Not really.
You only have the one rolled 18 to spend.
Now, if you, the players, take those apology FP you would be able to upgrade your fortune tier to 2 & thus get another fortune die rolled.
Yanno you could just check in the mechanics post, it's treadmarked under informational.
I'd link it, but right now I'm at work and thus reduced to cellphone.
I did check the front page, and the mechanics section.

What threw me off is how to use the fortune die rolled for this war turn.

Now, because I seem to need clarification. The fortune die rolled for this war turn is unrelated to the apology FP? And we 'currently' have 3 FP without the added apology FP?
 
Now, because I seem to need clarification. The fortune die rolled for this war turn is unrelated to the apology FP? And we 'currently' have 3 FP without the added apology FP?
Yep. To all of it.
The rolled die is a standard fortune die that I (should) preroll any turn that precedes decisions for which die should be rolled.
The apology FP would be for forgetting to use Flavius' rope of reverse fortune.
 
Well, no answers to my questions so I'll just go with what I already proposed.

[X] Plan: Fortify, Sabotage, and Probe

12 general d20 available
Minimum of 5 die per category required!

Security
5 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Expand your fortifications (2 security die min; can use any die)
--[X] 1 security die, 1 general die
-[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (1 security die, 1 logistics die min; can use any die)
--[X] 2 security dice, 1 logistics die
-[X] Regularly patrol the territory you nominally control (3 die max)
--[X] 1 security die, 1 general die

Logistic
7 d20 available
-[X] Extend your logistics train (1 logistics die min; 2 die max)
--[X] 2 logistics dice
-[X] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[X] 1 logistics die, 2 general dice
-[X] Establish offices and facilities for processing prisoners in the field (1 logistics die min; can use security die)
--[X] 1 logistics die, 1 general die
-[X] Be on the lookout for strategically significant resource nodes (2 die max)
--[X] 2 logistics dice

Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting die
-[X] Insert scouts behind enemy lines (can only use scouting die)
--[X] 3 scouting die
-[X] Organize sabotage missions (1 scouting die min)
--[X] 2 scouting dice
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat dice, 1 general die

Combat
11 d20 available
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat dice, 1 general die
-[X] Respond to enemy provocations (1 combat die min)
--[X] 1 combat dice, 2 general dice
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat dice, 2 general die
[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 2 combat die, 1 general dice
[X] Draw enemy into combat on the fields of your choosing (4 die max)
--[X] 3 combat die, use the pre-rolled 18
-[X] Secure your posterior (3 die max)
--[X] 2 combat die
-[X] Apply pre-rolled 3 to enemy in combat combat category

[X] Take the apology dice to upgrade fortune to tier 2.

So this tests out the few remaining options we haven't tried, and should net us more dice and more progress.

-[X] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[X] 2 Security DIce, 1 Combat Dice
-[X] Regularly drill your troops on offensive maneuvers (1 security die, 1 combat die min)
--[X] 2 Security Dice, 1 Combat DIce
-[X] Regularly patrol the territory you nominally control (3 die max)
--[X] 3 General Dice
...
-[X] Establish regular gear and kit inspections (2 die max)
--[X] 1 General Dice

Just so you know, these options do not seem to produce either progress or additional dice, instead they add bonuses to the rolls (and usually not enough to be better than just adding the dice to those options instead). On the other hand, fortifications and seizing strategic points do seem to give a lot of progress and larger bonuses.
 
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[X] Plan: Fortify, Sabotage, and Probe
[X] Take the apology dice to upgrade fortune to tier 2.
 
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Umn, d100 on the Fortune die was 65.
You can't save it.
You can use that 65 for the incursion rolls to have one of them fail, or you can use the 18 from d20 for one of your own rolls.
I mean, I did spell it all out.

Your choice is to either take the offered two apology FP and with them you can choose to spend a total of 4 FP to upgrade your Fortune tier to 2, or have me go back the last two turns and apply Flavius' rope for some extra progression.
 
Well, no answers to my questions so I'll just go with what I already proposed.

[X] Plan: Fortify, Sabotage, and Probe

12 general d20 available
Minimum of 5 die per category required!

Security
5 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Expand your fortifications (2 security die min; can use any die)
--[X] 2 security dice
-[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (1 security die, 1 logistics die min; can use any die)
--[X] 2 security dice, 1 logistics die

Logistic
7 d20 available
-[X] Extend your logistics train (1 logistics die min; 2 die max)
--[X] 2 logistics dice
-[X] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[X] 1 logistics die, 2 general dice
-[X] Establish offices and facilities for processing prisoners in the field (1 logistics die min; can use security die)
--[X] 1 logistics die, 1 general die
-[X] Be on the lookout for strategically significant resource nodes (2 die max)
--[X] 2 logistics dice

Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting die
-[X] Insert scouts behind enemy lines (can only use scouting die)
--[X] 4 scouting die
-[X] Organize sabotage missions (1 scouting die min)
--[X] 1 scouting die, 1 general die
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat dice, 1 general die

Combat
11 d20 available
[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat dice, 1 general die
[X] Respond to enemy provocations (1 combat die min)
--[X] 1 combat dice, 2 general dice
[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat dice, 2 general die
[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 2 combat die, 2 general dice
[X] Draw enemy into combat on the fields of your choosing (4 die max)
--[X] 3 combat die
[X] Secure your posterior (3 die max)
--[X] 2 combat die

[X] Save Fortune Dice to upgrade fortune to tier 2.

So this tests out the few remaining options we haven't tried, and should net us more dice and more progress.



Just so you know, these options do not seem to produce either progress or additional dice, instead they add bonuses to the rolls (and usually not enough to be better than just adding the dice to those options instead). On the other hand, fortifications and seizing strategic points do seem to give a lot of progress and larger bonuses.
Yannoshka has already said that those actions actually do a lot more than you said they do. It's just they mostly affect the enemy's actions, not ours so we don't see them.
 
That's what we are saying, I'm not sure what the confusion is.
Save Fortune Dice to upgrade fortune to tier 2.
Saving Fortune die means converting a 75+ roll on d100 fortune die rolls into Fortune Points (FP).
You had no such rolls at this time.
I clarified that that was the case and that if consensus is reached on taking the 2 apology FP instead of going for having me go back and applying Flavius' rope, you can already upgrade to Fortune tier 2.
 
Saving Fortune die means converting a 75+ roll on d100 fortune die rolls into Fortune Points (FP).
You had no such rolls at this time.
I clarified that that was the case and that if consensus is reached on taking the 2 apology FP instead of going for having me go back and applying Flavius' rope, you can already upgrade to Fortune tier 2.

Is it better phrased like this:

[] Take the apology dice to upgrade fortune to tier 2.
 
Also, as I've noted, you have the use of prerolled 18 to use for any of your d20-s

Okay, that's in addition to the apology FP then? I'm not sure where the best place is to use that die, since I don't know what the original d-20 dice rolls are. However there are only three rolls where we were under the expected value that I can identify.

Holding Strategic Positions seems like the most important of those:
Combat
Hold strategic positions
2d20=19+10+10+2+2+2+2+3+6+2+3-56(enemy provocations)-22=-17
(Enemy)Attack roll 1d100=47+8=55
(Your)Counteratack roll=60-8=52
55>52; enemy losses 5% troops; your losses 3%
-1 progression

I'm assuming that using the 18 die there increases the results by at least 9, does it increase further? (Since it's a 2d20, that's anywhere from +9 increase to a +17 depending on what the original dice rolls where). Or maybe I'm not understanding properly on how to use the pre-rolled 18?

Sorry if I'm misunderstanding.

Also, just noticed when I was rereading that you might have missed some +morale bonuses?

We got a -2 for the barbarian incursions from the forest, and then we got all of these morale bonuses this turn:

Organize and maintain morale-raising events
1d20=16+2+2+5+6+4+2=38
+3 Morale
halves morale loss for this turn
Build up abandoned barbarian holdings
3d20=35+5+2+10+2+2+5+6+2-2-22=45
+4 to security and logistics actions
+4 progression
+1 Morale
Be on the lookout for strategically significant resource nodes
2d20=35+5+2+2+2+5+6+4-22-16(enemy resource collection)=23
+2 to security and logistics actions
+1 Morale
+1 Logistics d20
+1 General d20
Establish advanced field hospitals in permanent fortified positions
2d20=32+10+2+5+6+4+2+3-2=62
+6 to all actions
+1 Morale
Losses reduced by a tier

But the results only said we got +3 morale bonus, and increased morale by 3? From 9 to 12?

But looking at the math we actually got a net of +5 morale right?

-2 morale / 2 (bonus from morale raising) +3 +1 +1 +1 = -1 +3 +1 +1 +1 = +5

Which means our morale should now be 14?
 
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Le sigh...
That 18 is for your current plans. You cannot use it retroactively.
Here is the direct relevant quote from the mechanics on the Fortune tiers, die, and points:

Fortune tiers.
Every turn, there will be a number of prerolled die equal to your fortune tier.
You start at tier one (or two if you take the falchion) which means one (or two) prerolled die that you can assign to a any single roll in advance, or, if there is a roll over 75, you can choose to convert it into fortune point.
Fortune points serve two purposes.
One is that they act as your shield against crit fails. If there is a critfail, a fortune point if any are available, gets automatically expended to reroll. However, even if the reroll hit 100, it will not count as critical success.
The second purpose of FPs is to increase your fortune tier. The number of points needed to upgrade will be tracked next to the fortune tier and the price must be paid all at once.
During the game there will be other ways to gain FP, but don't expect many of them.

As for morale, I will point you to
You notice that '12' beyond the '/' ?
That is something called a cap, or a limit.
It means that that is the point at which numeration stops.


I am sorry if I come off as overly harsh in my sarcasm, but you must understand that explaining stuff that had already been explained, or is painfully basic is no fun for me, and I ultimately do this for fun, so I fall back to dry sarcasm as a counterbalancing method.
 
So, it is agreed?
You folks will be taking the apology FP and upgrading your Fortune tier to 2?
 
Ok, your fortune tier got upgraded, and just to show how much of a good guy I am, I applied it to the ongoing fortune roll.
So, the second prerolled die you can use is either a 50 for incursion rolls - meaning you make sure one roll autofails, or a 3 you can assign to war rolls. Since it is a low roll, you can choose to use it on your foes.
The way that would work is you would assign it to a category (security, logistics, scouting or combat) and I would replace your foe's highest roll in that category with the 3.
 
Ok, your fortune tier got upgraded, and just to show how much of a good guy I am, I applied it to the ongoing fortune roll.
So, the second prerolled die you can use is either a 50 for incursion rolls - meaning you make sure one roll autofails, or a 3 you can assign to war rolls. Since it is a low roll, you can choose to use it on your foes.
The way that would work is you would assign it to a category (security, logistics, scouting or combat) and I would replace your foe's highest roll in that category with the 3.
Okay, just to check something... But this last turn, when the action Regularly Patrol Your Territory gave us +5 to Security and Logistics actions, did this mean that any enemy Security or Logistics roll had their DC raised by 5 as well as our rolls gaining a +5 modifier? Or only the enemy's Security and Logistics actions that interacted with ours?

Trying to figure out just what the modifiers all mean. Because that affects where we'd want to put that 3 if we decide to use it.

Also, is there any chance we could see some of the enemy's rolls that don't directly oppose us so we can learn how all the modifiers we gain interact with those so far unseen rolls?

Or can you walk us through how the modifiers interact with our rolls and the enemy rolls if that's too much of a spoiler/advantage? Because I think some people are making drastic oversights due to the limited information we have available.
 
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So, the second prerolled die you can use is either a 50 for incursion rolls - meaning you make sure one roll autofails, or a 3 you can assign to war rolls. Since it is a low roll, you can choose to use it on your foes.
The way that would work is you would assign it to a category (security, logistics, scouting or combat) and I would replace your foe's highest roll in that category with the 3.

Okay, so I added a line putting the pre-rolled 3 for our opponent in the combat category.

-[X] Organize and maintain morale raising events (1 logistics die min)
--[X] 3 Logistics Dice

Just a note that our morale is already maxed at 12/12, so you might want to spend those dice elsewhere.
 
Yes, as a matter of fact, I would consider giving the look behind the curtain a...
Well, it would make things less fun for me.
I like to consider myself a fair but challenging QM.
I'm not straight out to screw you guys over, no. That does not mean, however, that I do not derive a sense of glee at seeing you fumble and make mistakes.
So, let's take the case you put forth.
The patrolling. It gave you a flat bonus to security and logistics.
Was that all it did? Heck no.
It saved your bacon, just a bit, against certain enemy actions. You just don't get to see it because you have not yet gained the ability IC to know about it.

Okay, so I added a line putting the pre-rolled 3 for our opponent in the combat category.
That works, though I'd be obliged if you specified that it applies to enemy. Right now, it does not matter much, I just do not want to set any sort of 'lack-of-clarity' precedent.
 
That works, though I'd be obliged if you specified that it applies to enemy. Right now, it does not matter much, I just do not want to set any sort of 'lack-of-clarity' precedent.

Fixed.

So, let's take the case you put forth.
The patrolling. It gave you a flat bonus to security and logistics.
Was that all it did? Heck no.
It saved your bacon, just a bit, against certain enemy actions. You just don't get to see it because you have not yet gained the ability IC to know about it.

Alright, based on this squeezed out 2 dice to put into patrolling.
 
Vote closed

Vote Tally : Empire lost, but The Spark remains - Original setting CK2 quest [Posts: 574-580]
##### NetTally 2.0.2

[x] Plan: Fortify, Sabotage, and Probe
-[x] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[x] 1 security die
-[x] Expand your fortifications (2 security die min; can use any die)
--[x] 1 security die, 1 general die
-[x] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (1 security die, 1 logistics die min; can use any die)
--[x] 2 security dice, 1 logistics die
-[x] Regularly patrol the territory you nominally control (3 die max)
--[x] 1 security die, 1 general die
-[x] Extend your logistics train (1 logistics die min; 2 die max)
--[x] 2 logistics dice
-[x] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[x] 1 logistics die, 2 general dice
-[x] Establish offices and facilities for processing prisoners in the field (1 logistics die min; can use security die)
--[x] 1 logistics die, 1 general die
-[x] Be on the lookout for strategically significant resource nodes (2 die max)
--[x] 2 logistics dice
-[x] Keep track of enemy movements (1 scouting die min)
--[x] 2 scouting die
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat dice, 1 general die
-[X] Respond to enemy provocations (1 combat die min)
--[X] 1 combat dice, 2 general dice
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat dice, 2 general die
[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 2 combat die, 1 general dice
[X] Draw enemy into combat on the fields of your choosing (4 die max)
--[X] 3 combat die, use the pre-rolled 18
-[X] Secure your posterior (3 die max)
--[X] 2 combat die
-[X] Apply pre-rolled 3 to enemy in combat combat category
No. of Votes: 3

[x] Plan: This Might Work
-[x] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[x] 1 Security Dice
-[x] Regularly drill your troops on defensive maneuvers (1 security die, 1 combat die min)
--[x] 2 Security DIce, 1 Combat Dice
-[x] Regularly drill your troops on offensive maneuvers (1 security die, 1 combat die min)
--[x] 2 Security Dice, 1 Combat DIce
-[x] Regularly patrol the territory you nominally control (3 die max)
--[x] 3 General Dice
-[x] Extend your logistics train (1 logistics die min; 2 die max)
--[x] 1 Logistics Die, 1 General Dice
-[x] Organize and maintain morale raising events (1 logistics die min)
--[x] 3 Logistics Dice
-[x] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[x] 1 Logistics Dice, 3 General DIce
-[x] Establish offices and facilities for processing prisoners in the field (1 logistics die min; can use security die)
--[x] 2 Logistics Dice
-[x] Establish regular gear and kit inspections (2 die max)
--[x] 1 General Dice
-[x] Keep track of enemy movements (1 scouting die min)
--[x] 1 Scouting Dice
-[x] Locate enemy staging grounds and other PoI (1 scouting die min)
--[x] 1 Scouting Dice
-[x] Insert scouts behind enemy lines (can only use scouting die)
--[x] 3 Scouting Dice
-[x] Organize sabotage missions (1 scouting die min)
--[x] 2 Scouting Dice
-[x] Intercept enemy movements (1 combat die min; can use scouting die)
--[x] 1 Combat DIe
-[x] Advance the lines of battle (2 combat die min; 5 die max)
--[x] 2 Combat DIce, 3 General Dice
-[x] Draw enemy into combat on the fields of your choosing (4 die max)
--[x] 4 Combat DIce
-[x] Secure your posterior (3 die max)
--[x] 2 Combat Dice, 1 General Dice
-[x] Fortune die, use the incursion roll on the first incursion point wherever that would be in this plan
No. of Votes: 1

Total No. of Voters: 4

Plan: Fortify, Sabotage, and Probe Wins.
Update will come...
Soonish...
 
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OK it's 9 PM here and I have stuff to do and then go to sleep. So I'll check the math in the morning and analyze the options as well then. G'night.

Yeah so uh that didn't happen. What happened instead was psychosis and getting blackout drunk. The worst part is that the two were not related to each other. Anyway I did find a grammatical error that is still relevant:

But, the troubles at the wall were the least of Thomases problems.
The situation at the plains front escalated rather severely this year.
Nick's help was, again, invaluable. His reprimands over failing to insert scouts behind enemy lines to gain an idea of what the barbarians were up to, right as they were, were rather less than welcome, though...

"the least of Thomas's problems." not "the least of Thomases problems."

"what the barbarians were up to, right as they were taking action," or something similar and not "what the barbarians were up to, right as they were,"

I'll try and check the math once my brain is working properly again.
 
Plan: Fortify, Sabotage, and Probe Wins.

Hmm... the vote in the tally is missing half of the combat section:
[X] Plan: Fortify, Sabotage, and Probe

12 general d20 available
Minimum of 5 die per category required!

Security
5 d20 available
-[X] Fortify camps each night as you are progressing (1 security die min; can use logistics die)
--[X] 1 security die
-[X] Expand your fortifications (2 security die min; can use any die)
--[X] 1 security die, 1 general die
-[X] Seize and heavily fortify strategically significant geographical points to use as staging areas and bases of operations (1 security die, 1 logistics die min; can use any die)
--[X] 2 security dice, 1 logistics die
-[X] Regularly patrol the territory you nominally control (3 die max)
--[X] 1 security die, 1 general die

Logistic
7 d20 available
-[X] Extend your logistics train (1 logistics die min; 2 die max)
--[X] 2 logistics dice
-[X] Build up abandoned barbarian holdings (1 logistics die min; can use security and scouting die; 4 die max)
--[X] 1 logistics die, 2 general dice
-[X] Establish offices and facilities for processing prisoners in the field (1 logistics die min; can use security die)
--[X] 1 logistics die, 1 general die
-[X] Be on the lookout for strategically significant resource nodes (2 die max)
--[X] 2 logistics dice

Scouting
7 d20 available
-[X] Keep track of enemy movements (1 scouting die min)
--[X] 2 scouting die
-[X] Insert scouts behind enemy lines (can only use scouting die)
--[X] 3 scouting die
-[X] Organize sabotage missions (1 scouting die min)
--[X] 2 scouting dice
-[X] Set up ambushes (4 die max; can use combat die)
--[X] 1 combat dice, 1 general die

Combat
11 d20 available
-[X] Intercept enemy movements (1 combat die min; can use scouting die)
--[X] 1 combat dice, 1 general die
-[X] Respond to enemy provocations (1 combat die min)
--[X] 1 combat dice, 2 general dice
-[X] Hold strategic positions (1 combat die min; can use security die)
--[X] 1 combat dice, 2 general die
[X] Engage in probing attacks against enemy lines (4 die max; can use scouting die)
--[X] 2 combat die, 1 general dice
[X] Draw enemy into combat on the fields of your choosing (4 die max)
--[X] 3 combat die, use the pre-rolled 18
-[X] Secure your posterior (3 die max)
--[X] 2 combat die
-[X] Apply pre-rolled 3 to enemy in combat combat category
 
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