The Return of Green Magic
Green Magic is long standing theme in my games , and
especially on this particular piece of terrain using ( my Hirst Arts
“fieldstone ruin” which is the stock build with the addition of base with a
winding staircase going into depths unknown,) Green Magic is simply what we always called undead
summoning Necromancy as kids. Common within all types of fantasy tropes, It’s a
nostalgic throwback to old school
fantasy, from the works of Fritz Leiber
to 1981’s fantasy masterpiece Heavy
Metal , and of course its use in the worlds most popular RPG.
IF you have read Episode
2, you may recall I made note to mention several of the Castellans key men disappearing while
investigating strange lights at the nearby “fellcross ruins”, These
disappearances prompted the hiring of
the Iron Tower Mercenary company who will appear in later episodes. Following this story thread we begin at the
Wayside Inn. The Village of Blackbarrow being a borderlands town is a frequent
stop for travelling merchant caravans and adventuring types. On this busy evening a group excited locals, meet
some hardened travelers, while a trouble
making Jester and way too much Ale, leads not to a fight, but to a wager, a wager
that could very well get them all killed.
STORY
Finian, member of the Cult of Orcus , plays the role of
traveling Jester. He was once ingratiated
by the Castellan where he worked as a spy, he soon fell out of favor for
his odd after dark behavior and was banned from the Castle, setting himself up a at regular at the
Wayside, he still manages to be useful
to his superiors as a source of information and being disruptive to any
investigations into the cults presence in Blackbarrow. For reasons unknown,
Finians information drops have not been picked up and he has no contact with
any Cult members in over a month. Shortly after event in the last episode, he
manipulates a drunken argument between some Tavern regulars and pair
adventuring brothers drinking at Wayside while resupplying in town. Into a
wager of who had the courage to go
Fellcross Ruins after dark and investigate these “glowing
green lights”. After way too much
ale, 7 of them trek out through woods together for quick look around and
bragging rights, Finian…just uses the outing to see if he find out whats going
on at the cults base of operations
located in dungeon beneath Fell Cross.
RULES
Drunk- all characters have been heavily drinking they must test CON at
the beginning of each action or be Disadvantaged for the combat round (exception the Monk, who is
immune to these vices and their effects) on all actions , successfully passing the drunk test twice in a row, removes the condition.
Olegs Famous
Tincture- Characters have 6 doses of the Wayside Bartenders infamous homebrew
which confers D8 temporary Hit points
for 1 hour
Nighttime = Darkness Rules
Range:
Close- No Penalty
Nearby -with Light Source (Torch, Lantern, Spell, Item) –
No Penalty
Nearby with No Light Source – Penalty
Over There, with Light Source- Penalty
Over There- No Light Source- No Ranged Attack is
possible
Fear- Some Creatures in the encounter cause Fear. Fear is WIS test or Flee at double Speed 12" you must a second Fear test to return to the encounter, failure to do so..means the Character has fled (OoA)
CLASS UPDATES
CLASS UPDATES
Warriors – Counterattack- If a melee attack from a
creature does damage equal to you
level you may respond with an melee
attack
Sunder- if a warrior fails a STR or DEX
check and would be dealt damage from an attack
They may sunder their shield, if they have one equipped
and ignore the damage.
Bard- Bard Song- the Bard may inspire his team with
heroic music during combat giving them an advantage on all stat tests. The Bard must perform as his action that
turn, the bonus only applies when the bard is performing.
Monks – Adv on WIS and DEX tests, Reroll on OofA table, Chi Focus to
gain 6 armor (once per combat, with a successful WIS test as an action) tests
with advantage on certain skills
Thief- Advantage from attacking from behind with bonus
dam, tests with advantage on thieving
skills and DEX tests.
CHARACTER BACKGROUNDS
Hagstrom (Strom) and Bors.
– travelling fledgling warriors from a prominent area family, these
Brothers while new to adventuring are strong and well equipped.
Radley- Young and
overly self-assured apprentice of the mage Fezziwig, Radley is the one who got into the argument
with the brother that this whole misadventure going.
Touko- Young Monk is also an associate of Fezziwig, tagging along to keep the Apprentice out of trouble
Cade- Local musician and storyteller, not so sure about
this adventuring thing, he mainly hangs out at the Wayside..
Neb- Fledging
thief and friend of Cades
Finian- Former
Court Jester, Agent of Cult of Orcus
STATS
Drunk and bickering they head into the woods with minimal
supplies and not a lot of thought, Bors
mumbles he hopes to be back at the wayside before the tavern closes in the wee
hours. Under the almost full moon after
an hour or so walking the come up on the bandit hideout of RobRoy’s gang, its
appears abandoned the door smashed in, dark , smeared stains are quickly id’d as
blood and the smeared trail clearly
heads in the woods toward the looming ruins, a strange green glow can be seen
above the tree top but in the brushline it a set of blazing red eyes and a deep
animalist growling , that get their attention as two huge dark figures lunge
from the darkness at the group.
INITIATIVE
Only 3 manage to
pass both their Con test for drunkenness and then make the Initiative check.
RADLEY
BORS
NEB
DIRE WOLF 1
DIRE WOLF 2
DIRE WOLF 2
CADE
STROM
TURN 1
RADLEY , makes CON
test for being drunk PASS, Cast Shield
on himself giving him 2 armor, Passes
his INT test for his Spell Check.
BORS makes
CON test for being drunk PASS, attacks
with a “20” fails on crit table but x 2
for 8 total on WOLF 2
NEB, makes CON
test for being drunk FAILS, stumbling in
the dark he tries to move around behind WOLF 2,
while he normally had the advantage on DEX test..its now none as he’s
drunk and he fail to hide.
WOLF 1- Charges from the Darkness at Strom.
RULE STUFF: : per The Black Hack, these are characters we are
fighting here as in previous games, when fighting monsters you make you own
attack roll to dodge their attack…bonus or penalties apply.
First we must determine if STROM is drunk..to see if he
is disadvantaged in the attack. He passes the Test and is NOT. The Wolf is 3HD and is get the powerful opponent
rule against him.. so and additional +2
which offsets the-2 charge penalty. The net
roll needed to dodge the charge is “7” its also dark out but since the WOLF is
NEARBY (6 inches) and STROM has a Torch there is no Darkness penalty .
He rolls a “9” and avoids the WOLF charge. Good thing
because while I forgot to add to the stats. I gave the Wolves Knockdown on the
Charge as well…which makes you Prone or in TBH terms you suffers the Vulnerable
Condition which would have been 2d6 +2
X2 Dam..OUCH.
DIRE WOLF 2 , Attacks BORS, he fails to dodge and
suffers 5 Armor Damage
CADE- is he Drunk? Passes the Test. He keeps his wits about him
moves and equal distance between both combats and breaks out Lute to play his
Bard Songs, the Bard Song requires a CHA test to succeed and his this level can
choose a Advantage to stat tests, attacks , dodges or damage, He succeeds and
Chooses Stat Tests
STROM- We have already determined STROM is not Drunk -attacks
WOLF 1- misses
TOUKO- (no drunk test) joins combat with Strom for and additional +1
to die roll to hit for 2 vs 1. He Hits
for 2 Damage
FINIAN- Drunk? Oh yes
he is, even with the Advantage =he move towards a tree , and tries to climb it,
as an acrobat he get bonus damage (like the thiefs backstab) when attacking
from above, he loses his advantage on these tests due his drunkness..slips and
falls (rolls a 1) and is considered Vulnerable.
TURN 2
RADLEY- Drunk Test - Pass. He is no longer drunk, cast a magic missile at WOLF 1 hitting it for 3 damage. He is under the effects of the Bard Song so his
Spell Check INT test is Advantage..he passes.
BORS- Drunk
Test - Pass. He is also no longer drunk
, hits the WOLF 2 with his Axe
rolling a “15” then “7” damage,
The Wolf Falls dead.
NEB- Drunk test , Fails again….stumbling he
moves out of the darkness joining the others
WOLF 1 attacks
STROM, who dodges the attack rolling a
14
CADE-
Drunk Test- FAILS…he wants to change Bard Songs, but fails the single
CHA test with 2
No SONG.
STROM - Drunk Test - Pass. He is no longer drunk
, Attacks and hits with a light blow for 2 damage
TOUKO – attacks WOLF 1, hitting for 6 damage,
the WOLF has had enough..
FINIAN- Drunk test- Fails again stumbling around , he’s up on his
feet.
TURN 3
RADLEY,
Tries to finish WOLF 1 with a magic missile, he does 3 damage but its
still on its feet
He then botches his Spell Check with a big fat “2”
losing his only spell slot making him pretty useless.
BORS and NEB
- move closer to the exchange
DIRE WOLF 1- tries to flee triggering a free attack
from both TOUKO (miss) and STROM who hits with “16” killing the beast with 7 damage.
Gathering themselves from the wolf attack its short walk thought the tree line to the base of the old fort. The wolves where obviously there following the smell of death as the bloody trails still leading toward the crumbling ruin. A green glow pulses in the night sky , as they approach a feeling of doom seem to wash over them, " I dont know about this guys, quips Cade, "Shuddup ya, lillywhite excuse for a coward" snaps Bors...its too late thou are shadowy figures start shambling down the broken staircase toward them.
NEB, CADE, and FINIAN are still under the effects of being DRUNK
INITIATIVE
BORS
TOUKO
TOUKO
NEB
GHOUL 1
GHOUL 2
GHOUL 3
CADE
STROM
RADLEY
FINIAN
TURN 1
BORS Moves up next to his brother to engage oncoming creature Holds
TOUKO moves focus chi armor , needs a "10" rolls a "16" +6 Armor points
TOUKO moves focus chi armor , needs a "10" rolls a "16" +6 Armor points
NEB must make a drunk test "14" pass moves to flank , tries to hide DEX test "13" pass he's hidden
GHOUL 1 Rushes in Attacks Bors, 2 Claws and 1 Bite...Bors defends against all three!
GHOUL 2 Rushes in Attacks Strom 2 Claws and 1 Bite 2 Claws hit there mark damaging Stroms Armor with 4 Damage, Strom easily passes test CON test for paralysis
GHOUL 3 - Rushes in Attacks Touko its Bite is successful for 4 damage on his Chi Armor. Touko easily passes test CON test for paralysis
CADE Drunk Test "19" pass Song rolls "11" , Damage Bonus
STROM - Attacks 8 Damage to Ghoul 2
RADLEY moves to aid
FINIAN Drunk Test "8" pass moves to other flank, climbs tree DEX test 13, he climbs to top of shorter tree
TURN 2
BORS Attacks Ghoul 1 hitting with a 17, with adavantage on damage from the Bard's Song does 7 damage to Ghoul 1
TOUKO Attacks Ghoul 3 hitting for 4 Damage
NEB Drunk test "14" whoa Ned is no longer drunk, hidden he move into flanking postion on ghoul attacking and hit with a 10,+1 for Flank the needed "11" bonus Thief damage "7" the Ghoul is gutted and falls
GHOUL 2 Attack Strom hitting with another claw for 3, Stroms armor is damage and he feel the ghouls sting, but passes the CON test to avoid paralysis
GHOUL 3 Rips into Touko who fails to defend against any of his attacks it shreds his virtual armor and wounds 4 physical damage, with his 17 CON he passes the test easily so hes not paralyzed
CADE Drunk Test fail, screws his bard song, tries to restart also fails! "1"
STROM Attacks Ghoul 2 and cuts it down with 5 damage
RADLEY passes
FINIAN Drunk test fails, Jumps from tree top to attack ghoul 3 from above, disadvantaged, rolls a 16 and a 19....either way he hits and with the bonus damage lands on the ghouls dagger first killing it..
The fight is quick and bloody minor damage is taken but before they can even regroup to approach the stairs two harrow figures appear shimmering in ghostly white in dark ratted cloth and armor, almost translucent the float down the stairs moaning swinging ghostly black weapons
Cade and Finian both again fail the drunk test all models lose Initative except for Touko
it seem the Wraiths surprised most of Touko
Touko
Wraith 1
Wraith 2
Cade
Bors
Strom
Neb
Radley
Finian
TURN 1
TOUKO refocuses as his action to gain "6" Armor (note the Wraiths Damage ignores standard armor , not magic armor, (We consider the "Chi Armor" magic armor)
WRAITH 1- Attacks nearest Character which is Neb, who doesnt know what hit him, he fails to dodge both attacks with a 6 and 2, then fails his CON test (7 Con needs a 14) both Claws damage his CON with is a 7 the damage is 8 and Neb killed , his life sucked out him instantly
WRAITH 2- Engages Finian he manages to dodge the first attack but not the second , he also fails his CON test and takes 3 Damage to his 10 CON
Note : Wraiths as 5 HD Powerful Opponents (PO) are adding -4 negative modifier to Attack Rolls
CADE- must make a Drunk Test and Passes, since hes not Drunk he has to make the Fear test and passes that as well , Cade tries to play a Bard Song that will give Advantage to Stat tests! and succeeds with 17
BORS- Fear Test - Pass 11 on the nose , lights a Torch and is within 1 " on the Wraith standing over Neb so he can Attack- also needs a 11 to hit with PO penalty..rolls a 14, Hitting with Torch Fire is less damage for a Warrior D6 but the Wraiths are Vulnerable meaning Damaged Rolled is at a Disadvantaged in this case we roll 3 and 5 and keep the 5 damage on the Wraith
STROM already with a Lit Torch engages as well, he needs to make a 5 test but with a 5 WIS is very dicey 16, but thank to Cade he gets 2 Dices and rolls "7" and "16" so he passes. he attacks with his torch and rolls a "20" critical Undead are immune to the Critical Chart but still take double damage this results in 10 additional damage to Wraith 1
NEB is Undead soul sucked corpse
RADLEY - must first make his WIS test for Fear despite his strong chances of success ( needs an 8) he fails and takes off running into the woods 12"
FINIAN- Engage with Wraith 2, he doesnt want to flee as he risks free strike from the Wraith
he has no way to damage it but attacks with his Dagger anyway and does hit it for no damage.
TURN 2
TOUKO - moves to Nebs fallen body and recovers a torch, he lights it as his action
WRAITH 1 attacks Bors....who manages to dodge one attack but not the other he must make a CON test rolls a "13" passing, the weapon does "2" to his Armor
WRAITH 2 attacks Finian who with his low strength (8) and the (PO) penalty needs high rolls to dodge he fails both times and must make a CON test but Bard Song is in effect so we have Advantage on tests first Rolls a "1" thats very bad, second roll "15" he will take that but still takes 7 damage , destroying his light armor and doing 5 hit points damage, Finian wont last long either way
CADE - still needs a drunk test FAILS.... he cant get a break,m he msut try to keep his music going has to roll twice and keep the lower 4,18..he gets that 4 , the drunk bastard and botches it, this is bad..
BORS- attacks Wraith 1 with the Torch needs an 11 with the penalty hits with a 14, landing for 6 fire damage
STROM attacks Wraith 1 as well hitting with an 18 another 6 point of Fire damage the Wraith erupts in Flame and turns to ash in the night air
NEB is laying Dead
RADLEY has run off, he has Olegs famous tincture with him, that could be useful but he must make a Fear Test again or be gone from the game , considered to have Fled. he has a 13 WIS so he needs an "8" but rolls a "4" and runs off back to town....
FINIAN, knows he cant damage the Wraith or take another hit, if he flees he faces free strikes,
he decides to stay put slashing wildly with his dagger to no avail
Sometimes they just run away. |
TURN 3
TOUKO engages the remaining Wraith and Attacks but is one short to hit it with the Torch
since the fight is now 2 on 1, he gets +1 from his ally and hits...for 2 damage
WRAITH 2 - Sensing Finians near death . it attacks him he dodges one attack with a 19 and fails and caught by the second...he makes his CON test failing with a 8 , he actually buys himself another round here as the 5 damage he took would bring him OoA but the damage goes to his CON and he still has 2 Left
CADE- drunk test fails - lose turn stumbling around trying to tune his Lute
BORS Engages Wraith 2 hits with a 15 and 6 damage
STROM Engages Wraith 2 and rolls a another 20! 5 damage X 2 =10 .
making progress but its going to take another round..
NEB- DEAD
RADLEY- ROUTED/ FLED
FINIAN Trys to attacks but cant damage it....
the Wraiths were tough customers as they should be... |
TURN 4
TOUKO _ hits easily with the +3 from his allies against the Wraiths poweful opponent status
he roll a 19, but rolls a 4 on damage, the Wraith still lives to finish finian
WRAITH 2 attacks Finian who fails to dodge both attacks this time...he makes his CON test thou with a 15, the resulting 10 damage drops him Out of Action but he may not be finished/
CADE Drunk Test, Fails
BORS Misses this time
STROM hits and ignites the Wraith howling as its destroyed
We roll on the OUT OF ACTION table for FINIAN after the encounter rolling a "5" it turns out he was just knocked out and the "Fathead" results means he is disadvantaged for the next hour.
With 1 hp and a 2 CON we decide to send him back to town, with NEB's corpse, we debate sending
CADE back as well but the Bards Song is too useful, he he sober enough to get it going
The remaining 4 proceed up the steps to the Glowing Light where they encounter "The Harbinger", an evil spirit attracting Undead to the ruins for purposes yet unknown. As the Heroes enter the courtyard they see many men coming up from the stairs to the Dungeon below.
Cliffhanger |
As a Narrative I am ending this one in a cliff hanger that will be picked up in Episode 4, Needless to say no one returns from the evenings adventure but Radley and the wounded Finian
Final Thoughts: a fun game in our new narrative style of Fantasy gaming , this was the first time we ran a party with multiple encounters and the standard Black Hack combat mechanic in a Heroes vs Monsters scenario. it was all a set up for the next chapter which will be a big dungeon crawl.
Hopefully next month, but I was seriously late getting this report posted , hopefully my schedule will lighten up!