Following right up where we left off, The heroes are about to enter the Village Inn where the Werewolves were last seen by the Garrisons survivors as they fled to the woods.
TURN 5
INVESTIGATION SCORE: 5
RANGER PHASE
Blackwulf
, I only activates here, Gord is still in the stables and the
other main companions are too far away from the door. Blackwulf makes a double
move from the Boat to the Inn Door.
CREATURE PHASE
No
active creatures are currently in play
COMPANION PHASE
Gord
– moves from the stable to join the large crowd around the Inn door.
Nicolan
– trys the door its locked, Pick TN10 OR Strength TN12, hes trys for force it
(5) Fails
Seb
– Move to the door and tries to force it
with Strength +3 (1) Fails
Covin
– Joins the effort (12) The door opens is forced open!
Little
Boy—double moves over to the Old Man
Old
Man- Sits tight does not move.
Skuti-
keeps his bow trained on the open door
Sigurd
– moves twice entering the Inn and approached the 1st Interior Clue
Marker
Orla
– Follows Sigurd inside the Inn
Sigurd examines what seems to be a dead body in the middle of the floor.
Roll
(12) You find a
headless corpse, in the center of the room. From the tan lines on its fingers,
you notice that it wore
several rings that are missing. Increase Investigation Score by 1 (Nicolan).
Make a Perception Roll (TN8). If
successful, increase Investigation Score by 2 instead
Sigurd perception Check
(18)
Investigation Score now 7!
EVENT PHASE
RED
5
A bone-chilling howl echoes all around. All heroic
figures must make a Will Roll
(TN12)
or receive a maximum of one action next turn.
Blackwulf +4 (9) pass
Sigurd +2 (6) fail
Gord+ 1 (13) pass
Skuti+1 (12) pass
Seb+2 (10) pass
Orla +3 (1) fail
Nicolan +1 (12) pass
Covin+1 (12) pass
Old Man +0 (4) fail
Little Boy +0 (8) fail
Interesting only the fighters inside the Inn actually
failed the roll, something ominous must be afoot
TURN 6
RANGER PHASE
Blackwulf only self activates here, Gord and Skuti are
going to stay near the main entrance and guard the survivors while the rest
search the Inn
Blackwulf moves twice and examines and opens the door to
the Inn’s private meeting room, finding nothing
CREATURE PHASE
Werewolf- Suddenly wicked growling is heard, the Kitchen
door slams open and a Werewolf comes barreling out attacking Blackwulf! it
needs two actions to reach him so they wont fight yet
COMPANION PHASE
Sigurd- immediate Engages
the Werewolf, wielding the Silver Sword he just found, He +4 Fight, +2 for the Sword and +2 for
Blackwulf supporting +8 vs +4 (11,3) he strikes blow with winning with a 19
which becomes a 21 thanks to the Silver Swords +2 damage, The Werewolf with
armor 12 takes 9 damage
Covin and Seb move
into the Inn and join the combat with his second action (no fight)
Nicolan enters the Inn and waits near Orla
Orla and the other all hold while the 4 fighters tackle
the Werewolf.
EVENT PHASE
RED 9
A giant fly explodes out of the corpse of an animal
nearby. Randomly select one
heroic figure. This figure should make a Move Roll
(TN16). If successful, place the
giant fly anywhere up to 3” away from this figure. If the
roll is failed, place the giant
fly
in combat with the heroic figure.
I
flip a coin and determine this happens outside, Gord is unlucky figure his move
roll (15) +7 or 22
Put
the fly 3 inches from him for the next turn
TURN 7
RANGER PHASE
Werewolf
Regenerates 2 Hp, Now 11 health..
Blackwulf
activates Skuti and Sigurd in the Ranger Phase
Blackwulf
attacks the Werewolf its 4 vs 1, he has huge +10 vs +4 bonus he attacks (18,5)
, He doesn’t even need his deadly strike
here as 28 to 9 is 16 damage and the
Werewolf has 11, thanks to Sigurd last round,
Blackwulf
takes it head clean off….
Sigurd
– our investigator for this mission moves to the Inns Kitchen to examine the clues
there
Roll
(6) You find a living, but very scared, little girl hiding
under a bed. Treat the girl as a companion for
the rest of the scenario. She has the civilian stats, except she has a total
Health of 6.
Sigurd
seems to be collecting children! ,
Skuti,
meanwhile outside shoots an arrow at the fly that just appeared (3,16)
misses….
CREATURE PHASE
Giant
Fly attacks Gord ,”ugh not again with these things!” +2 vs +0 (11,14) he loses by 1 and takes 4 damage..down
to 6 health he makes the disease check..(14) pass…
COMPANION PHASE
Gord
gets to attack the Giant fly again (2,9) he loses but doesn’t take any damage
Orla
seeing Gord in distress leaves the Inn and aids him engaging the Fly, she
attacks +3 with Gords support vs the fly at no bonus (3,15) ugh this fly is an
SOB, Orla is stung taking 4 damage
Giant flies were quite the nusiance, but easier to deal with than grim wolves! |
Old
Man feeling the need to get involved and start smashing at the fly with book
about werewolves hes carrying around muttering about (14,11) and of course he
hits and kills it with 8 damage!
The
Little Boy goes up and starts poking the dead fly,
The
Little Girl moves for the Ktichen to the front of the Inn to join the others
Covin
, Nicolan and Seb all head up stairs each moving to a different room
Covin
find a clue in the first room.
Roll (20!!) This
room is covered in discarded clothes that have been torn out of a wardrobe. All
of the clothes are
covered in red hairs. Increase Investigation Score by 2 (Orla). Make a Read
Runes Roll
(TN8). If successful, the figure spots a pair of boots with strange embroidered
runes. These
are a pair of Boots of Soft Tread. They may be worn by the figure, if it has an
item slot
available. Alternatively, they may be given to any ranger or companion after
the
scenario.
Covin read runes (2)
argh, INVESTIGATION SCORE now 9!!!
Nicolan
finds an empty room with nothing of note
Seb
enters the large room on the second floor and finds a clue!
Seb finds a Silver Dagger |
Roll (15) A bloody
hand print has been smeared down the wall, seemingly missing a finger or two. Increase
Investigation Score by 3 (Covin). Make an Armoury Roll (TN6). If successful,
the figure
finds a large silver dagger. The figure can use this dagger in place of its
normal
weapons for the
rest of the scenario, even if it has no item slots available, and doesn’t
normally use a
dagger. After the scenario, it may be given to any figure that has an item slot
and can normally use a
dagger.
Seb Armory (9) pass finds Silver Dagger
INVESTIGATION
SCORE 13, COVIN IMMEDIATELY TURNS INTO A
WEREWOLF
Covin turns into a Werewolf. |
EVENT PHASE
RED KING (of course it is!)
For a moment, the moon seems to turn a deep crimson
colour. Next turn, all grim
wolves
and werewolves receive +1 Fight.
TURN 8
RANGER PHASE
I
only activate Blackwulf in the ranger phase he is unaware of whats going on
upstairs and decides to check the Inns storeroom
CREATURE PHASE
Werewolf Covin moves to attack Nicolan who is the Closet
in the Next Room, Nicolan surprised starts screaming.
The beast attacks +5 vs +3 (9,8) Nico loses by one but the Werewolf is +2
damage for 16 total , Nicolan takes 5
damage
But he was already down 4 so he has 3 health left!
COMPANION PHASE
Seb, hearing the screams move into the next room and
joins the combat, hes found a Silver Dagger and he will use it for the +2 fight
making him +7 vs the Werewolfs +5 with Nicolans support..(17,6 ) oofff, well
that will do it….
Seb back stabs the Wolf
for +2 damage with a total of 26!! – minus his 12 armor that 14 damage
the Wolf lives with 4 and Keeps fighting
Sigurd – makes a double move upstairs but cant quite get
into the fight…
Nicolan goes down hard and the hands of his friend and now werewolf, Covin, he's lucky to have survived. |
The remain group is now outside the Inn waiting for
orders.
EVENT PHASE
RED 8
A giant fly explodes out of the corpse of an animal
nearby. Randomly select one
heroic figure. This figure should make a Move Roll
(TN16). If successful, place the
giant fly anywhere up to 3” away from this figure. If the
roll is failed, place the giant
fly
in combat with the heroic figure.
Again
with this this time its Orla and see fails the Move roll so shes engaged by
another Giant Fly!!
TURN 9
RANGER PHASE
Blackwulf
activates both Gord and Skuti this phase
Gord
engages Giant Fly on Oral , with her
support hes +4 vs +0 (9,3) he wins with a 13, enough to cut that fly in two
with knife for 7 damage
Blackwulf
runs upstairs after Sigurd and the commotion but quickly finds himself stuck
behind him as Seb is blocking the door fighting.
Skuti-
passes…
CREATURE PHASE
Werewolf
Covin regenerates up 6 health goes to
finish Nicolan, the Werewolf is +4 vs Nico’s +5 since he has Seb’s support the Werewolf has regenerated 2 health and is
is now a health of 6, They Fight! (7,18) Bladed and Claws flash!
Nicolan
falls taking a brutal 12 damage he is thrown against the wall, (Lycanthopy
Will Check TN 8 Roll- 8, pass)
Now
the Werewolf is still engaged with Seb , however it has a second action, Since
it is actually Covin, I say to myself "is this really an evil creature?" NO I decide, he just infected so I am bypassing the Evil creatures always choose to stay
in combat rule and I have Covin push Seb 1’inch away and use his second action
to jump out the window onto the roof so it can regenerate and hopefully get
himself a few more victims!
COMPANION PHASE
Seb
is going to try to make follow The werewolf out on the roof he need to make a
climb check (TN10) failure means he slides off the roof and takes falling
damage Seb goes for it at +0 (13) and
makes it…he reengages the Werewolf on the roof, but it take both moves so he
wont fight this phase
Sigurd-
follows Seb out the broken window on to the roof he makes the climb check and also rolls a 13,
he cannot reach the Melee…
Remaining
Companions are out front of the Inn, wondering whats going on looking for Giant
Flies.
EVENT PHASE
RED
4
A bone-chilling howl echoes all around. All heroic
figures must make a Will Roll
(TN14) or receive a maximum of one action next turn.
Additionally, place a giant rat
adjacent
to a random corner of the manor house
Blackwulf +4 (5) fail
Sigurd +2 (8) fail
Gord+ 1 (10) fail
Skuti+1 (7) fail
Seb+2 (2) fail
Orla +3 (9) fail
Nicolan OoA
Covin turned Werewolf
Old Man +0 (18) pass
Little Boy +0 (11) fail
Little Girl +0 (16) pass
Whoa everyone fails but the Old man and Little Girl
TURN 10
RANGER PHASE
Blackwulf activates Sigurd and Skuti this phase
Blackwulf persues
the combat but with one action he only makes it to Nicolans unconscious
body
Sigurd wants to join the combat but must make the Climb
Check (5) he fails! Oof he slides off the roof , it s 4 inch fall so he just
takes a straight 6 damage , Ouch!!
Skuti has one move he can hear the racket on the roof but
can not see as it on the backside of the roof peak , he moves 6 inches to get a
view and is out of actions
CREATURE PHASE
Werewolf Covin is an expert climber so no climb checks
for him, he also regenerates 2 health he is up to 8 He attacks Seb its
+4 vs +5 as Seb is wielding the Silver Dagger (11,11) Seb wins by
1, the 16 becomes 18 thanks to
Silver its 6 damage the Wolf is alive
with 2 health… he again pushes Seb off and moves to Climb off the Roof..
Giant Rat on main floor of Inn – moves toward Blackwulf
can’t reach him
COMPANION PHASE
both these two ended up tumbling off the roof, trying to battle the Werewolf on the rooftop. |
Seb tries to pursue the Werewolf, he makes his climb
check (1) fails miserably and falls near Sigurd taking 6 damage ooof!
Orla moves toward the noise, get LoS on the Wolf but only
has one action
Gord is now staring the Werewolf in the face, he gets his
lucky knife out and throws at the Werewolf as its in range, hes only +1 vs the
+4 (15,18) good roll but the wolf just brushes it aside..
The Civilans all run back into the Inn. (unaware there is
a giant rat in there)
EVENT PHASE
RED ACE
Place a werewolf in the corner of the barn opposite the
clue marker. If a werewolf has
already
been placed due to a random event, place a grim wolf instead
I
place a Grim Wolf in the Barn
TURN 11
RANGER PHASE
Blackwulf activates
Skuti and Sigurd
Skuti- Fires and
Arrow hoping to put the Werewolf down its has 2 health +3 vs +4 (8,12)
he misses , no luck shooting this game!
No luck with the archery for our archer this game.. |
Sigurd- gets to his feet and in a risky move re engages
the Werewolf, he wont fight this phase
Blackwulf turns to head back downstairs at the Inn, to
try to surprise the Wolf and runs right into that Giant Rat (16,6)
He squashes it..at is at the top of the stairs..
Blackwulf, chasing his tail here, ends up fighting giant rats.. |
CREATURE PHASE
Werewolf Covin regenerates back up to 4 health, Sigurd is
at 6 health, its +6 for Sigurd with the Silver Sword vs +4 for the Werewolf
(7,5) Sigurd Wins with a 13..+2 damage
makes its 15 vs 12 armor that 3 damage!,..the Werewolf lives with 1 health…it
just wont die..
COMPANION PHASE
Gord , says screw this and joins the fight its almost
dead..he attacks with his dagger with Sigurds supports its even dice at +4 each
(16,20) Arghh!! Gord eats it in face taking 14 damage he is very Out of
Action.. (Lycanthopy Will check TN 8 Roll 13, pass) That’s 2 for the Werewolf..
Gord try to play the hero and took his second campaign Out of Action as a result, luckily he made a full recovery |
Seb gets himself up he has taken 7 damage himself he
rushes to the melee hoping to get the killing blow on the Werewolf with the
Silver Dagger and Support from Sigurd he is +7 vs +4 (16,15)
Finally!
Seb gets the killing blow plunging the dagger into the
skull of his old mate..for 13 damage..
(I should have had Seb go first but Gord wanted the
glory….big mistake…)
Seb gets the final , killing blow |
SCENARIO ENDS.
Survival Rolls
Gord (19) full recovery
Nicolan (15) full recovery
Treasure recovered
Silver Sword
Silver Dagger
Experience
5 giant rats, 2 swamp zombies, 6 giant flies, 1 grim
wolf x 2xp = 28
2 Werewolves =20
Revealing Covin as the Werewolf = 20
2 auxillary companions and 3 civilians made it thru the
scenario =50
Total XP 108
Blackwulf total xp 1192
= goes to level 9, +5 to skills.
Progressions
points
Sigurd 2 ..31 +4 to one skill. Its got to be Perception
or Climb, not sure yet..
Skuti 2 – 32
Gord 1, -31
Orla 2,
Seb 2
Nicolan, 1
Epilogue
“With the werewolves slain
and the remaining survivors rescued,
Blackwulf and his men move off into the night to finish their mission
promising to send aid to help reinforce the village, friendships are made and
Seb, Orla and Nicolan offer themselves as future companions. For now the
Garrison must be rebuilt so the refugees return and Inn recover back to its
former glory as a welcome area respite for travelers , Seb keeps his axe ready
as his eyes are sharp as Grim Wolves still haunt the local woods.”
Pretty
great 1st solo run thru for Bloodmoon, started out a bit easy with so many
characters, and the 1st werewolf going down so easily, then things
went crazy at the end of Turn 7, a third werewolf or worse event draws with
more Grim Wolves would make this a lot harder..looking forward to doing it
again with 3 low level Rangers, that
campaign will start up soon
1 comments:
Great AAR. Very atmospheric. Pictures in black and white helped to invoke the nighttime feeling
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