[X] Winning the War - Expensive Edition
-[X] [Martial] Mobilising the Baron
--[X] Add Free Action to Mobilising the Baron
-[X] [Diplomacy] Uprooting Society III
-[X] [Intrigue] Judicial Honesty
-[X] [Learning] Magical Mapping
-[X] [Stewardship] Bringing A Case
-[X] [Piety] Local Politics III

[X] Winning the War - Risky Edition
-[X] [Martial] First Strike - Countess
--[X] Add Free Action to First Strike - Countess
-[X] [Diplomacy] Uprooting Society III
-[X] [Intrigue] Judicial Honesty
-[X] [Learning] Magical Mapping
-[X] [Stewardship] Bringing A Case
-[X] [Piety] Local Politics III

[X] Winning the War - Intrigue Edition
-[X] [Martial] First Strike - Countess
-[X] [Diplomacy] Uprooting Society III
-[X] [Intrigue] Capture Schmitt
--[X] Add Free Action to Capture Schmitt
-[X] [Learning] Magical Mapping
-[X] [Stewardship] Bringing A Case
-[X] [Piety] Local Politics III


Three plans again, this time focused around winning the war or at least the to deal with the Count. All three have Uprooting Society as the easier diplo option while Stewardship and Intrigue focus on bringing down the Wahners. Learning is trying to sort out the damage to the fields that the Countess has done. The first plan is going for an expensive, but practically guaranteed chance to win against the Count. The second is the cheaper, but has a chance of failing with a low roll by going with the Countess instead of the Baron. The third plan uses Intrigue rather than Martial to take out the Count by kidnapping him, which is the riskiest plan as both the Intrigue and Martial need decent rolls to succeed.
 
I want to mention a few loose thought.
If the countess wins the military part without the much help from the baron that it would look as if she is a lot more independently strong.
If we attempt to retain the honesty in the network of the countess then we can probably focus free action one of the easier actions, like judicial honesty or the root of the issue. And the province may gain some long term viability.
We might also want to continue our study into the potato, because it will give us ammunition to calm the angry crowds with.

[] Low knowledge is Food
-[] [Martial] First Strike - Countess
You and the Countess will join forces to hit the Schmitt forces hard with only what forces you can call up and the element of surprise. Hopefully it works. Hopefully.DC: 23. Cost: 0 Budget.
-[] [Diplomacy] Uprooting Society III
The root cause of this issue is the death of the potato crops. Tekla has confirmed for you that the potatoes can actually regrow despite exposure to the cold snap, so if you can get the word out that the harvest isn't yet ruined you might yet be able to calm these groups down. DC: 25. Cost: 4 Budget.
-[] [Intrigue] Staying Honest
You need to watch over the fledgling network that you and the Countess are setting up, and keep them from punishing theft or dishonesty. DC: 15. Cost: 0 Budget.
-[] [Free] [Learning] The Root of the Issue V
The cold snap has raised an urgent question: how well does the potato crop grow after losing it's plant stem? Can the harvest even be recovered at this point? Dispatch Tekla to actively find out. DC: 15. Cost: 0 Budget.
-[] [Learning] Magical Mapping
The need for mapping out the local spiritual map comes with a new urgency, since the Count Schmitt's forces are actively going about tearing up the old networks. Help out the local spirits regain their footing, while also conveniently pinpointing the enemy forces' location DC: 23. Cost: 0 Budget.
-[] [Stewardship] Bringing A Case
You no longer have time for "precisely tight legal arguments" - you mostly need the Wahner family to sit down and shut up, and you're willing to bring some charges which may not be completely watertight in order to do it. DC: 24. Cost: 2 Budget.
-[] [Piety] Local Politics III
Good news! The local spirits have decided to back your attempts. Bad news: it only took an army invading to cause it. You might be able to leverage this into a boon for your forces, and at this point you'd be foolish to refuse. DC: 25. Cost: 0 Budget.
 
[X] Plan You Are All Under Arrest
-[X] [Martial] First Strike - Schmitt
-[X] [Diplomacy] Uprooting Society III
-[X] [Intrigue+Free] Capture Schmitt
-[X] [Learning] The Root of the Issue V
-[X] [Stewardship] Bringing A Case
-[X] [Piety] Local Politics III
 
[X] Plan: Counterstrike
-[X] [Martial] First Strike - Countess

-[X] [Diplomacy] Uprooting Society III
-[X] [Intrigue] Capture Schmitt
--[X] Add Free Action to Capture Schmitt
-[X] [Learning] Magical Mapping

-[X] [Stewardship] Organizing Distribution II
-[X] [Piety] Local Politics III
 
[X] Plan You Are All Under Arrest
-[X] [Martial] First Strike - Schmitt
-[X] [Diplomacy] Uprooting Society III
-[X] [Intrigue+Free] Capture Schmitt
-[X] [Learning] The Root of the Issue V
-[X] [Stewardship] Bringing A Case
-[X] [Piety] Local Politics III

@huhYeahGoodPoint Is it a valid plan to both defect to the Count against the Countess whilst also capturing the Count on the Countess' behalf?
 
I don't think that it is a good idea to capture everyone when a hungry crusade of the king is here in a few months.

(I thought that it was a joke at first)
 
Everyone's just making things worse, arrest them all and then sort it out!
The question is if we will join 'everyone' in making things worse.
The countess is beginning to learn that her eyes aren't just there for decoration by now, I think she has learned her lesson. And the latest troubles have not been caused by the countess this time.
And if we arrest her now then that means that we will need her job, because there is no-one to replace her at the moment.

EDIT: since there seems to be no support for my plans I will vote for the next best plan.
[X] Winning the War - Risky Edition
 
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@huhYeahGoodPoint Is it a valid plan to both defect to the Count against the Countess whilst also capturing the Count on the Countess' behalf?
I will make it legal!
It's legal-ish (translation: definitely not legal) because what you're doing is basically declaring a 3-way civil war with you representing the Royal Faction without actually having the authority to do so.

Of course, victory forgives a lot of sins.
 
@huhYeahGoodPoint, I want to raise a game balance issue. I feel like the random rolls are too powerful.

Last turn should have been a disaster, but the random roll turned it into a success. This turn should have been a success, but the random roll made it a disaster.

Basically it feels like moderately good or bad random rolls are having effects that should be reserved for critical fails or successes.
 
@huhYeahGoodPoint, I want to raise a game balance issue. I feel like the random rolls are too powerful.

Last turn should have been a disaster, but the random roll turned it into a success. This turn should have been a success, but the random roll made it a disaster.

Basically it feels like moderately good or bad random rolls are having effects that should be reserved for critical fails or successes.

I enjoy it personally, it add dynamism to the quest.
 
@huhYeahGoodPoint, I want to raise a game balance issue. I feel like the random rolls are too powerful.

Last turn should have been a disaster, but the random roll turned it into a success. This turn should have been a success, but the random roll made it a disaster.

Basically it feels like moderately good or bad random rolls are having effects that should be reserved for critical fails or successes.

I'm going to second this. While I definitely enjoy the outside impact that random events add, it feels like they can be too powerful even these last couple of turns being the biggest example of how overpowered they are compared to everything else.
 
@huhYeahGoodPoint, I want to raise a game balance issue. I feel like the random rolls are too powerful.

Last turn should have been a disaster, but the random roll turned it into a success. This turn should have been a success, but the random roll made it a disaster.

Basically it feels like moderately good or bad random rolls are having effects that should be reserved for critical fails or successes.
I'm going to second this. While I definitely enjoy the outside impact that random events add, it feels like they can be too powerful even these last couple of turns being the biggest example of how overpowered they are compared to everything else.
Random Event Rolls are extremely powerful; the random event table was cribbed from national-level play, and I scaled it down to regional-level effects.

This is completely intentional on my part.

A lot of your job is going to have to deal with the messiness that results from just getting unlucky with what in hindsight were the wrong moves at the wrong time. You're going to be working a lot in a messy world where your plan gets thrown completely out the window by the march of events, no matter how good of an idea it would be if the timing or the situation was just a little better. That really sucks, but you can't stop doing your job because the time isn't right, or events have conspired against you - someone still needs to collect the taxes, and someone still needs to make sure the army gets fed.
 
They have as many cavalry as we have foot soldiers. It's not exactly going to be easy to beat the count's forces without doing something to tip the odds.

[X] Winning the War - Expensive Edition
 
GRAINY RESOLUTION MONTH 5 ROLL CALL
Winning the War Expensive Edition wins 7 - 4 - 1 - 1.

Roll me 7d100s.

Martial: Mobilizing the Baron: DC: 21. Base Stat: 17 + 1 + 2 + 3. Cost: 10 Budget.
Diplomacy: Uprooting Society III: DC: 25. Base Stat: 17. Cost: 4 Budget.
Intrigue: Judicial Honesty: DC: 15. Base Stat: 22. Cost: 4 Budget.
Learning: Magical Mapping: DC: 23. Base Stat: 20. Cost: 0 Budget.
Stewardship: Bringing A Case: DC: 24. Base Stat: 22. Cost: 4 Budget.
Piety: Local Politics III: DC: 25. Base Stat: 23 + 2. Cost: 0 Budget.
 
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