even more usefull just direct them toward the enemy and that lunatic will do something crazy that might work.
not saying it very use full what they can do but the crazy do have there uses even more so in the old days.
teach them to fight, give them a sword and point them toward the enemy there a use.
I will admit, I am kind of amazed that Trade and Intrigue is so popular. If a counter plan doesn't appear in the next 12 hours, I may close the vote early.
I liked the roman wife better. Tis a shame she lost to an elf. A good, proper, human wife with ties to Rome would've benefited us much more than the bastard princess of a shifty elf queen.
I liked the roman wife better. Tis a shame she lost to an elf. A good, proper, human wife with ties to Rome would've benefited us much more than the bastard princess of a shifty elf queen.
Rome is in the way to fall, same that Ludundunum, from m'y point of view It's better to securize our hegemony on the Islande before enter in the politic outside.
Adhoc vote count started by ChaosCircle on Jul 31, 2019 at 11:55 AM, finished with 35 posts and 6 votes.
[X] Plan: Trade and Intrigue
-[X] Send Arthur with the Legion to Eburacum: Arthur is one of the best generals in all of Britannia. It would be a shame for him to stay at home when his martial talents were needed on the battlefield. (+40 Martial, if you win the Martial roll you will gain +1 Martial. If you lose the Martial roll, you have a 5% chance of dying)
-[X] Send Merlin with the Legion to Eburacum: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll against Warboss Skorcha. However, without Merlin, you will be no match for Skorcha.
-[X][Diplomacy] Trade with Dubris: They are in a vulnerable position and need all the friends they can get. In fact, they are willing to pay a little more to be certain of who their friends are. Why not take advantage of them? Obviously, this cannot be taken with invading Dubris and you probably should Pledge to Support them to guarantee your new trading partners sovereignty. No point in wasting an action on trade only to find that management has changed, eh?
-[X][Diplomacy] Pledge to support Dubris: Dubris's position is vulnerable after the Saxons raided them and a couple of its neighbors can easily conquer them because of it. With the support of your farmland and one of your Legions, you should be able to turn the tables on any attacker.
-[X][Intrigue] Gather Intelligence: Choose a city-state and hire spies to gather intelligence for you. It will provide a thorough accounting of their military and civilian situations. One might think a spy network would reduce the need for such focused intelligence gathering, but you'd be wrong. Invasions are too important to leave up to what random tidbits a network might acquire in the course of their regular operations.
-[X][Sorcery] Support Legion: Maintaining the strategic enchantments of a major power is serious work and so is the work needed to support a military campaign. Normally, your advisor is available for one task or the other...but if you want to expend the resources to support him it is possible for him to do both. This allows a single sorcerer to maintain both your strategic enchantments and a single Legion in battle. Useful, if one does not want to pay for mercenaries.
-[X]Find a "Foreign" Wife
-[X][Martial] Construct Naval Cohort
-[X][Martial] Send a Legion off to War (Eburacum)
[X] Plan Training mission
-[X][Eburacum] Send a proper Legion to support them. Skorcha will go this far and no further. Surely, the Segontium Pact will support Eburacum and with your aid it should be sufficient to turn the tide! (+2 Relationship with all British cities, Commits a Martial action to support the logistics needed to send a Legion off to war.)
-[X][Eburacum] Send food! No man, woman, or child will starve on your watch and Eburacum will likely be besieged before Winter. They will need your aid to bleed Skorcha white as the Orcs assault the city's walls. (-100 Silver Bars, +1 Relationship with all British cities)
-[X][Piracy] Agree to build a fleet and tackle the piracy problem. (+10 to relationships with Lugdunensis, Locks one die into Build Naval Cohort and locks future actions into Anti-Piracy Patrols until the piracy situation is resolved.)
-[X][PACT] Decline. Segontium's conditions for a unified front against the Orcs is far too much. [X] Allannia Greentree, Niece of the Morrigan
[X] Plan: Trade and Intrigue
-[X] Send Arthur with the Legion to Eburacum: Arthur is one of the best generals in all of Britannia. It would be a shame for him to stay at home when his martial talents were needed on the battlefield. (+40 Martial, if you win the Martial roll you will gain +1 Martial. If you lose the Martial roll, you have a 5% chance of dying)
-[X] Send Merlin with the Legion to Eburacum: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll against Warboss Skorcha. However, without Merlin, you will be no match for Skorcha.
-[X][Diplomacy] Trade with Dubris: They are in a vulnerable position and need all the friends they can get. In fact, they are willing to pay a little more to be certain of who their friends are. Why not take advantage of them? Obviously, this cannot be taken with invading Dubris and you probably should Pledge to Support them to guarantee your new trading partners sovereignty. No point in wasting an action on trade only to find that management has changed, eh?
-[X][Diplomacy] Pledge to support Dubris: Dubris's position is vulnerable after the Saxons raided them and a couple of its neighbors can easily conquer them because of it. With the support of your farmland and one of your Legions, you should be able to turn the tables on any attacker.
-[X][Intrigue] Gather Intelligence: Choose a city-state and hire spies to gather intelligence for you. It will provide a thorough accounting of their military and civilian situations. One might think a spy network would reduce the need for such focused intelligence gathering, but you'd be wrong. Invasions are too important to leave up to what random tidbits a network might acquire in the course of their regular operations.
-[X][Sorcery] Support Legion: Maintaining the strategic enchantments of a major power is serious work and so is the work needed to support a military campaign. Normally, your advisor is available for one task or the other...but if you want to expend the resources to support him it is possible for him to do both. This allows a single sorcerer to maintain both your strategic enchantments and a single Legion in battle. Useful, if one does not want to pay for mercenaries.
-[X]Find a "Foreign" Wife
-[X][Martial] Construct Naval Cohort
-[X][Martial] Send a Legion off to War (Eburacum)
That's fair my dude as for the additional traits for the last ten are you needing ten more to pump the numbers or are you seeking something for the 90 to 100 range? As you could do something with piety or a feature that grants abonus to it like Auspicious birth where the stars aligned or some other miracle occured that harkened this child as a blessed one.
That's fair my dude as for the additional traits for the last ten are you needing ten more to pump the numbers or are you seeking something for the 90 to 100 range? As you could do something with piety or a feature that grants a bonus to it like Auspicious birth where the stars aligned or some other miracle occured that harkened this child as a blessed one.
QM's Note: I will be closing votes very fast for the next week. I have also added piety to stat blocks.
-[X][Martial] Construct Naval Cohort: While you possess two full Legions of well-trained soldiers, your merchants travel the coastlines of Europe entirely unprotected. While piracy is a minor problem, it is a problem. A navy won't pay for itself but it would certainly create military options that would otherwise be unavailable. With sufficient ships, you might even be able to transport entire Legions in a single voyage.
Time: 1 Season, Reward: Naval Cohort, Piracy no longer limits trade route options. Cost: 50 Silver Bars / Season
Londinium's industry gears for War as it finds itself surrounded by potential threats. The workers of Londinium, full of patriotic spirit and faith in His Majesty Arthur Pendragon, pushed themselves longer and harder than anyone expected of them. Trade was the lifeblood of Londinium's economy and its workers wanted to protect it as best as they were able. Able-bodied men were drafted by the hundreds, massive warships were built to a quality beyond reasonable expectation. It was a good day to be Admiral Marcus Valeria.
The Admiral is already drawing up plans to support the war effort in the North with sea-borne raids on Orc supply lines and anti-piracy patrols to deal with the Saxon menance. Arthur had placed his new fleet in eager and capable hands.
-[X][Intrigue] Gather Intelligence: Choose a city-state and hire spies to gather intelligence for you. It will provide a thorough accounting of their military and civilian situations. One might think a spy network would reduce the need for such focused intelligence gathering, but you'd be wrong. Invasions are too important to leave up to what random tidbits a network might acquire in the course of their regular operations.
Time: 1 Season, Reward: Intelligence on a City-State. (Novio-Calleva)
An aide to one of Calleva's generals was a lecherous soul who easily fell into the honeyed web of Drust's spies. From there, it was relatively easy to charm the man into bragging about his very important job and how impressive it was he was trusted with such important work. Prideful men who think with their dicks were easy to exploit.
The plan that was revealed was fragmentary, and some of the details were undoubtedly exaggerated to impress the woman about the aide's importance, but the overall gist was clear. Novio-Calleva had committed only a small force to the North because it intended to strong arm Dubris with a force of 12,000 men. An impressive army, to be certain, but with so much advanced warning your friends in Dubris could hold out against a siege indefinitely.
It was also an army you could realistically beat in the field, although the task would have been substantially easier if Arthur and Merlin had been on hand to support the Legio Britannia at the task. Of course, you could simply give Dubris silver to hire enough mercenaries and keep your army at home in case the plan was a trap. Or in case of the Novio-Calleva intelligence network discovering your activities.
The final consideration is Dubris cannot stay behind her walls for long. Her food supplies are depleted and any siege will be short, so a decisive victory must be found and quickly.
Novio-Calleva Invasion of Dubris. What do?
[ ] Send the Legio Britannia to support Dubris. Your soldiers needed the experience and a roughly even battle was the place to get it. Spend 300 silver bars to hire mercenaries to defend Londinium in case of a target switch.
[ ] Send 300 Silver Bars to support Dubris. Dubris will hire enough mercenaries, last minute as the purchase might be, to deal with the Novio-Calleva threat. Rely on the Legio Britannia to defend Londinium in case of a target switch.
[ ] Overwhelming force was the way to go. You lack your best commanders and it is better to throw the largest army you can at the problem, even if it creates the greatest risk of discovery in time for Novio-Calleva to call off their attack. You send 300 Silver Bars to support Dubris for the purposes of hiring mercenaries and send the Legio Britannia. Of course, this plan also leaves your capital vulnerable to attack should anyone seek to take advantage of your defenselessness. Defenselessness that might be discovered by Novio-Calleva spies who notice your preparations.
[ ] Use this as an opportunity to stage a counter attack on Calleva. Dubris can hold off the enemy, 300 silver bars can buy enough mercenaries for your defense. Novio-Calleva will have only token garrisons in both of their cities. Calleva will be the furthest from their army and Novio-Calleva will have to maintain a force large enough to contain Dubris even if they move against the Legio Britannia immediately. This is a high risk, high reward option. You might capture Calleva or you might find yourself trapped between Calleva's walls and a larger army.
Dubris Order of Battle
Lord Remus of Dubris (+25 Martial)
Valen of Dubris (+20 Sorcery, Necromancer)
Force Bonus: +12 Martial
Force Multiplier (x2): Safely behind the walls of Dubris.
Combat Roll: 1d100+57 (12,000 soldier equivalent)
The First Dubris Infantry Division
Veterancy: Green (0)
Equipment: Average (2)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Commander: Valen of Dubris
Mage Support: Valen of Dubris (+20 Sorcery, Necromancer)
The Second Dubris Archer Division
Veterancy: Green (0)
Equipment: Average (2)
Morale: Strong (10)
Manpower: 1000 (2 Cohorts)
Commander: Lord Remus of Dubris
Novio-Calleva Order of Battle
General Alexander Calleva (+25 Martial)
Revan of Noviomagus (Hydomancer) (+20 Sorcery)
Felix Africanus (Aeromancer) (+20 Sorcery)
Force Bonus: +15 Martial
Combat Roll: 1d100+80 (12,000 man equivalent)
The First Noviomagus Infantry Division
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Commander: Revan of Noviomagus
Supported by: Revan of Noviomagus
The First Calleva Infantry Division
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Commander: Felix Africanus
Supported By: Felix Africanus
The Novio-Calleva Archer Division
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 2000 (4 Cohorts)
Commander: General Alexander Calleva
Standard Intelligence: Reserves may be used to hire mercenaries if seriously threatened. If you plan to engage them, it is suggested you recall the Legio Pendragon as soon as practical.
Leader: Lady Amelia Novus (Intrigue Focus)
Sorcery Advisor: Revan of Noviomagus (Aeromancer, +20 Sorcery)
Martial Advisor: Marcus Aurelius (+40 Martial, Deployed to Eburacum)
Economy: Fishing Fleet, Fishing Focused (Resistant to sieges)
Trade Route: Fish to Calleva
Civilian Morale: Good (10)
Leader: Alexander Calleva (Stewardship Focus)
Sorcery Advisor: Felix Africanus (+20, Hydromancer)
Stewardship Advisor: Marcellus Quinn (+20)
Economy: Iron Mines, Armorer Focused (Better equipment for troops)
Trade Route: Arms & Armor to Noviomagus
Civilian Morale: Good (10)
1D100+54 => 153 (Critical Success, Novio-Calleva War Plans captured?)
-[X][Diplomacy] Trade with Dubris: They are in a vulnerable position and need all the friends they can get. In fact, they are willing to pay a little more to be certain of who their friends are. Why not take advantage of them? Obviously, this cannot be taken with invading Dubris and you probably should Pledge to Support them to guarantee your new trading partners sovereignty. No point in wasting an action on trade only to find that management has changed, eh?
Time: 1 Season, Reward: +2 to Dubris relationship, +60 Silver Bars / Season, Cannot be taken with other trade route options.
-[X][Diplomacy] Pledge to support Dubris: Dubris's position is vulnerable after the Saxons raided them and a couple of its neighbors can easily conquer them because of it. With the support of your farmland and one of your Legions, you should be able to turn the tables on any attacker.
Time: 1 Season, Reward: +2 to Dubris relationship, +1 to relationship with all British cities, +20 if they are attacked and you support them. Meaningless if they fall.
Your merchants and diplomats arranged a combined caravan to travel to Dubris for the sake of efficiency. The journey itself was relatively uneventful now that the filthy bandit problem that had infested the region was dealt with. It should have been a simple milk run for Ambassador Alric from there.
You are Ambassador Alric of Londinium charged with the establishment of friendly relations, trade, and the careful cultivation of the flower of future alliances with Lord Remus of Dubris.
The Lord of Dubris's audience chamber was lined with nude marble statues of nymphs and other mythical creatures. A display of art that was both impressive and a public display of Lord Remus's private fetishes. However, the professionals that visited Lord Remus knew better than to comment negatively on the display.
"Lord Remus, your collection of artworks is most impressive. I do not believe I've seen its like anywhere in Britain. Wherever did you get so many beautiful works of art?"
Remus did not rise from his wooden throne upon a wooden dias as he replied, "Well, Ambassador Alric, I have had the best artisans in Dubris craft each piece to my exact specifications and rejected any that fell short. It has been a life's work to develop such a collection. I appreciate the compliment on its quality. I, too, have found that the halls of the Lord of Britain lack such fine pieces. An unfortunate state of affairs I intend to convince my fellows to rectify. Perhaps 'King' Arthur would be interested in commissioning some pieces?"
You paused to give the appearance of serious consideration and glanced at the men who formed Lord Remus's court, cataloging their Roman togas and the fact one of them kept his hand beneath his toga at all times. A curious behavior but not something that alarmed you. You were in a friendly nation, surrounded by friendly courtiers after all. It was unlikely the man had foreign sympathies sufficient to take violent action.
You replied, "Lord Remus, I fear my King's wife prefers the written word to statues. Given the newness of their marriage, I believe it is unlikely my King will be purchasing anything other than what his wife's heart desires for some time. However, should that change, I will certainly remind him of the quality of the art of the artisans of Dubris so that he might have the best statutes in Britain made for..."
You stopped as the man you had been watching ever since you noted his curious behavior moved. The man withdrew a throwing dagger from his toga and hurled it in your direction. An attack you casually sidestepped, it seemed sending a man trained by Drust as an "ambassador" had been a wise choice after all.
Lord Remus's guards rushed into action to grab the assassin before he could escape. A short struggle later, the man was captured but unfortunately he died under interrogation and failed to yield the name of his employer. An unfortunate turn of events.
The rest of your visit with Lord Remus went according to plan. Pledges of support and protection were exchanged in the face of the Novio-Calle and Saxon threats. A permanent trade relationship of Londinium's famous beer was agreed to with eagerness, particularly given that remaining grain supply of Dubris had to be converted into bread. A supply of alcohol would keep the masses happier than if they had to go without due to the Saxon raids.
Unlike the Segontium Pact, there was no unusual conditions or other oddities in the agreements. Your side of the table had a hidden agenda, true, but one best served by playing an honest hand since Drust had anticipated all the players' actions perfectly.
The fact you delivered the intelligence on Novio-Calle's war plans in a private audience later that evening was the start of a beautiful friendship.
1D100+35 => 102 vs. 1D100+54 => 146 (Success, assassination attempt by ???? foiled.)
1D100+21 => 68 (Success, Trade with Dubris)
1D100+21 => 97 (Success, Pledge to Support Dubris)
-[X] Send Arthur with the Legion to Eburacum: Arthur is one of the best generals in all of Britannia. It would be a shame for him to stay at home when his martial talents were needed on the battlefield. (+40 Martial, if you win the Martial roll you will gain +1 Martial. If you lose the Martial roll, you have a 5% chance of dying)
-[X] Send Merlin with the Legion to Eburacum: Merlin provides Pyromancy Battle Magic to support to One Legion. Requires you to take the Support Legion action. Provides +35 to Legion Rolls. There is a 5% chance of dying if you lose the Martial roll against Warboss Skorcha. However, without Merlin, you will be no match for Skorcha.
-[X][Martial] Send a Legion off to War (Eburacum): You have pledged to aid Eburacum against the onslaught of Warboss Skorcha and his horde. So, you have sent a well-supplied Legion to the North to defend them.
-[X][Sorcery] Support Legion: Maintaining the strategic enchantments of a major power is serious work and so is the work needed to support a military campaign. Normally, your advisor is available for one task or the other...but if you want to expend the resources to support him it is possible for him to do both. This allows a single sorcerer to maintain both your strategic enchantments and a single Legion in battle. Useful, if one does not want to pay for mercenaries.
Time: Instant, Reward: Legion supported, Strategic enchantments supported by a single mage.
You are His Majesty Arthur Pendragon and you find yourself faced with the first real test of your mettle. The journey north had been swift enough to catch Warboss Skorcha off guard. However, that had not stopped the Warboss from proceeding with his invasion plans. Orcs were notoriously eager for violence and the rapine that followed victory.
The scouts had confirmed your fears of the size of Skorcha's army, a force they believed to be twenty thousand strong with a substantial number of Big'Uns and Gobbo mages in support of the main body. The only place to retreat to was the city of Eburacum itself and with the past raids, Eburacum's food supply would not feed your fourteen thousand man army for long. It was this situation that forced you to give battle in the open and hope that your untested tactical skill was up to the task.
The deep well of respect for the Roman Legions had led to the other commanders yielding command of the overall engagement to you. You commanded what appeared to be the most impressive force of your combined armies, even if your Legion was mostly fresh recruits from Londinium. The allied commanders settled on Eburacum's general Nathaniel of Eburacum as your second in command as he commanded the largest force in your combined army. It was also their homes they were defending.
Marcus Aurelius seemed disappointed by this turn of events as the only seasoned commander among you. However, he accepted the reality that his couple of thousand men was too small to compete with the larger forces of Londinium and Eburacum. He had also brought no mages of any real ability to support the allied forces. The net result was he was given command of the smaller detachments and became the third commander in the chain of command.
The choice of battlefield was a simple one, north of Eburacum was almost entirely farmland that had been emptied by Orc raids. One field was much like another and so it was simply a question of finding a good spot to effectively block the road between Cataractonium and Eburacum. The spot you ultimately chose was the outskirts of a small village called Heron whose fields bordered the metalled road to Eburacum.
You considered the allied infantry under Aurelius to be the weakest force and you wished to duplicate Hannibal's encircling of a larger force by placing your weakest force in the center and your strongest forces on your flanks. The Legio Pendragon was assigned the right flank and the First Eburacum was assigned the left. It was a good formation that would hopefully allow the cavalry auxiliaries to complete the encirclement and panic the Orc forces into retreating.
It almost worked.
Warboss Skorcha's horde charged the center of your lines with reckless abandon. Thousands of green skinned Orcs slammed into your lines with a chant of WAAAGH on their lips. The wings of your formation slowly encircled the horde and bled the enemy badly. For every man that fell, two Orcs fell in return.
Quantity, unfortunately, had a quality all its own and your center could not hold against wave after wave of enraged Orc warriors. Inch by inch, the center gave way faster than your flanks could squeeze the Horde. Your cavalry contained the Orcs but the Orcs seemed not to care that they had been trapped. They were willing to die in droves if that was what it took to carry the day.
You ultimately called the retreat before the situation became untenable and the allied forces retreated from the Orc Horde in good order.
The battle itself would go down in history as a stalemate. The allied forces had lost ten percent of their army, roughly 1400 men, while the Orcs had lost 2000. It was a good first showing for an untested commander against a substantially larger force.
Ultimately, the fact your forces were forced to retreat to the walls of Eburacum meant that a draw was simply not good enough. The food that had been provided to Eburacum was barely enough to cover what it had lost and adding another eight thousand mouths to feed was the sort of inconvenience that would strain those supplies.
So the question became...what to do next?
[ ] Hold Eburacum and bring in as much food from the countryside as you can. The orcs will besiege you but the defenses of Eburacum combined with some hastily erected earthworks should help even the odds. (Arthur, Merlin, and Legio Pendragon remains in Eburacum for Turn 3 / The Fall. Fortifications will increase your effective manpower to 25000. However, that advantage will be slowly whittled away by Orc siege equipment and the Orc Horde will have to send for reinforcements to even the odds. There will be multiple skirmish/battle updates in Turn 3 as fighting occurs. This will result in a relatively even fight with the Orcs but a decisive victory might hurt the Orcs badly. However, without that Eburacum will be slowly bled to death due to dwindling food supplies and military losses.)
[ ] Hold Eburacum but send Merlin and Arthur to relative safety in the South to support the coming conflict with Dubris. (Legio Pendragon will be holed up in Eburacum for Turn 3. Arthur, Merlin will be available to be assigned for Turn 3. There will be multiple skirmish/battle updates in Turn 3 as fighting occurs. This will result in a relatively even fight with the Orcs but a decisive victory might hurt the Orcs badly. However, without that Eburacum will be slowly bled to death due to dwindling food supplies and military losses.)
[ ] Withdraw your support from Eburacum. The city is a lost cause and with the Dubris situation, you need all your forces in the South. (Legio Pendragon, Merlin, and Arthur are available to assigned for Turn 3 to the Dubris situation. However, the Orcs will crush Eburacum relatively quickly compared to the other options.)
Warboss Skorcha Order of Battle
Big'Un Choppa (+30 Martial)
Warboss Skorcha (+35 Pyromancy)
Black Gobbo Grell (+20 Pyromancy)
Force Bonus: +10 Martial
Combat Roll: 1d100+95 (20,000 Men)
Force Advantage: 1.429 * Combat Roll
The Horde
Veterancy: Blooded (5)
Equipment: Poor (0)
Morale: Average (5)
Manpower: 20000
Commander: Big'Un Choppa
Supported By: Black Gobbo Grell, Warboss Skorcha
Eburacum Order of Battle
King Arthur Pendragon (+40 Martial)
Merlin of Avalon (+35 Pyromancy)
Arcturus Kemmler (Lich, +35 Necromancy)
Force Bonus: +15 Martial
Combat Roll: 1d100+125 (14,000 Men)
The First Eburacum
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 6000 (12 Cohorts)
Supported By: Arcturus Kemmler (Lich, +35 Necromancy)
Commander: Marcellus Lindum
Mixed Allied Infantry
Veterancy: Green (0)
Equipment: Average (3)
Morale: Strong (10)
Manpower: 3,000
Commander: Marcus Aurelius
The Legio Pendragon
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Supported By: Merlin (+35 Pyromancy)
Commander: Arthur Pendragon
1D100+41 => 110 (Send a Legion off to War, Critical Success, Arrive earlier than Warboss Skorcha's spies expected.)
1D100+36 => 79 (Support Legion, Success)
1D100+95 => 101 vs. 1D100+125 => 138 (Arthur outmaneuvers Skorcha) 144 vs. 138 (Arthur is beaten by superior numbers anyway.)
1D100+125 => 142 vs. 1D100+95 => 172 (Skorcha outmaneuvers Arthur)
246 vs. 142 (Skorcha comes dangerously close to curb stomping Arthur)
1D100+95 => 142 vs. 1D100+125 => 152 (Arthur outmaneuvers Skorcha) 201 vs. 152 (Skorcha sends the Eburacum forces running)
Arthur gains +1 Martial from combat experience. Legio Pendragon has gained Blooded (1).
Eburacum Losses:
The First Eburacum: -600 men
Mixed Allied Infantry: -300 men
The Legio Pendragon: -500 men
Action Success Tiers
DC +50 = Critical Success
Above DC = Success
DC to -5 Below DC = Partial Failure
-5 or more Below DC = Failure
-50 or more Below DC = Critical Blunder
Diplomatic Relations
Cataractonium: Hostile(-20)
Dubris: Friendly (27)
Lugdunensis: Friendly (10)
Moridunium: Friendly (10)
Most British Cities: Friendly (4)
Military Forces
Veterancy, Equipment, and Morale provide bonuses to Martial roles. Manpower advantages and disadvantages adjust the rolls accordingly.
The First Fleet
Veterancy: Green (0)
Equipment: Good (10)
Morale: Strong (10)
Manpower: 600 (1 Cohort, 3 Triremes)
Commander: Marcus Valeria
The Legio Pendragon
Veterancy: Blooded (1)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Arthur Pendragon
The Legio Britannia
Veterancy: Green (0)
Equipment: Average (5)
Morale: Strong (10)
Manpower: 5000 (10 Cohorts)
Mages: Hedge Wizards (Out of combat healing and minor non-combat boosts)
Commander: Albus Tiberius
Londinium
Revenue: +1000 Silver Bars / Season
Population: 100,000 (Max. 2 Legions) / Humans: 90%, Elves 8%, Orcs 2%
Stability: Very Stable (10)
Loyalty: Very Loyal (10)
Major Projects:
Watch Towers: Bandits are easily caught by regular patrols between towers and Londinium has plenty of time to prepare when faced with invasion.
City Walls: Londinium is protected by substantial fortifications which doubles the effective combat power of up to one Legion stationed in Londinium.
Traits:
Deteriorating Trade: Your wealth flows from a dying Empire whose deterioration will slowly strangle Londinium's economy. Every year, your silver income will drop by 50 until you hit -500 Silver Bars / Season. (40 Turns)
Jealous Neighbors: Your wealth is a double edged sword and your neighbors wish to take it from you. Anyone more powerful than you immediately declares war on you. You might think this ends when your trade revenue vanishes but you would be wrong about that. People will still believe they can bring the trade back.
Strategic Mods:
Diplomacy: +21
Martial: +42
Stewardship: +31
Intrigue: +54
Sorcery: +36 (+46 if related to Pyromancy)
Roman Traditions: You can raise proper Roman Legions from your populous city and Roman Legions are the best at what they do. This translates into a +10 to Martial rolls as long you are using a professional (rather than levied) army.
Genetic Traits: Elven Bloodline(80% Inheritable): Guarantees Major Lore / Sorcerer development options for heirs when inherited. Bookworm (50% Inheritable): +5 Sorcery and -5 Diplomacy. Gifted (50% Inheritable): +1 to all Stats Redhead (100% Inheritable): No stat modification Short (100% Inheritable): No stat modification Lithe (100% Inheritable): No stat modification Blue Eyes (100% Inheritable): No stat modification
Traits:
Sorceress: While she may not have the skill to practice a Major Lore, she is a sorceress in her own right and is as capable as any of your hedge wizards. ( Substantial assassination resistance due to your wife being able to cure poisons and other ailments. She is also more likely to notice the effects of such before a court physician would. )
Interracial Marriage: Elves and humans do not get along as well as they should and the net result is it will strain your marriage. This will lead to domestic and diplomatic complications depending on how racist the people you are dealing with are. It is not as bad as it would be in Moridunum, but it will be noticeable.
Council Merlin of Avalon
0/3 Wounds
Piety: 30
Sorcery: +25 (+10 if Pyromancy)
Mana: 2
Archmage of Pyromancy: Merlin has reached the pinnacle of the Pyromancer's Art and his skill with such magic is impressive (+5 to Pyromancy rolls). His specialty is the creation of fiery, enchanted weapons that literally melt metal armor and sets fire to those in leather. The value of such a power on the battlefield should not be underestimated.
Pyromancer (Dragonblooded): Merlin has a natural affinity to Fire Magic due to the fact that he is an eighth Dragon. This grants him access to the Lore of Pyromancy as well as a natural talent for its use. (+5 to Pyromancy)
Drust of Londinium
0/3 Wounds
Piety: 30
Intrigue: +23
Lovely Little Birds: A master of the honeypot, Drust's spies are mostly servants of the female persuasion. The passive intelligence he provides is on a scale no other can match. (+20 to Intrigue rolls against targets with the Lecherous trait.)
@ChaosCircle Do we have an estimate on how many turns Eburacum will hold out without Arthur and Merlin there? If we manage to resolve the conflict with Novio-Calleva, would there be time to march north again to reinforce Eburacum?