1. Roll d100.
2. Add modifiers. Modifiers are not necessarily all positive.
2a. Possible bonuses for nat 96-99 and 100? Matching maluses for nat 1 and 2-5?
2b. Possible bonuses/maluses for rolling above 200, 300, etc, or below -99, -199, etc?
3. If d100 + modifiers > 100, subtract 100. Result is new roll's only modifier. Return to step 1.
4. If d100 + modifiers < 1, subtract 1. Result is new roll's only modifier. Return to step 1.
5. If d100 + modifiers > 0 and < 101, stop.
6. Figure out what the hell the rolls you just did actually mean for the story.
That should handle exploding rolls in both directions the same way.
1. Roll d100.
2. Add modifiers. Modifiers are not necessarily all positive.
2a. Possible bonuses for nat 96-99 and 100? Matching maluses for nat 1 and 2-5?
2b. Possible bonuses/maluses for rolling above 200, 300, etc, or below -99, -199, etc?
3. If d100 + modifiers > 100, subtract 100. Result is new roll's only modifier. Return to step 1.
4. If d100 + modifiers < 1, subtract result from 101, then multiply by -1. Result is new roll's only modifier. Return to step 1.
5. If d100 + modifiers > 0 and < 101, stop.
6. Figure out what the hell the rolls you just did actually mean for the story.
That should handle exploding rolls in both directions the same way.
Eh, you could try rolling a 1d10 to determine how severe the crit fail is and if we get a low roll on that you could roll again. Or something similar to that.
Step 4 is wrong. It should be simplified to "Subtract 1. Result is new roll's only modifier." It's just an adjustment for the fact that a d100 ranges from 1-100, not 0-100 (that's a d101 minus 1) and the other way I tried to define the formula was overly complicated.
Your arrival at the Emirate of Hashem was neither quiet nor filled with pomp and circumstance.
Rather, you arrived to a battle.
As the island chain entered sight, you knew, rather instantly, that there was something wrong. Anchored just off the coast of the largest island, a pair of corsair galleys were unloading men into boats to feed into a skirmish on the shore of the island.
Looking over the island, you failed to see any pillars of smoke, which, hopefully, meant that the corsairs had been contained to the shore. Alas, no matter how far inward they had gotten, when the corsairs saw you back, their boats started reversing.
By the time you got into cannon range of the island, the galleys were already sailing hard northeast and well outside of your ability to catch.
However, as you near the shore, you start to catch cheers from the Arabyan soldiers who just fought off the pirates.
You clearly heard the occasional "Syagmir", which probably meant Sigmar, and they weren't trying to shoot you, so you felt at least safe enough to sail near the island and look for a dock to anchor at. Fortunately, you were stopped in your search when the Hashemites brought forth a small rowing ship and began making their way out to you.
Dropping anchor, you awaited their arrival.
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Diplomacy actions (Pick 2): You were fairly lucky that the act of diplomacy wasn't a short-term thing. You could trust for any letters you sent out to take a while to properly reach their audiences. Thus, you weren't to stressed about what to do when it came to this.
[X] War in the really far north: Knowledge has begun trickling down to you from the Empire. It has not been good. As the last enclave of proper civilization in the Southlands, you deserve to know what is happening in your parent nation. (Cost: 2 Wealth, Chance: 90/60/30, Time: 4 seasons, Reward: knowledge of the Empire)
Rolled: 3
After the scouts leave the port, you never hear from them again. (EVENT ??? Unlocked, Turns to prepare: ???, Actions unlocked)
[X] Assuage the Peasants: The peasants don't particularly care about you as-of-yet. Maybe a few festivals and contests would improve their opinion of you. (Cost: 5 Wealth, Chance: 60/40/20, Time: 1 season, Reward: improved perception among the peasants ~ may stimulate trade)
Rolled: 29
Your efforts to excite the populace don't backfire, per se; it's just that no one was particularly in the mood to celebrate in a half-empty city. Still, at least no one died. (Gained nothing)
Martial actions (Pick 3): Even if you were leaving the Enclave for close to half a year, you could not afford to slack militarily. The Crossbowmen would likely be finished training by the time you returned south, so you would have to make due with what you had. Patrols needed to be arranged, caravans guarded, and fortifications manned.
[X] From a forgotten age: Sudenberg was not always the festering ruin that it currently is- it would not have survived a dozen plus invasions by undead, heathens, and worse had it been such. Rather, you know that there are abandoned forts and towns that yet still contain valuable resources. (Cost: 5 Wealth, Chance: 70/30/10, Time: 1 season, Reward: ruins scouted + Wealth + ???)
Rolled: 51
Though the news only trickled back to you over the course of your journey, something you were prepared for, it seemed that the ruined forts and townships further inland of the enclave still housed a few surprises. From the occasional den of mutants to a small clan of goblins (who were promptly burned upon death and a small detachment placed to watch for growths of new Greenskins), your men cleared the abandoned settlements. (18 wealth gained, Ruins available for construction: -20% construction costs on ruins, Actions unlocked)
[X] Exploratores: With such a small population holding control over such a massive area, it would behoove you to for a dedicated corps of explorers who you could count on to survey, scout, and map the lands around you without you having to give direct input. (Cost: 2 Wealth + 3 Wealth per season, Chance: 50/30/10, Time: 1 season, Reward: bonus to scouting actions + able to increase the size of the map in one direction every turn + skirmisher-type troops gained)
Rolled: 16
Most of your men hadn't a clue as to what you'd even meant with your request. Perhaps some personal oversight is required? (Action unavailable until return, +10 on the next attempt)
[X] Raiding the raiders: It's hard to pillage a port when your own settlement is burning, so perhaps a few carefully deniable raids on corsair dens and bandit villages would prevent them from doing the same to you. Victory goes to the bold, after all. (Cost: 5 Wealth, Chance: 50, Time: 1 season, Reward: destruction of a bandit camp/pirate base + increase in trade revenue)
Rolled: 86
You men came. They then proceeded to see. Then, they finished it off with a bit of conquest. They found a small pirate cove on the south coast, a few miles west of your lands, and promptly burned the wretches from their hovels. You kept the news from your Witch Captain, lest she be joyed overmuch at the news of your men burning heathens to death. (Total Revenue from trade increased by 3 for 2 turns, Pirate cove burned out, 3 wealth gained)
Stewardship actions (Pick 3): Looking at what finances you had access to, it was hard to believe that you were in control of one of the most lucrative ports in Araby, but, well, disaster tends to do that to a profit margin. You had a few idea as to how you could fix that.
[X] Bounty of the seas: Though you control a major port, you've yet to really scout for what resources the seas near you hold. From rare sea monsters and schools of fish to whales and the precious oil they hold, you could have much to gain. (Cost: 3 Wealth, Chance: 80/60/20, Time: 1 season, Reward: knowledge of sea resources + trade income increased)
Rolled: 41
Your men found whales, schools of fish, and even the occasional giant squid to harpoon to death. After they established where everything was, the merchants began to move in, claiming and clamoring for spots. (Map will be updated, Trade income permanently increased by 1 for all ports)
[X] Tolls: Now that you've figured out how the merchants got around your tariffs, it's about time for you to properly close that loophole. Placing some toll booths on the major land routes should rectify any issue. (Cost: 15 Wealth, Chance: 60/10, Time: 2 seasons, Reward: toll booths constructed on major roads + trade revenue increased)
Rolled: 45
After hunting widely for men to man the booths, your men begin to actually build the things. There was some concern that you wouldn't be able to find any volunteers, but when it started being advertised as 'penance' your men had to, rather suddenly, deal with a large influx of flagellants asking for a position. Odd. (Action ½ complete)
[X] Construction?: You haven't much Wealth for it, but perhaps some construction is in order? (Cost: varies with structures built, Chance: 90, Time: varies, Reward: construction begins)
Rolled: 38
Well, if the people won't appreciate your efforts to throw them a wild party, then perhaps they will enjoy a massive construction project! Bwahahahaha! There will be back ups and roadblocks galore! The Dark Gods themselves shudder at your cruelty! And so you begin constructing.
Construction-Plan:
Infrastructure
- Cobbled Road Haifra-Zoan; 7 Hexes / 5,25 W / 3,5 Seasons build time
- Cobbled Road Sudenberg-Samur; 3 Hexes / 2,25 W / 1,5 Seasons build time
- Cobbled Road Samur-Coastal For; 3 Hexes / 2,25 W / 1,5 Seasons build time
- Dirt Path Samur-Middle Fort; 7 Hexes / 3,5 W / 1,75 Seasons build time
Total: 13,75 W
Resources
- Logging Camp (Samur) x2; 14 W
- Quarry; 10 W
- Mine; 15 W
- Pastures (Haifra) x3; 6 W
- Pastures (Zoan) x3; 6 W
Total: 51 W
Security
- 2 Signal Towers (Haifra/Zoan); 40 W
Total: 40 W
Complete Total: 104,75 W
(Construction begun.)
Intrigue actions (Pick 2): Now that you have a fairly solid grasp on what's going on around you, maybe it's time to get a bit more proactive when it comes to the enemy, rather than simply waiting around to react.
[X] Investigating the disappearances: Though you got the news late, you can still send back a message to direct your men to investigate these disappearances. It's possible that the Knight-Captain simply did not have the manpower needed for this sort of thing. (Cost: 5 Wealth, Chance: 40/10, Time: 2 seasons, Reward: knowledge of what happened to the educated class in Sudenberg)
Rolled: 21
Things do not look particularly good for the search. The Witch Hunters had already cleared out the mutant population, and they had not found any of the filth's food to be composed of missing intellectuals. (Action [LOCKED] until completion, Action extended for one season)
[X] Look out for Boss's: Send your spies to look out for any sign that the greenskins are uniting behind a Boss. It's best to nip these kinds of things in the bud. (Cost: 12 Wealth, Chance: 50, Time: 2 seasons, Reward: greenskin internal strife + ???)
Rolled: 57
Your men set out, supplies in hand and weapons sharpened, to the east. They will likely return some time after you do. Here's hoping that they find nothing. (Action ½ complete)
Learning actions (Pick 3): You had felt pretty good about hiring Taalia, but, with the news your Knight-Captain, you are worried that she may not be all that she purported herself to be. Hopefully, she could be trusted.
[X] Hear ye! Hear ye!: After your failed attempt last season, you've left your idea in the hands of Taalia. Hopefully she can get the idea rolling. (Cost: 2 Wealth + 1 Wealth per season , Chance: 85/45, Time: 1 season, Reward: rumor mill + more informed populace)
Rolled: 82
Taalia did not seem to enjoy working on this project. In fact, all she really did was slap the men previously assigned to the project and told them to yell vaguely upward and not get into anyone's face. (People are now Neutral to you, Rumormill unlocked: every season, ask two questions about specific happenings anywhere in the old world, things like 'why was Taalia exiled from her home' or 'are we going to be attacked by druchii raiders soon')
[X] Safari: Taalia wants to study the wildlife around the area and catalogue all their traits. For whatever reason, you are not sure. (Cost: 5 Wealth, Chance: 70/10, Time: 2 seasons, Reward: knowledge of wildlife in Sudenberg)
Rolled: 45
Her mood perhaps soured by dealing with the criers, Taalia took her time when it came to gathering the supplies for the safari. Still, she was ready to begin the trip come next season. (Action ½ complete)
[X] Stay out of my laboratory!: Taalia wants to construct a proper workshop for her to work in. (Cost: 10 Wealth + 2 Wealth per season, Chance: 70/40/10, Time: 3 seasons, Reward: Taalia may apply her bonus to two actions)
Rolled: 83+26=109! Reroll: 72+109=181!
Taalia has a dilemma to face. (Miniturn Unlocked)
Piety actions (Pick 2): Religion will always be a major factor of your people. Recent disasters have worn it down, however. Some steps are necessary for the proper worship of Sigmar to continue.
[X] Inviting the Others: Okay, maybe not Ulric, Taal, or Rhya, but you would love for Morr's family to have a presence. Some letters going out could facilitate such. (Cost: 2 Wealth, Chance: 60/10, Time: 4 seasons, Reward: Morr's Gardens + Shallyan Temples)
Rolled: 98
The letters are sent. Now you've only to await the reply. (Action ¼ complete)
[X] Chaplains: As useful as War-priests of Sigmar are, maybe you could find a way to get someone taught in the arts of many of the Imperial faiths to administer to all your troops, regardless of their particular preference. (Cost: 5 Wealth, Chance: 60/20, Time: 2 seasons, Reward: Chaplains added to units + preventing inter-faith conflict within the military)
Rolled: 24
With all the other happenings in the enclave, your orders for the formation of another reform to your military were 'lost'. Perhaps it needs a personal touch? (Action unavailable until return, +10 on the next attempt)
Personal actions (Pick 1) [ONE LOCKED]: Even if your arrival wasn't exactly the greatest thing to take place, there is still much you can do during your time in your soon-to-be wife's lands.
[X] Meeting the Missus: You came here to deliver your answer personally, and you'll be damned if you fail to do so. (Cost: Free, Chance: 95/65/35, Time: 1 season, Reward: "Wife get!" Miniturn)
Rolled: 32
Your meeting went… interestingly. (Miniturn Unlocked)
[X] Touring the islands: As these lands will shortly come under your protection, surely a quick scouting of the area would be of use? (Cost: Free, Chance: 80/50/30, Time: 1 season, Reward: "Inspection" Miniturn)
Rolled: 11
You were most certainly not prepared for everything that happened upon your arrival. In the excitement, you never got around to the inspection. (Miniturn extended)
Nope. Your average roll was 46. All the numbers added together divided by the number of total rolls, meaning the explosion added an extra one to the division at the end. Otherwise, it would have been much higher.
Well, if the people won't appreciate your efforts to throw them a wild party, then perhaps they will enjoy a massive construction project! Bwahahahaha! There will be back ups and roadblocks galore! The Dark Gods themselves shudder at your cruelty! And so you begin constructing.
This is a reminder that, with the rumor mill, you guys can ask me any 2 in-game questions. That you are curious about and I will roll for rumors that are similar to answers to those questions.
Also, Mini-Action updoot
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Your name is Taalia Muntz, and you were facing an issue. Namely speaking, you actually had a bit too much time on your hands. And money in your coinpurse. And materials in a pile in the south plaza.
Frankly speaking, everything was going too well.
The last time things had gone this well for you had erupted into one of those "the less spoken of, the better" cases.
So you kept an eye out for any oncoming betrayals, any potential disasters, anything suspicious at all.
Until you concluded that, no matter what was going to come up, you clearly weren't going to find in what little time you had.
With that in mind, you settled on doing what you could.
So you threw yourself into the projects the Graf had instituted. You weren't quite as skilled as he was in the art of managing finances but your… history gave you some experience with it.
Choose one construction project to be finished instantly:
[ ] Write-in
(Projects are either a single building or a single set of roads)
However, you found you yet still had extra time. With your excess funds and materials now being diverted to speed up the Graf's projects, you settled on the only thing else you could do.
After it was all said and done, you truly felt that you'd spent your time wisely. Well, except for the other thing, but that wasn't anything for the Graf to have to worry about.
Question; were the build-times I estimated in my plan-proposal regarding the roads correct? Ie, the road between Haifra and Zoan requiring 4 seasons to build, for example?
Question; were the build-times I estimated in my plan-proposal regarding the roads correct? Ie, the road between Haifra and Zoan requiring 4 seasons to build, for example?
Choose one construction project to be finished instantly:
[x] Haifra-Zoan Cobblestone Road
Choose one trait:
[x] Intrigue
Rumor Mill:
[x] Local Events (ie, within the Sudenburg enclave)
[x] Events in the Arabyan States
Pretty much all of our construction projects only take 1-2 turns to complete, with only that road taking longer (4 turns), so it makes sense to pick that for instant completion. And Intrigue is Taalia's weakest stat, IIRC, which seems like it could be a bad idea, given how there's apparently someone disappearing scholars in the enclave.
@Claytonimor
Should I roll the dice as well?
Also, do we have any sort of immigration from the homeland into our enclave? People who get here via trading ships or the like, for example?
Choose one construction project to be finished instantly:
[x] Haifra-Zoan Cobblestone Road
[x] Intrigue
Pretty much all of our construction projects only take 1-2 turns to complete, with only that road taking longer (4 turns), so it makes sense to pick that for instant completion. And Intrigue is Taalia's weakest stat, IIRC, which seems like it could be a bad idea, given how there's apparently someone disappearing scholars in the enclave.
@Claytonimor
Should I roll the dice as well?
Also, do we have any sort of immigration from the homeland into our enclave? People who get here via trading ships or the like, for example?
It would be fine if you did so. Remember to do it either here or in the Rollz room and then post it here.
Oddly enough, no. In fact, the last group of native Imperials to arrive at the Enclave were many months hence.
Also, once again, Your Rumor mill is a concerted effort by your people to try and find specific information. If you give them no specific instructions, they are going to assume you want them to take the season off.
That seems rather strange. Even accounting for the whole "civil war" thing.
Also, once again, Your Rumor mill is a concerted effort by your people to try and find specific information. If you give them no specific instructions, they are going to assume you want them to take the season off.
That seems rather backwards. The whole point of a rumor mill is to keep us aware of, well, rumors and the general public mood and whatnot. Getting specific information should then be a follow-up thing.
That seems rather strange. Even accounting for the whole "civil war" thing.
That seems rather backwards. The whole point of a rumor mill is to keep us aware of, well, rumors and the general public mood and whatnot. Getting specific information should then be a follow-up thing.
Well, specific rumors. The thing about rumors, especially in an enclave roughly several thousand miles from its homeland, is that there are a shit-load of them. Most of them conflicting with one another.
For example, the current states of Tilea and Estalia are all, simultaneously according to rumors, preparing for an exalted crusade, fending off orkish WAAAGH!s, warring internally, and killing rat-men.
Have to admit, that doesn't really sound all that useful overall. Or at least rather difficult to use. But alright, my choices in regards to the rumor mill:
- Local Events (ie, within the Sudenburg enclave)
- Events in the Arabyan States
Gonna edit them into a proper vote in my post above.
Also, rolling the dice now, because I forgot about it earlier. Sorry about that.