Lord Edwin Dufflecoat pondered the wreckage before him. Clearly it had once been a house, possibly quite a grand one to judge from the stonework, but now it was a ruin , and like all the buildings in Minimostock it looked for all the world like it had been dropped from a great height .
"How in Sigmars name could a major port end up this far in to the desert, and in such a state as this?" he asked to nobody in particular, barely able to comprehend the scale of the destruction.
Still, pickings had been rich- even now his troops were going through the ruins searching for any thing of value , and behind him stood a row of carts laden with wealth of a city...or this part of it at least.
Standing beside his horse stood his Court Wizard, Grand Alf, who surveyed the fallen city with the expertise of one practiced in the arcane arts. He held up a speculum and peered through it.
" I can't say what caused this, except that it was very powerful magic" he said, "And it came from that direction..." he gestured towards what had probably been the centre of the city. " There was a large open market place there wasn't there? If my calculations are correct that's where we'll find the cause for this"
"We should press on then, wouldn't want such power falling into the wrong hands..." replied Lord Edwin, trailing off as a horseman, one of the young Pistoliers who were deployed as pickets for the Expeditionary Force rode up and saluted.
"Sir..." he began but his report was cut short by the sound of distant cannonfire.
"The Dwarves?" Said Lord Edwin , "Seems they have got there first...but who are they shooting at?"
"The Northmen...the tainted ones we think, sir" Replied the pistoler, "we followed their trail up that street. "
Lord Edwin involuntarily shuddered at the thought of facing those abominations again , but it would never do to let them gain access to such sorcery! With a shout and a wave of his hand he ordered his troops to continue their advance through the rubble.
So all the players have now found and fought for possession of the secret city of Minimostock, but there can only be one! The two highest scoring players from Round 2 will now fight a battle to determine the overall winner.
This is how the scoreboard looks now:
Aidan (Empire) with 8 points.
Territorys: 3 villages, silver mine, 2 forests (2+3), a town, a wizards tower, a lost valley (with trade route and temple) and the Alchemical Factory.
Rob (Dark Elves) with 2 points.
Territorys: Lost Valley (road(100) and Village) Village, 2xTrade Route, 2x Forest (2) , silvermine
Dafydd (Undead) with 12 points.
Territorys: Road(40), Pass(70), Village, Ruins, 3 towns, sacred grove, trade route.
Chris (chaos) with 22 points.
Territorys: Village, Pass(120), Sacred Grove, 2x Lost valley (village and town in both!) Gold Mine, Forest (3).
Dave (Dark Elves) with 12 points.
Territorys; Pass(120) Pass(130), road (50), sacred Grove, 2 Trade Routes, , Village, Forest (3)
Phil (Orcs) with 11 points.
Territorys: Village, bridge(70), Silvermine, 2x goldmines, forest(2) and forest(3), Spy
Rick (undead) with 9 points
Territorys; Town, Trade Route, Lost Valley(treasure horde/trade route) Forest(2) wizards tower.
Alan (Dwarves) with 18 points
2 Villages, 2 ruins, wizards tower, town, Trade Route, Bridge (50), forest(3)
James (Bretonnia) with 6 points
Territorys; Lost Valley (2 villages) Treasure Horde, Forest (3), 2x Trade Routes, Forest (3).
And so it is that Alan and Chris have discovered the Secret of Minimostock and must now fight to take control of it!
They will play the following Meeting Engagement scenario:
Set up as per Meeting Engagement. No Territory's are staked!
The only scenery to be used is ruins which may be placed all around the edge of the table but no further than 12" in from the edge . The middle of the board should be empty (this is the Minimostocks main market plaza) In the centre of the market place should be At a Distance Doorway Device (this could be a tellyporta, or a stone circle or any other suitable model)
Victory points are awarded as normal and whoever has a model closest to the At a Distance Doorway Device at the end of the game gets 5 points extra.
The Winner takes the At a Distance Doorway Device Territory. This Territory allows its owner to open portals that he can move troops through, allowing him to pick his targets with impunity and launch surprise attacks with ease. There appears to be element of the Device missing- a small circular slot at its centre is empty, but the ancient and mysterious runes on the Device seem to suggest that should an appropriate Thing be inserted here the Device would become powerful enough to teleport much more than a few troops...possibly an entire city!
This Territory has the Following Rules. The Owner may pick which territory his opponent stakes. However any player with the Device must stake it in every game where they own it.
The Device allows the owner to deploy any one unit at the start of the game as though it had the same special deployment rule as Wood Elf or Dark Elf scouts.
The Owner may also keep units in reserve (i.e he may choose not to deploy them) at the start of the game and then try and deploy them using the device. One unit per turn may be deployed in this way: At the start of the movement phase (i.e before charges are declared) the owner may pick a unit held in reserve and try and teleport it onto the battlefield. He picks the spot on the table where he wants it to appear and places the units leader there. He then rolls the Scatter and Misfire Dice together. If a hit is rolled the unit arrives where specified and is deployed in contact with their leader. If a number and arrow are rolled together the leader is moved in the specified direction that number of inches...the unit appears around their leader in this new location. If a misfire is rolled the unit is lost and the enemy gets the victory points for it!
Round 3- One Thing to Rule Them All; The Thing of Power.
As soon as rumour of the Nature of the At a Distance Doorway Device spread the Search for the Thing began. Clearly whatever this Thing is, it is small, circular, and extremely powerful. Whoever could gain control of the Thing and the Device would be almost unstoppable...but perhaps the Thing is still powerful in its own right. Obviously you can't let that fall into the wrong hands, and must find it first! Whoever wins the most Territories in Round 3 will find the Thing...
Thursday, 25 April 2019
Saturday, 23 March 2019
The Doomlords Revenge!
One day, in the distant past (aka January 2019) I was reading Ye Olde Undead army book. Therein I discovered a tale of Woe from the heart of the Empire; the story of a depraved Necromancer and his cunning plan to destroy the Realms of Men and the battles that followed. I refer, of course, to the Revenge of the Doomlord Scenario. I was mesmerised. I had to play it. When I managed to get hold of a Doomlord of Middenhiem model for a mere £8 I had to had to play it! All I needed was an opponent...
On the road to the East is a Kislevite patrol on its way home to Erengrad. After his defeat at the the Lake Of Woes the Elector count of Nordland sent a galloper after them to bring them back. This handful of horsemen represents my numerical advantage; let us hope they are not to late to the fray!
A Flurry of pistol shots sounded in the darkness followed by the hoof beats of tired horses urged to one more effort. A handful of weary men galloped out of the darkness and joined the Count as they rode towards the lights of Beekerhofen. Count Edwin looked about him at the tired faces; all that was left of his own Regiment, the Nordriek Horse, whose exertions these last two days had been devoted to protecting the mass of fleeing soldiery and civilians heading west. They were few now, and he had asked much of them, as they had turned and charged their tormentors, driving them off, time and time again. They had tried to do more- to cut their through to those regiments of his army that hadn't simply fled, but had died where they stood, surrounded and selling their lives dearly- but the task had been beyond them, and the Count could only watch as his army was all but destroyed.
Now at last , as they neared this outpost of civilization the pursuit had dwindled away and the Count dared to hope they might find some respite from the horrors behind them in the dark. . He had dispatched a galloper here to warn of what was coming, and as he and his men rode into the village centre he was greeted by the elderly Burgomaster in his nightclothes and chain of office.
"My lord, Sigmar be praised, I had heard you had perished! I received your message, and done as best I could- the Militia and Watch and have been turned out, and we are preparing barricades and repairing walls as you see...do you still intend to make a stand here? "
The Count looked about him- he had been hoping more of his men would have rallied here, but only a few could be seen helping the villagers; most were still heading west, their terror overcoming their weariness. The Burgomaster sensed his disappointment .
"I encouraged them to take the western road when they wouldn't stay- I thought it best we keep the road to Middenhiem clear so we spread rumours that it was already cut! We could not persuade them to stay and defend our homes..." the burgomaster trailed off with a shrug, perhaps understanding that what was left of the Army of Nordland would be reluctant to stand against the horrors they had already faced. "Rest a while Lord, there is food and ale in the hall, and we will see to your horses..."
Unable to rest long the Count soon found himself going round the hastily erected barricades that supplemented the scattering of walls and hedges around the village, staring into the darkness beyond the firelight, and glumly wondering if his messengers had reach his cousin, the Count of Middenland . By now most of those who wanted to flee had already done so, and few now wanted to risk the western road without the safety of numbers. The night was mostly silent, except in the pub where even at this early hour a small party of travelling barbarians were quaffing and singing. They had mocked the more civilized Imperial soldiers as they fled past, bragged about their own invincibility, and how many enemies would fall before them. They had declared to the Count their intention to join the coming fight, and demonstrate their greater warrior prowess, before going back to their drink and song. They had refused to help prepare the defences, claiming it to be the work of lesser mortals.
A figure appeared beside him, in full armour and bearing a huge halberd. The Count looked him up and down, wandering who the newcomer was, his jaw dropping as he recognised the distinctive crescent moon on his helm. The legendary Moon Duke himself! A figure from legend, and a hero of the Empire. With a chuckle at his astonished expression the Duke raised his visor, to reveal the face of the Burgomaster.
"You're...the Moon Duke? But...I thought you must have died years ago, if you existed at all. I recall well the stories I was told as a child..."
"HA! Yes, That was me once...and again at need, though I feel the weight of the years upon me, but...LOOK!"
Turning to follow his outstretched arm the Count saw the light of dawn just beginning to break, revealing that an army had come to Beekerhofen, deployed across the eastern road, an army of the dead. The two men watched as it took up its positions, their own men gathering at the walls with despair in their hearts when the saw the dead before them. The Count shuddered as the growing light allowed him to recognise some of their banners...banners that a few days earlier had been his own.
"Now that is interesting", said the Duke, surveying the arrayed host.
"Not quite the word I'd have chosen" replied Count Edwin quietly, but the Duke continued;
"See how they refuse their southern flank? They can't go further north because of the river, but they could encircle us to the south and attack from all sides if they so wished! Why would they not, with our meagre defences, but that they know something we do not? A-Ha! I have it! Take heart my Lord, for they fear swords at their backs; your message got through, the Men of Middenland are coming!"
Dieter Helsnicht, The Doom Lord of Middenhiem! |
Enter Rick. Rick is a natural commander of the Undead. This may be because he is one himself. A Commander of the Undead...not an actual Undead, obviously. I pestered Rick to command the Undead in this Scenario, and he agreed to on the condition he was allowed to win.
I would of course command the Armies of the Empire! We decided to play the entire game using 4th edition WHFB rules- Nothing 5th edition at all, which was not something we'd tried before! Luckily I had the Battle Magic and Arcane Magic sets and the other necessary rulebooks to facilitate this. Probably would have helped if I'd read them first though.
The Scenario is a simple one, with 3 Empire forces trying to converge on an Undead army, The undead army is a little smaller, but the Empire doesn't get all its strength until quite late in the day, with only a small force to hold back the tide.
I had to pick 3 armies- a 1000 point force to defend the Village of Beekerhofen, a 1600 point relief force from Middenland, and a 400 point flying column of Kislevites. My Empire army has been undergoing renovation this last year or so (and I've only a few more units waiting for attention) and I was keen to get as many of my figures on the table as possible! I eventually decided to do without wizards and warmachines (apart from a sole hellblaster!) because they took up points I preferred to spend on troops, especially in the force that was intended to defend the village, where I would need every man I could get behind those barricades! Therefore I was resolved, this battle would be won or lost by the courage of mortal men!
Firstly, the Elector Count of Nordlands army, or whats left of it- Most of it has been crushed or routed by the Doom Lords carefully executed ambush by the Lake of Woes. The Count commands whats left- the few units that held together during the retreat fighting numerous rearguard actions against the pursuing Undead, and the militia and townsfolk of Beekerhofen, the village where he has been brought to bay. A hint of hope amidst the despair- the legendary Moon Duke has appeared with his entourage, and a party of travelling Barbarians who were drinking the Village Pub dry have vowed to join the defence.
The Elector Count of Middenlands relief force , actually the vanguard of his Army marching north from Middenhiem would be a more impressive sight, with regiments of Regular Infantry in good order, and representatives of two knightly orders. No heroes to lead them, but a Battle Standard to keep them in line..
The Elector Count of Middenlands force: 25 spearmen, and 25 halberdiers, 20 archers, 5 each of the knights panther and Knights of the white wolf, and 6 outriders. |
The Kislevite flying column: a Captain leading 5 horse archers, and 7 winged lancers. |
Now at last , as they neared this outpost of civilization the pursuit had dwindled away and the Count dared to hope they might find some respite from the horrors behind them in the dark. . He had dispatched a galloper here to warn of what was coming, and as he and his men rode into the village centre he was greeted by the elderly Burgomaster in his nightclothes and chain of office.
"My lord, Sigmar be praised, I had heard you had perished! I received your message, and done as best I could- the Militia and Watch and have been turned out, and we are preparing barricades and repairing walls as you see...do you still intend to make a stand here? "
The Count looked about him- he had been hoping more of his men would have rallied here, but only a few could be seen helping the villagers; most were still heading west, their terror overcoming their weariness. The Burgomaster sensed his disappointment .
"I encouraged them to take the western road when they wouldn't stay- I thought it best we keep the road to Middenhiem clear so we spread rumours that it was already cut! We could not persuade them to stay and defend our homes..." the burgomaster trailed off with a shrug, perhaps understanding that what was left of the Army of Nordland would be reluctant to stand against the horrors they had already faced. "Rest a while Lord, there is food and ale in the hall, and we will see to your horses..."
Unable to rest long the Count soon found himself going round the hastily erected barricades that supplemented the scattering of walls and hedges around the village, staring into the darkness beyond the firelight, and glumly wondering if his messengers had reach his cousin, the Count of Middenland . By now most of those who wanted to flee had already done so, and few now wanted to risk the western road without the safety of numbers. The night was mostly silent, except in the pub where even at this early hour a small party of travelling barbarians were quaffing and singing. They had mocked the more civilized Imperial soldiers as they fled past, bragged about their own invincibility, and how many enemies would fall before them. They had declared to the Count their intention to join the coming fight, and demonstrate their greater warrior prowess, before going back to their drink and song. They had refused to help prepare the defences, claiming it to be the work of lesser mortals.
A figure appeared beside him, in full armour and bearing a huge halberd. The Count looked him up and down, wandering who the newcomer was, his jaw dropping as he recognised the distinctive crescent moon on his helm. The legendary Moon Duke himself! A figure from legend, and a hero of the Empire. With a chuckle at his astonished expression the Duke raised his visor, to reveal the face of the Burgomaster.
"You're...the Moon Duke? But...I thought you must have died years ago, if you existed at all. I recall well the stories I was told as a child..."
"HA! Yes, That was me once...and again at need, though I feel the weight of the years upon me, but...LOOK!"
Turning to follow his outstretched arm the Count saw the light of dawn just beginning to break, revealing that an army had come to Beekerhofen, deployed across the eastern road, an army of the dead. The two men watched as it took up its positions, their own men gathering at the walls with despair in their hearts when the saw the dead before them. The Count shuddered as the growing light allowed him to recognise some of their banners...banners that a few days earlier had been his own.
"Now that is interesting", said the Duke, surveying the arrayed host.
"Not quite the word I'd have chosen" replied Count Edwin quietly, but the Duke continued;
"See how they refuse their southern flank? They can't go further north because of the river, but they could encircle us to the south and attack from all sides if they so wished! Why would they not, with our meagre defences, but that they know something we do not? A-Ha! I have it! Take heart my Lord, for they fear swords at their backs; your message got through, the Men of Middenland are coming!"
The defenders of Beekerhofen take up their positions on the walls covering the villages eastern side. |
The Watch and the remnants of the Nordriek Horse are held back as a reserve |
The Doomlords Army is revealed by the dawn... |
And on the road from Erengrad the Kislevites ride hard to the rescue! |
The undead advance, and arcane magicks swell their ranks! |
The defenders are outflanked by spectral horsemen and winged horrors! |
The skeletal chariots are no use in the village, so move to cover the left flank. |
The spectral horsemen are to much for the halflings who eventually give way. |
In the nick of time help arrives as the Count of Middenhiems vanguard marches on to the field, the well ordered state infantry of Battenburgh and Middenland in the centre, and the cavalry on the flanks. |
On the road from Erengrad the Kislevites clash with the undead rearguard... |
The watch rally, but are facing a power they cannot match with mere courage. |
The Middenlanders charge , clearing the undead chariots from the field, the white wolf knights crushing all before them with great sweeps of their hammers. |
And then the Winged Hussars Arrive! But are they too late? |
Skeletal infantry try and hold back the vengeful Middenlanders. |
The Army of Middenland commands the field, but the Beekerhofen all but belongs to the Doom Lord. |
The Moon Duke and his remaining men resolutely hold their ground as the remaining kislevites are driven from the field. despite their heroic efforts the Doom Lord is Victorious! |
The Count of Middenland's Runefang carved through another undead creature , breaking the sorcery that animated it and wrecking its skeletal form, around him the Knights of the White Wolf fought with massive hammers against rusty blades and spears. Suddenly, these minions of the Doom Lord gave way before them revealing the open fields and the village of Beekerhofen beyond. The streets were crammed with the walking dead, and in their midst a figure on a huge winged beast cackling manically, reveling in its moment of triumph. He thought he caught a glimpse amidst the horde of a moon-crowned helm that stil stood tall and proud, but dismissed it. Surely nothing could still be alive amidst that carnage. The Count, not a man to give way to despair easily, realized they were out matched- the vile magics of their enemy had won the day, and even if he had the strength to keep up the attack it was clear there was nobody left in Beekerhofen that would be saved by the attempt. The rest of his army was still strung out on the road from Middehiem, and he knew now his best chance was to keep it as intact as possible for the battles ahead. As he started giving orders for the retreat he vowed that the Nordlanders would be avenged!
The final score, if you're interested was actually pretty close. 20-17 to the undead. And it all came down to a single LD test- In the last turn I declared a charge with the Knights Panther against a unit of undead in the Village- I didnt think they'd destroy them but I wanted to make the effort. Unfortunately they failed their fear test...and refused to charge...until Rick pointed out the Wraith in the unit, that it was actually a terror test, and the knights had run away! Arrgh! We made a few mistakes with the 4th ed rules that might have made a difference to- with only one wizard on the field you're supposed to reduce the Winds of Magic to d6, rather than 2d6. but we missed this and this allowed the Doom Lord free reign to raise as many skeletons as he wanted, cursing anyone who got in his way, and using a his dark magic spell to flit about the battlefield at will picking on small units who couldn't stand before his manticore! This combined with the ability to cast spells in his opponents turn made him rather unstoppable! I'm not sure a wizard of my own would have made a big difference especially early on when I could have only had a low level one anyway- I didnt get many dispel cards and couldn't roll a 5+ to save my life!. A dispel scroll or two might have been handy though. A movement spell was what I really needed- we were playing on a slightly too large a table, and the Middenlanders had a long way to go when they arrived!
Still, we've made a start to something interesting here; inspired by the old Gathering of Might and its subsequent campaign in White Dwarf I thought it might be fun to make this the first game in a little campaign...so watch this space, because the Doom Lord of Middenhiem hasn't had his revenge yet!
Saturday, 5 January 2019
A Nation Sundered part 3: The End of the Beginning, and the Beginning of the Middle...
Lord Edwin Dufflecoat, commander of the Imperial Expeditionary Force, considered the contents of the compound- a scattering of barrels and crates, mostly already destroyed by looters, lay all around. Here at last was the armoury of whoever had destroyed so many peaceful villages and claimed so many innocent lives. Hopefully here he would find something that would lead him to those responsible so that they may face Imperial justice at last!
He passed through the shattered gateway with pistol in hand. He couldn't help but feel uneasy in this temple to chemical death, this strange sensation that he on the brink of a terrible discovery that would shatter his worldview. Maybe it was the tatty Imperial Banner that still fluttered over the gateway, maybe it was the Imperial Steam Tank parked under its tarpaulin in the corner of the compound...maybe it was just last nights curry come back to haunt him.
Kneeling, he picked up a couple of shards of timber that had been victim of the looters axe, and held their matching edges together- the image of the Imperial Eagle was clear. A few yards away a piece of paper fluttered in the breeze, revealing the legend "Product of Altdorf". He considered these signs for a moment, wondering what they might portend. A shout from his troops arrayed outside the compound broke his reverie , and he turned to see black armoured troops wearing black eyeliner under black banners advancing up the road towards the compound. It must be true then, he thought, that the criminal always returns to the scene of the crime...
Clues have been followed, rumours investigated. The evidence has led two armies to a final confrontation that will mark the end of Round 1, and determine who wins the Special Territory- The Abandoned Chemical Weapons Factory. Many armies have been bloodied in this Quest thus far, and all who were deserving received gifts from Father Christmas himself, as he made his deliveries to the Warhammer World, and in recognition of your efforts- Reinforcements have Arrived!
The Results, and Territories held at the end of Round 1 are as Follows:
Colin (orcs and goblins):- nil points.
2 Trade Routes and a Village
James (Bretonnia): - 8 points
Lost Valley (2 Villages) , Village , Forest (3)
Treasure Horde, Trade Route
Alan (Dwarves): - 7 points
Forest(3) , Village, Town , Ruins,
Rick (undead): - 3 points
Town, Lost Valley (Treasure Horde/Trade Route), Trade Route
Phil (Orcs and goblins): -7 points
Village ,Bridge(70), Wizards Tower, Silver Mine
Dave (Dark Elves): - 14 points
Lost Valley(village/town), Forest (3), Pass (120),
Pass (130), Sacred Grove, Trade Route.
Chris (Chaos): -4 points
Village, Sacred Grove, Pass(120)
Dafydd (undead) -11 points
Road(40), pass(70), Village, Ruins, Town, Trade Route
Geoff (wood Elves) -10 points
Town, Silver mine, Silver Mine, Pass (80), Temple, Bridge(80)
Rob (Dark Elves) -13 points
Lost Valley (road (100)/Village), Trade Route, Village,
Trade route, Forest (2), Silvermine, Forest(2) .
Aidan (Empire) -18 points
3 Villages, Trade Route, Forest (2), Wizards Tower,
Silver Mine, Town, Lost Valley (Temple/Trade route)
Thus, Myself and David will fight for control of the Special Territory!
No Territories are staked for this game. The winner takes all.
This will be Pitched Battle, as per the battle book, except that in the exact centre of the battlefield a small compound containing crates, barrels etc . Looters have broken open a lot of barrels and whilst most of the really harmful stuff has dissipated its still not pleasant to be in the vicinity for very long! Any unit with in 6" of the compound at the end of its turn takes d6 S1 hits.
Victory points are awarded as normal , with 5 Extra Victory points going to whoever has figures within the Compound at the end of the game.
The Abandoned Alchemical Weapons Factory, Special Territory.
Whoever wins this Territory may search for any Alchemical Weapons that may have been overlooked by the Looters. There only a few items left, and any weapons used can't be replenished for the next battle, a Character in your army can carry any one item. Luckily most of the items are still labelled with how to use them! Roll 3 times on the Following Table: Every time you win another game, you may roll on this table once more! Keep track of which items have been rolled- once you've had at least one of all 6 (whether you've used them or not) the territory is exhausted and must be abandoned.
1-Al-kahest A set of small vials of that may be thrown just like a throwing knife, with range 6". They hit with S3, and no Armour Save is allowed. 6 uses only.
2-Peter Pomegranate This Large glass globe can be thrown with a range of 6"- pick a point within LOS up to 6" away and roll the scatter dice +d6" to see where it lands! The globe releases a rather unpleasant gas! place the blast template on the landing point - any model touched by the template must take a T test with no save! One use only
3-Embiggerence! This potion may be poured on any model in base contact including the model carrying it. It may be avoided if desired by a successful I test (no armour save), otherwise the target model immediately doubles in size! (Any mount is instantly crushed..or runs away!) The models M, S, T, and W are all doubled (max10) , but the I is halved and the model is now a large target, causing fear, and Stupid! Unfortunately any magic items or weapons it was carrying are now useless to it. One use only. May be used at the start of the turn.
4-Emlittlence! This potion may also be poured on any model in base contact including the model carrying it. It may be avoided if desired by a successful I test (no armour save). The model (and any mount!) instantly shrinks to the size of a mouse! Obviously the victim can't do much for the rest of the game except hide in the long grass and wait for it to wear off... One use only. The victim isn't dead though, so no victory points are scored! May be used at the start of the turn.
5-Panacea Universalis This concoction may be used on any figure in base contact, or the bearer- it immediately restores 1 wound . 3 Uses only. May be used at the start of the turn.
6- An unmarked bottle. Impossible to know what effect it has until you use it on a target model. Roll a D3- on a 1 its an Embiggerence! , 2: its a Emlittlence! , 3: its a Panacea Universalis.
And so for everyone else, its on to Round 2! The Lost City of Minimostock!
A few weeks ago the city was not lost; it was a thriving Port on the Ayrisian Coast, with its harbour and merchants doing brisk trade. It had been firmly under the control of the King and had been instrumental in bringing in foreign support to his cause, and providing the wealth for continuing the war. Its loss has been felt keenly; where once was gleaming spires and tall towers was now naught but sandy beach...
However there are now rumours of a wrecked ship found far inland, on the eastern edge of Ayris where the the arable land meets the edge of the desert. The crew all but dead, but a sole survivor claiming they had been approaching the west coast of Ayris at night , and could see the lights of the city on the horizon, and so the rumour goes, could still see those lights after the ship shattered on impact with the top of a hill...
The various players must now find the Lost City of Minimostock, uncover the foul sorceries that caused it to vanish, reverse them and claim the city's riches for themselves!
All event rules carry on as normal, the points listed above are reset to 0 for everyone.
Army points limit has now increased to 1500 points (plus any additional points for territories)
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