TURN 12The Countess renounces her claims and returns east. She sends her resources and lands to her inheritor (played by Horizon) but not her castle as that's being beseiged. Due to the chaotic transfer, her lands fall into disarray.
Armies: 10
Wood: 7
Stone: 2
Gold: 21
2 Boats, 1 Ship
Artefacts:
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.)
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)
March 1 army Q6: Forest taken.
March 1 army 2 skeletons P8: Your armies attack (with two skeletons) (6, 2 and 4), defeating one of the enemies (Bloodsinger).
Cuthbert is defeated and the forest is absorbed into your county. The Cat Sack is yours.
March 1 army S11: You take the hill. (Hill report as before.)
March 1 army R13: You take the marsh.
March 1 army R14: You take the village.
March 1 army R15: You take the marsh.
Sail 4 armies with last femur and 5 skeletons and 1 cat with 4 siege weapons from Q13 to S14 to siege Point Swearing:
When they arrive, they find the castle abandoned! No weapons are used. Point Swearing is siezed!
The Countess revokes her position, and the remaining soldiers have been sent with the treasure to join a new Lord.
March 3 armies 1 skeleton to S10: The enemy hides behind their walls (3 wall strength).
Your armies attack (with one skeleton) (4, 2, 7 and 7), damaging the walls (2) with no enemy units defeated.
The enemy attacks back (6 and 4), from behind their walls, with none of your units defeated. The siege continues.
March J12 with 8 Armies: The boar, boar, boar and boar attack first (1, 4, 2, 2, 4, 4, 8 and 7), killing two of your armies.
Your armies attack (4, 5, 1, 8, 6 and 7), defeating three of the enemies (boar, boar and wisp).
The enemy attacks back (7, 4 and
, killing two of your armies. You take too many casualties and your force retreats.
Your total losses: four.
10 armies, 1 wolf and 1 Bog Cat (assisted by Lord Bockhoven's 7) March on Hill G12:
The dragon attacks first (4, 4, 0, 3, 1, 1, 5, 3, 3 and 7), killing one of your armies.
Your armies attack (with one bog cat) (with one wolf) (1, 1, 4, 5, 8, 8, 2, 6, 4, 2, 7, 1, 1, 2, 3, 8, 5 and 5), inflicting 5 hits.
The enemy attacks back (0, 4, 4, 0 and 7), killing one of your armies.
Your armies attack (with one bog cat) (with one wolf) (6, 4, 4, 6, 8, 8, 1, 5, 8, 7, 2, 3, 6, 6, 7, 1 and 5), defeating the dragon.
All enemies are defeated and the hill is absorbed into your county (nothing new learned from hill report).
From the dragon horde, you gain twelve gold and Ascupart's Bane.
Your total losses: three (one Fitzharbort, two Bockhoven).
1 army marches on Hogs Landing K9: Seven gold and a lair is seized.
1 army marches Village H9: The undefended village is siezed (+5 reprisal).
5 armies and 4 Siege engines march on Fort Juniper J9:
The enemy hides behind their walls (5 wall strength).
Your armies attack (11, 12, 7, 5 and 7), damaging the walls (3) defeating two of the enemies (Thornish holdout and Thornish holdout).
All enemies are defeated and the forest is absorbed into your county.
From the Thornish holdouts you take one gold. Two skeletons join the Blasted Oak.
1 army gifts the Hunter's Stand to the King: + 20 victory points. The scout doesn't return.
March 5 on L7: The Squelsh barbarian, Squelsh barbarian, Squelsh barbarian and Squelsh barbarian attack first (7, 9, 3 and 4), killing two of your armies.
Your armies attack (9, 8 and 4), defeating two of the enemies (Squelsh barbarian and Squelsh barbarian).
The enemy attacks back (8 and
, killing two of your armies. The attackers take too many casualties and withdraw.
Your total losses: four. Six skeletons join the Blasted Oak.
March 3 on M7: The enemy hides behind their walls (3 wall strength).
Your armies attack (6, 6 and 3), damaging the walls (2) with no enemy units defeated.
The enemy attacks back (4 and 2), from behind their walls, with none of your units defeated. The siege continues with your three camped outside the walls!
March 1 on K7 with the Wolf Crystal: All wolves are caught and the forest is conquered.
March 5 + bog cat on K8: Your armies attack (with one bog cat) (6, 6, 1, 2, 8 and 7), defeating four of the enemies (skeletal warrior, skeletal warrior, skeletal warrior and skeletal warrior).
The enemy attacks back (5, 2, 5 and 0), with none of your units defeated.
Your armies attack (with one bog cat) (2, 2, 8, 4, 8 and
, defeating three of the enemies (skeletal warrior, skeletal warrior and skeletal warrior).
The enemy attacks back (5), with none of your units defeated.
Your armies attack (with one bog cat) (7, 4, 4, 1, 8 and 6), defeating one of the enemies (skeletal warrior).
All enemies are defeated and the Blasted Oak is absorbed into your county. The Bog Cat converts all the forest in marshland! The Skeletal Warriors of the Oak crumble elsewhere.
Scout K7-K6-L6- First passing through newly conquered forest. You scout through the second land, discovering a marshland. In the muddy bog they find a bog hag with three bog cats.
Your scout withdraws to safety.
March 1 army to C15: The undefended forest is seized.
1 scout scouts the Selkie Court at A11 by boat: The scout discovers further information about the Selkie Court. Other than the hag Selkie Queen, and the 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 the Cragman's Spike (a scout may pass through mountains), and the Thornish Lodestone (while this remains in the Hedge, whenever no Thornish fort is on the map, another fort is revealed in a sector usually far from the owner of this artefact (most distant of two rolls). Doesn't count towards Anathema count.
1 army with 3 siege engines, the Rhuddy Cape and 7 wolves lay siege to the Thorns at B15: Your armies attack (one wearing the Rhuddy Cape) (with seven wolves) (8, 7, 7, 9, 10, 9, 4, 4, 6 and 7), damaging the walls (4) defeating the enemies and taking the fort.
1 army sails by ship to B2 with the Golden Net and scouts B2 - B1: You discover three stone with the Golden Net. You scout through the first land, discovering a lair. This dank barrow is inhabited by a giant and also five wolves. The monsters defend eight gold.
Your scout withdraws to safety.
Send 7 armies to support the attack on the dragon at G12: See above
- [M6] The dragon flies south-west.
- Barbarian-occupied tiles 6 (J11), 10 (S12), 12 (T12) send someone to the moot.
- Reprisals:
--[FitzHarbort 29%] The Squelsh are quiet... for now.
--[Ayes 10%] The Squelsh are quiet... for now.
--[Wright 9%] The Squelsh are quiet... for now.
--[Vulk 4%] The Squelsh are quiet... for now.
--[Bockhoven 0%] The Squelsh are quiet... for now.
One unit joins Prince Owain's Host and the Host goes on the march! They pick the village in K10. They liberate the village, joined by the two barbarians in J11!
There are Thornish forts so the Lodestone doesn't trigger. All are besieged so none of them grow in size.
- [B2] Howling Point: No new monsters come.
- [L2] Puzzle Dungeon: Joining the lair is a giant.
- [L10] Fort: Joining the lair is four wolves.
- [S3] Giant's Toe: No new monsters come.
Turn 13ResearchPrince Mackial FitzHarbort learns in E7 and K1 are the Walking Stone Circles - A pair of sites. They are considered adjacent: units can walk from one to the other across the map. Each is initially defended by three giants. They will let anyone pass through both tiles unharmed in a turn as if they were owned by the traveller, for 1 gold per unit passing. Gold accumulates on the first stone circle passed through. Enemies always find the gold for it.
Marquess Ambrosio Vulk learns in J4 is Wellspring Staff (the Wellspring Staff may be cast into marshland by a unit to turn it into a lake (spilling out into all adjacent tiles - units can drown this way without proper precautions). If the staff is recovered (by boat etc) in subsequent turns, the lake remains.)
In the world
A11 is Cragman's Spike (a scout may pass through mountains)
A11 is Thornish Lodestone (while this remains in the Hedge, whenever no Thornish fort is on the map, another fort is revealed in a sector usually far from the owner of this artefact (most distant of two rolls)
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)
J4 is Wellspring Staff (the Wellspring Staff may be cast into marshland by a unit to turn it into a lake (spilling out into all adjacent tiles - units can drown this way without proper precautions). If the staff is recovered (by boat etc) in subsequent turns, the lake remains.)
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)
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)
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.)
[New Lord]: 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.
E7 and K1 are the Walking Stone Circles - A pair of sites. They are considered adjacent: units can walk from one to the other across the map. Each is initially defended by three giants. They will let anyone pass through both tiles unharmed in a turn as if they were owned by the traveller, for 1 gold per unit passing. Gold accumulates on the first stone circle passed through. Enemies always find the gold for it.
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).
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- Anathema has been mentioned. That'll be relevant later, don't worry about it now.
- Horizon has PM'd to accept a place. The Countess has left but rather than forcing the inheritor player to take on a besieged castle, I've let Horizon build anywhere in a partially explored sector, with the Countess's resources/equipment/artefacts (but not land) as a nice catchup boost.
- I've not looked over the report with a fine comb, so there may be some errors on the map etc. As usual, let me know!
- The stone circles are a way to travel across the map more easily... but be warned that any enemies can also use this route and will calculate the shortcut when marching on the closest fort etc.