February 27 AFW (After First War)
Turn 2 Results
New Refugees: 100+[51+39]=190
Military: Saidan Dathrohan has been appointed the Grand Crusader, the one in charge of all military matters with Highlord Alexandros Mograine and High General Richard Abbendis as his subordinates. They have given you a report on the state of the military and the options that are open to you. They have also appointed Brigitte Abbendis as your bodyguard. (Pick 2)
Scout - West: To the west lies the Western Plaguelands and the former city of Andorhal, from what you know from when you fled the Capital, a large undead force occupies the city. It has been agreed that keeping an eye on the road west is for the best, in case the enemy decide to move out and to guide any refugees to your base.
Cost: 0. Time: 1 Month. Chance for Success: 80% + 1d6 How far the Scouts get. Reward: Information of what lies in the west. Required: 20. Rolled: 43
-1d6=5. The scouts going west report that they made it to the Western Plaguelands before having to turn back, here are their records of what they observed while scouting.
Corin´s Crossing: Crawling with Scourge troops, we observed abominations, banshees, skeletons (warriors, mages and archers), ghouls and zombies, the town has no fortifications and we saw no clear leader. Estimated Numbers: 4,000.
Crown Guard Tower: A Ruined Tower, no undead units nearby, may be able to use as outpost if repaired.
Darrowshire: A Ruined Town, no undead units nearby, the town needs to be rebuilt when taken over.
The Undercroft: Crypt, Surrounded by Undead Trolls, we believe leader to be deeper in the Crypt. Estimated Numbers: 300-?
The Marris Stead: The Stead of the Marris family, no sightings of any undead, likely abandoned.
Scourge Base?: We found a large amount of Scourge troops guarding a path up the mountains north of Crown Guard Tower, we believe it to be a Scourge Base, unfortunately we were unable to get a closer look without risking being captured. Estimated Numbers: 8,000-?
While we didn´t get far into the Western Plaguelands we did manage to observe the Scourge guarding plague cauldrons in several of the farms. We also managed to observe Caer Darrow thanks to the spyglasses, it is filled with undead troops and necromancers moving in and out of the keep, we can also report that Darrowmere Lake is heavily polluted with the Plague. Reward: Information west of Tyr´s Hand.
Scout - North: To the north area lies Stratholme, the capital of Scourge activity in Lordaeron as well as the birth place of the Silver Hand. Not knowing the movement of troops around that area could be fatal. The entrance to elven lands also lies in this direction so you may come in contact with elven refugees.
Cost: 0. Time: 1 Month. Chance for Success: 60% + 1d6 How far the Scouts get. Reward: Information of what lies in the north. Required: 40. Rolled: 78
-1d6=3. Our scouts going north reports that they made it to Northdale before having to turn back, the reports are as following.
Light´s Hope Chapel: There are several Refugee caravans around the Chapel as well as soldiers from the Lordaeron army guarding them, a basic palisade surround the Chapel with a few wooden towers with archers mixed in.
Scourge Base: A Scourge Base lies directly north of Light´s Hope Chapel, though the only path up to it is guarded by Scourge troops and we were unable to get a closer look. Estimated Numbers: 10,000-?
Eastwall Tower: A Ruined Tower, there were no undead units nearby, if repaired it could be used as an outpost.
Northdale: A Ruined Town filled with undead troops, ghouls, skeletons (warriors and archers), abominations and banshees, no clear leader and no fortifications, but we did see them fighting the Trolls of Zul´Mashar. Estimated Numbers: 5,000
While we were unable to continue past Northdale we did observe the entrance to Zul´Mashar and what we saw was worrying, it would seem that with no one to contest them, the Trolls have decided to move out and have taken over a large part of the north including the Northpass Tower, fighting with the undead at Northdale and we believe with someone further north-west.
Reward: Information north of Tyr´s Hand.
Organize a Militia: Alexandros has offered to start training a militia force to help protect the realm. It will not be well equipped, only being able to wield pitchforks, small axes, kitchen knives and such weapons and maybe some old leather armor for those in charge. It is not needed right now but it could be a good idea to lay the foundation early.
Cost: 1000. Time: 2 Months. Chance for Success: 80% Reward: A small amount Militia forces. Required: 20. Rolled: 87
-Alexandros reports that the Militia unit is done training, the moment the alarms ring these men and women will grab their weapons and rush to defend their home, though poorly equipped the Militia may be the only thing standing in the way of your soldiers arriving to a destroyed village and one that can be saved. Reward: Militia Unit +2000.
Diplomacy: You are smart, beautiful and able to charm almost everyone you meet, is there any wonder why you have taken over the diplomatic aspect of the Crusade? (Pick 1)
Meet the Refugee Leaders: You have decided to meet the leaders of the Refugees to insure that there are no problems and that they have everything they need as well as getting information of where the different Refugees came from for easier Integration. You also want to know what they have seen and heard on their travel here.
Cost: 0. Time: 1 Month. Chance for Success: 90% Reward: Know the Refugees needs, Integration easier, Rumors. Required: 10. Rolled: 69
-Meeting with the refugee leaders you were surprised to find that they had a small council, with each representative leading the refugees from a certain area. During the meeting they told you that there were three main concerns that they needed help with.
The first one is food, though they have started ration what food is left and volunteers have started to forgo some meals, they are still running low, but as that is something that is affecting the whole city and you have started to do something to fix it, they aren´t going to complain about the issue.
The second concern is medicine for the sick and injured, as you are quarantining the sick and helping them, they have no problem on that front, but they would like help with those that are injured.
The third concern is housing, most refugees live in either tents or tightly packed in hastily constructed longhouses, they don´t wish for much but they do at least want enough longhouses for everyone to live in.
When asked for any records of the refugees, they stated that they only had a few records, which while unfortunate will help speed up the Integration process when it starts.
You also asked about what they had seen or heard on the way here there were some good news, one of the rumors they heard was that the Alliance was helping the people in Southern Lordaeron, they also heard rumors of two different factions of undead fighting, one being the Scourge and the other under an unknown flag, though apparently they were both seen killing soldiers and refugees.
At the end of the meeting you stated that you would look into their issues, but you weren´t promising anything.
Reward: Information on the Refugee situation, Easier Integration, Rumors, New Faction - Unknown Undead: Hated.
Stewardship: You are a Genius and nowhere has that been more apparent than now, seeing you quickly and efficiently going through piles of reports and paperwork concerning every little thing in running the realm is awe-inspiring. (Pick 1) Locked
Resettle the Farmlands: Thanks to all the Refugees you have taken in and the fact that you have hardly any fertile land to farm food from or any game to hunt, your food supply are running low and while no one is outright starving it is only a matter of time before it happens. It will be dangerous as you don´t know if the Scourge or any other creature have moved in after the farmers left so you should probably scout the area first.
Cost: 2000. Time: 3 Months. Chance for Success: 70% Reward: Small Farming Community, Less danger of overpopulation, +500 Farming Income. Required: 30. Rolled: 85+10=95
-Throughout the month you were amazed by the effort those involved with the project exhibited, working as much as they could they managed to finish building and plowing everything one month earlier than planned. When you asked why they worked so hard they answered that they were moved by your speech and wanted to help you with whatever they could and since food is a concern it made sense to help on that front, though they did say that the first crops wouldn´t be ready before next month, hearing this you couldn´t help but be moved by their dedication and looking over their work you started to have thoughts about hiring them to do more project. Reward: Small Farming Community, Food Situation will change from Deficit to Slight Deficit next month, +500 Farming Income.
Intrigue: Now that you have a spymaster in the form of Invar, all you need is a spy network, a couple of hideouts and a project. (Pick 1)
Recruit some Spies: To have a spy network you need to have spies, Invar will look through the soldiers and the population for anyone that have the potential for this kind of work and recruit them if they prove trustworthy.
Cost: 1000. Time: 1 Month. Chance for Success: 80% Reward: You get a Small Spy Network, More Intrigue Choices. Required: 20. Rolled: 61
-Throughout the month Invar has located and watched promising individuals for the spy network, one by one he has approached and hired them, so now we have a small spy network. Reward: Small Spy Network, More Intrigue Choices.
Learning: With Aldan as you research leader you only need a building dedicated to research before the real projects can begin. (Pick 1)
Spyglass: Spyglasses are good for seeing things at a distance, without having to place yourself in danger and as such would be a good idea for our scouts and lookouts to have, Aldan is capable of making some for us.
Cost: 500. Time: 1 Month. Chance for Success: 90% Reward: More information from Scouts, Earlier warning for enemy attack. Required: 10. Rolled: 30
-The spyglasses are done and our scouts and lookouts have received them, thanks to these our scouts can scout enemy fortifications without having to place themselves in danger and our lookouts can detect enemy movement from afar. Reward: More information from Scouts, Earlier warning for enemy attack.
Piety: High Priest Isillien has taken on the priestly duties that is needed. While you personally think he may be a bit extreme in his sermons about destroying the undead, the civilians and soldiers seem to love it. He also has some proposals. (Pick 1)
Quarantine: As you are still unable to detect the Plague in the early stages it would be prudent to quarantine anyone that falls sick as a precaution. This will help hinder the Plague from spreading in your city.
Cost: 500. Time: 1 Month. Chance for Success: 90% Reward: Less chance of Plague outbreaks, New Research Path, ???. Required: 10. Rolled: 56
-The Quarantine is in effect and anyone that is sick has been put in it, treating them as best we can, those that get healthy again are put in a separate area for examination just in case they get sick again, those that stay healthy gets released and put back to work. Reward: Less chance of Plague outbreaks, New Research Path, ???.
Personal Actions: Thanks to your quick work with all the paperwork you have some free time. (Pick 1)
Train with Brigitte - Clarent: Now that you have a new sword, it is time to train and learn how to fight with it, this time both of you will be wearing your full armor as you are fighting with real weapons instead of blunted ones.
Cost: 0. Time: 1 Month. Chance for Success: 90%/50%/10% Reward: +1/+2/+3 Martial, Increased Closeness with Brigitte, Adjusted to fighting with Clarent and in armor. Required: 10/50/90. Rolled: 100
-Over the last month you have discovered three things, the first one being that your genius extends to combat, you are a frighteningly quick learner when it comes to combat and it shows, last month you were barely able to fight with a blunted weapon, but this month you were able to keep up with Brigitte, for a while at least, at the end of the month you had no problem using Clarent or wearing your armor. You have no idea how or why you are so good at combat when you have shown no aptitude with it before, but it may just be because you hadn´t found the right weapon to use yet.
The second thing you discovered this month is that when you crack Brigitte standoffish exterior you find a very funny and warm person, hardened by the loss of her mother and country. Over the month you two has grown closer, becoming each other's confidant and telling the other some of the secret concerns they have, you talking about the nightmares about your father's murder and Brigitte telling you about her mother's death at the hands of the undead and having to kill her risen corpse.
The third and last thing you discovered were both the best thing, because of what you discovered and the most horrifying, because of how you discovered it, it happened towards the end of the month during a spar, Brigitte was using everything she had against you, so you had an idea how it was to fight against someone that outclassed you, and it was not going so well for you, Brigitte was hammering you with everything she got and you blocking it with had no way out, until an opening appeared, Brigitte had overextended slightly with her swords arm, but it was enough for you to launch a counterattack, hitting her shield hard enough for her to stagger you launched attack after attack towards her until she managed to regain balance and it was when she started to block your attacks with her sword that it happened, swinging your sword overhead down on her, you had a split second to see your sword faintly glowing silver before it meet her sword and went straight through it, cleaving it in half, and continued through her armor and flesh starting from her left shoulder down to her left thigh, dropping your sword in horror you quickly call for help while trying to stop the bleeding, when the priest arrived he was thankfully able to heal the wound without any problems, though she still needed rest.
While Brigitte was being carried out you ordered one of the guards to find and tell High General Abbendis what happened, picking up the Clarent you looked over the sword wondering what happened, before deciding to find the others and tell them what transpired and see if they knew anything about the sword. Reward: +4 Martial, Fully Adjusted with fighting with Clarent and in Armor, Clarent (Silver Glow, ???), You and Brigitte are now Close Friends.