So with the action did Pralug and Jundar commite troops, and were uncoperative or did they say no. And is the Military gathered in along the Videssia coast or is it in the Jundar region? Jason Heaps Juha Vesantowrote: Hi Here are the action results for 1452. I'll update the fudge points stuff this week... err... promise... ---+ Actions for Exquaestio ---+++ Action 1: The Kingdom of Junder *Resolution:* Diff = Normal (0) + Dice (+000) + Extras () = +1 Success *Dice:* * Military: +1 * Economics: 0 * Administration: 0 * Law: 0 *Results:* (Normal: +1,x,x) *Interpretation:* ---+++ Action 2: Mobilization *Resolution:* Diff = Easy (+1) + Dice (+0--) + Extras () = 0 Mixed results *Dice:* * Videssia: +1 * Barbarians: 0 * Volunteers: -1 * Militia: -1 *Results:* *Interpretation:* ---+++ Action 3: Demonic Tanimbar *Resolution:* Diff = Normal (0) + Dice (++--) + Extras () = 0 Mixed results *Dice:* * southern goblins: +1 * magic: +1 * trade: -1 * relations: -1 *Results:* Effects at contacting the goblins are succesfull, but the attempts at trade are not, especially since the Tarimbar begin to feel mighty suspicious against the Exquaestio operatives due to the communication attempts. *Interpretation:* ---+++ Action 4: Magical Alliances *Resolution:* Diff = Normal (0) + Dice (+---) + Extras () = -2 Failure *Dice:* * Gods: +1 * Espiri: -1 * Ecclesia: -1 * Magic Diversity: -1 *Results:* *Interpretation:* ---+++ Action 5: The Pantheon *Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 Severe failure *Dice:* * Purchase: -1 * Transportation: -1 * Labor: 0 * Distance From City: 0 *Results:* (Normal: +1,x,x,x,x,x) *Interpretation:* ---+ Actions for Sedonia ---+++ Action 1: Building the Spy Network *Resolution:* Diff = Hard (-1) + Dice (0-00) + Extras (double: +1) = -1 Failure *Dice:* 1 fp * Insert 'deep cover' agents: 0 * Hire analysts: -1 * Develop counter-espionage: 0 * "Special Projects": 0 *Results:* Secret service (Hard: +2,+1,+2,+1,x,x) *Interpretation:* ---+++ Action 2: Renovation and Repair, Part 2 *Resolution:* Diff = Normal (0) + Dice (-+0+) + Extras () = +1 Success *Dice:* * Surveying: -1 * Grading: +1 * Paving: 0 * Bridge Building: +1 *Results:* *Interpretation:* ---+++ Action 3: Making an Imprint (movable type) *Resolution:* Diff = Normal (0) + Dice (+00-) + Extras () = 0 Mixed results Note: I decided on 'Normal' difficulity, because I felt that all the right conditions exist in Sedonia already. Still, making this a success only means the work of basically one Guttenberg. It will be years and years yet before this will have any significant impact on the economy. On the other hand, the box will then be open... *Dice:* 3 fp * Building a press: +1 * Finding the right materials for ink: 0 * Finding the right materials for type: 0 * Finding financial backing: -1 *Results:* (Normal: 0,x,x) *Interpretation:* A clever press device is constructed, and first attempts at the materials are begun. However, these efforts are costly, and the inventors are starting to run out of money. ---+ Actions for Kaeir ---+++ Action 1: Millati evangelisation *Resolution:* Diff = Normal (0) + Dice (0-++) + Extras () = +1 Success *Dice:* * The Keeper: 0 * Millati supporters: -1 * Millati preachers: +1 * Luck: +1 *Results:* Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x) *Interpretation:* ---+++ Action 2: Securing of Rimrivertown settlement (final) *Resolution:* Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe failure *Dice:* * Grand Shaman attitude: -1 * Kaeir settlers reaction: -1 * Construction work: -1 * Luck: 0 *Results:* Rimrivertown securing (Normal: +2,x) *Interpretation:* Almost all that can go wrong, does. The Grand Shaman is not at all thrilled at the prospect of a temple in the "ugly foreign village", the Kaeir settles resent the favours given Hoacoatl; their actions are little short of sabotage. ---+++ Action 3-4: Aid to Ban Horroth Trader Caste *Resolution:* Diff = Hard (-1) + Dice (+-++) + Extras (double: +1) = +1 Success *Dice:* fp=2 * Priest caste: +1 * Grand abbot: -1 * Commercial bribes: +1 * Luck: +1 *Results:* *Interpretation:* ---+ Actions for Mir ---+++ Action 1-2: Union *Resolution:* Diff = Normal (0) + Dice (+0-+) + Extras (double: +1) = +2 Success *Dice:* 1 fp * Eerith cooperation: +1 * Military preparations: 0 * Parglug (& Jundar): -1 * Luck: +1 *Results:* *Interpretation:* ---+++ Action 3-4: War *Resolution:* Diff = Normal (0) + Dice (+-++) + Extras (double: +1) = +3 Great success *Dice:* * Army transport: +1 * Supply chain: -1 * Videssia reaction: +1 * Ice Demon reaction: +1 *Results:* The plan works like a clock, the only difficulity being the very difficult supply chain. It would be better to arrange the supply chain from the Free cities, but so far this has not succeed. Videssia refugees flock to the seaside, and the Ice Demons gracefully keep well inland. *Interpretation:* ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net. --------------------------------- Do you Yahoo!? Yahoo! Mail - Helps protect you from nasty viruses.---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.


