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Underdeep: Month of the Beetle, Week 2 (Orders due May 27)

Started by Steerpike, February 01, 2013, 04:19:02 PM

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Polycarp

The Glow - Fungoids - Week 5

The Glow Theme

[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)
  • Heart of the Glow
  • Fungal Nursery (w/ Maturation, Regeneration, and Cultivation Bulbs)
  • 10 Skin Farms
  • 1 Mushroom Grove
  • Toxic Cluster (w/ Maturation Bulb)
  • Escape Tunnel

Crimsonlight (Middledeep 47)
  • 4 Skin Farms
  • 2 Brown Moulds
  • 3 Vault Slimes
  • Escape Tunnel
  • Disguised Entrance

Fulgoria (Lowerdeep 33)

Sanguine Maw (Lowerdeep 29)
  • Disguised Entrance
  • Escape Tunnel
[/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
  • 3 Speed: Go to the bridge at UD 24.
  • 2 Speed: Blow it the fuck up.

Keepers of the Heart
  • 2 Speed: The new 50 thralls will de-garrison and forage for 50 food, and then re-garrison.
  • 4 Speed: One newly produced Sporemother will be promoted to Commander of Fulgoria, named the Prismatic Muse.  It and the other Sporemother will de-garrison, move to L33, and garrison at Fulgoria.
  • 3 Speed: The Clone of the Glow and the 10 Puffball Mines will de-garrison and move to M41, joining the Chimeric Host.  See the Chimeric Host, below, for further orders.
  • 2 Speed: 20 Warriors will move to M47 and garrison at Crimsonlight, joining the Keepers of Crimsonlight.
  • 3 Speed: 20 Warriors will move to L29 and garrison at Sanguine Maw, joining the Keepers of Sanguine Maw.

Keepers of Crimsonlight
  • 2 Speed: The 25 warriors already at Crimsonlight will de-garrison and move to M41, joining the Chimeric Host. See the Chimeric Host, below, for further orders.

Chimeric Host
  • 4 Speed: The Child of the Glow will break off from the army, move to L31, and garrison at the Heart of the Glow.  She will hand off the Staff of the Excruciatrix and her single dose of Blackroot Toadstool to the Clone of the Glow as their paths cross.  Maybe they'll high-five or something too.  I'm not sure what people, let alone fungal queens, do when meeting their own clone.
  • The entire force will de-garrison from the Tower of Screams.  Now joined by the Clone of the Glow and reinfocements from the Heart, they number 44 Warriors, 10 Mines, 1 Clone, 1 Sporemother, and 1 Crawling Cap.
  • The force will forage for Blackroot Toadstools.  This gets sort of complicated as they all have different speeds, and some less than their maximum at this point.  The foraging should look like this:
[spoiler=Foraging]
  • Sporemother: 4 doses (4 speed)
  • Clone: 1 dose (1 speed)
  • Crawling Cap: 3 doses (3 speed)
  • Warriors: 2 doses (2 speed) from 1 of the 25 Warriors arrived from Crimsonlight; 76 doses (4 speed) from the 19 Warriors already present
  • Puffball Mines: 30 doses (3 speed)
  • This gives a total of 116 doses.  24 Warriors still have 2 speed remaining, and can carry a total of 120 doses (more than what we've harvested).
[/spoiler]
  • 2 Speed: The "shroom carriers" (24 Warriors) will move to M37 and await the Goblin Horde.  When they arrive, the carriers will give them the toadstools.  Once this is done, or if the goblins fail to arrive, the carriers will return to M41 and rejoin the Chimeric Host.
  • The Host may witness Dwerim or possibly Dark Elves moving through M41.  They should try to stay out of sight (infiltrated) if possible, but if spotted foraging... well, don't worry about it too much.  The important thing is that the carriers themselves not attract any attention when they move to pass the cargo off to the goblins.  The Host will not attack anyone but will defend itself if attacked.

Fleshwatch
  • 4 Speed: The Fleshwatch will move to L23 and spend their last point of speed scouting L21 (unless scouting would cause them to be no longer infiltrated).  They should also inform me as to whether L21 counts as "forested" enough to be infiltratable.  I see some mushrooms there, but it's hard to tell.
  • Their previous orders still apply - observe, but do not attack anything that wanders through.  Remain hidden.  If attacked, they should break off combat and retreat towards Sanguine Maw.
[/spoiler][/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Xathan

[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]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Nomadic

[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]

Numinous

[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]
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Rhamnousia

#64
[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]

Ghostman


[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]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

zcynthr

[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]

Steerpike

[spoiler=Council of War (Dwerim and Shadow Elves)]Soundtrack

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]

Steerpike


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

[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]
[/spoiler]

The Upperdeep

[spoiler=The Upperdeep, Month of the Rat, Week 2]
[/spoiler]

The Middledeep

[spoiler=The Middledeep, Month of the Rat, Week 2]
[/spoiler]

The Lowerdeep

[spoiler=The Lowerdeep, Month of the Rat, Week 2]
[/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]

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]

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]

Steerpike

#69
[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]

TheMeanestGuest

#70
[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.
Let the scholar be dragged by the hook.

HippopotamusDundee

#71
[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]


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]


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]


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]

Rhamnousia

#72
[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]



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]

Xathan

[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]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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[/spoiler]

LD

#74
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

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

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

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]