Mission 3: Descent into Darkness, Scenario 3: The Last Stand
Having pushed
through the swamp, the land becomes firmer and the gnarled trees less dense.
The rolling black clouds above still cast everything in a perpetual twilight
and ash and smoke still drifts in the air. For the most part, the land is
quiet. No birds sing, no insects call out. Occasionally, a small animal
twitters from the shadows or scampers through the dead leaves. Twice you have
spotted small patrols composed of gnolls and masked men, but both times you have
been able to find cover and remain undetected. With few indications of the
passage of time, you are forced to rely on your own reckoning and the growl of
your stomach to know when to call halts, rest, and eat. You have passed several
streams, which seem to contain fresh water, though you remain wary of drinking
from them.
Just as your
companions are starting to tire, and you are considering calling a halt for
sleep, you
spy a broken
structure in the gloom ahead. Crawling forwards you can see that it is a partially
collapsed
stone farmhouse, of
a kind that is common in both Alladore and Lorenthia. Creeping closer, you see
shifting shadows
within, and, closer still, you hear whispered voices. There are several people
inside,
definitely humans.
As you focus on the speech, you begin to pick up the lilting accent of
Lorenthia, and
although the words
are still obscure, you can hear an undercurrent of fear. Making up your mind,
you call out softly to the house ‘Lorenthia’. The voices go silent, but you
hear a shuffling from inside. You call out again, ‘Lorenthia’. A moment of
silence, and then a reply comes from within, ‘Friends’.
Standing up, with
your hands open before you, you walk slowly towards the door of the house. A
man is standing
there, in the tattered remains of a Lorenthian uniform. A battered and notched
sword
is in his hand. ‘We
are friends. From Alladore.’ You say. The
man lowers his sword and grunts, ‘We’ll take friends from anywhere. ’Inside the
broken house, you see several more soldiers as well as a group of women and
children. The man in the tattered uniform speaks again. ‘I don’t know how long
it has been since the world ended, but for all I knew, we were the only
survivors. There are things out there, Orcs and worse, hunting us.’ ‘Lorenthia
is destroyed,’ you reply, ‘but the world endures. Alladore still stands. We can
take you there…’ But even as you say the last word, a horn sounds in the
distant gloom, and your companions come running. Everyone draws their weapons
and prepares to face the onslaught.
Pre Game Notes:
This scenario is the conclusion of the introductory
scenarios from the rulebook. Its a tough scenario where you’ll face the largest
numbers and hardest enemies yet. Rangers
should be 5th level or very close by its conclusion., You’ve got
help in the manner of 7 survivors but
you also have to carefully manage them as their survival is worth 56XP alone and we have averaged 60 XP a game
With the highest being the intro mission at 97. I see
this one being similar or even breaking 100 xp depending, its 12 turns. It will be the longest game yet as we
have 14 protagonists. So we are going to have much longer turns. At 12
turns we also have the longest event deck yet at 16 cards, 3 of which are drawn
to start the game to determine what enemies are attacking you from Turn 1.
Given that this write up of the complete game is going to
be at least 2 parts maybe 3, this first part
Will be the board Set up , terrain, special rules and character
stats.
Set Up
The centerpiece of the scenario is abandoned farmhouse
the Heroes and Survivors are defending. I had several ruined farmhouse
buildings from Warlord Games . I had built them
for Bolt Action that easily double as late medieval/ high fantasy type
ruined dwellings. My problem was they weren’t
big enough. I thought about building
something from scratch but I am trying to stick to my guns as much as possible
to use/reuse my vast collection of wargaming terrain. I did have a 3 other unbuilt buildings on the
shelf from another boxed set , which
had been languishing there 3-4 years at this point. Happy to put these to
use I modularized them building pieces to fit gaps , additional wall and
adding some second floor sections and a connecting section . The end result is two sections
9” x 5” and 8”x 5” which is 85 square inches vs the specified 8”x 6” and
6”x6” at 84 square inches
The rest of board is covered with trees , the is another
small ruined building and well which both have treasure tokens by them if we can
get to them . I wish I had some more
creepy wasteland style terrain or game mat to further represent the Shadow Deep, I am going to pick
up some game mats soon, I am kinda of
waiting to what I find at Adepticon in March.
Section 1 |
Section 2 |
The added bits |
Full layout of Farmhouse there are three sections of the upper floors\ |
Special Rules
During the event
phase of every turn (except the 12th) draw an Event Card.
The Target Point for this scenario is the center point of
the table.
Evil figures cannot enter the farmhouse through windows,
although they may attack
through them (suffering a -2 Fight penalty). They may
only enter through the two doors or by
climbing onto the roof, requiring 4” of movement, and
climbing down inside, requiring another
4” of movement.
There is a 1 inch stone wall around three side of the
house and to keep it simple I am going to use the Frostgrave Obstructions rules
here in which case a 1 inch wall will cost 2 inches of movement to move over.
Before the game, I may nominate one figure to make a
Traps Roll (TN6). If successful,
they may make one free +3 shooting attack against any
figure at any point during the scenario
( I choose Gord with Traps +5 he a rolls a (9) so he
succeeds that my come in very handy.)
Also before the scenario begins I am draw 3 cards from
the deck to who my starting enemies are
I draw:
RED ACE- Place 4
Orc Fighters at a random point on the table edge
RED SEVEN - Place 2 Giant Flies at a random point on the
table edge
RED TEN Place One Troll at a random point on the table
edge
OK , 4 Orcs, 2 Flies and a Troll, Lets get this party
started!
Fight +4 , Armor 14, , Health 16 adn +2 Dam..the Troll is no joke and we could draw a second in this scenario. |
Usual Orc rabble, no super concerned about them except there is up to 17!!! who can join the battle. |
Ranger Blackwulf- My main man has been a pretty tough
hombre, he only almost went down for
the count during M2 S1: the Battle of the Bridge guards. He’s taken some other wounds but nothing
major. His heroic abilities have been 50/50 After 7 missions I only used both my Deadly
Strike and Dead Shot Abilities , ONCE..its just hasn’t come up where hes won a combat or shooting contest on an 18 or 19 , I want
really thinking about the fickleness of the D20 when I picked them. His Heal
spell and Deadly Aim abilities have been very useful . SO for this last mission
he happens to get a new heroic ability having hit level 4, I choose something
that I know I will be able to use every scenario no matter what: Hand of Fate.
The Companions
Our companions have fared very well also, thou that would
be due to luck. Both Gord and Skuti
Have survived every match so far, Sigurd has fallen once,
Thorvald three times and Guthrum four.
Xavos has only be with us since the start of mission 3 and almost died right from the start, so Im
trying to keep him out of combat where I can.
Osprey miniatures, mostly the Barbarian kit..with a few random pieces from other kits |
A House Rule
We have had No deaths and No permanent injuries. Having only a 20% chance of rolling a 4 or
less. Moving ahead I am going to house rule that every time some
is knocked out of action they receive -1 on the Survival table for each
proceeding time they are knocked “ Out
of Action “ so in Guthrums case he would be – 4 to his die roll the next time
he is knocked out of action, This can be offset by medicine like the Athalas
herb. This will up the risk for your
characters because eventually everyone's number comes up and I want to rotate in
new characters as Resource Points gaining process is pretty slow. Of course I can reorganize my companions after any game, and bring in or swap out whoever I want , its just makes more sense as a narrative if
once in a while we get a KIA.
This Scenario features Seven survivors who find at the
ruined farmhouse just before the forces of Shadow Deep attack. 3 Soldiers and 4 Civilians. One of the soldiers on Leadership
check TN12 can be upgraded to a Knight
from a Man at Arms. Blackwulf has +5
Leadership skill I was sure he would do it but he rolled (4) or a “9” nope. Man at Arms it is. Here is my breakdown of our Survivors
4 Lorenthian Soldiers
-The Sergeant – a Man at Arms
-The Corporal- an Archer with Crossbow
-The Scout - a n Archer with Crossbow
-The Rookie (aka Rook) a new recruit who was previously wounded
, -2 to fight so he has Civilian Stats
3 Civilians
Whats left of the
large family and neighbors that once
lived in the area before Lorenthia fell to the Shadow Deep
- A Farmer named “Otis”
, This was his family home he is all
that remains of his large Family
-The Widow , the lone
survivor of a neighboring family ..the men call her “Ma’am” but in gameplay we will call her “The
Widow”
-An Old man, no one knows who he belongs to, he doesn’t either,
they call him “Grandpa”..
So our seven survivors: Sergeant, Corporal, Scout, Rook,
Otis, The Widow and Grandpa.
We will see how many make it thru
I need to set up everyone first then draw my three cards
from the event deck, I have already drawn them so I will randomly place them
after I set up.
My plan is have a Man- at Arm and Guardsman cover each
door.
Have the Archers
inside moving where the need to where they can shoot both inside and out
Ranger Blackwulf is going to roam the grounds being
mindful not to get surround, falling back to house when he needs to.
Gord and Xavos are going to work as a Pair trying to
retrieve the Treasure Tokens then will fall back to the house
Rook, Otis, The Widow and Grandpa will be inside the
house staying together backing up any Archers and trying to stay alive.
With the preliminaries out of the way we are now ready to
place our initial bad guys and start turn 1
The dice roll in Part 2!!
Final set up before I start rolling dice at the Beginning of Turn 1 |
1 comments:
Great work with the Warlord Games buildings. I found the size an issue to so did something similar with 2 of them: mashed them together to make one larger structure.
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