Turn 8 ReportsMarch 5 on M14: Your armies attack (8, 1, 1, 2 and 4), defeating one of the enemies (wisp).
The enemy attacks back (1 and 1), with none of your units defeated.
Your armies attack (4, 5, 5, 5 and 8 ), defeating one of the enemies (wisp).
The enemy attacks back (3), with none of your units defeated.
Your armies attack (7, 4, 7, 3 and 7), defeating one of the enemies (wisp).
All enemies are defeated and the village is absorbed into your county.
Scout M14-M15: Your scout travels through the newly captured hill. (Hill report is as the map suggests.) You scout through the second land, discovering a hill. On the craggy highland they find three wisps.
Your scout withdraws to safety.
Scout N8-N7-O7: You scout through the first land, discovering a forest. In the towering trees they find one wisp.
Your scout withdraws to safety.
Scout M9-L10-K10: You scout through the first land, discovering a forest. In the dense woods they find two wolves.
Your scout withdraws to safety.
Scout M8-M7-N6: You scout to the Hirsute Sage's Hut who gives advice of the land to come.
You scout through the second land, discovering a hill. On the hard scrabble highland they find a Thornish Fort with two Thornish holdouts defending, and walls at 7/7 strength.
Your scout follows advice and avoids notice. Your scout can't find a way through the mountain to N6.
Scout M8-L8-K8: You scout to the Hirsute Sage's Hut who gives advice of the land to come. You scout through the second land, discovering a village. The settlement is defended by three Squelsh barbarians. Your scouts avoid the threat and travel on. You scout through the third land, discovering an unusual site. 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.
Scout M8-L7-K7: You scout to the Hirsute Sage's Hut who gives advice of the land to come. You scout through the second land, discovering a hill. On the windswept down they find a quarry and they also find six Squelsh barbarians.
Your scout avoids the threat and travels on. You scout through the third land, discovering a forest. In the dense trees they find four wolves
Scout M8-L9-K9: You scout to the Hirsute Sage's Hut who gives advice of the land to come. You scout through the first land, discovering a forest. In the thick copse they find three wisps. They avoid the enemy and travel on. You scout through the third land, discovering a lair. This mouldering barrow is inhabited by four rampaging boar and also a bog cat. The monsters defend seven gold.
Scout O8-O7-O6 buy cats: A scout travels to the Hag Market to buy cats. They scout travels to a second land, where they find a village with one barbarian. They withdraw to safety.
March with 1 army on B14. The village is undefended and absorbed into the county.
March with 9 armies and the Rhuddy cape on D14 - The boar, boar, boar and boar attack first (6, 3, 2, 7, 2, 5, 6 and 5), your giant takes one hit, and the foe end up killing two of your armies.
Your armies attack (one wearing the Rhuddy Cape) (8, 4, 4, 7, 3, 8, 5 and 3), defeating four of the enemies (boar, boar, boar and boar).
All enemies are defeated and the hill is absorbed into your county.
Your total losses: two.
From the hill:
NW: you see castle Bockelstein
N: you see a marsh
NE: you see forest
E: you see forest
SE: you see a village
S: you see a swamp
SW: you see a village
W: you see a hill
1x Infantry with Bockhaven's Wolf Crystal, marches on H12: The six wolves join the army of FitzHarbort! The land is absorbed.
9x Infantry and 3x Siege Engines march on Fort Heather H13: The boar, boar and boar attack first (2, 8, 6, 4, 7 and 7), killing four of your armies. A siege begins with your five camped outside the walls!
Your armies attack (6, 8, 7, 5, 4, 10, 4, 9 and 6), damaging the walls (2) and breaking through into the fort, defeating three of the enemies (boar, boar and boar).
All enemies are defeated and the marshland is absorbed into your county.
Your total losses: four.
March 7 Armies and 6 skeleton warriors with last Femur to Q12: Seven armies march into a village beyond the border. The settlement is defended by two Squelsh barbarians. Your armies attack (with six skeletons) (5, 5, 2, 5, 5, 5, 9, 6, 2, 6, 2, 6 and 3), defeating two of the enemies (Squelsh barbarian and Squelsh barbarian).
The Last Femur fails to raise anyone.
All enemies are defeated and the village is absorbed into your county.
March 4 Armies to P8: Your armies attack (2, 4, 5 and 1), defeating one of the enemies (wisp).
The enemy attacks back (1), with none of your units defeated.
Your armies attack (1, 5, 2 and 4), defeating one of the enemies (wisp).
All enemies are defeated and the forest is absorbed into your county.
Scout Q11 R11 R10: You scout through the first land, discovering a marshland. In the stinking mire they find a bog cat.
Your scout withdraws to safety.
March K11 with 1 Army: The mashland is undefended and absorbed into the county.
Scout K10-K9-K8: You scout through the first land, discovering a village. The hamlet is defended by one Squelsh barbarian.
Your scout withdraws to safety.
Scout J10-K9-K8: You scout through the first land, discovering a unusual site. Sundered Spire (Castle with Tower, and Watchtower - defenders get first attack and owner gets a hill report) 1/13 defence - A ruin of a previous Thornish attempt at holding the Hedge, now occupied by 4d6 Squelsh barbarians [16], holding a random artefact [the Golden Net (A scout carrying this across water has a 25% chance of rolling on the treasure table)]. At the end of the enemy phase, one barbarian appears here each for each adjacent unconquered village. Barbarians from the spire will attempt to liberate adjacent villages, with survivors returning to their castle. Your scout withdraws to safety.
Scout L10-L9-L8. You scout through the first land, discovering a lair. This unforgiving ruin is inhabited by a dragon and also a bog cat. The monsters defend eight gold.
Your scout withdraws to safety.
March L12 with 4 Armies. Your armies attack (4, 4, 8 and 2), defeating one of the enemies (wisp).
The enemy attacks back (2), with none of your units defeated.
Your armies attack (5, 5, 5 and 4), defeating one of the enemies (wisp).
All enemies are defeated and the hill is absorbed into your county.
No turn submitted. Everyone is defending. You can still get all your resources from the missed turn. Next turn, to make up for lost time, each scout may go on two separate scouting missions.
If two consecutive turns are missed, the castle will fall into disrepair and the county abandoned.
- [G11] The Dusk Dragon flies north!
- [M6] The Dawn Dragon doesn't wander.
- [L10] The dragon doesn't wander.
- Another Barbarian joins the Marrowfat Throne (A8)
- The Moot: Barbarian-occupied tiles 5 (E12), 7 (G14), 10 (J15), 13 (L7), 14 (L8), 19 (T3), 20 (T12), send someone to the moot.
- Reprisals:
--[Wright 9%] The Squelsh are quiet... for now.
--[Ayes 6%] The Squelsh are quiet... for now.
--[Bockhoven 4%] The Squelsh are quiet... for now.
--[Vulk 2%] The Squelsh are quiet... for now.
--[FitzHarbort 2%] The Squelsh are quiet... for now.
--[Gloronisits 1%] The Squelsh are quiet... for now.
The Thornish fort at M11 gains another recruit.
- [G11] Wolf Hall: Joining the lair is a bog cat.
- [K9] Hogs Landing: No new monsters come.
- [L10] Wyrmhole: Joining the lair is a bog cat.
- [J10] Sundered Spire: From the nearby villages, two new Squelsh Barbarians are recruited to the Sundered Spire.
Turn 9ResearchCountess Andice Gloronisits learns that in L2 is the Puzzle Dungeon of Mad Lord Frost (Castle with keep, Seige Workshop) 13/13 defence - Lord Frost, a paranoid and inventive Thornish holdout, has retreated deep into his keep to tinker on his creations and allowed monsters to live in the outer areas. While he holds the Puzzle Dungeon, this castle counts as a lair: roll three on the monster table [2 giant, 2 wisps] for initial population. Any monsters marching from this location gain a randomly typed seige engine. He has stockpiled 2d6 wood [5] and 1d6 stone [2].
Prince Mackial FitzHarbort learns that in 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 in every 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.)
In the world
A8 is 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.)
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)
J10 is the Golden Net (A scout carrying this across water has a 25% chance of rolling on the treasure table)
N7 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)
R4 is 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)
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)
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.)
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).
J10 is Sundered Spire (Castle with Tower, and Watchtower - defenders get first attack and owner gets a hill report) 1/13 defence - A ruin of a previous Thornish attempt at holding the Hedge, now occupied by 4d6 Squelsh barbarians [16], holding a random artefact [the Golden Net (A scout carrying this across water has a 25% chance of rolling on the treasure table)]. At the end of the enemy phase, one barbarian appears here each for each adjacent unconquered village. Barbarians from the spire will attempt to liberate adjacent villages, with survivors returning to their castle.
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.