@Always Late WIth your plan the Drilling the Troops option only having a 15% chance of success, would dropping the Night on the Town for an Overlook on Drilling the Troops be a worthwhile alternative?
 
[X] Plan Don't Panic

Diplomacy:

-[X]Reaching In: (Poland): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
-[X]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.

Martial:

-[X]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).

-[X]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.

-[X]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)

Stewardship:

-[X]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.

-[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.

Intrigue:

-[X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.

-[X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.

Learning:

-[X]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.

Personal:

-[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
--[X]The Raids.
--[X]Reveal the will
 
Just posting a tally here.
Adhoc vote count started by Magoose on Jan 17, 2018 at 11:21 AM, finished with 29 posts and 10 votes.

  • [X]Plan Crash Defenses
    [X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
    [X] Plan Oh Goodness
    -[X]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    -[X]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
    -[X]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    -[X]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    -[X]Muster the Troops (Vassals): You need to call your Vassals troops up for campaign. The Rus is at stake. Cost: 0, Chance of success: 90% Reward: Your Vassals troops are ready and waiting at Novgorod.
    -[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    -[X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
    -[X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    -[X]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers).
    -[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    --[X]Reveal the will (Discreetly)
    -[X]Spend time with your children: You will find some time in your schedule to be there for them. What kind of man would you be if you were not? You are their father after all. Cost: 0 Chance of success: 100% Reward: You spend time with your children
    [X] Plan: That's Not A War Plan!
    [X] Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 50 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.
    [X] Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    [X] Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    [X] The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    [X] Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
    [X] Mines in the Mountains: The Urals are rich in gold and silver, you need to set up the mines. And keep them safe. Cost: 500 (This action lasts for three turns) Chance of success: 40% Reward: The mines are set up. Taxes and trade income increased by 500.
    [X] In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
    [X] Spy networking: You want to get agents out around the world, and the empire. Natasha knows people that can help, but it will take time. Cost 100 Chance of success 75% reward: International and Domestic espionage unlocked.
    [X] Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available.
    [X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
    [X] Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 200 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?
    [X] Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
    [X] Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    -[x] Recruit More Troops
    [X]Plan Crash Defenses
    [X]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
    [X] Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    [X] Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    [X] The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    [X] Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
    [X] In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
    [X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    [X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
    [X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    [X]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers).
    [X]Overlook: The Raids.
    [X]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur.
    [X] Plan Power UNLIMITED POWER!
    [X]Expose the Will (Publicly): The will you have proves that the succession in Poland is illegal. Damn the political backlash, you are going to reveal it. Cost: 50 Chance of success: 45% Reward: The will and the illegal succession is public knowledge and Poland and the rest of the empire will be forced to act.
    [X] Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    [X]The Offer: Alexander has not forgotten the offer he made to you. He wants to talk to you about becoming the Martial of the Realm. Cost: 0 Chance of success: ???% Reward: You have a choice to become the marshal of the Empire.
    [X]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 400, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.
    [X]Muster the Troops (Vassals): You need to call your Vassals troops up for campaign. The Rus is at stake. Cost: 0, Chance of success: 90% Reward: Your Vassals troops are ready and waiting at Novgorod.
    [X] In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
    [X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    [X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    [X] Spy networking: You want to get agents out around the world, and the empire. Natasha knows people that can help, but it will take time. Cost 100 Chance of success 75% reward: International and Domestic espionage unlocked.
    [X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
    [X]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.
    [X] Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
    [X] Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    -[X]In Dire Times (Fortifying):
    [X] Plan Don't Panic
    -[X]Reaching In: (Poland): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
    -[X]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    -[X]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    -[X]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    -[X]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
    -[X]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.
    -[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    -[X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
    -[X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    -[X]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.
    -[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    --[X]The Raids.
    --[X]Reveal the will
 
[X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
Number of voters: 1

Magoose
*snrk* I really shouldn't find that funny.
 
Calling the vote. I'll tally it up and see who wins.

Edit: Plan Crash Defenses
Adhoc vote count started by Magoose on Jan 17, 2018 at 8:46 PM, finished with 35 posts and 12 votes.

  • [X]Plan Crash Defenses
    [X] Plan Don't Panic
    -[X]Reaching In: (Poland): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
    -[X]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    -[X]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    -[X]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    -[X]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
    -[X]Ship Repairs: You need to spend money on repairs for your ships so they can patrol the waters. Cost: 400 Chance of success: 40% Reward: Your ships are repaired.
    -[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    -[X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
    -[X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    -[X]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.
    -[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    --[X]The Raids.
    --[X]Reveal the will
    [X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
    [X] Plan Oh Goodness
    -[X]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    -[X]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
    -[X]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    -[X]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    -[X]Muster the Troops (Vassals): You need to call your Vassals troops up for campaign. The Rus is at stake. Cost: 0, Chance of success: 90% Reward: Your Vassals troops are ready and waiting at Novgorod.
    -[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    -[X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
    -[X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    -[X]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers).
    -[X]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    --[X]Reveal the will (Discreetly)
    -[X]Spend time with your children: You will find some time in your schedule to be there for them. What kind of man would you be if you were not? You are their father after all. Cost: 0 Chance of success: 100% Reward: You spend time with your children
    [X] Plan: That's Not A War Plan!
    [X] Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 50 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.
    [X] Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    [X] Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    [X] The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    [X] Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
    [X] Mines in the Mountains: The Urals are rich in gold and silver, you need to set up the mines. And keep them safe. Cost: 500 (This action lasts for three turns) Chance of success: 40% Reward: The mines are set up. Taxes and trade income increased by 500.
    [X] In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
    [X] Spy networking: You want to get agents out around the world, and the empire. Natasha knows people that can help, but it will take time. Cost 100 Chance of success 75% reward: International and Domestic espionage unlocked.
    [X] Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available.
    [X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
    [X] Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 200 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?
    [X] Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
    [X] Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    -[x] Recruit More Troops
    [X]Plan Crash Defenses
    [X]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
    [X] Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    [X] Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
    [X] The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
    [X] Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
    [X] In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
    [X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    [X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react.
    [X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    [X]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers).
    [X]Overlook: The Raids.
    [X]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur.
    [X] Plan Power UNLIMITED POWER!
    [X]Expose the Will (Publicly): The will you have proves that the succession in Poland is illegal. Damn the political backlash, you are going to reveal it. Cost: 50 Chance of success: 45% Reward: The will and the illegal succession is public knowledge and Poland and the rest of the empire will be forced to act.
    [X] Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
    [X]The Offer: Alexander has not forgotten the offer he made to you. He wants to talk to you about becoming the Martial of the Realm. Cost: 0 Chance of success: ???% Reward: You have a choice to become the marshal of the Empire.
    [X]Muster the troops (Personal): You will bring your troops to Novgorod to prepare for a campaign. Cost: 400, Chance of success: 100% Reward: Your troops are ready for campaign. Campaign expenses will begin.
    [X]Muster the Troops (Vassals): You need to call your Vassals troops up for campaign. The Rus is at stake. Cost: 0, Chance of success: 90% Reward: Your Vassals troops are ready and waiting at Novgorod.
    [X] In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege.
    [X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod.
    [X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you.
    [X] Spy networking: You want to get agents out around the world, and the empire. Natasha knows people that can help, but it will take time. Cost 100 Chance of success 75% reward: International and Domestic espionage unlocked.
    [X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available
    [X]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.
    [X] Practice writing: You have no idea what came to you, but you wanted to start writing. Maybe your exploits and journals will be like Caesar's conquest of Gaul or Otto the Strong's brilliant strategic victories against your ancestors. Cost: 0 Chance of success: 100% Reward: You start to practice writing. Trait gained: Writer. New actions will become available. Learning stat will increase.
    [X] Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
    -[X]In Dire Times (Fortifying):
 
I've decided (Against my better judgment) To show you these rolls tonight instead of tomorrow morning because these rolls need to be seen.

[X]Plan Crash Defenses

[X]Reaching In (Random Province): 1D100 => 1

[X]Lords of the Rus: 1D100 => 63

[X]Drilling the Troops: 1D100 => 79+20= 99

[X]The Raids: 1D100 => 96+35=131

[X]Recruit More Troops: 1D100 => 86+20=106

Troops recruited: 1D10000 => 8500

[X]In Dire Times (Supplies: 1D100 => 60

[X]In Dire Times (Fortifying): 1D100 => 93

[X]Reveal the will (Discreetly): 1D100 => 100

[X]Spies...spies everywhere: 1D100 => 54

[X]Specialize in tactics: 1D100 => 32

[X]Overlook: The Raids.

[X]A Night on the Town: 1D100 => 89

Disaster Roll: 1D100 => 1
 
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OK, that's enough sleeping on my day off, let's see what we-
[X]Drilling the Troops: 1D100 => 79+20= 99
[X]In Dire Times (Fortifying): 1D100 => 93
[X]Reveal the will (Discreetly): 1D100 => 100
[X]A Night on the Town: 1D100 => 89
Mmmmm... dats some goooood Sage Dice.
 
So we get our military going, finally recruit, massacre some Mongols, might have gotten the Polish Prince overthrown, and might have made an eternal enemy out of a random province.

And also a mystery box good thing.
 
So we get our military going, finally recruit, massacre some Mongols, might have gotten the Polish Prince overthrown, and might have made an eternal enemy out of a random province.

And also a mystery box good thing.
Yep, yep, double yep, yep and maybe.

And no mystery box... More like something we know about coming back and giving us benefits.

Edit: Hint Bitches and waifus love them.
 
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Turn 8 results
Turn 8 results

The Mongols are coming.

Their great Khan sent a message to you, and all the lords of the Rus, demanding your fealty and surrender or die. The arrogance made you sick as you read the letter… You gritted your teeth and thought of what you wanted.

You remembered the oath you swore at your father's grave, how you would kill all the Mongols… But you also knew one thing that could happen if you choose to ask for the ability to go to war. Your home would be in danger. Zima would be in danger, and your children would be in danger.

But the war has not been declared. There have been no true armies crossing the borders of either side. It is the calm before the storm.

But at least you're back in your homeland, ready to defend her if she needs it.

Diplomacy: There are matters of the state that you must attend too before you go to war.

(Choose 2)

[X]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available. Rolled:1D100 => 1

Philip wanted to introduce you to his father. Unfortunately, the Duke of Aquitaine and Anjou saw him as nothing but a disgrace to his family name for his poor health and him joining the Imperial army against the wishes of his father and his mother.

He was also continuously insulted by his father for his inability to properly fight. He also continually reminded him that if it were up to him and not his uncle the grand prince, Philip would have been disinherited for not living up to the family name.

Bringing you with him to his little family reunion, Philip thought he would be creating a nice alliance between his father and you. Unfortunately, he completely forgot about your... religious background, and your presence just made Philip's father furious, as he had suspected you were now trying to openly convert his son to your 'heretical' branch of Christianity.

Philip's mother was protective as any mother should be and you were quite hopeful that she was the cooler head of Philip's parents.

That was until she demanded that Philip leave the army for a much safer profession working under his father as if she refused to believe that Philip had done something without her help.

But the final straw was Philip politely saying no to both his mother and father. And Philip's father struck him with his cane.

The only thing stopping you from dueling Philip's father right then and there, was Philip desperately pleading with you, tears falling down his face, not to. He wanted to handle it himself. He said he could handle it alone.

So you sat outside. Minutes passed. All you could hear was Phillip arguing with his father and mother, intermittently punctuated by the sharp crack of your friend being struck with his father's cane.

It came to a point you could tolerate it no longer. You stormed into the room, bodily threw the duke aside before he could hit Philip again, and helped your friend walk back to your carriage.

Failure Reward: Domestic lord of the Empire met: Duke Raymond of Aquitaine and Anjou: Relation set at 0/100

[X]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved. Rolled: 1D100 => 63

Your crushing victory against the Mongol raiding parties, along with the celebratory feast that happened afterward, helped smooth relations with your lords and made them all much happier.

Reward: All domestic lords of the Rus' relation is increased by 15.

Martial: War is coming… you don't know when, but at least you know who you're fighting.

(Choose 3)
[X]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses). Rolled:1D100 => 79+20= 99

You and Nicholas were relentless with your training, pushing your men to their absolute limits. Some clamored that they wanted to die than suffer your training.

You ordered them that they were forbidden to die without your express permission. And they became stronger because of it.

And when they faced the Mongol raiders, your men cut them down with no mercy, getting their first taste of Mongol blood.

Reward: All units are promoted up to Veteran Level Experience (this is the max level they can go). They now have a +20 to all battle rolls from here on out with no commander, and a +30 with a commander and can use their specialized abilities without a commander skill.

[X]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nicholas to do it for you. Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced. Rolled: 1D100 => 96+35=131

You tasted victory today. A message had been sent to the Khan of Khans and to your people. Your lands were going to be free. And the Mongols were going to die. (Continued in Messages Sent, With Steel and Blood)

[X]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits) Rolled:1D100 => 86+20=106

1D10000 => 8500

News of your victory against the Mongols had reached the many refugees that were flooding west. Until now, the prospect of joining your army was too trifling for them to contemplate. But now they signed up by the hundreds, with no fear of the Mongols raiding their homes to keep them from leaving.

Reward: 8500 of various unit type recruits join your army.

Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.

(Choose 2)
[X]In Dire Times (Supplies) You need Novgorod ready for a siege. That means food and clear lanes of supply for the city. Cost: 200, (This action lasts for 2 turns) Chance of success: 40% Reward: Novgorod will be ready for a prolonged siege. Rolled: 1D100 => 60

Axel has started to muster up supplies for the cities siege stocks.

Will complete next turn.

[X]In Dire Times (Fortifying): Fortifications are needed to survive the Mongols. You need to get your hands on everything that you need to defend your city. You found some notes in your father's old books about making Novgorod into a citadel, along with other defenses like ballista towers. It will take time and coin, but it will make Novgorod safe. Cost: 2000, (This action lasts for 5 turns) Chance of success: 30% Reward: You begin construction of extra fortifications on Novgorod. Rolled:1D100 => 93

Axel also has begun work on plans and construction for the cities defenses.


Stewardship: The trade is protected… The fur must flow!... Axel now is not the time to make jokes, we can work on getting spice up here later.

(Choose 2)
[X]Reveal the will (Discreetly) You have the will, but the public outrage might be too much for you to handle. Release it to a select group of people and let justice take over from there… Hopefully. Cost 20 Chance of success ???% Reward: Poland and the empire are forced to react. Rolled: 1D100 => 100

You were very happy when Prince Jan was brought before the emperor after you showed him and several members of the House of Lords the will. And you were elated by the emperor gently setting the crown on Zima's head. (Continued in Swift Justice)

[X]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost: 100 Chance of success 50%. Reward: You learn who might be spying on you. Rolled:1D100 => 54

Natasha's report on who was spying on you… made you consider for a moment if the old emperor's fears were merely misdirected. Agents from every power in the world had infiltrated your motherland. Worse yet, the early evidence suggested someone had been using these agents to shadow and reveal your troop movements to the Mongols, and were responsible for the death of thousands of imperial soldiers, and your own people.

You wanted to find them, and end them.

Reward: New action available.

Learning: A mind is a powerful tool, and you are going to use it as best you can.

(In Progress)

[X]Study Architecture: The Marble columns of Rome inspired you to look more into building structures. Structures that you will make worthy of Rome itself. Cost: 0 (This action will last for 2 turns) Chance of success: 70% Reward: You start to study architecture, Gain Trait Architect. New Actions become available

You have succeeded in learning the ways of architecture.

Reward: trait gained Architect: You have studied the science and lifestyle of an architect, and have learned all you can in building and maintaining structures. (-20% building cost of any fortification in the campaign turns and buildings in regular turns, -2 turns to building time for fortifications in campaign turns and buildings in regular turns. +2 to stewardship.)

Choose 1
[X]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers). Rolled: 1D100 => 32

While you did not have time to study your specialization, you did find a few that interested you. A few that may even help you. (Continued in Specializations)

Personal: Zima is so happy that your sons are okay… You are too.

(Choose 2)

[X]Overlook: The Raids.

[X]A Night on the Town: So your bodyguards want to go out and drink, and want to bring you along. You'll go with them to shut them up. Cost: 0 Chance of success 100% Reward: Interesting events might occur. Rolled: 1D100 => 89

"Lads... Where are we?" You asked as you held your throbbing head, looking at your companions scattered around the ground. "And where is my shirt?"

"I don't think we need to worry about your shirt right now Vasily, we've got bigger things to worry about... Like why the fuck are there ten dead Mongols around us?" Wilhelm replied.

(Continued in A Night to Remember)


Disaster Roll: 1D100 => 1

"Alexander... Our production of these weapons has reached its limit." You heard the man protest.

You nodded. "A hundred cannons a month, along with its ammunition, is not enough Herr Gadsby." You narrowed your eyes in determination. "We need more for the army."

"I need more time... More men!" Gadsby replied.

"Then I will give them to you." You replied. "Just get me more cannons."

(Continued in Artillery Production)

AN: Enjoy.
 
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