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Turn 12-1067

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1 Turn 12-1067 on Sun Jun 11, 2017 12:31 pm

The Kingdom of Ponthos invites all to come to an Arts Festival in their land.
Arcacius:
1 turn for Green Cavalry(x2)/Infantry(x12)/Archers(x4) training to be complete.

Bradley3000:
The meeting is set up and the message is sent out throughout the southern Silver Coast.

You gain 12 Wealth from the peace meeting.

You gain 1 Wealth from trade. 3 turns for Marketplace construction to be complete. 3 turns for Grand University construction to be complete. 2 turns for Trained Archers training to be complete. 1 turn for Green Crusader(x6) training to be complete. Green Commander training is now complete. Green Archer(x6) training is now complete.

Crensler:
The smiths are able to produce a pattern welded sword with the new metal and steel. The runesmiths say they will look into the feasibility of incorporating runes into ranged weapons and siege equipment. The first test run of the steam golem ends with a very promising result with nothing going awry.

11 turns for the Brewery to be complete. 2 turns for Trained Infantry(?) training to be complete. 2 turns for the Silver Mines to be complete. 1 turn for the University to be complete. Green Peasant Levies(x5) training is now complete. Green Dwarven Quarrelers training is now complete.

FreelanceZero:
You gain 6 Wealth from the peace meeting.

1 turn for Trained Commander training to be complete. Smelter construction is now complete.

JaxVaeus:
The catalog of herbs and plants is completed. The balloon project is happy to report that they haven’t suffered any mishaps and produced a second balloon. Swamp draining is underway. The Arts Carnival is set up and the message sent out.

Aleksander gains the support of the people by his motion for a trade ship commission and showing mercy to the warriors who foolishly followed Von Strauss.

The sacrifice brought about someone who is able to communicate with Death.  However, the negotiations went awry and Death saw no reason to return Heinrich’s soul.

You gain 1 Wealth from trade. 5 turns for the Mausoleum to be complete.

Spartanmario:
Chemistry research is moving along, but without much advancement. Clipper development hits a disastrous snag due to a recent storm. Mana research is making some progress. Flying shuttle research has stagnated.

You gain 6 Wealth from the peace meeting.

You gain 1 Wealth from trade. 1 turn for Green Warship training to be complete.

Onyx Aurelius:
You gain 9 Wealth from trade. 14 turns for the Dock Yard to be complete. 5 turns for the Glider Facility to be complete. Trained Garrison(x3)/Special/Scouts training is now complete.

Wanderer_In_Rags:
1 turn for Green Support/Raiders(x2) training to be complete.

wolfking2k:
The cataloging of local wildlife is underway.  The diplomat to Wu is sent.

Research into the Serpent’s Red Venom has immediately run into a wall. Berserker solution research is progressing. Necromantic research has made great strides and is already looking into how to make intelligent undead.

2 turns for War Smithy to be complete. 2 turns for Port Repairs to be complete.

Zeiss:
The incorporation of laventine teaching methods works wonders for the populace.

Laventino states they will humbly accept Da’Bolero’s offer to join their empire.

You gain 1 Wealth from trade. 9 turns for the Serpent Road Lift to be complete. 4 turns for Trained Cavalry training to be complete. 3 turns for Trained Personal Guard training to be complete.

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2 Re: Turn 12-1067 on Sun Jun 11, 2017 10:24 pm

fortune:
Roll(7d6)+6:
6,4,5,2,1,5,4,+5
Total:32 rolled a 2 to wealth.

actions:
Research into The Serpent's Red Venom will continue, as will the necromancy studies.

The chimera will be hired as a general for the gnoll army, and he will be put incharge of building a new type of unit. Battle mages.

Blackfang will also continue to search for a suitable wife

current house stats:

Current stats:

Def 14
Inf 27
lan 15
law 51
pop 51 (1 with current projects) (10 in forge, 1 in college, 7 with lanore 32 in shu port.)
Pow 27
Wea 39

Current Projects:

Serpent's red venom, Berserker solution, Necromancy, animal life in surrounding regions, Battle mages



Last edited by wolfking2k on Sun Jun 18, 2017 5:26 pm; edited 3 times in total

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3 Re: Turn 12-1067 on Wed Jun 14, 2017 3:16 am

Fortunes of the Road:
7d6+3= 23 GROWTH +3 WEL

Actions:
The meeting is in full swing and the matter at hand is under full discussion.

At the same time drills are intensified for the whole army to prepare. Additional patrols are dispatched south of the snake to perform outriding duties along the borders, and slaughter any Koth they find.

The Kreathean soldiers and Aurelion mage sent to League lands begin hunting the magical Koth, intent upon hunting it down and watering the earth with it's blood.

The diplomat sent to the Slanngu coast will arrive after a long trip, and will go about seeking an audience with the Gnoll Lord if at all possible.

Projects:
An investigation in rediscovering the processes to forging full plate armor on a large scale is begun, and 5 wealth is fronted to speed it on it's way.

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4 Re: Turn 12-1067 on Sun Jun 18, 2017 12:27 am

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 29 adding on my House fortune of 8 giving me 37. This gives me Boon. I improve Power by 2d6 - I roll 12. Because of my port I also gain +1 wealth and +1 Wealth from Trade.

Current stats - House Fletcher:

Glory: 15

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 12
Wealth: 24


Holdings:
1 x Port
Castle

Commander Adam (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 (Trained, Discipline +0) 2 Endurance, 3 Fighting, Agility 1

(Training) 3000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
6000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics

3000 Garrison (Green Discipline +12) Endurance 2
2000 Engineers (Green Discipline +12) Fighting 2


2 large Steam Cannons
5 Black Powder Cannons

House Stewart Roll:
I roll 25 adding the House Fortune of 7 giving 32. This gives Blessing. I improve Power by d6 - I roll 5. Because of the Port I also gain +1 Wealth


Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 12
Wealth: 11

Holdings:
1 x Port
Small Castle
Artisan
Granary

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

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

House Aslaug:
I roll 31 adding the House Fortune of -5 this giving me 36. This gives Blessing. I improve Power by d6 - I roll 6. Because of the Port I also gain +1 Wealth

Defence 27
Influence 9
Lands 24
Law 13
Population 33 (10 due to construction)
Power 12
Wealth 21

Holdings:
Hall
1 x Port
Steeple

Commander, Trained (Lady Asluag) Command 3, Fighting 1, Warfare 2
Commander, Trained (Dougal Dixon) Warfare 3, Fighting 2, Command 1

3000 Archers, Green (DM+12) Agility 1, Awareness 1, Marskmanship 1
1000 Cavalry, Veteran (DM+0) Agility 4, Animal Handling 3, Fighting 3
5000 Crusaders, Trained (DM+9) Athletics 1, Endurance 4, Fighting 1
3000 Engineers, Trained (DM+9) Endurance 4, Fighting 0, Warfare 2
3000 Nobles, Elite (DM-3) Athletics 4, Endurance 6, Fighting 4
50 Warships, Trained (DM+6) Awareness 6, Fighting 0, Marksmanship 1

Actions:


House Fletcher Actions:


6000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship Begin training at the cost of +12 Power

These new men shall be reformed into the new Order of Maple Bow

Offers are made to all Southern Houses of the Council: They can join Arcadia as Dukedoms with their Lords and Ladies being made Dukes and Duchesses in exchange for the assistance of the Arcadian army against the Korns. Subtle remarks are made that if they do not agree, all trade will be cut off with the respective decliners and no help shall be given against the Korns.


House Stewart Actions:


2000 Engineers (Green Discipline +12) Fighting 2 of House Fletcher begin training at the cost of +4 Power

3000 Archers, Green (DM+12) Agility 1, Awareness 1, Marskmanship 1 of House Aslaug begin training at the cost of +6 Power



House Aslaug Actions:


2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics of House Fletcher start training at the cost of +4 Power

3000 Garrison (Green Discipline +12) Endurance 2 of House Fletcher begin training at the cost of +6 Power




Current Stats:
House Fletcher:


Glory: 15

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 24


Holdings:
1 x Port
Castle

Commander Adam (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

3000 Garrison (Green Discipline +12) Endurance 2
2000 Engineers (Green Discipline +12) Fighting 2


2 large Steam Cannons
5 Black Powder Cannons



House Stewart:


Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 2
Wealth: 11

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

House Aslaug:


Defence 27
Influence 9
Lands 24
Law 13
Population 33 (10 due to construction)
Power 2
Wealth 21

Holdings:
Hall
1 x Port
Steeple

Commander, Trained(Lady Asluag) Command 3, Fighting 1, Warfare 2

3000 Archers, Green (DM+12) Agility 1, Awareness 1, Marskmanship 1
1000 Cavalry, Veteran (DM+0) Agility 4, Animal Handling 3, Fighting 3
5000 Crusaders, Trained (DM+9) Athletics 1, Endurance 4, Fighting 1
3000 Engineers, Trained (DM+9) Endurance 4, Fighting 0, Warfare 2
3000 Nobles, Elite (DM-3) Athletics 4, Endurance 6, Fighting 4
50 Warships, Trained (DM+6) Awareness 6, Fighting 0, Marksmanship 1

3 Medium Steam Cannons


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5 Re: Turn 12-1067 on Sun Jun 18, 2017 4:52 am

Fortune(s):

Outer Khanid: 7D6 = 22+5 (HF) =27 Result:Blessing   Allocation: Wealth + Defense

Inner Khanid: 7D6 = 19+3 (HF) =22 Result:Growth  Allocation: Wealth

Khanid Coast: 7D6 = 23+12(HF) =35 Result:Blessing  Allocation: Wealth + Law
Actions:

Work proceeds on the various projects: Glider Facility, Experimental Dock, Ruins
Research continues on these fronts: Clockworks(General/Reliability), Metallurgy(Corrosive resistant iron/steel), Mana crystals(Warding/General)

A survey off local islands off the coast is conducted, headed by Kelon Kor-Azor.

Construction of a guild in on the Khanid coast begins(-15 wealth)
Conversion of Levies begins.

International:

Diplomats/Merchants continue work in the Korn region, merchants start to seek trading agreements.

Traders are briefed on the Harichu situation, though no official agreements are made.

Stat Changes:


Outer Khanid:
Defense:4+1=5 Influence:7 Land:1 Law:23 Population:45 Power:6 Wealth:10+2=12

Inner Khanid:
Defense:17 Influence:6 Land:6 Law:20 Population:37 Power:7 Wealth:9+1=10

Khanid Coast:
Defense:12 Influence:15 Land:4 Law:33+2=35 Population:44 Power:6 Wealth:19+4+9-15=17  Lloyds coffers:2 wealth



Forces:


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

Naval:
Warships(Elite) (DM+0) Awareness 8, Fighting 3, Marksmanship 3
Warships(Trained) See turn 1 (Yes, i'm lazy, ill get to it eventually.)
Warships(Trained) See turn 1


Misc:
Special(Trained) (DM+Stats) Coming "SoonTM"
Cavalry(Trained)(DM+3) Agility 3, Animal Handling 1, Fighting 2
Nobles(Trained) (DM+3) Athletics 0, Endurance 3, Fighting 3
9x Peasants(Green)(DM+15) (Will deal with stats later)
(Peasants coveted to Infantry, and archers, 6 infantry and 3 archers.)

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6 Re: Turn 12-1067 on Sun Jun 18, 2017 5:55 am

Actions:
King Valganis begins working on the bureaucracy of his nation, Nestav having grown large enough that he and his team of growing advisers can no longer sufficiently keep up with its activities. To that end, Valganis sends for Bern Ekkebert.

As the smelter has been completed, experts are tasked with an inventory check to see what requires upgrading. While this is occurring, Nestav announces within its borders that it requires a new Master of Armor, for the purpose of inspecting the nation's arms and armor of its quality and quantity; any and all are required to compete.

Edward, free to decide his next move, bribes a single messenger of his newly-acquired castle with 1 unit of Wealth. The messenger will be instructed to tell that his people require his armies as Nestav has launched a surprise attack, and that they require immediate orders.

Engineers will be tasked with creating an avalanche along the predicted routs of the enemy troops marching home. Scouts will be tasked with spotting the enemy and alerting the engineers to trigger the trap. Both parties are also instructed to search for survivors to return to Nestav's armies for treatment.

Fortune Rolls:
7d6 = 28+6 = 34 Growth; +3 to Pop

House Stats:
Def = 3
Inf = 1
Lan = 2
Law = 37
Pop = 30
Pow = 26
Wea = 12

Researching: Golemancy, Air cannons, Officers Corps

Military Roster:
--Commander, Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Veteran (100exp) Command 7, Fighting 3, Warfare 0
-Commander, Trained (60 exp) Warfare 4, Fighting, Command 2
--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Personal Guard, Green (DM+3)(20exp) Athletics 1, Endurance 1, Fighting
--Nobles, Veteran (DM+0)(100exp) Athletics 6, Endurance 3, Fighting 1
-Nobles, Veteran (DM+0)(100exp) Athletics 6, Endurance 3, Fighting 1
-Nobles, Veteran (DM+0)(100exp) Athletics 4, Endurance 4, Fighting 2
-Green Nobles (DM+6)(20exp) Athletics, Endurance 1, Fighting 1
--Crusaders, Veteran (DM+6)(100exp) Athletics 2, Endurance 3, Fighting 5
-Crusaders, Veteran (DM+6)(100exp) Athletics 2, Endurance 3, Fighting 5
--Engineers, Elite (DM+3)(160exp) Endurance 5, Fighting 3, Warfare 8
-Engineers, Trained (DM+9)(70exp) Endurance 2, Fighting, Warfare 5
-Engineers, Trained (DM+9)(60exp) Endurance 2, Fighting 1, Warfare 3
-Engineers, Trained (DM+9)(60exp) Endurance 2, Fighting 1, Warfare 3
-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, Elite (DM+0)(140exp) Athletics 6, Endurance 3, Fighting 5
-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
-Infantry, Trained (DM+6)(60exp) Athletics 4, Endurance 1, Fighting 1
--Archers, Elite (DM+3)(140exp) Agility 5, Awareness 5, Marksmanship 4
-Archers, Elite (DM+3)(140exp) Agility 4, Awareness 4, Marksmanship 6
-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, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-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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7 Re: Turn 12-1067 on Sun Jun 18, 2017 2:05 pm

Actions:
1 Wealth will be spent on getting the clipper project back on track
The Flying shuttle project is put into the background and most resources allocated instead to alchemical research. They first experiment in making potions whose fumes cause animals to go berserk and attack anything on sight, hoping to use this knowledge to jump start research on an agent to cause koth to attack each other. They of course need living koth for this research to start.

Continual integration of new lands into the code of laws is done, as well as making them feel welcomed. A meeting is scheduled next turn to discuss how the Isles can better help both houses grow and restore law and order. (holding off on fortune rolls, developing their lands, etc until turn 2 of the next year as so to represent that integration period)
Fortune Roll:
2,6,6,2,4,1,4+11=37 GROWTH
1 to Two resources
House Stats:
Def: 5
Inf: 10
Land: 5
Law: 66
Pop: 46+1=47 (Fortune)
Pow: 5
Wealth:26+1-1+5+6-20=11 (Fortune) (Market+Port: d6=5) (forgot to take away wealth for construction of mines and artisan)

Will update and post army stats next turn


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