TURN 11March 4 to the forest valley in Q6:
Your armies attack (4, 4, 3 and 4), with no enemy units defeated.
The enemy attacks back (6), killing one of your armies.
Your armies attack (8, 7 and 3), defeating one of the enemies (Vulk Unit).
All enemies are defeated and the forest is absorbed into your county.
Your total losses: one.
Sail 1 to the shore of S1: You take the undefended forest.
Sail 1 to claim the useless bog at R13: You take the undefended marshland
Scout R6: You scout through the first land, discovering a marshland. In the muddy mire they find a bog hag with three bog cats. The Hag weilds the Saint's Knuckles (take -1 when rolling on the monster table (usually less dangerous results))
Your scout withdraws to safety.
Scout Q7: You scout through the first land, discovering a forest. In the dense woods they find three wisps.
Your scout withdraws to safety.
Scout R9: You scout through the first land, discovering a marshland. In the murky fen they find two rampaging boar.
Your scout withdraws to safety.
March L9 with 4 Armies (we hate this one specific wisp): Your armies attack (3, 5, 2 and 4), defeating one of the enemies (wisp).
All enemies are defeated and the forest is absorbed into your county. Another skeleton appears in Blasted Oak.
1 Army marches J15: Your armies attack (
, defeating one of the enemies (FitzHarbort unit).
All enemies are defeated and the hill is absorbed into your county. Nothing new learned from the hill report.
6 Armies and the Bog Cat sail by Ship (somehow) to attack F10 supported by 9 armies from Bockhoven
(treasure division: they receive half the gold, rounded down; I get the territory + artifact, and other half of the Gold): The dragon attacks first: (6, 3, 6, 1, 6, 7, 7, 2, 5 and 6), killing six of your armies.
Your armies attack (with one bog cat) (4, 1, 4, 6, 5, 3, 5, 4, 2 and 3), defeating three hits.
The enemy attacks back (4, 2, 1, 6, 2, 5 and 7), killing two of your armies.
You take too many casualties and your force retreats.
Your total losses: eight (three Fitzharbort, five Bockhoven)
1 Infantry scouts J9->J8->J7: You scout through the first land, discovering a forest. In the towering woods they find a Thornish Fort with one Thornish holdout defending, and walls at 5/5 strength. Your scout withdraws to safety.
1 Infantry marches on Village K10: You sieze the undefended village.
1 Infantry marches on Marsh I10: You sieze the undefended marsh.
1 Infantry marches on Hill J15: You sieze the undefended hill. (Nothing new learned in the hill report.)
Later an army from Castle Wright comes (see Wright above), kills your unit and takes the land themselves.
2 Infantry and 1 Wolf marches on Hill I13: Your armies attack (with one wolf) (7, 6 and 2), defeating one of the enemies (wisp).
All enemies are defeated and the hill is absorbed into your county. (Nothing new learned in the hill report.)
2 Infantry march on Village I9: Your armies attack (8 and 2), defeating one of the enemies (Squelsh barbarian).
All enemies are defeated and the village is absorbed into your county.
March 3 on L8: Your armies attack (4, 9 and 3), defeating one of the enemies (Squelsh barbarian).
The enemy attacks back (
, killing one of your armies.
Your armies attack (9 and 4), defeating one of the enemies (Squelsh barbarian).
All enemies are defeated and the village is absorbed into your county. Three new skeleton warriors emerge beneath the Blasted Oak
Your total losses: one.
March 5 on M7: The enemy hides behind their walls (7 wall strength).
Your armies attack (6, 6, 6, 6 and
, damaging the walls (4) defeating one of the enemies (Thornish holdout).
The enemy attacks back (1 and 7), from behind their walls, killing one of your armies. A siege begins with your four camped outside the walls!
Your total losses: one.
March 6 + bog cat on N12: The boar, boar and boar attack first (1, 0, 3, 7, 2 and 0), killing one of your armies.
Your armies attack (with one bog cat) (4, 2, 3, 1, 8 and 2), defeating one of the enemies (boar).
The enemy attacks back (4 and 2), with none of your units defeated.
Your armies attack (with one bog cat) (3, 8, 2, 4, 4 and 7), defeating two of the enemies (boar and boar).
All enemies are defeated and the marsh is absorbed into your county. You get 5 gold, three wood and one stone from the territory.
Your total losses: one.
Sail by ship with 9 armies on F10 to support the attack of Fitzharbort
(treasure division: I receive half the gold, rounded down; they get the territory + artifact): See Fitzharbort above.
March with 1 army, the Rhuddy Cape and 7 wolves on A8: Your armies attack (one wearing the Rhuddy Cape) (with seven wolves) (3, 5, 2, 3, 9, 7, 2, 7, 2 and 3), defeating four of the enemies (Squelsh barbarian, Bloodsinger, Squelsh barbarian and Squelsh barbarian).
All enemies are defeated and the forest is absorbed into your county. You now own the Marrowfat Throne.
Scout C15 - B15 - A15: You scout through the first land, discovering a forest. In the thick woods they find nothing.
You scout through the second land, discovering a forest.
In the towering copse they find a Thornish Fort with two Thornish holdouts defending, and walls at 8/8 strength.
Your scout withdraws to safety.
Scout D15 - E15: You scout through the first land, discovering a forest. In the dark woods they find a bog cat.
Your scout withdraws to safety.
Send a scout to sacrifice 10 gold at F12, then continue - E13 - E14. Making a sacrifice, then heading through a village, then into marshland. In the muddy fen they find a few signs of habitation long ago.
March 1 Q6: The undefended forest is conquered for your county. Then you're attacked by four Alkabrian soldiers from Point Swearing! (See Countess Gloronisits above.) You lose the county, your total losses: one.
March 1 army 2 skeletons to O6: Your armies attack (with two skeletons) (5, 2 and 3), defeating one of the enemies (Squelsh barbarian).
All enemies are defeated and the village is absorbed into your county.
March 3 armies 4 skeletons to O7: In a panic, Cuthbert releases a cat from the sack for a three-way battle!
Your armies attack (with four skeletons) (7, 4, 4, 4, 1, 3 and 1), defeating one of the enemies (bog cat).
Cuthbert attacks back (5), with none of your units defeated. Unsuccessful, he slinks away southeast!
You conquer the village!
Scout Q6-R6-S5: The first land is newly conquered forest. You scout through the second land, discovering a marshland. In the muddy mire they find a bog hag with three bog cats. The Hag weilds the Saint's Knuckles (take -1 when rolling on the monster table (usually less dangerous results))
Your scout withdraws to safety.
Scout O6-O5-O4: First travelling through a newly conquered village, then you scout through the second land, discovering a village. The settlement is undefended and would be easily cowed.
You scout through the third land, discovering a hill. On the rugged slopes they find three wisps.
Scout O6-N5-N4: First travelling through a newly conquered village, then to the second land, discovering a marshland. In the foul bog they find two wolves. Your scout withdraws to safety.
Scout S11-S10: You scout through the first land, discovering a hill. On the craggy down they find one gold.
From the hill:
NW: you see the scout hut
N: you see a marsh
NE: you see a hill
E: you see a forest
SE: you see forest
S: you see an unusual site: Some kind of Hill fort?
SW: you see hill
W: you see a forest
You scout through the second land, discovering a forest.
In the thick copse they find a Thornish Fort with two Thornish holdouts defending, and walls at 5/5 strength.
Your scout withdraws to safety.
Scout S10: The scout sees the same fort as before.
- [F11] The dragon flies south-east.
- [M6] The dragon doesn't wander.
- The Moot: Barbarian-occupied tiles 1 (B10), 3 (D10), 13 (T12) send someone to the moot.
- Reprisals:
--[FitzHarbort 24%] The Squelsh are quiet... for now.
--[Wright 9%] The Squelsh are quiet... for now.
--[Gloronisits 6%] The Squelsh are quiet... for now.
--[Ayes 8%] The Squelsh are quiet... for now.
--[Vulk 4%] The Squelsh are quiet... for now.
--[Bockhoven 0%] The Squelsh are quiet... for now.
The Thornish Juniper Fort at J9 gains another recruit. The Thornish Bracken Fort B15 gains another recruit. The Thornish Sycamore Fort S10 gains another recruit.
- [K9] Hogs Landing: No new monsters come.
- [L2] Puzzle Dungeon: Joining the lair is a bog cat.
- [S3] Giant's Toe: Joining the lair is one wisp.
There are now twelve Skeletal Warriors in Blasted Oak (K8) and so they march! They travel to the new Fort Butcher at L10, picking up four boar and a bog cat from K9. The power of the Oak keeps these skeletons from crumbling!
Marquess Wright's forces are behind defences (5 wall strength).
The skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, skeletal warrior, bog cat, boar, boar, boar and boar attack first, with the boar attacking twice (2, 2, 7, 4, 5, 3, 3, 4, 3, 1, 3, 8, 3, 1, 1, 8, 8, 3, 5 and 7), damaging the walls (3) killing three of Marquess Wright's armies. Marquess Wright's armies have been defeated.
Total losses: three. The cat converts the land to marshes.
Turn 12ResearchIn A11 (in the Selkie Court) is Cragman's Spike (a scout may pass through mountains)
In K4 is the Host of Prince Owain - Village - Prince Owain is a Squelshman who intends to take back the Hedge for the natives. Starting in his home village (in a WW sector), the Host will march on a random occupied village square each turn (so long as it's reachable by land), and leave a troop behind to guard. If there are no villages left to liberate, the Host will march on a castle belonging to the Lord with the highest reprisal level. The Host has a chance of attacking the owner of a Marrowfat artefact instead of a village if any are present on the map. When attacking, all Squelsh in tiles adjacent to the tile being attacked will join the Host. Liberated villages pledge to Prince Owain. Each turn the Host gains one Squelsh Barbarian for each village pledged. The host begins with 1 unit (Owain, a Squelsh Champion who counts as two armies, personally has +1 to combat rolls) + 1 Squelsh barbarian for each village currently conquered when the Host is discovered. Players may voluntarily give villages to the Host, which also reduces their reprisal chance by 5 for each village. While Owain lives, conquering Squelsh villages generates +5 reprisal chance. Prince Owain carries the Marrowfat Shield. While Owain lives the ferocity of the Squelsh is at its height: all Squelsh units attack first, even if they've been scouted or appear in villages. The Host can retreat in battle if they have any territory left.
In the world
A11 is Cragman's Spike (a scout may pass through mountains)
B1 is the Black Trotter (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Trotter will gain the Black Trotter.) (One unit attacks first twice at the start of each combat, but each time they kill a unit somewhere a boar will turn into a grand tusk- a giant pig that counts as 2 boar. If no boar are currently on the map, the next X boar to appear will all be grand tusks, where X is the number of units killed by the Trotter.)
E5 is Verbian Tusk (summons 1d2-1 Rampaging Boars to your side at the start of each combat. Boars don't count towards your maximum army-size.)
F11 is Ascupart's Bane (unit has +2 dice vs giants).
G6 is Black Claw (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding Black Claw will gain the Black Claw.) (+4 dice rolled when attacking, every time someone is killed by a force wielding the claw, the nearest square with a bog cat gains another cat. If there are none, a bog cat will appear in the nearest empty square.)
G10 is Bitter Brew (The set of armies this is equipped to never retreats from losses.)
H4 is the Black Lance (Cursed item: cannot be destroyed, sacrificed, gifted or traded. Whoever defeats an army wielding the Black Lance will gain the Black Lance.) (You never attack first in combats, but on your first attack all your attackers will attack three times. The turn after slaying someone with the lance, Dragons will preferentially fly one square in your direction when flying to a new home. When this first discovered, place the Dawn Dragon on M6 (the Dawn Dragon counts for 15 armies)).
I5 is the Shimmering Coin (+2 on rolls that determine gold amounts)
I6 is Sundering Claw (assign a scout to crack open a permanent path through any adjacent mountain. 25% chance to call a hostile dragon to the location)
In K4 is the Marrowfat Shield (whichever unit is given the shield will be last to be attacked in any combat. Sacred to the Squelsh, any non-Squelsh who takes the Shield gains +30 reprisal chance and +60 if they destroy, sacrifice or otherwise remove the Shield from the county.)
N6 is the Juniper Cape (a scout isn't stopped by monsters)
O7 is the Cat Sack (defeated Bog Cats are put in the Cat Sack instead of being killed if the Cat Sack is held by the winning force. These cats are owned but unfriendly, and any number can be released by an army in any combat, or let loose by a scout in any tile.)
Q8 is the Crimson Drum (attack first when defending)
R6 are the Saint's Knuckles (take -1 when rolling on the monster table (usually less dangerous results))
Held by Lords
Bockhoven: the Rhuddy Cape (the unit this is assigned to is now considered a giant)
The Wolf Crystal (wolves encountered will join the army instead (they still all run away when injured)
Marrowfat Throne (when owned by someone of Squelsh heritage, one Squelsh defector will join your cause at the start of each turn (+1 army production) and adjacent Squelsh armies will join your attacks on non-Squelsh; when owned by an Alkabrian or other, +30 reprisal chance, +100 reprisal chance if destroyed.)
Vulk: the Last Femur! (1/4 chance of each dead unit being resurrected to your side as a skeleton warrior when they die)
Pellucid Orb (+1 to scout travel distance)
Gloronisits: the Speculator's Rod (a scout scouting an empty hill that they own, has 25% chance to discover a quarry. They instead find a mine if the hill is adjacent to a mountain. The same tile cannot be scouted in this way more than once per turn.)
The Shield of Earth (the army wielding this is considered to have +1 defence at the start of every combat, as if they were siege defenders)
Prince FitzHarborrt: Hunter's Stand (Archers in the army this is attached to only die on 5s if no other units remain)
Golden Net (A scout carrying this across water has a 25% chance of rolling on the treasure table)
A11 is the Selkie Court (Castle with Keep, Moat x 3!) 31/31 defence - The Selkie Queen lives in the Selkie Court. She is a hag protected by 8 royal seals (who act identically to bog cats but with water instead of marshes). In her vault, she has a treasure of 20 gold and two random artefacts (which may be used in defence). The court only appears on coast or water tiles.)
C8 is the Crimson Tower (Keep/Tower/Bloodforge) Defence 17/17, - Dai the Bloodsinger has a Bloodforge in which 3 armies may be sacrificed to create a new artefact (and become anathema to all).
F12 is The Grove of Tusks - Holy place of the Squelsh - This is a forest. Whoever owns this has a +50% chance of being attacked each turn by Squelsh, who will target the Grove. Special Action: a scout can be sent to the grove to make a sacrificial offering (worth 10 gold) to make peace with the Squelsh, setting their chance for reprisals against the Hedge Lord to 0.
E10 is an unknown lair.
F11 is Lake Sorrow.
F13 is The Grove of Tusks - Holy place of the Squelsh - This is a forest. Whoever owns this has a +50% chance of being attacked each turn by Squelsh, who will target the Grove. Special Action: a scout can be sent to the grove to make a sacrificial offering (worth 10 gold) to make peace with the Squelsh, setting their chance to reprisals to 0. This only works for people who don't own the Grove.
G10 is Wolfhaven Woods - Forest. Spiritual home of wolf kind. Inhabited by 10d4 wolves (25). These wolves will only flee if less than 10 remain. Any wolves that would otherwise be loyal to a non-wolf, are loyal to the wolves in these woods. Wolves in this forest will never march on anywhere.
H10 is Owl Woods - Forest. Originally guarded by the Dusk Dragon (the Dusk Dragon counts for 10 armies) and seven wisps. The dragon holds Ascupart's Bane (unit has +2 dice vs giants).
K4 is the Host of Prince Owain - Village - Prince Owain is a Squelshman who intends to take back the Hedge for the natives. Starting in his home village (in a WW sector), the Host will march on a random occupied village square each turn (so long as it's reachable by land), and leave a troop behind to guard. If there are no villages left to liberate, the Host will march on a castle belonging to the Lord with the highest reprisal level. The Host has a chance of attacking the owner of a Marrowfat artefact instead of a village if any are present on the map. When attacking, all Squelsh in tiles adjacent to the tile being attacked will join the Host. Liberated villages pledge to Prince Owain. Each turn the Host gains one Squelsh Barbarian for each village pledged. The host begins with 1 unit (Owain, a Squelsh Champion who counts as two armies, personally has +1 to combat rolls) + 1 Squelsh barbarian for each village currently conquered when the Host is discovered. Players may voluntarily give villages to the Host, which also reduces their reprisal chance by 5 for each village. While Owain lives, conquering Squelsh villages generates +5 reprisal chance. Prince Owain carries the Marrowfat Shield. While Owain lives the ferocity of the Squelsh is at its height: all Squelsh units attack first, even if they've been scouted or appear in villages. The Host can retreat in battle if they have any territory left.
K8 is Blasted Oak - Forest. If any non-skeleton dies here on in an adjacent tile, a new hostile skeleton will spawn here. 8 skeletal warriors are wandering around here.
M8 is The Hirsute Sage's Hut (while independent, scouts that pass through the hut will ignore the first set of enemies they come across while scouting after visiting the hut. The sage leaves if his home becomes occupied.)
N7 is Taghairn Cave - Owned by Cuthbert Catsbane, a Bloodsinger who wields the Cat Sack if it hasn't appeared elsewhere. Has a limited kind of Bloodforge in which three cats may be sacrificed to create a new artefact. You would first have to find a way of gaining the cats.
O8 is The Hag Market. Marshland. Protected by 9 bog hags and 27 bog cats. Scouts can be sent to the market to buy bog cats (4 gold each) and otherwise may pass through without being attacked. Half the money spent here remains as possible loot. Friendly bog cats have +1 attack in marshland, and while you have a cat, they give -1 (non-cumulative) to enemy attack rolls. Cats cannot be sent to scout, and they cannot be send to attack or patrol by themselves. Monsters won't march from this location."
Q5 is The Moot - Village with 2d2 (2+1=3) Squelsh Barbarians and a moat (6/6 defense). It is the neutral meeting place of rival Squelsh bands. At the start of each enemy turn, each tile with a Squelsh Barbarian has a 25% chance of sending someone to the Moot. The first Squelsh reprisal each turn will be joined by whomever is in the Moot. If the Moot is conquered, a new Moot (with a new moat) will appear in the most populous Squelsh-held village at the start of the next player turn, or if there are no such villages, it may appear in future tile generation (from scouting, research etc.).
Q9 is Granny Longtooth's Hut - Marshland. 4/4 defence while Granny Longtooth lives here. Granny Longtooth is a Bog Hag protected by 15 Bog Cats. Monsters won't normally march from this location, but Granny Longtooth will curse anyone who has sacrificed cats or who has let a friendly cat come to harm. (While she lives: -1 income, -1 recruitment, -1 wood production, -1 stone production, to a minimum of 0 each.)
R3 is The Castle of Bryn the Brawn (Keep/Tower/Tower) Defence 21/21, occupied by Bryn, a giant, and his family, three more giants. The adjacent squares are also within his domain. Bryn will wage war to retake any squares adjacent to his castle, always accompanied in battle by 1d6 wolves.
R10 is the Scout Hut - Initially abandoned and inhabited by a family of 6 boar. Up to three armies can be assigned to the Hut as if it were a fort and they don't count towards your army cap. These armies can scout so long at they begin scouting from a tile adjacent to the hut. Spend 3 wood to dismantle and reassemble the hut on an empty tile you own.
Notes- PVP! We've had two player-driven fights. As I said at the beginning, this game can be played co-operatively or competitively... If you feel you're moving into a competive area then you
may send your orders by PM. But if you do: update your sheet publically (at least with the your state at the start of each player turn). Don't play mindgames with public posts: if you post things publically and send things privately, I will take the public-facing order. The correct way to do it is place a spoiler of your current game-state and write a note that the orders were sent privately. Please continue to do trades publically. As an optional nice touch for the thread-history, you're encouraged to edit in your previous orders after a turn update so players can see what you said you did.
- Edits are a pain with PMs, so be sure of your order before you send via this method as I'm much more likely to take the wrong post if you spam me with four different versions of your turn.
- Regarding PVP, I randomise who turns up at a location first, so bear that in mind. Often coming last has the most benefits but there's not currently a way to guarantee that.
- Skeletal fighters can't normally do things on their own, but I've ruled that the Blasted Oak ones can as they can apparently spawn without assistance: it's the tree itself that continues to empower them.
- Owain has globally made all the Squelsh more dangerous: they all get first strike regardless while he lives. So bear that in mind.
- Owain himself is a Squelsh Champion, a new unit type which you'll see a bit more of. They count as two armies and get +1 to their own attack rolls.