The Gray Friars

A NIGHTWATCH BLOOD AND BONE AAR

Following the fight on the High Road, Abbess Lorn and her fellow Nightwatch Hunters followed a newly-cut trail deeper into the hills. The path tore through undergrowth in a rough line, heedless of all but the largest obstacles. Saplings and brush were broken, uprooted and withered. The forest’s rich soil was churned to stinking mud. Mindless stampede or brute arrogance? It was impossible to tell.

The sun was dropping in the west when they arrived at the ruins of a monastery.

“It’s called the Gray Friars,” the Ranger said. “I overheard a woodsman in town say the place is cursed.”

The Warrior drew his sword. “Cursed how?”

The elf shrugged. “Legend says the monastery was struck by lightning in a freak storm. Repeatedly. As if the Maker himself wanted to be thrice certain whatever was there, was crisped to ash.”

“Cheery thought,” the Abbess noted. “Let’s see for ourselves.”

CRYPT IMPS AND RABID DREGS

Turn one and two saw our heroes advance toward the shattered, ivy-choked stone walls. A palpable sense of dread shrouds the monastery grounds and the mission objectives become immediately obvious; three death totems adorned with skulls, smeared with blood, daubed with vile glyphs. A focus and bolster for dark magic, they must be demolished.

No sooner had the hunters approach when a trio of crypt imps scuttled out of the treeline behind them. His companions moving to topple the profane poles, the Warrior had to take them on by himself.

The Warrior cuts one down, then retreats up the old path toward his comrades. The Abbess takes down the first totem them moves to assist. The Rogue advances on the second one even as a pack of rabid dregs lopes out from behind the crumbling refectory. The Ranger starts loosing arrows, trying to thin the pack before they can reach her.

The Vermin level Dark Spawn prove more difficult that expected. They’re slain with a combination of steel, spells, and arrows, but the the Pact uses several valuable Healing Potions to get themselves back to full strength. When the smoke clears, one totem is down, a second is teetering. Halfway there.

RESTLESS MALICE

The Rogue and the Ranger stay to demolish the second totem while the Warrior and the Mancer move toward the third and final objective. They are halfway across the cloister yard when grave-blighted warriors appear. Clad in decaying armor and wielding rusty blades, the revenants charge. There’s a feverish hunger shining in the black pools of their eyes, and they groan and gibber in anticipation of warm flesh.

These Horde-level Dark Spawn prove very difficult to take down. Worse, they press the advantage and start to inflict more wounds on our heroes. The second totem drops but its loss seems to drive the foul undead into a frenzy.

DEATH KNIGHTS AND THEIR CHAMPION

Our wounded heroes are still fighting the last of the revenants when the final wave of Dark Spawn appears: Death Knights and a Champion. These are Terror-level opponents, with three D10 action dice and three monster traits. Genuinely dangerous adversaries. (and the Champion has two wounds)

The last of the healing potions and the Mancer’s spells are spent just to keep the Nightwatch Hunters on their feet. The battle hangs in the balance…

A savage battle erupts around the third totem as the Death Knights fight to keep the dark magic festering in the area. Meanwhile, on the far side of the cloister yard, the Rogue and the Ranger go toe-to-toe with the Terror-level Champion. The Ranger sinks an arrow in one of the brute’s eyes, but he keeps coming, battering away at the Rogue, who slashes at the towering monstrosity with her two short swords. One after another is deflected or absorbed. Finally, her attacks pierce his defenses and the foul thing falls.

Behind her, the Warrior and the Abbess use the last of their strength to bring down the last totem.

There’s a shivering in the air, a gust of cold wind. Then the air clears and the last of rays of the sun break through the gloom to warm the ancient stones. The battle is over. The Nightwatch emerge battered, bruised, and bloody. But victorious once again.

***

AFTERMATH

TL:DR version – Added Monster Traits mean the Dark Spawn pose a legitimate threat in Blood and Bone, especially the Horde and Terror levels; health potions are important; the Mancer’s spells are more potent, and being limited, much more valuable; Hunters must work together to succeed and stay alive – or they will assuredly be violently dismembered separately.

That’s it for now. Thanks for stopping by. Next up: Symbaroum terrain project and a return to the Exclusion Zone.

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Thanks and Good Hunting.

5 responses to “The Gray Friars”

  1. Looking forward to this. My hunters are ready.

  2. Fantastic read. We just wrapped up our Long Hunt last session. The hunters have retired, and their apprentices have inherited some weapons and loot … and now they’re starting to plot their own foray into the wilderlands.

  3. Thanks gentlemen. Much appreciated.

  4. As usual Patrick, you always have a great looking table. Nice paint work & scenery

    1. Thanks, amigo. To me, a well-dressed table is a key part of the experience.

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