Well, generally poor rolls failed to deter some of you, and overall, you guys did well. Rolls were 4,4,3,3,2,2,1. If there's any errors in here, shout 'em, out.
R1ck’s Basinians –
| Construction begins on the great tunnel system in the Basinians’ capital. This works out very well, as the rock underneath is both stable, yet easy to dig through. These new facilities will provide living space for hundreds of Basanians, and the surface was barely scratched.
Economy – 5
Technology – 6
Military – 9.8 + 0.1(Rounding) = 9.9
Population – 6.1 + 0.7(MRL) = 6.8
Infrastructure – 6 + 1.5(ACT) = 7.5
Morale – 7 + 1(-1/turn)
Bonus: Draft (OFF). May convert 0.1 pop/turn into 0.1 MIL/turn as a free action. It will remain in the current state until turned back on.
Emperor_Jonathan’s Zaniah –
| The Zaniah begin digging in order to create new farmland for the new crops. Whilst tunneling down, they stumble upon an existing, natural cave system. The area is quite large, and with a little importation of mud from above, crop planting begins in earnest. Due partly to the moist environment of the cave system, the crops do very well.
Economy – 9
Technology – 8
Military – 13
Population – = 6.7 + .2 (MRL) = 6.9
Infrastructure – 8 + 1.5(ACT) = 9.5
Morale – 6 + 2(INF) = 8
Warboss Org’s Boyz –
| The ork boss calls for more thinkin. Unfortunately, the head thinky boy thinks too hard, and his head starts to hurt. It might take him a while to recover...
Economy – 8.4
Technology – 6 – 2(+1/turn)(ACT)
Military – 7 – 1(+1/turn)
Population – 6
Infrastructure – 6
Morale – 5
(No, you didn't get out all the adamentine. There was still some to interfere with your scryers, wasn't there?)
Shoruke’s Starforgers –
| The Starforgers seal up the entrance to the old mine with a wall of stone. Then, they hold a huge party with adamantine decorations everywhere. People drink late into the night. The next morning, they wake up to find that quite a few of their possessions have been stolen from them whilst they were drunk! The thieves are unknown, and among the stolen items are a few adamantine trinkets. Still, everyone is very pleased with how the party turned out.
Economy- 6.9 + .1(Rounding) = 7 -2(+1/turn)(ACT)
Tech- 5
Military- 7 – 2(+1/turn)
Pop- 4.1 + 0.1(MRL) = 4.2
Infastructure – 5
Morale – 6 + 3(+1/turn)(ACT)
(Technically, a road should go towards infrastructure, but I’ll give you an economy bonus this time.)
Strife26’s Zefies -
| The zefies begin to build a road between their capital and the new mining colony. The work goes so easy, that they decide to build highways between all major settlements. A new spiderweb of roadways goes up, all well paved, with traveler’s inns at appropriate intervals. Trade flourishes, and the military sees the value in quick transportation.
Economy – 6 + 1.5(ACT) = 7.5
Technology – 8
Military – 13.7 + 0.1(Rounding) = 13.8
Population – 8.7 + 0.5(MRL) = 9.2
Infrastructure – 10
Morale – 7 – 1(INF) = 6
Bonus : Highways : May add a temporary .5 to ECON or MIL for any turn. Use of bonus must be stated.
Cloisteredsyrup’s Bronze Colossi –
| The Colossi investigate the properties of the material they know best: bronze. Examining it, they find that the bronze which they are made of is not quite the same as the bronze which can be formed through simple metallurgy. Nor is it tainted by any known magic. The colossi scientists suggest that the metal is divine in origen. All the colossi are quite taken with the notion that they were made by the gods themselves, and morale soars. The scientists also discover several other uses and techniques for manipulating the “divine” bronze.
Economy – 6
Technology – 5 + 1(ACT)
Military – 10.7 + 0.1(Rounding) = 10.8 – 1(+1/turn)
Population – 8.3 + 0.2(MRL) = 8.5
Infrastructure – 9
Morale – 6 + 2(-1/turn)(ACT)
Bonus: Extreme Training: +0.25 when attacking
Sombre Chapaeu –
| You go out hunting for the elusive BEEES. After weeks of travelling, you find a large jungle, and enter. After several hours of fruitless searching, you find what you think is a trail of a BEEE. You follow it, spotting out easily where the broken twigs in the braches are. After two days of tracking, the trail ends. You're in a narrow canyon, with no way out save the way you came in. The trunks of the trees are too high above you to see; all the wood around you is the roots. It's dark, just the way BEEES like it. Suddenly, you hear a faint buzzing behind you. You realize that you've crossed the boarder into the United Scary Spooky Roots. And in the USSR, the BEEES hunt You!
+1 Pick of earth & fire
Boots of fire resistance
Seal of fire detection
Magma powered forge(+1 to metal crafting, able to forge or transmute any owned metal object),
☼mythril breastplate☼(+1 to piercing and slash absorb, -1 to enemy accuracy),
Slightly used Strange Ore(-1 to depletion rolls)
Glowing two handed Elemental Axe(
)
Glowing helm of protection and vision(-1 to concentration/perception, +1 to detect invisible.)
Unharmed.
Skilled Rune Crafter(4/8 xp needed)Forger(0/6 xp)