Grotar, He Who Shakes the Earth POWER ROLL: 6d6 ⇒ (1, 4, 3, 1, 4, 1) = 14+ 98 religion + 6 gift + 30 turn order= 148 power
Settlement at A13: CREATE 4 ARMIES (cost: 3) Power 148-4=144. Settlement at B13: GROW (Cost: 2) pop 4->5. CREATE 4 ARMIES (cost: 3). Power 144-6=138. Settlement at J2: GROW (cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 4). Power 138-5=133. Settlement at J3: GROW (Cost: 1) pop 4->5. CREATE 3 ARMIES (cost: 6). Power 133-7=126. Settlement at K2: GROW (cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2). Power 126-3=123. Settlement at L2. GROW (cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4). Power 123-5=118 Settlement at L3. GROW (cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 4). Power 118-5=113. Settlement at L4. GROW (cost: 1) pop 1->2. CREATE 2 ARMIES (cost: 2). Power 113-3=110. Settlement at O4: CREATE 3 ARMIES (cost: 3) Power 110-3=107. Settlement at O6: GROW (cost: 1) pop 1->2. CREATE 1 ARMY (cost: 1). Power 107-2=105. Settlement at O7: GROW (cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 105-1=104. Science 33. Settlement at P2: GROW (cost: 3) pop 5->6. ADVANCE (gain 6 science). Power 104-3=101. Science 39. Settlement at P4: ADVANCE (gain 6 science). Science 45. Settlement at P5. GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 101-1=100. Science 50. Settlement at P6. GROW (Cost: 2) pop 5->6. ADVANCE (gain 6 science). Power 100-2=98. Science 56. Settlement at Q1: ADVANCE (gain 6 science). Science 62. Settlement at Q2: ADVANCE (gain 6 science). Science 68. Settlement at Q3: ADVANCE (gain 6 science). Science 74. Settlement at Q4: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 98-1=97. Science 79. Settlement at Q5: GROW (cost: 3) pop 5->6. CREATE 4 ARMIES (cost: 4). Power 97-7=90. Settlement at Q6: GROW (cost: 3) pop 5->6. ADVANCE (gain 6 science). Power 90-3=87. Science 85. Settlement at Q7: GROW (Cost: 3) pop 5->6. CREATE 4 ARMIES (cost: 4). Power 87-6=81. Settlement at S6. GROW (Cost: 3) pop 5->6. CREATE 3 ARMIES (cost: 3). Power 81-6=75. Settlement at S7. GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 75-1=74 Science 89. Science Spends:
Army moves:
Armies Summary:
MIRACLES: SMITE 5 UTA armies in N3, cost 35. Power 74-35=39.
Advances:
Remaining Science: 2
Population: 98
RP:
In the east, guided by their odd tutors, the forge-masters turn their production into overdrive. Black smoke of goblin forges churn out thick armor for use in the war against the natives of the New World. In that new world, bloody-minded warlords raise fresh armies of conquistadors, attracted by easy living supported the multitude of native slaves, and seek fresh lands to bring under their banners. The earth shakes under the might of his armies, despite the native offensive that - at great cost - overwhelmed their initial seat of power. Boats take to the sea in an effort to reclaim it, and armies pour forth from conquered, hellish cities to bring the Word of Grotar to the unenlightened natives.
Grotar, He Who Shakes the Earth
Settlement at A13: CREATE 3 ARMIES (cost: 3) Power 76-3=73. Settlement at B13: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 73-1=72, Science 10. Settlement at L3. GROW (cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4). Power 72-5=67. Settlement at M4. CREATE 2 ARMIES (cost: 2). Power 67-2=65 Settlement at O4: CREATE 3 ARMIES (cost: 3) Power 65-3=62. Settlement at P2: FESTIVAL (gain 3 power). Power 62+3=65. Settlement at P4: ADVANCE (gain 6 science). Science 16. Settlement at P5. GROW (Cost: 1) pop 3->4. CREATE 1 ARMY (cost: 2), Power 65-3=62. Settlement at P6. GROW (Cost: 1) pop 4->5. FESTIVAL (gain 3 power), Power 62-1+3=64. Settlement at Q1: ADVANCE (gain 6 science). Science 22. Settlement at Q2: ADVANCE (gain 6 science). Science 28. Settlement at Q3: ADVANCE (gain 6 science). Science 34. Settlement at Q4: ADVANCE (gain 4 science). Science 38. Settlement at Q5: FESTIVAL (gain 3 power). Power 64+3=67. Settlement at Q6: FESTIVAL (gain 3 power). Power 67+3=70. Settlement at Q7: GROW (Cost: 2) pop 4->5. FESTIVAL (gain 3 power); Power 61-2+3=68. Settlement at S6. GROW (Cost: 2) pop 4->5. FESTIVAL (gain 3 power). Power 68-2+3=69. Settlement at S7. ADVANCE (gain 3 science). Science 41. Science Spends: Armor to 4 (20 points; 21 points remain). Religion to 6 (20 points, 1 points remain). Miracle: Smite x9 the 9 UTA armies attacking L3 (cost: 54 power). 68-54=8 power remaining.
Army moves:
Armies Summary:
Advances:
Remaining Science: 1
Population: 84
RP:
In the east, the forces of Grotar work feverishly. Word of the New World to the west draws more explorers, and cities celebrate the flow of silver snd slaves coming from the victories there. New fleets sail to the goblin outpost, while the Conquistadors already there face counterattacks from angry natives. In one outpost, defenses are prepared to slaughter the native attackers, while in the second, so recently taken, an approaching army of aboriginals is swallowed up by a massive earthquake. Taking this as divine inspiration, conquistador armies, buoyed by enslaved native soldiers, rush out to spread the Word of Grotar to the benighted natives in their quaint, peaceful cities. Toward the south, the priests of Grotar flog the warlords into pausing their assaults on the pathetic cities, and armies turn to retake that what was stolen. Grotar replies to the emissary of Celios, messages authored in tumbling stones and cracked earth, "I find your offer acceptable. In return for adjusting those lands, I shall ensure that none of your hunters in the western and southern seas are troubled by my slaves. There is prey enough for both of us there." And to the god of grass, the stones speak, "Grotar accepts your tribute, and your terms. You shall have your peace, and my slaves will leave their blades unstained as you ask... so long as your shapeless mush of a vassal deity or his goopy followers trouble me not, nor his worthless, mewling prey or the prey's droning, tedious servants." Darjuu receives a less amiable reply, cruel laughter and "Come and get me, if you dare. My slaves are not made so that they melt in the rain. But perhaps you should throw a few buckets at your southern border, fool godling, before your rains dry up."
Grotar, He Who Shakes the Earth
Settlement at A13: CREATE SETTLER (cost: 16); pop 6->5, Power 76. SETTLER moves to B13 and SETTLES. Settlement at B13: GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 71, Science 10 Settlement at O4: GROW (Cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2) Power 68. Settlement at O6: GROW (Cost: 1) pop 3->4. CREATE 2 ARMIES (cost: 2) Power 65. Settlement at O7. GROW (Cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4) Power 60. Settlement at P2: GROW (Cost: 2) pop 4->5 CREATE 3 ARMIES (cost: 3) Power 55. Settlement at P4: ADVANCE (gain 5 science). Science 15. Settlement at P5. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 9); pop 3->2. Power 46. SETTLER moves to O4. Settlement at P6. GROW (Cost: 1) pop 2->3. CREATE 2 ARMIES (cost: 4), Power 41 Settlement at Q1: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 40, Science 20. Settlement at Q2: GROW (Cost: 1) pop 4->5. ADVANCE (gain 5 science). Power 39, Science 25. Settlement at Q3: GROW (Cost: 2) pop 4->5. ADVANCE (gain 5 science). Power 37. Science 30. Settlement at Q4: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 36, Science 33. Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 32. Settlement at Q6: GROW (Cost: 2) pop 3->4. CREATE SETTLER (cost: 10); pop 3->2. Power 20. SETTLER moves to S7 and SETTLES Settlement at Q7: GROW (Cost: 1) pop 3->4. CREATE 3 ARMIES (cost: 3); Power 16. Settlement at S6. GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 15, Science 36. Settlement at S7. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 14, Science 38. MIRACLE: Inspire Settler at O4: Settler moves to M4 and SETTLES. (Cost: 10). Power 4. Settlement at M4. GROW (cost: 1) pop 1->2. CREATE 1 ARMY (cost: 1). Power 2. Science Spends: Armor to 2 (19 points; 19 points remain). Armor to 3 (19 points, 0 points remain). Army moves:
Armies Summary:
Advances:
Remaining Science: 0
Population: 70
RP:
In the north, a few vessels find a new land, and goblin explorers plant a flag on the beach, proclaiming, "I claim this land for Grotar!" They immediately set about constructing a settlement, and march into the wilderness to save the souls of the hapless natives. And also enslave them. Always, the armies chant as they march in step, words to inspire fear, "All will tremble, when Grotar comes."
Also, apparently I have a city that the GM removed by accident and Mogar never bothered to tell him about. Sent me a PM about it, which I just noticed now, and mentioned. It's in A13. It increases my Power by 4 from it's population. Settlement at A13: CREATE 3 ARMIES. (cost: 3) Remaining power: 1. RP: Grotar's cult takes a while to spread all the way to the furthest corners of Mogar's widespread tribes. His cultists arrive with their whips and chains, and orders to turn the simple goblins into competent sailors, or die.
Malkleth wrote:
Turns out that I got how terrain miracles work incorrectly, so that the Armies in Q5 cost 8 rather than 4. So I will skip the Grow action on that city, leaving it with Population 5, and have Remaining Power of 0. Silly Grotar.
Grotar, He Who Shakes the Earth
Settlement at O4: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 57, Science 12 Settlement at O6: GROW (Cost: 1) pop 2->3. ADVANCE (gain 3 science). Power 56, Science 15 Settlement at P2: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 55, Science 19 Settlement at P4: GROW (Cost: 2) pop 4->5. ADVANCE (gain 5 science). Power 53, Science 24 Settlement at P5. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 6); pop 3->2. SETTLER moves to Q4 and SETTLES. Power 46. Settlement at P6. GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 7); pop 3->2. Power 23. SETTLER moves to O7 and SETTLES. Power 38. Settlement at O7. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 37, Science 26 Settlement at Q1: GROW (Cost: 1) pop 3->4. CREATE 3 ARMIES (cost: 6); Power 30. 3 ARMIES move to Q2. Settlement at Q2: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 29, Science 30. Settlement at Q3: GROW (Cost: 1) pop 3->4. ADVANCE (gain 4 science). Power 28. Science 34. Settlement at Q4: GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 27, Science 36. Settlement at Q5: GROW (cost: 2) pop 5->6. Power 25. MIRACLE: Raise Land (cost: 6) at Q5. It goes from Flat to Hills. Power 19. Settlement at Q5: CREATE 4 ARMIES (cost 4). Power 15. 4 ARMIES move to S7. Settlement at Q6: GROW (Cost: 1) pop 2->3. CREATE SETTLER (cost: 7); pop 3->2. Power 7. SETTLER moves to S6 and SETTLES. Settlement at Q7: GROW (Cost: 1) pop 2->3. CREATE 3 ARMIES (cost: 3); Power 3. Settlement at S6. GROW (Cost: 1) pop 1->2. ADVANCE (gain 2 science). Power 2, Science 38 Science Spends: Seafaring to 4 (18 points; 20 points remain). Religion to 5 (18 points, 2 points remain). --
Armies Summary:
Advances:
Remaining Science: 2
Population: 46
Special: Grotar will gain the Slavery domain. RP:
addendum to the addendum: It's my first turn, so I am still figuring things out!
Then I just sacrifice six times instead of three to get rid of em all anyway. Adjustment to turn summary:
TURN ADDENDUM:
Q2's command line actually didn't reflect the inspire anyway, but my final science total should have been 28 rather than 32. Settlement at O4: GROW (Cost: 1) increase population from 1 to 2. ADVANCE (gain 2 science). Power 10, Science 30
Grotar learns a new thing! Specifically, an Armor advancement. New turn summary:
Survival: +1, to 8.
Armies: 6
Grotar, He Who Shakes the Earth
Settlement at F5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 57. Settlement at G5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 58. Settlement at H5. SACRIFICE (cost: -1); decrease population from 1 to 0. New power total: 59. Miracle:/[b] Inspire City (P4). Cost: 10. GROW (Cost: 1), Population 2 to 3. New power total: 48. [b]Miracle: Inspire City (Q2). Cost: 10. GROW (Cost: 1), Population 2 to 3. New power total: 37. Settlement at P2. GROW (Cost: 1) increase population from 2 to 3. ADVANCE (gain 3 science). Power 36, Science 18 Settlement at P4. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 35, Science 21 Settlement at P5./[b] GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 5); reduce population from 3 to 2. Power 29. SETTLER moves to O4. [b]Settlement at P6. GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 5); reduce population from 3 to 2. Power 23. SETTLER moves to O6. Settlement at Q1. GROW (Cost: 1) increase population from 2 to 3. CREATE 3 ARMIES (cost: 6); Power 16. ARMIES move to R1 to destroy mermaids. Settlement at Q2. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 15, Science 24 Settlement at Q3. GROW (Cost: 1) increase population from 2 to 3. CREATE 3 ARMIES (cost: 6); Power 8. ARMIES move to P5 Settlement at Q5. GROW (Cost: 1) increase population from 3 to 4. ADVANCE (gain 4 science). Power 7, Science 32 Settlement at Q6. GROW (Cost: 1) increase population from 2 to 3. CREATE SETTLER (cost: 6); reduce population from 3 to 2. Power 0. SETTLER moves to Q7. Science Spends: Survival to 8 (17 points; 15 points remain). --
Survival: +1, to 8.
Population: 24
RP:
Name: Grotar, He Who Shakes The Earth
Race: Goblins
Background: From the void, Grotar comes, devouring the puny Mother of Goblins, even as his bloody cultists among her people round up her priestesses and zealots and burn them in great sacrificial bonfires. The wiser goblins submit and are made strong. The cowardly goblins speak no word against them. For as it was foretold, all shall tremble, when Grotar comes. |