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Dawn of Worlds I

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226 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:27 pm

The member 'The Changer of Ways' has done the following action : Roll Dice

'Six Faces' : 3, 1, 6, 6

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227 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:31 pm

Shit, 5 turns.

20+dice

36 points but only 30 count. :/

50 points this turn.



Last edited by Premier Cherdenko on Sun Jun 27, 2010 11:35 pm; edited 1 time in total

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228 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:31 pm

The member 'Premier Cherdenko' has done the following action : Roll Dice

'Six Faces' : 6, 1, 2, 2, 6, 4, 4, 1, 5, 5

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229 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:56 pm


-4 Command City
A third army is raised in Lortak.


Additionally, Kor has had enough of the do-gooder hobgoblins in his lands. They have been ignored for centuries, pushed to the fringe of goblin society, but enough is enough. Now that Kor has finished his most recent centuries-long nap, he has decided to do something about it.

-4 Command City
The three armies of Lortak attack the hobgoblins within the city walls, attempting to drive them out.

3 armies vs 1 army.
Proposed modifiers (+1): Expert Metalsmithing

-4 Command City
Kor commands the city of Kortal to raise another army (a fifth army I think).

-1 Command Avatar
Trogdar descends from his fiery perch to raise a sixth army in Kortal.

-4 Command City
Kor tells his people that the vile hobgoblins were the work of the god of the Leonin, a tribe living across the Grand Bridge. Five armies from Kortal are sent to invade the city of Sunspire and subjugate its people.

5 armies vs. however many are in Sunspire (too lazy to find the count; 4 I think?)
Proposed modifiers (+1): Expert Metalsmithing

-10 Catastrophe
Finally, Kor summons a powerful hurricane to assault the city of Sunspire, ending days before the arrival of the goblin armies and leaving the defenders in disarray.
Proposed modifier: +1 Goblins (Disorganized defense)

BLOOD FOR THE BLOOD GOD!

(This post has rolls for Lortak, next post is rolls for Sunspire)

22 points left.

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230 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:56 pm

The member 'Premier Cherdenko' has done the following action : Roll Dice

'Six Faces' : 2, 4, 6, 4, 6, 5

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231 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:57 pm

Rolls for Sunspire.

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232 Re: Dawn of Worlds I on Sun Jun 27, 2010 11:57 pm

The member 'Premier Cherdenko' has done the following action : Roll Dice

'Six Faces' : 6, 5, 2, 1, 6, 2, 4, 5, 5, 6

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233 Re: Dawn of Worlds I on Mon Jun 28, 2010 12:05 am

'THE CHANGER OF WAYS GRAND CHANGE!" are the cries from the temples that give voice to the Changer's people. Across the lands change is ever prevalent!

In the north,
Atraps is formed by the Dark Elves! The Dark Elves are a very stagnent race, staying mostly behind there walls or within there marked lands, they farm mostly, (+1 advancement for that city's agriculture) living off the land. The Dark elves fight mostly within Phalanx formations. Units of well armed and armored elves with spears pointed outward, shields covering every person within that unit from knee to neck. Many an outlaw band have been defeated from this tactic
Create race (dark elves)
Advance Civ. (Military tactics, phalanx)






To the Center,
Sentha is created, A city of sentient spider people, they mostly hunt within the great forest. Not much information exists on these people due to anyone venturing into there domain is likely caught and killed.
-6 to create Spiders
-5 advance Civilization (STEALTH, MILITARY TACTICS)




To the far North East,
Forge is created, The city of Forge was created by sentient machines, it is said that the changer of ways looked down at the machines that others abused and said let them abuse there abuser. Slaves are ever prevalent in these domains, of "meat bags" as the machine people call them. Most industry is fulled by there hard labor, but the machine people themselves fight, and fight well.
-6 create Sentient Machines
-5 Advance Civ. (military tactics)




THE CHANGER OF WAYS IS PLEASED...for now



Each race crates a city (3 races) -12
Avitar commands the spiders to create an army -4



Last edited by The Changer of Ways on Mon Jun 28, 2010 12:31 am; edited 3 times in total

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234 Re: Dawn of Worlds I on Mon Jun 28, 2010 12:16 am

rolling for 12-8am turn

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235 Re: Dawn of Worlds I on Mon Jun 28, 2010 12:16 am

The member 'The Changer of Ways' has done the following action : Roll Dice

'Six Faces' : 3, 1

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236 Re: Dawn of Worlds I on Mon Jun 28, 2010 12:17 am

The Changer of Ways has spoken, the Spiders are to raise another army!
-4

+3 points remain

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237 Re: Dawn of Worlds I on Mon Jun 28, 2010 3:14 am

kobo1d

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Hobgoblins.

Edit: Accidentally just rolled one dice, but even if the second was a 6...Successfully exiled.



Last edited by kobo1d on Mon Jun 28, 2010 3:16 am; edited 2 times in total

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238 Re: Dawn of Worlds I on Mon Jun 28, 2010 3:14 am

The member 'kobo1d' has done the following action : Roll Dice

'Six Faces' : 1

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239 Re: Dawn of Worlds I on Mon Jun 28, 2010 3:18 am

kobo1d

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Moderator
Leonin. Proposed modifiers, +1 (Healing skills): effectively mitigating hurricane damage in time to fight.

(I think they lost if I am understanding combat right. What happens?)



Last edited by kobo1d on Mon Jun 28, 2010 3:19 am; edited 1 time in total

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240 Re: Dawn of Worlds I on Mon Jun 28, 2010 3:18 am

The member 'kobo1d' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6, 4, 1, 4

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241 Re: Dawn of Worlds I on Mon Jun 28, 2010 3:27 am

kobo1d

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Moderator
Fane destroys the goblin land bridge just after the battle of Sunspire, effectively trapping the assembled armies on the wrong continent.

-10, Catastrophe

The Leonin, having lost Sunspire, do their best to scatter their forces to regroup later.

The surviving Hobgoblins flee into the southern hills.

0 remaining + 4 rolled + 3 bonus = 7.



Last edited by kobo1d on Mon Jun 28, 2010 3:28 am; edited 2 times in total

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242 Re: Dawn of Worlds I on Mon Jun 28, 2010 3:27 am

The member 'kobo1d' has done the following action : Roll Dice

'Six Faces' : 3, 1

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243 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:28 pm

Rollin for 5 turns

81+30=111



Last edited by FireBlaze on Mon Jun 28, 2010 1:28 pm; edited 1 time in total

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244 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:28 pm

The member 'FireBlaze' has done the following action : Roll Dice

'Six Faces' : 5, 1, 3, 6, 5, 6, 2, 4, 3, 4

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245 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:42 pm

[6,5] [6,4] [1,4]

6,5 [2,1] [6,2] 4,5 5,6

This is the army match-up.
Leonin on top, Goblins, on bottom.
Brackets indicated casualties.
Leonin armies destroyed, Goblin armies weakened.
It was a close fight; without the rules for tiring the 4,5 army would've been struck down as well. Although I'm unsure what to do in the case of a tie; metalsmithing modifier puts the 6,2 equal to 6,4 (with a -1 from tiring)... Well, presumably it results in both being destroyed, so I guess the difference is negligible.

With the Leonin forces scattered and the bridge destroyed, the goblins turn Sunspire a goblin city, forcing the Leonin civilians to serve as slaves until they can determine a better way to deal with them.

37+dice

-4 Command City (Sunspire)
Sunspire, being a port city, is the perfect site for the construction of a goblin navy; Kor commands his servants to get about that immediately, forcing from the Leonin any seafaring knowledge they may have.

-4 Command City (Lortak)
A fourth army is raised in Lortak.

-1 Command Avatar
Trogdar raises a second army in Kortal.

-4 Command City (Kortal)
A third army is raised in Kortal.

Army count:
Sunspire 3
Lortak 4
Kortal 3

24 points left.



Last edited by Premier Cherdenko on Mon Jun 28, 2010 1:43 pm; edited 1 time in total

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246 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:42 pm

The member 'Premier Cherdenko' has done the following action : Roll Dice

'Six Faces' : 2, 1, 6, 6

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247 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:55 pm

rolling

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248 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:55 pm

The member 'The Changer of Ways' has done the following action : Roll Dice

'Six Faces' : 1, 2, 4, 1

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249 Re: Dawn of Worlds I on Mon Jun 28, 2010 1:57 pm

the changer of ways orders the city of atraps to raise an army! -4

the avitar of change goes to the city of Sentha -1

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250 Re: Dawn of Worlds I on Mon Jun 28, 2010 2:53 pm

Cackling madly, the Unnamed raises two more armies in the city of Cevedes (-5), and commands his four armies to advance on the city of Sunspire, taking the weary armies by surprise. (Mastery of Fire and Chaos magic should add a +2 to combat.)

111-9=102

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