List of con12 items for reference:

Crown of Katafagus
Crown of Ptah
Greenstone Armor
Hammer of the Cyclops
Precious
Robe of the Sorceress
Shortsword
Sun Armor
Sun Helmet
Sun Shield
Sun Sword
The Admiral's Sword
Vial of Frozen Tears

[QUOTE=The Pantokrator]
[FONT="Book Antiqua"][I]
I recently sat down to think of all of the pretenders in this grand contest and your name popped up. Your progress has been most intresting to watch and I wish to aid you in your quest. I'll reveal some secrets on what is to come and grant you some magical items.
[/I][/FONT][/QUOTE]

->
This is the RND boon for this ordeal. It is not free, but does not count as your boon for this ordeal so that you still make requests.


//////////////////////PLAYER STATUS\\\\\\\\\\\\\\\\\\\\\\\\\\\\


1. Trumanator /// LA C'tis 10-1(wins)-(1st boon turn 1)-(2nd boon on turn 17)= 7 [NOT] DEAD, God set. Lord of Rebirth E4N4S4D1
2. Gregstrom ++/// MA R'lyeh 10-3(wins)-(1st boon turn 1)-(2nd boon turn 6)-(RND item boon on turn 37)- (Casting of "Crumble") -1 (failling to Defeat one rider) - (Not able to stop Kindly Ones) = 1 god is Void Lord with
3. slMagnvox +/// EA Ulm 10-0(wins)-(1st boon turn 1)-(Gem Sacrifice turn 9)-(2nd boon on turn 13)-(no vote for Silver Tongue)= 7 DEAD, god is Great Enchantress with F1A3W1E9S3D2N4
4. pyg ++++/// EA Hinnom 10-5(wins)-(1st boon turn 1)-(2nd boon turn 6)+(Gold Sacrifice turn 9)-(items on turn 11)-(RND item boon on turn 26)= 3 DEAD, god was E9S4N4 Sphinx
5. Lingchic ++++/// MA Shinuyama 10-(4 wins)-(1st boon turn 1)-(2nd boon turn 6)-(3rd boon on turn 13)-(4th boon on turn 17)-(5th boon in turn 22)= 1 -- DEAD, God set. General of the East E4A2
6. Meglobob +/// MA T'ien C'hi 10-(1 wins)-(1st boon turn 1)-(2nd boon on turn 8) -2 (moving Pet the Destroyer) + 1(Destroying the Destroyer) - (Not able to stop Kindly Ones) - (Wish for gems on turn 61) = 4 God: Natarja with N4S4D4
7. Militarist +/// MA Ashdod 10-5(wins)-(1st boon turn 1)- (Items on turn 13) - (RND boon on turn 28) - (Items on turn 41) - (Not able to stop Kindly Ones)= 0 [Master Druid with W9E10N6]
8. Aethyr ++/// EA T'ien C'hi 10-3(wins)-(1st boon turn 1) -(Gold Sacrifice turn 9) - (Not able to stop Kindly Ones) - (RND boon (gems) on turn 69) = 3 [MAster Lich, Meridian E4S4D4N4]
9. Kianduatha ++/// LA Jomon 10-1(wins)-(1st boon turn 1)-(2nd bonus boon on turn 7)-(3rd bonus boon on turn 13) + 1 (Arena Win on turn 13) - 2 (earth gems on turn 37) - (Not able to stop Kindly Ones)= 4
10. Isokron /// EA Lanka 10-6(wins)-(1st boon turn 1)+(Gem Sacrifice turn 9)+(Defeating Togrim) +1 (Defeating one raiders) - (RND boon on turn 47) - (Not able to stop Kindly Ones) + (Arena Win on turn 51) + 2 (Deating Aramiel) + (Arena win on turn 64) - (gem request on turn 64) = 7
11. Baalz +++++/// LA Atlantis 10-0 (wins)-(1st boon turn 1) -2 (no sacrifice turn9) -2 (specific request for Wolven Winter) - (request for gems on turn 39) -2 (request for "Lifelong Protection" on turn 41) +2 (Defeating two raiders) - (RND boon on turn 47) - 2 (request for arena) - (Not able to stop Kindly Ones) = 0 god is Greath Enchantress with F4A3W4E4S4N4
12. GameExtremist +/// EA Panganea 10-3(wins)-(1st boon turn 1)= 6 -- DEAD, God set. D5N5 Carrion Dragon



///////////////////////BOONS\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

RND-boon (roll d6)
1. Items
2. Gems
3. Gold
4. Information
5. Casting of a Ritual spell
6. Roll twice. Combine results, halving the yield from both.

-------------------------
//////Items (turns 1-20):
-------------------------


Rolling (1d8):
1: One-Handed
2: Two-Handed item
3: Armor
4: Helmet
5: Shield
6: Boots
7-8: Misc

Non-specific: (15 gem max per item, no boosters)
2x Con0 Items
2x Con2 Items
1x Con4 Items
0.5c Con6 Item CHANGED to a 50% chance for a addtional con4 item.



Semi-specific: (15 gem max per item, no boosters)
2x Con0 Items
1x Con2 Items
1x Con4 Items

Specific
- Depends on the item

-------------------------
//////Items (turns 21-40):
-------------------------


Non-specific: (15 gem max per item)
1x Con0 Items
2x Con2 Items
1x Con4 Items
1x Con6 Items

Semi-specific: (15 gem max per item)
1x Con0 Items
1x Con2 Items
1x Con4 Items
0,5x Con6 Items

Specific
- Depends on the item

-------------------------
//////Items (turns 41-60):
-------------------------


Non-specific: (25 gem max per item)
1x Con0 Items
1x Con2 Items
2x Con4 Items
1x Con6 Items

Semi-specific: (25 gem max per item)
1x Con0 Items
1x Con2 Items
1x Con4 Items
1x Con6 Items

Specific
- Depends on the item


-------------------------
//////Items (turns 61-80):
-------------------------


Non-specific: (40 gem max per item)
0x Con0 Items
1x Con2 Items
2x Con4 Items
2x Con6 Items

Semi-specific: (40 gem max per item)
0x Con0 Items
1x Con2 Items
2x Con4 Items
1x Con6 Items

Specific
- Depends on the item

-------------------------
////////Gems (turns 1-20):
-------------------------

[QUOTE=The Pantokrator]
[FONT="Book Antiqua"][I]
To start off your quest for godhood, I have decided to grant you a boon. Soon, plentiful riches of celestial nature will be yours.
[/I][/FONT][/QUOTE]

->
You will receive gems sometime within this event cycle (1st-5th turn)

Non-specific:
3 gem types (no overlap, reroll if same)

Semi-specific:
2 gem types

Specific:
- Depends on the gem type

Rolling (1d8)
Type:
1: Fire
2: Air
3: Water
4: Earth
5: Death
6: Astral
7: Nature
8: Blood Slaves x1.5

Rolling (3d4)
Amount

-------------------------
////////Gems (turns 21-40):
-------------------------

- Like above, but roll one more d4

-------------------------
////////Gems (turns 41-61):
-------------------------

- Like above, but 50% chance for a 4th type of gem.

-------------------------
////////Gems (turns 41-61):
-------------------------

- Like above, but always gets 4th type of gem.

-------------------------
////////Gold (turns 1-20):
-------------------------

[QUOTE=The Pantokrator]
[FONT="Book Antiqua"][I]
To start off your quest for godhood, I have decided to grant you a boon. Soon, plentiful riches will be yours.
[/I][/FONT][/QUOTE]

->


Non-specific:
40d20 gold (40-800)

Semi-specific:
- Depends on amount
-> Deviation +/- 1d100

Specific:
- Depends on amount

-------------------------
////////Gold (turns 21-40):
-------------------------

like above, but roll 10 more d20

-------------------------
////////Gold (turns 41-60):
-------------------------

like above, but roll 10 more d20

-------------------------
////////Gold (turns 61-80):
-------------------------

like above, but roll 20 more d20 (total 80d20)


----------------------------
////Information (turns 1-20):
----------------------------

[QUOTE=The Pantokrator]
[FONT="Book Antiqua"][I]
To start off your quest for godhood, I have decided to grant you a boon. Soon, you will receive a divine vision showing the world as it is and what is to come of it.
[/I][/FONT][/QUOTE]

->
Within this event cycle (1st-5th turn), I will send you a PM detailing some valuable information.

Non-specific (give 2 of the following, roll d4):
-> Information about immediate neighbours (location/god/army/personal ordeal)
-> Information about the two next ordeals that is to come
-> Screenshot of the map
-> Reward of Personal Ordeal
-> .trn file
-> Boon info

----------------------------
////Information (turns 21-40):
----------------------------

-Once Admiral is defeated, players can get access to .trn files

----------------------------
////Information (turns 41-60):
----------------------------

-Give info on how much boons are left and about the status of other gods in the boon chart

----------------------------
////Information (turns 61-80):
----------------------------

-Give 3 of the information options

----------------------------
////Ritual Castings(turns 1-20)
----------------------------

[QUOTE=The Pantokrator]
[FONT="Book Antiqua"][I]
To start off your quest for godhood, I have decided to grant you a boon. Inform me of a province full heretics who will not bow down to you and I will strike them with flame as the summer sun shines brightest.
[/I][/FONT][/QUOTE]

->
PM me of a independent province. Pantokrator will then blast that province with 4 castings of Flames from Afar in turn 4. (so that the independents take damage at the ritual phase of the 5th turn)

1.-> Fires from Afar (4 against indies, 2 against another player)
2.-> Baleful Star
3.-> Blight
4.-> Rain of Toads

Other rituals can be allowed as long as they are reasonable requests

For the first 15 turns, only independents can be hit with rituals
Changed: Forgot to tell about it, so no fair to suddenly enforce it.

----------------------------
////Ritual Castings(turns 21-40)
----------------------------

Following rituals allowed:

5.-> Melancholy
6.-> Beckoning

Roll two from above chart.

----------------------------
////Ritual Castings(turns 41-60)
----------------------------

Following rituals allowed:

7.-> Crumble
8.-> Leprosy
9.-> Raging Hearts

Roll three from above chart.

----------------------------
////Information (turns 61-80):
----------------------------

-everything else allowed, except for Murdering Winter and Flame Strike


////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
------------------------ORDEALS------------------------------
\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////

Sequence:
Major Event -- Minor Event -- Major Event ... etc 


Turn 1: Declare game started with a RP post. All players are granted a boon.

Turn 4: Roll for Extra Boon
-> Cancelled to prevent too "booning" in the first turns

Turn 6: Demand Sacrifice of IGeG (Items/GEms/Gold) -> Only one type!
-> top 3 (relative) sacrifices are rewarded with Boon
-> 2 worst sacrifices will get penalized Boon
-> CHANGED: worst sacrifice in each category gets penalized!

Turn 8: Roll for Extra Boon
-> Wish Con 12 items DONE
-> Eater of the Dead DONE
-> Scout spam DONE


Turn 11: Arena Deathmatch
CHANGE:
-After this, allow players to reguest for Arena


Turn 12: Roll for Extra Boon
MISSED! EPIC FAIL!
Moved to Turn 13:


Turn 16: "Silver Tonque": All players *must* vote for another player within the next 5 turns. When all votes are cast, the players with the most votes will then receive benefits as follows;
(in the case of a tie; tie-breaker is a boon count, second tie-breaker is RPing)
1st: Robe of the Sorceress, gold & gems: "Kleopatra's Hoard"
2nd: Shortsword & Precious, gold: "Legacy of the Hoburg Hero"
3rd: Thunder Bow, Eye of Aiming, Brimstone Boots & Bear Claw Talisman: "Mantle of the Thuderwielder"
If someone does not cast a vote, they will lose boon.

Changed! Because "Thunderwielder" set was lame. The second place is now "Treasure of the Lord of Rings" Ring of Fire/UW Breathing/Ice/Lighting/Warning/Warrior/Snake/Regneration + gold

Turn 18: Roll for Extra Boon

Turn 21: Ghost Armada, lasts for a year, or until someone defeats the Admiral Torgrin
If the Admiral Torgrin is defeated, the victor gets boon (1 instant and 1 to the "bank")
If the Admiral Torgrin is not defeated within a year, all players lose boon

Turn 23: Roll for Extra Boon

Changed: OOPS! Forgot, will now happen on turn 26

Turn 26: "Bad Omen, something is coming" -> All provinces with a fort/temple or an army are struck by "Baleful Star", if scouting is lacking, hit every third province (aka all provinces dividable by three). Because baleful star does not work for water, UW will get two randomly selected provinces struck by "Imprint Souls" to balance the advantage gained from the admiral.

CHANGED! The current one is lame, no interaction. The thing starts with all capitals getting under a Baleful Star. After that, a RND province will struck by Imprint Soul every turn until the next ordeal starts, with the exception that no player can struck twice on consecutive turns. Defeating a province with Heretics from Imprint souls earns the player some information about forthcoming ordeals and the item "Stone Idol". If the heretics stick around for 4 turns in the same place, they will get reinforcements.

Turn 26: Roll for Extra Boon

Turn 29: Roll for Extra Boon


Turn 31: "Who let my dog out?" Eater of the Dead Goes berserk -> defeat to gain full Sun Gear and a free boon. + all players are granted a boon (to help to fight the menace).

CHANGED! Will start feeding the last form on turn 31 and warn players about it going berserk to give time to prepare.

CHANGED THE CHANGE!

n't he just adorable? Who could slay such a precious little thing? If you don't have the heart to do the deed, you can use a boon to request the Pantokrator to allow you to move him. All orders to move him only move him by one province and the directions have to be simple, like "move him towards province X" or "Move him towards nation Y". It will calculate the fastest route to that province/nation (if several paths are both as "fast", he will choose one in random) and move towards that province one province per turn.

You can choose to use two boons to move him "two" provinces each turn. Sure, he can only move one, but it can be useful, since if two players move him in opposite directions by the same amount, he will ignore both orders in confusion. If the orders are to move him in different directions, he will vector the directions and go between them for the best of his ability (if he can't vector the directions, he will stay still).

He is constantly fed thanks to his Bane Venom Charm producing corpses for him, but Pantokrator has not yet received the warning message of him "getting out of control" so he will likely be controllable for few turns at least.

The Slayer of the Pet will receive the following items and get one boon to their total.

[IMG]http://forum.shrapnelgames.com/picture.php?albumid=34&pictureid=460[/IMG]

Turn 33: Roll for Extra Boon


Turn 36: The Four Horsemen: 4x Ghost Riders hit random provinces (reroll if army/capital/too close to island), the attacks will start to move to the center, towards the Pantokrator's realm. If a horseman is defeated, the attacks will stop moving and the player responsible will be rewarded with a boon to the bank.
If a horseman reaches one of the uw provinces bordering the central island, all players assaulted by that horseman loose boon.

CHANGED -> Switch places with Kindly Ones (turn 41) so that people don't get two monster after another

Turn 37: Roll for Extra Boon


Turn 41: Kindly Ones, lasts for a year or until the Kindly Ones are defeated or Pantokrator receives a total of 100 blood slaves as sacrifice.
If the commander targeted by a Kindly One defeats the Kindly One with his own hands, the kill is worth a boon to the bank.
If the the Kindly Ones are not defeated within a year, all players lose boon.


Turn 45: Roll for Extra Boon


Turn 46: Release Titan - Highly geared SC that will start by teleporting to a RND province (if the prov has a army on it or is a capitol, reroll) [Chassis to be decided later, perhaps something to with stars, to tie with the event 26?]
Will move with a d6 die, if roll hits no neighbours it will build a lab and teleport next turn to RND province. If it manages to linger on, it will get followers in the provinces it leaves in it's wake (imprint souls).
Killer of the titan will get one boon of each type (aka gold, gems, items, information, rituals and the change to start the arena when he wants) (NOTE: it must be KILLED, not sent into hell/ kokytys/ another dimension)

CHANGED -> Switch places with Cleansing (turn 51) so that people don't get two monster after another
CHANGED -> NO longer gives conquest point, on hindsight it's very unclimatic finish to get a conquest point from an ordeal. New reward: One RND boon of each possible type and favour (+2).
         -> roll 1d8 to decide where he goes

Turn 48: Roll for Extra Boon


Turn 51: "Cleansing" - All players can vote for a global spell (not Pantokrator's Eyes of God) within the next five turns. Once all votes are cast or 5 turns have passed, the global with the highest amount of votes will be dispelled. (favour acts as a tie-breaker, RP as a second)


Turn 56: "Rapture" -> This upheaval will last for the full five turns, on the first turn all forests will get "Beckoning" casted on them
On the second turn 57, all provinces with temples or forts will get "Melancholy" casted on them.
On the third turn 58, all wastelands and mountains will be struck by Fires from Afar
On the fourth turn 59, all farmlands will be struck by a "Blight"
On the fifth turn 60, every second uw province will be struck by "Baleful Star" CHANGED -> Baleful star cannot be casted UW, every third province with "Raging Hearts" instead.

CHanged: the first turn, only every second forest, not enough casters!

Turn 58: Roll for Extra Boon


Turn 61: "WAR!" -> All NAPS are declared void by the will of the Pantokrator, the first player to attack three different players on the same turn will get a free boon. 
For the rest of the game, a player will lose a boon if his province count is same for 3 consecutive turns. 
For the rest of the game, player will receive a boon if his province count has a different value for 5 consecutive turns (all values must be different, a sequence of 55, 56, 57, 58, 55 would not be accepted).


Turn 66: Thetis's Blessing will be casted, and it will stay up until Pantokrator has seen 1) Pigs Fly and 2) Hell Frozen Over (A battle with over 50 demons and the "Grip of Winter" casted) or a year has passed

CHANGED: Not to become. Messing with globals would be dickish at this point.

Turn 68: Roll for Extra Boon


Turn 71: Armageddon! -> Unless Pantakrator receives sacrifices totalling worth over 2500 gold and 100 gems within the next 5 turns, Armageddon will be wished for.


Turn 76: Horror Upheaval -> All provinces dividable by 4 get a Lesser Horror Attack, all provinces dividable by 6 get a Horror Attack, all provinces dividable by 9 get a Dream Horror attack.

Changed for turn 86, Two negative ordeals after other makes gameplay cry.

INstead:

Turn 71: Happy, happy, joy, joy!!: Everyone gets a free boon! The outcome of the boon is increased in scale to the amount of boons the player has left.


Turn 77: Roll for Extra Boon


Turn 81: Vengeance from Tartarus:
The Fallen Gods return! (When a player is defeated, I will summon it and create a exact copy of the pretender for this purpose). The gods will teleport in 1d3 provinces away from their former capital with a medicore army of summon and try to retake their capital.


Turn 86: Wing it.


Turn 91: Wing it.

