Turn 8: Superior FirepowerDo whatever I can to direct my troops to the assumed location of the attackers.
Mental Instability Roll: (4)
(4) You troops start making their way up the odd paths of the trees, attempting to get to where the attackers position is. The attackers have to adjust themselves so they can attack, giving you a second chance to spot them! (2) While you do not actually get a chance to see them, you DO know where they are now, or at least the general area.
The attackers begin attacking your troops again after finally adjusting. (5+1 vs 1) Your troops are unable to block their attacks while they head up the paths, meaning all their weakpoints are easy to attack! (+1 to enemy damage). (3+1 vs. 6) Somehow, however, your troops manage to block the attacks, even if its bracing against impact. They might not be able to keep taking this punishment...
Raid the village,tell the merc's that they can sit out on the raid,but they are to come to my aid if the military or any other large forces start attacking.
(2) You got spotted before you could begin your raid. (1) Unfortunately for you, a Curan Airship seems to be your opponent. Your troops don't have the right firepower to fight this thing.
(4-1 vs. 2) The airship immediately lets loose its lone magical cannon onto your troops, While they almost escaped the blast, they still got hit by the shockwave. (Enemy Damage Roll: 2 vs 2) Your troops get knocked down, but are thankfully unharmed. They might take some time to get ready to dodge another attack (-1 to next attack roll).
Leave the forest.
(4) You manage to get your bearingss within the forests of Elye. Unfortunately, the land is almost all covered in forests, so its hard to escape them.
(If you meant to leave Elye and I misread your post, you would be near the border of Elye and the Darklands)
I will govern my village.
My kobold troops will scout along the Elye border, trying to figure out where the enemy army is likely to go, so we can trap/fortify it later.
(4+1) The village makes a profit this turn under your governorship (+1/0 Resources)(5 Turns till Village Upgrades.)
(4) Your troops identify three entries from Elye into the Darklands. One pass in the mountains, and underground tunnel built long ago, but mazelike in structure, and a path through the wastes bordering Elye.
Return to the city of the overlord
(4) You return to the Overlord's Village.
Recruit 3 Elite Human Infantry for 6/0
Have Black Velvet Return to unite with my forces.
Train All Armies under my control in the art of searching for foes.
(3) Black Velvet disengages from Cura, but still has yet to leave.
(3) Your troops start to learn, but they don't learn much. Their skill in searching for foes are quite mediocre, but now exist (Your troops may now search for specific people at a -2 penalty)
At long last, the army of Elye has risen.
While they are currently not aggressive, they are heading to the border to attempt to find anyone who raided.Sorry this turn took so long, work can sometimes make life complicated.
Also, the enemy nations tab is finally up on the status post. Still rather incomplete, but you guys aren't really scouting, and that's how you learn stuff, beyond fighting it in the face.