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Turn Format Example

Check with your regional Dm concerning their preference for turn formats. 
The use of the income formula may not be used in all regions.  Otherwise, you can download the form here.

 

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)
  • 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.

  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.

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.

  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......