Tag Archives: fantasy wargame

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.

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The Road to Jarl’s Knot
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Plot Point 1 – the Abandoned Wagon
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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.

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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.”

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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.

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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.

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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.

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The Summoning – Chapter 2

  1. WATERS DEEP AND RED WITH BLOOD.

Joined by a Ranger, one of the Duke’s trusted men, the party pursues the raiders into the Westholm Wilds. The trail is clear and soon it brings the Adventurers to a swift, unnamed river, deep in the forest. Nearby stands one of the province’s many Border Towers, usually manned by a small company of the Duke’s troops. Some distance away, a rugged stone bridge spans the river’s dark waters, while on the far bank the party spies a Waystone, one of the ancient, rune-etched markers said to protect the kingdom from the Dark Gods Cronach and Cruenor. Legend also holds the Stones will bestow treasure, knowledge, even special powers to those deemed worthy.

The path ahead seems easy, but an unnatural tension thickens the woodland air.

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The reinforced party trying to rescue the Duke’s niece.

The game opened with no visible enemies and two visible Plot Points, the Guard Tower and the Waystone. The party advanced.

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A walk in the woods.
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Knock, knock?
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A bridge over troubled waters?
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Which way, stone?

The Mage and the Ranger went to check on the guard tower while the Skald and the Barbarian trudged through the trees toward the old stone bridge. At the tower, the Mage reached for the doorknob only to have a werewolf burst out, spitting and snapping. (Strange creatures are said to haunt these border lands)  The fight is on.

The Ranger lends some timely assistance and the noise draws the Skald and the Barbarian hurriedly back to help. (Better late than never?) A Search of the Tower reveals four dead guards, a healing scroll, and a map of the area with a notation for a ford a stones throw from the tower.  A quick debate and the party elects to try the ford rather than cross over to the bridge.

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Heel, damn you!

The party follows a path to the river, disturbing a lone Ork warrior guarding the ford. The Skald moves to engage (not a fan of greenskins) but Brekr the barbarian hacks the brute down first. With no further enemies around, the party crosses the river.

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First across the river, Brekr searches the area around the Waystone and finds a piece of jewelry, a broach with the Duke’s emblem, something a young girl would wear. A fresh trail nearby leads north.

However, their splashing and talking alerts a warband of Orks who were waiting near the bridge in ambush. Enraged, the Orks charge along both sides of the riverbank, bellowing war cries and swinging massive weapons. So much for this being a quiet walk in the woods.

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Combat swirls on the riverbanks and even in the water, but having lost the element of surprise and forced to come at the Adventurers in a line rather than from all sides all at once, the Orks are disadvantaged.

An ugly brawl erupts between Brekr and the Ork Warchief, and Brekr is drien, stunned, back in the river. The Ork is about to deliver a killing blow when the Ranger looses and arrow into his neck. The greenskin falls like a sack of rocks, much to the dismay of the rest of the attackers. Panicked, the remaining Orks flee into the woods.

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Come back, you cowards!

Turns out the Ork Warchief was a third plot point. A Search yields an Amulet of Courage (+1 to Morale rolls) and a letter from an unknown person that describes the Adventurers, and gives the name of a man in a nearby border town who will pay the Orks a hefty sum once they deliver proof of death. (a head or other important body part will suffice)

Enemies dispatched, loot scavenged, the Adventurers now face a choice: Follow the fresh trail in pursuit of the kidnappers, or Confront the man named in the letter in the nearby border town, and gain better information on this mysterious situation.

Which will they choose?

Demise of the Liche King

From the first confrontation with Gnoll raiders at the Seer’s Farmstead, to Orc warbands on deep forest trails, swarms of mutated vermin, a Giant’s lair, vampires, werewolves, ruthless mercenaries, waves of hideous rotting minions spawned by the evil magics of Necromancers, our heroes have waded through carnage, sorrow, and trials to finally confront Dal’Kosh the Undying.

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Skeletons, Barrow Knights, Undead Lords, a reanimated Giant, the Liche King’s force stood ready to destroy any who opposed him.

The two original parties were reinforced in the final portion of the quest by a third band of valiant warriors led by Thaumaturge, Malik ‘D’Orr.

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The party prepares for battle.
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Latecomers but vital to the campaigns’s triumph.
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Tried, tested, battle-scarred, yet resolute, these clerics carried the day against the Undying Triumvirate.
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This warband hacked and hewed a way through the relentless tide of skeleton warriors, carving the path to victory.

Though  every one of the adventurers persevered against great odds and prevailed over the most dreadful, unholy creatures, standing when any other mortal would fall, let it be known that one name will echo in the halls of royal power for decades. One name will be on the lips of kings, priests, lords, and ladies for generations. It shall ring in the streets, hailed by grateful crowds. This man –  a first among equals –  will be woven as the golden thread in the epic tales of seers and hallowed throughout history, immortalized in statue, the historian’s tome, and in the songs of bards for generations to come. That man is…

NORBERT THE NOVICE! 

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Norbert brings the pain down on the Liche King

Occasionally a plan does survive contact with the enemy.

Our intrepid heroes squared off against the Liche King, advancing cautiously in the face of a rushing tide of death. Skirmishes broke out on the left and right as clerics and fighters battled skeleton warriors, Barrow Knights, and the Skeleton Giant. The Liche King’s lieutenants advanced their army across a broad front, supremely confident they would soon hoist the corpses of the meddlers as trophies before their liege lord. But alas…

Steeled by a holy fury, aflame with righteous indignation, guided by the hand of his God, Norbert sprinted across the battlefield on the path cleared by his fellow warriors. He shrugged off multiple attacks from the left and right, and climbed onto the Dias of the Black Moon.

Seeing this impudent mortal approach, the Liche King’s cruel, mocking laughter sounded over the din of battle. He stood and loosed a powerful blast of foul magic. But to his astonishment, Norbert stood steadfast.

Battle swirled all around. Friends fell under the wicked blades of the undead horde. Resolute in the face of ancient and arcane terror, Norbert raised his blessed mace, charged the Corpse Throne, and swung with every fiber of his being.

Ever hear a 300-year old skull shatter?

Sounds like a clay beer jug hitting the floor; an oddly homey noise to signal the end of a centuries-long reign of evil.

And thus did the Liche King fall.

***

Turns out Derek had been saving up every ward, holy anointing oil, potion, amulet, and talisman he looted in treasure caches for the past three sessions and  put them all on Norbert. All his eggs were in the Norbert Basket. 

+ 11 against Undead. WHACK! Gruesome Kill. Game over. 

 

Ranta Cravis – the Right Hand of the Liche

Our Song of Blades and Heroes campaign is coming to an end.

This past Tuesday eve, our intrepid adventurers were reinforced by an additional party led by Thematurge Malik D’Orr. Together, the combined force squared off against Ranta Cravis, a cruel Necromancer and chief lieutenant to the Liche. Cravis had bolstered his zombie horde with a Spectral Warrior and a Ghast champion, Sorik the Undying.

The trail to the Liche led through the ruins of an ancient monastery in the foothills of the Stormcrag mountains. It was there, the Necromancer planned his ambush.

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Ancient Monastery with graveyard.

Entering through the main gate, our adventurers wisely opted to advance together, supporting one another while individuals split off to check the treasure caches  on either side of the road.

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Malik D’Orr and his companions (led by newcomer, John)
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Matt fielding three of the Elf Exiles
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Derek’s clerics armed, armored, and anointed for battle. 
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Cravis and the horde
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Ghast, Spectral Warrior, and a swarm of locally sourced, corpse-fed, free-range rats.

As expected, the battle turned into a straight up brawl in the middle with our heroes slugging it out with the Undead. Thankfully, the two treasure caches yielded some holy salves and ointments that proved a bane to the Necromancer’s shambling mass. (at one point, Norbert the Novice was wading into zombie swarms with a +6 C bonus against the undead. He was unstoppable)

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Alas, the victory was not without cost. Two of the elf exiles fell to the Necromancer’s foul minions. (Not that Matt cared; he only played elves this game to avoid casualties to his regular crew prior to the big showdown)

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Elf rogue confronts rats while moving on last treasure cache

Final game scheduled two weeks from now. Our heroes may have defeated the evil Necromancer and routed his force, but can they stand against the Liche himself in the ruins of Stormcrag Keep?

Lo, the spirit of Leeroy Jenkins was heavy upon them.

Getting back in the regular gaming schedule, we re-ignited our ASoBH campaign last night with Matt and Derek’s parties supported by additional adventurers under John’s command. The three of them created a 7-person party with characters from their own teams, and together braved the outer ring of the Lich King’s domain.

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Facing them were Ebramon Hex, the dreaded Necromancer, with his legion of zombies, Imor, the Dark Sentinel, (Ghast champion) a nameless spectral warrior, and a swarm of vicious Plague Rats.

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Things started well, with the intrepid adventurers advancing through the ancient gateway, boldly striding to meet the forces of decay and death.

But alas, whom the gods destroy, they first make mad, and lo, the spirit of Leeroy Jenkins did come heavily upon them, much to their eternal loss and shame.

The bards will wonder if it was Matt’s bravado that led to their demise, charging forward heedlessly as rats, a ghost, and a ghast spilled from the ruined church. Or perhaps it was Derek’s decision to separate his two clerics from their comrades and angle toward the zombie-infested graveyard by their lonesome. Or was it John’s misplaced confidence in his Elf Spellcaster, evidenced by placing him directly out in front of the party without a fighter bodyguard?

Who knows what fantastical delusions, what insidious deceptions, devil-spawned hubris prompted the adventurers to reckless abandon and death? (Perhaps the zombies who ate their brains) No one will ever say for certain.

Next week, the survivors will face the Lich King himself.

If you’re not familiar with Leeroy Jenkins…