In the Shadows of Deismaar
Turn Three
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Maintenance: 5 (Domain) + 1 (Castle) +
4 (Court) + 6 (Army) = 16 GB
Maintenance: 0 (Ley Lines) + 10 (RPS spent
instead of GBs) = 10 RP
Changes in Taxation for the
next turn: None (Tell the Dm if you change your tax rates!)
Average Income: 8 (Average Province Income) + 5 (Average Holding Income) =
13 GB
Income Dice: 16 (Provinces + Guilds + Temple Levels) /3 = d6
Law Claims: None (Identify Provinces & Holdings Collected from in
"Other Events" below.)
Income Formula: 13 GBs + d6 (Don't forget your RP generated!.)
Defensive Regency Pool: 0
Offensive Regency Pool: 0
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Remember that it is a
5:1 ratio when spending RPs in place of GBs!
Remeber, no court means no Decrees, No Diplomacy, & among other things, No LTs! |
Action 1:
Free Actions:
- Raise Troops
Success Chance: Auto
Cost: 12 GBs
Description:
Regent Mike sends out the goon
squad to entice some locals into joining the military.
From Happy Province (3/4), King mike raises the following:
- 1 Infantry (2 GB/unit)
- 2 Archers (2 GB/unit)
From Squeaky Hill (2/3), he raises:
- 1 Scout (2 GB/unit)
- 1 Cavalry (4 GB/unit)
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- Build
Success Chance: 5+
Cost: 1 GB +
Description:
Regent Mike commands a bridge to be
built over the Really Big River. It is to be one of the finest constructs in the
region, and will be highly ornamented with frescos and statues, a tribute to the greatness
of Regent Mike.
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Lieutenant Action
- Adventure
Success Chance: Special
Cost: None
Description:
Lt. Bob leaves Port Goodfellow in
midmonth and takes ship to the legendary island of Riza. While he is there, he
drinks many fruity tooties and parties up a storm with scantily clad flower girls.
After experiencing many a hang over, he returns home, confident that his mission has
proven a success and that the domain will only benefit from his dangerous mission.
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The LT. action should be cut & pasted into the appropriate Action Round
Sequence!
(where you want the action to occur). |
Domain Action:
- Create Law Holding in Crazy Hill
Province
Success Chance: 10 - 2 (Provincial Support) - 7 RPs = 1+
Cost: 7 RP, 1 GB
Description:
Regent Mike decides to bring law to
the wildest province in his domain.
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Action 2:
Same format as action round 1,
except Regent Mike decides to go to war this month, so the war moves options are cut &
pasted into this Action sequence.
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War Moves:
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Troops:
(Troop Types & Number
Involved)
3
archers
3 Infantry
2 Cavalry
Army Commander: Regent Mike
Patrols: (Include
troop type, number, and general patrol plan.)
1
Cavalry unit will sweep ahead of the main host in case of ambush or surprise
attack. They will not engage enemy units, but instead will retreat back to the main
host and report the relative size, position and strength of the enemy forces.
Loss Acceptance: Heavy
(When will you retreat? Light:
25% Moderate: 50% Heavy:75% Total: 100%)
(The Following moves
describe your strategy, troop movements & how your units will attack/respond.)
Move 1: The
cavalry moves into Dilbert Hold from the east, supported by a single unit of archers
Move 2: The 3 infantry & remaing archer unit moves into Dilbert Hold
from the west, and tries to force the enemy host towards the awaiting cavalry &
archers.
Move 3: The cavalry continues into Burgers Town, approaching from the
north east.
Move 4: The infantry moves to intercept any reinforcements trying to
cross the river into Burgers Town.
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Remember, 1 GB buys 10
units/province of movement points in friendly territory, but only 5/provinces in foreign
territory! |
Action 3:
I think you get the point by now....
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Other
Events/Notes:
| This would be a good spot to put in
defesnsive info for this turn, special situations not covered elsewhere, A listing of
regents you lend your domain support to, and who you do not, who is allowed to muster
troops and who is not, etc. etc. |
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Total Cost for
turn: 23 GBs & 19
Rps
Add up your total expenditures for the turn.
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Starting
Treasury: 85 GBs & 96 Rps
This should be your "Ending Treasury"
from turn 2. Don't forget the RPs!
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Income for
turn: 13 GBs + d6
This is where you put your average income
formula. Also include your RPs that you will collect this turn.
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Ending Treasury:
98 GBs + d6 & 104 RPs
(Start - Turn 3 Maintenance - Total Cost for Turn 3 + Turn 3 Income = End)
This is what you have left over
at the end of the day, and what is available for use during Turn 4.
There.... that's how we do it see......
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