Game 4 of Last Stand at MisthamThe party is recovering at Mistham after another hard days night, but word arrives that Orcs have been spotted near the village. In this scenario our party has to protect any villagers from the raiders and escort them to the safety of the refuge. The village has 3 archers who can defend the refuge to help my warband out, as well as some traps dug earlier.
The table with the orc attackers deployed (ok I should have put down the villagers and party first). The refuge is the walled piece on the left.
Not all the villagers got the message of the attack, or decided to turn to drink instead!
In Turn one, Kurt was attacked by a Goblin ambusher and managed to cut the Goblin down, while the rest of the party stood around after failing their activations! Meanwhile the 3 town Archers rolled very well and killed a Goblin, and put a wound on the Ogre and a Wolfrider, who had activated.
Turn two was another bad turn with 2 Monster Frenzy cards coming out (all monsters activating) and the party slowly advanced. Once again it was left to the villager archers, who killed another Goblin and the Wolfrider. A couple of Orc brutes were getting very close to some of the villagers.
In the third turn, finally the party began to do something but it was too late to save the poor Halfing chef, who was eaten by a large Wolf. Kurt got some revenge by killing the Wolfrider with a Fireball.
Meanwhile Lemmy who was hanging back to fight some Goblins, broke his crossbow!
At the far end of the village, it is a very dangerous situation and a villager is contacted and attacked by a Goblin horde, but she defends herself, and kills the goblin.
The party contacted the first villager and order him to the refuge and Morton the Barbarian advanced towards the threatened villager. However next turn, Lemmy is still busy looting dead bodies, while Big Jim and Morton advance, throwing caution into the wind and rolling 3 activations.
Big Jim kills a Goblin Ambusher. Meanwhile Kurt decide to help out the Archer who have the Ogre breathing down on them. He launches a fireball and kills the Ogre as well as 2 Goblins! Suddenly that flank is secure.
The first villager reaches safety.
Morton rushes forward and dispatches the goblin attacking the villager, and suggest she moves to safety. Meanwhile Lemmy the crossbowmen found something interesting by the well and comes away with 11SP.
With a burst of energy, Big Jim rushes towards a villager and instructs her to head to the refuge.
The party was very lucky at this point as their activations had gone their way and the Orcs who were close to the villagers had not activated for a couple of turns.
Morton then contacts the last villager and persuades him to go to safety
Next Kurt moves up and launches a fireball at the Orcs near Morton. Both Orc brutes are killed as well as a Goblin, but Morton is hit as well and loses 2 HP. Lemmy and Big Jim move forwards to support Morton, who is feeling slightly aggrieved.
With most of the monsters on the table cleared, the party begins to fall back towards the safety of the refuge to help protect the villagers. Morton attempts to heal himself but fails.
More of the villagers arrive at the refuge
More monsters slowly come on including another Ogre, and advance. A Wolfrider moves closer, and Lemmy attacks him, wounding the Wolfrider. Meanwhile the village Archers kill another Goblin straggler.
In the last turn Big Jim kills the wolf rider and the archer kills another goblin.
None of the other monsters activate (as the party was rolling minimal activation dice) and the last of the villagers reach the refuge. That’s was an anti-climatic finish to the scenario!
Post game stuff5 villagers rescued – 5XP
Kurt +1XP for killing an Ogre
Lemmy +1XP for a searching for a clue
A measly 19SP pieces collected
CommentsAlthough the game started badly, I had a very good run of luck and 5 of the 6 villagers were rescued. The party was barely wounded with the most damage on Morton from Kurt's fireball (a calculated risk) .