PEGASUS PRODUCTIONS P.O. BOX 248, WAYNESVILLE, NC 28786 ALAMAZE =========================================================================== DATE: 01/02/2001 OPENING BALANCE: -312.50 GAME #: 3 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 DAHAMER DWARVEN KING SUMMER SOLTICE OF YEAR 1101, 2ND CYCLE OF MAGIC SECTION I. POLITICAL EVENTS AND STATUS: =========================================================================== ENTITY: RESULT: EMISSARY STATUS AND RESULTS: =========================================================================== RANK NAME BASE & ACTIVITY KING DAHAMER THE DWARVEN TOWN AT AV IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. DUKE TARITAN THE DWARVEN TOWN AT AV IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. DUCHESS GHAZZA THE DWARVEN TOWN AT HZ IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. COUNT BRAM THE DWARVEN VILLAGE AT AY IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. COUNT ANVIL THE DWARVEN VILLAGE AT BJ IN THE NORTHERN MISTS. AWAITING FURTHER ORDERS. BARON ZETHAS THE DWARVEN TOWN AT AV IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. GOVERNOR DXAXLOS THE DWARVEN TOWN AT HZ IN THE EASTERN STEPPES. AWAITING FURTHER ORDERS. AMBASSADOR KORALL THE DWARVEN VILLAGE AT AY IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. ENVOY TITANIE THE DWARVEN TOWN AT AV IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. AGENT 2 CATEYE THE DWARVEN TOWN AT AV IN THE TALKING MOUNTAINS. AWAITING FURTHER ORDERS. AGENT 2 AESOP THE DWARVEN VILLAGE AT BJ IN THE NORTHERN MISTS. AWAITING FURTHER ORDERS. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ KING'S INFLUENCE: OUR KING'S INFLUENCE IS CURRENTLY 12.30 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ DWARVEN REGIONAL SUMMARY =========================================================================== EFFECTIVE CURRENT REACTION CONTROLLING REGION INFLUENCE LEVEL KINGDOM OAKENDELL (1) UNESTABLISHED HOSTILE NA THE NORTHERN MISTS (2) MINOR TOLERANT NA THE TALKING MOUNTAINS (3) MINOR FRIENDLY NA TORVALE (4) UNESTABLISHED SUSPICIOUS NA AMBERLAND (5) UNESTABLISHED SUSPICIOUS NA THE EASTERN STEPPES (6) MINOR TOLERANT NA RUNNIMEDE (7) UNESTABLISHED HOSTILE NA ARCANIA (8) UNESTABLISHED SUSPICIOUS NA SYNISVANIA (9) UNESTABLISHED SUSPICIOUS NA THE SOUTHERN SANDS (10) UNESTABLISHED SUSPICIOUS NA =========================================================================== *************************************************************************** THE HIGH COUNCIL AT THIS TIME THE HIGH COUNCIL IS VACANT AND INACTIVE. ONE CHAIR WILL GO TO THE HIGH BIDDER EACH TURN UNTIL ALL FIVE CHAIRS ARE FILLED. 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. IN ADDITION, IT SHOWS WHICH KINGDOMS HAVE ENTERED INTO MARRIAGES OF STATE, A BINDING FORM OF NON-AGRESSION WHICH PREVENTS HOSTILE MILITARY AND POLITICAL ACTIONS TOWARD THE WEDDED KINGDOM. THE CHART ALSO DISPLAYS THE NATURAL ENEMIES IN THE CAMPAIGN. NATURAL ENEMIES ARE ENEMIES WHICH WILL ALWAYS REMAIN ENEMIES THROUGHOUT THE CAMPAIGN. A KINGDOM'S INFLUENCE WILL RISE AND FALL PROPORTIONALY TO THE FAILURES AND SUCCESSES OF ITS NATURAL ENEMY. TO SEE THE DECLARATIONS A KINGDOM HAS MADE, READ ACROSS THE ROW BEGINNING WITH THEIR ABBREVIATION. TO SEE THE DECLARATIONS MADE FOR OR AGAINST A CERTAIN KINGDOM, READ DOWN THE COLUMN UNDERNEATH THEIR ABBREVIATION, AS FOLLOWS: 'A' - MARRIAGE STATUS ' ' - NEUTRALITY 'e' - DECLARED ENEMY 'a' - DECLARED ALLY 'E' - NATURAL ENEMY ³AN ³BL ³DA ³DE ³DW ³EL ³GI ³GN ³RA ³RD ³SO ³TR ³UN ³WA ³WI ³ AN ³ ³ ³ ³ E ³ a ³ ³ ³ ³ a ³ ³ ³ ³ ³ ³ ³ BL ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ E ³ ³ ³ a ³ ³ a ³ DA ³ ³ ³ ³ a ³ ³ E ³ ³ ³ ³ ³ ³ a ³ ³ ³ ³ DE ³ E ³ ³ a ³ ³ ³ ³ ³ ³ ³ ³ ³ a ³ ³ ³ ³ DW ³ a ³ ³ ³ ³ ³ ³ ³ E ³ a ³ ³ ³ ³ ³ ³ ³ EL ³ ³ ³ E ³ ³ ³ ³ a ³ ³ ³ ³ ³ ³ ³ a ³ ³ GI ³ ³ ³ ³ ³ ³ a ³ ³ ³ ³ ³ ³ ³ ³ a ³ E ³ GN ³ ³ ³ ³ ³ E ³ ³ ³ ³ ³ a ³ a ³ ³ ³ ³ ³ RA ³ a ³ ³ ³ ³ a ³ ³ ³ ³ ³ ³ ³ E ³ ³ ³ ³ RD ³ ³ E ³ ³ ³ ³ ³ ³ a ³ ³ ³ a ³ ³ ³ ³ ³ SO ³ ³ ³ ³ ³ ³ ³ ³ a ³ ³ a ³ ³ ³ ³ E ³ ³ TR ³ ³ ³ a ³ a ³ ³ ³ ³ ³ E ³ ³ ³ ³ ³ ³ ³ UN ³ ³ a ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ a ³ WA ³ ³ ³ ³ ³ ³ a ³ a ³ ³ ³ ³ E ³ ³ ³ ³ ³ WI ³ ³ a ³ ³ ³ ³ ³ E ³ ³ ³ ³ ³ ³ a ³ ³ ³ ³AN ³BL ³DA ³DE ³DW ³EL ³GI ³GN ³RA ³RD ³SO ³TR ³UN ³WA ³WI ³ SECTION II. MILITARY ENCOUNTERS AND REPORT ============================================================================= ============================================================================= ============================================================================= ENTITY: RESULT: INTERCEPT RADIUS YOUR INTERCEPT RADIUS IS 2 AREAS. ======================================== GROUP STATUS ======================================== *************************************************************************** GROUP: 1st DWARVEN TROOP COMPOSITION: LEADERS: SIZE: DIVISION ARCHERS 1200 GENERAL I THARIS CAVALRY 0 GENERAL I GALDOR LOCATED: AREA AV INFANTRY 5400 NA REGION : THE TALKING MOUNTAINS TERRAIN: MOUNTAINS WIZARDS: THE TOWN OF HAPPY VALLEY IS HERE. DUELIDON (POWER-1) BRIGADES TYPE & NO. KARIZAN (ADEPT) MORALE: 115% DWARVES 3 NA ATTRITION: 0% NA 0 TERRAIN MOD: 30% NA 0 VALUE VS. POPULATION CENTER: 14,862 EST. VALUE IN CURRENT TERRAIN: 15,631 *************************************************************************** GROUP: 2nd DWARVEN TROOP COMPOSITION: LEADERS: SIZE: DIVISION ARCHERS 1200 CAPTAIN II MAHIBOR CAVALRY 0 CAPTAIN I CUNIFOR LOCATED: AREA HZ INFANTRY 5400 NA REGION : THE EASTERN STEPPES TERRAIN: MOUNTAINS WIZARDS: THE TOWN OF HIGHPLACE IS HERE. BLUTRA (POWER-1) BRIGADES TYPE & NO. NA MORALE: 100% DWARVES 3 NA ATTRITION: 0% NA 0 TERRAIN MOD: 30% NA 0 VALUE VS. POPULATION CENTER: 12,435 EST. VALUE IN CURRENT TERRAIN: 13,385 *************************************************************************** GROUP: 3rd DWARVEN TROOP COMPOSITION: LEADERS: SIZE: BRIGADE ARCHERS 400 CAPTAIN I BALIFOR CAVALRY 0 NA LOCATED: AREA AY INFANTRY 1800 NA REGION : THE TALKING MOUNTAINS TERRAIN: PLAINS WIZARDS: THE VILLAGE OF XAX IS HERE. GUEGRO (ADEPT) BRIGADES TYPE & NO. NA MORALE: 100% DWARVES 1 NA ATTRITION: 0% NA 0 TERRAIN MOD: 0% NA 0 VALUE VS. POPULATION CENTER: 3,909 EST. VALUE IN CURRENT TERRAIN: 3,572 *************************************************************************** GROUP: 4th DWARVEN TROOP COMPOSITION: LEADERS: SIZE: INACTIVE ARCHERS 0 NA CAVALRY 0 NA LOCATED: AREA AV INFANTRY 0 NA REGION : THE TALKING MOUNTAINS TERRAIN: MOUNTAINS WIZARDS: THE TOWN OF HAPPY VALLEY 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 0 9.0 FOREBODING 0 9.0 MYSTERY 0 9.0 TERROR 1 9.0 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. AV DWARVEN TOWN HAPPY VALLEY 11690 EASTERN STEPPES HZ DWARVEN TOWN HIGHPLACE 6370 TALKING MTNS. AY DWARVEN VILLAGE XAX 2350 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 HAPPY VALLEY AV DIVISION 1DW GENERAL I THARIS HIGHPLACE HZ DIVISION 2DW CAPTAIN II MAHIBOR XAX AY 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 AV HAPPY VALLEY TOWN 11,690 28,500 2,790 11,932 NA 6 HZ HIGHPLACE TOWN 6,370 27,750 2,430 7,752 NA 2 BJ FREMOUNT VILL 2,900 12,000 8,470 2,370 NA 3 AY XAX VILL 2,350 12,840 8,316 2,760 NA ------ ------- ------- 81,090 22,006 24,814 ====== ======= ======== ===================================================================== X X OUR CAPITAL IS THE TOWN OF HAPPY VALLEY. ===================================================================== KINGDOM ECONOMIC REPORT ___________________________________________________________________________ DESCRIPTION FOOD GOLD BEGINNING AMOUNT 25,000 65,000 ADD THIS PERIOD'S PRODUCTION 0 0 RESULTS OF TRADE AND OTHER SOURCES 0 0 ----------- ----------- AMOUNTS AVAILABLE AFTER TRADING 25,000 65,000 ----------- ----------- LESS MILITARY GROUP CONSUMPTION 0 0 ----------- ----------- AVAILABLE AFTER GROUP CONSUMPTION 25,000 65,000 ----------- ----------- AMOUNTS USED EXECUTING ORDERS 0 0 FOOD SPOILAGE 0 0 ----------- ----------- ENDING AMOUNTS 25,000 65,000 =========== =========== 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 1127 THE KING IS A HERETIC. Minor 1654 THE KING HAS CLAUSTRAPHOBIA: HE CANNOT STAND CLOSED SPACES. Minor 3804 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 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: PROTECT HEROES AND WIZARDS SPELL #: 94 BY CASTING THIS SPELL, THE WIZARD SEEKS TO PROTECT ALL HEROES AND WIZARDS OF HIS GROUP FROM THE BLACK MAGICS OF A PARTICULAR OPPOSING GROUP'S SPELLCASTERS. THIS SPELL IS ALWAYS SUCCESSFUL, BUT IS ONLY EFFECTIVE AGAINST ONE GROUP AND MAY ONLY BE CAST UPON THE GROUP IN WHICH THE WIZARD IS LOCATED. PUT GROUP I.D. OF TARGET GROUP IN COL. "C". ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ 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: 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: 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