Showing posts with label Citadel Miniatures. Show all posts
Showing posts with label Citadel Miniatures. Show all posts

Saturday, January 11, 2020

Rangers of Shadow Deep, Mission : Burning Light, Scenario I, The Final Showdown.


Here we are finally at the end of the road, this was a long campaign, I and I only played 5 of 8 missions before this Final episode.  I should have finished back in early September, best laid plans and all that more comments at the end, lets get on with it!
Regrouping after your search, you suddenly feel a crushing despair descend upon the convent. With a trembling horror, you realize that your time is up, and that your activities have been discovered. Grabbing up your equipment, and all your finds, you race out to the courtyard. There, standing in the shadows of the gateway, is a giant, demonic shape. Black wings stretch out from its back, and it stares at you with baleful eyes. Around the corners of the courtyard, gnolls take up fighting positions. It is time to decide: do you make your stand here or do you run and hope to lose them in the darkness of the Shadow Deep?

Blackwulf’s Report-  “ The library was a challenge, Calistra almost died, again..her need to throw herself headlong at any enemy demands respect but we need her to escape this alive. I have found the Decanter, but the Shadow Deep, knows and its coming..If you find this log on my dusty bones, know we tried”

Pre Game Notes
Three ways out, 5 man teams (3 soldiers an Archer and a Wolf) on the left and right,  Terror Wing (TW) in the middle…we are starting 3” out from Center of far table edge, near the herb store where we found the Decanter
This scenario last for nine turns.
This scenario features no points of interest.
The Target Point for this scenario is whichever exit is closest to the evil creature.
In my games Gnolls and subbed out for Orcs with all the exact gnoll’s statistics from the rules.
The scenario reads If we get the Decanter out  one of the exits the scenario ends , so I am giving it to Gord ,our Rogue since he is the fastest.. BUT I am playing everyone must exit the boards to end the game otherwise we keep playing, meaning Blackwulf stays on the battlefield until all enemies are slain his companions flee or he falls…THIS IS THE WAY.
  
Special Rules


Event Deck- Special Deck for this Scenario no more shadow deep cards.
Official New Rules Update
Challenge Level – two additional Orc Fighters have been added to each group.
Russian Roulette is in play with the mighty Thorvald (a killing machine of late) leading the death race at -4

The Plan..Blackwulf has a plan….delay Gord while he and the fighters engage the groups luring the creatures away from the exit….Blackwulf will challenge the Terror Wing head on sending fighters to engage the groups while Skuti give Ranged support..Should Gord escape , They’ll all start clearing out while they can.


RANGER SHEET



COMPANION SHEET

MAP







“Regrouping after your search, you suddenly feel a crushing despair descend upon the convent. With a trembling horror, you realize that your time is up, and that your activities have been discovered. Grabbing up your equipment, and all your finds, you race out to the courtyard. There, standing in the shadows of the gateway, is a giant, demonic shape. Black wings stretch out from its back, and it stares at you with baleful eyes. Around the corners of the courtyard, Orcs take up fighting positions. It is time to decide: do you make your stand here or do you run and hope to lose them in the darkness of the Shadow Deep?”

TURN 1

RANGER PHASE


Blackwulf activates Skuti and Thorvald for the Ranger Phase

Blackwulf fires an Arrow at the Terror Wing in the front of the gatehouse…we want to let him know we are coming for him, and Blackwulf will use his “Steady Aim” ability 1st thing…making his +2 a, +7 the roll Terror Wing is a large target for and the statue of St Emilia is intervening for  a net -1 to the TW’s roll its fight is +5 so we have +7 vs +4 (17,16) boom big roll right of the bat, almost an 18 where I could have used “deadly shot” oh well..he wins 24 to20 for a big 10 damage on the Terror Wing it howls in pain



Skuti Fires and arrow at the Orc Archer on the left (west) group of Orcs..(14,15) at +3 vs +2 it’s a tie 17 to 17 so a miss…bummer

Thorvald moves to counter the initial mob of Orcs on the left


 CREATURE PHASE

Because we got lucky the Terror Wing will move later after all the unwounded orcs
Orcs are number 1-8 Left to Ring a d8 gives an order of 7,6 1,4,8,2, 5 ,3


7. Orc Archer…Closest target is Thorvald, there is intervening terrain the roll (10,6) is just a miss
6 Orc fighter – double move toward heroes
1 Orc fighter – double Move engages Thorvald they don’t fight this phase
4 Orc fighter – double move toward heroes
8 Orc fighter – double move toward heroes
2 Orc fighter - double Move also engages Thorvald they don’t fight this phase
5 Orc fighter -double move toward heroes
3 Orc Archer has clear shot at Sigurd at 22” he fires  (14,5) Sigurds +4 vs the Orcs +2  18 to 7 the Orcs arrow goes far over head

Randomly rolling on remaining creatures

Wolf (east) double move toward heroes
Wolf (west) double move toward heroes
Terror Wing double move toward heroes (flying, landing with a Boom!)

COMPANION PHASE

Sigurd moves and engages the Wolf (east) and slays it easily (17,12)  21 vs Armor 10 Wolf health is 6…

Calistra moves into Orc 8 to challenge him in Single Combat (18,1) we are on a roll…she tooo cuts the Orc down with ease

Gord (carrying the Decanter Charges and Orc 7 to pull him off Thorvald, they fight even dice at +2 each..
(20,7) Ridiculous! This wont continue I am sure…Gord and his trusty dagger kill Orc 1, even at -1 Damage more then enough against 10 health with the Critical

Gord with the first critical of the game...Orc 1 bites the dust


Olenandra, casts her heal spell on Blackwulf bringing him to his full 20 health.he will need it (he started the game wounded post Library)


EVENT PHASE

RED FOUR


 Place a wolf in front of a Random exit, I roll the left exit….another Wolf Joins the party
new Wolf, W3




end of T1

TURN 2

RANGER PHASE

Blackwulf activates Gord and Thorvald for the Ranger Phase

Gord sprints off with Decanter toward the left (west) exit..his 7 inch move x 2 put him into base contact with the Wolf that just arrived…if luck continues here he can easily escape next turn!


Thorvald drops the big hammer on Orc 2, they Fight +4 vs +2  (14,20) Ooff turn about is fair play… Thorvald suffers a feint from the crafty orc and is gutted..he loses 22 to 18..Thorvalds 11 armor means he take 11 damage to his 13 health ..he’s still in the fight with a 2 health!


Blackwulf engages the other Wolf (14,3) and winning 18 to 4, the 8 damage kills it quick





CREATURE PHASE

6 Orcs at Full Health go first they Orcs 3, 7, 2,4,5, 6..they fight

Orc 4- closet target is Thorvald..he now fights in a 2 vs 1  Orc 4 is is +4 as Orc 2 is support its and even fight against our wounded Champion (12,5)  Thorvald wins 16 to 9, since it’s a two handed weapon that’s an 18 for damage purposes the Orc takes 7 damage…

Red dice are damage taken here Thorvald has 11 damage on him


Orc Archer 3..now the rules dictate that he would shoot here but considering the combat with Gord and Wolf is 1 inch away he get pulled in…Orc attacks Gord the Orc is +3 due to support vs Gords + 2 (15,14) at tie at 17! Oof  Gord takes 7 damage the Orc 6 damage..

Orc 2 attacks Thorvald trying to finish him he get +2 for support making it even roll with both combatants at +4 (5,17) ughh and with That Thorvald falls hard…going OoA,,,,10 damage

The tank of the last several scenarios finally meet his match..


Orc 6 charges Blackwulf as he closer than Sigurd and gets what coming to him as Blackwulf finishes him in  one move (17,15) 21 -11 armor exactly the 10 damage he needs to finish him.


Orc Archer 7 Shoots at Calistra (5,4) miss

Orc 5  engages Calistra (18,20) no crits for bad guys..Calistras +4 make it 22 to 22 tie….the Orc is wasted But Calistra takes a whopping 10 damage in the process.

Wolf at exit attacks Gord it has support of Archer so + 3 vs Gords +2  (20,11)  !!!!! Gord on fire second crit in 2 turns….he slays the wolf easily but is engaged still with the Archer..

Terror Wing . slams into Blackwulf they fight…+4 vs +5  (15,11)  Blackwulf wins 19 to 16 but the TW’s high armor keeps it alive for another round with 1 health remaining!!!

Terror Wing goes after Blackwulf and almost gets him.




COMPANION PHASE

Sigurd has a big decision..engage the TW or not he would have to make a will test against its “Horrific” trait but instead I choose to send him around combat carefully toward
The West exit and Gord in case Gord falls Sigurd can grab the decanter!

the door piece there is too be honest with movement and much Sigurd could stay 1 inch away from the TW while moving past him. we also Calistra here after eating 10 damage on her own killing blow with a TIE

Skuti puts and arrow into the wounded Orc 4 (9,11) loses 12 to 13….a miss…

Oleandra…not much I can have her do other than risk her to moving into combat with some of the Orcs..
And she’d ended engaged to both…I have her move to Calistra and use the Heal spell from the Spellbook she is carrying bringing Calistra up to 7 health

(here it looks like of forgot to move Calistra after the heal , pause for recovery....I guess)


EVENT PHASE

RED ACE
If the terror wing is on the table, make a +5 elemental magic attack against a random hero. If the terror wing has been killed, ignore this card.

Blackwulf (3,13)  +5 Blackwulf loses to an 18 and takes 7 points of Magic Damage

“a lightning bolt blasts from the sky hitting Blackwulf as hes locked in mortal combat with the Terror Wing”


TURN 3

RANGER PHASE

Blackwulf activates Gord and Calistra in the Ranger Phase

Blackwulf attempts to finish the Terror Wing, He Attacks (19,20) ughhh!  Blackwulf loses 23 to 25 BUT he can finally used his “Deadly Strike” ability making that 19 a “Critical 20” so he automatically wins and the Terror Wing is cut down..The first time in 12 games he got to do that and it came at a good time..without it , he’d have been OoA…St Emilia is pleased.
"Deadly Strike" wins the day here



A wounded Gord Battles the Orc Archer at the West Exit…(13,12) at +2 vs +1 Gord wins 15 to 13 the Orcs armor is 11 so its 3 damage due to the -1 dam for his Dagger..the Orc fights on with 1 Health left



Calistra makes a double move to engage the pair of remaining Orc fighters, She engages Orc 4 but Orc 2 will snap in.unfortunately this takes 2 actions so she wont fight this round



CREATURE PHASE
4 Orcs left…Orc 2 and 7 are full health so go first
Orc 7 fires a shot at Oleandra the closest target (15,14) unfortunately Oleandra is +0 so shes hit 16,15 as the Orc Archers skill is +2 ..she takes 6 damage
Orc 2 attacks Calistra, (4,19) Calistra loses 21 to 8 she takes 9 damage which despite the heal , puts her OUT OF ACTION


Orc 4 attacks Blackwulf (9,16) and he gets the better of Blackwulf exhausted from fighting the Terror Wing, 13 to 19…Blackwulf take 8 damage, looking dicey for our hero
Orc Archer 3 attacks Gord trying to finish him (5,3)  the combat is a draw the fight continues

COMPANION PHASE

Skuti take a long shot at Orc Archer 7 (15,1)  hitting with a 17….but with 6 damage to its health it can keep shooting
Sigurd takes a double move and engage Orc Archer 3 fighting with Gord, hopefully this support with end it
Oleandra rushes into combat with Blackwulf with his support its even dice( 15,8) and she gets her 1st kill and some payback for the fallen at the convent the Orc takes 6 damage more than enough against its 3 health.


EVENT PHASE
RED SIX
If the terror wing is on the table, every hero must immediately make a Will Roll
(TN12) or lose its next activation. If the terror wing has been killed, ignore this

card.





TURN 4

RANGER PHASE

Blackwulf activates Sigurd and Skuti in the Ranger Phase

Sigurd attacks Orc Archer 3 with Gords Support he’s +6 vs + 1 (10,14)  Whew barely Sigurd wins 16 to 15..4 damage is more than enough to put the archer down

Sigurd finished the job

Skuti puts an Arrow into Orc 2, (17,7)  nice he wins 20 to 9 but the Orcs 11 armor keeps him alive with one point.

Blackwulf , not wanting to risk melee, Fires an arrow himself at the Orc even dice with +2’s (10,12) a miss we will use Hand of Fate ability here and reroll (16) boom..the Orc falls dead.


CREATURE PHASE

Orc Archer 7 fires an arrow at the closest target which is Oleandra (11,7)  it misses

COMPANION PHASE

Gord double times out of the west exit into the wood with the Decanter MISSION COMPLETED
Now the rest must get out alive




Oleandra moves to the OaA Calistra and helps move her toward the exit..


EVENT PHASE
RED SEVEN
The wind picks up and a heavy rain starts to fall. All shooting attacks are at -2
for the rest of the scenario

TURN 5

RANGER PHASE

Blackwulf activates Sigurd and Skuti

Blackwulf fires and arrow and remaining Orc Archer 7 now -2 to hit (6,18) miss
Skuti follows his lead (20,19) even with the penalty there is its..21 to 20 but a critical for Skuti! The Last Orc Falls dead..a quite fall over the convent and the scenario ends.

Skuti coming thru in the end as usual......


The group quickly gathers its fallen and heads out the west exit following Gord and the Decanter.

Quick Medical attention is given to Thorvald and Calistra in a clearing as soon as the convet fades from sight.


Survival Checks

Thorvald   Rolling -5   Roll (10)  =5  Badly Wounded
Calistra Rolling at – 3  Roll  (11) = 8 Close Call , again
Enough where they can limp out of the shadow deep and back to the safety of Tor Varden


Having escaped the convent with your prize,you spent the next week dodging search parties
and moving as quickly as possible towards home. Thankfully, it felt as though the saint
herself was watching over you. Less than a week later, you made it back to the shattered
stairs. The long ascent was agonizing, as you pushed your battered and bruised body up that
last stretch, but, finally, you broke through the black clouds and breathed the fresh air again.
A few days later, you reported back to your captains and turned over the Decanter. That
night, a small celebration was held in the camp in your honour. The Decanter would be
sent back to Tallis, to one of the great hospitals there, where it would prove a blessed relief
to many sufferers. Having such a powerful artefact is sure to aid in the fight against the
Shadow Deep. Gain 150XP. Each of your companions gains 2 Progression Points. Your
mission ends here.


Experience  Blackwulf gets a boatload of exp here
150 returning decanter
59 enemies killed
15  Oleandra returning alive
10 return of Navigation Book from Library

234 exp total and he missed a few along the way including thins we used or lost… that puts him at 1084 And level 8 and close to level 9, at level 8 he gets and new ability and he takes Powerful Blow
Something I should taken from the start (note take abilities that don’t rely on die rolls 1st!)

As for companion they all get 2 plus the the standard 2 for surviving although Thorvald and Calistra get 3 each..
This levels Skuti and Gord with +4 Skill bumps…Skuti will take +4 Survival as since Guthrum died we need another Hero with Survival and Gord will take +4 to his climb which I hope is useful in later adventures…Calistra picks up a +1 health

That’s it for Burning Light we played 6 of 9 possible scenarios here making our total 14 Scenarios into Ranger Blackwulfs saga, as previously mention I’ll be back Blood Moon later this spring , Rangers will be on brief hiatus for some build, painting time and new interests!

COMPLETED!



Saturday, May 18, 2019

Ranger of Shadow Deep, Mission : Burning Light. Scenario B: The Ruined Chapel





PROLOGUE

Blackwulf’s report- no clues in the courtyard as to the Decanters location, just many undead. The fountain statues hand that seemed to point toward library was sheared off. Noises from the Chapel have our attention, we search there next. It seems as if the creatures from the Shadow Deep may have first entered here..the Stench of Death is strong. From what we have seen there are likely no survivors.

This report is a complete play-through

All die rolls are shown as (x) all combat rolls are shown as (x,x) with the heroes roll always being first.

Corrections

it was pointed out to me (by the games author no less) that I was interpreting the use of the event deck incorrectly. Only two shadow deep cards are added each scenario, but each time its next consecutive two cards from the shadow deep event list so you remove the previous cards . so for this 9 turn mission we have 8 events , 6 scenario based events and 5th and 6th card from the Shadow Deep event deck.

Pre Game Notes

Board is scaled down to 20 “x 20 “  from the scenario  listed 30”x  30”   this is one case where if I had  planned to use the full size but when I set it up it just felt way too big given the last two missions, scaling it down one third and this size felt “just right” and keeps the vibe of the last two missions going.

I’ve also made the scenarios slight more difficult  I have added One more Ghoul Fiend and one more Ghoul flinger and removed the starting ghouls , I also added various bits of scatter terrain (the Altar, etc) to make feel more like a Chapel.

The game with last 9 turns

Original Map



my layout slight change moving area D



The target point is  Area D which I have changed to the Altar (see my photo diagram)

Special Rules

Event Deck – Shadow Deep cards added . Black 5 and 6
Experimental V2 Playtest rules
House Rule – Russian Roulette

Ranger Sheet


Companion Sheet





  
TURN 1

RANGER PHASE

Blackwulf activates both Calistra and Thorvald using group activation.

Calistra -charges the nearest Ghoul Fiend attacking at +4 vs  +3  (5,11) . The fiend get advantage on her winning the fight 9 to 14 , against her 13 armor that’s 1 damage

Thorvald -charges as well bringing down the two handed hammer (20,13) oof hadn’t a strait critical on an attack in awhile, he automatic wins  with a 23, +2 for a two handed weapon and +5 Critical hit damage
30- armor 11 is a huge 19 damage, the Ghoul never knew what hit and is crushed to a pulp


Blackwulf seeing Thorvald’s crushing kill , decided he will draw an arrow and try to take out the fiend on the top of the rubble pile…he uses his Steady Aim Heroic ability here looking for a kill he shoots at +7 vs +3  (17,7) thunk! The arrow sinks deep in the fiend 24 – armor 11 is 13 its staggers but is still alive! With 1 health.


CREATURE PHASE

Ghoul Fiend vs Calistra..the fight continues +4 vs + 3 (13,19) Calistra gets mauled  17 to 22 , 22 -13 armor is 9 points of damage Calistra is in trouble!

Ghoul Flinger 1 – moves 4 inches to get LoS at the Heroes near the entrance and fires off some bone shards at Gord +1 vs +3 (Gord getting a +1 for the hurried shot)  (5,4) Gord wins the shot misses

Ghoul Flinger 2  throws at Thorvald gloating over his fresh kill +1 vs +4 (10,10) Thorvald wins a Miss

Ghoul Flinger 2  throws at Thorvald gloating over his fresh kill +1 vs +4 (5,4) Thorvald wins again a Miss

Ghoul Fiend with 1 health shambles down the Hill attack Calistra picking up Support from the other Fiend
Its +4 vs +5 (17,16) Ughhh a TIE with 21 each , meaning Ghoul fiend goes down hard with 10 damage but Calistra takes 8 damage she only has 2 health so she is OUT OF ACTION.


COMPANION PHASE

Gord- angered  by Calistra going down, he throws his lucky throwing at the offending ghoul..+1 vs +3 (7,10) he misses, the then quickly moves to Thorvalds flank to help him engage the Flingers

Sigurd moves up planting himself right close to Blackwulf but out of the way of Skuti’s bow and he waits


Skuti shoots at the Ghoul Fiend standing over Calistra’s body +3 vs +3  (14,5) he hits it square 17 to 8 for 6 damage its far from dead.


  

EVENT PHASE

RED FOUR

A ghoul rotter suddenly lunges out of the shadows. Randomly select one hero.
That figure must make a Survival Roll (TN8). If it fails, place the ghoul rotter
in combat with it. If it succeeds, place the ghoul rotter anywhere on the table
up to 3” away from that figure.

Random Selection is Thorvald!  The Survival check (TN8) roll (4)  he is engaged by a Ghoul Rotter!


TURN 2

the board at the start of turn 2.


 RANGER PHASE

Blackwulf group activates Skuti and Sigurd using group activation

Skuti fires another bow shot at the remaining Ghoul Fiend who he wounded last turn, its +3 vs +3  (11,17) he misses…

Blackwulf decides to take the same shot so hopefully Sigurd can move to attack the weaker flingers +2 vs +3
(14,11) his shot hits 16 to 14..but the resulting 5 damage leaves the Ghoul fiend still standing…

Sigurd engages to try to finish it off.. +3 vs +3 (14,6) and he does wining 17 to 9…another 6 damage cuts the fiend down.

CREATURE PHASE

The Ghoul Flinger nearest Sigurd responds first throwing bones at Sigurd , Sigurd decides to use his brightness field the final time giving him a big +8 defense bonus . The Ghoul blinded, covers it eyes as it throws (1,7) or a tie at 8 to 8 the bones miss! ( didn’t need the Shield , for that but you never know!)

Ghoul Flinger closest to rear wall breach has Line of Sight on Sigurd as well although he will get intervening terrain bonus from the rubble pile. It throws bones at him  +4 vs +1 (7,6) he easily dodges it

The  Ghoul Flinger closest to Thorvald and Gord has line of sight on Blackwulf as Thorvald is in combat, and Gord is obscured, it attacks  (12,19) +4 vs +1 Blackwulf is hit 16 to 20, taking a painful 9 damage!

The Ghoul Rotter attacks Thorvald +3 vs + 1 (19,16) and Thorvald against blasts it to pieces with his hammer  doing 14 damage!


COMPANION PHASE

Thorvald not wasting any time with his current luck rushes the ghoul flinger that just wounded Blackwulf
He attacks +3 vs +1 (6,13) or 9 to 14 the Ghoul wins wounding Thorvald for 3 damage  (Thorvald began the game wounded and is down to 6 health.


Gord joins the Combat hoping to kill the ghoul with Thorvald supporting its +3 vs +1  (14,15) he barely wins 17 to 16 with the dagger vs Armor 10 its 6 damage , the Ghoul remains alive with 4 health left


EVENT PHASE

BLACK 6

What light there is suddenly dims, and the heroes feel the crushing weight of
hopelessness descend upon them. For the rest of the scenario, all heroes suffer
-3 to all Will Rolls.

As Shadow Deep decends on our heroes

TURN 3

Blackwulf can only group activate Skuti this time around

Skuti fire off an arrow at the Ghoul Flinger nearest Sigurd (10,6) +3 vs +1..he hits with a 13 doing 3 damage to the  Flinger,

Blackwulf cast his heal spell on himself  healing himself up to 15 health
and then fires and arrow at the same target as Skuti +2 vs +1  (11,18)  In the new darkness he misses,

CREATURE PHASE

Ghoul Flinger again attacks Sigurd  +3 vs +1 (8,11) or 11 to 12 the Ghoul hits but it does no damage thanks to Sigurds Shield. (armor 12)

Ghoul Flinger vs Thorvald and Gord  , the Flinger +1 attacks Thorvald (lowest health) +5 with support (14,7)
Thorvald delivers another smack down winning 19 to 7 with the hammers bonus damage pushing it to 21 that 11 damage to flinger is more enough to crush it , man he is on an epic roll here!

Ghoul Flinger attacks Thorvald whose right in front of him +1 vs +3 (2,19) OooooFFFF , I spoke to soon Thorvalds epic kill streak is ended as he takes  9 damage from a hail of bone shards…he is also OUT OF ACTION
He’s in serious risk of dying with the Russian Roulette rules in play

Thorvald has a three kill streak going he pastes this guy just to be cut down by hail of bone shards from the flinger just out of the bottom frame here.


COMPANION PHASE

Sigurd makes a double move bypassing the nearer flinger to engage the one that just put Thorvald down
Gord gets his first of several kills here


Gord the moves up to attack the Ghoul with his dagger, with Sigurd not supporting (or distracting it) he is +4 versus +1 (19,2) Oh yeah 23 to 3 even with -1 to damage its 12 damage and the Ghoul flinger is shanked by Gord and killed,  vengeance!

EVENT PHASE

RED ACE

A ghoul snake slithers out from under the rubbish pile. Place the ghoul snake
at a random point adjacent to the pile.


I roll a d4 and it’s the comes from the corner of the pile right next to sigurd and gord.

Well talk about crap timing!, we are down to 4 heroes!


TURN 4

  
RANGER PHASE

Blackwulf activates Skuti using group activation

Skuti fires off an arrow at +3 at the Ghoul Flinger in front of him the intervening terrain gives the Ghoul +2 (15,5) or 18 to 7  the 8 points of damage puts it down. Nice job Skuti!

Skuti takes him down right here

Blackwulf hearing Gord yelling “ IT’S A GIANT UNDEAD SNAKE” runs to the top of the Rubble pile and fires off an arrow  he is +2 vs +1  for the Snake because of the hurried shot (10,15) but he misses! Gord says “really? You miss from like 15 feet???”


CREATURE PHASE

Ghoul Snake launches into Sigurd +3 with a whiplike bite +2  (1,12) or 4 to 14 ..Sigurd is slightly wounded by the attack taking 2 damage

No idea what an Ghoul Snake is supposed to look like but I did my best


COMPANION PHASE

Sigurd attacks at +3 vs +2 for the Snake (9,12) or 11 to 14 Sigurd takes another 2 points of damage!

Gord joins the fray +3 with support vs +2 for the Snake (18,9) or 21 to 12…the Snakes armor is only 8 and even with the -1 damage the dagger rips the snake open wide for 12 damage , nice one Gord!

It fights on with 4 health


EVENT PHASE

RED FIVE

A large ghoul carrying a bag of bones climbs up the wall onto the ledge. Place
a ghoul flinger upon the ledge.

They just keep coming!!!!


TURN 5

RANGER PHASE

Blackwulf alone on the rubble pile, and cannot group activate anyone. He decides to rush the snake and try to finish it, he is +6 with Support Vs the ghoul snakes +2  (20,5) Woot!  a brief hot streak , the Critical at 23 damage would kill Snake outright let alone its badly wounded  (35 damage two rounds ..ouch!)

Ranger Blackwulf with the Critical the Snake was done for


CREATURE PHASE

Ghoul Flinger on the Ledge hurls bones at Blackwulf (12,17) ughh he’s hit 16 to 18 taking 7 damage!
He’s at 8 health, may need to down that potion

COMPANION PHASE

Skuti want to return fire at the Ghoul Flinger on the ledge but must move to avoid a couple shooting penalties
He does so but the hurried shot doesn’t help he misses (14,18) 17 to 20..


Gord makes a double move toward the ledge where the ghoul is hoping that Skuti and Blackwulf can get it next turn, he remembers and old rumor of the convent having considerable treasure. His double 7” move gets up the ladder and onto the ledge


Sigurd moves to Altar (area D) to examine it..there is an etching carved into the stone the air feels heavy of death and despair (-3 Will in effect) he makes a will check at -1 (13)

 12= The hero suddenly has a vision of the (Altar) window fully lit. It is a beautiful depiction of St. Emilia
holding the Decanter. She is pouring water and herbs and flowers are growing up all around
her. All heroes regain 3 lost points of Health. + 8XP.

Damn that’s convenient! Thanks to St Emilia

Sigurd investigates "area D"

EVENT PHASE

RED TWO

With a great cracking sound, several large stones tumble from the highest
remains of the tower. Randomly select three heroes on the table and make a +0
shooting attack against each of them.

I guess the Shadow Deep didn’t like that…

Skuti gets the pass here

VS Gord  17,13—missed
VS Blackwulf 10,5 missed
VS Sigurd  10,18   Sigurd is hitting by falling rock for 6 damage..healed to 12 back down to 6 health


TURN 6

RANGER PHASE

Blackwulf can only activate himself
He fires and Arrow at the Ghoul Flinger on the ledge (13,11) or 15 to 12 the arrow does 5 damage to the unarmored ghoul.

For his second action, takes his potion of Cordial Spellfire , which recharges his heal spell.


CREATURE PHASE

Ghoul FIinger bombard Gord approaching on the ledge (1,3) total miss..Gord stumbles and it misses dumb luck there

COMPANION PHASE

Skuti fires another arrow and the lone Ghoul on table (16,13) that will do it at +3 vs +1 , 9 damage takes out the Ghoul with only 5 health remaining

Gord investigating the Ledge must make a climb check TN 8  (roll 7) just makes it with a 9
And finds a treasure token which he moves to and secures

Gord retrieving the loot as usual.

Sigurd moves over to Blackwulf looking for a heal

EVENT PHASE

RED THREE

A trio of bright stars suddenly shines down through the dark clouds overhead.
Choose one hero on the table to make a Navigation Roll (TN12). If successful,
see Note 199

That would certainly be our Ranger at +6 (11) =17!

You recognize the stars as three of those that
make up a famous four-star constellation.
Strangely, the north-eastern star is missing.
Gain  +8XP

Huh Weird?




TURN 7

RANGER PHASE

Blackwulf with no creatures on the table only activates himself

His first action is to cast heal on Sigurd bringing up to 11 health

His Second action is examine the rubble pile where the snake came from which requires and ancient lore check (TN 10)  +2  (roll 13)

Amongst the heaps of trash, you happen to
notice a small book, bound with golden clasps.
You recognize the book as a rare and holy text.
This book may be given to any hero and counts
as an item. Whenever the figure carrying the
holy book is in combat with an undead creature
it receives +1 Armour. If the heroes still have
the book at the end of the mission, it must be
turned over to their superiors and the rangers
will gain 10XP for doing so

Blackwulf will hang on to that for the time being thanks!


CREATURE PHASE

No Creatures on the board


COMPANION PHASE

Gord climbs down from the ledge with a double move and rejoins Blackwulf

Skuti moves to the top of the rubble pile to scan the room


Sigurd moves toward the remaining  door in the Chapel

Last Door..small room probably empty.

EVENT PHASE

BLACK FIVE

The heroes feel a strange tingling, and suddenly, all the monsters they are facing
seem to gain new strength. Next turn, all evil creatures gain +2 Fight.

Not good, but no creatures yet




TURN 8

RANGER PHASE

Blackwulf activates Sigurd using group activation


Sigurd moves the Door of the small room to investigate

The small room has only a simple door with no lock. As soon a player opens
the door (which requires an action)


The room contains a chest sitting in the corner
of the table; three ghoul rotters stand in front
of the chest. As soon as a hero stands adjacent
to the chest, it must make a Traps Roll (TN8).
If it fails, a needle shoots out of the lock and
into its hand – it takes 3 points of damage and
is poisoned. Regardless of whether it succeeds
or fails the Traps Roll, replace the treasure chest
with a treasure token.


We will save that chest for Gord IF we can clear out the Ghouls before time is up!

Blackwulf moves to the Door to support Sigurd, unfortunately its slightly more than 6” so he need both actions.


CREATURE PHASE

The first Ghoul Rotter moves to engage the door is blocking them
And the first ghout attacks Sigurd as his health is lower, he is +5 with Blackwulf support vs the Ghouls +3 (+2 fight from last event )  roll (2,5)  a lot of flailing but no contact (thou the ghoul wins)

Other Ghouls moves to attack but are blocked from reaching the heroes by their fellow ghoul.


LAST EVENT PHASE

RED SIX

A pair of ghouls crawl up from a hole in the ground. Place two ghouls directly
beneath the ledge!


Now it’s a party last turn 5 bad guys on the board!


TURN 9

RANGER PHASE

Blackwulf activates Sigurd using group activation

Blackwulf attacks Ghoul Rotter +6 with support vs +1 (3,17) ugh thankfully Blackwulf has not used his hand of Fate yet Roll (13!!)  he wins 19 to 18 and that Ghoul falls dead!




Sigurd moves into the doorway facing both ghouls he attacks one at +3 vs +1 (19,6) Sigurd cuts the second down, following Blackwulfs lead!


Sigurd finishes off these two rotters pretty easily

CREATURE PHASE

New Ghoul 1 attacks Gord +2 vs +1 (10,16) or 17 to 12..ouch Gord takes 7 damage!

Ghoul 2 needs both moves to get around Ghoul 1 and engage Gord.

Last Ghoul Rotter attacks Sigurd +3 vs +1 (15,9)  the ghoul rotters stand no chance Sigurd cuts it down   The 10 armor and 8 health certainly helps.. its exactly 8 damage
late arrivals try to make a meal out of Gord


COMPANION PHASE

Skuti moves down off the rubble pile and engages Ghoul 1 in melee its +2 vs +1 (9,17) ooofff Skuti loses 11 to 18 and takes 7 damage he down to 4 health

Gord attacks with his Dagger on Ghoul 2, last attack of the game its  +2 vs +1  (20,7) and it’s a critical!
At 22 to 9 the bonus damage more than kills the ghoul even with the daggers penalty (17 damage)


SCENARIO ENDS

I hate when the end mid fight like this, I guess we assume the others help kill the last ghoul and we retreat out of there death chamber with our wounded abandoning the last treasure token we could not reach!


SURVIVAL TABLE

Blackwulf – current health 11 +3 Recovery is at 14 health, Sigurd makes a Survival check +0 (17) pass
16 Health
Sigurd current health 11 +3 = Full recovery 13 health

Skuti – Current Health 4, +3 = 7  Blackwulf tries Survival at +4  (9) 13 pass
Skuti is at 10 health

Gord Health 4 +3 = 7  Skuti tries Survival Check =0 (2) fail

Thorvald – Out of Action Survival Roll -3 (12) = 9 Full Recovery which in this case is half health or 7,

Calistra Out of Action Survival Roll + 0 (5) Badly Wounded She would go to half her starting health or 7
She goes to Blackwulf for Survival +4 (11) pass shes a 10 health well apply the -5 at the being of the next scenario but she also has a healing potion to counter it…so she will start with 10

TREASURE

1 Treasure token was recovered  (18) magic item! Only our second one  in 11 games!
(17)  Tool Kit  +2 to Armory and Traps rolls , I guess we will give that to Gord

Also recovered

Holy Book (Blackwulf)


EXPERIENCE

On of the better recent experience hauls with all the combat

37 points of Ghouls killed and then 16 for two bonus awards
(with a potential 10xp when the holy book is returned

The will push Blackwulf to level 6 at 671 total exp after 11 missions

I am going to take the bonus health here pushing his health to 20.

Gord, Skuti and Sigurd all get a progression point

Sigurd hits the 10 pp rank and takes +1 fight to go to Fight +4

FINAL THOUGHTS

That’s it for this one, 13 enemies down , we where basically in combat the whole scenario, The group is  beat up but still alive. They  head to the Herb Store next hopefully we will find some healing medicines or something.

It will be a bit before I can play this on as I have some stuff to paint for it., hopefully this month!

 

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