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Turn 7-1066

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1 Turn 7-1066 on Sun Feb 12, 2017 1:31 pm

Admiral Krenzler:
The ambush was a success.  Many of the raiders were killed while the trailing elements ran back home.  A few of the vehicles were taken intact.

You gain 1 Wealth from trade.  4 turns to complete Trained Archers training.

Arcacius:
8,000 combined troops are sent from your Banner Houses.  News from the surrounding countryside tells of a lull in the bandit activity.  In fact a great many of them are quietly leaving the region.

FreelanceZero:
A message comes back asking you to relieve his banner house from their besiegement.  None of your other neighbors seem to want to move on you at the moment.

No wyverns have been caught as of yet, but there are plenty of volunteers and some casualties.

You gain 1 Wealth from trade.  10 turns for the Military Academy to be complete.1 turn to complete Green Archer training.  1 turn to complete Green Levies training. 1 turn to integrate House Knut lands into your kingdom.

greywolf:
Your scouts locate the refugees at the other end of the Storm Valley.  The haggard-looking survivors tell of monsters and butchers that leave entire towns and villages devoid of their people.

14 turns to complete the Workshop.

JaxVaeus:
The siege was a success.  After three weeks of starving and succumbing to disease the 88 remaining brigands surrender.  Their fate is left to you to decide.  Law increases by 6.

10 turns for the rings to be forged.  8 turns for the ports to be complete.  7 turns for the University to be complete.  2 turns for the roads to be complete.  1 turn for the Hamlet to be complete.

Spartanmario:
The embargo of the entire northern portion of Silver Coast begins.  A fair number of the Houses from the southern portion agree to increase trade with you.  The diplomats in Chu report spotting Empress Amelia in the capitol.  She seemed to be there to apologize for the previous ambassador’s atrocious behavior.

You gain 2 Wealth from trade.  22 turns for the shipyards to be complete.  9 turns for the University to be complete.  1 turn for the Marketplace to be complete.  1 turn for the gnolls to be intergrated into your population.

Onyx Aurelius:
21 turns for the Institute to be complete.  19 turns for Town upgrade to be complete.  2 turns for Road overhaul to be complete.

wolfking2k:
The port is an immense trading hub that has fallen on hard times due to trade being blocked thanks to the occupation and conquest by Chu.  Their presence amounts to 10,000 troops and twenty ships within sight of the horizon.  Your scouts speculate that they are more focused inward on the town than outward.

Zeiss:
The Venom League is made up of five Houses: Zenna, Songalio, Scala, Skitter, and Stinger.  They do not view you as an enemy; their ire is directed towards another for the capture and torture of one of their messengers.

25 turns for the port to be complete.



Last edited by SilverDragonRed on Sun Feb 12, 2017 7:00 pm; edited 2 times in total

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2 Re: Turn 7-1066 on Sun Feb 12, 2017 2:06 pm

Actions:
Diplomats are now sent to House Aurelious after the very good first contact and a trade treaty will be worked out.

Due to the visit of the Laventino Empress, Relations have improved with the Laventino. The new diplomats that come are treated nicely...

Diplomatic talks with House Da'Boléro result in 2 pops worth of construction allocated to their port to speed its construction up (Pop will return to Isles once project is finished).

The Diplomacy mission continues in Chu and in the Southern coast. Some merchants are tasked with a mission

A Spy mission is started with the north Silver coast to gather intel, dirt, and anything of value on these houses. The top priority though is to ensure no plans of piracy or invasions are being planned or employed from these ports.


Fortune Roll:
6,5,5,5,4,6,2,+11=44 Boon
4 Resources by d3: 3, 2, 2, 2

Current House Stats:
Def: 5
Inf: 9
Land: 1+2 (Fortune)
Law: 46+2 (Fortune)
Pop: 39
Pow: 0+2-2 (Fortune) (Training That last Archer)
Wealth: 0+3+2-4 (Fortune) (Trade) (Port) (Diplomatic: Chu)
Shipyard PAID and will be fully constructed without delays that would result from funding. (Trade)



Last edited by Spartanmario on Thu Feb 16, 2017 4:27 pm; edited 1 time in total

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3 Re: Turn 7-1066 on Sun Feb 12, 2017 3:39 pm

fortune roll:
6,1,1,3,2,1,6,+3=23 growth
2 to population

actions:

Have my scouts find the various warlords of shu and chu
going have my taubers breed so I can get more magic users
I will also ensure that one gnoll, and one drakling both magic users breed in order to create a hybrid of the species
And I'll begin having the mages that did not breed begin starting a vast ritual to create a giant illusionary coatl
I'll also use my influence to undermine two warlords one of shu, and one of chu
I'll also use 3 power, and wealth to buy three mercenaries
Current house stats:
Def 5
Inf 24
lan 3
law 22
pop 22
Pow 0
Wea 3



Last edited by wolfking2k on Tue Feb 14, 2017 1:43 am; edited 5 times in total

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4 Re: Turn 7-1066 on Sun Feb 12, 2017 3:54 pm

Actions:
The trained cavalry are to follow the fleeing raiders back to their base, note its location, defenses and then return with their report.  Clan Grimmore will begin training a unit of Trained Garrison troops (-5 Power) and begin construction of an Average watch station system along the roads (-5 Wealth) with a total of 3 Population allocated to the effort.

House Fortune Rolls:
House Geirmund: 7d6 + 8 = 31 (Blessing) 1d3 = 3 Land 1d3 = 3 Wealth

Clan Grimmore: 9d6 - 7 = 28 (Blessing) 1d3 = 3 Land 1d3 = 3 Power

End of Turn Stats:
House Geirmund: Defense 8, Influence 4, Lands 7, Law 28, Population 21, Power 8, Wealth 6

Clan Grimmore: Defense 11, Influence 10, Lands 5, Law 22, Population 20, Power 2, Wealth 0

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5 Re: Turn 7-1066 on Mon Feb 13, 2017 1:04 am

Fortune:
7d6 = 25 +10(House Fortune) = 35 Result: Blessing. Allocation: Power: +2 Wealth:+2

Actions:

No new projects are ordered, nor are existing projects modified.

Engineering teams are petitioned to come up with new ideas on port expansion and the handling of trade, specifics are few, only that more efficient methods for the movement of goods on and off ships are along with handling higher capacity trade ships should be an area of interest.

International merchants, those looking to head out late in the season, or those returning, are asked to look for "Specialists" on their travels, the order does not specify any particular type.

Shipbuilders are petitioned for new ship designs, large, small, civilian, military. The best designs will be considered for further development.

A team of scouts are sent out, with two sets of orders. The first is to conduct military assessments of surrounding communities, the second is the mapping of the locations of any nearby ruins.


Stat Changes::
Defense:0 Influence:13 Land:2 Law:26 Population:16 Power:1+2=3 Wealth:5+2=7

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6 Re: Turn 7-1066 on Sat Feb 18, 2017 4:59 pm

Actions:
Heinrich noticed a piece of cloth that drifted over a fire began to rise. After repeating the process with a larger piece of cloth, he reckons that the heat can defy gravity, and orders a large 'balloon' (i only call it this because I can't think of a different verbiage) be sewn together.
The experiment is as follow: There will be a basket large enough to hold the son of the court alchemist. There will be a bucket with an oil fire held in place by iron suspenders attached to the four sides of the basket. The basket itself will be tethered to the ground by the corners by four strands of fifty foot rope.

The fire is to be controlled and lit little bit at a time to make the balloon rise, and monitored heavily by the alchemists son while assistants will very carefully feed rope a little bit at a time with markers at five foot intervals.

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

Lord Heinrich will also order the alchemist and the Artisan to study the different ways of making steel. Combining nickle, zinc, chromium, and aluminum to create a high strength steel that can be produced cheaply.
------------------------------
The survivors of the siege will be made to clean up the mess, given food, water, and baths before they dig graves and clean up. They will be treated fairly and allowed to take as much time as they need. Once the fort is clean they will be set free.

Additionally while the cleaning is going on, the second later of walls will be torn down and re-placed facing the right direction.
-----------------------------
Scouts will also go check out the Shu port as a follow up to the Gnoll scouts, carefully identifying officers and defensive locations.



House Fortune & Status:
House Fortune Roll: 30 Blessing

3 to Lands, 2 to Def (+6 to law from the bandit clearing)

Def +13
Influence +3
Lands +7
Law +22
Pop +39
Power +11
Wealth +12
Glory: 3

Holdings:
Mines x2
Clergy
Artisan
Hall
Superior Castle
Tower
--------------------------------------------------------------------------------------------------------
Commander Aleksander (Green)(Inf Command, Fighting , Warfare 2)

Commander Zhukov (Trained) (3 Power) Command 2, Fighting 3, Warfare 1

3,000 Royal Guard (Green) (18 power) (Discipline Modifier -6)(Athletics +1) (Armour 6, Pen -3) (Defence 4)(Morale 6)(BD: 8 )(Athletics 1, Endurance 1, Fighting 2)

1,000 Personal Guard, Elite (13 Power)(Discipline Modifier -6) Athletics 2, Endurance 5, Fighting 7

1,000 Scouts (Green) (2 Power) (Discipline Modifier +3)(Defence 5)(Morale 6)(BD: 3) )Awareness 1, Endurance, Stealth 1)

1,000 Garrison (Green) (12 Power) (Discipline Modifier -3/+3)(Athletics +1) (Armour 3, Pen -2) (Defence 5 )(Morale 9)(BD: 6) (Awareness, Endurance 1, Fighting 1)

2,000 Raiders (Green) (Discipline Modifier +3)(Athletics+1)(Armour 2, Pen -1)(Defence 5)(Morale 6)(BD: 6)(Agility, Endurance , Fighting )

1,000 Archers (3 pts) (Discipline Modifier +3)(Athletics +1)(Armour 2, Pen -1)(Defence 3)(Morale 5) (BD: 5)(Agility 1, Awareness, Marksmanship 1)

1,000 Calvary Archers [Special] 4 pts (Discipline Modifier +0))(Athletics +1)(Armour 2, Pen -1)(Defence 3)(Morale 5) (BD: 4)(Agility 1, Animal Handling 1, Marksmanship)

4,000 Garrison (Green) (12 Power) (Discipline Modifier -3/+3)(Athletics +1) (Armour 3, Pen -2) (Defence 5 )(Morale 9)(BD: 6) (Awareness, Endurance 1, Fighting 1)

3,000 Criminal, Green (2 Power)(Discipline Modifier +15) Endurance 1, Fighting 1, Stealth 0

3,000 Criminal, Green (2 Power)(Discipline Modifier +15) Endurance 0, Fighting 1, Stealth 1

3,000 Archers (Trained)(Discipline Modifier +0)(Athletics +1)(Armour 2, Pen -1)(Defense 5)(Morale 5) (BD: 5)(Agility 2, Awareness, Marksmanship 1)

5,000 Calvary (Trained)(Discipline Modifier -3)(Athletics+3)(Armour 0, Pen 0)(Defense 5) Morale )(BD: 6) (Agility 2, Animal Handling, Fighting 2)

1,000 Engineers (Green)(Discipline Modifier +3)(Athletics)(Armour 2, Pen -1)(Defense 5)(BD: 4)(Morale 7) (Endurance 1, Fighting, Warfare 1)

7,000 Infantry (Green)(Discipline Modifier +0)(Athletics+1)(Armour 3, Pen -2)(Defence 5) (BD: 6) (Athletics 1, Endurance , Fighting 1)
--------------------------------------------------------------------------------------------------------------------

10 turns for the rings to be forged. 8 turns for the ports to be complete. 7 turns for the University to be complete. 2 turns for the roads to be complete. 1 turn for the Hamlet to be complete.

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7 Re: Turn 7-1066 on Sun Feb 19, 2017 1:05 am

Fortune roll:
Result = 34 [Growth]. I improve Pop by 1d3. After rolling, I get 3 new Pop. My total of Pop goes from 20 to 23.

As a result, my House Fortune improves by 1.

Actions:
I assign 3 more Pops to the construction of the port.

I send my people to find the exact location of the Zinc mine, the name of the House on whose lands it sits , and an estimation of the military forces present there.

I investigate the history of the previous deals Laventino has made in the past; are they likely to stab me in the back if I manage to acquire the zinc?

Are my Banner Houses doing well? Just a quick summation is enough.

Current stats:

Def 6
Inf 1
Lands 0
Law 21
Pop 20
Power 0
Wealth 3
House Fortune Total  = +5
6 Pop used for building Port

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8 Re: Turn 7-1066 on Sun Feb 19, 2017 6:38 am

Fortune Roll:
7d6 = 28 + 6 = 34 Growth; Add 1d3 = 2 to Power

Actions:
Nestav immediately mobilizes its army, minus garrison detachments and occupational forces to relieve the siege of House Isabjorg's banner house. Lord Protector Edward will once more be leading the army.

The lack of caught wyverns thus far is disappointing but not surprising. This is a project that will take a long time, after all.

Some intact blueprints have been discovered for the 5th floor of the Varvol Dungeons. The schematics show a reliquary located behind some heavy gates, locked by a fairly complex mechanism. containing the legendary weapons of the Four Heroes.

There are rumors about a mysterious stranger showing up in Nestav late one evening, slipping past patrols and guards as if they were never posted. If tales are to be believed, the man exchanged some words with Guardian Ruzwyn before vanishing into the night. Guardian Ruzwyn has given no comment on the matter. Currently, there are no other leads or additional sighting claims to testify for or against such an occurrence.

In politics, King Valganis has propose the idea of an arranged marriage between Prince Keros and Lady Hidegard. Prince Keros will accept this marriage and the offer now stands for Lady Hidegard. As well, an announcement is made regarding the status of Princess Natalya; bachelors are now being accepted for the possibility of marriage.

Lastly, Valganis will ask the new War Minister, Colton Evans, to compile a list of Houses bordering Nestav on the Silver Coast. Additional information to be gathered where possible include their discipline in the last ten years, their conduct within the last twenty years, and any other noteworthy points.

10 turns for the Military Academy to be complete.1 turn to complete Green Archer training.  1 turn to complete Green Levies training. 1 turn to integrate House Knut lands into your kingdom.

House Stats (Turn 7):
Def = 3
Inf = 9
Lan = 6
Law = 35
Pop = 22
Pow = 2
Wea = 2

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9 Re: Turn 7-1066 on Sun Feb 19, 2017 3:46 pm

House Purchases:
House Fortune Upgrades:
House Zenna + 1d3 Power (2)
House Sonaglio - 1d6 Law (1)
House Scala + 1d3 Wealth (3)
House Skitter + 2d6 Power (10)
House Stinger + 1d6 Wealth (3)
Updated Stats:
House Zenna
Power 8

House Sonaglio
Law 18

House Scala
Wealth 6

House Skitter
Power 13

House Stinger
Wealth 9
Actions:
With the bandits hiding out Arn Radnor is going north with his troops to deal with House Yngvarr, while Arn Harris remains and deals with any issues at home.
House Fortune Rolls:
House Zenna 32 (30+2) Growth
House Sonaglio 26 (24+2) Blessing
House Scala 31 (25+6) Growth
House Skitter 30 (25+5) Blessing
House Stinger 30 (28+2) Blessing

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