Showing posts with label Otherworld Skirmish. Show all posts
Showing posts with label Otherworld Skirmish. Show all posts

Tuesday, October 30, 2018

The Blackbarrow Chronicles , Episode 4- The Cult of Orcus ,Part I



Summers distraction’s certainly got the better of me, but an early harsh fall has us spending weekends inside and me getting back to some fantasy gaming. We actually played this awhile back but the time it take to put these write ups together plus all the other things I want to mention should be an easy 2 or part post, Ill get the game in here and most of post game , advancement details in Part 2.
Let start with basics: we revisited the Otherworld Skirmish rules for this and had a grand old time,  while our homebrew RPG rules were cool they’re a bit busy and for this bigger skirmish I wanted something totally fleshed out.
Having played an posted a bunch of Otherworld Skirmish (OWS)  games before I was prepared ,  but the game does has some shortcomings which I needed to resolve for the ongoing narrative of the endless campaign based on our little village.  While I have always liked this game , the draw backs for me were always- There are no Campaign rules , There is  a serious lack of classic spells,  and the game is based on the  limitations of one off encounters   faction vs faction. Finally I don’t really love the D6 as the sole game die and more fond of other wider result dice..but it is what it is.

         Applying the needed fixes for Blackbarrow required the following, we record Victory points (VP) to not only decide who wins but as experience for faction members , each faction member  gets 1 VP for surviving a match -standard VP rules per the book are applied to scenario so multiple VP can be awarded to various team member based on events , I’ll go over this more in the post game but basically I’m taking a Mordheim-esqe  approach to the post game.

 We'll be converting  VP to gold and that be used to buy additional skills which are already specified in each units profile.
There is Out of Action (OoA) injury  chart for Character knocked OoA but not killed outright and a few other advancement options concerning building up team funds and buying items etc.
The biggest difficultly for converting this for me is all the profiles need to sort out all the character and townsfolk we have going, I only created what was needed for the game and there are bunch more to do. Finally we created a few spells as needed and where they fit the characters,

THE STORY 

We left episode 3 in a Cliffhanger where the adventures found themselves surrounded by men pouring out the Dungeon while be confronted the mysterious ethereal evil spirit.  We had one character Killed and two that ran off (one being a secret cult member who’s task it was to lure people out to the ruins) after battling various undead being to called to a green flaming beacon placed by persons unknown , the remaining four characters  finding themselves prisoners of growing Cult running its operations out of the Dungeon.

The Adventures of the Hall of Tyr respond to the call of a rescue party, although they are less concerned with rescuing the men for the Wayside Drinkers Club, and more concerned with busting up the Cult’s activity which they have been monitoring  since Episode 1.

RULES-

We are using the OWS rules here only modified in the post -game phase to create a campaign of ongoing battles and provide  unit advancement. As you will see below several of characters have advanced since Episode 1, which is track by their gold piece cost on the roster.


FACTIONS –

The Cult of Orcus

Last time we saw the Cult’s Leader was in Episode 1 where he never  got into the action, since then he’s grown much in power, teamed up with a Demon and gotten a bunch of Followers and Henchmen to join him.

The Current factions roster is:
Beleg / Wretched Priest /Cult Leader – sold his soul to Orcus many moons ago for power and his hope to rain terror and death down upon Blackbarrows Castellan and any who get in his way.
he's almost tripled in cost since Ep1 and has been given a powerful summoning circle that allows him to summon a Demon to serve him.

Ghruzl / Type I Demon- One of Orcus’s many agents he’s around to see Beleg does what he’s supposed to,  Ghruzl has been previously summoned in this scenario in order to balance the teams

Executioner- The Castellan’s  Castle executioner is a cult agent ,  executions are a rarity in Blackbarrow his other job as stableman is less appealing then playing for the Cult.

2 Acolytes- junior priests of the cult , fanatics to Orcus

4-Worshippers – the Cults muscle / cannon fodder, fanatical , disposable.

New Spell, Inflicts Wounds (9+)  a unholy blast causes 1 hit, with no save.


Hall of Tyr

Self proclaimed heroes of Blackbarrow, all team members had have some form of power increase

The Current factions roster is:
Arturus- Crusading Paladin of Tyr, also getting a very big power bump from episode 1
Harald- Priest of Tyr, valiant side kick
Killian/ Wild Ranger- Longtime companion of the group
Holger – Man at Arms- Henchman (Veteran Profile)
Cristoffe- Arturus’s Squire, a Henchman (fighter profile)



Factions are closely matched in Gold Cost ,  we will see how the 2 to 1 difference in numbers effects the way things play out

SETUP- The Cult are the Defenders , Hall of Tyr are the Attackers., The Cult has 8 Adventure Tokens which are place on the board before play begins

(No Character in this skirmish has the Treasure Hunter Ability so the starting 8 tokens remains unaffected) ,  The Attackers start with 1 luck (Harald Luck (1), the Defenders 0

Adventure Cards- there are only 12 Adventure Cards in the Deck for this scenario
8 Treasures and 4 Traps

All other cards have been removed, each Treasure card can be immediately cashed in for a random draw from the magic item deck OR the card kept for its stated VP total

Any remaining Adventure tokens that are not revealed go to defender should they win,  traps are discarded and VP or items are added to factions treasury.

There are no wandering monsters in this part of the Dungeon, the rats are just decoration.

The Summoning

TURN 1

INITIATIVE:  Attackers 4 , Defenders 2 –
FATE  1 each—
HALL OF TYR (ATTACKERS) start with 3 Activation tokens
.
The Paladin. the Ranger and the veteran henchman get activation tokens
Arturus with use his Leader 2 ability gives both the Priest and Squire Activation token as he begins his turn

The Attacking team decides to eliminate guards in eastern hall and a grab an easy Adventure Token.

Arturus the Paladin , 1st action , moves his speed  6" -  Sees  a Cult Worshipper and Charges down the hall getting a free attack at -1 he attacks with a 3+ from his longsword but as it’s a charge he needs a 4+ rolling a 5 it’s a hit on the Cultist , since  Arturus is a weapon master his Longsword attack are “brutal” giving him two dice to a roll a 3 +  he rolls a 3 and 5 cutting down the first Cultist he encounters quite easily

Cristoffe is next,  the Squire makes a 6 inch move stopping on the rear flank of his mentor

Harald the Priest follows  also moving 6 " but for his 2nd action casts Blessing  his Intelligence is a 3 but he has 2 magic dice , needing a “8” to cast the spell he rolls an “8” + 3 (his INT) for 11 and Blessing is cast we add  second  luck Token to the Attackers Pool.

The Ranger and Holger the Henchmen both activate and move slightly to get a better view down the long western hallway, but don’t advance without the other hoping to protect the rear.



CULT OF ORCUS (DEFENDERS)

Starting the turn walready man down  they start with 4 activation tokens.

Worshipper 2- seeing his comrade cut down, now alone facing 3 enemies would need to make “Alone” morale test, however the worshippers are “Fanatics” and ignore this . this fellow moves to nearby secret door and uses his second activation a "special action" to open it.
 Worshippers 3 and 4 across the western hall to charge thru, it’s an Ambush!
Worshipper 3 moves 6 then Charges the Paladin, still in the doorway.. he hits on 5+ but since its charge needs a 6, he rolls a 4 missing.
Worshipper 4 moves up to try to join the fight.

Ambush using Secret Door

For the 4th Activation,  we activate the Demon who hearing the commotion in the hallway decides to investigate. Moving 6 (flying) he see’s the Ranger and the Veteran Henchman at the end of hall..
So he charges!..attacking with his Rending attacks  he normally needs a 3+  but in this case it’s a 4+ and he rolls a “3”  being it’s the last activation of the Turn , he use the team one Fate token to make that a HIT! its attacks are strength 5 and Brutal needing only a 2+ for wound…Our Henchman only has one wound  both dice come up hits only keeping the highest( 5)  Holger is toast but he has Light Armor and a Shield so he has a 5+ Save…we roll a “4” not good enough but we use their FATE token to make that move that 4 to a 5 and the Henchman survives the Charge.



TURN 2

INITIATIVE:  Attackers 5 , Defenders 3 –
FATE  1 each—
HALL OF TYR (ATTACKERS)  again start with 3 Activation Tokens

Paladin / Ranger and Veteran Henchman get initial tokens

Arturus the Paladin.  engaged with  Worshipper 3 who charged him last turn, upon activation he can give both his Squire and Harald the priest activation tokens thanks to his Leader (2) ability. His first activation is to attack, he hits on a 3 and wounds 4  putting the engaged cultist down as well.  For his second activation he immediately retreats 6” as he hears the screams of his comrades fighting the demon.
Holger the Henchman is next,  upon activation he must make a Fear test as the Demon is fearsome his Morale is 3 so he needs a 4+ and rolls a 4+ and stands true.
He attacks and needs a 4+ the Demon is a large creature making it a 3+ he rolls a 3! A hit , while the Demons Defense and the Henchmans Strength  are both  4. The Demon is invulnerable (1) which reduces the attack to Strength 3 , meaning he now needs a  5+ to wound he rolls a 4 but we gamble and put our fate point on the line to make that hit count! the Demon howls as it takes a wound…..
Killian the Ranger  must also make the Fear test he rolls a “1” failing miserably and now suffers the SCARED status giving him -2 to hits… Killian a crack shot only needed a 2+ to hit  due to the demons size that now goes to 4…..I want to move him away we opt for the shot on a 4+ and roll a 6! We need a 6 to wound however due to invulnerable lowering the bows strength…and roll a 2, he just outside of 6” from the Priest so we cannot use a Luck token otherwise I would…the arrow bounces off the Demons thick hide.
On his second action he moves 6 inches into the Western Hallway..

Harald is next , using both action to make a double move toward the Demon , he starts out far enough away he doesn’t need to make the fear test, but will next round.
Finally the Squire Cristoffe see his chance and Charges Worshipper 4 his attacks hits but he fails to damage with a “1” he gets a second activation and attacks again rolling a ‘5” then Damaging with another “5” the Cultist are dropping like flies…




CULT OF ORCUS (DEFENDERS)
Being now 3 men down they start with 3 activation tokens..the Demon gets ones as  does Cult Leader Beleg and so does the Executioner.

Beleg Activates 1st,  using his leader abiity he give both his Acolytes activation tokens, he then moves his speed (6) toward the action and cast CURSE rolling A 5 +4 (INT) For a “9” and one luck token is removed from the attackers pool,


the Cult on the move
Executioner  activates making a double move toward the remaining worshipper thru the open secret door.
Ghzul the Demon uses his Claw attack with 4+-  having the “unarmed adept” ability he rolls 2 dice keeping the highest in this case hitting with a “5” he only needs a 2+ to wound the Henchmen and rolls a 5+ , Holger does have a 5+ save which he rolls a 4+ we use our fate to make it a 5 and his armor and fate save him again. The Demon has a second activation he follows up with his Brutal Rend attack easily hitting and wounding Holger again, he rolls a “1” and we use our one Luck token to reroll rolling a ‘3” not good enough and the Henchman is smashed against the wall . knocked prone and is Out of Action.
Who's Next?

Both Acolytes make double moves preparing to engage the Temple invaders.

End Phase: we forgot about Killians scared status and should have save our fate for that…Killian has 2 hits so he rolls 2d6 looking for a 6 – 5 and 3   with noway to modify he remains “scared” into the next round



TURN 3
INITIATIVE:  Attackers 4 , Defenders 6 –
FATE  1 each—

Oh how the wheel turns,couldn’t be a worse time for brothers of the Hall of Tyr to lose Initiative!
CULT OF ORCUS (DEFENDERS)
Activation

Demon, Beleg and Executioner…receive activation token
The Demon Licking his lips charges Harald the Clumsy Priest, but the Demon see his Holy Symbol of Tyr and pauses he must make an opposed morale test against Harald but laughs it off with a score of 10 to 5 in his favor. The Charge continues…using he Claw Attack he rolls a 3 and 1..missing…he then turns to Rend in his second activation hitting with a 4 on the 3+  he gets 2 two dice needing a 3, but rolls a 2 and 1..we can use fate but Harald has Heavy Armor (a 5+) plus save and the Attacker have a Fate point… so it potentially 50/50 we waste the fate  point and there are 4 more figures to go… so the Demon grimace hissing “you got luckly priest.”.


Beleg activates next, he begins by using his leader abilty to give both Acolyte activation tokens
He them moves into hallway where he can see the Demon bearing down on Harald then uses his 2ND Activation use his “force of will” abilities on Harald , we are well within the 12” range and Beleg needs a 4+ he rolls a 2  and  the Fate point we are hanging on to wont help so he is done
Acolyte 1 activates he’s going to try to cast  “Cause Wounds” at Harald, since he only has magic (1) he going to CHANT for his first activation casting it on his second..chant gives you +2 on DC (9 in this case)
So he needs a 3+, we roll a “6” so the spell is cast and Harald takes an single wound..ouch!

Acolyte 2 ,  follows suit trying to cast cause wounds, he moves first to get into range so he cannot chant but rolls a 1 on the casting attempt…the spell fizzles.

Executioner – makes a double move toward the open secret door and remaining worshipers in the south hall

HALL OF TYR (ATTACKERS)   start with 2 Activation tokens

Activation 1 goes  Arturus upon activating is within  6 inches of Harald and right next to Killian the Ranger,

Arturus moves thru the hall to get line of sight on the Demon and decides to charge since his special ability “burning zeal” is blocked by the demon on a 2+

The charge is luckily to the demons rear flank as he is engaged with Harald . the Paladin hits easily with a”6” and while the Demons invulnerability lowesr the STR of the attack, the extra dice from the Longsword being “brutal” gives us “4” forcing me to now use that Fate point and make it a 5 and a wound ..the Demon hisses…




Harald, wounded uses his first must make a Fear test which with he passes with a 3 from his 4 morale stat..next he uses his potion of cure wounds to Heal Himself and passes the intelligence test with a 5 then attacks the Demon with his mace missing with 2!


Killian is next  he’s got  the lone worshipper  down the hall and the Demon in his bow sights , he suffering the sacred status so he’s -2 two to hit but he can Aim and take no penalty from long range thanks to “eagle eyes”  both shots with various modifiers work out to be “4+” but the shooting the Demon is too hard to wound and I could potentially ended hitting poor Harald. He takes the Aim shot down the Hall rolls a “4” then another “4” to wound..all the Cultist lackeys are now Out of Action.
Cristoffe the Squire , seeing this break makes a double move down the Hall to grabs the games first Adventure token, we cant actually get it until next turn, since we reached with a double move
Attackers Turn Ends

End Phase – Only Killian is current suffering a status he rolls two dice and does not get a “6” he remains scared of the Demon.


TURN 4

INITIATIVE:  Attackers 3 , Defenders 2 –  luck is with the Attackers it seems
FATE : 1 for the the Attackers  , 0 for Defenders

HALL OF TYR (ATTACKERS)   start with 2 Activation tokens

Cristoffe takes the 1st activation and flips and Adventure Card and gets the Strong Box for 1 VP we decide to exchange that for a draw on the Magic Item Deck and we get an “enchanted shield” which gives  the user Invulnerable (1) for Melee. A great score, this will make Arturtus extra tough to kill but since he is one the other side of board..for time being Cristoffe equips it

Enchanted Shield? definitely useful...
For his Second activation he moves up next to the Secret Door. Arturus is up next and after giving out activation tokens to neaby Harald and Killian he going to try to put this Demon  down

Attacking  large target and flanked he hits on a 2+ and wounds on a 5+ against invulnerable (1) but he gets two dice to try to get the wound he rolls 2 to hit 4 to wound,  we use our one fate point to put the second wound on the Demon…next attack is another 2 and ……drum roll please we get a “5” the Demon howls…at Arturus invokes Tyr’s name on the blow, the demon falls.
(that was some good luck)


This is a very bad for the Cult as they are now at ½ strength and will need to make shaken tests..


Harald is next and immediately attempts to cast blessing twice to put some luck on table… rolling natural 9 and 11 , Tyr’s holy light is with them and the attackers get  2 Luck tokens..

Killian , while still scared can now move toward the Demon since its fallen  but decides to double move toward the open secret door near Crtisoffe and catch the remaining Cult members in a crossfire .
Move x 2 he is done

CULT OF ORCUS (DEFENDERS)

2 activation tokens

Beleg and Executioner

Beleg is hoping to win initiative so we can get a  strike fear cast but no such luck, he gives his Acolytes activation tokens and casts inflict wounds on Harald (as he cant see Arturus) he only needs a “5’ on 2 dice thanks to his 4 Int and rolls a 6 Harald takes another wound
His second activation Beleg drops back into the doorway to protect himself

Acolyte 1 st activation Chant..second inflict wounds  rolls a 6 (+4) for 10!  Harald goes OoA ouch this is bad! The goes the Luck pool ( as far as I can tell, if the units with the Luck ability go OoA you lose access to the luck pool they need to be within 6” of the unit with Luck to use it . Having multiple figures with the luck ability is clearly a good idea.

Casting frenzy put both Harald and Killian OoA, you need to charge them you dummies!

Acolyte 2's 1st action moves slight south of door way and sees Killian coming thru secret door…
Cast inflict wounds but without chanting  rolls a “2” +4 =6 fails..
Executioner barrels up the hall has to move twice and cant charge Arturus but is lined for next turn to be charged or charge

End Phase – Only Killian is current suffering a status he rolls two dice and does not get a “6” he remains scared of the Demon, is a too bad since its defeated but I cant find anyway to remove the Scared status other than rolling a 6 in the end phase
 Here we must make Shaken test for the Cult we have a high morale 5 here so with the -1 penalty its still a 3+ and they pass with a 4..the Cult fights on


Turn 5 before both Acolyte 2 took an arrow to the face and The Ranger is brought down by multiple inflict wound spells.

TURN 5
INITIATIVE:  Attackers 6 , Defenders 3 –  Cult Cannot get a break on Initiative
FATE:  attackers 2, defenders 1

HALL OF TYR (ATTACKERS)   start with 2 Activations
I screwed up here moving Killian away with Harald OoA, I cant activate all  three of my units as the Ranger and Squire are too far away for leadership.

 I decide not to activate my best unit let him take the charge from the Executioner
And give activations tokens to Killian and Cristoffe

Cristoffe first moves thru the secret door to a nearby Adventure token and on his second action flips a card. Its bags of gold, since we are only up  4VP to 2VP at this point…we keep the loot as its good for a victory point

Killian Fires an Arrow at Acolyte 2 they can only take one Hit so we AIM (at +2) since he still suffering the Scared Status and that will negate it..  roll to hit -6 to wound  3 but we use a Fate point to make sure the Acolyte falls!  One more for a wiped out test for the Cult…


CULT OF ORCUS (DEFENDERS)

2 activation tokens

Executioner, Beleg

Executioners - 2 handed Axe is unwieldly so he cant charge and get an attack but  he can move and attack one so he does
He has the Onslaught ability so he can reroll a missed attack,  He doesn’t need it hitting with a 4 and the brutal ability  lets him roll twice looking for a 5+ he gets a “6” and Arturus  would take his first wound but he makes his 4+ armor save with a 4….

The decisive battle, Arturus was nigh unstoppable in melee, the executioner should have focused on the weaker characters and tried to force a rout...let the spells take this guy down....they learned their lesson for next time.

Beleg activates and gives an activation token to Acolyte  1
Beleg knows they need to put the ranger down they will force a shaken tests and that’s victory points
He moves to the door so he is in range  casting inflict wounds rolls the needed 9 before his INT is added and Killian takes a wound


Acolyte has to tougher job with one dice but he can chant for + 2 but rolls a 1!!…so not good enough.
The fate wont help us here and Killian skates by.

End Phase-  No more morale testsyet, Killian tries to remove his Scared Status rolls a 2 and 5 but we use our remaining Fate to make that 6 and he is finally no longer scared!


TURN 6

INITIATIVE:  Defenders 2  , Attackers 1 ,
FATE:  Defenders 1, Attackers 0

CULT OF ORCUS (DEFENDERS)

2 activation tokens

Beleg, gives his minion an activation token  1st action -Strike Fear..rolls  11 + 4 for 15 goes off and all of the Attackers are within the 12 “ range

Nerfing the Leader ability doesn’t do much here but the Morale hit does if he can take out Killian and force the shaken test..

2nd action inflict wounds on Killian… 9 +4 =13 on the 9 casting requirement ….Ouch Killians fall OoA..

Executioner -1st action attack!  Rolls a 4! Hit to wound a 3..miss….
2nd action attack again 4 again then a 4 to wound , the Cult uses its fate token to make it a 5 and a hit..
Arturus can attempt to PARRY this blow (forgot about this earlier) but rolls a 1
Arturus then rolls a 3 on his save and takes his 1st wound..
Acolyte 1  1st action moves toward Cristoffe…..2nd action tries to cast inflict wounds…Fails on 3


HALL OF TYR (ATTACKERS)  only 1 Activation

Arturus must  respond to the Executioner pounding on him attacks hits on 3+ wounds on 3+ (executioner is Def 3) I roll  5, then  4, 3 (wound) and 4, then 2,6 wound, Executioner Drops OoA.


End Phase 
Shaken Test for Hall of Tyr at -2 ( extra penalty for Strike fear) need a 5+ roll a 5!
His Courageous ability would have given me a reroll anyway…

WIPED OUT TEST FOR CULT

Highest  morale is 5 needs a +2 but -2 for wiped out so a 4+ Rolls a 1.. remove d6 models
I roll a 3.the Cult is Defeated.


Final Score

The Attackers win this battle on Victory Points 7 to 5 not rout by any means yes, Beleg’s and Cult suffered a loss via wipe out. He just escaped in the  Dungeon to fight another day.  Wounded himself, a down to just his Squire, with 3 unconscious / or worse (we will see in moment) Arturus must abandon any hope of finding the lost Waysiders from Episode 3 and return to the Village.

As you'll see in the next post as we go over the post game how its shakes out campaign wise, Did everyone OoA live? What about the Demon?... 
Arturus " you know I'm not using that shield right??"  Cristoffe " maybe I can paint it??"

Saturday, June 30, 2018

Caverns




Summer is well here as its a sweltering 98 degrees as I type this. I dont usually get alot of hobbytime in the Summer, but my goal is to get these Caverns done and complete the Dungeon Board in the next couple months. We are still working the Blackbarrow Chronicles and I would have probably have played and written that by now but we decided to make a rules change back to Otherworld Skrimish. Which I knowm will be more interesting to some people as opposed to us messing around with our homebrew based on The Black Hack RPG rules..it was fun while it lasted but the OWS rules have a charm of their own so we are giving them another go.



The Cavern section uses the Hirst Arts Cavern Molds 81,82 and 281,4Bot molds  W04 and W05 and I am using Woodland Scenics realistic water which doesnt cure very quickly but it for me is easier and less of hassle to work with than Envirotex.  pretty straight forward build, largest water layout yet for me , especially with the naked edge, which is a real hassle to get right.

The are two more cavern sections to go, I'm hoping to get the casting and layouts done next couple weeks, the builds and painting and water will take me awhile.I am hoping get out next game in July, it a big one probably a couple sessions and 2 part write up, I built some new terrain and painted some new figs and new Undead which will be showing up in Blackbarrow Ep 4.

Dont have alot of time so I am leaving this here, just need to give the blog a little love for June. I hope to be pretty active in July.
That shadow was a bad idea I am glad I didnt go with, I may get creative with some terrain there to cover it, not sure yet

last two empty sections are calling to be made bad, I cant believe I have been working on this board for over 10 years!

I am looking forward to this guy eating someone

Probably wont happen in a game but you never know Ropers are just nasty in any system.


Wednesday, May 25, 2016

Otherworld Skirmish, Green Magic Part 2


Picking up where we left off....
TURN 4,

INITIATIVE:    DEFENDERS 3, ATTACKERS 1.

Man, the attackers cannot get a break.

DEFENDERS, GREEN MAGIC,  1 FATE

3 Activation's
SKELETON 1- Attacks Sorcerer -  2,2, misses twice, no luck here.
GHOUL 1- continues climbing up tower after Neb,  1st Agility test.. 5!,  2nd Agility Test he at the top and abut to reach Neb and rolls a  ..2!  He need s a 4! So the Fate point wont help, climbing wasn’t the best idea for this ghoul…He falls! (or was he pushed?!)
I was surprised to find in the manual that there no damage mechanic from falling from height, just  a stunned status if you succeed a -1 agility test, so I have added that if you keep missing your agility test and you hit the ground you take a STR 4 hit for every agility test you have failed on the way.
In this case the Ghoul had climbed 8 inches when he fell but  there is an additional 4 inches of cliff face he was able to enter horizontally on,  above that cliff face. before he started climbing. Falling he could potentially drop all the way to the bottom . So it would be 6 agility tests, the first he failed, the second he makes with a 6!, needing a five…should he have missed he could have potentially made the next with 6, then a 7 using fate..then he’d be out of options hitting bottom taking 6 Str 4 hits.more than enough to make him go Splat unless he was very very lucky.  As it stands he fell 2 levels caught himself and is “Stunned” so he is right back where he started at the beginning of his 1st activation this turn.
Again I am also surprised that Undead doesn’t have it own rules outside of “Damned” as  subtype they should be immune to  stun and scared status, I’ll probably implement that in future games but for know he “Stunned” until its removed.

THE LICH,
 The Lich is thru messing around he fires his Rob of lightning as his first activation and fires it at the Monk so he can use his Block ability and the Skeletons can swarm the Sorcerer. He is withing 6 inches and needs a  “4” and rolls a 5., he then rolls a 5 to damage the Monk who is only DEF 3…(needing a 3)
The Monk must then take a Defensive Statistic test or be Stunned he rolls a the required “4” So he wounded but not Stunned.


For his Second activation , The Lich is of course going to keep summoning…rolling all 3 Dice.., 3,3,5,+6  Or 16! Success.. the final 2 Skeletons on on the board.
The Lich has given activation tokens to two  Skeletons  already in play. via the Helm of Command  (leader 2)

SKELETON 3 – Since the Monk ‘s Blocker ability is still in effect, this Skeleton obliges and charges with his first Activation. And misses with a 3, on his 2nd activation he makes a follow up attack…rolling a 2, the Monk and Sorcerer are hanging in there but are totally surrounded..

SKELETON 5- can’t charge because there is not straight open path, but can move into base contact to join the combat vs the Sorcerer and then attacks with its 2nd activation but he also rolls a 2, (I am rolling 2’s like crazy)

Sucessful Mystic Web Cast!

ATTACKERS,  THIEVES GUILD,  1 FATE
3 Activation's.

ELAZAR THE SORCERER :  In combat with two Skeletons, the Sorceror is again going to try to cast his Mystic Web, he can potentially immobilize both Skeletons attacking him and the one attacking the Monk..should he succeed!...rolling two dice.. we roll a 6 and 4!  + hit INT 5 =15 of the needed 12 so he succeeds!. For his second activation he’s going to Arcane Bolt the newly summoned Skeleton 6…hitting with a 6! the Skeleton is DEF 4, and  the wound roll is a 5! The Skeleton has a shield…and can avoid it the magic blast with a lucky 6 but rolls a 3! Destroyed…big round for the Sorcerer.

THE MONK.  (via Follower ability) normally would be getting to attack an immobilized Skeleton for most likely an easy kill, HOWEVER the Defenders have 8 models on the board..4 of which are now suffering status effects (3 immobilized and 1 stunned) that count toward a shaken or wiped out test. While the lich has a very high morale at 5,  we could potential force a Shaken or even Wiped out test in the end phase  and maybe get him to concede the battle IF we can take out some more of these active models. So we go with that. The Monk withdraws from  the Immobilized Skeleton 3 and moves into the newly Summoned Skeleton 7 behind him…I cant charge as the Skeleton is behind him and he has no Line of Sight, so I must turn and move as my 1st activation, attacking with my Second. He get to roll two due to “unarmed adept”  rolls a 5 and a 6 ! , then rolls the needed 4 on the damage roll, the Skeleton rolls a 4 on his Shield roll looking for a 6 to save but fails and is Destroyed!


Note the climbing, but fallen and stunned Ghoul on the right.

SCORPA THE ASSASSIN  has been sitting on an  Adventure Token for a full turn now, we need him in the fight so for his first activation I we turn the card..and it’s “THE CROWN” worth 2VP, I want him to fire his crossbow for his second activation but there are target in Line of Sight, so he moves 3 inches succeeds at an Agilty check and climbs 2” up to a cliff ledge for next turn.
Lastly I am left with Neb and Grym…

I go with NEB at the top of the Wall who look down and try to shoot his hand crossbow , the stunned hanging by his fingernails ghoul 1 who slipped and fell,  he’s within 6” inches and is stunned so Ned is +1 to hit he needs a 3,  and I roll a 3!  To damage he rolls a 5 and the Ghoul is done. For his second activation Neb secures the treasure at the top of the tower which was the Attackers main objective.
The Thieves had their biggest turn so far, the didn’t even need the their Luck or Fate .as the plan succeeded , we will see how it works out.

END PHASE

DEFENDERS,  had 7 models on the start of the turn, it went up to 9 thru Summons, , I assume we have to base it on 9, they are now down to 3 active models on the board, so 1/3 exactly, we need to resolve the status effect first as any skeleton shaking off the effect with move the Wiped out morale test to a Shaken., I roll 5, 5, 4 so with the Defenders unused fate point we free a skeleton and the Defenders catch a break,  The Lich must take Morale test at -1 or fail his morale is a 5, with the -1 he need a 3+ and he rolls a 2!..and fail so I roll the D3 and only roll 1 model  removed. so I remove  Immobilized skeleton 5 and battle continues!!


 TURN 5

INITIATIVE:  ATTACKERS 6, DEFENDERS 2,

ATTACKERS, THIEVES GUILD,  2 FATE

Seems as  if the tide is turning and  Attackers are in control right now, since we finally have 2 fate we certainly will buy that additional activation, meaning everyone from the Guild will get to go…
4 Activation's

ELAZAR THE SORCERER:   Engaged with Skeleton is clear he’s got good Area of Effect for a Fireball if he can move to better spot. Activation 1, he disengages…opposed agility test   Sorcerer  3+3 =6, Skeleton 5+2=7 The Skeleton gets a free Strike..rolls a 4! Hit, Elazar has dodge, rolls a 4! (for Agility 3)  he succeeds and has avoided the blow!  Moves 3 inches away.

Activation 2, Cast Fireball…rolling 2 Dice..4+3 +5 Int = 12!  Success.  To hit he rolls a 3, one short so it scatters D6 inches, I roll a 1” in the direction of the Lich..and the template just clips his base..in stroke of good fortune it hits all 3 Skeletons and the Lich!

Now, the reason I didn’t bother trying to get the Lich in to begin with is Magic Resistance, every target is DEF 4 so I need 4’s., I roll a 5 for the Lich he’s hit, but then a 4 for the MR roll and he laughs it off.

My other rolls are 3,4 and 5 thou….two Skeletons get their shield roll and fail and burn away…, the 3 was on the immobilized skeleton , I can find it in the book when I got to look but I was thinking Immobilized models are DEF 1 and cant do anything,  regardless its webbed and I rule it destroyed.
Major points for the Sorcerer, really earning his points this game, all the Skeletons are down.

Fireball!!

SCORPA THE ASSASSIN:,\  Activates nexts moving up the rock face into position to fire a Crossbow bolt at the Lich.  Activation 2 is his shot..he hits with a 4 which is what he needs given his move and fire rule ( his Crossbow shot is an upgraded 3+..and wounds the Lich with 5!, the Lich turns around and isn’t playing games anymore, he also has regeneration…LOL

RAIDEN THE MONK- we need to tie up the Lich if Neb is going to escape with recovered loot…The Monk activates with his “follower”  ability, and is determined to engage the Lich. His 1st activation is movement and he cant charge due to where the lich is positioned, so he moves to engage and his 2nd activation is a melee attack. However the Lich is fearsome, so as soon as end his move action he must make an immediate morale test.. needing a 4 and fails..so the Monk realizes he’s made a terrible mistake and now suffers the scared status.. attacking while Scared is a -2 Penalty, I am looking for 5’s and with the 2 attack dice we get I roll a 2 and 3..oof.

NEB THE THIEF is next….Neb climbs to level 2 of the Tower where there is an Adventure Token inside he ends his move on it, allowing it to be turned with his 2nd activation. It’s the Dice Lore card which is boon for the Defender!,  I talk about that if actually comes up..Nebs Turn ends..

Finally we have minor thief GRYM  who hasn’t been able to do much all game Zombies on the right , the Lich on his Left, he doesn’t  have many options, I decide to move him into some trees on his 1st activation then on his 2nd use his one-shot move silenty ability to move x2 past the zombie , on to a far adventure token.  7” from the zombie Just far away to work.


Many dead Skeleton left them feeling cocky.

DEFENDERS, GREEN MAGIC,  2 FATE

THE LICH.   is somewhat in tough spot here he is engaged in melee, but he needs to summon Zombies or else he’s going to have to take a wiped out test at the end of turn….

At the start of this activation phase the Lich is only receiving 1 Activation which is uses himself.
He’s got 3 Magic Dice and he also has  2 Fate , so I think I can pull it off,

Activation 1, try my new Disintegration spell with a DC of 13!,  we. Try 2 magic dice.. we roll a 5 and 2 for a 7 +6 Int =13!! Success.. bad new for Raiden the Monk who is Scared , wounded, and faces D3 S6 Hits..I roll a D3 and its 2…his DEF is -1 because of Scared so I need anything but ones and he is toast.. I roll a 2 and 6, and the Monk is Disintegrated!!! Oof.

Most likely to be Disintegrated!

Activation 2 is to Summon Zombies, I have on magic dice left and roll a 3! , +6 Int =9 not enough! But he has 2 Fate..we use one and get the required 10 to succeed. D6 Zombies appears I roll 5 but there are just 4 in the que so they all go on the board rising up out of the ground around Scorpa!!

The Lich is making his comeback., I had to reread the activation section because with the Zombies now on the board, I thought I might be able to get some activation however The Lich’s leader (2) ability was moot because when his activation began the Zombie where not on the board yet..(And the other lone zombie is too far away) and the Zombies- Mob Leader (3) rule doesn’t kick in unless a Zombie can be activated by an already available activation token which I don’t have…so the Lich’s turn ends.

TURN 6

INITIATIVE:  , DEFENDERS 6, ATTACKERS  3

DEFENDERS , GREEN MAGIC, 2 FATE

Plenty of activation's to go around here, as the is six Defending models on the board  3 base activation and multiple activation thru Leader ( Helm of Command) and Mob Leader (Zombies)

THE LICH, Uses his Force of Will Power against Scorpa the Assassin and easily bests him with a 6, Scorpa is now Weakened, For his is 2nd Activation he use his 2nd Charge from his Rod of Lightning Firing it at Elazar the Sorceror, I roll a 4 to hit and a 6 to wound…The Sorceror is wounded, but he makes his DEF statistic test and is not stunned.

MOB LEADER ZOMBIE  is activated, using mob leader (3) he gives all the Zombies activation tokens…3  zombies move into base contact with the Weakened Scorpa!
ZOMBIE 1  finally activates and moves to minion thief Grym who is just out of range.

Surrounded by Zombies , Weakened by the Lich, somehow he survives.

ATTACKERS, THIEVES GUILD , 1 FATE

At this point I think its time for the Thieves to call it a day, there is no way they are taking down this lich, without some sort of super warrior type character which they don’t have. The Thieves only have 2  Activation's.
SCORPA chooses to voluntarily withdraw from the Zombies, he is weakened, and they get free strikes, He’s not going to waste the action trying to regain his strength, he just runs..I roll 3,3,2, the Zombies need 5+ to hit so he’s free, his 2nd Action he makes a agility check succeeds with a 5 and climbs down the Cliff face.
For the 2nd Activation I have GRYM the minion thief  flip the adventure token and we draw a card, I draw wandering monster..there are no more in WM pool, so we draw again and get a Dragons Egg! (worth 2 VP)  I want Grym to voluntarily leave the board however he can not as there is a zombie within 6 inches of him so for his 2nd activation he turns and engages it..( can’t charge he’s facing the wrong way) He passes his fearsome test as the Zombie is damned and he is a minion and make base contact.

END PHASE, Scorpa  tries to regain his strength. Rolls a 5 and with out 1 fate to help out he does!

TURN 7

INITIATIVE:  , ATTACKERS  6, DEFENDERS 3

ATTACKERS, THIEVES GUILD ,  2 FATE

In a huge break the Attackers get the opposite luck and keep the initiative, they will also buy an activation. So they have  3.
SCORPA and ELAZAR both leave the board scoring for the Thieves Guild, I wanted to Sorcerer throw another Fireball but don’t want to risk rolling a 1, so they just leave.

NEB, makes an agility test. Rolls a 6 so he climbs the wall near the top of the tow
er steps where he is..
Long way down, Zombies coming up the stairs...JUMP!
For his 2nd activation I have him Jump!!!  I paid for 50 Feet of Rope for him because I thought  I would do a lot of climbing on this board. It however requires he make agility tests for each level  fallen he will be falling 3 levels here… he passes all three but we must use a point of luck here to make sure he does bumping a 2 to a 3 ( Neb has  an Agility of 5)  so he get to the base of the outside without damage.l

Unfortunately there are no activation's left for Grym who just stands there.

Looks like 50 Feet of Rope was worth it , too bad about that failed morale check!

DEFENDERS, GREEN MAGIC,  1 Fate

Again plenty of activation's to go around but not a lot to do

THE LICH  moves twice to get within striking distance of the remaining two Thieves!
THE ZOMBIES all move.
ZOMBIE 1 attacks Grym and rolls a 4 which the Lich uses fate to bump to a 5 to hit!
The Zombie then rolls a 5 to wound, Killing minion thief Grym! Oof

END PHASE

Neb is now alone on the board and must take a Shaken test first…he rolls a 1! Failing  and must be removed feeling the board…I guess the Lich scared the pants off him, worst case was he had the Objective Treasure which stays on the board!

GAME OVER.

Defenders, The Lich and company scored 8 VP, 3 for Kills and one for a fleeing character (Neb)
Who’s now failed morale tests end game twice in a row now definitely earning the  “Coward” disadvantage in future profiles.
Attackers , scored  2 VP  for models voluntarily leaving the board and 4 VP for treasure cards.  For a total of 6 VP
The Lich and his Green Magic win the day!, it was close thou should Neb have gotten off the board voluntarily the Attackers easily won.

Victory!

FINAL THOUGHTS
The end was somewhat anti climatic with the morale failure but overall a solid match, the Lich is beast and We barely used him to full effect,  he’s a hard one to bring down…without some real muscle with spell support for sure.

This is last of these type reports for awhile, I hope they were useful Illustrating how the game is played,  I’ll drop back to more narrative reports in the future as obviously these take awhile to get done.

We’ll be starting a narrative campaign in my fictional town of Blackbarrow in the coming months.





Wednesday, May 11, 2016

Otherworld Skirmish- Green Magic.


Here is another walk through for Otherworld Fantasy Skirmish.  This scenario called “Green Magic” is named after a photo I took for LPL6 which features some of the defenders of this scenario and are its inspiration. While progress continues on my fantasy village of Blackbarrow and it all that it contains.  The game takes place on a small section of the table  I’ve broke out on to separate board  just for this play-thru.  I’ve started tweaking some home rules for the game, specifically spells where I feel its lacking but overall the rule-set  has really grown on me, I love the narrative nature of these games, I am going to continue these reports in the that style.

THE ENCOUNTER.  Theoretically a 250 gp per side game,  I am more concerned with balanced sides than actual point totals.  This battle features a host of Undead , led by a Lich facing off against members of the local thieves guild and their associates.  There are few tweaks to the standard rules for scenario purposes but the profiles are standard  and the game setup is based on the “skirmish” book scenario. The goal of the attacking team (the Thieves Guild)  is recover a specific  treasure item and any other treasure tokens they can beforehand and leave the board treasure in hand with the least of a casualties as possible, The Attackers get  1VP for each surviving Model as well as 5 VP for the special treasure item and any standard VP from Adventure Cards.  The Defenders get 2 VP for each Attacker for doesn’t leave the board of their own freewill, meaning if any Attacking models  Flee due to failed morale, the Defenders get the points,  Defeated Legend/Unique models are also worth an additional Victory Point to the respective side. This make the VP spread a  potential  max of “14”for the Defenders vs  “12” for the Attackers before any Adventure cards come into play.


THE BATTLEGROUND.  This once again takes place on my  2x2 battleboard, My Hirst Fieldstone Ruin which serves as the entrance to Blackbarrow dungeon is the setting of choice. Surrounded by heavy forest, the old ruin still guards the entrance to the infamous dungeon and fills that exact role on the larger table as well.

THE STORY.   The sole survivor of the last scenario I ran “Bait!” was Neb the Thief.  Neb used his new gotten gains to found the Thieves Guild of Blackbarrow and now has two Hirelings working with him.  Recently while scheming   at the Wayside Inn, they met  a traveler who claimed to be a survivor of another unfortunate Adventuring Party and to have escaped Blackbarrow Dungeon . He claims not to have escaped alone but with a partner who was carrying some extremely valuable treasure. Chased from the Dungeon they were separated and he last saw his partner  climbing to top of the ruined tower at the Dungeons entrance  while Undead swarmed from below.  Dropping everything  he ran, and claims his companion , badly wounded  surely met his end trapped at the top of that tower.  Treasure in hand. Neb obviously know he’ll need some additional help here, and who has been staying at the Inn these last months claiming to have cleared out Blackbarrow Dungeon? Why the 3 survivors of  “Burn Baby Burn” of course.

THE DEFENDERS,  GREEN MAGIC
Varga the Lich. The highest point creature in the current book other than Dragons, The Lich comes with host of awesome powers I’ll go into as we play,  he also has a slew of magic items in this case, the Helm of Command (leader -2), a Rod of Lightning (3 charges) , a Ring of Invisibilty,  a Scroll of Haste and a potion of Great Strength.  Spells are Raise the Dead, Strike Fear and Disintegration (*new spell)
*Disintegration- Whats a Lich without a Disintegration type spell?  
 I came up with DC 13, Touch, creates D3 Strength 6 hits, Once use per turn.  While the DC13 is higher than standard spells potentially wiping out most characters in one shot is a big deal but with Magic (3) and INT 6, I don’t think it will be too much of an issue.



3 Ghouls.  Standard servants of the lich, despite needing  5+ to hit, their Drain ability could get nasty, a good rank and file troop that doesn’t need to be summoned.

7 Skeletons. Starting off the board, they must be raised by the Lich via the raise the dead spell.  D3 per turn can arise..7 will make sure new Skeletons are coming on the board at least thru the 3rd turn.

5 Zombies.  Normally they must also be Summoned via the Raise the Dead Spell  at D6 per turn I am however going to allow Zombies to be played anytime a Wandering monster card is drawn,  (1 per card) or until all 5 are on the board or summoned by the Lich, which ever happens first.



THE ATTACKERS, THIEVES GUILD
(Evil Profiles)
Neb (Legend profile -Corsair)  Neb is back with an evil profile this time to fit the team. Extra point for Def and Agility, his skills are  Dodge , Set Traps, Treasure Hunter (1),  Thieves Tools(1),  Luck (1), Leader (1). He has an extra attack with a hand crossbow at 4+ and since there will be climbing involved I gave him the extra 50 feet of Rope ability for 5gp.
( I also think Legends and companions, should be able to purchase additional equipment above the basic profiles so I do that here)

Grym, Neb, Mott

Elazar (Legend profile –Sorcerer. )  The wizard has bumped up DEF and INT and the following abilities Magic (2) Magic Items (1), Arcane Bolt, Scrolls and Potions (1), Shield of Force Grimoire (Haste), Potion of Cure Wounds.  His Spells are Web and Fireball * (new spell)
  
*Fireball- what’s the deal with no traditional Fireball?
I came up with DC 12,  Range 18” Str 4 Attack Roll 4+ Blast 5” Scatter D6” On Fire. A more difficult to cast Pillar of wrath, with increased range and a bigger template.

Raiden the Monk (companion profile Myrmidon)   The Wizard faithful servant , has upgrade his Brawl attack to 3+ and has the following abilities:  Blocker, Follower, Dodge, Unarmed Adept, Critical Blow, and the “will..not..stop” special ability

Scorpa the Assassin ( Companion profile  Slayer)  The Assassin an extra base attack  with a Crossbow which has again been upgraded to 3+. The Assassin has the following abilities: Concealing Cloak, Dodge, Thieves Tools (1), Move Silently, Light Armor. He also has the special power Unseen Strike, allowing a one time double dice roll, for a single wound.

Scorpa, Raiden, Elazar

Finally I needed some Thieves for my Thieves Guild. The standard hireling profiles didn’t quite fit, these aren’t simple bandits, they are decent  thieves, so using the 15gp Veteran profile we have:
Mott and Grym,    Thieves.
Agility upgraded to 4, Pickpocket (1) and Move Silenty,  Brawl and Shortsword 4+.


PRELIMINARIES

As the band of Treasure Hunting Adventurers reaches the Ruins that guard the entrance of Blackbarrow Dungeon just after dusk,  they are welcomed by a sinister green glow.

At the start of the first turn, each side rolled a morale test to see if the other was surprised, both sides passed so each are aware of the other
.
The Lich and his Ghouls are deployed in the center of the ruin near the dungeon Entrance. The Thieves are in two group deployed in opposite corners on at the front of the ruin, Neb and his Thieves plan  to climb the tower to access the main treasure, while the Wizard and his muscle use range and AoE spells to destroy the undead from a distance. The Lich of course has other plans.

There are 9 Adventure Tokens placed randomly on the board, an extra token was thanks to Neb’s Treasure Hunter (1) ability.

TURN 1

INITIATIVE   Defenders 4, Attacker 3

DEFENDERS “GREEN MAGIC”  1 Fate

The Defenders currently have 4 Models on the board. So they start with 2 Activations, however the Lich wears the Helm of Command, giving him Leader (2) so all 4 models with Activate for the Defenders

Ghoul 1- Activates and use both actions to move where he can now has cover and Line of Sight on the interlopers.

The Lich.  His first activation is a special action, casting Raise the Dead, needing a 10 he uses only 2 of his 3 dice as he’s going to try to cast it twice. And get those Skeletons on the board, His first action to cast the spell is two dice and rolls an 8 with a 6 in the easily cast the spell… we roll a D3 and get a 1 so 1 skeleton enters play, He summons the dead once again with his second action. Rolling a “3” + 6 Int gives him a “9” one short of casting the spell, so he uses his Fate token to make it a success…this two skeleton join the fray.

Ghoul 2 – Activates from the Lich using his Helm of Command here moves twice toward a position of ambush or flank the Wizard group.

Ghoul 3- Activates from the Lich using his Helm of Command and does the same, expect he needs to climb down the rock face to woods rolling a 6 on an agility test , easily does.

ATTACKERS – THIEVES GUILD  0 Fate

The Thieves get 3 Activation's, however Neb has Leader (1) and The Monk is a Follower of the Wizard meaning  5 members of the team will activate this turn.

Elazar The Sorcerer  Activates and having nice target of 3 Skeletons and a Ghoul cues up his Fireball Spell.  He only has Magic 2, and this spell needs a  “12” he rolls a pair of “4”s +5 Int = 13” the spell is successful! However he only rolls a “2” to hit so the spell is off target I roll the D6 Scatter and get 2 “ to Left,  Not too bad as it still hits one skeleton and Ghoul #2 whose on outside the wall. The Skeleton survives but is “on Fire” the Ghoul  is destroyed.
His second activations he fires an Arcane Bolt at same skeleton he targeted the fireball at but misses again.

Raiden the Monk . Activates using his Follower ability using both actions to move toward a nearby adventure token and intercept Ghoul # 3. After his first action he is 6inches away in a straight line so he charges the ghoul, and uses his enhanced brawl attack of 3+ which becomes a 4+ because of Charging., Ghouls are Damned but that doesn’t effect him as a Companion model. He rolls a “4” and hits..and thanks to unarmed adept gets 2 dice to wound..only needing a 3! But rolls a 1 and 2, the Ghoul survives.

Neb  activates and moves to the nearby cliff face to start climbing, he easily passes the agility test and climbs one level, he will have to climb many more levels to reach the top. as each "level" of climbing is 2"

Mott the Minion Thief Activates and follows Neb but fails his agility test and is stuck at the cliff face.

Grym the Minion Thief Activates and moves twice just reaching an Adventure Token.

Scorpa doesn’t get to activate this turn.

Here you can see wear the fireball set one Skeleton "on fire" and destroyed 1 Ghoul.

End of Turn 1


TURN 2
INITIATIVE   Attacker 3 , Defenders 1,

ATTACKERS , THIEVES GUILD   1 Fate

In a bit of poor strategy I have botched the use of  the “follower” skill by moving the monk too far away from the Sorcerer.  Since I want to move the Scorpa the Assassin as well this turn its either the Sorceror doesn’t go..and  I get 4 activations due to Nebs,” Leader (1)” OR none of thieves do and I get my base 3 tough call. I wont make this mistake again. The Monk is in base contact with a Ghoul, so  I choose to activate him first.

Raiden the Monk-  Attacks Ghoul  due to Unarmed Adept, he rolls 2 dice, needing only 3’s rolls a 5 and 1, so the 5 hits. Thanks to “Critical Blow” his unarmed attacks are STR 4 vs the Ghouls DEF of 3 he rolls a 4 to Wound and the Ghoul is down.  His second action he returns 6 to his Sorcerer mentor.

Scorpa the Assassin-  uses both activation to Move /  ending on the Adventure token the Monk originally went after. At least from this position he can try to flank someone, maybe

Neb- I then decide to move Neb as my 3rd activation so he can use his leader skill move the thief Mott. Neb activates giving an additional activation to mott, then continues climbing the tower each climb move , allows him 2” per activation Neb now has a choice to enter a window of the tower and proceed from inside or keep climbing,  Neb only needs a “3” for his climb check, and I roll a “2” on my second roll, however Neb had Luck (1) but we also have the 1 fate, we use the Fate  and he’s safe.

Mott- Activates and after failing his first attempt makes both agility tests ,he is now just starting to climb the tower.


DEFENDERS , GREEN MAGIC ,   1 Fate.
3 Activations.

The Lich activates giving the two Skeletons (#2 and #3) who are not on fire , activation tokens
The Lich. has line of sight on Scorpa the Assassin decides to attack him at Range. He’s more than 12 inches away so activation 1 is a 4 “ move , then the Lich uses he Force of Will ability rolling a “6” to hit. Scorpa must face the lich in an opposed INT test. Where the Lich is a “6” and his is a “3” I roll a pair of ‘3’s and the Assassin gains the “weakened” status.

Ghoul 1.  the lone Ghoul at this points activates, and moves 6” toward the outwall tower base and the climbing thieves.., He is able to make base contact but not  Charge the minion thief, Mott so he attacks as his second activation using his drain attack, hitting with the required  5 Drain is  STR +1 so in case STR 4 vs  DEF 3 and I roll a “3” good enough…Mott is also Weakened. 

excuse the legos needed something to hold up figures climbing the tower..note the Ghoul on , the Thief Mott.

Skeleton 1. Activates Suffering the “On Fire” status due to the Sorcerors 1st turn Fireball, needs to make a Morale test, Skeleton have a very high Morale of 5 being Undead they don’t care about being on Fire and he easily succeed, he make two moves the second of which is a charge at the Sorceror.  The Skeleton hits the Sorcerer with a 6!.. but rolls a 1 to damage him.

Skeleton 2 and 3  Activate via the Helm of Command,  both make double moves  and cannot quite  reach the Sorceror  but Skeleton puts himself between the Sorceror and his Monk while Skeleton 3 plans on joining the combat with making the Sorcerer’s life short and very difficult.




END PHASE,  Scorpa gets lucky and rolls a “6” shaking off his weakened status, Mott does not. The Lich is not happy.



TURN 3

INITIATIVE  Defenders 5, Attackers 3, 

DEFENDERS, GREEN MAGIC,  1 Fate
A bad break for the Attackers here as the Defenders seize initiative!

3 Activations..

Ghoul 1, - in combat with the weakened Thief Mott the Ghoul now attacks, The Ghoul being  “Damned” is “Fearsome” to minions but since they are in base contact the effect doesn’t apply.
Ghouls rolls a “4” to hit, I’ll the teams 1 Fate to bump it.. to the needed 5, the ghoul is STR 3, Mott Defense is normal 3 but now effective ‘2” as he is “weakened “ the damage roll of 4 is enough to put Mott down and out. For his second activation the ghoul starts climbing the Tower after Neb!, rolling a “5” for his agility test he proceeds two inches up the tower in hot Pursuit.

Climbing after Neb , Ghoul 1, Neb victoriously has reached the top!

The Lich activates. Unfortunately for the Lich, he has let his Skeleton move too far away from him to use the Helm of Command, his first activation is to move within 6 of them for the following turns
His second activation is to Summon more skeletons!  He rolls all his dice..and rolls a 6, 1 and 1, lucky for him its second activation or he’d be done for the turn, due to  the “taxing nature of magic” however 8 + his 6 INT is easily enough to get the spell off and he summons two more skeletons to the join the battle!


Skeleton 1 who is now in base contact with the Sorceror Elazar activates and attacks.  Rolling a 2, Miss and another 2, Miss again.

ATTACKERS , THIEVES GUILD, 1 Fate,
3 Activations

Elazar, The Sorceror with 5 Skeleton bearing down on him, sees a good opportunity to use his one shot mystic web spell, so makes a special action and goes for it. He rolls both his dice. And rolls a 1 and 2!! Even with 5 INT and if we used Fate and Luck we still be short! So the spell doesn’t go off and since I rolled a one Elazar is done..Ugh.

Raiden the Monk, his Loyal Follower activates thank to his ability and Charges  Skeleton 2, (the nearest) On the Charge Attack, he gets 2 dice (unarmed Adept) but misses. On his second activation he hits, 6,3, and gets the needed “4” to wound, the Skeleton has a Shield but rolls a 5, and is destroyed.

Next we need to something going with the Minion Thief  Grym and start scoring some points, hes been standing on an adventure token for 2 turns, so I have activate and flip it…

“Wandering Monster”  if you’ll remember I mention for this scenario the Zombies were pre summoned  and in the Wandering Monster pool, so Grym get a Zombie!, no treasure for him!.

A bunch more where he came from (the wandering monster board)

For his second action I have Grym drop back toward the others but the Zombie is also Damned so Grym , being a minion must make a morale test and he gets the required “4” passing so he moves away!


Since Neb cant use he leader ability as no one was close enough, the last activation is for him or Scorpa, who potent attacks are direly need, Neb however is being  pursued by a climbing ghoul so it I think it best to activate him and get to the top of the tower.. with a 4, and 6, Neb makes both climb checks reaching the tower and the abandoned treasure!

End Phase, downed models removed , no status effects to test.
I am going to end part one here ., Cliffhanger!! 


End of Turn 3, One Skeleton Dead, 2 Ghouls 2, One Thief Dead, The Lich cackles.


 

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