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Turn 5-1068

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1 Turn 5-1068 on Sun Jul 16, 2017 1:01 pm

Word comes from the west--Ata Raxian raiders are over the snake and entered Uklan proper. Storm Valley to the north is being hit hard by their attacks.

All across the lowest, and isolated, part of the Silver Coast black banners rise. A major koth presence threatens to overrun what hasn’t already been devoured.

The Laven-Chu conflict continues on with the Battles of Prosky Zhe Shan and Chaosheng. Chu suffered major defeats at both battles. The most notable part was the kampfwagon, or zhan che in the yuan-ti dialect, engagement at Prosky Zhe Shan where 50 chu zhan ches were decimated in open battle against 200 laven kampfwagons.
Arcacius:

Bradley3000:

Crensler:
Most of the refugees are malnourished and stricken with disease.  When questioned they state they are running from the koth. A significant number of them volunteer for golem creation, upon hearing about it, in the belief that their families will be accepted if they make this sacrifice. [You gain 2 Pop.]

Most of the criminals set for execution, the elderly and the infirm volunteer for golem creation when asked.

Rune triggers have been made that react to being pressed. No progress has been made on firearm research. Mythril is found to be reactive to magic. Kampfwagons with steam engines plank-wheels have passed all the tests set upon them with great results. Magical matrices research has begun with Amelia gifting a copy of her sister’s work on magic--the researchers vigorously read through Drakomedia’s books.

15 turns for Large Steel Mill construction to be complete. 6 turns for the Brewery to be complete. 2 turns for Trained Infantry(x2)/Archers(x2)/Cavalry training to be complete. 1 turn for Large Port construction to be complete.
[4 turns for the Serpent Road Lift to be complete.]

FreelanceZero:
When questioned the refugees state they are running from the koth. Those that are able quickly set about finding work to do. [You gain 5 Pop.]

Mineralogical surveys show iron, copper, and gems in the Peaks; and clay in the Coast. The standardization process has begun. Silvercreek Port residents, despite being culturally compatible, refuse to assist Ekkebert.

1 turn for Green Protector Guard(x2)/Green Wyvern Cavalry training to be complete.

JaxVaeus:
The Mausoleum is now complete.

Spartanmario:
[You gain 5 Pop.]

Onyx Aurelius:
One of the diplomats comes back with a message from Ata Raxia asking for ransom for the rest of the team. Messengers come back from the surrounding lands with descriptions of the neighbors either being in denial of the current problems, or focusing solely on protecting their own lands.

A few of the surveyed islands look to be able to hold a few hundred people each.  An atoll already houses thousands of refugees from all over, but they are killing each other out of desperation for food.

There is no revelation in metallurgy or powder research. Flight research suffers tragedies as two of the gliders crash and burn. The implementation of the new gearing system into the spring-carts is tested--the results of which reveal the carts now having a higher top speed than before at the highest gear, but also getting more range than before at the lower gears. Tauber decipher a portion of Drakomedia’s book pertaining to certain woods and metals that react well to magic.

9 turns for the Dock Yard to be complete. The Glider Facility is now complete.

Wanderer_In_Rags:
(?) turns for (?) Infantry training to be complete. Green Peasant Levy training is now complete.

wolfking2k:
The diplomat returns from Wu with news that they have hordes of koth pouring over the serpent. The other diplomat is unsuccessful in finding the Red Moon pirates.

A lone Brotherhood assassin has been found after an exhaustive and thorough hunt.

The mercenaries refuse the berserker serum, but accept the hook weapons.

The tauber become more experienced with the practice of necromancy and can start to raise many undead of simple nature. The formation of battle mages as a unit has stalled with the volunteers unsure of what to do next.

(?) turns for (?) Beast Master training to be complete.

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2 Re: Turn 5-1068 on Sun Jul 16, 2017 1:54 pm

Turn Actions:
The refugees, after examination and questioning, are treated for their diseases and malnutrition, while those that volunteered have their families set as a priority for housing and work.  Work begins to bond the volunteers of all stripes to their new bodies, with every precaution taken to ensure it goes smoothly and so those from death row won't suddenly decide to run amuck with their brand new smashy smashy parts.  A memorial is to be constructed, the names of every volunteer inscribed on it, so their sacrifice for the betterment of the growing Kingdom of Geirland will never be forgotten.  Training continues as normal and the 2 Population are set to work on the Large Steel Mill.

Current Research Projects:
Because the player is an idiot, research is turned from refining black powder to how to create it.  Research into making firearms easier to reload, able to shoot farther and with greater accuracy continues, while applications for the new rune triggers are sought, for both the military and civilian sectors.  With the graciously donated texts provided by Amelia, efforts to work out the secrets of magical matrices are redoubled.  The effects of magic on Mythril are further studied and ways of making the kampfwagons better armored and armed without sacrificing too much in the way of speed and maneuverability are also looked into.

Current Military Strength:
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 8: 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

Trained Special Unit 3 (Dwarven Quarrelers): Discipline Modifier +6, Agility 2/ Endurance 2/ Marksmanship 2

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

Cavalry, Trained (DM+3) Agility 2, Animal Handling 2, Fighting 2

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 = 36 (Boon) 2d6 = 10 Power

Clan Grimmore: 9d6 - 7 = 24 (Growth) 1d3 = 2 Wealth

House Adalwulf: 9d6 - 7 = 30 (Blessing) 1d6 = 6 Population

House Brynjarr: 7d6 + 1 = 23 (Curse) 1d6 = -2 Influence

House Osgar: 7d6 + 15 = 31 (Growth) 1d3 = 2 Population

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 33, Power 24, Wealth 4

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

House Adalwulf: Defense 0, Influence 16, Lands 0, Law 35, Population 21, Power 4, Wealth 3

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

House Osgar: Defense 0, Influence 35, Lands 0, Law 72, Population 26, Power 8, Wealth 6



Last edited by Crensler on Sun Jul 23, 2017 1:40 am; edited 1 time in total

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3 Re: Turn 5-1068 on Sun Jul 16, 2017 4:18 pm

fortune roll:

Roll(7d6)+5:
1,3,3,1,6,3,1,+5
Total:23 curse

actions:
The gnolls will call to the Seven isles, Chu, Ju, Shu, Wu, and Laventino. A black banner will be held high in the air for a message to them all. Koth have appeared in the lands of Wu differences be put aside now, and armistices called so that we all may be capable of fighting back the Koth. Ponthos will be the seat of diplomatic

a unit of trained tauber is to be hired, and a future tau are to be trained in basic combat, and magics used for combat. The unit is also to be given bloodshards for each soldier.

Blackfang will appoint two warlords and give them the immediate orders to build their armies.
He will also formally marry a female gnoll from the tournament who had proven herself.

Flamemane, and the firepelts are to be called back

Five units of green criminals are to be hired and given hook blades, and berserker serum.(-5 power)

two units of green Firepelts are also to be hired (-8 power -4 wealth)

Concrete is to be poored into the old poisoned well, and a new one is to be built. The brotherhood member is to be tortured significantly, but kept barely on the brink of life. And when all is done,
and no more information given The Ghost of Lord Heinrich  is to be brought to him

The beastmasters are also green

house stats:

Def 14
Inf 27
lan 15
law 51
pop 48 (47 with current projects) (1 in college)
Pow 11
Wea 35

Projects:
Necromancy



Last edited by wolfking2k on Sun Jul 23, 2017 1:30 pm; edited 1 time in total

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4 Re: Turn 5-1068 on Sun Jul 16, 2017 5:13 pm

Fortunes of War:
7d6+3= 23 GROWTH +2 WEL

On The Road To War:
With the black banners being raised, Kreathean raises it's own once more and prepares to face the Tide.

Scouts are sent once more to the south across the serpent to find a place for the army to bottleneck the horde, and to hold as long as they can. A mountain valley is preferable, and those who are not sent to find a place to make their stand are sent to locate the horde and determine how long they have.

Envoys are sent to the Seven Isles, Nestav and to Aurelion,  requesting reinforcements to join them when they are able to send troops. Word will be spread to refugees that any who wish revenge upon the monsters who took from them their homes and lives are welcome to join the army of Kreathean.

The envoy sent to the Seven Isles will seek audience with King Isen and the commanders of his fleets, seeking transport for the whole of the Kreathean army to the Southern Silver Coast to fight the Black Tide alongside troops from the Isles if possible.

All troops which are green will be raised to trained, and a war-legion of trained mercenary infantry and cavalry will be hired to fill out the Kingdom's armies.

The Peasant Levies will be converted to Archers.

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5 Re: Turn 5-1068 on Sat Jul 22, 2017 5:20 pm

Actions:
News of the koth is never good news. House Hadran and Ekkebert will be instructed to divert their power to House Hidegard to work on the expansion of the military of Nestav. Hidegard will be instructed to raise 3 new units of green peasant levies (-3 Power).

House Hidegard is instructed to transfer 4 land to House Agra.

Valganis orders a survey of the newly-acquired lands; assets, wealth, mineral content, and the such.

Prospectors are sent out to find the ores reported in current and previous mineralogical surveys. The refugees are directed to House Ekkebert's lands to aid in its reconstruction and repopulation.

The naval projects will be investigated further for improvements. The schooner will be worked upon to improve its handling and turning while the galleon will be returned to dock to be investigated for how to lessen its total weight while not compromising its abilities.

The stored 4 Glory from the previous war's actions will be converted to Power.

Fortune Rolls:
Ythri: 28 Boon; +9 to Power
Agra: 32 Growth; +3 to Land
Cyneburg: 29 Curse; -3 to Law
Hidegard: 36 Boon; +16 (+10+6) Wealth
Hadron: 18 Blessing; +5 Land
Ekkebert: 25 Growth; +6 (+2+4) Wealth

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 35
Pop 35
Pow 25
Wea 12
Glory 4
House Fortune +8

First-born son (Age:26)(Married to Lady Hidegard), Second-born daughter (Age:24)(Married to House Aurelion)
Defense: Superior Castle (Skyreach Citadel)
Lands: Mountains, Ruins, Lake, WoodsH, Roads, Small Town
Wealth: Artisans, Mines, Military Academy

HOUSE AGRA
Def 0
Inf 11
Lands 7
Law 35
Pop 47
Power 0
Wealth 0
House Fortune Total +5

Second-born daughter (Age:19)
Defense: Superior Castle (Porny Keep)
Lands: Hills
Wealth: Mines

HOUSE CYNEBURG
Def 4
Inf 2
Land 0
Law 25
Pop 27
Pow 0
Wea 1
House Fortune Total +2d6-1

Defense: Superior Castle (Cyneburg Citadel)
Lands: Mountains, Roads, Ruins
Wealth: Lightwood

HOUSE HIDEGARD
Def 2
Inf 6
Land 4
Law 22
Pop 64
Pow 6
Wea 32
House Fortune +4

Defense: Tower (Inga Tower), Small Castle (Silvercreek Port)
Lands: Coast, Large Town, Plains, Roads, River, WoodsH
Wealth: Granary, Clergy, Marketplace, Port, Steeple, Smeltery

HOUSE HADRAN
Def-0
Inf-2
Lan-5
Law-24
Pop-41
Pow-0
Wea-0
House Fortune -1

Third-born son (Age:22), Fourth-born son (Age:16)
Defense: Small Castle
Lands: Small Town, Hills, Rivers
Wealth: Granery

HOUSE EKKEBERT
Def-0
Inf-10
Lan-0
Law-19
Pop-13
Pow-0
Wea-6
House Fortune +1

First-born daughter (Age:16), Second-born daughter (Age:16)
Defense: Small Castle
Lands: Coast, Small Town, Road, River
Wealth: Artisan, Marketplace, Port

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
-Nobles, Green (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
-Scouts, Green (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

Research: Improved Metallurgy, Improved Martial Arts, Naval Projects

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6 Re: Turn 5-1068 on Sun Jul 23, 2017 3:12 am

Fortunes:

Outer Khanid:(HF+5)   Roll:21 Result:26(Blessing)  Allocation: Power+Defense+Law+Influence

Inner Khanid:(HF+10)  Roll:26 Result:36(Boon)      Allocation: Defense

Khanid Coast:(HF+16) Roll:28 Result:44(Boon)       Allocation: Power+Defense+Wealth+Influence
Stat Changes:

Outer Khanid:
Defense:1+1=2 Influence:8+1=9 Land:1 Law:24+1=25 Population:45 Power:1+1=2 Wealth:14

Inner Khanid:
Defense:9+8-10(upgrade)=7 Influence:6 Land:6 Law:31 Population:37 Power:7+2-6(Training)=3 Wealth:12

Khanid Coast:
Defense:8+3=11 Influence:15+3=18 Land:4 Law:43 Population:44 Power:2+3=5 Wealth:22+3(HF)+5(Port/Market)-1(imports)=29  Lloyds coffers:2 wealth
Actions:

Research:
College: Metallurgy(Joint Project), Clockworks(Joint Project), Magic(Joint Project)

The College is given the task of development of a new clockwork vehicle, capable of rapid movement, armed with a steam cartridge cannon, and protected by magically reinforced materials. The vehicle is also requested to be usable off road, however it is not a hard requirement.

Glider Facility: Flight(General), Blackpowder(Stability)

Local:
Local Island survey halts with the lack of usable islands

The Expedition Voyage launches; it's long term goal, to chart new seas, find new lands, and expand trade.

Ruins project continues (30 pop total, pulled from various regions)

The Dockyard now has 5 additional population assigned to it (new total should be 10)

International:
Diplomats are given the task of trying to convince nearby houses to take the threat of the impending invasions seriously, in the event of failure, they are to return home, and work on the backup plan.

The messenger from the remains of the team that went west is debriefed, and the demands made are looked at.

Recent failings in the Diplomatic process have brought in the idea of a backup plan, the creation of a so called "Phantom Army", whose sole job would be to form up at a moments notice, in the event that it is needed, made up of mercenary troops. A certain figure is tasked with its creation, and has access to Aurelion funds to do so. 
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
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1

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
Archer(Green)  (DM:+12)Agility 0, Awareness 1, Marksmanship 1
Archer(Green)  (DM:+12)Agility 0, Awareness 1, Marksmanship 1
Archer(Green)  (DM:+12)Agility 0, Awareness 1, Marksmanship 1

Naval:
Warships(Elite) (DM+0) Awareness 8, Fighting 3, Marksmanship 3
Warships(Trained)(DM+6) Awareness 1, Fighting 2, Marksmanship 3
Warships(Trained) DM+6) Awareness 1, Fighting 2, Marksmanship 3


Misc:
Special(Trained) (DM+6) Awareness 2, Endurance 2, Healing 2
Cavalry(Trained)(DM+3) Agility 3, Animal Handling 1, Fighting 2
Nobles(Trained) (DM+3) Athletics 0, Endurance 3, Fighting 3

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7 Re: Turn 5-1068 on Sun Jul 23, 2017 3:15 am

Will edit turn here in morning. Did nothing from turn 4 result in anything?

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