The Causeway Meres
One road north over the causeway between the meres. The town sits at the foot of the main road and Haskett at its head on the far edge, so the road runs straight at him. A belt of lakes crosses the middle of the map with three ways over: the road itself on the causeway, a forest ford on the west and a swamp ford on the east. The short road is guarded all the way; every way round it costs forest, hills or swamp.
- Days
- 15
- Tiles
- 10×18
- Lairs
- 9
- Wardens
- 3
- Mines
- 2
- Dwellings
- 2
- Chests
- 4
- Piles
- 8
- Places
- 6
THLLLWWLLWLMMDDCCCCPPPPPPPPSSSSSSThe match
You start in the town with the army of the people you picked and have 15 days; the day after the last one the match is lost. Haskett stands at 14% of his full might on day one here (67 hit points) and grows from there (how he grows). His lair opens once you have broken 2 of 3 wardens. The hero moves 12 points a day and each tile costs its ground:
| Ground | Tiles | Move cost |
|---|---|---|
| Road | 27 | 1 |
| Grass | 59 | 2 |
| Forest | 21 | 3 |
| Hills | 10 | 3 |
| Swamp | 12 | 4 |
| Water | 21 | impassable |
| Mountain | 21 | impassable |
| Rock | 9 | impassable |
Where everything sits
Columns count from the west edge, rows from the near edge where the town is. The contents of lairs, piles and chests are drawn from the match seed; the tiles are always these. Each one-time place (S) offers two choices once and is spent after (what each offers).
| Object | Where | Notes |
|---|---|---|
| T Your town | column 4, row 3, the near third, west side | |
| H Haskett’s lair | column 6, row 17, the far third | |
| L Lair (a few) | column 6, row 6, the near third | holds the road |
| L Lair (a few) | column 8, row 6, the near third, east side | holds the road |
| L Lair (a few) | column 3, row 7, the middle third, west side | guards the wood mine beside it |
| W Warden | column 9, row 8, the middle third, east side | guards the ore mine beside it |
| W Warden | column 2, row 10, the middle third, west side | holds the road |
| L Lair (a pack) | column 6, row 10, the middle third | holds the road |
| L Lair (a horde) | column 5, row 13, the far third | holds the road |
| W Warden | column 8, row 14, the far third, east side | guards the chest beside it |
| L Lair (a horde) | column 6, row 16, the far third | stands at Haskett’s gate |
| M Wood mine | column 2, row 7, the middle third, west side | 2 wood a day once flagged |
| M Ore mine | column 9, row 7, the middle third, east side | 2 ore a day once flagged |
| D Wolf Lodge | column 8, row 4, the near third, east side | 10 Dire Wolves a week; the Peatholm hire Eelcatchers |
| D Drake Roost | column 4, row 14, the far third, west side | 1 Drake a week; the Peatholm hire Shrinebacks |
| C Chest | column 7, row 2, the near third | |
| C Chest | column 9, row 11, the middle third, east side | |
| C Chest | column 9, row 14, the far third, east side | |
| C Chest | column 3, row 15, the far third, west side | |
| P Crystal pile | column 1, row 3, the near third, west side | |
| P Gold pile | column 3, row 4, the near third, west side | |
| P Pile | column 9, row 5, the near third, east side | resource drawn from the seed |
| P Pile | column 1, row 6, the near third, west side | resource drawn from the seed |
| P Pile | column 1, row 9, the middle third, west side | resource drawn from the seed |
| P Pile | column 10, row 9, the middle third, east side | resource drawn from the seed |
| P Pile | column 8, row 12, the middle third, east side | resource drawn from the seed |
| P Crystal pile | column 4, row 17, the far third, west side | |
| S Wax-Sealed Coffer | column 5, row 1, the near third | take the 300, 400 or 500 gold on its lid, or break the seal: 2 times the gold and as much XP, but its trap kills 20% (at least 1) of your costliest stack |
| S Knucklebone Table | column 9, row 2, the near third, east side | stake 100 gold: a 4, 5 or 6 on one die pays 250 back, or stake 100 gold: a 6 pays 700 back |
| S Drifters' Fire | column 5, row 8, the middle third | hire the whole band (12 Spearmen, 10 Dire Wolves, 8 Archers or 6 Shieldmen) for 50% of their price, or a third of them (at least 1) join for nothing |
| S Lookout Crag | column 4, row 11, the middle third, west side | lift the fog 7 tiles round the crag, or lift it 1 tile round every lair still guarded and Haskett’s lair |
| S Hermit's Hollow | column 1, row 12, the middle third, west side | learn the first of the 2 skills he names (it counts as a rank, like a level-up pick), or learn the second |
| S Ember Cairn | column 8, row 16, the far third, east side | +1 attack for every stack in every battle, for the rest of the match, or +1 defence, the same way |
The two dwellings: the Wolf Lodge on the near third, east side and the Drake Roost on the far third, west side. The mines: wood on the middle third, west side, behind a few and ore on the middle third, east side, behind a warden.
More: Reedford · what mines, dwellings, piles and chests give · lairs · Haskett · Warpath
Play A new Conquest match lands on one of the maps; the first on a device is always The Causeway Meres.