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Thursday, 26 March 2020

First look with 6 starting places (white circle) new map added

Overview map


 

Movement map

Gazetteer by Hex
10 Bridge
13 Capital City
16 Sand bars Hazardous See chart below
20 Capital City
23 Dragon Mountain See chart below
36 Swamp impassable save by Lizard banner
37 Bridge
40 Volcano Counts as highland tile. Will erupt on a D6 roll of 1 in winter event phase.
     Any settlement & banner are destroyed. Will spread D6 tiles random direction. Anything in the 
     lava’s path is destroyed
42 Volcano Counts as highland tile. Will erupt on a D6 roll of 1 in winter event phase.
     Any settlement & banner are destroyed. Will spread D6 tiles random direction. Anything in the
     lava’s path is destroyed
44 Capital City
55 Rocky coast Counts as highland tile. Ships cannot land here
58 Bridge Cannot be destroyed
60 River Delta Increased cost to build here, increased revenues
     Costs 7 gold to convert village to a Fortress, 12 if barren
     No city may be built here
     Any settlement present gains D3 extra gold in each revenue phase
64 Capital City Plateau -1 strategic modifier for any battle fought here
68 Island counts as coastal when scouted. Requires boat to reach
      -2 strategic modifier for any battles taking place here
71 Swamp impassable save by Lizard banner
74 Bridge
75 Lake Boats/rafts required to cross. Will take one turn to construct
79 Island counts as coastal when scouted. Requires boat to reach
     -2 strategic modifier for any battles taking place here
80 Deep waters possible hazard
82 Dragon mountain See chart below
87 Volcano Counts as highland tile. Will erupt on a D6 roll of 1 in winter event phase.
     Any settlement & banner are destroyed. Will spread D6 tiles random direction. Anything in the   
     lava’s path is destroyed
90 Chasm Cannot be bridged or crossed. Earthquake on a D6 roll of 1 in winter event phase.
     Any settlement & banner are destroyed. Roll D6 for each adjacent tile. 1-3 as per above.
     4+ no effect.
99 Capitol city
106 Capitol city
111 Rocky promontory Hazardous See chart below

Sea Hazard chart

  1. Fleet runs into bad weather everything is destroyed including any banners on board.
  2. Catch on reefs. All baggage lost. Each banner on board loses D6 x100 points. Must roll a D6, 4+ they free themselves. If not freed by winter everything is destroyed
  3. Rough seas, every banner loses D6 x100 points, any baggage is lost
  4. Time to lighten the load! All baggage lost
     5-6 Smooth sailing
Dragon Rage

  • Can occur in the scouting phase on a roll of 11 or 12. Roll a D6 on a 4+ they rage.
  • Scouting rage starts in the scouted hex. D6+1 dragons will emerge
  • It can also occur in the winter event phase on roll of 2 or 12 on the chart.
  • Winter dragon rage starts in one of the entirely mountain hexes
  • Only one dragon rage will ever be active in the winter phase. Random roll to see which mountain has the rage.
  • Roll 2D6+3 to determine total number of dragons. Roll D6 to determine where all the dragons will move into. Move the dragons into that hex, leaving one behind. Repeat until all dragons have been placed. More than one dragon in a hex is allowed, but more than one dragon will not increase the impact of the dragon rage. Once all dragons have been placed, roll one D6 for each hex that has one or more dragon in it, and compare the result to the chart below.

  • 1     The dragons roar, but do no harm.
  • 2-4  Dragons swoop down and devastate the land. Any settlements are razed. Any banners 
            lose D6x 30 points. Any woods are burnt and do not contribute towards construction.
  • 5-6  Dragons lay waste to the land. All settlements are razed, and all banners are destroyed.  
           Any ships destroyed on a 4+. All woods are burnt and do not contribute to construction.

Any areas razed in the campaign season remain razed during winter, but may roll to recover in the winter recovery phase.
Any areas razed in the winter event phase remain razed and cannot recover in the current winter recovery phase. They may try to recover in the following winter recovery phase.


So a more or less random map. The dark blue hes in the inland sea represent deep water (possible hazard to cross), there are two hexes completely filled with white cap mountains (dragons might rage from there), there are three volcanoes (yes that might erupt), no one said it would be a safe fantasy world...

You can also see a grand canyon (that might shake), oh and two sand bars that could impact on ship movement.

I may have over done it with hazards, opinions?
Note forest are good to have for building things. The sixth kingdom is in the lower left, and has a coastal capital, one of two. The capital in the mountain gains a defense bonus.
Home territories comprise the white dot capital, and the six hexes that surround it.
I will get a better picture up soon, and a numbered one to facilitate movement.

Almost forgot, there is a connecting bridge to the far east near the swamp. Swamps cannot be entered, mountains and rivers without bridges can impede movement..

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