Dungeon Master (Night 7/Total War)

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(Yah, I forgot the first post thing, Oh well :/ )

DUNGEON MASTER

Hidden around the land are the most powerful and precious gems in existence ; primal diamonds. Each one gives its holder immense power and influence. Both good and evil holders of these precious stones know better than to let other people in possession of such infinite power, and such seek to destroy them. This is the story of the dungeon masters ,and their quest to be the only one.
How does this game work?
During the day, you receive a daily amount of gold used to buy minions. After doing so, You(and any minions still alive after the night phase after turn 1) can do something during the day, such as exploring the lands, discovering mercenary camps, new locations to loot, powerful item shopkeepers, and so on. They can also attacking villages, looting them for goods, or venturing into crypts in search of ancient artifacts, etc. During the night, you decide which minions go on the offensive, attacking an enemy dungeon master, and which one stays and defends you versus minions your opponent might send you .
The last dungeon master standing wins!

DAY 1
Starting Gold: 100
Since a minion recruited during the day can perform no day action(IT MAY PERFORM A NIGHT ACTION), you may only perform an action as the DM:
Explore: Have a chance at discovering a new location, such as mercenary camps, stores, ruins, etc.
Research: Delve into the power of the diamond. You can discover either an upgrade for a unit or a trap.
Post:
1) Action Performed
2) Units Bought
3) Which Units are kept for defense
4) Which Units are sent on offense( and if so, who is being attacked)
You may send CERTAIN PARTS of your response by private message.

 
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Kirb(The Great): Level 3 Ooze Spellcaster(DECEASED ON NIGHT 4)

HP: 20
Attack: Slam(2 physical damage)
Slime Shot: an acidic, gooey projectile is launched at the opponent, dealing 1 acidic damage on contact and an extra 1 acidic damage each round over the following 2 rounds (Total 3 damage) . 3/day
Healing Goo- Due to the easily regenerated nature of slimes, Kirb has a 50% chance every turn to regenerate one hp. Additionally, when his normal slime shot is directed at a slime, that slime regenerates 2 hp instead of taking damage. This includes enemy slimes
Boss Mechanic(Elemental Adaptation): In moments of danger, Kirb can adapt to quickly dispose of enemies. Kirb can change his element to:
Acid: He gains the Acidic passive and his slime shot deals an additional point of damage initially
Fire: Kirb now coats his enemies in a flammable goo with his slam attack. His slime shot now deals fire damage and ignites flammable targets.
Frost: Kirb’s slime shot now deals cold damage and encases the enemy in ice for one round, and does not deal damage over time.
Kirb can learn new elements with time. This mechanic activates once per combat and lasts until combat ends. It is irreversible during that time.

Acidic Slime:

Size: Small
Type: Ooze
Attack : Slam(1 physical damage)
HP: 1
Passive: Acidic: Creatures attacking in melee or attacked by an acidic blob takes 1 acid damage as the acid tears away their flesh
Cost: 10
Freezing Water Blob:

Size: Medium
Type: Ooze
Attack: Slam(1 physical)
HP: 2
Frost Envelope: A freezing blob can, instead of doing a slam attack, topple over the creature(that must be the same size or smaller than the blob) and solidify itself, immobilizing both of them. While in this state. The Blob has double its standard HP and cannot perform any action. The target is immune to outside attacks and is unable to perform any actions either. Killing the blob shatters the ice into the target, dealing 2 damage. The freezing water blob can liquefy itself and move off from the target minimum 1 round after.
Cost: 20
Lava Lash Ooze:

Size: Medium
Type: Ooze
Attack: Slam(1 physical)
HP: 5
Lava Lash: A lava lash ooze can fling some of its body at an enemy, as a ranged attack dealing 1 fire damage at the cost of 1 health. If reduced to 1 health, lava lash becomes a melee ability and kills the lava lash ooze upon use. Alternatively, damaging the ooze causes its melting hot slime to splatter its attacker(if melee), dealing half as much damage as it receives(minimum 1)
Cost: 40

Stone Sludge

Cost: 20
Hp: 3
Attack: Slam(1 physical)
Sludge Form/ Stone Form: A Stone Sludge initially acts like a normal blob, as in sludge form. using shockwaves, it reduces any physical damage dealt to it by 1(to a minimum of 1). In stone form, its mobility is greatly reduced, but its minimum if lifted, making physical damage of 1 doing nothing to a Stone Sludge. It also gains an lightning resistance of 50%. Dealing water damage to the Stone sludge makes it lose its stone form and is unable to go back to this form. Dealing fire damage to it does the opposite effect.

Gammaflux the Toxic Slime : Level 4 Ooze (Other)

Size: Small
HP: 15
Attack: Slam(2 physical)
Boss Mechanic(Degrade): When attacked with a melee attack, there is an initial 10% chance that Gamma flux’s acidic skin disarms the enemy. A disarmed enemy has an alternate melee attack that deals significantly less damage. This chance increases by 10% for every time the same unit attacks Gamma.
Boss Mechanic(Absorption): After being attacked by a specific attack, Gamma can adapt to absorb the shockwave, reducing further damage from such source by 1.
Aura(Corrosive Radiation): Enemies within 3 squares of Gamma have reduced accuracy. Creatures that have stayed in the radius for more than 3 rounds begin taking 1 acidic damage each turn. Any projectile that enters the aura deals 1 less damage (no minimum), does not affect non-physical ranged weapons. (also deals 1 damage to opposing golems/constructs entering the aura.)
Passive(Distortion) Whenever Gammaflux is attacked, he attempts to distort his body as to dodge the attack. He can dodge 3 attacks per day with this method, and the chance of success depends wildly on the attack.
Energy Absorption: -1 non physical damage taken, 30% chance to gain +1 hp or +1 attack for 1 turn.
Green Ooze

Type: Ooze
Size: Medium
HP: 2
Attack: Slam(1 physical)
Cost: 10

Phosphorous Treant

Type: Plant
Size: Large
HP: 4
Attack: None
Ability(Toxic Fumes): The Phosphorous Treant can release a toxic gas in the air dealing 1 acidic damage to ALL adjacent minions and making them flammable. A flammable creature can be ignited with fire, acidic and lightning damage. Ignited enemies take 1 fire damage from sudden flames erupting on them.
Cost: 20

Healing Mist Slime

Type: Ooze
Size: Small
HP: 4
Attack: Slam ( 1 physical damage)
Ability (Hydraulic Push) (3/day): a Healing Mist Slime can send out a blast of water at a foe, pushing it back and dealing 2 physical damage
Ability(Healing Mist): The healing mist slime can evaporate part of its body, dealing one damage to itself and healing ALL living adjacent units for 1 hp. This mist heals plants for 2 hp instead.
Cost: 40

Plies the Benevolent Dragon: Level 2 Dragon Support

Size: Medium
HP: 20
Attack: Claw(2 damage) Frost Bolt( Ranged, 2 cold damage + 20 chance of freeze(lose next turn)
Healing Aura: Allies in a 5 square radius of Plies are healed 1 hit point every turn
Frozen Wounds: When Plies does a basic attack against a target, there is a 20% chance that the target freezes, losing its next action. This chance augments by 5% every time Plies attacks the same target.

Village Laborer

Type: Humanoid
Size: Medium
HP: 1
Attack: Pitchfork(1 physical damage)
Passive(Labor): During the day, the Village Laborer has the option to work, bringing his pay of 10 gold to Plies.
Cost: 10

Village Preacher

Type: Humanoid
Size: Medium
HP: 1
Attack: Dagger(1 physical damage)
Passive(Spread the Word): The Village Preacher can, during the day, preach in the name of Plies. The Village Preacher has the choice of either trying to recrute between 1-3 village characters, or asking for donations, bringing back to plies between 5-15 gold
Cost: 15

Village Guard

Type Humanoid
Size: Medium
HP: 3
Attack: Sword(2 physical damage)
Passive(Shield bearer): When adjacent minions are attacked, the Village Guard can block the hit, negating the damage. This happens once per round.
Cost: 30

Viraz, Vessel of the Forgotten Voices: Level 2 Outsider(Other)(DECEASED ON NIGHT 6)

Size: Small
HP: 15
Attack: Void blast (1 magical damage(ranged)
Aura(Energy Output): The voice from the lost plane affect mentally and physically enemies around Viraz. Each round, there is a 10% chance that a random enemy is struck by fear, running away and leaving combat. If a single enemy unit has stayed in the aura for 3 rounds consecutively, it has a 25% being weakened, reducing its physical damage done by 1 and reducing its max hit points by 2(to a minimum of 1). This is a 3 square aura around Viraz.
Aura(Vessel of the Forgotten): Souls can pass through Viraz and possess nearby beings. There is a 25% chance that a random enemy is possesed by one of these souls every round. A soul can posses an an already possessed being. The attitude of the possessed creature varies.
25% chance: The possesed being is a loyal servant of Viraz, and will fight its enemies. He will stay by Viraz’ side post combat.
25% chance: The possesed is vengeful, charging at and immediately attacking Viraz.
25% chance: The possessed is feral, and will simply attack the nearest target
25% chance: The possessed is passive, and will roam aimlessly around the battlefield, avoiding combat and fleeing if forced to.
This is a 5 square aura around Viraz
Boss Mechanic(Unleash the Voices): If Viraz has no ally support, its auras double in range.
Energy Output: Fear % chance now doubled, % chance of weakening happens on turn 1
Vessel of the Forgotten: % chance increased to 40%, with a 31% chance of becoming an ally(others reduced to 23%)
Forgotten Soul

Type: Undead
Size: Small
HP: 1
Attack: None
Passive(Stealth): This unit is stealth and cannot be seen by enemies
Ability(Life Link) 1/day: A Forgotten Soul can make an ethereal link between itself and a target creature. When the linked creature dies, the Chained Soul possesses said creature. It takes a number of rounds equal to the target’s hit points to establish an ethereal link.
Cost: 10
Floating Candlestick

Type: Construct
Size: Small
HP: 2
Attack : Slam(1 physical damage + 1 fire damage), Fireball(1 fire damage (ranged))
Improvised Weapon: A character capable of using a weapon can grab and use the floating candlestick as a weapon and use its melee and ranged attack.
Cost: 20

Skeleton Cage

Type: Construct
Size: Medium
HP: 3
Attack: 1 physical damage(chain)
Passive(Encaged): A Skeleton is trapped inside the moving cage. This skeleton has 2 hit points and can claw enemies for 1 damage. It can minions adjacent to the cage while inside. When the skeleton cage breaks, the Skeleton can move independently. Direct attacks cannot be directed at the encaged skeleton.
Cost:40

Psycho-Scorpion : Humanoid Fighter level 4

Size: Small
HP: 15
Attack: Stinger(3 physical damage)
Boss Mechanic(Bug Eyes): When below 50% hit points, Psycho-Scorpion’s evasiveness increases.
Passive(Rapid): Psycho Scorpion is swift, thus moving faster across the map. He also has a higher evade chance.
Passive(Infra-Red Vision): Psycho-Scorpion can see invisible units.
Passive (Diamond Powered): Psycho-Scorpion takes 2 less damage from all sources of damage, to a minimum of 1. Additionally, Psycho-Scorpion gains increased bonuses instead of the normal bonuses gained from primal diamond shards. When it gains a primal diamond shard, it has a 15% chance of becoming an outsider, gaining various bonuses. This chance increases by 10% per shard.
Passive(Clear Body): Psycho-Scorpion has natural evasiveness versus ranged attacks. Stacks with other forms of evasiveness.
Ant Swarm

Type: Animal(Vermin)
Size: Large
HP: 2
Attack: None.
Passive(Large Numbers, Small bodies): The Ant swarm is very vulnerable to area of effect abilities(+50% damage taken).
Passive(Swarming): An Ant swarm can move through enemy and ally occupied squares.
Passive(Swarm Attack): Instead of having a normal attack, an ant swarm deals 1 physical damage to all enemies sharing the same tiles as them at the end of their turn.
Cost: 10

Roach/Beetle Swarm

Type: Animal(Vermin)
Size: Medium
HP: 3
Attack: None
Passive(Large Numbers, Small bodies): A Roach/Beetle is very vulnerable to area of effect abilities(+50% damage taken).
Passive(Swarming): A Roach/Beetle swarm can move through enemy and ally occupied squares.
Passive(Swarm Attack): Instead of having a normal attack, a roach/beetle swarm deals 2 physical damage to all enemies sharing the same tile as them at the end of their turn.
Passive(Hard to kill): A Roach/Beetle swarm reduces all damage taken by 1, to a minimum of 1.
Slow: A Roach/Beetle Swarm moves slower , only 4 tiles per movement.
Cost: 20

Saboteur

Type: Animal(Vermin)
Size: Small
HP: 2
Attack: Sting(1 damage)
Ability(Healing Spray): 3 times per day, A Saboteur can emit a healing spray , healing a living target of 1 hit point( or 2, if the target is an insect swarm.
Ability( Paralyzing Sting): 3 times per day, A Saboteur can paralyze a living enemy with its sting. The target takes no damage but loses it next action.
Flying: A Saboteur can fly and move with increased speed, moving 8 tiles per movement.
Cost: 40

The Violator Storm: Construct Support Level 2(DECEASED, Night 3)

Size: Large
HP: 15
Attack: Claw(2 physical damage)
Aura(Necromantic Surge): There is a 20% chance per round that one random target takes 3 lightning damage from this 5 tile large aura). If a living unit is dead inside the aura. It is revived as an electrified undead versions of their previous form.
Passive (Diamond Powered): The Violator Storm takes 2 less damage from all sources of damage, to a minimum of 1. Additionally, The Violator Storm gains increased bonuses instead of the normal bonuses gained from primal diamond shards. When it gains a primal diamond shard, it has a 15% chance of becoming an outsider, gaining various bonuses. This chance increases by 10% per shard.

Zombified Adventurer

Type: Undead
Size: Medium
HP: 1
Attack: Slam(1 physical)
Passive(Electrified): A Zombified Adventurer does one additional electric damage every time it attacks or is attacked by a melee attack.
Cost: 10

Tinkerer

Type: Construct
Size: Medium
HP: 3
Attack: Slam(1 physical)
Passive(Damage Reduction): A Tinkerer takes reduced damage from all sources by 1( to a minimum of 1).
Cost: 20

Experimented

Type: Aberration
Size: Medium
HP: 4
Attack: Slam(2 physical)
Passive(Experiment): Each Experiment has a random passive or ability given to it, determined upon purchase.
Cost: 40

 
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Woofy, Dragon Fighter level 3

Size: Large
HP: 20
Attack: Claw( 4 physical damage)
Passive(Flying): Woofy has increased mobility and evasion (can move 8 tiles per movement).
Ability(Cone of Flames): 3 times a day. Woofy can breathe a cone of flames that is three squares big(like a triangle). it deals 1 fire damage to all in range. Can be used 3 times per day. When defending, Woofy can channel these flames through any dog, although the distance of the cone is shortened to simply a single tile if launched by a pug.
Pug

Type: Animal
Size: Small
HP: 1
Attack: Bite( 1 physical damage)
Action(Fetch!): During the day, a pug can be ordered to go and fetch, in which case it will search for something to bring back to its master. Normally mundane objects, there are (slim) chances that pugs bring back money, or even powerful items,
Cost: 10

Common Dog

Type: Animal
Size: Medium
HP: 2
Attack: Bite (2 physical damage)
Action(Fetch!): During the day, a dog can be ordered to go and fetch, in which case it will search for something to bring back to its master. Normally mundane objects, there are (slim) chances that dogs bring back money, or even powerful items,
Cost: 20
Husky

Type: Animal
Size: Medium
HP: 3
Attack: Bite(2 physical damage)
Ability: Howl (1/day): The Husky howls, strengthening the ferocity of his fellow canines. All dogs within 6 tiles gain +1 damage on their next attack. This excludes the Husky performing the Howl.
Cost: 40

Aelild Razorthorn, Humanoid Spellcaster level 1(Killed from Inactivity)

Size: Medium
HP: 10
Attack: Fel Magic Bolt(1 magic damage(ranged) )
Spell(Snares of Darkness): 3 times/day , Aelild can create a 12 square area of tentacles and darkness. Creatures in that area take 1 physical damage and are immobilized for 1 turn. This normally lasts for 1 round. If Aelild concentrates, she can have the immobilization persist but she loses her action. If the effect persists, enemies in the area take an additional 1 damage per round.
Passive(Guard of Honor): Allies in a 3 square radius around Aelild deal one extra damage against an enemy within the aura’s range that harmed Aelild in the previous round.

Hell’s Legion Grunt

Type: Undead
Size: Medium
HP: 2
Attack: Sword Slash(1 physical damage)
Cost: 10

Heaven’s Fury Recruit

Type: Humanoid
Size: Medium
HP: 3
Attack: Lance(1 physical damage)
Passive(Reach): This unit can perform a melee attack to enemies 1 tile away.
Cost: 20

BoulderFist Plane Walker

Type: Construct
Size: Large
HP: 4
Attack: Slam(1 physical damage)
Boulder Throw: BoulderFist Plane Walkers can throw boulders. These boulders deal 1 damage and take up 1 tile of space. Medium and Small creatures are crushed by these boulders, dealing an additional damage and losing their next action, being crushed beneath the weight of the boulder.
Cost: 40

Promethean One, Construct level 3 (Other)

Size: Medium
HP: 15
Attack: Slam(2 physical damage)
Spell(Terrasphere): 4 times per day, The Promethean One can create a Terrasphere. This can have several uses
Melee: It can be used as a melee weapon, doing 4 physical damage
Range: It can be thrown up to 5 tiles away, dealing 3 damage physical damage
Long-Range: It can be thrown further than 5 tiles away, dealing only 2 physical damage.
Gaia’s Grace(Aura): Allied units in this 4 tile aura have an additional hit point. Furthermore, damaged units allies who enter the aura are healed for 1 hit point.
Passive (Diamond Powered): The Promethean One takes 2 less damage from all sources of damage, to a minimum of 1. Additionally, The Promethean One gains increased bonuses instead of the normal bonuses gained from primal diamond shards. When it gains a primal diamond shard, it has a 15% chance of becoming an outsider, gaining various bonuses. This chance increases by 10% per shard.

Clay Golem

Type: Construct
Size: Medium
HP: 2
Attack: Slam (1 physical)
Cost: 10

Mannequin

Type: Construct
Size: Medium
HP: 1
Attack: Slam(1 physical damage)
Passive(Stealth): A Mannequin is initially invisible , only being revealed when it attacks. Once revealed, it takes a full round to become invisible again.
Passive(Scrying): A Mannequin can see invisible units and traps, and can disarm those.
Spell(Mirror Image): 3 times per day, the Mannequin can create an illusion of another friendly unit. This unit can move and attack, yet it deals no damage. If attacked, it instantly disappears, revealing the illusion. The illusion lasts until killed.
Cost: 20

Clockwork Djinn

Type: Construct
Size: Medium
HP: 2
Attack: Orb of magic ( 1 magical damage(ranged) )
Analyze Weakness: 3 times per day, A Clockwork Djinn can pinpoint weaknesses on a unit type, and modify its orb of magic to compensate. Unit that have been analyzed take 3 magical damage from Orb of Magic. It takes one full round to analyze a minion, and two full rounds for a Dungeon Master
Force Barrier: 3 times per day, A Clock Djinn can create a barrier of force , in the form of a personal bubble or a wall. If used as a bubble, the target of such spell ignores the first two damage dealt to it, and any affects associated with them. If used as a wall, it takes up one tile(one side of it) and units cannot see or move through it(stopping incoming charges and blocking attacks). The wall has two hit points.
Cost: 40

OTHER UNITS

Living Nightmare(Viraz)

Cost: 60
HP: 5
Type: Undead
Size: Large
Attack: Slam(1 physical)
Stealth: This unit is normally invisible by most units and will only be visible after it attacks or uses its Nightmare! ability. If it spends a full round without performing any offensive actions, and if there are no units nearby under the effects of Nightmare! , The Living Nightmare will return to be under stealth
Nightmare!: This ability can only be activated when under the effects of stealth. The Living Nightmare reveals itself and sends negative energy to all enemy units in a 4 square radius around it. This does not affect undead. Units affected by this ability see the Living Nightmare as a frightening threat, and their reactions may vary. A Dungeon Master is too powerful to be affected by this negative energy.

5% Chance: The negative energy seeps into the life source of the unit and it literally dies of fear.
20% Chance: The unit is completely unaffected and sees through the illusion. Any unit that can see this unit while it is stealth automatically reacts this way.
20% Chance: The unit flees completely from the battle. If it cannot safely escape, it will run the farthest from the nightmare and cower, only defending itself from threats when attacked.
20% Chance: The unit spends its next action fleeing. Afterwards, the illusion ends, and the unit returns to what it was doing.
20% Chance: The unit sees the Living Nightmare as a massive threat and the only priority. This unit only has vision of the living nightmare and can only attack it as long as the living nightmare is alive.
15% Chance: The unit sees the Living Nightmare as a challenge to overcome. It can only see and attack the Living Nightmare, but killing it grants it a bonus on damage for the rest of the fight and is immune to fear effects as it is overcome with courage.

Bloodthirsty Hound(Woofy)

Cost: 60
Size: Medium
Type: Animal
HP: 5
Attack: Bite ( 2 physical)
Blood thirst: This dog feeds on blood. It gains 1 hit point every time it attacks. If it kills the unit, it gains 2 hit points instead.
Adrenaline Rush: Upon successfully killing a unit, a Bloodthirsty Hound gains an adrenaline boost, increasing its movement speed and agility. It also increases its damage by 1. This lasts 1 round. Killing a unit during this round adds 1 round to total duration.

Giant Praying Mantis(Psycho Scorpion)

Size: Large
Hp: 5
Attack: Claw(2 Physical)
Price: 60
Abilities:
1. Snatch – Giant Praying Mantis uses its large claws to bring a unit 2 spaces away right in front of it. GPM must grab the unit in front of it when using snatch. The grab deals no damaged, but the target is grappled and cannot move for 1 round(although it can perform other actions).
2. Consume – All enemies killed by GPM within 1 tiles will be consumed, replenishing half said creatures hp. Unusable on constructs and some undead(IE ghosts).
3. Leap – As Praying Mantises have strong legs, GPM can “jump” over enemy and ally alike 1 space. Cannot jump over large creatures.
4. Slow – Can only move 4 tiles per turn.

Lesser Magic Slime(Kirb)

Size: Small
Type: Ooze
HP: 2
Attack: Magic bolt (ranged, 1 magic damage)
Mage: This unit takes 50% more damage from melee attacks, but reduces damage by one (to a minimum of 1) from magic attacks.
Cost: 15

Solar Talos:(The Promethean One)

Cost: 60
Size: LARGE
HP: 4
Attack: 1 Ranged/ X+2 melee: It takes one turn to generate the heat needed to attack, and when it does attack, it deals as much damage as X, with X being health spent on the attack.
Abilities:Ichor of Molten Lead While stopped for one turn generating the heat needed to deal its Melee attack, any enemy unit attacking Talos will take X+2 damage. X being the remaining health of Talos.
Immense height: Since the Solar Talos is so damned tall, his Ranged attack can hit any unit on the map. This effectively breaks up the usefulness of hiding your DM behind a wall of meatshields. Of course, it only deals one damage.

Caterpillar(PsychoScorpion)

Size: Small
Hp: 1
Attack: Caustic Spit ( 1 Acid, Ranged)
Web Shot: 3 times a day, the Caterpillar may send out a ball of web at an opponent. A small target is immobilized for 1 turn(but can still act), a medium unit has its speed decreased by half and a large unit is unaffected.
Cost: 10

Village Martyr(Plies)

Type: Humanoid
Size: Medium
Cost: 60
HP: 6
Attack: Sabre(2 physical damage, melee)
Blessing of the Martyr: 3 times per day, as a standard action a Village Martyr may mark a unit with his blessing. Blessed units transfer half the damage they take to a Martyr, usually favoring the martyr on who gets the most damage.

*Hell’s Legion Ambassador (Aelild)

Type: Outsider
Health: 4
Cost: 60
Attack: Psyche Shock( 2 Psyche, Ranged)
Psychic Damage: Units killed from psyche damage are not killed, but rather are turned into a brain-dead unit which does not perform any actions. Dealing real damage to them once they are brain-dead kills them.
Brainwash: As a Day Action, a Hell’s Legion Ambassador can take a brain-dead enemy and brainwash it. Brainwashed units are no longer brain-dead and are considered a minion for Aelild.

Tribal Warrior(Psycho-Scorpion)

Cost: 80(Middle tier 2 unit)
HP: 4
Attack: Tribal Lance( 2 physical, melee)
Retaliation: Retaliates up to 2 melee attacks per round, dealing 1 physical damage
Tall Shield: The tribal warrior carries around a primitive tower shield. This shield reduces all melee damage taken by the tribal warrior by 1 and blocks all ranged attacks aimed at the tribal warrior or units behind it. After taking 3 ranged attacks, the shield collapses into as smaller version, losing the passive. The tribal warrior can spend its entire round doing nothing but rebuilding his makeshift tower shield, which comes back but can only withstand 2 ranged attacks, and so on. After every fight. it resets back to normal.
Reach: A Tribal Warrior can attack at 1 tile of distance with its long lance.
Shield Wall – Gains +1 hp for each adjacent Tribal Warrior (max of +2 HP)

Kempelen (Promethean One)

Cost: 80 (Middle Tier 2 Unit)
Health: 3
Size: Medium
Attack: Mana Sphere( 1 Magic damage, ranged)
Abilities:
Perfect Recollection: The Kempelen has no limit on any of its abilities, it can cast them as many times as needed for battle.
Immobile: The Kempelen can only move 3 squares per turn, as it is so bulky.
Entrenchment: The Kempelen can spend an action reinforcing its body, taking no damage this turn from any ranged attacks, and reduces damage taken from melee by two. Any unit behind the Kempelen is similarly safe from damage. The Kempelen cannot attack nor move while Entrenched.
Manipulated Mana: If it spends an action concentrating, the Kempelen can attack a unit no matter their location on the map.
Seer: The Kempelen is able to see invisible Units or traps. This is a passive ability.
Master Strategist: The Kempelen boosts the damage of all allied units within a three square radius of it by one point. It also increases the movement of allied units within a three square radius, allowing them to act faster in battle.
Mechanized Reactions: Normal units can either move twice, or move once and perform an offensive action. The Kempelen can perform two offensive actions. When doing so, it cannot move, and the Kempelen does not have the option to move twice.

 
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Character Lore

Kirb(The Great) (ilovekirby12)
Kirb was a simple slime, he was just there to be slashed away by some wandering adventurer. His parents were dead, so were all of his friends by a quick swipe of the sword for some cheap exp. One day, he saw an angry adventuer charging towards him. This was his fate, every slime’s fate, and he was ready for it. He shut his eyes and … Nothing happened for second. Whoosh! The adventurer got a roll of one and budged the slime off a cliff. The slime was carried away into the water and landed upon a rare primal diamond. He instantly felt his powers getting stronger every day in contact with the diamond. Something was stirring… And it wasn’t kirb’s belly.
DECEASED ON NIGHT 4

Gammaflux(From the author of the same name)
Gammaflux the Toxic Slime used to be a normal slime. Though through winning many fights with other beasts and monsters and even adventurers gained lots of power. He is a light green and has energy that slowly flows through him. He is very toxic and quite durable thanks to his slime body. Despite having no ears or eyes he can still see and hear, he also is one of the few slimes to actually have some intelligence making him a force to be reckoned with in combat. Many people have tried to kill him in the past, but only a few have come close to being successful. (That is until their weapons melted)

Plies The Benevolent Dragon (FelineForumer)
A small, silvery dragon, with bluish-white wings. She has forgotten how many solar sweeps she was born ago. Although she rests most of the day, people keep offering her tributes to protect their nearby villages and to help cure them of ailments. She tries her best to help the villages, and finds that even being in presence of villagers makes them feel better. One even gave a mysterious gem for her services, which she has moved to the lowest reaches of the mountain tunnels. She has even begun to try to interact with the villagers more often.
Psycho-Scorpion (DrOctaganapus2)
Though P.S. (his nickname) as a child grew up in big cities, he was never the type to run away from creepy-crawlies like others did. In fact, he was fascinated with them. One day, on a trip to an unknown land, far far away, P.S. got lost. Sadly, the foreign animals and even disease were the least of his problems; the insects were. All insects either had 3-5 inch stingers, were more savage than the local tribes or had poison potent enough to down 5 elephants with a teaspoon worth. Alone, cold, hungry, thirsty and shelter-less, P.S. sought shelter. Sadly, he fell down a deep labyrinth, namely, a sanctuary of sorts for insects of all species; wasp, ant, centipede, all of them all lived in harmony.
It was such a discovery! P.S. simply had no way to explain this. However, these bugs had brains. When P.S. took out his notepad and pen to write this down, they ate it in seconds, suprisingly careful enough not to injuire P.S. When he took out his camera? The smallest of Gnats and critters ripped the film apart into bite-size pieces, which actually led to being the food for their kind. When P.S. noticed a large “boulder” (this rock was only about 50 pounds, actually) and moved it, careful not to cause any uneeded deaths, what P.S. discovered he couldn’t believe; fossilized insects, obviously primitive that looked exactly like our insects today, only 30 times magnified! He could swear when his ear was put up to it he heard heartbeats! However that is not all; what he found beyond even that is what stumbled him! He found a large diamond, bright as the sun (or so it felt). Once the benevolent light shone upon P.S., the insects no longer fought, or ravenged each others homes, but they all surrounded P.S. Confused, he pointed at the wall, and they flocked by the millions to touch the center. Whatever this diamond was/is, whoever left it, P.S. guarentees it was not forgotten in vain. P.S. took control of the creatures through extensive, questionable yet effective means, and in return for him commanding his new-found subjects, they would provide protection, cloth spun by the webs of spiders and cocoons from past butterflies, food which P.S. took time to get used too and a carved throne along with a secret extensive water system found. P.S. eventually forgot his real name, and calls himself Psycho Scorpion to this day.
P.S. however has managed to keep his sanity by creating a lightning rod to manufacture enough electricity to “facetalk” with the locals. When rumor spread of this “Psycho Scorpion, master and ruler of all things small that crawl”, it took little time for P.S. to be seen as a God, given offerings of food, shelter, carcasses for his little helpers and on occasion, women (keep in mind where P.S. is isn’t as lawful/well-kept as the U.S., let’s say). In return P.S. has willfully used medecines from insects to do his best to stop disease, or at least keep it at a bare minimum.

Viraz Vessel of the Forgotten Voices (Behemoth542)
Viraz is a strange creature. No one knows why, but it doesn’t talks. Not a single word can be heard from it. But the few people that have survived meeting it, have said that they heard many voices. A whole crowd of different voices yelling, crying, laughing, drilling their heads with screams of pain, of joy, of agony, of sadness, of pleasure… All those people have went straight to the mad house, if they didn’t kill themselves.
Some people speculate that this monster is not from this world, at least not from this plane. But what is certain, is that it doesn’t holds a defined shape. A person said it was a purple flame, someone else an old armor, someone even said that the floor itself was Viraz. People still don’t know what its true shape is, and they probably will be better without knowing it.
The truth is that Viraz comes from a “lost” plane, where the souls of all other planes sometimes end up. These souls are left adrift in their own memories, reviving both good and bad moments. Viraz is the manifestation of said plane in this dimension, serving as an output to the spirits. The voices the people hear are actually these souls, as Viraz is something that could be nominated as an “output” of the energy of the Forgotten Plane.
Viraz’s objective is to turn this plane into an extension of the Forgotten Plane, as with the other “outputs” in other dimensions, and it plans to use the power of the primal gems to do so, as they amplify its influence on this dimension.
Its shape is not a fire, nor a floor, nor an armor, but all of them. Specifically, Viraz channels its pressence through an inanimate object, but he can also possess a living being, but they tend to be fragile, quickly being phisically affected by the Forgotten Plane’s energy.
Viraz itself is unable to talk, but he can communite via telepathy. The receiver of the message hears a crowd of many different voices talking at the same time.

DECEASED ON NIGHT 6

The Violator Storm (BCLEGENDS)
The Violator Storm was once just the Great Storm, an Outsider of the realm of Lightning, both powerful and respected. What it was before, however, is unimportant, as one day, it was summoned into the material plane and forcibly bound to a metallic chassis through use of disturbing necromantic magic, and what appeared to be some form of powerful magical diamond lodged into the frame. The result was perhaps the most powerful construct in existence – a dragon-like being of metal and purple lightning.
DECEASED ON NIGHT 3

Alas, as with all ridiculously powerful creations, the Violator Storm promptly destroyed its creators, its mind twisted under the influence of both diamond and necromancy, and this certainly not helped by the now horrendously restrictive nature of its form. It found itself longing for its previous life, one of relative peace and respect – though one that, with aid of necromancy and diamond, could be further enhanced to the point of ruling over its native plane. Alas, its binding prevented it from dissipating, even as the diamond embedded in its chest amplified its strength; and so, it vowed to find some way of freeing itself, by any means necessary. If additional diamonds were required to initiate this freedom, then so be it, and so much the better when it finally escaped its bindings, for more diamonds simply meant more power once the binding was broken. And it would break the binding, at all costs.

Woofy (sirwoofy)
A great blue ice dragon. His mother and father were killed by humanoids shortly after his birth. Abandoned and alone, Woofy was doomed to die. Luckily a pack of wild Alaskan Huskies wandered into the cave were Woofy was hiding. They showed him how to hunt to survive, and taught him everything they could. The dogs raised the blue ice dragon as if he was one of their own. They even helped him dig deeper to expand his lair, where Woofy came across a magic crystal. Instantly he felt stronger and vowed to protect those who had saved him. Woofy feels the need to fly through the skies barking like a dog. His goal is to protect all puppy-kin. Avoiding humans at all costs. If he ever were to come face to face with a humanoid, he would surely destroy it at all costs.

Aelild Razorthorn/Bacha (wiiwonder)
In the land of which she was born Aelild was a noble of the kingdom of Egion. She was on the surface a respectable aristocrat who was as pleasant in personality as she was pleasant to look at. Which is to say a lot. She married, as is the tradition, young to a noble of another family as part of a collateral deal over disputed land. Her husband was called Bertio Firehawk and on the outside were a lovely couple but rumours often spoke of an apparent abusive relationship. A cult who dwelled within the town among the nobles. The cult was known outwardly as the banking family the Salvati, but in their closest circles were The Disciples of Bacha, a believed God of chaos. Aelild came into contact with them through foot notes left in the library books, speaking of a secret path to untold power. Intrigued, she followed the trail of clues to a cellar under a barracks. Inside she met some of the Salvati who told her of what Bacha could grant her and them. Some say it was curiosity, other’s greed. Some call her a tragic figure who in a Patriarchal world wanted a taste of real respect and power. Either way, she was soon a member, partaking in their rituals. She would visit their hideouts regularly, until one day they reached a milestone. They finally managed to find a way to summon their God Bacha. A ritual was needed that required a lot of questionable materials. A circle was chalked in the ground, the prayers chanted and the offerings laid down. As the ceremony was underway, Bacha’s voice broke through, demanding the most important member to sacrifice blood on the ring. With barely any hesitation, they sent forward the highest noble among them, Aelild. As she cut a gash on her wrist and let the blood pour into the circle, she felt a surge of coldness flow, seemingly, through the blood and through her body. Blood is life, it is everything to a human. By sacrificing blood she unwittingly sacrificed her whole body to Bacha. And It Had BIG plans. Highjacking the bloodflow, its energy surged into her body, taking over it cell by cell. To Aelilld, it lasted a century. To Bacha, it was five seconds. When those five seconds ended what stood up from the Circle was Aelild but at the same time: Bacha. The demon was cunning. It lied, through Aelild’s mouth, saying she had felt nothing, the ritual must have failed. Dismayed they left. But Bacha had plans. Aelild had not taken all of Bacha’s energy, as doing so would be impossible for such a vessel. But more so it had created a small link between it and Aelild, allowing him to control her like a puppet. But Aelild still existed. She was still in that body, but was pushed outside for Bacha. The balance was so fine there was almost no difference. Bacha’s magic seeped through Aelild, corrupting other nobles. Within days, the entire house of nobles and even the monarchy was succumbing to Bacha’s will. When all the ruling class had succumbed, Bacha used his powers to let the nobles bring Aelild to the top. She was crowned queen, and the land was ruled through her commands, but Bacha’s will. The corruption spread, until nearly every person in the kingdom became tainted by its magic. She used her influence until dark magic was used by the army. Finally, Bacha located a powerful power focus which was hidden in the throne room. A primal diamond. He used it to anchor itself more to this world. This also meant Aelild no longer housed most of its energy so she became more like herself, but still unable to disobey Bacha. Bacha comes from another plane where the being there often come to other worlds to feed off negative energy. This includes anger, sadness, fear and so on. The more they feed on this energy, the stronger they get. Vice versa, the less negative energy there is the weaker they get. Bacha wants to create a world
DEATH BY INACTIVITY

Sypher Khode, The Promethean One (SypherKhode822)
Milena ago, Sypher was once a powerful Wizard and Golem creator, who, as all mortal men do, aged as he lived on his life. Sypher was afraid of death, as he knew that once he passed on his knowledge would be lost for all eternity, as he had no Heir and his last dozen apprentices ended up trying their luck as adventurers for adventure Groups.. (Damn PC’s!) He decided that he would become the thing he spent his entire life creating, a Golem. But not any normal mud Golem, oh no. Sypher split his Sentience into 30 Vessels, 29 of which held only his impressive knowledge and would act as back-ups in case the others fell, they act as the shared sentience of Sypher’s mind. The last Golem, however, is referred to as Promethean One. (The Vessel itself is called Promethean One through Thirty) Promethean one is powered by a mysterious gem that is said to hold the power of an entire universe inside of it. As the Centurys past, Sypher slowly began to build a city of mud and stone, and this city was alive. At first, only inhabited by the Golems and other Creations of the Promethean Thirty, Emet city, as it came to be known, slowly drew in growing crowds of living to its walls, ending up with one of the largest city’s in the world. As Sypher began to share his knowledge and skills with the people, Emet city began to draw more and more wizards to its halls. Sypher now operates using his Promethean Thirty, while he continues to experiment with his powers, giving Golems sentience and a role in the government. Promethean One now resides deep in the center of the Emet City Library, an ancient room that is claimed to hold the knowledge of the Gods, where he spends his time studying the Diamond and working to better understand its potential.

 
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Frequently Asked Question Section

Q: Can a minion bought during the day be sent to attack/defend the base during the night?
A: Yes, because that is a night action. Recently recruited minions lose their DAY action.

Q:Is there a set unit cap?
A: No, as long as they(and whoever is attacking you) can fit in your lair. If the quantity gets massive, I might make the lair bigger to compensate

Q: Question: Do only the minions attack other Dungeon Masters or do D. Masters go up against each other?
A: the Dungeon Masters must protect their lair(and dungeon) at all cost, so they must be on the defensive(this is also for balance reasons). When there shall be only two Dungeon Masters left, then there shall be a final face-off, and the two of them will fight each other(alongside the usual minions).

Q: Can we send in reinforcements? Can the units I sent on offense come back to defend?
A: For balance reasons, no. So you must carefully judge who to send on offense and who to send on defense.

Q: Can we send units to an allies base to help them defend?
A: Of course!

Q: Can I pester you with endless questions and suggestions?
A: I have nothing agaisn’t it.

Q: Can we perform other actions/day actions during the night if we are not attacked?
A: No.

HPA (History of Past Actions)

Night One
- The Promethean One was attacked by The Violator Storm
- The Violator Storm was attacked by The Promethean One and Kirb the Great
- Plies the Benevolent Dragon was attacked by Aelild Razorthorn

Night Two
- Viraz, was attacked by Psycho-Scorpion and The Promethean One and nearly died
-Psycho-Scorpion was attacked by Kirb the Great
-Aelild Razorthorn was attacked by Gammaflux
-Kirb the Great was attacked by Woofy
-Plies the Benevolent was attacked by Aelild Razorthorn

Night Three
-Psycho-Scorpion was attacked by Gammaflux
-The Violator Storm was being attacked by Psycho-Scorpion , Kirb the Great and Plies the Benevolent. The Violator Storm was killed on Round 3 of Night 3

Night 4
-Aelild Razorthorn was attacked by Psycho-Scorpion,Kirb the Great and The Promethean One. She was aided by Gammaflux and nearly died
-Kirb the Great was attacked by Aelild Razorthorn and Gammaflux Kirb the Great was killed on Night 4, Round 5

Night 5
-Psycho-Scorpion was attacked by Gammaflux

Night 6
-Woofy was attacked by Viraz and Gammaflux
-Viraz was attacked by the Promethen One and Woofy Viraz was killed on Night 6, Round 3
Aelild Razorthorn has been killed due to inactivity

 
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We get to go, right? =?

I do like my teams. =3

Plies

1) Plies looks into the villagers, specifically the way they pass information from one another. (Preacher)

2) Hire 6 Village Preachers for 90 gold, 1 Villager for 10 Gold.

3) Can they be on defence the turn I buy them?

4) None.

Edit: Added a move for Plies.

 
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Originally posted by FelineForumer:

We get to go, right? =?

I do like my teams. =3

Plies

1) Plies does nothing.

2) Hire 6 Village Preachers for 90 gold, 1 Villager for 10 Gold.

3) Can they be on defence the turn I buy them?

4) None.

Yes, as defending, or attacking, is a night action. A minion recruited during the day has no day action, but has a night action.

 
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(Clockwork Djinn Research Cumulative? I.E: I analyze a Butt Monkey on day 3 and then kill it with the new found damage, and then on day 3999 I encounter another Butt Monkey, do I still get the 3 damage? Or do I have to study it all over again?)

1): After spending almost five hours dealing with the requirements of running the city, Sypher decides that he should study some more of his Diamond, hoping to find more ways to use it to get more Gold for his city. He also checks on his Constructs that he’s spent time making.

2) He finishes making: (1) Clockwork Djinn (2) Mannequin (2) Golems

3): Sypher decides to keep (?) Clockwork Djiin(?) Mannequin and (?) Golems.

4): He also decides to send out (?) Clockwork Djiin (?) Mannequin and (?) Golems
He also extends a courier to Plies in the interest of setting up a trade contract, as there are many artisans and other craftsmen that Plies village could benefit from.

 
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Ah this looks oh so fun! Will post ASAP!

 
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Kirb
(Sweeet)

1) Explore nearby caverns.
2) summon 5 Acidic slimes, 1 fire slime (Yay suicide bombing!) (-90)
3) 3 acidic slimes and the fire slime defend.
4) 2 acidic slimes attack.


(Hmm no-one decides to attack… That will change soon.)

 
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gammaflux the Toxic Slime

1. Explore the world!

2. 1 Healing Mist Slime, 1 Phosphorous Treant, 4 Green Oozes (-100)

3. All Defend

4. N/A

 
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(Btw i suggest some sort of bonus when attacking, otherwise everybodies going to play passive and this game will take forever with everybody defending.)

 
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Question: Is it possible to recruit a normally non-recruit-able ally

Example: Woofy (Random.org chose it) decides to explore a particular forest where all the trees have rotted and no plant lives. He encounters a couple of monsters and fights them. A random “wild” bear (or something) is also thrust into the fight and is about to die due to the monsters. Woofy steps in and saves the beast himself.

The wild beast then…

A.) Attacks Woofy, because it is paranoid

B1.) Bonds with Woofy because it realizes its life was saved and Woofy means no harm. It then attacks together with Woofy
B2.) Bonds with Woofy because it realizes its life was saved and Woofy means no harm. It then attacks together with Woofy and joins up with him not ever leaving his side.

C.) Runs away as it is given a chance to escape death.

D.) It is mindless and does its own thing.

 
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Originally posted by ilovekirby12:

(Btw i suggest some sort of bonus when attacking, otherwise everybodies going to play passive and this game will take forever with everybody defending.)

The simple answer is there should be a penalty for playing too defensively.

Slightly too much Defensive
Your troops grow soft and lose some of their stats. (basic movement/accuracy/dodge)

Very Defensive
Your troops sense you have no ambition and decide to leave you in pursuit of something more worthy of their time. (X% troops leave)

 
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(List of minions that stand put from each person in order)

  • Lava Lash Ooze: Though quite expensive with 40$, this guy is sturdy for his size. His special attack sacrafices hp for a weak attack that can burn flammable enemies. (eg. Plant forms, flammable things lol) His main standing point is being able to automatically retaliate attacks, so with a 4 damage attack, 2 damage is retaliated, enough to kill most minions.
  • Phosphorous Treant: Cheap at 20$ with a large hp base of 4. Also has spammable Aoe attack that makes enemies flammable and deals damage. (Which is quite ironic considering its a tree which is flammable) All in all a quite easily spammable effective minion.
  • Village Preacher: A cheap unit that has low hp and attack. So why is it on this list? DAY ACTIONS. This allows this unit to be helpful during the day, able to recuit other members for free, or gain money to summon more minions. With 5 of these, one coult potentially recuit 15 minions in one day.
  • forgotten soul: Intresting cheap unit that can turn armies into allies. Even has stealth so you don’t know when it could strike. “Boo!”
  • ants: cheap units that can occupy the same space as another leading to damage stack up. However this opens up for other people to attack both ands and the person they are occupying. Win win.
  • Experimentation: Shear unexpectancy may be regen, poisonus touch, self destruct, etc.
  • Pug: Spammable unit that can pick up items during the day. Since it is a dog, it wont be able to equip most of those items. Day action though so…
  • Boulder fist construct: (note: there is a typo) The ability to throw a boulder to do damage and cancel out the medium/small enemy’s attack is extremly powerful. Though expensive.
  • Mannequin: Cheap unit that opens up mind games. Can go in and disarm traps before you even notice it because of stealth. Can make other minions attack “illusions” it created, tricking the opponet on who is real and who isn’t.
 
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Originally posted by gammaflux:
Originally posted by ilovekirby12:

The simple answer is there should be a penalty for playing too defensively.

I this will be a disadvantage for two of my basic minions…

Oh, I see that my labourers want to leave because they have grown complacent…

 
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Ziggy said that you can’t attack on day one. So you’re "Genius plan’ of Zerg Rushing won’t work.

 
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Originally posted by gammaflux:
Originally posted by ilovekirby12:

(Btw i suggest some sort of bonus when attacking, otherwise everybodies going to play passive and this game will take forever with everybody defending.)

The simple answer is there should be a penalty for playing too defensively.

Slightly too much Defensive
Your troops grow soft and lose some of their stats. (basic movement/accuracy/dodge)

Very Defensive
Your troops sense you have no ambition and decide to leave you in pursuit of something more worthy of their time. (X% troops leave)

What about if your troops are literally incapable of being disloyal to you, because you either created them that way or mind-controlled them into being as such? Anyways, the Violator Storm will do the following:
1. Research, specifically aiming to apply the Electrified buff to the Tinkerers without increasing cost.
2. Create three Tinkerers and one Experimented.
3. Experimented.
4. Tinkerers.

 
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1)Research cheap ranged units (archers, crossbow men ect.) If I can’t research specifically, well research anyway.
2)6 hell’s legion grunts and one boulder fist Plane Walker with extra awesomeness.
3) 4 grunt and one boulder Walker
4) 2 grunts to attack (but who do I attack!!????)

Yeah, BC has a point: golems and undead can’t leave: their mind is their masters. The simple way to fix this is: if you don’t attack every X amount of turns, you are given a random message: e.g. enemy troops are harassing your border farms. If you don’t stop them, you’ll start losing money. If you don’t attack, you gain a few less gold coins than normal until you attack someone. Simplez and encourages attacking.
anyway, are Behemoth and BC still okay on our alliance?
EDIT added attack action

 
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Originally posted by SypherKhode822:

Ziggy said that you can’t attack on day one. So you’re "Genius plan’ of Zerg Rushing won’t work.

I never said that? Check that FAQ

GUYS YOU MAY ATTACK ON DAY ONE 0_0

Edit: I found the typo that has been confusing everyone!

 
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Psycho Scorpion

1) P.S. decides to send his non lethal scout flies/gnats to scout out the local area for anything interesting as he researches this mysterious diamond.

2) Hire 1 Saboteur, 1 Roach/Beetle Swarm and 4 Ant Swarms for all 100 gold.

3) EDIT: All on defense

4) None at the moment.

 
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Woofy

1) Research my crystal
2) 2 common dogs and 6 pugs -100 gold
3) All units are kept for defence
4) No units are to be sent to attack

So by this I assume we are performing both day and night actions each turn? Also i would like to point out that you did an awesome job with my character.

 
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Missing the attack orders of several members,

and the full action from Behemoth(Viraz)

 
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I pmed who shall perish.