Monday, November 26, 2018

A snow day means Frostgrave


My original section of Felstad  circa 2015, looking cold and barren, like outside my window.


As  the post Thanksgiving snow falls and we roll into Decemember I am veering off from Blackbarrow a bit ( of which I  hope to get Episode 5 in by end of the year). A couple weekends ago I decided I was going to return to Adepticon in 2019 and actually play in an event. I got registered early and signed up the Frostgrave Campaign Day event "The Great Wyrm"  I know the organizer and have played in many of his events over the years so I know what I will be in for.


This  board photographs pretty decent but this thing is rough, I started on a Saturday morning and was playing the game on the next afternoon...it needs a lot of foamwork, shaping and painting as well as some landscaping.


Despite only ever having played a handful of game when the game was released early, over time I had picked plastic  boxes of Cultists, Soldiers and Barbarians and have been using the figures in my various games. I also have a 3 or  so sets of Wizards from the official line so I have all I need..while I'm not sure what wizard Ill be playing yet. I'm recently modeled up a bunch of the Barbarians and started painting them this weekend. given they'll be my soldiers I am looking at playing a Witch or Sigilist ( so I can use the spells from "Forgotten Pacts") I plan to  refresh myself the rules over the Christmas holidays, but hopefully I can convince one of the few folks I know who play to get together to get some games in before the event. I do have a really cool terrain piece I can use a
display too, something I picked up years ago that Im finally going to get around to that will be a interesting couple posts as I model that up so ill save that for then'

In Frostgrave-ish news elsewhere I recently picked up its Authors newest endeavor "Rangers of Shadow Deep" a skirmish game that uses FG's mechanics with a individualized skill system based around a single character "your Ranger" and his companions.  This games ticked alot of boxes for me, as it has rules to be played "solo" or with friends in a co-op capacity and its designed Campaign style. Upon first read, it seemed to me to sort of bridges the gap between Frostgrave and Mordheim which is great place to be, The book contains the rules (obviously) a Bestiary, some intro
missions and a full fledged desperate campaign. I am going to do some play examples of the 1st couple missions as it will refresh my brain to FG mechanics and this reads like a great game Fortunately I happen to have lots of finished terrain and adversaries that are needed so all I need to do it paint my FG Soldiers and I can give this a try.

Cover of the rules, currently POD or PDF

In other news- winter is here which means I am gearing up for my yearly big "hirst arts" project. having said that I am not forgetting that I am going to finish my last 2 water cavern sections but those are already cast and dry modeled outside letting the damn resin dry..this is something I can finish in a weekend

As for a big project, meaning I start these Dec/Jan and they are usually done spring/summer.
 I have three ideas:

1. a smallish 24 x 24 dungeon that going to have some working traps and its own rules
inspired by classic D&D modules like the Hidden Shrine of Tamoachan and Tomb of Horrors..it going to be a undead  laden ,death trap that will sit under my Ziggurat /jungle layout (which you can see in past posts)

2. a classic Haunted house in the Tudor style based around the Hirst 6 inch tower, the tower is that staircase that takes you between the 4 levels (sub, main, second, attic)

3. My take on the Hirst Arts Watermill, basically that same design and size but I'll be changing the exterior to match my other building and mine will also have a sublevel.

Number 2 or 3 are going on the Blackbarrow table as such as I am limited in space to an 12 "x 10" area  The Mill footprint fits  no problem, the Haunted House, while I can fit the profile with the tower creeping into my river..I worry about the play-ability in that small a space..so # 2 will probably be a separate  piece, left to my future imaginations on some Halloween.


I'm leaning heavily toward number one. its designed and I bought molds for it quite some time (years) ago, it uses some of the Egyptian style molds I have not worked with yet.

thats my snowday update...upward and onward.


playable interior of top left section, those walls need some work!!! LOL.


Saturday, November 10, 2018

The Blackbarrow Chronicles, Ep 4, The Cult of Orcus - Part 2 , Post Game.



Notes on the Post Game:

Following up with the end of our last battle, its time to take a look at our house ruled campaign advancement system for the Otherworld Skimish Rules.

Breaking down VP. 

Total Victory points are immediately converted to Gold piece value for each factions "bank"  to pay for upkeep, unit training , paying apothecary costs and buying magic items or hiring new faction members.   

Gold is awarded at rate of 5gp per Victory Point so with a score of  7 to 5 we also give each faction 1 VP after the match ( non scoring so this has no bearing on who wins or loses the match)
meaning in order to figure that we must figure out for each faction, what happened to each unit that was knocked out of action. 

Recovery of "Out of Action" units


Lets start with the Hall of Tyr, faction

We three members knocked Out of Action to 0 wounds…no one was disintegrated , or otherwise injured where they were below 0 hits. would end up being dead at the games end . therefore they are all eligible to roll on the post game injury chart which looks like this: 
( and if you've played these types of games before they will be very familiar)

Post Game Injury Chart Roll D6


1 Dead
2 Permanent wound 
3.Wounded  miss 2 games or pay a 15gp fee for Apoc  to reduce to 1
4.Minor wound – miss 1 game
5.No ill effects
6. Battle Hardened  +1 Hit  (3 max)

Holger Man at Arms- rolls a 5 -Recovers no ill effects.

Harald, Priest of Tyr, rolls 2, Permanent Wound , roll a 2 again…he has the Jitters for permanent -1 to his Morale…

Permanent wound chart

1         Madness- roll for madness chart every activation
2         Jitters  - roll to activate 6+ morale test or pass
3         Blind in one Eye -1 Agility
4         Maimed  -1 Str
5         Crippled-  -1 Speed
6         Lasting Trauma -1 Morale



Killian, Wild Ranger…rolls a 6!... battle hardened he gain a 3 third  hit!

This is big deal since paying for the 3 hit thru training is expensive.


lets now look at the Cult of Orcus

Ghruzl, Type I Demon- rolls  a 2 Permanent wound, then rolls a 4   -1 Str..ouch…

Acolyte 2. Permanent wound -- , 1 Madness how fitting, character must past an INT test at the start of each activation or babble incoherently (lose turn) or if you roll a "1" he savagely attackes nearest unit friend or foe with a +1 Str.

Executioner- Minor Wound .. must miss 1 game

4 Worshippers  2 Dead,  1- No Ill effects, 1- Battle Hardened (+1 hit)

Compute Total VP

Hall of Tyr

Defeating the Demon 3VP
Enemy Faction forced  take a Shaken test  1vp
Enemy Faction forced  take a Wiped out  test  2 VP
Bags of gold Card 1 VP
All 5 members survived to fight another day 5 VP

12 VP total= converts to 60 gold.

Cult of Orcus

Put 2 Companion level characters OoA..+4 VP
Enemy Faction forced  take a Shaken test  +1 VP
Since they were wiped out they failed to protect any adventure tokens so no awards there.
7 of 9 member survived  for a total of 12 VP

12 VP total= converts to 60 gold.

As far as the campaign is concerned despite the rout this game was a Draw...no if I were playing this competitively I probably let factions who didnt have the "honor bound" trait to Coup de Grace opposing OoA units of opposite alignment , to really put a hurt on the faction, I do that in the next game as an example.

Total rewards

So only 60GP you ask  ? -while the amount seem small the games uses a small cost base so its quite applicable to the listed costs of items and skills

The Hall of Tyr also recovered an Enchanted Shield but in order to use that or any items the unit must purchase the "magic item" skill  just like you use the "Scrolls and Potions" skill,  with additional ranks needing to be purchased for each additional item (up to 3)

Advancement

Factions members can spend a certain amount of Gold between adventures on Training Abilities or Statistics based on EACH  units total GP value before any purchased items

Faction Unit Value                                              Can Spend up too (X) amount between games.

25 gp                                                                                       5   gp
35 gp                                                                                       10 gp
50 gp                                                                                       15 gp
75 gp                                                                                       20 gp
76 or more                                                                               25 gp

Legends and Companions are limited to training in the areas listed in “Additional Abilities” under character creation.
For example if you are allowed an Otherworldly trait at Character creation but "otherworldly" isnt listed under ABILITIES "Additional" they cannot train additional "Otherworldly" abilities
only whats listed ie, Combat, Equipment, Traits,

The only exception being additional ranks  (i.e Magic, Luck, etc)  only you have it you may increase it at specified cost.
Henchman can train from abilities listed in their profile.



Costs of Ability Advancement

Statistics 
   +1 above base=   + 5gp
   +2 above base =  + 10gp
   +3 above  base     +25gp
       additional +25gp

Hits 

2nd Hit +5gp
3rd hit  +15gp

Attacks
Any New basic Attacks  at 4+  = +  5 gp
Improved attack -3+  =10 gp
Improved attack  2+  = 25gp


New Combat and equipment  abilities  -10gp

New Traits- 15gp 

Monstrous (where applicable for faction monsters) -20gp

Otherworldly -25gp

Each Disadvantages  subtract 10gp

Additional Ranks  2nd Rank +15 gp 3rd Rank +20 gp

Looking closely at the book most these things to develop campaign type advancement are in place in the book from no statistic can be increased more than 3 from the initial creation at cost 10, 15 and 25gp.. but page 7 of the rulebook states statistics range from 1 to 10 (godlike) with most units having up to 3 hits.


How do we spend our money?


Upkeep-  Upkeep is pretty common in skirmish campaigns ,  here will keep the tax light but make it 
reasonable that these factions have some cost to operate between adventures
Legends 4 gp
Companions 3 gp
each Henchman  under 25gp  =1gp over 25 gp = 2gp


Hall of Tyr

The Hall is relatively conservative, saving 20%  of there haul (12 gp) for later costs, choosing to pay upkeep before training saves them a gold piece so there upkeep is 13gp ( 1 Legend, 2 Companions and 2 Henchman , 1 of which is worth more than 25gp)

60-25= 35 Gp to spend

The Hall wants to add to its roster, they need another Henchman  but they also want to fix some holes we discovered in our gameplan.  both Luck and the Treasure Hunter ability are key while its be prudent to add a companion  with the Brave Burglar profile, and we probably will..we want to address Holger being so squishy with just one hit a 5 gp its a good choice...also we can sell our Enchanted Shield for its Card listed price (8gp) or pay 10gp to take the skill Magic Items (1) to allow someone to use, since Arturus is close to an unstoppable tank giving him a 3+  armor save is pretty fitting. However giving him the Shield and the require skill will push his value up to 103gp! which is going to make him very tough to field in any but the biggest skirmishes.

I also see where it could be useful for our Veteran Fighter Henchman with a now 2 hits and a potential 4+ Armor save he is pretty respectable BUT  at 40gp of value he can only train for 10gp so its either the Sheild or the Hit and the Hit is more useful

 then we want to give a point of Luck to Killian, since he rolled that luck 6 for a 3rd hit. but js value is to low for a 15gp training.  given his probems shaking the Scarred Status last game Iron Rations (1) seems fitting for a Ranger so i go with that.

with exactly 25 gp left its makes sense to hire a new burglar
and we will go over the new Companion before the next match these guys play.

Holger
 2nd hit + 5gp

Killian 
Iron Rations (1)  +1 gp


we also want to fix Harald's jitters a -1 to his morale is tough  while he is still going to have the Jitters from his injury, his morale to a "5" for an effective 4 will cost 10gp ....

Harald
Morale +1 (+2 from base of 3)  10gp

With 10gp left we dont have  enough for  Hire new Companion (Brave Burglar) for Faction 25gp
but if we sell the Enchanted Shield we get 8gp  and we take 7gp from our reserve to hire the new Companion

this leaves Hall with 5gp in the Bank going into next game. which is useful if we want to pick up and extra potion or scroll at the beginning of the game.

while you do not have to pay for weapons generally post character creation, you do if they are destroyed or lost give some scenario event so extra weapons in Factions armory could be useful 
well go over this in the next game

Hall of Tyr's updated roster after 2 games , still need more room for details

Cult of Orcus

 The Cult isnt going to be conservative at all and wants to blow there cash on as much Kill as possible
with his s 60gp

First off they replace the 2 dead worshipers for 14gp

Then he will most certainly hire an Assassin 
(Savage Slayer)  25gp since his Executioner must sit out a game

finally he'll give himself a 3rd rank in Magic for 20gp to allow him to cast more spells per turn.
which also gives him another spell ( to be determined later)

1 gp remaining.... 

the Injured Demon now Strength 4 will have to suffer with his injury Beleg is incredibly angry with him for his failures anyway.


That pretty much how it works more details in Episode 5- before years end for sure!


Tuesday, October 30, 2018

The Blackbarrow Chronicles , Episode 4- The Cult of Orcus ,Part I



Summers distraction’s certainly got the better of me, but an early harsh fall has us spending weekends inside and me getting back to some fantasy gaming. We actually played this awhile back but the time it take to put these write ups together plus all the other things I want to mention should be an easy 2 or part post, Ill get the game in here and most of post game , advancement details in Part 2.
Let start with basics: we revisited the Otherworld Skirmish rules for this and had a grand old time,  while our homebrew RPG rules were cool they’re a bit busy and for this bigger skirmish I wanted something totally fleshed out.
Having played an posted a bunch of Otherworld Skirmish (OWS)  games before I was prepared ,  but the game does has some shortcomings which I needed to resolve for the ongoing narrative of the endless campaign based on our little village.  While I have always liked this game , the draw backs for me were always- There are no Campaign rules , There is  a serious lack of classic spells,  and the game is based on the  limitations of one off encounters   faction vs faction. Finally I don’t really love the D6 as the sole game die and more fond of other wider result dice..but it is what it is.

         Applying the needed fixes for Blackbarrow required the following, we record Victory points (VP) to not only decide who wins but as experience for faction members , each faction member  gets 1 VP for surviving a match -standard VP rules per the book are applied to scenario so multiple VP can be awarded to various team member based on events , I’ll go over this more in the post game but basically I’m taking a Mordheim-esqe  approach to the post game.

 We'll be converting  VP to gold and that be used to buy additional skills which are already specified in each units profile.
There is Out of Action (OoA) injury  chart for Character knocked OoA but not killed outright and a few other advancement options concerning building up team funds and buying items etc.
The biggest difficultly for converting this for me is all the profiles need to sort out all the character and townsfolk we have going, I only created what was needed for the game and there are bunch more to do. Finally we created a few spells as needed and where they fit the characters,

THE STORY 

We left episode 3 in a Cliffhanger where the adventures found themselves surrounded by men pouring out the Dungeon while be confronted the mysterious ethereal evil spirit.  We had one character Killed and two that ran off (one being a secret cult member who’s task it was to lure people out to the ruins) after battling various undead being to called to a green flaming beacon placed by persons unknown , the remaining four characters  finding themselves prisoners of growing Cult running its operations out of the Dungeon.

The Adventures of the Hall of Tyr respond to the call of a rescue party, although they are less concerned with rescuing the men for the Wayside Drinkers Club, and more concerned with busting up the Cult’s activity which they have been monitoring  since Episode 1.

RULES-

We are using the OWS rules here only modified in the post -game phase to create a campaign of ongoing battles and provide  unit advancement. As you will see below several of characters have advanced since Episode 1, which is track by their gold piece cost on the roster.


FACTIONS –

The Cult of Orcus

Last time we saw the Cult’s Leader was in Episode 1 where he never  got into the action, since then he’s grown much in power, teamed up with a Demon and gotten a bunch of Followers and Henchmen to join him.

The Current factions roster is:
Beleg / Wretched Priest /Cult Leader – sold his soul to Orcus many moons ago for power and his hope to rain terror and death down upon Blackbarrows Castellan and any who get in his way.
he's almost tripled in cost since Ep1 and has been given a powerful summoning circle that allows him to summon a Demon to serve him.

Ghruzl / Type I Demon- One of Orcus’s many agents he’s around to see Beleg does what he’s supposed to,  Ghruzl has been previously summoned in this scenario in order to balance the teams

Executioner- The Castellan’s  Castle executioner is a cult agent ,  executions are a rarity in Blackbarrow his other job as stableman is less appealing then playing for the Cult.

2 Acolytes- junior priests of the cult , fanatics to Orcus

4-Worshippers – the Cults muscle / cannon fodder, fanatical , disposable.

New Spell, Inflicts Wounds (9+)  a unholy blast causes 1 hit, with no save.


Hall of Tyr

Self proclaimed heroes of Blackbarrow, all team members had have some form of power increase

The Current factions roster is:
Arturus- Crusading Paladin of Tyr, also getting a very big power bump from episode 1
Harald- Priest of Tyr, valiant side kick
Killian/ Wild Ranger- Longtime companion of the group
Holger – Man at Arms- Henchman (Veteran Profile)
Cristoffe- Arturus’s Squire, a Henchman (fighter profile)



Factions are closely matched in Gold Cost ,  we will see how the 2 to 1 difference in numbers effects the way things play out

SETUP- The Cult are the Defenders , Hall of Tyr are the Attackers., The Cult has 8 Adventure Tokens which are place on the board before play begins

(No Character in this skirmish has the Treasure Hunter Ability so the starting 8 tokens remains unaffected) ,  The Attackers start with 1 luck (Harald Luck (1), the Defenders 0

Adventure Cards- there are only 12 Adventure Cards in the Deck for this scenario
8 Treasures and 4 Traps

All other cards have been removed, each Treasure card can be immediately cashed in for a random draw from the magic item deck OR the card kept for its stated VP total

Any remaining Adventure tokens that are not revealed go to defender should they win,  traps are discarded and VP or items are added to factions treasury.

There are no wandering monsters in this part of the Dungeon, the rats are just decoration.

The Summoning

TURN 1

INITIATIVE:  Attackers 4 , Defenders 2 –
FATE  1 each—
HALL OF TYR (ATTACKERS) start with 3 Activation tokens
.
The Paladin. the Ranger and the veteran henchman get activation tokens
Arturus with use his Leader 2 ability gives both the Priest and Squire Activation token as he begins his turn

The Attacking team decides to eliminate guards in eastern hall and a grab an easy Adventure Token.

Arturus the Paladin , 1st action , moves his speed  6" -  Sees  a Cult Worshipper and Charges down the hall getting a free attack at -1 he attacks with a 3+ from his longsword but as it’s a charge he needs a 4+ rolling a 5 it’s a hit on the Cultist , since  Arturus is a weapon master his Longsword attack are “brutal” giving him two dice to a roll a 3 +  he rolls a 3 and 5 cutting down the first Cultist he encounters quite easily

Cristoffe is next,  the Squire makes a 6 inch move stopping on the rear flank of his mentor

Harald the Priest follows  also moving 6 " but for his 2nd action casts Blessing  his Intelligence is a 3 but he has 2 magic dice , needing a “8” to cast the spell he rolls an “8” + 3 (his INT) for 11 and Blessing is cast we add  second  luck Token to the Attackers Pool.

The Ranger and Holger the Henchmen both activate and move slightly to get a better view down the long western hallway, but don’t advance without the other hoping to protect the rear.



CULT OF ORCUS (DEFENDERS)

Starting the turn walready man down  they start with 4 activation tokens.

Worshipper 2- seeing his comrade cut down, now alone facing 3 enemies would need to make “Alone” morale test, however the worshippers are “Fanatics” and ignore this . this fellow moves to nearby secret door and uses his second activation a "special action" to open it.
 Worshippers 3 and 4 across the western hall to charge thru, it’s an Ambush!
Worshipper 3 moves 6 then Charges the Paladin, still in the doorway.. he hits on 5+ but since its charge needs a 6, he rolls a 4 missing.
Worshipper 4 moves up to try to join the fight.

Ambush using Secret Door

For the 4th Activation,  we activate the Demon who hearing the commotion in the hallway decides to investigate. Moving 6 (flying) he see’s the Ranger and the Veteran Henchman at the end of hall..
So he charges!..attacking with his Rending attacks  he normally needs a 3+  but in this case it’s a 4+ and he rolls a “3”  being it’s the last activation of the Turn , he use the team one Fate token to make that a HIT! its attacks are strength 5 and Brutal needing only a 2+ for wound…Our Henchman only has one wound  both dice come up hits only keeping the highest( 5)  Holger is toast but he has Light Armor and a Shield so he has a 5+ Save…we roll a “4” not good enough but we use their FATE token to make that move that 4 to a 5 and the Henchman survives the Charge.



TURN 2

INITIATIVE:  Attackers 5 , Defenders 3 –
FATE  1 each—
HALL OF TYR (ATTACKERS)  again start with 3 Activation Tokens

Paladin / Ranger and Veteran Henchman get initial tokens

Arturus the Paladin.  engaged with  Worshipper 3 who charged him last turn, upon activation he can give both his Squire and Harald the priest activation tokens thanks to his Leader (2) ability. His first activation is to attack, he hits on a 3 and wounds 4  putting the engaged cultist down as well.  For his second activation he immediately retreats 6” as he hears the screams of his comrades fighting the demon.
Holger the Henchman is next,  upon activation he must make a Fear test as the Demon is fearsome his Morale is 3 so he needs a 4+ and rolls a 4+ and stands true.
He attacks and needs a 4+ the Demon is a large creature making it a 3+ he rolls a 3! A hit , while the Demons Defense and the Henchmans Strength  are both  4. The Demon is invulnerable (1) which reduces the attack to Strength 3 , meaning he now needs a  5+ to wound he rolls a 4 but we gamble and put our fate point on the line to make that hit count! the Demon howls as it takes a wound…..
Killian the Ranger  must also make the Fear test he rolls a “1” failing miserably and now suffers the SCARED status giving him -2 to hits… Killian a crack shot only needed a 2+ to hit  due to the demons size that now goes to 4…..I want to move him away we opt for the shot on a 4+ and roll a 6! We need a 6 to wound however due to invulnerable lowering the bows strength…and roll a 2, he just outside of 6” from the Priest so we cannot use a Luck token otherwise I would…the arrow bounces off the Demons thick hide.
On his second action he moves 6 inches into the Western Hallway..

Harald is next , using both action to make a double move toward the Demon , he starts out far enough away he doesn’t need to make the fear test, but will next round.
Finally the Squire Cristoffe see his chance and Charges Worshipper 4 his attacks hits but he fails to damage with a “1” he gets a second activation and attacks again rolling a ‘5” then Damaging with another “5” the Cultist are dropping like flies…




CULT OF ORCUS (DEFENDERS)
Being now 3 men down they start with 3 activation tokens..the Demon gets ones as  does Cult Leader Beleg and so does the Executioner.

Beleg Activates 1st,  using his leader abiity he give both his Acolytes activation tokens, he then moves his speed (6) toward the action and cast CURSE rolling A 5 +4 (INT) For a “9” and one luck token is removed from the attackers pool,


the Cult on the move
Executioner  activates making a double move toward the remaining worshipper thru the open secret door.
Ghzul the Demon uses his Claw attack with 4+-  having the “unarmed adept” ability he rolls 2 dice keeping the highest in this case hitting with a “5” he only needs a 2+ to wound the Henchmen and rolls a 5+ , Holger does have a 5+ save which he rolls a 4+ we use our fate to make it a 5 and his armor and fate save him again. The Demon has a second activation he follows up with his Brutal Rend attack easily hitting and wounding Holger again, he rolls a “1” and we use our one Luck token to reroll rolling a ‘3” not good enough and the Henchman is smashed against the wall . knocked prone and is Out of Action.
Who's Next?

Both Acolytes make double moves preparing to engage the Temple invaders.

End Phase: we forgot about Killians scared status and should have save our fate for that…Killian has 2 hits so he rolls 2d6 looking for a 6 – 5 and 3   with noway to modify he remains “scared” into the next round



TURN 3
INITIATIVE:  Attackers 4 , Defenders 6 –
FATE  1 each—

Oh how the wheel turns,couldn’t be a worse time for brothers of the Hall of Tyr to lose Initiative!
CULT OF ORCUS (DEFENDERS)
Activation

Demon, Beleg and Executioner…receive activation token
The Demon Licking his lips charges Harald the Clumsy Priest, but the Demon see his Holy Symbol of Tyr and pauses he must make an opposed morale test against Harald but laughs it off with a score of 10 to 5 in his favor. The Charge continues…using he Claw Attack he rolls a 3 and 1..missing…he then turns to Rend in his second activation hitting with a 4 on the 3+  he gets 2 two dice needing a 3, but rolls a 2 and 1..we can use fate but Harald has Heavy Armor (a 5+) plus save and the Attacker have a Fate point… so it potentially 50/50 we waste the fate  point and there are 4 more figures to go… so the Demon grimace hissing “you got luckly priest.”.


Beleg activates next, he begins by using his leader abilty to give both Acolyte activation tokens
He them moves into hallway where he can see the Demon bearing down on Harald then uses his 2ND Activation use his “force of will” abilities on Harald , we are well within the 12” range and Beleg needs a 4+ he rolls a 2  and  the Fate point we are hanging on to wont help so he is done
Acolyte 1 activates he’s going to try to cast  “Cause Wounds” at Harald, since he only has magic (1) he going to CHANT for his first activation casting it on his second..chant gives you +2 on DC (9 in this case)
So he needs a 3+, we roll a “6” so the spell is cast and Harald takes an single wound..ouch!

Acolyte 2 ,  follows suit trying to cast cause wounds, he moves first to get into range so he cannot chant but rolls a 1 on the casting attempt…the spell fizzles.

Executioner – makes a double move toward the open secret door and remaining worshipers in the south hall

HALL OF TYR (ATTACKERS)   start with 2 Activation tokens

Activation 1 goes  Arturus upon activating is within  6 inches of Harald and right next to Killian the Ranger,

Arturus moves thru the hall to get line of sight on the Demon and decides to charge since his special ability “burning zeal” is blocked by the demon on a 2+

The charge is luckily to the demons rear flank as he is engaged with Harald . the Paladin hits easily with a”6” and while the Demons invulnerability lowesr the STR of the attack, the extra dice from the Longsword being “brutal” gives us “4” forcing me to now use that Fate point and make it a 5 and a wound ..the Demon hisses…




Harald, wounded uses his first must make a Fear test which with he passes with a 3 from his 4 morale stat..next he uses his potion of cure wounds to Heal Himself and passes the intelligence test with a 5 then attacks the Demon with his mace missing with 2!


Killian is next  he’s got  the lone worshipper  down the hall and the Demon in his bow sights , he suffering the sacred status so he’s -2 two to hit but he can Aim and take no penalty from long range thanks to “eagle eyes”  both shots with various modifiers work out to be “4+” but the shooting the Demon is too hard to wound and I could potentially ended hitting poor Harald. He takes the Aim shot down the Hall rolls a “4” then another “4” to wound..all the Cultist lackeys are now Out of Action.
Cristoffe the Squire , seeing this break makes a double move down the Hall to grabs the games first Adventure token, we cant actually get it until next turn, since we reached with a double move
Attackers Turn Ends

End Phase – Only Killian is current suffering a status he rolls two dice and does not get a “6” he remains scared of the Demon.


TURN 4

INITIATIVE:  Attackers 3 , Defenders 2 –  luck is with the Attackers it seems
FATE : 1 for the the Attackers  , 0 for Defenders

HALL OF TYR (ATTACKERS)   start with 2 Activation tokens

Cristoffe takes the 1st activation and flips and Adventure Card and gets the Strong Box for 1 VP we decide to exchange that for a draw on the Magic Item Deck and we get an “enchanted shield” which gives  the user Invulnerable (1) for Melee. A great score, this will make Arturtus extra tough to kill but since he is one the other side of board..for time being Cristoffe equips it

Enchanted Shield? definitely useful...
For his Second activation he moves up next to the Secret Door. Arturus is up next and after giving out activation tokens to neaby Harald and Killian he going to try to put this Demon  down

Attacking  large target and flanked he hits on a 2+ and wounds on a 5+ against invulnerable (1) but he gets two dice to try to get the wound he rolls 2 to hit 4 to wound,  we use our one fate point to put the second wound on the Demon…next attack is another 2 and ……drum roll please we get a “5” the Demon howls…at Arturus invokes Tyr’s name on the blow, the demon falls.
(that was some good luck)


This is a very bad for the Cult as they are now at ½ strength and will need to make shaken tests..


Harald is next and immediately attempts to cast blessing twice to put some luck on table… rolling natural 9 and 11 , Tyr’s holy light is with them and the attackers get  2 Luck tokens..

Killian , while still scared can now move toward the Demon since its fallen  but decides to double move toward the open secret door near Crtisoffe and catch the remaining Cult members in a crossfire .
Move x 2 he is done

CULT OF ORCUS (DEFENDERS)

2 activation tokens

Beleg and Executioner

Beleg is hoping to win initiative so we can get a  strike fear cast but no such luck, he gives his Acolytes activation tokens and casts inflict wounds on Harald (as he cant see Arturus) he only needs a “5’ on 2 dice thanks to his 4 Int and rolls a 6 Harald takes another wound
His second activation Beleg drops back into the doorway to protect himself

Acolyte 1 st activation Chant..second inflict wounds  rolls a 6 (+4) for 10!  Harald goes OoA ouch this is bad! The goes the Luck pool ( as far as I can tell, if the units with the Luck ability go OoA you lose access to the luck pool they need to be within 6” of the unit with Luck to use it . Having multiple figures with the luck ability is clearly a good idea.

Casting frenzy put both Harald and Killian OoA, you need to charge them you dummies!

Acolyte 2's 1st action moves slight south of door way and sees Killian coming thru secret door…
Cast inflict wounds but without chanting  rolls a “2” +4 =6 fails..
Executioner barrels up the hall has to move twice and cant charge Arturus but is lined for next turn to be charged or charge

End Phase – Only Killian is current suffering a status he rolls two dice and does not get a “6” he remains scared of the Demon, is a too bad since its defeated but I cant find anyway to remove the Scared status other than rolling a 6 in the end phase
 Here we must make Shaken test for the Cult we have a high morale 5 here so with the -1 penalty its still a 3+ and they pass with a 4..the Cult fights on


Turn 5 before both Acolyte 2 took an arrow to the face and The Ranger is brought down by multiple inflict wound spells.

TURN 5
INITIATIVE:  Attackers 6 , Defenders 3 –  Cult Cannot get a break on Initiative
FATE:  attackers 2, defenders 1

HALL OF TYR (ATTACKERS)   start with 2 Activations
I screwed up here moving Killian away with Harald OoA, I cant activate all  three of my units as the Ranger and Squire are too far away for leadership.

 I decide not to activate my best unit let him take the charge from the Executioner
And give activations tokens to Killian and Cristoffe

Cristoffe first moves thru the secret door to a nearby Adventure token and on his second action flips a card. Its bags of gold, since we are only up  4VP to 2VP at this point…we keep the loot as its good for a victory point

Killian Fires an Arrow at Acolyte 2 they can only take one Hit so we AIM (at +2) since he still suffering the Scared Status and that will negate it..  roll to hit -6 to wound  3 but we use a Fate point to make sure the Acolyte falls!  One more for a wiped out test for the Cult…


CULT OF ORCUS (DEFENDERS)

2 activation tokens

Executioner, Beleg

Executioners - 2 handed Axe is unwieldly so he cant charge and get an attack but  he can move and attack one so he does
He has the Onslaught ability so he can reroll a missed attack,  He doesn’t need it hitting with a 4 and the brutal ability  lets him roll twice looking for a 5+ he gets a “6” and Arturus  would take his first wound but he makes his 4+ armor save with a 4….

The decisive battle, Arturus was nigh unstoppable in melee, the executioner should have focused on the weaker characters and tried to force a rout...let the spells take this guy down....they learned their lesson for next time.

Beleg activates and gives an activation token to Acolyte  1
Beleg knows they need to put the ranger down they will force a shaken tests and that’s victory points
He moves to the door so he is in range  casting inflict wounds rolls the needed 9 before his INT is added and Killian takes a wound


Acolyte has to tougher job with one dice but he can chant for + 2 but rolls a 1!!…so not good enough.
The fate wont help us here and Killian skates by.

End Phase-  No more morale testsyet, Killian tries to remove his Scared Status rolls a 2 and 5 but we use our remaining Fate to make that 6 and he is finally no longer scared!


TURN 6

INITIATIVE:  Defenders 2  , Attackers 1 ,
FATE:  Defenders 1, Attackers 0

CULT OF ORCUS (DEFENDERS)

2 activation tokens

Beleg, gives his minion an activation token  1st action -Strike Fear..rolls  11 + 4 for 15 goes off and all of the Attackers are within the 12 “ range

Nerfing the Leader ability doesn’t do much here but the Morale hit does if he can take out Killian and force the shaken test..

2nd action inflict wounds on Killian… 9 +4 =13 on the 9 casting requirement ….Ouch Killians fall OoA..

Executioner -1st action attack!  Rolls a 4! Hit to wound a 3..miss….
2nd action attack again 4 again then a 4 to wound , the Cult uses its fate token to make it a 5 and a hit..
Arturus can attempt to PARRY this blow (forgot about this earlier) but rolls a 1
Arturus then rolls a 3 on his save and takes his 1st wound..
Acolyte 1  1st action moves toward Cristoffe…..2nd action tries to cast inflict wounds…Fails on 3


HALL OF TYR (ATTACKERS)  only 1 Activation

Arturus must  respond to the Executioner pounding on him attacks hits on 3+ wounds on 3+ (executioner is Def 3) I roll  5, then  4, 3 (wound) and 4, then 2,6 wound, Executioner Drops OoA.


End Phase 
Shaken Test for Hall of Tyr at -2 ( extra penalty for Strike fear) need a 5+ roll a 5!
His Courageous ability would have given me a reroll anyway…

WIPED OUT TEST FOR CULT

Highest  morale is 5 needs a +2 but -2 for wiped out so a 4+ Rolls a 1.. remove d6 models
I roll a 3.the Cult is Defeated.


Final Score

The Attackers win this battle on Victory Points 7 to 5 not rout by any means yes, Beleg’s and Cult suffered a loss via wipe out. He just escaped in the  Dungeon to fight another day.  Wounded himself, a down to just his Squire, with 3 unconscious / or worse (we will see in moment) Arturus must abandon any hope of finding the lost Waysiders from Episode 3 and return to the Village.

As you'll see in the next post as we go over the post game how its shakes out campaign wise, Did everyone OoA live? What about the Demon?... 
Arturus " you know I'm not using that shield right??"  Cristoffe " maybe I can paint it??"

Saturday, June 30, 2018

Caverns




Summer is well here as its a sweltering 98 degrees as I type this. I dont usually get alot of hobbytime in the Summer, but my goal is to get these Caverns done and complete the Dungeon Board in the next couple months. We are still working the Blackbarrow Chronicles and I would have probably have played and written that by now but we decided to make a rules change back to Otherworld Skrimish. Which I knowm will be more interesting to some people as opposed to us messing around with our homebrew based on The Black Hack RPG rules..it was fun while it lasted but the OWS rules have a charm of their own so we are giving them another go.



The Cavern section uses the Hirst Arts Cavern Molds 81,82 and 281,4Bot molds  W04 and W05 and I am using Woodland Scenics realistic water which doesnt cure very quickly but it for me is easier and less of hassle to work with than Envirotex.  pretty straight forward build, largest water layout yet for me , especially with the naked edge, which is a real hassle to get right.

The are two more cavern sections to go, I'm hoping to get the casting and layouts done next couple weeks, the builds and painting and water will take me awhile.I am hoping get out next game in July, it a big one probably a couple sessions and 2 part write up, I built some new terrain and painted some new figs and new Undead which will be showing up in Blackbarrow Ep 4.

Dont have alot of time so I am leaving this here, just need to give the blog a little love for June. I hope to be pretty active in July.
That shadow was a bad idea I am glad I didnt go with, I may get creative with some terrain there to cover it, not sure yet

last two empty sections are calling to be made bad, I cant believe I have been working on this board for over 10 years!

I am looking forward to this guy eating someone

Probably wont happen in a game but you never know Ropers are just nasty in any system.


Saturday, May 19, 2018

Blackbarrow Chronicles, Episode 3 -The Wayside Drinkers Club



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

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




INTO THE WOODS:.



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
CADE
STROM
TOUKO
FINIAN





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.


AT THE RUINS.




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
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
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





INITIATIVE

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!







 

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