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Turn 8-1067

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1 Turn 8-1067 on Sun May 14, 2017 10:39 am

OOC wrote:From now on it would be immensely helpful if you posted what research projects you are engaged in for all turn actions so as to help me not forget.  Also, stats for your entire army so battles can be made faster with much less confusion and back-and-forth looking.

Admiral Krenzler:
A prototype steam engine is completed using pistons to do the work instead of fan wheels.  So far the tests prove the design to be promising.  The runesmithing has leaped forward with the gifted book and the blacksmiths are already trying to work out how to integrate it into weapons and armor.

Scouts sent into Snorri lands find it to be under the control of taubers, the nobility displaced and turned into undead.  Lady Hilda leads her men to victory in a number of running engagements against Snorri’s undead hordes roaming the land.  Geirmund’s Cavalry and Kampfwagon units all gain +2 Training.

After the koth bodies were disposed of mapping of the tunnel commenced.  The explorers discovered that the tunnel connects the Korne region to the northern half of the Silver Coast with another connected tunnel to runs from Storm Valley to the southern tip of the Wyvern Peaks.  Work to refurbish the tunnel network has begun.

Seven Isles engineers finally arrive to help with the brewery.

15 turns for the Brewery to be complete. 6 turns for the Silver Mines to be complete. 5 turns for the University to be complete. 3 turns for the Siege Workshop to be complete. 1 Turn for Green-to-Trained training to be complete.

Arcacius:
The messengers come back with stories from House Aurelion.  Reports of koth activity in their lands turned out to be true, but the menace was quickly put down with assistance from Krethea and Laventino.  The kretheans, it turns out, have been gifted lands by House Aurelion.

House Raginmarr has come under attack from House Yngvarr.  They are requesting assistance from the rest of the pact.

Nightmarish tales come from the fringes of your land telling of, what the peasants claim, a flying koth that snatches people by night and devours them alive.

Bradley3000:
The search for the red moon banner proved to be fruitful.  Ladies Selina and Gertrude are returned as promised along with the crew of the ship, but the ship itself is being kept. [-4 Wealth]

Your representative to Ponthos arrived to find a representative of Da’Bolero there to tell of the kidnapping.

A message comes in from the STG.  It is a list of formalized signers: the Kingdom of Ponthos, the Seven Isles Union, the Kingdom of Nestav, the Khanid Region, the Kingdom of Arcadia, and the Empire of Laventino.  The Seven Isles Union has officially signed over a port to the STG.

8 turns for Marketplace construction to be complete. 2 turns for Dock Repairs to be complete. 2 turns for Population-to-Power conversion to be complete. 2 turns for Green Engineers(x2) training to be complete. 1 turn for Trained Personal Guard training to be complete. 1 turn for Green Garrison training to be complete. Green Archers(3)/Infantry(x2) training is now complete.

FreelanceZero:
Public sermons are being held almost daily in the streets with ever-increasing crowds listening to Tasha’s priests.  The young are swept in the growing fervor and even the old and weary are getting a sense of pride in their cultural identity.

Scouts meticulously denote the location of everything they can of the enemy army at Inga Tower.  Preparations are made and completed for the upcoming attack.  Young Cyneburg does his best to help formulate a battle plan with his mentor, even picking up a copy of ‘The Art of War’.

A message comes in from the STG.  It is a list of formalized signers: the Kingdom of Ponthos, the Seven Isles Union, the Kingdom of Nestav, the Khanid Region, the Kingdom of Arcadia, and the Empire of Laventino.  The Seven Isles Union has officially signed over a port to the STG.

4 turns for Smelter construction to be complete. 3 turns for Small Town construction to be complete. 1 turn for Trained Commander training to be complete.

JaxVaeus:
The young scapegoat was subjected to the same death that the infant-king suffered.  Shu has, mostly, forgiven Ponthos for the incident.

Lady Gertrude has been returned by a Fletcher ship.

Research into matchlock (or wheel lock), balloons, and metallurgy continue.  The first golems have been created using criminals who were sentenced to death.  They are clumsy but functional.  The book copied from the Seven Isles has been examined with the ritual to magical creation and transformation somewhat understood.

A message comes in from the STG.  It is a list of formalized signers: the Kingdom of Ponthos, the Seven Isles Union, the Kingdom of Nestav, the Khanid Region, the Kingdom of Arcadia, and the Empire of Laventino.  The Seven Isles Union has officially signed over a port to the STG.

You gain 1 Wealth from trade. 9 turns for the Mausoleum to be complete. 2 turns for the Town construction to be complete. 1 turn for Trained Warships(x2) training to be complete.

Spartanmario:
Chu states that they see you as taking a side in the war and will treat the Isles as enemy territory.

A representative from Clan Bloodmouth arrives.

A message comes in from the STG.  It is a list of formalized signers: the Kingdom of Ponthos, the Seven Isles Union, the Kingdom of Nestav, the Khanid Region, the Kingdom of Arcadia, and the Empire of Laventino.  The Seven Isles Union has officially signed over a port to the STG.

You receive word that the engineers sent to help House Geirmund with the brewery have arrived.

You gain 1 Wealth from trade. 3 turns for the shipyards to be complete. 2 turns for Green Warship/Cavalry training to be complete. 1 turn for Green Cavalry/Infantry training to be complete.

Onyx Aurelius:
Work has begun of the ruins project.

Mineralogical surveys in the khanid mountains reveal they are incredibly rich in iron and copper deposits.

9 turns until the glider facility is complete. 4 turns for Trained Garrison(x3)/Special/Scouts training to be complete. 3 turns for the Road Network to be complete. 2 turns for Green Peasant Levies training to be complete. The Institute is now complete.

Wanderer_In_Rags:
Sir Green-Hands finds the coffee farms and their abundantly rich soil.

2 turns for Green Infantry/Engineer training to be complete.

wolfking2k:
Shu pilgrims return in trickles to lay gifts down for the baby.  A representative of Wu arrives to see the truth of the baby rumor.

A concoction is found that has some effect towards nullifying pain and loosing inhibitions in warriors. It has taken some time from the previous experiment, but magically tampered blood was found solidified into crystal form.

6 turns for War Smithy to be complete.

Zeiss:
The messenger you sent to Ponthos comes back with news that a messenger from Fletcher was also there for unknown reasons.

The next shipment from Laventino includes translated books meant to teach their language. A note from the Empress comes with stating that she wishes to visit your lands. The printing press is being studied with drawings made of how it is all built.

The Njall heir makes his choice publicly known when he kneels to Bern Da’Bolero and says the vows of loyalty.

You gain 1 Wealth from trade. 1 turn for Trained Commander training to be complete. Serpent Road construction is now complete.



Last edited by SilverDragonRed on Mon May 15, 2017 9:50 am; edited 1 time in total

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2 Re: Turn 8-1067 on Sun May 14, 2017 2:36 pm

Fortunes of the Road:
TO BE ROLLED, PATIENCE BROTHERS

Actions:
After being told the full extent of what was found in the caverns the Lord-Commander is worried, and rightfully so. For the first time since they arrived, raising the Army has never been so critical.

Requesting the aid of the STG for transport over water, the Lord-Commander dispatches emissaries and diplomats to House Fletcher, the Gnolls, House Gerimund and the Venom League. A message is sent to Laventino, requesting that the Khugomid be summoned if possible. Every diplomatic party flies the Black Banners, and bear what proof could be found.

The Kreathean forges and foragers turn now fully to war, scouts are sent to the south to gauge the arrival of the hordes and battle plans begin to be drawn.

The mood, for most, is somber. Their purpose here is upon them, and they must rise to it.

The mood is not totally bleak however, as the Blueberry Guild has found work worthy of keeping them occupied.

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3 Re: Turn 8-1067 on Sun May 14, 2017 3:08 pm

Fortune roll:

Roll(7d6)+5:
4,2,1,6,4,4,6,+5
Total:32 Growth. rolled d3, 3 to defense

actions:

The pain inhibitor will be given to three criminal bands for testing on a later date.

The gnolls will also begin a process of once a month to collect blood to create more blood shards

A blood crystal will be used to cast a light spell to test it's effictiveness

A new form of troops will be created in which a band of gnolls will tame large bands of wargs, and drive them into battle as a form of beast masters. These same troops will also experiment doing so with other animals like large mammals, and avians.

The gnolls will also send word that they wish to have a new commander for these troops. One who can bond with beasts as if they where his kin.

The messiah child will also be brought outside of the castle, and will be given a name for all those that arrived to hear. Viengos Blightwatch.

In sight of the assassination attempts a new steward, and two new diplomats will be found, guards patrols will be doubled, and a new secret political seat will be founded to prevent further attacks such as this. They will be known as Shadowfangs

current house stats:

Def 14
Inf 32
lan 15
law 52
pop 51 (33 with current projects) (10 in forge, 1 in college, 7 with lanore.)
Pow 15
Wea 37

Troops
1 Guerrillas Discipline 3, Athletics, Marksmanship, Stealth 2. Trained
1 Guerrillas Dscipline 3, athletics 1, marksmanship 3, stealth 4 Trained[60 xp] 3 pts (Discipline Modifier +6) *-3 Wealth
1 Raiders 3 pts (Discipline Modifier +3) Agility, Endurance 3, Fighting 1. Green[20 xp] 1 pt (Discipline Modifier +9) *-1 Wealth
1 Cavalry 5 pts (Discipline Modifier -3) Agility 3, Animal Handling 3, Fighting 2 Trained[60 xp] 3 pts (Discipline Modifier +6) *-3 Wealth
2 Engineers 4 pts (Discipline Modifier +3) Endurance, Fighting, Warfare
1 Support (Discipline Modifier +3) Animal Handling, Endurance, Healing 2, Trained
1 Personal Guard 6 pts (Discipline Modifier -6) Athletics, Endurance 1, Fighting
1 Scouts 2 pts (Discipline Modifier +3) Awareness, Endurance, Stealth 1
1 Peasant Levies -2 pop (Discipline Modifier +6) Animal Handling, Awareness, Survival 1
1 Commander Grimebolt Command 3, Fighting 4, Warfare 5, Dscipline 3. Elite [100 xp] 5 pts (Discipline Modifier +3) *-6 Wealth
1 Nobles 5 pts (Discipline Modifier -3) Athletics, Endurance 1, Fighting
1 Mercenaries 1 pt* (Discipline Modifier +3) Athletics 2, Endurance 1, Fighting. trained
1 Mercenaries 1 pt* (Discipline Modifier +3) Athletics 2, Endurance 1, Fighting. Green
1 Mercenaries 1 pt* (Discipline Modifier +3) Athletics , Endurance 1, Fighting 1. Green
5 Criminals 1 pt (Discipline Modifier +15) Endurance 1, Fighting 1, Stealth, Green[20 xp] 1 pt (Discipline Modifier +9)
1 Crusaders 4 pts (Discipline Modifier +12) Athletics, Endurance 1, Fighting 1, Green[20 xp] 1 pt (Discipline Modifier +9)
1 Commander FlameMane 5 inf Command, Fighting 1, Warfare Green[20 xp] 1 pt (Discipline Modifier +9) *-1 Wealth

1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]


Current researches: Berserker solution, general magic research

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4 Re: Turn 8-1067 on Tue May 16, 2017 1:38 pm

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 19 adding on my House fortune of 8 giving me 27, I use my Influence modifier to add 1  = 28. This gives me Boon. I improve Power by 1d6 - I roll 5 and I improve Wealth by 1d6 - I roll 4. Because of my port I also gain +1 wealth

Current stats - House Fletcher:

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 28 (5 due to construction)
Power: 8
Wealth: 10


Holdings:
1 x Port
Castle

Commander Adams (Veteran) (Inf Command 5, Fighting 3, Warfare 2)

3000 Archers (Trained Discipline +3 ) 3 Marksmanship, 2 Awareness, 1 Agility
5000 Infantry (Trained Discipline +0) 2 Fighting, 2 Endurance, 2 Athletics
2000 Cavalry. (Trained Discipline +3) 2 Agility, 2 Animal Handling, 2 Fighting
1000 Personal Guard (Green, Discipline +3) 1 Endurance, 1 Fighting

3000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics

2 large Steam Cannons


House Stewart Roll:
I roll 29 adding the House Fortune of 7 giving 36. This gives Boon. I improve Power by 2d6 - I roll 11. Because of the Port I also gain +1 Wealth

Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 36 (10 when conversion is complete)
Power: 16
Wealth: 6

Holdings:
1 x Port
Small Castle
Artisan
Granary

Commander Rodger (Veteran) (Inf Command 6, Fighting 2, Warfare 2)

50 Warships Trained (DM+6) Awareness 3, Fighting 0, Marksmanship 3
2000 Cavalry Trained (DM+3) Agility 2, Animal Handling 2, Fighting 2

Actions:


House Fletcher Actions:


1000 Green Archers and 1000 Green Infantry will begin training at the expense of +8 Power.

The entire Fleet of near 100 ships is sent to the Seven Isles Union in defence of their lands against the North. On these ships shall carry:

King Edward (Queen Aslaug will act as regent)
Commander Adams (Veteran) (Inf Command 5, Fighting 3, Warfare 2)

3000 Archers (Trained Discipline +3 ) 3 Marksmanship, 2 Awareness, 1 Agility
5000 Infantry (Trained Discipline +0) 2 Fighting, 2 Endurance, 2 Athletics
2000 Cavalry. (Trained Discipline +3) 2 Agility, 2 Animal Handling, 2 Fighting
2 Large Steam Cannons.

They shall only be sent however, if the Union protects them with it's fleet on the way there.

Selina will be questioned on everything, but most importantly if she remembers where her kidnappers took her.



House Stewart Actions:



2 Warships units begin training at +16 Power











Current Stats:
House Fletcher:
Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 28 (5 due to construction)
Power: 0
Wealth: 10


Holdings:
1 x Port
Castle

Commander Adams (Veteran) (Inf Command 5, Fighting 3, Warfare 2)

3000 Archers (Trained Discipline +3 ) 3 Marksmanship, 2 Awareness, 1 Agility
5000 Infantry (Trained Discipline +0) 2 Fighting, 2 Endurance, 2 Athletics
2000 Cavalry. (Trained Discipline +3) 2 Agility, 2 Animal Handling, 2 Fighting
1000 Personal Guard (Green, Discipline +3) 1 Endurance, 1 Fighting

3000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics

2 large Steam Cannons



House Stewart:
Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 36 (10 when conversion complete)
Power: 5 (31 when conversion complete)
Wealth: 5

Holdings:
1 x Port
Small Castle
Artisan
Granary

Commander Rodger (Veteran) (Inf Command 6, Fighting 2, Warfare 2)

50 Warships Trained (DM+6) Awareness 3, Fighting 0, Marksmanship 3
2000 Cavalry Trained (DM+3) Agility 2, Animal Handling 2, Fighting 2


(In progress)



Last edited by Bradley3000 on Sun May 21, 2017 10:01 am; edited 2 times in total

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5 Re: Turn 8-1067 on Wed May 17, 2017 12:28 am

Actions:
Tests are run on the prototype, Loregar and his engineers putting it through its paces. The runesmithing efforts continue, focusing on augmenting the effectiveness of the weapons and armor first, while the research into metallurgy is also continued.

Three units of Green Infantry are trained (-15 Power) and the training of the support and personal guard units continues in preparation for an attack on Snorri. The scouts are instructed to keep an eye on things on that front, just in case.

Construction efforts continue as before.

Fortune Rolls:
House Geirmund: 7d6 + 8 = 38 (Growth) 1d3 = 3 Power

Clan Grimmore: 9d6 - 7 = 21 (Growth) 1d3 = 2 Power

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 32, Power 4, Wealth 16

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 25, Power 2, Wealth 5

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6 Re: Turn 8-1067 on Sat May 20, 2017 1:54 am

Fortune:

Outer Khanid: 7D6 = 21+5(HF) =26 Result:Blessing  Allocation: Power

Inner Khanid: 7D6 = 24+3(HF) =27 Result:Blessing  Allocation: Power 

Khanid Coast: 7D6 = 28+12(HF) =38 Result:Growth  Allocation: Defense+Wealth

Actions:

Local:

Work on the various projects continue at current rate: Glider Facility, Ruins Project. 

A new project is ordered on the coastal region, a small dock yard for the design and testing of experimental ship designs and naval concepts. Five population is assigned to this project.

Research is as follows: Mana crystal research, Metallurgy, Clockworks (Blackpowder research is suspended, to be moved to glider facility when the fuel wing is ready)

Starforger Hall is partially renovated and cleaned during the first part of the month, stone polished, doors replaced, ect.

Military:
Warships ordered are set to be trained (-2 power)

Peasant Levies across the board are set to green training (Forgot about it last turn, paying costs)
-3 power and -4 power for their respective regions.

International:

Trade runs start up between Lavantino, and Port Sarum. (And the Seven Isles when that situation clears up)

The Khanid region begins importing Mana crystals.

Stat Changes:

Outer Khanid:
Defense:4 Influence:7 Land:1 Law:23 Population:44 Power:3+4-3(Training)=4 Wealth:10

Inner Khanid:
Defense:17 Influence:6 Land:6 Law:20 Population:36  Power:4+4-4(Training)=4  Wealth:9

Khanid Coast:
Defense:9+1=10 Influence:15 Land:4 Law:33 Population:44 Power:8-2(warships)=6 Wealth:23+1(Fortune)+3(Port/Market)=27 Lloyds coffers:2 wealth

Military Holdings:

Total Holdings, from all regions.

Commander List:
Commander(Elite) Command 10, Fighting 0, Warfare 4
Commander(Veteran) Command:6, Fighting 1, Warfare:3
Commander(Veteran) Command 5, Fighting 2, Warfare 3
Commander(Veteran) Command 3, Fighting 4, Warfare 3
Commander(Trained) Command 1, Fighting 4, Warfare 1
Commander(Green) Command 0, Fighting 0, Warfare 2

Infantry:
Infantry(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(Trained)(DM+6) Athletics 0, Endurance 4, Fighting 2

Garrison:
Garrison(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3   
Garrison(Trained)(DM+3/9) Awareness 2, Endurance 1, Fighting 3  
Garrison(Trained)(DM+3/9) Awareness 1, Endurance 2, Fighting 3

Enginners:
Engineesr(Elite  )(DM+3) Endurance 2, Fighting 5, Warfare 7 
Engineers(Trained)(DM+9) Endurance 4, Fighting 0, Warfare 2
Engineers(Trained)(DM+9) Endurance 4, Fighting 0, Warfare 2

Archers: 
Archer(Trained)(DM:+9) Agility 1, Awareness 2, Marksmanship 3

Misc:
Cavalry(Trained)(DM+3) Agility 3, Animal Handling 1, Fighting 2
Warships(Elite) (DM+0) Awareness 8, Fighting 3, Marksmanship 3
Nobles(Trained) (DM+3) Athletics 0, Endurance 3, Fighting 3



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7 Re: Turn 8-1067 on Sat May 20, 2017 9:02 am

Actions:
After the latest defeat at Inga Tower, the military will be sent back to Skyreach Citadel for recuperation. Edward von Keller, who was knocked out during the battle, will be briefly put on break. Surprisingly, all the man had suffered was a new scar to his chest.

The knowledge brought back by Von Keller from Laventino has put into light some  glaring weaknesses in Nestav's army doctrine. A third commander will be brought up to the status of trained in order to begin rectifying some of the more major issues in both tactical and strategic command. (-5 Inf, -3 Pow)

Scouts will be ordered to keep an eye on the border and Nestavian lands once the Northern Silver Coast's armies have marched away. This order is to be upheld until further order.

Spies will be ordered to be sent into the Northern Silver Coast from the west; caution is to be taken, and failure is an option better than death. If there are successful in infiltrating, they will be ordered to gather and return to Nestav as much information as possible but to do nothing else until further orders.

Food will be purchased to supply the winter for what was razed and lost in Hidegard's lands, to be kept at Varvol for rationing when needed. Order is to be kept at any, but preferably reversible cost. (-4 Wealth)

House Fortune:
7d6 = 29+6 = 35 Blessing; Add 5 to Inf.

House Stats:
Def = 3
Inf = 1
Lan = 2
Law = 37
Pop = 27
Pow = 17
Wea = 5

Military:
--Commander, Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Green (20 exp) Warfare 2, Fighting, Command
--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Personal Guard, Green (DM+3)(20exp) Athletics 1, Endurance 1, Fighting
--Green Nobles (DM+6)(20exp) Athletics, Endurance 1, Fighting 1
--Engineers, Elite (DM+3)(160exp) Endurance 5, Fighting 3, Warfare 8
-Engineers, Trained (DM+9)(70exp) Endurance 2, Fighting, Warfare 5
-Engineers, Green (DM+12)(50exp) Endurance 1, Fighting 1, Warfare 3
--Scouts, Trained (DM+6)(90exp) Awareness 2, Endurance 3, Stealth 4
-Green Scouts (DM+12)(50exp) Awareness 2, Endurance, Stealth 3
--Infantry, Green (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Green (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Trained (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
--Archers, Veteran (DM+9)(110exp) Agility 3, Awareness 2, Marksmanship 5
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
--Cavalry, Trained (DM+3)(80exp) Agility 3, Animal Handling 3, Fighting 2
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Garrison, Trained (DM+3/+9)(70exp) Awareness 3, Endurance 4, Fighting 0
-Garrison, Green (DM+3/+9)(40exp) Awareness 1, Endurance 3, Fighting 0
-Mercenaries, Trained (DM+9)(80exp) Athletics 2, Endurance 4, Fighting 2
-Mercenaries, Trained (DM+9)(70exp) Athletics 2, Endurance 3, Fighting 2
-Scorpion x2
-Manongel x2
-Centipede x1
-Steam Cannons, Small x1

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8 Re: Turn 8-1067 on Sat May 20, 2017 11:07 pm

OOC for everyone: I've already told Dragoon as much, but I am planning to leave this campaign at the end of turn 12. I am GMing a campaign of mine, and it is taking more effort that I can afford to spend on this one here. Nevertheless, it's been a pleasure playing with you guys.

Fortune roll:
I roll 27, to which I add my House Fortune of 12, giving me 39. Thus, I gain Growth.

I improve one resource by 1d3 points; Wealth. I roll 1.

Because I have a marketplace and a port, I improve Wealth by an additional 1d6. I roll 4.

I also get 1 more Wealth from trading with Laventino.

Current stats
Def 6
Inf 0
Lands 2
Law 21
Pop 34
Power 3
Wealth 14
House Fortune Total  = +12
18 Pop used for building Serpent Road.

Actions:
Projects:
Teach the populace how to read Laventino's language (make copies of the books, distribute them, have teachers sent to villages, etc.). Turns: ?

Reverse engineer the printing press and build more. Turns: ?

Construction of the lift system for the Serpent Road. Pop:10. Turns: ?

Remember the lift system for the Serpent Road? Here's what you wrote. The lift system will take 240 turns to complete (at the cost of 3 Wealth).

I invest 3 Wealth and begin the construction of the lift. 10 Pop are assigned to the project.

I convert 10 Wealth into 5 Power.

I use 2 Land to repair the damage I have done to House Njall's lands.

I order to my court and my banner houses to learn Laventino's language. Books are distributed.

I reply to the Empress that she is always welcome in my lands, and we will prepare for her visit (such as security, food, comforts, etc.).

Current stats:
Def 6
Inf 0
Lands 0
Law 21
Pop 34
Power 3
Wealth 1
House Fortune Total  = +12
10 Pop used for building Lift system.

Army stats:

2 Infantry units, trained (7 pts) (Discipline Modifier +6) Athletics (2), Endurance (2), Fighting (2);
2 Units of Infantry, trained (Discipline Modifier +6) Defence=8 {Armor=3}, Morale=9 {Endurance=3}, Fighting=3, Base Damage=7
1 Cavalry unit, trained (5 pts) (Discipline Modifier +3) Agility (2), Animal Handling (2), Fighting (2);
1 Mercenary unit, trained (4 pt)* (Discipline Modifier +9) Athletics (2), Endurance (2), Fighting (2);
1 Mercenary unit, elite (10 pt)* (Discipline Modifier +3) Athletics (4), Endurance (4), Fighting (6);
2 Units of Engineers, green (Discipline Modifier +12) Defence=5{Armor=2}, Morale=9 {Endurance=3}, Fighting=2, Base Damage=1
{Armed with Centipedes} Base Damage=1
1 Commander, trained (3 pt), (5 inf), (Discipline Modifier +6) Command (3), Fighting (0), Warfare (3);

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9 Re: Turn 8-1067 on Sun May 21, 2017 1:16 pm

Actions:
With the victory off the shores of the Isles, The realization that invasion is possible spreads throughout the citizens. King Isen calls upon any who wishes to defend their homes to join the Military in this recruitment drive to help bolster the Isle's army

A sense of urgency to also finish the shipyard arises and any pop not doing anything is quickly used to finish it off as fast as possible so ship production may commence.

House Fortune Roll:
2,4,1,4,1,3,5+10=30 BLESSING
2d3=1+2

House Stats:
Def: 5
Inf: 9
Land: 5
Law: 53
Pop: 41
Pow: 2+2=4
Wealth:22+1+4=27 (Fortune) (Market+Port: d6=4)
Glory: 2+3=5

Army And Research Interests:

NAVY-2 Warships +1 In Construction
Warship, Trained (70 exp). +2 Awareness, +2 Fighting, +2 Marksmanship  
Warship, Green (50 exp). +2 Awareness, +0 Fighting, +2 Marksmanship
Warship (Not Available), Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship

ARMY
Infantry, Trained (60 exp)
Infantry, Green (20 exp)
Infantry (Not Available: 1 Turn), Green (20 exp)
Engineers, Green (20 exp)
Archer, Trained (60 exp)
Archer, Trained (60 exp)
Crossbowmen, Veteran (120 exp)
Crossbowmen, Veteran (120 exp)
Crossbowmen, Veteran (120 exp)
Crossbowmen, Veteran (120 exp)
Gryphon Calvary, Trained (60 exp)
Gryphon Calvary, Green (20 exp)
Gryphon Calvary (Not Available: 1 Turn), Green (20 exp)
Commander, Green (20 exp)

Research
Chemistry Research (General)-
Research is done to figure out why things react as they do.

Ship Research and Construction (Clipper Project)

Research into Mana, the Crystals, and potential ways to generate more mana for use in spells and other constructions.

Flying Shuttle (Pre-industrial research):
Investment already been made and some people are trying to figure out how to take Cloth faster and cheaper with the same amount of labor.

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10 Re: Turn 8-1067 on Sun May 21, 2017 1:57 pm

Actions:
On the third week's first day, Heinrich was found dead in his study. He was hung and had two dozen silver stakes driven into his body. He will be entombed with his late wife, Ding She, and part of the grand building will feature depictions of house Lanore now instead of solely the Ding Clan.
When Ser Erik returned from abroad, poisoned blood-wine had him meet his demise. The assassins were nowhere to be found. After attempts on Heinrich's daughter leaving her to flee the country, Only one man was left to come into power.

The king is dead, long live king Danzag Von Strauss.
His first order of business is to purge the government and the council of all of Heinrich's supporters and 'yes men.' as he saw them. The men appointed in command will be starch supporters of Von Strauss.
His next order is to threaten the naturalists with speeding the work on the wheel lock rifle, stating it is the future of warfare and it will be used to bring order to these lawless lands. The naturalists will be kept under armed guard for their 'protection'

People have been speculating whether Von Strauss is a puppet of the Shu or the Chu, his actions far from normal with his violent purges. People have been forming mobs in the streets, demanding answers or blood. It was made worse when during one of the larger mobs, Von Strauss had the Golems enforce order. 17 were killed.


The Golems will be placed within Brackenburg city itself as guards. Unbribable, Nonnegotiable, and stern in their duties.
The magical creation ritual will be attempted to make fox-people.

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