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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!