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Turn 1-1068

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1 Turn 1-1068 on Sun Jun 18, 2017 12:01 pm

Arcacius:
The army of Yngvarr are trapped by the combined forces of the Pact as winter sets in.  They are exhausted, weak, and now starving.

Green Cavalry(x2)/Infantry(x12)/Archers(x4) training is now complete.

Bradley3000:
With the Korns departing for the winter, the southern Berns have agreed to meet King Edward; all of them angry with the tone or veiled threats present in the offer.

The Order of the Maple Bow is formed.

2 turns for Marketplace construction to be complete. 2 turns for Green Archers(x9)/Engineers(x2)/Garrison(x3)/Infantry(x2) training to be complete. 2 turns for Grand University construction to be complete. 1 turn for Trained Archers training to be complete. Green Crusader(x6) training is now complete.

Crensler:
10 turns for the Brewery to be complete. 1 turn for Trained Infantry(?) training to be complete. 1 turn for the Silver Mines to be complete. The University is now complete.
[8 turns for the Serpent Road Lift to be complete. 3 turns for Trained Cavalry training to be complete. 2 turns for Trained Personal Guard training to be complete.]

FreelanceZero:
The plan goes off without a hitch [the 1 Wealth is not spent].  The enemy army, returning home for winter, is spotted and caught in the resulting avalanche from the sides and behind.  None of the enemy army survive.

The search for a Master of Armor has begun.

Research into Golemancy results in a massive boon (thanks to digging through the dungeon); golems are recreated easily, thanks to some ‘volunteer’ condemned criminals, and possible ways to recreate sapient golems was rediscovered.  The Officer Corps creation is stalled a bit.  Air Cannon research results in a disaster as several people are killed by air tank ruptures.

Trained Commander training is now complete.

JaxVaeus:
4 turns for the Mausoleum to be complete.

Spartanmario:
Arns Cleomund and Adalfarus agree to meet King Isen on the Isles.

The only major test so far of alchemical hallucinogens results in all the animals dying without going beserk.

Green Warship training is now complete.

Onyx Aurelius:
The survey of local islands has begun.

A few of the border Korns wish to talk to Bern Leeman about setting up trade deals.

Clockwork research has made great strides.  Metallurgical research has stalled a bit.  Warding research resulted in test crystals blowing up and maiming several people, killing one.

13 turns for the Dock Yard to be complete. 4 turns for the Glider Facility to be complete. 2 turns for the Guild to be established. 2 turns for Levies conversion to be complete.

Wanderer_In_Rags:
After an exhaustive search, with no help being provided by the locals, the soldiers are able to track down the lone koth back to its lair and slay it in a brief fight.

The blacksmiths are able to produce a suit of plate armor in a similar manner as the khugomids.

Green Support/Raiders(x2) training is now complete.

wolfking2k:
The chimeroid gets to work getting a specialized unit of tauber.

Blackfang is approached by several gnoll women looking to become his bride.

All those under the thrall of the Serpent’s Red Venom are fully transformed into crystals.  After an accident with someone studying the massive crystal, that resulted in a piece of it being snapped off, that whomever possesses a shard of it can control the crystallized people.  Work progresses into the necromancy research.

1 turn for War Smithy to be complete. 1 turn for Port Repairs to be complete.

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2 Re: Turn 1-1068 on Mon Jun 19, 2017 11:01 pm

fortune roll:

Roll(7d6)+8:
1,2,5,2,5,1,6,+8
Total:30 blessing. rolled 1d6 got a 3. 3 to power


actions:
Lord Blackfang will send a missive to people across the lands, and it'll say

Those who would have their blood and guts spilt in the Kingdoms of Men,
You are welcome in the realm of Bloodmouth.  You may earn the right of rule and be proclaimed warlords.  The laws of your land is for you to decide, and all you have to pay is an annual tithe and your loyalty"

-Signed
Lord Blackfang


The arts of necromancy will also be shared with Aleksander, aswell as the secret that the Serpent's Red Venom exists.

A Drakeling wearing no colors or representing symbols will be sent to the old lands of house gray wolf in the stormvalley with a berserker serum for public testing.

Current house 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 30
Wea 39

current projects:

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

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3 Re: Turn 1-1068 on Sat Jun 24, 2017 4:04 pm

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 28 adding on my House fortune of 8 giving me 36. This gives me Boon. I improve Defence 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: 25
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 26


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

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


2 large Steam Cannons
5 Black Powder Cannons

House Stewart Roll:
I roll 32 adding the House Fortune of 7 giving 39. This gives Boon. I improve Defence by 2d6 - I roll 10. Because of the Port I also gain +1 Wealth


Defence: 10
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 2
Wealth: 12

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

6000 Crusaders (Green)

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

Defence 32
Influence 9
Lands 24
Law 13
Population 33 (10 due to construction)
Power 2
Wealth 22

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

(Training) 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:


In an attempt to bring the situation back under control, King Edward makes a plea to Bern Hrothgar and asks him to try and convince the other Lords to listen.

Duke Robert shall be appointed as the first Grand Master of the Order of the Maple Bow.

Scouts are sent into Korn lands to assess the size of all their forces.




House Stewart Actions:






House Aslaug Actions:






Current Stats:
House Fletcher:


Glory: 15

Defense: 25
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 26


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: 10
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 2
Wealth: 12

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 32
Influence 9
Lands 24
Law 13
Population 33 (10 due to construction)
Power 2
Wealth 22

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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4 Re: Turn 1-1068 on Sun Jun 25, 2017 2:53 am

Fortune:

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

Inner Khanid: 7D6 = 24+3 (HF) =27 Result:Growth  Allocation: Wealth + Law

Khanid Coast: 7D6 = 18+12(HF) =30 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)

Local:
Preparations for the festival of the Starforger begins, the local populace begins celebrations, the markets are filled with various goods.

The survey of local islands continue, though it slows as winter sets in more fully.

A painting of the Comet of Aurelion Sol is ordered to be made, along with a statue in his likeness, when completed, both are to be sent to the Lanore art festival. 
International:

Boarder rulers are invited to the Khanid coast, during the festival of the Starforger, to discuss the possibility of trade routes.

A single trade ship is sent to the Harichu lands, on it are a wide selection of goods from various STG partners.

Stat changes:

Outer Khanid:
Defense:5+2=7 Influence:7 Land:1 Law:23 Population:45 Power:6 Wealth:12+2=14

Inner Khanid:
Defense:17 Influence:6 Land:6 Law:20+2=22 Population:37 Power:7 Wealth:10+2=12

Khanid Coast:
Defense:12 Influence:15 Land:4 Law:35+3=38 Population:44 Power:6 Wealth:17+6(HF+Port)-1(Imports)=22  Lloyds coffers:2 wealth



Forces:

otal 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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5 Re: Turn 1-1068 on Sun Jun 25, 2017 10:15 am

Fortune:
3,6,4,5,3,1,2,+11=35 BLESSING
d6=5
House Stats:
Def: 5
Inf: 10
Land: 5
Law: 66+5=71
Pop: 47 (Fortune)
Pow: 5
Wealth:11+1 (Market+Port: d6=0) (No Fortune, will not roll this turn)
HOUSE FORTUNE: 14
Actions:
The meeting is scheduled during the end of this month/start of next.

Some people are sent abroad to go to other lands and investigate if there is any serum or potion that causes beasts to go beserk so they may study why and gain better insight into what could be used against the koth.
Army and Research:

Construction Projects: Artisan and Mine (40 Pop)

NAVY:3 Warships +4 In Construction
Warship, Trained (70 exp). +2 Awareness, +2 Fighting, +2 Marksmanship
Warship, Green (50 exp). +2 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship

ARMY
Infantry, Trained (60 exp)
Infantry, Green (20 exp)
Infantry, Green (20 exp)
Engineers, Green (20 exp)
Archer, Trained (60 exp)
Archer, Trained (60 exp)
-Will update stats for crossbowmen soon
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, Green (20 exp)
Gryphon Calvary (Not Available: 1 Turn Remaining), 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.

Berserk Potion:
Find out how to make animals go mad and attack each other
Cause Koth to go mad and attack each other?

Flying Shuttle (Pre-industrial research): (PAUSED)
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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6 Re: Turn 1-1068 on Sun Jun 25, 2017 12:22 pm

Actions:
15 Population are added to the Large Port project, 10 from House Geirmund and 5 from Clan Grimmore. Production of a Large Steel Mill is begun, with 10 Wealth and 10 Population, 5 from Geirmund and 5 from Grimmore, invested into the project. The two units of Green Quarrelers are to be brought up to Trained and the 5 Peasant Levies are to be converted into 2 units of Infantry, 2 units of Archers and 1 unit of Cavalry.

Research:
The Mythril will be studied in terms of armor production, what sort it makes best, and the alloy with steel as well. Work on the rune smithing of ranged and siege weapons continues and the tests of the new golems is to continue as well.

Military:
House Geirmund/Clan Grimmore: Trained Infrantry unit 1: Discipline Modifier +6, Athletics 3/Endurance 3/Fighting 4

Trained Infrantry unit 2: Discipline Modifier +6, Athletics 2/Endurance 3/Fighting 3

Trained Infrantry units 3 through 5: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2

Trained Archer unit 1: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 3

Trained Archer units 2 and 3: Discipline Modifier +9, Agility 3/Awareness 2/Marksmanship 3

Trained Crusader units 1 and 2: Discipline Modifier +9, Athletics 4/Endurance 3/Fighting 3

Trained Cavalry Unit 1: Discipline +3, Agility 3/Animal Handling 2/Fighting 4

Trained Cavalry Unit 2: Discipline +3, Agility 3/Animal Handling 2/Fighting 3

Veteran Commander (Lord Thrand): Command 4/Fighting 5/Warfare 5

Veteran Engineer Unit 1: Discipline +6, Endurance 3/Fighting 3/Warfare 4

Veteran Engineer Unit 2: Discipline +6, Endurance 4/Fighting 3/Warfare 3

Trained Special Units 1 and 2 (Dwarven Thunderers): Discipline Modifier +6, Agility 3/ Endurance 2/Marksmanship 3

Kampfwagons (Steam cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2

Kampfwagons (Scorpians): Discipline +12, Marksmanship 1/Fighting 1/Warfare 2

Kampfwagons (Centipedes): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2

Support Units 1 and 2: Discipline Modifier +6, Animal Handling 2, Endurance 2, Healing 4

Personal Guard Unit: Discipline Modifier +0, Athletics 3, Endurance 2, Fighting 3

House Adalwulf:Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 0

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 0

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 0

Archers, Veteran (DM+6) Agility 5, Awareness 2, Marksmanship 3

Archers, Veteran (DM+6) Agility 5, Awareness 2, Marksmanship 3

Cavalry, Elite (DM-3) Agility 3, Animal Handling 1, Fighting 10

Commander, Green Command 2, Fighting 0, Warfare 2

House Brynjarr: Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

House Osgar: Arn Osgar, Elite Command 8, Fighting 1, Warfare 5

Engineers, Trained (DM+9) Endurance 0, Fighting 0, Warfare 6

Engineers, Trained (DM+9) Endurance 0, Fighting 0, Warfare 6

Garrison, Trained (DM+3/9) Awareness 0, Endurance 0, Fighting 6

Garrison, Trained (DM+3/9) Awareness 0, Endurance 0, Fighting 6

Fortune Rolls:
House Geirmund 7d6 + 8 = 27 (Blessing) 1d6 = 4 Power

Clan Grimmore: 9d6 - 7 = 18 (Blessing) 1d6 = 5 Power

House Adalwulf: 9d6 - 7 = 21 (Growth) 1d3 = 1 Population

House Brynjarr: 7d6 + 1 = 27 (Blessing) 1d6 = 2 Population

House Osgar: 7d6 + 15 = 43 (Boon) 1d6 = 5 Population 1d6 = 2 Wealth

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 31, Power 14, Wealth 4

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 31, Power 12, Wealth 8

House Adalwulf: Defense 0, Influence 16, Lands 0, Law 35, Population 15, Power 4, Wealth 3

House Brynjarr: Defense 0, Influence 2, Lands 0, Law 27, Population 16, Power 1, Wealth 0

House Osgar: Defense 0, Influence 35, Lands 0, Law 72, Population 24, Power 8, Wealth 6

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7 Re: Turn 1-1068 on Sun Jun 25, 2017 3:39 pm

Fortunes of the Road:
7d6+3= 12 GROWTH +2 POW

Actions:
The hunting party, not wishing to be duped for a second time, confirm the kill with the borrowed Aurelion mage. The beast is then chopped into many small pieces and burned, with the head being taken as a trophy the show the Kingdom that the beast is in fact dead and never again to walk the world. A single black banner is left flying where the beast had it's lair along with whatever parts were not burned or taken to serve as a warning of Koth.

Production of plate armor will begin, seeking to make enough suits to equip a legion of troops with the forges running night and day.

A single small-legion (Unit) of crusaders is recruited.

Inquiries will be made as to the cost of recruiting a full war-legion of mercenaries.

Recognizing the need for more efficient diplomacy than the road-wary wanderers themselves can provide, envoys are sent to Port Sarum seeking to recruit and hire diplomats to aid in diplomatic matters the Lord-Commander cannot handle.

Projects:
A tradition set aside since the Shattering, the Seeking shall begin-- searching out those with magical talent to serve the Kingdom as mages, novice as they may be.

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8 Re: Turn 1-1068 on Sun Jun 25, 2017 7:07 pm

Actions:
King Valganis continues the reforming of his nation with his advisors.

Lord Protector Edward continues holding the captured lands for the winter. There are orders to make no hostile moves against the populace.

Scouts still in the Varvol-Cyneburg area are tasked to keep up-to-date reports of the siege of Cyneburg Fortress.

Fortune Rolls:
7d6 = 16+6 = 22 Growth; +2 to Law

House Stats:
Def = 3
Inf = 1
Lan = 2
Law = 39
Pop = 30
Pow = 26
Wea = 12

Military:
--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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