| Strategy
in Tears of the Dragon
By Doug McNair
December 2005
Tears
of the Dragon is a rip-roaring game
of military maneuver and magical mayhem. The
addition of wizards adds a whole new dimension
to the Granada
game system (which Tears shares), and
gives players a huge amount of replayability
value for their $19.99. This replayability
is enhanced by the differing strengths and
weaknesses of the two antagonists: Lord Forseti
and Lord Gorganun. In this article I present
an analysis of these differences and how they
should guide player strategy.

And you can add penguins! |
Lord Forseti
The highly trained armies of Lord Forseti
and unparalleled in their martial prowess.
Strategically, their main advantages over
the Gorganun forces in the Tears of the
Dragon campaign are:
Strength and Numbers: The Forseti
army’s starting forces consist of 5
Elite Guard units, 5 Cavalry and 7 Footsoldiers
(there are also 1 Cavalry and 3 Footsoldier
units available for later recruitment). Elite
Guards have a combat strength of 7, Cavalry
have a strength of 6, and Footsoldiers have
a strength of 4. On the other hand, the Gorganun
starting force is 6 Warsteeds, 6 Wargroups
and 3 Cadmin. There are 9 Cadmin units available
for the Gorganun to recruit, but only the
wizard who’s designated as Cadmin Ambassador
can do this. Warsteed combat strength is 5,
Wargroup strength is 4, and Cadmin strength
is 3. The Gorganun are clearly outmanned and
outgunned at game start. The Forseti player
needs to take advantage of this, pursuing
and attacking Gorganun forces aggressively
to keep them out of areas rich with the ruins
that hold the ancient wisdom that’s
key to winning the game.
Mobility: The Forseti Elite Guards
can move 3 spaces per turn. The Gorganun have
no combat units that can move 3 spaces. All
leaders can move 3, the Gorganun wizard Kishmin
has a “Fly” spell that lets her
move 3, and Terromax the Dragon can move 4.
But Terromax is dangerous and unpredictable,
and the lack of 3-speed combat units puts
the Gorganun at a strategic disadvantage.
The Forseti need to exploit this, grouping
their Elite Guard units with strategically
placed leaders who can move to block Gorganun
movements into and out of important areas.
One particularly effective tactic is to bottle
up Gorganun units while they’re in ruins
areas. All ruins lie at the terminus of dead-end
roads, so Forseti leaders with Elite Guards
can move to the town at the other end of that
road and keep the Gorganun in the ruins unless
they’re brave enough to come out and
attack the best the Forseti have to offer.
Leadership:
Lord Forseti has four generals, as opposed
to Gorganun’s three. The Forseti generals
outclass the Gorganun leaders in how many
units they can command, and how much they
can add to the attack and defense ratings
of their troops. Also, the fact that Lord
Forseti has more generals means he can move
more of his units around the board in groups,
each leader being able to move groups of units,
while individual units can only move individually,
one per activation. Finally, having more leaders
means Forseti can conceal more units from
the Gorganun player, since each leader can
put the units he’s commanding on the
leader card, away from enemy view. The Forseti
player can use this to play a shell-game with
the Gorganun player, having his generals meet-up
in the same area periodically and swap units.
This keeps Lord Gorganun from knowing which
Forseti general is leading strong forces and
which is merely leading scouting parties assigned
to rapid ruin-plundering missions.
Lord Gorganun
To an unimaginative player, it might seem
that the factors listed above make Lord Forseti’s
advantages insurmountable. But this is far
from true. Lord Gorganun has forces at his
command that can make even the finest of military
units completely ineffective. Lord Gorganun’s
advantages, and the strategies he needs to
pursue for victory, are as follows:
Wizards: Both sides have wizards,
but Lord Gorganun has four while Forseti has
only 3. In addition, Gorganun’s wizards
are more proficient, with better spell-success
rolls and more powerful spells at start. The
wizard Hastur, in particular, is almost an
army unto herself. The Gorganun player should
always appoint her as the Cadmin Ambassador,
which gives her a force of 3 Cadmin at start
and the ability to recruit more no matter
where she is on the map. All her spells succeed
90% of the time, so she can almost always
cast “Enthrall” on whatever Gorganun
units are with her. This lets her move those
units with her wherever she goes, and lets
her lead them in battle, giving them combat
strength bonuses equal to her own combat value.
In addition, she has the “Terror”
spell at start, so 90% of the time she can
make two enemy units flee before battle even
starts, and make two more flee at the start
of every round of battle thereafter. This
makes Hastur all but unstoppable unless the
Forseti player sends his wizards off to plunder
ruins for new spells they can use to counter
Hastur’s magical power. This takes time,
and denudes Forseti forces of the magical
protection which Gorganun armies can almost
always count on.
Magic:
The Gorganun player should use his or
her numerical superiority in wizards to explore
ruins for new spells as often as possible.
Doing so can be dangerous, but the rewards
of success are huge. The spells “Courser’s
Speed,” “Tortoise Speed,”
“Summon Aid,” “Fly”
and “Teleport” can effectively
negate the Forseti mobility advantage. “Terror”
can cause armies to flee and enemy castles
to empty, while “Bad Fortune,”
“Breach,” “Direct Attack,”
“Eldritch Might,” “Eldritch
Shield,” “Fog of War,” “Good
Fortune,” and “Juggernaut”
can negate the Forseti combat advantages.
Finally, “Fly” can let wizards
explore ruins quickly while Gorganun armies
are keeping the Forseti busy elsewhere, and
“Obfuscate” can let wizards walk
right past enemy units undetected to explore
ruins for wisdom and magic.
Castle Control: Gorganun forces should
make a special effort to capture Forseti castles.
This is because being inside a castle effectively
negates the Forseti advantages of superior
numbers and combat strength. Units inside
castles can fire twice every combat round,
and have their combat strengths increased
by most castles as well. Gorganun want to
be able to get these advantages in as many
locations as possible.
In addition, castles are excellent places
to repair damaged units and recruit new ones
— a leader can repair two units per
turn in unbesieged castles, and can recruit
one new unit per turn in a stronghold. And
most importantly, the Gorganun can often take
Forseti castles bloodlessly, because Hastur
and Terromax both have the “Terror”
spell. A successful “Terror” spell
will cause two Forseti units to flee the castle
before the siege even begins, so the opposition
the Gorganun will encounter will be slim to
none.
Terromax
the Dragon: Terromax is dangerous to recruit
and tricky to control. There is only a 30%
chance per recruitment attempt that he’ll
agree to join the Gorganun army, and there’s
an equal chance that he’ll capture or
eat the recruiter. Only wizards can recruit
him, and since wizards are Lord Gorganun’s
main strength, he needs to view recruiting
Terromax as a last resort. But in desperate
circumstances, successfully recruiting Terromax
can turn the game around. Terromax has a combat
strength of 9, and four of the most effective
combat spells. As long as the Gorganun player
has enough sword fodder with Terromax to absorb
hits from Forseti opponents, he’s well-nigh
unstoppable. Of course, he’s only temporary
— there’s a chance every turn
that he’ll go berserk, so once again
the Gorganun player should view him as a stopgap
measure, and not a main component of his or
her strategy.
The summary below of a recent game illustrates
the above-mentioned advantages each side has,
and shows that creative play can put either
side in a position to win.
Game Summary
Setup: The main Gorganun army starts
in the northwest corner of the board under
Warmaster Shale in Castle Glaginsdrog. A smaller
force starts at the middle of the north board-edge
under Warblade Kestral, while the wizard Hastur
and her Cadmin start in the southeast at Castle
Ilrog.
The main Forseti army under General Kendrel
starts in the southwest corner of the map
at Caer Navell. Smaller forces start in the
center of the map under General Neko at Caer
Clavell, and General Algeron at Caer Sillius.
Turn
1: Lord Gorganun gets the initiative.
His main concern at start is that the Forseti
General Algeron might move east and block
the short route to the four ruins on the east
edge of the map. So he decides not to risk
rolling on the Command Table, and activates
Warblade Kestrel in Castle Kimrin. He leaves
one Wargroup there to hold the fort, and moves
eastward with the rest of his units plus the
wizard Shimar. His Wargroups stop after one
space (they can only move one) and the rest
of his forces accompany him to the city of
Kolos.
Lord Forseti decides to roll on the Command
table to get the maximum number of activations.
Forseti rolls a 1 and gets 3 activations.
General Kendrel moves northward with all her
forces, dropping off three Footsoldiers after
one space pressing on to Iesh, just south
of the Gorganun stronghold of Castle Glaginsdrog.
She leaves her subordinate, General Shelnor,
in charge at Iesh, and moves south to the
ruins of Ursh with one Elite Guard. She does
not take a hit from exploring the ruins, and
gets the Wisdom of Ursh.
Forseti then redeploys General Neko to guard
the more important castle of Caer Sillius,
and then moves General Algeron out of Caer
Sillius to attack Warblade Kestral in Kolos.
The wizard Ursa, with Algeron, casts “Courser’s
Speed,” letting the two Footsoldiers
in Algeron’s accompany the Elite Guards
and Cavalry to Kolos. The Gorganun wizard
Shimar, defending, casts “Fog of War”,
throwing a mist over Algeron’s Elite
Guards and one of her cavalry, making it tough
for them to find the enemy. Both sides take
two hits in the first round of battle, and
the outnumbered Kestral retreats to the town
of Mistrel, which is closer to the eastern
ruins anyway.
Turn 2: Forseti gets the intiative
and rolls, getting multiple activations. General
Kendrel moves east so she can assist Neko
or Algeron as needed. Then General Neko moves
north to attack the two Wargroups Kestral
left behind, but gets a bloody nose and retreats
back to Caer Sillius. Finally, Algeron moves
to Mistrel and attacks Warblade Kestral again.
Kestral’s army takes two more hits while
dealing only one. Kestral, Shimar and their
two remaining half-strength Warsteeds retreat
south to Asten. Lord Gorganun, getting concerned,
decides to roll on the command table for extra
activations, but rolls a 3, getting 0 activations.
Turn
3: Lord Forseti gets the initiative again,
but he rolls a 3 and gets 0 activations. Lord
Gorganun, breathing a sigh of relief, rolls
and gets 3 activations. Warblade Kestral (who
just avoided being annihilated by Algeron)
decides that since he’s in Asten anyway,
he’s got nothing to lose by sending
Shimar to the dragon Terromax’s cave
to ask him to join them (what’s one
less wizard when your army’s about to
die . . . ). But Shimar rolls
an 8 on the Terromax Recruitment Table, and
Terromax joins Kestral’s army! Seeing
Shimar riding in on a murderous mass of smoke
and flame, Kestral decides not to flee west
after all. He repairs one of his cavalry units
and smiles northward at Algeron. . . .
Warmaster Shale then activates back in Glaginsdrog in the
northwest. Sensing that this is his only chance
to attack Forseti’s main army with superior
forces, he moves his entire army down to Iesh
and attacks General Shelnor. He orders the
wizard Niekimo to cast “Obfuscate”
to try to slip past Shelnor’s battle-ready
army and move to the ruins of Ursh (stealing
the wisdom there), but Niekomo rolls a 10
(catastrophic spell failure) and suffers a
Burnout. Shale’s opinion of wizards
drops a few notches, and he draws his sword
and orders the charge.
Defending, the wizard Torin casts “Summon
Aid” and brings in one left-behind Forseti
Footsoldier, while Vilkie casts “Fog
of War” on the Gorganun. Attacking,
the other Gorganun wizard (Kishmin) casts
“Eldritch Fire.” Two rounds of
battle ensue, with Torin summoning the other
Footsoldier. This is enough spear fodder that
the powerful Forseti Elite Guards and Cavalry
take no losses. The Gorganun need all the
forces they’ve got, so Shale retreats
back to Glaginsdrog, having taken the worst
of it.
Finally, the wizard Hastur stirs from her inner sanctum in
Ilrog. She casts “Enthrall” on
the Cadmin, leading them out to Sunnyside
to attack the two Footsoldiers which Neko
had to leave behind to get to Caer Sillius
before Algeron left. The Cadmin inflict 3
hits on the Footsoldiers, who only score one
hit themselves. The remaining half-strength
Footsolider flees to General Neko in Caer
Sillius, babbling incoherently about pretty
little fairies. . . .
Turn
4: Forseti gets the initiative. He rolls
but gets an 8, meaning the Gorganun get 2
immediate activations! Warmaster Shale takes
this opportunity to escape before Shelnor
can besiege him in Glaginsdrog. He orders
his subordinate, Warblade Ezelle, to stay
and repair 2 Wargroups. The wizard Niekomo
fails to recover from Burnout, so she stays
with Ezelle in case Shelnor attacks. Shale
rides out with all his Warsteeds and moves
east to the city of Northreach. Then, Hastur
“Enthralls” the Cadmin again,
and follows the Footsoldier’s trail
up to Caer Sillius. She casts “Terror”
on the castle, and two Forseti units must
flee. General Neko tells the still-babbling
Footsoldiers to lie down and take a nice rest
. . . then follows her fleeing Elite Guard
and Cavalry westward to link up with General
Kendrel. The Footsoldiers wake up to a strange,
familiar buzzing sound . . . which is the
last thing they ever hear. Hastur mounts the
tall tower of Caer Sillius and glowers westward.
Forseti must roll again on the Command Table,
and rolls a 5, getting two activations. General
Kendrel, having no wizards with her, knows
she’s got little time remaining before
this demonic madwoman and her army of tiny,
winged killers comes out of Caer Sillus and
scares them all away. So, she orders General
Neko to the ruins at Kasinjin while repairing
a cavalry unit and hoping she can stand her
ground long enough to get Neko back alive.
Neko explores the ruins but rolls a 4, taking
a hit and getting wounded.
General Shelnor decides that attacking the
stronghold of Glaginsdrog (even though lightly
manned) would be suicide, and since there
are only slow Wargroups there it’s not
worth besieging them to keep them in place.
So, she leaves one Footsolder to block the
road to the ruins at Ursh, and follows Warmaster
Shale east and attacks him in Northreach.
She scores 4 hits on Shale, who flees with
his one remaining half-strength Warsteed unit
to the northern castle of Kimrin.
Then Gorganun rolls and gets 3 activations.
The badly-battered Gorganun forces recruit
and repair.
Turn 5: Gorganun gets the initiative
and rolls 1 activation. Kestral, Shimar, Terromax
and their forces move down to the ruins of
Seareach at the southeast corner of the board,
and get the Wisdom there. Shimar also picks
up the spell “Tortoise Speed.”
Forseti rolls 3 activations. Kendrel sends
the recovered Neko to Kasinjin again, and
she succeeds in getting the wisdom there this
time. General Algeron then moves to Asten
to bottle up Kestral in Seareach. He sends
the wizard Ursa northwest to the ruins at
Blackwood, where he takes a hit but escapes.
General Shelnor then moves to castle Kimrin
and besieges Warmaster Shale there (not attacking,
just keeping him inside and keeping him from
repairing his units or recruiting new ones).
She sends the wizards Torin and Vilkie south
to General Kendrel to help defend her against
the wizard Hastur.
Turn
6: Gorganun gets the initiative, but rolls
and gets 0 activations. Forseti rolls and
gets 2. Algeron decides to stay in Asten and
repair his forces, knowing that Terromax will
eventually go berserk if Kestral doesn’t
try to break out (a bored dragon is a dangerous
dragon . . .). Ursa succeeds in getting the
Wisdom of Blackwood, while General Neko moves
south toward the ruins of Rockhurst.
Turn 7: Forseti gets the initiative
and rolls 1 activation. Ursa tries to cast
“Courser’s Speed” on himself
so that he can run north to the ruins of Krem,
but rolls a 10 and gets a Backfire, meaning
he can’t move at all. Gorganun then
rolls 2 activations. Hastur “Enthralls”
two Cadmin (leaving one to hold Caer Sillius)
and moves north to join the two Wargroups
which Warblade Kestral left behind on his
march east. Kestral then tries to break out
of Seareach. Terromax’s magic is crude,
and he fails when trying to cast “Terror.”
Kestral’s army takes 2 hits. But on
the next round, Terromax successfully casts
“Terror” and General Algeron retreats
to the ruins of Blackwood with an Elite Guard
and cavalry, leaving his remaining units to
be slaughtered by the dragon.
Turn 8: Gorganun gets the initiative
and rolls 2 activations. The newly-free Kestral
runs north to get away from Algeron while
he can. He goes to the ruins of Krem and gets
the Wisdom there. Hastur then Enthralls her
2 Cadmin plus the 2 Wargroups, attacks General
Shelnor to rescue Warmaster Shale whose besieged
at Kimrin. Her Terror spell causes part of
Shelnor’s army to flee, but the rest
stays and fights for a round. The rest flee
after Hastur’s second “Terror”
spell, and Hastur joins with Warmaster Shale
in Kimrin.
Then the Forseti roll and get 2 activations.
Shelnor repairs part of her damaged army,
while Ursa casts “Courser’s Speed”
and gets all of Algeron’s army from
Blackwood north to the ruins at Drop Gorge.
They get the wisdom there, and Ursa gets “Summon
Aid.”
Turn
9: Forseti gets the initiative, and 4
activations. General Neko goes to Rockhurst
and gets the wisdom there. Ursa then fails
to cast “Courser’s Speed,”
so Algeron takes his army down to Asten and
goes on to Seareach herself, where she takes
a hit but escapes. Shelnor recruits more cavalry
in Northreach while Kendrel sends the wizards
Torin and Vilkie plus a cavalry unit to assist
Shelnor, then rides down to Seaside with two
Elite Guards. Gorganun gets 3 activations
and starts by sending Warblade Ezelle from
Glaginsdrog to Iesh to kill the Footsoldier
blocking the road there. Then Niekimo moves
on from Iesh to Ursh and gets the wisdom there.
Kestral then moves from Krem to Drop Gorge
with his 2 cavalry, sending Shimar on Terromax
down to Asten to attack Algeron’s army.
Terromax Terrorizes everyone, and they flee
to Seareach to join Algeron. Kishman then
flies to Caer Sillius.
Turn 10: Forseti gets the initiative
but rolls a 4, giving Gorganun a free activation.
Kestral rides down to Asten, leaves his Warsteeds
with Shimar and Terromax (bottling up Algeron
in Seareach for a change . . .) and rides
northwest to the ruins at Blackwood. He gets
the wisdom there, and now Gorganun and Forseti
are tied for wisdom! Then Forseti rolls and
gets 0 activations, but Gorganun rolls an
8 giving Forseti two free activations. General
Kendrel goes to the ruins of Ymil at the southwest
corner of the board, where one of her units
takes a hit but she gets the wisdom there.
General Algeron then activates and gets the
Wisdom of Seareach, while Ursa finds a “Teleport”
spell (Ooooooooooooooo!). Then Gorganun rolls
and gets 1 activation, and moves the wizard
Kishman to the ruins at Kasinjin, where she
finds the wisdom there.
Turn
11: Gorganun gets the initiative and 4
activations. Shale activates and sends Hastur
south, while he rides further south to Caer
Sillius. Next, since the wizard Ursa has “Teleport”
now, Warblade Kestral knows that he can’t
bottle up Ursa up just by blocking his road
out of the ruins at Seareach. So he sends
a half-strength Warsteed north, to guard the
ruins at Krem (whose wisdom Lord Forseti doesn’t
yet have). The wizard Niekimo then finally
recovers from her Burnout.
Forseti then rolls an 8, giving Gorganun
two more activations, so Hastur moves her
Enthralled army east to help Warblade Kestral
and Terromax, while Shale rides south to the
port of Brightsea. Forseti then rolls again
and gets 1 activation. He knows that if Hastur
moves one more space east to the town of Mistrel,
she can stand there and recruit a huge, roiling
storm of Cadmin, while Terromax comes up from
Asten to join her. That would put a wizard
and a dragon, both of whom can cast “Terror,”
between Forseti and the wisdom of Krem. So,
having no other choice, Ursa “Teleports”
from Seareach to Krem and takes-on the half-strength
Warsteed there one-on-one! The Warsteed is
defending and fires first. He has a strength
of 2, and rolls a 1! The roll on the Wizard
Casualty table is a 9, so the Warsteeds capture
Ursa!
Turn 12: Forseti gets the initiative
but rolls an 8, giving Gorganun two free activations.
Shale rides south to the ruins of Rockhurst,
where the Forseti General Neko is all alone.
Shale kills Neko, and Shale gets the wisdom
there. Wisdom is once again tied, at 7 (just
one more to go). Hastur “Enthralls”
her army and moves to Mistrel.
Forseti then rolls a 10 and gets 3 activations.
Shelnor moves her army eastward to chase Hastur,
taking her wizards with her so they don’t
get captured and squeezed for Wisdom (like
Ursa is about to be . . .). Kendrel then moves
to the town of Ossum with two Elite Guards
to bottle up Warmaster Shale at the ruins
of Rockhurst. Finally, Algeron tries to break
out of Seareach by attacking Kestral, Shimar
and Terromax in Asten. Both sides inflict
two hits on each other the first round, but
a “Bad Fortune” spell cast by
the wizard Shimar makes Algeron reroll one
hit, which becomes a miss. That hit would
have wounded Terromax, since the other hit
killed Kestral’s last Warsteed. But
Algeron must kill Terromax to keep him from
joining Hastur, so she fights on with her
half-strength units. But on the next round,
Terromax successfully casts “Terror,”
so back to Seareach Algeron goes.
Gorganun rolls 1 activation, so Warblade
Ezelle starts moving south from Glaginsdrog
toward Ymil, the last ruin which Gorganun
hasn’t yet explored. Then, at the end
of his turn, Gorganun has the Warsteeds in
Krem squeeze Ursa for the Wisdom of Ymil (which
the Forseti have already). Ursa fails his
resistance roll, and Lord Gorganun now has
all eight pieces of lost wisdom! On the next
turn, the wizard Shimar can fly Terromax down
to the Dragon Island, make an appeal to the
Princess, and win the game!
But . . .
Shimar fails her required spell roll to
control Terromax, and he goes berserk! He
rolls a 4 and attacks the enemy, flying down
to Seareach to attack Algeron (Shimar hopping
off gracefully in Asten). Terromax tries to
cast “Juggernaut” on himself so
he can kill both of Algeron’s units
in one round, but he rolls a 10 and Burns
Out! As the defender, Algeron gets to attack
Terromax first, and both her units hit, killing
him before he can attack! Algeron leans heavily
on her sword, while Lord Gorganun sits there
slack-jawed . . .
Turn
13: Gorganun gets the initiative and two
activations. The wizard Kishman flies to join
Warblade Ezelle to avoid being captured and
squeezed for the wisdom of Krem (the last
wisdom which Forseti doesn’t have).
Hastur leaves two Cadmin in Mistrel to block
the road to Krem, and moves south with two
“Enthralled” Wargroups Asten to
reinforce the otherwise troopless Warblade
Kestral. Hastur then goes on alone to the
port of Alder Bay so that she can take ship
for the Island next turn. Forseti then gets
two activations and moves General Shelnor’s
army east to Mistrel, where they slaughter
the two Cadmin that Hastur left there (fairies
ain’t so tough without their wizard
from Hell). Kendrel leaves an Elite Guard
in Ossum to block Shale’s escape, and
rides east to try to catch the wizard Hastur
before she takes ship.
Turn 14: Forseti gets the initiative
and one activation. Shelnor and her army move
northeast to Krem and attacks the half-strength
Warsteed holding the wizard Ursa captive.
The Warsteed actually scores a hit before
it dies, but Ursa is freed, the Wisdom is
discovered. Forseti now has all 8 pieces of
wisdom too! The wizard Vilkie finds a “Summon
Aid” spell there, and the wizard Torin
finds “Terror” (now two can play
at that game).
Gorganun doesn’t risk rolling on the
table. He activates Hastur, who moves to Sea
Area 3.
Turn 15: Forseti gets the initiative,
but rolls a 3, getting 0 activations! Once
again, Gorganun doesn’t risk it, and
just moves Hastur to the Dragon Island.
Turn
16: Gorganun gets the initiative and rolls,
getting two activations. Kestrel, Shimar,
and two Wargroups move from Asten the port
of Alder Bay (the one Hastur left from), and
then Hastur moves to the Tower and rolls for
victory. She rolls and 8, and fails! Somehow,
Princess Erynmil just doesn’t feel that
an insane, demonic, leering harridan who forces
fairies to fight and then abandons them to
the slaughter is likely to be the emissary
of “The kindest person in the world,
whose love for all things matches her own
. . .” Hastur is teleported to the port
of Brightsea.
Forseti rolls one activation. Shelnor activates way up north
at the ruins of Krem and gives an urgent order
to the wizard Ursa to teleport down south
to the ruins of Seareach, and then Waterwalk
to the Dragon Island. Ursa (lunging at his
chance to redeem himself from the disgrace
of capture and divulging crucial wisdom) smiles,
gestures grandly, and disappears in a cloud
of stinking black smoke, only to stagger back
out of it a few seconds later, Brainwiped!
He rolled a 10, followed by an 8, and lost
his “Teleport” spell forever!
Shelnor, once he stops choking, curses all
wizards all the way down the road as he rides
south. He leaves his cavalry (and useless
wizards) in Asten and attacks Kestral in Alder
Bay with two Elite Guards behind him. Shelnor
destroys Kestral’s forces and captures
Kestral. The wizard Shimar Brainwiped herself
when trying to cast “Eldritch Fire,”
but she escapes.
Turn 17: Gorganun gets the initiative,
but rolls an 8, giving Forseti two activations.
Shelnor and Kendrel both take ship to Sea
Area 3 from the ports of Foam Break and Alder
Bay. Then Gorganun gets three activations,
and Hastur moves into Sea Area 2 from the
port of Brightsea. Warmaster Shale moves from
the ruins of Rockhurst to Ossum to attack
the Elite Guard blocking his way out, but
all troops on both sides die. Shale is all
that’s left.
Turn 18: Forseti gets the initiative and rolls an
8, giving Gorganun two free activations. Shale
moves to Brightsea to hire the first ship
he can find, while Hastur moves to Sea Area
3 in a last-ditch attempt to “Terrorize”
Shelnor and Kendrel back to the mainland before
they reach the Island. Hastur casts “Terror”
on Shelnor’s ship, which flees to Alder
Bay. That leaves Kendrel and her ship with
one Elite Guard. She and Hastur fight one
round of battle, and Hastur is hit. She rolls
on the Wizard Casualty table with a +5 modifier
for being at sea. Hastur’s ship is boarded
and she is captured! Forseti then rolls one
activation, and Kendrel sails to the Island
with Hastur in irons.
Turn 19: Forseti gets the initiative
and doesn’t risk a roll. Shelnor approaches
the Tower and says “Look, see? I captured
this nasty, horrible, committer of fairy genocide
who was bothering you before! Don’t
you want to marry my lord instead of this
crazy lady’s?” Forseti rolls a
1, and Erynmil says “Why yes, and thank
you!”
Forseti wins! |