War of the Woods - Turn 1 Quests Military Conflict in The Interstice | World Anvil
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War of the Woods - Turn 1 Quests

Turn one Quests:  
The Warherds: A Cunning Plan
Gharatroz the Untouchable leads a large spearhead assault from Doomshank Port into the forests surrounding Riverwatch. He launches daring raids on enemy scouting forces only to retreat when a larger force comes to assist. Feigning weakness, he pulls back only to launch a surprise counter attack to trample over the pursuing enemy. Several warbands have already fallen to his tactics. With Riverwatch slowly being cut off from allied support, it will surely fall before the next moon.   Modifiers: Heavy Rainfall - Minus one to hit rolls for missile weapons if the range is beyond 9"
Victory Reward: Riverwatch territory   Avelorn Alliance: Root and Stem
Several allied forces have already fallen to dishonorable trickery and this four-horned beastlord has become a terrifying legend on the battlefield. Scouts report that the warherds move through Doomshank Port to invade the forests but the ambushes have hindered any attempts at sieging the port. But with each ambush they launch, they slowly reveal the location of their raiding camps. A cunning plan is laid out to raid their camps while they too are out raiding. With no safety to be found, the enemy forces will surely rout and taking that impetus, we'll drive our warbands into their coastal city and lay waste to it.   Modifiers: Heavy Rainfall - Minus one to hit rolls for missile weapons if the range is beyond 9"
Victory Reward: Doomshank Port territory
Bonus Reward: Injured beastlord   The Warherds: Smash and Grab
The knife-ears are planning someting within the Whisper woods. Even from as far as the sturdy walls of the Bristle Fort, their efforts can be heard and seen. Swathes of forests are being cleared in preparation but what they have planned is unclear even to the warherd seers. Scouts have been sent out but few return and those that do only tell of deadly forests that forbid passage. An ill omen indeed, but the commanders of the Bristle Fort do not shy away from such open opposition. With the sounding of the great warhorn, the fortress gates swing open wide and war parties emerge to seek out the aelves' machinations. Destroy or pillage whatever they have planned, their efforts will either die with them or strengthen ours.   Modifiers: None
Victory Reward: Denial of Asset
Bonus Reward: Ensorcelled weapon of power   Avelorn Alliance: Accumulation of Power
The Bristle Fort stands as an eye-sore for any following the Shadeflow River. It is grotesque in its construction and a blight upon the lands. Despite seemingly crude compared to the cities of the aelves, the fortress gives a sense of indominable force. Assaulting it head on has been the doom of several Aelf war leaders already and the war efforts could not spare any more futile attempts. The arcane engineers have devised plans for the construction of a magick-infused warmachine that would shatter the fortress walls and make sieging the stronghold a simple matter. The warmachines will take many resources to make, clear lands to traverse over and precious time, but to take down such an important foothold would surely cripple the enemy morale. Surely though, their construction has been noted by the enemy and we must prepare for any attempts at sabotage.   Modifiers: None
Victory Reward: Siege equipment
Included under Conflict

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