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    Banditks' Iron Mountain Dwarves Events

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    Banditks
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    Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Mon Aug 02, 2010 8:09 am

    Heyo all! this is going to be my next project make events for the Erebor/Iron Hills dwarves! i am doing the research right now

    Stuff to come
    -----------------------------------------
    "The Deep Roads"
    "Blue Wizards"
    "Mattocks To War"
    "Digging Deep "
    "Orocarni Warriors"
    "Gray Mountains Campaign"
    "Mt. Gundbad Purged"
    "Updated Khazad-dûm"
    "Arming Dale"
    "Dains Halls"
    "Orocarni"
    "Honoring Carc"
    "Roäc's Ravens"
    "Mirkwood Diplomacy"
    "Erebor Deeps"
    --------------------------------------------
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Squeaky on Mon Aug 02, 2010 10:58 am

    Sweet...like the sound of those events and you haven't even started!

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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Mon Aug 02, 2010 11:25 am

    Thanks, i just hope more people like my idea's
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Poosticks7 on Mon Aug 02, 2010 11:38 am

    Yep they look good Banditks.

    I'm Interested to see what you do with them.

    Though I have to ask - Why are you posting them here and not in the y/n threads? You have the clearance right?

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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Mon Aug 02, 2010 12:06 pm

    I am keeping my posts out of that part of them forum because i am not officially part of the mod team. This is also the place for events for this faction i didn't want to pollute the mod teams faction threads with my events. So i think its safe to put it here as ordered.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Squeaky on Mon Aug 02, 2010 3:30 pm

    This is also the place for events for this faction i didn't want to pollute the mod teams faction threads with my events.

    I was never a case of this....I want ideally to have future events posted mostly here for our public chums to be able to read, so there will be a shift whereby events are shipped across to here....all previous events are to remain where they are, but I thought it would be interesting for people to see the stuff we're doing....this order hasn't gone out yet, because I wanted to discuss it first.

    ANyway, you know that already Bandit, and you're a potentially mega-Squeaky-Star winner...although Cezarip is our god of event writing....when he gets from holiday we'll see him here, I'm sure.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Mon Aug 02, 2010 10:54 pm

    Squeaky wrote:
    This is also the place for events for this faction i didn't want to pollute the mod teams faction threads with my events.

    I was never a case of this....I want ideally to have future events posted mostly here for our public chums to be able to read, so there will be a shift whereby events are shipped across to here....all previous events are to remain where they are, but I thought it would be interesting for people to see the stuff we're doing....this order hasn't gone out yet, because I wanted to discuss it first.

    ANyway, you know that already Bandit, and you're a potentially mega-Squeaky-Star winner...although Cezarip is our god of event writing....when he gets from holiday we'll see him here, I'm sure.

    I cant wait to see his work. and thank you for all your compliments ^^ all the good reviews keeps me going really. I am just glad i can do something to help this great mod. If i can save him a few moments brain power with my work so he may spend it on enriching other parts of the mod all my work is worth the time and effort. I will do my best to continue to create events that are worthy and help the mod.

    I will start the events on Thursday. or maybe tomorrow after college.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Tue Aug 03, 2010 1:47 pm

    UPGRADE EVENT

    The Deep Roads

    Iron Mountains On the Rise

    Our people are growing and our nation is spreading out beyond our mountain holds. Dale battles in the south and our foes in the Grey Mountains and Rhun are pressing in on us. We need to keep our roads safe between Erebor, and Iron Mountains. The surface is prone to attack and is hard to defend. However if we built a road deep under ground linking our two cites we could easily pass troops back and forth and defend against any attack. It will take One year to construct should we start the process?

    Yes: 2000 gold cost and 100 gold cost 4 turns. "Deep Roads" -These roads stay deep under the earth and connect many of the great dwarven holds. This allows the dwarves to pass supplies and troops between their cities without threat of enemy attack. [special building in both settlements]

    No: -1 command to Ruler

    -------------------------------------------------

    UPGRADE EVENT

    The Deep Roads lead north

    The Deep Roads, or Player has taken first Grey Mountains settlement.

    Our first settlement is tucked into the Grey Mountains we should do something to safe guard out troops and supplies arriving to this new front. I suggest we build a tunnel it will take us about a year to create a tunnel connecting it to Erebor. This could be the start of an impressive tunnel network that keeps our troops and supplies safe.

    Yes: 3000 gold cost and 200 gold cost 4 turns. "Deep Roads" -These roads stay deep under the earth and connect many of the great dwarven holds. This allows the dwarves to pass supplies and troops between their cities without threat of enemy attack. [special building in both settlements]

    No: -1 command to Ruler
    [this isn't actually a chained event one doesn't need the other to trigger.]
    -----------------------------------------

    UPGRADE EVENT

    The Deep Roads lead west

    The Deep Roads lead north

    We have finally taken back the old hold called Dain's Halls. this place was delved out of the gray mountains after Khazad-dûm fell to Durin's Bane. Our halls have recently been reclaimed but we are in a vulnerable position and we should start digging tunnels back to the network on the eastern side of the Gray mountains. Once connected no goblin army will push us out of these halls again.

    Yes: 4000 gold cost and 200 gold cost 5 turns. "Deep Roads" -These roads stay deep under the earth and connect many of the great dwarven holds. This allows the dwarves to pass supplies and troops between their cities without threat of enemy attack. [special building in both settlements]

    No: unrest in Dain's Halls

    -----------------------------------------
    "The Deep Roads" [Partially Done]
    "Blue Wizards"
    "Mattocks To War"
    "Digging Deep "
    "Orocarni Warriors"
    "Gray Mountains Campaign"
    "Mt. Gundbad Purged"
    "Updated Khazad-dûm"
    "Arming Dale"
    "Dains Halls"
    "Orocarni"
    "Honoring Carc"
    "Roäc's Ravens"
    "Mirkwood Diplomacy"
    "Erebor Deeps"
    --------------------------------------------


    Last edited by Banditks on Tue Aug 03, 2010 9:27 pm; edited 2 times in total
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Squeaky on Tue Aug 03, 2010 3:04 pm

    Aside from the fact it's a great idea, it should costs more to reflect the vastness of the undertakingm, and take maybe 10-12 turns to complete

    Myabe I'm being a little harsh, but defo a bit longer and harder

    Great one though!!
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Tue Aug 03, 2010 3:10 pm

    Squeaky wrote:Aside from the fact it's a great idea, it should costs more to reflect the vastness of the undertakingm, and take maybe 10-12 turns to complete

    Myabe I'm being a little harsh, but defo a bit longer and harder

    Great one though!!

    Yep i thought about that thinking a year was a bit short and the cost was low. however this would be an early trigger i was thinking they would go off in the first 10 to 15 turns of the players campaign. so having a 9000 or so gold cost event with 10 to 15 turns of wait time would be pretty weighty for the player to take on right away.

    Also any of my events can be altered to a point you feel is balanced the numbers and such can be changed to what ever you like. you can also change the requirements for the trigger to work as well. i can see this fitting in well once erebor has paved roads. "Hmm these roads are nice but they are to out in the open and easily attacked... what would be better? of course tunnels!"
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Wed Aug 04, 2010 11:06 am

    UPGRADE EVENT

    Digging Deep

    Iron Mountains On the Rise, and The Deep Roads

    Our tunneling the deep roads has found new veins of Iron deeper than any of our current mines go. We should make a concentrated effort to do more exploring deeper into these mountains go further into the roots of the mountains and claim all the riches of the earth and stone. It will take two years if we focus a good number of our people on the task.

    Yes: 2000 gold cost and 200 gold cost for 8 turns. after 9 turns -500 people in Iron Mountains Settlement "Dwarven Deep Mines" -these mines go very deep into the earth nearly as far as those in Khazad-dûm- +6 Mining

    No: -1 loyalty to closest general.

    -----------------------------------------

    REINFORCE MILITARY EVENT

    Orocarni Warriors

    Iron Mountains On the Rise, and Iron mountains settlement has under 3000 population

    My king we have just received some new guests to these mountains however it is under unpleasant reasons. Orocarni one of our peoples holds in the south near the sea of Rhun. It has been over run and these are refugges from that attack. a good number of them are miners and craftsmen but there are a few regiments of warriors that escorted them here. The warriors want to join our armies right away but they are very battle worn. should we allow it?

    Yes: Nearest General gains "Drill master" Army spawns 2 Axe Throwers 2 Warriors 1 Axemen
    +500 population to Iron mountains Settlement

    No: +1500 population to Iron Mountains Settlement

    -----------------------------------------
    "The Deep Roads" [Partially Done]
    "Blue Wizards"
    "Mattocks To War"
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign"
    "Mt. Gundbad Purged"
    "Updated Khazad-dûm"
    "Arming Dale"
    "Dains Halls"
    "Orocarni"
    "Honoring Carc"
    "Roäc's Ravens"
    "Mirkwood Diplomacy"
    "Erebor Deeps"
    --------------------------------------------
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Thu Aug 05, 2010 10:50 am

    CHARACTER EVENT
    CHAINED EVENT

    Blue Wizard named Alatar pt 1

    Iron Mountains On the Rise, and at war with Dul Goldur or Rhun or Angmar

    My lord a human dressed in blue has been spotted heading this way making no attempt to hide his approach. He is heading for these halls as if he knows exactly where to go. Should we approach him and escort him the rest of the way?

    Yes: Trigger Blue Wizard named Alatar pt 2

    No: wait 30 turns to trigger event again. Leader gains "Blue Wizards denied" -You Denied the audience of a blue wizard and it will cost you.- -2 authority -1 popularity -1 mining -1 farming.

    -----------------------------------------

    CHARACTER EVENT
    REINFORCE MILITARY EVENT
    CHAINED EVENT

    Blue Wizard named Alatar pt 2

    Blue Wizard named Alatar pt 1

    The Blue Wizard is here my King. "My name is Alatar and i come to you to help you fight and turn back the forces of Melkor and Sauron. I will help you in this task and will not leave you till it is done. My comrade Pallando is also here in the east and gathers troops to help and will arrive here shortly with them. To prove what i say is true i have freed someone you might know" After a few moments a Kingly looking dwarf enters the room with a few bodyguard you recongnize him as King of the Orocarni mountains. He pledges his loyalty to you and joins your forces as does Alatar.

    Yes: Alatar joins the dwarven army his body guard is a very hardy group of dwarves all from Orocarni[Dragon Slayers]. his trait is "Alatar" -one of the original three Wizards selected by the Valar for the journey from Valinor to Middle-earth- +7 command +5 hitpoints +7 Chivalry +3 attack +3 defense +5 movement
    Spawn random dwarf for King of Orocarni has trait "King of Orocarni" -He may be a king in exile but he knows to save and reclaim his kingdom Sauron must be destroyed.- +5 authority +4 command +2 hitpoints +1 attack +2 defense

    No: cant say no

    -----------------------------------------

    CHARACTER EVENT
    CHAINED EVENT


    Blue Wizard named Pallando pt 1

    Blue Wizard named Alatar pt 2 and 8 turns have passed

    It has been two years since Alatar has joined your forces and finally your scouts report that a new human cloaked in blue is arriving this time there is a welcoming ceremony because he isn't alone! he brings an army of dwarves and men with him all with the drive to snuff out Sauron. These men are from Dale and Rhun and some you have never seen before. Pallando has worked long and hard to gather this army. now they just need a king to lead them to victory.

    Yes: Trigger Blue Wizard named Pallando pt 2

    No: Cant trigger any blue wizard event again and Alatar leaves the dwarven army. Leader gains "Blue Wizards denied" -You Denied the audience of a blue wizard and it will cost you.- -2 authority -1 popularity -1 mining -1 farming.

    -----------------------------------------

    CHARACTER EVENT
    REINFORCE MILITARY EVENT
    CHAINED EVENT
    DIPLOMATIC EVENT
    MERCENARY EVENT

    Blue Wizard named Pallando pt 2

    Blue Wizard named Pallando pt 1

    Pallando enters your kingdom with a grand army its purpose is to help you wage war against the enemy of the free people of middle earth. This was the task set to them by the Valar and they mean to see it done. However the news of such wizards and troops being drawn to your kingdom will bring war from all sides down apon it.

    Yes: Pallando joins dwarven army with full stack of troops. Low upkeep for all of them they are an army with a cause! mix of Rhun[Cav], Dale[ranged], and Dwarven[melee] troops.
    "Pallando" -one of the original three Wizards selected by the Valar for the journey from Valinor to Middle-earth- +6 command +6 hitpoints +8 Chivalry +2 attack +4 defense +5 movement
    War started with all evil factions. alliance will all good factions

    No: cant say no

    -----------------------------------------

    REINFORCE MILITARY EVENT
    UPGRADE EVENT

    Mattocks To War

    turn 3

    My King the Dwarves of the Iron Mountains and Erebor are eager to join in battle against our orc and goblin foes. The Iron Mountain Dwarves are known for there great Mattocks they carry into the mines or into battle. They have a great ability to pierce right through any armor. These dwarves have come to you wanting to join the military ranks and their captain promises to train more for battle. All he needs is a Hall to do it and i suggest we carve out a new hall for just this task. Training and arming Mattocks for war. The captain suggests two types our great mattocks that a dwarf will need both hands for and then a smaller mattock that can be wielded with a shield.

    Yes: Cost 1500 gold and 200 gold for 3 turns after 3 turns "Hall of the Mattocks" is built can train Dwarven Mattocks[2h weapon] -exact same stats as Axemen of Erebor- and Dwarven Defenders[1h weapon/shield] -exact same stats as Dwarven warriors but has AP- one of each is trained up after building is created. [why i do this so Dwarven armies can have more variety but remained balanced]

    No: Unrest in the Iron Mountains

    -----------------------------------------

    DIPLOMATIC EVENT

    Arming Dale

    Lakemen Kingdoms Dale & Esgaroth standing is Outstanding

    our long standing allies the Lakemen Kingdoms Dale & Esgaroth are going to war against Rhun and others of Sauron's servants. we should help arm them for battle. they are a hardy people but don't have access to proper materials of war. If we craft them proper weapons and armor it will help us as well as there nation grow. We have a trade in mind, we give them some armor and weapons they will send some regiments of archers to help boost our lines.

    Yes: 2000 gold cost worth of supplies. 2 units Long bowmen spawn next to capital.

    No: Lowered standing with Lakemen Kingdoms Dale & Esgaroth

    -----------------------------------------
    DIPLOMATIC EVENT

    Military Alliance.

    Lakemen Kingdoms Dale & Esgaroth standing is Perfect

    our long standing allies the Lakemen Kingdoms Dale & Esgaroth are in need of military support. they request troops to help them in there battles. They promise however in a few seasons they will send us troops to compensate our depleted manpower.

    Yes: -2 to all troop pools in capital after 8 turns 2 dale cav, 2 dale archers, 1 dale swordsmen.

    No: Lowered standing with Lakemen Kingdoms Dale & Esgaroth

    -----------------------------------------
    "The Deep Roads" [Partially Done]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done]
    "Mt. Gundbad Purged"
    "Updated Khazad-dûm"
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"
    "Honoring Carc"
    "Roäc's Ravens"
    "Mirkwood Diplomacy"
    "Erebor Deeps"
    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-


    Last edited by Banditks on Mon Aug 09, 2010 9:53 am; edited 1 time in total
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Sun Aug 08, 2010 12:44 pm

    -----------------------------------------

    MORAL EVENT

    Honoring Carc

    10 turns in

    My lord the King of the Ravens Roäc has been our long standing ally and has stood watch over our mountain for over 150 years. His father Carc did the same and they both nested in the guard tower on Raven Hill. The tower has been long destroyed but i think we should rebuild it and give it wholly to the Ravens as a gift in honor of their sacrifices and steadfast resolve.

    Yes: 400 gold cost. Ruler receives "Raven allies" -You have honored the old alliance between the Dwarves and the Ravens. they are our steadfast friends once again.- +4 line of sight.

    No: Unrest in all Dwarven settlements Ruler -1 Authority -1 Command -3 Chivalry. all generals -1 Loyalty

    -----------------------------------------

    MORAL EVENT

    Roäc's Ravens

    15 turns in

    My lord the King of the Ravens Roäc is here and would like to propose a new network of guard posts that would be watched over by his ravens. They did well in the battle of the five armies and informing us about other goings on in our lands. We should do this for them my lord it will only help both our races flourish.

    Yes: 800 gold cost Capital receives "Raven Hill" -The hill extended southward from the mountain, looking over Celduin (the Running River) and the valley of Dale. The dwarves built a guard-post there, above which the ravens resided- +40 Line of sight.
    All generals who stay 2 turns in the capital receive "Raven"-This raven is now the eyes of the army and scouts far ahead.- +2 Line of sight.

    No: Unrest in all Dwarven settlements Ruler -1 Authority -1 Command -3 Chivalry. all generals -1 Loyalty

    -----------------------------------------

    DIPLOMACY EVENT

    Mirkwood Diplomacy

    Silvan Elves of Eryn Lasgalen – Good

    We are starting to finally break through to these elves that we are allies! We fought and died together against the orcs at the battle of five armies. Their king resided in an underground fortress very much like we do. This is one of the few instances that elves willing live so close to the stone and earth. They could become great allies only if we worked harder at our friendship. I would suggest that we send a group of miners there to help them carve out more space for living maybe we will even find something valuable to mine!

    Yes: -200 population from Capital city. 1000 gold cost and Elven Capital earned "Dwarven Halls" -These halls have been carved out by the best miners and stone smiths the dwarves currently have. They are a grand site to behold in the deeps of the earth.- +1 population growth +1 mining

    No: decreased relationship with Silvan Elves of Eryn Lasgalen.

    -----------------------------------------

    DIPLOMACY EVENT

    Mirkwood Diplomacy

    Silvan Elves of Eryn Lasgalen – Very Good

    Our two peoples are growing closer and old wounds are slowly mending. It will take time for both of our people to move on from what has happened in ages past but i believe that it is possible to help speed the process along if we exchange military advisers. We could help them in forging and defending their deep halls. They could help us move swiftly through unknown lands and see far so we can prepare for our enemies arrival.

    Yes: -50 population in capital, and 500 gold cost. highest command general receives "Mirkwood Warden" -This Warden has come to your people to help the alliance formed and move your army swiftly across any landscape.- 10% increase to army movement points.

    No: drop to Silvan Elves of Eryn Lasgalen – Good

    -----------------------------------------

    DIPLOMACY EVENT

    Mirkwood Diplomacy

    Silvan Elves of Eryn Lasgalen – Outstanding

    This has not happened any time in this age. We call our Elven allies friends and brothers in battle. We should increase the trade between our two people and send a long term staff of diplomats to their great halls. Let us hope that our alliance continues to grow strong. Maybe someday the Dwarves and elves will bring a grand army together and fight off our enemies.

    Yes: -500 population in capital, and 1000 gold cost. highest command general receives "Mirkwood Lord" -This Lord has come to your people to Finalize the alliance between our people and the elven kingdom of the Greenwood- +1 command when attacking 15% increase to army movement points.

    No: drop to Silvan Elves of Eryn Lasgalen – Good

    -----------------------------------------
    "The Deep Roads" [Partially Done]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done]
    "Mt. Gundbad Purged"
    "Updated Khazad-dûm"
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"
    "Honoring Carc"[Done!]
    "Roäc's Ravens"[Done!]
    "Mirkwood Diplomacy"[Done!]
    "Erebor Deeps"
    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Mon Aug 09, 2010 10:51 am

    CHAINED EVENT

    Gray Mountains Campaign part 1

    After first gray mountains settlement is taken

    We have taken the first step in rebuilding what our people should be. These mountains hold many small dwarven holds but two of them are extremely important. Dain's Halls and Gundabad. Since wormcove has fallen our next objective is Dain's Halls Should we tell then troops thats our next target?

    Yes: +1 Command to all generals in Wormcove.

    No: Unrest in all Dwarven Settlements -1 authority to ruler

    -------------------------------------------

    CHAINED EVENT

    Gray Mountains Campaign part 2

    Gray Mountains Campaign part 1

    We have recaptured Dains halls! Never again will these halls be ruined by the presence of an orc or goblin we wont even bow to the dragons that used to inhabit these places. We need to secure our posistion however. We should let our enigneers come up with a plan to help us make Dain's Halls extremely hard to take back.

    Yes: +1 loyalty to all generals in Gray Mountains.

    No: Unrest in all Dwarven Settlements -1 authority to ruler

    -------------------------------------------

    CHAINED EVENT

    Gray Mountains Campaign part 3

    Gray Mountains Campaign part 2 AND The Deep Roads lead west

    Our position is secure here and our army can move on while our artisans rebuild these halls back to their former glory. Our next objective is one of deep meaning and importance to the whole Dwarven race. Mount Gundabad is a holy place were Durin first awoke in this world. Great dwarven mansions were built there with deep halls and mines touching the roots of those mountains. For the next while it will ring of war but after that the only sounds to be heard will be us! and never again will it fall into enemy hands!

    Yes: +1 loyalty +2 obedience to all generals in Gray Mountains.

    No: Unrest in all Dwarven Settlements -1 authority to ruler

    -------------------------------------------

    CHAINED EVENT

    Gray Mountains Campaign part 4

    Gray Mountains Campaign part 3 AND The Deep Roads lead to Gundabad

    Gundabad is ours now! our Campaign has reached its final goal in these mountains. We should now secure our strongholds and rebuild them to what they once were. The goblins i am sure are cowering in their holes and soon out march on the misty mountains will begin!

    Yes: +1 loyalty +1 command +2 obedience to all generals in Gray Mountains.

    No: cant say no

    -------------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Mt. Gundbad Purged Part 1

    Gray Mountains Campaign part 3. AND 5 turns must have pasted holding Mt. Gundabad

    We have cleared the surface and surrounding area of Orcs. Like we did in the War of the Dwarves and Orcs and we have done so again. Now we must clear our ancient halls of this filth! let us press deep into the earth and clear every corner of this place. The warriors of Erebor and the Iron Hills will take no prisoners the goblins will all fall before us.

    Yes: Spawn Quarter stack orc rabble. Nearest General gains +3 army moral. Wait 5 turns to trigger next event

    No: -1 authority -1 chivalry to Ruler and temporary unrest in all dwarven cites wait 10 turns to redo event.

    -------------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Mt. Gundbad Purged Part 2

    Mt. Gundbad Purged Part 1. Also Orc Rabble killed or they leave the province


    We have purged our ancient halls and now we must clear the mines. It will be hard to track them all down but our warriors are more than ready for the task. Durin will be proud of us this day we honor him taking back this place.

    Yes: Spawn half stack orc Warriors. Nearest General gains +3 army moral.Wait 5 turns to trigger next event

    No: -1 authority -2 chivalry to Ruler and temporary unrest in all dwarven cites wait 10 turns to redo event.

    -------------------------------------------

    UPGRADE EVENT

    The Deep Roads lead to Gundabad

    The Deep Roads lead west AND Mt. Gundbad Purged Part 2. And Orc warriors killed or they leave the province

    Gundabad has be cleared of all enemies from Gundabad but before we can rebuild this holy place we need a safe passage for all of the miners and craftsmen required to properly honor our forefathers. That means we need to build our deep roads once again. They lead all the way to Dain's halls so we will connect this place into the network. After that no Goblin will know how many dwarves are in our strongholds and they will fear us.

    Yes: 5000 gold cost and 500 gold cost 5 turns. "Deep Roads" -These roads stay deep under the earth and connect many of the great dwarven holds. This allows the dwarves to pass supplies and troops between their cities without threat of enemy attack.- [special building in both settlements]

    No: unrest in all dwarven settlements

    -------------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    Mt. Gundbad Purged Part 3

    Mt. Gundbad Purged Part 2. And Orc warriors killed or they leave the province AND The Deep Roads lead to Gundabad

    We have secured Gundabad for our people. Now we must rebuild this place and make it anew for our people to live in. The deep roads bring everyday more warriors and artisans with the hope of holding and rebuilding this place. we should send our miners and Craftsmen into the halls and depths. Carve out new mines and new halls and new holds into the rock of this mountain. There will be many dwarves comming and going from this place and they will all receive a royal welcome!

    Yes: 3000 gold cost. Special Building "Halls of Gundabad" +2 to public Order +2 to Population growth. Wait 5 turns to trigger next event

    No: -1 authority -2 chivalry -2 popularity of Ruler and temporary unrest in all dwarven cites wait 10 turns to redo event.

    -------------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    Mt. Gundbad Purged Part 4

    Mt. Gundbad Purged Part 3

    The halls are built and the mines are pouring out many treasures. We must not forget that orcs and goblins are still out there destroying our ancient holds in the misty mountains and elsewhere. we should build a forge here and i know the dwarves who should make use of it. The Iron Mountain smiths are well-known for making a metal mesh that could be used for making flexible items like leg-coverings. if we give them a larger forge with more materials they can only make greater works of armor for our armies.

    Yes: 4000 gold cost. Special Building "Forge of Gundabad" +2 Armor for all trained warriors here +1 armor for all trained warriors in every province. Wait 5 turns to trigger next event

    No: -1 authority of Ruler and temporary unrest in all dwarven cites wait 10 turns to redo event.

    -------------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    Mt. Gundbad Purged Part 5

    Mt. Gundbad Purged Part 4

    Gundbad is fully rebuilt on the inside but the outside still lays in ruins from our battle. We should build a monument to the sacrifices of every dwarf on this campaign and in honor to Durin himself our greatest father. This will be a very long undertaking but it will make this place the most holy place to be on middle earth for all dwarves of every clan. Every craftsmen that has heard this proposal wants to work on it and do it for free. the cost will be purely time.

    Yes: Wait 16 turns then Gundabad receives "Monument of Gundabad" -The greatest Monument built by any dwarf of this third age. It will stand as a testament to all the peoples of middle earth that the Dwarves still fight evil.- +1 mining +1 farming -3 squalor +3 population growth.
    Every dwarf that visits and stays 2 turns in Gundabad earns "Honored Durin" -This dwarf has spent time in Gundabad and has honored Durin in every way he can.- +3 loyalty

    No: massive unrest in Gundabad


    -----------------------------------------
    "The Deep Roads" [Done!]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done]
    "Mt. Gundbad Purged"[Done!]
    "Updated Khazad-dûm"
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"
    "Honoring Carc"[Done!]
    "Roäc's Ravens"[Done!]
    "Mirkwood Diplomacy"[Done!]
    "Erebor Deeps"
    "Dain's Realm"
    "Durin's Realm"

    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Wed Aug 11, 2010 12:13 pm

    Character Event?

    Dain's Realm

    Erebor, Iron Mountains, Wormcove, Dains Halls, Iron Mountains on the rise, Deep Roads, Deep roads, Mattocks To War, Deep Roads Lead North, Deep roads lead west

    We have suffered much at the hands of the goblins and orcs but we have never faltered before them. Our realm now spreads deep into the gray mountains and we are nearly to Gundbad. It has been a hard fought few years but this is something Dain can be proud of!

    Yes: Ruler gets "Dains's Realm" -The Realm of Dain Stretches from the Iron Mountains all the way to the Dain's Halls- +2 authority +2 popularity +2 personal security +1 Hitpoint

    No: Unrest in all Dwarven Settlements -1 authority to ruler

    -------------------------------------------

    CHARACTER EVENT?

    Durin's Realm

    Dain's Realm, Deep Roads lead to Gundabad, Mt. Gundbad Purged Part 5, Gray Mountains Campaign part 4, Reclaiming the greatest city in Middle Earth. Part 11, The Seven Deeps part 7.

    We have an empire that stretches from the east all the way to the Deeps of Khazad-dûm. This is something Durin himself could be proud of. The dwarves will no longer be looked upon as a dwindling race but as a race that has a purpose on middle earth.

    Yes: Ruler gets "Durin's Realm" -The Realm of Durin Stretches from the Iron Mountains all the way to the Misty mountains, into the deeps of Khazad-dûm, and beyond- +4 authority +4 popularity +4 personal security +2 Hitpoint

    No: Unrest in all Dwarven Settlements -1 authority to ruler

    -------------------------------------------

    CHAINED EVENT

    Erebor Deeps part 1

    Iron Mountains on the Rise, 5 turns after Dain's Realm

    My lord as you know Erebor has 5 levels to it. in upper 2 levels of the mountain are the living quarters and trade halls. the central level where anyone visiting Erebor enters are they great halls and throne room of Erebor. The lower two levels reaching toward the roots of the mountain are the forges barracks and mines. The lowest level also includes the deep roads. I would propose my lord that we start the undertaking of carving out a new level below the Deep roads to see what we find down there. The miners say they feel it in there bones that something is below there feet.

    Yes: 5000 gold cost and 500 gold cost for 8 turns. after 8 turns trigger Erebor Deeps part 2

    No: No affect trigger Erebor Deeps part 1 in 5 turns
    -----------------------------------------

    CHAINED EVENT

    Erebor Deeps part 2

    Erebor Deeps part 1

    We have been mining and clearing out our new 6 level. We found more veins of Iron and even a Vein of silver. We are still 2 years away from reaching a proper mine size but this has been rewarding already. The miners are eager to keep at it and find what else could be pulled out of the rock. I will event admit i have a feeling of something great below us.

    Yes: 1000 gold cost, trigger Erebor Deeps part 3 in 8 turns

    No: Unrest in Erebor, -1 Authority to ruler.

    -----------------------------------------
    "The Deep Roads" [Done!]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done]
    "Mt. Gundbad Purged"[Done!]
    "Updated Khazad-dûm"
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"[In secret Development!]
    "Honoring Carc"[Done!]
    "Roäc's Ravens"[Done!]
    "Mirkwood Diplomacy"[Done!]
    "Erebor Deeps"[Partially Done]
    "Dain's Realm"[Done!]
    "Durin's Realm"[Done!]
    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-


    Last edited by Banditks on Thu Aug 12, 2010 10:19 pm; edited 1 time in total
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Poosticks7 on Wed Aug 11, 2010 5:46 pm

    I don't understand Dain's Realm and Durin's Realm. Am I missing something? (I might be I'm tired)

    They do not seem to be yes/no events. They are not phrased as questions, and the y/n bits are just - yes: gain a load of stuff and no: lose stuff.

    Not much of a choice.

    Are they rewards for completing other events?
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Wed Aug 11, 2010 10:15 pm

    Poosticks7 wrote:I don't understand Dain's Realm and Durin's Realm. Am I missing something? (I might be I'm tired)

    They do not seem to be yes/no events. They are not phrased as questions, and the y/n bits are just - yes: gain a load of stuff and no: lose stuff.

    Not much of a choice.

    Are they rewards for completing other events?

    its exactly that, its a reward for completing a lot of other events. and gives the players milestone achievements. The Realm events are more like built in game Achievement system! so DAC can add a feature to their mod list!.

    Erebor, Iron Mountains, Wormcove, Dains Halls, Iron Mountains on the rise, Deep Roads, Deep roads, Mattocks To War, Deep Roads Lead North, Deep roads lead west
    for one of the Realm quests. lots of money spent, time spent, and risk. thus i think a reward is perfectly needed.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Squeaky on Thu Aug 12, 2010 1:17 am

    Poosticks7 wrote:I don't understand Dain's Realm and Durin's Realm. Am I missing something? (I might be I'm tired)

    They do not seem to be yes/no events. They are not phrased as questions, and the y/n bits are just - yes: gain a load of stuff and no: lose stuff.

    Not much of a choice.

    Are they rewards for completing other events?

    You haven't chased the previous mass of chains that need completion pooh.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Thu Aug 12, 2010 1:24 am

    Thanks for all the support squeaky ^^
    i apologize if i am not making my events clear or if my events are worded badly.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Poosticks7 on Thu Aug 12, 2010 5:17 am

    No its ok Banditks, I was tired when I read them.

    I get it now, good stuff.

    Maybe some of the other chain events need a reward event too.
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Thu Aug 12, 2010 10:43 pm

    -----------------------------------------

    CHAINED EVENT

    Erebor Deeps part 3

    Erebor Deeps part 2 and 8 turns have passed

    The 6th level is coming along quickly and we have our first hall cleared out and ready for our Artisan stonemasons to make a place that is worthy of any dwarf to live in. This hall goes very deep into the earth and i know we are getting close to something! could it be we found a new view of Iron maybe precious gems? or even if Aule blesses us Mithril?
    To the topic on hand we must finance these dwarves to come from all over our kingdom to carve out the hall properly.

    Yes: 4000 gold cost, trigger Erebor Deeps part 4 in 8 turns

    No: Unrest in Erebor, -1 Authority to ruler.

    -----------------------------------------

    CHAINED EVENT

    Erebor Deeps part 4

    Erebor Deeps part 3 and 8 turns have passed

    We have had two breakthroughs in the same day! Aule Must have made this mountain just for us! First of all the artisans are done and it is a kingly sight that will be the envy of every dwarf it could almost be compared to the Halls of Khazad Dum... Almost. The second thing we have broken into a massive natural cave that fresh water lake in it. It is a huge expanse our explores haven't mapped it all out yet but the water supply could last us years if not decades of siege! We should commision out best explorers to fully map this place as quickly as possible. there is no telling how many veins spread off from that location.

    Yes: 5000 gold cost, trigger Erebor Deeps part 5 in 8 turns "Deep Cavern of Erebor" -This massive natural cave is considered a direct blessing from Aule and is a holy place for all Dwarves to see.- +2 farming +1 Mining +4 Population growth -2 squalor

    No: Large Unrest in Erebor, -1 Authority to ruler.

    -----------------------------------------

    CHAINED EVENT

    Erebor Deeps part 5

    Erebor Deeps part 4 and 8 turns have passed

    The prospectors nearly couldn't talk straight when they got back. Every rock they pulled out of those caverns are pure metal of one kind or another. They want to be financed to get as many miners that can be spared to go in there and start extracting what Aule has set for us alone to have. It will be a costly venture but well worth it in the end. We will mine around the natural caverns to avoid spoiling its majesty and Honor Aule by keeping it how we found it.

    Yes: 4000 gold cost, 1000 gold cost for 4 turns. "Veins of Aule" -These viens spread out all all directions nearly pure copper iron silver and gold. This is truly a incomparable blessing from Aule- +6 Mining +4 Population happiness

    No: massive Unrest in Erebor, -1 Authority to ruler.

    -----------------------------------------
    "The Deep Roads" [Done!]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done]
    "Mt. Gundbad Purged"[Done!]
    "Updated Khazad-dûm"
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"[In secret Development!]
    "Honoring Carc"[Done!]
    "Roäc's Ravens"[Done!]
    "Mirkwood Diplomacy"[Done!]
    "Erebor Deeps"[Done]
    "Dain's Realm"[Done!]
    "Durin's Realm"[Done!]
    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Sun Aug 15, 2010 12:30 pm

    ------------------------------------
    SWIFT EDIT BY SQUEAKY:

    Don't have the wherwithall to do this now, but I really wanted to show, as quick as poss, how these will look, picture wise. We're working hard at this, and things are flying everywhere....

    The events pictures to go with this Chain of Events:


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    ---------------------------------------------------------------------

    CHAINED EVENT

    Reclaiming the greatest city in Middle Earth. Part 1


    1 Turn after taking the first settlement of Moria.

    Khazad-dûm our ancestor’s greatest creation. All the clans lived here at one time or another. Some of our greatest works have come from these halls and deeps. Now our once great home lies dark and filled with corruption that must be purged. This place may lie silent now but it will soon ring with the sounds of total war. Durins Bain will be undone under the weight of our axes. Every level every deep we take we will never give back. We now take on the Oath of Khazad-dûm here before the Great Gates of the Dimrill Dale. This Halls will be ours again and no one will stop us.

    Scout Reports: The way is silent and clear all the way past The Bridge of Khazad-dûm the orcs must still be recovering from our war so long ago. This time we won’t falter in front of the gates as before.

    Yes: All generals inside a "Moria" related settlement gain "Oath of Khazad-dûm" +4 Command +3 When Defending +3 when attacking +1 Hit points +5 Moral. The Ruler Also gains this Trait. Every General who enters while this chained event is going on also gains the Oath.

    No: temporary unrest in all dwarven cites wait 5 turns to redo event.

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT
    MILITARY REINFORCEMENT EVENT

    Reclaiming the greatest city in Middle Earth. Part 2


    Reclaiming the greatest city in Middle Earth. Part 1

    We are now the Oath Bearers.

    We have pressed into what are the receiving halls and have reclaimed the 1st Hall. Our scouts report at least 3 more Halls, including what seems to be a trading Hall, to take on this level. We have 7 levels and 7 Deeps to retake they will all sing of war soon enough. The 1st Hall will be our base of operations so we can keep the Great Gates open for reinforcements. It is has been so long since dwarves walked these halls. The combined fires and torches of our army can’t light this place enough to reach the ceiling. The pillars just dissipate into the darkness above. Once this is all over all the halls will see the glory of the dwarves restored.
    General! We just had a report from one of our scouts! He was scouting out the 2nd Hall and he heard noises of battle. We found a battle going on! We should join the fray our kin sill braw breath here!

    Yes: Half Stack of Goblin warriors spawn next to settlement. Also spawn 3 dwarven generals Loni, Nali, Frar. All in the same army with no other backup. They can have random stats but must have “Bain’s Colony” –These dwarves have been fighting long and hard in the deeps of Khazad-dûm- +3 hitpoints

    No: temporary unrest in all dwarven cites wait 5 turns to redo event. -1 Command to all "Oath Bearers"

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Reclaiming the greatest city in Middle Earth. Part 3


    Reclaiming the greatest city in Middle Earth. Part 2 wait till goblin warriors are destroyed or leave the province.


    We the Oath Bearers.

    In The deep those cursed drums pound on and on each strike leading the goblins against our Kin below. Those drums also lead wave after wave of scum against us. We say let them come, they will all fall below our axes! We the Oath Bearers will never stop our attack until they are all dead. Loni reports that there are many dwarves that still draw breath in the deeps. He and his company was sent up to the second hall to retake it so they might have reinforcements and so they did. Now they will join our army in the fight against the Orcs.
    General our scouts are under attack from cave trolls! They were trying to find a way down into the second level and stumbled into a breeding pit for those foul beasts. This is a mixed blessing and curse. We can clear out those things now and not have to hunt them down later. However we are just starting our campaign into this place it is a risk to attack.

    Yes: Half Stack of Trolls spawn next to settlement.

    No: temporary unrest in all dwarven cites wait 5 turns to redo event. -2 Command to all "Oath Bearers"

    ------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    Reclaiming the greatest city in Middle Earth. Part 4

    Reclaiming the greatest city in Middle Earth. Part 3 wait till Trolls are destroyed or leave the province.

    We the Oath Bearers.

    We have finally secured totally the first level my King. Our first step of fourteen lay out ahead of us. Our scouts have found a clear path down into the second level. they report that more trade halls lay below, and even some of our old clan halls! They even found some vaults bearing the seals of the clans. We have very few surviving records what lay in these halls but some bear our own clan the Longbeards! Our master scout who is a Longbeard himself noticed an indentation that is exactly like your Ring. Should we try to use the ring to open the vault? The Army is also ready to press into the 5th through 8th Halls of the second level.

    Yes: Quarter stack of goblin warriors spawn. All "Oath Bearers" gain "Iron Mountain Armored Mesh" +2 Hit points +1 Command. Ruler gains "Lonely Mountain Mithril"–This armor is a kingly gift and was found in the Vault of the Longbeards on the second level of Khazad-dûm.- +3 Hit points +2 Command

    No: temporary unrest in all dwarven cites wait 5 turns to redo event. -3 Command to all "Oath Bearers"

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Reclaiming the greatest city in Middle Earth. Part 5

    Reclaiming the greatest city in Middle Earth. Part 4 wait till goblin warriors are destroyed or leave the province.

    We the Oath Bearers.

    We Have cleared some of our old clan holdings and all of the dwarven people are growing more and more eager to take back Khazad-dûm from the Goblins. Reinforcements from Erebor have arrived to help keep the 1st hall secured. Our Army will press down into the 8th Hall as our forward base of operations. The level below we only know is a maze of tunnels connecting and going deep into the mountain and leading back up into the level we are in. The longer we wait on this level the thinner our ranks will become. The goblins know those tunnels better than us for now and can strike us from seemingly anywhere. Our scouts have already seen the great roadway of "Durin's Way" soon that passage will sound with the voices of our miners and ring with the sound of hammer and pick.
    Our scouts just report that an army of Goblins are pressing in on our position from all directions! Foolish of them to think that dwarves can be caught off guard in these halls they will soon know the folly of trying.

    Yes: Full stack of goblin spawn.

    No: temporary unrest in all dwarven cites wait 5 turns to redo event. -1 Command to all "Oath Bearers"

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Reclaiming the greatest city in Middle Earth. Part 6


    Reclaiming the greatest city in Middle Earth. Part 5 wait till goblin Army is destroyed or they leave the province.

    We the Oath Bearers.

    We have cut them off from their.. ,now and forever, OUR main roadways! Today we have struck a great blow to the goblins and orcs at the same time we helped our kin below in the deeps. reinforcements for the goblins will take days longer to reach the battle against the dwarves. They will be giving time so we may reach them and finally help them in battle! We must not falter or slow our march now we should send more scouts out and find the way down into the 4 level of Khazad-dûm.

    Frar told us that Balin, Floi, Ori, and Oin are still alive down below last time they were there. It is no surprise that a Longbeard can take and hold these halls. We all have the fire of Durin in us and the orcs fear it.

    Our scouts report that this level holds the 9th 10th 11th and 12th halls a mixture of clan holds and resource management headquarters. These tunnels used to be the very life blood of Khazad-dûm. moving dwarf and material around quickly to any location inside these mountains. They will once again echo our people’s voices.

    Yes: All "Oath Bearers" gain "Moria Adament" -an uncut gem that seemed to serve an important purpose inside Khazad-dûm that is still hidden. Let us all hope that the use of these gems becomes known soon.-

    No: temporary unrest in all dwarven cites wait 5 turns to redo event. -1 Loyalty to all "Oath Bearers"

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Reclaiming the greatest city in Middle Earth. Part 7


    Reclaiming the greatest city in Middle Earth. Part 6

    We the Oath Bearers.

    Level 4 lays out before us and this level sounds alive. there is the sound of hammers in the distance and the unmistakable roar of many lit forges. We know from these sounds alone we have found the Forging, Crafting, and Refining Halls. Our scouts report massive storage tunnels holding all manner of mineral and gem. They also report the 16th Hall is one massive clan hold mostly belonging to the Longbeards. We should have one of our Longbeard kinsmen explore our clans hold maybe we will find something to aid us there we will send a unit of axemen with him.
    The enemy is ready for us and this battle will be hard fought. The goblins will not let there military effort fall into our hands easily. There General has been fighting us since the start and now makes his final stand on this level. We must be close to our brethren below if they hold here and not in the deeper levels.

    Yes: Spawn trained heavy goblin warrior army next to settlement with catapult. -1 unit of Axemen

    No: temporary unrest in all dwarven cites wait 5 turns to redo event.

    ------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    Reclaiming the greatest city in Middle Earth. Part 8


    Reclaiming the greatest city in Middle Earth. Part 7 Goblin army destroyed or left province

    We the Oath Bearers.

    The Goblins will never recover from losing this level and they well never be giving the chance. Now we can use these forges how they were meant to be used and make proper tools of war. Our clan smiths are ready and eager to light the forges once again and start crafting our Oath Bearing army weapons and armor worthy of the cause. Our hammers will sound in the deeps of Khazad-dûm once again and they will never be silenced again.

    Longbeard report: They have found an old Longbeard armory hidden behind great vault doors bearing the same locks we found before. It was filled with fine armor and the unit has claimed the armor and weapons they are ready for battle now.

    Yes: cost 100 gold for 10 turns All Oath bearers receive "Great Axe of Khazad-dûm" -This axe was forged deep inside Khazad-dûm and still holds a perfect edge- +4 attack and "Ring Mail of Khazad-dûm" -This ring mail will protect the owner well even against dragons- +2 hitpoints. +1 unit of "Khazad-dûm Warriors"

    No: temporary unrest in all dwarven cites wait 5 turns to redo event.

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Reclaiming the greatest city in Middle Earth. Part 9


    Reclaiming the greatest city in Middle Earth. Part 8

    We the Oath Bearers.

    The 5th level is ready to be taken however this level is totally silent beside the sounds of those annoying drums down below. Our scouts also report that the fighting has stopped and that can mean something great or terrible so we must not stop our march to them. Balin must have fought off the last attack of the goblins they must be pretty fearful of him. However even if the battle has stopped below us we will not stop nor rest until we have rescued our kin. We are adamant in this oath we have taken and no goblin will be tolerated to live inside these mountains.

    Scout Report: This level contains only the 17th and 18th Halls. These halls were once the home of our training grounds for our warriors. They seem to be separated out between the two halls the 17th for forging weapons and armor. The 18th was used for the new warriors homes and training them for battle. We have also found a room that is totally sealed off from us. The doors show the markings of all the clans and bear the symbol of Durin himself. They have the same marks in the doors to hold rings as keys however our clan rings seem not to be the keys. Could they require the 7 rings giving to us so long ago? This matter will be dealt will later when we have time to wait and ponder a solution. All we can surmise for now is something of great value lies behind those doors.

    General our front lines have been ambushed by cave trolls and goblins we must join the fight!

    Yes: Army is 3/4s goblin warriors 1/4 trolls with 1 catapult.

    No: temporary unrest in all dwarven cites wait 5 turns to redo event. -3 units in army.

    ------------------------------------

    CHAINED EVENT
    MENACE EVENT

    Reclaiming the greatest city in Middle Earth. Part 10


    Reclaiming the greatest city in Middle Earth. Part 9 Goblin army destroyed or left province

    We the Oath Bearers.

    We have finally found the location of those drums and the chieftain of this goblin horde! They are cornered in the 19th Hall let us do our finally blow against these orcs and finally drive them out of Khazad-dûm. The 20th hall is the site of a great battle and the goblin and dwarven dead are spread out everywhere. However we have found no sign of a living dwarf. Let us pray that there are still yet some that live below in the deepest part of Khazad-dûm. This place resounds our voices and echo's back "Baruk Khazâd! Khazâd ai-mênu!" and the goblins cower in fear before our might.

    Our Oaths made so long ago shall now be fulfilled with these last few axe strikes. Let this day be known for all time across middle earth. Khazad-dûm will be ours once again and the dwarven race will flourish like in ages past.

    Yes: Army of elite goblin warriors. no trolls

    No: temporary unrest in all dwarven cites wait 5 turns to redo event.

    ------------------------------------

    CHAINED EVENT
    REINFORCE MILITARY EVENT

    Reclaiming the greatest city in Middle Earth. Part 11


    Reclaiming the greatest city in Middle Earth. Part 10 Goblin army destroyed or left province

    We the Oath Bearers.

    General I have several reports for you.
    The first:
    The 6th level contains dwarven records dating back to the first age! We have lucked out and the vaults were untouched by those goblins. With this knowledge we can reclaim much of the lost craft. The final stand for those goblins occurred in Durins ancient throne room. It will take time to rebuild it to its former glory. The Chamber of Mazarbul is once again ours.
    The second:
    We have followed the trail of bodies from this level down into the 21st Hall of the 7th level. The scouts found yet more terrible battles the dwarves in these battles must have fought for endless days. We did however find survivors! Balin and a Regiment of Axemen and Axethrowers held onto the latter half of the 21st Hall. Ori has recorded the Longbeards journey in the Book of Mazarbul so we my recount his work taking back and trying to hold these halls. Oin was badly wounded but he will recover in time and Floi was found still breathing next to Balin when we found his troops.
    The Third:
    All 7 levels belong to the Dwarves now we have out victory yet the 7 deeps need to be reclaimed. They are completely un-defendable and our scouts report no goblins in 6 of the deeps the last deep called "The Flaming Deeps" our scouts refuse to enter because it is believed "Durin's Bain" lies there.

    Balin wants to pass on a message that is only meant for you but this will have to wait after he recovers from his wounds. He also had Ori pass on a copy of the book of Mazarbul to you.

    Yes: Spawn Balin and 1 unit of axethrowers and axemen. Also spawn Ori, Oin, and Floi. Wait 7 turns for next set of events.
    All "Oath Bearers" traits are replaced with "Oaths Fulfilled" +5 Command +4 When Defending +4 when attacking +2 Hit points +7 Moral. No general after this point can get "Oath of Khazad-dûm"
    All Generals and Ruler gain "Copy of the Book of Mazarbul" +3 Loyalty +2 Authority +2 moral.

    Balin traits "Marks of War" "Confident Defender" "Silver Helm of Moria" -Silver helm that the Lord of Moria wears- +1 Hitpoint "Born conqueror" "Longbeard Clan" "Book of Mazarbul" +6 authority +1 movement "Faceted Moria Adament" -This Adament has been cut and polished to such a point it seems to absorb and reflect every source of light even mere torches. We still dont know what they are for but we soon shall find out.-

    No: cant say no.

    -----------------------------------------
    "The Deep Roads" [Done!]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done!]
    "Mt. Gundbad Purged"[Done!]
    "Updated Khazad-dûm"[Partially Done!]
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"[In secret Development!]
    "Honoring Carc"[Done!]
    "Roäc's Ravens"[Done!]
    "Mirkwood Diplomacy"[Done!]
    "Erebor Deeps"[Done]
    "Dain's Realm"[Done!]
    "Durin's Realm"[Done!]
    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-


    Last edited by Banditks on Fri Aug 20, 2010 4:08 pm; edited 5 times in total
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    Squeaky
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Squeaky on Sun Aug 15, 2010 12:59 pm

    Bela*Bela will weep tears of joy at this chain. We did one along these lines, so I'll have to get them to you, as they deal with Durin's Bane too. We need to get you in on the Khazad thing more I think.

    Spankingly, wonderfully scrummy texts!
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Fri Aug 20, 2010 10:43 am

    CHARACTER EVENT

    Oath taken

    General has Confident Defender trait

    There are dwarves that strive in everything they do to defend our halls from invasions. They have spent their lifetimes devoted to holding the line against any foe and never give an inch to the enemy. This dwarf has decided to take on the Oath of Defense he will from this day on bar the way against any who intend harm on his people or land. He will spend the rest of his years here as Captain of the Guard.

    Yes: "Oath of Defense" -This dwarf has decided to take on the Oath of Defense he will from this day on bar the way against any who intend harm on his people or land. He will spend the rest of his years here as Captain of the Guard.- +2 command when defending 50% decrease in movement speed. +5 defense +2 Chivalry +6 public Order

    No: -1 Loyalty to General


    ------------------------------------
    CHARACTER EVENT

    Oath taken

    General has Confident Attacker trait

    There are Dwarves that strive in everything they do to seek out and destroy the enemies of the Dwarven people. They have spent their lifetimes devoted to the tracking and hunting down of all kinds of foes. This dwarf has decided to take on the Oath of Vengeance he will from this day never stop hunting and always seek to even the scales for past grievances. He will spend the rest of his years here as Captain of the Vanguard.

    Yes: "Oath of Vengeance" -This dwarf has decided to take on the Oath of Vengeance he will from this day never stop hunting and always seek to even the scales for past grievances. He will spend the rest of his years here as Captain of the Vanguard.- 50% increase in movement speed. +2 command when attacking +5 Attack +2 Dread -6 public Order

    No: -1 Loyalty to General


    ------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    The Seven Deeps part 1

    Economy or Honor? Part 1 and all Khazad-dûm settlements are under Dwarf control.

    We are now ready to reclaim the deeps as our own and bring complete life back to this place. Taking the deeps back will help our economy grow however we do know that Durins Bane still stirs in the deeps somewhere so we must always be on our guard. We Longbeards are ready for the task that Durin started so long ago. Khazad-dûm will be the crown of the Longbeard clan and the home to all clans. The firs deep called The Redhorn Lodes it is where we should start. This Deep is rich with Copper and some Iron both of which we can use to sell and make weapons. We know that there will be no goblins in these deeps because they are next to impossible to defend. So it will cost us time and money to get them back into proper Dwarven order.

    Yes: Cost 1000 gold and cost 100 gold for 2 turns adds to Eastern most settlement wait 2 turns to trigger The Seven Deeps part 2. "Redhorn Lodes" -This Lode is rich with Iron and Copper both valuable goods- increased trade goods

    No: wait 2 turns then redo event.

    ------------------------------------------------------------

    CHAINED EVENT
    UPGRADE EVENT

    The Seven Deeps part 2

    The Seven Deeps part 1

    The first deep is back under our control and we can start to hear the chime of hammer and pick in the deeps again. We are back doing what we desire to do. The next deep had been damaged from the Goblins poor attempts to mine the precious gems inside. We have dealt with this before in the Grey Mountains. It will take longer for us to repair and get the mining network back into shape. Our miners estimate just under a year to do so. Once we are mining however we should have many grand and precious gems to sell. there have also been reports of Coal deposits as well.

    Yes: Cost 1500 gold and cost 200 gold for 3 turns adds to Central most settlement wait 3 turns to trigger The Seven Deeps part 3. "Second Deep" -This Lode is rich with semi-precious gems and coal both valuable goods- increased trade goods

    No: wait 2 turns then redo event.

    ------------------------------------------------------------

    The Seven Deeps part 3

    The Seven Deeps part 2

    Mt Fauidhol was a blessing to our people because the mountain is almost completely made of granite. Our third deep was responsible for all granite works in our city everything you see is one of two things carved out of the living stone right there or created from this deep. This deep is going to be costly to retake because trolls where placed here and defile this deep much like Smaug did to Erebor. We should clear whats left of their presence and start mining again.

    Yes: Cost 2250 gold and cost 300 gold for 2 turns adds to Southern most settlement wait 2 turns to trigger The Seven Deeps part 3. "Fauidhol Deeps" -This Lode is rich with granite a very valuable goods- increased trade good

    No: wait 2 turns then redo event.

    ------------------------------------------------------------

    The Seven Deeps part 4

    The Seven Deeps part 3

    Mt Zirakzigil is a great place in all the ways you can imagine on the top is Durin's Tower and deep inside are great veins of silver and iron rich beyond imagine. Our fourth deep called the "Silvertine Lodes" is our silver mine and was one of our greatest works next to he "Great Delving" deeper in Mt Zirakzigil. The silver mine had been damaged from our battles and that of the past. It will take aleast a year to get the Lode back to where our miners can work the deeps and start extracting. I have received word as well that a guild of miners from Erebor might soon been joining us to help clear the way.

    Yes: Cost 3000 gold and cost 300 gold for 4 turns adds to Western most settlement wait 4 turns to trigger The Seven Deeps part 5. "Silvertine Lodes" -This Lode is rich with Silver a very valuable good- increased trade goods

    No: wait 2 turns then redo event.

    ------------------------------------------------------------

    The Seven Deeps part 5

    The Seven Deeps part 4

    Mt Zirakzigil is a awe-inspiring place in all the ways you can imagine on the top is Durin's Tower and deep inside are great veins of silver and iron rich beyond imagine. The fifth deep is called The Great Delving and for good reason. We have carved a great cavern out of here and it stirs every Dwarf who sees it. even the mines of the Iron Mountains do not compare. This deep has fallen into extreme disrepair and will take us over a year to clear it and rebuild the structures to continue mining it.

    Yes: Cost 3500 gold and cost 400 gold for 5 turns adds to Western most settlement wait 5 turns to trigger The Seven Deeps part 6. "The Great Delving" -This Lode is rich with Iron a valuable good- increased trade goods

    No: wait 2 turns then redo event.

    ------------------------------------------------------------

    The Seven Deeps part 6

    The Seven Deeps part 5

    This deep is very close to an underwater lake and it is a constant battle and resource to keep this deep in operation. The water is a welcomed resource but it has undone a lot of our work. We will need to redirect the water and collect it to feed our cities and keep the mining tunnels clear. Our miners have also learned there is a plume of precious jewels in this deep. it will take time and great cost to rebuild this place but it will benefit us all. That mining guild i had mentioned before has arrived and is eager to enter this deep and help stop the flow of water. they have experience with the same thing in Erebor.

    Yes: Cost 4000 gold and cost 500 gold for 4 turns adds to Central most settlement wait 4 turns to trigger The Seven Deeps part 7. "The Wet Works" -This Lode is rich with Coal and Precious Jewels both valuable goods- increased trade goods

    No: wait 2 turns then redo event.

    ------------------------------------------------------------

    The Seven Deeps part 7

    The Seven Deeps part 6

    All of us fear this final deep but we all want to take it back from our peoples bane. This deep called "The Flaming Deeps" Is where the most precious metal in middle earth is found Mithril.. however our greatest foe also lies in this deep and we finally must face it. We should gather a great army to face it and finally defeat this beast reclaiming all of Khazad-dûm for our people and the last step to give our people a new golden age will come to pass.

    Our race will not die out and will not stay hidden in these times of war. we have out allies and we have our foes both will know the might of the Dwarves and never forget it.

    Yes: Spawn Balrog next to eastern most settlement. Cost 2000 gold and cost 200 gold for 2 turns adds to Eastern most settlement wait "The Flaming Deeps" -This Lode is rich with Mithril the most valuable good- increased trade goods

    No: wait 2 turns then redo event.

    -----------------------------------------
    "The Deep Roads" [Done!]
    "Blue Wizards"[Done!]
    "Mattocks To War" [Done!]
    "Digging Deep"[Done!]
    "Orocarni Warriors"[Done!]
    "Gray Mountains Campaign" [Partially Done!]
    "Mt. Gundbad Purged"[Done!]
    "Updated Khazad-dûm"[Done!]
    "Arming Dale"[Done!]
    "Dains Halls"
    "Orocarni"[In secret Development!]
    "Honoring Carc"[Done!]
    "Roäc's Ravens"[Done!]
    "Mirkwood Diplomacy"[Done!]
    "Erebor Deeps"[Done]
    "Dain's Realm"[Done!]
    "Durin's Realm"[Done!]
    --------------------------------------------
    New Units!
    Warriors of Orocarni[1h Axe/sheild]-exact same stats as Dwarven warriors-
    Dwarven Mattocks[2h Mattock] -exact same stats as Axemen of Erebor-
    Dwarven Defenders[1h Mattock/shield] -exact same stats as Dwarven warriors but has AP-


    Last edited by Banditks on Sun Aug 22, 2010 11:43 pm; edited 1 time in total
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    Banditks
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    Re: Banditks' Iron Mountain Dwarves Events

    Post  Banditks on Fri Aug 20, 2010 9:55 pm

    updated.

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    Re: Banditks' Iron Mountain Dwarves Events

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