
Tanimbar
Action 1& 2: Moving back
Normal (00-+) = 0
Objectives
Deployment back to Front 0
Taking over Mirrish positions 0
Intelligence gathering -
Luck +
The Tanimbar military is able to move back to its previous positions along the goblin front. Unfortantly they between the moving of troops and the loss of magical gathering systems little information is gathered on the enemy this year.
Action 3& 4: Marcus' Dream (there will be story behind this, has yet
to be written)
Hard -1 (++00) = +1 Success
Objectives
Travel to Mir +
Getting in to see Torphan Ambassador +
Negotiations 0
Luck 0
The ambassedor allows the Tanimbar
Sedonia
Action 1: Who ya gonna call?
Difficulty: Base of Hard (+1)--However, since this is a strategic
action, I'm going to take 1.5x as long to resolve it, in exchange for a
reduction in difficulty of 1 to Normal. In other words, Jason, figure
out how many successes you think I'd need at base difficulty, then
multiply that number by 1.5
Normal 0+00 =+1
(+1,x,x,x,x,x,x,x,x)
Subparts:
* Clear the ruins 0
* Protect the workers +
* Trap the ghosts in the palace 0
* Find out just what they're really dealing with. 0
Action 2 & 3: Over the Mountains
Type: Double
Normal (+--+) +1 = +1 success
Subparts:
* Infiltrate the Trans-Casov and return safely. +
* Gather information on the Torphani -
* Avoid getting caught by the Torphani, tribals, or wild critters -
* Transfer legions to the border with Torphan. +
Action 4: An unusual request
Kaeir
1. Saltrim Project (2 of 2)
Normal; (+---) = -2 Failure
Sub actions:
Hiring of further labor +
Completion of remaining 10% of docks -
Completion of shipbuilding section of Arsenal -
Completion of manufacturing section of Arsenal -
Fudge points: 2
the depression is felt ever were in saltrim even in its attempt to build up the docks.
2. Guard Expansion (2 of 2)
Hard -1 (+0++) = +2 sucess
Subparts:
- Recruitment of final 600 into Kingsbane Guard +
- Recruitment of 800 more Rangers-
- None citzens +
- Luck +
Fudge points: 3
3. Fleet Expansion (2 of 2)
Norma (+00+) = +2
subparts
completion of 2nd van recruitment +
Saltrium 0
Emancipation 0
Luck +
Fudge points: 3
Shanar
Action 1: The Kelshiri Campaign (part 1 of 3)
Subparts:
Morale Ability (cavalry in moutains and swamp... just living day to day is going to be a pain)-
Kelshiri Native reaction 0
Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral would be no action, postive would be open war fare) 0
Luck +
Hard -1 (-00+) = -1 Failure
Rhudyn
Action 1-2: Coming together
Difficulty:Normal
Weight:double
Fudge Points:0
Increase Patriotism 0
Propagada 0
Military 0
Magic +
Normal (000+) = +1 Success
Action 3-4: Lions and tigers and Goblins ohh my part 2!!!
Ships 0
Fortifications 0
Mountian Men -
Mage +
Normal (00-+) = 0 Mixed Results
NPC
Aixelsydon vs Ice Daemons
Aixelsydon
Aixelsydon has gathered portions of its military and begin to attack the goblins that have invaded the lowlands. They are trying to push them out.
Difficutly: Hard -1 (000-) = -2 Failure
Aixelsydon, has been pushed back even farther and were only able to stop them in near the end of the narrow neck of land between the mountians and ocean. The goblins now control the eastern section of the southern shores of Aicelsydon.
---------------------------------
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>
> NPC
> Aixelsydon vs Ice Daemons
>
> Aixelsydon
>
> Aixelsydon has gathered portions of its military and begin to
> attack the goblins that have invaded the lowlands. They are trying
> to push them out.
>
> Difficutly: Hard -1 (000-) = -2 Failure
>
> Aixelsydon, has been pushed back even farther and were only able to
> stop them in near the end of the narrow neck of land between the
> mountians and ocean. The goblins now control the eastern section of
> the southern shores of Aicelsydon.
Just to clarify here: Are you talking about the Aixelsydan territory on
the south side of the Straits of Anorrur, north of Rhudyn? Remember,
the Goblins didn't cross the Straits.
Andrew
>
>
> ---------------------------------
>
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>
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yeah. Sorry I didn't make that clearer. Thats why I said southern shores. Its one of thoughs strangle shapped countries with a coast in the middle of it so make description hard at times. Andrew Janssenwrote: > > NPC > Aixelsydon vs Ice Daemons > > Aixelsydon > > Aixelsydon has gathered portions of its military and begin to > attack the goblins that have invaded the lowlands. They are trying > to push them out. > > Difficutly: Hard -1 (000-) = -2 Failure > > Aixelsydon, has been pushed back even farther and were only able to > stop them in near the end of the narrow neck of land between the > mountians and ocean. The goblins now control the eastern section of > the southern shores of Aicelsydon. Just to clarify here: Are you talking about the Aixelsydan territory on the south side of the Straits of Anorrur, north of Rhudyn? Remember, the Goblins didn't cross the Straits. Andrew > > > --------------------------------- > > What are the most popular cars? Find out at Yahoo! Autos > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net. --------------------------------- What are the most popular cars? Find out at Yahoo! Autos ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
--- Jason Heapswrote: > yeah. Sorry I didn't make that clearer. Thats why I said southern > shores. Its one of thoughs strangle shapped countries with a coast > in the middle of it so make description hard at times. > It's a mind-twisting situation: The southern shore of Aixelsydan faces north, and the northern shore faces south. And if Rhudyn ever pushes the Aixelsydani north across the Straits, the northern shore of Aixelsydan wil become its southern shore. @_@ Andrew > Andrew Janssen wrote: > > > > NPC > > Aixelsydon vs Ice Daemons > > > > Aixelsydon > > > > Aixelsydon has gathered portions of its military and begin to > > attack the goblins that have invaded the lowlands. They are trying > > to push them out. > > > > Difficutly: Hard -1 (000-) = -2 Failure > > > > Aixelsydon, has been pushed back even farther and were only able to > > stop them in near the end of the narrow neck of land between the > > mountians and ocean. The goblins now control the eastern section of > > the southern shores of Aicelsydon. > > Just to clarify here: Are you talking about the Aixelsydan territory > on > the south side of the Straits of Anorrur, north of Rhudyn? Remember, > the Goblins didn't cross the Straits. > > Andrew > > > > > > > --------------------------------- > > > > What are the most popular cars? Find out at Yahoo! Autos > > ---------------------------------------------------------------- > > To unsubscribe, send mail to celandra-off@phoenyx.net. > > > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > > > > --------------------------------- > > What are the most popular cars? Find out at Yahoo! Autos > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
> Action 1: The Kelshiri Campaign (part 1 of 3) > > Subparts: > Morale Ability (cavalry in moutains and swamp... just living day to day > is going to be a pain)- > Kelshiri Native reaction 0 > Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral > would be no action, postive would be open war fare) 0 > Luck + > > Hard -1 (-00+) = -1 Failure Sorry, can I reinterpret the results as: Morale - Ability (cavalry in moutains and swamp... just living day to day is going to be a pain) 0 Kelshiri Native reaction 0 Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral would be no action, postive would be open war fare) + In both of the last two turns you've replaced one of my subparts with luck. Cheers, -Kalev ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
> > Sedonia > > Action 1: Who ya gonna call? > > > Difficulty: Base of Hard (+1)--However, since this is a strategic > action, I'm going to take 1.5x as long to resolve it, in exchange for a > reduction in difficulty of 1 to Normal. In other words, Jason, figure > out how many successes you think I'd need at base difficulty, then > multiply that number by 1.5 > > > Normal 0+00 =+1 > > (+1,x,x,x,x,x,x,x,x) > > Subparts: > * Clear the ruins 0 > * Protect the workers + > * Trap the ghosts in the palace 0 > * Find out just what they're really dealing with. 0 It quickly becomes clear that clearing the ruins will take longer than first thought. Fortunately, the ghosts largely ignore the Zelkori forced laborers, and the Coronite priests are able to provide protective amulets for the Sedonian work details. Also, the ghosts display a strong tendency to target the priests, rather than the workers and soldiers. The attempt to turn the old palace into a ghost-trap is only partially successful: the ghosts learn to avoid it. Still, a large number are trapped there. Finally, the Coronites become convinced that there must be at least one spirit several orders of magnitude more powerful than an ordinary ghost or poltergeist in the city, but they make little progress in determining its nature. It is obivious, however, that it is *not* a Shadowspawn or demon. > Action 2 & 3: Over the Mountains > Type: Double > > > Normal (+--+) +1 = +1 success > > Subparts: > * Infiltrate the Trans-Casov and return safely. + > * Gather information on the Torphani - > * Avoid getting caught by the Torphani, tribals, or wild critters - > * Transfer legions to the border with Torphan. + The returning scouts bring back new maps of the Trans-Casov region, but not as much hard intelligence. While managing to evade the Torphani, several parties have nasty encounters with tribals and mountain bears. Based on the behavior reported by the scouts, it is the opinion of the Imperial Staff and the Ministry of Special Projects that the Torphani troops in the region are patrolling a frontier. One party reports having observed through a spyglass a clash between what appeared to be tribal raiders heading back north and a Torphani cavalry patrol. They backtracked the raiders to a burnt-out settlement of recent construction. The Ministry's final assessment is that the recent Ice Demon invasion has caused movements of internal refugees in Torphan, and the Torphani are shifting north, away from Tavar Pass and the traditional invasion route. The bulk of the Imperial Legions are now on the Torphani border. > Action 4: An unusual request Are you going to respond to this, Jason? ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
The answear for now is yes. But I am finishing the last of my midterms this week so will send the reponce latter. Jason Heaps Andrew Janssenwrote: > > Sedonia > > Action 1: Who ya gonna call? > > > Difficulty: Base of Hard (+1)--However, since this is a strategic > action, I'm going to take 1.5x as long to resolve it, in exchange for a > reduction in difficulty of 1 to Normal. In other words, Jason, figure > out how many successes you think I'd need at base difficulty, then > multiply that number by 1.5 > > > Normal 0+00 =+1 > > (+1,x,x,x,x,x,x,x,x) > > Subparts: > * Clear the ruins 0 > * Protect the workers + > * Trap the ghosts in the palace 0 > * Find out just what they're really dealing with. 0 It quickly becomes clear that clearing the ruins will take longer than first thought. Fortunately, the ghosts largely ignore the Zelkori forced laborers, and the Coronite priests are able to provide protective amulets for the Sedonian work details. Also, the ghosts display a strong tendency to target the priests, rather than the workers and soldiers. The attempt to turn the old palace into a ghost-trap is only partially successful: the ghosts learn to avoid it. Still, a large number are trapped there. Finally, the Coronites become convinced that there must be at least one spirit several orders of magnitude more powerful than an ordinary ghost or poltergeist in the city, but they make little progress in determining its nature. It is obivious, however, that it is *not* a Shadowspawn or demon. > Action 2 & 3: Over the Mountains > Type: Double > > > Normal (+--+) +1 = +1 success > > Subparts: > * Infiltrate the Trans-Casov and return safely. + > * Gather information on the Torphani - > * Avoid getting caught by the Torphani, tribals, or wild critters - > * Transfer legions to the border with Torphan. + The returning scouts bring back new maps of the Trans-Casov region, but not as much hard intelligence. While managing to evade the Torphani, several parties have nasty encounters with tribals and mountain bears. Based on the behavior reported by the scouts, it is the opinion of the Imperial Staff and the Ministry of Special Projects that the Torphani troops in the region are patrolling a frontier. One party reports having observed through a spyglass a clash between what appeared to be tribal raiders heading back north and a Torphani cavalry patrol. They backtracked the raiders to a burnt-out settlement of recent construction. The Ministry's final assessment is that the recent Ice Demon invasion has caused movements of internal refugees in Torphan, and the Torphani are shifting north, away from Tavar Pass and the traditional invasion route. The bulk of the Imperial Legions are now on the Torphani border. > Action 4: An unusual request Are you going to respond to this, Jason? ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net. --------------------------------- Yahoo! Mail Bring photos to life! New PhotoMail makes sharing a breeze. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
The Saltrim Reconstruction Project grinds to an almost complete halt as the weakened state of the Saltrimi regional economy makes itself felt in the critical areas of material supply. Only meagre progress is made in the completion of the remaining tenth of the docks, and on the Arsenal of Saltrim. Much of the expanded labour force is used inefficiently, shifting building material back and forward from construction sites, and clearing debris from the construction sites. -- The new Senate basks in the success of its recruitment campaign. The Guard has more than doubled its troop strength, providing the Republic with enough troops to allow the Kaeirean military to operate more than just defensively. The Tirmaeiri Rangers, still stationed in Rimriverton, now have another thousand Rangers completing their training in northern Tirmaeir. The recruitment of non-citizens was particularly successful, once again demonstrating the remarkable role of the Kaeirean Guard to assimilate migrants and foreigners into Kaeirean culture. -- Like the troop recruitment, the expansion of the Kaeirean Fleet is a success. The second Van is completed, and both Vans are completely crewed. The Green Republic therefore has doubled its military fleet (not including the merchant marine, who under State requirements carry a small compliment of arms and equipment sufficient to convert their vessels into military craft upon the reception of orders from the Senate to that effect). With a stronger land force, and a total of four vans now in the Kaeirean Fleet, the Senate of the Green Republic is now able to turn its attention to security issues slightly further afield than Kaeir. Meetings between the Senate, the Office of the Inquisitor, the Office of the Admiral of the Seas and the Office of the Commander of the Guard start to become more and more frequent, often running late into the night. Something is afoot. Jason Heapswrote: Kaeir 1. Saltrim Project (2 of 2) Normal; (+---) = -2 Failure Sub actions: Hiring of further labor + Completion of remaining 10% of docks - Completion of shipbuilding section of Arsenal - Completion of manufacturing section of Arsenal - Fudge points: 2 the depression is felt ever were in saltrim even in its attempt to build up the docks. 2. Guard Expansion (2 of 2) Hard -1 (+0++) = +2 sucess Subparts: - Recruitment of final 600 into Kingsbane Guard + - Recruitment of 800 more Rangers- - None citzens + - Luck + Fudge points: 3 3. Fleet Expansion (2 of 2) Norma (+00+) = +2 subparts completion of 2nd van recruitment + Saltrium 0 Emancipation 0 Luck + Fudge points: 3 --------------------------------- Do you Yahoo!? Take your Mail with you - get Yahoo! Mail on your mobile ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.