Lorerunner's Forums

The Lorerunner's Forums

Search
 
 

Display results as :
 


Rechercher Advanced Search

Latest topics
» Turn 9-1069
Today at 4:29 pm by The_Wanderer_In_Rags

» Turn 10-1069
Today at 12:29 pm by SilverDragonRed

» Black Scale
Sat Nov 18, 2017 5:59 pm by SilverDragonRed

» Black Water
Tue Nov 14, 2017 12:30 pm by SilverDragonRed

» Turn 8-1069
Sun Nov 12, 2017 8:10 pm by FreelanceZero

» Thoughts on The Witcher 3: The Wild Hunt
Sun Nov 12, 2017 3:15 pm by RorytheRomulan

» Turn 7-1069
Sun Nov 05, 2017 7:10 am by Crensler

» Bound by the Past
Thu Nov 02, 2017 2:30 pm by SilverDragonRed

» Turn 6-1069
Sun Oct 29, 2017 5:41 pm by The_Wanderer_In_Rags

You are not connected. Please login or register

Turn 3-1069

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

1 Turn 3-1069 on Mon Sep 25, 2017 7:03 pm

Bradley3000:

Crensler:
The cannons brought back are of an older, inferior design with  a large water tank and boiler underneath to provide the necessary pressure.  At the unveiling of the crystals mages warn about their use but state that they are similar to elemental crystals.

You gain [8 Population] from a host of refugees from the south.

All projects see some progress.

85 turns for Watch Station expansion to be complete. Trained Commanders(x2) training is now complete.
[2 turns for Trained Nobles/Archers(x3) training to be complete.]

FreelanceZero:
A plague spreads through Ekkebert’s lands.  Refugees who are not sick do their best to find work.

All projects see some progress.

You gain [9 Population] from a host of refugees from the south.

2 turns of mine construction to be complete. 1 turn for Trained Wyvern Cavalry training to be complete. Trained Smart Golem creation is now complete.

LadyoftheBlackRose:

SpartanMario:
You gain [10 Population] on the isles from a host of refugees from the south. You gain [1 Population] on the mainland from a host of refugees from the south.

64 turns for weaving factory construction to be complete. 4 turns for gate(x3) construction to be complete. 2 turns for Trained Warships(x3) training to be complete.

Onyx Aurelius:
The Sarums receive a visit from Kreathean representatives to ask for their inspection of what might be the kreet’s new trading ports.

The mages of the expedition struggle to not be overwhelmed by the presence of the magic in the land.
All projects see some progress.

You gain [8 Population] from a host of refugees from the south.

7 turns for College expansion to be complete. 3 turns of mine update to be complete. 2 turns for the dock expansion to be complete.

Wanderer_in_Rags:
Reconstruction efforts have begun.

You gain [4 Population] from a host of refugees from the south.

1 turn to repair Small Town outer wall. Green Archers(x2)/Engineers training is now complete.

wolfking2k:
Those looking to tame the hydra become its food.

The new naga advisor deems the seas to be the best path to prosperity and growth.

All projects see some progress.

Lower Ponthos gains [3 Population] from a host of refugees from the south.

4 turns for the Mage’s College upgrade to be complete.

View user profile

2 Re: Turn 3-1069 on Tue Sep 26, 2017 2:58 am

Turn Actions:
Another twenty Population and ten Wealth will be diverted to the Watch Station project, with another twenty Population and ten Wealth into expanding the Roads.  Meanwhile, the armies of Geirland will be reorganized so that they are no longer under the command of the different houses, but into a centralized army, though each house will maintain its garrison forces for defense.  An additional 2 Green Infantry, 2 Green Archers and 2 Green Special (Dwarven Quarrelers) are to be trained in the meantime at the cost of 28 Power.  Finally, the old cannons are to be dismantled for their metal and components while the crystals are to be studied further, while the wargs will continue their training regime.

Research Projects:
Firearm research, with a focus on multi-barreled weaponry, is continued, as is Refrigeration, Magical Energy, Mass Production and Steam engine research.  The prototype frame is to be tested to its fullest capacity, and two new projects are to be started.  The first is to combine the steam engine with a crystal core to power the end product, giving the frame both a steady supply of power and an extra reservoir for short bursts of energy, likely for use in combat for quick movement and hard strikes.  The second is to move the frame itself, based on humanoid anatomy, namely musculature, with gears, steam pistons and strands of magically conducting "muscles" over an endoskeleton to support the weight of its armor and other components.

Geirland Armed Forces:
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 4/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 06-07: Discipline Modifier +6, Athletics 3/Endurance 3/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 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

Trained Infantry unit 11: Discipline Modifier +6, Athletics 5/Endurance 1/Fighting 2

Trained Infantry unit 12: Discipline Modifier +6, Athletics 5/Endurance 1/Fighting 2

Trained Infantry unit 13: Discipline Modifier +6, Athletics 5/Endurance 1/Fighting 2

Trained Infantry units 14-18: Disciplined Modifier +6, Athletics 3/Endurance 1/Fighting 2

Trained Archer units 19-20: Discipline Modifier +9, Agility 3/Awareness 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 21-22: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Veteran Archer unit 23: Discipline Modifier +6, Agility 6/Awareness 2/Marksmanship 5

Veteran Archer unit 24: Discipline Modifier +6, Agility 6/Awareness 2/Marksmanship 5

Trained Archer unit 25: Discipline Modifier +9, Agility 3/Awareness 1/Marksmanship 2

Trained Archer unit 26: Discipline Modifier +9, Agility 3/Awareness 1/Marksmanship 2

Trained Dwarven Quarreler units 27-28: Discipline Modifier +6, Agility 3/ Endurance 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x2

Trained Dwarven Quarreler unit 29: Discipline Modifier +6, Agility 3/ Endurance 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x2

Veteran Crusader units 30-31: Discipline Modifier +6, Athletics 4/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Personal Guard unit 32: Discipline Modifier +0, Athletics 4, Endurance 3, Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 33: Discipline Modifier +0, Agility 4/Animal Handling 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 34: Discipline Modifier +0, Agility 3/Animal Handling 3/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Cavalry unit 35: Discipline Modifier +3, Agility 2/Animal Handling 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Elite Cavalry unit 36: Discipline Modifier -3, Agility 3/Animal Handling 3/Fighting 10

Trained Cavalry unit 37: Discipline Modifier +3, Agility 1/Animal Handling 1/Fighting 1

Trained Smart Golem units 38-39: Discipline Modifier +6, Athletics 3/ Awareness 1/Fighting 2

Trained Support units 40-41: Discipline Modifier +6, Animal Handling 2/Endurance 2/Healing 5  Armor Upgrade x1

Veteran Engineer unit 42 (Large Steam Cannon): Discipline Modifier +6, Endurance 3/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Veteran Engineer unit 43 (Large Steam Cannon): Discipline Modifier +6, Endurance 4/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Trained Engineer units 44-45 (Large Steam Cannon): Discipline Modifier +9, Endurance 1/Fighting 0/Warfare 6

Green Kampfwagon unit 46 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor upgrade x2, Weapon Upgrade x1

Green Kampfwagon unit 47 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor Upgrade x2, Weapon Upgrade x1

Trained Kampfwagon unit 48 (Spitfire [Jelly Fire]): Discipline +9, Marksmanship 2/Fighting 2/Warfare 3  Armor Upgrade x2

Veteran Garrison units 49-50: Discipline Modifier +0/+6, Awareness 3/Endurance 4/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Garrison unit 51: Discipline Modifier +3/+9, Awareness 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Veteran Garrison units 52-57: Discipline Modifier +0/+6, (DM+0/6) Awareness 1/Endurance 9/Fighting 0

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

Elite Commander (Arn Osgar): Command 8/Fighting 1/Warfare 5

Veteran Commander (Lady Zau): Command 7/Fighting 6/Warfare 1  Armor Upgrade x1

Trained Commander (Ser Romund): Command 3/Fighting 3/Warfare 0

Trained Commander (Ser Ezra Leonhart): Command 3/Fighting 3/Warfare 0

Green Commander: Command 2/Fighting 0/Warfare 2

Geirland Royal Navy:
Trained Warships units 01-05: (Discipline Modifier +6) Awareness 2/Fighting 2/Marksmanship 2

Trained Commander 01 (Lord-Admiral Brynjolf Geirmund): Command 0/ Fighting 2/Warfare 4

Trained Commander 02: Command 3/ Fighting 2/Warfare 1

Trained Commander 03: Command 3/Fighting 2/Warfare 1

Fortune Rolls:
House Geirmund: 5d6 + 8 = 25 (Growth) 1d3 = 2 Power
Clan Grimmore: 7d6 - 7 = 20 (Blessing) 1d6 = 3 Power
House Adulwulf: 7d6 - 7 = 26 (Blessing) 1d6 = 6 Power
House Brynjarr: 5d6 + 1 = 14 (Blessing) 1d6 = 5 Power
House Osgar: 5d6 + 15 = 36 (Boon) 2d6 = 10 Wealth
House Byrn: 5d6 + 4 = 26 (Blessing) 1d6 = 6 Wealth

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 38, Power 4, Wealth 2

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 36, Power 3, Wealth 0

House Adalwulf: Defense 0, Influence 11, Lands 0, Law 35, Population 27, Power 6, Wealth 0

House Brynjarr: Defense 0, Influence 0, Lands 0, Law 27, Population 25, Power 5, Wealth 0

House Osgar: Defense 0, Influence 25, Lands 0, Law 72, Population 26, Power 0, Wealth 10

House Byrn: Defense 2, Influence 15, Lands 0, Law 53, Population 34, Power 0, Wealth 6

View user profile

3 Re: Turn 3-1069 on Fri Sep 29, 2017 2:33 am

Fortunes of Kreathean:
5d6+3=16 GROWTH +2 WEALTH

Actions:
As the army continues to rally and the and refugees continue arriving from the south,
King Segarus will deploy Scout-Captain Jayen and his men, sharp of eye and fleet of horse, south and acrost the serpent with raven and mage in hand to ascertain the situation. The Koth come, clearly, but how soon, from whence and in what numbers must be known and must be known soon.

The refugees arriving will be fed and housed, and the captains will go to them and ask who among them is willing to work-- or fight.

The thirteen thousand original folk of Kreathean, those who came north with the caravans, will be told to be ready to rally should the need arise.

Ten units of peasant levies will be raised from those willing to fight amongst the kingdom's people,
and the ground work shall be lain for their training to archers.

When comes the spring, Kreathean goes to war!

View user profile

4 Re: Turn 3-1069 on Sun Oct 01, 2017 1:40 am

Fortunes:

Outer Khanid:(HF+7)   Roll:13 Result:20(Blessing) Allocation: Power +Wealth

Inner Khanid:(HF+9)   Roll:19 Result:28(Boon)      Allocation: Land+Law

Khanid Coast:(HF+17) Roll:18 Result:35(Blessing) Allocation: Wealth+Land
Stat Changes:
Stat Changes:

Outer Khanid:
Defense:4 Influence:14 Land:1 Law:34+1=35 Population:47+2=49 Power:12 Wealth:9-5(upgrades)=4

Inner Khanid:
Defense:11 Influence:9 Land:6 Law:43 Population:41+4=45 Power:14 Wealth:12-8(upgrades)=4

Khanid Coast:
Defense:14 Influence:21+1=21 Land:9 Law:54 Population:46+2=48 Power:20 Wealth:56-12(Festival)+1(HF)+3(Port/Market)-1(imports)-20(upgrades)= 27 Lloyds coffers:17 -???(Current international ventures)
Actions:

Research:
College: Metallurgy(Refinement), Clockworks(Vehicle testing/Reliability), Magic(Efficient magic transfer/usage)

Glider Facility: Flight(Combat Air frame), Black powder(General) 

Dockyard: shipbuilding(Propulsion methods)
------------------------------------
Local:
Mine, college, and dockyard upgrades continue

Military preparations continue for the summer date set forth by the head of the church, including the drilling of troops in the usage of new weapons and long range tactics. 

With the influx of population working the fields, additional population is assigned to work on the ruins project (New total: 30 combined population)
An estimate is done as to how much more material is needed for the mana spire. Infrastructure is setup in the ruins to make use of the spire for magical experimentation (Bill me for the cost of it)

ALL units across the regions receive armor upgrades (-33 wealth) (5 from outer, 8 from inner, 20 from coast)
---------------------------------------------------
International:
Representatives from Kreathea are spoken to, and a preliminary trade route is set up. Ships begin making trade runs to the new ports as soon as the storms allow.

Representatives from the Seven Isles are told that while golem trade might be possible, the prices won't be cheap, as golems have to be imported from far to the north.

The population influx is split among the regions (listed as pop gain in the stats section)

The expedition continues, and an assessment is done to estimate the cost of making the settlement self sufficient. Mages continue with preliminary studies of the area and portal.

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

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


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

View user profile

5 Re: Turn 3-1069 on Sun Oct 01, 2017 5:21 am

Actions:
Doctors and herbalists are sent to House Ekkebert to ease the suffering and prevent the spread of the plague.

Research: Improved Metallurgy, Improved Martial Arts, Naval Projects

Fortune Rolls:
CBF
Maybe next week

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 43
Pop 35
Pow 9
Wea 9
Glory 0
House Fortune +9

(First Generation)
First-born son (Age:26)(Married to Arn Emily Hidegard), Second-born daughter (Age:24)(Married to House Aurelion)
(Second Generation)
First-born Daughter
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 9
Law 44
Pop 42
Power 0
Wealth 0
House Fortune Total +6

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

HOUSE CYNEBURG
Def 4
Inf 2
Land 0
Law 37
Pop 40
Pow 0
Wea 1
House Fortune Total +2d6+2

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

HOUSE HIDEGARD
Def 2
Inf 6
Land 4
Law 26
Pop 61
Pow 0
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-3
Lan-3
Law-43
Pop-41
Pow-0
Wea-0
House Fortune +1(+6)

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

HOUSE EKKEBERT
Def-0
Inf-10
Lan-0
Law-29
Pop-20
Pow-0
Wea-34
House Fortune +4

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 (Arn Edward von Keller), Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Veteran (100exp) Command 7, Fighting 3, Warfare 0
-Commander (Arn Milford Cyneburg), Trained (60 exp) Warfare 4, Fighting, Command 2

--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2

--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, Trained (DM+3)(60exp) Athletics 2, Endurance 2, Fighting 2

--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, Trained (DM+12)(60exp) Endurance 2, 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, 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)(50exp) 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 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+6)(110exp) Agility 3, Awareness 2, Marksmanship 5
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3

--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, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3

--Wyvern Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 1, Fighting 2

--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

-Smart Golems, Trained (DM+9)(60exp) Athletics 2, Endurance 1, Fighting 3
-Smart Golems, Trained (DM+9)(60exp) Athletics 2, Endurance 1, Fighting 3
-Smart Golems, Trained (DM+9)(60exp) Agility 2, Awareness 1, Marksmanship 3

-Scorpion x2
-Manongel x2
-Centipede x1
-Steam Cannons, Small x1

View user profile

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