Sedonia

Action 1: Who ya gonna call?

Type: Single, Strategic

Difficulty: Normal

0 + (+-0-) = -1 Failure

Subparts:

  • Clear the ruins +
  • Protect the workers -
  • Trap the ghosts in the palace 0
  • Find out just what they're really dealing with. -

(Questions. Are you removing the walls as well?) The removal of the city is comeing along. While several of the ghosts are imprissioned within the walls of the palace, several of them still manage to drive several workers crazy. The ghosts seem to have selecting certian people who they affect with images.

It is the research that turns out bad. To much of the archives was either destoryed or removed from the city to make the search effective. The only thing that remains are journals of various ancient statesmen, and the occasional forgotten city reconrd book, and some of the centeries old account books. The only mention of magic, supernatural events, or religion in the records are in relations to blessing on ships, or farms.

Action 2: A Helping Hand

Type: Single

Difficulty: Normal

0 + (+00+) = +2 Success

Subparts:

  • Voyage to Tolmersa +
  • Contact Aixelsydanese leaders 0
  • Conduct evacuation 0
  • Persuading civilians to help (there's a chance that a Kaeiran
trade convoy may be docked at Tolmersa when the Fleet arrives) +

Action 3: Proxy War

Type: Single

Difficulty: Hard

-1 + (--++) = -1 Failure

Subparts:

  • Persuade Kasovians to accept Sedonian protection -
  • Negotiate with Hansari leaders -
  • Supply weapons, armor, and training to the Hansari +
  • Encourage Hansari raids against the Torphani +

Both the Kasovians and the Hansari drive the sedonian delgations from their settlements. It is not clear why but hints from Kasovians suggests they have already formed some treaty with the Torphani. There is a small strock of luck in the fact that a group of Hansari outcasts are discovered who are more then willing to make raids agiants the "rich Torphani"

Action 4: How Not To Be Seen

Weight: Single

Difficulty: Hard (-1). The work of making the scarves and the bolts is delicate, and mistakes may have serious consequences for the workers.

-1 (++-+) = +1 Sucess

Fudge Points: (4)

Subparts:

  • Scarf creation +
  • Bolt construction +
  • Personnel selection -
  • Ongoing observation +

Kaeir

1. Saltrim Project (3 of 4)

Difficulty: Normal (majority of construction completed)

0 + (+-0-) = -1 failure

Sub-parts: - Completion of remaining 10% of docks + - Completion of shipbuilding section of Arsenal - - Completion of manufacturing section of Arsenal 0 Luck -

Fudge points: 2

Action 2. Troop and Fleet Training (1 of 1)

Difficulty: Normal.

0 + (00++) = +2 Success

Subparts: - Fleet - Rangers - Exercises - Luck

Action 3. Millati evangelisation

Duration: 1 of ten (replaces previous Millati evangelisation action). Difficulty: Normal-Hard.

-1 + (+---) = -3 Failure

Sub-parts: - Preaching to Sedonian Timar (some Millati found on Sedonian Timar border with Kaeir, but not many) + - Preaching in majority of Kaeir (moderate minority now not Millati) - - Preaching in Dominion of Saltrim (significant minority is Millati) - - Luck -

Action 4. Brotherhood of the Night

Duration : continuing action (see strategic actions). Difficulty: Hard

-1 + (0++0) = +1 success

Sub-parts: - Recruitment 0 - Administration/Organisation + - Training + - Binding magic 0

Tanimbar

Action 1&2 The Attack Renews

Back in place, the Tanimbar armies once again attack the goblins.

Difficultly: Hard

-1 + (+00-) +1 = 0 Mixed Results

Objectives: Attacking + Intelligence 0 Logistics 0 Luck -

Action 3&4 Torphan Ambassor

Marcus Merari continues negotations with the Tophan Ambassor in Mir

Difficulty: Normal

0 + (+0--) +1 = 0 Mixed Results

Rhudyn

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.

Topic revision: r1 - 20 Oct 2006 - 22:41:22 - Chad Powell
 
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