Lord of Might and Magic (M&M, CK2)

[X] Secure the cargo!

[X] Fortify the camp

[X] Scout the Island

[X] Personal attention
-[X] Scout the Island
 
[X] Secure the cargo!
[X] Fortify the camp
[X] Scout the Island
[X] Personal attention
-[X] Scout the Island

Let's sea what we can find first.
 
[X] Secure the cargo!

[X] Fortify the camp

[X] Scout the Island

[X] Personal attention
-[X] Scout the Island
 
So... its obvious what people want. I'll leave the rolls here and write the results tomorrow.

Secure the cargo!: 96

Fortify the ccamp: 58

Scout the Island: 76+16=92
 
Turn 1 Results
[X] Secure the cargo!: Hopefully some of your cargo and ill gotten gains have survived without ending up on the bottom of the sea and can still be recovered from the ship, especially since you are going to need everything you can get. Of course, one would assume that it wouldn't be too much of a problem for you and your fellow Nymphs to recover anything that ended up on the bottom of the ocean, but... its a bit too heavy to carry. And usually attracts too many monsters. Chance of Success: 70% Reward: Gold and Materials

Needed: 30 Rolled: 96

Turns out that the cargo was secured quite well, with nearly nothing having gone overboard despite the gaping holes in your ship by the time it started sinking before being swept onto the beach. Fortunately you never got around to using the repair materials during your escape and the plundered supplies including the gold are also worth something. As if that were not allready lucky enough your men managed to recover a cannon from the ship, put it on some wheels and brought on land as well. Reward: +100 Ressources, +100 Gold, 1 Cannon (Siege Weapon)

[X] Fortify the camp: A palisade and a few lookout-towers around the camp would probably help a lot if any hostile wildlife decides to visit. Let your men take care of that. Chance of Success: 85% Cost: 50 Gold/50 Ressources Reward: Wildlife and locals less dangerous to your camp Reward: Camp has been fortified, -5 on all opponent rolls

Needed: 15 Rolled: 58

Setting up some defences went as well as one could've expected, namely without any noticeable issues and at a steady pace. At least now your men will be able to spot any arriving threats early and one can't just straight up walk into it thanks to the palisade.

[X] Scout the Island: You don't know anything about the island and as far as you can remember it did not appear on any of your maps, which just makes it worse. Have some of your men take a look around and try to draw a map of the island to hopefully get a better idea of what lurks around here. Chance of Success: 70% Reward: Informations about the island

Required: 30 Rolled: 76+16=92

Unexpectedly you have found that someone allready 'lives' on this island. The first thing that clued you into it that there is someone here was the sight of a few fireballs flying over the island and impacting amongst some groups of the local wildlife, which was allready a uncomfortable clue about just who is lurking around here and giving you quite a good idea where to look. In the end you found a relatively simple Tower built in the style of the Braccadan wizards on the other end of the Island with various Gremlins and Gargoyles roaming around it. The lot doesn't make too much of a particularly friendly impression. Result: Found what is going to be your opponent. +5 on both first Martial and Intrigue action against the Tower, Wizard is not aware of you
 
Well, I rolled a dice to decide who would be your enemy. It ended up being a wizard who has no idea that you are shipwrecked there. Yep. Oh... and you have a cannon.
we are so screwed unless this wizard is absurdly weak for some reason XD
 
Shoot our nymphs onto the tower using the Canon, yay or that's stupid?
 
Which means you are all pirates now and largely disconnected from the overall plot of Might and Magic.
This confused me; do you just mean that we're disconnected by default, or do you mean that we're actually too far away in time|space from any main plots to influence them?
Quite a few different things happen along coasts, and sea movement augmented by magic and good navigation is second only to teleportation for mobility. So, if you're using the Horn of the Abyss campaigns, are they specifically cut off by something (storms, reefs, reality warping, etc.)?
 
This confused me; do you just mean that we're disconnected by default, or do you mean that we're actually too far away in time|space from any main plots to influence them?

It means the overall plot is not happening in front of your doorstep. The plot will not come to you, you have to head to the plot. Or can just ignore it and do whatever you want.
Will write next turn today or tomorrow. Been busy through the week.
 
It means the overall plot is not happening in front of your doorstep. The plot will not come to you, you have to head to the plot. Or can just ignore it and do whatever you want.
Will write next turn today or tomorrow. Been busy through the week.
We will be the dark seahorse.
 
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