TURN 3 REPORTSScout S15-R15: You scout through the first land, discovering a lair. This sepulchral barrow is inhabited by one wisp. The monster defends six gold.
Your scout withdraws to safety.
Scout R14-R15: You scout through the first land, discovering a village. The hamlet is defended by one Squelsh barbarians. Your scout withdraws to safety.
March P12 with 8 Armies with Last Femur+1 Skeleton: Your armies attack (with one skeleton) (7, 8, 5, 5, 8, 6, 6, 6 and 5), defeating the giant.
All enemies are defeated and the lair is absorbed into your county.
From the giant club, you gain 1 wood. From looting the lair you gain 7 gold.
March on D13 with 9 armies: Nine armies march into a hill beyond the border. On the rugged slopes they find three rampaging boar.
The boar, boar, and boar attack first (8, 6, 2, 4, 6, and 1), killing three of your armies.
Your armies attack (7, 3, 3, 3, 7 and 5), defeating three of the enemies (boar).
All enemies are defeated and the hill is absorbed into your county.
Your total losses: three.
Lining a hog den is a gigantic cloth: the Rhuddy Cape (the unit this is assigned to is now considered a giant).
From the hill:
NW: you see hills
N: you see Castle Bockelstein
NE: you see marshland
E: you see hills
SE: you see marshland
S: you see village
SW: you see village
W: you see old ruins of a lair
Scout D11-D10-D9: You scout through the first land, discovering a hill. On the rugged fell they find one stone and they also find a bog cat.
Your scout withdraws to safety.
March 3 on O12: Your armies attack (4, 2, and 5), defeating one of the enemies (wisp).
All enemies are defeated and the Fecund Copse is absorbed into your county.
March 2 on O13: Your armies attack (1 and
, defeating one of the enemies (wisp).
The enemy attacks back (7), killing one of your armies. You take too many casualties and your force retreats.
Your total losses: one.
Scout O12-O11-O10: You scout through the first land, a newly taken Fecund Copse, still with five armies securing it. You scout through the second land, discovering a hill. On the craggy slopes the scout finds five wood. Lying on the stockpile of wood, they find a bog cat!
Your scout withdraws to safety.
Army 2 scouts I13->I14->J14: You scout through the first land, discovering a hill. On the tumbling bluffs the scout finds one wisp.
Your scout withdraws to safety.
Army 3 scouts I15->J15->K15:You scout through the first land, discovering a forest. In the towering copse the scout finds and takes three gold, and two wood.
You scout through the second land, discovering a hill. On the rugged down the scout finds three Squelsh barbarians. Your scout withdraws to safety.
Army 4 scouts I12->I11->J10: You scout through the first land, discovering a marshland. In the muddy mire they find nothing. You scout through the second land, discovering a forest. In the towering trees they find a Thornish Fort with two Thornish holdouts defending, and walls at 8/8 strength.
Your scout withdraws to safety.
Army 5 scouts H12->H11->H10: You scout through the first land, discovering a marshland. In the stinking bog the scout finds and takes four stone.
You scout through the second land, discovering a village. The hamlet is defended by one Squelsh barbarian. Your scout withdraws to safety.
Army 6,7,8 attacks G13: Your armies attack (8, 2 and 2), defeating one of the enemies (wolf). The other wolf flees northwest. All enemies are defeated and the marsh is absorbed into your county.
Army 9 scouts G12->G11->G10: You scout through the first land, discovering a hill. On the tumbling fell the scout finds two wood, guarded by a bog cat. Your scout withdraws to safety.
Army 10 scouts G12->F13->F14: The second scout sees the same bog cat and flees, leaving the cat and the wood behind.
Scout K11-K10-K9: You scout through the first land, discovering a marshland. In the foul mire they find two Squelsh barbarians.
Your scout withdraws to safety.
Scout K15-J15-J14: You scout through the first land, discovering a forest. In the dense woods they find three wisps.
Your scout withdraws to safety.
March to L13 with 4 Armies: Your armies attack (7, 8, 1 and 4), defeating two of the enemies (wolf and wolf).
The other wolf flees . All enemies are defeated and the forest is absorbed into your county.
- Squelshman Reprisals:
--[Vulk 5%] The Squelsh launch a reprisal attack! Six Squelsh barbarians attack the undefended village of O14!
--[Wright 2%] The Squelsh are quiet... for now.
--[FitzHarbort 1%] The Squelsh are quiet... for now.
- Fort Ivy at P11, Fort Birch at T13 and Fort Holly at I11 each bring another bannerman to their cause.
-- Four armies from Fort Ivy (P11) march on the Lords: they decide to attack the Fecund Copse, where they meet three of Marquess Aywen Ayes' armies:
The Thornish attack first (4, 7, 4 and 2), killing one of your armies.
Your armies attack (3 and 7), defeating one of the enemies (Thornish holdout).
The enemy attacks back (3, 5 and 3), with none of your units defeated.
Your armies attack (8 and 4), defeating one of the enemies (Thornish holdout).
The attackers take too many casualties and withdraw.
Your total losses: one. 1 gold gained in loot.
-- Four armies from Fort Birch march on the Lords: they decide to attack an undefended village (P13), which they take, leaving one unit defending.
- Whistle Tomb (S15): No new monsters come.
TURN 4ResearchPrince Mackial FitzHarbort learns that in 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.
In 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.).