The report is a complete
playthrough.
Pre game notes
The first scenario I’ve
played that picks up immediately after the previous one. We’ve been given
some chance to revive our men that were knocked out of action and luckily not
wounded any worse. The team wastes little time moving on climbing the tower stairs and coming to the inevitable mission showdown.
Standard changes are the rooms
sizes are scaled down to fit my terrain, and Orcs replace Gnolls as the primary
soldiers of the Shadow Deep. All other aspects are unchanged.
All die rolls are shown as
(X) all combat rolls are (x,x) The first number always being the heroes.
There is no target point
in this scenario.
Tactics
The Shadow Knight here is
the most powerful foe we have faced yet , and while this scenario bypasses both
Clues and Random events for 3 scripted ones, it seems to be the most challenging.
Given that- I have decided
not to “recharge” my heroic abilities but play this as the continuing mission that
it reads. Ranger Blackwulf will have only his “Deadly Strike”
and “Deadly Shot” abilities having used “Steady Aim” and “Heal” on the Lower
level. He is still in possession of two
very useful items however that will be used. The Philtre of Fairy Dust which
will make his weapon “magic” for the game giving him +1 Fight (so the max +5)
and bypassing the Shadow Knights standard weapon immunities and the “Fireheart
Green” herb that will give him an extra action
on his next activation. Given it takes an action to ingest or apply any potion or herb, its seems I can use the herb
on the first turn so on the second I can apply the dust and still have my two
moves to engage the Shadow Knight.
We only start with three
men on the first turn- I chose Sigurd and Skuti, as Sigurd has two remaining
uses of his Brightness Shield to defend against to the tower archers plus he
will deal an extra 2 point of elemental damage to the Shadow Knight from his
discovery of the “hidden note” in the last scenario. Skuti is there to engage the
archers right away. The plan- turn 1 engage
the archers prep for turn 2 , On Turn 2- Blackwulf and Sigurd engage the Shadow
Knight while the rest of teams deals with his minons. That’s the plan anyway.
Set Up
Tor Vardens rooftop, its along way down. |
For this set up I used the
Dungeon Tiles I made for the lower level. They are placed on a low table on top of my
battle mat with the trees below so in the photos you get appearance of them
fighting on very high tower. Some smaller
pillars are there to support the imaginary roof mentioned in the text , which apparently
has a hole in it its center to accommodate the large bonfire.
The wooden walkway overlooks the long drop to ground, where anyone wounded upon
it must make a TN 5 acrobatics check of fall off and be reduced to 0 Health.
The Shadow Knight always
passes this check should he have to make it.
On with the game!
Mission 2: The Beacon
Tower. Scenario 3: Tor Varden , The Upper Level.
“Your party is battered and bruised, but the fight is
not over. Whatever now rules in this tower is likely on the upper level. While
it is tempting to leave now with the gains you have made, it would then be left
to some other group to come and finish the job, and who knows what evil might
be done here in the meantime. Readying your weapons, you advance up the stairs”.
TURN 1
RANGER PHASE
Slipping thru the Trapdoor Blackwulf, Sigurd and Skuti are the first three through.
Blackwulf activates all
three via group activation,
Blackwulf
spends his first action consuming the “fireheart green” herb
Spotted by the Orc
Archers on the walkway, (they cannot see the Shadow Knight or the Soldier who
are behind the bon fire.) Blackwulf's second action is a bow shot. he fires a shot
at the Orc in the NW corner. (6,1,) or 8 to 3- the shot hits but does no damage.
The Shadow Knight and Orc Soldier cannot see the Blackwulf and Co here, line of sight is blocked by the Bonfire |
Skuti follows suit shooting at the same Orc (11,4) Skuti is plus +2 the Orc is + 3 (+ 1 for intervening pillar, not cover but in
the way) Skuti just barely hits him winning with a 13 vs 11 armor equals 2 damage..a nick…however
the hit shakes the Orcs footing and it must make an acrobatics check (TN 5) at +0 the roll is (3)
Luck is on our side the
Orc stumbles and silently goes over the edge..One Down,
This guy took only 2 damage but over the edge he went. |
Sigurd advances 3 inches and holds trying to be a target for the
Orcs arrows and target of the soldiers.
Sigurd Steps up. |
CREATURE PHASE
The Shadow Knight moves
first, according the Creature AI since
no heroes are in Line of Sight (blocked by the bonfire) he will move in a random direction first…
since hes on square tiles I used a d8 to determine direction and roll (4)
after a 2 inch move the Shadow Knight can see Sigurd so he stops and
with his second action he advances into Sigurd so no combat. We lose Sigurd as archery target but he’s drawn
the Shadow Knight out and there was no combat.
Shadow Knight immediately engages |
The Orc Soldier is next. He rolls (7) moving west toward the walkway and goes 4 inches before he can see
Blackwulf stops, then advances with second action 6 inches and stops. (this should have only been 3 inches here as a second move..I didnt catch it until after the game)
Orc Archer SE, can see
Skuti with portion of the pillar intervening so he shoots his bow is +3 vs
+2 (10,12) the Orc wins 14 to 13..Skuti
takes 3 damage dropping to 7 health.
This blurry orc in foregroud hits Skuti turn 1 |
Orc Archer SW has no Line
of Sight , since he wont leave the wooden walkway he can only move left or
right , I roll left he advances 5 inches then sees Blackwulf and makes a hurried
shot with no other penalty its +3 to +2 in
Blackwulfs favor , Roll (16,10) the shot goes over Blackwulf’s head into the
sky.
Orc takes a shot but misses, |
COMPANION PHASE
Our remaining companions don’t
enter until Top of next turn.
EVENT PHASE
No event this turn.
TURN 2
Guthrum , Gord, , Leofric and Thorvald enter thru the
trap door
Getting the band back together! |
RANGER PHASE
Blackwulf use group
activation to activate Sigurd, Leofric and Thorvald
Ranger Blackwulf goes
first and has a 3rd action this turn due to consuming the Fireheart Green last turn.
Action 1..Apply the fairy
dust to his sword.
Action 2 move to engage the Shadow Knight with Sigurd
Action 3 Attack! …bonuses
are +7 (+5 fight and +2 for Sigurd supporting
versus +4 for the Shadow Knight
(15,8) Boom ! his magic blade strikes true -winning
the combat 22 to 12. The Knioght has 12 armor so its 10 damage , it howls but
fights on with 4 health remaining
Sigurd follows up with the
next attack he is +5 (+3,+2 for
support) vs +4 …roll is (9,14) the
shadow knight prevails 18 to 14..Sigurd takes 6 damage! Leaving him at 6 health
Leofric moves 6 inches and
engages the Orc Soldier.(15,18) Orc is ready and bests him 20 to 18..its a brutal
hit taking Leofric down to 4 health..
Thorvald moves 6 inches
into combat with Leofric and the Orc Soldier making it +5 (+2 for Support vs
+2)
The roll is (14,7)
Thorvald drops the big hammer and connects 19 to 9 its 8 damage +2 for the Two handed hammer a good hit and just enough to kill him with 10.
CREATURE PHASE
Creature AI dictates that
highest health creatures go first , so the Archers.
Archer SE has a clear shot
at Guthrum so he takes it (9,20) Oooofffff, Poor Guthrum is hit and it’s a 22
vs his 9
22 vs 11 armor is 11
damage, Guthrum has 11 health so hes down he is not on the walkway however.
Archer SW has a narrow but
clear shot at Leofric the crates giving +1 cover (6,19) double Ooofff and just like that- Leofric is down losing 21 to 10 for 9 damage
The Orc solider here is already OoA, I just didnt lay him over as I did Leofric who caught an arrow here. |
Orcs are 2 for 2 gulp!
Shadow Knight, attacks
Sigurd since he has the lowest health +4 to +5 since Blackwulf is
supporting.(1,15) a dark turn as Sigurd is struck down in his track losing 19
to 6…with 7 damage against his 6 health. (damn 1st time
Sigurd has fallen)
What a mess here, 3 guys down in one phase. |
3 companions down ouch!
COMPANION PHASE
Gord moves behind a pillar
about 5 inches he then throws his lucky knife at the Orc Archer SE (11,20) but
not lucky it Misses
Skuti turns and fires an
arrow at the same archer (18,8) +2 each
the Orc is hit in the chest 20 to 10 which drops him to 0 health , I make the
acrobatics check anyway which he passes so he falls dead on the walkway.
Skuti with a key shot here taking down the NE archer he didnt have a chance to fall off . |
A least we got some
payback here.
EVENT PHASE
During the event phase of turn 2, the heroes see a
flame spring up in the distance. They
realize the neighbouring beacon tower of Tor Dargos
has been lit, but instead of the traditional
orange light, it glows with a phantasmal green fire.
All heroes must immediately make a Will Roll
(TN10) or become poisoned.
Blackwulf + 4 (10)
Gord +1 (9)
Skuti +1 (6)
Thorvald +2 (14)
Skuti is poisoned and now
only has one action.
TURN 3
RANGER PHASE
Blackwulf activates Skuti
and Gord using group activation
Gord moves 1st
moving into combat with Blackwulf and the Shadow Knight, normally in a competitive
type game I would choose to have him not attack
hes just there for support. Here I have him stab away as that’s what he do he;s the underdog at +3 vs +4 roll is (3,8) so he loses 6 to 12 The
Shadow Knight swats his attack away cutting Gord for 2 damage he drops to 6 health and
is lucky- I did not roll better for the Shadow Knight.
Gord got lucky fighting with Shadow Knight only taking 2 damage |
Blackwulf attacks now at
+7 with Gords distraction (support) versus
the Shadow Knights at +4…
Roll (14,7) there it is
Blackwulf lands a clean blow 21 to 11 the resulting 9 damage with the magic
blade puts the Shadow Knight down- it crumples to floor dead.
Blackwulf puts the Shadow Knight down. |
Skuti fires his Bow across
the way at the lone remaining archer (14,20) I'm noticing a lot enemy 20’s in this game- the arrow
misses.
CREATURE PHASE
Orc Archer SW stands alone (what
no morale check in this game?) shoots at Thorvald
( 6,13) he hits Thorvald and wounds him winning with
a 15 minus 11 armor he puts 4 damage on Thorvald dropping him to 4 health.
Thorvald takes an arrow to the chest, it just pisses him off. |
EVENT PHASE
No events this Turn.
TURN 4
RANGER PHASE
Blackwulf activates Gord using group activation
Blackwulf moves twice its
just enough to engage the last archer but they cant fight. He is on the wooden
walkway however.
Gord moves twice to engage as well but cant reach.
Blackwulf engages the last archer and kills him on the Archers turn., Gord looks on approvingly. |
CREATURE PHASE
Orc Archer attacks
Blackwulf +1 vs +5 (17,17 ) or 22 to 18
in Blackwulf’s favor with 11 armor that’s 11 damage vs 10 health the Orc is
gutted and falls dead
COMPANION PHASE
Thorvald and Skuti move to free
the Captured prisoner.
SCENARIO ENDS
Wow! a bloody affair , Sigurd, Guthrum, Leofric all Out of Action let see how they did-
Sigurd (14) Full Recovery
Guthrum (20!) Full Recovery
Leofric (6) Badly Wounded
.
Leofric is leaving the
group only being with us for this mission he will remain at the recaptured
tower. Perhaps we will see him
again in future games as a companion.
Group shot of the Heroes of Tor Varden |
EXPERIENCE
• + 3 XP (9 XP) for each
Archer Killed YES. All 3
• +10XP if the shadow
knight is killed. _YES
• +10XP if the man atop
the woodpile is saved.- YES
• +10XP if the woodpile is
not set alight. YES
• +5XP if the heroes see
Tor Dargos alight. YES
• +5XP if the heroes see
Tor Hammel alight. NO
• +10XP if the heroes
retake Tor Varden. YES
So 54 XP almost the max, I
was happy to not see the Tor Hammel green fire beacon light up as that next
check was TN 12 !!
Progression Points for
Thorvald, Skuti and Gord
Skuti and Gord both have 5
progression points
Gaining +1 Health.
Ranger Blackwulf goes to 333 experience making him level 3
giving him an extra 10 Recruitment points
We will be reorganizing our
companions perhaps gaining a new one, we will see,.
THE NIGHT OF GREEN FIRE
Nearly a century ago, at the end of a brief war with
Lorenthia, the king of Alladore
ordered a line of beacon towers constructed along the
border between the two countries.
These towers were used once, during another brief
border skirmish, but became mostly
redundant when a lasting peace was formed between the
two kingdoms. For the next
eighty years or so, the towers were neglected,
abandoned to the wear of time and the
elements. When the Shadow Deep swallowed Lorenthia,
these towers now marked
the edge of the known world. Although most were in
poor shape, they were quickly
reoccupied.
A week after Lorenthia fell, the forces of the Shadow
Deep surged up and
assaulted the line of towers, swarming over the
defences with a tide of gnolls, undead,
and evil men. On that horrible night, the beacon
towers burned with a phantasmal
green light, announcing to everyone within thirty
miles that the Shadow Deep now
controlled the border. Only in a few spots along that
line could the light of orange fire
be seen, offering just a sliver of hope that the
warriors of Alladore were still fighting to
hold back the darkness
FINAL THOUGHTS
That was short and sweet
at three and a half turns but a good showdown for the final battle at Tor
Varden that recaptures the Watchtower.
It is pretty clear that IF
Blackwulf did not have the magic weapon and the extra activation things could
have went very bad. It’s a fair trade off since two of his heroic abilities
seem to never come into play after 5 games!..(or if they did it didn’t matter)
if you are a new player I would save Deadly Shot and Deadly Strike for late
game abilities or just take one of them. I realize it all about luck with a D20
and they could /might come up a bunch more but right now its kind of a bust but
that’s what I took so I am just rolling with it. Also having the extra, man at
arms (Leofric in my game ) is absolutely key for this scenario.
Remember the text in “S1: The
Bridge Guards” states he available for the entire “mission”, not just that one
scenario . I’ve seen some online reports of people getting creamed in this
mission running a couple Rangers with
some recruits a bird and a dog. Losing
Leofric will hurt but with the extra RP
I’ll have at 115 total, meaning I
can either swap out one of the boys for a tougher 35 point soldier OR add a
recruit and a regular hound o or I could really mix it up and add a second
ranger team. The break in story is right here and good time to change things up as and the
final 3 scenario mission takes us into the Shadow Deep itself . No idea what
Ill do yet ill figure it all out as I figure what terrain I need to pull off Mission 3 : Descent into Darkness. Coming
soon!
2 comments:
John, an excellent write up.
Thanks for the write-up. Terrific table set-up!
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