
These are for Juuso to resolve.
Action 1: Who ya gonna call?
Type: Single, Strategic
Description: Work on the clearing of Zelkor's ruins continues, with
labor detachments also assigned to restoring the docks to operation. The
Coronites continue clearing the city of lesser ghosts and poltergeists,
while trying to determine the nature and identity of the greater spirit
acting against them. Having failed to find answers in the few surviving
records in Zelkor proper, the Order of Coron begins searching the
libraries in Thalsedon and Mirabalpur for information, as well as
questioning the Zelkori laborers.
Difficulty: Normal
Progress: (+1,x,x,x,x,x,x,x,x)
Subparts:
* Clear the ruins
* Protect the workers
* Clear the lesser ghosts from the city
* Search other archives and question prisoners
Action 2: Lines in the Dirt
Type: Single
Description: After a Sedonian-supplied raiding party of Hansari
renegades is captured by the Torphani, Emperor Arden intervenes. He
orders a halt to Sedonian support of the raiders, and shakes up his
government by forcing the Chancellor (his father-in-law, Duke Harald of
Caladyn) and the Foreign Minister to resign.
The Emperor asks Dr. Vellin to form a caretaker government until next
year's elections. General Worral Yann, head of the General Staff,
resigns his commission to become the new Minister for War, while Theran
Rinn is recalled to take over the Foreign Ministry.
While this is going on, Emperor Arden does what, in his own words, he
"should have done two years ago." He sends his brother, Prince
Barnardus, to Mirabalpur as his personal representative to meet with the
Torphani Ambassador. Prince Barnardus is to make suitable apologies to
try to de-escalate the situation, and to ask two questions: Where,
exactly, will the Torphani be drawing their northern border; and will
the Torphani army continue to guard Tavar Pass against the Ice Demons?
Depending on the Torphani Ambassador's response, the Prince is
empowered to negotiate a treaty to formally define the Sedonia-Torphan
border line.
Difficulty: Normal
Subparts:
* Apologize
* De-escalate
* Ask the questions and get an answer
* Negotiate the border.
Action 3: Operation MERCHANT PRINCE
Type: Double (+1)
Description: Even though he'd like more time for training his agents,
with the Ice Demon advance into Aixelsydan, Minister Ion Ronir-Varros
has run out of time. He needs to get more information on what the House
of Von Kiviri is planning. Not without a certain trepidation, he gives
the order to execute MERCHANT PRINCE.
The plan is to attempt to abduct and interrogate the director of Von
Kiviri's branch office in Rimrivertown and to break in and steal his
personal papers. Team 1 will shadow and attempt to capture the director;
Team 2 will attempt to break into the Von Kiviri offices and recover any
incriminating papers. Members of both teams will have dragon-blooded
scarves--in the case of Team 2, it's hoped that the scarves will block
any magical wards on the office.
Just in case, Team 1 is equipped with the special crossbow bolts
(electrocuting and anti-demon)includes a cleric of the Order of
Demerhaze trained in binding and banishing demons. If he can't be
captured, the Director is to be killed. Regardless, he'll be terminated
after interrogation. If everything goes more or less right, the teams
will gather the evidence needed to move on Quetzal Von Kiviri himself.
Rimrivertown's director was selected as the target because a) ledgers
found in the Thalsedon Von Kiviri offices point to it as a key link Von
Kiviri's smuggling operations; and b) it's across the Straits from where
the Ice Demons are advancing.
If worst comes to worst and everything goes pear-shaped, the teams are
to shelter at the Sedonian consulate. If they're captured, they are
instructed to reveal their mission only a member of the Brotherhood of
the Night, or to the Lord Inquisitor himself.
Ronir-Varros knows that he's risking an international incident, but
Shadowspawn infiltration of Kaeir is a worse problem.
Difficulty: Hard (-1)
Fudge Points: If I have any left, I use them here.
Subparts:
* Travel to and enter Rimrivertown
* Follow, capture, and interrogate the von Kiviri director
* Break into the Von Kiviri offices and recover papers
* Leave Rimrivertown safely with the information.
Action 4: Blockade
Type: Single, Extra (-1)
Description: With the evacuation of Southern Aixelsydan having tapered
off to a level that Aixelsydani shipping can handle, the Tolmersa
Squadron begins stepped-up patrols of the Straits of Anorurr. Running
from Tolmersa to the Razanian Kingdom of Sout and back, Admiral gyo
Inibar's ships are to prevent the Ice Demons from crossing the Straits
in captured boats and prevent any ships from landing along the Ice
Demon-controlled portion of the southern shore.
Difficulty: Easy (+1)
Subparts:
* Block Ice Demons trying to leave
* Block other parties trying to reach the Ice Demons
* Protect merchant shipping transiting the straits
* Weather
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Lord-Inquisitor von Kahshaar looked down at the report on his desk that he'd just read. So the Sedonians were planning some kind of intelligence operation on Kaeirean soil. Some of the Lords of the Great Council would probably be quite upset if they discovered this, and most of the officers of the General Staff would definitely be upset. Though the report from officers of the Kaeirean Field Agency in Thalsedon were not clear on the nature of the operation, recent Sedonian intelligence activity relating to Kaeir made it clear to Von Kahshaar what the purpose of the operation was. The pesky and considerably dangerous issue of Von Kiviri. Von Kahshaar mused on this for some time, and then laughed to himself. Perhaps this was an opportunity to overcome the political support shown for Von Kiviri by many of the Young Houses, and deal with the threat that Quetzal von Kiviri posed to the Republic. For the time being he would just watch, and instruct his men to act accordingly. However, if the Sedonians were disastrous in their efforts, it would be difficult to shield them from the domestic political reaction. Andrew Janssenwrote:Action 3: Operation MERCHANT PRINCE Type: Double (+1) Description: Even though he'd like more time for training his agents, with the Ice Demon advance into Aixelsydan, Minister Ion Ronir-Varros has run out of time. He needs to get more information on what the House of Von Kiviri is planning. Not without a certain trepidation, he gives the order to execute MERCHANT PRINCE. The plan is to attempt to abduct and interrogate the director of Von Kiviri's branch office in Rimrivertown and to break in and steal his personal papers. Team 1 will shadow and attempt to capture the director; Team 2 will attempt to break into the Von Kiviri offices and recover any incriminating papers. Members of both teams will have dragon-blooded scarves--in the case of Team 2, it's hoped that the scarves will block any magical wards on the office. Just in case, Team 1 is equipped with the special crossbow bolts (electrocuting and anti-demon)includes a cleric of the Order of Demerhaze trained in binding and banishing demons. If he can't be captured, the Director is to be killed. Regardless, he'll be terminated after interrogation. If everything goes more or less right, the teams will gather the evidence needed to move on Quetzal Von Kiviri himself. Rimrivertown's director was selected as the target because a) ledgers found in the Thalsedon Von Kiviri offices point to it as a key link Von Kiviri's smuggling operations; and b) it's across the Straits from where the Ice Demons are advancing. If worst comes to worst and everything goes pear-shaped, the teams are to shelter at the Sedonian consulate. If they're captured, they are instructed to reveal their mission only a member of the Brotherhood of the Night, or to the Lord Inquisitor himself. Ronir-Varros knows that he's risking an international incident, but Shadowspawn infiltration of Kaeir is a worse problem. Difficulty: Hard (-1) Fudge Points: If I have any left, I use them here. Subparts: * Travel to and enter Rimrivertown * Follow, capture, and interrogate the von Kiviri director * Break into the Von Kiviri offices and recover papers * Leave Rimrivertown safely with the information. --------------------------------- On Yahoo!7 marie claire: The latest from Mercedes Australia Fashion Week. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
I sent these to Jason a little after last turn with him saying he would count them for the 1463 turn. Well that never happened so I didnt send in anything for this turn thinking that this would be my actions. Please let me know what is up. It would be great if I could get these in. Thanks, Chad The War Actions 1-3 Difficulty: hard Weight 3 With two years of preparation Rhudyn makes its move into Aixelsydan. The army will move through the pass made in the southern range in Aixelsydan. The Army will split into two parts. The Larger portion will come up behind the Ice Demon army and push them into the Aixelsydan forces. The calvary will be used mostly as a driving force. The other part of the army will set up a trench line to hold of the demons from the south that resupplly the main demon forces. After a successful fort and trench line are set up the army will begin to send in forces to weaken the hold of the demons. The materials for this effort are all ready and will take a minimum amount of time to complete. The ships of the navy will meet with the fleet of Milikanar and wait until the word from the communication lines come through that the military has made contact and will move into the battle within the day. The navel fleet will use its new catapults developed to tear apart the demon forces from another battle front and the transport ships will then send the troops into the fray. The northern army will make its way down and will position its forces in the range to the south to hold off any evading forces. This is not a force that will engage in battle unless a four front diversion is called for. Their purpose will be to ravage any forces that are trying to run from a long range. They will stay concealed as much as possible during the day but at night they will light torches for each soldier to cause an appearance of grandeur, this will also give the appearance of having a force almost three times larger than what it is as every soldier normally does not have a torch for every soldier. The plan is to box in the ice demon army and eventually they will give up or be totally slaughtered. Action 4 Monster in the East Weight: Single Difficulty: Normal In response to the fleeing villagers from the mountain range the forts from the original Rhudyn movement into Tana will be used as temporary homes for the evacuees. The Tanan home force will be put into action to guard against panic. As the king does not know what he is dealing with, the real purpose of the Tanan forces going into action other than putting on a good face for the public and looking like something is being done they will be asked to find out what the monster is and why he is attacking. A group of mountain men will be hand selected and asked to do recon in this part of the range to help the Tanan forces. If they are successful they will be rewarded beyond what they could hope for. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
I'll resolve these as soon as I can, by tomorrow night. Next turn will still begin on Sunday. Andrew chad powell wrote: > I sent these to Jason a little after last turn with him saying he would > count them for the 1463 turn. Well that never happened so I didnt send in > anything for this turn thinking that this would be my actions. Please let > me know what is up. It would be great if I could get these in. Thanks, > Chad > > The War > > Actions 1-3 > Difficulty: hard > Weight 3 > > With two years of preparation Rhudyn makes its move into Aixelsydan. The > army will move through the pass made in the southern range in Aixelsydan. > The Army will split into two parts. The Larger portion will come up behind > the Ice Demon army and push them into the Aixelsydan forces. The calvary > will be used mostly as a driving force. The other part of the army will set > up a trench line to hold of the demons from the south that resupplly the > main demon forces. After a successful fort and trench line are set up the > army will begin to send in forces to weaken the hold of the demons. The > materials for this effort are all ready and will take a minimum amount of > time to complete. The ships of the navy will meet with the fleet of > Milikanar and wait until the word from the communication lines come through > that the military has made contact and will move into the battle within the > day. The navel fleet will use its new catapults developed to tear apart the > demon forces from another battle front and the transport ships will then > send the troops into the fray. The northern army will make its way down and > will position its forces in the range to the south to hold off any evading > forces. This is not a force that will engage in battle unless a four front > diversion is called for. Their purpose will be to ravage any forces that > are trying to run from a long range. They will stay concealed as much as > possible during the day but at night they will light torches for each > soldier to cause an appearance of grandeur, this will also give the > appearance of having a force almost three times larger than what it is as > every soldier normally does not have a torch for every soldier. The plan is > to box in the ice demon army and eventually they will give up or be totally > slaughtered. > > Action 4 > Monster in the East > Weight: Single > Difficulty: Normal > > In response to the fleeing villagers from the mountain range the forts from > the original Rhudyn movement into Tana will be used as temporary homes for > the evacuees. The Tanan home force will be put into action to guard against > panic. As the king does not know what he is dealing with, the real purpose > of the Tanan forces going into action other than putting on a good face for > the public and looking like something is being done they will be asked to > find out what the monster is and why he is attacking. A group of mountain > men will be hand selected and asked to do recon in this part of the range to > help the Tanan forces. If they are successful they will be rewarded beyond > what they could hope for. > > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
chad powell wrote:
> I sent these to Jason a little after last turn with him saying he would
> count them for the 1463 turn. Well that never happened so I didnt send in
> anything for this turn thinking that this would be my actions. Please let
> me know what is up. It would be great if I could get these in. Thanks,
> Chad
>
> The War
>
> Actions 1-3
> Difficulty: hard
> Weight 3
>
> With two years of preparation Rhudyn makes its move into Aixelsydan. The
> army will move through the pass made in the southern range in Aixelsydan.
> The Army will split into two parts. The Larger portion will come up behind
> the Ice Demon army and push them into the Aixelsydan forces. The calvary
> will be used mostly as a driving force. The other part of the army will set
> up a trench line to hold of the demons from the south that resupplly the
> main demon forces. After a successful fort and trench line are set up the
> army will begin to send in forces to weaken the hold of the demons. The
> materials for this effort are all ready and will take a minimum amount of
> time to complete. The ships of the navy will meet with the fleet of
> Milikanar and wait until the word from the communication lines come through
> that the military has made contact and will move into the battle within the
> day. The navel fleet will use its new catapults developed to tear apart the
> demon forces from another battle front and the transport ships will then
> send the troops into the fray. The northern army will make its way down and
> will position its forces in the range to the south to hold off any evading
> forces. This is not a force that will engage in battle unless a four front
> diversion is called for. Their purpose will be to ravage any forces that
> are trying to run from a long range. They will stay concealed as much as
> possible during the day but at night they will light torches for each
> soldier to cause an appearance of grandeur, this will also give the
> appearance of having a force almost three times larger than what it is as
> every soldier normally does not have a torch for every soldier. The plan is
> to box in the ice demon army and eventually they will give up or be totally
> slaughtered.
Ok, this is complicated--first, the trench line and supply interdiction:
Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1)
A defensive line of fortifications is established along the borders, and
the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan
troops are blocking the supply line.
Second, resolve the main battle (note that the size for Rhudyn is about
three-fifths of its total forces with full mobilization, the remainder
were used to cut the supply lines, and that the size for Aixelsydan
represents about two-thirds of their total forces with full mobilization):
Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for
surprise], Morale Good (+1) [warrior tradition +1]
Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0)
[defending homeland +1, lost last battle -1]
Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn
unless supply reestablished], Morale Great (+1)[won last battle +1]
-------------------------------------------------------------
Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2
Rhudyn-Tana Dice: -1,1,0,1
Aixelsydani Battle Value: Force 1 + Morale 1 = 2
Aixelsydani Dice: -1,-1,-1,-1
Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4
Ice Demon Dice: 0,1,0,1
Result:
Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory
Aixelsydan: ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory
Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed
Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed
Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan
Rhudyn-Tana Casualties: 20,000 dead or unable to return to service
Aixelsydani Casualties: 55,000 dead or unable to return to service
(40,000 in battle; 15,000 in rout)
------------------------------------------------------------
Values for forces in the Southern Aixelsydan Theater, start of 1465:
* Rhudyn-Tana:
* Force: +1 Good (+1 from combat experience)
* Size: 28,600
* Morale: 0 Fair (-1 from losing battle)
* Aixelsydan:
* Force: 0 Fair (-1 from casualties)
* Size: 21,000
* Morale: -2 Poor (-1 from losing battle, -1 from routing)
* Ice Demons:
* Force: 0 Fair (-1 for cut-off supply)
* Size: ~90,000
* Morale: +3 Superb (+1 from winning battle)
Rhudyn-Tana had a good plan--but no plan survives contact with the
enemy. There were far more Ice Demons than expected; coordination
between units of the army broke down; there was inadequate preparation
for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there
was no coordination with the Aixelsydani; and the Aixelsydani broke and
routed.
The remnant of the Rhudyn-Tana forces retreats back to the old
Aixelsydani fortifications known as the Timber Veil and dig in.
Fortunately, the main Ice Demon force chooses to pursue the fleeing
Aixelsydani army, which manages to reach Port Anorurr, the last port
city on the southern shore in Aixelsydani hands. The Ice Demons begin a
siege of the city with the main body. Near the end of the year, a force
of about 50,000 detaches and begins marching south to reopen their line
of supply.
> Action 4
> Monster in the East
> Weight: Single
> Difficulty: Normal
>
> In response to the fleeing villagers from the mountain range the forts from
> the original Rhudyn movement into Tana will be used as temporary homes for
> the evacuees. The Tanan home force will be put into action to guard against
> panic. As the king does not know what he is dealing with, the real purpose
> of the Tanan forces going into action other than putting on a good face for
> the public and looking like something is being done they will be asked to
> find out what the monster is and why he is attacking. A group of mountain
> men will be hand selected and asked to do recon in this part of the range to
> help the Tanan forces. If they are successful they will be rewarded beyond
> what they could hope for.
>
Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success
The creature in the mountains turns out to be nothing more than a giant
cave bear with a toothache. There is some discussion about killing it,
but cave bears are the totem animal of the local Tana clan. A shaman is
summoned, and uses his powers and skills to soothe the animal and
extract the tooth. No longer in pain, the bear returns to its normal range.
> ----------------------------------------------------------------
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>
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a quick note, you forgot about one important part. The ships of the navy will meet with the fleet of > > Milikanar and wait until the word from the communication lines come >through > > that the military has made contact and will move into the battle within >the > > day. The navel fleet will use its new catapults developed to tear apart >the > > demon forces from another battle front and the transport ships will then > > send the troops into the fray. but wow, king rhudyn is probably crying like a baby right now. >From: Andrew Janssen>Reply-To: celandra@phoenyx.net >To: celandra@phoenyx.net >Subject: [Cel] Rhudyn Results >Date: Thu, 11 May 2006 20:51:28 CDT > >chad powell wrote: > > I sent these to Jason a little after last turn with him saying he would > > count them for the 1463 turn. Well that never happened so I didnt send >in > > anything for this turn thinking that this would be my actions. Please >let > > me know what is up. It would be great if I could get these in. Thanks, > > Chad > > > > The War > > > > Actions 1-3 > > Difficulty: hard > > Weight 3 > > > > With two years of preparation Rhudyn makes its move into Aixelsydan. >The > > army will move through the pass made in the southern range in >Aixelsydan. > > The Army will split into two parts. The Larger portion will come up >behind > > the Ice Demon army and push them into the Aixelsydan forces. The >calvary > > will be used mostly as a driving force. The other part of the army will >set > > up a trench line to hold of the demons from the south that resupplly the > > main demon forces. After a successful fort and trench line are set up >the > > army will begin to send in forces to weaken the hold of the demons. The > > materials for this effort are all ready and will take a minimum amount >of > > time to complete. The ships of the navy will meet with the fleet of > > Milikanar and wait until the word from the communication lines come >through > > that the military has made contact and will move into the battle within >the > > day. The navel fleet will use its new catapults developed to tear apart >the > > demon forces from another battle front and the transport ships will then > > send the troops into the fray. The northern army will make its way down >and > > will position its forces in the range to the south to hold off any >evading > > forces. This is not a force that will engage in battle unless a four >front > > diversion is called for. Their purpose will be to ravage any forces >that > > are trying to run from a long range. They will stay concealed as much >as > > possible during the day but at night they will light torches for each > > soldier to cause an appearance of grandeur, this will also give the > > appearance of having a force almost three times larger than what it is >as > > every soldier normally does not have a torch for every soldier. The >plan is > > to box in the ice demon army and eventually they will give up or be >totally > > slaughtered. > >Ok, this is complicated--first, the trench line and supply interdiction: > >Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1) >A defensive line of fortifications is established along the borders, and >the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan >troops are blocking the supply line. > >Second, resolve the main battle (note that the size for Rhudyn is about >three-fifths of its total forces with full mobilization, the remainder >were used to cut the supply lines, and that the size for Aixelsydan >represents about two-thirds of their total forces with full mobilization): > >Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for >surprise], Morale Good (+1) [warrior tradition +1] > >Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0) >[defending homeland +1, lost last battle -1] > >Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn >unless supply reestablished], Morale Great (+1)[won last battle +1] > >------------------------------------------------------------- > >Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2 >Rhudyn-Tana Dice: -1,1,0,1 >Aixelsydani Battle Value: Force 1 + Morale 1 = 2 >Aixelsydani Dice: -1,-1,-1,-1 >Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4 >Ice Demon Dice: 0,1,0,1 > >Result: > >Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory >Aixelsydan: ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory > >Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed >Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed > >Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan > >Rhudyn-Tana Casualties: 20,000 dead or unable to return to service > >Aixelsydani Casualties: 55,000 dead or unable to return to service >(40,000 in battle; 15,000 in rout) > >------------------------------------------------------------ > >Values for forces in the Southern Aixelsydan Theater, start of 1465: > * Rhudyn-Tana: > * Force: +1 Good (+1 from combat experience) > * Size: 28,600 > * Morale: 0 Fair (-1 from losing battle) > * Aixelsydan: > * Force: 0 Fair (-1 from casualties) > * Size: 21,000 > * Morale: -2 Poor (-1 from losing battle, -1 from routing) > * Ice Demons: > * Force: 0 Fair (-1 for cut-off supply) > * Size: ~90,000 > * Morale: +3 Superb (+1 from winning battle) > >Rhudyn-Tana had a good plan--but no plan survives contact with the >enemy. There were far more Ice Demons than expected; coordination >between units of the army broke down; there was inadequate preparation >for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there >was no coordination with the Aixelsydani; and the Aixelsydani broke and >routed. > >The remnant of the Rhudyn-Tana forces retreats back to the old >Aixelsydani fortifications known as the Timber Veil and dig in. >Fortunately, the main Ice Demon force chooses to pursue the fleeing >Aixelsydani army, which manages to reach Port Anorurr, the last port >city on the southern shore in Aixelsydani hands. The Ice Demons begin a >siege of the city with the main body. Near the end of the year, a force >of about 50,000 detaches and begins marching south to reopen their line >of supply. > > > > Action 4 > > Monster in the East > > Weight: Single > > Difficulty: Normal > > > > In response to the fleeing villagers from the mountain range the forts >from > > the original Rhudyn movement into Tana will be used as temporary homes >for > > the evacuees. The Tanan home force will be put into action to guard >against > > panic. As the king does not know what he is dealing with, the real >purpose > > of the Tanan forces going into action other than putting on a good face >for > > the public and looking like something is being done they will be asked >to > > find out what the monster is and why he is attacking. A group of >mountain > > men will be hand selected and asked to do recon in this part of the >range to > > help the Tanan forces. If they are successful they will be rewarded >beyond > > what they could hope for. > > > >Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success > >The creature in the mountains turns out to be nothing more than a giant >cave bear with a toothache. There is some discussion about killing it, >but cave bears are the totem animal of the local Tana clan. A shaman is >summoned, and uses his powers and skills to soothe the animal and >extract the tooth. No longer in pain, the bear returns to its normal range. > > > ---------------------------------------------------------------- > > To unsubscribe, send mail to celandra-off@phoenyx.net. > > > >---------------------------------------------------------------- >To unsubscribe, send mail to celandra-off@phoenyx.net. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Actually, I sort of did forget. My bad. My official ruling: By the time the fleet was in position, the main battle was already lost, and the commanding officer obeyed the military axiom, "Never reinforce failure." Given the magnitude of the disaster, the Rhudyn troop transports head for home, where the soldiers they carry will be desperately needed to man the northern and eastern defenses. The Milakanuri and Rhudyn war-fleets join the Aixelsydani and Sedonian navies in patrolling the Straits and running supplies and Aixelsydani soldiers into the besieged city of Port Anorurr. On the plus side, the disaster motivates the Milakanuri to mobilize their army and begin transporting it to staging areas in northern Aixelsydan. Andrew chad powell wrote: > a quick note, you forgot about one important part. > > The ships of the navy will meet with the fleet of > >>>Milikanar and wait until the word from the communication lines come >> >>through >> >>>that the military has made contact and will move into the battle within >> >>the >> >>>day. The navel fleet will use its new catapults developed to tear apart >> >>the >> >>>demon forces from another battle front and the transport ships will then >>>send the troops into the fray. > > > but wow, king rhudyn is probably crying like a baby right now. > > > >>From: Andrew Janssen>>Reply-To: celandra@phoenyx.net >>To: celandra@phoenyx.net >>Subject: [Cel] Rhudyn Results >>Date: Thu, 11 May 2006 20:51:28 CDT >> >>chad powell wrote: >> >>>I sent these to Jason a little after last turn with him saying he would >>>count them for the 1463 turn. Well that never happened so I didnt send >> >>in >> >>>anything for this turn thinking that this would be my actions. Please >> >>let >> >>>me know what is up. It would be great if I could get these in. Thanks, >>>Chad >>> >>>The War >>> >>>Actions 1-3 >>>Difficulty: hard >>>Weight 3 >>> >>>With two years of preparation Rhudyn makes its move into Aixelsydan. >> >>The >> >>>army will move through the pass made in the southern range in >> >>Aixelsydan. >> >>>The Army will split into two parts. The Larger portion will come up >> >>behind >> >>>the Ice Demon army and push them into the Aixelsydan forces. The >> >>calvary >> >>>will be used mostly as a driving force. The other part of the army will >> >>set >> >>>up a trench line to hold of the demons from the south that resupplly the >>>main demon forces. After a successful fort and trench line are set up >> >>the >> >>>army will begin to send in forces to weaken the hold of the demons. The >>>materials for this effort are all ready and will take a minimum amount >> >>of >> >>>time to complete. The ships of the navy will meet with the fleet of >>>Milikanar and wait until the word from the communication lines come >> >>through >> >>>that the military has made contact and will move into the battle within >> >>the >> >>>day. The navel fleet will use its new catapults developed to tear apart >> >>the >> >>>demon forces from another battle front and the transport ships will then >>>send the troops into the fray. The northern army will make its way down >> >>and >> >>>will position its forces in the range to the south to hold off any >> >>evading >> >>>forces. This is not a force that will engage in battle unless a four >> >>front >> >>>diversion is called for. Their purpose will be to ravage any forces >> >>that >> >>>are trying to run from a long range. They will stay concealed as much >> >>as >> >>>possible during the day but at night they will light torches for each >>>soldier to cause an appearance of grandeur, this will also give the >>>appearance of having a force almost three times larger than what it is >> >>as >> >>>every soldier normally does not have a torch for every soldier. The >> >>plan is >> >>>to box in the ice demon army and eventually they will give up or be >> >>totally >> >>>slaughtered. >> >>Ok, this is complicated--first, the trench line and supply interdiction: >> >>Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1) >>A defensive line of fortifications is established along the borders, and >>the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan >>troops are blocking the supply line. >> >>Second, resolve the main battle (note that the size for Rhudyn is about >>three-fifths of its total forces with full mobilization, the remainder >>were used to cut the supply lines, and that the size for Aixelsydan >>represents about two-thirds of their total forces with full mobilization): >> >>Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for >>surprise], Morale Good (+1) [warrior tradition +1] >> >>Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0) >>[defending homeland +1, lost last battle -1] >> >>Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn >>unless supply reestablished], Morale Great (+1)[won last battle +1] >> >>------------------------------------------------------------- >> >>Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2 >>Rhudyn-Tana Dice: -1,1,0,1 >>Aixelsydani Battle Value: Force 1 + Morale 1 = 2 >>Aixelsydani Dice: -1,-1,-1,-1 >>Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4 >>Ice Demon Dice: 0,1,0,1 >> >>Result: >> >>Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory >>Aixelsydan: ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory >> >>Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed >>Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed >> >>Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan >> >>Rhudyn-Tana Casualties: 20,000 dead or unable to return to service >> >>Aixelsydani Casualties: 55,000 dead or unable to return to service >>(40,000 in battle; 15,000 in rout) >> >>------------------------------------------------------------ >> >>Values for forces in the Southern Aixelsydan Theater, start of 1465: >> * Rhudyn-Tana: >> * Force: +1 Good (+1 from combat experience) >> * Size: 28,600 >> * Morale: 0 Fair (-1 from losing battle) >> * Aixelsydan: >> * Force: 0 Fair (-1 from casualties) >> * Size: 21,000 >> * Morale: -2 Poor (-1 from losing battle, -1 from routing) >> * Ice Demons: >> * Force: 0 Fair (-1 for cut-off supply) >> * Size: ~90,000 >> * Morale: +3 Superb (+1 from winning battle) >> >>Rhudyn-Tana had a good plan--but no plan survives contact with the >>enemy. There were far more Ice Demons than expected; coordination >>between units of the army broke down; there was inadequate preparation >>for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there >>was no coordination with the Aixelsydani; and the Aixelsydani broke and >>routed. >> >>The remnant of the Rhudyn-Tana forces retreats back to the old >>Aixelsydani fortifications known as the Timber Veil and dig in. >>Fortunately, the main Ice Demon force chooses to pursue the fleeing >>Aixelsydani army, which manages to reach Port Anorurr, the last port >>city on the southern shore in Aixelsydani hands. The Ice Demons begin a >>siege of the city with the main body. Near the end of the year, a force >>of about 50,000 detaches and begins marching south to reopen their line >>of supply. >> >> >> >>>Action 4 >>>Monster in the East >>>Weight: Single >>>Difficulty: Normal >>> >>>In response to the fleeing villagers from the mountain range the forts >> >>from >> >>>the original Rhudyn movement into Tana will be used as temporary homes >> >>for >> >>>the evacuees. The Tanan home force will be put into action to guard >> >>against >> >>>panic. As the king does not know what he is dealing with, the real >> >>purpose >> >>>of the Tanan forces going into action other than putting on a good face >> >>for >> >>>the public and looking like something is being done they will be asked >> >>to >> >>>find out what the monster is and why he is attacking. A group of >> >>mountain >> >>>men will be hand selected and asked to do recon in this part of the >> >>range to >> >>>help the Tanan forces. If they are successful they will be rewarded >> >>beyond >> >>>what they could hope for. >>> >> >>Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success >> >>The creature in the mountains turns out to be nothing more than a giant >>cave bear with a toothache. There is some discussion about killing it, >>but cave bears are the totem animal of the local Tana clan. A shaman is >>summoned, and uses his powers and skills to soothe the animal and >>extract the tooth. No longer in pain, the bear returns to its normal range. >> >> >>>---------------------------------------------------------------- >>>To unsubscribe, send mail to celandra-off@phoenyx.net. >>> >> >>---------------------------------------------------------------- >>To unsubscribe, send mail to celandra-off@phoenyx.net. > > > > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
* Action resolution
Action 1: Who ya gonna call?
Subparts:
* Clear the ruins +1
* Protect the workers +1
* Clear the lesser ghosts from the city 0
* Search other archives and question prisoners +1
Result: 0 (normal) + 3 (dice) = 3 Great success
Progress: (+1,+3,x,x,x,x,x,x,x)
Description: The Zelkor crew manages to locate some areas which
seem to be safe from most ghosts and spirits, including the most
potent ones. These seem to be mostly on the fringes of the city,
which are easiest to clear of the debris. These act as safe havens
for the workers, and provide a great lift on the morale.
Action 2: Lines in the Dirt
Subparts:
* Apologize 1
* De-escalate -1
* Ask the questions and get an answer 1
* Negotiate the border -1
Result: 0 (normal) + 0 (dice) = 0 Mixed result
Description: With news of the changes in government, the Ambassador
initially courtiously (sp?) accepts the apology of the Prince. But
later the tone changes, when response from the Torphani Emperor arrives.
Officially, the response states that the ruler, not the servants, is
responsible for the actions, and therefore a simple change of servants
is insufficient as a show of goodwill. The relations remain icy.
Unofficially, it seems that the incident is being used to gain
political leverage within Torphani empire.
Action 3-4: Operation MERCHANT PRINCE
Subparts:
* Travel to and enter Rimrivertown +1
* Follow, capture, and interrogate the von Kiviri director 0
* Break into the Von Kiviri offices and recover papers +1
* Leave Rimrivertown safely with the information. +1
Fudge Points: 2
Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success
Description: (since I submit this result so later, whatever
happens, happens at the end of the year...) The operation is
highly succesfull, the only failure is being unable to
interrogate the captured von Kiviri director: he dies,
by suicide or by external measures, during the capture.
(I'll leave rest of the details to you.)
Action 5: Blockade
Subparts:
* Block Ice Demons trying to leave +1
* Block other parties trying to reach the Ice Demons 0
* Protect merchant shipping transiting the straits +1
* Weather 0
Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success
Description: as evil tongues tend to say, blockade is
something that Sedonia has much practice in... no major
incidents.
juuso
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Juuso Vesanto wrote: > * Action resolution > > Action 1: Who ya gonna call? > > Subparts: > * Clear the ruins +1 > * Protect the workers +1 > * Clear the lesser ghosts from the city 0 > * Search other archives and question prisoners +1 > > Result: 0 (normal) + 3 (dice) = 3 Great success > > Progress: (+1,+3,x,x,x,x,x,x,x) > > Description: The Zelkor crew manages to locate some areas which > seem to be safe from most ghosts and spirits, including the most > potent ones. These seem to be mostly on the fringes of the city, > which are easiest to clear of the debris. These act as safe havens > for the workers, and provide a great lift on the morale. > > Action 2: Lines in the Dirt > > Subparts: > * Apologize 1 > * De-escalate -1 > * Ask the questions and get an answer 1 > * Negotiate the border -1 > > Result: 0 (normal) + 0 (dice) = 0 Mixed result > > Description: With news of the changes in government, the Ambassador > initially courtiously (sp?) accepts the apology of the Prince. But > later the tone changes, when response from the Torphani Emperor arrives. > Officially, the response states that the ruler, not the servants, is > responsible for the actions, and therefore a simple change of servants > is insufficient as a show of goodwill. The relations remain icy. > Unofficially, it seems that the incident is being used to gain > political leverage within Torphani empire. > When the Torphani Emperor's response arrives, Prince Barnardus make no public comment. However, he suborns one of the Torphani Ambassador's clerks, and discovers that the old Torphani Emperor died last year in questionable circumstances, and the Torphani Empire is currently being ruled by a regency, as the new Emperor is only five years old. The regents are struggling to control the Emperor and use him to advance their own agendas, while trying to hide what's going on from the outside world. The pushing of Torphan's borders northward and resettling displaced peasants from the south in the new lands is the policy of the most powerful regent, Lord Damorara. If his plan were to fail, he would lose face and standing, allowing one of the other regents to supplant him. > > Action 3-4: Operation MERCHANT PRINCE > > Subparts: > * Travel to and enter Rimrivertown +1 > * Follow, capture, and interrogate the von Kiviri director 0 > * Break into the Von Kiviri offices and recover papers +1 > * Leave Rimrivertown safely with the information. +1 > > Fudge Points: 2 > > Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success > > Description: (since I submit this result so later, whatever > happens, happens at the end of the year...) The operation is > highly succesfull, the only failure is being unable to > interrogate the captured von Kiviri director: he dies, > by suicide or by external measures, during the capture. > (I'll leave rest of the details to you.) (I'll go into more detail later, maybe, but for now:) The Sedonian agents infiltrate Rimrivertown over the course of the first three months of the year. Most come in under cover as employees of the Sedonian merchant houses licensed to trade in Rimrivertown, but a few land in the Razanian Kingdom of Sout and come overland across the Rim Mountains, pretending to be Sedonian merchants chased out of Aryisa for selling illegal weapons to Razanians. The priestess of Demerhaze assigned to the mission arrives in Rimrivertown with a cover story of researching demon-legends of the Rimriver region. Once everyone has arrived, Team A begin surveillance of the Director, one Hoatzin von Kiviri, and Team B begins casing the Von Angrix-Kiviri offices and warehouses. It is quickly apparent that Hoatzin is up to his neck in intrigue. A covert B&E of one of the warehouses reveals shipments of weapons and drugs hidden in otherwise innocuous shipments, while Team A discovers that Hoatzin weekly has secret meetings in a taverna by the docks, accompanied by only two guards. It's not perfect, but on the way to the tavern is the best place to ambush him. They decide to take him at the end of Torruth. On 24 Torruth, one day before the operation kicks off, an Imperial Postal Service ship, the IPS /Albatross/ puts in to Tolmersa to pick up and deliver mail. She delays her departure, claiming that her water barrels have become contaminated and need to be replaced. One of the packages she delivered was the special crossbow bolts for Team A. On the night of the 25th, Team A makes its move on Hoatzin, while Team B breaks into the Von Angrix-Kiviri offices. Team B strikes it lucky: the dragon-blood scarves keep the wards on the offices from activating, and with a little creativity, the team is able to use a spare scarf to break the lock-spells on the Von Angrix-Kiviri files. With the files open, they find the motherload: invoices and manifests showing shipments of weapons, supplies, and sacrificial victims to Garr cultists all over MidSea, as well as shipments of weapons and supplies to the Ice Demons now invading Aixelsydan. The real prize is a list of all the Shadowspawns within the House: Quetzal von Kiviri's name is at the top of the list. They take *all* the records from the offices, set the building on fire, and take them to the /Albatross/, where they wait for Team A. When they see the smoke from the fire, Team A makes their move. They are not so lucky: when they ambush Hoatzin, they discover that not only is he a Shadowspawn, so are his two guards. A massive battle erupts in the street as Hoatzin's and the guards' demons rise. The special anti-demon bolts take out the guards quickly, as they were much weaker Shadowspawn, but in the end, the Priestess of Demerhaze has to kill Hoatzin and banish his demon when he proves able to raise a shield that the bolts cannot penetrate. Team A drags off its dead and wounded and vanishes into the alleys before the city guards arrive. They make it back to the /Albatross/ and are aboard without being seen. The /Albatross/ stays in Rimrivertown until the 27th with the teams and the records aboard. The various Kaeiran officials in Rimrivertown quickly realize that whatever happened to Hoatzin von Kiviri is above their paygrade and/or level of competence, and decide to ask for instructions. In a supreme irony, when IPS /Albatross/ leaves Rimrivertown on the 27th, she carries the official Kaeiran government dispatches asking for guidance. No one in Rimrivertown makes any connection between the departure of the /Albatross/ and the murder of Hoatzin and the destruction of the Von Angrix-Kiviri offices--they think it was the work of a rival merchant house. When the information reaches Minister Ronir-Varros, he *runs* it to Emperor Arden. After feverish meetings behind locked doors, Ronir-Varros sends a message to Karl von Kashaar via a Raven of Sedon, asking for a meet in a secure location. He also sends a letter to the Archmage of Mir, calling in Mir's offer of a Warmage Coterie . . . > Action 5: Blockade > > Subparts: > * Block Ice Demons trying to leave +1 > * Block other parties trying to reach the Ice Demons 0 > * Protect merchant shipping transiting the straits +1 > * Weather 0 > > Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success > > Description: as evil tongues tend to say, blockade is > something that Sedonia has much practice in... no major > incidents. > The Tolmersa Squadron, now designated the Straits Fleet, is successful at preventing the escape of Ice Demons across the Straits and protecting merchant shipping. However, several times they are unable to prevent small ships from landing in Ice Demon-held territory. Most of those ships are Kelshiri-rigged, deep-water fishing vessels from the Outer Ocean. At least one appeared to be a trader flying the house colors of Van Angrix-Kiviri. All left the Straits via the eastern mouth, heading north up the Razanian and Kelshiri Coasts > > juuso > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
The Lord-Inquisitor, Karl van Kahshaar (*) finished listening to the Raven of Sedon, and stood staring at it for a minute, deep in concentration. His office was empty, the Lord-Inquisitor having dismissed his secretaries. Beyond the engraved window ledge the raven perched on lay the sprawling vista that was Port Kaeir. "Tell your master that he confirms what I have suspected, as the status of the Van Angrix-Kiviri has been the foremost priority in my Office. Despite my far-ranging powers granted to me by the Green Compact of the Great Houses, it would not be politically astute for me to move against the Van Angrix-Kiviri without a reason that would be politically palatable to a majority in the Great Council. It would be disastrous for the Republic if Van Angrix-Kiviri was destroyed. But, everyone of its corrupt limbs must be amputated and incinerated, to the very last man, no matter their degree of guilt or complicity. The Brotherhood of the Night have been pursuing their own surveilance of Van Angrix-Kiviri in the cities of New Tirmaeir and Port Kaeir, I know. I suggest your master contact the Grandmaster Avan as well. Lastly, I suggest that your good master and I meet on the Isle of Maeir off the southeast coast of the Kaeirean island of Celtehar. This island is a centre of study for the shamans of the native cult here, and a considerably important sacred site, and the monastery of sorts that exists on the island would provide a physically and magically secure location for a meeting. Nothing unwanted could make it alive to the monastery, nor could a scrying eye penetrate the veil that surrounds the island. I await your masters reply." *Note: the use of "van" before a surname indicates membership of a Great House, whereas "von" indicates membership of a Young House or a commoner. The difference between the two is frequently missed by foreigners, but in Kaeir the difference is legally enforced, and misuse of the prefix "van" carries significant legal sanctions. Andrew Janssenwrote: Juuso Vesanto wrote: > Action 3-4: Operation MERCHANT PRINCE > > Subparts: > * Travel to and enter Rimrivertown +1 > * Follow, capture, and interrogate the von Kiviri director 0 > * Break into the Von Kiviri offices and recover papers +1 > * Leave Rimrivertown safely with the information. +1 > > Fudge Points: 2 > > Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success > > Description: (since I submit this result so later, whatever > happens, happens at the end of the year...) The operation is > highly succesfull, the only failure is being unable to > interrogate the captured von Kiviri director: he dies, > by suicide or by external measures, during the capture. > (I'll leave rest of the details to you.) (I'll go into more detail later, maybe, but for now:) The Sedonian agents infiltrate Rimrivertown over the course of the first three months of the year. Most come in under cover as employees of the Sedonian merchant houses licensed to trade in Rimrivertown, but a few land in the Razanian Kingdom of Sout and come overland across the Rim Mountains, pretending to be Sedonian merchants chased out of Aryisa for selling illegal weapons to Razanians. The priestess of Demerhaze assigned to the mission arrives in Rimrivertown with a cover story of researching demon-legends of the Rimriver region. Once everyone has arrived, Team A begin surveillance of the Director, one Hoatzin von Kiviri, and Team B begins casing the Von Angrix-Kiviri offices and warehouses. It is quickly apparent that Hoatzin is up to his neck in intrigue. A covert B&E of one of the warehouses reveals shipments of weapons and drugs hidden in otherwise innocuous shipments, while Team A discovers that Hoatzin weekly has secret meetings in a taverna by the docks, accompanied by only two guards. It's not perfect, but on the way to the tavern is the best place to ambush him. They decide to take him at the end of Torruth. On 24 Torruth, one day before the operation kicks off, an Imperial Postal Service ship, the IPS /Albatross/ puts in to Tolmersa to pick up and deliver mail. She delays her departure, claiming that her water barrels have become contaminated and need to be replaced. One of the packages she delivered was the special crossbow bolts for Team A. On the night of the 25th, Team A makes its move on Hoatzin, while Team B breaks into the Von Angrix-Kiviri offices. Team B strikes it lucky: the dragon-blood scarves keep the wards on the offices from activating, and with a little creativity, the team is able to use a spare scarf to break the lock-spells on the Von Angrix-Kiviri files. With the files open, they find the motherload: invoices and manifests showing shipments of weapons, supplies, and sacrificial victims to Garr cultists all over MidSea, as well as shipments of weapons and supplies to the Ice Demons now invading Aixelsydan. The real prize is a list of all the Shadowspawns within the House: Quetzal von Kiviri's name is at the top of the list. They take *all* the records from the offices, set the building on fire, and take them to the /Albatross/, where they wait for Team A. When they see the smoke from the fire, Team A makes their move. They are not so lucky: when they ambush Hoatzin, they discover that not only is he a Shadowspawn, so are his two guards. A massive battle erupts in the street as Hoatzin's and the guards' demons rise. The special anti-demon bolts take out the guards quickly, as they were much weaker Shadowspawn, but in the end, the Priestess of Demerhaze has to kill Hoatzin and banish his demon when he proves able to raise a shield that the bolts cannot penetrate. Team A drags off its dead and wounded and vanishes into the alleys before the city guards arrive. They make it back to the /Albatross/ and are aboard without being seen. The /Albatross/ stays in Rimrivertown until the 27th with the teams and the records aboard. The various Kaeiran officials in Rimrivertown quickly realize that whatever happened to Hoatzin von Kiviri is above their paygrade and/or level of competence, and decide to ask for instructions. In a supreme irony, when IPS /Albatross/ leaves Rimrivertown on the 27th, she carries the official Kaeiran government dispatches asking for guidance. No one in Rimrivertown makes any connection between the departure of the /Albatross/ and the murder of Hoatzin and the destruction of the Von Angrix-Kiviri offices--they think it was the work of a rival merchant house. When the information reaches Minister Ronir-Varros, he *runs* it to Emperor Arden. After feverish meetings behind locked doors, Ronir-Varros sends a message to Karl von Kashaar via a Raven of Sedon, asking for a meet in a secure location. He also sends a letter to the Archmage of Mir, calling in Mir's offer of a Warmage Coterie . . . > Action 5: Blockade > > Subparts: > * Block Ice Demons trying to leave +1 > * Block other parties trying to reach the Ice Demons 0 > * Protect merchant shipping transiting the straits +1 > * Weather 0 > > Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success > > Description: as evil tongues tend to say, blockade is > something that Sedonia has much practice in... no major > incidents. > The Tolmersa Squadron, now designated the Straits Fleet, is successful at preventing the escape of Ice Demons across the Straits and protecting merchant shipping. However, several times they are unable to prevent small ships from landing in Ice Demon-held territory. Most of those ships are Kelshiri-rigged, deep-water fishing vessels from the Outer Ocean. At least one appeared to be a trader flying the house colors of Van Angrix-Kiviri. All left the Straits via the eastern mouth, heading north up the Razanian and Kelshiri Coasts > > juuso > ---------------------------------------------------------------- > To unsubscribe, send mail to celandra-off@phoenyx.net. > ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net. --------------------------------- On Yahoo!7 Answers: Real people ask and answer questions on any topic. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.