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  1. - Top - End - #91
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    -Xykon Forge
    -Wights Forge -Research Language
    Last edited by Goaty14; 2018-03-08 at 06:00 PM.
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    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  2. - Top - End - #92
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Have Xykon forge.
    2. Have the 3 Deathlock Wights Research Enchantment.
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

  3. - Top - End - #93
    Pixie in the Playground
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    Default Re: Wrath of the Lich Lord (voting game)

    Quote Originally Posted by Goaty14 View Post
    -Xykon Forge
    -Wights Forge
    The wights dont meet forging requirements sadly. They need 3 int and 3 atk and its a one unit job.

  4. - Top - End - #94
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    Default Re: Wrath of the Lich Lord (voting game)

    Spoiler: Rules
    Show

    Each voter may vote for two (2) base actions, one (1) action for each party abroad, and any number of free actions. All action options are listed at the bottom of the page.
    Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur. If a conflict of resources would prevent any of the actions from happened, it does not occur. In addition, if less than 3 actions are suggested, all units that don't otherwise act are commanded to defend.
    If no votes are submitted, the turn continues until someone votes, after which it immediately goes to the next turn.

    Any questions? PM me!


    The Map!

    Turn 20
    Xykon forges Weapons.
    The group of Deathlock Wights researches enchantment. They discover ways to make new constructs. You can now train Flying Swords. The leftover magic from the research is stored as Energy.
    The remaining units defend.
    Your slavers capture an additional prisoner.

    I am thinking about removing the two vote restriction and allowing three votes per turn. What's your opinion on that?

    Your Resources
    Energy:(E) 7
    Money:(M) 6
    Prisoners(P): 2
    Weapons:(W) 5

    Base Stats
    Current Base: Cave
    Defense: 9
    Opulence: 2
    Buildings: forge, laboratory, mine, slave pen, watchtower

    Current Units
    Main base
    Xykon (hero)
    Skeleton (7)
    Zombie (7)
    Deathlock Wight (3)
    Imp (3)
    Shadow (2)
    Giant Spider (1)
    Earth Elemental (1)

    Spoiler: Unit Info
    Show

    Heroes
    Xykon: Tier 4 undead caster hero.
    Attack: 6
    Defense: 6
    Intelligence: 8
    Specials
    Disintegrate: +5 Attack and Defense against buildings and constructs
    Necromancy: when this Hero's actions grant Prisoners, you may immediately convert them to Tier 1 undead units.

    Units
    Shadow: Tier 1 undead
    Attack: 1
    Defense: 2
    Intelligence: 3

    Skeleton: Tier 1 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Zombie: Tier 1 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Wight: Tier 2 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Deathlock Wight: Tier 2 undead caster
    Attack: 1
    Defense: 1
    Intelligence: 3
    Specials
    Battle Mage: may use intelligence in place of Attack in combat.

    Ghoul: Tier 2 undead
    Attack: 3
    Defense: 1
    Intelligence: 1
    Specials
    Paralysis: when this unit defeats a humanoid, gain 1 Prisoner.

    Specter: Tier 2 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Imp: Tier 1 fiend
    Attack: 1
    Defense: 1
    Intelligence: 2
    Specials
    Invisibility: double intelligence while infiltrating.

    Magmin: Tier 1 elemental
    Attack: 2
    Defense: 1
    Intelligence: 1
    Specials
    Demolition: double attack against fortified defenders.

    Earth Elemental: Tier 2 elemental
    Attack: 1
    Defense: 4
    Intelligence: 1

    Giant Spider: Tier 2 Beast
    Attack: 2
    Defense: 3
    Intelligence: 1

    Animated Armor: Tier 1 Construct
    Attack: 1
    Defense: 3
    Intelligence: 1

    Flying Sword: Tier 1 Construct
    Attack: 3
    Defense: 1
    Intelligence: 1

    Mercenary: Tier 2 humanoid
    Attack: 3
    Defense: 3
    Intelligence: 2
    Specials
    Picky: The mercenary may desert if the base's Opulence is too low.


    Spoiler: Action Options
    Show

    Base Actions
    Spoiler: Build Structures
    Show

    Units Required: any number of units with a total Attack of 6 or more.
    Resource Cost: variable
    Builds structures in the base, which improve its capabilities.
    Spoiler: Available Structures
    Show

    Dormitories: 3M, +1 Opulence (max 2)
    Fortifications: 1M, 2W, +1 Defense (max 2)
    Guantlet: 8W, +5 Defense
    Slave Pen: 4P, 2W, Gives a 20% chance of gaining 1 Prisoner each turn. (Max 2)


    Spoiler: Defend
    Show

    Units Required: any 5 units.
    Resource Cost: none
    The selected 5 units defend the base, adding their average Defense to the base's Defense. This action may be taken more than once each turn, using a different 5 units each time.

    Spoiler: Forge
    Show

    Units Required: any one unit with Attack and Intelligence of 3 or more.
    Resource Cost: none
    Grants 1 Weapons.

    Spoiler: Mine
    Show

    Units Required: any combination of units with 8 or more total Attack.
    Resource Cost: none
    Grants 1 money.

    Spoiler: Promote Unit
    Show

    Units Required: any unit that is not a hero.
    Resource Cost: any 15 resources per Tier of chosen unit.
    Promotes a unit to a hero of the same Tier.

    Spoiler: Research
    Show

    Units Required: any 3 units or 1 hero, with 3 or more INT.
    Resource Cost: none
    Grants knowledge of a research topic. Gives extra abilities to units or the base, or unlocks new units.
    Spoiler: Research Topics
    Show

    Architecture (2)
    Conjuration (3)
    Enchantment (2)
    Language (1)
    Necromancy (5)
    Strategy (3)


    Spoiler: Scouting Party
    Show

    Units Required: any number of units.
    Resource Cost: none
    Sends a scouting party to explore the nearby area, with a specified initial direction. Scouting parties get their own action options. Transfers all units used to the scouting party.

    Spoiler: Train Units
    Show

    Units Required: none
    Resource Cost: varies
    Creates any number of units from available resources. Units that have just been trained cannot be used for other actions.
    Spoiler: Available Units
    Show

    Shadow: 1P, Tier 1 undead
    Skeleton: 1P, Tier 1 undead
    Zombie: 1P, Tier 1 undead
    Wight: 1E, 1P, 1W, Tier 2 undead
    Deathlock Wight: 2E, 1P, Tier 2 undead caster
    Ghoul: 2P, 1E, Tier 2 undead
    Specter: 1P 2E, Tier 2 undead
    Imp: 1E, Tier 1 fiend
    Magmin: 1E, Tier 1 elemental
    Earth Elemental: 2E, 1W, Tier 2 elemental.
    Animated Armor: 1W, Tier 1 construct.
    Flying Sword: 1W, Tier 1 construct.
    Mercenary: 3M, Tier 2 humanoid.


    Spoiler: Transfer Base
    Show

    Units Required: every unit in your base.
    Resource Cost: none
    Moves your base to an unoccupied location within range of one of your scouting parties.
    Spoiler: Locations Available
    Show

    None in range


    Party Actions
    No parties right now.
    Free Actions
    Spoiler: Name Heroes
    Show

    Cast your vote for the name of a hero. Each player may vote once per hero, and after a hero has been around for 5 turns, the most popular name wins.
    Spoiler: Nameable Heroes
    Show

    None right now.

    Spoiler: Vote on Rules Change
    Show

    Possible lifting of the "two votes per voter, but three actions" rule, in favor of giving each voter 3 votes.


    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.

  5. - Top - End - #95
    Pixie in the Playground
    Join Date
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    Default Re: Wrath of the Lich Lord (voting game)

    Id be fine with 3 base votes.

    Xykon Forge weapons
    Imps form scouting party

    Scouting party move North

  6. - Top - End - #96
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Wrath of the Lich Lord (voting game)

    Wights Research strategy
    Imps form scouting Party

    Party moves north.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  7. - Top - End - #97
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    I am opposed to 3 votes, or maybe 2 votes and a veto? I.e I veto (not being an auto "no", but instead a vote against) making a new party of imps.

    -Skeletons Mine for money
    -Create a scouting party of 1 zombie (for a quite literal "scouting party")
    Last edited by Goaty14; 2018-03-10 at 07:49 PM.
    Spoiler
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    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  8. - Top - End - #98
    Pixie in the Playground
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    Default Re: Wrath of the Lich Lord (voting game)

    The imps have less chance of being caught while scouting than zombies, which is why i think they would be better.

    As for the 3 vote, we've only been utilizing 2 of 3 base actions a turn because everyone can only vote on two actions. Weve been operating at 66% action efficiency, which 3 votes will fix, where a veto vote will actually make worse.

    "Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur."
    Last edited by OniTenyu; 2018-03-10 at 04:28 PM. Reason: Citation added

  9. - Top - End - #99
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Quote Originally Posted by OniTenyu View Post
    The imps have less chance of being caught while scouting than zombies, which is why i think they would be better.
    They're only really caught if they interact with others. I just want the single zombie to go out and figure the geographical area and notable locations.

    As for the 3 vote, we've only been utilizing 2 of 3 base actions a turn because everyone can only vote on two actions. We've been operating at 66% action efficiency, which 3 votes will fix, where a veto vote will actually make worse.
    No. 2/3 "efficiency" simply represents our un-diversity in votes. I.e last round each of our votes unanimously involved Xykon forging and the wights researching. Had a single one of those votes instead go towards some units mining, then we would end up using all 3 votes.

    The whole "you only get two votes" thing is to punish one person going "A do X and B do Y" and then everybody else agreeing with him. In order to maximize efficiency, we need to have people with different ideas instead of a single hive mind.

    I guess I'm not too far in favor for a "veto" vote, but I do know that I don't want three votes that discourage collaboration.
    Spoiler
    Show
    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  10. - Top - End - #100
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Xykon Forges.
    2. Have the 3 Deathlock Wights Research Strategy.
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

  11. - Top - End - #101
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    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Spoiler: Rules
    Show

    Each voter may vote for two (2) base actions, one (1) action for each party abroad, and any number of free actions. All action options are listed at the bottom of the page.
    Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur. If a conflict of resources would prevent any of the actions from happened, it does not occur. In addition, if less than 3 actions are suggested, all units that don't otherwise act are commanded to defend.
    If no votes are submitted, the turn continues until someone votes, after which it immediately goes to the next turn.

    Any questions? PM me!


    The Map!

    Turn 21
    Xykon forges Weapons.
    The group of Deathlock Wights researches strategy. They decide that the best way to defeat enemies is to destroy them from within. Infiltration actions now have an extra 10% chance of their special effects triggering (now 20% total). The leftover magic from the research is stored as Energy.
    The imps form a scouting party and head north.

    I am thinking about removing the two vote restriction and allowing three votes per turn. What's your opinion on that?

    Your Resources
    Energy:(E) 8
    Money:(M) 6
    Prisoners(P): 2
    Weapons:(W) 6

    Base Stats
    Current Base: Cave
    Defense: 3
    Opulence: 2
    Buildings: forge, laboratory, mine, slave pen, watchtower

    Current Units
    Main base
    Xykon (hero)
    Skeleton (7)
    Zombie (7)
    Deathlock Wight (3)
    Shadow (2)
    Giant Spider (1)
    Earth Elemental (1)
    Scouting Party 1
    Imp (3)

    Spoiler: Unit Info
    Show

    Heroes
    Xykon: Tier 4 undead caster hero.
    Attack: 6
    Defense: 6
    Intelligence: 8
    Specials
    Disintegrate: +5 Attack and Defense against buildings and constructs
    Necromancy: when this Hero's actions grant Prisoners, you may immediately convert them to Tier 1 undead units.

    Units
    Shadow: Tier 1 undead
    Attack: 1
    Defense: 2
    Intelligence: 3

    Skeleton: Tier 1 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Zombie: Tier 1 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Wight: Tier 2 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Deathlock Wight: Tier 2 undead caster
    Attack: 1
    Defense: 1
    Intelligence: 3
    Specials
    Battle Mage: may use intelligence in place of Attack in combat.

    Ghoul: Tier 2 undead
    Attack: 3
    Defense: 1
    Intelligence: 1
    Specials
    Paralysis: when this unit defeats a humanoid, gain 1 Prisoner.

    Specter: Tier 2 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Imp: Tier 1 fiend
    Attack: 1
    Defense: 1
    Intelligence: 2
    Specials
    Invisibility: double intelligence while infiltrating.

    Magmin: Tier 1 elemental
    Attack: 2
    Defense: 1
    Intelligence: 1
    Specials
    Demolition: double attack against fortified defenders.

    Earth Elemental: Tier 2 elemental
    Attack: 1
    Defense: 4
    Intelligence: 1

    Giant Spider: Tier 2 Beast
    Attack: 2
    Defense: 3
    Intelligence: 1

    Animated Armor: Tier 1 Construct
    Attack: 1
    Defense: 3
    Intelligence: 1

    Flying Sword: Tier 1 Construct
    Attack: 3
    Defense: 1
    Intelligence: 1

    Mercenary: Tier 2 humanoid
    Attack: 3
    Defense: 3
    Intelligence: 2
    Specials
    Picky: The mercenary may desert if the base's Opulence is too low.


    Spoiler: Action Options
    Show

    Base Actions
    Spoiler: Build Structures
    Show

    Units Required: any number of units with a total Attack of 6 or more.
    Resource Cost: variable
    Builds structures in the base, which improve its capabilities.
    Spoiler: Available Structures
    Show

    Dormitories: 3M, +1 Opulence (max 2)
    Fortifications: 1M, 2W, +1 Defense (max 2)
    Guantlet: 8W, +5 Defense
    Slave Pen: 4P, 2W, Gives a 20% chance of gaining 1 Prisoner each turn. (Max 2)


    Spoiler: Defend
    Show

    Units Required: any 5 units.
    Resource Cost: none
    The selected 5 units defend the base, adding their average Defense to the base's Defense. This action may be taken more than once each turn, using a different 5 units each time.

    Spoiler: Forge
    Show

    Units Required: any one unit with Attack and Intelligence of 3 or more.
    Resource Cost: none
    Grants 1 Weapons.

    Spoiler: Mine
    Show

    Units Required: any combination of units with 8 or more total Attack.
    Resource Cost: none
    Grants 1 money.

    Spoiler: Promote Unit
    Show

    Units Required: any unit that is not a hero.
    Resource Cost: any 15 resources per Tier of chosen unit.
    Promotes a unit to a hero of the same Tier.

    Spoiler: Research
    Show

    Units Required: any 3 units or 1 hero, with 3 or more INT.
    Resource Cost: none
    Grants knowledge of a research topic. Gives extra abilities to units or the base, or unlocks new units.
    Spoiler: Research Topics
    Show

    Architecture (2)
    Conjuration (3)
    Enchantment (2)
    Language (1)
    Necromancy (5)
    Strategy (4)


    Spoiler: Scouting Party
    Show

    Units Required: any number of units.
    Resource Cost: none
    Sends a scouting party to explore the nearby area, with a specified initial direction. Scouting parties get their own action options. Transfers all units used to the scouting party.

    Spoiler: Train Units
    Show

    Units Required: none
    Resource Cost: varies
    Creates any number of units from available resources. Units that have just been trained cannot be used for other actions.
    Spoiler: Available Units
    Show

    Shadow: 1P, Tier 1 undead
    Skeleton: 1P, Tier 1 undead
    Zombie: 1P, Tier 1 undead
    Wight: 1E, 1P, 1W, Tier 2 undead
    Deathlock Wight: 2E, 1P, Tier 2 undead caster
    Ghoul: 2P, 1E, Tier 2 undead
    Specter: 1P 2E, Tier 2 undead
    Imp: 1E, Tier 1 fiend
    Magmin: 1E, Tier 1 elemental
    Earth Elemental: 2E, 1W, Tier 2 elemental.
    Animated Armor: 1W, Tier 1 construct.
    Flying Sword: 1W, Tier 1 construct.
    Mercenary: 3M, Tier 2 humanoid.


    Spoiler: Transfer Base
    Show

    Units Required: every unit in your base.
    Resource Cost: none
    Moves your base to an unoccupied location within range of one of your scouting parties.
    Spoiler: Locations Available
    Show

    None in range


    Party Actions
    Spoiler: Scouting Party 1
    Show

    Spoiler: Move
    Show

    The scouting party moves in a chosen direction

    Spoiler: Return to Base
    Show

    The scouting party returns to the base immediately.


    Free Actions
    Spoiler: Name Heroes
    Show

    Cast your vote for the name of a hero. Each player may vote once per hero, and after a hero has been around for 5 turns, the most popular name wins.
    Spoiler: Nameable Heroes
    Show

    None right now.

    Spoiler: Vote on Rules Change
    Show

    Possible lifting of the "two votes per voter, but three actions" rule, in favor of giving each voter 3 votes.



  12. - Top - End - #102
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    (There are now 2 party 1's, still might wanna fix that)
    -Move north

    -Research LANGUAGE!!1! (we can do better than a single tier in it)
    -Four Skeletons mine
    Spoiler
    Show
    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  13. - Top - End - #103
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Have the 3 Deathlock Wights Research Language.
    2. Have Xykon Forge.

    We should still be aiming to get the Guantlet!
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

  14. - Top - End - #104
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Spoiler: Rules
    Show

    Each voter may vote for two (2) base actions, one (1) action for each party abroad, and any number of free actions. All action options are listed at the bottom of the page.
    Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur. If a conflict of resources would prevent any of the actions from happened, it does not occur. In addition, if less than 3 actions are suggested, all units that don't otherwise act are commanded to defend.
    If no votes are submitted, the turn continues until someone votes, after which it immediately goes to the next turn.

    Any questions? PM me!


    The Map!

    Turn 23
    Xykon forges Weapons.
    The group of Deathlock Wights researches language. You can now automatically communicate with fiends, in addition to humanoids. The leftover magic from the research is stored as Energy.
    Some skeletons mine.
    The imps head north.

    I am thinking about removing the two vote restriction and allowing three votes per turn. What's your opinion on that?

    Your Resources
    Energy:(E) 9
    Money:(M) 6
    Prisoners(P): 2
    Weapons:(W) 7

    Base Stats
    Current Base: Cave
    Defense: 3
    Opulence: 2
    Buildings: forge, laboratory, mine, slave pen, watchtower

    Current Units
    Main base
    Xykon (hero)
    Skeleton (7)
    Zombie (7)
    Deathlock Wight (3)
    Shadow (2)
    Giant Spider (1)
    Earth Elemental (1)
    Scouting Party 1
    Imp (3)

    Spoiler: Unit Info
    Show

    Heroes
    Xykon: Tier 4 undead caster hero.
    Attack: 6
    Defense: 6
    Intelligence: 8
    Specials
    Disintegrate: +5 Attack and Defense against buildings and constructs
    Necromancy: when this Hero's actions grant Prisoners, you may immediately convert them to Tier 1 undead units.

    Units
    Shadow: Tier 1 undead
    Attack: 1
    Defense: 2
    Intelligence: 3

    Skeleton: Tier 1 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Zombie: Tier 1 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Wight: Tier 2 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Deathlock Wight: Tier 2 undead caster
    Attack: 1
    Defense: 1
    Intelligence: 3
    Specials
    Battle Mage: may use intelligence in place of Attack in combat.

    Ghoul: Tier 2 undead
    Attack: 3
    Defense: 1
    Intelligence: 1
    Specials
    Paralysis: when this unit defeats a humanoid, gain 1 Prisoner.

    Specter: Tier 2 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Imp: Tier 1 fiend
    Attack: 1
    Defense: 1
    Intelligence: 2
    Specials
    Invisibility: double intelligence while infiltrating.

    Magmin: Tier 1 elemental
    Attack: 2
    Defense: 1
    Intelligence: 1
    Specials
    Demolition: double attack against fortified defenders.

    Earth Elemental: Tier 2 elemental
    Attack: 1
    Defense: 4
    Intelligence: 1

    Giant Spider: Tier 2 Beast
    Attack: 2
    Defense: 3
    Intelligence: 1

    Animated Armor: Tier 1 Construct
    Attack: 1
    Defense: 3
    Intelligence: 1

    Flying Sword: Tier 1 Construct
    Attack: 3
    Defense: 1
    Intelligence: 1

    Mercenary: Tier 2 humanoid
    Attack: 3
    Defense: 3
    Intelligence: 2
    Specials
    Picky: The mercenary may desert if the base's Opulence is too low.


    Spoiler: Action Options
    Show

    Base Actions
    Spoiler: Build Structures
    Show

    Units Required: any number of units with a total Attack of 6 or more.
    Resource Cost: variable
    Builds structures in the base, which improve its capabilities.
    Spoiler: Available Structures
    Show

    Dormitories: 3M, +1 Opulence (max 2)
    Fortifications: 1M, 2W, +1 Defense (max 2)
    Guantlet: 8W, +5 Defense
    Slave Pen: 4P, 2W, Gives a 20% chance of gaining 1 Prisoner each turn. (Max 2)


    Spoiler: Defend
    Show

    Units Required: any 5 units.
    Resource Cost: none
    The selected 5 units defend the base, adding their average Defense to the base's Defense. This action may be taken more than once each turn, using a different 5 units each time.

    Spoiler: Forge
    Show

    Units Required: any one unit with Attack and Intelligence of 3 or more.
    Resource Cost: none
    Grants 1 Weapons.

    Spoiler: Mine
    Show

    Units Required: any combination of units with 8 or more total Attack.
    Resource Cost: none
    Grants 1 money.

    Spoiler: Promote Unit
    Show

    Units Required: any unit that is not a hero.
    Resource Cost: any 15 resources per Tier of chosen unit.
    Promotes a unit to a hero of the same Tier.

    Spoiler: Research
    Show

    Units Required: any 3 units or 1 hero, with 3 or more INT.
    Resource Cost: none
    Grants knowledge of a research topic. Gives extra abilities to units or the base, or unlocks new units.
    Spoiler: Research Topics
    Show

    Architecture (2)
    Conjuration (3)
    Enchantment (2)
    Language (2)
    Necromancy (5)
    Strategy (4)


    Spoiler: Scouting Party
    Show

    Units Required: any number of units.
    Resource Cost: none
    Sends a scouting party to explore the nearby area, with a specified initial direction. Scouting parties get their own action options. Transfers all units used to the scouting party.

    Spoiler: Train Units
    Show

    Units Required: none
    Resource Cost: varies
    Creates any number of units from available resources. Units that have just been trained cannot be used for other actions.
    Spoiler: Available Units
    Show

    Shadow: 1P, Tier 1 undead
    Skeleton: 1P, Tier 1 undead
    Zombie: 1P, Tier 1 undead
    Wight: 1E, 1P, 1W, Tier 2 undead
    Deathlock Wight: 2E, 1P, Tier 2 undead caster
    Ghoul: 2P, 1E, Tier 2 undead
    Specter: 1P 2E, Tier 2 undead
    Imp: 1E, Tier 1 fiend
    Magmin: 1E, Tier 1 elemental
    Earth Elemental: 2E, 1W, Tier 2 elemental.
    Animated Armor: 1W, Tier 1 construct.
    Flying Sword: 1W, Tier 1 construct.
    Mercenary: 3M, Tier 2 humanoid.


    Spoiler: Transfer Base
    Show

    Units Required: every unit in your base.
    Resource Cost: none
    Moves your base to an unoccupied location within range of one of your scouting parties.
    Spoiler: Locations Available
    Show

    None in range


    Party Actions
    Spoiler: Scouting Party 1
    Show

    Spoiler: Move
    Show

    The scouting party moves in a chosen direction

    Spoiler: Return to Base
    Show

    The scouting party returns to the base immediately.


    Free Actions
    Spoiler: Name Heroes
    Show

    Cast your vote for the name of a hero. Each player may vote once per hero, and after a hero has been around for 5 turns, the most popular name wins.
    Spoiler: Nameable Heroes
    Show

    None right now.

    Spoiler: Vote on Rules Change
    Show

    Possible lifting of the "two votes per voter, but three actions" rule, in favor of giving each voter 3 votes.


    Last edited by bc56; 2018-03-12 at 09:16 PM.

  15. - Top - End - #105
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Have Xykon Forge.
    2. Promote a Zombie to a Hero Unit; using all resources save all W, 3 E and 2 M.

    Also, I think having three votes might be a good idea - so long as there's a veto vote, because I, personally have disagreed with a fair bit of the stuff said.
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

  16. - Top - End - #106
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    I like thinking of this game as like a hivemind -- we all have to use our collective votes/knowledge to keep our peoples alive. Sure, 3 votes could open up more different decisions, but it increases the likelihood that we all agree on a certain set of actions, whereas that happening now is prevented by the fact that we'd lose an action.

    -Move Imps NWW (North West West, or turning left ~70 degrees)

    -Research Strategy (Kinda expecting +atk or something)
    -4 Skeletons Mine
    Spoiler
    Show
    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  17. - Top - End - #107
    Ogre in the Playground
     
    DruidGuy

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Research Architecture
    2. Promote a Zombie to a Hero Unit; using all resources save all W, 3 E and 2 M.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  18. - Top - End - #108
    Pixie in the Playground
    Join Date
    Jan 2014

    Default Re: Wrath of the Lich Lord (voting game)

    I thought the reason we were stockpiling weapons was to build a gauntlet, not promote.
    Xykon Forge
    DeathWights build Gauntlet.

  19. - Top - End - #109
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    It looks like he wants to avoid using weapons for the promotion. It works too.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.

  20. - Top - End - #110
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    I want to stockpile weapons for a gauntlet, but hold off on building it until we move our base. A simple cave is pretty shabby.

    Quote Originally Posted by OniTenyu View Post
    I thought the reason we were stockpiling weapons was to build a gauntlet, not promote.
    Xykon Forge
    DeathWights build Gauntlet.
    The gauntlet cannot be built right now.
    Spoiler
    Show
    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  21. - Top - End - #111
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Spoiler: Rules
    Show

    Each voter may vote for two (2) base actions, one (1) action for each party abroad, and any number of free actions. All action options are listed at the bottom of the page.
    Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur. If a conflict of resources would prevent any of the actions from happened, it does not occur. In addition, if less than 3 actions are suggested, all units that don't otherwise act are commanded to defend.
    If no votes are submitted, the turn continues until someone votes, after which it immediately goes to the next turn.

    Any questions? PM me!


    The Map!

    Turn 24
    Xykon forges Weapons.
    The group of Deathlock Wights researches architecture. They design new layouts for the lair to improve its efficiency and comfort. You get a permanent +1 Opulence to all bases. The leftover magic from the research is stored as Energy.
    Some skeletons mine.
    The imps head west northwest.

    I am thinking about removing the two vote restriction and allowing three votes per turn. What's your opinion on that?

    Your Resources
    Energy:(E) 10
    Money:(M) 7
    Prisoners(P): 2
    Weapons:(W) 8

    Base Stats
    Current Base: Cave
    Defense: 3
    Opulence: 3
    Buildings: forge, laboratory, mine, slave pen, watchtower

    Current Units
    Main base
    Xykon (hero)
    Skeleton (7)
    Zombie (7)
    Deathlock Wight (3)
    Shadow (2)
    Giant Spider (1)
    Earth Elemental (1)
    Scouting Party 1
    Imp (3)

    Spoiler: Unit Info
    Show

    Heroes
    Xykon: Tier 4 undead caster hero.
    Attack: 6
    Defense: 6
    Intelligence: 8
    Specials
    Disintegrate: +5 Attack and Defense against buildings and constructs
    Necromancy: when this Hero's actions grant Prisoners, you may immediately convert them to Tier 1 undead units.

    Units
    Shadow: Tier 1 undead
    Attack: 1
    Defense: 2
    Intelligence: 3

    Skeleton: Tier 1 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Zombie: Tier 1 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Wight: Tier 2 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Deathlock Wight: Tier 2 undead caster
    Attack: 1
    Defense: 1
    Intelligence: 3
    Specials
    Battle Mage: may use intelligence in place of Attack in combat.

    Ghoul: Tier 2 undead
    Attack: 3
    Defense: 1
    Intelligence: 1
    Specials
    Paralysis: when this unit defeats a humanoid, gain 1 Prisoner.

    Specter: Tier 2 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Imp: Tier 1 fiend
    Attack: 1
    Defense: 1
    Intelligence: 2
    Specials
    Invisibility: double intelligence while infiltrating.

    Magmin: Tier 1 elemental
    Attack: 2
    Defense: 1
    Intelligence: 1
    Specials
    Demolition: double attack against fortified defenders.

    Earth Elemental: Tier 2 elemental
    Attack: 1
    Defense: 4
    Intelligence: 1

    Giant Spider: Tier 2 Beast
    Attack: 2
    Defense: 3
    Intelligence: 1

    Animated Armor: Tier 1 Construct
    Attack: 1
    Defense: 3
    Intelligence: 1

    Flying Sword: Tier 1 Construct
    Attack: 3
    Defense: 1
    Intelligence: 1

    Mercenary: Tier 2 humanoid
    Attack: 3
    Defense: 3
    Intelligence: 2
    Specials
    Picky: The mercenary may desert if the base's Opulence is too low.


    Spoiler: Action Options
    Show

    Base Actions
    Spoiler: Build Structures
    Show

    Units Required: any number of units with a total Attack of 6 or more.
    Resource Cost: variable
    Builds structures in the base, which improve its capabilities.
    Spoiler: Available Structures
    Show

    Dormitories: 3M, +1 Opulence (max 2)
    Fortifications: 1M, 2W, +1 Defense (max 2)
    Guantlet: 8W, +5 Defense
    Slave Pen: 4P, 2W, Gives a 20% chance of gaining 1 Prisoner each turn. (Max 2)


    Spoiler: Defend
    Show

    Units Required: any 5 units.
    Resource Cost: none
    The selected 5 units defend the base, adding their average Defense to the base's Defense. This action may be taken more than once each turn, using a different 5 units each time.

    Spoiler: Forge
    Show

    Units Required: any one unit with Attack and Intelligence of 3 or more.
    Resource Cost: none
    Grants 1 Weapons.

    Spoiler: Mine
    Show

    Units Required: any combination of units with 8 or more total Attack.
    Resource Cost: none
    Grants 1 money.

    Spoiler: Promote Unit
    Show

    Units Required: any unit that is not a hero.
    Resource Cost: any 15 resources per Tier of chosen unit.
    Promotes a unit to a hero of the same Tier.

    Spoiler: Research
    Show

    Units Required: any 3 units or 1 hero, with 3 or more INT.
    Resource Cost: none
    Grants knowledge of a research topic. Gives extra abilities to units or the base, or unlocks new units.
    Spoiler: Research Topics
    Show

    Architecture (3)
    Conjuration (3)
    Enchantment (2)
    Language (2)
    Necromancy (5)
    Strategy (4)


    Spoiler: Scouting Party
    Show

    Units Required: any number of units.
    Resource Cost: none
    Sends a scouting party to explore the nearby area, with a specified initial direction. Scouting parties get their own action options. Transfers all units used to the scouting party.

    Spoiler: Train Units
    Show

    Units Required: none
    Resource Cost: varies
    Creates any number of units from available resources. Units that have just been trained cannot be used for other actions.
    Spoiler: Available Units
    Show

    Shadow: 1P, Tier 1 undead
    Skeleton: 1P, Tier 1 undead
    Zombie: 1P, Tier 1 undead
    Wight: 1E, 1P, 1W, Tier 2 undead
    Deathlock Wight: 2E, 1P, Tier 2 undead caster
    Ghoul: 2P, 1E, Tier 2 undead
    Specter: 1P 2E, Tier 2 undead
    Imp: 1E, Tier 1 fiend
    Magmin: 1E, Tier 1 elemental
    Earth Elemental: 2E, 1W, Tier 2 elemental.
    Animated Armor: 1W, Tier 1 construct.
    Flying Sword: 1W, Tier 1 construct.
    Mercenary: 3M, Tier 2 humanoid.


    Spoiler: Transfer Base
    Show

    Units Required: every unit in your base.
    Resource Cost: none
    Moves your base to an unoccupied location within range of one of your scouting parties.
    Spoiler: Locations Available
    Show

    None in range


    Party Actions
    Spoiler: Scouting Party 1
    Show

    Spoiler: Interact with Camp
    Show

    The scouting party attempts to interact with the nearby hobgoblin camp.
    Spoiler: Attack
    Show

    The units attack the camp. Combat is determined by the attackers' Attack and the defenders' Defense. If the attack succeeds, you may choose to loot a few resources from the camp.
    If the camp is attacked too much or too successfully, it will be destroyed.
    If the camp is attacked and not destroyed, the odds of the hobgoblins sending forces to fight back increase.

    Spoiler: Trade
    Show

    The hobgoblins are willing to make the following trades.
    1 Money <->1 Weapons
    10 Money -> rent 5 Mercenaries for 5 turns


    Spoiler: Move
    Show

    The scouting party moves in a chosen direction

    Spoiler: Return to Base
    Show

    The scouting party returns to the base immediately.


    Free Actions
    Spoiler: Name Heroes
    Show

    Cast your vote for the name of a hero. Each player may vote once per hero, and after a hero has been around for 5 turns, the most popular name wins.
    Spoiler: Nameable Heroes
    Show

    None right now.

    Spoiler: Vote on Rules Change
    Show

    Possible lifting of the "two votes per voter, but three actions" rule, in favor of giving each voter 3 votes.



  22. - Top - End - #112
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Promote a Zombie to a Hero Unit; using all resources save all W, 2 M and all P.
    2. Have Xykon Research Strategy.

    Where might we move our base to, if we do?
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

  23. - Top - End - #113
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    I'd move it to the lonely tower or the abandoned fort. The lonely tower would be better unless the abandoned fort had some sort of an internal defence boost.

    -Research Strategy!
    -4 Skeletons Mine
    Spoiler
    Show
    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  24. - Top - End - #114
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Spoiler: Rules
    Show

    Each voter may vote for two (2) base actions, one (1) action for each party abroad, and any number of free actions. All action options are listed at the bottom of the page.
    Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur. If a conflict of resources would prevent any of the actions from happened, it does not occur. In addition, if less than 3 actions are suggested, all units that don't otherwise act are commanded to defend.
    If no votes are submitted, the turn continues until someone votes, after which it immediately goes to the next turn.

    Any questions? PM me!


    The Map!

    Turn 25
    Xykon researches strategy. He finds optimum locations within your base to set up defences in. You get a permanent +1 Defense to all bases. The leftover magic from the research is stored as Energy.
    Some skeletons mine.
    You spend a lot of resources to perform a ritual to improve one of your zombies. You have a new hero: a plague zombie. Naming votes start now.
    The scouting party doesn't do anything this turn.

    I am thinking about removing the two vote restriction and allowing three votes per turn. What's your opinion on that?

    Your Resources
    Energy:(E) 1
    Money:(M) 3
    Prisoners(P): 2
    Weapons:(W) 8

    Base Stats
    Current Base: Cave
    Defense: 4
    Opulence: 3
    Buildings: forge, laboratory, mine, slave pen, watchtower

    Current Units
    Main base
    Xykon (hero)
    Plague Zombie (hero)
    Skeleton (7)
    Zombie (6)
    Deathlock Wight (3)
    Shadow (2)
    Giant Spider (1)
    Earth Elemental (1)
    Scouting Party 1
    Imp (3)

    Spoiler: Unit Info
    Show

    Heroes
    Xykon: Tier 4 undead caster hero.
    Attack: 6
    Defense: 6
    Intelligence: 8
    Specials
    Disintegrate: +5 Attack and Defense against buildings and constructs
    Necromancy: when this Hero's actions grant Prisoners, you may immediately convert them to Tier 1 undead units.
    Plague Zombie: Tier 1 undead hero
    Attack: 4
    Defense: 2
    Intelligence: 2
    Specials
    Poison: +5 attack against humanoids.

    Units
    Shadow: Tier 1 undead
    Attack: 1
    Defense: 2
    Intelligence: 3

    Skeleton: Tier 1 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Zombie: Tier 1 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Wight: Tier 2 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Deathlock Wight: Tier 2 undead caster
    Attack: 1
    Defense: 1
    Intelligence: 3
    Specials
    Battle Mage: may use intelligence in place of Attack in combat.

    Ghoul: Tier 2 undead
    Attack: 3
    Defense: 1
    Intelligence: 1
    Specials
    Paralysis: when this unit defeats a humanoid, gain 1 Prisoner.

    Specter: Tier 2 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Imp: Tier 1 fiend
    Attack: 1
    Defense: 1
    Intelligence: 2
    Specials
    Invisibility: double intelligence while infiltrating.

    Magmin: Tier 1 elemental
    Attack: 2
    Defense: 1
    Intelligence: 1
    Specials
    Demolition: double attack against fortified defenders.

    Earth Elemental: Tier 2 elemental
    Attack: 1
    Defense: 4
    Intelligence: 1

    Giant Spider: Tier 2 Beast
    Attack: 2
    Defense: 3
    Intelligence: 1

    Animated Armor: Tier 1 Construct
    Attack: 1
    Defense: 3
    Intelligence: 1

    Flying Sword: Tier 1 Construct
    Attack: 3
    Defense: 1
    Intelligence: 1

    Mercenary: Tier 2 humanoid
    Attack: 3
    Defense: 3
    Intelligence: 2
    Specials
    Picky: The mercenary may desert if the base's Opulence is too low.


    Spoiler: Action Options
    Show

    Base Actions
    Spoiler: Build Structures
    Show

    Units Required: any number of units with a total Attack of 6 or more.
    Resource Cost: variable
    Builds structures in the base, which improve its capabilities.
    Spoiler: Available Structures
    Show

    Dormitories: 3M, +1 Opulence (max 2)
    Fortifications: 1M, 2W, +1 Defense (max 2)
    Guantlet: 8W, +5 Defense
    Slave Pen: 4P, 2W, Gives a 20% chance of gaining 1 Prisoner each turn. (Max 2)


    Spoiler: Defend
    Show

    Units Required: any 5 units.
    Resource Cost: none
    The selected 5 units defend the base, adding their average Defense to the base's Defense. This action may be taken more than once each turn, using a different 5 units each time.

    Spoiler: Forge
    Show

    Units Required: any one unit with Attack and Intelligence of 3 or more.
    Resource Cost: none
    Grants 1 Weapons.

    Spoiler: Mine
    Show

    Units Required: any combination of units with 8 or more total Attack.
    Resource Cost: none
    Grants 1 money.

    Spoiler: Promote Unit
    Show

    Units Required: any unit that is not a hero.
    Resource Cost: any 15 resources per Tier of chosen unit.
    Promotes a unit to a hero of the same Tier.

    Spoiler: Research
    Show

    Units Required: any 3 units or 1 hero, with 3 or more INT.
    Resource Cost: none
    Grants knowledge of a research topic. Gives extra abilities to units or the base, or unlocks new units.
    Spoiler: Research Topics
    Show

    Architecture (3)
    Conjuration (3)
    Enchantment (2)
    Language (2)
    Necromancy (5)
    Strategy (5)


    Spoiler: Scouting Party
    Show

    Units Required: any number of units.
    Resource Cost: none
    Sends a scouting party to explore the nearby area, with a specified initial direction. Scouting parties get their own action options. Transfers all units used to the scouting party.

    Spoiler: Train Units
    Show

    Units Required: none
    Resource Cost: varies
    Creates any number of units from available resources. Units that have just been trained cannot be used for other actions.
    Spoiler: Available Units
    Show

    Shadow: 1P, Tier 1 undead
    Skeleton: 1P, Tier 1 undead
    Zombie: 1P, Tier 1 undead
    Wight: 1E, 1P, 1W, Tier 2 undead
    Deathlock Wight: 2E, 1P, Tier 2 undead caster
    Ghoul: 2P, 1E, Tier 2 undead
    Specter: 1P 2E, Tier 2 undead
    Imp: 1E, Tier 1 fiend
    Magmin: 1E, Tier 1 elemental
    Earth Elemental: 2E, 1W, Tier 2 elemental.
    Animated Armor: 1W, Tier 1 construct.
    Flying Sword: 1W, Tier 1 construct.
    Mercenary: 3M, Tier 2 humanoid.


    Spoiler: Transfer Base
    Show

    Units Required: every unit in your base.
    Resource Cost: none
    Moves your base to an unoccupied location within range of one of your scouting parties.
    Spoiler: Locations Available
    Show

    None in range


    Party Actions
    Spoiler: Scouting Party 1
    Show

    Spoiler: Interact with Camp
    Show

    The scouting party attempts to interact with the nearby hobgoblin camp.
    Spoiler: Attack
    Show

    The units attack the camp. Combat is determined by the attackers' Attack and the defenders' Defense. If the attack succeeds, you may choose to loot a few resources from the camp.
    If the camp is attacked too much or too successfully, it will be destroyed.
    If the camp is attacked and not destroyed, the odds of the hobgoblins sending forces to fight back increase.

    Spoiler: Trade
    Show

    The hobgoblins are willing to make the following trades.
    1 Money <->1 Weapons
    10 Money -> rent 5 Mercenaries for 5 turns


    Spoiler: Move
    Show

    The scouting party moves in a chosen direction

    Spoiler: Return to Base
    Show

    The scouting party returns to the base immediately.


    Free Actions
    Spoiler: Name Heroes
    Show

    Cast your vote for the name of a hero. Each player may vote once per hero, and after a hero has been around for 5 turns, the most popular name wins.
    Spoiler: Nameable Heroes
    Show

    Plague Zombie: (5 turns left)

    Spoiler: Vote on Rules Change
    Show

    Possible lifting of the "two votes per voter, but three actions" rule, in favor of giving each voter 3 votes.


    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.

  25. - Top - End - #115
    Pixie in the Playground
    Join Date
    Jan 2014

    Default Re: Wrath of the Lich Lord (voting game)

    Xykon research necromancy
    Death wights research architecture

    Vote hero name: Nurgle

  26. - Top - End - #116
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Wrath of the Lich Lord (voting game)

    1. Xykon Research Enchantment.
    2. The 3 Deathlock Wights Research Conjuration.
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

  27. - Top - End - #117
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Spoiler: Rules
    Show

    Each voter may vote for two (2) base actions, one (1) action for each party abroad, and any number of free actions. All action options are listed at the bottom of the page.
    Around 9:30 EST each night, the game will update. The three (3) most popular base actions, and the most popular action for each group of units separate from the base will occur. If a conflict of resources would prevent any of the actions from happened, it does not occur. In addition, if less than 3 actions are suggested, all units that don't otherwise act are commanded to defend.
    If no votes are submitted, the turn continues until someone votes, after which it immediately goes to the next turn.

    Any questions? PM me!


    The Map!

    Turn 26
    Xykon researches Necromancy. He discovers a new undead: flameskulls. The leftover magic from the research is stored as Energy.
    The Deathlock Wights research conjuration and find a new creature they can summon. You can now make fire elementals. The leftover magic from the research is stored as Energy.
    The scouting party doesn't do anything this turn either.

    I am thinking about removing the two vote restriction and allowing three votes per turn. What's your opinion on that?

    Your Resources
    Energy:(E) 3
    Money:(M) 3
    Prisoners(P): 2
    Weapons:(W) 8

    Base Stats
    Current Base: Cave
    Defense: 4
    Opulence: 3
    Buildings: forge, laboratory, mine, slave pen, watchtower

    Current Units
    Main base
    Xykon (hero)
    Plague Zombie (hero)
    Skeleton (7)
    Zombie (6)
    Deathlock Wight (3)
    Shadow (2)
    Giant Spider (1)
    Earth Elemental (1)
    Scouting Party 1
    Imp (3)

    Spoiler: Unit Info
    Show

    Heroes
    Xykon: Tier 4 undead caster hero.
    Attack: 6
    Defense: 6
    Intelligence: 8
    Specials
    Disintegrate: +5 Attack and Defense against buildings and constructs
    Necromancy: when this Hero's actions grant Prisoners, you may immediately convert them to Tier 1 undead units.
    Plague Zombie: Tier 1 undead hero
    Attack: 4
    Defense: 2
    Intelligence: 2
    Specials
    Poison: +5 attack against humanoids.

    Units
    Shadow: Tier 1 undead
    Attack: 1
    Defense: 2
    Intelligence: 3

    Skeleton: Tier 1 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Zombie: Tier 1 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Wight: Tier 2 undead
    Attack: 2
    Defense: 1
    Intelligence: 3

    Deathlock Wight: Tier 2 undead caster
    Attack: 1
    Defense: 1
    Intelligence: 3
    Specials
    Battle Mage: may use intelligence in place of Attack in combat.

    Ghoul: Tier 2 undead
    Attack: 3
    Defense: 1
    Intelligence: 1
    Specials
    Paralysis: when this unit defeats a humanoid, gain 1 Prisoner.

    Specter: Tier 2 undead
    Attack: 2
    Defense: 2
    Intelligence: 2

    Flameskull: Tier 3 undead
    Attack: 2
    Defense: 1
    Intelligence: 2
    Specials
    Resurrection
    When the flameskull is destroyed, it has a 25% chance of returning in the same location at the start of your turn.

    Imp: Tier 1 fiend
    Attack: 1
    Defense: 1
    Intelligence: 2
    Specials
    Invisibility: double intelligence while infiltrating.

    Magmin: Tier 1 elemental
    Attack: 2
    Defense: 1
    Intelligence: 1
    Specials
    Demolition: double attack against fortified defenders.

    Earth Elemental: Tier 2 elemental
    Attack: 1
    Defense: 4
    Intelligence: 1

    Fire Elemental: Tier 2 elemental
    Attack: 4
    Defense: 1
    Intelligence: 1

    Giant Spider: Tier 2 Beast
    Attack: 2
    Defense: 3
    Intelligence: 1

    Animated Armor: Tier 1 Construct
    Attack: 1
    Defense: 3
    Intelligence: 1

    Flying Sword: Tier 1 Construct
    Attack: 3
    Defense: 1
    Intelligence: 1

    Mercenary: Tier 2 humanoid
    Attack: 3
    Defense: 3
    Intelligence: 2
    Specials
    Picky: The mercenary may desert if the base's Opulence is too low.


    Spoiler: Action Options
    Show

    Base Actions
    Spoiler: Build Structures
    Show

    Units Required: any number of units with a total Attack of 6 or more.
    Resource Cost: variable
    Builds structures in the base, which improve its capabilities.
    Spoiler: Available Structures
    Show

    Dormitories: 3M, +1 Opulence (max 2)
    Fortifications: 1M, 2W, +1 Defense (max 2)
    Guantlet: 8W, +5 Defense
    Slave Pen: 4P, 2W, Gives a 20% chance of gaining 1 Prisoner each turn. (Max 2)


    Spoiler: Defend
    Show

    Units Required: any 5 units.
    Resource Cost: none
    The selected 5 units defend the base, adding their average Defense to the base's Defense. This action may be taken more than once each turn, using a different 5 units each time.

    Spoiler: Forge
    Show

    Units Required: any one unit with Attack and Intelligence of 3 or more.
    Resource Cost: none
    Grants 1 Weapons.

    Spoiler: Mine
    Show

    Units Required: any combination of units with 8 or more total Attack.
    Resource Cost: none
    Grants 1 money.

    Spoiler: Promote Unit
    Show

    Units Required: any unit that is not a hero.
    Resource Cost: any 15 resources per Tier of chosen unit.
    Promotes a unit to a hero of the same Tier.

    Spoiler: Research
    Show

    Units Required: any 3 units or 1 hero, with 3 or more INT.
    Resource Cost: none
    Grants knowledge of a research topic. Gives extra abilities to units or the base, or unlocks new units.
    Spoiler: Research Topics
    Show

    Architecture (3)
    Conjuration (3)
    Enchantment (2)
    Language (2)
    Necromancy (5)
    Strategy (5)


    Spoiler: Scouting Party
    Show

    Units Required: any number of units.
    Resource Cost: none
    Sends a scouting party to explore the nearby area, with a specified initial direction. Scouting parties get their own action options. Transfers all units used to the scouting party.

    Spoiler: Train Units
    Show

    Units Required: none
    Resource Cost: varies
    Creates any number of units from available resources. Units that have just been trained cannot be used for other actions.
    Spoiler: Available Units
    Show

    Shadow: 1P, Tier 1 undead
    Skeleton: 1P, Tier 1 undead
    Zombie: 1P, Tier 1 undead
    Wight: 1E, 1P, 1W, Tier 2 undead
    Deathlock Wight: 2E, 1P, Tier 2 undead caster
    Ghoul: 2P, 1E, Tier 2 undead
    Specter: 1P 2E, Tier 2 undead
    Flameskull: 2P, 4E, Tier 3 undead
    Imp: 1E, Tier 1 fiend
    Magmin: 1E, Tier 1 elemental
    Earth Elemental: 2E, 1W, Tier 2 elemental.
    Fire Elemental: 3E, Tier 2 elemental
    Animated Armor: 1W, Tier 1 construct.
    Flying Sword: 1W, Tier 1 construct.
    Mercenary: 3M, Tier 2 humanoid.


    Spoiler: Transfer Base
    Show

    Units Required: every unit in your base.
    Resource Cost: none
    Moves your base to an unoccupied location within range of one of your scouting parties.
    Spoiler: Locations Available
    Show

    None in range


    Party Actions
    Spoiler: Scouting Party 1
    Show

    Spoiler: Interact with Camp
    Show

    The scouting party attempts to interact with the nearby hobgoblin camp.
    Spoiler: Attack
    Show

    The units attack the camp. Combat is determined by the attackers' Attack and the defenders' Defense. If the attack succeeds, you may choose to loot a few resources from the camp.
    If the camp is attacked too much or too successfully, it will be destroyed.
    If the camp is attacked and not destroyed, the odds of the hobgoblins sending forces to fight back increase.

    Spoiler: Trade
    Show

    The hobgoblins are willing to make the following trades.
    1 Money <->1 Weapons
    10 Money -> rent 5 Mercenaries for 5 turns


    Spoiler: Move
    Show

    The scouting party moves in a chosen direction

    Spoiler: Return to Base
    Show

    The scouting party returns to the base immediately.


    Free Actions
    Spoiler: Name Heroes
    Show

    Cast your vote for the name of a hero. Each player may vote once per hero, and after a hero has been around for 5 turns, the most popular name wins.
    Spoiler: Nameable Heroes
    Show

    Plague Zombie: (4 turns left)
    Current top name: Nurgle (1)

    Spoiler: Vote on Rules Change
    Show

    Possible lifting of the "two votes per voter, but three actions" rule, in favor of giving each voter 3 votes.


    Last edited by bc56; 2018-03-15 at 10:25 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.

  28. - Top - End - #118
    Ogre in the Playground
     
    Goaty14's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    (You conflicted yourself: It says we got Minotaur skeletons, but the unit list shows flameskulls...)

    -Create new scouting party: Plague Zombie, Giant Spider, Earth Elemental, 6 zombies
    -Research Language

    -Move S2 party west (Kill the villagers!)
    -Move S1 east

    -Name zombie: "Johnson"
    Spoiler
    Show
    Going to see how well I am at making homebrew.
    Quote Originally Posted by Venger View Post
    killing and eating a bag of rats is probably kosher.
    Gosh 2D8HP, you are so very correct (and also good looking), and your humility is stunning

    "I hope that you don't get the impression that I would munchkin the rules if I was in a D&D world IRL... Even though I totally would" -Myself

  29. - Top - End - #119
    Ogre in the Playground
     
    bc56's Avatar

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    Default Re: Wrath of the Lich Lord (voting game)

    Quote Originally Posted by Goaty14 View Post
    (You conflicted yourself: It says we got Minotaur skeletons, but the unit list shows flameskulls...)
    Fixed. It is flameskulls in both places now.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.

  30. - Top - End - #120
    Dwarf in the Playground
     
    MindFlayer

    Join Date
    Nov 2017
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    Eastern Australia
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    Default Re: Wrath of the Lich Lord (voting game)

    Quote Originally Posted by Goaty14 View Post
    (You conflicted yourself: It says we got Minotaur skeletons, but the unit list shows flameskulls...)

    -Create new scouting party: Plague Zombie, Giant Spider, Earth Elemental, 6 zombies
    -Research Language

    -Move S2 party west (Kill the villagers!)
    -Move S1 east

    -Name zombie: "Johnson"
    Why the Earth Elemental? Itís Attack is 1. Better not to send it... Same with the Giant Spider (ish); itís Defense is better than itís Attack and itís unique, is whatís more. Also, we should probably train creatures with better Attack.

    1. Train 1 Flying Sword.
    2. Train 1 Ghoul.
    (Party 1) Move East
    Quote Originally Posted by Kane0 View Post
    "In the Eyes of the Great Beyond, you are constrained to each other's embrace until the day you perish"
    "Hey, that sounded more like a curse than a wedding" Your mortal customs are foreign to me. Is there a difference?
    Quote Originally Posted by bc56 View Post
    REAL mages speak Modron!
    Quote Originally Posted by KOLE View Post
    If I ever tried to cast animate dead or conjure animals at my table, my DM would reveal an AK47 and kill everyone in the room and then himself.

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