Action 1: Wooden Ships and Iron Men, pt. 2
Weight: Single
Description: The Sedonian Navy continues its rapid expansion program.
Recruitment and shipbuilding continue, with the goal of tripling the
Fleet's pre-1458 size by the end of the year. The greatest concern is
finding officers to command the vessels. The Navy goes headhunting
through the Sedonian merchant marine for first and second mates seeking
to command their own ships. The Navy also tries recruiting potential
captains from Kaeir, the Free Cities, Aixelsydan, and Razania.
Meanwhile, the ships built last year, which are conducting training
exercises in the Gulf of Gomel, are ordered south to blockade Zelkor.
See Action 3. A few of the senior captains are given a new invention
from Roth Mythysa to test--the spyglass.
Difficulty: Normal
Subparts:
* Construction of Ships
* Recruitment of Sailors
* Recruitment of Officers
* Training
Action 2: I Want *YOU* For The Imperial Legions, pt. 2
Weight: Single
Description: The Legions also continue their expansion program, needing
just four more legions to reach their goal strength of twenty legions.
The General Staff's assessment is that with Legions I, IV, and VI
through XIV in Zelkor, General Martros has a more than adequate number
of troops at his disposal to bring the war to an end. Therefore, of the
legions remaining to be raised, XVII and XVIII will be sent to Sedonian
Taltheran and Kajir, while XIX and XX will join V Legion in guarding the
western and southwestern borders.
Difficulty: Normal
Subparts:
* Recruitment & Training
* Equipment
* Deploying XVII & XVIII to Kajir and Taltheran
* Deploying XIX & XX to the western border
Action 3: The Siege of Zelkor
Weight: Single
Description: After taking command at the end of 1460, General Martros
begins to move the siege of Zelkor forward. He sets up a system of
rotation: four legions in the siege lines, four legions in reserve on
R&R, and two legions patrolling the Tanimbar border, with each legion
spending two weeks in the trenches, 3 weeks of rest, 2 weeks of border
patrol, and 3 more weeks of rest before returning to the trenches.
General Martros orders that the heavy siege engines (onagers and
trebuchets) be directed against the walls of Zelkor to force a breach,
while the rest of the Legions in the trenches work on digging mines
under the city walls. A message is sent to the Zelkori under a truce
flag, warning them that if they do not surrender when the walls are
breached, Zelkor will be sacked.
Finally, the fleet exercising in the Gulf of Gomel is to sail south and
blockade the harbor in support of the Legions.
Difficulty: Normal (0) to Hard (-1), GM's call.
Subparts:
* Sea Blockade
* Breaching the Walls
* Persuading the Zelkori to surrender when the walls breach
* The Sack or Occupation of Zelkor (Which one depends on the result
of the prior subpart)
Any Fudge Points I have left, up to a max of 4, are to be applied to
this action.
Action 4: The Trans-Casovian Expedition
Weight: Single
Description: In the interests of trade and commerce, the Sedonian
government orders a detatchment of surveyors from Legion V, escorted by
one of the Vth's centuries and one of its cavalry alae, to survey & map
a possible route for an Imperial Road from Sedonian Casovia, across the
Casovian mountains, through Trans-Casovia to the mouth of the Hansar
River on the west coast of Qaiyore. The expedition is also to identify,
map, & survey potential locations for fords, bridges, inns, trading
posts, & forts; and gather information about the tribal societies they
will be passing through.
Difficulty: Normal
Subparts:
* Survive natural events (rapids, forest fire, disease)
* Survive animals
* Contact tribes in friendly fashion
* Complete the survey
A success would reduce the difficulty of actually constructing such a
road by 1.
Andrew
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