March with one army wearing the Rhuddy Cape to E13: Your armies attack (one wearing the Rhuddy Cape) (4, 7 and 5), defeating two of the enemies (Squelsh barbarian and Squelsh barbarian). All enemies are defeated and the village is absorbed into your county.
One army sails to B9 by Boat, scouting B9-C8: You scout through the first land, discovering a lair. This dingy hovel is inhabited by a giant and also two Bone Reckoners, with one skeletal warriors and two skeletal archers. The monsters defend nine gold.
Your scout withdraws to safety.
Four armies sail to A8 by Ship:
=> the first three armies march on A8: Your armies attack (2, 1 and
, defeating one of the enemies (wisp). All enemies are defeated and the forest is absorbed into your county.
=> the fourth army scouts A8-A7-A6: You scout through the first land, discovering a forest. In the dense woods they find a few signs of habitation long ago.
You scout through the second land, discovering a lair.
This damp tomb is inhabited by a dragon and a Bloodsinger with the Pellucid Orb (+1 to scout travel distance) and also a Bloodsinger sitting upon the 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.) and three wolves. The monsters defend four gold. They also have the Wolf Crystal (wolves encountered will join the army instead (they still all run away when injured).
Your scout withdraws to safety.
Send one scout to E11: You scout through the first land, discovering a hill. On the hard scrabble bluffs they find a quarry and they also find a bog cat.
Your scout withdraws to safety.
Send one scout to D10-C9: You scout through the first land, discovering a village. The dwellings is defended by two Squelsh barbarians.
Your scout withdraws to safety.
Send one scout to C10-C9: You scout through the first land, discovering a village. The hamlet is undefended and easily cowed.
You scout through the second land, discovering a village.
The townlet is undefended and easily cowed.
The scout has no orders to go onto a third land and so returns home.