Lorerunner's Forums

The Lorerunner's Forums

Search
 
 

Display results as :
 


Rechercher Advanced Search

Latest topics
» Turn 1-1070
Yesterday at 7:24 pm by The_Wanderer_In_Rags

» Black Scale
Yesterday at 6:48 pm by SilverDragonRed

» HAPPY BIRTHDAY...
Yesterday at 4:32 pm by WKC690

» PATREON CHANGES
Yesterday at 4:13 pm by WKC690

» Black Water
Yesterday at 2:17 pm by SilverDragonRed

» Turn 12-1069
Fri Dec 08, 2017 5:41 pm by Onyx Aurelius

» Turn 11-1069
Wed Dec 06, 2017 12:51 am by Onyx Aurelius

» MCU Discussion Links - Historical
Fri Dec 01, 2017 4:12 pm by DollarD

» Turn 10-1069
Sun Nov 26, 2017 1:44 pm by Crensler


You are not connected. Please login or register

Turn 7-1068

View previous topic View next topic Go down  Message [Page 1 of 1]

1 Turn 7-1068 on Sun Jul 30, 2017 1:09 pm

Arcacius:

Bradley3000:

Crensler:
House Bryn is created by the marriage of Arn Brynjolf and newly titled Yvenne. The sole remaining necromancer eludes search parties for the moment. Representatives are sent to the STG about House Hrediunn’s recently rebuilt and enlarged port. Enough golems of both varieties are created to nearly have a unit ready for battle. [You can now purchase Golem units. You can now upgrade the armor for Kampfwagon units for 1 Wealth.]

Rune Trigger research results in runes being activated by more than direct pressure and activate a more varied set of abilities than before. Firearm research has stalled. Magic Matrices research finally gets a small test of two mana crystals to share the load of a spell, but the freezing spell attempted nearly froze the team to death. Mass Weapon Production research has begun.

5 turns for Large Steel Mill construction to be complete. 4 turns for the Brewery to be complete. Trained Infantry(x2)/Archers(x2)/Cavalry training is now complete.
[2 turns for the Serpent Road Lift to be complete.]

FreelanceZero:
1 turn for Green Peasant Levies training to be complete.

JaxVaeus:
The Seven Isles send their troops to assist the allies in their endeavor. Ponthos and Seven Isles troops find a large horde of koth coming their way along the snake.

3 turns for Trained Engineers(?) training to be complete.

SpartanMario:
Your troops join with the allies in their endeavor to halt the koth. Ponthos and Seven Isles troops find a large horde of koth coming their way along the snake.

Onyx Aurelius:
A representative from the Kingdom of Geirland arrives to talk to the STG. Work begins on expanding the workable area of the cavern.

A near-fatal accident causes the joint research project to stall. The knowledge of Flight and Black Powder greatly increases with many gaps in the team’s understanding of both being filled in.

4 turns for the Dock Yard to be complete.

Wanderer_in_Rags:
The army lands safely and begins the arduous process of stemming the tide. Nearby ports are deserted with only a few of the koth present.  Scouts sent out locate a fairly large nest.

4 turns for Trained Commander(x3) training to be complete. 3 turns for Trained Cavalry training to be complete. 2 turns for Trained Infantry training to be complete. 1 turn for Levies-to-Archers(?) conversion to be complete. 1 turn for Trained (?) training to be complete.

wolfking2k:
The Seven Isles send their troops to assist the allies in their endeavor. Ponthos and Seven Isles troops find a large horde of koth coming their way along the snake.

3 turns for Trained Tauber training to be complete. 1 turn for Green Criminals(5)/Firepelts(2) training to be complete. Green Beast Master training is now complete.

View user profile

2 Re: Turn 7-1068 on Sun Jul 30, 2017 8:08 pm

Turn Actions:
The hunt for the last surviving necromancer continues as life goes on in the ever growing Kingdom of Geirland, the one caught alive tried for war crimes and executed.  The newly created house immediately seeks to build up a defensive force, spending 37 Power to begin training 5 Green Infantry and 3 Green Archers.  A small expedition is sent to the ruins in the lands of House Byrn, to see if anything of value lies within to be discovered.  Meanwhile, Thrand will keep his promise to the Storm Ladies, marshaling the forces under the command of his house and that of Clan Grimmore, as well as the undead of Lady Zau, for the effort.  Construction efforts continue as per usual, with 15 Population added to both the construction of the Steel Mill and the Brewery. If they are completed, the 5 Green units of Warships will be brought up to Trained.  Finally, 16 Power is spent to train 2 Green units of the Smart Golems.

Current Research Projects:
Efforts to combine the rune triggers with the magical matrices are started, after ensuring an accident like what happened with the freezing spell doesn't happen again, with the intent of controlling a framework of some sorts, Loregar digging up an old schematic for a sort of piloted armor that the Mad Smith of the Black Mountain dreamed up as a reference.  The research into mass production of weapons, refining the black powder, improving the range, accuracy and reloading of the handguns, mythril, refrigeration tech/magic and a means of bypassing the use of life force for magic also continue.

Current Military Strength:
House Geirmund/Clan Grimmore:

Veteran Infantry unit 01: Discipline Modifier +3, Athletics 4/Endurance 4/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Infantry unit 02: Discipline Modifier +3, Athletics 3/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 03-04: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 05: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 06-08: Discipline Modifier +6, Athletics 3/Endurance 2/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 09-10: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Veteran Crusader units 11-12: Discipline Modifier +6, Athletics 4/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Personal Guard unit 13: Discipline Modifier +0, Athletics 3, Endurance 2, Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 14: Discipline Modifier +0, Agility 4/Animal Handling 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 15: Discipline Modifier +0, Agility 3/Animal Handling 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Cavalry unit 16: Discipline Modifier +3, Agility 2/Animal Handling 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer unit 17: Discipline Modifier +9, Agility 3/Awareness 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 18-19: Discipline Modifier +9, Agility 3/Awareness 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 20-21: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Dwarven Quarreler units 22-23: Discipline Modifier +6, Agility 3/ Endurance 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x2

Dwarven Quarreler unit 24: Discipline Modifier +6, Agility 2/ Endurance 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x2

Veteran Engineer unit 25 (Large Steam Cannon): Discipline +6, Endurance 3/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Veteran Engineer unit 26 (Large Steam Cannon): Discipline +6, Endurance 4/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Green Kampfwagon unit 27 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor upgrade x2, Weapon Upgrade x1

Green Kampfwagon unit 28 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor Upgrade x2, Weapon Upgrade x1

Trained Kampfwagon unit 29 (Spitfire [Jelly Fire]): Discipline +9, Marksmanship 2/Fighting 2/Warfare 3  Armor Upgrade x2

Trained Support units 30-31: Discipline Modifier +6, Animal Handling 2, Endurance 2, Healing 4  Armor Upgrade x1

Veteran Garrison units 32-33: Discipline Modifier +0/+6, Awareness 3, Endurance 4, Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Garrison unit 34: Discipline Modifier +3/+9, Awareness 2, Endurance 2, Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Elite Commander (Lord Thrand): Command 4/Fighting 5/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1, Amelia's Amulet

House Adalwulf:

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 2

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 2

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 2

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

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

Cavalry, Elite (DM-3) Agility 3, Animal Handling 3, 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 1, Fighting 0, Warfare 6

Engineers, Trained (DM+9) Endurance 1, 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


Lady Zau, Veteran Command 7, Fighting 6, Warfare 1  Armor Upgrade x1

Undead Infantry units AA-AI:  Athletics 2, Awareness 0, Fighting 2

House Fortune Rolls:
House Geirmund: 7d6 + 8 = 27 (Blessing) 1d6 = 3 Wealth

Clan Grimmore: 9d6 - 7 = 28 (Boon) 1d6 = 2 Wealth, 1d6 = 6 Power

House Adulwulf: 9d6 - 7 = 36 (Boon) 1d6 = 5 Wealth, 1d6 = 2 Power

House Brynjarr: 7d6 + 1 = 18 (Blessing) 1d6 = 4 Population

House Osgar: 7d6 + 15 = 38 (Growth) 1d3 = 2 Wealth

House Byrn: 7d6 + 4 = 36 (Boon) 1d6 = 2 Power, 1d6 = 3 Wealth

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 33, Power 1, Wealth 3

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 31, Power 6, Wealth 2

House Adalwulf: Defense 0, Influence 16, Lands 0, Law 35, Population 21, Power 2, Wealth 5

House Brynjarr: Defense 0, Influence 0, Lands 0, Law 27, Population 20, Power 0, Wealth 0

House Osgar: Defense 0, Influence 35, Lands 0, Law 72, Population 26, Power 0, Wealth 2

House Byrn: Defense 2, Influence 20, Lands 0, Law 53, Population 34, Power 2, Wealth 3



Last edited by Crensler on Sun Aug 06, 2017 3:23 am; edited 1 time in total

View user profile

3 Re: Turn 7-1068 on Sat Aug 05, 2017 7:24 pm

fortune roll:
Roll(7d6)+5:
6,5,4,5,5,5,5,+8
Total:43 Boon rolled two di six got ten. ten to power

actions:
The combined armies of Gnoll, Ju, Seven Isles, and the warlords will ride out to go battle the Koth.

The college's research will change to barrier magics

house stats:

Def 14
Inf 27
lan 15
law 51
pop 48 (47 with current projects) (1 in college)
Pow 21
Wea 35

current research:
Barrier magic

View user profile

Sponsored content


View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum