The Summoning – Chapter 3

  1. Black Smoke, Red Sky.

Safely across the bridge, the Adventurers head to the border town of Jarl’s Knot to purchase supplies and confront the man named in the letter found on the Ork warchief. Following the river path, they exit the forest in the late afternoon and find themselves on a well-traveled road passing through cultivated farmlands and orchards.

As they near the town, they spy black smoke billowing into the sky. The sound of battle rings from over the next rise. Back at the homestead, the Duke’s men had mentioned a surge in raids. Jarl’s Knot is under attack.

DSCF2524
The Road to Jarl’s Knot
DSCF2526
Plot Point 1 – the Abandoned Wagon
DSCF2527
Not abandoned after all! A Gnoll raider surprises Brekr.

The party advanced down the first stretch of road to find an abandoned wagon, signs of a struggle and traces of blood. Whoever was driving it is long gone or dead nearby.

The Barbarian mercenary was the first to reach it. He was no more than five paces away when a Gnoll raider leaped out and attacked. The Skald immediately charged forward, Gnolls being his mortal enemy, but Brekr swiftly dispatched the beast.

Alert, the party moved to the first turn. There they found a fighter beset by two vicious raiders. He is holding his own but yips and barks in the underbrush mean more enemies are fast approaching. Iobus the Mage – now Leader of the party –  decided they would come to his assistance.

DSCF2529

DSCF2533
Putting the hurt on the rabid puppies.

Figuring the Barbarian and Skald could help the fighter with a few Gnolls, Iobus and the Ranger head to the third Plot Point further down the road near the split. Bad move: more Gnolls emerge from the trees, accompanied by an Ogre.

Iobus calls back to his comrades. “If you’re done cleaning up that dog mess, I could use a hand here.”

DSCF2536

DSCF2537
The Ranger fires at the Gnolls with deadly accuracy as the fighters advance.

A nasty brawl see-sawed back and forth between the Ogre and the Mage, with the Mage taking two brutal hits. Only his Healing Amulet saved him. Shoved back a third time and about to be hit by that massive club again, the Barbarian rushed to Iobus’ rescue. It was a tough fight but Brekr finally takes the Ogre down.

DSCF2539
The Mage did better than expected but some enemies are better left to the brawlers.

Finally, all enemies were either dead or fleeing. The Skald put his Horn to good use this game. (Deamir’s Horn: Character may spend 1, 2, or 3 Actions to blow the Horn. All enemy models in applicable range must test for Morale, 1 die per Action Spent. Failure = Retreat S/M/L depending on Actions Spent. Enemies currently in Melee may be subject to Free Hack.)

The party agreed to hire the Fighter for 10 GP. He now joins their quest to rescue the Duke’s  niece.

DSCF2545
The Adventurers

Another good game: supplies replenished. the party reinforced, Advances gained for enemies killed, but what awaits them in Jarl’s Knot?

***

Two new fighters from Bronze Age Miniatures, shown here with Reaper Barbarian for scale. The dynamic and detail is great. I’ve got a couple dogs in the painting queue and I’ll put them with the guy on the left and make a Tracker. I’m thinking they’ll make an appearance in the near future.

Thanks for looking.

DSCF2560

2 responses to “The Summoning – Chapter 3”

  1. Great battle report! ASOBH is truly a great ruleset for these sorts of quick, brutal games.

    When are we gonna see some more STALKER games, though? 😎

    1. Heh, you’re right. We have been going through an extended fantasy phase. We’ll swing back around to PA stuff eventually. It’s just that I’m closing in on the end of my next novel and it takes up all my spare, spare time. We’re already familiar with ASOBH, so it’s easier to run with it each week.

Leave a Reply

Discover more from STALKER7

Subscribe now to keep reading and get access to the full archive.

Continue reading