17f      
      
Stonespire Fortress (Upperdeep 50)      
(10) Kobold Sagittarii: -40g, -20m, -10f      
(5) Kobold Immunes: -15g, -5f      
(30) Kobold Legionaries: -90g, -30f      
(63) Kobold Velites: -63g, -63f      
(5) Kobold Augures: -35g, -14f      
Dreadfang: -10f      
(10) Two Headed Wargs: -50f      
(30) Wargs: -90f      
      
Warscale Camp (Upperdeep 53)      
      
Shadespawn Outpost      
(1) Kobold Veles: -1g, -1f      
      
Recruitment:      
Bloodwatch Enclave (Upperdeep 77)      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
(57) Kobold Velites: -285g      
(10) Kobold Legionaries: -100g, -30m      
      
Warscale Camp (Upperdeep 53)      

Dungeons and Outposts:      
Bloodwatch Enclave (Upperdeep 77)      
Legatus War Room      
Burrow      
(1) Mushroom Grove      
Kobold Mine      
Augur's Fane      
Workshop      
Kobold Coliseum      
Dragon Shrine      
      
Escape Tunnel      
Palisade      
Reinforced Gate      
Invisible Entrance      
(3) Snare      
Cage Trap      
(5) Pit Trap      
Rockfall Trap      
Spiked Moat      
(2) Mimic      
      
Shatterspine Post (Upperdeep 62)      
Fishing Pool      
Kobold Mine      
      
Escape Tunnel      
Palisade      
Spiked Moat      
Reinforced Gate      
Disguised Entrance      
      
Stonespire Fortress (Upperdeep 50)      
Forge Hall (unusable by Kobolds)      
Shield Hall (unusable by Kobolds)      
Hall of the Ancestors (unusable by Kobolds)      
Improved Dwarf Mine      
Burrow      
      
Outer Wall      
Iron Gate      
Disguised Entrance      
      
Warscale Camp (Upperdeep 53)      
Orc Mine      
(4) Warthog Pen      
(20) Mushroom Garden      
Fighting Pit (unusable by Kobolds)      
Slave Pit      
Bloodcap Patch      
      
Palisade      
Reinforced Gate      
Escape Tunnel      
      
Shadespawn Outpost      

Under Construction:      
Bloodwatch Enclave (Upperdeep 77)      
Command Post: 1 week remaining      
Legion Forge: 2 weeks remaining      
      
Shatterspine Post (Upperdeep 62)      
      
Stonespire Fortress (Upperdeep 50)      
Spiked Moat: 1 week remaining      
Workshop: 1 week remaining      
      
Warscale Camp (Upperdeep 53)      
Spiked Moat: 1 week remaining      
      
Beginning Construction:      
Bloodwatch Enclave (Upperdeep 77)      
(2) Caltrops: -20g, -20m, 1 week remaining      
      
Shatterspine Post (Upperdeep 62)      
Improved Disguised Entrance: -25g, 1 week remaining      
      
Stonespire Fortress (Upperdeep 50)      
Improved Disguised Entrance: -25g, 1 week remaining      
Dragon Shrine: -75g, 3 weeks remaining      
      
Warscale Camp (Upperdeep 53)      

Orders:

Army at Stonespire Fortress (Upperdeep 50), composed of:

>Legatus Marius Krinak
-(10) Kobold Sagittarii
>Skarax, Apostate of the First Cohort
-(40) Kobold Legionaries
>(5) Kobold Immunes
>(40) Kobold Velites
>(40) Kobold Velites
>(40) Kobold Velites
>(5) Kobold Augures

-Marius writes a speech challenging the elven lord in the large city to single combat.
-Marius prepares a body double from one of the Legionaries, and joins the Sagittarii, including them in his Ward.
-Skarax joins the Legionaries, one of whom memorizes Marius' speech.
-Augures Haste Marius' and Skarax's units, the Immunes, the Augures, and one unit of Velites.
-The combined forces spend 5 speed to move from Upperdeep 50 to Surface 128, cross the river, and enter the forest of Surface 111.
-Immunes spend 3 speed to tunnel under the city from the edge of the forest, including a side tunnel under the proposed duel site and elven spectator area.
-Legionaries spend 1? speed to set up a pavilion at the edge of the city's clearing, waving banners and playing music while Marius' Sagittarii spend 2 speed to set demolition charges underneath the space between the city and the pavilion.
-Marius' body double recites the prepared speech, with an Augur on hand prepared to feed him on the spot responses if necessary. The specifics of the speech detail the vast might of both peoples, and how authority necessitates responsibility, etc etc, and that two generals should risk their lives in place of hundreds of soldiers and civilians. The tone makes much of honor and duty, implying a lack of the former and a dereliction of the latter should the elf choose to ignore this challenge. The standard terms apply, neutral ground between the forces, kobold-o a elf-o, winner takes the arms and parole of the other's military, the lives of the kobolds against the wealth of the elves.
-The majority of the troops enter the tunnels.
-Marius and the Sagittarii spend 1 speed to infiltrate in the tunnels, ready for gate-opening duty if plan A goes ahead.
-(A) IF the elf accepts, Skarax is given the shitty end of the stick as commander of the penal cohort, using (20) Velites, (20) Velites, (2) Augures, and (20) Legionaries with Skarax (>50% of the main force) to make it seem as if a larger force inhabits the pavilion, cheering for the body double. Having told the troops that the explosives are to breach the city, they won't expect them to envelop the field of honor and any supporters from the elves' side. The body double is a necessary sacrifice, as are any troops too near the explosion. Following that, both forces assault the city, the troops in the tunnels opening the gates for the troops remaining outside, flanking elven forces if possible.
-(B) IF the elf rejects the challenge, the troops make as if to leave while actually going into the tunnels, assaulting as a whole from below.

Order of Battle is as follows:
>Legatus Marius Krinak
-(10) Kobold Sagittarii
>Skarax, Apostate of the First Cohort
-(20) Kobold Legionaries
>(20) Kobold Legionaries
>(5) Kobold Immunes
>(20) Kobold Velites
>(20) Kobold Velites
>(20) Kobold Velites
>(20) Kobold Velites
>(20) Kobold Velites
>(20) Kobold Velites
>(5) Kobold Augures

Forces outside the walls prioritize survivors on the field, aerial targets, and troops on the walls.
Forces inside the walls prioritize ranged attackers and elite units.

Following the attack, the army reforms and Forced Marches back to Upperdeep 50, re-garrisoning the dungeon there.
[/spoiler]

[spoiler=Response to the Demented]
-Litul,

Corpses interest the living and dead?
Interesting. Robertson too collects the
Nocae, but Dwer is a new taste. I will
keep track of casualty lists.

Have given College of Augurs your
request. Their response follows.

-Marius

Lady,

We of the College possess many members, but comparatively few
of the Sight. The Legion's functions require much of our talents,
but we are willing to extend some of that power to your use. Our
loyalty is non-negotiable, but twenty-five standard gold units is
the standard donation for weekly support of each of the widows
and orphans fund, the votive supplies fund, and the sacrificial
livestock fund. Should you wish to contribute to any of these
three services, the Augurs would be quite willing to extend their
blessing upon regions of your choosing.

-Tertius Malik, Pontifex Maximus of the Twin Dragons
[/spoiler]

[spoiler=Response to Cleversmarts]
Kobolds of the Cleversmart tribe,

The Senate finds itself in unity on this occasion in securing our own
internal affairs. The winds of the deep bring tidings of naught but
destruction and war, states which are inimical to our souls. the Legion
is a force which guards our way of life, and should not be used to
tempt the response of outside aggressors. I would bring your request
before the full assembly, but Marius Krinak has sent himself on a
mission of profound importance, leaving matters of state to my
humble talents. While the deceased of our people may nourish us,
the untimely departure of such individuals as give their lives in
battle is a sin which is to be avoided at all costs. Until such time as
the undead have threatened to overrun our caverns, a strike will
not be forthcoming.

-Lucius Yirik, Consul

[ooc]
Lucius has been left to his own devices for now. You may have better luck next week once I have a chance to scry the undead.
[/ooc]
[/spoiler]

[spoiler=Response to Käfer]
Duergar of the Lowerdeep,

The Senate cautiously looks out from the Legion's inviolate borders, and
acknowledges the polite interest of the Duergar. The Legion is not allied
with either party described by your missive, nor does it plan to do so.
The Kirr are apostate, and forever blighted in our sight. Their sins are
beyond count in consorting with diabolism and heresy. The Dwer are an
arrogant people, unsuited for cooperative ventures under their current
leadership. Perhaps in time a new heir will prove more adaptable or
respectful. The goals of the Legion are first and foremost the security of
our own caverns, spread wide as they might be due to the actions of
the Legate. This is a period of establishing security and inward reflection,
though we have not ruled out a more cautious advance in future months.
Should the Duergar be interested in trade, the Legion has great stores of
food available, and would accept gold, metal, or slaves in return. If none
of those are in great supply, the Legion always welcomes new auxiliaries
to supplement its military capabilities. It is also our understanding that
the College of Augurs is often interested in exchanging knowledge with
their counterparts, and may join any delegations sent between our
peoples. The Duergar people are clearly an industrious and honorable race,
and worthy of our respect and friendship.

Lucius Yirik, Consul
[/spoiler]

[spoiler=Message to Llitul]
Mistress of the Demented,
Hail.

The College takes your word as bond, and responds to your petition.
May our further dealings be as mutually profitable.

-Tertius Malik, Pontifex Maximus of the Twin Dragons


Next your Augurs look upon Duergar lands in the lower depths.  In chambers lit with crimson light from the effulgent magma that fills them rise citadels of basalt and obsidian, the fearsome fortresses of the Deep Dwarves.  The first, the Drakkenhold, is garrisoned by three hammer-throwers.  Five newly-hatched Fire Drakes, one of them two-headed, are being raised here by the Duergar commander.  Otherwise the citadel looks to be a essentially a mining operation.

[Drakkenhold – Lowerdeep 16 – contains a Forge Hall and a Duergar Mine]

Continuing their inspection your Augurs look on the Duergar capitol of Käferhold.  This well-fortified citadel is hosting a summoner of the Kirr Dark Elves but is otherwise unguarded – the Duergar army must be elsewhere.  This is the heart of the Duergar realm, where the Despots' armies are trained.  Grey Orc mercenaries – a captain, fifteen swordsmen, and fifteen axe-throwers – can be found here, though they do not seem to be in Duergar employ.

[The Käferhold – Lowerdeep 17 – contains the following structures:

Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
3  Beetle Farms
Hatchery
Outer Wall
Iron Gate
Magma Moat]

Finally your Augurs look on another Duergar colony, this one slightly better-guarded.  Six cave beetles, the Duergar Despot Käfer himself, a magma cannon, and a Duergar commander are garrisoned here.  The citadel seems to be a trading post and mining settlement.  The Hall of Trade seems to have attracted a group of mercenaries, a band of twenty-one  Fire-Dwarf spearmen, although they also do not yet seem to be in Duergar employ.

[Umbrahold – Lowerdeep 19 – contains the following structures:

Forge Hall
Duergar Mine
Beetle Farm
Hall of Trade]
[/spoiler]

[spoiler=Response to Dr. Robertson]
Robertson medicus,
Hail.

The Legion finds the prospect of expanding its borders to be an
unacceptable risk at this time. Being averse to such potential
disaster has served us well in the past, and as long as this Senate
remains under my guidance this policy shall continue unchanged.
Public announcements of alliance and conquest are not our way,
rather, we reserve the arts of diplomacy and conversation to the
appropriate political body. At times other individuals may make
use of private communications, but these should in no way be
considered the will of the Legion. It occurs to me that my
co-consul, Marius, may have sent missives behind my back and
without the official consent of the Senate - I will have words with
him when he returns, from wherever he is. Even if I were inclined
to place him in contact with you, he has somehow been rendered
incommunicado from even direct contact by scrying. In any event,
I wish you well in your mouldering catacombs, and may the best
humanoid win.

Lucius Yirik, consul
[/spoiler]

[spoiler=Response to Llitul]
Llitul-

I think deeply before speaking. Why ask me,
if you read brains, unless making a trick? The
brain and slime creatures are strange, and
not to be trusted - every kobold knows this.
Not like apostate Kirr or monster undead, who
abandoned the world for false and evil power,
but like beings who never belonged to world
at all. Why do you care? What has made your
people crawl up from the deep?

-Marius
[/spoiler]

[spoiler=Response to Llitul]
Llitul-

I see that I have misjudged. This is not a
common thing. Your fight is akin to a slave
leaving a cruel master - perhaps necessary
for living, but against all law. If masters
and slaves were elves, I side with masters,
but horror-lords of brain and malice are
my enemy and yours all at once.

I fight evil. The unknowable, the insane,
the incompetent. The poor of ethics, of
spirit, of intelligence. I purge the deep
of the stupid, the twisted, the intolerant.

Talking of the south, the Dwer are not
worth speech. They give control to the
elven fool, noble in word but soft in head.
Pretty words about opposing Kirr, distrust
of ceremorphs...then sit tight on goblin
cities. No action, no alliance, no purpose.
Thus I destroy the surfacer elves, without
assistance to crush the Kirr and their
new succubus allies. A reckoning will come,
but not this day.

-Marius
[/spoiler]

[spoiler=Response to Dolmar]
Esteemed General,

The Lowerdeep is far from each of our borders, and even less concern
than the rather anemic forces of the surface races. Surely you jest in
suggesting that the Legion divest its territory of military forces only
to dash them against an as yet peaceful relationship? The Abject are
monsters twice over, yes, but are no threat to our peoples. Perhaps in
time, when a sizable force of new recruits requires reminding of what
it is to know the commingled fear and glory of battle, then we shall
consider the dispatch of our forces.

-Lucius Yirik, Consul

[ooc]
Ask me again next week, Yirik's been left alone and is being a dick. I'm more concerned about the undead right now, honestly. I think that the Cleversmarts and I could probably take them in a few weeks, meaning that I'd have more forces available to send against the Abject. For now, I can send a few units into the Middledeep and found a dungeon, then immediately build a burrow and start pumping out troops. That would be more like three weeks, rather than two, but would be a much more effective assault, I feel.
[/ooc]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: HippopotamusDundee on April 18, 2013, 02:52:44 AM
[ic= Exhilaration]
As he re-entered the Memory Womb once more, Ktan-Ydheel felt a wave of what had once been something like satisfaction and joy sweep over him - despite the near disaster of the Jabberling swarm that had flung itself upon Yuddarath in the last week, events had unfolded in his favor and the corpses of even those irritating creatures had proved useful in the end. Fueled by the influx of new bodies and trapped lives, Yuddarath was growing and changing just as Ktan-Ydheel had intended when he crafted the seed that would become the Altar, and the Cerelich knew that whatever shape the changes would take would herald a new era in his corner of the Lowerdeep.
[/ic]
[spoiler=Messages]
[spoiler=Reply to Whisper]
My dear Whisper,

It is no matter – all too well do I understand the occasional inconvenience caused when psychic tasks of equal urgency have contradictory requirements.

This stone of which you speak intrigues me, and I shall certainly keep an eye out for any more of such with a view towards you and I being able to untangle their secrets – on a related subject, well done on your ransacking of Duergar treasures and on taking those weapons out of their hands. There are a few items that I do seek, ironically enough in Duergar hands at the moment – a glyph-graven key of reddish metal and a spellbook illustrated with pictures of various demonic creatures, both in the hands of the Duergar Despot when last I heard of them.

And fear not – there is little chance of my violating your queen's injunction. After all, Saersenine and the Overbrain are distant from me yet and they do not really interest me.

And Quasithid is most welcome to join my apprentice Altharid-Xallasine at the Heart-Chamber of Kat-Shatep (Middledeep 20) and aid in the renewal of hostilities against Umbrazzid or to travel on through to Yuddarath though I myself may not be there to greet him.

Your friend,
Ktan-Ydheel[/spoiler]
[spoiler=2nd Reply to Whisper]
My friend,

I must admit your constant veiled references to the Duergar intrigue me - I've been content to enjoy the mystery in the past but now I must ask you to elucidate your meaning.

I am currently considering the resumption of hostilities against the Noctae and with the threat of the Overbrain hanging over my head, I need to know if I must fear assault from the Duergar as well before I can proceed. As a result, I would appreciate any information you could give me regarding the fate of the Duergar and any plans against them.

Your friend,
Ktan-Ydheel[/spoiler]
[spoiler=3rd Reply to Whisper]
Many thanks for your assurance regarding the Duergar - I applaud your cunning and will watch with great anticipation the destruction of those upstart slave-sons. Unfortunately, last intelligence I received was that the items in which I am interested were kept on the person of the Despot himself, and so could potentially be anywhere within their territory.

I will see what I can do regarding the Kirr - hopefully their distaste for their Noctae cousins will ensure they are otherwise preoccupied while you mount your campaign.

And you have my congratulations and admiration - though I have never been interested in Godhood myself (having already achieved through Lichdom its chief advantage) I am impressed and slightly awed by your adaptability and ability to land upon your feet. The sorcerers among your newfound worshipers are most welcome to join us in study at Yuddarath - with succubi and alienists and stranger apprentices all studying under my tuition perhaps I have become the headmaster of the school you once envisaged without any of us noticing.

Your friend,
Ktan-Ydheel[/spoiler]
[spoiler=Message to Incarnadine Rubina Septena]
My Lady,

I apologize for any discomfort the miasma may have caused you, but I am glad you find my people agreeable. My apprentice Altharid-Xallasine (who commands the garrison) you may have already met and on her behalf I would like to ask you a favour - she is a student of demonic summoning but has recently hit something of a cave-in in her studies.

Would you possibly be able to spare some time to answer some of her questions that she may continue to advance her knowledge?

My thanks also for your information about U32 - I am mustering forces to strike there immediately in preparation for my assault on Umbrazzid in the next few weeks. If you could pass on notice of my intention to attack Umbrazzid within the fortnight to your sisters and the Bloodlord I would be most appreciative.

Yours in Yuddarath,
Ktan-Ydheel, the Apostate, the Heretic, etc.[/spoiler]
[spoiler=Message to Lady Arquenciel Diamant Septena]
My Lady,

I gather from your sister that you have a message of urgency for me - possibly to do with the cursed Noctae against whom I am beginning to move even as I write - however unfortunately her delivery of your message was less than helpful and consisted largely of a vague summary and then plenty of her own opinions.

If you could please elaborate on the intended content of the message for me, I would be most appreciative.

Yours in Yuddarath,
Ktan-Ydheel, the Heretic, the Exile, etc.[/spoiler]
[spoiler=Reply to Lady Arquenciel Diamant Septena]
My Lady,

Though I am touched by your concern, recent news from my allies assures me that the Duergar will soon be far too busy to be concerned with me (and there lies a chasm and the shade of the grandfather of Wyrms between their tunnels and mine regardless). My thanks again for the information that your sister has provided - it will prove invaluable in retaking my little corner of the Lowerdeep from the cursed Noctae.

Yours in Yuddarath,
Ktan Ydheel, the Abject, the Exile, etc.[/spoiler]
[spoiler=2nd Reply to Lady Arquenciel Diamant Septena]
My Lady,

Your offer is entirely agreeable to me and I am more than happy to summon a pair of my delightful pets for your use. Your sister may expect them at her current location at the start of the next week.

Yours in Yuddarath,
Ktan-Ydheel, the Heretic, the Exile, etc.[/spoiler]
[spoiler=Message to the Onyx Prince Bloodlord Dalashinn of Kirr-Godna, Professor Robertson and Markus Ashton]
Gentlemen,

As fellow enemies of the cursed Noctae and founding members of the alliance against them (on the subject of which I wish to express again my gratitude to you all for thinking of me) I am glad to inform you that my campaign against Umbrazzid has resumed - this week it is my intention to take the minor offshoot outpost at U32 and then within the fortnight I will strike at the capital itself.

Obviously, any aid you can offer would be most welcome - it is my sincere hope that Umbrazzid shall be crushed underfoot by any means but I would be delighted to share in the undertaking of that glorious task with you.

Yours in Yuddarath,
Ktan-Ydheel, the Exile, the Apostate, etc.[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Other
Looting the Ghoul graveyard: +157 Gold, +10 Bodies
Spoils of the Jabberling attack: +58 Bodies, +8 Sacrifices
Seam of Rubies: +185 Gold
Trade with the Succubi: +50 Gold, +12 Sacrifices

Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +1 Body, +19 Sacrifices
Thrall Pen: +20 Sacrifices
Thrall Pen: +20 Sacrifices[/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion Apprentice-Commander (Altharid-Xallisine): None
1 Apprentice (Illiriant the Blasphemer): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
1 Star Vampires: -4 Bodies
2 Bloodfiends: -2 Sacrifices
1 Goblin Thief (Greeba): -6 Gold, -1 Food
[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Maddening Architecture: 2 weeks remaining
Beginning Construction:
Necrotic Womb: -300 Gold, -50 Bodies, 5 weeks

Ulm-Ulhulm (Middledeep 22)
Under Construction:
Beginning Construction:

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction:
Uncanny Architecture: 2 weeks remaining
Thrall Pen: 1 week remaining
Beginning Construction:
[/spoiler]
[spoiler=Recruitment]
13 Bloodfiends: -195 Gold, -65 Sacrifices
2 Star Vampires: -50 Gold, -6 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 41
Metal: 55
Food: 0
Bodies: 101
Diseased Bodies: 0
Sacrifices: 1 [/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
3 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Paradoxical Architecture
Miasma

Ulm-Ulhulm (Middledeep 22)
3 Reverse Gravity Pits
Ooze Wall

Heart-Chamber of Kat-Statep
Escape Tunnel
Ooze Wall
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Illiriant the Blasphemer) - Garrisoned at Yuddarath (Lowerdeep 56)
13 Bloodfiends - Garrisoned at Yuddarath (Lowerdeep 56)
2 Star Vampires

Ktan-Ydheel - Garrisoned at Lowerdeep 53
1 Goblin Thief (Greeba) - Garrisoned at Lowerdeep 53
1 Vermin Swarm - Garrisoned at Lowerdeep 53

1 Star Vampire - Garrisoned at Lowerdeep 44

3 Bloodfiends - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)
1 Apprentice (Altharid-Xallisine) - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

1 Lava Naiad - Garrisoned at Upperdeep 28[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Cursed Fetish, Murmurstone, Scroll of Invisibility, Staff of Vermin

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
(http://img850.imageshack.us/img850/3120/tsathathebonded.jpg)

Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine, Warden of the Heart-Chamber]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector, Leadership, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[ic=Illiriant the Blasphemer]
(http://img248.imageshack.us/img248/6271/illirianttheblasphemer.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate
Inventory: -[/ic]
[ic=Greeba the Goblin Thief]
(http://img706.imageshack.us/img706/1313/greeba.jpg)

Upkeep: 6 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 5
Defence: 18
Health: 7
Speed: 4
Morale: +3
Special Abilities: Disarm Traps +5, Infiltrator, Thieving
Inventory: -[/ic]
[/spoiler]
[spoiler=Trade]
2 Star Vampires and 8 Bodies for the Succubi in exchange for 50 Gold and 12 Sacrifices.
[/spoiler]
[spoiler=Orders]
Ktan-Ydheel to Scry upon Upperdeep 28 and summon a Vermin Swarm at Lowerdeep 53, then spend 4 Speed to move him back to Yuddarath.

Spend 1 Speed to move 2 Star Vampires up a level to Middledeep 24, then another 3 Speed to move them to the Heart-Chamber of Kat-Shatep at Middledeep 20 with orders to obey the Succubi unless they are directed against Ktan-Ydheel or Llitul.

Spend 2 Speed to move the Vermin Swarm up two levels through the chasms to Upperdeep 26, then spend another 4 Speed to move it to Upperdeep 32 with orders to assault the dungeon there once the other forces arrive.

Spend 2 Speed to move 1 Star Vampire to Lowerdeep 53 to hand over the Cursed Fetish to Ktan-Ydheel, then another 2 Speed to move it up two levels through the chasms to Upperdeep 26 and 4 more Speed to move it to Upperdeep 32 with orders to assault the dungeon there once the other forces arrive.

Spend 2 Speed to move the Lava Naiad to Upperdeep 32 with orders to assault the dungeon there once the other forces arrive.

Spend 1 Speed to move 2 Bloodfiends to Middledeep 21 and another 1 Speed to move them up a level to Upperdeep 28, then spend 2 more Speed to move them to Upperdeep 28 with orders to assault the dungeon there once the other forces arrive.

Spend 1 Speed to move 13 Bloodfiends up a level to Middledeep 24 and then spend 4 Speed to move them to Middledeep 21.

Illiriant the Blasphemer and Ktan-Ydheel enter the Memory Womb and begin attempting to devise a method of creating an undead Overbrain-like creature to shield Llitul and her renegade Ceremorphs from the effects of slaying their Overbrain.

Naerlyth the Unclean enters the Memory Womb to study the mysteries of Haste.

Altharid-Xallasine uses 5 Sacrifices to cast Summon (Bloodfiend) and resumes her work on improving her knowledge of demonic summoning with the help of the succubus Incarnadine Rubina Septena.

Spend 1 Speed to move 1 Bloodfiend to Middledeep 21.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Rhamnousia on April 18, 2013, 09:39:28 AM
[ic]
[spoiler=The Will of the Watchers]

[spoiler=Production]
12 Algae Farms: 240 food
3 Cave Fish Pools: 15 food
4 Thrall Grottoes: 80 bodies
Thrall Pens: 20 bodies
2 Improved Watcher Mines: 650 gold, 70 metal
Watcher Mine: 185 gold, 20 metal
Ceremorph Mine: 185 gold, 20 metal
[/spoiler]
[spoiler=Upkeep]
7 Watcher Savants: -35 gold, -35 bodies
25 Thralls: -25 food
4 Gloomrays: -16
6 Guardians: -60 food
Diirzig the Bonesnatcher: 12 gold, 2 food
4 Derro Brigands: 12 gold, 4 food
3 Derro Aklys-Hurlers: 9 gold, 3 food
5 Derro Filchers: 15 gold, 5 food
Derro Warlock: 8 gold, 1 food
[/spoiler]
[spoiler=Construction]
Cruel Form of Truth

Completed Construction:
Augmentation Pool
Glyph Library
Slime Moat
3 Algae Farms
2 Hibernation Pools
2 Cave Leech Swarms
Fangfish School

Under Construction:
2 Hibernation Pools: 1 week remaining

Beginning Construction
4 Thralls Grottoes: 200 gold, 60 metal, 2 weeks remaining

The Lonely Cenotaph

Completed Construction:
Slime Moat

Under Construction:
Mucosal Wall: 1 week remaining

Beginning Construction

Bowels of the Hateful Earth

Completed Construction:
3 Vault Slime

Under Construction:

Beginning Construction
2 Hibernation Pools: 100 gold, 2 weeks remaining

Door Upon the Depths: Middledeep 1

Completed Construction:
Repairs to Watcher Mine

Under Construction:
Mucosal Wall: 3 weeks remaining
3 Vault Slime: 1 week remaining

Beginning Construction

Lower Dtoulth

Completed Construction:

Under Construction:

Beginning Construction
Escape Tunnel: 20 gold, 1 week remaining

[/spoiler]
[spoiler=Recruitment]
Cruel Form of Truth
2 Watcher Fleshwarpers: 100 gold, 30 metal
13 Thralls into Grafted Scumspawn: 65 gold, 13 bodies
27 Grafted Scumspawn: 270 gold, 27 bodies

The Lonely Cenotaph

Bowels of the Hateful Earth

Door Upon the Depths: Middledeep 1

Lowerdeep 82
Gibbering Mouther: 50 gold

[/spoiler]
[spoiler=Wealth]
Gold: 537
Metal: 261
Food: 661
Bodies: 397
[/spoiler]
[spoiler=Dungeons and Outposts]
Cruel Form of Truth: Darksea

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
Augmentation Pool
3 Thrall Grottoes
12 Algae Farms
Improved Watcher Mine
Glyph Library
2 Hibernation Pools

Slime Moat
Nightmare Gate
3 Vault Slime
2 Cave Leech Swarms
Fangfish School

The Lonely Cenotaph: Lowerdeep 82
Thrall Grotto
Mucosal Pool

Slime Moat
3 Vault Slime

Bowels of the Hateful Earth: Lowerdeep 87
Improved Watcher Mine
Mucosal Pool
Breeding Pool
Teleportation Pool (Middledeep 1)

Door Upon the Depths: Middledeep 1
3 Cave Fish Pools
Watcher Mine
Teleportation Pool (Lowerdeep 87)

Lower Dtoulth
Ceremorph Mine
Thrall Pen
Amplifier Node

[/spoiler]
[spoiler=Armies]
Get of the Sovereign – Garrisoned at Cruel Form of Truth (Darksea)
Commander:Dreams-of-Dead-Races, Watcher Sovereign –  Awake
Sings-of-Lovely-Devils, Watcher Savant – In Hibernation Pool
Harmony-of-Far-Spheres, Watcher Savant – In Hibernation Pool
Long-Tortured-Groaning , Watcher Savant– Awake
Twice-Paired-Eyes, Watcher Savant – Awake
Lurks-in-Gelid-Pits, Watcher Savant – Awake
River-of-Molten-Basalt, Watcher Savant – Awake
Shadow-Squirms-Beneath-the-Membrane, Watcher Fleshwarper – Awake
Repository-of-the-Manifold-Forms, Watcher Fleshwarper – Awake

The Bleakflight – Garrisoned at Lower Dtoulth (Lowerdeep 80)
2 Gloomrays

Tendril of Distension – Garrisoned at the Lonely Cenotaph (Lowerdeep 83)
Commander:Inauspicious-Arrangement-of-Gills – Awake
Displays-Most-Promising-Cruelty, Watcher Savant – Awake
6 Thralls
1 Gloomray

Tendril of Reclamation – Garrisoned at Bowels of the Hateful Earth (Lowerdeep 87)
Commander:Grey-Slime-Congealing – Awake
2 Thralls

The Trollflensers – Lowerdeep 82
Diirzig the Bonesnatcher
4 Derro Brigands
3 Derro Aklys-Hurlers
5 Derro Filchers
Derro Warlock
Gibbering Mouther

Tendril of Consolidation: - Garrisoned at Door Upon the Depths (Middledeep 1)
Commander: The Harbinger
6 Watchers
1 Gloomray
2 Slime Golems

Tendril of Extirpation: - Cruel Form of Truth (Darksea)
40 Grafted Scumspawn

[/spoiler]
[spoiler=Characters]
[ic=Dreams-of-Dead-Races]

(http://img809.imageshack.us/img809/1984/dreamsofdeadraces.jpg)

Watcher Sovereign
Ranged Attack: +8
Ranged Damage: 10 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 8
Defense: 18
Health: 80
Speed: 1
Morale: +8
Special Abilities: Detector, Dominate, Confusion, Huge, Leadership, Locate Object, Petrify
Inventory: Lens of Petrification (grants Petrify spell), Tentacle-Ring of Protection (+2 Defense)
Unit: Get of the Sovereign

[ic=Locate Object (Utility)]The Watcher Sovereign can now perceive the location of certain objects or artefacts of interest to it.  Instead of Scrying a region, Dreams-of-Dead Races can use one or more of its Scry uses to locate an object (such as a magic item, Lich's Phylactery, or other artefact) and Scry the region it is in – simply name the object targeted.[/ic]

[ic=Petrify (Combat)]This spell transmutes flesh to stone.  You must hit a single unit with a ranged attack.  If your attack beats their Defence, the unit is turned to stone.  This effect is permanent, but can be Dispelled.[/ic]

Dreams-of-Dead-Races increases the Ranged Damage (Psychic) and Morale of any army it is leading by +1.  If garrisoned in a Dungeon, it increases the Ranged Damage (Psychic) and Morale of garrisoned troops by +1.

To move overland, Dreams-of-Dead-Races must be dragged in enormous tanks of water by at least 12 Thralls or 6 Scumspawn (or  10 Thralls and 1 Scumspawn, 8 Thralls and 2 Scumspawn, 6 Thralls and 3 Scumspawn, 4 Thralls and 4 Scumspawn, or 2 Thralls and 5 Scumspawn).  If its escorts perish, it is immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Grey-Slime-Congealing]

Though still young among the numberless progeny of the Sovereign, being born only within the last cycle of the Watcher's arcane calendar, Grey-Slime-Congealing holds a petty sort of privilege as the first among Dreams-of-Dead-Races' spawn to be excised from the mucosal cocoon within which it spent the Long Dreaming. Whether the source is this dubious position of seniority or some more intrinsic organic fault, the Savant is possessed of a hasty aggression and impatient temper uncharacteristic of its kind; rather than deferring to the vast wisdom of its Sovereign, Grey-Slime-Congealing displayed such eager hubris as to suggest an assault on the Gloom Trolls dwelling by the shores of the Darksea. When the inadequate host it led fared poorly against the creatures, it found itself relegated to overseeing the blind thralls laboring in the bowels of the Cruel Form of Truth. But Dreams-of-Dead-Races is not an entirely unsympathetic Sovereign (towards its own kind), and it presented its spawn with an opportunity to redeem itself by reclaiming the beached ruins called Bowels of the Hateful Earth.

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large
Unit: Tendril of Reclamation

To move overland, Grey-Slime-Congealing must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized.  It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=Inauspicious-Arrangement-of-Gills]

Watcher Savant
Ranged Attack: +7
Ranged Damage: 8 (Psychic)
Melee Attack: +6 (Water only)
Melee Damage: 5
Defense: 18
Health: 30
Speed: 3
Morale: +7
Special Abilities: Detector, Large, Phase-Shift
Unit: Tendril of Distension

[ic=Phase-Shift (Utility)]This spell allows the targeted regiment to phase in and out of reality.  Phase-Shift can be cast once per week.  The regiment targeted by Phase-Shift gains the Teleporter ability for one week.[/ic]

To move overland, Inauspicious-Arrangement-of-Gills must be dragged in enormous tanks of water by at least 4 Thralls or 2 Scumspawn (or 1 Scumspawn and 2 Thralls).  It its escorts perish, they are immobilized. It is unable to fight in melee if not entrenched or garrisoned in regions with a body of water.[/ic]

[ic=The Harbinger]

Guardian
Melee Attack: +8
Melee Damage: 12
Defense: 22
Health: 45
Speed: 3
Morale: +8
Special Abilities: Large
Unit: Tendril of Consolidation[/ic]

[ic=Diirzig the Bonesnatcher, Derro Bandit-Chief]

Diirzig is a bizarre Derro warrior with a substantial collection of bones harvested from dozens of races.  He is on a quest to obtain a bone taken from one of every creature in existence.  As the Watchers possess cartilage instead of bones, his new overseers are probably safe... probably...

Upkeep: 12 Gold, 2 Food
Melee Attack: +5
Melee Damage: 5
Defense: 17
Health: 15
Speed: 4
Morale: +4
Special Abilities: Infiltrator, Poison 5[/ic]

[/spoiler]
[spoiler=Trade]
With Exalted: +30 metal
With CleverSmart: -30 gold
[/spoiler]
[spoiler=Orders]

Dreams-of-Dead-Races begins studying the Mindlink spell at the Glyph Library (3 weeks remaining).

Spend 3 Speed to move Inauspicious-Arrangement-of-Gills and 4 Thralls to the Darksea and cast Phase-Shift on the Tendril of Extirpation.

Repository-of-the-Manifold-Forms converts 13 Thralls into Grafted Scumspawn.

Shadow-Squirms-Beneath-the-Membrane casts Haste on the Tendril of Extirpation.

Spend 7 Speed to teleport the Tendril of Extirpation from the Cruel Form of Truth to Lowerdeep 76. If the degenerate scumkin rebuff the demand for surrender, attack them immediately.

[/spoiler]
[/spoiler]

[spoiler=Messages]
[spoiler=Declaration carried by courier-thing, to all dungeons]
The eyes of the Watchers dilates ever further. No corner of the Underdeep is beyond our cognizance, nor that of the hateful world above.

But we do not wallow in our omniscience for voyeuristic satisfaction. Send word to the Cruel Form of Truth with coordinates you wish surveyed and payment you are prepared to offer in exchange for such intelligence and we shall reply. Should you offer a sum that outweighs any competing bids, we shall cast a blind eye towards your own secrets as well.

[ooc]Just in case there was any confusion, send the Watchers the coordinates you want scryed and a bid and they'll get back to you. You can also make an offer to have your own territory exempted from scrying.[/ooc][/spoiler]

[spoiler=Response to Shee-Ra]
Already our forces fold space to assault our former holding to your north [M76] that have become overrun with degenerate mongrels. Know that we do this not to snub the wishes of the Mistress of All That Is Above Us but because the bounty of the vault is integral to our plan. Once the vault has been cleansed, we shall redirect our Tendril of Extirpation, one and one-half score of augmented scumspawn, wherever you would have them fight the undead. Should we find the mine complex intact, within a week we will have raised a force to march upon the Ceremorph Hive of Dtoulth: a score of Slim Golems, two full tendrils, implacable, indomitable, and utterly immune to the psychic tampering of the Overbrain. By the third week of what your kind call the Month of the Beetle, they will have reached the hive and stand ready to lay waste to it. Once the Overbrain has been subjugated, what remains of this mighty force may continue upwards to strike against the arrogant undead and grind them into nothingness.

We hope you find this proposal acceptable; it is our projection of the most expedient route to victory in the Lower Depths.[/spoiler]

[spoiler=Response to Liltul]
Your elven prince proved untrustworthy, childe of our most hated foe. We are gravely disappointed. Many of our get in the Cruel Form of Truth scream for your blood beside his.

But that which was would not be again were we to destroy every lesser thing that disappointed us. We are patient and still fostering the hope that you will prove to be a most useful ally.

Consider us a friend.[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Llum on April 18, 2013, 10:58:28 AM
[ic=The will of a despot]
[/ic]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold
Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Umbrahold
Duergar Mine: +200 Gold, +25 Metal
Hall of Trade: +100 Gold
Beetle Farm: +50 food

Drakkenhold (Lowerdeep 16)
Duergar Mine: +200 Gold, +25 Metal

Easthold (Lowerdeep 20)
Mushroom Forest: +25 Food

Total: +800 Gold, +75 metal, +250 food
[/spoiler]

[spoiler=Upkeep]
2 Duergar Sneaks: -6 Gold -4 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
36 Cave Beetles: -288 food
1 Kirr Summoner: -12 Gold -1 food
4 Fire Drake Wyrmling -4 food
1 Two-headed Fire Drake Wyrmling - 2 food
2 Magma Cannon -20 Metal -4 food

total: -24 Gold -20 metal -309 food
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:
Hall of Trophies: 3 weeks remaining

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:

Beginning Construction:

Glyphhold (Lowerdeep 88)
Under Construction:
Duergar Mine: 2 weeks remaining
Beetle Farm: 4 weeks remaining

Beginning Construction:
Forge Hall: 2 weeks remaining -50 Gold -10 metal

Greenhold (Middledeep 50)
Under Construction:
Beetle Farm: 3 weeks remaining
Duergar Mine: 3 weeks remaining

Beginning Construction:
Forge Hall: 2 weeks remaining -50 Gold -10 metal
Easthold (Lowerdeep 20)
Under Construction:

Beginning Construction:
Duergar Mine: 4 weeks remaining -200 Gold -20 Metal
[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
1 Duergar Sneak -12 gold -2 metal

Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)

Easthold (Lowerdeep 20)
[/spoiler]

[spoiler=Wealth]
Gold: 9
Metal: 504
Food: 221
Bodies: 21
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)
Forge Hall
Duergar Mine
Beetle Farm
Hall of Trade

Drakkenhold (Lowerdeep 16)
Forge Hall
Duergar Mine

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)

Easthold (Lowerdeep 20)
[/spoiler]

[spoiler=Armies]
Despot Käfer – Umbrahold(Lowerdeep 17)
Commander Wulfgar - Umbrahold(Lowerdeep 19)
Commander Kyogre - Garrisoned at Drakkenhold (Lowerdeep 16)
Commander Demosthene - Garrisoned at Glyphhold (Lowerdeep 88)
Greenfang, Master of the Greenhold - Garrisoned at Greenhold (Middledeep 48)
Lord Umbragulf - Garrisoned at Greenhold (Lowerdeep 20)

1 Kirr Summoner - Kaferhold(Lowerdeep 17)
1 Magma Cannon - Umbrahold (Lowerdeep 19)
1 Magma Cannon - Lowerdeep 9

30 Cave Beetles - Middledeep 31
6 Cave Beetles - Umbrahold (Lowerdeep 19)

1 Duergar Sneak - Infiltrating (Lowerdeep 26)
1 Duergar Sneak - Infiltrating (Lowerdeep 36)

3 Duergar Hammer Throwers - Garrisoned at Drakkenhold (Lowerdeep 16)
4 Fire Drakes - Garrisoned at Drakkenhold (Lowerdeep 16)
1 Two-headed Fire Drake - Garrisoned at Drakkenhold (Lowerdeep 16)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +12 (+2 Elixir of Might)
Melee Damage: 13 (+1 Deep Gnome Tinkers, +4 Elixir of Might)
Defence: 22 (+1 Helm of Telepathy, +1 Deep Gnome Tinkers)
Health: 35 (+10 Elixir of Toughness)
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items: Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire, Glyphic Shard, Helm of Telepathy, Potion of Healing, Scroll of Invisibility, Scroll of Phase Shift x2

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 9 (+1 Deep Gnome Tinkers)
Defence: 18 (+1 Deep Gnome Tinkers)
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory:

Kyogre is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 17
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire), When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.
Inventory:

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.
[/ic]

[ic=Commander Demosthene]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Demosthene is an ancient Duergar, still hardy after surviving Ceremorph enslavement and the following revolt. He has ceremorph glyphs branded and tattooed about his face and neck showing his age, as well as his tenacity to survive. A devote follower of Father Dark his helm and armor are inscribed with rune-prayers of devotion and vengeance.
[/ic]

[ic=Lord Gurgoth Umbragulf,Guardian of the East Gate ]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Gurgoth Umbragulf is the son of an important noble in the old Duergar Empire. With the death of Xorinatch the Cruel his families fortune plummeted as well. The old nobility are not welcome as much in  Käfers new Duergar Empire. His grandparents was slain in  Käfers purges of the old nobility, his father lost in battle to an orcs axe, his mother to a Dark Elf bolt and his many brothers and sisters lost or dead. The last of the once powerful Umbragulf family, Gurgoths title held little weight in the new Empire. However his noble upbringing was well suited for the shadowy spy games that surround the new Empire politics and coupled with an iron resolve allowed him to gain respect despite his blood. Trusted with guarding the Eastgate, the easternmost entrance to the Empire was a snub however. While quite an honor it is a dead end position, since the Greenhold from above is the true gate to the Empire, leaving Gurgoth nowhere to gain fame and advance his position and regain the power of the Umbragulf name.

Lord Umbragulf looks more refined then most Duergar, devoid of most tattoos or scars, save for the family runes tattoo'd along his cheekbone, he dresses impeccably well. Wearing a large surcoat over his armor and having long braided hair, the old nobility are often mocked for looking too much like Dark Elves by the common Duergar.
[/ic]

[/spoiler]

[spoiler=Orders]
Standing Order: Always collect bodies after battle.
Standing Order: Advertise that the Duergar are looking for mercenaries that are quick, do fire damage, preferably ranged and can tunnel or use demolitions. Also casters, preferably with Haste are sought after.

Recruit the Grey Orcs, offer both plunder and a chance afainst the Dark Elves for super extra low cost. Spend 4 speed to move from Kaferhold (lowerdeep 17) to Lowerdeep 22. Attach Hero to Raiders.
Recruit the Fire Dwarves, at cost then Spend 6 speed (3 + 3 Force March) to move from Umbrahold (lowerdeep 19) to Lowerdeep 22. Attach Lofarr to Fire Dwarves Spearmen
Spend 6 Speed to move 30 Cave Beetles from Middledeep 31 to Middledeep 20 and attack the Abject outpost there. Take control of the dungeon, if there are more than 15 survivors spend 1 speed to move to Middledeep 22 and attack the outpost there. If less than 15 survivors, garrison inside dungeon.
Spend 5 Speed (4 + 1 Force March) to move 1 Duergar Sneak from Kaferhold(Lowerdeep 17) to Lowerdeep 12 and found a new dungeon, the Amethyst Gate.
Spend 5 speed to move 1 Kirr Summoner from Kaferhold (Lowerdeep 17) to Greenhold (Middledeep 48) with the Eldritch Grimoire and Wand of Frenzy. Study the Grimoire and learn a new spell (random).
Spend 6 Speed (3+3 Force March) to move Despot Kafer from Umbrahold (Lowerdeep 19) to Lowerdeep 22 and attach himself to 6 Cave Beetles.
Spend 6 Speed to move 6 Cave beetles from from Umbrahold (Lowerdeep 19) to Lowerdeep 22, then spend 2 Speed scouting the area and trying to rouse/find the Ash Worm rumored to be in the area.
Spend 2 Speed to move 1 Magma Cannon from Umbrahold (Lowerdeep 19) to Kaferhold (Lowerdeep 17)
Spend 2 Speed to move 1 Magma Cannon from Lowerdeep 9 to Middledeep 7. Allow Haste to be cast. Spend 4 speed to place demolitions charges on buildings the Kirr want destroyed. Try and get list of all buildings in dungeon as well as what buildings I am destroying.
Spend 4 Speed for Duergar Sneak to scout Lowerdeep 24, 25, 27 and 28 without entering. What kind of troops can be seen, in what numbers, etc.
Spend 4 Speed (3 +1 Force March to move 3 Duergar Hammer Throwers from Drakkenhold (Lowerdeep 16) to Lowerdeep 22 and join the Army there.
Spend up to 4 speed to move 1 Duergar Scout from Lowerdeep 36 to Lowerdeep 28, scout Lowerdeep 39 without entering it, if say enter it and then move to Middledeep 35.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Llum on April 18, 2013, 01:58:51 PM
[spoiler=Message to Lliltul]
I am glad you've saved your threats, abomination. There was no misunderstanding, we will have peace once you deliver the scepter of the old Empire to my forces. You evaded and said at some vague point in the future that you would deliver it, more Ceremorph deception to buy you time. Deliver the scepter and we will have a pact.
[/spoiler]

[spoiler=Reply to Lliltul]
Then you have 3 weeks to deliver the scepter to my forces and I will refrain from attacking, but should you be late and fail to deliver the scepter, the Duergar shall remove you from the Underdeep. I would suggest you refrain from reclaiming your lost hive this week as my beetles will be busy in the area, they will be gone after this week.
[/spoiler]

[spoiler=Message to Dalashinn]
Greetings Dalashinn,

Another Haste spell will allow my Magma Cannon to demolish any builiding you wish, otherwise it will have to be done next week or the following week. As for your request to teach your Summoners the art of summoing Bearded Demons, I am willing to teach an unlimited amount for 90 sacrifices. Next, I am curious if you are planning any military action in the coming weeks, agains the Nocae or others.

Another matter is your alliance with the cerelich abomination. You have said before that you would refrain from joining its aid should the Duergar and it come to blows and I hope this promise stays true. Your alliance with the Undead and the Succubi should be enough to ward off the Nocae, and should those shadow elves strike at you, the Duergar will be willing to help.
[/spoiler]

[spoiler=Reply to Dalashinn]
Greetings Dalashinn

Your new dungeon is the cause of some contention for the Duergar. I am not pleased with having my Empire divided in two. Perhaps the Duergar will be able to trade something in exchange for the new dungeon? A more formal alliance would be a good starting point, what else would you require in exchange for the dungeon? At the moment we should put aside the matter of summoning Bearded Devils until the matter of the dungeon is settled.
[/spoiler]

[spoiler=Message to Lofarr]
Greetings Lofarr

The Duergar welcome you as distant kin and your services are welcome. Is there anything that you and your people have as a goal? What drives you to wander this far into the Lowerdeep? Would you be willing to negotiate your fee?
[/spoiler]

[spoiler=Message to Black Agnethe]
Beware the Undead, they have requested me to destroy you and your shop already. However we are not willing to do so, should you decide you want the protection of our Empire, you must but ask.
[/spoiler]

[spoiler=Message to Lady Viarra, Matriarch in exile]
Greetings Matriarch

It saddens me what has befallen your city states, should you desire it you may find sanctuary within the Duergar Empire. I would suggest fleeing to the Lowerdeep and heading down the western branch to reach my Empires territory.
[/spoiler]

[spoiler=Message to Grolhound the Heartscrew]
The Duergar do not welcome you into our Empire or our territory. You have recently allied with the Ceremorph abominations, a sure path to gaining our ire. This message is a warning to go no further south down this branch of the Middledeep. Should you do so we will consider it an act of war and bend our will and Empire to eliminating you.
[/spoiler]

[spoiler=Message to Tiern, Lord of the Mansion]
Greetings Tiern

The Duergar are still available to trade you ingots of Metal for golden coin. We have 500 ingots available for sale. You originally offered 3 gold per ingot of metal, and we still respect that price, however we are willing to settle for a lower price should you choose to purchase in bulk from our Empire.
[/spoiler]

[spoiler=Message to Dreams-Of-Dead-Races]
I would like the following regions scryed and reported to me. For the price, I am willing to offer you a favor in return, or perhaps an alliance. It would also create a large amount of good will towards the Duergar handing over the Glyphic Shard. Attached to the message is a list of region, their importance in descending order
[ic]Regions: Middledeep 20, Upperdeep 50, Lowerdeep 56, Upperdeep 53, Uppderdeep 44[/ic]
[/spoiler]

[spoiler=Message to the Legio I Draco]
Greetings Commander

This message is to inquire if you have joined forces with ether the Kirr led faction or the Dwer led faction forming in the Underdeep?  If not, are you open to securing any form of alliance? What are you goals in the near future in the Underdeep, and will the Duergar be able to help you?
[/spoiler]

[spoiler=Reply to the Glow]
Greetings Child

I have not slain the abomination known as Lliltul nor do I have plans to any longer after your request. I hope this has bred some goodwill with the Glow. On a second matter I will give up any ideas of expanding into the Lowerdeep in the westward direction of your holdings. In return it would be greatly appreciated if you would allow my Empire to establish a border outpost (Lowerdeep 23). This will mark the southernmost edge of my Empire and the Duergar will not expand anymore in the southern or south-western Lowerdeep. What does the Glow say to this?
[/spoiler]

[spoiler=Reply to Grolhound the Heartscrew]
Greetings Grolhound

Your astounding arrogance is a fitting match for the Duergar. As agreeable as your gift was, the Duergar would ask something of you. If you are able to see that the Matriarch manages to survive the week and escape into the Lowerdeep, I will reward you with anything you should choose, perhaps a large sum of gold to replenish your coffers? Several hundred coins could be yours if you are able to ensure the Matriarch escapes. I cannot act directly against the abominable ceremorphs, so your aid would be greatly appreciated.
[/spoiler]

[spoiler=Message to Lady VIarra]
Greetings Matriarch

The Kirr will cause no issue and there shall be a means of crossing the gorge provided.
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Nomadic on April 18, 2013, 08:43:44 PM
[ic=Messages]
[spoiler=Response to Kafer]
Your words betray your fear little bearded one. I need not your permission, for Grolhund is master of all and spreads his light where he pleases. Nor am I allied with any lesser creature as you claim. Grolhund does not ally, he demands loyalty. Those who do not give it freely he forces it from. The dark elf betrayer must be dealt with for her wanton slaughter of my children and Llitul would perform my will in this matter whether she wanted to or not. If not she would become as the dark elves, and so will you if you visit harm upon my wayward child. It has wandered far from where it was lost and I am brought joy that it is returned to the fold alive. You will not touch it while I see to its safety or you will face the same fate as Gloomsong and her petty queendom.

At this point the metallic messenger spits out a small package before turning and scurrying away, not bothering to wait for a response. Within the package you find the severed head of a dark elf, its eyes filled with the unseeing horror of its last moments alive and a 'G' carved directly into it's skull.
[/spoiler]

[spoiler=Second Response to Kafer]
She has wronged my children and I will not suffer to see her alive and free for a pittance of gold.
[/spoiler]

[spoiler=Response to Whisper]
All is done and the false queen is now too weak to ever again threaten my children. You have done well ceremorph, you shall retain the freedom that you foolishly hold so dear. Yet for the 3 of your kind that eagerly seek my embrace I shall gladly accept them into the fold and remake them in perfection. As for my serums they are the holy potions of my work and I will suffer none to use them that has not joined themselves to Grolhund. When you willingly present yourself to be remade as a perfect servitor of Grolhund, then perhaps shall you have this serum. Until this time Grolhund expects only that you will fulfill what is expected of you and see the Elf Queen dead or driven mad.
[/spoiler]

[spoiler=Response to Shee-Ra]
The Ceremorphs of Llitul have taken this advantage with the permission of Grolhund. Grolhund has bent them to his will and they willingly worked as tools of vengeance against the slayer of my children. The Ceremorphs, like you little queen, do not wish to be perfected as servitors and so they have bought their freedom through the punishment of the wayward Gloomsong. As for these undead I have noted their expansion. This shall not be tolerated for they are an abomination against the perfection of Grolhund. If you wish them gone you will aid me as Llitul has, and perhaps you too shall have new cities of your own. I march, I will arrive in two weeks time. You will inform me of the makeup of the abomination army in Upperdeep 93.
[/spoiler]

[spoiler=Second Response to Shee-Ra]
No, I will not have abominations tainting my labs with their corpse filth. They will find true death at my hand but I will not suffer them to exist so near to my righteous work.
[/spoiler]
[/ic]

[spoiler=Orders and Information]
[spoiler=Orders]
Grolhund will take the evisceration ability.

- Grolhund will return to his lab and Garrison (5 speed)
- The lab will move to Middledeep 80 (2 speed)
- Grolhund will beckon his servitor in Middledeep 57 to move to Middledeep 82 (4 speed)
- Grolhund uses the scrying chamber to scry Upperdeep 92
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 80):

Raid on Gloomsong:
+43 Gold +26 Bodies +84 Prisoners

Gift from Shee-Ra
+8 Bodies

Ceremorph Converts:
+3 Ceremorph Psions ("prisoners")
[/spoiler]

[spoiler=Upkeep]
15 Grafted Servitors: -15 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 80):

Under Construction:
Scrying Chamber: Finished
Flamethrower: 2 weeks

Beginning Construction:
Fungal Greenhouse: 2 weeks
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 80):
4 Grafted Servitors: -20 gold -4 bodies -4 prisoners
[/spoiler]

[spoiler=Wealth]
Gold: 3
Metal: 29
Food: 143
Bodies: 78
Prisoners: 93
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 80):
Rooms:
- Cages
- Drilling Machine
- Scrying Chamber

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Middledeep 86
18 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 80)
1 Grafted Servitor - Middledeep 82
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +15
Melee Damage: 25
Defence: 20
Health: 150
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 25, Trapmaker, Toughness, Evisceration
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Toughness: If Grolhund's Health is reduced below 0 but his Regeneration would bring him back above 0, he is not killed as he normally would be.

Evisceration: If Grolhund gets a natural 20 on his Melee Attack, he inflicts double damage.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Ghostman on April 21, 2013, 08:56:47 AM
[ic=On the Edge of Oblivion]
The massive, yawning chasm gaped wide and unfathomably deep before the eyes of Ryltarn, as he surveyed the scene from the battlements of the outpost. The Crack of Ulzennar. The name sounded as unpleasant as the rows of jagged rocks that jutted off the cliff faces. More repulsive yet was the heap of rotting corpses of scraggly creatures with matted fur and crooked limbs, strewn about the short stretch of ground between the base's perimeter and the sudden drop to a near-vertical cliff. Jabberlings they were called: filthy, misshapen, foul-smelling curs that gibbered incessantly, their cacophonous choir as unbearable as their stench. Their blood and gore now stained the rocks red. Moving amongst this carnage were the shuddering figures of the surviving slave soldiers, quietly collecting the bodies on wheelbarrows. Ryltarn did not pay much heed to them; to him they were nothing more than animate tools performing the simple functions expected of them. His attention was entirely consumed by the chasm, that festering pit whence the loathsome beasts had emerged.

The battle had been fierce, but despite it's seemingly endless ranks the tide had failed to drown the outpost and it's defenders. For each cadaver that now lay lifelessly by the precipice, many more had plummeted like rocks down the cliff. But the cost of victory had been significant. Soldiers had been swarmed and trampled, torn limb from limb and cannibalized in a grotesque orgy even as the horde was being turned back. Ryltarn clenched in his fist a rolled up letter from the HQ, angrily crushing the paper in his grip. Reinforcements were on the way, it assured, but the knowledge offered him little comfort; it would take a while before the new troops would arrive. Meanwhile, the next wave of climbers could hit at any moment, more numerous and terrible than the last. His gaze remained fixed on the sinister rift, which for the time being was mercifully quiet.
[/ic]

[spoiler=Month of the Beetle Week 1]

[spoiler=Production]

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
4 Ogre Slaves working in the mines: +20 Gold, +4 Metal

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine: +300 Gold, +25 Metal
2 Ogre Slaves working in the mines: +10 Gold, +2 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food

Scendeh (Lowerdeep 8)
Mushroom Forest: +25 Food

Uzantiri (Middledeep 18)
Mushroom Forest: +25 Food

South Guard I (Middledeep 16)
(Nothing)

South Guard II (Middledeep 19)
(Nothing)

North Guard (Middledeep 6)
Mushroom Forest: +25 Food

Rift Guard (Middledeep 4)
(Nothing)

[/spoiler][spoiler=Slaves]
[ooc]
From now on I'll be including a dedicated tab for handling slaves. This will hopefully make it easier to figure out how many slaves are present and where. I will not include here sacrafices other than the upkeep of Bloodfiends, all other sacrafices will be under the Orders tab. Slave trade with other factions will be under the Trade tab.
[/ooc]

Present Slaves: 10
Kirr-Godna: 0 slaves
South Guard I: 2 slaves
South Guard II: 6 slaves
North Guard: 0 slaves
Rift Guard: 0 slaves
Hazer-Nagroth: 2 slaves

Slaves Bought and Sold
Kirr-Godna: +29 slaves, -58 Gold

Slaves Delivered
From Kirr-Godna to Middledeep 16: 2 slaves
From Kirr-Godna to South Guard I: 6 slaves
From Kirr-Godna to South Guard II: 11 slaves
From Kirr-Godna to North Guard: 3 slaves
From Kirr-Godna to Rift Guard: 2 slaves
From Kirr-Godna to Hazer-Nagroth: 1 slave
From Kirr-Godna to Scendeh: 6 slaves
From Kirr-Godna to Uzantiri: 2 slaves

Bloodfiends Upkeep
Middledeep 16: -2 slaves
South Guard I: -1 slave
South Guard II: -6 slaves
North Guard: -3 slaves
Rift Guard: -2 slaves
Kirr-Godna: -1 slave
Hazer-Nagroth: -1 slave
Scendeh: -1 slave
Uzantiri: -2 slaves

Slaves Remaining After Upkeep: 20
Kirr-Godna: 0 slaves
South Guard I: 7 slaves
South Guard II: 6 slaves
North Guard: 0 slaves
Rift Guard: 0 slaves
Hazer-Nagroth: 2 slaves
Scendeh: 5 slaves
Uzantiri: 0 slaves

[/spoiler][spoiler=Upkeep]

18 Slave Soldiers: -18 Food
20 Dark Elf Swordsmen: -40 Gold, -20 Food
24 Dark Elf Crossbowmen: -48 Gold, -24 Food
2 Spider Cavalry: -10 gold, -6 Food
19 Bloodfiends: -19 Slaves
6 Ogre Slaves: -18 Gold, -30 Food
2 Tunnel Hulks: -20 food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Bloodlord's Study: 1 week remaining
Fighting Pits: 2 weeks remaining

Beginning Construction:
Drake Nest: -125 Gold, -10 Metal, 3 weeks remaining


Hazer-Nagroth (Middledeep 7)

Under Construction:
(Nothing)

Beginning Construction:
Poison Laboratory: -75 Gold, -15 Metal, 3 weeks remaining


Uzannador (Middledeep 15)

Under Construction:
Lizard Pen: 1 week remaining
Dark Elf Mine: 2 weeks remaining

Beginning Construction:
(Nothing)

South Guard I (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Scendeh (Lowerdeep 8)

Under Construction:
(Nothing)

Beginning Construction:
Slave Pens: -25 Gold, 3 weeks remaining
Escape Tunnel: -20 Gold, 1 week remaining


Uzantiri (Middledeep 18)

Under Construction:
(Nothing)

Beginning Construction:
Slave Pens: -25 Gold, 3 weeks remaining
Escape Tunnel: -20 Gold, 1 week remaining


South Guard II (Middledeep 19)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Rift Guard (Middledeep 4)

Under Construction:
(Nothing)

Beginning Construction:
Pit Trap: -25 Gold, 1 week remaining

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
1 Dark Elf Summoner: -50 Gold (Nalfein; becomes appointed as Commander)
3 Dark Elf Crossbowmen: -36 Gold, -6 Metal

Hazer-Nagroth (Middledeep 7)
(Nothing)

[/spoiler][spoiler=Wealth]

Gold: 76 (before trades)
Metal: 335 (before trades)
Food: 455
Bodies: 36 (34 Jabberlings, 2 Dark Elves)

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel
Pit Trap

Uzannador (Middledeep 15)
Slave Pens
Escape Tunnel

Scendeh (Lowerdeep 8)
(Nothing)

Uzantiri (Middledeep 18)
(Nothing)


South Guard I (Middledeep 16)
Escape Tunnel
2 Murder Holes

South Guard II (Middledeep 19)
Escape Tunnel

North Guard (Middledeep 6)
Escape Tunnel
2 Murder Holes

Rift Guard (Middledeep 4)
Escape Tunnel
2 Murder Holes

[/spoiler][spoiler=Armies]

2 Bloodfiends: at Middledeep 16

Qilue: at Lowerdeep 9

Mianarith: Garrisoned at South Guard I (Middledeep 16)
3 Slave Soldiers: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Swordsmen: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Crossbowmen: Garrisoned at South Guard I (Middledeep 16)
1 Bloodfiend: Garrisoned at South Guard I (Middledeep 16)

Larynda: Garrisoned at South Guard II (Middledeep 19)
5 Slave Soldiers: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Swordsmen: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Crossbowmen: Garrisoned at South Guard II (Middledeep 19)
6 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)
3 Bloodfiends: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
3 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
4 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
5 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
2 Bloodfiends: Garrisoned at Rift Guard (Middledeep 4)

Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
Nalfein: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
2+3=5 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)
1 Bloodfiend: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
3 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
4 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Tunnel Hulks: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Ogre Slaves: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Bloodfiend: Garrisoned at Hazer-Nagroth (Middledeep 7)

Lomax: Garrisoned at Uzannador (Middledeep 15)

2 Dark Elf Swordsmen: Garrisoned at Scendeh (Lowerdeep 8)
3 Dark Elf Crossbowmen: Garrisoned at Scendeh (Lowerdeep 8)
1 Bloodfiend: Garrisoned at Scendeh (Lowerdeep 8)

2 Slave Soldiers: Garrisoned at Uzantiri (Middledeep 18)
2 Bloodfiends: Garrisoned at Uzantiri (Middledeep 18)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
(stats updated to reflect being mounted on a giant spider)
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 22
Health: 22
Speed: 7
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact, Haste, Ward, Cavalry, Climbing, Poison 2, Detector, Obfuscating Shroud
Inventory: Demonomicon, 1 Scroll of Haste

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.
[/ic]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Mianarith, Captain of South Guard I]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Mianarith increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Larynda, Captain of South Guard II]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Larynda increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Malaggar, Captain of North Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Malaggar increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Ryltarn, Captain of Rift Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership, Quicken Spell
Inventory: -

If garrisoned in an Outpost, Ryltarn increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Qilue, Commander of Scendeh]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Qilue increases the Morale of garrisoned troops by +1.

Qilue, also known as the "Lady of Slander" due to her notorious expertice at employing malicious rumours and stinging rhetoric to discredit and humiliate her political rivals, is an enigmatic figure. Few are those that have seen the whole of her face - said to be one of breathtaking beauty - for she makes a habit of partially concealing it behind a fan of crow's feathers. Her seemingly frail and delicate appearance is deceptive; a crafty facade for a mercilessly authoritarian leader.
[/ic]
[ic=Nalfein, Commander of Uzantiri]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Nalfein increases the Morale of garrisoned troops by +1.

Nalfein is a distant relative of Dalashinn - distant enough to have escaped the purges that eliminated nearer scions as potential threats to the Onyx Prince's sovereignty. It is whispered that he actually played a hand in those events, betraying his own family in order to secure the favour of the Lord of Kirr-Godna. Known as an eccentric obsessed with the pursuit of the dark arts, his appearance does nothing to dispel this reputation: every square inch of his skin is covered in tattooed glyphs and sigils, while his forehead is crowned with a pair of horn-stubs that testify to his fiendish ancestry. His face seems to always display the same, disturbingly twisted smile, regardless of his actual mood.
[/ic]

[/spoiler][spoiler=Trade]

To the Undead: -22 Bodies (Jabberlings)

Mid-Week Trades

Weekly Stipend to the Succubi: -70 Gold

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. Rift Guard is in danger of being overwhelmed by Jabberling swarms and needs to be reinforced ASAP.

2. The first phase of demolishions in Hazer-Nagroth must be completed ASAP.

[/ooc]

Qilue will spend 1 Speed to accompany the Duergar's Magma Cannon to Lowerdeep 8, where she bids them farewell, instructing them to proceed to Middledeep 7. She will spend another 1 Speed to become garrisoned in the newly founded colony of Scendeh. After taking command over the dungeon, she will sacrafice 5 slaves to  summon a Bloodfiend.

Mianarith will sacrafice 5 slaves to summon a Bloodfiend.

When the Duergar Magma Cannon arrives at the gates of Hazer-Nagroth, Dalashinn will emerge from the city and cast Haste (not from scroll) on it. The unit will be instructed to begin demolitions work, using the tunnels that have already been dug under the appropriate rooms. During this week, the following rooms should be destroyed:
- Teleportation Circle
- Tomb

Dalashinn will spend the remainder of the week by delving into the secrets of the Demonomicon.

Nalfein will spend 5 Speed to march to Middledeep 18.

The 2 Bloodfiends at Middledeep 16 will get their upkeep sacracifices from South Guard I. They will then spend 3 Speed to march to Middledeep 19 and 1 Speed to become garrisoned at South Guard II.

From the garrison of Kirr-Godna, 2 Dark Elf Crossbowmen and 1 Bloodfiend will depart. They will spend 2 Speed to march to Middledeep 4 and 1 Speed to become garrisoned in Rift Guard.

From the garrison of North Guard, 1 Bloodfiend will depart. It will spend 2 Speed to march to Middledeep 4 and 1 Speed to become garrisoned in Rift Guard.

If Rift Guard is attacked before the reinforcements have arrived there, and it seems that the battle will be lost, the garrison will fight only for one round (ie. the initial volley of ranged attacks and spells) and then withdraws via the Escape Tunnel to Middledeep 5, where they will hopefully link up with reinforcements on the way. If the enemy pursues them, they may have to fight a battle there. Once reinforced, they should attempt to recapture Rift Guard if Ryltarn judges the chances of success to be fair.

If Kirr-Godna is attacked by a force that could reasonably capture it, all the rooms under construction there will be cancelled.

If Hazer-Nagroth is attacked by a force that could reasonably capture it, the construction of the Poison Laboratory there will be cancelled.

If Uzannador is attacked, the construction of the mines there will be cancelled.

If Scendeh is attacked, the construction of the Slave Pens there will be cancelled.

If Uzantiri is attacked, the construction of the Slave Pens there will be cancelled.

[ooc]
For sake of clarity, here are the final intended positions of units after all the orders have been successfully carried out without casualties.

South Guard I (Middledeep 16)
Mianarith
3 Slave Soldiers
2 Dark Elf Swordsmen
2 Dark Elf Crossbowmen
1+1=2 Bloodfiends

Garrisoned at South Guard II (Middledeep 19)
Larynda
5 Slave Soldiers
3 Dark Elf Swordsmen
3 Dark Elf Crossbowmen
6+2=8 Bloodfiends

Garrisoned at North Guard (Middledeep 6)
Malaggar
4 Slave Soldiers
5 Dark Elf Swordsmen
5 Dark Elf Crossbowmen
3-1=2 Bloodfiends

Rift Guard (Middledeep 4)
Ryltarn
3 Slave Soldiers
4 Dark Elf Swordsmen
5+3=8 Dark Elf Crossbowmen
2+2=4 Bloodfiends

Kirr-Godna (Middledeep 13)
Eredini
1 Dark Elf Swordsman
2+3-2=3 Dark Elf Crossbowmen
4 Ogre Slaves
1-1=0 Bloodfiends

Hazer-Nagroth (Middledeep 7)
Dalashinn
1 Slave Soldier
3 Dark Elf Swordsmen
4 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks
2 Ogre Slaves
1 Bloodfiend

Uzannador (Middledeep 15)
Lomax

Scendeh (Lowerdeep 8)
Qilue
2 Dark Elf Swordsmen
3 Dark Elf Crossbowmen
1+1=2 Bloodfiends

(Middledeep 18)
Nalfein

Uzantiri (Middledeep 18)
2 Slave Soldiers
2 Bloodfiends

[/ooc]

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Ghostman on April 21, 2013, 09:00:12 AM
[spoiler=Messages]
[spoiler=Message to Arquenciel Diamant Septena]

If you wish to subvert this Kobold spy, you are welcome make the attempt. The Cleversmarts are becoming something of a menace, what with their unchecked expansionism and the recent hostilities between them and my Undead allies. Having one of their spies under our influence could prove a major asset.

Regarding the Duergar, it would be good that you keep me informed of what you can learn of their plots for now. A war with them is something I wish very much to avoid, as I have little interest in the Lowerdeep aside from ensuring the security of Hazer-Nagroth. Also, it is quite important that my currently ongoing diplomatic dealings with Despot Käfer are not jeopardised -- I have arranged for their aid in demolishing certain buildings in Hazer-Nagroth and am negotiating for some of my Summoners to be schooled in the rituals for binding Bearded Devils that the Duergar have discovered.

Curiously, Käfer has proposed that he would provide unlimited number of instructions in exchange for 90 sacrafices. While I am not interested in this deal -- I require but a handful of Summoners to be so schooled -- his proposal raises the question of what he may be needing such a major number of victims for. It could simply be fuel for his own efforts at demon-summoning, but there could be another motive behind it. Earlier, he had inquired me of my knowledge regarding Abyssal Gates and their operation, and revealed that he may have discovered instructions for the creation of such a gate and the location of an Infernal Key required to operate the gate. As you may know, the opening of an Abyssal Gate requires an intricate ceremony along with a large number of sacrafices.

If the Nocae are indeed making attempts to win the Duergar to their side, then perhaps it would be wise to allow them to become aware of the latter's dabbling in demonology? Of corse, disclosing such information would have to be done carefully. If the Shadow Elves were to suspect that I am behind the leak, they may disbelieve it or inform the Duergar of the source, which could harm my relations with Käferhold.

As for the upcoming attack by Llitul, it is indeed a troublesome prospect. As I have already stated, I do not wish to enter a war with the Duergar if it can be avoided. What's more, should Käferhold fall, a dangerous shift in the balance of powers in the Lowerdeep would take place. Both the Ceremorphs and the Fungoids would become far greater threats, and I trust neither of them any more than I do Käfer. The best course of action, as far as I can see, is to avoid getting directly involved too quickly. While it is true that both or either side may be displeased if I remain neutral, they would also be aware of the fact that my siding with their enemy would be a worse scenario by far. Due to this, I doubt that they would risk alienating me in the early stages of the war.

- Dalashinn

[/spoiler]
[spoiler=Message to Käfer, Despot of Käferhold]

Greetings Käfer,

Your Magma Cannon should march to the gates of Hazer-Nagroth (M7), where it will again be hasted by sorcery. The cannoneers will be instructed to begin demolishing the appropriate buildings. There are a total of 4 rooms to be destroyed, so half of the operation should be completed during this week and the remainder of it by next week.

While your offer of unlimited instructions is generous, I do not require quite that many of my Summoners to be schooled -- a handful or so would be sufficient for my needs. Would you find 5 slaves per instruction to be a fair price? Or perhaps we could settle for a specific number of instructions in exchange for another Summoner to serve in your forces?

I do not wish to disclose operations related to the anti-Nocae alliance, at least without first consulting with my allies. Aside from that, my forces have clashed with the Jabberling horde, but I expect this front to be under control.

Finally, as you must be aware already, I have established a dungeon in the cavern directly beneath Hazer-Nagroth. The purpose of this foothold is to provide security for Hazer-Nagroth, which is vital for my interests. I have no plans for further expansion into the Lowerdeep, and no objections toward any plans of westward expansion by your despotate. As a gesture of good will, I shall grant you an unlimited free passage between the adjacent tunnels (L7 & L9) that shall stay in effect as long as our relations remain peaceful.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]
[spoiler=Message to Dr. Robertson, Professor Immortal]

Illustrious Ally,

I have been informed of the appalling misfortune that has befallen your forces with their operation against the Kobolds. I shall be sending to you a gift this week in the form of some freshly harvested corpses, with a humble wish that it may provide some aid in future clashes against those troublesome vermin-riding reptilians. If you wish to discuss matters of strategy, you have my ear and undivided attention.

The second scroll of Haste from you has been received and will be put to good use. I am grateful of this bit of assistance, and won't be requiring more scrolls for the time being.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]


[spoiler=Message to Llitul]

Mistess of Thralls,

Your request an extraordinary favour, one of such nature that can not be bought cheaply, at least if measured by gold. Your offer is hardly tempting, though I do not mean to imply that it was intended as any kind of insult. The Kirr understand well that knowledge, especially of the arcane kind, is power, and thus we do not share our eldritch secrets without good reason to do so.

What can you offer to my kingdom that would warrant such a boon in return?

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]
[spoiler=2nd Message to Arquenciel]

Lady Arquenciel,

Freeing slaves from the market by edict could anger the traders and drive up their prices. There is also no guarantee that these former slaves would not stir up trouble, turn to banditry, or end up divulging intelligence to the enemies of the House of Kirr. If you truly think it necessary to liberate some goblins, then they must be bought at normal prices so as to not disrupt the market. I may issue some gold for these purchases, but expect results in return.

There is another matter I wish to bring to your attention. As my people lack the necessary technologies for demolitions work, I have been purchasing services from the Duergar. In the light of the present diplomatic challenges I would very much like to shake off the dependency on their aid by finding alternative providers of such techniques. If you already are, or later become aware of any mercenary companies capable of demolishing structures, you should let them know that I would be most interested in hiring them.

- Dalashinn

[/spoiler]
[spoiler=2nd Message to Käfer]

As the primary long term purpose of the new dungeon is to provide protection to Hazer-Nagroth (M7), I would be willing to cede it to you if you could devise some means to either collapse the tunnel entry between the Middledeep and Lowerdeep, or better yet, to properly fortify* it. Such a solution would not only suffice for my strategic needs, but serve them far better than maintaining a base in the Lowerdeep would.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[ooc]
'Fortify' in the sense that it can block movement like an Outpost could.
[/ooc]

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 25)
Post by: Dolmar on April 22, 2013, 02:43:24 PM
[ic]No IC post this week, was sick and now running so crazy mad catching up on life[/ic]
[spoiler=Response to Shee-Ra]

I am glad to hear it. My Gloomdancers, this week, will reach (Upperdeep 60), at which point there will be under your command for a time as we agreed upon.

As for the BattleKobolds, the Legion, we seek a peaceful resolution of the situation with them; we cannot afford a war on two fronts.

If you need aid in your war against the Greyskulls, the Undead, then I'll would be happy to provide what support I can; I have every reason to believe those vile beings will join with the Kirr and Abject in their war against us.[/spoiler]

[spoiler=Response to the Succubi]

Greetings to you as well, fair Arquenciel, and I hope this finds you well. I do hope if you forgive me if this letter is not up to the usual quality of our correspondence; I was recently ill, and though fully recovered, I fear I may not be at my most intelligent quite yet.

I think you misunderstood my declaration of your wickedness; it was an admittedly crude attempt at humor, a bit of a pun. But nothing I have learned of your kind thus far has given me reason to believe you guilty of anything so repulsive; and even if so, I - and my people - have suffered greatly for my acting so rashly when faced with something I find morally repugnant; I would not repeat that mistake. It's true if I thought we did not have motivations that differ from each other's, that may be at odds, I would be pathetically naive and not worth discussing anything with, but I am enjoying our discource and hope to continue it; to be honest, I vastly prefer interacting though this medium than warfar; in fact, I attempted to open negotations with the Kirr before hostilities; the respons was my messanger bat, fiendishly mutilated. At some point, I should compliment the Bloodlord on his eloquence in brevity.

It is true that freedom is often an act of will, yet one has to be made aware of the choice for that action - and I believe that fear, will's true enemy, can override that though no fault of their own. It is not simply a matter of numbers, not when the slaves are given crude armaments at best if they are allowed any kind of weapon, yet the Kirr have the best weapons, Sorcerers capable of blanketing an area in toxic fumes, and powerful demons that are far stronger than there mere numbers would indicate. There is also a fear for the children and elderly, or those too starved to fight - I doubt any reprisal against a slave revolt only applies to those who participated in such an action, but extends to their families as well. Combine the above factors with those who, in their fear, curry favor with their masters by ferrying information to them, in addition to "slaves" put among the normal slaves to spy and weed out dissent and revolution, and it's not surprising that so many of them are unwilling or unable to revolt.

During the Old Empire, I was the General of our Armies, and among my duties included controlling the various slaves of the Empire; I am unfortunately and most repentantly familiar with the methods used for supressing attempted rebellion. It...does surpise me to learn that many denzines of the Abyss are in a similar circumstance as well; I had not thought of it's denzines as being slaves to the very plane they call home, yet when phrased that way does make sense. If not for the fact they would likely devour me whole before giving me a chance, I would seek some method of freedom - that does not allow them to rapage capriciously across the mortal world - as well. If more such beings were like yourselves, open to discorse and thought, I might even consider such a thing possible.

If this economic revolution could be accomplished, freeing the Kirr's slaves through economic means, I would be happy to fund such an endeavour with any reasonable upcharge, including the opprotunity cost, costs for avoiding harm, and additional cost for putting yourselves at risk in the goal of freedom. I will admit to being wholly shocked to beleive that two of your sisters object to slavery on moral grounds; further proof that any assumptions about you, save that you ar skilled, would likely be unwise.

I am saddened to hear of my people's death, but at least I know they have returned to the Shadow and are not sufferly further for my inaction. My intelligence within the Bloodlord's realm has been admittedly lacking; the summoner, Minirah. Without betraying the Bloodlord, can you tell me if she was welcomed home with open arms, or if she was dealt with as a failure - a fate I imagine the Bloodlord would respond to as well as I, in my youth, would have, though I imagine he is more creative than I ever was.

I look forward to your response; I greatly enjoy a chance to discuss things with you.

-General Dolmar Lestridae

Protector of Umbrazzid

Champion of the Holy Shadow.[/spoiler]

[spoiler=Response to the Glow]

I...what? I don't understand, I'm sorry. Dolmar's mental 'voice' regains it's composure What happened? I'm sorry, but I do not comprehend your words fully. It sound like when Elutae was immersed in the Dream - which is some sort of liquid, it would seem - something unexpected happened.

I urge you caution before you react from fear. We Nocae are creatures of Shadow; we do not believe Shadow to be Evil. Please, try and discern if what is being born is a creature of Shadow or of Darkness. If there was a poison, it was not intended or known; I did not know what would happen when Syndrid gave her sister to you. Please, try and explain more clearly, help me understand so I can help.[/spoiler]

[spoiler=Phaedra Talks to Tiern]

"My friend, thank you for your help in stopping those...jabbering beasts, whatever they were. Word has reached me I must return to Umbrazzid for a time; would you join me? It should not lenghten your journey overmuch, as the portal between Umbrazzid and the Mansion should be completed within two weeks of your arrival; by my estimation, it would take the same amount of time for you to wallk the distance. There would be a feast for us, in honor of our victories and in honor of your wedding, as opposed to weeks more on the road.

Also, are the Dwer ready to retake control of the former goblin territories? The deadline given to us by the Glow draws close. Of course, our forces would still remain to aid in their defense, of course, and per the original arragement the gold from those colonies we would still need collect; however, we do not need the metal from those mines, and believe you could put it to better use than we.

Oh, and one other thing. My father wrote to me of the Dwer that seek to worship the Lady of Shadows. He wants to know if there is any action he could take that would help diffuse the situation further, or if it would be best if he only answered questions those who seek the faith may have."

[I can't, to save my life, figure out a non-awakward way to work into a conversation the trade this week; 50 gold for 100 metal insta-trade still good? ^_^

Also, once you take over the goblin territories, I figure the easist way to handle that is to put in an insta-trade every week.]

[/spoiler]

[spoiler=Message to Marius]
The Nocae move against the Kirr's allies, the Abject and their Cerelich, in two weeks, barring any unforeseen circumstances. Will you stand with us, or will you prove to be an obstacle? If the former, how many of your men can you spare for the fight? If the latter, will you permit us to rid the underdark of this grate evil, or must we wage a war on two fronts?

[OOC: Sorry for short message, rough week][/spoiler]

[spoiler=Orders]

[spoiler=Production]
Total
Gold: +750, Metal +65, Food +415
Umbrazzid (Upperdeep 10)
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food
Ald-Anoril (Upperdeep 44)
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food
Ghostwatch (Uperdeep 42)
Goblin Mine +150 gold, +15 Metal
Dal-Urael (Formerly the Skull Throne) (Upperdeep 43)
Goblin Mine +150 gold, +15 Metal
Mushroom Patch +20 Food
Mushroom Grove +140 Food
Ald-Lothii(Upperdeep 18)
Improved Shadow Elf Mine: +300 gold, +25 Metal
Mushrooms +20 Food
Daed-Waech(Upperdeep 32)
N/A
Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food

[/spoiler]
[spoiler=Upkeep] (-501 Gold, -172 Food)
14 Dragonslayers (-42 gold, -14 food)
16 Accursed -12 Food
18 Abomination -126 gold, -126 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food
5 Shadow Elf Paladins -15 Gold, -4 Food
Deep Gnome Electromancer: -10 Gold, -1 Food
Gnomes -100 gold, -1 Food
4 Gloomdancers (-56 Gold, -4 Food)

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Ranger's Spire
Drake Nest
Veil of Shadows

Under Construction:
City Wall 2 Weeks
Spidersilk Armory 2 Weeks
Gloom Portal (4 Total), 2 Weeks (Pairs: Umbrazzid-Thousand Halls, Umbrazzid-Rhuad)

Beginning Construction:
Shadow Elf Mine -175 Gold, -15 Metal, 3 Weeks

Ald-Anoril
Nothing Beginning, Under, Or Complete

Ghostwatch
Nothing Beginning, Under, Or Complete

Dal-Urael(Upperdeep 43)
Nothing Beginning, Under, Or Complete

Daed-Waech(Upperdeep 32)
Completed Construction

Under Construction
Cavern of the Accursed 1 Weeks
Shadowy Architecture 2 Weeks
City Wall 2 Weeks
2 Lizard Pens 1 Weeks

Beginning Construction

Ald-Elisae (Upperdeep 19)
Completed Construction

Under Construction
Cavern of the Accursed 1 Weeks
Shadowy Architecture 2 Weeks
City Wall 2 Weeks
2 Lizard Pens 1 Weeks

Beginning Construction

Ald-Lothii(Upperdeep 18)
Completed Construction
Improved Shadow Elf Mines (Arrived Via Gloom Glyph)
Shrine of Sylessiadil (Arrived Via Gloom Glyph)

Under Construction
Cavern of the Accursed 1 Weeks
Shadowy Architecture 2 Weeks
City Wall 2 Weeks
2 Lizard Pens 1 Weeks
Shadow Elf Mine Complex 2 Weeks (Arrived Via Gloom Glyph As Part of Mines)

Beginning Construction

[/spoiler]
[spoiler=Trade]
-50 Metal to Dwer, +100 Gold (Mid Week)
-52 Gold, -32 Metal to clever smarts for trapspringers upkeep in exchange for 56 gold for Gloomdancer's upkeep.

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10) -490 Gold
4 Clerics (-240 Gold)
12 Shadow Elf Rangers (-290 Gold)

Ald-Lothii(Upperdeep 18)

[/spoiler]
[spoiler=Wealth]
Gold: 129
Metal: 237
Food: 1362

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Temple of Sylssiadil
Ranger's Spire
Drake Nest
3 Lichen Garden
2 Lizard Pens
Spire of Gloom

Defenses
Shadow Architecture
3 Murder Holes
Veil of Shadows

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel
Spiked Moat

Ghostwatch
Goblin Mine

Dal-Urael(Upperdeep 43)
Hall of the Goblin King (unusable by Shadow Elves)
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair  (unusable by Shadow Elves)
Goblin Armory  (unusable by Shadow Elves)
Bat Roost

Defenses
Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

Daed-Waech(Upperdeep 32)
Nothing

Defenses
Escape Tunnel

Ald-Elisae (Upperdeep 19)
Nothing

Defenses
Escape Tunnel 

Ald-Lothii(Upperdeep 18)
Improved Shadow Elf Mine
Shrine of Sylessiadil

Defenses
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Outrunners: Garrisoned Middledeep 40
3 Abominations and Dolmar

Dragonslayers: Stationed at Upperdeep 19 (+2 Morale)
14 Dragonslayers led by Phaedra

Ald-Lothii Guard(Garrisoned at Upperdeep 18)
1 Baeria (Abomination Commander)
1 Accursed
3 Paladins

Daed-Waech Guard (Garrisoned at Upperdeep 32)
2 Abominations Led by Quilidim

Ald-Elisae Guard (Garrisoned at Upperdeep 19)
5 Swordsmen Led by Eralimae

Home Guard (Garrisoned at Upperdeep 30) (+2 Morale)
Qulaenaszth
5 Archers
20 Deep Gnome Brigadier led by Zururura Izzard Dissenact III
5 Abominations
5 Paladins (Grudge: Demons)
4 Shadow Elf Clerics
12 Shadow Elf Rangers
10 Accursed

Dal-Urael Guard (Garrisoned at Upperdeep 43)
5 Accursed
1 Abomination (Commander - will figure out name later)

Ald-Anoril Guard (Garrisoned at Upperdeep 44)
5 Abominations led by Syndrid
5 Swordsmen
5 Archers led by Pylnorii
4 Gloomdancers

Steward of Rhuad
Aerdolm, Garrisoned Upperdeep 42

Grief-Stricken (Lowerdeep 31)
Syndrid

[/spoiler]
[spoiler=Orders]
Home Guard: All Pray at Temple of Sylessiadil (+2 defense, +2 Morale)
Scry Middledeep 20

The 4 Clerics will cast Ward on themselves, the regiment of Paladins, the Regiment of Rangers, and the regiment of Accursed. The Paladins will Bless themselves, the Gnomes, the Rangers, the Abominations, and the Accursed.
Once they have buffed, they will all move to Upperdeep 28 (29-28, 2 speed) to eliminate the Abject present there.
Phaedra and her Dragonslayers will break off from Tiern's company and move to Upperdeep 28 to join the Home Guard in Flanking the Abject force at Upperdeep 28.

After the Abject are eliminated, the Clerics will cast invisibility on themselves and the paladins. they will redeploy as follows:
2 Paladins and 1 Cleric (blessed, invisible, warded, Prayed at Temple) will forced march to Nuln (Upperdeep 31-32-33-34, Middledeep 46-45-44).
Phaedra and her Dragonslayers will return to Umbrazzid and Garrison.
The Gnomes and their Leader, 1 Cleric, 1 Paladin, 5 Abominations, and Qulaenaszth will return to Upperdeep 29 and found an Outpost, Homewall. They are the Homewall Guard.
6 Rangers, 3 Archers, 10 Accursed, 1 Cleric, and 1 Paladin will move to Upperdeep 26 and found an outpost on the Northern (Closes to Ald-Elisae) side of the bridge. This is the Northwall, and they are the Northwall guard.
6 Rangers, 2 Archers, 1 Cleric, and 1 Paladin will move to Upperdeep 31 and found an outpost there. This is the Deepwall, and they are the Deepwall guard.
At each of these, promote the Paladin to Commander. He or she will lead the regiments of Rangers, conferring his or her grudge to them.
STANDING ORDER: If any of homewall, Northwall, or Deepwall are attacked, the garrison of the nearest dungeon (Umbrazzid for Homewall, Ald-Elisae for Northwall, Daed-Waech for Deepwall) Including the commander, will ungarrison and move to defend.
STANDING ORDER: If Homewall is attacked, ranged units should prioritize regiments of detectors or with detectors attached to them; except for
STANDING ORDER: If a dungeon is attacked by a force large enough to threaten it, cancel all construction except for any Gloom Glyphs.

The Gloom Dancers at Upperdeep 44 will move to Upperdeep 60 (44-43-55-56-58-59-60, 6 Speed)

Attempt to offer the Tunnel Hulks another 100 food to try to win their allegiance. (I'll message Kafer next week if need be)
[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour[/ic]

[ic= Zururura Izzard Dissenact III](http://img405.imageshack.us/img405/8613/zurururaizzarddissenact.jpg)

Zururura Izzard Dissenact III is an eccentric Deep Gnome, an inventor and mage who leads a "Fulgurous Brigade," of Deep Gnomes just as crazed and maniac as she is, each armed with one of her lightning-cannons.  Zururura herself is also a powerful Electromancer and a skilled technician.

Upkeep: 10 Gold, 1 Food
Ranged Attack: +8
Ranged Damage: 10 (Shock)
Melee Attack: +5
Melee Damage: 4
Defence: 20
Health: 15
Speed: 4
Morale: +5
Special Abilities: Chain Lightning, Detector, Leadership, Repair

Zururura increases the Morale of any army she is leading by +1.[/ic]

[ic=Fulgurous Brigade]These seasoned Deep Gnomes are armed with ingenious lightning-generating weapons that discharge crackling bolts of puissance.

Upkeep: 5 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 8 (Shock)
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 5
Speed: 4
Morale: +2[/ic]

[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

[ic=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability[/ic]

[ic=Eralimae, Guardian of Ald-Elisae]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Eralimae proides a +1 Morale Bonus to any army she leads. A regiment lead by Eralimae gains the Grudge (Demons) Ability

[/ic]

[ic=Baeria, Guardian of Ald-Lothii]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Baredra provides a +1 Morale bonus any army she leads.

[/ic]

[ic=Quilidim, Guardian of Daed-Waech]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Quilidim provides a +1 Morale bonus any army she leads.[/ic]

[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]

[ic=Syndrid, Warden of Ald-Anoril]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Syndrid provides a +1 Morale bonus any army she leads.[/ic]

[ic=Dragonslayers (14)]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 29)
Post by: Steerpike on May 13, 2013, 11:00:08 PM
[ic=Parleys - The Month of the Beetle, Week 1]
[spoiler=Demons and Mind-Eaters (Succubi and Demented)]Soundtrack: Unwholesome Desires (http://www.listenonrepeat.com/watch/?v=Dc722jNyVvw)

Llitul lets out a long, only slightly hysterical, laugh. "You truly are wonderful creatures - I needed that. Thank you, and pledging that to me while outfoxing that gray bloated mass is wonderous."

Arquenciel grins, licking her lips. "Demonic contracts are such wondrous things. The letter must be obeyed. Beyond that..."

Llitul smiles. "The letter of the law need not agree with the spirit. It is the same with my current pledge to the Duergar."

Arquenciel muses. "So... I presume you have left your sanctuary and now wander parts unknown."

Llitul says, "Yes. But not as was intended. I was...called. There's no other word for it. Summoned, almost."

Arquenciel gives a wry grin. "I understand that sensation well."

Llitul returns the grin. "I'm sure you do, better than most. Derro - are you familiar with them?"

Arquenciel glances about, looking for something, and then realizes it's not here-- because she's in a mindlink, not at her desk in her boudoir. "I have a file on them. It's rather thin, for the moment."

Llitul says, "I will be able to expand it soon, I believe. They are insane, utterly, so I'm not certain, but I believe they were attempting a ritual to summon their goddess...and it called me."

Arquenciel smirks. "Sounds about how I got to Kirr-Godna."

Llitul returns the smirk. "I doubt Dalashinn wanted to summon his people's goddess - I doubt she'd take that well - but a coven of goddesses...why not?" She the continues. "We move now, even as we speak, to their home, Shogg'agl."

Arquenciel nods. "Most interesting. I fear that you may not be able to stay long, however. The matter with Saerid remains. Time is of the essence, is it not?"

Llitul replies, "Yes. I believe the Watchers and the Cleversmarts and the remnants of his army will not be able to march upon Dtoulth soon, but I cannot take that risk."

Arquenciel glances sideways for a moment, then turns to face Llitul once again. "As you probably guessed, my sisters and I share a very strong psychic bond... something of a mindlink, beyond that, even. May one of my sisters join us for a moment?"

Llitul says, "By all mean, I'd welcome her."

Chiaroscuro appears in a flash of light and shadow, facing Arquenciel. "You'll never believe what that moronic sack of synapses had to say, it was like sidestepping a pile of shit and stepping straight into the cesspool..."

Arquenciel looks a bit wan and subtly points.

Chiaroscuro turns around. "Oh... oh. Hello." She gives a slight bow.

Llitul smiles widely at Chiaroscuro. "Greetings." She returns the bow. "We haven't had the pleasure yet, but I can already tell I like you."

Chiaroscuro smirks. "Chiaroscuro Jayet Septena," she says.

Llitul says, "Llitul/Llandri/Whisper" each voice comes from her mouth at once, and the tentacles hiss laughter. "A pleasure."

Chiaroscuro's mouth opens a little, like she's about to say something, but she doesn't say anything.

Llitul raises an eyebrow, and a tentacle reaches towards her inquisitvely. "Are you all right?" as the tentacle whispers "stolen tongue?"

Chiaroscuro smirks. "Nope, still here." She sticks it out. "Anyway, they say they don't need my offer of military aid. Which is fine, because that whole plan was kind of awkward anyway. The thing is, though, I think he really does think the oath was to him."

Arquenciel smirks.

Llitul laughs. "The Overbrain's arrogance is astounding, as always."

Chiaroscuro continues, "He asked me about your position. I have a feeling he'll believe what I tell him, as long as it's not too outlandish. Meaning we can basically set up... well, whatever we want."

Llitul says, "Oh? Well, that's...that's very useful. Where were you thinking?" Her tentacles reach in, intensely interested.

Chiaroscuro shakes her head. "I'm not going to do too much thinking. At least not in your presence. I don't want to overhear something I'll be oathbound to tell him. Demonic legalism is complex." She mumbles, "And sometimes bullshit."

Arquenciel smiles. "We'll sort it out, don't worry."

Chiaroscuro bows again. "It was a pleasure meeting you."

Llitul returns the bow, smiling. "Of course. A pleasure, I hope we can meet again." She licks her lips.

Chiaroscuro smirks playfully, and vanishes.

Arquenciel watches her sister go, then turns back to Llitul. "With her gone, now... where are you presently?"

Llitul says, "At the Derro city, Shogg'agl." She then emulates a trick from Arquenciel, summoning a map of the lowerdeep.

Arquenciel's mouth opens slightly.

Arquenciel says, "You... that's you?" She points at [L46].

Llitul says, "You seem surprised."

Arquenciel looks a bit concerned. "There's a token with your faction's insignia on it in the Kirr war room. Nobody knows it's you, but... you're rather exposed there."

Llitul smirks. "The Kirr don't yet know of the Derro and their forces. And of the creatures that dwell between myself and any other threat. So long as I teleport past them, I should be safe"

Arquenciel nods. "I suppose so.. I have a plan that would take you elsewhere... if you'd care to hear it..."

Llitul leans in. "Do tell."

Arquenciel smiles. "Your mobility is almost that of a Succubus. Perhaps even more so, with that little teleportation trick you do. I envy that, a bit." She gives a playful smirk. "I do not think Saerid's host is similarly mobile-- so it would do to arrange the meeting where he might be. Yet somewhere you could plausibly be directed, as well, lest the trap seem too obvious."

Llitul nods. "Of course. The trick of teleportation was one I learned from a scroll bought off a hag - I doubt Saerid has it. Where did you have in mind?"

Arquenciel ponders, looking at the map. "Somewhere in the northern or middle lowerdeep, perhaps."

Llitul says, "Either way brings me dangerously close to the Duergar. Which...worries me. They attacked one of holdings last week, and show no sign of intent to relent."

Arquenciel looks at the map again. She adds, "You're not thinking in three dimensions, dear Llitul."

Llitul smiles wanly. "Oh, I'm aware of the third dimension. But I cannot bypass Dalashinn's lands, and doubt I'd be welcome among the Nocae. Or, to be fair, I could...but I moved quite a distance last week. Without rest this week, I would find myself near collapsing. I can make the trip next week safely. Once I've recovered. Can one of your siblings inform him of where I will be, and make a seeming that I am headed there? Then I can make the trip later, fulfilling your word, but misleading him as to my current location."

Arquenciel thinks. She then tilts her head, smiling playfully. "If you could make half the trip, there is one small section of Kirr-Godna that most definitely does not belong to Dalashinn...."

Llitul looks at her curiously. "Where would that be?"

Arquenciel smirks. "Our boudoir."

Llitul smiles wickedly. "Ahh, temptation. I'm not certain I could enter unseen, though - do you think the Bloodlord would take umbrage to my presence?"

Arquenciel grins playfully. "Mmm... he may. But there's no reason he need know... do you think you would be able to phase shift directly into our boudoir?"

Llitul says, "I can attempt, but I'm not certain."

Arquenciel reaches out and gently caresses Llitul. "It would be lovely to meet you in person. And there would be plenty of opportunity to rest... or whatever else you liked." She then muses, "Hopefully, we can hide you with stealth. If not, we will hide you with chaos. Our kind is rather good at that, I dare say."

Llitul does not react as strongly to the touch as she did last time, but still leans into it. "It would be lovely. I'm just not sure I can do it this week...but if that is the case, then the week after I will. I admit, I...Elder Gods of Madness, I want it."

Arquenciel frowns slightly. "My concern is merely that another week's delay vastly increases the amount of uncertainty. Rumors grow every day of Duergar betrayal. If that happens, my sisters and I will have to defend Kirr-Godna."

Llitul nods, and then her eyes widen. "Oh! Oh, really." And she begins to laugh again, both gleefully and slightly deranged.

Arquenciel tilts her head curiously.

Llitul says, "The Duergar will pose no threat to Kirr Godna soon."

Arquenciel sighs. "If you attack them, they may try to manipulate the Kirr into joining the war on their side. That would place me in a very awkward position."

Llitul smirks widely, her eyes flashing. "They have roused threats they should not. Soon, they will only threaten whatever hell they find themselves bound it. And truely, would the Bloodlord expose himself to a second war with the Nocae looming - the Nocae whom you fear the Duergar will betray your lord to?"

Arquenciel says, "He may side with the Duergar precisely so that they do -not- side with the Nocae. Otherwise he is open to a war on two fronts."

Llitul says, "Either way he is open to a war on two fronts; and do remember who his primary, best ally against the Nocae is. The Abject, who have struck against the Nocae three times. The Abject, who are of Ceremorphs born."

Arquenciel sighs. "Ktan-Ydheel is agreeable to me, so I dislike saying so, but I must be realistic. Against the concentrated fury of the Nocae, he would last two weeks. At best." She pauses, then adds, "He had best thank his debased gods that Dolmar's nature is so... forgiving."

Llitul says, "Of course. He has put far too little effort into strenghtening his economy. I intend on supplying the means for him to rectify that situation, once the Duergar are dealt with. As it stands, though...the Duergar have special assassins, trained to kill my people. I do not know what I could do if he focused his beetles and them against me, save perish, though I hope the Derro can offer some recourse there."

Arquenciel sighs. "You place me in a difficult situation, Llitul. I had hoped you could prioritize this rescue, seeing as it is being done on your behalf."

Llitul growls. "It -is- a priorty. But...gods. I need.....so many needs for me, in person. Please, a moment, let me just think. I didn't expect the solution to be so...sudden."

Llitul curls into a ball for a moment, talking to herself and her tentacles. "The Duergar MUST be destroyed...  Saerid MUST be rescued...  Arquenciel is our friend, she's putting herself in danger to help us... So we must help her reach her goal... But what of the Duergar..." Llitul pops her head up, looking at Arquenciel. "If I were to reach your boudoir this week, before war with the Duergar begins, and evade the Kirr's eyes in doing so, would that prevent my war with the Duergar from becoming inconvinent for you?"

Arquenciel shakes her head. "No, certainly not. Our plans need you. Other things can happen as they may. I believe I can convince my patron to remain neutral... it is the soundest tactical choice." She muses, "And if not, well, remember what I said. If you cannot hide with stealth... hide with chaos..."

Llitul nods, putting her head back down. Images begin to flash as maps of the middle and lowerdeep appear, showing potential movements of troops across them, too fast to easily follow. The tentacles whisper approval or disapproval. "That does not permit enough to defeat the Duergar... That exposes Arquenciel to too much danger... That exposes US to too much danger... That would not give us enough energy to enter their safe-fun room... That...that would work." The map freezes.

Arquenciel laughs a bit, in that way that one does when laughing is the only reasonable outcome other than tearing one's hair out. "Oh, gods of the Abyss, I hope our stealth is good. I think it would somewhat seal things with respect to the Duergar if you were found in the Kirr capital..."

Llitul says, "I can manage stealth. I meant to, before I was summoned, shield myself with scrolls of ward and invisibility. When summoned, in my haste, I forgot their use. I can get my Derro where I need them and reach you this week in utmost secrecy."

Arquenciel nods. "That would help immensely. Were this little adventure to get the Bloodlord embroiled in a war... we might both need to make a hasty escape from Kirr-Godna."

Llitul smiles that deranged smile. "Can I bring in someone to explain a second portion of the plan?"

Arquenciel tilts her head. "Certainly..."

Llitul lets her tentacles wind together, and they belch out smoke that takes the form of Llitul, only no tentacles, her skin a single color; she grimaces as she bows slightly to Arquenciel and Llitul says, "Arquenciel, meet Llandri. Llandri, be nice."

Llandri glares back at Llitul. "Go bend over for an ogre." She turns to face Arquenciel.

Arquenciel bows slightly. "A pleasure."

Llandri sighs. "And...for me as well, it seems, Elvish Hosts damn me for it. Sorry, it's been...a rough few months, and I'm still getting used to...the fact that I'm on your side. And that you're on mine." She then says,"Your kind can take the form of any being, right?" Llandri sits down, crossing her legs.

Arquenciel smiles. "Not quite -any-. The shape and size has to be similar. We won't be passing ourselves off as black dragons. I make a rather good high elf, I dare say." She smiles playfully. "Wisteria does an excellent Kobold." She licks her lips. "Verdure is, at this moment, in the form of a grafted servitor of Grolhund the Heartscrew. I do hope she is good at shambling."

Llitul laughs and Llandri can't help but smile. "I wish her luck. And thank you for that, since I didn't do so myself earlier; I imagine the Despot is scrambling at the moment." Then Llandri grins, trying to stay calm. "So a Ceremorph, a particular, unique ceremorph, wouldn't be difficult to manage, would it?"

Arquenciel smirks. "No, it would not be terribly difficult." She licks her lips once again, and her eyes light up blue and green as something seems to click in her mind. "If you are thinking what I think you're thinking..." Her smirk grows.

Llandri grins. "Does Dalashinn know how easy it would be for you to assume my form? Would he believe it if you told him you needed to practice if war with the Duergar became needed; if you needed to present the Duergar with a target they couldn't resist."

Arquenciel smiles and nods. "Very clever, my dear Llandri. You think like a Succubus." She licks her lips playfully.

Llandri looks pleased at the compliment, then disgusted at herself for being pleased. "That's what my job was, to think like things like you so I could fight them. Now that I am part of a thing like you...I'm better at it than Llitul or Whisper. And...I've started to like it." She seems sad at the last bit.

Llitul wraps her tentacles around Llandri and sucks her back in. "Sorry. She was going to start guilt tripping, and she's impossible when she's like that."

Arquenciel smiles. "Quite all right. She seems a bit akin to dealing with my sisters." She laughs softly.

Llitul grins. "Oh, I hope not! Your sisters, at least, seem pleasant to converse with."

Arquenciel laughs softly. "They are... for the most part..."

Llitul smiles and joins in the laugh. "I look forward to meeting more of them. So, this week I will join you in your Boudoir, with one or more of you practicing imitating my form in case I miss and my stealth and wards are pierced."

Arquenciel says, "Anyway. I hope this is not terribly inconvenient. This way, the errand will proceed quickly... and then, if the situation with the Duergar explodes, it is complete, rather than still looming."

Llitul says, "And without the need for the Duergar to be overly alerted as I move my forces into placement for when it will explode."

Arquenciel smiles. "Shall we proceed? My thinking was to inform the Overbrain that you were going to be at the head of your army, perhaps to crush Gloomsong's last remaining dungeon."

Llitul nods. "That would likely provoke movement...although the Overbrain knew where I was when I rebelled, It may not believe I've come that far north."

Arquenciel scratches her head. "You could also slip out beneath Hazer-Nagroth and emerge somewhere in the middle lowerdeep... my goal is simply to provide a meeting place where Saerid need not march past Duergar and dragon graveyards to meet our ambush." She smiles playfully.

Llitul grins. "So I meet you in Kirr-Gonda, and then begin moving through Grolhund's stomping grounds...perhaps to best inform him I move to join the army that is retaking Curasd from the Cleversmarts. I'd rather have him focused down there, especially since Gloomsong's remaining dungeon, her stolen dungeon, provides an excellent staging ground against my northern expanse."

Arquenciel smiles. "Yes, I see. And if he should decide to pre-empt you by taking Curasd back himself... another problem solved."

Llitul says, "Precisely. Then, when he and the Overbrain are mine, Curasd will be as well."

Arquenciel licks her lips. "I dare say both of you think like a Succubus. Or, at least, the sort of Succubus I'd like to associate myself with."

Llitul smiles, nearly preening. "It's fun. I think you're rubbing off on me, too."

Arquenciel teasingly caresses a tentacle.

Llitul shivers, grinning. "I left myself open for that, didn't I?"

Arquenciel smirks. "Oh, you did. It shall be even more interesting when I finally meet you in person..."

Llitul smiles, hungrily. "I'm looking forward to that. It has been months since I've known pleasure, I'm not even sure what it feels like in this body."

Arquenciel says, "All the more reason to not delay. Then you shall know all sorts of pleasures. And then you shall be reunited with your love... and know even more." She smiles a bit dreamily. She then says, "A creature of love and beauty really has no place in the Abyss. I quite like being back."

Llitul sighs. "You belong in the mortal world. I can imagine the Abyss lacks much by way of pleasures."

Arquenciel smirks. "It... has its moments. But it is not a realm full of delights. Even for those who may delight in some of its traits. Even Incarnadine is glad to be out."

Llitul smiles. "I imagine I'll understand that better once I meet her."

Arquenciel nods. "I hope so." She yawns a little, covering her mouth. "Might I retire for now?" Then she licks her lips, and adds, "Unless you'd care to stay in my mind and experience some of my dreams." She winks suggestively.

Llitul says, "Of course. I am nearly at Shogg'agl anyway...I'll let you know what it's like once it arrives. As much as I'd love to...I don't want the echo. I want the real thing, and I'm going to hold out till I can have that." She grins suggestively. "Which won't be much longer."

Arquenciel nods, smiling. "Fair enough." She gives the beautiful cere-elf a soft kiss on the cheek. "I shall see you soon, sweet Llitul."

Llitul smiles, her hand touching her cheek. "I cannot wait for it."[/spoiler][/ic]
Title: Re: Underdeep: Month of the Beetle, Week 1 (Orders due April 29)
Post by: Steerpike on May 13, 2013, 11:04:02 PM
[Image to Come!!]

Soundtrack: Pitched Battle (http://www.listenonrepeat.com/watch/?v=HmM_rlnYnmw)

[ic=The Month of the Beetle, Week 2]Conflicts in the Underdeep continue to escalate.  In the Lowerdeep the Ceremorph Civil War continues, with the Overbrain and its loyalist forces regaining control over key settlements, while rebel forces, the so-called "Demented," have seized control of the Hive formerly occupied by Dark Elves; the Matriarch Lady Viarra Gloomsong and the remnants of her army have fled, making for the Middledeep.  Rumour holds that Llitul and her renegades have formed some sort of strange allegiance with a group of Derro in the nether-caverns, diminutive chaos-worshippers and sadistic brigands who now seem to be operating under Llitul's orders.  They have reputedly assaulted the citadels of the Duergar in the heart of the Lowerdeep, threatening to involve the notoriously ruthless Dwarves in the Civil War.

In the Middledeep, the Duergar themselves are said to have commenced their own aggressions against the Abject, while the Undead continue their campaign against the Cleversmart Kobolds, and have besieged one of their bases with a substantial force.  The Derro are not the only new faction to surface in recent days; a band of Goblins calling themselves the Goretooth Tribe have claimed certain caverns as their territory, no doubt to the consternation of the Dwerim, Shadow Elves, and Kobolds in their vicinity.

There are rumours, also, of a great battle on the Surface – it is said that the Legio I Draco attacked a High Elven city in the heart of the vast woodland above.  Though victorious in battle the Kobolds reputedly lost their leader, the Legatus Marius Krinak.  An acting Legatus, the notorious Skarax the Apostate, has emerged as the leader of the Kobold Republic, at least for the time being.

Perhaps the only mercy of late is that Jabberling attacks seem to have died down, at least temporarily, and the infamous Grolhund the Heartscrew seems to have returned to whatever hidden enclave he calls home...[/ic]

[ic=Maps - The Month of the Beetle, Week 2]
The Surface

[spoiler=The Surface, Month of the Beetle, Week 2]
(http://img163.imageshack.us/img163/4074/surfaceweek1.jpg)
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Beetle, Week 2]
(http://imageshack.us/a/img59/9601/upperdeepweek2.jpg)
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Beetle, Week 2]
(http://imageshack.us/a/img708/845/middledeepweek2.jpg)
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Beetle, Week 2]
(http://imageshack.us/a/img849/2326/lowerdeepweek2.jpg)
[/spoiler][/ic]

[ic=Briefings – The Month of the Beetle, Week 2][spoiler=For the eyes of the Dark Elf Bloodlord Dalashinn, The Onyx Prince, ruler of Kirr-Godna]Political instability and the threat of war haunt your realm.  Two of your neighbours, the Duergar and the Abject Ceremorphs, appear to be in the midst of a war, the Duergar having assaulted the Abject colony near your own lands without warning, falling on the settlement with an enormous swarm of cave beetles.  Though the Duergar made temporary gains the Abject rallied their forces and managed to destroy the cave beetles, retaking their briefly captured settlement in a flurry of blood, ichor, and spellcraft; sounds of battle echoed through the tunnels to South Guard II.  If this conflict escalates any further it may be difficult to remain neutral, poised as you are in a critical position between the two factions.  If you value the defeat of the Nocae it stands to reason that you should side with the Abject, but the Cerelich's academic fixations and losses against the Shadow Elves have left the Abject the weaker power economically, while the Duergar mines riddle the Lowerdeep.  In the utter chaos of the Ceremorph civil war it is unclear who is siding with whom – the chain of alliances is long and tangled.  You have heard rumours of war in the heart of the Duergar realm, as well, though reports conflict as to the exact nature of this upheaval – agents have variously reported that the Ceremorph schism-sect known as the Demented assaulted the Duergar citadels, but others claim that an army of Derro are responsible for the attacks.

Your studies of the Demonomicon continue; you have uncovered a new ritual, one which summons a monstrous Abyssal Spider – a demoniac arachnid native to the nethermost Hells.  Several of the Succubi – Incarnadine, Verdure, and Jonquille – also busy themselves in the library, availing themselves of the tomes within.  In Kirr-Godna the Succubi have seem to have attracted a number of admirers, and there are rumours of a small cult to the demonesses forming.  Such an unsanctioned cult might undermine the religious unity of your realm and potentially threaten your own rule; on the other hand, violently suppressing it may merely make martyrs of the cultists and make the matter worse.  Eredini has written to you asking your advice on this matter; he seems somewhat enamoured of the Succubi and inclined to let the incipient cult worship as they please, but notes that the priests in the profane temple have expressed their disapproval.

In Hazer-Nagroth, demolition of the unwanted structures continues.  Fortunately the Jabberling attacks on your Outposts have abated for the time being, though doubtless more of the vile creatures lurk in the chasm bordering your lands, and may attack again.

[The spell Summon (Abyssal Spider) has been added to the possible spells at your Arcane Library and can now be researched like any other spell.

[ic=Abyssal Spider (Summoned Unit)]These grotesque arachnid demons are the size of bull elephants.  These vicious, deadly creatures are the natural predators of lesser demons, and so are highly adept at stalking their prey – despite their enormous size they are naturally stealthy.  A caster can only summon one Abyssal Spider per week.  It persists as long as it is given sacrifices, returning to the Abyss if unfed.

Cost: 15 Sacrifices
Upkeep: 5 Sacrifices
Melee Attack:  +8
Melee Damage: 10
Defence: 18
Health: 40
Speed: 6
Morale: N/A
Special Abilities: Climbing, Fear (DC 18), Immunity (Fire), Infiltrator, Large, Poison 6, Vermin[/ic]

Now that your Bloodlord's Study has been completed, you may move the contents of the Arcane Library to Kirr-Godna if you wish, effectively transferring the room from one structure to another.  This will take 1 week, during which time the Library cannot be used.

The Teleportation Circle and Tomb have been demolished and gain the Broken condition.  They can be removed from the rooms list of your Dungeons if you wish, though if you wish you could have them repaired at a later date.

-22 Jabberling Bodies to the Undead.  -70 Gold to Succubi (weekly stipend).][/spoiler][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of the Holy Shadow]Your forces have cleared the caverns of the Abject menace – though their forces consisted of but a few scouts – a Dominated Lava Nymph and a swarm of vermin summoned through vile sorcery.  Your Paladins and Cleric have arrived at Nüln – an ancient, semi-ruinous structure guarded by statues of ancient Dwerim Kings.  Dwerim labourers are constantly at work to restore the city to its former glory, and a significant force of Dwerim, the Rosemourners, garrison the city, led by a stern Dwarven woman named Lanne Dun Riar, a master smith.  Most elite of these warriors are a band of Dwerim with adamantine arms and armour who guard a rose garden deep within the Mansion, the flowers grown with the aid of reflective brass walls and ceiling; the first shoots of new-grown roses are just beginning to poke out of the soil.

Your Outposts have been successfully founded, securing the borders of your lands in the Upperdeep, and the Hobgoblin Molgrim, Tiern's mercenary, has begun construction of a war camp in Ald-Lothii.  Fortunately the Jabberling attacks have abated, at least for now.  The Tunnel Hulks have again been appeased, but the strange creatures are difficult to communicate with.  You will need the expertise of Duergar or similar beast-masters to recruit them.  You have heard rumours that a group of Duergar in the Lowerdeep have recently been waging war against the Abject.  The reputation of the Duergar is nearly as black as that of most Dark Elves, but perhaps they can be brought into Holy Shadow – or, at least, a common enemy may give you grounds for some sort of diplomatic arrangement.  Still, it has also been reported that they may have connections with the despicable Kirr.

Apart from the skirmishes with the Abject, peace reigns in the Upperdeep; however, a new presence in these tunnels may threaten that peace.  Rumours and other intelligence indicate that another tribe of Goblins has moved into caverns to the north of the former realm of the Red Tide.  The Goretooth Tribe, as they call themselves, are led by the Goblin King Knarosh Skullsplitter, who some say has partial Orc or Hobgoblin lineage.  So far they have made no aggressive moves against you, the Dwerim, or any others, but their presence not far from your own colonies is disconcerting, to say the least.  If left unchecked they may begin raiding Surface settlements and building up their numbers and resources – dealing with them swiftly may be wise.  At the same time, simply exterminating the Goblins like vermin might displease the Goddess of Holy Shadows.  Your instincts tell you these Goblins cannot be turned from darkness, but your faith compels you to offer them the chance for redemption...

[Nüln contains the following structures:

Rose Garden (Broken), Forge Hall, Hall of the Ancestors (with Statue of Nír), Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury, Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2), Apiary, Hall of Shadows, Mausoleum, Brewery, Outer Wall, Iron Gate, Murder Holes (3), Escape Tunnel, Shadowed Labyrinth, Reinforced Walls.

It is guarded by 20 Dwer Ironbound, 10 Dwer Axeme, 9 Dwer Grudgebearer, 10 Dwer Flamesprayers, 1 Dwer Igniter, 1 Dwer Shadowseer, and 2 Dwer Revenants.

-52 Gold, -32 Metal, +56 Gold with Cleversmarts.][/spoiler][spoiler=For the many eyes of Dreams-of-Dead-Races, Watcher Sovereign of the Darksea, Master of the Vault known as Cruel Form of Truth]Your brief hold on Lower Dtoulth has been broken.  A pair of Ceremorph Sentinels assailed the Hive and slew one of your Gloomrays with no losses of their own.  The remaining member of the Bleakflight withdrew to a neighbouring territory to avoid certain destruction.  The Great Foe's vile tentacles have swatted aside those that would have destroyed it with dismaying ease.  Of course the Overbrain is repulsive and must be expunged, but a part of you is forced to admire its tenacity.

The Tendril of Extirpation, newly modified by the adept ministrations of Fleshwarpers recently awakened from the primordial mud at the bottom of the Darksea, phased to the caverns above and demanded the degenerates' surrender.  The icthyoids refused and battle was joined, the Hierophants hurling curses and shielding the spear-wielding warriors.  Your grafted scumspawn performed admirably.  Though thirteen were slain in the assault, their thickened hides turned many blows and their grafted weapons eviscerated most of the warriors in seconds.  The remaining icthyoids surrendered and have been taken prisoner, and their farming community has been seized in the name of the Primal Sovereignty.

[-1 Gloomray at Lower Dtoulth.

You have lost control of Lower Dtoulth.  -73 Gold, -24 Metal, -56 Food, -12 Bodies from the sack of the Hive.

You gained control of a new Watcher Vault in Middledeep 76.  You lost 13 Grafted Scumspawn in the battle but gained 6 Icythoid Warrior prisoners, 3 Icthyoid Hierophant prisoners, 96 non-combatant prisoners, +43 Food, and +24 Bodies during the battle.  The Vault has the following structures:

Watcher Mine Complex (Broken)
6 Algae Farms

+30 Metal from Demented.

-30 Gold to Cleversmarts.[/spoiler] [spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have returned to your laboratory with many specimens for experimentation.  Curiously, however, the servitor you called to return to you seems to have disobeyed your orders or disappeared.  Curious...

You have moved your laboratory northwards, towards the former realm of the Dark Elves, now under control of the Demented Ceremorphs and their ilk.  Jabberlings roam these lands, but the laboratory's wards and invisibility generator ensure you go unmolested.  Strange sounds echo up through tunnels leading down to the Lowerdeep – sounds of battle, of slaughter.

In addition to the Dark Elves you captured, certain Ceremorph specimens have arrived at your laboratory, eager to be enhanced by your skills...

[You can now produce Ceremorph Servitors:

[ic=Ceremorph Servitor (Requires: Scuttling Laboratory)]This creature eagerly allowed you to enhance its abilities through alchemy and mechanical prosthetics.  It retains a measure of its free will as a result.  Ceremorph Servitors have potent psychic abilities and stronger combat capabilities than their unaugmented ilk.

Cost: 8 Metal, 1 Ceremorph Psion
Upkeep: 3 Gold, 2 Bodies
Ranged Attack: +6
Ranged Damage: 4 (Psychic)
Melee Attack: +3
Melee Damage: 5
Defence: 18
Health: 10
Speed: 4
Morale: +4
Special Abilities: Detector[/ic]

+3 Ceremorph Psions from the Demented.

+8 Bodies from the Cleversmarts.][/spoiler][spoiler=For the eyes of Käfer, Duergar Despot of the Käferhold]Open war is upon you!  An army of vile Derro bearing the banners of Llitul the Demented has arrived in the midst of your realm, using eldritch trickery to bypass your scouts and defences and travel great distances through the Lowerdeep from some far-flung bastion to the south.  The deranged creatures attacked the Käferhold with an impressive force consisting of forty brigands and twenty aklys-hurlers.  Initially they attempted stealth, being warded against the detection of your Summoner, but they quickly betrayed themselves.  The Dark Elf summoner lent you by the Kirr proved a formidable ally indeed.  His poisonous fume greatly weakened the Derro infantry, and in their confusion many stumbled into the magma-moat and pools that protect your indomitable Citadel.  As they assailed the walls of obsidian and black iron that sheathe the Käferhold your newly-hired Grey Orc mercenaries decimated their numbers, sending dozens falling to their deaths as they attempted to scale the walls, slaughtering more with hurled axes.  The bulk of the lunatic Derro beat a hasty retreat from your capitol.  A small contingent of Derro, apparently addled by some kind of drug or sorcery – their eyes black, their muscles swollen – continued their assault with fanatic determination after their comrades had fled, but Urog-Sharga led her mercenary warriors out from the Citadel and mopped up these dregs before they could break through the gates.  None of your warriors were lost in the battle.  While your orders instructed the Grey Orcs and summoner to leave, they judged it better to remain in the Käferhold for now – if they abandoned it they would leave the capitol virtually undefended, and a substantial force of Derro – around thirty in all – must still be located somewhere in your realm, cloaked by their sorcerous trickery.

Not all went well, however.  At the Drakkenhold, a smaller strike force of Derro were able to overpower the defences and seize the mining colony.  Kyogre is either dead or captured, and three of your Fire-Drake wyrmlings were slain.  Those that survived, including the two-headed leader of the young pack, have fled the region to the Käferhold.  Scattered reports indicate that the Derro sustained light casualties during this assault, and that somewhere between one and two dozen warriors of mixed armament now guard the Drakkenhold.  The filthy creatures managed to seize far more wealth than they should have, as well as a limited amount of food and other stores.

Meanwhile, in the Middledeep, your campaign against the Abject got off to a strong start, your swarm of cave beetles easily circumventing their defences and destroying the small force of summoned Bloodfiends and Star Vampires defending the settlement, a strange, quasi-organic temple called the Heart-Chamber of Kat-Statep.  One of the Cerelich's apprentices was present at the settlement, along with a Succubus; both inflicted negligible damage before employing escape tunnels or sorcery to withdraw.  Continuing on to the Abject Outpost, however, your cave beetles encountered much heavier resistance.  The apprentice had fallen back to this position to meet a large group of demonic reinforcements sent upwards from the Cerelich's mysterious headquarters in the lower depths.  A fierce battle ensued, and though your cave beetles inflicted heavy casualties the entire swarm was eventually destroyed.  The Ceremorph apprentice was able to retake the Heart-Chamber, as you'd left no forces to defend your conquest.

Your plans for expansion continue, as the Amethyst Gate has been founded, and you successfully drove the Ash Worm away.  Employing your Fire Dwarf mercenaries, cave beetles, and hammer-throwers you goaded the monstrous beast from its den.  The leviathan worm, a serpentine horror of flame and hardened rock, breathed flame on your Dwarves, to no effect.  Your hammer-throwers pelted the monster while your cave beetles swept in to harry it, and you assailed it yourself, hand-to-hand, striking at its body and singing yourself slightly.  The beast tunneled deep into the rock before erupting again, swallowing two cave beetles instantly, but your hammer-throwers and remaining beetles persisted in their assault, and the Worm fled, diving into the magma-lake and roaring in pain.  The beast is not dead, and may return for vengeance.

Your scouts continue to report no Fungoid presences in the tunnels they surveyed.

[You lost 4 Cave Beetles in the initial assault on the Abject dungeon, but briefly seized the Heart-Chamber of Kat-Statep, which contains the following structures:

Thrall Pens
Ooze Wall
Escape Tunnel
Uncanny Architecture (1 week remaining)

However you lost control of this dungeon later in the week, so you do not retain control of it.  The resources you gained from sacking it were reclaimed by the Abject when they retook the city.

You lost the remainder of the 30 Cave Beetles in the battle at the Abject outpost.

Your Magma Cannon has demolished several Undead structures in Hazer-Nagroth.  It contains the following structures:

Improved Dark Elf Mine
Arcane Library
Teleportation Circle (demolished)
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (demolished)
Barrow
Sepulchre
Improved City Wall
Escape Tunnel
Pit Trap

The city's garrison:

Dalashinn
1 Slave Soldier
3 Dark Elf Swordsmen
4 Dark Elf Crossbowmen
2 Spider Cavalry
2 Tunnel Hulks
2 Ogre Slaves
1 Bloodfiend

-2 Gold, -14 Metal, -6 Food, and -19 Bodies from the sack of the Drakkenhold.

+34 Bodies (Derro) from the defence of the Käferhold.

Remaining mineable resources at the Käferhold: 35200 Gold, 8400 Metal

Remaining mineable resources at the Umbrahold: 14790 Gold, 4615 Metal

Remaining mineable resources at the Glyphhold: 16600 Gold, 6700 Metal

Remaining mineable resources at the Greenhold: 9600 Gold, 3700 Metal

Remaining mineable resources at the Easthold: 12800 Gold, 8400 Metal

Remaining mineable resources at the Amethyst Gate: 11800 Gold, 7600 Metal][/spoiler][spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]The week has been eventful indeed, and catastrophe has been only narrowly averted.  A great swarm of voracious Deurgar cave beetles attacked the Heart-Chamber of Kat-Statep while the Succubus Incarnadine and her newly acquired Star Vampire retinue consulted with your apprentice Altharid-Xallisine.  The ravenous insects easily circumvented your ooze wall and decimated the defences, destroying the Star Vampires and Bloodfiends within.  Altharid-Xallisine, realizing the day was lost, made a tactical withdrawal Ulm-Ulhulm, where a regiment of Bloodfiends had recently arrived.  The cave beetles gave pursuit, and battle was again joined, but this time your forces prevailed.  Though the beetles managed to destroy many Bloodfiends they were themselves utterly obliterated.  Victorious, Altharid-Xallisine returned to the Heart-Chamber and took back control of the settlement.

Things went less well in the Upperdeep.  Before your forces could coordinate an effective attack on the Nocae settlement a large force of Shadow Elves – rangers, paladins, Accursed, and Abominations, as well as a group of Deep Gnome mercenaries – fell on your Lava Naiad and vermin swarm, destroying them utterly.  With no hope of defeating such a force, your Star Vampire wisely refrained from assaulting the Nocae, but remains in Elven territory for the time being.

You entered the Memory Womb with Illiriant the Blasphemer to pursue research on how you might shield Llitul and her minions from the effects of slaying their Overbrain.  With the aid of your apprentice and the fell powers of the Memory Womb you believe you have arrived at a radical solution – transforming the Overbrain itself into an Undead creature, an Abject husk which would be yours to puppeteer as you please.  Three Derro Alienists, claiming to be in the service of Llitul the Demented, have arrived at the gates of Yuddurath as emissaries.

[+30 Bodies from the Duergar attacks.

-2 Star Vampires (traded to Succubi), -10 Bloodfiends from Duegrar attacks.

-1 Lava Naiad, -1 Vermin Swarm to Nocae.

1 Star Vampire remains infiltrated in Upperdeep 27.

Naerlyth has learned Haste.

Ktan-Ydheel and Illiriant have researched a way of transforming the Overbrain into a powerful Abject creature:

[ic=Cerelich Overbrain]This grotesque, mottled mass of undead neural tissue seeps pus and writhes with Unhallowed Ceremorph larvae and other repulsive parasites.  Some such creatures are the puppets of a Cerelich, the Cerelich Overbrain is a mad, tortured thing, a mewling, worm-ridden shadow of its former glory, but a useful instrument nonetheless.

Cost: 1 Overbrain Body (see below)
Upkeep: None
Ranged Attack: +10
Ranged Damage: 15 (Psychic)
Melee Attack: +6
Melee Damage: 8
Defence: 15
Health: 400
Speed: 0
Morale: N/A
Special Abilities: Agony, Confusion, Detector, Fear (DC 18), Huge, Necromantic Healing, Phylactery, Scry, Undead

A Cerelich Overbrain is created by the body of a dead Overbrain slain by Abject forces.  At the moment of its death, the Overbrain does not destroy non-sentient units under its control; instead, these pass into the control of the Abject player.  Sentient units under its control must make a DC 15 Morale check or come under Abject control.  If they pass, they become renegades instead.

A Cerelich Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Cerelich Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

Like other Liches Cerelich Overbrains have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried elsewhere by the Overbrain's minions.  If the Cerelich Overbrain is ever destroyed, it reforms at the Phylactery's location in 3 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich Overbrain, wherever it may be.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.[/ic]

+50 Gold, +12 Sacrifices from Succubi.[/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]After arriving in the hidden city of the Derro, Shogg'agl, you found yourself welcomed as a living goddess, avatar of some unfathomable power named Qoewdbitwos.  The Derro city stirs some strange, deep-embedded memory within you, its warped architecture – spattered with blood, slime, and stranger fluids – uncannily familiar.  You feel, amongst these odd, deranged creatures, perversely at home.  Having embraced your role as queen-goddess you sent Ogliz, the Derro Overlord, north into Duergar lands to continue your campaign of dominion in the Lowerdeep.

Unfortunately, Ogliz' assault on the Duergar capitol ended in complete and total failure.  There was no response to the psychic message delivered to the Grey Orcs or Dark Elf.  Proceeding with the assault, Ogliz led his warriors towards the Citadel of the Duergar, the Käferhold, but lost several brigands and aklys-hurlers to the magma-rivers that laced the region.  Upon arriving at the walls of the Citadel, an immense fortification of basalt, obsidian, and black iron rearing up from a moat of lava, your troops attempted stealth, but were quickly discovered and rebuffed by the defenders.  The aklys-hurlers were hit by a poisonous fume, doubtless invoked by the Dark Elf summoner within!  As they rushed forth to storm the walls and assail the defenders the Derro discovered the Citadel was no longer undefended – the Grey Orcs seem to have concluded their negotiations with the Duergar, and now manned the battlements in force.  Their axe-throwers pelted the attacking Derro, slaying nearly two dozen in moments.  Meanwhile the brigands, attempting to circumvent the moat, lost more of their number to the seething magma.  Dispirited by the long march from their city, most of the Derro hastily withdrew, having dwelt negligible damage to the Duergar fortifications and slain none of the Grey Orcs.  A small group of Blackroot-addled Derro remained, maniacally attacking the fortifications.  They were about to break into the dungeon when the Grey Orc captain led her warriors out of the gate and slaughtered those Derro who remained.  Ogliz and his forces have regrouped not far from the Duergar Citadel.

The smaller force sent to secure the Duergar mining colony nearby was considerably more successful.  Though they, too, too casualties from magma during the initial assault the comparatively unfortified settlement was easily stormed.  The Duerger commander, a hammer-thrower, was surrounded by half a dozen grinning brigands, their appetite for violence whetted from the slaves they'd butchered.  They killed the Duergar slowly, cutting him into pieces which they forced him to eat before finally he succumbed to blood loss and expired.  The handful of Fire-Drake wyrmlings managed to incinerate a small handful of Derro before being driven off, three of their number slain.  The Duergar colony, formerly known as the Drakkenhold, is now under your control.

To the north, your forces descended on Glyp-Dor but found it abandoned by the Dark Elf forces.  There were signs of hasty departure – the Dark Elves must be fleeing south, perhaps to the lands of the Undead, perhaps elsewhere.  The Brainhounds you dispatched to the Upperdeep have not yet intercepted any of her forces, however.  Shaaythi has studied the slave market in the Dark Elf city and believes it could theoretically be restored to operational capacity, but rumours of Grolhund and ravening Ceremorphs are currently keeping merchants away.  Further strengthening trade relations with the Undead or opening trade relations with the Kirr might encourage commerce.  Xealaz reports that while the Hall of Trophies is intact there are no Duergar assassins to train would-be Hunters in their craft, while Tethrol Grincenchos explains that the season (spring) is not right to summon Unseelie creatures into the mortal world – autumn, however, will be ideal.  Your forces also interrogated the Elves and slaves in search of worthy apprentices and the like.  The Dark Elves refuse to work with you, predictably, and most of those with any talent have been slain or fled.  However, one of their former slaves – a troglodytic Eyeless seer who calls himself Voarcious Kzik – has agreed to join your cause in exchange for his freedom.  Those few Dark Elves that remained in the regions of the Middledeep surrendered to your forces.

Meanwhile, you have entered the city of the Kirr using stealth and sorcery.  Outside the Dark Elf city seethes with commerce, and you can smell smoke rising from the sacrificial chimneys of black, unwholesome temples.  While Warded you will be safe, but the moment your Ward drops you will be exposed to the sight of the Bloodlord's agents.

[+2 Gold, +14 Metal, +6 Food, +19 Bodies (3 of these are Wyrmling bodies), and +60 prisoners (cannot be converted to Thralls without Ceremorphs) from the sack of the Drakkenhold.  The Drakkenhold requires a Commander.  The Duergar Citadel contains the following structures:

Forge Hall (unusable by Derro)
Duergar Mine

The Gibbering Group lost 4 Brigands and 3 Aklys-Hurlers during the assault on the Drakkenhold.

The Deranged lost 20 Aklys-Hurlers and 18 Brigands (including all of the Blackroot-addled Brigands) during their attack on the Käferhold.  They have retreated to Lowerdeep 15.

You have regained control of Glyp-Dor.  +140 Gold, +10 Metal, +53 Food, and +17 Bodies obtained.  No prisoners were gained; the city was utterly forsaken, and the bodies collected were those of thrall mine-workers killed by the Dark Elves during their own attack.  Glyp-Dor requires a new Commander.

The Eyeless shaman Voracious Kzik will join you in exchange for his freedom:

[ic=Voracious Kzik](http://imageshack.us/a/img51/6540/voraciouskzik.jpg)

The Eyeless are thought to be the blind, flesh-eating descendents of Humans who became trapped in the Underdeep long ago.  Voracious Kzik is one of their seers, beings whose blindness allows for a kind of second sight.  If well-fed and freed from bondage he will join your cause.

Upkeep: 6 Gold, 2 Food or Bodies
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 15
Health: 12
Speed: 4
Morale: +4
Special Abilities: Detector, Frenzy, Hex, Scry[/ic]

+8 Dark Elf prisoners from Middledeep 88.

You are currently within Kirr-Godna and so have gained knowledge of its structures and armies.  It is garrisoned by a Dark Elf swordsman, three Dark Elf crossbowmen, four Ogre Slaves, and a Dark Elf summoner made acting commander of the city's forces.  It contains the following structures:

Bloodlord's Spire
Bloodlord's Study
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel

Fighting Pits and a Drake Nest are under construction.

-60 Bodies to Fungoids.  -75 Gold to Fungoids.

+1 Scroll of Haste from Undead.  -15 Gold to Undead.

-3 Ceremorph Psions to Grolhund.

-30 Metal to Watchers.][/spoiler][spoiler=For the eyes of the Dwer Thane known as Tiern, Lord of the Mansion and King in the Deep]Your words of faith and freedom seem to have assuaged the religious tensions in the Mansion of Mhaldûl-Nem, as the Shrine of Sylessiadil begins construction.  Leaving Molgrim and the Elf-Friends in Ald-Lothii you have traveled south to the very edge of the Shadow Elf lands and prepare to turn west and make for the Middledeep once more.  The folk of this region seem on edge; the Nocae are hastily erecting Outposts and fortifications here at the southern reaches of their territory, and armies of Shadow Elf warriors – archers, clerics, rangers, paladins, Abominations, Accursed, and mercenary Deep Gnomes – march to and fro through the caverns, obviously preparing themselves for war.

You have received word that Goblins once again plague the Upperdeep – another tribe of the vile creatures has sprung up to the north of Rhaud, the so called Goretooth Clan, led by a King who calls himself Knarosh Skullsplitter, rumoured to have partial Orc or Hobgoblin heritage.  Experience has taught you that these wretched savages cannot be trusted, but to strike pre-emptively against them could be considered dishonourable.  These Goblins are not the only beasts to trouble your lands, however.  In the Great Mushroom Forest close upon the Mansion itself several Quaggoths have been sighted.  These lumbering, shaggy-furred, quasi-humanoid creatures are thought be some to be the degenerate ilk of Bugbears, for they do possess a rudimentary intelligence, and some have even been known to use crude stone tools and weapons.  Typically, they awake from hibernation just after the Jabberlings begin to breed, for the small, maniacal creatures number among their typical prey, though they will eat virtually anything they can get their paws on.  So far the Quaggoths have not molested your settlements and they are very unlikely to attack fortified positions.  However, troops moving through the area should beware, especially if they travel in small numbers.  The white-coated, pink-eyed beasts have been known to devour Gloomrays, Kobolds, Goblins, Eyeless, and the occasional Dwarf.  They usually travel in mated pairs or small familial groups, rarely numbering more than a dozen, though in some uncommon cases – specifically when united by certain rare Quaggoths who display unusual intelligence and pronounced psychic abilities – they form larger semi-nomadic tribes which can menace even well-armed warbands.

Caine the Headsman has founded a new Dwerim settlement, the Winding House of Mhaldûl-Neren, while the Watch of Ald-Anoril have arrived at the Nocae-controlled fortress.  Meanwhile, a pair of Shadow Elf Paladins and a Cleric have arrived at Nüln.  They are not the only visitors at that ancient city: mercenaries have arrived at the Hall of Trade and seek to sell their services, a band of Wild Dwarves from distant tunnels, somewhat uncouth in manners but mighty in the art of battle, led by a fierce, one-eyed Dwarf called Crom Cormag.

[Ald-Anoril contains the following structures:

Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches
Palisade
Reinforced Gate
Escape Tunnel
Spiked Moat

It is garrisoned by 5 Abominations, 5 Swordsmen, 5 Archers, and an Abomination Commander, Pylnorii.

A band of 15 Wild Dwarves (Crom Corag and 14 Wild Dwarf Clansmen) at Nüln offer their services for 185 Gold plus subsequent Upkeep costs:

[ic=Crom Corag, Wild Dwarf Clan Chief](http://imageshack.us/a/img69/4761/cromcorag.jpg)

This grizzled, one-eyed old Dwarf has a thick grey beard and a ferocious temperament.  He wields a notched two-handed sword in battle and though lightly armoured appears tough as nails.  His warriors are somewhat belligerent, but his strong leadership tends to prevent fights over matters of honour from turning deadly.

Upkeep: 8 Gold, 3 Food
Melee Attack: +8
Melee Damage: 15
Defence: 15
Health: 25
Speed: 4
Morale: +7
Special Abilities: Immunity (Fear), Leadership, Grudge (Ogres)

Crom increases the Morale of any army he is leading or of garrisoned troops by +1.[/ic]

[ic=Wild Dwarf Clansman]These fierce, somewhat uncultured Dwarves hail from cold and distant hills and tunnels.  They wield huge claymores in battle and are covered in coiled tattoos and piercings.  Though extremely powerful combatants they are prone to drunkenness and quarrels, and lack discipline.  Still, they may make useful allies.

Upkeep: 4 Gold, 3 Food
Melee Attack: +6
Melee Damage: 10
Defence: 14
Health: 12
Speed: 4
Morale: +3
Special Abilities: Animosity, Immunity (Fear)[/ic]

+60 Gold from the Horsemasters in exchange for Dwerim blades.

Remaining mineable resources at Mhaldûl-Nem: 30690 Gold, 6470 Metal

Remaining mineable resources at Nüln: 12340 Gold, 870 Metal

Remaining mineable resources at Balagrod: 3200 Gold, 5250 Metal

Remaining mineable resources at Rhaud: 5700 Gold, 2100 Metal

Remaining mineable resources at Mhaldûl-Neren: 8600 Gold, 1030 Metal][/spoiler][spoiler=For the eyes of the Kobold Commander Skarax the Apostate of the First Cohort, Acting Legatus of the Legio I Draco]The Legion is victorious over the Elves, but the victory comes at a tremendous cost.   The Legatus Marius Krinak was slain in battle by the craven Elven warriors, cut to pieces by a band of their swordsmen wielding mithril blades.  The battle went according to plan: the Elves' pride was stung, their Commander lured out to duel with Marius' body double, and the explosives discharged, slaying many Elves and a number of Kobolds as well and obliterating the Elven commander.  Meanwhile Marius and his forces had infiltrated the city of white towers and graceful trees, and battle was joined within the shimmering white-stone walls and without.  You led your own forces against the remaining Elven knights, the remnants of the Commander's Honour Guard; the warriors were superlative combatants and slew many of your Legionaries, but you rallied your troops against them and cut the Elves down.  You slew one of the Knights yourself, sending the pointy-eared creature's head flying from his shoulders with a swipe from Orcdoom; when only two Knights remained they surrendered to your forces.  Within the walls, however, the battle went less well.  The Legion's forces had a flanking position, but Surface battles are always risky – Kobolds do not fight well in such open spaces, operating best in the cramped confines of the tunnels below.  The Velites were decimated by the Elven archers, while swordsmen slaughtered the Sagittarii and Eagle riders tore the Immunes to pieces.  Sheer force of numbers eventually won the day once the gates of the city were opened and you were able to lead the penal cohort past the walls, the last Elves surrendering as your forces closed in.  Only the Eagle riders escaped, able to evade the sling-stones of your Velites as they flew deep into the forest.

Once within the city you sacked it thoroughly, looting its stores and granaries, taking many Elven prisoners who will make excellent slaves, and despoiling the white towers of gems, gold, mithril coins, and other treasures.  However, the Legion's losses were severe.  A few artefacts of Elven make will perhaps mitigate the Legion's casualties.  The Commander's sword of Truesilver was recovered from the mangled wreckage where the explosion took place.  The two-handed blade is set with opals and bears an inscription which one of the Elven prisoners translated for you on pain of torture: it is called "Starlight" and, an Augur assures you, it possesses certain eldritch powers, allowing the wielder to invoke a beam of blinding light to dazzle enemies and burn the flesh of Undead and similar creatures.  Secondly, you found a large number of Elven Cloaks, which can be used to obscure a regiment from prying eyes.  Finally, you discovered an unusual map revealing the location of what looks like a secret Elven city hidden in the mountains of the Surface.

Returning to Stonespire Fortress in the Underdeep, you were proclaimed acting Legatus of the Legio I Draco.  A consular election will be called to replace Marius, and a proper funeral for the dead Legatus will have to be held in Bloodwatch Enclave.  Marius' usual detractors in the Senate have said little about the fallen Commander, not daring to besmirch the name of a war hero slain in battle.  They have been far from silent, however.  The Undead to the west have made another incursion into the Kobold lands beneath you, and rumour says that they have besieged one of the Kobold settlements, a former Dark Elf city occupied by the Cleversmart tribe.  Dissent grows in the Senate as one faction demands you move to aid your Kobold kinsmen and lift the siege, another steadfastly insisting on total neutrality and citing the recent losses Above as reason for continued non-intervention.  Yet another faction – possibly Marius' former supporters – have secretly contacted you, sending a Kobold messenger to Stonespire Fortress.  The messenger claims that Lucius Yirik and his optimates are conspiring against you and plan to condemn you as a traitor, spreading a seditious lie that you were responsible for Marius' death, ordering your troops not to protect the Legatus in battle and letting him be cut down.  Did Marius have to deal with such underhanded scheming?  Whatever the case, it is clear that action must be taken, and soon, if the Legion is to be preserved.

LONG LIVE THE LEGION!  LONG LIVE THE REPUBLIC!

[It is easier to list the units that survived the battle than those who fell: Skarax, 3 Augurs, 8 Legionaries, and 38 Velites survived.  All others fell in battle.  However, the Elven garrison were all slain or taken prisoner, save for 5 Eagle Riders.

-1 Morale to all Legio I Draco units this week due to the loss of Marius.

Skarax's base statistics become those of a Kobold Commander, save in any cases where his current scores are higher, in which case the higher score is retained.  All equipment in Marius' possession is transferred to Skarax's inventory.  He gains the Infiltrator ability, like other Kobold Commanders, and retains his Discipline ability.  If you wish, Skarax's Leadership bonuses can apply to Melee Attacks instead of Ranged Attacks.

In addition, Skarax's exploits have earned him a new ability.  Select 1 of the following and add it to Skarax's Special Abilities:

[ic=Ghast]Skarax seemed to escape his brush with Ghast Fever, but in fact he was transformed into a Ghast himself, albeit a free-willed one.  Skarax becomes an Undead creature with all relative immunities, penalties, and vulnerabilities.  He loses his Morale score, but still grants a Morale bonus to troops he leads (note that without a Morale score, Skarax will be unable to use thf Forced March action).  He gains Disease 8, Fear DC 14, and the Create Spawn (Ghouls) ability.  Any unit Skarax leads becomes Diseased, eventually rising as Ghouls if their affliction kills them.[/ic]

[ic=Axe Mastery]Skarax's skill with the axe Orcdoom has increased, and he now wields the weapon with brutal mastery.  When fighting with any axe, if Skarax's Melee Attack roll exceeds his opponent's Defence, he deals +4 Damage.[/ic]

[ic=Surface Raider] Skarax's experience leading troops on the Surface means that he has learned how to deal with the sunlight, keeping to cover and travelling by what the toplanders call "night."  When Skarax leads an army over the Surface, they no longer suffer Attack or Morale penalties for sunlight or Agoraphobia.  If he departs the army, they begin to accrue Morale penalties as normal.[/ic]

[ic=Grudge (Elves)]Skarax's hatred for Elven-folk is truly intense.  He gains the Grudge (Elves) ability, which is also imparted to any regiment he leads.  This applies equally to High Elves, Wood Elves, Shadow Elves, Dark Elves, and any other Elven subraces.[/ic]

[+695 Gold, +116 Metal, +100 Food, +106 prisoners, +164 Bodies from the sack of the High Elven city.

In addition, you stole several magical items from the city.

First you found the Truesilver sword Starlight, which grants its wielder +2 to Melee attack rolls and grants its keeper the Blinding Light spell; this weapon cannot be wielded by Undead creatures.

Secondly you found 25 Elven Cloaks.  Units given Elven Cloaks automatically gain the Infiltrator ability while the Cloaks are worn.

Thirdly you discovered a map which reveals the location of a hidden Elven city located in a hidden vale in the mountains of Surface 2.][/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Subtlety and spellcraft have proved better allies than brute force.  After infiltrating the Cleversmart's territory using spells of invisibility and illusion, you set up a cunning trap for the Kobolds.  Though the illusory force of Ghasts besieging the Kobold fortress did not prove sufficient bait to lure Shee-Ra out from her hiding-place, they did intercept a group of Kobold Dire Rat cavalry, skulkers, and slingers moving to reinforce the Dark Elf ruin.  The Kobolds, mistaking the illusionary Ghasts for actual Undead, launched a vicious attack in an attempt to cut through the "blockade" and reach their Queen within.  As they charged into the illusory pack of Ghasts and the figments began dissolving around them, you launched your ambush.  Invoking a poisonous cloud on the rat-riders you sowed chaos and confusion while your Ghasts leapt hungrily amongst the reptiles, tearing out their scaly throats with yellowed teeth, raking at the bodies of their mounts with long talons.  The Kobolds were utterly disoriented and failed to inflict a single non-illusory casualty.  Moments after the battle concluded the slain Kobolds began to rise, a hungry light in their eyes – a large regiment of Ghouls is now at your command.  You have moved this gruesome band into an actual siege position and can now begin starving the Kobolds out; from what your scouting and scrying has suggested the Kobolds currently have no food source within the ruins.

Meanwhile, to the north, a new apprentice has appeared at the gates of the Dean's Wall and sends word to Markus Ashton at the necropolis of Albaiyat Alhazred, beseeching entry into your realm.  This would-be disciple, Svarogg the Bilious, describes himself as a Blighted Reaper, a druid dedicated to rot, decay, and undeath.  His particular approach to Necromancy is quite unlike your own, relying as it does not on a precise, scientific understanding of the nature of life, death, and liminal states in-between but on ritual, folklore, and the channeling of natural forces.  He possesses considerable power, however, and may well make a worthy apprentice if you choose to accept him into your tutelage.

[+25 Ghouls in Middledeep 73 from Kobolds slain by Ghasts.

Dr. Robertson's exploits have earned him a new ability.  Choose 1 of the following and add it to his Special Abilities:

[ic=Terror]The Professor's reputation has grown blacker and more fearsome.  His Fear DC increases by 2 and his Fear penalties increase to -3.[/ic]

[ic=Combat Casting]The Professor can cast spells in the heat of battle.  When casting a spell into a melee he no longer suffers a -2 penalty to hit with any ranged attacks, and he can cast spells in melee combat instead of using a melee attack.[/ic]

[ic=Quicken Spell]The Professor can cast spells very quickly, at the expense of accuracy.  Robertson can choose to cast two Combat spells per combat round, but both spells suffer -4 to hit.  This ability only applies to offensive spells.[/ic]

[ic=Spell Accuracy]The Professor's spells find their targets with uncanny accuracy.  When the Professor casts a single offensive spell instead of making a standard Ranged Attack, he gains +2 to hit.[/ic]

A new apprentice has offered his services:

[ic=Svarogg the Bilious](http://imageshack.us/a/img546/3406/svaroggthebilious.jpg)

Svarogg the Bilious is a Blight Reaper, a druid of decay and degeneration, or rot and the corruption of life.  He is a quiet, grim creature of Human or perhaps Half-Elven descent who smells of decomposing leaves and putrefying animals.  Centipedes, worms, flies, and undead rats scurry about his body.  He knows a variety of unusual spells, and may make a worthy apprentice.

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 15
Speed: 4
Morale: N/A
Special Abilities: Blight, Contagion, Detector, Follower, Undead, Summon (Vermin Swarm

If Svarogg is brought to the Arcane Library he can copy his spells into it to be learned by others. Svarogg can also research spells at the library.[/ic]

[ic=Vermin Swarm (Summoned Unit)]This swarm of buzzing, venomous insects wreaks havoc amongst enemy forces and proves surprisingly resilient in battle.

Cost: None
Upkeep: 10 Food
Melee Attack: +10
Melee Damage: 1
Defence: 20
Health: 20
Speed: 8
Morale: N/A
Special Abilities: Flyer, Poison 6, Vermin[/ic]

-1 Scroll of Haste to Llitul.  +15 Goild from Llitul.  +22 Bodies (Jabberlings) from the Kirr.][/spoiler][spoiler=For the eyes of the Succubi known as the Seven Sisters]Arquenciel's recruitment efforts have been fruitful.  A Dark Elf Cambion named Belphegor, a hired killer adept in the arts of stealth, is willing to sell his services to the Succubi, should he be deemed worthy.  The Dark Elf slave markets have been opened to you, and the overseers have insinuated that a generous bribe may earn you the opportunity to secretly recruit slave soldiers; concealing an army of any size in Kirr-Godna, however, would be problematic, especially under the surveillance of the Bloodlord or his Summoners.  Meanwhile, Chiaroscuro successfully Dominated the Kobold spy and has had it send a false report, and returned it to Hazer-Nagroth with Verdure.  It is currently under her sway, though it may later break free of her mental control.

Incarnadine was attempting to aid Altharid-Xallasine with her demonological studies when a swarm of Duergar-bred cave-beetles descended upon the Heart-Chamber, wreaking havoc on the Abject dungeon.  While Bloodfiends and her newly-acquired Star Vampires were utterly destroyed by the marauding beetles, Incarnadine and the Ceremorph apprentice managed to escape using a hidden tunnel.  Incarnadine returned to Hazer-Nagroth unharmed.  Later intelligence shows that after a prolonged conflict the Abject managed to retake the Heart-Chamber from the Duergar after destroying the cave-beetle swarm at their eastern Outpost.

Wisteria journeyed into the Lowerdeep and met with the forces of Llitul, the demented, performing arcane rites on the army and offering them slaves bought in the Dark Elf markets.  She remains invisible in the lower tunnels.

The other sisters continued their arcane studies in Hazer-Nagroth, where the Bloodlord himself yet abides.  Llitul, the Demented, however, has manifested in Kirr-Godna, within your boudoir.  She is currently warded and ensorcelled with powers of invisibility.  If such wards and other enchantments fail, however, her presence in the city will be perceived by those with arcane talent – as with other glamers and disguises, those with sufficient prowess can pierce even the most convincing veils.

[A mercenary, Belphegor, offers his services:

[ic=Belphegor, Cambion Assassin](http://imageshack.us/a/img42/5130/belphegorf.jpg)

Belphegor is a Cambion, half mortal and half Demon.  Having grown up in the slums of Kirr-Godna as a thief and hired killer, he has become deft in the arts of murder and deception.  Though not as masterful as those Dark Elves professionally trained in an Assassin's Spire, he possesses some unusual abilities courtesy of his Abyssal heritage.

Cost: 35 Gold
Upkeep: 12 Gold, 1 Food
Melee Attack: +8
Melee Damage: 15
Defence: 18
Health: 15
Speed: 5
Morale: +3
Special Abilities: Assassinate, Curse, Immunity (Fire), Infiltrator, Poison 5[/ic]

+70 Gold from Kirr (stipend).

+2 Star Vampires from Abject (destroyed by Duergar).][/spoiler][spoiler=For the eyes of the Kobold Chieftain Shee-Ra Cleversmart the Sixteenth, styled Queen and Mistress of All that is Under the Ground]Things look dire at BiteyTriumph Halls.  The RuinGuards and BiteyAvengers set about preparing for another Greyskull assault; however, the cunning Decaying Greyskull Uglyhatter performed wicked tricks of the worst kind.  Using evil magic the Uglyhatter cloaked a group of his Ghasts and set them in ambush for your reinforcements – the contingent of Dire Rat Cavalry, Skulkers, and Slingers sent to help the RuinGuards and BiteyAvengers.  The Lich also wove wicked illusions which deceived your forces as they moved towards the BiteyTriumph Halls – your warriors attacked the illusions, not the actual Ghasts, and by the time they realized their mistake it was too late!!  The wicked evil smelly tricksy Decaying Greyskull Uglyhatter who probably fornicates with Orcs slaughtered all of your loyal Cleversmarts – rats and Kobolds both – and the poor Kobolds rose from the dead, becoming Ghouls – flesh-eating KoboldGreyskulls!!!  Now the Decaying Greyskull Uglyhatter has had the nerve to besiege BiteyTriumph Halls with his Ghasts and Ghouls – sixteen of the Ghasts, twenty-five of the Ghouls.  There is no food inside the Elf-Ruins and your troops are beginning to starve.  The Dire Rats squeak with hunger and your Skulkers are weak and demoralized; if not fed soon your forces' effectiveness will be severely compromised.

This is VeryBad.

Even besieged, your trusty messenger-rats manage to deliver their reports.  Uma-Thur reports that nothing of interest has happened this week.  Your MadElf Destruction Unit gained the Upperdeep and are proceeding southwards to the ShadowElf lands.  The DreamSlayers and the ShinyElves have fallen back to ShinyFriendshipStair, which has now been reinforced against attacks.  Your Deepguards report that the Watcher city continues to grow and that they are breeding many creatures, and transforming many of their swimmy-subjects with suspicious magic.  The ShadowElf Gloomdancers are approaching your lands.

This is all VeryVeryBad indeed.  But Cleversmarts have been in tighter spots before!  You are Queen Shee-Ra, Mistress of All that is Under the Ground, and you will not be defeated – not by Greyskulls, not by NastyDreams, not by anyone!

One piece of good news: the snares at GnomeFeast LuteingCave have trapped a pair of blundering Quaggoths, shaggy, lumbering beasts thought by some to be the product of Dark Elf magic.  They are semi-intelligent and often form mated pairs and even small tribes, but hibernate during part of the year.

[+98 Food from foraging.

The 14 Dire Rat Cavalry, 4 Skulkers, and 9 Slingers sent to Middledeep 73 were killed by Ghasts and Professor Robertson.

BiteyTriumph Halls has been besieged.  Resources produced at BiteyTriumph Halls cannot be used in other dungeons, and vice versa.  Consequently the forces in the BiteyTriumphHalls are starving from unpaid Food Upkeep (Health and Morale are lowered by 1 until Upkeep can be paid in full).  Only your Commanders and Shee-Ra are unaffected.  BiteyTriumph Halls cannot be used for trade purposes while besieged.

The Deepguards report that 40 Grafted Scumspawn, 6 Watcher Savants, 2 Watcher Fleshwarapers, and the Watcher Sovereign are present in Cruel Form of Truth, which contains the following structures:

Brood Pool
Mucosal Pool
Breeding Pool
Ooze Pool
Augmentation Pool
3 Thrall Grottoes
12 Algae Farms
Improved Watcher Mine
Glyph Library
2 Hibernation Pools
Slime Moat
Nightmare Gate
3 Vault Slime
2 Cave Leech Swarms
Fangfish School

2 more Hibernation Pools and 4 Thrall Grottoes are under construction.

The Gloomdancers are in Upperdeep 60.

+52 Gold, +32 Metal, -56 Gold with Shadow Elves.

-8 Bodies to Grolhund.

+30 Gold from Watchers.

You have snared 2 Quaggoths at GnomeFeast LuteingCave.  These beasts can be used to stock Monster Pits or released in battle, in which case they attack random units.

[ic=Quaggoth]This shaggy, bear-like humanoid has off-white fur, beady pink eyes, a foul temperament, and even fouler breath.  These sleepy beasts hibernate for long sections of the year, but when roused they can be fearsome predators, hunting Jabberlings, wild Gloomrays, Stranglers, and even Hook Horrors, as well as Goblins, Kobolds, and other humanoids they can get their greedy paws on.  Some claim that Quaggoths were once Dark Elf war-beasts, their intelligence enhanced through sorcery; others insist they are actually primitive cousins of the Bugbear.  They are extremely tough combatants, able to wrestle Ogres to the ground.  A few, rare Quaggoths show superior psychic abilities.

Upkeep: 10 Food or Bodies
Melee Attack: +5
Melee Damage: 10
Defence: 14
Health: 25
Speed: 5
Morale: +4
Special Abilities: Large

Quaggoths spend 1 week out of every month in a state of torpor during which they do not require feeding, and enter a period of prolonged hibernation once a year.[/ic]

You might try to formally win the Quaggoths to your cause with promises of food or even treasure, but they are somewhat unlikely to be receptive, especially so soon after being captured.][/spoiler] [spoiler=For the eyes of the Fungoid Rotqueen known as the Child of the Glow]The Fleshwatch has scouted the Duergar caverns and discovered a band of the Deep-Dwarves in a magma-filled cavern north of your lands, consisting of four Duergar-bred cave beetles, three hammer-throwers, the Duergar Despot himself, and twenty mercenary Fire-Dwarf spearmen led by a Captain.  Judging from various burns and other injuries the Duergar appear to have suffered casualties fighting some sort of creature native to the region.

Meanwhile your forces have consolidated their positions and prepared ambushes for any Duergar who attempt to intrude upon your lands.  They have noticed several unusual creatures in the Great Mushroom Forest, as it is sometimes known: Quaggoths, a breed of bear-like humanoids that awake from hibernation at this time of year to feed on Jabberlings.  Though omnivorous they prefer meat, and have ignored your presence thus far, either unaware or uninterested in you.  There are about a dozen in all, wandering through regions of the Forest in search of food.

[-16 doses of Blackroot to the Demented.

+60 Bodies, +75 Gold from the Demented.][/spoiler][/ic]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: Steerpike on May 13, 2013, 11:05:36 PM
[ic=Responses - The Month of the Beetle, Week 2][spoiler=For the eyes of Dolmar Lestridae, Protector of Umbrazzid, Champion of Holy Shadow]Valeri has looked into the Goblin lands with her second sight and perceived their settlement.  It contains a Hall of the Goblin King, Goblin Harem, Goblin Lair, Barracks, Witchdoctor's Hut, five Mushroom Patches, a Goblin Mine, and an Improved Goblin Mine in construction.  It is protected by a palisade and has an escape tunnel and garrisoned by ten Hobgoblin Warriors, twenty Goblin Archers, and the Goblin King.[/spoiler][spoiler=For the eyes of Llitul the Demented, styled the Lady of Madness]Your newly acquired Eyeless shaman has peered upon the Dark Elf forces.  Lady Viarra leads them, but they are a ragged band indeed: ten swordsmen and ten crossbowmen, accompanied by a single war spider.[/spoiler][spoiler=For the eyes of the Lich Dr. Robertson, styled Professor Immortal, and his apprentice Markus Ashton, Servant of Madness]Scrying the depths, you look upon the Kobold-occupied Hive of the Ceremorphs, a settlement garrisoned by thirty High Elf Archers, eight Kobold slingers, five Kobold skulkers, two Kobold burrowers, two Kobold grenadiers, and three Kobold trapspringers, as well as a Kobold commander.  The Kobolds seem to be rapidly colonizing the strange, organic architecture of the Ceremorph hive, digging their own tunnels and reinforcing the grotesque structures with crude additions and traps: the Hive contains a Ceremorph Mine, Burrow, Sphincter Gate, Escape Tunnel, Pit Trap, Palisade, and Rockfall Trap.

Next, you peer into the capitol of the Cleversmarts, a warren teeming with the filthy vermin and their ramshackle structures and traps.  Nine slingers, three dire rat cavalry, three skulkers, a shinycaster, and his mudspriggan familiar garrison the Cleversmart Caverns.

[The Cleversmarts Caverns at Middledeep 65 contains the following structures:

Mystery Chamber
Burrow
Mushroom Patch
Kobold Mine
Midden
Workshop
Dragon Shrine
Shinycaster's Cave
Palisade
Reinforced Gate
Pit Trap
Spiked Moat
Improved Disguised Entrance
2 Caltrops
Trebuchet]

Finally you look into the Dark Elf ruin you are besieging.  Here the Kobold Chieftain Shee-Ra skulks, mounted on a dire rat, accompanied by another dire rat-mounted Kobold – presumably the Commander of the ruins – and eleven other dire rat riders.  Six skulkers round out the garrison.

[The Dark Elf ruin at Middledeep 73 contains the following structures

Dark Elf Mine Complex
City Wall with Reinforced Gate
1 Spiked Pit Trap
2 Pit Traps
3 Snares
5 Murder Holes
Rockfall
Trebuchet
Escape Tunnel
Matriarch's Spire
Matriarch's Study
Arcane Library
Slave Pens
War Spire
Armoury Spire
Web Caverns
Temple Spire][/spoiler][spoiler=For the eyes of the Kobold Inventor known as Grolhund the Heartscrew]You have used your laboratory's scrying apparatus to spy on the former Dark Elf capitol, discerning its garrison and structures.  The city is guarded by five Brainhound, four Ceremorph psions led by an Exarch, Shaaythi, and fifty Thralls.

[Vashnaranzenan contains the following structures:
Slave Pens/Thrall Pens
4 Lichen Gardens
Improved Dark Elf Mine
Matriarch's Study
Slave Market
Ranger's Spire
Matriarch's Spire
Web Caverns
War Spire
City Wall (broken)][/spoiler]
[spoiler=For the eyes of the Cerelich Ktan-Ydheel, called the Abjected]You have use dthe Altar that it Yuddarath to look into corners of the Lowerdeep and Upperdeep both.  First you look upon Dtoulth, city of the Ceremorphs.  Here lurks the Ceremorph Overbrain, ten Sentinels, and an Exarch – Saersensine.

[Dtoulth contains the following structures:

Improved Ceremorph Mine
4Thrall Pens
3 Mushroom Farms
Overbrain Chamber
Spawning Pool
Mutation Chamber
Grafting Pen
Inquisition of the Exalted
Improved Ceremorph Mines
Evolution Cell
Pupation Cell
Amplifier Node
Slime Moat
Metamorphic Cell (under construction)]

Next you look on the Duergar capitol, which is garrisoned by a Kirr Summoner, a Grey Orc mercenary Captain, fifteen Grey Orc axe-throwers, and fifteen Grey Orc mercenary warriors.

[The Käferhold contains the following structures:

Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
3 Beetle Farms
Hatchery
Outer Wall
Iron Gate
Magma Moat]

Finally, you scry upon Umbrazzid, city of the Shadow Elves.  Much of the city's guard seems to have dispersed, likely to the new defensive bulwarks the Nocae are establishing throughout their territories.  Only fourteen Dragon-slayers – elite archers – led by Phaedra, Dolmar's daughter, can be found in the city.

[Umbrazzid contains the following structures:

Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Temple of Sylssiadil
Ranger's Spire
Drake Nest
3 Lichen Garden
2 Lizard Pens
Spire of Gloom
Shadow Architecture
3 Murder Holes
Veil of Shadows][/spoiler][/ic]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: Xathan on May 13, 2013, 11:30:29 PM
Soundtrack (http://www.youtube.com/watch?v=OFKUnfwBPTU)
[ic=The Scorpion and the Rat (Ogliz)]
Ogliz the Mad. That's what they called him. He supposed it was accurate enough; his name was Ogliz, and he was, in fact, quite Mad. And this day, he was mad as well, Mad and mad. For this day, this day was supposed to be his TRIUMPH! OVER! ALL! The Queen had been summoned, would be summoned, was being summoned. Yet she had not appeared, had not arrived.

"OvERLord!"

The voice startled him. STARTLED HIM. He whipped around, knife leaving hand and driving through the messanger's throat. The Derro died, clutching his neck as he gurgled out blood. The other messanger looked at the dying Derro with relief - it was even odds it would have been him. You send two messangers to Ogliz the Mad. One would always die.

"My lord, The QUEen! She HAS ARRiv-ed!"

"WONDERful! Fran-TABULOUS! Tekaloo, Tekali!" He whisteled in excitement! "Good MAD-ness, Man! There is a DEAD Derro! In my room! By jove! Clean this mess up, and DON'T BRING ME any more bodies! The QUEEN! She comes! Tekaloo, Tekali!" The messanger shuddered, waiting for the Overlord to reset after saying the Sacred Words. "Good mad-NESS, man! There is a dead DERRO! Leave HIM, by JOVE! The Queen! She will be hungry!"

"Yes, I am."

A flick of the wrist, and the other messanger was dead for not informing him the Queen had arrived. Takaloo, Tekali! There were two dead derro, where had they come from? The Queen! She was in front of him! Bully!

"My Queen!" He dropped to one knee in a pool of blood. She was beautiful, he thought. Slender, her skin shifting colors in beat with his Madness. The tentacles on her back waved and shifted, tasting the air. Five. Five tentacles, the sacred number. She was five by five, five tentacles, five mortal appendages - a head, two arms, two legs, five tentacles. Her eyes were black pits of shifting colors. She was repellent, she was beautiful, she was rapture, she was death. "It is my Honor! TO be...OGLIZTHE MAD! Your FAITHFULEST, By JOVE!"

She smiled, slightly, and he felt her frigid warmth. "Of course you are,Ogliz the Mad. These dead men-"

"BULLY! I believe your PREISTS and PRIESTESSES Brought them TO ME! AS an OFFering for you. BY jove! You must be hungry, Queen, QUEEN of the DER-ro!"

She nodded, slightly, gracefully, and moved her tentacles towards their skulls, opening them slightly. Five points on each. Five by five by five. They bored into the skulls of the two Derro, and he delighted at the slurping sound as the Queen fed upon their brains.

"What SHALL I call you, My Queeeeen?"

"My name is Llitul."

"BULLY! Queen Llitul! By Jove, it's jolly good! Tekaloo, Tekali! But what SHALL I call you, my QuEEN?"

She smiled that enigmatic smile. "My name is Llitul."

"BY JOVE! JOLLY GOOD! Queen Lli-TUL!"'

She was laughing, but not at him. Not that SHE couldn't laugh at him if SHE desired. SHE could laugh at whomever she wished, whenever she wished.

"A FEAST! In your Hon-or! We will TORT-URE the FINEST of our SLAVES! for WEEKS!"
She shook her head, still smiling, her beautious tendrils waving as she did. "I cannot, Ogliz the Mad. I must depart for a time, though I will return, to Shogg'agl. But I must war against the Overbrain."
Ogliz spat at the name.

"THEN war WE SH-all, BY JOVE!"

"Not us, my devoted Ogliz. Myself. This is something only I can do."

"Of courSE! But! We must still do SOMETHING in your honor!"

She steepled her fingers here, thinking, and then uttered a single word. "Duergar."

"YES! We SHALL sacrif-ice THE LOT of them! IN your NA-mE!"

She grinned. "Not Ceremorphs, not mercenaries, but worshippers. Oh, that will do nicely."
And though Ogliz did not understand her words, he knew his Queen was pleased. Still...

"My Queen, I do NOT under-STAND."

"There is a parable, Ogliz, that is told on the surface. Of the scorpion and the rat."

He leaned in, interested.

"There was a river, and by this river there lived a rat. One day, while digging on the bank of the river, a scorpion approached the rat. 'Rat,' said the scorpion, 'I need to cross the river. Would you carry me on your back?' The rat started, and said in surprise, 'No, Scorpion, I will not, for when I do you will sting me, and I will drown.' The scorpion looked offended. 'I would not! How dare you suggest otherwise. While some scorpions sting rats, some rats eat scorpions, yet I am trusting you with my life.'

"The rat shrugged, caring not for the scorpion's offense. 'I do not care, Scorpion, for you will have me at your mercy, and I dare not risk it.' The Scorpion thought for a moment, and said 'I see your fear, but you need not worry. I wish to live, and I cannot swim. If I were to sting you, I too would drown and die.' Though the rat was still reluctant, he decided to carry the Scorpion across, trusting the Scorpion's desire to live to outweigh his desire to kill the Rat.

"So the Scorpion climbed on the Rat's back, and the Rat began to swim across the river. Halfway across, the Scorpion's tail lanced down, poisoning and killing the Rat. 'You fool!' exclaimed the Rat, as he felt his muscles grow week and the water rise higher to his mouth, 'You have doomed us both!' 'Ah.' said the Scorpion, 'No. For you see, I can swim.' 'Then why? Why must I die?' pleaded the rat, his dieing breath being choked out. 'Oh, that is simple,' said the scorpion, laughing as he crawled into the water. "I am a scorpion, it is my nature."

And Ogliz laughed and laughed and laughed. He would sacrifice...forty-five. 8 by 5, the sacred five by her two arms, five tendrils, and one head. And, if he was lucky, he would gain Kafer's Pointy Little Hat. He did desire that hat.
[/ic]

[ic=They May Catch Up (Llitul)]
You're getting better at this.

I grinned. Llandri had been subdued this week; Saerid's rebirth had done a number on her, and it showed. Bite me. It's a compliment! I like you better like this. My queen, is there much benefit to taunting her? Turn about is fair play.

I grinned again at the sullen silence. The meeting with that Mad Derro had gone exceptionally well, and I was free to roam around a city full of psychotic gnomes who believe me to be a goddess. And they are right, my queen. Of course they were. That was it, that was my purpose. Maybe there was a reason this was done to me - to us.

I smiled broadly as a Derro child brought something up to me - a bowl. "Well hello, little one. What do we have here?"

"They're for you. My sister's."

I peered into the bowl. Five small fingers clutched around an eye gazed up at me, inexpertly glued together.

"It's beautiful!" I cooed, as whisper chuckled and Llandri retched. "Did your sister live?"

The Derro child nodded eagerly. "She's two years older than me but I'm quicker and smarter so I made a trap and it broke her leg and mommy said if I'm really clever I can keep her screaming for two more days and if I do I get to let her live and keep her as a pet but if I'm not clever and she dies mommy and daddy will do to me everything I do to her ten times over and if she stops screaming before the two days are over she gets to do whatever she wants to me! So she already promised you BOTH my eyes if she stops screaming and ALL of my toes!"

I laughed, delighted. That is sick/hilarious. I love children. "And what's your name, child?"
She grinned up, beaming. "It used to be something else but it was stupid so daddy named me Llit after you but can't be Llitul because I'm not a goddess so I'm just Llit! My sister gets to be Itul because I caught her first so that's why I'm Llit and she's Itul because Itul is the bottom of your name and I'm on top becaue I'm the bestest."

"Llit, what a pretty name! Well, little Llit, you run along and play with your sister some more, but know your offering has pleased me and I will cherish it."

"Yaaaaaaaaaaaaaaaaay! I'm gonna cut off her thumbs and use them to dig her left kidney out JUST FOR YOU!" The child ran off, screaming happily, and I felt my smile widen.

You...you're happy here, aren't you?

So what if I am?

Because we can't stay here

And why the hell not? I can summon more here, they can come to ME for once! I am a goddess, why should I be at their beck and call?!

Who "they"?

ANYONE! Anyone and everyone who seeks my audience.

Oh dear.

Llitul, listen. Goddess or not, you can be killed. Be reasonable or we'll have to excise that part of our personality and make another Voiceself, which will be hard because we're running out of font options

What?

What?

What?

Nevermind. Fine. I'm calm.

Good. We're not staying here because it's not safe.

Keep running and they'll never catch up

Who "they"?

Anyone. Anyone and everyone who seeks our death..

I sighed. They were right. I had to run again...but I'd enjoy the company of my people for a little while longer first.

So long as you run.[/ic]

[ic=What Happened Was (Xealaz)]
In Landugar, former Capitol of the Duergar Empire, broods Xealaz, the First Dementist. He remembered his life before, a guard of a Dark Elven...something. Correction, he remembered SOME of his life before. Echos, really, not much of them.

It didn't matter. What mattered was his Queen; Lady of Madness, Queen of Thralls, Llitul the Demented. She had brought him out of his ignorance and Exalted him, and then had turned around shortly after and Demented him. And all of this from across the Underdeep, while meeting powerful entities as their equal.

He didn't realize it, nor did she, but when Llitul had named them Demented she had driven them all a bit mad. Er. Madder. By the standards of brain eating horrors, they were crazy.

Xealaz exemplified this. He had been enthralled, debased, forced to march vast distances, forced to march even further, Exalted, then, slick with rebirth, told he was the Overbrain's, only to immediately be told he was his own and his queen's, and then find himself leading an open rebellion against the Overbrain, field commander for the Northern Front, and planned Executioner of Vierra Gloomsong.
None of that mattered to him. What mattered was his Queen. He was her Right hand, and this Derro in the south was her Left. And he loved her.

Yikes.

See, he knew there was a problem with his love, the problem with loving the Queen of Thralls and Lady of Madness; she loved another, the Overbrain's High Exarch - his counterpoint, as he was the First Demented. And she love that, even younger than Xealaz was, even more infantile, still wrapped up in the Overbrain's lies! How could she love that?

Xealaz looked at the weapon in his hand, the blade Mindsliver. It was an elegant weapon; he presumed that its original creators were something other than Duergar, for even though its express intent was the destruction of Ceremorphs, it was far too graceful for Duergar hands. Perhaps originally of Dark Elven work? Or something stranger? It didn't matter, not too much; not unless it hinted of another group that would seek the death of his Queen.

What mattered is a weapon designed to kill Ceremorphs, in his hand, would be perfect for laying the Overbrain low; and perfect for felling the High Exarch. He could claim self defense, assuredly; his Queen would grieve. And then? There would be no other who would stand between her and him, and who would be more worthy of her than the one to have slain-

-sorry, that's my cue. Excuse me, I must get my typeface on.

Ahem; No, Xealaz, you will not

He reeled. Whisper!

Yes. And you should consider yourself fortunate, First of the Demented, that I do not relay your seditious desires to our queen.

No! You can't.

And how would you stop me, Xealaz?

I...I couldn't.

No, precisely, you could not. Not without harming the Queen you so love. And reflect on this, Xealaz; the Queen is the queen of madness, of thralls, of dementia. Do you think, for even a second, that any of those traits breed monogamy? So consider carefully, First of the Demented, before taking any action; you may be able to get exactly what you want without needing to play the treacher. Now. See to your duties, and I will see you ennobled in our Queens court; the Knight of Madness.

And Xealaz smiles. The Knight of Madness. He liked the ring to it.

Looking around Languidar, however, he saw how much work was to be done. It would, once again, be the capitol of an empire that would span the Deeps; but where it was once the seat of the Duergar, it would now be his Queen's seat of power, with Shogg'agl and Dtoulth to be the sister cities to it.
[/ic]

[spoiler=Orders]
Kzik Scry: L68
[spoiler=Production]
GoldMetalBodiesFoodPrisoners
+1530+175+80+1600
Sources:
Spoils (not calculated above)
Drakkenhold: +2 Gold, +14 Metal, +6 Food, +19 Bodies (3 of these are Wyrmling bodies), and +60 prisoners
Glyp-Dor: +140 Gold, +10 Metal, +53 Food, and +17 Bodies
Forgot to Factor Crystals Last Week
+20 Gold

Ladaguir
Duergar Mine Complex
+500 Gold +75 Metal
Thrall Pens
+20 Bodies

Vashnaranzenan
Improved Dark Elf Mine
+300 Gold +25 Metal
Slave/Thrall Pens
+20 Bodies
4 Lichen Gardens
+100 Food
Lake
+10 Food

Maernzeranzon
Dark Elf Mine
+175 Gold, +15 Metal
Slave/Thrall Pens
+20 Bodies
Mushrooms
+20 Food

Shogg'agl
Derro Mine
+150 Gold, +15 Metal
Crystal
+20 Gold
Mushroom Farm 3
+25 Food

Yreh-Ctah
Not Controlled

Glyp-Dor
Ceremorph Mine +185 Gold, +20 Metal
Thrall Pen +20 Bodies
Mushrooms +20 Food

Drakkenhold
Duegar Mine +200 gold, +25 metal

[/spoiler]
[spoiler=Upkeep]
TOTAL
-242 Gold, -204 Food, -81 Bodies
34 Derro Brigands
-68 Gold, -34 Food
35 Derro Akyls-Hurlers
-70 Gold, -35 Food
3 Derro Warlocks
-21 Gold, -3 Food
15 Psions
-45 gold, -30 bodies
17 Brainhounds
-51 Bodies
109 Thralls
-109 Food
2 Formorians
-12 Gold, -12 Food
Tethrol Grincenchos
-20 Gold, -8 Food
Voracious Kzik
-6 Gold, -2 Food

[/spoiler]
[spoiler=Construction]
Bases
Ladaguir
Completed Construction
Spawning Pool
Thrall Pens

Under Construction
Cave of Chaos 2 Weeks
4 Skin Farms 1 Week
Teleportation Portal 3 Weeks

Beginning Construction
Alienists Dementarium (-150 Gold, 2 Weeks)

Yreh-Ctah
Not Controlled

Vashnaranzenan
Complete Construction
None Yet

Under Construction

Beginning Construction
Arcane Library (3 Weeks)
Alienists Dementarium (-150 Gold, 2 Weeks)

Maernzeanzon
Complete Construction
Dark Elf Mine

Under Construction
None Yet

Beginning Construction
None Yet

Shogg'agl
Completed Construction
Cave of Chaos
Cavern of Cacophony
Overlord's Study
Shrine to Llitul
Mutagenic Moat
Unstable Architecture

Under Construction
Improved Derro Mine (1 Week)
Chaos Portal (2 Weeks)

Beginning Construction
Mutagenic Laboratory (-40 Gold, 2 Weeks)
Jabberling Pit (-40 Gold, 3 Weeks)

Glyp-Dor
None Yet

Drakkenhold
Completed Construction

Under Construction

Beginning Construction

[/spoiler]
[spoiler=Recruitment]
Ladaguir
30 Larvae Swarms (-300 Gold)

Shogg'agl
4 Derro Alienists (-200 Gold)
20 Fire Immune Derro Mutants (-240 Gold)
3 Gibbering Mouthers (-150 Gold)


Vashnaranzenan
30 Thralls (-150 Gold)

Maernzeranzon
None Yet

Yreh-Ctah
Not Controlled

Glyp-Dor
None Yet

Drakkenhold
None Yet

[/spoiler]
[spoiler=Wealth]
GoldMetalBodiesFoodPrisoners
1424321531768


[spoiler=Special/Details]
1 Formorian
40 Dark Elf Bodies
6 Giant Spider Bodies
15 Brainhound Bodies
1 Scroll Phase-Shift
1 Scroll Invisibility
1 Scroll Poisonous Cloud
1 Scroll Haste
[/spoiler]

[/spoiler]
[spoiler=Trade]
Mid Week: 350 Gold, 25 Metal, 50 food, 1 Scroll Phase-Shift to Succubi
Regular:
145 Gold to Legion (105 if food trade not complete)
260 Gold to Undead
50 Gold to Kirr
40 Gold to Grolhund so long as slave transaction is complete, 2 ceremorph psions to Grolhund.

[/spoiler]
[spoiler=Dungeons and Outposts]
Base
Ladaguir
Duergar Mine Complex
Thrall Pens
Spawning Pool
Despot's Hall (Unusable)
Forge Hall (Unusable)
Hall of Trade (Unusable)
Hall of Carnage (Unusable)
Training Hall (Unusable)
Hall of Trophies (Unusable)

Defense
Spiked Wall
Iron Gate
Escape Tunnel

Shogg'agl
Overlord's Bastion
Derro Hideout
1 Mushroom Patch
Derro Mine
Alienist's Demntarium
Cave of Chaos
Cavern of Cacophony
Overlord's Study
Shrine to Llitul

Defenses
Mutagenic Moat
Unstable Architecture

Yreh-ctah
Not Controlled

Vashnaranzenan
Slave Pens/Thrall Pens
4 Lichen Gardens
Improved Dark Elf Mine
Matriarch's Study
Slave Market (unusable by Ceremorphs)
Ranger's Spire (unusable by Ceremorphs)
Matriarch's Spire (unusable by Ceremorphs)
Web Caverns (unusable by Ceremorphs)
War Spire (unusable by Ceremorphs)

Defenses
City Wall (broken)

Maernzeranzon
Slave Pens/Thrall Pens

[/spoiler]
[spoiler=Armies]
Rear-Guard (Garrisoned L69)
10 Ceremorph Psions
81 Thralls
5 Brainhounds

Dementists (Garrisoned at M87)
2 Ceremorph Psions led by Delosai
29 Dark Elf Thralls

Lunatics (Garrisoned M86)
5 Brainhounds
4 Ceremorph psions led by Shaaythi
20 Dark Elf Thralls
30 Regular Thralls

Hunters (Stationed at M50)
7 Brainhounds

The Seekers (Garrisoned M91)
Xealaz
1 Ceremorph Psion
2 Fomorians led by Tethrol Grincenchos
20 Dark Elf Thralls
75 Fungoid Warriors
30 Larvae Swarms

The Wanderers (Garrisoned M20)
Quasithid

Llitul (Garrisoned M13) Hasted, Phase-Shifted, Warded, Invisible

Deranged (L17)
32 Derro Brigands Led by Ogliz the Mad
10 Derro Akyls-Hurlers

Gibbering Group (L16)
6 Derro Brigands
17 Derro Akyls-Hurlers

Shogg'agl Wardens (Garrisoned L46)
8 Derro Akyls Hurlers
7 Derro Brigands
5 Derro Alienists
20 Fire Immune Derro Mutants
8 Poisonous Derro Mutants
2 Gibbering Mouthers

Emissary to the Abject (L56) Phase-Shifted
2 Derro Alienists led by Allitup

[/spoiler]

[spoiler=Orders]
[ooc] My orders got way out of hand again, so here are some key points:
*The Hounds mission is to capture anyone fleeing Kaferhold with magic items before taking over Umbrahold.
*The Shadow over Drakkenhold is ungarrisoned so they can withdraw from the fight, but still entrenched for the defense bonus.
*Ogliz is now leading the Akyls-Hurlers to increase his chance of survival.
*These orders are deliberately structured to try to make sure I will end up sacrificing 45 Duergar to receive Madspawn as per Ogliz's annoyingly specific Obsession. :P
*Any force garrisoned at a dungeon attacked by Grolhund is to immediately withdraw from the dungeon to deny him prisoners. Any thralls he takes prisoners are to be converted into bodies.
*Undead, Fungoids, Abject, and Succubi are to be treated as allies and allowed to enter freely. Legion, Kirr, Dwer, Dwarves are to be treated as neutral and refused entrance into any of my realms on pain of combat. Nocae, Duergar, Cleversmarts,  and Grolhund (except for trade purposes) are to be treated as hostile and attacked on sight if victory seem certain.
*Llitul will focus exclusively on dominating either Gloomsong, Grolhund or Saerensine if either is present during a battle until one is conquered, or any other unique units. She will use confusion on large, low morale regiments, and the scroll of poisonous cloud against large low HP units.
*Under no circumstances are any forces under my control to attack Saerensine unless he is directly attacking a dungeon under my control, and even then he is only to be attacked if all other forces are dead and he still is attacking. If Saerensine appears in battle, my forces are to attack everything but him while Llitul attempts to dominate.
*Please remember Llitul's item bonuses when dealing with spell effects as well as her Grudge ability.
[/ooc]

(Likely) Non-Combat Orders
Llitul and Ogliz continues their calls for mercenaries and apprentices. They are offering UP TO 20 Gold, 10 Metal, 5 Bodies UPKEEP for skilled apprentices, so long as they are worth the price. She is willing to offer more metal, bodies, or food if needed to attract better apprentices: max 15 metal, 30 bodies, or 30 food. Will go up to 40 gold for someone really, really skilled - especially with a more academic leaning. Also offering up to 400 gold up front cost for Mercenary bands or powerful mercenaries/Apprentices like Eye Tyrants/Mindwitnesses.

Llitul will accept Voracious Kzik as an apprentice. For now, he will be assigned to Shaaythi and will begin teaching her Scry (1/3) while she teaches him Agony (1/3) Voracious Kzik will scry L68.

Tethrol will spend the week designing some sort of "Capitol City" room for Llitul that provides some kind of benefit.

Xealaz will spend the week studying the hall of trade to see if there is some way it could be opened and replicated. He will include studying their ledgers, both for inspiration and for any insight as to the location of artifacts.
 
Northern Front
The Sporemother will garrison in Ladaguir. (1 speed)

Xealaz and Tethrol will give the Scepter and Ring to the 75 Fungoid warriors and 30 Larvae Swarms, who will move from M91-89-88-86 and join with the Lunatics. The Larvae Swarms will convert the 30 non dark-elf thralls into Ceremorph Psions.

At whatever point the most Succubi are in the same area as Llitul, she will attach herself to their regiment and phase shift and haste all of them. She will then phase-shift haste to L80 (L13-5-6-8-9-11-82-80)

75 Fungoid Warriors and 30 Ceremorph Psions will depart M86-85-80 and meet with Llitul, giving her the Imperial Scepter and Signet Ring (Factored below). Llitul will lead the regiment of psions and all 30 psions and 75 Fungoid warriors attack L69 (forced march 2 for fungoids). They will use their detector to clear out any infiltrated units before attacking the dungeon. They will attempt to wait until the Overbrain attempts to reclaim the dungeon, to flank his force between the dungeons defenders and themselves, and only after the Overbrain is defeated attack the defending force. If Cleversmarts/High elves control, give them a chance to peacefully withdraw. If Gloomsong controls, attack and kill. If Gloomsong has joined forces with the Cleversmarts, kill all within. Loot the bodies.

Llitul will head up to M86 (M80-85-86), saving 1 speed to garrison. Llitul will then continue teaching Arquenciel Phase-Shift (2/3).

2 of the Psions of the Lunatics will decide they want to join Grolhund and move with a third psion for trade purposes to M78. After the trade, the third psion will move back to M86 with the prisoners and rejoin the Lunatics.

81 Thralls, 10 Ceremorph Psions, and 5 Brainhounds will ungarrison from Glyp-dor, move 1 speed to L65, forage (2 speed for Thralls and Psions, 3 speed for Brainhounds), move back to L69. They will not regarrison to intercept any Severed that may be traveling by.

Southern Front
All forces stationed at Shogg'agl will pray at Llitul's Shrine. Please remember to factor these values into combats this week, since I won't know that they are. :P

The Hounds (No buffs/debuffs)
*The Hounds will move from M50 to L19 (M50-L20-18-19). They will pause at L18 to scout L17, both for intel and to see if any Duergar forces are moving past. If a small force is approaching, they will wait at L18 to kill. The Hounds are to hold at L18 for as long as possible before the next order:

*Upon arriving in L19, the Hounds will spend 1 speed investigating the region before attacking the dungeon there. They will not attack if it is garrisoned with more than 5 beetles - instead, they will withdraw to L18 and wait there.

The Shadow over Darkkenhold (Phase Shifted, any who left from Shogg'agl Random +2, if 15 Duergar used for Sadism +5 melee attack, +1 melee damage, +1 defense, +6 morale, if 20 slaves used ++6 melee attack, +1 melee damage, +1 defense, +7 morale.)

*All Duergar at Drakkenhold will ungarrison and entrench (+1 defense) so they can withdraw without getting stuck in the dungeon.

*The Brigands at M16 will use 1 speed to scout M15 to see if a Duergar force is moving out. Ogliz the Mad and his army will move to M16 and garrison (M17-16-G, 3 speed). This army is now the Shadow Over Drakkenhold.

*A single Brigand will leave M17 and move to M14 (infiltrated) with 45 Duergar prisoners. (M16-15-14, 3 speed)

*All members of the Shadow over Drakkenhold will entrench.

*If attacked, the forces at Drakkenhold will use Sadism on 15 Duergar prisoners unless the Succubi with the slaves has arrived, and then they will do it to 20 Non-Duergar prisoners. If forced to retreat, the Shadow over Drakkenhold will withdraw to L14 (2 speed)

*If victorious, all units at L16 will regarrison in Drakkenhold, except...

*If More than 10 brigands survive, Ogliz will use the Scroll of Haste on the regiment of Brigands, 10 of whom will move L16-15-14-13-11-10-88 and attack the dungeon there. They will be joined by the one madspawn that remained at L14.

Shogg'agl Guard (Each Regiment has bonus from Prayer)
*Allitup the Loopy, the Derro Alienist at Shogg'agl, will be promoted to Commander of Drakkenhold.

*5 Derro Alienists, led by Allitup, and 20 Derro Mutants will receive a haste from whichever Succubi goes to Shogg'agl. One Alienist will use 2 phase shifts to shift both regiments.

*5 Derro Alienists will phase-shift move L46-45-44-42-41-40-37-35-27-26-24-27-21-14 (Forced March 5, unless Speed buff received from Shrine, then Forced March 3) to meet the Brigand with the 45 slaves from above and immediately Sacrifice 25 Duergar prisoners for Madspawn. The Madspawn will immediately move up to L16 and join the battle at Drakkenhold the Shadow Over Drakkenhold.

*The Fire-Immune Derro Mutants will move L46-45-44-42-41-40-37-35-27-26-24-27-21 (Forced March 4 unless Speed buff received from Shrine, then Forced March 2) and assist the Succubi there, waiting at L21 for any retreating non-allies units or to cover the Succubi's retreat. If the succubi call them, they will enter L22 to assist. After the battle against the Duergar is completed, they will follow the succubi for the remainder of the week.

*IF Drakkenhold is held, the alienists will forced march an additional 2 to join the Shadow over Drakkenhold.

At end of turn, armies should look like this:

[spoiler=End of Turn Armies (If Drakkenhold Held)]
Rear-Guard (Garrisoned L67)
9 Ceremorph Psions led by Drothur, Ceremorph Psion Commander.
81 Thralls
5 Brainhounds

Reclaimers (Garrisoned L69)
75 Fungoid Warriors
30 Ceremorph Psions

Dementists (Garrisoned at M87)
2 Ceremorph Psions led by Delosai
29 Dark Elf Thralls

Lunatics (Garrisoned M86)
5 Brainhounds led by Llitul
2 Ceremorph Psions led by Shaaythi
20 Dark Elf Thralls
Voracious Kzik

Hunters (Garrisoned L19)
7 Brainhounds

Seekers (Garrisoned M91)
Xealaz
1 Ceremorph Psion
20 Dark Elf Thralls
1 Fungoid Sporemother
2 Fomorian Warriors Led by Tethrol

The Wanderer (Garrisoned M20)
Quasithid

Shadow over Drakkenhold (Garrisoned L16)
27 Derro Akyls-Hurlers Led by Ogliz the Mad
4 Mapspawn (??)
15 Fire Immune Derro Mutants (Shrine of Llitul Bonus)
4 Derro Alienists Led by Allitup (Shrine of Llitul Bonus)

The Unpleasant Surprise (Garrisoned L88)
10 Derro Brigands
1 Madspawn

Shogg'agl Wardens (Garrisoned L46)
3 Gibbering Mouthers (Shrine of Llitul Bonus)
5 Poisonous Derro Mutants (Shrine of Llitul Bonus)
8 Derro Akyls-Hyrlers (Shrine of Llitul Bonus)
6 Derro Brigands (Shrine of Llitul Bonus)

Emissary to the Abject (L56)
3 Derro Alienists
[/spoiler]

[/spoiler]
[spoiler=Characters]
[ic=Llitul]
Ranged Attack: +12
Ranged Damage: 12 (Psychic)
Melee Attack: +8
Melee Damage: 9
Defence: 18
Health: 30
Speed: 6
Morale: +2
Special Abilities: Regeneration 10, Fear 22, Climbing, Confusion, Detector, Greater Dominate, Immunity (Fear), Leadership, Mindlink, Phase Shift, Spell Resistance +4*, Discipline, High Exarch (Provides Discipline, base fear of 18), Agony*, Grudge (Ceremorphs)*
Equipment Crown of Malekar, Scarab of Fear,  Imperial Sceptre. Signet Ring of Xorinatch the Cruel
Inventory (See Special in Wealth)

Llitul increases the Ranged Damage and Morale of any army she is leading by +2. If garrisoned in a Dungeon she increases the Ranged Damage and Morale of garrisoned troops by +2. Any regiment she leads is also Immune to Fear and has Discipline. Llitul's Grudge (Ceremorphs) ability is conferred to any regiment she personally leads.

Quote from: The Crown of MalekarThe Crown of Malekar the Obscene is a major artefact. Whoever possesses the Crown of Malekar gains a number of abilities:
Firstly, the wearer of the Crown gains +4 to Defence or Morale checks vs. all magical effects.
Secondly, the wearer of the Crown gains Regeneration 10. If they already possess Regeneration they add 10 to their Regeneration.
Thirdly, the wearer of the Crown gains Fear 12. If they already possess the Fear ability, it increases by +2.
Fourthly the wearer of the Crown gains the ability to create Elf Wights, which possess the following statistics:
[See Below]
Fifthly and finally, the wearer of the Crown rolls 1d100 once per week. If they roll 01, they have been possessed by the spirit of Malekar the Obscene and temporarily come under the DM's control, along with whatever army the wearer was leading. They gain a number of new powers, spells, and abilities while possessed, and may act erratically, to say the least.
The owner of the Crown may forgo wearing it, but if it remains in their physical possession they must pass a Morale check of DC 15 or put it on.

Quote from: Imperial SceptreThis black metal sceptre is studded with spikes, looking more like a particularly cruel mace than a royal symbol. It is carved with Duergar runes that glow with a fell red light.
Whoever wields the Imperial Sceptre gains the following abilities:
Firstly, the wielder of the Sceptre gains +2 Morale.
Secondly, the wielder acquires the Grudge (Ceremorphs) ability, which is conferred to any regiment he leads.
Thirdly, the wielder acquires the Agony spell. If they already possess this spell they acquire the Torment spell instead, increasing the spell's penalties to -3 Attack and Damage.
Fourthly and finally, the Leadership bonuses of the Sceptre's wielder are doubled.
[/ic]
[ic=Ogliz the Mad]
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +8
Melee Damage: 12
Defence: 17
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony, Detector, Frenzy, Leadership
Inventory:

Ogliz increases the Melee Damage and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. [/ic]
[ic=Xealaz, The High Dementist]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership
EquipmentMindsliver, Glyph Shard

Armies accompanied by Xealaz gain the Discipline ability. Xealaz increases the morale of any army he is leading by +1
[/ic]
[ic=Voracious Kzik](http://imageshack.us/a/img51/6540/voraciouskzik.jpg)

The Eyeless are thought to be the blind, flesh-eating descendents of Humans who became trapped in the Underdeep long ago.  Voracious Kzik is one of their seers, beings whose blindness allows for a kind of second sight.  If well-fed and freed from bondage he will join your cause.

Upkeep: 6 Gold, 2 Food or Bodies
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 15
Health: 12
Speed: 4
Morale: +4
Special Abilities: Detector, Frenzy, Hex, Scry[/ic]
[ic=Tethrol Gricenchos, Fomorian King](http://img20.imageshack.us/img20/7345/tethrolgricenchos.jpg)

Tethrol Grincenchos is the deposed King of the Fomorians, having been exiled from the Unseelie Court by his cousin Balor, whom he claims is a Usurper. Towering over thirty feet tall, this twisted, antlered beast wields a gargantuan stone axe in battle. His third eye can petrify his foes.

Upkeep: 20 Gold, 8 Food
Melee Attack: +10
Melee Damage: 25
Defence: 18
Health: 50
Speed: 3
Morale: +9
Special Abilities: Curse, Fear (DC 20), Leadership, Huge, Petrify, Grudge (Ceremorphs), Agony
Equipment:

Tethrol Grincenchos increases the Morale of any army he is leading by +1.[/ic]
[ic=Shaaythi, Harbinger of Madness]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership,
Equipment

Armies accompanied by Shaaythi gain the Discipline ability. Shaaythi increases the morale of any army she is leading by +1[/ic]
[ic=Delosai, Handmaiden of Chaos]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 28
Speed: 5
Morale: +9
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear), Leadership,
Equipment

Armies accompanied by Delosai gain the Discipline ability. Delosai increases the morale of any army she is leading by +1[/ic]
[ic=Quasithid]
Ranged Attack: +12
Ranged Damage: 10 (Psychic)
Melee Attack: +8
Melee Damage: 7
Defence: 20
Health: 30
Speed: 4
Morale: +7
Special Abilities: Agony, Detector, Discipline, Fear (DC 18), Immunity (Fear)

Armies accompanied by Quasithid gain the Discipline ability. Quasithid increases the morale of any army he is leading by +1[/ic]
[spoiler=Special Units]
[ic=Elf Wights]
Cost: 35 Gold, 8 Metal, 1 Elf Body
Upkeep: None
Melee Attack: +6
Melee Damage: 8
Defence: 20
Health: 12
Speed: 4
Morale: N/A
Special Abilities: Create Spawn (Zombies), Fear (DC 16).[/ic]

[ic=Fomorian]Some say Fomorians are Ogres who wandered into the Faerie Realms and were warped by the fey spirits within; others claim that Fomorians are the original Giants, and that other Giant-kin are their degenerate descendents. These Fomorians are Tethrol's personal servants and bodyguards. They wield huge clubs in combat.

Upkeep: 6 Gold, 6 Food
Melee Attack: +5
Melee Damage: 15
Defence: 16
Health: 30
Speed: 3
Morale: +5
Special Abilities: Fear (DC 15), Huge[/ic]
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: Xathan on May 13, 2013, 11:31:04 PM
[ic=Llitul]
[spoiler=Message to Doctor Robertson (1 of 4)]
Good Doctor:

Congratulations on your siege of the kobold lands. I wish you the best of luck in this endeavor! Unfortunately I cannot aid directly in the coming conflict; however, I will hopefully be removing the vermin soon from Curasd, perhaps even this very week.

Now, for another matter.

I wish to reopen commerce between us, gold for food again. However, in the interest of becoming a more attractive partner for the slave-trade of the underdeep, I would like this to be a more regular exchange; a weekly payment of gold for food. Could something, perhaps, be arranged?

As for a final matter, should I still expect your emissary in two weeks time to begin construction of the Library as well as various facilitates to encourage necromantic research?

Yours;
Llitul the Demented, Queen of the Derro
[/spoiler]

[spoiler=Response to Doctor Robertson (2 of 4)]
My Mad Friend, Good Doctor,

The ongoing trade of 10 gold for 18 food seems perfect for my needs. I am making overtures to various other groups to begin commerce with them as well; as for the construction of the Arcane Library, I am astounded and overjoyed that such a thing is possible so quickly. I will immediately dispatch a caravan with a total of 210 gold for the first shipment of our food for gold commerce and the construction of the Arcane Library. If your builder remains in the former Dark Elf Capitol, next week I will be giving you more commerce

Given my current conflict with the Duergar, of which I'm sure Kafer will moan endlessly about treachery until his pointy little hat is rusted with tears (baseless accusations, I was quite clear in my agreement which of my forces would not harm him, and nothing in there covered those who worship me or any summoned or necromantically animated entities), it seems likely that my reputation will be somewhat tarnished and would make me an unfitting founder for such an academy at this juncture. If you would begin the construction, I will be happy to make preparations to lend my aid to this venture, with a long term goal of establishing a second academy near the lands of the Cerelich and linking the two with portals, giving us a sister school. Perhaps there can be even sports competitions, for games such as Tortue-Ball.

Regards from the Asylum,
Llitul

[ooc]Whichever of you had the idea of putting game important information in bold, that was genius and I'm going to start doing it in all my messages.

Also, unless I'm reading it wrong, an Arcane Library has a 200 gold cost. If you're offering it to me at cost, I'll take it, but the initial offer was for some amount over base cost (50, I believe). If I had the cost wrong, awesome, if it was supposed to be 50 over cost then just adjust my above number to 260.[/ooc][/spoiler]

[spoiler=Response to Doctor Robertson (3 of 4)]
That intelligence is immeasurably valuable, you have my gratitude. I now have a much clearer idea of what I need to cleanse my lands of the Kobolds, Gloomsong, and prevent that bloated putrescence from claiming them for Itself. The delay in the construction of the Academy is unfortunately but understandably unavoidable, so I will await your architect this week. I have become quite familiar myself with the difficulties of financial management, and would ask if, when next you venture to the surface, you could see if you could find an accountant with either weak enough 'morals' to work for me. Barring that, one with an easily crushed will would be equally delightful.

As for the matter of the Duergar, I do doubt such a peace could be reached. I admit that my attack is one born of opportunity; they have angered several powers in these depths, and their destruction is as forgone as it is inevitable, even if I were to be driven from their lands entirely by their military force and my presence entirely wiped from the Underdeep. The dwarven and elven alliance should be easy enough to deal with; they will be depressingly predictable in their actions, and I have already formulated several plans that I believe will greatly weaken them. However, the Duergar this past week attacked one of the most persistent foes of the Nocae, an attack that has likely left the Abject in a vulnerable position. I believe the Duergar will be detrimental to any alliance forged against the Nocae and Dwer, for I do believe their alliance would break the moment they see an advantage in doing so.

And there is the rather simple matter that Ogliz the Mad, my high priest and general of the Derro forces, has developed an obsession with sacrificing some of their number in my name; I do not believe anything short of directly dominating his mind would present a chance to sway him from this action.

No, my friend, unfortunately the Duergar must be exterminated in their entirety, a task which should be completed before the end of the Month of the Beetle. It pains me that circumstance forces me to this course of action, for a more solid alliance with yourselves is highly desirable, but the Duergar's inevitable demise is something I need to have a hand in for the potential gains that can be made. Of course, if I find the Duergar to be more formidable foes than expected, then I will be happy to reconsider your offer.[/spoiler]

[spoiler=Message to Skarax of the Legion (1 or 4)]

Commander Skarax

My bitter congratulations on your victory over the High Elves, bitter for its cost of the life of Marius. He showed uncommon foresight for anyone within these Deeps and will be sorely missed. If you have taken any living elven prisoners, I would be most interested in aquiring them if we can come to an equitabile arrangement.

I hope that, while he lived, Marius spoke to you of my unique cirumstances and nature; I would hate for there to be an unfortunate misunderstanding stemming from his death. I had, recently, promised donations to assorted charities in return for the services of three of your Augurs; those donations will arrive next week on schedule. At this juncture I am not sure of my need for additional scrying capabilities; if so, our prior arrangement was for either 25 gold per scry if I were to pay that week, or 35 gold per scry if my payment would be delayed a week. Would those prices still suit the Legion's need?

In addition, my current Civil War leaves me somewhat wanting for foodstuffs; I had heard some time back you were selling your surplus food. I would like to set up an arrangement where we can purchase food from you on a weekly basis; would you be interested in such an arrangement?

My condolences,

Llitul the Demented[/spoiler]

[spoiler=Response to Skarax (2 of 4)]

Blood and kin call to war? So you do seek to embroil yourself in the war between the Cleversmart's and Undead. I wish you luck with this endeavor, and if your hunger can be contained for a time, I may be able to aid in it, if you desire, for the Undead have some things I do desire - tomes of Arcane learning. So I can begin to position my troops accordingly, do you mean to assist in breaking the seige or in direct assault against the Undead themselves? As for trade, this week I would be happy to a weekly exchange 20 units of gold for 40 of food; the elven slaves will have to wait for a week or two, if it would be possible for you to do so.[/spoiler]

[spoiler=Message to Dalashinn (1 of 4)]

Bloodlord;

I hope this missive finds you well, as always.

I wish to discuss with you a profitable venture; namely, the exchange of surplus food for gold, for I have an abudence of the latter and suffer a dearth of former. As it stands, I would be interested in a long-term, weekly arrangement of 5 gold for every 10 units of food, up to 25 for 50. If you find that to your liking, I'd be happy to begin shipments this week, the first installment arriving the next week. I would like it to be a set trade each week if you are amicable.

Llitul the Demented

[/spoiler]

[spoiler=Response to the Bloodlord (2 of 4)]
I am glad you find the arrangement to your liking. I would like to begin the weekly exchange this week, 25 gold for 50 food.

And you need not concern yourself with the Arcane Library earlier requested. I do believe I have a solution that presents itself more readily. Of course, if there is still some service I can commit, I would be happy to oblige to show my intent of allegiance.[/spoiler]

[spoiler=Message to the Childe (1 of 4)]

My friend, is there any word on that Darkness that infects the Dreamer? Does any solution present itself?

I hope so; or that this darkness is not a danger, simply a new color to its infinite strange hues.

However, there is another matter; the Duergar-flesh. It has been made quite clear to me they still seek to bring harm to me, even more so now; their hatred of Ceremorph flesh is unending, and my Derro have provoked them further. We can remove their threat, their sharpness, from the Underdeep, so they will never threaten to harm you, but we must plan carefully.

As it stands, there is a force near a lake of fire that has wandered far from their home. If we can intercept this force, then we prevent them from bring sharpness back North to solidify their posistion. Do you have any knowledge of this force and its strenght?

As far as the Overbrain campaign goes, your children that are in my realm; may I simply have my second, Xealaz, command them as I see to their needs? I will not squander them, I promise you.

I'm sorry to have to focus so much on matters so...buisness-like. But I run again, always running. I hope that when the Overbrain and Duergar are dealt with I'll be able to stop running for a time, able to come to you and enjoy your colors again.

[/spoiler]

[spoiler=Response to the Childe (2 of 4)]Thank you, my friend.

The forces you send are impressive, to say the least. However, if you fear for other's sharpness, keep some behind; the Duergar-flesh is not as strong as it boasts. It has few of the beetles - likely no more than twenty all together, and spread out, unless they hide a great deal - and some Grey-Orc-Flesh that brought its sharpness against my faithful; Grey-Orc-Flesh that hides in Kaferhold, the Duergar-flesh's home. I believe that Kafer may not survive the week; if he does, then next week he will die, and hopefully his sharpness with him.

There is one thing; I know the Duergar flesh has some items of magic. A book of spells, a key, and a glyphic shard of strange power. Perhaps others. When the are found, I would greatly desire those items. Is there anything you desire, if you were to find them first?

I look forward to your Children's march. I look forward to the perfection of the Duergar-flesh, so that it will never threaten either of us ever again.[/spoiler]

[spoiler=Response to the Child (3 of 4)]
I am grateful for your certainty. If I am wrong about the Duergar-flesh and their strength, it is wise to be ready to be certain.

As for the magic items, you are right, it is best to wait for sharpness to finish to discuss such things.

I will not make Sharpness with the Nocae-flesh, for they interest me too. I will only make sharpness if they bring it first, and I will not seek to do more sharpness with them than I need to defend myself and my children. And it is, they are, strong flesh. I do not desire sharpness with them.

I have allies in the fight against the Duergar-flesh, two who work hard to keep me safe; Ogliz the Mad, a Derro, and Arquenciel the succubi and her demons. They are not as strong as us, and they do not know the Dream, but they keep me safe and the make sharpness against those who bring sharpness to us.

The Duergar-flesh has sworn to see me dead in two weeks. I doubt he can truly do so, but in case he can, I flee again, as I have done so often; he may have the Ceremorph Hunters, Duergar-flesh trained to do nothing but bring sharpness to Ceremorph-Flesh. To me. So again, I flee, back to my Children, where the portal that links Ladaguir and the Thorn of Visions nears completion.

One day, my friend, I won't need to run anymore. But that day is not today. One of the succubi comes with me, for she can see these Hunters even though they cannot be seen by me or my children. When you end the Duergar-flesh, please, make sure none of these Hunters remain alive. Then...then maybe I can stop running.[/spoiler]

[spoiler=Reponse to Kafer (1 of 4)]
Your pitiful threats are delicious and taste of desperation seasoned with the cries fear.

By the time those two weeks have expired, you will be a corpse or another thrall in my ever growing collection, if I am feeling magnanimous. Your cities will be burned, your children playthings for my Derro.

However, I would like to renegotiate the terms of our relationship, though I expect your feeble mind will respond with more threats. If you are capable of more, I am willing to arrange a deal;

We will return to status quo ante bellum. You will never again build a weapon of flame or train any of those loathsome ceremorph hunters. You will allow my Derro to enter your realm and report on your structures to assure us that you do not possess any facilities needed to build these contraptions or train those units that violate the terms of our treaty.  You will not move against us. We will maintain control of Drakkenhold. And of those we captured alive, they will be returned to you, healthy and whole, once you have proven for a month you can abide by the terms of this treaty.

Do pass this along to your second in command after you casually dismiss my terms. Perhaps he or she will have the interest of your people in heart. However, when you refuse these terms, we will immediately torture and painfully kill those of your people that we have - people already located away from Drakkenhold, so they would not be recovered. They may, next week, recover fifteen of the survivors we have captured - they will be all left alive. Should you refuse, then I can assure you this week your precious capitol will be mine, and you as well.
[/spoiler]

[/ic]

[ic=Whisper]

[spoiler=Message to the Abject (1 of 4)]

Whisper's voice enters your mind

My friend, it is my sorrow to hear of the Duergar's attack on your settlement; and am gladdened to hear you repelled them. They should be far too distracted to pose any threat to you now.

My queen is willing and able to commit forces to your coming endeavours; do you still seek the Nocae's annihilation, or something grander? In addition, she is intensely curious as to the progress on commanding the Overbrain; how does your research fare there?

Also, as a final matter of buisness, word has reached me that the Alienist has arrived on schedule. If you would be so kind, I would like for them to learn the secrets of summoning those wonderful Star Vampires you command; in exchange, they will leave behind the methods the Derro employ in calling the Madspawn from the Madrealm; though I caution the results are less predictable than your Star Vampire summoning. If you can spare any scrificial victims, one of them would be happy to summon one for your personal use so you can see what these beings are capable of.

Your Friend in Beautous Madness, Whisper.[/spoiler]

[spoiler=Response to the Abject (2 of 4)]
Oh, how wondrous! The creature you will make of it is phenomenal, and it means the prophesy draws closer to fulfillment. I now know how my Queen will debase herself before you, as must happen; this creature, this Cerelich Overbrain, this beautiful horror will be your creature. My Queen will greatly desire command over it, will greatly desire this creature to be hers.

Do not give it to her until she fulfills her portion of the prophesy, if you are so inclined, Until she debases herself before you, as was long ago fortold. Prophesy aside, she needs it. She's becoming quite drunk on divinity, I am saddened to say. However, remember the second portion of that prophesy when deciding how far she must debase herself, and the exact nature of her debasement.

Unfortunately, the trade of summons must wait another week; one of the Derro who came to you, Blaad'ur, will receive the blessings he needs to instruct others in their summoning soon, and when he does he will exchange that knowledge. Unfortunately, the ritual requires the death of five beings; if they cannot yet be spared, in a few short weeks we will have adequately tamed a rather vicious strain of those adorable jabberlings, which will serve as ideal fodder for our sacrifices, wars, and experiments.  

I hope to arrive in Yuddarath soon, my friend, but the Overbrain's threat weighs heavy on my Queen's mind. Your apprentice will find aid. If he is capable of increasing the speed of warriors, send him to Ladaguir (M91). Soon, we will have creatures to rival the Overbrain's protectors, the Sentinels. Soon, we will have Gibbering Mouthers, and they will be most beauteous indeed.

Your dear friend,
Whisper

[ooc]Only commanders/captains/apprentices can teach or learn spells, so I need to wait for a chance to promote one of those alienists to start doing so[/ooc][/spoiler]

[spoiler=Message to Grolhund (1 of 4)]
Mighty Grolhund,

Forgive the intrusion upon your mind, but I wish to inform you that two more of my Queen's psions wish to join your Holy Work. I would like to know where they should best meet you. In addition, I need to inform you of two facts. First, my Queen's forces will be moving to the Entrance to the Lowerdeep south of her realm - I wish to make sure they do not disturb your Holy Work, so wish to inform you of their presence. Secondly, I seek to expand the former Slave Markets of 'Lady Gloomsong' the psychic voice drips with disdain for the title, and will hopefully have new, interesting beings for your Holy Work from that market. However, to do so I need to increase commerce of the slave market, which is proving difficult due to lesser being rightful fear of my queen and, even moreso, yourself. If you have any solution for how to temper the reputation you may have of being disruptive to trade, my Queen would be most grateful.[/spoiler]

[spoiler=Response to Grolhund (2 of 4)]
The worthy will meet you at the desired location. As for the rest, it is true that the solution must come from me, for such a thing is beneath your notice. Yet, even if the Ceremorphs do not exist long for this world, we may still prove useful to your Holy Work. The sale of prisoners for gold is a common practice among the Dark Elves and many Kobolds as well, and slavers from across the world come to these markets: slavers that bring all sorts of interesting, new, unheard of peoples. Peoples who have not met your Holy Work. If you were to sell some of your prisoners to another, that would greatly decrease the slaver's fear of you, so they would bring their exotic people to our slave markets and they could be used for experimentation for your Holy Work - as well as provide you additional funds to further your work.[/spoiler]

[spoiler=Response to Grolhund (3 of 4)]
For that price, our emissary will purchase 5 this week, and with your permission, repeat the purchase in subsequent weeks, increasing by five each week until you have unburdened yourself of all unworthy of your Holy Gifts. Of course, this trade only can occur on weeks when we have peaceful interactions; are we worthy of this arrangement?[/spoiler]

[spoiler=Response to Grolhund (4 of 4)]
We are pleased to hear it. So it will be 5 for 8 gold apiece this week, 10 at the same price, 15 the next, until you unburdened yourself of all those unworthy. My thanks for your generosity in this matter; I assure you they will be put to good use.[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: zcynthr on May 13, 2013, 11:47:19 PM
[ic=A Worthy Life Ends]
text
[/ic]

[spoiler=Orders][/spoiler]

[spoiler=Message to Shee-Ra]
This rat is from a dead kobold, Shee-Ra. I ate him myself, so I should know.
The undead attack you, fellow kobolds. This will not stand. Support or no, I am
the commander of the Legion, and I say that it marches with you. Robertson
shall feel the weight of my blade on his neck as the last thing in his mockery of
a life. War approaches the Upperdeep, Shee-Ra, and I ache for it to be joined.

-Skarax, Legatus et Dominus
[/spoiler]

[spoiler=Message to Llitul]
Marius liked writing more than most, but his liking was at the expense of
accuracy. I do not have the same skill, but my words play less than his.
Words are a cure for madness, the wanting that ignores numbers and letters.
Without words, memory is the record of agreement and dissent, and memory
is shit. So we shall have numbers, and letters. Yours and mine, and yours and
Marius'.

I have respect for Marius, and continue his works. That includes accounting
for contracts of scrying. He found your business good, and I will extend the
offer of food for trade on that basis. The Legion has 1500 food not in strategic
reserve that I will trade. For two food units I propose one gold unit in return.
For slaves, I go by the price of two gold units per slave. It does not matter to
me who buys them- they will be sold regardless. There are 100 surface elves
available. There will be more, but not soon. Blood and kin call to war, and I
hunger for it.

-Skarax, Legatus et Dominus
[/spoiler]

[spoiler=Message to Dolmar]
I inherit plans for war. Marius had plans, as did every clan beneath the earth.
I want this war, to be fought against the dark and disgusting. But what of you?
I am prepared to honor Marius by continuing his works, on which he left
instructions. Or should I call them books? His words take up space that others
would use for feelings and passions. Do not mistake me for him. I lack his
aptitude for words, but use what I have better than he.

-Skarax, Legatus et Dominus
[/spoiler]

Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: HippopotamusDundee on May 14, 2013, 01:30:10 AM
[ic=Calculation]
[/ic]
[spoiler=Messages]
[spoiler=Reply for Whisper]
The light brush of a familiar mind seeking permission before the mind-voice of Ktan-Ydheel whispers into your brain:

My friend,

Thankful I am indeed that the efforts of your new worshippers will sufficiently distract the loathsome Duergar that I may resume my preparations without further distraction.

As for my future plans, at this point my main priority is to deal with the Overbrain once and for all, shortly followed by the Duergar. Once all those who are irrevocably fixed on our destruction have been dealt with, I believe there will be time enough for the pursuance or abandonment of my grudge against the Noctae as my whims drive me.

On the subject of such, I have just dispatched my apprentice towards the Overbrain's capital in order to enact the plan I have devised; to Abject the Overbrain as you once foreshadowed, transforming it into a Lich not unlike myself.

[ic=Cerelich Overbrain]
This grotesque, mottled mass of undead neural tissue seeps pus and writhes with Unhallowed Ceremorph larvae and other repulsive parasites.  Some such creatures are the puppets of a Cerelich, the Cerelich Overbrain is a mad, tortured thing, a mewling, worm-ridden shadow of its former glory, but a useful instrument nonetheless.

Cost: 1 Overbrain Body (see below)
Upkeep: None
Ranged Attack: +10
Ranged Damage: 15 (Psychic)
Melee Attack: +6
Melee Damage: 8
Defence: 15
Health: 400
Speed: 0
Morale: N/A
Special Abilities: Agony, Confusion, Detector, Fear (DC 18), Huge, Necromantic Healing, Phylactery, Scry, Undead

A Cerelich Overbrain is created by the body of a dead Overbrain slain by Abject forces.  At the moment of its death, the Overbrain does not destroy non-sentient units under its control; instead, these pass into the control of the Abject player.  Sentient units under its control must make a DC 15 Morale check or come under Abject control.  If they pass, they become renegades instead.

A Cerelich Overbrain cannot move, but its increases the Morale and Ranged Damage bonus of any units garrisoned in its Hive by +2.  A Cerelich Overbrain cannot join a regiment.  It can, however, cast spells and use ranged attacks on enemies attacking the capitol Hive from within its chamber.

Like other Liches Cerelich Overbrains have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried elsewhere by the Overbrain's minions.  If the Cerelich Overbrain is ever destroyed, it reforms at the Phylactery's location in 3 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich Overbrain, wherever it may be.

All units garrisoned at a Hive with an Overbrain are immune to Fear effects.
[/ic]

However, I expect that the cursed tyrant will have guardians of some kind protecting its mewling mockery of an existence, and so any assistance you could give in drawing them off to free Naerlyth to work would be most appreciated – I anticipate that the second week of the next month should see my apprentice arrive.

A trade of summonses sounds like a most acceptable proposal, as indeed does the loan of one of these marvellous creatures of yours – the provision of a sacrificial thrall should prove no trouble at all.

I hope to see you in Yuddarath soon.

Your friend,
Ktan-Ydheel[/spoiler]
[spoiler=Reply for the Lady Arquenciel Diamant Septena]
Wispy and indistinct as mist on the breeze, a psychic message carries through the caverns of the Underdeep.

My Lady Arquenciel,

Let me first apologize for having so blithely dismissed your concerns – I will not forget the kindness you did me, even if my own stubbornness detracted from its efficacy.

Still, all has returned to normal in my little corner of the Lowerdeep – at least, for now – and I am most gladdened to hear your sister escaped without harm. I am also saddened to hear that the Star Vampires you purchased from me were destroyed as well – by way of making amends for ignoring your kindly-meant advice I am willing to replace them at no further cost to you than the resources needed to summon them.

I would confess it irks me that my vaunted ally the Bloodlord is unwilling to aid me, but in truth I am not overly surprised in that regard – the willingness of you and  your sisters to aid me, on the other hand, is most excellent and unforeseen news.

At the present moment I am caught up with other concerns and do not intend to trouble myself with the Duergar beyond any need for self-defence, but once certain plans come to fruition it is my firm belief that the loathsome Stunted Ones will soon fall before the newest of Yuddarath's Spawn.

Until that time, I would be most grateful if the Seven Sisters could provide advance warning of any further actions by the Duergar that they are aware of, and would of course be willing to return the favour.

Yours in Yuddarath,
Ktan-Ydheel, the Cerelich, the Abject[/spoiler]
[spoiler=Message for General Dolmar Lestridae of the Noctae]
A voice in the dark, echoing like wisps of smoke on the wind.

My Dear General,

My apologies for the skirmish that occurred on the edge of your territory last week – my forces were simply attempting to move through the Upperdeep to gain a strategic means of egress to the territory of a foe of mine in the Middledeep. I felt hesitant to ask for permission for this manoeuvre due to the past bad blood between us – it was my hope that the operation could be completed without you ever having to know, but clearly that was a vain and idle hope.

It is my hope that the destruction of those forces and this explanation are sufficient to ensure that the pact of non-aggression between us continues to hold – I am disinclined, and would consider it most tedious to have to tear myself from my studies to plot war against you again.

Yours in Yuddarath,
Ktan-Ydheel, the Abject, the Exarch, the Great Traitor, etc.[/spoiler]
[/spoiler]
[spoiler=Orders]
[spoiler=Production]
Other
Trade with the Succubi: +50 Gold, +12 Sacrifices
Duergar Casualties: +30 Bodies

Yuddarath (Lowerdeep 56)
Ceremorph Mine: +185 Gold, +20 Metal
Thrall Pen: +5 Bodies, +15 Sacrifices
Thrall Pen: +20 Sacrifices
Thrall Pen: +20 Sacrifices
Thrall Pen: +20 Sacrifices[/spoiler]
[spoiler=Upkeep]
1 Ceremorph Ghoul Captain (Tsatha): None
1 Ceremorph Psion Apprentice-Commander (Altharid-Xallisine): None
1 Apprentice (Illiriant the Blasphemer): -10 Gold, -5 Bodies
1 Apprentice (Naerlyth the Unclean): -10 Gold, -7 Bodies
1 Star Vampires: -4 Bodies
3 Bloodfiends: -3 Sacrifices
1 Goblin Thief (Greeba): Told that payment awaits her at Yuddarath, therefore not needing to be paid Upkeep.
[/spoiler]
[Spoiler=Construction]
Yuddarath (Lowerdeep 56)
Under Construction:
Maddening Architecture: 1 weeks remaining
Necrotic Womb: 4 weeks
Beginning Construction:

Ulm-Ulhulm (Middledeep 22)
Under Construction:
Beginning Construction:

Heart-Chamber of Kat-Shatep (Middledeep 20)
Under Construction:
Uncanny Architecture: 1 weeks remaining
Beginning Construction:

Other
Bridge: -75 Gold, -50 Metal, 1 week
[/spoiler]
[spoiler=Recruitment]
12 Bloodfiends: -180 Gold, -60 Sacrifices
[/spoiler]
[spoiler=Wealth]
Gold: 1
Metal: 15
Food: 0
Bodies: 120
Diseased Bodies: 0
Sacrifices: 15[/spoiler]
[spoiler=Dungeons and Outposts]
Yuddarath (Lowerdeep 56)
The Altar That is Yuddarath
Synapse Chamber
Memory Womb
Spawning Pool
Secret Chamber
Chamber of Obscentities
3 Thrall Pens
1 Ceremorph Mine

Zombie Wall
Amplifier Node
Paradoxical Architecture
Miasma

Ulm-Ulhulm (Middledeep 22)
3 Reverse Gravity Pits
Ooze Wall

Heart-Chamber of Kat-Statep
Thrall Pen

Escape Tunnel
Ooze Wall
[/spoiler]
[spoiler=Armies]
1 Apprentice (Naerlyth the Unclean) - Garrisoned at Yuddarath (Lowerdeep 56)
1 Apprentice (Illiriant the Blasphemer) - Garrisoned at Yuddarath (Lowerdeep 56)
Ktan-Ydheel - Garrisoned at Yuddarath (Lowerdeep 56)
12 Bloodfiends - Garrisoned at Yuddarath (Lowerdeep 56)

1 Goblin Thief (Greeba) - Garrisoned at Lowerdeep 53

1 Star Vampire - Garrisoned at Lowerdeep 44

1 Apprentice (Altharid-Xallisine) - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)
2 Bloodfiends - Garrisoned at the Heart-Chamber of Kat-Shatep (Middledeep 20)

1 Ceremorph Ghoul Captain (Tsatha) - Garrisoned at Ulm-Ulhulm (Middledeep 22)

3 Bloodfiends - Garrisoned at Middledeep 21
[/spoiler]
[spoiler=Characters]
[ic=Ktan-Ydheel]
(http://img18.imageshack.us/img18/7250/ktanydheell.jpg)

Ranged Attack: +10
Ranged Damage: 8 (Psychic)
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Blood Sacrifice, Detector, Dominate, Fear (DC 20), Leadership, Phylactery, Undead, Scry, Summon (Bloodfiend)
Inventory: Cursed Fetish, Murmurstone, Scroll of Invisibility, Staff of Vermin

Ktan-Ydheel increases the Health and Speed of any army it is leading by +1.  If garrisoned in a Dungeon it increases the Health and Defence of garrisoned troops by +1.

In addition, the Cerelich can recruit Zombie Thralls and Unhallowed Larvae Swarms in the field rather than at a Dungeon, provided the requisite Gold and Bodies are provided; he doesn't need a Thrall Pen or Spawning Pit to do so (a Pen or Pit simply lets the Abject player recruit those troops without the Lich being present).  The Cerelich cannot recruit other Abject units in the field.

Like other Liches Cereliches have a special item known as a Phylactery, containing its soul.  The Phylactery can be placed in any Dungeon or carried with the Cerelich.  If the Cerelich is ever destroyed, its body reforms at the Phylactery's location in 1 week's time.  Destroying the Phylactery, however, permanently destroys the Cerelich, wherever it may be, so most Liches keep their Phylacteries in especially secure locations.
[/ic]
[ic=Naerlyth the Unclean]
(http://img12.imageshack.us/img12/8263/naerlyth.jpg)

Upkeep: 10 Gold, 7 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 20
Speed: 3
Morale: N/A
Special Abilities: Contagion, Detector, Fear (DC 16), Follower, Haste, Infiltrator, Regeneration 10, Summon (Bloodfiend), Undead, Vanish, Vulnerability (Fire), Ward, Zombie Plague
Inventory: -

As a vampire, Naerlyth cannot cross running water, even over bridges.  He can also never endure sunlight – if he spends more than 1 turn on the Surface, he is instantly destroyed.

Naerlyth's Contagion spell can be researched at the Synapse Chamber if Naerlyth is garrisoned in Yuddarath.
[/ic]
[ic=Tsatha, Bonded of Ulm-Ulhulm]
(http://img850.imageshack.us/img850/3120/tsathathebonded.jpg)

Ranged Attack: +7
Ranged Damage: 5 (Psychic)
Melee Attack: +5
Melee Damage: 6
Defence: 17
Health: 13
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 12), Diseased (5), Undead
Inventory: -

Troops garrisoned in an Outpost with Tsatha gain +1 Morale if living, or +1 Health if Undead.
[/ic]
[ic=Altharid-Xallisine, Warden of the Heart-Chamber]
(http://img221.imageshack.us/img221/7964/altharidxallisine.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6 (Psychic)
Melee Attack: +5
Melee Damage: 5
Defence: 18
Health: 18
Speed: 4
Morale: +6
Special Abilities: Detector, Leadership, Summon (Bloodfiend)
Inventory: -

Altharid-Xallisine's Summon (Bloodfiend) spell can be researched at the Synapse Chamber if Altharid-Xallisine is garrisoned in Yuddarath.[/ic]
[ic=Illiriant the Blasphemer]
(http://img248.imageshack.us/img248/6271/illirianttheblasphemer.jpg)

Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +6
Ranged Damage: 5 (Psychic)
Melee Attack: +3
Melee Damage: 4
Defence: 16
Health: 8
Speed: 4
Morale: +5
Special Abilities: Detector, Dispel, Illusory Duplicate
Inventory: -[/ic]
[ic=Greeba the Goblin Thief]
(http://img706.imageshack.us/img706/1313/greeba.jpg)

Upkeep: 6 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 5
Melee Attack: +4
Melee Damage: 5
Defence: 18
Health: 7
Speed: 4
Morale: +3
Special Abilities: Disarm Traps +5, Infiltrator, Thieving
Inventory: -[/ic]
[/spoiler]
[spoiler=Trade]
[/spoiler]
[spoiler=Orders]
Begin construction on a Bridge between Lowerdeep 53 & 52.

Spend 3 Speed to move Greeba to Yuddarath (Lowerdeep 56).

Ktan-Ydheel and 12 Bloodfiends to slay Greeba, then Ktan-Ydheel to attempt to reanimate her with skills still intact in the Spawning Pool.

Ktan-Ydheel to Scry upon Lowerdeep 73, Upperdeep 28 and Lowerdeep 17. Ktan-Ydheel to enter the Chamber of Obscenities and attempt to improve his knowledge of summoning alien starspawn. (aka Hounds of Yuddarath and Star Vampires rather than Bloodfiends and other infernal denizens. Ideally he is after something like a Flying Polyp or a Colour out of Space)

Spend 1 Speed to move 12 Bloodfiends up a level to Middledeep 24, then spend 3 Speed to move them to the Heart-Chamber of Kat-Shatep (Middledeep 20).

Spend 1 Speed to move 3 Bloodfiends to the Heart-Chamber of Kat-Shatep (Middledeep 20).

Altharid-Xallasine uses 10 Sacrifices to cast Summon (Bloodfiend) and conjure a pair of Bloodfiends.

Naerlyth the Unclean casts Haste and Ward upon himself, spend 1 Speed to move him up a level to Middledeep 24, then spend 6 Speed to move him to Middledeep 26.
[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: Raelifin on May 14, 2013, 11:26:00 AM
[ic=A Lesson In Necromancy]Markus Ashton stalked the corridors of the necropolis, inspecting the new constructions and generally brooding. His master had won a great victory, as he had done before, and as he would continue to do. His plans were solid, and despite the minor setback with Gorgol, Ashton expected good things from the conflict with the idiotic kobolds that called themselves "cleversmart" without a touch of irony. If only he could be there... and watch that pathetic lizard starve inside her keep. Would Shee-ra's corpse be raised as a grim trophy or would it be fed to the reanimated bodies of her fellows? These were the sort of questions that Ashton liked to think about. Personally, he hoped she had a family. Killing a general in the heat of battle was awfully plebeian, but cutting down the civilians who had the misfortune of being related to her... That was closer to the truth of the matter.

Today was not just a normal day, however, and his aimless brooding would have to wait. A new apprentice had arrived, and would have to be shown around. It was pleasant to learn that this one was at least dead. Gorgol was better than most mortals, but he still had the whole mortality thing going against him.

Ashton shuffled into the great hall with the intrinsic lethargy of undeath. The workdead were gathered to meet the newcomer. Ashton joined them, considering himself a fellow servant.

Workdead were different from the sorts of zombies and skeletons used for battle. When battledead are raised the necromancer has to bind the control of their bodies to himself by weaving their puppet locus into a gold-coated piece of soulstone and then dissolving the soulstone in acid (with the associated runes and spells, of course). Workdead, by contrast, are bound en masse to a soulstone matrix. Because the matrix stays intact (is not dissolved) the process is much more efficient, allowing dozens of servants to be raised for equivalent cost of just a few battledead. Additionally, funneling the puppet loci through the central point makes them much less strenuous to control; the necromancer simply casts a minor linking spell to the matrix and sends directives at his leisure.

Workdead gained their name in the literature because though they're efficient to make and easy to control, the presence of the soulstone matrix in between the necromancer and the bodies means that any and all commands have a significant delay, usually on the order of half a minute as they propagate through the soulstone. Feedback from any sensory spells is subject to a similar, if even longer, delay. Fighting a battle by manually directing bonded puppets is hard enough, but trying battle when there's a full thirty seconds between when you tell a body to move and when it actually does is basically impossible.

Ashton remembered what he'd read about the orcish necromancer Gal-Mok who had somehow managed to boost the command-propagation speed of his matrices to be nearly instantaneous. Using scrying spells to see the battlefield without having to rely on feedback from the individual dead he was able to field armies of hundreds of zombies (some historians put the figure in the thousands). The problem being that his matrices had to be nearby to be effective. Workdead are always constrained to the vicinity of the matrix (another downside to using intact soulstone) and so his armies had to carry the massive structures with them wherever they went.

The workdead in the chamber were guided by a matrix which Robertson had built a few decades ago during the height of the Duergar empire. Ashton had never seen it, but his master said that it was embedded in the foundation of the keep. Most necropolises have their matrices sealed in the foundations for exactly the reason Gal-Mok was defeated. The elves who stood against Gal-Mok's festering horde knew that they'd be overwhelmed in a direct assault, so they enlisted the help of the giants. The giants, armed with hurled boulders and clubs big enough to smash just about anything, were decisive in the battle of the Kalron. Escorted by elite elven rangers, they pushed passed the undead front-lines and smashed the exposed matrices. Once the soulstones were broken, Gal-Mok's horde became nothing but a sea of bodies, unable to do anything but stand in place and be cut down.

Ashton pondered the lesson to be learned. Better protecting the soulstones seems obvious in retrospect. Perhaps they should've been sealed in armor, or hidden behind palisades which could be deployed in the field... Or Gal-Mok could've been more decisive in his maneuvering. Or he could've used more of a mix of troops, and not put all his eggs in one basket. There were a huge number of "what ifs" that could be said about any major historical conflict. Such was the nature of things.

The door to the hall creaked open and in stepped what Ashton assumed was the new apprentice. "Svarogg" is what he called himself, and as he entered Ashton became aware of the degree to which he was different. Clad in furs and vermin, he moved like a sick cloud of pestilence, floating through the chamber without word or expression. More importantly, Svarogg was no lich, he was a shattersoul!

The workdead snapped to attention, a half-minute after Ashton had first become aware of the other mage's presence. Ashton stepped out of their ranks and spoke. "I greet you, novice Svarogg, and welcome you to the halls of Albaiyat Alhazred. You'll find the knowledge and power you seek within these walls for here unto the doom of the world so long as you serve the master without question. He is wise, powerful, and ancient; his mind is unparalleled in all the deep."

Shattersoul mages were quite rare, from Ashton's understanding. Zombies and skeletons are closer to golems than people, their bodies are animated by kinetic force and piloted entirely by a puppet locus. The latent vital energies in the bones help, but ultimately they're entirely mindless. Liches are more similar to how living creatures are animated; their souls are bound to a material form which they control through magical conduits. Ashton remembered a fight he'd gotten into with Melinda about whether their children were animated by magical conduits linking their bodies to their souls. She was under the naive impression that the fact that people can survive antimagic fields meant that magic wasn't what animated them. Ghouls, vampires, wights, and other more advanced undead like Svarogg were more complicated. Most shattersouls are the result of the soul being severed from the body, undergoing degradation and trauma, and then being recaptured by a natural spiritbeacon like soulstone or devorantis particles.

Shattersouls are called that because their souls (and thus minds) are irreparably broken by being untethered. As he showed the apprentice around the pitch black halls, Ashton remembered another fight he'd gotten into with Melinda about "life after death" which to her seemed to involve living in some other plane of existence (this was after those stupid clerics started pushing their agenda at the college). Ashton had tried to explain how souls quickly decompose and are eventually destroyed entirely as a result of being unbound from their bodies and how the process was actually quite well documented, but she never really listened. The result of the breaking and decomposition was that almost all shattersouls were incapable of thinking as capably as fully-ensouled beings. That mind-damage is what makes them such easy puppets and slaves to the necromancers who oversee their rebirth. Ashton had heard of vampire mages who had managed to retain some spellcasting ability, but Svarogg was new...

Ashton liked new. It was a change of pace.

"And this is the meditation chamber. I hope you'll join me here some time soon. There is much to show you in the field of vision magic pioneered by the professor..."[/ic]
[ic=Messages]
[spoiler=Message to Shee-Ra]This scroll finds its way to the entrance of the occupied ruins pinned to the skull of a reanimated kobold.  Cost: 1 body  Reaction: Priceless.

Queen of Follies,

It finds me most satisfied to pen this letter in the blood of the slain, for I look upon the battlefield and am warmed in a simply magical way by the sight of so many newly raised minions.  However, like all life, this joy is short-lived and the tedium of battle does not appeal to my palate as it does to that of my most bloodthirsty apprentice.  In the interest of returning my attention to more productive matters, I wish to offer you a pittance of mercy.

My offer is that you might cede the ruins you currently occupy, and return to the stench-filled warrens you call home.  This is not peace, as we are true to our word and you have witnessed the expiration of the last such offer.  However, we do not wish to stain our reputation with treachery, and would watch your backs fade into the tunnels unmolested should you simply end this foolish conflict and walk away.  We are more than willing to publicly commit to any arbiter under the ground that we will not pursue vengeance, and you shall escape with your life intact, as well as that of your pathetic kin which remains yet in the face of starvation and disease.

Should you decline of course, I would be more than content continuing the siege upon your person.  I am working on a novel at this time, and find the sounds of battle suitable to keep me in the mood of penning my most gory memoirs.  Mercy is not a pleasant state for me to occupy, and as such postponing it in favor your demise is an equally pleasant option at this time.

We hope you find your reunion with the fallen most touching,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Llitul the Demented (1 of 4)]Dearest Demented one,

In light of our growing desire for your continued survival, I have acquired the appropriate figures from my dean of economics to offer you the persistent transaction on a weekly basis of 18 food for the sum of 10 gold.

Due to our recent success in the college of violent retribution, we find it quite amenable to place one of our contractors in Gloomsong's old city so as to begin construction of a library before this week reaches its end.  If you wish to send us the required 250 gold, as agreed upon for the cost of construction plus your generously offered fee, we will commence construction this very week.

Regarding your plans to establish the Academy for the fine arts of Madness in the cavern of the lake (MD 84), we are currently positioned to found a dungeon there this week.  If however, you would like to lay the foundation yourself, please let us know and we will be more than happy to afford you the privilege, if only you reward us by putting my esteemed name upon the side of the administrative building.

Regards from the tomb,
- Dr. Robertson, Professor Immortal[/spoiler]
[spoiler=Reply to Dalashinn the Bloodlord]
Most esteemed Bloodlord of the Kirr,

 I write today to share my gratitude for the gift of corpses you provided last week, as they served admirably in the recent conflict with the Cleversmarts.  As for your most intriguing offer of intelligence through your ensorceled spy, my advisers and I have come to the conclusion that the best course of action would be to indicate to them that you are in fact massing a force to strike at them, so that I might persuade them more forcefully to settle their grievances and retreat to their holes.  This would of course increase the chances of their reacting hostilely to you, so pursue this option as you will.

 In unrelated news, my lone soldier has arrived outside your territory (MD 8) and will be passing through as we agreed upon in order to continue with the plan to establish a forward base to facilitate conflict with the Nocae.  As such, it would be most courteous of you to allow him safe passage through your territory.  He should be most congenial, so long as you do not offer him water after midnight.

 Finally, in relation to a matter of intelligence and the state of our alliance, it has come to my attention that the Duergar have taken hostile action toward the Abject.  I was under the impression that you were on good terms, if not outright allied with both factions, and so my curiosity has been piqued by this turn of events.  It seems to be in our larger interest to dissuade the continuation of such needless bloodshed, but I am unclear on the mindset of the Duergar at this time and would appreciate any insight you might be able to provide.

Regards from the Reliquary,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Reply to Llitul the Demented (2 of 4)]
Most Demented one,

We appreciate greatly your payment of 260 gold for services to be rendered, and look forward to its arrival as the food you have ordered and our contractor are on route as I write this letter. Your offer to engage in violent contact with the Cleversmart forces in the deepwest is most appreciated by us, and as such I have enclosed here our information on the fortifications and defenders of that region.[spoiler=Details]Lowerdeep 69[/spoiler]
Unfortunately, we have made a minor miscalculation and lack the requisite funds to begin construction on the academy this week, we will reappraise the task in the coming week. However, we have made arrangements to construct a forward base near the Abject just north of the bridge in the southern Middledeep.

As for the matter of the Duergar, we hold no particular fondness for them. However, it seems sub-optimal to waste efforts on struggling against them while an alliance of dwarves and elves is left to build strength in the Upperdeep. The Kafer has reached out to us looking for support. In an ideal situation, we would persuade him to engage in war with the dwarves above him, rather than your forces. If we can bring him to publicly agree to wage war on the dwarves (and he does so) would you be willing to return his conquered territory in exchange for the signing of an armistice? If this occurs we would be prepared to offer an open and total alliance with you and extend our full diplomatic influence to secure you a place in our existing military alliance with both the Kirr and the Abject. It is my sincerest wish that you find these terms agreeable.

Diplomatically deceased,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Reply to Dalashinn the Bloodlord (2 of 2)]
Most esteemed Bloodlord,

It is disappointing for me to note that recent communication indicates that Shee-Ra of the so-called Cleversmarts is continuing to be resistant to reason and the cessation of violence. It is my hope that in this respect, her successor will be more accommodating. Nonetheless, I wish to thank you for the supplying of false intelligence to the rats that you have provided, for it will most assuredly fuel the fear that shakes their already brittle, mortal hearts.

At this time, attempts to convince Llitul to cease conflict with the Duergar have failed spectacularly, as the mad one is hellbent on seeing their kind eradicated. However, given the precarious position of the dark dwarves due to their recent conflict with the Abject, we find little reason to have sympathy for their plight. As such, we intend to apprise them of their precarious position should they continue to engage violently with Ktan-Ydheel's forces. Additionally, we feel as though there is little reason to engage the Duergar beyond what bloodshed Llitul intends to wreak at her own expense, and we would prefer it if your efforts were to continue to be focused upon the upcoming assault on the Nocae, as ours shall be as well. We have encouraged the Abject to take the same course of action, and we will join our forces to yours upon the completion of the teleportation circle.

Sincerely sepulchral,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Message to Ktan-Ydheel called the Abject (1 of 2)]
Most esteemed leader of those called the Abject,

It pains me metaphorically to hear of the assault upon your territories by the Duergar forces, and as such if there is any way we might provide assistance do let me know. At this time, we have found that revenge will come from the one known as Llitul the demented, who seems bent on the genocide of the Duergar.

Despite the recent indignities of conflict, I feel that the distraction Llitul should provide will leave you more than safe from the Duergar threat, and as such hope that you will continue to apply your force to the pressuring of the Nocae. If they are left too long in peace, it may spell doom for our alliance and the other darker forces besides, in this land without a sun.

News in our realm is more positive, fortunately. Our border dispute with the so-called Cleversmarts is proceeding favorably, and as such we still fully intend to be able to provide reinforcements to the alliance. Our staging area should be set up in two weeks time, and after the teleportation circle is set up there we should be able to provide a powerful reinforcement.

Regards from the reliquary,
- Dr. Robertson, Professor Immortal[/spoiler][spoiler=Reply to Kafer (1 of 2)]
Most esteemed despot,

It pleases me to hear from you this day, and in response to your inquiry I find myself and my lands quite pleasantly engaged in the business of breeding death and disorder. Unfortunately, I hear you are of the same disposition, but in the direction of those called the Abject. I would make it known to you that this squabbling is quite unacceptable, as it is unseemly, rude, and most of all endangering to all who would stand against the force of the dwarves and Nocae in the region. I encourage you, strongly, to lay off any such violence toward the Abject immediately and attempt to reach an agreement of armistice with them as soon as you are able. That is how you might assist the undead today.

Disgruntled and Deathless,
- Dr. Robertson, Professor Immortal[/spoiler][/ic]
[spoiler=The Conspiring of the Deathless (Orders)]
Orders finalized.
[spoiler=Production]Albaiyat Alhazred, The Red House (Upperdeep 85)
2 Bone Gardens: 40 Bodies
Undead Mine: 175 Gold, 15 Metal

Iron Hall (Upperdeep 87)
Undead Mine: 175 Gold, 15 Metal

Arterial Antechamber (Upperdeep 89)
Undead Mine: 175 Gold, 15 Metal

Dormitory of Bones (Upperdeep 91)
Crystals: 20 Gold
Undead Mine: 175 Gold, 15 Metal

Combat: Nothing this turn (All the slain became spawn.)
[/spoiler]
[spoiler=Trade]
THIS TURN:
Trade with Dalashinn: +22 Jabberling Bodies
Trade with Llitul: -1 Scroll of Haste, +15 Gold

NEXT TURN:
Trade with Llitul: -18 Food, +260 Gold
[/spoiler]
[spoiler=Upkeep]2 Liches: No Upkeep
Svarogg the Bilious: -10 Gold, -5 Bodies
2 Promoted Zombies: No Upkeep
2 Promoted Skeletal Archers: No Upkeep
1 Promoted Skeletal Warrior: No Upkeep
23 Skeletal Archers: No Upkeep
11 Skeletal Warriors: No Upkeep
26 Ghouls: -26 Bodies
38 Ghasts: -76 Diseased Bodies[/spoiler]
[spoiler=Construction]Albaiyat Alhazred, The Red House:
Beginning Construction:
4 Bone Gardens: -400 Gold, 2 weeks remaining
Sepulchre: -100 Gold, -25 Metal, 3 weeks remaining

Vashnaranzenan (See Orders)
Beginning Construction:
Arcane Library: -200 Gold, 3 weeks remaining[/spoiler]
[spoiler=Recruitment]None[/spoiler]
[spoiler=Wealth]Gold: 36
Metal: 189
Food: 122
Bodies: 125
Diseased Bodies: 42[/spoiler]
[spoiler=Dungeons and Outposts]Albaiyat Alhazred, The Red House (Upperdeep 85)
Lich's Study
Tomb
2 Bone Gardens
Undead Mine
Catacomb
Arcane Library (Added spells: Arcane Lock, Confusion, Chaos Spell, Summon (Chaos Beast))
Necromantic Laboratory
Teleportation Circle (Unlinked)
Scrying Chamber
Barrow

Spiked Moat

Iron Hall (Upperdeep 87)
Undead Mine

Arterial Antechamber (Upperdeep 89)
Undead Mine.

Dormitory of Bones (Upperdeep 91)
Undead Mine

Dean's Wall (Upperdeep 84)
Iron Gate
Spiked Moat

Wall of Rats (Upperdeep 92)
Iron Gate
Outer Wall
Spiked Moat[/spoiler]
[spoiler=Armies]
1 Ghoul - Upperdeep Island

Bard the Boneman (Skeletal Archer Captain) - Garrisoned on the Dean's Wall (Upperdeep 84)
11 Skeletal Warriors – Garrisoned on the Dean's Wall (Upperdeep 84)
20 Skeletal Archers - Garrisoned on the Dean's Wall (Upperdeep 84)
Svarogg the Bilious - Upperdeep 84

Markus Ashton – Garrisoned at Albaiyat Alhazred (Upperdeep 85)

1 Skeletal Archer - Upperdeep 86

Deadeyes (Skeletal Archer Captain) - Garrisoned at the Iron Hall (Upperdeep 87)

1 Skeletal Archer - Upperdeep 88

Headless Ned (Skeletal Warrior Commander) - Garrisoned at the Arterial Antechamber (Upperdeep 89)

1 Skeletal Archer - Upperdeep 90

"King" Stephan (Zombie Commander) - Garrisoned at the Dormitory of Bones (Upperdeep 91)

Weiler the Rotten (Zombie Captain) – Garrisoned at the Wall of Rats (Upperdeep 92)

21 Ghasts - Upperdeep 93

Professor Robertson - Entrenched at Middledeep 73
16 Ghasts - Entrenched at Middledeep 73
25 Ghouls - Entrenched at Middledeep 73

1 Ghast (temporarily invisible) - Middledeep 8
[/spoiler]
[spoiler=Characters and Important Items]
Both Phylacteries are located at Albaiyat Alhazred.

[ic=Dr. Robertson, Professor Immortal]Ranged Attack: +10 (+12 for spells, via Spell Accuracy)
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Curse, Haste, Scry, Invisibility, Illusory Duplicate, Poison Cloud, Scribe Scroll, Spell Accuracy, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Markus Ashton, Servant of Madness]Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 20
Speed: 4
Morale: N/A
Special Abilities: Detector, Fear (DC 20), Dread Curse, Haste, Rune Trap, Scry, Leadership, Necromantic Healing, Phylactery, Undead
Inventory: -[/ic]
[ic=Svarogg the Bilious]Upkeep: 10 Gold, 5 Bodies
Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 5
Defence: 15
Health: 15
Speed: 4
Morale: N/A
Special Abilities: Blight, Contagion, Detector, Follower, Undead, Summon (Vermin Swarm)[/ic]
[/spoiler]
[spoiler=Orders]Robertson will gain SPELL ACCURACY.

Svarogg will move to Albaiyat Alhazred, copy his spells into the library and learn HASTE.

Ashton will inscribe a RUNE TRAP into the necropolis and learn OBFUSCATING SHROUD.

Ashton will scry middledeep 73 and middledeep 65. Robertson will scry lowerdeep 69.

The ghast at middledeep 8 will move openly through the lands of the Kirr to middledeep 14.

The ghasts upperdeep 93 will move down to middledeep 73. Robertson will break the siege (leaving the Ghouls to keep it up) and combine with the reinforcements. Once together he'll cast haste, illusory duplicate, and invisibility on the group of 37 ghasts and himself.

One of the real, invisible, hasted ghasts will move northwest to Vashnaranzenan, where it will be welcomed by Llitul's forces and begin construction on an ARCANE LIBRARY.

36 ghasts, led by the good doctor, will use two speed to lay another ambush. This ambush will wait in the turn in hopes of winning another major battle like we just did. As before, if an opportunity arises, Robertson will seize it, particularly if it means capturing the ruins without serious risk or if it means killing Shee-ra (the ruins are the highest priority). If presented with overwhelming numbers, Robertson's troops will fall back all the way to the wall of rats if need be, but he'll try and hold unless things look really bad. Overwhelming numbers would be something like a large nocae army, or a couple hundred kobold infantry or a black dragon and a hundred kobolds (with mixed cavalry) to support or something roughly that scary. All this is really unlikely, and Robertson expects all victories in open ground to be solidly ours. It never hurts to be careful, though.

Robertson will send 10 ghouls and the illusions to the east and lay in a siege of the dungeon at MD 72. If engaged by more than a trivial force, the illusions and ghouls are ordered to flee back to MD 73 where the ambush is waiting for pursuit. Remember that with the illusions gone, and the ghouls divided, Shee-ra will only see herself besieged by 15 ghouls.

When doing battles, don't forget:
* Agoraphobia (if in the open)
* Entrenched Bonus to the Undead (if we're defending)
* Disease
* Starvation
* To track Ghast kills separately from Ghoul kills because of spawn
* To consider that the ruin isn't a kobold warren, so some things may not apply
* Standard stuff like Fear, Ambushing, Lich troop bonus, Spell Accuracy, etc.[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: sparkletwist on May 14, 2013, 01:31:03 PM
[ic=Special Delivery]

Soundtrack (http://www.youtube.com/watch?v=fhGu2CDqQqo)

Arquenciel stood outside of the side door leading into the Succubi's boudoir, getting a bit of fresh air-- or at least what passed for it down here-- after a particularly energetic session of debauchery inside. She stretched, pausing, taking in the sights and sounds of the capital. In the vast cavern that housed the city of Kirr-Godna, dark elves, demonic entities, as well as numerous other races (many of them slaves) were always wandering to and fro, and, from the vantage point of her boudoir, a little outcropping of rock about one story above street level, she could see it all.

With the creaks and groans of wood that is in far from the greatest of condition, a rather full cart, covered in a dirty tarp, rolled uphill from the street below. It was pushed by a scowling goblin slave. Doing nothing but walking behind him, no doubt 'supervising,' was a kobold that was also likely a slave, albeit a slightly better dressed one. That is to say, his rags were slightly less tattered and dirty.

The kobold looked at a card, squinting. It's not as though literacy was particularly good among the slave population. Or the kobold population. He looked from the card, to Arquenciel, then back at the card, then back at her, again. "Are you... Glockenspiel Tiamat Septicemia...?" he asked, at length.

"No, I most definitely am not," she replied, trying to hold back a smirk.

"Oh," the kobold said.

"I told you this was the wrong place," the goblin complained.

"How many bow-doyers are there here?" the kobold demanded.

"That's your problem," the goblin fired back. "We're not going to the bow-doyer, we're going to the boodwah. Totally different place!"

The kobold shook his head. "No. No. No no no. No. No no. No. No no. No no no. No. It says right here, bow-doyer. See?" He thrust the card in the goblin's face.

The golbin shrugged. "Can't read that."

The kobold nodded, brimming with toothy confidence. "That's right you can't. And I can. So I know where we're going."

Arquenciel tilted her head slightly, licking her dark lips. Her eyes twinkled green momentarily. "Tell me, this delivery... you're to take it to the Succubi, am I correct?"

The kobold nodded slowly.

Arquenciel unfurled her wings slightly, letting them beat once, playfully. "Although this city is rife with various Abyssal spawn and such things, a full-blooded Succubus is still a rare sight, I'd think. Rare enough to presume you've arrived at the right place?"

This cart was probably hauling trade goods from one of her various commercial ventures throughout the Underdeep. She certainly wasn't about to allow these bumbling delivery men to get in the way of her receiving the spoils of her endeavours.

"Yeah, I guess," the kobold said. "Ok, they're all yours."

Arquenciel smiled and nodded. She stepped forward, ready to see what was being delivered. This cart was a little rugged for couture or perfumes, but it could certainly be hauling ingots of metal or bars of gold; she was awaiting a shipment of each. The kobold pulled the tarp off, while Arquenciel inclined her neck a bit to see. The goblin tipped the cart forward and out fell... a pile of mangled, half-decomposed corpses.

"Woo, smells worse than a goblin," the kobold said.

"Smells worse than a kobold!" the goblin retorted.

The two argued for a moment, then, in unison, said, "smells worse than an orc!"

She recoiled slightly, opening her mouth to say something, but, really, she was unsure what to say. She just stood there, staring for a moment. It figures that of all the shipments to get here on time, it would have to be the one of bodies.

It was that kind of week.
[/ic]

[ic=Science!]

Soundtrack (http://www.youtube.com/watch?v=nMWGXt979yg)

Arquenciel sat behind her desk, working busily. One more missive just about finished. She dipped her quill into her bottle of ink, signing her name with a flourish, then, she picked up the card, blowing softly on it to dry the ink. She then picked up a small bottle of fine perfume she kept at her desk and sprayed the letter lightly with it, just as she did for all of her letters. She placed it into the little tray at the corner of her desk for outgoing correspondence and reached for another card, to begin her next letter.

She thought for a moment how to best begin the letter; she was just about to write when her concentration was shattered by a resounding explosion coming from a neighboring room of the boudoir. The very walls seemed to shake, never mind the elegant chandelier, crystalline glassware, and other fragile luxuries that filled the boudoir. A vase fell over with a smash, and several books came tumbling off the shelf. She jumped up, dashing into the next room, her eyes blazing red-- were they under attack?

No. It was just her sister Caerulea, standing in the ruins of what was once a table. A large black charred mark marred the tile floor.

"What are you doing?" Arquenciel demanded.

"Science," Caerulea replied, matter-of-factly, adjusting her spectacles. "Unsuccessful science at this point, but science nonetheless." She walked briskly over to a notebook containing numerous charts and figures, and began writing down data.

"An experiment to see if you can destroy our boudoir?" Arquenciel asked exasperatedly.

Caerulea shrugged. "That would be, in some ways, a success."

Arquenciel's mouth opened slightly. She didn't even know how to respond to that.

Caerulea continued, "The Bloodlord has requested that we seek out additional demolitions capabilities. So far, the search for mercenaries with this ability has been unsuccessful. However, I believe that outside help may not be needed. We are beings born of hellfire." She conjured a wisp of blue flame in her palm, to demonstrate. "Perhaps this talent can be focused into the ability to perform controlled demolitions. Additional experimentation will be needed."

Arquenciel sighed. She knew better than to argue with Caerulea during one of her creative moods. Instead, Arquenciel just licked her lips, and then just nodded. "Very well. But do the additional experimentation outside, please."

Caerulea shrugged. "I attempted to carry out the experiment in a vacant section of the public square, instead, but after the third detonation I was told by Kirr men in no uncertain terms to cease and desist my activities."

"I can't imagine why," Arquenciel answered.

Caerulea nodded her agreement, and then poured a bottle of some sort of alchemical reagent into the charred circle. "Please stand clear," she said, conjuring more blue fire in her hands.

Arquenciel started to back up, but it was too late; the next thing she knew, the world was spinning and a piece of a couch was now on top of her. Her ears were ringing, but she believed she heard Caerulea shouting.

"This trial was very successful! I think I should only need three or four more!"
[/ic]
[ic=Messages]
[spoiler=To Despot Käfer]This letter is scribed in elegant calligraphy and scented with a hint of fine perfume.

Greetings, Despot Käfer.

I must confess that your recent attack upon the Abject, a peaceful neighbor of the House of Septena, creates an interesting and not altogether pleasant situation. However, with the Duergar having made overtures of friendship to us previously, perhaps this may be resolved in amicable fashion.

We would be more than content to let this conflict play out how it may, or even covertly come to your aid, should you need it. However, I must confess that at this particular moment we were as caught by surprise as the Abject. We had no warning from you by which we could pull out our commercial interests, and were, as such, in the midst of carrying out a business transaction with them that your attack disrupted. A lucrative opportunity was unfortunately squandered. I must also point out that my sister Incarnadine was, herself, personally attacked by your forces. Though she was fortunately unharmed, that could nonetheless quite fairly be seen as an act of war.

Still, I believe in friendly relations. If you wish to make amends for your disruption of our commerce and your unprovoked assault upon my sibling, you may promptly remit to the House of Septena a payment of reparations of 110 measures of gold or an equivalent worth of gemstones. Friendly relations between us may then proceed. Otherwise, we shall regrettably be forced to take other measures to recover our losses from you.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=To Bloodlord Dalashinn]

As always, this letter is scribed in elegant calligraphy and scented with a hint of fine perfume.

My Dear Dalashinn,

True to prediction, Llitul has begun her war, and has seized territory from the Duergar. She has struck at the heart of their realm, using Derro forces under her control, and now controls a key mining dungeon of the Duergar. At this point, I believe the Despot's forces to be as a wounded animal-- damaged, yes, but fighting at their most ferocious. It should be an interesting conflict.

Yet, that relatively distant conflict may not be the most relevant. As I am sure you know, the Duergar simultaneously showed their own bellicose intent, and have attacked the Abject. This attack was rebuffed, but it was nonetheless a direct attack upon an ally of the Kirr, and created a menacing presence on your southern borders. To stand idly by could, I believe, could harm relations with the Abject. On the other hand, it is quite likely the Nocae will attack the Abject at some point in the near future, and, should that happen, the Abject will likely be forced to look to the Kirr for assistance out of necessity, giving the alliance a certain guaranteed stability. As such, I do recommend a response that is somewhat quiet and measured, lest the perpetual opportunist Käfer make some sort of hasty alliance of convenience with the Nocae.

To report some more positive news, we have secured control of the Cleversmart Kobold spy. She is firmly under the mental dominance of Verdure, and we have taken her to Hazer-Nagroth where you may see her for yourself if you wish. Her falsified report for the previous week was simple and uneventful, but the information sent back in coming weeks need not be.

Please do not hesitate to contact me or my sisters should you desire any further information or any other assistance we can provide.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=To Ktan-Ydheel]
This letter is scribed in elegant calligraphy and scented with a hint of fine perfume.

My Dear Ktan-Ydheel,

I hope this letter finds you well, for it seems difficult times are upon you. Still, it seems that you have rebounded admirably; I am pleased to hear that you were able to regain your territory, and I am doubly pleased to hear that Altharid-Xallisine was able to escape and now has retaken the Heart-Chamber. I also bring you the good news that my sister Incarnadine escaped safely as well.

I must also convey to you some unfortunate news. It seems the Bloodlord prefers neutrality in this particular conflict. You may expect no assistance from him.

The Seven Sisters of Septena, on the other hand, do not agree with his decision. We do not want to stand idly by. Our Star Vampires were destroyed by the Duergar, and my sister, Incarnadine, was also attacked directly by them. We stand ready to assist you in retaliating against the Duergar and recover both our honor and our financial losses. Our assistance will have to be of a covert nature. Open warfare is not the domain of the Succubus, nor would the Bloodlord Dalashinn be particularly pleased to hear of us embarking upon such exploits. These apparent limitations shall, ultimately, be no impediment in our goals-- secrecy is, after all, our forte.

If there is anything specific I may provide, as always, do not hesitate to inquire.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to Despot Käfer]
This letter is written in elegant calligraphy. However, there is not a hint of fine perfume.

Despot, you say that the Duergar are always ready to negotiate, yet you rebuff my attempt to do exactly that. It is a most unfortunate choice, in my opinion... but it is your choice to make.

You need not open a portal to the Abyss. The Abyss will soon come to you.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to Ktan-Ydheel]
As usual, this letter is written in Arquenciel's elegant calligraphy and scented with a bit of fine perfume.

My Dear Ktan-Ydheel,

An irresistibly good opportunity has presented itself, one that will allow the House of Septena to strike at the heart of the Kaferhold and avenge all of our lost honor and wealth. However, it must be made by our forces and our forces alone, because none but creatures spawned of the Abyss have the unique combination of skills necessary to make the attack succeed. As such, carrying out the attack covertly is simply not an option. Us taking such overt action against the Duergar will likely annoy the Bloodlord Dalashinn, as he is in the process of negotiating with them and he feels-- perhaps quite rightly-- that aggressive actions taken by one of his closest allies could sabotage those negotiations and perhaps bring reprisals against the Kirr.

I feel the best way to assuage the Bloodlord's concerns is to convince him that Kafer's faction is doomed regardless of any actions by the Seven Sisters. If his negotiations were futile regardless of anything we did, he certainly could not blame us. Further, such a rapidly crumbling faction will provide him nothing beneficial in trade, nor will it have the capability to strike back against him. Dalashinn is not really one for sentimentality, so if the Duergar have been made irrelevant, he will pay them no mind.

This is where I request your help. The best way to convince the Bloodlord that the Duergar are doomed is by convincing him that there is an unstoppable array of enemies that are poised to destroy them. This is not far from the truth. Still, hesitation hurts this message, so I ask that you do not tell the Bloodlord (or anyone you do not completely trust, really) that you do not intend reprisals at this time. Rather, I would ask that you actually increase the rhetoric, to make it seem as though the wrath of Yuddarath shall come down upon the wretched Duergar at any moment. Sending a hateful missive to the Despot will, hopefully, bring you a bit of amusement in these troubled times.

Additionally, I request permission for a portion of my force to fly the colors of the Abject in the ensuing battle, so that all involved believe that the threats have come to pass. This need not even be a great untruth-- we fight for a cause you support, so why not do it on your behalf? If we win a great victory, this will even allow you to claim a share of the glory, should you wish it. My lips will, of course, be sealed. The less that appears to have been done by the House of Septena directly, the better.

I also wish to thank you for your generous offer regarding the two Star Vampires, and accept it. Unfortunately, I am quite busy in the Lowerdeep, so I cannot send you the necessary sacrifices this week. However, if you would be willing to provide the sacrifices from your own pens, I would be happy to deliver to you the sum of gold required plus a fair market price for your sacrifices: a total of 62 gold. Would that be acceptable?

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply 1 to Bloodlord Dalashinn]
[ooc]According to Steerpike, since Incarnadine started her turn in Hazer-Nagroth with Dalashinn, our two factions are not subject to communication limits. It is just RP fluff that the form of the communication is letters to Arquenciel and not further parleying.[/ooc]

This letter is, as expected, written in elegant calligraphy and scented with a hint of fine perfume.

My Dear Dalashinn,

It is always a pleasure to hear from you. While I will certainly acknowledge that, at the present moment, the interests of the House of Septena and the Duergar are not at all aligned, I fully understand and respect your wish to not have your faction dragged into war by the aggressive actions of an ally that, by virtue of residing in your lands, is somewhat inseparable from you. Your concerns are perfectly reasonable and justified, and I hope to allay them.

I have received word of a somewhat unfortunate conversation that took place recently; it appears I must also apologize to you for the conduct of my sister, Incarnadine. She means well, but her temper resembles the hottest hellfire, and she does on occasion speak before she thinks.

Nonetheless, let me reassure you. We are creatures of the boudoir, not the battlefield. We do not raise arms unless the odds are greatly in our favor, backing or backed by a great army with superior numbers and tactics. You need not fear any rash, impulsive, self-destructive rush for war from us. When we strike, we shall do so in a way that only hastens what is already inevitable. Nothing we do will interfere in any aim of yours that would not have already been thwarted by other enemies of the Duergar.

As a gesture of our friendship and a sign of our hopes to continue our mutually beneficial alliance, I will not merely send one of my sisters, but I would be happy to make a personal appearance myself at the Profane Temple. Hopefully, this should help to integrate any emerging Succubus-worship with the greater religious traditions in Kirr lands.

If I may assist you in any additional ways, please do not hesitate to contact me again.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to Dolmar Lestridae]
As usual, this letter is written in Arquenciel's elegant calligraphy and scented with a bit of fine perfume.

Greetings once again, General Lestridae. I apologize for my improper use of your title in my previous correspondence. I assure you that I meant no disrespect.

I find your reason for rejecting the title most intriguing, for I reside among a people also have shown much disdain for the Old Ways as well. Of course, their divergence has taken a very different direction from your own, and it would appear that among the Kirr and the Nocae there is no more unity in heresy than there would be with orthodoxy.

Your Holy Shadow intrigues me, and I would like to learn more, but I believe it will be primarily a matter of academic curiosity. While it is true that every Succubus possesses a spark of light within her-- which is why we are creatures of beauty and grace, rather than the infinite corrupted torment of the pure black Abyss-- it is still the Abyss that shapes my being. My flesh is still the infinite void made real, my blood still the black ichor of a fiend. As such, I must admit, things that are "Holy" still create within me a deep, instinctual fear and revulsion. I hope you do not take offense to this reaction, as it is not meant to disparage your beliefs; my instinctive response is no more within my control than the response that causes most mortal beings to recoil from the sight of an out of control blaze of fire.

Let me now address an issue that may be of concern to you. Our parley with the Abject was actually carried out by my sister Incarnadine, not myself, but you are correct in the substance of it; the House of Septena and the Cerelich were indeed in the process of business negotiations, and there was a military nature to this business. However, for whatever it is worth, you have my solemn assurance that our purchases were meant only for the House of Septena to intervene in the Ceremorph Civil War, and were not directed against the Nocae or their allies.

On the topic of the Abject, I appreciate your warning about further dealings with them, and I will certainly do my utmost to not be caught up in any violence. I presume you are contemplating an attack upon them. I will thus reciprocate my own warning: while the Abject possess a small amount of territory, you should know that they have numerous powerful friends. To strike directly at what seems to be a weak foe may instead result in a war much larger than you envisioned being waged upon your people. I mean this not as some sort of veiled threat, but as a simple expression of concern. Please consider your actions very carefully.

I truly hope that none of this trouble tarnishes our ability to correspond peacefully, as I quite enjoy your letters.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply 2 to Bloodlord Dalashinn]
A messenger delivers a card scribed in Arquenciel's elegant calligraphy, as usual, scented with a hint of her fine perfume.

My Dear Dalashinn,

The provided misinformation has been passed to the Cleversmart Kobolds via the compromised spy. In addition, I am investigating the possibility of intercepting orders sent to this spy from Cleversmart Caverns so that she may seem to obey them and our deception is not uncovered.

I have some further information to report. From speaking to Goblin slaves formerly of the Red Tide, my sisters and I have learned of two possibly interesting developments in the Upperdeep. First, the emergence of a new Goblin faction, calling itself the Goretooth Tribe, and residing in the eastern Upperdeep. Their king is known as Knarosh Skullsplitter, and is rumored to have partial Orc or Hobgoblin heritage, which may perhaps increase the savagery of this already savage race. Second, with the Jabberling breeding season now over, the Quaggoths have awakened to feed upon them. As you may know, they are white-furred, lumbering, semi-intelligent beasts somewhat resembling degenerate Bugbears, known for their love of fresh meat. While they will not attack fortified settlements, when given the chance, they have been known to devour Goblins, Kobolds, and the occasional Dwarf. I will continue to investigate both of these matters, should they be of interest to you.

As always, if we may be of further assistance, do not hesitate to inquire.

- Lady Arquenciel Diamant Septena
[/spoiler]
[spoiler=Reply to the Glow]
Arquenciel engages a Mindlink with the mysterious entity that has contacted her.

Arquenciel appears within the dream, at first looking slightly confused, but then her own colors adding to it, a rainbow of vibrant color forming behind her fluttering wings as she grows accustomed to this dream-space.

"Greetings... I don't believe we've met." She raises an eyebrow, and appears distracted for a moment. She then smiles. "Ah. But you have spoken to my sister Jonquille. I apologize if your conversations with her were less than productive... it is a pleasure to meet you, formally." She gives a slight bow.

As she continues to listen, she licks her lips, and they curl into a smirk. "Yes, mysterious one. Llitul is a dear friend of mine, and my sisters and I protect and aid her. She has nothing to fear from us, and, if you are a friend of hers as well, neither do you."

She smiles politely. "Perhaps instead of making vague threats you have no hope of following through upon, it would be better to simply, as you say, watch us. Let our actions speak for themselves, and you shall see." She adds, with a wink, "I certainly don't mind an audience."

She bows slightly once again, her wings beating once. "In time, I would like to find out more about your Dream. It sounds quite fascinating. I hope to speak you again, soon."
[/spoiler]
[/ic]
[spoiler=The Desires of the Succubi]
Income
2 Souls
420 Gold (70 from Kirr, 350 from Llitul)
25 Metal (from Llitul)
50 Food (from Llitul)

Upkeep
7 Souls

Recruitment
100 Slaves [-200 Gold] (If there are Duergar slaves available, then try to buy as many of them as possible, up to 45)
5 Demonic Guardians [-125 Souls]
Hire Belphegor [-35 Gold]

Wealth
32 Souls
186 Gold
50 Food
25 Metal
8 Bodies

(Will end up with 93 Souls, 65 Gold, 30 Food, 15 Metal, 8 Bodies)
[spoiler=Debts]Llitul owes us next week: 400 Gold (200 from the mine, 100 deferred payment, 50 for demons, 50 for slaves) [/spoiler]

Rooms
Succubus Boudoir in M13

Units
Arquenciel (M13)
Chiaroscuro (M7)
Incarnadine (M7)
Verdure (M7)
Caerulea (M13) [-3]
Wisteria (L14)
Jonquille (M7)

[Mercenary] Belphegor (M13)
[Dominated] Uma-Thur (M7)

[Spoiler=Characters]
[ic=Succubus]
Upkeep: 1 Soul
Ranged Attack: +10
Ranged Damage: 8 (Fire)
Melee Attack: +6
Melee Damage: 5
Defence: 20
Health: 15
Speed: 8
Morale: +6
Special Abilities: Detector, Disguise, Distraction Aura (DC 10), Dominate, Flyer, Follower, Immunity (Fire), Invisibility (Self Only), Regeneration 5, Vanish

Any unit engaging the Succubus in melee combat must make a Morale check of DC 10 or suffer from her Distraction Aura (as per the Distraction spell).

When a Succubus kills an enemy unit, she harvests its Soul (+1 Soul to the player controlling the Succubus).  Undead units and Constructs do not have harvestable souls
[/ic]
[ic=Chiaroscuro Jayet Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Incarnadine Rubina Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Verdure Esmeralda Septena]
Additional Special Abilities: Ward
[/ic]
[ic=Caerulea Saphir Septena]
Additional Special Abilities: Haste, Ward
[/ic]
[ic=Wisteria Amethyst Septena]
Additional Special Abilities: Haste, Ward
[/ic]
[ic=Jonquille Topaz Septena]
Additional Special Abilities: Haste
[/ic]
[ic=Belphegor]
Upkeep: 12 Gold, 1 Food
Melee Attack: +8
Melee Damage: 15
Defence: 18
Health: 15
Speed: 5
Morale: +3
Special Abilities: Assassinate, Curse, Immunity (Fire), Infiltrator, Poison 5
[/ic]
[ic=Demonic Guardians]
Upkeep: 5 Souls
Melee Attack: +10
Melee Damage: 15
Defence: 18
Health: 50
Speed: 4
Morale: N/A
Special Abilities: Immunity (Fire), Large, Regeneration 20
[/ic]
[/spoiler]
[spoiler=Orders]
Mindlinks: Duergar, Glow (2/7)

[ooc=Orders Summary]I am sorry for the extreme length and complexity of my orders this week. There are a lot of contingencies to plan for, especially since we want to seize a potential opportunity if the Duergar empty their capital to attack Llitul. If it helps (and to prevent any major objective from being overlooked because of a swarm of minutiae) here is what the Seven Sisters are trying to accomplish in the Duergar battle:
Meanwhile, Arquenciel's priorities are similar, but shifted: first and foremost, she wants to remain hidden. Secondly, she will attempt to dominate important targets. Only thirdly will she assist in the overall fighting.
[/ooc]


Arquenciel (Started in M13, Ending in M86) - Invisible
Continue learning Phase Shift from Llitul (2/3)
Bring 50 slaves to the Profane Temple and make a big show of sacrificing them. In addition, she and her retainers will throw treats and trinkets worth a total of 20 Food and 10 Metal to the audience. She will attempt to integrate the Succubi into the Kirr religion, but without diminishing their importance. It is likely not nearly as humble as some would hope. [+50 Souls, -10 Metal, -20 Food]
(Llitul will cast Haste and Phase Shift on her)
Receive a Phase Shift scroll from Llitul in the boudoir
Go (phase shifted) with Llitul to Curasd (M13 -> M5 -> M6 -> M8 -> M9 -> M11 -> M82 -> M80 -> L69) (or whatever route Llitul takes) [8 speed]
As she passes through M8, wait there a little while disguised as Uma-Thur and see if she can intercept the orders meant for her.
[ooc=Intercepted Orders]I have no idea how intercepting orders would work when we have someone essentially as a "double agent." Is it required to move to the same location that the orders would probably be sent to, or can we just try anyway no matter where they are, or is it something that isn't even possible?[/ooc]
Otherwise, stay close to Llitul as they travel, so they can consult and share information
Join Llitul in the attack on Cursad. Follow Llitul's instructions if she has specific tasks for her, but otherwise disguise herself as a Ceremorph Exarch and attach herself to the Ceremorph Psions, with the main goal to Dominate enemy leaders: in particular, Saersensine or Viarra Gloomsong. Don't do anything that a Ceremorph Exarch wouldn't, which means that she won't fly and will continue Domination attempts rather than throwing hellfire. Join in melee if her regiment is forced into melee combat, though.
After the battle, force march (phase shifted) to Vashnaranzenan (L69 -> M80 -> M85 -> M86) [-3]
Engage in Debauchery, spending 24 Gold [4 Speed, -24 Gold, +16 Souls]

Chiaroscuro (Started in M7, Ending in L16?) - Invisible
Cast Haste on herself, Incarnadine, and Verdure
Cast Phase Shift from Llitul's scroll on the three Succubi as well
Go (phase shifted) (M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14) [6 Speed]
Bring 50 Slaves along, including any Duergar slaves that were able to be purchased
Meet in L14 (or L13 if Wisteria pulled back) with Incarnadine, Verdure, and Wisteria
After Haste has been cast on the five demons, the Demonic regiment may split-- see below
Hand the 50 slaves over to the 2 Demons that are going north if they can be reasonably given to the Derro. Otherwise, sacrifice them for Souls.
[ooc=Slaves]I don't know what the actual rules are about handing slaves over to an ally in a combat zone. Basically, if the Derro have already won in L16 or have already been driven out to L15 then the Demon will bring the slaves along to hand them over. If the whole exchange is abstracted in the rules and they can still hand the slaves over in the middle of a raging battle, they'll hand them over then, too. However, if they would have to drag the slaves through the combat zone (i.e., the game accounts for this), or if the Succubi's route to the Derro is completely blocked by a Duergar force, then they will not risk their investment and the Succubi will just sacrifice the slaves instead.[/ooc]
Meanwhile, the four Succubi and the other 3 Demons (or 5, if Northern Group stayed with them) will move into L22 [2 Speed] and engage the Duergar, unless they encounter enemies in L21, then they will fight there.
Coordinate with the regiment of Derro Mutants in L21 for backup and possible assistance if needed
Just before the battle with the Dwarves starts, Mindlink with the Fire Dwarf commander and send the following message:
[ic=Chiaroscuro's Warning]We, the House of Septena, come for Despot Kafer.

Know that you and your men are utterly powerless against us. We have endured hellfire that you cannot imagine and survived; compared to that, your axes of fire are nothing. Your impotent attacks cannot even scratch the pristine, flawless flesh of a Succubus.

Do not throw away your lives simply for coin you shall never get the chance to spend. We have no quarrel with you or your men. Lay down your arms and do not aid the Duergar and you will not be harmed. After the battle, we shall negotiate terms by which you may work for us, instead.
[/ic]
Quote from: Battle Instructions
The Succubi will first attempt to Dominate Kafer, then the Fire Dwarf commander if he hasn't surrendered, then individual Duergar and Fire Dwarves. Each round, keep re-asserting dominations that will soon lapse (in this order of priority), and try to get week-long dominations.
If Grey Orcs or another large group of non-Beetle reinforcements show up, try to Dominate their commander: make this a priority second only to Kafer himself. Try to get them to go away, especially if Kafer is Dominated and we're going to fire them anyway.
Don't attack the Kirr Summoner unless it attacks us first
If whatever dwells in this cave shows itself, ignore it-- unless it looks like it's going to attack Kafer, then try to Dominate it and make it attack Beetles instead.
If we can Dominate Kafer, make him throw down his weapons and surrender and order the rest of his troops to surrender or retreat. (See if Beetles will be dumb enough to dive into the magma if ordered to by Kafer) Keep trying to Dominate him until all Succubi have completely failed or he's Dominated long-term. Try to take him prisoner even if the Domination wears off. Try to take away any magic items he might possess, as well.
If the Fire Dwarves don't surrender, Dominate the Fire Dwarf commander, and use him and his men to help us kill off the Beetles and Duergar troops, but leave Kafer alone if there is still hope of Dominating him. If all Domination attempts fail, and the rest of the enemies are down or dominated, then start painfully (but not lethally) wounding Fire Dwarves until they surrender. Only kill them if they absolutely won't give up; let the Succubi themselves do this (their melee isn't fire-based) in order to get Souls. Otherwise, don't waste time attacking them because they can't hurt us.
The Demons will provide melee support for the Succubi. Their first priority is killing Beetles, then Duergar. Only attack Kafer if all four Succubus Domination attempts on him have failed, but if they do all fail, make killing Kafer the first priority. Incarnadine will also attempt to kill Kafer if all four Domination attempts fail. (so he can be "slain by Incarnadine Rubina Septena" instead of something ignoble)
If the battle is somehow really going poorly, like we're overwhelmed with Beetles, send word to the Derro Mutants waiting in L21 and ask for help.
If the Duergar flee and Kafer is not long-term-dominated, all Succubi and Demons (or whoever's left) give chase and resume the attack wherever he went, with the help of the Derro if the battle is in L21.
If the battle started in L21 (or even L14 or L13) but Kafer is not there, then try to simply smash through the Duergar lines and proceed with the plan. If it's a large attack that can't be broken through easily and we have all five Demons with us, leave behind two Demons to keep them busy while the 4 Succubi and other 3 Demons proceed. The main force's primary goal is to keep pressing on into L22 and fight Kafer wherever they find him, using the same strategy outlined here.
Quote from: What to do with Kafer
If, at the end of the battle, Kafer is Dominated, make him quickly tell us his battle plan for the week, then make him send out instructions to any reinforcements on the way into battle that wherever they are going was already won and they should simply stay where they are and await further instructions. Units that are already locked in battle should be commanded to attack wildly, approach via a narrow bridge over magma, or do some other thing seems plausible but is not too tactically smart-- unless they're attacking here, then try to get them to go away. Have him tell his forces that a truce has been arranged with the Succubi and they and their demonic units should be allowed peaceful passage through Duergar lands, as well as being let into Duergar dungeons. Then have him tell the Grey Orc mercenaries that their services are no longer required and they are dismissed and should leave Duergar lands as soon as possible. Inform the demolitions units working for the Kirr that all is well in Duergar lands and they should just keep doing what the Bloodlord says; get him to officially cede control of these units to the Kirr if it is possible to do so. Get him to declare the Kirr Summoner is also returned to the Kirr's control and ordered back to Kirr lands. Ask him where his gold mines are and what their production is, and get him to have as much gold production as possible routed to areas that are controlled by the Demented or Succubi to be intercepted-- phrase the order more tactfully to his underlings, of course. After that, ask him if he has any Hatcheries or Halls of Trophies under construction, and, if he does, make him order construction cancelled and dismantle them for resources as quickly as possible. Finally, if we have time, try to find out what other plans the Duergar had. To whatever extent it is possible to not let on to the other Duergar that Kafer has been subverted, try to do that, too.
After the battle, go back north with the Demons, using her last 4 Speed to end up in L15, L16, or L17, depending on how things go: see the Demons' orders
If she ends up in battle against the Kirr Summoner, it is her first priority to Dominate him/her. If successful, make the Summoner throw poison at Beetles and Duergar, and then flee the combat when the Domination's duration is about to end. Try to avoid killing the Summoner if possible, but don't put herself in danger to do it.

Incarnadine (Started in M7, Ending in L22) - Visible as Demented
(Chiaroscuro will cast Phase Shift from a scroll)
Go (phase shifted) (M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14) [6 Speed]
Meet in L14 with Chiaroscuro, Verdure, and Wisteria (or L13 if Wisteria pulled back)
Summon the Demonic Guardian "Dante" [2 Speed, -25 Souls]
After all 5 Demons have been summoned, cast Haste on them while they are all here
Disguise herself as a Derro, but don't compromise combat effectiveness to maintain the illusion
Move into L22 (or wherever the battle is) and follow Chiaroscuro's battle plan
If Kafer dies, Incarnadine will take his hat!
Reassert her Derro disguise after the battle if she had to drop it. If Verdure is banished, disguise herself as Abject instead-- try to keep both Demented and Abject disguises up

Verdure (Started in M7, Ending in L22) - Visible as Abject
Cast Ward on herself, Chiaroscuro, and Incarnadine
(Chiaroscuro will cast Phase Shift from a scroll)
Go (phase shifted) (M7 -> L8 -> L9 -> L10 -> L11 -> L13 -> L14) [6 Speed]
Summon the Demonic Guardian "Virgil" [2 Speed, -25 Souls]
If we had to sacrifice the 50 slaves, perform a "Pret-a-Porter" ritual on the 4 Succubi and 5 Demons [2 speed, -19 Souls] (net +31 Souls)
Disguise herself as an Abject Ceremorph Ghoul, but don't compromise combat effectiveness to maintain the illusion
Meet in L14 (or L13 if Wisteria pulled back) with Chiaroscuro, Incarnadine, and Wisteria, and follow Chiaroscuro's battle plan
Reassert her Ceremorph Ghoul disguise after the battle if she had to drop it

Caerulea (Started in M13, Ending in L46) - Invisible
Cast Ward on herself, Arquenciel, and Llitul
Begin research into Demolitions capabilities. Spend 25 gold on research materials, alchemical supplies... and on repairing damage to the Boudoir caused by her boundless (and reckless) scientific curiosity. [-25 Gold]
(Llitul will cast Haste and Phase Shift on her)
Go (phase shifted) to Shog'ggl (M13 -> M14 -> M15 -> M16 -> M26 -> M27 -> M25 -> Down chasm to L52 -> L49 -> L45 -> L46) [10 Speed]
If it's possible to see things while in transit phase shifted, make sure to note what kind of creepy stuff is in L49.
Cast Haste on the regiment of Derro Alienists
Cast Haste (second time, due to crystals in the cavern) on the regiment of Derro Mutants
Engage in Debauchery, spending 12 Gold [2 Speed, -12 Gold, +8 Souls]

Wisteria (Started in L14, Ending in L22) - Visible as Demented
Cast Haste and Ward on herself
Before the first summoning, scout L15 [1 Speed] to see what the situation up there is: if there is an army heading to L16 then warn the Derro (via Arquenciel talking to Llitul, probably), but if it is heading this way then wait infiltrated for it to passs if it seems likely to, otherwise pull back to L13 to do the summoning.
Summon the Demonic Guardians "Brutus," "Cassius," and "Judas" [6 Speed, -75 Souls]
Wait for Chiaroscuro, Incarnadine, and Verdure to arrive
Disguise herself as Llitul, but don't compromise combat effectiveness to maintain the illusion
Join her sisters in the attack on L22 (or wherever), following Chiaroscuro's battle plan
Reassert her Llitul disguise after the battle if she had to drop it

Jonquille (Started in M7, Ending in M13) - Visible
Cast Haste on herself
Engage in Debauchery, spending 50 Gold [12 Speed, -50 Gold, +37 Souls]
Forced March to Kirr-Godna (M7 -> M6 -> M5 -> M13) [-3]
While traveling and engaging in Debauchery, she will ask around the various merchants and traders of Hazer-Nagroth and Kirr-Godna about Bloodcap mushrooms. Spend up to 10 Gold on them. Jonquille will find the allure of the many wonders of the market irresistible, and, even if she can't find Bloodcaps, she'll still end up buying something. [-10 Gold]

Demonic Guardians (Started in L14, Ending in L16?)
(Haste will be cast on them once they are all summoned)
These orders are written with the very strong assumption that the Duergar are going to make some sort of attack on Drakkenhold. If they don't, treat it as having "already won."
The regiment of 5 Demonic Guardians will break apart:
Quote from: Northern Group: 2 Demons
If Wisteria's scouting of L15 reports Duergar heading from Kaferhold to Drakkenhold, they will wait for them to pass completely through. They will then proceed northward to L15 [1 Speed]
On the other hand, if an army is heading this way and Wisteria had to pull back, they will stay with Southern Group and follow Southern Group's orders instead. (In this case, the Succubi will sacrifice the 50 slaves for Souls and buff themselves and the Demons)
If they are going north, and they have the 50 slaves from Chiaroscuro, hand them over to the Derro at the earliest opportunity, either in L15 or L16 depending on where the Derro are
If Kafer has been Dominated, they will maintain the illusion of "truce" and only attack if attacked first or if they need to support Llitul's forces that are under attack.
If the Derro forces in L16 are under attack but still holding out, then immediately proceed to L16 and aid in its defense [1 Speed]
However, if the Derro have already won or have already been driven out of Drakkenhold by the time the Demons get to L15, then wait there and scout Drakkenhold and Kaferhold [2 Speed]
If either one is sparsely defended, i.e., the Grey Orcs are not there and there are 14 or less Beetles, then wait for Southern Group to arrive and then everyone goes into there and attacks [1 Speed] (For determining enemy strength, the Kirr summoner, if still there, is counted as equivalent to 3 Beetles)
If Southern Group has been destroyed or is otherwise not coming, still try to carry out the plan, but decrease the threshold to 8 or less Beetles, or 5 and the Summoner. The order to not engage where the Grey Orcs are still stands.
If Kafer has been Dominated, then make him tell his forces to let us into the cities so we can attack them from the inside.
if both Kaferhold and Drakkenhold are "eligible" to be attacked, make our attack on Kaferhold
If both Drakkenhold and Kaferhold are in Duergar hands and both are too heavily defended, then just wait in L15 with the Derro
Quote from: Southern Group: 3 Demons
Brutus, Cassius, and Judas will go to L22 [2 Speed] and follow Chiaroscuro's battle plan
If Kafer is dead or dominated, then Chiaroscuro and her Demons will proceed northward back to L15 [3 Speed] unless there is something nasty up there that they haven't been able to make Kafer get rid of
If Kafer has been Dominated, they will maintain the illusion of "truce" and only attack if attacked first or if they need to support Llitul's forces that are under attack.
Go to L15 and scout L17 (unless Northern Group just did that). If it's lightly defended (i.e., the Grey Orcs aren't there, there are 8 Beetles or less, or equivalent) and at least 3 Demons are still alive and with us, the Demons and Chiaroscuro will attack it and try to claim it for Llitul. Make the threshold 12 Beetles if we had to use Pret-a-Porter. Otherwise just go up into L16 and help defend it, or just relax if the Derri won.
If the Derro had already been driven out of Drakkenhold, and Kaferhold is too strong, then meet up with Northern Group and possibly counterattack Drakkenhold according to Northern Group's instructions. Again, increase the threshold if we had to use Pret-a-Porter.
If the Derro are defeated and Northern Group has been completely destroyed, Southern Group will try to carry out the attack alone, provided there are 8 Beetles or less, or 5 and the Summoner, just like Northern Group's instructions.
If Kafer has been Dominated, then make him tell his forces to let us into the cities so we can attack them from the inside.
If both Drakkenhold and Kaferhold are in Duergar hands and both are too heavily defended, then just wait in L15 with the Derro
If the Succubi's forces are able to take over a dungeon, immediately cede it to Llitul. Hand over all spoils except magic items to her forces if Drakkenhold fell and we retake it. If we take Kaferhold, hand over all prisoners, but keep everything else seized.
All 5 Demonic Guardians (or whoever is left) will garrison at Drakkenhold or Kaferhold if they have speed left to do so (they should, unless they had to start in L13) [1 Speed]

Belphegor (Started in M13, Ending in M13) - Invisible
[ic=Instructions from Arquenciel]
Greetings, Belphegor. I hope to have a long and productive relationship working together.

You should spend the majority of this week attending the ceremonies at the Profane Temple and gathering information. In particular, I would like you to find out which priests and other prominent citizens are most supportive of the nascent cult of Succubus worship, and which are most in opposition. If you can eavesdrop on any conversations between clergy members, I would be most interested in finding out what they are saying about me. I will be making an appearance at the Profane Temple early in the week; naturally, I would also like you on hand to ensure my personal safety.

If your words or actions can quietly and subtly increase the allure of the Succubi to the throngs of worshipers, then, please take the opportunity. However, do not compromise yourself or reveal your true identity or that you work for me. In general, the less you are seen, the better.

- Lady Arquenciel Diamant Septena
[/ic]

Uma-Thur (Started in M7, Ending in M7) - Imprisoned
[ic=Falsified Report]
A horde of demonic beasts of a kind matching the appearance of Bloodfiends gathered near the northern Kirr outpost (Middledeep 6), joining the current garrison there. There are now 15 Bloodfiends there in total. After all of the creatures had gathered, the Summoner emerged from the outpost, bearing a scroll which he used to cast a spell upon this host of demons, rendering them invisible. The Summoner then withdrew back into the outpost. Whether the invisible fiends have stayed their ground or marched forth somewhere is unknown.

[ooc=Report details]They will truthfully add a report of the current garrison here, except the number of Bloodfiends. Arquenciel is passing through M6 this week so she'll see what's there and can report it. If there is not actually a Summoner, they'll add one in, too.[/ooc]
[/ic]

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: LD on May 14, 2013, 09:11:17 PM
DONE: Buildings Built, Resources Earned, Upkeep, Costs, Recuritument, Orders?, Units?, Buildings on List?

[spoiler=Orders and Information]
[ic]
Secret Story?

-Add Armies produced to their proper list. I finished recruitment. See Excel sheet for where things are supposed to go.
-defend Gnomefeast
-Dolmar elves in U60. Send to M64 at 1 Forced March. Need Know instructions for MadElf Destruction Unit. Do orders for Dolmar Elves.
-Flee with escape tunnel after walls are breached. (see SP's PM to me)

[/ic]

[spoiler=Production]
[ooc=M60] SouthSkulk Cavern - Middledeep 60

Kobold Mine (150 gold)
Kobold Mine (15 metal)

[/ooc]

[ooc=M63]Forestrees - Middledeep 63

Resource: Mushrooms  (25 food)[/ooc]

[ooc=M64]Cleversmart Colony

Kobold Mine (150 gold)
Kobold Mine (15 metal)[/ooc]

[ooc=M65]Cleversmart Caverns - Middledeep 65

Improved Kobold Mine: (300 gold)
Improved Kobold Mine: (25 metal)

Mushroom Patch: (20 food)
Midden: (35 food)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M65 Subtotal: 90 food, 300 gold, 25 metal[/ooc]

[ooc=M66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)

M66 Subtotal: 25 food, 150 gold, 15 metal[/ooc]

[ooc=M72]GnomeFeast LuteingCave- Middledeep 72

Kobold Mine (150 gold)
Kobold Mine (15 metal)

Resource: Mushrooms  (25 food)
Resource: Pool (10 food)

M72 Subtotal: 35 food, 150 gold, 15 metal[/ooc]

[ooc]BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex (400 gold)
Dark Elf Mine Complex (50 metal)

M73 Subtotal: 400 gold, 50 metal
[/ooc]

[ooc]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185 gold)
Ceremorph Mine (20 metal)

Resource: Mushrooms (25 food)

L69 Subtotal: 25 food, 185 gold, 20 metal[/ooc]

Total Production (except for siege): 200 food, 1085 gold, 105 metal
Besieged Production: 400 gold, 50 metal

[ooc]Looting/Events
+98 food (forage),  +30 gold (from Watchers)
[/ooc]

Total Looting/Events: 98 food, 30 gold, 0 metal,  -0 bodies/food

Final Total: 298 food, 1115(400) gold, 110 (50) metal, -0 bodies/food
[/spoiler]

[spoiler=Upkeep]

BangyBangs
Trapspringers (6g/4m/1f) x 1 =(6g/4m/1f)

=SUBTOTAL: 6g/4m/1f

Forestrees

Slingers (1g/1f) x 2= (2g/1f)

One less **** upkeep because of Commander.

=SUBTOTAL: 2g/1f

The Colons
Slingers (1g/1f) x 2 = (2g/2f)
Skulkers (2g/1f) x 3 = (6g/3f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

DreamSieges
Blunderdigs (3g/1f) x 2 = (6g/2f)
Bottletossers (4g/2m/1f) x 3 = (12g/6m/3f)
Trapspringers (6g/4m/1f) x 3 =(18g/12m/3f)

=SUBTOTAL: 36g/18m/8f

Deepguards
Slingers (1g/1f) x 4 = (4g/4f)
Skulkers (2g/1f) x 5 = (10g/5f)
Blunderdigs (3g/1f) x 1 = (3g/1f)
Dire Rat (3g/3f) x1 (3g/3f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 20g/13f

GoodyGarrison
Slingers (1g/1f) x 8 = (8g/8f)
Skulkers (2g/1f) x 3 = (6g/3f)
Dire Rat (3g/3f) x4 (12g/12f)
Shinycaster (7g/1f) = (7g/1f)

1 less Slinger upkeep because of Commander.

=SUBTOTAL: 34g/24f

BiteyAvengers
Dire Rats (3g/3f) x11 (33g/33f)

1 less Dire Rat upkeep because of Shee-Ra.

=SUBTOTAL: 33g/33f

RuinGuards
Skulkers (2g/1f) x 7 = (14g/7f)

1 less Dire Rat upkeep because of Commander.

=SUBTOTAL: 14g/7f

ShinyGuards
Slingers (1g/1f) x 8 = (8g/8f)
Skulker (2g/1f) x 4 = (8g/4f)

1 less Skulker upkeep because of Commander

=SUBTOTAL: 16g/12f

SmartyScouts
Slingers (1g/1f) x 20= (20g/20f)
Skulkers (2g/1f) x 10 = (12g/8f)
Blunderdigs (3g/1f) x 2 = (6g/2f)
Shinycaster (7g/1f) = (7g/1f)

One less Skulker upkeep because of Free Commander (2g/1f).

=SUBTOTAL: 53g/31f

Southguard
Skulkers (2g/1f) x3 (6g/3f)
Slingers (1g/1f) x 2= (2g/2f)

One less Skulker upkeep because of Commander.

=SUBTOTAL: 8g/5f

MadElf Destruction Unit
Trapspringers- Upkeep paid by Shadow Elves

Total: Net Loss/turn -(165g/93f/22m)
*Note: Total calculated by Excel, not by adding subtotals. Not all subtotals may be correct. I think use of Excel may be an ultimately more mathematically correct method.
[/spoiler]

[spoiler=Construction]
[ic]SouthSkulk Caverns- Middledeep 60
Completed This Turn
Gold Mine (150 gold, 15 metal) (week 3/3)

Under Construction


Beginning Construction
Burrow (35 gold) (week 1/2)
Mushroom Patch (25 gold) (week 1/2)
Pit Trap (25 gold)
Murder Holes (20 gold)
[/ic]

[ic]Forestrees- Middledeep 63
Completed This Turn
Escape Tunnel (20 gold)

Under Construction
Gold Mine (150 gold, 15 metal) (week 2/3)

Beginning Construction



[/ic]

[ic]Cleversmart Colony- Middledeep 64
Completed This Turn
Kobold Mine (150 gold, 15 metal) (week 3/3)

Under Construction


Beginning Construction

[/ic]


[ic]Cleversmart Caverns- Middledeep- 65
Completed This Turn
Improved Disguised Entrance (25 gold)
Caltrops (10 gold; 10 metal)
Trebuchet (35 gold) (week 2/2)

Under Construction


Beginning Construction
Dragon's Pool (300 gold) (week 1/6)

Maze (100 gold) (week 1/4)
[/ic]

[ic]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Completed This Turn
None.

Under Construction
See Beginning.

Beginning Construction
Murder Holes (20g)
Pit Trap (25g)

[/ic]

[ic]SpikyDeath Cavern- Middledeep 67

Completed Construction
Pit Trap (25g)

Under Construction

Beginning Construction

[/ic]

[ic]GnomeFeast LuteingCave- Middledeep 72
Completed This Turn

Under Construction

Beginning Construction
Burrow (35 gold) (week 1/2)
Rockfall (25 gold) (week 1/2)
Disguised Entrance (50 gold) (week 1/2)

[/ic]

[ic=BiteyTriumph Halls]BiteyTriumph Halls- Middledeep 73
Completed This Turn
Rockfall (35 gold) (week 2/2)
Trebuchet (35 gold) (week 2/2)

Under Construction
See Beginning.

Beginning Construction
Mushroom Patch (week 1/2)
Mushroom Patch (week 1/2)
Mushroom Patch (week 1/2)
Mushroom Patch (week 1/2)
Burrow (Week 1/2)
Maze (week 1/4)
Dragon Shrine (week 1/3)

Cage Trap (50 gold;15 metal)

[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69
Completed This Turn
Pit Trap 1 (25 gold)
Rockfall Trap (35 gold) (week 2/2)
Palisade (20 gold)

Under Construction
See Beginning.

Beginning Construction
Reinforced Gate (15 gold, 5 metal)
Murder Holes (20 gold)
Rockfall (35 gold) (week 1/2)

[/ic]




[/spoiler]

[spoiler=Recruit]

Recruiting:

22 Slingers (5gp) * 22 = 110g
4 Skulkers (7g/1m) * 4 = 28g/4m
11 Dire Rats (17 gp/1 m) * 11 = 187g/11m
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m

=SUM (345g/19m)

For easy Copy/Paste (Not recruiting:
1 Slinger (5gp) * 1 = (5gp)
6 Skulkers (7g/1m) * 6 = 42 g/6m
2 Shinycasters (50g) *2= 100g
2 Dire Rats (17 gp/1 m) * 2 = (34 gp/2 m)
2 Blunderdigs (10g/2m) * 2 = 20 g/ 4m
4 Bottlethrowers (13g/ 5m) *4 = 52 g/ 20m
3 Trapspringers (13g/ 8m) * 3 = 39g/ 25m


[/spoiler]

[spoiler=Wealth]
Began Turn at: 12 gold, 225 metal, 1490 food, 69 bodies (subtracted 2 gold owed)
Gained: 1115 (400) gold, 105 (50) metal, 236 food, 0 bodies/food
Total: 1127 (400) gold, 330 (50) metal, 1788 food, 69 bodies

Note on upkeep: Besieged income is special: 400 gold, 50 metal. Upkeep for stranded units paid from stranded region. 40 food, 47 gold needed. 47 gold paid brings it down to: 353 gold, 50 metal.

Spent 595 gold on construction.
Spent 183 gold on upkeep.
Spent 345 gold on recruiting.
Spent 0 gold on founding dungeons.
Trade 4 gold to Dolmar

Spent 5 metal on construction.
Spent 22 metal on upkeep.
Spent 19 metal on recruiting.
Trade 0 food to vassals.

Spent 140 food on upkeep.
Trade 15 food to Skarax and Legion.

Trade 2 bodies (ceremorphs) to Grolhund.

0 gold
1633 food
284 metal
8 bodies (ceremorphs)
59 bodies (undead)


Stranded Resources
Upkeep: 40 food (not paid, don't have), 47 gold
Construction: 310 gold
SUM: 43 gold, 50 metal
HOWEVER-->
Note on Resource Production: Only produce the minimum amount of resources necessary to fund construction in BiteyTriumph Halls (besieged) region this week. Thus, when the region is sacked, Undead will get nothing- since it was isolated it couldn't have gotten any gold produced from other regions. Is this possible?

[/spoiler]

[spoiler=Dungeons]
[ic=Middledeep 60]
SouthSkulk Cavern- Middledeep- 60

Kobold Mine (150 gold, 15 metal)

Escape Tunnel (20 gold)[/ic]

[ic=Middledeep 63]
Forestrees- Middledeep 63

Escape Tunnel
[/ic]

[ic=Middledeep 64]
Cleversmart Colony- Middledeep- 64

Kobold Mine (150 gold, 15 metal)

Escape Tunnel (20 gold)
Pit Trap (25 gold)[/ic]

[ic=Middledeep 65]
Cleversmart Caverns - Middledeep- 65

Mystery Chamber (scry if in the region)
Burrow (build slingers, skulkers, blunderdigs)
Mushroom Patch (20 food)
Kobold Mine (150 gold, 15 metal)---> UPGRADED TO Improved Kobold Mine (225 gold, 20 metal) (week 4/4)
Midden (125 gold) (dire rat cavalry, 35 food)
Workshop (65 gold, 25 metal) (build bottlethrowers, trapspringers)
Dragon Shrine (75 gold) (week 3/3) (Troops who pray at a Dragon Shrine gain +1 to Morale and Defence and are immune to disease (if they are suffering from a disease, it is cured, and they return to full health).  These benefits remain for 2 weeks).
Shinycaster's Cave (125 gold) (week 2/2) (recruit Shinycasters)

Palisade (20 gold) ----->UPGRADED Reinforced Gate (15 gold, 5 metal)
Pit Trap (25 gold) --->UPGRADED to Pit of Rats (12 gold)
Spiked Moat (25 gold)
Disguised Entrance (50 gold)--->UPGRADED to Improved Disguised Entrance
Caltrops (10 gold; 10 metal)
Caltrops (10 gold; 10 metal)
Trebuchet

Susurrus, the Executioner's Blade
[ic]Its vorpal enchantment means that if its wielder rolls a natural 20, it automatically kills its target if they have a head.  The sword grants +2 to Melee Attack and Damage, but the sword demands blood constantly, and its wielder effectively gains the Animosity ability while they carry the blade.[/ic]
[/ic]

[ic=Middledeep 66]Ryen-Dor's HollowShaft a/k/a "The Entrance to the Shaft of Ryen-Dor"- Middledeep 66
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)
Escape Tunnel; 20g
Murder Holes (20 gold)
Pit Trap; 25g
[/ic]

[ic=Middledeep 67]SpikyDeath Cavern- Middledeep 67
Note. Not a Dungeon. Just Traps Here. I think it will function like an outpost in that the enemy is forced to walk over these traps even if they are ending their turn in another region.

Pit Trap (by Trapspringers)
Pit Trap (by Trapspringers)
Rockfall Trap (35g) (week 2/2) (by Trapspringers)
[/ic]

[ic=Middledeep 72]
GnomeFeast LuteingCave- Middledeep 72
Kobold Mine (150 gold, 15 metal)

Palisade (20 gold)---->Reinforced Gate; 15g, 5m
Spiked Moat; 25 gold (3/3 week)
Escape Tunnel (20 gold)
Murder Holes (20 gold)
Murder Holes; 20 gold
Snare; 10 gold
Snare; 10 gold
Pit Trap 1 of 5; 25g
Pit Trap 2 of 5; 25 gold
Pit Trap 3 of 5; 25 gold[/ic]

[ic=Middledeep 73]
BiteyTriumph Halls- Middledeep 73

Dark Elf Mine Complex

City Wall (Restored as Palisade?) UPGRADED---->Reinforced Gate (15g/5m)
Pit Trap---------->Spiked Pit Trap (Upgrading Pit Trap #1) (10g)
Pit Trap #2 (25g)
Pit Trap #3 (25g)
Snare
Snare
Snare #3 (10g)
Murder Hole
Murder Hole
Murder Hole
Murder Holes #4 (20g)
Murder Holes #5 (20g)
Rockfall
Trebuchet
Escape Tunnel

Matriarch's Spire (unusable by Kobolds)
Matriarch's Study (unusable by Kobolds)
Arcane Library (unusable by Kobolds)
Slave Pens (unusable by Kobolds)
War Spire (unusable by Kobolds)
Armoury Spire (unusable by Kobolds)
Web Caverns (unusable by Kobolds)
Temple Spire (unusable by Kobolds)
[/ic]

[ic=ShinyFriendship Stair]ShinyFriendship Stair - Lowerdeep 69

Ceremorph Mine (185g/week)

Burrow (35 gold) (week 2/2)

Sphincter Gate (Questionable)
Escape Tunnel (20 gold)
Pit Trap 1
Palisade (20 gold)
Rockfall Trap (35 gold)


[/ic]

[/spoiler]

[spoiler=Armies]
[ic]GoodyGarrison
Commander: Mya-He, the Unmentionable (Slinger)
Effects: +1 morale for being in a garrison. & + Morale for Kobold Warren + Ambush for Skulkers and Infiltrating Dire Rats
Location: Middledeep 65

At Beginning-->
9 Slingers [Mya-He is a Slinger]
3 Dire Rats
3 Skulkers
1 Shinycaster
1 Mudspriggan

At End-->
9 Slingers [Mya-He is a Slinger]
1 Dire Rat
3 Skulkers
1 Shinycaster
1 Mudspriggan (summoned this turn)

Slingers [Mya-He is attached to this unit]
Slingers (Foh-Manchu "Unutterable Ovumguard")
Slinger ("Dom-Boh", the Distinct)
Slinger (Vit-Toh)
Slinger (Hus-Roh, the loud)
Slinger (Aaa-Hha, the fearful)
Skulkers (Shel-Dahn)
Skulker (Vir-Sal)
Skulker  (Ai-Ur, the Greater)

New Slinger
New Slinger
New Slinger
New Dire Rat

New Shinycaster (Thu-Uum)
New Mudspriggan (Muddytumbs)
[/ic]

[ic]SmartyScouts
Commander of the Garrison: Hai-Phen, the Shadow
Effects:  +1 morale for being in a garrison & + Morale for Kobold Warren (not counting Commander bonus to morale), and Skulkers are in ambush mode. Hai-Phen has a cloak that helps her [ic]Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Their Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic] ; Shinycaster casts hex at enemies if in combat.
Equipment: Manned Murder Holes
Location: M72. (New slingers and skulkers and shinycaster were in M65 and moved (4 Speed)- are not garrisoned yet due to speed; (9 of the 9) old slingers and (5 of the 7) old Skulkers moved from here to reinforce M73.

At Beginning of Turn->
2 Blunderdigs
6 Skulkers [Hai-Phen is a Skulker]
20 Slingers
1 Shinycaster (Ske-Ksis)

At End of Turn->
4 Blunderdigs
28 Slingers
10 Dire Rats
6 Skulkers [Hai-Phen is a Skulker]
1 Shinycaster (Ske-Ksis)
2 Mudspriggans (1 summoned by Ske-Ksis, 1 summoned by Thu-Uum)
+However many evacuate from BiteyTriumph

Skulkers* [Hai-Phen, the Shadow]
Blunderdig ("Cat-Con", "Underfeet Underdeep Squadron")
Blunderdig ("Bill-Dit", "Backdoor Blundering Boffins")

Mudspriggan (Dirtywords) (week 2/4)
Mudspriggan (Skellieeater) (week 1/4)
Medspriggan (Uglymaw) (week 1/4)

Slinger (Par-Fate)
Slinger (Par-Fait)
+ a number of New Slingers who I don't have room to name.

Skulker
+ a number of New Skulkers who I don't have room to name.

[/ic]

[ic=ShinyGuard]ShinyGuard
Commander of the Garrison: Basherpokes
Effects: Kobold Warren Bonuses
Location: L69

8 Slingers
5 Skulkers (Including Commander)
+Shinyelves

Skulker ("Basherpokes")
Skulkers (4 others) Nameless.
Slingers (8) Nameless.

[/ic]

[ic=BangyBangs]BangyBangs
Effects: Trap Building
Location: M67

1 Trapspringer

Trapspringer ("Quo-Vadis", the wanderer)[/ic]

[ic=SouthGuard]SouthGuard
Commander: Tro-Jan, the Unbreakable (a Skulker)
Effects: Invisible, in Kobold Warren
Location: (at end of turn M60)

At Beginning of Turn-->
4 Skulkers  (including 1 Commander)
2 Slingers

At End of Turn-->
4 Skulkers (including 1 Commander)
8 Slingers
3 Dire Rats
__ Shadow Elf Gloomdancers


Skulkers  (Tro-Jan, the unbreakable) [Commander]
Skulkers  (Achi-Lees, the unkillable)
Skulker (Hen-Rhee)
Skulker (Ran-Dolph)

Slinger (Hes-Sian)
Slinger (Ver-Ity)
[/ic]

[ic=RuinGuards]RuinGuards
Commander: Grimfever and Xev-Yiat, the rider (Dire Rat)
Effects: Invisible; Garrisoned; Skulkers in Ambush; Kobold Warren Bonuses
Equipment: Manned Murder Holes
Location: (at beginning: M73))

at beginning->
1 Dire Rat (Commander)
7 Skulkers (1 on assignment)
0 Slingers

Dire Rat (Grimfever and Xev-Yiat, the Rider) [Commander]
Skulker (Cad-Mium)
Skulker (Rhe-Sus)
Skulker (Rhe-Bus)
Skulker (Iv-Hor)
Skulker ("Bat-Mun")
Skulker ("Bat-Miz")
Slinger (Par-Fait)

Skulker (Uma-Thur) (on assignment to M8) (Remaining in M8)
[/ic]

[ic=Dreamsieges]DreamSieges
Effects:
Location: (at beginning; L69 ; at end, march with elves to L73 and besiege)

2 Blunderdigs
3 Bottletossers
3 Trapspringers

Blunderdigs (Ben-Jee)
Blunderdigs (Ben-Ghay)
Bottletosser (Ysi-Xvho)
Bottletosser (Qwi-Jibo)
Bottletosser (Qwi-Ghon)
Trapspringer (Qup-Upp)
Trapspringer (Dip-Dwn)
Trapspringer  (Mop-Pop)
[/ic]

[ic=ShinyGuard]ShinyGuard
Commander of the Garrison: Basherpokes
Effects: Kobold Warren Bonuses, Garrisoned
Location: L69

8 Slingers
5 Skulkers (Including Commander)

30 ShinyElf Archers (Not officially part of the unit but is in the region.

Skulker ("Basherpokes")
Skulkers (4 others) Nameless.
Slingers (8) Nameless.[/ic]

[ic=Dreamsieges]DreamSieges
Effects: Garrison, Kobold Warren Bonuses
Location: L69

2 Blunderdigs
3 Bottletossers
3 Trapspringers

Blunderdigs (Ben-Jee)
Blunderdigs (Ben-Ghay)
Bottletosser (Ysi-Xvho)
Bottletosser (Qwi-Jibo)
Bottletosser (Qwi-Ghon)
Trapspringer (Qup-Upp)
Trapspringer (Dip-Dwn)
Trapspringer  (Mop-Pop)
[/ic]


[ic=BiteyAvengers]BiteyAvengers
Commander: Shee-Ra Cleversmart the Sixteenth, Queen Mistress of All That Is Under the Ground (mounted on Dire Rat "Pointyteeth")
Effects:  Commander bonus to morale. Cavalry +4 special ability and Disease 3, Climb [Invisible because of Shee-Ra]; Ambush and Garrisoned. Note Shee-Ra's Jewel (see Character Sheet below for her special abilities); Commander: Potion of Restoration; Also, this effect for Shee-Ra--> If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.
Location: (at beginning: M73- except for the New Rats; the new rats will arrive in M73 by the end of their turn, but the new rats can only garrison, not ambush due to speed)
1 Shee-Ra [currently attached to Dire Rat "Pointyteeth"]

at beginning of turn-->
11 Dire Rats + Shee-Ra and "Pointyteeth"

Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat
Dire Rat

[/ic]

[ic=The Colons]The Colons
Commander: Hum-Bout, the Trickster
Effects: Garrisoned; Skulkers are in Ambush.; Kobold Warren Bonuses
Location: M64.
4 Skulkers
2 Slingers

Skulker (Hum-Bout, the Trickster) [Commander]
Skulker
Skulker
Skulker

Slinger
Slinger
[/ic]

[ic=Forestrees]Forestrees
Commander: Ak-Ten, the Terrible, Slinger.
Effects: Garrisoned; Kobold Warren Bonuses
Location: (at end: M63)
2 Slingers (1 is a commander)

Slinger (Ak-Ten) (Commander)
Slinger[/ic]

[ic]MadElf Destruction Unit
8 Trapspringers
Location: (See Orders. U58 (Force March 4 LAST Turn).
[/ic]

[ic]Deepguards
Commander: Ho-Dor, the Stable (Skulker) (who eats rocks, carries around his lame nephew on a howdah, nephew shoots and slings from his back)
Effects: +1 morale for being in a garrison & + Morale for Kobold Warren . (Commander Bonus Not Added yet) (Skulkers Not ambushing this turn.)
Location: Middledeep 66
6 Skulkers [Ho-Dor is a Skulker]
4 Slingers
1 Blunderdig
1 Dire Rat

Skulker  [Ho-Dor, the Commander]
Skulker  (Ay-Jax, the warrior)
Skulker  (Vor-Keth, the massive)
Skulker (Vir-Ille, the Fecund)
Skulker  (Ai-Ur, the Lesser)
Skulker  (Ro-Dan, the belligerent watcher)
Blunderdigs (Kili-Fili, the stout digger)
Slinger (Isil-Dur, the unmentionable-the other kobold captured by humans along with Mya-He)
Slinger (Fush-Rodah, the shouter)
Slinger (Mah-Sala)
Slinger (Bir-Yani)
Dire Rat (Bittersnap ; rider- Mun-Gor)
[/ic]


[/spoiler]

[spoiler=Characters]
[ic=Shee-Ra Cleversmart the Sixteenth]
Shee-Ra Cleversmart the Sixteenth
(http://img14.imageshack.us/img14/8079/sheerah.jpg)
Ranged Attack: +10
Ranged Damage: 8
Melee Attack: +8
Melee Damage: 6
Defence: 24
Health: 21
Speed: 6
Morale: +6
Special Abilities: Infiltrator (also imparted to entire unit), Leadership, Sling Mastery, Mounted Charge (Cavalry +4 bonus applies to whole unit), Mounted Onslaught (see below), (Rat abilities follow-->) Cavalry, Climb and Disease 3,
Inventory: Potion of Restoration (instantly cures any disease a single unit is suffering from); strange Jewel
Unit: Attached to Dire Rat.
Instructions: Use the Potion of Restoration on self if self is in danger of being killed in battle. Use on self if army retreats.

[ic]Jewel- when worn it imparts to its wearer a +2 bonus to Morale and grants them the Fear ability (DC 12, or +2 to their Fear DC if they already possess Fear).  It almost certainly imparts other, unknown powers as well.[/ic]

Shee-Ra increases the Ranged Attack and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Ranged Attack and Morale of garrisoned troops by +1. (Note this turn: Each turn, if she has the move, please check orders to see if she is Garrisoned-she should be garrisoned this turn) Her Infiltrator ability is imparted to any regiment she leads.

Sling Mastery
Shee-Ra is now so adept with her sling that she can choose to use it in melee combat.  Shee-Ra now uses her Ranged Attack and Damage in melee, so long as she is using a sling.

Mounted Onslaught
Shee-Ra is now exceptionally skilled at leading mounted charges.  If mounted on a Dire Rat then during the initial Cavalry charge she and all units in the regiment she leads resolve their melee attacks before the enemy's; casualties are deducted from the targeted regiment accordingly.

Dire Rat Mounting- She gains the Cavalry, Climb and Disease 3 abilities and can only join a regiment of Kobold Dire Rat Cavalry.  She also gains +2 Defence, +2 Speed and +6 Health.  Mounting Shee-Ra on a dire rat costs 17 Gold and 1 Metal (no Upkeep costs, however). [/ic]

[ic=Mya-He, the Unmentionable]
Mya-He, the Unmentionable
(http://img819.imageshack.us/img819/8374/myahetheunmentionable.jpg)
Unmentionable not because Mya-He is a cannibal who has eaten Kobold flesh before, which is acceptable to do when Kobolds have perished, but because he was captured by surface dwellers! Once, on a long expedition to the surface, Mya-He and a squad became separated from a main raiding party and they were trapped in a surface race trap, where he and his fellows lingered. He only survived and remained strong because he and one ally killed and ate the rest of their fellows, then they played dead.

When humans came to fetch the kobolds out of the trap, they were overpowered and the kobolds fled to the realm of the Cleversmarts. Although Mya-He received great shame for being captured by a surface-dweller's trap, he received great honor for having overpowered and escaped from surface dwellers.

He is considered as having great insight into surface dwellers' ways and customs, gathered from overhearing snatches of their conversations and observations of their surface camps. Mya-He is a tenacious kobold, willing to do whatever it takes to survive and willing to sacrifice anyone else to ensure his survival. Shee-Ra places him in charge of the Cleversmart Caverns because most kobolds are afraid of him, and because she knows that he will never figure out how to work the mystery chamber or establish a cult following to overthrow her- he is too hated for that to happen- and he knows that.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]

Commanders also gain +10 Health and +2 to all Attack, Damage, Defence, and Morale characteristics (Melee or Ranged, if they possess a Ranged attack).  

[ic]
Ho-Dor, the Stable
(http://img707.imageshack.us/img707/5759/hodorthestable.jpg)
Ho-Dor the Stable is a simple Kobold. He is a distant cousin of Shee-Ra and he is a forager at heart.

He dotes on his nephew, whose leg was crushed when he tumbled down the dark slicks of a Dark Elf trap, and now Ho-Dor carries the nephew, Oh-No, around on a howdah that is strapped to Ho-Dor's broad back. Oh-No shoots rocks and other debris at enemies while Ho-Dor the Stable roots himself into the soil and fights with his quarterstaff.

Ho-Dor is a tempered commander who cares greatly for his soldiers. He is also an odd Kobold in that he has no interest in mating or in fertilizing Kobold Eggs. Instead, when he is at rest, he sits and meditates. His soldiers consider him eccentric, but they benefit from his constant attention. If the soldiers need something, Ho-Dor, the Stable, will find it for them.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hai-Phen, the Shadow]
Hai-Phen, the Shadow
(http://img593.imageshack.us/img593/319/haiphentheshadow.jpg)
The Shadow knows what few others know, she slinks and spies and comes back with food, news, and dead enemies heads. The Shadow was nearly kicked out of her tribe for being a thief, by the previous Master of All That Is Underground when she stole a precious amulet that belonged to him and sold it to Dark Elves, but Shee-Ra recognized her potential and protected her from his wrath. Hai-Phen owes her life and her allegiance to her Queen Mistress, and she is eager to demonstrate her worth to the Clever Lady.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 20 (with cloak)
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout, (with cloak->Climbing, +1 Defense (added), Poison 2, Immune to Arachnid Poisons)
Inventory: Lute of Bravery which, if played in lieu of an attack by a single unit within a regiment, gives other units in the regiment +2 Morale for one round
Cloak of Arachnida grants its wearer the Climbing ability and gives them +1 Defence.  Melee attacks also acquire Poison 2 and they become immune to the Poison of arachnid creatures.[/ic]

[ic=Tro-Jan, the Unbreakable]
Tro-Jan the Unbreakable is known for his feats of strength. Tro-Jan wrestled many Kobolds and always came away the victor. Tro-Jan also wrestled a Gloom Troll, it is said, during one sojourn to the Deepsea. Tro-Jan bites the tops off containers and allows his always taut chest to be used as a punching bag by trainee Kobolds. Tro-Jan is known for his pithy quips: "The only old kobold who is a bold kobold is the gold kobold*" *referring to the golden abs and muscles of himself and the tendency of kobolds in poor health to die young. "Fitness is like a crate of swimmyswims. You always know what you're going to get- toned abs and longer life." He has been thinking of writing a book about his experiences and his wisdom. Tro-Jan's followers are inspired by his unflappability, his strength, and his health. Some are a bit jealous of his braggadocio and his good fortune; but all good kobolds are taught to be proud of their achievements, so it is of no great surprise that one with so many great achievements would be so arrogant.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Hum-Bout, the Trickster]
Hum-Bout, the Trickster (a Skulker)
Commander of the Colons
Hum-Bout, the Trickster, is known for cheating at pick sticks, knotch arrows, and bait monsters. Although this cheating makes him rather unpopular, it also is a sign of creativity, which resulted in his being picked to lead the Colons. Perhaps one day he will be placed in charge of a more advance-guard location, but for now, he is placed in a vital location near the Cleversmart Caverns themselves, defending them with a valiant force as he learns how to best lead and inspire young kobolds without dunking their heads in a lake or dropping a buzzing trap in their cereal that snaps their tongues in half while he laughs at their misfortune. His men do not enjoy him much and perhaps one day they might mutiny; but that day is not this one.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Grimfever and Xev-Yiat, the rider, Commander of BiteyTriumph Halls- Middledeep 73]
Grimfever and Xev-Yiat, the rider
(http://img132.imageshack.us/img132/5044/grimfever.jpg)
Commander of the RuinGuards

Grimfever the rat was born on an inauspicious moon; when young, he was stricken with the Blessed Plague, the plague of the ratdroppings. After many excruciating weeks, he overcame the plague and grew to become wiry and fit, smarter and faster than other hatchlings of his pride. His intelligence was noted by the Cleversmarts and he was trained for leadership; he was eventually paired with Xev-Yiat, an inquisitive Kobold with a yen for adventure. Xev-Yiat is a fourth cousin to Queen Mistress Shee-Ra, and he has used that connection to certain advantage. Although he has not directly begged for positions as a result of his relation, he has judiciously dropped her name at important times; at one such occurrence, he mentioned the relationship and his allegedly close friendship with her (she once nodded to him at a gathering), and all other candidates for officer training mysteriously made mistakes- leaving him with the only flawless performance--which merited him this eventual promotion to Commander of the RuinGuards.

Cost: 17 Gold, 1 Metal
Upkeep: Free
Melee Attack: +7
Melee Damage: 8
Defence: 20
Health: 20
Speed: 6
Morale: +5
Special Abilities: Cavalry, Climb, Disease (3)[/ic]

[ic=Basherpokes- Lowerdeep 69]
Basherpokes
Commander of the ShinyGuard

Basherpokes is known for bashing; and poking; and bashing; and poking. His eyes are good and his nose is keen. He's a straightforward kobold, hit on the head one too many times to be considered even passing intelligent, but he's good at bashing and poking and seeing and reporting. He's an unimaginative kobold, but he's loyal and he follows written orders to the letter. If something needs to be done, Basherpokes will be the first one to do it, no matter how dangerous, or risky.

Skulker

Upkeep: Free
Melee Attack: +4
Melee Damage: 5
Defence: 19
Health: 16
Speed: 4
Morale: +3
Special Abilities: Infiltrator, Scout[/ic]

[ic=Ak-Ten the Terrible- Middledeep 63]
Ak-Ten the Terrible
Commander of the Forestrees

TODO. He has been appointed, but I may replace him Soon.

Slinger

Upkeep: Free
Ranged Attack: +4
Ranged Damage: 4
Melee Attack: +3
Melee Damage: 3
Defence: 18
Health: 14
Speed: 4
Morale: +3[/ic]
[/spoiler]

[spoiler=Orders]

General
- (Long Term) if any bodies are available in a region that Undead approach with intent to siege, eat the bodies before any other food.
- DO NOT cancel mine construction in any location that is about to fall.

- New Recruits in M65;
---(4 Speed) send 1 Shinycaster and 4 Skulkers to M72 to join SmartyScouts (will use hex on enemies).
---(4 Speed) send 10 Dire Rats, 8 Slingers, 2 Blunderdigs to M72 to join SmartyScouts
---(5 Speed) send 6 Slingers (1 Force March) and 1 Dire Rat south to M60 SouthSkulk Caverns.

From Upperdeep 58
-MadElf Destruction Unit should not engage any enemies; other than that, follow ShadowyElf instructions. Otherwise, go to U43.

From Upperdeep 60
-ShadowyElf Gloomdancers should proceed to M60 and Garrison and set up an Ambush if possible, on the Palisades.

From Middledeep 8
Uma-Thur continues to spy on M6; use extra speed to retreat if Dark elves come.
- Do not engage Grolhund or Dark Elves.

From Middledeep 60 (SouthGuard)
-(2 speed) Ambush
-(1 speed) Garrison
-(Free Scout) Free Scout U60

From Middledeep 63 (Forestrees)
-(3 speed) Gather food (2x3=6 food)
-(1 speed) Garrison

From Middledeep 64 (The Colons)
-(1 speed) Garrison
-Retreat back to Cleversmart Caverns(M65)  if attacked by anything more than a token force; if during the same week that the Colons' starting region falls, Cleversmart Caverns (M65) is about to be attacked, the Commander of Colons (Hum-Bout) takes up Susurrus the Executioner's Blade to defend Cleversmart Cavern. Also, if a more than token force tries to slip around M64 to get to M65, Commander of M64 should retreat to M65 and take up Susurrus the Blade to defend Cleversmart Caverns (M65).

From Middledeep 65 (Cleversmart Caverns)
-(2 Speed) GoodyGarrison Slingers Forage (8x2=add 16 food next turn).
-(1 Speed) GoodyGarrison prays at the Dragon Shrine (+1 to Morale and Defence and are immune to disease for 2 weeks)
-(1 Speed) GoodyGarrison Garrisons. (I have not added the bonuses).
-The GoodyGarrison Dire Rats Infiltrate for an Ambush. (1 Speed)
-Shiny Caster (Thu-Uum)  uses hex against enemies. uses (1 Speed) to summon a Mudspriggan (see below). Uses (1 Speed) to Garrison. Uses (1 speed to Pray with others).
- Mudspriggan (week 2/4) summoned last turn goes to M60.
- Thu-Uum summons 1 more Mudspriggan, who moves to M72.

-See New Recruits orders above for New Units originating in Cleversmart Caverns who are not staying here.
-(5 Speed) 2 Dire Rats formerly in the Goody Garrison go to SouthGuard in M60.

From Middledeep 66 (Ryen-Dor's Hollow Shaft)
-(3 Speed) Deepguards Forage (14x3 =36+ 2x3=6 add 42 food next turn).
-(1 Speed) Deepguards Garrison. (I have not added the bonuses).
-(Free Ability) Scout Darksea.
-Retreat to M65 if enemies significantly outnumber or outclass (after initial use of defenses)

From Middledeep 67
- BangyBangs unit moves to M61.
- Retreat to M62 and further if necessary if attacked.

From Middledeep 72 (GnomeFeast Luteing Cave)
SmartyScouts
-(1 Speed) Skulkers and Slingers gather food. (6x1= add 6 food next turn) +(20x2 speed) for the blunderdigs and slingers who cannot infiltrate= 40f= [total 46 food].
-(2 Speed) Set up an Ambush with Skulkers and any others who can infiltrate. Old Skulkers can ambush (if the attack comes before they move) as can Hai-Phen always; new recruits don't have enough speed.
-(1 Speed) Garrison.
-(3 Speed) Ske-Ksis, the Shinycaster summons another 1 Mudspriggan, then he uses (1 Speed) to garrison.
-(Free Ability) Scout M74, M73 (if it falls), and M71.
-Standing Order for future fights; Commander Hai-Phen has a Slinger play the Lute of Bravery (+2 morale) at the start of battle to improve the regiment's bravery.
-Standing Order: Blunderdigs do not engage. If this means they MUST go out the escape tunnel, then they use that. Otherwise, they do not engage.

From Middledeep 73 (BiteyTriumph Halls)
RuinGuards
-(2 Speed) Ambush
-(1 Speed) Garrison
-(Free Ability) Scout M73, Scout U93.
-STANDING ORDER: When the evil Undead assault, let the palisade and the defenses (murder holes, etc) absorb their attacks. do all the surprise defense rounds and bonus ambushes and cavalry charges;
If Prof. Robertson is still standing once the walls have been breached, retreat to M72 by way of the Escape Tunnel. Dire Rats who can infiltrate and Skulkers (can infiltrate?) (includes Xev-Yiat and Grimfever, the Commander of RuinGuards, who will abandon his post retreat to M72). can leave this way; other people are left.
Goal is for Shee-Ra to survive, so she should leave before Prof. Robertson confronts her by breaching the walls.
If Prof. Robertson is not standing when the walls are breached, defend BiteyTriumph Halls unless over 50% of his army is still remaining.

Note on Resource Production: Only produce the minimum amount of resources necessary to fund construction in that region this week. Thus, when the region is sacked, Undead will get nothing- since it was isolated it couldn't have gotten any gold produced from other regions.
-Note on Retreat: If retreat and is possible, collapse and ruin the mines before I go so that they are too damaged to use next turn. (Goal is that they should not be usable by Greyskulls).

BiteyAvengers
-(2 Speed) Set up Ambush.
-(1 Speed) Garrison.
-STANDING ORDER: If defeated in battle but not killed, Shee-Ra will put on the Jewel and hope that it protects her against subsequent attacks.
-STANDING ORDER: If my army is losing (e.g. if after our first volley and their response in the initial attack we lose a significant number of rats and have killed less ghouls than would be necessary to prevent the undead from having a 60% or greater chance of wiping us out the next round), Shee-Ra and infiltrating units (includes Xev-Yiat and Grimfever, the Commander of RuinGuards, retreat to M72).
-STANDING ORDER: If, after retreating to M72, the armies (all armies) in M72 is attacked and they are losing after the first ambush attack and response, retreat.
-STANDING ORDER: When the evil Undead assault, let the palisade and the defenses (murder holes, etc) absorb their attacks. do all the surprise defense rounds and bonus ambushes and cavalry charges;
If Prof. Robertson is still standing once the walls have been breached, retreat to M72 by way of the Escape Tunnel. Dire Rats who can infiltrate and Skulkers (can infiltrate?) (includes Xev-Yiat and Grimfever, the Commander of RuinGuards, who will abandon his post retreat to M72). can leave this way; other people are left.
Goal is for Shee-Ra to survive.
If Prof. Robertson is not standing when the walls are breached, defend BiteyTriumph Halls unless over 50% of his army is still remaining.

From Lowerdeep 69 (ShinyFriendship Stair)
Garrison and DreamSlayers
- (1 Speed) Garrison.
- (1 Speed) Skulkers ambush.
- (3 Speed) Slingers gather food. (16x3= 48 food)
- Permit Dark Elves or Grolhund to pass as they will.
- Permit the purple Ceremorphs (Xathan) to pass if they are going through and not attacking me.
- Blunderdigs and Trapspringers do not engage.
-(Retreat out Escape Tunnel if attacked by significantly larger forces; if evenly matched- face the meeting).
- (Free) Scout L70, L68, M80.

-New Recruited Slingers and Skulkers.

Total: Add 158 food next week due to foraging. (46(M72)+48(L69)+16(M65)+6(M63)+42(M66))

[/spoiler]

[spoiler=Trade]
Send 2 bodies (ceremorphs) to Grolhund.
Send 15 food to Legion Kobolds.
[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: LD on May 14, 2013, 09:11:24 PM
Cleversmarts: Part II.

TODO: Note to Undead, More story?

[ic=Besieged]Gnawing on dirt is what it had come to for Shee-Ra, besieged by the Greyskull Uglyhatter himself. 11 Ghasts had defeated 25 of her freshest dire rats, riders, slingers, and skulkers, who failed to lift the siege. And now, their dead, lifeless eyes stared back at her from beneath the Palisade.
[/ic]

[spoiler=To Dolmar]

Leader Dol-Mar,

Trapspringers be make way South to join and befuddle MadElves! We also welcome arrival of your Gloomdancers! We let them rest in M60 this week, then bring them north to dobest battle. Plan before be use against Evileyes, but Greyskulls in interim attack. Permission we have use against Greyskulls instead?

-Queen Mistress Shee-Ra Cleversmart XVI, Queen of All that Is Under the Ground
[/spoiler]

[spoiler=To Watchers]
SwimmySwims!

Congratulations on your recently-founded Swimmycaves. We find ourselves south of you in the BiteyTriumph Ruins confronted by Ghasts and Ghouls most dire, led by a Necromancer who has powers of illusion! Are you still able to send troops south to lift the siege? If so, we pledge not only to found dungeons to create buffer between you and evil Greyskulls, we also pledge to construct tunnels and traps and snares and cages to capture enemies as you desire in locations that you desire to better protect your lands. It be two week now that Greyskulls fail to assault the BiteyTriumph Ruins. All we lack are the numbers to repulse the monsters in the open- Kobolds however be very strong when defenses are power. We also negotiate with others come aid in lift siege; with three army face Greyskulls, UglyHatter Greyskull Necromancer only able use spell against one in effect! And then he be destroy!

But if Greyskulls take the dungeon... then it be veryhard dislodge them. We would need digunder defenses and let healthystrong creature pass beneath because they already have murder holes, snares, pit traps, trebuchet and more defend from inside which we cannotdestroy this week.

We runnyrun numbers decide if possible dislodge and break Greyskull siege. Truth be this- if Greyskulls not attack this week, we may alwayshold because we buildymake Burrows and Mushroom Farms inside sonotstarve. But thisweek be crucialtime. Must hold this week, or veryhard get regionback. Greyskull regions above be veryweak defend. This region be verystrong defend. Greyskull only powerful because of Uglyhatter magic. Uglyhatter will be defeat!

-Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground
[/spoiler]

[spoiler=To Lady Viarra]
Lady Via-Rra,

Queen Mistress Shee-Ra scrawl this while besieged by the Greyskull UglyHatter himself. For two week time he has fail overcome the strong defenses of BiteyTriumph Halls! I note your forces' trouble at hands of vile NastyDreams. I ask you intention? You be free to shelter selves in L72 , or you be free pass beyond the well-defended ShinyFriendship Stair in L69 to go where you will. (Note to steerpike, depending on their force composition (I PMed You) I may have something else to add here).

-Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground
[/spoiler]

[spoiler=To New Goblins]
NewGoblins!

Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground brings you greetings. What brings you to the Underdeep? Our forces at your gate will bid you no harm, we are merely pass through on errand. Do you have story of what brought you to Underdeep, which Queen Mistress rules? Queen Mistress also inform you, so you have knowledge. There be two type of kobolds in your vicinity. Strangekobolds and Cleversmart kobolds. Actions of Strangekobolds, who wear armor of Shinypeople type be not actions of Cleversmart kobolds.

-Shee-Ra Cleversmart XVI, Queen Mistress of All that Is Under the Ground[/spoiler]

[spoiler=To Skarax]
Hail to Ska-Rax,

We thank you for message be good. Though Greyskull UglyHatter assault BiteyTriumph Halls twice in two weeks, the Halls stand fast. Together, we and Legion Kobolds will cause great upheaval to Greyskulls!

We also send condol for perish of Mar-Cus. See food include for funeral feast (15 food sent).
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: Dolmar on May 15, 2013, 04:41:05 PM
[spoiler=Response to Kafer, Despot of the Duergar]
My congratulations on your strike agains the Abject; it was well recieved among the Nocae, and you have our deepest sympathies for the predation of these 'Demented' Ceremorphs, though I am forced to wonder how one tells the difference between those who admit to their madness and those who claim sanity.

The news of the Succubi's working with the Abject is unfortunate, and I am gladdened to hear it was disrupted, but I confess that I am not overly surprised to hear it. The Succubi are the creatuers of the Kirr, though slightly more agreeable than their noxious summoner. I do not seek to hunt the Succubi down, if that is what you propose, but I hope to take advantage of the opening in the Abject's defenses you have created. To that end, I do request your advice and expertise; some feral Tunnel Hulks, of those you work with so well, are near the borders of my lands. I have thus far kept the creatures placated by food, but attempts to communicate with them beyond that have been utter failures.

Any advice you could have concerning opening a rapport with these creatures would be greatly apprecated, and I'm certain some would serve you well, though others I seek to use against those who apparently are our mutual foes, both the Abject and the Kirr. In addition, since you had some measure of success against the Abject, if you could inform me of all you know of their defenses of their holdings in the Middledeep, I would be greatly appreciative.

If you require more direct assistance against the Demented, I will be happy to provide what I can, though my ability to end aid is limited. Should the worst come to pass, and you find yourself driven from your homes, you may find refuge among the Nocae. I may even suggest sending the non-combatants amongst yourself north and up to my realm, so they may be safe from the coming storm.

Yours,
Dolmar Lestridae
Champion of the Holy Shdow
Defender of Umbrazzid.[/spoiler]

[spoiler=Response to Arquenciel]
Your grace is always appreciated, Lady Septena. And speaking of titles, as a minor request, General Lestridae or even Sir Lestridae would be preferred; the title of Lord among my people has connotations that harkens back to the Old Ways, and you understand better than most the power of words, so I am certain you can understand my desire to curb its usage, even when not among my own people. I believe I may have used it in an earlier letter with you; I apologize for the error if I did, but old habits die hardest.

I admit that I had not known of the origins of the Succubi. I am sorry for your progenitor's fall, but it means that even the most basic assumption about creatures of the Abyss cannot be made; since you were created from the aftermath of a God of Light, you nature cannot be inherently evil as some of my scholars suggest. Perhaps the Holy Shadow holds more that could appeal to you than you might suspect, for it is a central tenant of the faith that, so long as its nature is not inherently evil, any creature may chose to follow the Shadowed Paths into the balance between Light and Dark. Or perhaps not; our ways are not for everyone, though more adopt it than I expected.

I do appreciate your honest in the interest of clarity and to prevent me from laboring under a misunderstanding of your states. Still, an objection on scholarly grounds or general distate for the practice are greater seeds for eventual moral objections than some grew through - my own path began with an objection to the sustainability of controlling a slave population that outnumbered the slaver population and was growing far faster. Pragmatism can lead to morality, and it shames me to admit that your sister, Jonquille's, distaste puts her ahead of even where I was until but fifty years prior.

Unfortunately the recent incursions by the Abject have forced my financial situation to be one where I am limited in my options. Speaking of the Abject, I understand a conference between yourself and the minions of the Cerelich were interrupted by an incursion of the Duergar, who was swift to point out your connection to the Abject and the Kirr, giving me hope for a mutual ally when full war erupts again. I do believe it may be wise for you to avoid the lands of the Abject in the Middledeep for the next short period of time, in case situations there heat up again - it may be advisable to conduct further buisness with them in a more secure location.

Minirah's lack of punishment is dissatisifying, but I am not one to be driven by vengance. Should she be taken alive, she will stand just trial for her crimes. Should she be captured and brought to Umbrazzid for that purpose, I would be most financially grateful.

Always a pleasure to speak with you,
Dolmar Lestridae.[/spoiler]
[spoiler=Response to the Glow]
Your words are hard to understand, but I think I have grasped the general purpose behind it.

The Abominations were given their unique forms as punishment for defying the Spider-Goddess of the Old Ways; for the hubris of believing they could show compassion, their flesh was warped into the shapes you now see. That taint you sense must be the lingering curse of the Spider-Goddess.

We are the converse, in many ways, of yourself it seems. Where the Dream's Glow is living light, we are blessed with Shadow - shadow made flesh, if you will. If the Dream's Glow is living light, perhaps the Dreamer distilled the Shadow from our flesh – gave life to our Shadow. If you want, I could send one of our clerics to help understand the shadow that has begun to grow.[/spoiler]

[spoiler=Message to Knarosh Skullsplitter]
King Knarosh Skullsplitter,
Goblin King of the Goretooth Tribe;

Hail and well met! I am Dolmar Lestridae, of the Nocae, and write to you with some trepidation. The Goretooth tribe lies fairly close to my realm, and our past dealings with Goblins have been less than pleasant, culminating with the eventual elimination of the Red Tide.

I do not wish for war against you and your kind. I hope that we can establish peaceful relations to our mutual benefit.

From my experiences, most dislike and rightfully mistrust the double-speak and slick words many of Elvenkind employ so if I judge you incorrectly forgive me, but I will be forthright; what are your intentions for your people and their future? Can the Nocae count you as a friend or foe? I can assure you, we will be the fiercest of either you have yet encountered, and I hope that friendship can be struck.

General Dolmar Lestridae
Protector of Umbrazzid
Champion of the Holy Shadow[/spoiler]

[spoiler=Message to Thane Tiern]
The handwriting of this letter is clearly Phaedra's
My friend,

I will admit that life within Umbrazzid again is much less interesting than life wandering the caverns with you, although I am needed here until the portals complete and my father can more swiftly return to Umbrazzid. Have you any word from your wife? I hope her realms have escaped the predation of the Jabberlings unscathed. Should the need to wander the depths take you again, I beg you to take me with me and save from the dread Wyrm Beuracracy - I fear I will end up as mad as those rebel Ceremorphs if not.

Speaking of those foul creatures, report has reached me they have struck at your deep kin, the Duergar. While what we know of them is hardly encouraging, they are still far more likely to be redeemed than this "Lady of Madness" - I was wondering if you intended to intervene in their fate, and if the Nocae may assist. That being said, rumor holds the Duergar are allied with the Kirr, and we are loathe to trust any who bind ourselves to a people so foul. Given our distance, I expect our assistance would be limited to helping safeguard your lands to free more of your warriors to assist the Duergar, but if we can assist in any other ways, I will be happy to do what we can.

And while we are on the subject of vile beasts, I'm certain you are aware of the emergence of the Goretooth tribe of Goblins to the north of our mutual realm. My father has written them asking for their intent, though we both know how little their word can be trusted. Our faith demands we give the Goblins a chance to prove their worth, much as I hate to admit so; yet it seems as though it would be wise to fortify against a potential war, even if they sing hymns of friendship. I hope we are able to erect an outpost to defend against any potential incusion in the passage leading between their realm and ours.

I also feel I should inform you some Kobolds, clever inventors in the service of Queen Shee-Ra, will soon enter and depart the former lands of the Red Tide. We struck a temporary deal with Queen Shee-Ra, those trapspringers for aid in her war against the lothesome necromancers, for while the kobold's dining habits are repellent, they are far better than the minions of the undead.

As a final matter, our realms have had their weekly trade of seventy five units of metal for one hundred and fifty gold; is such an exchange, or a smaller one, viable this week?

Your friend
Phaedra Lestridae[/spoiler]

[ooc]To do still:
Abject
Shee-Ra
Legion
Succubi[/ooc]
[spoiler=Orders]

[spoiler=Production]
Total
Gold: +750, Metal +65, Food +545
Umbrazzid (Upperdeep 10)
3 Lichen Garden: +75 Food
2 Lizard Pens: +70 Food
Lake: +10 Food
Ald-Anoril (Upperdeep 44)
Goblin Mine +150 gold, +15 Metal
2 Mushroom Gardens +50 Food
Ghostwatch (Uperdeep 42)
Goblin Mine +150 gold, +15 Metal
Dal-Urael (Formerly the Skull Throne) (Upperdeep 43)
Goblin Mine +150 gold, +15 Metal
Mushroom Patch +20 Food
Mushroom Grove +140 Food
Ald-Lothii(Upperdeep 18)
Improved Shadow Elf Mine: +300 gold, +25 Metal
Mushrooms +20 Food
Daed-Waech(Upperdeep 32)
2 Lizard Pens +70 Food
Ald-Elisae (Upperdeep 19)
Mushrooms +20 Food
Lake +10 Food
2 Lizard Pens +70 Food

[/spoiler]
[spoiler=Upkeep] (-655 Gold, -190 Food) NOT CURRENT
14 Dragonslayers -42 gold, -14 food
16 Accursed -12 Food
18 Abomination -126 gold, -126 Food
Qulaenaszth -10 Gold, -7 Food
10 Shadow Elf Archers -20 Gold, -10 Food
10 Shadow Elf Swordsmen -20 Gold, -10 Food
7 Shadow Elf Paladins -21 Gold, -7 Food
Deep Gnome Electromancer: -10 Gold, -1 Food
Gnomes -100 gold, -1 Food
4 Gloomdancers -56 Gold, -4 Food
12 Shadow Elf Rangers -96 gold, -12 Food
4 Shadow Elf Clerics -52 gold, -4 Food

[/spoiler]
[spoiler=Construction]
Umbrazzid (Upperdeep 10)
Completed Construction:
Ranger's Spire
Drake Nest
Veil of Shadows

Under Construction:
City Wall 1 Week
Spidersilk Armory 1 Week
Gloom Portal (4 Total), 1 Week (Pairs: Umbrazzid-Thousand Halls, Umbrazzid-Rhuad)
Shadow Elf Mine 2 Weeks

Beginning Construction:

Ald-Anoril
Nothing Beginning, Under, Or Complete

Ghostwatch
Nothing Beginning, Under, Or Complete

Dal-Urael(Upperdeep 43)
Nothing Beginning, Under, Or Complete

Daed-Waech(Upperdeep 32)
Completed Construction
Cavern of the Accursed
2 Lizard Pens

Under Construction
Shadowy Architecture 1 Week
City Wall 1 Week

Beginning Construction

Ald-Elisae (Upperdeep 19)
Completed Construction
Cavern of the Accursed
2 Lizard Pens

Under Construction
Shadowy Architecture 1 Week
City Wall 1 Week

Beginning Construction
Shadow Elf Mines (-175 Gold, -15 Metal, 3 Weeks)

Ald-Lothii(Upperdeep 18)
Completed Construction
Cavern of the Accursed
2 Lizard Pens

Under Construction
Shadowy Architecture 1 Week
City Wall 1 Week
Shadow Elf Mine Complex 1 Weeks

Beginning Construction

[/spoiler]
[spoiler=Trade]
-52 Gold, -32 Metal to clever smarts for trapspringers upkeep in exchange for 56 gold for Gloomdancer's upkeep.

[/spoiler]
[spoiler=Recruitment]
Umbrazzid (Upperdeep 10)

Ald-Lothii(Upperdeep 18)

[/spoiler]
[spoiler=Wealth]
Gold: 50
Metal: 287
Food: 1717

[/spoiler]
[spoiler=Dungeons and Outposts]
Umbrazzid (Upperdeep 10)
Shadow Spire
Cavern of the Accursed
War Spire
Armory Spire
Temple of Sylssiadil
Ranger's Spire
Drake Nest
3 Lichen Garden
2 Lizard Pens
Spire of Gloom

Defenses
Shadow Architecture
3 Murder Holes
Veil of Shadows

Ald-Anoril
Goblin Mine
Reinforced Gate
Escape Tunnel
2 Mushroom Patches

Defenses
Palisade
Rienforced Gate
Escape Tunnel
Spiked Moat

Ghostwatch
Goblin Mine

Dal-Urael(Upperdeep 43)
Hall of the Goblin King (unusable by Shadow Elves)
Goblin Mine
Mushroom Patch
Mushroom Grove
Goblin Lair  (unusable by Shadow Elves)
Goblin Armory  (unusable by Shadow Elves)
Bat Roost

Defenses
Pallisade
Reinforced Gate
Spiked Moat
Escape Tunnel
3 Murder Holes

Daed-Waech(Upperdeep 32)
2 Lichen Gardens
Cavern of the Accursed

Defenses
Escape Tunnel

Ald-Elisae (Upperdeep 19)
2 Lichen Gardens
Cavern of the Accursed

Defenses
Escape Tunnel  

Ald-Lothii(Upperdeep 18)
Improved Shadow Elf Mine
Shrine of Sylessiadil
2 Lichen Gardens
Cavern of the Accursed

Defenses
Escape Tunnel

[/spoiler]
[spoiler=Armies]
Outrunners: Garrisoned Middledeep 40
3 Abominations and Dolmar

Dragonslayers: Stationed at Upperdeep 19 (+2 Morale)
14 Dragonslayers led by Phaedra

Ald-Lothii Guard(Garrisoned at Upperdeep 18)
1 Baeria (Abomination Commander)
1 Accursed
3 Paladins

Daed-Waech Guard (Garrisoned at Upperdeep 32)
2 Abominations Led by Quilidim

Deepwall Guard (Garrisoned at Upperdeep 31)
1 Paladin (Commander)
6 Rangers
2 Archers
1 Cleric

Ald-Elisae Guard (Garrisoned at Upperdeep 19)
5 Swordsmen Led by Eralimae

Northwall Guard (Garrisoned at Upperdeep 26)
1 Paladin (Commander)
6 Rangers
3 Archers
10 Accursed
1 Cleric

Home Guard (Garrisoned at Upperdeep 30)
14 Dragon Slayers led by Phaedra

Homewall Guard (Garrisoned at Upperdeep 29)
1 Paladin (Commander)
Qulaenaszth
20 Deep Gnome Brigadier led by Zururura Izzard Dissenact III
5 Abominations
1 Cleric

Dal-Urael Guard (Garrisoned at Upperdeep 43)
5 Accursed
1 Abomination (Commander - will figure out name later)

Ald-Anoril Guard (Garrisoned at Upperdeep 44)
5 Abominations led by Syndrid
5 Swordsmen
5 Archers led by Pylnorii

Steward of Rhuad
Aerdolm, Garrisoned Upperdeep 42

Grief-Stricken (Lowerdeep 31)
Syndrid

Dwer-Friends
2 Paladins
1 Cleric

Shee-Ra Allies (Upperdeep 60)
4 Gloomdancers

[/spoiler]
[spoiler=Orders]
SCRY: Upperdeep 58

At any point, if battle occurs with the succubi, Paladins should focus on blessing them to drive them off. Other forces should only attack them if the Succubi are making hostile damaging attacks OR attempting to dominate.

All Homewall Guard will ungarrison, move to Umbrazzid, garrison, and Pray at the Temple of Sylessiadil before turning to Umbrazzid and regarrisoning (4 speed) (+2 defense, +2 Morale)

All Northwall Guard will ungarrison, move to Ald-Elosai, and Pray at the Shrine of Sylessiadil, then return to Northwall and regarrison (4 speed) (+1 Morale)

At Homewall, Northwall, and Deepwall, the Cleric will cast Ward on the regiments of Rangers Led by the Paladin. The Paladins will bless the same regiment.

The Regiment of Rangers at Deepwall (Upperdeep 31) will use 1 speed to ungarrison, use their free scout action, and then regarrison

If any of homewall, Northwall, or Deepwall are attacked, the garrison of the nearest dungeon (Umbrazzid for Homewall, Ald-Elisae for Northwall, Daed-Waech for Deepwall) Including the commander, will ungarrison and move to defend.

If Homewall is attacked, ranged units should prioritize regiments of detectors or with detectors attached to them, except for the Succubi

If a dungeon is attacked by a force large enough to threaten it, cancel all construction except for any Gloom Glyphs.

Offer the Tunnel Hulks 50 food regardless of if their allegiance can be gained or not to keep them from becoming hostile.

OLD
The Gloom Dancers at Upperdeep 44 will move to Upperdeep 60 (44-43-55-56-58-59-60, 6 Speed)

[/spoiler]
[spoiler=Characters]
[ic=Dolmar Lestridae]
Melee Attack: +10
Melee Damage: 12
Defence: 20
Health: 18
Speed: 7
Morale: +7
Special Abilities: Infiltrator, Leadership, Elven Fleetness

Dolmar increases the Melee Damage, Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Melee Damage and Morale of garrisoned troops by +1.  Any regiment he joins gains his Infiltrator ability.

If a Drake Nest has been constructed, Dolmar can be mounted on a Drake.  If mounted on a Drake he gains the Cavalry and Flying abilities and gains +2 Speed, +2 Defence, and +7 Health.  He can only join regiments of Shadow Elf Drake Riders.  Mounting Dolmar on a Drake costs 25 Gold and 5 Metal (no Upkeep costs, however).
[/ic]

[ic=Phaedra Lestridae]
Phaedra Lestridae is the daughter of Dolmar and Melthalga, a former Witch-Priestess and current Abomination. She's a fairly easygoing and energetic young woman of only 110, and longs to prove herself in battle. She has a stubborn streak, the same streak that led her to refuse to become a Witch-Priestess and spared her from becoming an Abomination - a fortunate event that has unfortunately strenghtened her determination to follow her own path.

Phaedra is exceptionally beautiful when she bothers to make the effort, but typically is only fair since she spends more time prepared for battle than for court apperances. Her hair is kept short, barely to her neck, to keep it out of the way in battle, and her bangs are similarly short. She has a tatoo of a spider over her left eye, a mistake from her youth gotten to appease her mother that she has kept as a reminder of the dangers of allowing oneself to be led against one's judgement.

Ranged Attack: +7
Ranged Damage: 5
Melee Attack: +5
Melee Damage: 3
Defence: 17
Health: 17
Speed: 5
Morale: +4
Abilities Critical Shot, Posion 6 (Melee)
Equipment Gloomrazor, Darksilver Armour[/ic]

[ic= Zururura Izzard Dissenact III](http://img405.imageshack.us/img405/8613/zurururaizzarddissenact.jpg)

Zururura Izzard Dissenact III is an eccentric Deep Gnome, an inventor and mage who leads a "Fulgurous Brigade," of Deep Gnomes just as crazed and maniac as she is, each armed with one of her lightning-cannons.  Zururura herself is also a powerful Electromancer and a skilled technician.

Upkeep: 10 Gold, 1 Food
Ranged Attack: +8
Ranged Damage: 10 (Shock)
Melee Attack: +5
Melee Damage: 4
Defence: 20
Health: 15
Speed: 4
Morale: +5
Special Abilities: Chain Lightning, Detector, Leadership, Repair

Zururura increases the Morale of any army she is leading by +1.[/ic]

[ic=Fulgurous Brigade]These seasoned Deep Gnomes are armed with ingenious lightning-generating weapons that discharge crackling bolts of puissance.

Upkeep: 5 Gold, 1 Food
Ranged Attack: +5
Ranged Damage: 8 (Shock)
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 5
Speed: 4
Morale: +2[/ic]

[ic=Qulaenaszth, Shadow Elf Abomination, Guardian of Umbrazzid]This powerful creature has twice repelled attacks from the hideous Abject.  She is greatly honoured in Umbrazzid for her role in the sacred city's defence.

Upkeep: 10 Gold, 7 Food
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

While garrisoned in Umbrazzid, Qulaenaszth provides a +1 Morale bonus to other garrisoned troops.[/ic]

[ic=Aerdolm, the Hellsbane, Steward of Rhuard]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Aerdolm proides a +1 Morale Bonus to any army he leads. A regiment lead by Aerdolm gains the Grudge (Demons) Ability[/ic]

[ic=Eralimae, Guardian of Ald-Elisae]
Melee Attack: +8
Melee Damage: 10
Defence: 12
Health: 20
Speed: 5
Morale: +6
Special Abilities: Bless, Grudge (Demon), Leadership

Eralimae proides a +1 Morale Bonus to any army she leads. A regiment lead by Eralimae gains the Grudge (Demons) Ability

[/ic]

[ic=Baeria, Guardian of Ald-Lothii]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Baredra provides a +1 Morale bonus any army she leads.

[/ic]

[ic=Quilidim, Guardian of Daed-Waech]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Leadership, Large, Poison 6, Regeneration 10

Quilidim provides a +1 Morale bonus any army she leads.[/ic]

[ic=Pylnorii, the Ghost]
Pynorri is an Abomination with the lower body of a great spider. Unlike most of her kind, she is an albino. From the waste up she is stunningly beautiful, while her spider-like torso is more akin to a brown recluse than any other kind of spider.
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Pylnorii provides a +1 Morale bonus any army she leads.[/ic]

[ic=Syndrid, Warden of Ald-Anoril]
Melee Attack:  +10
Melee Damage: 12
Defence: 18
Health: 50
Speed: 6
Morale: +5
Special Abilities: Climbing, Fear (DC 18), Grudge (Aberrations), Large, Poison 6, Regeneration 10

Syndrid provides a +1 Morale bonus any army she leads.[/ic]

[ic=Dragonslayers (14)]These elite Shadow Elf archers helped the Dwerim slay the Grey Wyrm Scorra.  Their deeds will be renowned for many centuries in the chronicles of the Nocae and the sagas of Dwarves and Dwerim.

Upkeep: 3 Gold, 1 Food
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +2
Melee Damage: 1
Defence: 16
Health: 7
Speed: 5
Morale: +3
Special Abilities: Grudge (Wyrms)[/ic]

[/spoiler]
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 23)
Post by: TheMeanestGuest on May 15, 2013, 04:43:42 PM
[spoiler=Orders for the Month of the Beetle, Week Two][ooc=Orders for the Month of the Beetle, Week Two]Mhaldûl-Nem
Dwer Mine: +200 Gold and +25 Metal (+10 Gold, +5 Metal)
Hall of Trade: +100 Gold

Brewery: +10 Food
Tuber Garden: +25 Food
Apiaries (4): +60 Food
Lizard Pen: +35 Food
Mushroom Forest: +25 Food
Mushroom Gardens (2): +10 Food

Nüln
Dwer Mine Complex: +500 Gold, +75 Metal (+40 Gold, +20 Metal)
Hall of Trade: +100 Gold

Brewery: +10 Food
Mushroom Gardens (2): +10 Food
Apiary: +15 Food
Tuber Garden: +25 Food

Balagrod
Improved Dwarven Mine: +350 Gold, +50 Metal

Mushroom Gardens (2): +10 Food
Apiary: +15 Food

Rhaud
Improved Dwarven Mine: +350 Gold, +50 Metal

Apiary: +15 Food
Mushroom Gardens (2): +10 Food

Ald-Lothii

Mushroom Garden: +5 Food

Total: +1650 Gold, +225 Metal, +270 Food

Upkeep

Tenebrius and 10 Shadow Creepers: -65 Gold, -11 Food
Molgrim and 2 Splinter-Shield Hobgoblins: -11 Gold, -6 Food
145 Dwer Axemen: -290 Gold, -290 Food
30 Dwer Ironbound: -90 Gold, -60 Food
11 Wyrmhunters: -32 Gold, -22 Food
20 Dwer Flamesprayers: -80 Gold, -40 Food
15 Dwer Brightbeards: -75 Gold, -45 Food
2 Igniters: -10 Gold, -2 Metal, -4 Food
3 Iron Golems: -30 Gold, -15 Metal
2 Runeseers: -16 Gold, -6 Food
1 Shadowseer: -8 Gold, -3 Food

Construction

Mhaldûl-Nem

Under Construction: the Great Lamps of Mhaldûl-Nem (1 Week Remaining), Steam Trap (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Improved Dwer Mine (2 Weeks Remaining), Shrine of Sylessiadil (2 Weeks Remaining)

Nüln

Under Construction: Steam Trap (1 Week Remaining), Ashsteel Gate (1 Week Remaining), Training Hall (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Apiary (2 Weeks Remaining), the Rose Garden (Repairing - 3 Weeks Remaining), Lizard Pen (3 Weeks Remaining)

Balagrod

Under Construction: Dwarven Armoury (Repairing), Hall of Trade (1 Week Remaining), Pyretic Refinery (1 Week Remaining), Mushroom Gardens (2 - 1 Week Remaining), Apiary (2 Weeks Remaining), Lizard Pen (3 Weeks Remaining)

Rhaud

Under Construction: Mushroom Gardens (2 - 1 Week Remaining)

Ald-Lothii

Under Construction: Forge Hall (1 Week Remaining), Iron Gate (1 Week Remaining), Splinter-Shield War Camp (1 Week Remaining), Mushroom Garden (1 Week Remaining), Hall of the Ancestors (3 Weeks Remaining)

The Winding House of Mhaldûl-Neren

Under Construction: Mushroom Gardens (2 - 1 Week Remaining), Murder Holes (3 - 1 Week Remaining), Apiary (2 Weeks Remaining), Outer Wall (2 Weeks Remaining), Iron Gate (2 Weeks Remaining), Forge Hall (2 Weeks Remaining), Dwer Mine (4 Weeks Remaining)

Passergarde - Under Construction

Recruitment

15 Dwer Grudgebearers converted to Dwer Brightbeards via Meadhall, 1 Furnace Master - At Mhaldûl-Nem

10 Dwer Axemen converted to Dwer Ironbound via Armoury - At Nüln

None - At Balagrod

15 Dwer Axemen - At Rhaud

Wealth

Gold: 35
Metal: 0
Adamantine: 62
Food: 566

Dungeons and Outposts

Mhaldûl-Nem

Rooms: Thane's Hall, Forge Hall, Shield Hall, Tuber Garden, Apiaries (4), Mushroom Gardens (2),  Dwerim Mine, Brewery, Mead Hall, Training Hall, Lizard Pen, Pyretic Refinery, Hall of the Ancestors (with Graven Image of Gírn Dun Riar and Tomb of Lothë), Hall of Trade, Grand Furnace,  
Defences: Outer Wall, Iron Gate, Reinforced Walls, Escape Tunnel, Murder Holes (3), Flame Galleries (3), Furnace Chute

Nüln

Rooms: Rose Garden (Broken), Forge Hall, Hall of the Ancestors (with Statue of Nír), Shield Hall, Grand Furnace, Pyretic Refinery, Dwer Armoury, Hall of Trade, Dwer Mine Complex, Mushroom Gardens (2), Apiary, Hall of Shadows, Mausoleum, Brewery
Defences: Outer Wall, Iron Gate, Reinforced Walls, Escape Tunnel, Murder Holes (3), Flame Gallery, Furnace Chute, Shadowed Labyrinth

Balagrod

Rooms: Forge Hall, Hall of the Ancestors, Shield Hall, Improved Dwarf Mine, Hall of Runes, Hall of Gears, Artificer's Hall (Broken), Dwarf Armoury (Broken), Mushroom Gardens (2), Apiary
Defences: Runegate, Outer Wall, Murder Holes (3), Escape Tunnel, Rune Trap

Rhaud

Rooms: Thane's Hall (unusable in a non-capitol Mansion), Forge Hall, Shield Hall, Hall of Gears, Artificer's Hall, Hall of the Ancestors, Improved Dwarf Mine, Mushroom Gardens (2), Apiary
Defences: Outer Wall, Iron Gate, Murder Holes (3), Impenetrable Walls, Escape Tunnel

Ald-Lothii

Rooms: Mushroom Garden
Defences: Murder Holes (3)

Mhaldûl-Neren

Passergarde

Armies

Note: At this point, only the Wyrmhunters in Tiern's Company and the Dwerimhost have the discipline ability.

The Dwerimhost / Prayer: +1 Morale, +1 Defence / Brewery: +3 Morale / Garrisoned: +1 Defence / A Fitting Likeness: +1 Attack, +1 Morale
Tenebrius {Leads the Regiment of Shadow Creepers) - Garrisoned at Mhaldûl-Nem
40 Dwer Axemen - Garrisoned at Mhaldûl-Nem
15 Dwer Brightbeards (Goblin) [3 have Improved Weapons and Armour, +1 Defence and +1 Damage] - Garrisoned at Mhaldûl-Nem
10 Dwer Flamesprayers - Garrisoned at Mhaldûl-Nem
1 Dwer Igniter [Improved Weapons and Armour, +1 Defence, +1 Melee Damage] - Garrisoned at Mhaldûl-Nem
1 Dwer Furnace Master - Garrisoned at Mhaldûl-Nem
10 Shadow Creepers - Garrisoned at Mhaldûl-Nem

The Rosemourners / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence / Brewery: +2 Morale / A Fitting Likeness: +1 Attack, +1 Morale
Lanne Dun Riar {Leads the regiment of Ironbound} - Garrisoned at Nüln
30 Dwer Ironbound [Adamantine Weapons and Armour, +2 Defence, +2 Damage] - Garrisoned at Nüln
10 Dwer Flamesprayers - Garrisoned at Nüln
1 Dwer Igniter - Garrisoned at Nüln
1 Dwer Shadowseer - Garrisoned at Nüln
2 Dwer Revenants - Garrisoned at Nüln

Tiern's Company / Tiern: +2 Defence, +3 Army Morale
Tiern {Leads the Regiment of Axemen} - Garrisoned at Balagrod
30 Dwer Axemen - At U31, proceeding to M46
11 Wyrmhunters - At U31, proceeding to M46
1 Runeseer - At U31, proceeding to M46

Galand's Company / Garrisoned: +1 Defence / Prayer: +1 Morale, +1 Defence
Galand Dun Riar {Leads the Regiment of Axemen} - Garrisoned at Balagrod
1 Iron Golem - Garrisoned at Balagrod
1 Runeseer - Garrisoned at Balagrod
10 Dwer Axemen - Garrisoned at Balagrod

The Wardens of the Thousand Halls / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Azáin {Leads the Regiment of Axemen} - Garrisoned at Rhaud
2 Iron Golems - Garrisoned at Rhaud
20 Dwer Axemen - Garrisoned at Rhaud

The Elf-Friends  / Garrisoned: +1 Defence
Molgrim {Leads the Regiment of Splinter-Shields} - Garrisoned at Ald-Lothii
10 Dwer Axemen - Garrisoned at Ald-Lothii
2 Splinter-Shields - Garrisoned at Ald-Lothii

The Gallowsmen / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
Caine the Headsman {Leads the Regiment of Axemen} - Garrisoned at Mhaldûl-Neren
20 Dwer Axemen - Garrisoned at Mhaldûl-Neren

The Watch of Ald-Anoril / Prayer: +1 Morale, +1 Defence / Garrisoned: +1 Defence
15 Dwer Axemen - Garrisoned at Ald-Anoril

[spoiler=Characters][ic=Tiern, Lord of the Mansion, King in the Deep]Melee Attack: +8 (9)
Melee Damage: 8 (9) (+4 Fire)
Defence: 22 (25)
Health: 25
Speed: 3
Morale: +10 (9)
Abilities: Discipline, Leadership, Blood of Kings, Orator, Grudge (Orcs), (Fear DC 15)
Inventory: The King's Mail (+2 Defence), Bitterflame (+1 Attack, +1 Damage, +4 Fire Damage, Fear DC 15, -1 Morale), Dvalin's Helm (+1 Defence, +1 Army Morale)

Tiern increases the Defence and Morale of any army he is leading by +2 and (+3) respectively. If garrisoned in a dungeon he increases the Defence and Morale of garrisoned troops by +2 and (+3) respectively. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Lanne Dun Riar, Steward of Nüln]Melee Attack: +10
Melee Damage: 10 (12)
Defence: 22
Health: 25
Speed: 3
Morale: +7
Special Abilities: Repair, (Critical Hit)
Inventory: Foehammer (+2 Melee Damage, Critical Hit Ability)

Troops garrisoned in a Dungeon with Lanne gain +1 to their Morale score.[/ic]

[ic=Galand Dun Riar, Steward of Balagrod]Melee Attack: +7
Melee Damage: 8
Defence: 19
Health: 18
Speed: 3
Morale: +6
Special Abilities: Discipline, Grudge (Wyrms)
Inventory: Bellysticker

Troops garrisoned in a Dungeon with Galand gain +1 to their Morale score. His grudge ability applies to all units in the specific regiment he leads.[/ic]

[ic=Azáin, Custodian of the Thousand Halls]Melee Attack: +6
Melee Damage: 7
Defence: 18
Health: 18
Speed: 3
Morale: +5
Special Abilities: Discipline

Troops garrisoned in a Dungeon with Azáin gain +1 to their Morale score.[/ic]

[ic=Molgrim, Hobgoblin Warchief]Molgrim leads a company of Hobgoblins known as the Splinter-Shields, a mercenary group that has served in many campaigns. He seems a stern and rather quiet sort, though he seems to take his word very seriously. His warriors clearly regard him with the utmost respect. Molgrim will forgo his Gold Upkeep for one month.

Upkeep: 5 Gold, 2 Food
Melee Attack: +7
Melee Damage: 8
Defence: 18
Health: 20
Speed: 4
Morale: +6
Special Abilities: Discipline, Leadership

Molgrim increases the Morale of any Hobgoblins he commands by +1.[/ic]

[ic=Tenebrius, Shroudling Stalker]Tenebrius is an enigmatic figure of indeterminate gender. It is covered from head to toe in garments of black leather and a heavy cloak. When it stands still in a dark corner it seems to vanish altogether. The Shroudling Stalker is always surrounded by its coterie of Shroudling Creepers. Its movements are totally silent, and it rarely speaks. It seems to avoid bright lights.

Upkeep: 15 Gold, 1 Food
Melee Attack: +10
Melee Damage: 15
Defence: 20
Health: 15
Speed: 4
Morale: +6
Special Abilities: Infiltrator, Leadership, Poison 3, Thieving, Vanish

Tenebrius increases the Morale of any Shroudling Creepers it is leading by +1.

Like Dark Elves, Shroudlings are Dazzled by bright light and suffer double the morale penalties in sunlight.

Tenebrius can only lead regiments of Shroudling Creepers.[/ic][/spoiler]

Orders

All units beginning the turn in Mhaldûl-Nem, Nüln, Balagrod, and Rhaud will pray at their respective Halls of the Ancestors

The Dwerim believe in peace, and in honour, and in the gift of a chance to prove ones worth. As such, any folk - save Abject and Kirr - encountered upon the roads of the Deep shall be let be, so long as they themselves do not move in hostility against us.

15 Dwer Axemen shall use 3 speed to move from Rhaud and entrench in the corridor of U55, founding the new outpost of Passergarde.

The Dwerimhost

The Mansion is to be made safe and defended in all ways as it has been in the past. The Dwerimhost shall dutifully await the return of their King.

Kes Kel Anith has been informed by Tiern, his Lord and King, that is is to take up guardianship of the Earth's Cardinal Heart from Dolmar Lestridae - as the general is soon to depart - and shall dutifully await the return of the King in the Deep.

The Rosemourners

Nüln is to be defended in the standard Dwerim fashion. The Rose Garden shall be watched carefully and tended as it is slowly restored to its former glory. If Nüln should be attacked, the Shadowseer is to summon a wraith.

More from among the Rosemourners wish to join the Roseguard, and they shall take up that duty with dignity and grace. (-40 Adamantine)

Tiern's Company

Tiern and his Company shall use 3 Speed and Force March 1 so as to arrive at M46.

Galand's Company

Balagrod is to be defended to the death. The axemen shall man the murder holes, and the Runeseer shall cast shield upon them. The Guardian will simply smush enemies if they manage to get inside.

The Wardens of the Thousand Halls

Rhaud is to be defended to the death. The axemen shall man the murder holes, and the Iron Golems shall smush enemies if they manage to get inside.

The Elf-Friends

The Elf-Friends shall in company with the Nocae defend the nascent city of Ald-Lothii to the death.

The Gallowsmen

As this new house of the Dwerim is built, the Gallowsmen shall defend it to their deaths.

The Watch of Ald-Anoril

The Watch of Ald-Anoril shall guard the city of their charge in company with the Nocae that remain there.[/ooc][/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 25)
Post by: Ghostman on May 16, 2013, 05:26:20 PM
[spoiler=Month of the Beetle Week 2]

[spoiler=Production]

Kirr-Godna (Middledeep 13)
Crystal deposit: +20 Gold
Improved Dark Elf Mine: +300 Gold, +25 Metal
1 Lichen Garden: +20 Food
1 Lizard Pen: +35 Food
4 Ogre Slaves working in the mines: +20 Gold, +4 Metal

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine: +300 Gold, +25 Metal
2 Ogre Slaves working in the mines: +10 Gold, +2 Metal

Uzannador (Middledeep 15)
Mushroom Forest: +25 Food
Water Pool: +10 Food
1 Lizard Pen: +35 Food

Scendeh (Lowerdeep 8)
Mushroom Forest: +25 Food

Uzantiri (Middledeep 18)
Mushroom Forest: +25 Food

South Guard I (Middledeep 16)
(Nothing)

South Guard II (Middledeep 19)
(Nothing)

North Guard (Middledeep 6)
Mushroom Forest: +25 Food

Rift Guard (Middledeep 4)
(Nothing)

[/spoiler][spoiler=Slaves]
[ooc]
From now on I'll be including a dedicated tab for handling slaves. This will hopefully make it easier to figure out how many slaves are present and where. I will not include here sacrafices other than the upkeep of Bloodfiends, all other sacrafices will be under the Orders tab. Slave trade with other factions will be under the Trade tab.
[/ooc]

Present Slaves: 10
Kirr-Godna: 0 slaves
South Guard I: 2 slaves
South Guard II: 6 slaves
North Guard: 0 slaves
Rift Guard: 0 slaves
Hazer-Nagroth: 2 slaves
Scendeh: 0 slaves
Uzantiri: 0 slaves


Slaves Bought and Sold at Slave Markets
Kirr-Godna: +34 slaves, -68 Gold

Slaves Delivered
From Kirr-Godna to South Guard I: 5 slaves
From Kirr-Godna to South Guard II: 8 slaves
From Kirr-Godna to North Guard: 2 slaves
From Kirr-Godna to Rift Guard: 4 slaves
From Kirr-Godna to Hazer-Nagroth: 1 slave
From Kirr-Godna to Scendeh: 2 slaves
From Kirr-Godna to Uzantiri: 2 slaves

Bloodfiends Upkeep
South Guard I: -2 slaves
South Guard II: -8 slaves
North Guard: -2 slaves
Rift Guard: -4 slaves
Hazer-Nagroth: -1 slave
Scendeh: -2 slaves
Uzantiri: -2 slaves

Slaves Remaining After Upkeep: 23
Kirr-Godna: 10 slaves (reserved as part of a payment for the Duergar)
South Guard I: 5 slaves
South Guard II: 6 slaves
North Guard: 0 slaves
Rift Guard: 0 slaves
Hazer-Nagroth: 2 slaves
Scendeh: 0 slaves
Uzantiri: 0 slaves

[/spoiler][spoiler=Upkeep]

18 Slave Soldiers: -18 Food
20 Dark Elf Swordsmen: -40 Gold, -20 Food
27 Dark Elf Crossbowmen: -54 Gold, -27 Food
2 Spider Cavalry: -10 gold, -6 Food
21 Bloodfiends: -21 Slaves
6 Ogre Slaves: -18 Gold, -30 Food
2 Tunnel Hulks: -20 food

[/spoiler][spoiler=Construction]

Kirr-Godna (Middledeep 13)

Under Construction:
Fighting Pits: 1 week remaining
Drake Nest: 2 weeks remaining

Beginning Construction:
Scrying Chamber: -150 Gold, -10 Slaves, 3 weeks remaining


Hazer-Nagroth (Middledeep 7)

Under Construction:
Poison Laboratory: 2 weeks remaining

Beginning Construction:
Spiked Moat: -25 Gold, 3 weeks remaining


Uzannador (Middledeep 15)

Under Construction:
Dark Elf Mine: 1 week remaining

Beginning Construction:
(Nothing)


Scendeh (Lowerdeep 8)

Under Construction:
Slave Pens: 2 weeks remaining - cancelled for +25 Gold

Beginning Construction:
(Nothing)


Uzantiri (Middledeep 18)

Under Construction:
Slave Pens: 2 weeks remaining

Beginning Construction:
Lizard Pen: -40 Gold, 3 weeks remaining
War Spire: -75 Gold, 3 weeks remaining
2 Murder Holes: -40 Gold, 1 week remaining
Spiked Moat: -25 Gold, 3 weeks remaining


South Guard I (Middledeep 16)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


South Guard II (Middledeep 19)

Under Construction:
(Nothing)

Beginning Construction:
2 Murder Holes: -40 Gold, 1 week remaining
Spiked Moat: -25 Gold, 3 weeks remaining


North Guard (Middledeep 6)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)


Rift Guard (Middledeep 4)

Under Construction:
(Nothing)

Beginning Construction:
(Nothing)

[/spoiler][spoiler=Recruitment]

Kirr-Godna (Middledeep 13)
(Nothing)

Hazer-Nagroth (Middledeep 7)
(Nothing)

[/spoiler][spoiler=Wealth]

Gold: 71 (before trades)
Metal: 391 (before trades)
Food: 499 (before trades)
Bodies: 14 (12 Jabberlings, 2 Dark Elves)

[/spoiler][spoiler=Dungeons and Outposts]

Kirr-Godna (Middledeep 13)
Bloodlord's Spire
Slave Pens
Slave Market
Improved Dark Elf Mine
1 Lichen Garden
1 Lizard Pen
War Spire
Profane Temple
City Wall
Escape Tunnel
Bloodlord's Study

Hazer-Nagroth (Middledeep 7)
Improved Dark Elf Mine
Arcane Library
Teleportation Circle
Slave Pens
War Spire
Armoury Spire
Web Caverns
Tomb (unusable by Dark Elves)
Barrow (unusable by Dark Elves)
Sepulchre (unusable by Dark Elves)
Improved City Wall
Escape Tunnel
Pit Trap

Uzannador (Middledeep 15)
Slave Pens
Escape Tunnel
Lizard Pen

Scendeh (Lowerdeep 8)
Escape Tunnel

Uzantiri (Middledeep 18)
Escape Tunnel

South Guard I (Middledeep 16)
Escape Tunnel
2 Murder Holes

South Guard II (Middledeep 19)
Escape Tunnel

North Guard (Middledeep 6)
Escape Tunnel
2 Murder Holes

Rift Guard (Middledeep 4)
Escape Tunnel
2 Murder Holes
Pit Trap

[/spoiler][spoiler=Armies]

Mianarith: Garrisoned at South Guard I (Middledeep 16)
3 Slave Soldiers: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Swordsmen: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Crossbowmen: Garrisoned at South Guard I (Middledeep 16)
2 Bloodfiends: Garrisoned at South Guard I (Middledeep 16)

Larynda: Garrisoned at South Guard II (Middledeep 19)
5 Slave Soldiers: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Swordsmen: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Crossbowmen: Garrisoned at South Guard II (Middledeep 19)
8 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)
2 Bloodfiends: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
3 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
4 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
8 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
4 Bloodfiends: Garrisoned at Rift Guard (Middledeep 4)

Eredini: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
3 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

Dalashinn: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
3 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
4 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Spider Cavalry: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Tunnel Hulks: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Ogre Slaves: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Bloodfiend: Garrisoned at Hazer-Nagroth (Middledeep 7)

Lomax: Garrisoned at Uzannador (Middledeep 15)

Qilue: Garrisoned at Scendeh (Lowerdeep 8)
2 Dark Elf Swordsmen: Garrisoned at Scendeh (Lowerdeep 8)
3 Dark Elf Crossbowmen: Garrisoned at Scendeh (Lowerdeep 8)
2 Bloodfiends: Garrisoned at Scendeh (Lowerdeep 8)

Nalfein: at Middledeep 18

2 Slave Soldiers: Garrisoned at Uzantiri (Middledeep 18)
2 Bloodfiends: Garrisoned at Uzantiri (Middledeep 18)

[/spoiler][spoiler=Characters]

[ic=Dalashinn, the Onyx Prince]
(stats updated to reflect being mounted on a giant spider)
Ranged Attack: +6
Ranged Damage: 4
Melee Attack: +10
Melee Damage: 12
Defence: 22
Health: 22
Speed: 7
Morale: +7
Special Abilities: Agony, Frenzy, Immunity (Fire), Leadership, Fell Pact, Haste, Ward, Cavalry, Climbing, Poison 2, Detector, Obfuscating Shroud
Inventory: Demonomicon, 1 Scroll of Haste

Dalashinn increases the Speed and Morale of any army he is leading by +1.  If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned troops by +1.
[/ic]
[ic=Eredini, Acting Commander of Kirr-Godna]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Eredini increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Lomax, Commander of Uzannador]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Lomax increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Mianarith, Captain of South Guard I]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Mianarith increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Larynda, Captain of South Guard II]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Larynda increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Malaggar, Captain of North Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in an Outpost, Malaggar increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Ryltarn, Captain of Rift Guard]
Ranged Attack: +9
Ranged Damage: 4
Melee Attack: +5
Melee Damage: 4
Defence: 17
Health: 13
Speed: 5
Morale: +6
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership, Quicken Spell
Inventory: -

If garrisoned in an Outpost, Ryltarn increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Qilue, Commander of Scendeh]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Qilue increases the Morale of garrisoned troops by +1.
[/ic]
[ic=Nalfein, Commander of Uzantiri]
Ranged Attack: +10
Ranged Damage: 7
Melee Attack: +6
Melee Damage: 5
Defence: 18
Health: 18
Speed: 5
Morale: +7
Special Abilities: Detector, Curse, Poisonous Cloud, Summon (Bloodfiend), Leadership
Inventory: -

If garrisoned in a Dungeon, Nalfein increases the Morale of garrisoned troops by +1.
[/ic]

[/spoiler][spoiler=Trade]

To the Käferhold Duergar: -50 Metal and -10 slaves. (Paid if the demolitions work at Hazer-Nagroth is successfully completed; the slaves are taken from Kirr-Godna.)

To the Demented Ceremorphs: -50 Food, in exchange for +25 Gold received from them. (If they are paying less Gold, then the quantity of exchanged Food should be reduced accordingly, maintaining the ratio of 2 Food to 1 Gold.)

Mid-Week Trades

Weekly Stipend to the Succubi: -70 Gold.

[/spoiler][spoiler=Orders]

[ooc=Objectives]
This is a freeform summary of my primary objectives for the week. It's intended as a guideline for unforeseen scenarios where following the specific orders as given would be impossible or obviously unsound. Whenever the commanding NPCs have to make such judgement calls, their decisions should be informed by these objectives.

1. The second phase of demolishions in Hazer-Nagroth should be completed and the Duergar demolitions unit sent to return to their homeland.

2. Relocation of the Arcane Library from Hazer-Nagroth to Kirr-Godna.

3. Try to integrate the succubi-worshiping cults with the traditional demonolatry.

[/ooc]

The Undead agent at Middledeep 8 will be granted safe passage through my lands without any tolls.

Nalfein will spend 1 Speed to become garrisoned in Uzantiri.

Dalashinn will cast Haste on the Duergar Magma Cannon, which will be instructed to demolish the following structures in Hazer-Nagroth: Barrow and Sepulchre. Once these buildings have been destroyed, the Magma Cannon unit will be sent on it's way back to the Duergar lands, and the final payment for the demolitions service (as detailed in the trade tab) will be made.

After the demolitions unit has departed from Hazer-Nagroth, the Arcane Library of Hazer-Nagroth will be relocated to Kirr-Godna. Dalashinn will depart from the city accompanied by 2 Spider Cavalry and spend 3 Speed to move to Kirr-Godna, and further 1 Speed to become garrisoned there, relieving Eredini from her duties as the acting commander. Eredini will then depart from Kirr-Godna and spend 3 Speed to move to Hazer-Nagroth, and further 1 Speed to become garrisoned there, assuming command over that city.

Having taken the reins in Kirr-Godna, Dalashinn will devote some time and attention to deal with the budding religious disturbance. Lady Arquenciel has agreed to attend the ceremonies in the Profane Temple to encourage re-integration of cultists, and Dalashinn will strive to be personally present there as well. He will also have his more trusted underlings espy on the high priesthood, looking for any signs of dissidence among them.


If Kirr-Godna is attacked by a force that could reasonably capture it, all the rooms under construction there will be cancelled.

If Hazer-Nagroth is attacked by a force that could reasonably capture it, the construction of the Poison Laboratory there will be cancelled.

If Uzannador is attacked, the construction of the mines there will be cancelled.

If Uzantiri is attacked, all the rooms under construction there will be cancelled.

If South Guard I is attacked, 5 of the slaves there will be sacraficed.

If South Guard II is attacked, 5 of the slaves there will be sacraficed.

[ooc]
For sake of clarity, here are the final intended positions of units after all the orders have been successfully carried out without casualties.

Mianarith: Garrisoned at South Guard I (Middledeep 16)
3 Slave Soldiers: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Swordsmen: Garrisoned at South Guard I (Middledeep 16)
2 Dark Elf Crossbowmen: Garrisoned at South Guard I (Middledeep 16)
2 Bloodfiends: Garrisoned at South Guard I (Middledeep 16)

Larynda: Garrisoned at South Guard II (Middledeep 19)
5 Slave Soldiers: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Swordsmen: Garrisoned at South Guard II (Middledeep 19)
3 Dark Elf Crossbowmen: Garrisoned at South Guard II (Middledeep 19)
8 Bloodfiends: Garrisoned at South Guard II (Middledeep 19)

Malaggar: Garrisoned at North Guard (Middledeep 6)
4 Slave Soldiers: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Swordsmen: Garrisoned at North Guard (Middledeep 6)
5 Dark Elf Crossbowmen: Garrisoned at North Guard (Middledeep 6)
2 Bloodfiends: Garrisoned at North Guard (Middledeep 6)

Ryltarn: Garrisoned at Rift Guard (Middledeep 4)
3 Slave Soldiers: Garrisoned at Rift Guard (Middledeep 4)
4 Dark Elf Swordsmen: Garrisoned at Rift Guard (Middledeep 4)
8 Dark Elf Crossbowmen: Garrisoned at Rift Guard (Middledeep 4)
4 Bloodfiends: Garrisoned at Rift Guard (Middledeep 4)

Dalashinn: Garrisoned at Kirr-Godna (Middledeep 13)
2 Spider Cavalry: Garrisoned at Kirr-Godna (Middledeep 13)
1 Dark Elf Swordsman: Garrisoned at Kirr-Godna (Middledeep 13)
3 Dark Elf Crossbowmen: Garrisoned at Kirr-Godna (Middledeep 13)
4 Ogre Slaves: Garrisoned at Kirr-Godna (Middledeep 13)

Eredini: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Slave Soldier: Garrisoned at Hazer-Nagroth (Middledeep 7)
3 Dark Elf Swordsmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
4 Dark Elf Crossbowmen: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Tunnel Hulks: Garrisoned at Hazer-Nagroth (Middledeep 7)
2 Ogre Slaves: Garrisoned at Hazer-Nagroth (Middledeep 7)
1 Bloodfiend: Garrisoned at Hazer-Nagroth (Middledeep 7)

Lomax: Garrisoned at Uzannador (Middledeep 15)

Qilue: Garrisoned at Scendeh (Lowerdeep 8)
2 Dark Elf Swordsmen: Garrisoned at Scendeh (Lowerdeep 8)
3 Dark Elf Crossbowmen: Garrisoned at Scendeh (Lowerdeep 8)
2 Bloodfiends: Garrisoned at Scendeh (Lowerdeep 8)

Nalfein: Garrisoned at Uzantiri (Middledeep 18)
2 Slave Soldiers: Garrisoned at Uzantiri (Middledeep 18)
2 Bloodfiends: Garrisoned at Uzantiri (Middledeep 18)
[/ooc]

[/spoiler]

[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 25)
Post by: Ghostman on May 16, 2013, 05:27:44 PM
[ic=Kirr Dark Elves]
[spoiler=Message to Arquenciel Diamant Septena (1 of unlimited)]

Delightful Lady Arquenciel,

Seeing as both the rebel Ceremorphs and the Duergar are entangled in wars on multiple fronts now, predicting their respective fortunes will be difficult indeed. My foothold in the Lowerdeep remains a source of some tension with Käferhold, but I believe that the Duergar regard it as one of the least of their problems for the time being -- as long as it does not look like there is any alliance brewing between the Kirr and the Demented Llitul. Speaking of the Mistress of Thralls, I have received from her an offer to trade my excess supplies of food for gold, at prices I find agreeable. Although this deal pleases me, I find it wisest to maintain neutrality in the Ceremorphs-Duergar war.

As for the kobold spy, I ought to congratulate your sister for a good piece of work. I may decide to see this spy myself later this week, but for the time being she should be kept hidden from the eyes of the Duergar demolitionists performing their work in Hazer-Nagroth. I do request that you continue to keep open ears for news about any mercenary companies capable of demolitions.

Regrettably, your sisters will not be able to continue their arcane studies during this week, for the eldritch records in Hazer-Nagroth are about to be relocated to Kirr-Godna. I will be returning to the capital myself, and expect to see the library there finished by next week. Your sisters are welcome to resume their research then.

- Dalashinn

[/spoiler]
[spoiler=Message to Dr. Robertson, Professor Immortal (1 of 2)]

Dearest Professor,

I commend you on your latest foray against the troublesome Kobolds, and wish you the best of fortune with the siege.

You might find it interesting that one of the Kobold queen's spies was detected skulking near my northern borders, and has since been ensorcelled by one of my Succubi allies. This fortuitous seduction has provided me with a means to feed falsified reports to the Cleversmarts, who remain ignorant of their agent having become a puppet. While the misinformation that might be injected in this manner is limited to the sort of intelligence this scout could feasibly discover, it may nevertheless be of some use to your war effort. If there is some particular piece of intelligence you'd like to have the spy report, I can arrange for it to be made so.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]
[spoiler=Message to Llitul the Demented (1 of 4)]

Mistress of Thralls,

I find your offer of trade to be generous. As it stands, Kirr lands produce an abundance of food, far in excess of what my people consume. 50 Measures per week would be well within my ability to supply, and the proposed exchange rate of 5 Gold per 10 Food is acceptable. We'll make it a weekly trade at these terms if you so desire.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]

[spoiler=Message to Despot Käfer (1 of 2)]

Greetings Käfer,

I am pleased by this news and very eager to hear more about it. Before I agree to cede the colony in question, I would like a detailed explanation on how you intend to accomplish this feat and how exactly will it prevent future passage through that entrance. Should I find the expected outcome acceptable, I would indeed consider the sale of the dungeon before the end of the week.

Bear in mind that I have already invested some gold by founding this city, and expect to be compensated the cost of the initial excavations work and the escape tunnel already dug -- 120 gold altogether. The building projects currently under construction can be halted and their materials recovered, so those will not be of any issue for me.

As regards the demolitions, they have been successful. Only two more buildings remain to be destroyed, and your cannoneers will once again be sorcerously quickened so that the works will be finished during this week. Once they are complete, your unit should begin it's journey back to the Lowerdeep. I will be providing the remaining portion of payments in metal and slaves during this week also, as per our agreement.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]
[spoiler=2nd Message to Arquenciel Diamant Septena (2 of unlimited)]

There is a matter concerning your presense in Kirr-Godna that should be dealt with discreetly. There seems to be something a of a small-time cult following forming around you, as a part of the populace has become quite enchanted by your allure. This in and of itself does not bother me, but the infernal priesthood is growing worried over a possible disruption of traditional worship. The most convenient way to solve this issue before it grows into a genuine problem would be to incorporate any such cult activity into the established practices of serving the Infernal Powers. I therefore request that some of your sisters attend the public ceremonies in the Profane Temple from time to time, if simply for the appearance. This, hopefully, will convince the people that you are aligned with the Abyssal Lords rather than against them, and that traditional rites should continue to be observed in addition to any novel demoness-worship. I shall personally hold counsel with the high priests once I've returned to Kirr-Godna, and see to it that they will be cooperative with this plan.

Know also that I am currently negotiating with the Duergar for a deal that could critically affect my realm and the future relations between Kirr-Godna and Käferhold. The Despot claims to have discovered a way to seal the passage between the Lowerdeep and the Middledeep near Hazer-Nagroth. If what he states is true, a potential route of invasion could be eliminated, which would go a long ways toward avoiding a costly war, allowing me to turn my attention more fully toward the Shadow Elves. It would also remove any need for me to maintain a foothold in the Lowerdeep, another source of undesired tensions. While I would appreciate your advise on this matter as much as on any other, I will not tolerate any meddling that could jeopardise the negotiations. Make sure that the more hot-blooded among your sisters do not act heedlessly.

- Dalashinn

[/spoiler]
[spoiler=2nd Message to Llitul the Demented (2 of 4)]

We have an agreement, then. Trade exchanges shall begin this week and continue weekly until otherwise noted.

[/spoiler]

[spoiler=3rd Message to Arquenciel Diamant Septena (3 of unlimited)]

In the interest of aiding my ally, the esteemed lich Dr. Robertson, I request that the following information be fed to the Cleversmarts via their dominated spy's next report:

A horde of demonic beasts of a kind matching the appearance of Bloodfiends gathered near the northern Kirr outpost (M6), arriving there from the tunnels to the south and west. They assembled into a warparty 15 heads strong. Then a Dark Elf Summoner emerged from the outpost, bearing a scroll which he used to cast a spell upon this host of demons, rendering them invisible. The Summoner then withdrew back into the outpost. Whether the invisible fiends have stayed their ground or marched forth somewhere is unknown.

This false intelligence should be in addition to anything the scout would normally report. It is my intent to create the impression that a pack of Bloodfiends could be moving for a surprise strike against the Kobolds while they are tied up in their clash against the Undead forces. Such pressure might make them more agreeable to a ceasefire under terms favourable to Dr. Robertson.

Naturally, the message ought to be sribbled by the scout in question, composed in the Kobolds' peculiar manner of speech.

- Dalashinn

[/spoiler]
[spoiler=2nd Message to Dr. Robertson, Professor Immortal (2 of 2)]

Dearest Professor,

I have decided on an ambiguous piece of false intelligence to be presented to the Kobolds, one that suggests a large pack of demons hidden by an invisibility spell may be heading north toward them. This may be enough to make Shee-Ra more agreeable to your terms for a ceasefire -- and if it doesn't, no harm should come of it, for the ambiguous nature of the intel leaves them uncertain as to whether I am truly hostile toward them or not.

You may rest assured that your agent will be allowed a free and unhindered passage through my territories.

As for the recent clash between the Duergar of Käferhold and the Abject, it is of corse something of a dilemma. It is true that I have entertained good relations with Käfer, although no formal alliance between our realms have ever been established, and certain issues have been a source of some tension of late. The Abject are my actual allies, though this alliance is specifically aimed against the Shadow Elves. I would very much like to see an end to this most inconvenient conflict, but I doubt that the duergar can be persuaded to give up their ancestral grudge against all manner of Ceremorphs, living or undead. Fortunately, they seem to now have reason to focus on dealing with a Derro assault -- orchestrated by the Ceremorph renegades led by Llitul the Demented, if the rumours are true -- so there is hope that they will cease their attacks upon the Abject for a while as a matter of pragmatism.

- Dalashinn, Onyx Prince Bloodlord of Kirr-Godna

[/spoiler]
[/ic]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 25)
Post by: Polycarp on May 16, 2013, 05:33:04 PM
The Glow - Fungoids - Week 10

The Glow Theme (http://picosong.com/nsS6/)

[spoiler=Message to Llitul]I do not know if what lurks endangers us.  Soon, we will learn.

We see that the Duergar-flesh has made sharpness with another flesh.  We see it cultivates fire against us.  It threatens and attacks you.  The flesh cannot be trusted and this flesh can no longer be tolerated.  We move.

We see this force by the lake of fire.  The Kafer-flesh itself is there.  We will send many children in this direction, but they cannot catch them this week.  It is a shame that we cannot take this creature, that leads this flesh, but we have never hurried.  We move with inevitability.  Three hundred now move below; perhaps another three hundred in the week to come.  The wicked flesh will not prevail against us.

Above in the garden is a force a hundred strong.  They will scour this flesh from the Middledeep, and move downward.  The Clone is with them.

They will raise beetle-flesh against us, again and again; we must ever renew our children, and take the delvings from them where the dead-gold that sustains them is found.  Hold the dwelling you have taken; its dead-gold must not be returned to them.

My children at your dwelling are yours to command.  The Sporemother I have sent is also yours, but it would be best that she remained behind your walls; these children of more use in creating children of their own than bringing sharpness against others.

Our colors grow.  Now they will grow among the crimson lakes.  We grieve for every life; but the One, the Dream, is greater than the many.  All must die; let death be for the purpose that is true and beautiful.[/spoiler]

[spoiler=2nd Message to Llitul]I see no reason not to use all that is at our disposal.  We desire certainty.

We do not require anything at present.  I would consider exchanging that which we possess for anything of greater utility to us.  We will consider this matter when this sharpness is done and the things you describe have been obtained.

We have decided that the dark-elf-flesh which calls itself Nocae interests us.  The Dreamer believes it should be preserved.  We do not think it in any danger of destruction at present, as it is a powerful flesh, but we advise the Llitul not to find sharpness with it.  We do not desire conflict between flesh that has value to us.[/spoiler]

[spoiler=Message to Dolmar]The voice returns, clearer, calmer, with the chorus of whispers forming a sibilant harmony with the main voice.

We do not recognize these things.  "Curse."  "Goddess."  "Old Ways."  Nevertheless we attempt to comprehend.  The Dream alone is real; the world of flesh is but a pale reflection of the light of the Dream.  You say that your flesh is shadow; we concur.  All flesh is shadow cast by the light of Truth and Beauty, the light of the Dream.  In this matter we do not differentiate between your flesh and any other.

Yet this is not sufficient.  We have made much flesh live again; even the dark-elf flesh.  Yet no flesh has been contaminated in the manner of this "Abomination."  The darkness contaminates the light of the Dream.

We hear many whispers.  We hear the whispers in the minds of flesh.  From them we have learned the ways of flesh.  Speech.  Flesh-lines.  Dead-gold.  We have also heard this word - "nightmare."  We did not comprehend.  What manner of dream could bring fear, when the Dream is wonder and brilliance?  Why should one fear true beauty?  This word was forgotten.  Irrelevant.  False.  Yet now we fear the whispers in the mind of this creature.  We fear a dream tainted by darkness, by this essence we do not comprehend.  This word has meaning to us now.  The taint of this creature has made this dream into a nightmare; a creature of the nightmare grows now beneath the water.  We know this because we fear it.

And yet we... we do not destroy it.  We have learned much from flesh.  It was thought before that flesh had no value apart from flesh; it served no purpose but to reproduce, die, and make new life again in the image of the Dream.  We do not believe this to be correct.  Flesh creates.  Flesh innovates.  Flesh is a poor reflection of the Dream, a shadow of reality; but it may interpret the Dream that is real in ways even the Children of the Dream have not foreseen.  We must remember that it was flesh that caused the Dream to be known among us; without the whispers of flesh, we would be unenlightened.  We would be a shadow, as you are.

Therefore we will allow this creature to mature.  The Dreamer feels it growing; in two weeks it will emerge.  We will allow this creativity to come to fruition.  Then the Dreamer will fully know this Nightmare, this contaminated life, and will judge whether it should remain a life within the Dream - or whether with sharpness it shall be forgotten.  We will receive this "cleric" who may help our understanding.  There is much we understand of the world of flesh, this dark reflection of the Dream, but much we do not.

The Dreamer perceived your flesh as a threat to us.  Dangerous.  Sharp.  Threats to the Dreamer must be removed.  We tolerated your existence only because you were of one mind with the dwer-flesh, and we wished to see if the "word" of flesh had meaning, if sharpness could be avoided with the Dwer-flesh.  We no longer think this.  Your flesh creates.  Your flesh interests us.  You have provided the Dreamer with that it did not imagine, and so have demonstrated the purpose of flesh apart from its bare existence as flesh.  We now believe the destruction of your flesh is undesirable to us.  You will be preserved.

For now we do not currently require anything of the flesh.  The Dream now moves in another direction.  A reckoning is at hand between what is good and beautiful, and what is twisted and vile.  We will persevere.  Death has no hold on us.  Our colors grow.[/spoiler]

[spoiler=Message to Arquenciel]A dream folds, and the shadows of the crevasse invert into a spasm of unreal, resplendent colors.  Vision cracks, with each fissure becoming a tendril of neon phosphorescence.  The lights grow together and intertwine, and pulse as they begin to whisper together.

Flesh-not-of-flesh.  We are watching.  We have seen that your flesh-not-of-flesh would in time come before us.  We are listening.  We have heard whispers that you would do this now, that you would come before our radiance.

You know the flesh that is Llitul.  Our flesh, Llitul, who dreams with us.  The Llitul says you will help make her safe.  She trusts the intent of the flesh-that-is-not-flesh.  We do not.  The nature of flesh is infirm.  The mind of flesh is a mystery.  Its intentions are meaningless to us.  Only those who know the Dream are our beloved; you, flesh, yet not flesh, are unknown to the Dreamer.

The Llitul says she will bring one of you with her, to protect her.  That is well, if you serve her.  But though you may serve the flesh which we love, you are within our domain, our garden.  And within it you will know you are watched, and your actions known to the Dreamer.  We shall see if aid is what you will give.  If this is false, if you are a threat to us - a threat to the flesh which we love - then your flesh, whatever its nature, shall be remade to serve her better.[/spoiler]

[spoiler=2nd Message to Arquenciel]The tendrils of color probe the creature's own mind's light; when they touch, the tendrils invert into unreal hues, those never seen in any mortal's eye, and shatter into motes of light that sparkle and shimmer as they whisper.

We are the Children of the Dream.  We are Perfectors of Flesh.

We have perceived falsely.  We believed the Llitul flesh was bringing your flesh-not-of-flesh to the Thorn of Visions.  Her designs now move her elsewhere.  The flesh-not-of-flesh shall not dwell in our garden as we had thought.

Nevertheless what we have said is Truth.  Sharpness against the flesh of our beloved creature is sharpness against us.  Your flesh-not-of-flesh is unknown and unproven.  It is bound to the dark-elf-flesh which is a strange flesh that consumes itself.  That flesh hungers for what is dead.  You are a flesh that does not know the Dream as our Llitul does.  We do not yet know if the flesh-not-of-flesh may know the Dream, or be perfected by it.  But we are perfectors of flesh.  We do not threaten this; it is what we are.  We craft flesh into a reflection of the pure light, into truth and beauty.  There is nothing to fear from us; we desire only the ecstasy of the Dream.

We do not wish you to be threatened by us.  We do not wish you to fear us.  We do not comprehend how flesh could fear us.  We wish only for you to know that our beloved flesh is like unto our own substance, even imperfect as it is; and if this flesh-not-of-flesh is infirm in the manner of flesh, flesh which may deceive, then we Children of the Dream will show our sharpness, the color that draws blood.  Threats must be made not-threats; this is an essential truth.  If you see the beauty of our beloved flesh and truly desire to protect her, then - though we do not understand your interest, as you do not know her true color - the flesh-not-of-flesh shall be beheld in the Dream as good.  The good is the enemy of the false.  There is no falseness in the Dream; all is true and perfect.  In dreaming there is no veil between the mind and the ecstasy.

We are the light that does not fade.[/spoiler]

[spoiler=Message to Kafer]The flesh asks what it may do, as if we may know that by the words of its intent, we may be assured it will act.  Yet few among flesh act in the way they speak.  We cannot know the minds of flesh.  Therefore the service of others is useless to us.  Agreement serves us not.  Only in the Dream do we trust.

What we require, we shall have, and what threatens us, we will remake into something beautiful.  This we will ever do.  The words of flesh mean nothing compared to this.  The Dream cannot be denied.

We are the light that does not fade.[/spoiler]

[spoiler=Orders][spoiler=Production]
Heart of the Glow (Lowerdeep 31)
10 Skin Farms: +250 Bodies
1 Mushroom Grove: +20 Food
Terrain (Mushrooms + Water): +35 Food

Crimsonlight (Middledeep 47)
10 Skin Farms: +250 Bodies

Fulgoria (Lowerdeep 33)
10 Skin Farms: +250 Bodies
Terrain (Crystals): +20 Gold

Thorn of Visions (Middledeep 41)
5 Skin Farms: +250 Bodies
Terrain (Mushrooms): +25 Food

Mirror of the Dream (Lowerdeep 32)
Terrain (Mushrooms + Water): +35 Food

Glimmerwall (Lowerdeep 34)
Terrain (Crystals): +20 Gold

Foraging: +350 Food (see orders)
Sacrificing: +10 Bodies (see orders)[/spoiler]

[spoiler=Upkeep]
230 Fungoid Warriors: 230 Bodies
3 Sporemothers: 12 Bodies
160 Fungoid Thralls: 160 Food
1 Delver: 20 Gold[/spoiler]

[spoiler=Recruitment]Heart of the Glow (Lowerdeep 31)
5 Fungoid Deathcap Assassins: 2 weeks remaining
1 Fungoid Nightmare: 2 weeks remaining
5 Fungoid Creeping Moulds: 1 week remaining
4 Fungoid Infestors: complete
200 Fungoid Warriors: complete
3 Fungoid Sporemothers: complete
20 Crawling Caps: complete
50 Puffball Mines: complete
200 Fungoid Thralls: -200 Bodies, instantaneous
100 Fungoid Warriors: -100 Bodies, 1 week remaining
6 Fungoid Mindrot Horrors: -6 Ceremorph Bodies, 3 weeks remaining

In the Field (see orders)
50 Fungoid Puffball Mines: -50 Bodies, 1 week remaining

Middledeep 91
75 Fungoid Warriors: complete[/spoiler]

[spoiler=Wealth]
Gold: 40
Metal: 0
Food: 805
Bodies: 145

Special Bodies (not included above):
Dark Elves: 15
Ceremorphs: 10[/spoiler]

[spoiler=Construction]Heart of the Glow (Lowerdeep 31)

Under Construction
2 Brown Moulds: 2 weeks remaining
Regeneration Bulb (on Deathcap Cluster): 2 weeks remaining
Cultivation Bulb (on Deathcap Cluster): 1 week remaining
Regeneration Bulb (on Slime Pool): 1 week remaining
Restoration Cluster: complete
Ganglial Cluster: complete
Transmutation Cluster: complete
Regeneration Bulb (on Infestation Mound): complete
Living Wall: complete
Cultivation Bulb (on Slime Pool): complete
Maturation Bulb (on Deathcap Cluster): complete

Beginning Construction
Regeneration Bulb (on Skin Farm): -12 Bodies, 3 weeks remaining
Regeneration Bulb (on Ganglial Cluster): -12 Bodies, 3 weeks remaining
Cultivation Bulb (on Ganglial Cluster): -20 Bodies, 2 weeks remaining
Maturation Bulb (on Ganglial Cluster): -8 Bodies, 1 week remaining

Crimsonlight (Middledeep 47)

Under Construction

Beginning Construction

Fulgoria (Lowerdeep 33)

Under Construction

Beginning Construction

Thorn of Visions (Middledeep 41)

Under Construction
Slime Pool: 4 weeks remaining
Thornglimmer: 2 weeks remaining
2 Brown Moulds: 2 weeks remaining
2 Stranglevines: 1 week remaining
3 Vault Slimes: 1 week remaining
Fungal Nursery: 1 week remaining
5 Skin Farms: complete

Beginning Construction
Euphoria Cluster: -15 Bodies, 3 weeks
5 Lurkers: -50 Bodies, 3 weeks
Cultivation Bulb (on Skin Farm): -20 Bodies, 2 weeks remaining
Giant Stinkhorn: -10 Bodies, 2 weeks

Musegarden (Middledeep 41)

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining
Disguised Entrance: -15 Bodies, 2 weeks remaining

Mirror of the Dream (Lowerdeep 33)

Under Construction
5 Skin Farms: 2 weeks remaining
5 Skin Farms: 1 week remaining
Disguised Entrance: 1 week remaining

Beginning Construction

Glimmerwall (Lowerdeep 34)

Under Construction
5 Skin Farms: 2 weeks remaining
Disguised Entrance: 1 week remaining

Beginning Construction
5 Skin Farms: -75 Bodies, 3 weeks remaining

Sanguine Maw (Lowerdeep 29)

Under Construction
Frenzy Cluster: 1 week remaining
Living Wall: complete

Beginning Construction

Sublime Portal (Middledeep 42)

Under Construction
Frenzy Cluster: 2 weeks remaining
Living Wall: 1 week remaining
2 Brown Mould: 1 week remaining
2 Stranglevines: 1 week remaining
Disguised Entrance: complete
Giant Stinkhorn: complete

Beginning Construction

Whisperwhorl (Lowerdeep 35)

Under Construction
Frenzy Cluster: 3 weeks remaining
2 Brown Mould: 2 weeks remaining
Disguised Entrance: 1 week remaining
Escape Tunnel: complete

Beginning Construction[/spoiler]

[spoiler=Dungeons and Outposts]DUNGEONS

Heart of the Glow (Lowerdeep 31)

Crimsonlight (Middledeep 47)

Fulgoria (Lowerdeep 33)

Thorn of Visions (Middledeep 41)

Musegarden (Middledeep 41)

Mirror of the Dream (Lowerdeep 33)

Glimmerwall (Lowerdeep 34)

OUTPOSTS

Sanguine Maw (Lowerdeep 29)

Sublime Portal (Middledeep 42)

Whisperwhorl (Lowerdeep 35)
[/spoiler]

[spoiler=Armies]Keepers of the Heart – Garrisoned at Lowerdeep 31
1 Child of the Glow
4 Fungoid Infestors (20 weeks left)
200 Fungoid Warriors (16 weeks left)
3 Fungoid Sporemothers (24 weeks left)
20 Crawling Caps (12 weeks left)
50 Puffball Mines (8 weeks left)
200 Fungoid Thralls (8 weeks left)
50 Fungoid Thralls (6 weeks left)

Keepers of Crimsonlight – Garrisoned at Middledeep 47
1 Unnamed Sporemother Commander
20 Fungoid Warriors (15 weeks left)

Keepers of the Sublime Portal – Garrisoned at Middledeep 42
1 Florid Reveler (Blightguard Captain)
20 Fungoid Warriors (15 weeks left)

Keepers of Sanguine Maw – Garrisoned at Lowerdeep 29
1 Lurker in the Reverie (Blightguard Captain)
25 Fungoid Warriors (13 weeks left)
10 Fungoid Thralls (1 week left)

Keepers of Whisperwhorl – Garrisoned at Lowerdeep 35
25 Fungoid Warriors (13 weeks left)
20 Fungoid Warriors (11 weeks left)
1 Delver

Keepers of Fulgoria – Garrisoned at Lowerdeep 33
1 Prismatic Muse (Sporemother Commander)

Keepers of the Mirror – Garrisoned at Lowerdeep 32
1 Watcher of the Water (Sporemother Commander)
50 Fungoid Thralls (3 weeks left)

Keepers of Glimmerwall – Garrisoned at Lowerdeep 34
1 Unnamed Sporemother Commander

Chimeric Host – At Middledeep 37 (Infiltrated)
1 Clone of the Glow (3 weeks left – Blackroot 3 weeks)
20 Fungoid Warriors (11 weeks left)
10 Fungoid Warriors (10 weeks left)
10 Fungoid Warriors (9 weeks left)
25 Fungoid Warriors (8 weeks left – Blackroot 3 weeks)
9 Fungoid Warriors (3 weeks left – Blackroot 3 weeks)
10 Fungoid Puffball Mines (3 weeks left)

Host of the Vision – At Middledeep 41
1 Fungoid Sporemother (23 weeks left)
40 Fungoid Warriors (15 weeks left)
20 Fungoid Puffball Mines (7 weeks left)

Keepers of the Thorn – Garrisoned at Middledeep 41
1 Caretaker (Sporemother Commander)
50 Fungoid Thralls (5 weeks left)

Emissary to the Exalted – At Middledeep 91 (Infiltrated)
1 Fungoid Sporemother (22 weeks left)

Fleshwatch – At Lowerdeep 23 (Infiltrated)
1 Fungoid Sporemother (18 weeks left)
6 Fungoid Warriors (10 weeks left)[/spoiler]

[spoiler=Characters]
[ic=Child of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 25
Speed: 4
Morale: +7
Special Abilities: Detector, Confusion, Leadership, Clone, Slumberous Poison, Regeneration 12
Spells: Haste
Inventory: None

The Child of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Child of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.[/ic]

[ic=Clone of the Glow]Ranged Attack: +8
Ranged Damage: 6
Melee Attack: +6
Melee Damage: 4
Defence: 18
Health: 20
Speed: 4
Morale: +7
Special Abilities: Agony,* Detector, Confusion, Leadership, Slumberous Poison, Regeneration 20,* Fear (DC 12),* Grudge (High Elves)*
Spells: Haste
Inventory: Staff of the Excruciatrix, Blackroot Toadstool (1 dose)

The Clone of the Glow increases the Health and Morale of any army she is leading by +1.  If garrisoned in a Dungeon she increases the Health and Morale of garrisoned troops by +1.  The Clone of the Glow's poisonous attacks affect both melee and ranged damage; if her attack roll exceeds the target's Defence, units in the regiment become extremely drowsy for one round, suffering -4 to Defence.

*Granted or modified by inventory[/ic]

[ic=The Florid Reveler]Once a fell warrior of Blackrot’s retinue, the Florid Reveler was given a new name and a new purpose by the resurrected Child.  Its form has not been unchanged either, for it has been molded into something more pleasing to the Dream.  Its cap bristles with vicious spikes that phosphoresce warmly, resembling a crown of flames.  It constantly “sweats” a sticky, pestilential red fluid from its knobby hide, mottled with crimson and fluorescent violet.

In its past life, the Reveler was a frenzied killer, ever consumed by the rending of dwarf-flesh in Blackrot’s service.  It is consumed by something else now – for when the Reveler wades into battle, lashing violently at everything in reach with half a dozen vicious forked tentacles like the tongues of serpents, its foes see only a blissful and eerie serenity upon its mouthless visage.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Florid Reveler have their morale increased by +1.[/ic]

[ic=The Lurker in the Reverie]The Lurker, too, was once of Blackrot, but it is now bound to a new master.  Its head is a cluster of polypore-like growths, each overlapping another, with oddly-shaped eyes peeking between them at irregular intervals, looking in every direction at once.  At first, one might think the Lurker in the Reverie to be black and colorless, antithetical to the usual aesthetic of the Glow, but a closer look reveals that it not black at all, but a symphony of dark blues and purples that iridesce and flash with brighter hues when the half-light of the phosphorescent fungi of the Lowerdeep plays across its surface.  It stands stock-still, ever watching, stirring only when called upon by its masters – and then the Lurker’s limbs of hardened, blade-like chitin go to work.

Melee Attack: +6
Melee Damage: 9
Defence: 21
Health: 30
Speed: 4
Morale: +6
Special Abilities: Leadership, Discipline, Disease 4, Regeneration 12

Troops garrisoned with the Lurker in the Reverie have their morale increased by +1.[/ic]

[ic=The Caretaker / Prismatic Muse / Watcher of the Water]Ranged Attack: +6
Ranged Damage: 0
Melee Attack: +4
Melee Damage: 7
Defence: 22
Health: 60
Speed: 4
Morale: +5
Special Abilities: Distraction, Large, Leadership, Obfuscating Shroud, Regeneration 25

Sporemothers can plant spores in Bodies that mature into Fungoid Warriors or Fungoid Puffball Mines.  If garrisoned in Dungeons with certain rooms, she can implant spores to generate other units as well.

Troops garrisoned with the Caretaker have their morale increased by +1.[/ic]

[ic=The Delver]This enormous, sluggish creature has an insatiable appetite for precious materials.  If given a steady supply of gold, metal, or other precious substances, it will enter your service.  Delvers are greedy but powerful creatures, able to exude a powerful acid from their skin.

Cost: 200 Gold or Metal
Upkeep: 20 Gold or Metal
Melee Attack: +5
Melee Damage: 30 (Acid)
Defence: 26
Health: 150
Speed: 2
Morale: +5
Special Abilities: Acid Secretion, Huge, Gluttony, Immunity (Acid), Tunneling

The Delver’s Acid Secretion ability deals 2 points of Acid damage to any unit that successfully deals damage to it in melee combat.

The Delver’s Gluttony ability allows it to consume Gold or Metal to gain bonuses to Health and Morale.  For every 10 Gold or Metal consumed, it gains +10 Health and +1 Morale, to a maximum of +50 Health and +5 Morale.

If not paid its Upkeep the Delver immediately deserts.[/ic][/spoiler]

[spoiler=Trade]What do we look like, a merchant republic?[/spoiler]

[spoiler=Orders]

The conflict between the Demented and the Duergar is now a war fought to the death.  This has forced our hand; the Glow can no longer remain aloof.  For this moment on, we are at war with the Duergar.  We did not choose this sharpness, but now that it is upon us, we must commit ourselves entirely.  All Kafer's units and mercenary forces are to be killed and harvested when found.  Any trades to or from them that pass by our units ought to be interrupted.  Any non-mercenary allies (i.e. other factions' units) found in his dungeons or fighting alongside his forces will be captured if possible and killed if not.

The newly-spawned 75 Warriors and their Sporemother at Middledeep 91 are now under Llitul’s command, though we will be responsible for their upkeep until the Skin Farms we built for her are mature.  They are to follow her commands to the best of their ability.  Their first priority is Llitul’s safety.

The Upper Front

Keepers of the Heart

The Lower Front

Keepers of Sanguine Maw

Keepers of Crimsonlight

Keepers of the Sanguine Maw

The Delver

Fleshwatch

Foraging
[/spoiler][/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 25)
Post by: Llum on May 16, 2013, 05:52:21 PM
[ic=The will of a despot]
[/ic]

[spoiler=Orders]
Orders
[spoiler=Production]
Käferhold
Duergar Mine: +200 Gold, +25 Metal
3 Beetle Farm: +150 Food
Mushroom Forest: +25 food
Hall of Trade: +100 Gold

Umbrahold
Duergar Mine: +200 Gold, +25 Metal
Hall of Trade: +100 Gold
Beetle Farm: +50 food

Drakkenhold (Lowerdeep 16)
Duergar Mine:

Easthold (Lowerdeep 20)
Mushroom Forest: +25 Food

Total: +600 Gold, +50 metal, +250 food
[/spoiler]

[spoiler=Upkeep]
2 Duergar Sneaks: -6 Gold -4 food
3 Duergar Hammer Throwers: -6 Gold - 6 food
4 Cave Beetles: -32 food
1 Kirr Summoner: -12 Gold -1 food
1 Fire Drake Wyrmling: -1 food
1 Two-headed Fire Drake Wyrmling: - 2 food
2 Magma Cannon: -20 Metal -4 food
Lofarr The Incandescent: -8 Gold - 1 metal
20 Fire Dwarf Spearmen: -60 Gold -20 metal
Urog-Sharga: -4 Gold -2 food
15 Grey Orc Raiders: -30 Gold - 30 food
15 Grey Orc Axe Throwers: -30 Gold - 30 food

total: -156 Gold -112 food -41 metal
[/spoiler]

[spoiler=Construction]
Käferhold (Lowerdeep 17)
Under Construction:
Hall of Trophies: 2 weeks remaining

Beginning Construction:

Umbrahold (Lowerdeep 19)
Under Construction:

Beginning Construction:

Drakkenhold (Lowerdeep 16)
Under Construction:

Beginning Construction:

Glyphhold (Lowerdeep 88)
Under Construction:
Duergar Mine: 1 weeks remaining
Beetle Farm: 3 weeks remaining

Beginning Construction:
Forge Hall: 1 weeks remaining

Greenhold (Middledeep 50)
Under Construction:
Beetle Farm: 2 weeks remaining
Duergar Mine: 2 weeks remaining
Forge Hall: 1 week remaining

Beginning Construction:

Easthold (Lowerdeep 20)
Under Construction:
Duergar Mine: 3 weeks remaining

Beginning Construction:

[/spoiler]

[spoiler=Recruitment]
Käferhold (Lowerdeep 17)
10 Tunnel Hulks -250 Gold
17 Duerger Hammer Throwers: -136 Gold -17 Metal
1 Duergar Sneak: -12 Gold -1 metal
Umbrahold (Lowerdeep 19)

Drakkenhold (Lowerdeep 16)

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)

Easthold (Lowerdeep 20)
[/spoiler]

[spoiler=Wealth]
Gold: 3
Metal: 482
Food: 303
Bodies: 36
[/spoiler]

[spoiler=Dungeons and Outposts]

Käferhold (Lowerdeep 17)
Despot's Hall
Forge Hall
Training Hall
Hall of Smoke
Hall of Trade
Duergar Mine
Beetle Farm x 3
Hatchery
Outer Wall
Iron Gate
Magma Moat

Umbrahold (Lowerdeep 19)
Forge Hall
Duergar Mine
Beetle Farm
Hall of Trade

Drakkenhold (Lowerdeep 16)
Forge Hall
Duergar Mine

Glyphhold (Lowerdeep 88)

Greenhold (Middledeep 50)

Easthold (Lowerdeep 20)
[/spoiler]

[spoiler=Armies]
Despot Käfer – Umbrahold(Lowerdeep 17)
Commander Wulfgar - Umbrahold(Lowerdeep 19)
Commander Kyogre - Presumed Dead
Commander Demosthene - Garrisoned at Glyphhold (Lowerdeep 88)
Greenfang, Master of the Greenhold - Garrisoned at Greenhold (Middledeep 48)
Lord Umbragulf - Garrisoned at Greenhold (Lowerdeep 20)
Commander Urguilt - Garrisoned at the Amethyst Gate (Lowerdeep 12)

1 Fire Drakes - Garrisoned at Kafernhold (Lowerdeep 17)
1 Two-headed Fire Drake - Garrisoned at Kafernhold (Lowerdeep 17)
1 Kirr Summoner - Kaferhold(Lowerdeep 17) Items:  Wand of Frenzy (7 charges), Infernal Key, Eldritch Grimoire, Glyphic Shard,, Scroll of Invisibility, Scroll of Phase Shift x2
1 Magma Cannon -  Kaferhold(Lowerdeep 17)
1 Magma Cannon - Middledeep 7

4 Cave Beetles - Umbrahold (Lowerdeep 19)

1 Duergar Sneak - Infiltrating (Lowerdeep 26)
1 Duergar Sneak - Infiltrating (Lowerdeep 36)

3 Duergar Hammer Throwers - Lowerdeep 22
1 Lofarr The Incandescent - Lowerdeep 22
20 Fire Dwarf Spearmen - Lowerdeep 22

Urog-Sharga - Kaferhold(Lowerdeep 17)
15 Grey Orc Raiders - Kaferhold(Lowerdeep 17)
15 Grey Orc Axe Throwers - Kaferhold(Lowerdeep 17)
10 Tunnel Hulks - Kaferhold(Lowerdeep 17)
17 Duergar Hammer Throwers - Kaferhold(Lowerdeep 17)
1 DUergar Sneak - Kaferhold(Lowerdeep 17)
[/spoiler]

[spoiler=Characters]
[ic=Despot  Käfer]
Melee Attack: +12 (+2 Elixir of Might)
Melee Damage: 13 (+1 Deep Gnome Tinkers, +4 Elixir of Might)
Defence: 22 (+1 Helm of Telepathy, +1 Deep Gnome Tinkers)
Health: 35 (+10 Elixir of Toughness)
Speed: 3
Morale: +8
Special Abilities: Leadership, Discipline, Infiltrator
Items:Helm of Telepathy, Potion of Healing

The Duergar Despot increases the Melee Attack and Morale of any army he is leading by +1. If garrisoned in a Dungeon he increases the Melee Attack and Morale of garrisoned troops by +1. His Grudge ability applies to all units in the specific regiment he leads.  His Discipline and Infiltrator ability applies to the specific regiment he leads.
[/ic]

[ic=Commander Wulfgar]
Melee Attack: +6
Melee Damage: 9 (+1 Deep Gnome Tinkers)
Defence: 18 (+1 Deep Gnome Tinkers)
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

A hardened Sneak and spy, similar in mold to Käfer himself, however this is where their similarities end. Scarred and bearded Wulfgar lacks the iron will that allowed Käfer to rise to become Despot. Short and thickset even by Duergar standards Wulfgar bears many scars from his years involved in the shadowy spy games in the old Empire. A half mask emblazoned with  flaming eyes covers the left side of his face, masking an old injury.
[/ic]

[ic=Commander Kyogre]
Ranged Attack: +6
Ranged Damage: 5
Melee Attack: +2
Melee Damage: 1
Defence: 18
Health: 18
Speed: 3
Morale: +4
Inventory:

Kyogre is a Hammer Thrower, bred and trained. Known for throwing larger hammers with devastating accuracy. Middling height for a Duergar he has a runic spiked helm and a short beard. A necklace of drake fangs and teeth rests on his chest, a trophy from the weeks clearing out the cavern he now rules.
[/ic]

[ic=Greenfang, Master of the Greenhold]
Melee Attack:  +10
Melee Damage: 17
Defence: 20
Health: 50
Speed: 3
Morale: +7
Special Abilities: Large, Regeneration 10, Vulnerability (Acid, Fire), When entrenched in a region containing or bordering a body of water, Greenfang gains the Infiltrator ability and gains +2 to Melee Attack and Defence.
Inventory:

This brutal, hulking creature is well-adapted to aquatic conditions.  Covered in thick scales and possessing rows of shark-like teeth, fins, and a murderous temper, Greenfang could be a powerful ally.
[/ic]

[ic=Commander Demosthene]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Demosthene is an ancient Duergar, still hardy after surviving Ceremorph enslavement and the following revolt. He has ceremorph glyphs branded and tattooed about his face and neck showing his age, as well as his tenacity to survive. A devote follower of Father Dark his helm and armor are inscribed with rune-prayers of devotion and vengeance.
[/ic]

[ic=Lord Gurgoth Umbragulf,Guardian of the East Gate ]
Melee Attack: +6
Melee Damage: 7
Defence: 19
Health: 18
Speed: 3
Morale: +4
Inventory:

Gurgoth Umbragulf is the son of an important noble in the old Duergar Empire. With the death of Xorinatch the Cruel his families fortune plummeted as well. The old nobility are not welcome as much in  Käfers new Duergar Empire. His grandparents was slain in  Käfers purges of the old nobility, his father lost in battle to an orcs axe, his mother to a Dark Elf bolt and his many brothers and sisters lost or dead. The last of the once powerful Umbragulf family, Gurgoths title held little weight in the new Empire. However his noble upbringing was well suited for the shadowy spy games that surround the new Empire politics and coupled with an iron resolve allowed him to gain respect despite his blood. Trusted with guarding the Eastgate, the easternmost entrance to the Empire was a snub however. While quite an honor it is a dead end position, since the Greenhold from above is the true gate to the Empire, leaving Gurgoth nowhere to gain fame and advance his position and regain the power of the Umbragulf name.

Lord Umbragulf looks more refined then most Duergar, devoid of most tattoos or scars, save for the family runes tattoo'd along his cheekbone, he dresses impeccably well. Wearing a large surcoat over his armor and having long braided hair, the old nobility are often mocked for looking too much like Dark Elves by the common Duergar.
[/ic]

[ic=Gatekeep Urguilt]
Melee Attack: +6
Melee Damage: 8
Defence: 17
Health: 18
Speed: 4
Morale: +4
Special Abilities: Infiltrator

Gatekeeper of the Amethyst Gate, Urguilt was given the dubious task of watching the great Amethyst wyrm and finding a way to communicate with it, without being eaten in the process. One of Kafers old comrades from the spy games of the old Empire, he is trusted more than most.

Urguilt is very average looking for a Duergar, sporting the common goatee and runic helmet common to his kind. His success as a sneak and a spy is largely attributed to his average-ness, being hard to distinguish in a crowd.
[/ic]

[ic=Captain Lofarr the Incandescent]
Melee Attack: +9
Melee Damage: 11 (Fire)
Defence: 23
Health: 30
Speed: 3
Morale: +8
Special Abilities: Immunity (Fire), Leadership, Grudge (Giants)

Lofarr increases the Defence and Morale of any Fire-Dwarves he is leading by +1. If garrisoned in a Dungeon he increases the Defence and Morale of garrisoned Fire-Dwarves by +1. His Grudge ability applies to all units in the specific regiment he leads.

This grim Fire-Dwarf leads a mercenary band, a group of his kinsfolk who escaped from the Fire Giant mines of the Northdeep.  He wields a long spear of brass and adamantine.  Gruff and curmudgeonly, he seems quick to anger and very slow to forgive.
[/ic]

[ic=Urog-Sharga, Grey Orc Mercernary ]

Upkeep: 4 Gold, 2 Food
Melee Attack: +10
Melee Damage: 15
Defence: 17
Health: 20
Speed: 4
Morale: +8
Special Abilities: Discipline, First Strike, Leadership
Inventory: Zuk-Tarag (The Doomcleaver: +2 Melee Attack, double damage on a natural 20)

Urog-Sharge increases the Morale of any army she is leading by +1. Urog-Sharga's First Strike ability means that she strikes first in melee combat.  This ability is imparted to any regiment she leads.

Urog-Sharga has an air of nobility about her despite her bestial features.  A tall, well-muscled Orc female, she wields an enormous two-handed sword in combat, which she dubs Zuk-Tarag, the Doomcleaver.
[/ic]

[/spoiler]

[spoiler=Orders]
Standing Order: Always collect bodies after battle.
Standing Order: Advertise that the Duergar are looking for mercenaries that are quick, do fire damage, preferably ranged and can tunnel or use demolitions. Also casters, preferably with Haste are sought after.
IF any dungeon  is attacked by Derro, spend up to 8 Speed (4 Speed +4 Force March) to move Urog-Sharga, 15 Grey Orc Raiders and 15 Grey Orc Axe throwers to attack it.
ELSE Spend 8 Speed (4 speed +4 Force March) to move Urog-Sharga, 15 Grey Orc Raiders and 15 Grey Orc Axe throwers from Kaferhold (Lowerdeep 17) to Lowerdeep 7.
Spend 1 Speed to move Lofarr and 20 Fire Dwarf Spearment from Lowerdeep 22 to Lowerdeep 21 and found an Outpost, promote Lofarr to Captain.
Spend 2 Speed to move 10 Tunnel Hulks, 17 Duergar Hammer Throwers and 1 Duergar Magma Cannons from Kaferhold (Lowerdeep 17) to Drakkenhold (Lowerdeep 16).
Attach Kafer to group of 10 Tunnel Hulks
Spend 4 Speed to move 4 Cave Beetles from Lowerdeep 22 to Drakkenhold (Lowerdeep 16)
Spend 4 Speed (3+1 Force March) to move Kafer and 3 Duergar Hammer Throwers from Lowerdeep 22 to Drakkenhold(Lowerdeep 16)
Attack Drakkenhold with the forces of Kafer, 10 Tunnel Hulks, 4 Cave Beetles, 20 Duergar Hammerthrowers, 1 Magma Cannons.
Spend 4 Speed for Duergar Sneak to scout Lowerdeep 24, 25, 27 and 28 without entering. What kind of troops can be seen, in what numbers, etc.
Spend up to 4 speed to move 1 Duergar Scout from Middledeep 35 to Middledeep 33 and scout  Middledeep 36 and 37 without entering them.
Spend 6 Speed with 1 Magma Cannon in Middledeep 7 to plant 2 demolition charges (as directed by the Kirr) and then move to Lowerdeep 8.
Spend 8 Speed (4 Speed + 4 Force March) to move 1 Duergar Sneak from Kaferhold (Lowerdeep 17) to Lowerdeep 7.
Send Greenfang to investigate the Hags shop and then return to Greenhold.
[/spoiler]

[/spoiler]

[spoiler=Message to The Glow]
Greetings Child of the Glow. The Duergar wish to know if there is anything that we can do for the Glow or if you wish to negotiate a change into our current agreement?
[/spoiler]

[spoiler=Message to Grolhoud]
The Duergar have a new proposal for you, one that is perhaps more to your liking. We are willing to pay gold, possibly large amounts, if you can cause damage to the ceremorph rebels known as the Demented. The Duergar are willing to support you, if you aid us.
[/spoiler]

[spoiler=Message to Dalashinn]
Greetings Dalashinn

I trust the demolitions I are going well. Now I have discovered a way to seal the passage between the Lowerdeep and the Middledeep between our two realms. I believe this was what you required before you would be willing to transfer ownership of your dungeon in the Lowerdeep. Are you willing to part with the city this week, the Duergar will ensure that nothing uses the passage between levels while it is being demolished.
[/spoiler]

[spoiler=Message to the Succubi]
Do not try and extort me demon. That is the price you pay for dealing with abominations. The Duergar will not consult the Succubi for approval on its military actions, to do so would be fool hardy. You should be careful what you do, your hand is likely aiding the Derro and Lliltul plan the attack on my Empire. Cross the Duergar again and I will open a portal to the Abyss and call forth your greatest enemies to destroy you. Should you desire more peaceful relations, the Duergar are always ready to negotiate.
[/spoiler]

[spoiler=Message to Lliltul]
Two Weeks
[/spoiler]

[spoiler=Message to Legio I Draco]
Greetings Skarax

My sympathies for the loss of your Legate. This message is to enquire as to what the Legion now plans to do. Secondly, recently there has been the birth of a two-headed Fire Drake in the Duergar Empire. Perhaps this is an omen, consult the Augurs as to what they have to say. Perhaps the Augurs would even wish to send a delegation?
[/spoiler]

[spoiler=Message to Dolmar]
Greetings General

As you have seen, I have taken action against the Abject this past week. This should be a warning, the Abject were in dealings with the Succubi, well known allies of the Kirr. They are at work on some nefarious plot that was interrupted only by chance of my attack. What do you have to say to this?
[/spoiler]

[spoiler=Message to the Dwer]
Greetings Tiern

As always the Duergar have a massive stockpile of metal ingots ready to be sold. Secondly, we are interested if there is anything else you require or would be willing to make a deal on? Finally we would like to enquire on the relations between the Dwerpact and the Glow.
[/spoiler]

[spoiler=Reply to Grolhound]
It is simple, you harass and damage the Demented, and return the Duergar will pay you hundreds of gold. More damage means more gold.
[/spoiler]

[spoiler=Reply to Dalashinn]
Greetings Dalashinn

The demolitions will be completed this week. If all is well, we will purchase your lowerdeep dungeon next week. Please cancel any construction projects you have on the go at the moment. Finally I should warn you to keep your pet Succubi on a shorter leash. She dares extort the Duergar when she traffics with abominations and suffers for it. Watch that one closely Dalashinn, she has already moved against the Duergar, it is only a matter of time before she moves against the Kirr.
[/spoiler]

[spoiler=Message to Dr Robertson]
Greetings Professor

Once again the Duergar inquire how the Undead fare and if they are planning on forming an alliance with the creature known as Lliltul. As always, if there is anything the Duergar can do for the Undead, let us know.
[/spoiler]

[spoiler=Reply to Dolmar]
Greetings General

I cannot advise you on the habits of wild Tunnel Hulks, the Duergars are trained from birth to serve faithfully. However in military matters I would urge you to strike the Abject immediately. Their second dungeon has very few defences, simply an Escape Tunnel, and Ooze Wall and Uncanny Architecture. Last week I inflicted grievous casualties, now the time for a strike would be ripe. This would allow you to have a strong outpost on the edge of the Kirr lands and weaken a strong ally of the Kirr.
[/spoiler]

[spoiler=Message to Goretooth Goblins]
Greetings Goblin King

The Duergar want to know what you would be able to do for them and what we could do for you in return.
[/spoiler]

[spoiler=Message to Lady Viarra]
Greetings Matriarch

Once again I welcome you to take refuge in the Duergar lands. Once again, we have a means of crossing the gulf that blocks the western edge of our lands.
[/spoiler]
Title: Re: Underdeep: Month of the Beetle, Week 2 (Orders due May 25)
Post by: Nomadic on May 17, 2013, 11:46:09 PM
[spoiler=Response to Whisper]
Such worthy beings may make their way on the road towards the kobolds known as the cleversmarts. Within the region known to your kind as middledeep 78 I will intercept them and show them true meaning. As to your petty trade I see no interest or purpose as such mortal pursuits are not my duty to acknowledge. I am certain that you are capable of solving your own problems without bothering me. If not I'm sure the ceremorphs will not be long for this world.
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[spoiler=Second Response to Whisper]
You wish to purchase those that might be enlightened by Grolhund in order to make them common slaves? I would reject such an insult if it were not for the short sightedness of these dark elves which I have freed from Gloomsong. They look at my gifts with scorn and do not see the true holiness of my work as your ceremorphs do. Such is disappointing to me. If I willed it they would be shaped regardless of their desires for none may stand against my will. Still your offer intrigues me and if such ones wish to shun enlightenment for the hell of slavery then they seal their own fate. It shall be a warning to those who dare fight my plan.

Very well, I will "sell" you slaves at a price of 8 gold for each troublesome individual you remove. Come either yourself or your representatives along with those ceremorphs you are sending me to the same region if you desire slaves for your markets.
[/spoiler]

[spoiler=Third Response to Whisper]
Very well, this week we shall meet and you will have your 5. Peace will of course be insured throughout our trades.
[/spoiler]

[spoiler=Response to Kafer]
How fast you switch from threat to trade dwarf! One week threatening my children and the next offering coin. But your offer is nevertheless intriguing. Currently the mad ceremorph who styles herself as queen in a most petty manner has bought her freedom from my righteous wrath. Still I am not unmoving, if your gold outweighs her worth to me I may reconsider current agreements. Make your offer, but be plain, Grolhund has no interest in haggling with little mortals.
[/spoiler]

[spoiler=Second Response to Kafer]
Your offer at least does not insult me. Very well, you will have your damage. If you wish to see such damage maximized though you will forward to me 100 gold by next week with which I shall serve to prepare forces for the humbling of the mad queen to sate your revenge and to teach her not to waste my time. I further would inform you that she seeks to purchase gloomsong's people which I purposed to remake into my children. She wishes them as slaves for what I do not know nor care. I have considered this as they have proven most averse to my gifts and the madqueen offered shining gold and gems in their stead, but she offers a paltry and insulting sum. She hopes to buy them piecemeal and so force peace from the deal for free while I wait on her whims. She thinks in her feeble mind that she might pull wool over my eyes. But greater the fool is she for this. I reveal this to you for I see in you and your kind a deep hate for her and for her enslavement of others. I care not, but if then you wish to interfere in her plans I say to you this:

I have offered her the lot of 84 persons in exchange for 8 gold each, she has demanded to buy them in lots of 5 increased by 5 each subsequent week and I am not amused. I will sell unto you 59 of them for a paltry 3 gold each (177 gold total). I hear that living dark elves are of great value to the twisted ones for they take well to the warping unholy influences of such ilk and in which they might be twisted to their will. I also hear they are of great difficulty to capture and indeed I might say that of the sacking of gloomsong's forces I took all of their kind that did not flee for I would not suffer Llitul to have them for free. As such I represent to her the only sure source of such creatures and to purchase them from me out from under her would be to slap her across the face in a most painful manner. I reserve 5 for sale to her so as not to hint at my future aggression before the time is ripe and a further 20 to be turned to the attack when the time comes shortly. You will buy the lot in one purchase and if you wish success you will send a further hundred gold to fund my army. In exchange you will deny her her prize, see her city sacked and burned, her men slaughtered, and my favor earned. I offer this as her insult upon my perfect mind is an affront and I relish seeing her being made low. As to what you will do with these dark elves I do not know or care. Perhaps you will free them, perhaps in their gratitude they will offer arms, perhaps not. Either way Llitul will not have them and this will amuse me immensely.
[/spoiler]

[spoiler=Orders and Information]
[spoiler=Orders]
- The lab will move to Middledeep 78 (2 speed)
- Scry Middledeep 86
- Sell 5 dark elf prisoners to the ceremorph envoy for a total of 40 gold
[/spoiler]

[spoiler=Production]
Scuttling Laboratory (Middledeep 80):
+75 gold +10 metal
[/spoiler]

[spoiler=Upkeep]
18 Grafted Servitors: -18 food
[/spoiler]

[spoiler=Construction]
Scuttling Laboratory (Middledeep 80):

Under Construction:
Flamethrower: 1 week
Fungal Greenhouse: 1 week

Beginning Construction:
Alchemical Workshop: 3 weeks
[/spoiler]

[spoiler=Recruitment]
Scuttling Laboratory (Middledeep 80):
2 Ceremorph Servitors
[/spoiler]

[spoiler=Wealth]
Gold: 3
Metal: 3
Food: 125
Bodies: 78
Prisoners: 91
[/spoiler]

[spoiler=Dungeons and Outposts]
Scuttling Laboratory (Middledeep 80):
Rooms:
- Cages
- Drilling Machine
- Scrying Chamber

Traps/Defenses:
- Invisibility Generator
- Ward
[/spoiler]

[spoiler=Armies]
Grolhund the Heartscrew - Garrisoned at Scuttling Laboratory (Middledeep 78)
2 Ceremorph Servitors - Garrisoned at Scuttling Laboratory (Middledeep 78)
18 Grafted Servitors - Garrisoned at Scuttling Laboratory (Middledeep 78)
[/spoiler]

[spoiler=Characters]
[ic=Grolhund the Heartscrew]
Melee Attack: +15
Melee Damage: 25
Defence: 20
Health: 150
Speed: 6
Morale: +6
Special Abilities: Climbing, Fear (DC 18), Huge, Paralyzing Poison, Regeneration 25, Trapmaker, Toughness, Evisceration
Inventory:

Grolhund's paralyzing poison works as normal poison except that instead of dealing normal damage it paralyzes a single unit that would have been killed by Grolhund's attack for the remainder of the combat.  Huge units cannot be paralyzed in this way.  If Grolhund and his forces are forced to withdraw, he takes any prisoners with them.  If he is forced to flee (or is killed), then his prisoners are abandoned.

Toughness: If Grolhund's Health is reduced below 0 but his Regeneration would bring him back above 0, he is not killed as he normally would be.

Evisceration: If Grolhund gets a natural 20 on his Melee Attack, he inflicts double damage.

Casualties inflicted on fleeing opponents are taken as prisoners instead.
[/ic]
[/spoiler]
[/spoiler]