PEGASUS PRODUCTIONS P.O. BOX 248, WAYNESVILLE, NC 28786 ALAMAZE =========================================================================== DATE: 01/02/2001 OPENING BALANCE: -312.50 GAME #: 1 ENDING BALANCE: -312.50 TURN #: 0 ACCT #: 2 Philip F. McDowell DW 223 Leatherwood Road Waynesville, NC 28786 YOUR TURN INPUT SHEET FOR THIS TURN MUST BE RECEIVED BY: 01/16/2001 STATUS UPDATE FOR TITANIE DWARVEN KING EARLY SPRING OF YEAR 101, 1ST CYCLE OF MAGIC SECTION I. POLITICAL EVENTS AND STATUS: =========================================================================== ENTITY: RESULT: EMISSARY STATUS AND RESULTS: =========================================================================== RANK NAME BASE & ACTIVITY KING TITANIE THE DWARVEN CITY AT DU IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. PRINCE TARITAN THE DWARVEN CITY AT DU IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. DUKE DAHAMER THE DWARVEN TOWN AT GX IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. BARON TELOR THE DWARVEN VILLAGE AT MZ IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. GOVERNOR DRUIN THE DWARVEN CITY AT DU IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. AMBASSADOR HAMERBOAR THE DWARVEN TOWN AT GX IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. ENVOY ZETHAS THE DWARVEN CITY AT DU IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. ENVOY ANVIL THE DWARVEN CITY AT DU IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. AGENT 2 CHAOS THE DWARVEN CITY AT DU IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KING'S INFLUENCE: OUR KING'S INFLUENCE IS CURRENTLY 15 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ DWARVEN REGIONAL SUMMARY =========================================================================== EFFECTIVE CURRENT REACTION CONTROLLING REGION INFLUENCE LEVEL KINGDOM OAKENDELL (1) UNESTABLISHED SUSPICIOUS NA THE NORTHERN MISTS (2) UNESTABLISHED TOLERANT NA THE TALKING MOUNTAINS (3) SIGNIFICANT FRIENDLY NA TORVALE (4) UNESTABLISHED TOLERANT NA AMBERLAND (5) UNESTABLISHED TOLERANT NA THE EASTERN STEPPES (6) MINOR SUSPICIOUS NA RUNNIMEDE (7) UNESTABLISHED SUSPICIOUS NA ARCANIA (8) UNESTABLISHED TOLERANT NA SYNISVANIA (9) UNESTABLISHED SUSPICIOUS NA THE SOUTHERN SANDS (10) UNESTABLISHED SUSPICIOUS NA =========================================================================== *************************************************************************** THE HIGH COUNCIL DWARVEN ABSTAIN NOMAD ABSTAIN PALADIN ABSTAIN URIK ABSTAIN WESTMEN ABSTAIN ALL OF ALAMAZE AWAITS THE FIRST ISSUE BEFORE THE HIGH COUNCIL *************************************************************************** ============================================================================= ENEMY AND ALLY DECLARATIONS THE FOLLOWING CHART SHOWS WHICH KINGDOMS HAVE DECLARED ALLIES AND ENEMIES.TO SEE THE DECLARATIONS A KINGDOM HAS MADE, READ ACROSS THE ROW STARTING WITH THEIR ABBREVIATION. TO SEE THE DECLARATIONS MADE FOR OR AGAINST A CERTAIN KINGDOM, READ DOWN THE COLUMN UNDERNEATH THEIR ABBREVIATION, AS FOLLOWS: 'A' - DECLARED ALLY ' ' - NEUTRALITY 'E' - DECLARED ENEMY ³BA ³DA ³DR ³DW ³EL ³HA ³NO ³PA ³RA ³SO ³UN ³UR ³WA ³WE ³WI ³ BA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ DA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ DR ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ DW ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ EL ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ HA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ NO ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ PA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ RA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ SO ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ UN ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ UR ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WE ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WI ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³BA ³DA ³DR ³DW ³EL ³HA ³NO ³PA ³RA ³SO ³UN ³UR ³WA ³WE ³WI ³ SECTION II. MILITARY ENCOUNTERS AND REPORT ============================================================================= ============================================================================= ============================================================================= ENTITY: RESULT: ======================================== GROUP STATUS ======================================== *************************************************************************** GROUP: 1st DWARVEN TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 400 GENERAL I THARIS CAVALRY 0 CAPTAIN GALDOR LOCATED: AREA DU INFANTRY 3600 NA REGION : THE TALKING MOUNTAINS TERRAIN: MOUNTAINS WIZARDS: THE CITY OF ZABZANKA IS HERE. KHARAZAN (POWER-1) BRIGADES TYPE & NO. NA MORALE: 100% DWARVES 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: 25% NA 0 VALUE VS. POPULATION CENTER: 7,661 EST. VALUE IN CURRENT TERRAIN: 8,333 *************************************************************************** GROUP: 2nd DWARVEN TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 400 CAPTAIN II AZAGHAL CAVALRY 0 NA LOCATED: AREA GX INFANTRY 3600 NA REGION : THE TALKING MOUNTAINS TERRAIN: PLAINS WIZARDS: THE TOWN OF GIRISIZAN IS HERE. ANGOR (ADEPT) BRIGADES TYPE & NO. NA MORALE: 100% DWARVES 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 7,114 EST. VALUE IN CURRENT TERRAIN: 6,506 *************************************************************************** GROUP: 3rd DWARVEN TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 400 CAPTAIN I BALIFOR CAVALRY 0 CAPTAIN I MAHIBOR LOCATED: AREA MZ INFANTRY 3600 NA REGION : THE EASTERN STEPPES TERRAIN: MOUNTAINS WIZARDS: THE VILLAGE OF WINDING ROAD IS HERE. ALGOR (ADEPT) BRIGADES TYPE & NO. NA MORALE: 100% DWARVES 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: 25% NA 0 VALUE VS. POPULATION CENTER: 7,418 EST. VALUE IN CURRENT TERRAIN: 8,097 *************************************************************************** GROUP: 4th DWARVEN TROOP COMPOSITION: LEADERS: SIZE: INACTIVE ARCHERS 0 NA CAVALRY 0 NA LOCATED: AREA DU INFANTRY 0 NA REGION : THE TALKING MOUNTAINS TERRAIN: MOUNTAINS WIZARDS: THE CITY OF ZABZANKA IS HERE. NA BRIGADES TYPE & NO. NA MORALE: 100% NA 0 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 0 EST. VALUE IN CURRENT TERRAIN: 0 *************************************************************************** wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww OUR SEAPOWER IS CURRENTLY AT THE FOLLOWING LEVELS: 10 IS THE MAX. # OF FLEETS PER SEA; NAVAL QUALITY RANGES FROM 8 TO A MAX. OF 16 SEA # OF FLEETS NAVAL QUALITY DROWNING 1 8.0 FOREBODING 0 8.0 MYSTERY 0 8.0 TERROR 1 8.0 wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww **** ENCOUNTERS **** ==================== THE FOLLOWING DESCRIBES ALL SITUATIONS INVOLVING AN ENCOUNTER OF WHICH YOUR FORCES ARE AWARE AS OF THE END OF THE TURN. YOU SHOULD GIVE SPECIAL CONSIDERATION TO THESE ENCOUNTERS WHEN PLANNING YOUR NEW ACTIONS. YOUR GROUPS ENCOUNTERED THE FOLLOWING POPULATION CENTERS: REGION AREA BANNER TYPE NAME DEFENSE TALKING MTNS. DU DWARVEN CITY ZABZANKA 20250 TALKING MTNS. GX DWARVEN TOWN GIRISIZAN 6720 EASTERN STEPPES MZ DWARVEN VILLAGE WINDING ROAD 2575 YOUR GROUPS ENCOUNTERED THE FOLLOWING GROUPS THIS TURN: REGION AREA GROUP I.D. SIZE LEADER YOUR POPULATION CENTERS REPORTED THE PRESENCE OF THE FOLLOWING GROUPS: PC NAME AREA SIZE GROUP I.D. LEADER ZABZANKA DU BRIGADE 1DW GENERAL I THARIS GIRISIZAN GX BRIGADE 2DW CAPTAIN II AZAGHAL WINDING ROAD MZ BRIGADE 3DW CAPTAIN I BALIFOR REGIONAL INTELLIGENCE THE FOLLOWING REPORTS CAME IN FROM PEASANTS IN REGIONS THROUGHOUT OUR REALM CONCERNING THE SIGHTING OF FORIEGN MILITARY GROUPS: REGION GROUP NAME GROUP SIZE SECTION III. ECONOMIC REPORT AND KINGDOM STATUS: =========================================================================== ENTITY: RESULT: PRODUCTION RECEIVED THIS TURN ============================= CURRENT PRODUCTION REG AREA NAME TYPE DEFENSE CENSUS FOOD GOLD OTHER PROJECTED PRODUCTION FOR NEXT TURN ================================== CURRENT PRODUCTION REG AREA NAME TYPE DEFENSE CENSUS FOOD GOLD OTHER 3 DU ZABZANKA CITY 20,250 68,400 -2,370 21,000 NA 3 GX GIRISIZAN TOWN 6,720 30,000 3,570 7,144 NA 6 MZ WINDING ROAD VILL 2,575 11,160 5,775 3,660 NA ------ ------- ------- 109,560 6,975 31,804 ====== ======= ======== ===================================================================== X X OUR CAPITAL IS THE CITY OF ZABZANKA. ===================================================================== KINGDOM ECONOMIC REPORT ___________________________________________________________________________ DESCRIPTION FOOD GOLD BEGINNING AMOUNT 20,000 40,000 ADD THIS PERIOD'S PRODUCTION 0 0 RESULTS OF TRADE AND OTHER SOURCES 0 0 ----------- ----------- AMOUNTS AVAILABLE AFTER TRADING 20,000 40,000 ----------- ----------- LESS MILITARY GROUP CONSUMPTION 0 0 ----------- ----------- AVAILABLE AFTER GROUP CONSUMPTION 20,000 40,000 ----------- ----------- AMOUNTS USED EXECUTING ORDERS 0 0 FOOD SPOILAGE 0 0 ----------- ----------- ENDING AMOUNTS 20,000 40,000 =========== =========== SECTION IV. MATTERS COVERT, ESOTERIC AND GENERAL =========================================================================== ENTITY: RESULT: *** SKELETONS *** The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions. TYPE CODE DESCRIPTION Minor 1502 THE KING HAS CLAUSTRAPHOBIA: HE CANNOT STAND CLOSED SPACES. Major 2938 THE KING IS A HERETIC. Minor 6580 THE QUEEN IS A HERETIC. * PEGASUS * 9/25/00 TO ALL PLAYERS: SHOULD THERE BE A QUESTION OR POSSIBLE PROBLEM CONCERNING YOUR RESULTS PLEASE INCLUDED YOUR GAME NUMBER, YOUR KINGDOM, THE RESULT NUMBER, AND YOUR ACCOUNT NUMBER WITH THE INQUIRY. ALL SUCH INQUIRES NEED TO REACH US ASAP AS THERE MAY BE OTHER KINGDOMS AFFECTED. EFFECTIVE 9/25/00 THERE ARE NO LONGER "MINOR ARTIFACTS"; ALL THAT WERE CONSIDERED MINOR ARTIFACTS ARE NOW INCLUDED IN "KING ARTIFACTS". A KINGDOM MUST HAVE ENOUGH SHIPS IN A SEA TO SUPPORT EXISTING GROUPS AND TO RECEIVE REINFORCEMENTS. EXAMPLE: IF A KINGDOM HAS ONE SHIP IN A SEA WITH AN ACTIVE GROUP (PATROL OR A BRIGADE) AN ADDITIONAL SHIP WILL BE REQUIRED TO RECEIVE REINFORCEMENTS EVEN IF THE REINFORCEMENTS WILL GO INTO AN INACTIVE GROUP. WHILE EXISTING SHIPS CAN BE USED TO TRANSPORT MORE THAN ON GROUP IN A TURN (REFLECTING THE MONTH A TURN REPRESENTS) IT CANNOT BE IN TWO PLACES AT ONE TIME. 7/19/00 TO ALL PLAYERS: WE ARE AGAIN SUGGESTING THAT WIZARD AND LEADER INITIALS ARE USED FOR ALL APPLICABLE ENTRIES. THIS IS TO THE PLAYER'S ADVANTAGE AND AT SOME TIME IN THE FUTURE WILL BE REQUIRED. WE POSSESS THE FOLLOWING ARTIFACTS: SHORT STATUS FULL NAME NAME POSSESSOR TYPE PTS AXE OF FARIN 94164 1st DWARVEN WEAPON 300 SPIES ON RECONNAISSANCE DISCOVERED THE FOLLOWING: WE ISSUED THE FOLLOWING COMMANDS FOR THE TURN JUST COMPLETED: ORDER# A B C D E F G H I J ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- WE ALSO EXECUTED THE FOLLOWING STANDING ORDERS ORDER# A B C D E F G H I J ------ ------- ------- ------- ------- ------- ------- ------- ------- ------- ------- POWER-1 SPELLS FOR DWARVEN WIZARDS: ALL SPELL LISTS ARE KINGDOM-SPECIFIC. EACH SPELLCASTER MAY CAST ONE SPELL PER TURN. SPELLS CAST COUNT AS ORDERS USED AGAINST THE KING'S INFLUENCE ORDER LIMITATION. EACH SPELL REQUIRES THE SPELL # TO BE PLACED IN THE ORDER # COLUMN OF THE TURN INPUT SHEET, THE GROUP I.D. OF THE WIZARD'S GROUP TO BE PLACED IN COLUMN 'A', AND THE WIZARD'S POWER- LEVEL (EG:'2') OR THE SPECIFIC CASTING WIZARD'S INITIALS TO BE PLACED IN COLUMN 'B'. OTHER COLUMNS MAY NEED TO BE COMPLETED AS DICTATED BY THE SPECIFIC SPELL DESCRIPTION. SPELLS NOT PROPERLY COMPLETED ARE MISCAST AND HAVE NO EFFECT. NAME: STUN LEADER SPELL #: 95 THE WIZARD CASTING THIS SPELL SEEKS TO RENDER THE OPPOSING COMMANDER INEFFECTIVE FOR THE DURATION OF A BATTLE. YOUR GROUP MUST ENGAGE THE TARGET GROUP IN COMBAT FOR THIS SPELL TO BE EFFECTIVE. BASE CHANCE OF SUCCESS IS 100%, * DIFFERENCE IN LEVEL OF ABILITY (GENERAL CONSIDERED EQUAL TO POWER-2 WIZARD FOR THIS PURPOSE). EG: A POWER-1 WIZARD HAS A 33% {100%*(1/3)} OF STUNNING A MARSHAL. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LIGHTNING ATTACK SPELL #: 102 THE LIGHTNING ATTACK IS THE MOST COMMONLY KNOWN OFFENSIVE BATTLE SPELL. THE SPELL SENDS DOZENS OF LIGHTNING BOLTS SCREAMING THROUGH ENEMY FORMATIONS. THE POWER OF THE ATTACK IS DEPENDENT UPON SPELLCASTER POWER: 500 POINTS PER LEVEL. YOUR GROUP MUST BATTLE THE TARGET GROUP FOR THE SPELL TO BE EFFECTIVE. PUT GROUP I.D. OF TARGET GROUP IN COL. "C", OR IF CAST AGAINST A POPULATION CENTER, LEAVE COLUMN "C" BLANK. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: CREATE FOOD SPELL #: 208 WIZARDS IN ALAMAZE CAN CREATE BOUNTIFUL QUANTITIES OF FOOD OUT OF ALMOST ANY ORGANIC SUBSTANCE. IN GAME TERMS, A WIZARD CAN CREATE FOOD EQUAL TO 2000 UNITS * HIS POWER LEVEL (EG: A POWER-3 WIZARD CREATES 6000 FOOD) BY CASTING THIS SPELL. FOOD CREATED IS ADDED TO AVAILABLE QUANTITIES ON HAND. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: LEARN ARTIFACT POWER SPELL #: 796 BY USING THIS SPELL, A WIZARD CAN LEARN WHAT POWERS ARE STORED WITHIN AN POWER-1 SPELLS FOR DWARVEN WIZARDS: ARTIFACT IN HIS KINGDOM'S POSSESSION. INFORMATION LEARNED MAY BE OF A GENERAL NATURE, BUT IT WILL BE SUFFICIENT TO ENABLE THE KING TO KNOW BEST HOW TO UTILIZE THE ARTIFACT. ARTIFACT MUST BE IN THE SAME AREA AS THE WIZARD. PUT THE SHORT NAME OF THE ARTIFACT IN COLUMN "C". ONLY VERY BASIC INFORMATION WILL BE LEARNED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MAGIC RESEARCH SPELL #: 799 THIS IS THE MEANS BY WHICH A SPELLCASTER ADVANCES HIS POWER. THE WIZARD MUST BE LOCATED IN A KINGDOM CONTROLLED POPULATION CENTER IN ORDER TO PERFORM HIS RESEARCH. THE COST TO THE CONTROLLING KING IS SHOWN ON THE SETUP SHEET DATA (EG: IF COST SHOWN IS 10,000 GOLD PER LEVEL, IT WOULD COST 20,000 GOLD TO ADVANCE FROM POWER-1 TO POWER-2). NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: MASK IN BEST TERRAIN SPELL #: 820 BY USING THIS SPELL THE WIZARD THROUGH USE OF MIST, SMOKE, AND ILLUSIONARY CAMOUFLAGE OF SURROUNDING TERRAIN OBSCURES THE SIZE OF HIS GROUP TO FOREIGN POWERS IF IT ENDS ITS MOVEMENT IN THE TERRAIN TYPE MOST FAVORABLE TO HIS KINGDOM'S TROOP TYPE (BEST TERRAIN COMBAT MODIFIER SHOWN IN SETUP DATA). IT HAS NO EFFECT IN OTHER TERRAIN TYPES. NO COLUMNS BEYOND COLUMN "B" NEED BE COMPLETED. ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ NAME: RAVEN FAMILIAR SPELL #: 888 BY USING THIS SPELL A WIZARD MAY ORDER HIS RAVEN FAMILIAR TO PERFORM A RECONNAISANCE OF AN AREA EXACTLY AS A FIRST LEVEL AGENT WOULD. THE TARGET AREA MUST BE WITHIN A TEN AREA RANGE OF THE SPELLCASTER'S GROUP. THE RESULTS WILL BE REPORTED IN THE "AGENTS ON RECONNAISANCE" SECTION OF THE STATUS UPDATE. PUT TARGET AREA IN COLUMN "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ