PEGASUS PRODUCTIONS P.O. BOX 248, WAYNESVILLE, NC 28786 ALAMAZE =========================================================================== DATE: 01/02/2001 OPENING BALANCE: -312.50 GAME #: 4 ENDING BALANCE: -312.50 TURN #: 0 ACCT #: 2 Philip F. McDowell BA 223 Leatherwood Road Waynesville, NC 28786 YOUR TURN INPUT SHEET FOR THIS TURN MUST BE RECEIVED BY: 01/16/2001 STATUS UPDATE FOR TALON BARBARIAN KING EARLY SPRING OF YEAR 101, 1ST CYCLE OF STEEL SECTION I. POLITICAL EVENTS AND STATUS: =========================================================================== ENTITY: RESULT: EMISSARY STATUS AND RESULTS: =========================================================================== RANK NAME BASE & ACTIVITY KING TALON THE BARBARIAN TOWN AT AP IN THE NORTHERN MISTS. RULING FROM THE ROYAL COUNCIL CHAMBERS DUKE DREDUS THE BARBARIAN TOWN AT AP IN THE NORTHERN MISTS. AWAITING FUTHER ORDERS BARON ERIC THE BARBARIAN TOWN AT HL IN THE NORTHERN MISTS. AWAITING FUTHER ORDERS GOVERNOR TRANIK THE BARBARIAN VILLAGE AT EF IN OAKENDELL. AWAITING FUTHER ORDERS AMBASSADOR LEGIT THE BARBARIAN VILLAGE AT QL IN AMBERLAND. AWAITING FUTHER ORDERS ENVOY DOFFHED THE BARBARIAN TOWN AT AP IN THE NORTHERN MISTS. AWAITING FUTHER ORDERS AGENT 3 ASTAROTH THE BARBARIAN TOWN AT AP IN THE NORTHERN MISTS. AWAITING FUTHER ORDERS AGENT 1 ELUDE THE BARBARIAN TOWN AT AP IN THE NORTHERN MISTS. AWAITING FUTHER ORDERS $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KING'S INFLUENCE: OUR KING'S INFLUENCE IS CURRENTLY 12 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ BARBARIAN REGIONAL SUMMARY =========================================================================== EFFECTIVE CURRENT REACTION CONTROLLING REGION INFLUENCE LEVEL KINGDOM OAKENDELL (1) MINOR SUSPICIOUS NA THE NORTHERN MISTS (2) SIGNIFICANT FRIENDLY NA THE TALKING MOUNTAINS (3) UNESTABLISHED SUSPICIOUS NA TORVALE (4) UNESTABLISHED SUSPICIOUS NA AMBERLAND (5) MINOR SUSPICIOUS NA THE EASTERN STEPPES (6) UNESTABLISHED TOLERANT NA RUNNIMEDE (7) UNESTABLISHED SUSPICIOUS NA ARCANIA (8) UNESTABLISHED TOLERANT NA SYNISVANIA (9) UNESTABLISHED TOLERANT 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 ³DW ³EL ³GI ³GN ³HA ³NO ³PA ³RA ³SO ³SW ³UR ³WA ³WE ³ BA ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ DA ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ A ³ DW ³ ³ ³ ³ ³ ³ ³ A ³ ³ A ³ ³ ³ ³ ³ ³ ³ EL ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ A ³ ³ ³ ³ GI ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ A ³ ³ ³ ³ ³ GN ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ HA ³ ³ ³ A ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ NO ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ PA ³ ³ ³ A ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ RA ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ SO ³ ³ ³ ³ ³ A ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ SW ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ UR ³ A ³ ³ ³ ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ WA ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ WE ³ ³ A ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ A ³ ³ ³BA ³DA ³DW ³EL ³GI ³GN ³HA ³NO ³PA ³RA ³SO ³SW ³UR ³WA ³WE ³ SECTION II. MILITARY ENCOUNTERS AND REPORT ============================================================================= ============================================================================= ============================================================================= ENTITY: RESULT: ======================================== GROUP STATUS ======================================== *************************************************************************** GROUP: 1st BARBARIAN TROOP COMPOSITION: LEADERS: SIZE: DIVISION ARCHERS 600 MARSHAL BEOWULF CAVALRY 0 CAPTAIN I DARCO LOCATED: AREA AP INFANTRY 6600 NA REGION : THE NORTHERN MISTS TERRAIN: WATER WIZARDS: THE TOWN OF KEY DAGOR IS HERE. VINDIBAR (POWER-1) BRIGADES TYPE & NO. NA MORALE: 115% BARBARIAN 3 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 13,622 EST. VALUE IN CURRENT TERRAIN: AT SEA *************************************************************************** GROUP: 2nd BARBARIAN TROOP COMPOSITION: LEADERS: SIZE: DIVISION ARCHERS 600 CAPTAIN II SAVOY CAVALRY 0 CAPTAIN JARNESS LOCATED: AREA HL INFANTRY 6600 NA REGION : THE NORTHERN MISTS TERRAIN: PLAINS WIZARDS: THE TOWN OF NEW BLOOD IS HERE. MERRICK (ADEPT) BRIGADES TYPE & NO. NA MORALE: 110% BARBARIAN 3 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 12,316 EST. VALUE IN CURRENT TERRAIN: 11,383 *************************************************************************** GROUP: 3rd BARBARIAN TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 400 CAPTAIN II RAGLAN CAVALRY 0 NA LOCATED: AREA EF INFANTRY 4400 NA REGION : OAKENDELL TERRAIN: FOREST WIZARDS: THE VILLAGE OF ELMMORE IS HERE. NA BRIGADES TYPE & NO. NA MORALE: 110% BARBARIAN 2 NA ATTRITION: 0% NA 0 TERRAIN MOD: -10% NA 0 VALUE VS. POPULATION CENTER: 7,899 EST. VALUE IN CURRENT TERRAIN: 6,506 *************************************************************************** GROUP: 4th BARBARIAN TROOP COMPOSITION: LEADERS: SIZE: INACTIVE ARCHERS 0 NA CAVALRY 0 NA LOCATED: AREA AP INFANTRY 0 NA REGION : THE NORTHERN MISTS TERRAIN: WATER WIZARDS: THE TOWN OF KEY DAGOR 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: AT SEA *************************************************************************** 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 0 13.0 FOREBODING 0 13.0 MYSTERY 0 13.0 TERROR 4 13.0 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 NORTHERN MISTS AP BARBARIAN TOWN KEY DAGOR 11270 NORTHERN MISTS HL BARBARIAN TOWN NEW BLOOD 8120 OAKENDELL EF BARBARIAN VILLAGE ELMMORE 2700 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 KEY DAGOR AP DIVISION 1BA MARSHAL BEOWULF NEW BLOOD HL DIVISION 2BA CAPTAIN II SAVOY ELMMORE EF BRIGADE 3BA CAPTAIN II RAGLAN 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 2 AP KEY DAGOR TOWN 11,270 34,000 3,660 10,184 NA 2 HL NEW BLOOD TOWN 8,120 29,500 3,990 6,764 NA 1 EF ELMMORE VILL 2,700 12,120 8,470 3,060 NA 5 QL NEXUS VILL 2,450 15,000 8,624 2,910 NA ------ ------- ------- 90,620 24,744 22,918 ====== ======= ======== ===================================================================== X X OUR CAPITAL IS THE TOWN OF KEY DAGOR. ===================================================================== KINGDOM ECONOMIC REPORT ___________________________________________________________________________ DESCRIPTION FOOD GOLD BEGINNING AMOUNT 25,000 25,000 ADD THIS PERIOD'S PRODUCTION 0 0 RESULTS OF TRADE AND OTHER SOURCES 0 0 ----------- ----------- AMOUNTS AVAILABLE AFTER TRADING 25,000 25,000 ----------- ----------- LESS MILITARY GROUP CONSUMPTION 0 0 ----------- ----------- AVAILABLE AFTER GROUP CONSUMPTION 25,000 25,000 ----------- ----------- AMOUNTS USED EXECUTING ORDERS 0 0 FOOD SPOILAGE 0 0 ----------- ----------- ENDING AMOUNTS 25,000 25,000 =========== =========== 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 Major 2708 THE KING IS A SHOCKING SEXUAL DEVIANT. Minor 3808 THE KING IS EPELIPTIC. Minor 9767 THE QUEEN HAS HAD SEVERAL EMBARRASSING AFFAIRS. * 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 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 BARBARIAN 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 BARBARIAN 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