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.
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.
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.”
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.
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.
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.