Friday, February 10, 2012
Year 3 - Autumn Spells & Winter Quarters
The third year of the Great War had been bloody for some and traumatic for many. The Beast
kingdom had fallen and many ancient accords had become frayed and tenuous. So it was that the
vilest of sorceries were unleashed at the Autumn Equinox. The Undead occupied Glowing Crater
(F9) was battered by the sorcerers of the Norse and by the sorcerers of the Druchii. The Dark Elf
magisters unleashed a drenching tide of blood from the sky - sweeping away undead troops into the
great crater. 120 troops in total were washed away by the red rain. Following on from this came a
great trailing storm of magical wind from the northern shamans – 40 more troops were lost in this
dark storm. The storm then spun west to Mist Gorge (F8) where it carried away a further 30 troops
before finally trailing into the Lost city (G8). It was last seen resting menacingly over the ancient
capital.
The lord of the Bretonni petitioned the Lady of the Lake to rid his realm of the Druchii interlopers. A
coven of the greatest enchantresses in the land was brought together and through their combined
efforts a tornado of peril was coaxed from the elementals of air. The magical torrent whirled
towards the fortress on the Plain of Fimul (C8). It tore the fortress asunder like matchwood and
not a single Druchii corsair lived through the night – the Druchii owned fortress is razed and all 400
troops are wiped out.
The dark cabal of Necromancers on western Norslatch had darker plans. A gray shrounding mist was
sent to befuddle and confuse the Ogre force pitched up in the Twins (G7). It would be impossible
for the banner to make a proper winter retreat as every path out of the mist seemed to lead back
to the same place – the consequences would be dire indeed. They were not finished yet - a song
of madness was directed at Shambletown (G9). But something went wrong in the casting and the
machinations of the Lord of the Undead were foiled – this time. The Dwarf runesmiths and the
Ogre butchers were ordered to build up their own kingdoms’ resources. The Runemiths used their
collective power to ensure a bumper crop throughout their realm and these magnificent crops
added 6 gold crowns of revenue to the Dawi kingdom. However the Ogres luck ran out as only a
couple of heroes responded to the call - just 200 points worth.
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The Great War had stretched supply lines badly for many realms. The Norse had maintained their
supply lines intact as had the Dawi. However others were not so fortunate and most of the other
four realms had more than one army in trouble as the available fleets could not cope. The Vampire
Counts, the Druchii and the Bretonni escaped lightly – losing 270 troops, 210 troops and 210 troops
respectively. However things went especially badly for the Ogres – the great beasts do not cope well
with hunger pangs it seems. The entire army in the Twins (G7) disappeared never to be seen again
and the total losses to the Ogre realm were grievous indeed – 750 worth of casualties in total.
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As always the fickle hand of fate would have its way with the ambitions of petty mortals. Fine
weather and a plentiful harvest in western Norslatch garnered an additional 2 gold crowns of
revenue to fill the coffers of the Vampire Lord. The King of the Bretonnians had also cause to
be pleased. His grateful peasants offered glorious and special tributes in honour of the just
and enlightened rule. A more than useful 4 extra gold crowns of revenue flowed into the royal
Bretonnian coffers. Things went less well for the Norse lord as bandits and raiders plagued the
Norse borders. Such long borders are difficult to defend and all told a crippling 5 gold crowns of
revenue was lost to the interminable and devastating bandit attacks and border raids. Rumours
of treachery spread throughout the Dark Elf realm but all dissident activity was put down by the
master assassins of the Witch King. The merchants of the Ogre Kingdoms had an excellent year with
goods and wares being sold and transported throughout the realm and generating an extra 2 gold
crowns of tax revenue for the Ogre coffers. Finally, a peasant revolt in part of the Dwarven kingdom
proved a minor irritation as ungrateful Halfling malcontents and anarchists refuse to pay their taxes
– reducing the Dwarven coffers by 1 gold crown.
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The Ogre villages in the Twins (G7) become inhabited again as villagers trickle back – the province no longer counts as razed (but too late to generate revenue this year)
The Dark Elf fortress on the Plain of Fimul (C8) remains abandoned and uncultivated – populated by
squatters and bandits – it will require 5 gold crown of revenue if it is to be rebuilt this year.
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Reminder of Things to buy and costs
Diplomatic missions = 1 crown
Recruitment of troops = 1 crown per 100pts of troops
Recruitment of fleets = 3 crowns +1 timber per fleet
Recovery of razed tiles = 1 crown to add +1 to a dice roll after it has been made (4+ restores
villages and 6+ restores fortresses and cities)
Upgrade a village to a fortress = 5 crowns + 1 timber
Upgrade a barren tile to a fortress = 10 crowns + 1 timber
Upgrade a village to a city = 15 crowns + 1 timber
Baggage = 1 crown per D6 baggage points (note players must roll a D6 for each of their
besieging forces and pay that much baggage or the besiegers are destroyed and the siege
lifted – on the other hand besiegers don’t have to make winter quarters)
Assassin = 1 crown
Spies = D6 per crown
Saboteur = 1 crown
Agents = 1 crown
Siege Batteries = 2 crown + 1 timber (these are used offensively - siege rules are being
released on December 3 so will be able to nail down the special rules then for tabletop
battles – if the GM is rolling it basically reduces the fortress bonus to a city bonus and
eliminates a city bonus altogether – 2 batteries eliminate a fortress bonus altogether) Race rule - Siege Batteries cost 1 less gold for Dwarfs and Empire
Great walls = 3 crowns (walls go across 1 of the edges of a hex – barren tiles only – wall
section faces outside). Rules are on pp 21-22 of citadel journal no 5
A) walls bar enemy troops from passing and will defend – the wall is breached on 4+ (attacker usually loses D6 x 100pts win or lose)
B) unless the enemy empire has a non-walled tile adjacent to you it kills all enemy espionage trying to enter your empire on a D6 of 1-3
Bridge = 1 crown + 1 timber
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