With the preliminaries out of the way with the last post,
lets get right to it…
Blackwulf’s Report- “Several weeks since our return from the
Shadow Deep , and the Convent of St Emilia, we’ve rested and recuperated here at Tor Varden . I’ve dismissed some of the company to go
ahead and take up their own agendas, Thorvald is helping our old friend
Leofric
Train new recruits , while Xavos and Oleandra left some days
ago with the Knight Calistra to return the recovered decanter to the King
in the City of Tallis This morning ,
I’ve been given the simple task of
delivering orders to army unit camped on
the northern end of the Shadow Deep. I’m
told the unit commander is in need of our services as well and will only
discuss the issue in person. The four of
us head out in the morning , we must travel fast and on foot to stay unnoticed and if we travel well into the night we
should be there in 3 days time. The moon
is full tonight, may it speed our way thru the darkness.
We’ve stumbled upon a group of auxiliaries, huddled around a campfire. They say they are all that’s left of a small
garrison from the nearby Village of High Rock. They say a pair of Werewolves
tore thru the Village and the killed the rest of the garrison. Outmatched they
fled with a few survivors, who traveled on while they’ve waited here to see
any others survived. There might still be other survivors; the beasts were last
seen headed toward the Village Inn.
They’ve asked for our aid and that with our help we mount a counter
attack and slay these beasts. We are on
a deadline but I have no choice but to honor this request, we move toward High
Rock now.
Pre Game Notes:
Blackwulf is level 8 we are using the harder event deck for
Levels 6-10 , Blackwulf has 125
recruitment points and can use .7 x for this mission companions with 87.5 RP he
has plenty of room for his three comrades.
He also gets the 4 Auxiliary Companions who have led us to the Village.
Now the twist here is one of these 4 companions is also the
second werewolf but we don’t know that nor do we know which as the game unfolds
our actions, clues and die rolls will determine which of these 4 will go Werewolf on us at a certain point. The event deck is 13 Cards
I playing the mission as written with the exception of the
manor house becoming an Inn and increasing the difficulty where noted.
House rules – Just
the he standard “Russian Roulette” I use for this campaign . Russian
Roulette is just a negative modifier to
survival roll post game should a character be knock out of action, that modifier
is number of times the character has been knocked out of action in the entire
campaign (Thorvald, not playing here is sitting on a big -5 meaning his number is eventually going to come up
should he keep adventuring) the players here are at worst -1 so I am not
expecting a death should someone fall
here but you never know!
Ranger Sheet
Companion Sheet
Auxiliary Companion Sheet and Backstories
MAP
“Following the lead of the
four auxiliaries, you move quietly over the rocky hill, and look down upon the
dark village and looming two story
Inn. Everything is shadows and gloom. For a moment, nothing seems to stir, no wind, no life. Slowly, though,
as you study the darkness, you see movement near the manor house and decide to
investigate.”
Special
Rules
This whole scenario takes place at night, and while the
full moon is out, it is still dark. The maximum lineof
sight for this scenario is 14”.Other
Special rules will be discussed as they come up during play.
There
is No Target point in this scenario.
No turn limit - The scenario continues until two
werewolves have been killed, or all of the rangers and companions have been reduced to 0 Health. The game also ends
immediately if only auxiliary companions remain on the
table and the second werewolf has not been revealed.
and as always:
All die rolls are shown as (x) all combat rolls are (x,x)
with the Heroes roll always being first.
TURN 1
RANGER PHASE
Facing the large pond
and considering we have such a big group Blackwulf decides to break the
team into two groups. Sigurd and Skuti will lead Covin and Nicolan while he and Gord will take Seb and Orla. There are to circle the pond and meet at the
Inn door. Auxillary Companions cannot
activate in the Ranger Phase so Blackwulf activates Gord and Skuti
Gord- heads
for the Pond , it’s a nice night for a swim he thinks to himself as hes been on
a forced march for the 2 days , the pond is deep water as he wades in., Gord
first action is to move to the lake with move 7" he is in the water , the water
is deep so he must make a swim check TN 5, with a -2 penalty for light Armor so
TN 7 (roll 14) he swims to boat and climbs in as a free action,. And we roll
for our first clue!
(Roll 18) You find the body of a dog. Its jaws are filled with
long red hairs. Increase Investigation
Score by 1 (Orla).
Skuti- moves once to scout toward the woods he sees
nothing and continues…after the second
move he stops dead in his tracks as he sees the glistening teeth of a large
wolf sneering at his from the woods!
Blackwulf moves 6 inches he spies movement in the pen
outside the stable entrance a second look reveals it to be a Giant Fly he quick
fires an Arrow (2,12) but it misses and hits the stable wall.
CREATURE PHASE
NO CREATURES MOVE TURN 1 (special rule)
COMPANION PHASE
Seb- Follows Blackwulf Holds
Orla Follows Blackwulf, sees same Giant Fly also fires an
arrow (3,18) Miss.
Sigurd, Covin and Nicolan all double move to catch up with
Skuti
EVENT PHASE
RED 6
A pair of swamp
zombies crawl up out of the pond. If there are any heroic figures in
the pond, or in
the boat, place both zombies in combat with a heroic figure. If there
are no heroic
figures in the pond or boat, place the zombies adjacent to the pond at
the point closest to a heroic
figure.
Gord:
Uh Guys!!!! Poor Gord…
INVESTIGATION SCORE: 1
TURN 2
RANGER PHASE
Well
that’s and interesting turn of events, Now we have to try to save Gord,
Blackwulf activates Gord and Skuti once again .
Blackwulf-
Hearing Gord’s yell he see the Zombies and turns and Fires an Arrow its +2 vs +0 (8.19) darkness or luck has our
hero failing badly.. Blackwulf then wades into the pond because this is going to get into hand to
hand ,because he crossing into water (aka rough ground_ he can’t quite reach
combat
Skuti-
has to move for clear shot.. he does and fires and arrow, he is +3 vs +0 (4,2)
he hits but its but if fails to strike a vital area ( 7 wont come close to
damaging the zombie at armor 12)
Gord-
takes his lucky dagger and sticks in the face of one of zombies, hes flanked so
its and even roll +2 vs +2 , lets hope
his knife lives up to name..(20,13!!) and it does (funny how this routinely
happens to this guy its some sort narrative effected dice karma) a dagger is still -1 damage so 21 against 12
armor is 9 than a +5 for the critical
hit..more that enough to put a Swamp Zombie down at 6 health
Gord
– “Do I have to everything by myself.?”
CREATURE PHASE
Thing
get real here as all creatures on the board outside the Inn, have line of sight
on the heroes
4
Giant Flies, 3 Giant Rats, 1 Grim Wolves all activate this phase plus of course
the Zombie in combat with Gord
So according to their health (Evil Creature Actions) the
Activation order is:
Grim Wolf
Swamp Zombie
Giant Flies
Giant Rats
Grim Wolf- The Grim Wolf has a move of 8 , its 9” away
from both Sigurd and Skuti, I flip and coin and its Sigurd who gets
engaged..but the Wolf wont fight this phase.
Swamp Zombie attacks Gord..since Gord is in the boat he
facing no penalties so +0 Zombie, +2 Gord (7,7) Gord wins no damage as the 9
wont effect Armor 12, but he will push
that Zombie 1 inch back freeing from the Combat!
Giant Flies- The
Flies join the fight zipping from the Pen in front of Stable and using both actions to move toward the closest
heros -Blackwulf, who’s swimming the pond and Gord in the Boat, the each are
engaged by 2 flies….NOT GOOD,
Giant Rats – scurry out from underneath the wagon looking
for food, they rush Skuti the nearest here 2 of the 3 can engage but none with
fight this phase
COMPANION PHASE
Nicolan- Quickly
moves to the Grim Wolves flank and attacks…with SIgurd already in the Fight he
is +5 , vs the Wolfs +3 (8,6) or 13 to 9 Nicolan Stikes a blow for 3 damage to
the Wolf.
Covin, Joins the fray as well, and the Wolf is far more
dangerous than the rats.. With Sigurd and Nicolan Supporting Covin is now +6 vs
+3 (20,5) an second Critical, Covin’s
blade is true, the wolf outmatched takes a mighty 21 damage…
And it dies silently not even knowing the former Soldier
hit it.
Sigurd now free on
engaged moves into one of the rats attacking Skuti he attacks at +4 to +0 (2,3)
winning with a 6 he doesn’t kill it but he kicks it back and inch of himself
and Skuti..
Orla decided to try to pick off the disengaged Swamp
Zombie she moves 5 inches and Fires and Arrow its +2 vs +1 for the Zombie since
she moved and it’s a hurried shot..(9,10) or 11, 11 tie in ranged combat that’s
just miss.
Seb wades into the lake and peels one of the Giant Flies
off of Blackwulf, he wildly swings his huge Axe +3 vs +0 (1,11) missing
horribly he gets himself stung for 1 point of damage, Seb needs to make a
disease check at TN8, but passes it easily with (10) +10 health for a 20.
EVENT PHASE
RED 2
Place
a werewolf in Room B in the corner opposite the treasure token. If a werewolf
has already
been placed due to a random event, place a grim wolf instead
So our First Werewolf is on the board Hes in the Inns
Kitchen!, our players don’t not know this yet.
the first Werewolf shows arrives. |
TURN 3
RANGER PHASE
the brawl in the pond has so many things that could have went wrong with it.;.;. |
Blackwulf in the middle of the swimming brawl in pond
activates Gord and Skuti again this Phase
Blackwulf attacks the fly menacing him at +2 (-2 for deep
water) vs +0 (15,3) cleaves it in two and attempts to move into
the Zombie to keep it off Gord.he needs to make a swim check he +2 swimming but
-2 for wearing light armor so its an even roll for a TN5 (4) OOF we cant have
that happening Blackwulf starts choking water but I m going to go ahead use my Hand of Fate ability here to reroll
this (6) whew he makes it..and moves 3 inches to engage the Zombie (im sure I
will regret that later)
Gord- Swings his knife at the Fly, +2 vs +0 (5,17) he
misses 7, 17 ouch he takes a stinger to the neck taking 7 damage!
He immediately makes a disease check TN8 and passes with
a 9 +5…=14
Skuti- pulls his
knife and goes after the rat that’s on him +2 vs +0 (8,11) or 10,11, he loses
and takes 1 point of damage!
Disease check (18) pass
CREATURE PHASE
Swamp Zombie attacks Blackwulf +0 vs +2 (-2 deep water) (20.20!) wow that
doesn’t happen often and 4 20’s in 3
turns..not sure that’s a good thing, Anyway Blackwulf get his sword thru its
face despite it best efforts to attack him
21 damage takes Zombies head clean off.
Fly attack Seb +3
vs+0 (18,1) this time Seb splats it dead.
Fly attacks Gord +2 vs +0
(16,16) Gord dodges and win with
a lethal blow for 12 damage…dead
Fly attacks Gord +2 vs +0
(13,12) winning again just enough to Kill it.. 9 damage. Dead
Rat attacks Skuti +2, vs +0 (4,11) Skuti cant catch
abreak he takes another point of damage and another disease check.
3+9= 11 Pass.
Rat attacks Sigurd +4 vs +0 (18,9) Sigurd crushes it under his boot after
skewering it… dead
Rat attack Nicolan +3 vs +0 (12.15) tie at 15 , both
characters take damage the rat bites Nico for 4 damage as he impales it for 9
damage,….dead he makes a disease check TN 8
(9 +8=17 pass)
COMPANION PHASE
Covin moves into engage the Rat attacking Skuti now at +4
with Skutis support +4 vs +0 (15,9) that
Rat is squished dead 13 damage.
Sigurd and Nicolan move toward the woods spying something
a clue marker near middle edge
Sigurd engages the Clue marker
(roll
4) You discover a corpse that has been
savagely mutilated. There is a scrap of clothing clutched in the corpse’s bloody hand.
Increase Investigation Score by 2 (Seb). Make a Perception
Roll (TN6). If successful, the figure is now carrying a
treasure token.
Sigurd
perception (1) FAIL..dunce
Seb
needs a Swim check to get out of the pond..TN5 (5) whew ,
He
and Orla move just outside the stable to wait on the others,
EVENT PHASE
RED
10
Choose
one heroic figure to make an Armoury Roll (TN10). If successful, the figure
finds
a silver-plated sword lying in the grass. This figure may use this weapon for
the
rest of the scenario, even if it neither has the item space nor usually uses a
handweapon.
At
the end of the scenario, it may be given to any heroic figure that has item
spaces and
could normally use such a weapon.
So both Sigurd and Nicolan have Armory +3, Ill go with
Sigurd to redeem himself for not seeing the treasure token Roll (17) nice
that Silver Sword will go well with his +4 fight..
TURN 4
INVESTIGATION SCORE: 3
RANGER PHASE
Blackwulf
activates just Gord in the Ranger Phase.
Blackwulf
is close enough to the boat he can get in as a free action, he then uses his
first action to row the boat to shore and he second action to Cast HEAL on Gord
bringing up to 10 Health .
Gords first action is to move toward the Stable and open the gate he then moves into the Stable and finds another Clue Marker.
Gord finds the Old Man |
(roll
10) You find an old man, cowering under
a blanket. Treat this old man as one of your
companions for the rest of the
scenario. Use the stats for a civilian, but he only has a
Health of 8.
Now
we are 9!
CREATURE PHASE
No
active Creatures on the Board
COMPANION PHASE
Sigurd
moves to investgate the Wagon full of Hay the Rats Scurried out from under..
Be
on your guard Nicolan! He whispers -
Sigurd finds the final outside Clue Marker.
(roll
16) You discover a horribly mutilated
corpse. However, some of marks don’t seem to have the
right number of claw marks. Increase Investigation Score
by 2 (Covin).
Remaining Companions all make double moves toward the
Inns front door.
EVENT
PHASE
RED
7
The heroes hear a scream and suddenly see a young boy pop
up from under the
wagon. Treat this figure as a companion for the rest of
the scenario. The boy has the
stats
of a civilian with a Health of 6.
Sigurd
“blazes!, can you fight boy? ( the boy
pulls out a menacing looking stick hes holding and points at Sigurd.) Sigurd
takes the stick and gives him his dagger..
now we are 10 strong!, bring on those wolves!
With outside threats seeming under control the heroes prepare to enter the Inn. |
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