What was the magic rating of the warband leader, and
how was your clan magic? The only time I had anything
close to success against the shaman I sent, as I
recall, an excellent magician and had double digits
clan magic. Even then *memory getting hazy, but I
think* we recovered some hostages but didn't kill him.
There doesn't seem to be much point in going after
him with merely physical force--as you noted, it just
gives you more people to loose. You need big magic to
take on this guy.
- Martin Crim <mcrim_at_...> wrote:
> Here's one for "Murphy's Rules":
> I am dealing with the shaman/bandit who keeps
> kidnapping my men and
> demanding high ransoms. So, I pick the option "Ask
> for your gods to
> support you against the bandits," sacrifice 7 cows
> and the equivalent of 7
> cows in goods, and receive assurances from the
> god-talkers that the gods
> smiled upon my anti-bandit endeavors. I send a war
> party with a Warleader
> Renowned in Combat, 23 weaponthanes, and... spirits
> possessed my
> weaponthanes, causing them to kill my warleader and
> a bunch of weaponthanes.
> Jeez, it's a good thing I got my gods' blessing
> first. Otherwise, someone
> might have gotten hurt.
>
> And while I'm on the subject of helpful
> supernatural beings, I befriended
> the ghost from the Empire of Wyrms' Friends and
> agreed to sacrifice 10
> sheep to him a year. He doesn't, however, appear as
> a god, treasure, or
> anything else. Did I just agree to waste 10 sheep
> in perpetuity? Anyone
> know whether there's any point in befriending the
> ghost?
>
> --Martin
>
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