Here is another walk through for Otherworld Fantasy
Skirmish. This scenario called “Green
Magic” is named after a photo I took for LPL6 which features some of the
defenders of this scenario and are its inspiration. While progress continues on
my fantasy village of Blackbarrow and it all that it contains. The game takes place on a small section of the
table I’ve broke out on to separate
board just for this play-thru. I’ve started tweaking some home rules for the
game, specifically spells where I feel its lacking but overall the rule-set has really grown on me, I love the narrative
nature of these games, I am going to continue these reports in the that style.
THE ENCOUNTER. Theoretically
a 250 gp per side game, I am more concerned
with balanced sides than actual point totals.
This battle features a host of Undead , led by a Lich facing off against
members of the local thieves guild and their associates. There are few tweaks to the standard rules
for scenario purposes but the profiles are standard and the game setup is based on the “skirmish”
book scenario. The goal of the attacking team (the Thieves Guild) is recover a specific treasure item and any other treasure tokens
they can beforehand and leave the board treasure in hand with the least of a casualties
as possible, The Attackers get 1VP for
each surviving Model as well as 5 VP for the special treasure item and any standard
VP from Adventure Cards. The Defenders
get 2 VP for each Attacker for doesn’t leave the board of their own freewill,
meaning if any Attacking models Flee due
to failed morale, the Defenders get the points,
Defeated Legend/Unique models are also worth an additional Victory Point
to the respective side. This make the VP spread a potential max of “14”for the Defenders vs “12” for the Attackers before any Adventure cards
come into play.
THE BATTLEGROUND.
This once again takes place on my 2x2 battleboard, My Hirst Fieldstone Ruin
which serves as the entrance to Blackbarrow dungeon is the setting of choice. Surrounded
by heavy forest, the old ruin still guards the entrance to the infamous dungeon
and fills that exact role on the larger table as well.
THE STORY. The sole survivor of the last scenario I ran “Bait!”
was Neb the Thief. Neb used his new
gotten gains to found the Thieves Guild of Blackbarrow and now has two
Hirelings working with him. Recently
while scheming at the Wayside Inn, they met a traveler who claimed to be a survivor of
another unfortunate Adventuring Party and to have escaped Blackbarrow Dungeon .
He claims not to have escaped alone but with a partner who was carrying some
extremely valuable treasure. Chased from the Dungeon they were separated and he
last saw his partner climbing to top of
the ruined tower at the Dungeons entrance
while Undead swarmed from below.
Dropping everything he ran, and
claims his companion , badly wounded surely
met his end trapped at the top of that tower.
Treasure in hand. Neb obviously know he’ll need some additional help here, and
who has been staying at the Inn these last months claiming to have cleared out
Blackbarrow Dungeon? Why the 3 survivors of
“Burn Baby Burn” of course.
THE DEFENDERS, GREEN
MAGIC
Varga the Lich. The highest point creature in the current
book other than Dragons, The Lich comes with host of awesome powers I’ll go
into as we play, he also has a slew of
magic items in this case, the Helm of Command (leader -2), a Rod of Lightning
(3 charges) , a Ring of Invisibilty, a
Scroll of Haste and a potion of Great Strength.
Spells are Raise the Dead, Strike Fear and Disintegration (*new spell)
*Disintegration- Whats
a Lich without a Disintegration type spell?
I came up with DC 13, Touch, creates D3
Strength 6 hits, Once use per turn. While
the DC13 is higher than standard spells potentially wiping out most characters
in one shot is a big deal but with Magic (3) and INT 6, I don’t think it will
be too much of an issue.
3 Ghouls. Standard servants
of the lich, despite needing 5+ to hit,
their Drain ability could get nasty, a good rank and file troop that doesn’t need
to be summoned.
7 Skeletons. Starting off the board, they must be raised by
the Lich via the raise the dead spell.
D3 per turn can arise..7 will make sure new Skeletons are coming on the
board at least thru the 3rd turn.
5 Zombies. Normally
they must also be Summoned via the Raise the Dead Spell at D6 per turn I am however going to allow
Zombies to be played anytime a Wandering monster card is drawn, (1 per card) or until all 5 are on the board
or summoned by the Lich, which ever happens first.
THE ATTACKERS, THIEVES GUILD
(Evil Profiles)
Neb (Legend profile -Corsair) Neb is back with an evil profile this time to
fit the team. Extra point for Def and Agility, his skills are Dodge , Set Traps, Treasure
Hunter (1), Thieves Tools(1), Luck (1), Leader (1). He has an extra attack with
a hand crossbow at 4+ and since there will be climbing involved I gave him the
extra 50 feet of Rope ability for 5gp.
( I also think Legends and
companions, should be able to purchase additional equipment above the basic
profiles so I do that here)
Grym, Neb, Mott |
Elazar (Legend profile –Sorcerer.
) The wizard has bumped up DEF and INT
and the following abilities Magic (2) Magic Items (1), Arcane Bolt, Scrolls and
Potions (1), Shield of Force Grimoire (Haste), Potion of Cure Wounds. His Spells are Web and Fireball * (new spell)
*Fireball- what’s the deal with no traditional Fireball?
I came up with DC 12, Range
18” Str 4 Attack Roll 4+ Blast 5” Scatter D6” On Fire. A more difficult to cast
Pillar of wrath, with increased range and a bigger template.
Raiden the Monk (companion
profile Myrmidon) The Wizard faithful
servant , has upgrade his Brawl attack to 3+ and has the following
abilities: Blocker, Follower, Dodge,
Unarmed Adept, Critical Blow, and the “will..not..stop” special ability
Scorpa the Assassin (
Companion profile Slayer) The Assassin an extra base attack with a Crossbow which has again been upgraded
to 3+. The Assassin has the following abilities: Concealing Cloak, Dodge, Thieves
Tools (1), Move Silently, Light Armor. He also has the special power Unseen
Strike, allowing a one time double dice roll, for a single wound.
Scorpa, Raiden, Elazar |
Finally I needed some
Thieves for my Thieves Guild. The standard hireling profiles didn’t quite fit,
these aren’t simple bandits, they are decent thieves, so using the 15gp Veteran profile we
have:
Mott and Grym, Thieves.
Agility upgraded to 4,
Pickpocket (1) and Move Silenty, Brawl
and Shortsword 4+.
PRELIMINARIES
As the band of Treasure
Hunting Adventurers reaches the Ruins that guard the entrance of Blackbarrow
Dungeon just after dusk, they are
welcomed by a sinister green glow.
At the start of the first
turn, each side rolled a morale test to see if the other was surprised, both
sides passed so each are aware of the other
.
The Lich and his Ghouls are
deployed in the center of the ruin near the dungeon Entrance. The Thieves are
in two group deployed in opposite corners on at the front of the ruin, Neb and
his Thieves plan to climb the tower to
access the main treasure, while the Wizard and his muscle use range and AoE
spells to destroy the undead from a distance. The Lich of course has other
plans.
There are 9 Adventure
Tokens placed randomly on the board, an extra token was thanks to Neb’s
Treasure Hunter (1) ability.
TURN 1
INITIATIVE Defenders 4, Attacker 3
DEFENDERS “GREEN MAGIC” 1 Fate
The Defenders currently
have 4 Models on the board. So they start with 2 Activations, however the Lich
wears the Helm of Command, giving him Leader (2) so all 4 models with Activate
for the Defenders
Ghoul 1- Activates and use
both actions to move where he can now has cover and Line of Sight on the
interlopers.
The Lich. His first activation is a special action, casting
Raise the Dead, needing a 10 he uses only 2 of his 3 dice as he’s going to try
to cast it twice. And get those Skeletons on the board, His first action to
cast the spell is two dice and rolls an 8 with a 6 in the easily cast the spell…
we roll a D3 and get a 1 so 1 skeleton enters play, He summons the dead once
again with his second action. Rolling a “3” + 6 Int gives him a “9” one short
of casting the spell, so he uses his Fate token to make it a success…this two
skeleton join the fray.
Ghoul 2 – Activates from
the Lich using his Helm of Command here moves twice toward a position of ambush
or flank the Wizard group.
Ghoul 3- Activates from the
Lich using his Helm of Command and does the same, expect he needs to climb down
the rock face to woods rolling a 6 on an agility test , easily does.
ATTACKERS – THIEVES GUILD 0 Fate
The Thieves get 3
Activation's, however Neb has Leader (1) and The Monk is a Follower of the
Wizard meaning 5 members of the team
will activate this turn.
Elazar The Sorcerer Activates and having nice target of 3
Skeletons and a Ghoul cues up his Fireball Spell. He only has Magic 2, and this spell needs
a “12” he rolls a pair of “4”s +5 Int =
13” the spell is successful! However he only rolls a “2” to hit so the spell is
off target I roll the D6 Scatter and get 2 “ to Left, Not too bad as it still hits one skeleton and
Ghoul #2 whose on outside the wall. The Skeleton survives but is “on Fire” the
Ghoul is destroyed.
His second activations he fires
an Arcane Bolt at same skeleton he targeted the fireball at but misses again.
Raiden the Monk . Activates
using his Follower ability using both actions to move toward a nearby adventure
token and intercept Ghoul # 3. After his first action he is 6inches away in a straight
line so he charges the ghoul, and uses his enhanced brawl attack of 3+ which
becomes a 4+ because of Charging., Ghouls are Damned but that doesn’t effect
him as a Companion model. He rolls a “4” and hits..and thanks to unarmed adept
gets 2 dice to wound..only needing a 3! But rolls a 1 and 2, the Ghoul
survives.
Neb activates and moves to the nearby cliff face
to start climbing, he easily passes the agility test and climbs one level, he
will have to climb many more levels to reach the top. as each "level" of climbing is 2"
Mott the Minion Thief Activates
and follows Neb but fails his agility test and is stuck at the cliff face.
Grym the Minion Thief
Activates and moves twice just reaching an Adventure Token.
Scorpa doesn’t get to
activate this turn.
Here you can see wear the fireball set one Skeleton "on fire" and destroyed 1 Ghoul. |
End of Turn 1 |
TURN 2
INITIATIVE Attacker 3 , Defenders 1,
ATTACKERS , THIEVES GUILD
1 Fate
In a bit of poor strategy I have botched the use of the “follower” skill by moving the monk too
far away from the Sorcerer. Since I want
to move the Scorpa the Assassin as well this turn its either the Sorceror doesn’t
go..and I get 4 activations due to Nebs,”
Leader (1)” OR none of thieves do and I get my base 3 tough call. I wont make
this mistake again. The Monk is in base contact with a Ghoul, so I choose to activate him first.
Raiden the Monk- Attacks
Ghoul due to Unarmed Adept, he rolls 2
dice, needing only 3’s rolls a 5 and 1, so the 5 hits. Thanks to “Critical Blow”
his unarmed attacks are STR 4 vs the Ghouls DEF of 3 he rolls a 4 to Wound and
the Ghoul is down. His second action he
returns 6 to his Sorcerer mentor.
Scorpa the Assassin- uses both activation to Move / ending on the Adventure token the Monk
originally went after. At least from this position he can try to flank someone,
maybe
Neb- I then decide to move Neb as my 3rd activation so
he can use his leader skill move the thief Mott. Neb activates giving an additional activation to mott, then
continues climbing the tower each climb move , allows him 2” per activation Neb
now has a choice to enter a window of the tower and proceed from inside or keep
climbing, Neb only needs a “3” for his
climb check, and I roll a “2” on my second roll, however Neb had Luck (1) but
we also have the 1 fate, we use the Fate and he’s safe.
Mott- Activates and after
failing his first attempt makes both agility tests ,he is now just starting to
climb the tower.
DEFENDERS , GREEN MAGIC ,
1 Fate.
3 Activations.
The Lich activates giving the two Skeletons (#2 and #3) who
are not on fire , activation tokens
The Lich. has line of sight on Scorpa the Assassin decides
to attack him at Range. He’s more than 12 inches away so activation 1 is a 4 “
move , then the Lich uses he Force of Will ability rolling a “6” to hit. Scorpa must face the lich in an opposed INT test. Where the Lich
is a “6” and his is a “3” I roll a pair of ‘3’s and the Assassin gains the “weakened”
status.
Ghoul 1. the lone
Ghoul at this points activates, and moves 6” toward the outwall tower base and
the climbing thieves.., He is able to make base contact but not Charge the minion thief, Mott so he attacks
as his second activation using his drain attack, hitting with the required 5 Drain is
STR +1 so in case STR 4 vs DEF 3
and I roll a “3” good enough…Mott is also Weakened.
excuse the legos needed something to hold up figures climbing the tower..note the Ghoul on , the Thief Mott. |
Skeleton 1. Activates Suffering the “On Fire” status due to
the Sorcerors 1st turn Fireball, needs to make a Morale test,
Skeleton have a very high Morale of 5 being Undead they don’t care about being
on Fire and he easily succeed, he make two moves the second of which is a
charge at the Sorceror. The Skeleton
hits the Sorcerer with a 6!.. but rolls a 1 to damage him.
Skeleton 2 and 3 Activate
via the Helm of Command, both make
double moves and cannot quite reach the Sorceror but Skeleton puts himself between the
Sorceror and his Monk while Skeleton 3 plans on joining the combat with making
the Sorcerer’s life short and very difficult.
END PHASE, Scorpa
gets lucky and rolls a “6” shaking off his weakened status, Mott does not. The
Lich is not happy.
TURN 3
INITIATIVE Defenders 5, Attackers 3,
DEFENDERS, GREEN MAGIC, 1 Fate
A bad break for the Attackers here as the Defenders seize initiative!
3 Activations..
Ghoul 1, - in combat with the weakened Thief Mott the Ghoul
now attacks, The Ghoul being “Damned” is
“Fearsome” to minions but since they are in base contact the effect doesn’t apply.
Ghouls rolls a “4” to hit, I’ll the teams 1 Fate to bump
it.. to the needed 5, the ghoul is STR 3, Mott Defense is normal 3 but now
effective ‘2” as he is “weakened “ the damage roll of 4 is enough to put Mott
down and out. For his second activation the ghoul starts climbing the
Tower after Neb!, rolling a “5” for his agility test he proceeds two inches up
the tower in hot Pursuit.
Climbing after Neb , Ghoul 1, Neb victoriously has reached the top! |
The Lich activates. Unfortunately for the Lich, he has let his Skeleton move too
far away from him to use the Helm of Command, his first activation is to move
within 6 of them for the following turns
His second activation is to Summon more skeletons! He rolls all his dice..and rolls a 6, 1 and
1, lucky for him its second activation or he’d be done for the turn, due
to the “taxing nature of magic” however
8 + his 6 INT is easily enough to get the spell off and he summons two more
skeletons to the join the battle!
Skeleton 1 who is now in base contact with the Sorceror
Elazar activates and attacks. Rolling a
2, Miss and another 2, Miss again.
ATTACKERS , THIEVES GUILD, 1 Fate,
3 Activations
Elazar, The Sorceror with 5 Skeleton bearing down on him,
sees a good opportunity to use his one shot mystic web spell, so makes a
special action and goes for it. He rolls both his dice. And rolls a 1 and 2!! Even
with 5 INT and if we used Fate and Luck we still be short! So the spell doesn’t
go off and since I rolled a one Elazar is done..Ugh.
Raiden the Monk, his Loyal Follower activates thank to his
ability and Charges Skeleton 2, (the
nearest) On the Charge Attack, he gets 2 dice (unarmed Adept) but misses. On
his second activation he hits, 6,3, and gets the needed “4” to wound, the
Skeleton has a Shield but rolls a 5, and is destroyed.
Next we need to something going with the Minion Thief Grym
and start scoring some points, hes been standing on an adventure token for 2
turns, so I have activate and flip it…
“Wandering Monster”
if you’ll remember I mention for this scenario the Zombies were pre
summoned and in the Wandering Monster
pool, so Grym get a Zombie!, no treasure for him!.
A bunch more where he came from (the wandering monster board) |
For his second action I have Grym drop back toward the
others but the Zombie is also Damned so Grym , being a minion must make a
morale test and he gets the required “4” passing so he moves away!
Since Neb cant use he leader ability as no one was close
enough, the last activation is for him or Scorpa, who potent attacks are direly
need, Neb however is being pursued by a
climbing ghoul so it I think it best to activate him and get to the top of the
tower.. with a 4, and 6, Neb makes both climb checks reaching the tower and the
abandoned treasure!
End Phase, downed models removed , no status effects to
test.
I am going to end part one here ., Cliffhanger!!
End of Turn 3, One Skeleton Dead, 2 Ghouls 2, One Thief Dead, The Lich cackles. |
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