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Miniatures Adventure => Fantasy Adventures => Topic started by: Spinal Tap on December 15, 2020, 07:18:44 AM

Title: Sellswords and Spellslingers campaign: The Weirdstones
Post by: Spinal Tap on December 15, 2020, 07:18:44 AM
Seeing posts about SS and SS along with my Post Apoc campaign reaching a natural break point had me champing at the bit for some fantasy gaming.

So I pulled together some of my established crew and gave them a job which will be a minimum of 5 scenarios, but most likely a few more:


Chapter One – Introduction: The Weirdstones


Marek’s Adventuring Service, owned and operated by a grizzled old Half-Orc, Marek Adamis, is in the Capital City of An-Mor, Dorantia on the world of Norindaal.

A wizard in his employ, Alatar the Blue, was instrumental in saving the world of Norindaal 2 years previously from the evil Spaciomancer, Sorin of the Eternal Thirst.

Marek continues to provide discreet services to those who can afford his business’s professional adventurers.

Marek has been approached by Abbot Occulus of Odersfelt Abbey and has been tasked to seek out and secure 5 magical Weirdstones.
 
Weirdstones are known to possess a multitude of magical powers and can be found throughout Norindaal; they occur naturally at points where magic enters Norindaal and coalesces around rare minerals.

Most of those found or mined are polished to a beautiful lustre and used to power magical items, others are merely hoarded as investments.

Marek chooses his most experienced Mage, Holvand, to complete the task; Holvand will take his established crew of Wicked Lester, Olvir Brutisson and Plissken, but has access to any of Marek’s operatives should there be need.

The party will need to travel widely across the Continents, following leads wherever they can; they are not above obtaining goods by foul means should they fail to find naturally occurring sources.



A Weirdstone may be the focus of the mission or the party may merely find one whilst on other jobs.

‘That may come in Handy’ is always a Weirdstone – it can be secured and moved off the table.

If a Weirdstone is the mission objective then this card will be removed from the deck at the start of the game.





Chapter Two – Carondale and The Briar Queen

Marek has received an urgent message from an old friend, the Mayor of Carondale, a small village just to the North of An-Mor, requesting help.

A vast sink hole has appeared near the village and an unearthly creature is roaming the village laying waste to all it finds.

Holvand’s band of adventurers are the only ones currently at headquarters and are quickly co-opted into the role of rescuers; they immediately set out for Carondale on the fastest horses Marek has, arriving less than an hour after the message was received.

Not only is there a huge rift to the North-East of the village but there seems to be other, smaller tears, appearing around the village.

‘I don’t like the look of them’ says Lester, ‘we’re going to have to be careful’.

Most of the villagers seem to have escaped to the surrounding hills or locked themselves indoors, however, a few more can be seen panicked and afraid around the place.


Base scenario is Defend the Village from the Rule Book and the creature terrorising the village is The Briar Queen with one extra hit point so 6HP in total.

The following changes have been made:

Place 1 large hole to the North-East and 4 small holes randomly around the village.

Wandering Monster: A Mummy emerges from the large hole to the North-East.

Trap: A Hole appears next to the PC and a Chainrasp appears and immediately attacks - reshuffle but do not remove the card - I like this as it increases spawn points for the Ambush card as well as increasing the number of forced melees for the PCs.

Ambush: A Chainrasp appears from the hole nearest to the PC and immediately moves towards and/or attacks.

Reinforcements: D6 Chainrasps appear as per the card.

They Are At Our Back: D6 Skeletons appear as per card.

Scenario Event: None – remove card.

That’s a Big One: None – remove card.

That My Come In Handy: Weirdstone.

As The Briar Queen dies so do all her minions, evaporating into nothing and leaving no bodies to loot – any loot has to be taken whilst she lives; this includes the Weirdstone.

Rewards: As per scenario.




(https://live.staticflickr.com/65535/50719160823_ca7b4f009f_c.jpg) (https://flic.kr/p/2kgSXu4)PC140072 (https://flic.kr/p/2kgSXu4) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



(https://live.staticflickr.com/65535/50719886136_17b8188bdd_c.jpg) (https://flic.kr/p/2kgWF6s)PC140078 (https://flic.kr/p/2kgWF6s) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn One - As the band of adventurers enter the village by the Eastern Road the Briar Queen is terrorising villagers to the South-West.

Holvand and Wicked Lester move forward with Lester making a failed long distance pot-shot at the creature of the underworld.

The Briar Queen rushes towards the mage and his companion as the villagers scatter in fear; one villager is ambushed by a Chainrasp at the Southern Wall and she proves to be much tougher than it imagined, felling it with one blow.

Plissken and Olvir advance in cover.


(https://live.staticflickr.com/65535/50719152188_7c0a821525_c.jpg) (https://flic.kr/p/2kgSUVb)PC140076 (https://flic.kr/p/2kgSUVb) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50719156883_4d99b39eae_c.jpg) (https://flic.kr/p/2kgSWj8)PC140074 (https://flic.kr/p/2kgSWj8) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50719968672_f740b2ea90_c.jpg) (https://flic.kr/p/2kgX6Cu)PC140079 (https://flic.kr/p/2kgX6Cu) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Two – Holvand teleports Lester to just North of the village square and then casts a fireball at the Queen, the spell causing 2 HP of damage.

Lester fires, misses and reloads as a wandering monster (Mummy) emerges from the large rift and advances on Olvir.

A horde of 3 Skeletons appears at their adventurers backs and attacks Plissken. He kills one but takes a wound in the process.

Olvir rushes to his friends aid and, using whirlwind, attacks one then the other remaining Skeletons, killing the first and knocking down the second.


(https://live.staticflickr.com/65535/50719961222_c0c3dd5d3d_c.jpg) (https://flic.kr/p/2kgX4q3)PC140081 (https://flic.kr/p/2kgX4q3) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



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Turn Three – Flushed with success, Holvand cast’s fireball again, misses badly, and sets a nearby barn ablaze.

Olvir kills the last Skeleton leaving 2 quite valuable Chaos Stones on their shattered remains.

The ground erupts at Plissken’s feet and another Chainrasp surfaces and inflicts another wound – it’s really not his day.

He kills the creature in return and takes his healing potion to stave off a quick death.

Wicked Lester takes 2 long range shots at the Queen, reloading between, and misses again.


(https://live.staticflickr.com/65535/50719871286_b06bd2d49b_c.jpg) (https://flic.kr/p/2kgWAFq)PC140082 (https://flic.kr/p/2kgWAFq) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



Turn Four – Lester tries again after a reload and hits whilst yet another Chainrasp attacks Plissken, causing another wound he had just healed.

Holvand tries to teleport Plissken to safety and his mana fails (rolled a 1) leaving him with no magical power until he has rested at the end of the battle.

Olvir loses his balance and whilst he recovers Plissken kills the Rasp.



Turn Five – Whilst Plissken and Olvir collect loot a Monster Frenzy occurs bringing all the creatures in the village close to party members.

Lester shoots at the Briar Queen and misses again – it’s really not his day; Holvand does as little as possible to keep himself safe and avoid monster activations.



(https://live.staticflickr.com/65535/50719129658_51b2fecb66_c.jpg) (https://flic.kr/p/2kgSNdJ)PC140083 (https://flic.kr/p/2kgSNdJ) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Six - While some can afford to engage in melee, Plissken cannot and he moves to open ground before taking a long range shot at the Queen but misses again.

Another 2 Mummies crawl from the pit and Wicked Lester suffers another ambush from a Chainrasp. Luckily his melee skills are better than his crossbow today and he sends the wraith back to Hell.

Flushed with success Lester takes a shot at the Queen………..and hits.




(https://live.staticflickr.com/65535/50719948782_bef9432fef_c.jpg) (https://flic.kr/p/2kgWZHy)PC140084 (https://flic.kr/p/2kgWZHy) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Seven – the creatures continue to advance on the party, Plissken takes out one with a well placed arrow, his second shot at the Queen is not so good.

Chainrasp reinforcements appear, a horde of five, luckily at a distance, and begin their advance towards Olvir who has taken a forward position.

The village is starting to fill with enemies and the Queen still has 2 HP left; the decision is made to ignore loot and to not wait any longer for a Weirdstone to appear. All hands are now committed to killing the Briar Queen as soon as possible.

She is hit again by Lester who now seems to be improving his crossbow skills, other party members are too distant to engage.



(https://live.staticflickr.com/65535/50719860216_c43b5b529c_c.jpg) (https://flic.kr/p/2kgWxoy)PC140086 (https://flic.kr/p/2kgWxoy) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Eight – It starts to rain heavily, reducing the effectiveness of ranged attacks, which also seems to drive all the undead mad pushing them to make a concerted attack. Things are getting a little desperate as even more enemies spawn, a Mummy engages and wounds Holvand badly and a Chainrasp is killed in melee by Lester.


(https://live.staticflickr.com/65535/50719119293_1caa73a733_c.jpg) (https://flic.kr/p/2kgSK92)PC140087 (https://flic.kr/p/2kgSK92) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



Olvir cannot reach Holvand to rescue him from the Mummy so takes a brave decision to engage the Briar Queen in melee. His first strike misses and he takes heavy wounding but his second swing of the hammer ends her existence.

As the Briar Queen falls so all her minions turn to dust. The party smile tiredly at each other as villagers rush from their hiding places to cheer the group.

The Mayor rewards the party with 300SP and provides quarters for them to heal and recover for a few days, sending a message on their behalf to Marek that all his well and to make a request. Marek answers that the Mayor should negotiate directly with Holvand but the venture had his blessing.

The Mayor asks if Holvand would be willing to enter the great rift that had let the Briar Queen enter the mortal realm and find a way to close it to protect the village. He would be willing to give the party 200SP and a Weirdstone in payment; Holvand readily agreed and the party made haste in preparing for the task.




Title: Re: Sellswords and Spellslingers campaign: The Weirdstones
Post by: robh on December 15, 2020, 11:50:59 AM
Nicely done, I like the "Trap" idea. Monster location seems to go a long way to making or breaking SS as a gaming experience.

and "Plissken"....... genius.
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones
Post by: Sunjester on December 15, 2020, 04:35:33 PM
Brilliant, a fantastic write-up and some very nice looking minis. I often leave the trap card in the deck for scenarios if i want to "challenge" the party a bit more. I might pinch your idea of everything vanishing if the party kill the "big bad".

I'm looking forward to the next adventure!
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones
Post by: bazookajoe on December 16, 2020, 02:41:32 AM
This is great.  Looking forward to seeing more.
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones
Post by: Spinal Tap on December 20, 2020, 09:06:25 AM
Thank you.

The next installment should be coming in the next few days once I've got a few painting projects done.

Title: Re: Sellswords and Spellslingers campaign: The Weirdstones
Post by: Spinal Tap on January 03, 2021, 07:57:17 PM
Chapter Three – Closing the Rift

The intrepid explorers move to to the Northern border of the village and enter the rift, following a rough, uneven sets of stairs and walkways before finally ending up on a ledge above a large cavern.

Set Up:

A large open cavern, lit by an eerie, reddish glow. The cavern is broken up by rock piles and stalactites and the occasional strange, glowing fungi. In the middle of the western edge stands the open portal.

The PCs enter from a passageway at the centre of the Eastern edge.

Traps: There are no traps.

Foes:
The High Priest (Undead Chieftain stats) stands by a strange portal which is obviously the way the evil creatures are entering this plane (if the High Priest is reduced to 1 HP he will attempt to flee through the portal).
Undead Shamen stands by the High Priest
2 hordes of 4 Skeletons
2 hordes of 6 Zombie Walkers
4 Mummies

When the AMBUSH! card is drawn, a Walker moves from the nearest cover and charges the closest PC.

Reinforcements: 1d6 Walkers enter from a random edge

They Are At Our Back: 1d6 Skeletons enter from the PC’s starting point.

Things Could Get Worse: A Demon enters through the portal – Only one Demon can be in play at any one time.

Wandering Monster:
1-3 = 1d3 Skeletons
4-5 = Mummy
6 = Vampiric Ghoul

Scenario Event: Three Brothers of Odersfelt Abbey enter from the Western Exit to aid the party subject to the following rules:

The Brothers will activate in a group of 3 and remain within 4” of the exit at all times.
The group activates as if they are a PC, roll up to 3d6 as usual, all Brothers in the group will have the same number of actions.
If the Brothers fail any activation rolls, they DO NOT draw event cards.
They do not receive any bonuses for ranged combat and suffer-2 to melee rolls.
They will not voluntarily move into contact with a foe, but will fight to defend themselves if a foe attacks them.



Victory Conditions: The PCs must close the portal by killing the High Priest or forcing him to flee the table via the portal (which will close behind him). Then they must exit the cavern through the passageway through which they entered to return to the village.
As the portal begins to close enact Monster Frenzy and They are at Our Backs (no need to draw the cards).

Completing the scenario will earn 5XP along with the promised SP and a Weirdstone.

Other individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP. Killing the High Priest, the Shamen or a demon earns 1XP.





(https://live.staticflickr.com/65535/50796837622_de44365b22_c.jpg) (https://flic.kr/p/2koK56d)P1030072 (https://flic.kr/p/2koK56d) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



(https://live.staticflickr.com/65535/50796719246_1ec34742db_c.jpg) (https://flic.kr/p/2koJsUf)P1030073 (https://flic.kr/p/2koJsUf) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



(https://live.staticflickr.com/65535/50795969158_8293c59e6e_c.jpg) (https://flic.kr/p/2koEBVG)P1030074 (https://flic.kr/p/2koEBVG) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



Turn One – Holvand engages in a hurried conversation with his fellows, telling them he has seen Portals such as this before and explaining that killing the summoning High Priest should close it.

Then he instantly rushes into action, blasting a nearby mummy into ashes with a massive fireball as Plissken moves forward to close on the enemies scattered to the South and West.

As Wicked Lester and Olvir move forward a powerful Whiting Demon emerges from the glowing Portal, bows to the High Priest, and moves forwards on his command.

Olvir quickly pockets the 6 pieces of silver from the remains of the mummy before scanning for more enemies.



Turn Two – Holvand strides towards the edge of the ledge in preparation to enter the cavern proper and notices that the next enemy (Mummy) is a bit tougher looking than his peers (That’s a Big One).

Plissken takes a quick shot and misses as 2 previously hidden Skeletons shamble from behind a stalagmite.

Lester spots them but they are still a fair distance away so he decides to concentrate and the large Mummy – he misses too.

As Skeletons move forward twice (Horde Activates x 2!!), Olvir stands his ground and prepares himself for combat.


(https://live.staticflickr.com/65535/50796717611_03d9344d86_c.jpg) (https://flic.kr/p/2koJsq4)P1030076 (https://flic.kr/p/2koJsq4) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



Turn Three – The skeletons move again, Lester destroys one with a bolt from his crossbow and Olvir rushes the other, smashing it with his big hammer.

Holvand teleports both Plissken and Lester nearer to the Priest where Plissken is immediately ambushed by a Zombie, he kills it but suffers a wound himself, fortunately escaping the plague effects they often carry.

He then fires at a nearby Mummy and destroys it with a critical hit.


(https://live.staticflickr.com/65535/50796834702_976ebfe023_c.jpg) (https://flic.kr/p/2koK4dS)P1030079 (https://flic.kr/p/2koK4dS) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Four – Holvand steps on a scorpion and it bites, reducing his health by 1.

Wicked Lester takes a risk at a couple of long distance shots at the High Priest, first shots misses, he reloads and second shot hits on a 17 + roll.

Encouraged by Lester’s success, Plissken tries the same, moving a little closer and firing off a shot from his Strongbow.

The arrow hits the High Priest in the throat and he fall to the ground dead.

The Portal begins to collapse in on itself and all the evil creatures in the cavern howl and rush forwards (Monster Frenzy) and a party of 6 Skeletons appear from the tunnel into, and out of, the place.

The Skeletal Horde contacts Olvir and Plissken, 3 attacking the Dwarf and the other 3 the snake-man.


(https://live.staticflickr.com/65535/50796831632_a317bbd42e_c.jpg) (https://flic.kr/p/2koK3iW)P1030084 (https://flic.kr/p/2koK3iW) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



The heroes kill one each and Olvir takes another wound; he takes his last turns to kill one, then another with his Whirlwind of Steel.

Holvand attempts to Teleport Plissken to safety but fails to cast the spell; as a result of the noise of chanting he disturbs another Zombie which attacks him – luckily he his handy with a blade and removes the creatures head.


(https://live.staticflickr.com/65535/50796832327_9eeb0bc531_c.jpg) (https://flic.kr/p/2koK3vV)P1030083 (https://flic.kr/p/2koK3vV) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Five -  Olvir rushes to Plissken’s aid, takes another hit but then vanquishes both Skeletons, again employing his whirlwind of steel.

Holvand starts to retreat as a further 6 Skeletons enter the cavern from a side tunnel, luckily a way from the exit. He attempts, and again fails, to cast a Fireball at the horde blocking the way back to the surface.

Plissken and Lester do a little better and take out one each.



(https://live.staticflickr.com/65535/50796716341_e57443389b_c.jpg) (https://flic.kr/p/2koJs3a)P1030081 (https://flic.kr/p/2koJs3a) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Six – There are now 14 Skeletons, 16 Zombies, 3 Mummies, an Undead Shamen and a Demon, all fixated on tearing the heroes apart. Although there’s a fair bit of treasure about and a Weirdstone hidden somewhere in the cavern, three of the band are wounded, one critically;  Holvand shouts that they should get out of there.

With a flourish he casts Fireball at the horde who are blocking their escape - and destroys every last one of them.


(https://live.staticflickr.com/65535/50796715211_7a5b23f342_c.jpg) (https://flic.kr/p/2koJrGF)P1030082 (https://flic.kr/p/2koJrGF) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


The remainder of this turn and Turns Seven and Eight merely involved getting off the table with single dice rolls, although Holvand nearly came a cropper as the Demon honed in on him.



(https://live.staticflickr.com/65535/50796712736_464731dab3_c.jpg) (https://flic.kr/p/2koJqY1)P1030085 (https://flic.kr/p/2koJqY1) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


The party retraced their steps back to the surface as the Portal finally failed and with a roar the rifts all around the village collapsed into themselves and the village was safe.



Suddenly there was shouting and the sound of running feet which stirred the tired adventurers once more. Wearily they drew their weapons and prepared to meet this new threat.

‘What the….?’ growled Lester as three well armed Monks appeared.

‘Don’t fear’ one called, ‘we are here to aid Marek’s Adventuring Service in dealing with unspeakable evil’.

‘You’re a bit late’, said Holvand.

‘Maybe next time’.

(I could really have done with the Scenario Event being drawn to get these Monks into the fray. I could have spent a little more time looting and waiting for the hidden weirdstone to appear whilr they kept the way out open).

The village laid on a feast to thank Holvand’s Band although sleep might have been more welcome. The following morning the crew made to leave after receiving their reward – 200 Silver Pieces and a beautiful shimmering Weirdstone.

Along with the 5 XP they earned as a team plus the one Plissken got for killing the High Priest, it was quite a successful few days.

On their return to Dorantia the band will restock, refuel and prepare for the next journey to collect another Weirdstone.
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones - Chapter 3 - 03.01.2021
Post by: robh on January 03, 2021, 10:38:56 PM
That was an entertaining read, thanks for posting it here. Looking forward to the next part.
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones - Chapter 3 - 03.01.2021
Post by: Sunjester on January 04, 2021, 09:44:22 AM
Sounds like a lot of fun, if a bit close towards the end!
Keep it up, I can't wait for the next one.
I am going to pinch your Weirdstones idea for an underlying theme to a couple of mini-campaigns I am planning.
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones - Chapter 3 - 03.01.2021
Post by: Spinal Tap on January 04, 2021, 03:35:50 PM
That was an entertaining read, thanks for posting it here. Looking forward to the next part.

Sounds like a lot of fun, if a bit close towards the end!
Keep it up, I can't wait for the next one.
I am going to pinch your Weirdstones idea for an underlying theme to a couple of mini-campaigns I am planning.


Glad you both enjoyed it, although I must credit the scenario to Sunjester from his brilliant Demon's Gate campaign as he seems too modest to mention it; I've added only 5% to it to make it my own.

Graham, I really like the 'find X number of... method' as it allows a bit more ambiguity to exactly how many missions you'll have to do and this, in turn, changes the risk/reward for the characters.

Is there any ETA for your book yet?





Title: Re: Sellswords and Spellslingers campaign: The Weirdstones - Chapter 3 - 03.01.2021
Post by: Sunjester on January 04, 2021, 05:45:10 PM

Glad you both enjoyed it, although I must credit the scenario to Sunjester from his brilliant Demon's Gate campaign as he seems too modest to mention it; I've added only 5% to it to make it my own.

Graham, I really like the 'find X number of... method' as it allows a bit more ambiguity to exactly how many missions you'll have to do and this, in turn, changes the risk/reward for the characters.

Is there any ETA for your book yet?

Thanks for the compliment, I am glad to see it being used.

As far as the book's publication is concerned, I'm really not sure. Obviously Covid screwed everything up, the publisher told me that there was another book due out before mine, which was published just before Christmas, so I am hopeful....

As soon as I know anything concrete I will be announcing it here (and various other places on the web  :D).
Title: Re: Sellswords and Spellslingers campaign: The Weirdstones - Chapter 3 - 03.01.2021
Post by: Spinal Tap on January 19, 2021, 06:36:42 PM
Chapter Four – The Beastmaster

Marek receives word that a band of merchants lost a Weirdstone whilst traversing the woodland to the West near the border with forests of the High Elves.

He quickly fills in Holvand’s crew of this fact and they are riding within the hour, rested, re-equipped and hungry for a little more action.

On arrival they begin their search, unaware that an Elven Beastmaster is nearby, also intent on locating the Weirdstone.


Set up:

The party enter the woods from anywhere along the Eastern edge of the map.

The Beastmaster is positioned at a random point along the Northern edge the map accompanied by a horde of 3 Hoar Cats; he will always choose to move to cover and avoid direct conflict with the Party.

There are 2 hordes of 4 Manaworms placed randomly.

The Party need to traverse the map looking for the Weirdstone, there are a number of ways it can be found: -

Search the shrubbery -  For each place they search roll a D20, on an 18 or more they find it. On roll one use a modifier of 1, add an extra 1 for each subsequent search.


He’s Loaded – The Monster (loner) nearest the PC finds the Weirdstone and needs to be killed to claim it.


Scenario Event – The Beastmaster finds the Weirdstone and will need to be put out of action to claim it.


That May Come In Handy – The PC spots the Weirdstone is the nearest patch of terrain.


Traps: There are no Traps - remove the card.


Wandering Monster: one of the Beastmasters creatures appears from a random table edge and activates.

Roll D6 -
1-2  - Cojo – War Gorilla
3-4 – Razorspline Rattler
5-6 – Sabretooth Cerberus

If the Wandering Monster rolled is already on the table then there will be no new monster and   the one rolled will activate.


Monster Activates: If the activated monster is the Beastmaster then he will choose to move to cover if in danger and then call for another beast to spawn, again roll D6 and apply as above.

If his call is to a beast already on the table then that beast will activate.

If his call is to a beast already defeated then nothing happens.



If the Beastmaster is put out of action then he will flee the field then a Monster Frenzy occurs prior to all other creatures leaving the field.

The party can loot any bodies remaining at their leisure.


Victory Conditions:-

Find and claim the Weirdstone then escape off the map in any direction; regroup by the horses that are hidden in a nearby wood.

6XP for successfully completing the scenario and 1XP for putting the Beastmaster out of action.




(https://live.staticflickr.com/65535/50853491962_ceb928118d_c.jpg) (https://flic.kr/p/2ktKrsb)P1190078 (https://flic.kr/p/2ktKrsb) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



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Turn One – Olvir rolls 3 dice with 2 successes, card is That May Come In Handy and the Weirdstone is in the bush next to him. He picks it up and walks off the field of play.

Game Over.

Reshuffled the deck and started again.



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Turn One – Olvir moves towards a patch of shrubbery and searches it. There is nothing of interest there.

Plissken moves towards Olvir’s position as the nearest horde of Manaworms, alerted to the party, start to move towards them.

Holvand teleports Wicked Lester to some nearby bushes then moves forward himself. Lester is quite disorientated by the move and falls to the ground, it takes a little while for him to regain his feet.


Turn Two – Olvir moves forwards again and searches another treed area, again coming up empty handed.

A Monster Frenzy ensues with Hoar Cats scattering and Manaworms continuing their advance towards the heroes. A Wandering Monster, a Sabretooth Cerberus, appears to the North of the group.


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Plissken takes a hurried shot at the emerging beast but his bowstring snaps, he has another but no time to restring the bow at the moment.

As Lester eyes the approaching Manaworms it starts to rain, reducing the potency of ranged weapons, and a cry is heard from the location of the Beastmaster; he has found the Weirdstone.

The target for the party is now the Beastmaster, they can forget searching the shrubs and greenery and be as unconcerned as possible about the Sabretooth.

Unfortunately he is at the most Western end of the area, as far away from the party as is possible.

Lester attempts a shot at the Manaworms and his crossbow breaks – that’s both ranged weapons out of action in no time. Plissken can restring his but Lester will have to repair his after the battle.

Holvand attempts to Teleport himself to stand alongside Lester but the spell fizzles out.

Plissken takes some time and restrings his bow as the Beastmaster calls another beast to the field, this time a huge Razorspline Rattler appears on the Southern edge (Note I actually played Plissken twice this turn but seeing as it lead to another Beast being called it was no advantage to me).


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Turn Three – Olvir is ambushed by a Manaworm which erupted from the ground at his feet. Luckily his fast reactions felled it with a single hammer blow. Flushed with success he rushes the horde of nearby Manaworms and destroys them all with Whirlwind of Steel.

Unfortunately this has put him within scent range of the Rattler. As it turns towards him Olvir notices that ‘He’s Loaded’ and the scales have a tint of gold indicating double the value – worth killing for.

The Razorspline Rattler hurries to Olvir and receives a crushing blow from his hammer but it managed to deflect the blow with it’s ‘Iron Scales’.

Holvand moves to get a good line of sight to rescue the dwarf with Teleport Friend for his next action.

Plissken has other ideas and moves into range then fires at the creature, sure of not hitting Olvir as he has the ‘ Fire into Melee’ skill. If both shots hit then it will be dead and the team can get a move on towards the Beastmaster as quickly as possible; only one hits though, taking the snake to it’s last HP.

As the other horde of Manaworms closes on Wicked Lester he moves away from them and towards the others.


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Turn Four – As a further horde of 4 Manaworms appear behind them Plissken just freezes. The Razorspline Rattler moves back up to 2 HP ‘That’s a Big One’.

As Lester stumbles the other Manaworm Horde advances again; he regains his feet and prepares to fight.

Holvand advances to the West again and the rain stops, increasing Plissken’s chance of hitting things greatly.

Another horde, this time of 5, join those recently entering from the East – that’s a horde of 9.

Olvir and the Rattler trade blows, Olvir wounds the great beast again but then is forced to deflect a particularly savage strike by the creature.


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Turn Five – Plissken coolly releases an arrow into the melee and the Razorspline Rattler is no more, he then moves up the field way from the Manaworm hordes and towards the Beastmaster.



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Olvir rushes to take the valuable scales of the snake, stumbles and has to spend time regaining his feet.

Meanwhile Holvand Teleports Plissken into shooting range of the Beastmaster, Plissken wasn’t quite ready for that and, although standing, is very disorientated.

Wicked Lester moves to the Rattler, draws his knife and removes the valuable scales – 38 Silver Pieces worth.


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Turn Six – Plissken shakes off the effects of being teleported, aims and shoots at the Beastmaster but misses by a mile – obviously some effects are lasting longer than he thought.

Seeing the Beastmaster under attack the Sabretooth finally moves towards the attackers, seemingly too late (Wandering Monster card).

Panicked by the shot from Plissken the Beastmaster moves to cover and calls for another beast; he gets Cojo who appears between him and Plissken.



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The gorilla charges Plissken and delivers 2 wounds to the Snakeman.

Holvand tries to teleport Plissken away but, again, his spell fails whilst Olvir moves forward but can’t get to the fight in time.

Wicked Lester also advances but is attacked by a Hoar Cat which he dispatches with haste.



Turn Seven – Monster Frenzy allows all the creatures to advance except the Hoar Cats which scatter.

It also lets Cojo attack Plissken but the sneaky snake delivers a blow of his own to the gorilla with his knife, Olvir joins the fight and inflicts one more wound to the large beast.

A Manaworm moves ahead of it’s horde towards Holvand, but doesn’t quite make it. Holvand takes the opportunity to teleport Lester into contact with the Beastmaster and Lester causes a single wound.

Another Monster Frenzy!!

2 Manaworms are killed and Plissken is taken Out of Action by Cojo who inflicts a huge wound with his claws.

The Beastmaster swings for Lester but suffers another hit himself.




Turn Eight – Olvir strikes a mighty blow to the gorilla and Cojo falls stone dead, he then moves towards Lester to aid in slaying the Beastmaster but is ambushed and takes a wound.

Lester and the Beastmaster trade blows and wounds leaving both of them with only a single HP each.

Holvand fails to react and is caught by a small Manaworm horde which wounds him badly.

Things are looking a bit tricky.





Turn Nine – Olvir disengages from the solitary Manaworm using his Shield to block it’s attack, runs to the scuffling figures of Wicked Lester and the Beastmaster and delivers a blow reducing the Beastmaster’s HP to zero.

At this point he flees to field calling for one last effort from his creatures (Monster Frenzy). Only a small number of the beasts are able to reach the remaining heroes and they are all killed, any surviving now leave the area to safety.

The three standing adventurers run over to Plissken and check his condition – he’s dead. They then move to the Beastmaster to claim the Weirdstone and finally to Cojo to collect the silver ring which is worth a few Silver.

Sadly they carry their companion away to the tethered horses, contemplating how they might get him to a Temple for resurrection in the required time.



Loved this scenario though was tricky near the end, two characters with only one wound left and one dead.

At least they accomplished the mission and now have 2 Weirdstones; almost half way there.
Title: Re: Sellswords and Spellslingers campaign: The Beastmaster - Chapter 4 - 19.01.2021
Post by: robh on January 19, 2021, 07:24:50 PM
Interesting change to the teleport spell, how do you think it alters game balance allowing it to be used on characters other than the caster him/her self?

Version 2 of the game certainly reads better than v1  lol
Title: Re: Sellswords and Spellslingers campaign: The Beastmaster - Chapter 4 - 19.01.2021
Post by: Spinal Tap on January 19, 2021, 07:45:26 PM
Interesting change to the teleport spell, how do you think it alters game balance allowing it to be used on characters other than the caster him/her self?

Version 2 of the game certainly reads better than v1  lol

The cards I got with the game have Teleport and Teleport Friend, does yours not?

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The first game was rather short.
Title: Re: Sellswords and Spellslingers campaign: The Beastmaster - Chapter 4 - 19.01.2021
Post by: robh on January 20, 2021, 11:14:22 AM
The cards I got with the game have Teleport and Teleport Friend, does yours not?

No, looks like I screwed up the home printing when I made mine, just downloaded the original pdf again and it is correct. I worked on the images in photoshop to save on printing and seem to have deleted the Teleport Friend card  :?
Title: Re: Sellswords and Spellslingers campaign: The Beastmaster - Chapter 4 - 19.01.2021
Post by: Spinal Tap on January 20, 2021, 12:30:29 PM
 :D

Anyhow, it's a really useful spell for getting people in, and out of, trouble.

Depending on the scenario it can be more useful than any offensive spell, in this game I didn't use Fireball once.
Title: Re: Sellswords and Spellslingers campaign: The Beastmaster - Chapter 4 - 19.01.2021
Post by: Sunjester on January 20, 2021, 04:49:43 PM
A great read, thanks! ;)
Title: Re: Sellswords and Spellslingers campaign: The Beastmaster - Chapter 4 - 19.01.2021
Post by: Spinal Tap on January 25, 2021, 05:29:29 PM
Chapter Five  - The Gap of Wat Ford

This time the party are heading to the far South of the Island.

Following the battle with the Beastmaster the remainder of the party rested to regain their strength then headed back towards the Capital, with the body of Plissken slung across his horse.

On their way they are intercepted by a courier carrying a message from Marek.

‘Great news’ it read ‘go to my outpost on the border of the Southern Savage Lands and speak to my representative, Fergus; he has some exciting news about the whereabouts of a couple of Weirdstones. Get your arses down there double quick’.

The party agree to send Plissken with the courier to Marek for resurrection;  combined with his share from the venture the other three stumped up 100 Silver each and send Plissken, the money and the courier on their way.

Once they could return to An-Mor he would be able to rejoin them to complete the quest.

Holvand speaks, ‘OK boys, now that’s sorted, I want to get to Marek’s outpost as soon as possible. We will have to take a few risks with the Lizardkin to save 2 days travel; we’ll go via the Gap of Wat Ford’.




Set Up:

This is the Through The Badlands Scenario from the book but with a stream running along the length of the table roughly North to South.

Traps, Individual Rewards and Deployment as per the book – 4XP basic.


Starting Foes:

Giant Reptile

4 Snakemen

Horde of 3 Lizardmen


That May Come In Handy – The PC spots a Weirdstone is the nearest patch of terrain.


Victory Conditions: The party successfully leave the map to the South.

Complications: None.

Wandering Monster: A Reptile appears from a random edge and charges the closest PC.




(https://live.staticflickr.com/65535/50874835467_b9d930a3bf_c.jpg) (https://flic.kr/p/2kvCQ8D)P1250072 (https://flic.kr/p/2kvCQ8D) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



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Turn One – Holvand looses a fireball at Snakeman who’s a little too close for comfort, then Teleports Wicked Lester along the pass in the direction of the exit. Unfortunately, the Half Orc becomes disorientated and stumbles badly.

He regains his wits and stands but, being a little fogy still, stands on a scorpion and takes a wound. For whatever reason all the beats in the pass Frenzy, the Giant Reptile attacking a Snakeman who was foolhardy enough to get too close.

However, the Snakeman was much faster and tougher than he appeared and delivered 2 wounds to the huge wild beast. He quickly followed this with another 2 wounds as his own frenzy took him.

All the other monsters howled and hissed moving towards the party.

Olvir took the opportunity to catch up with Lester leaving the Mage a little exposed at the mouth of the pass.


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Turn Two – Holvand runs to catch up with the others then hastily attempts a Fireball spell at another Snakeman which fizzles out with little effect.

Olvir takes it on himself to end the snake and rushes at it, missing with 2 blows and receiving 2 wounds in return; it could have been much worse but a quick flick of his shield deflected one attack.
Olvir has only one wound left.

Wicked Lester advances to aid the dwarf, swapping blows to which the Snakeman finally succumbed, unfortunately leaving Lester with only 1 wound left as well.


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Turn Three – Holvand Teleports himself some distance up the pass but not so far that he can’t aid his wounded companions. However, he was dizzy and nauseous on returning to Terra Firma, and, despite thinking he was fine, he totally failed to Teleport Lester.

Lester takes matters into his own hands and runs towards the Mage as a horde of Lizardmen close in on Olvir, getting very close indeed.

Olvir, believing discretion is the better part of valour, hurries after the others and the party is rejoined.



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Turn Four – Holvand again tries to Teleport his friends and his magic fails him completely (rolled a 1).

Lester and Olvir move along the pass, keeping the Mage in range of assistance and call for guidance.

Given the wounds suffered and the total loss of Mana, Holvand decides that they should abandon the field.

The Giant Reptile lunges again at the Snakeman, this time killing the brave humanoid snake.

Despite misgivings over the value of the Scales of the now weakened Giant Reptile and the as yet unfound Weirdstone, the two wounded friends leave the pass.

Holvand follows them moments later and they travel on to Marek’s Southern outpost.

On arrival Fergus, a rather large Faun, arranges healing, baths, food and booze.

The next morning he tells of another pass where Weirdstones coalesce naturally; he gives directions and a map and the band head out.


This scenario netted the crew 3 XP but no other wealth.

Given that it ended after only about 25 minutes I hastily adapted another scenario from the book, making it a bit tougher and more Weirdstony, to be played on the same board but this time bottom to top rather than right to left.

Will have this chapter of the adventure online later this week when I've had time to write it up- apparently I have to go to work to get paid or some such silliness!!!!!


Loved playing this scenario as it allowed me to use the dinosaurs I bought cheap at B and M Bargains and based with the cardboard box they came in, some terrain from when I first started (that I still love even though it looks naff compared to 3D printed stuff) and my newest fantasy painted stuff, the Snakemen.

Even though this scenario had to end early due to wounds, it was never fraught - the next episode was definitely more tense; I thought it was the end of the adventure with a total party kill but I got way with it just in time.
Title: Re: Sellswords and Spellslingers campaign: Chapter Five-The Gap of Wat Ford 25.01.21
Post by: Sunjester on January 27, 2021, 03:40:16 PM
Absolutely superb and sounds like a lucky escape by the skin of their teeth!
Title: Re: Sellswords and Spellslingers campaign: Chapter Five-The Gap of Wat Ford 25.01.21
Post by: Spinal Tap on January 28, 2021, 07:11:38 AM
Chapter Six – Wild Weirdstones


The following morning the party are awake early and preparing to roll out to the location identified as having Weirdstones simply growing from the ground.

It’s a full days travel from the outpost but is at least on the way back to An-Mor.


Set Up:

This is basically the ‘In Search of Rare Herbs’ scenario with few changes to increase the difficulty and has 3XP – no bonus XP exist; the possible Weirdstone locations are placed on the board followed by the party and, finally, the starting foes -

2 Lizardmen per PC with half forming a horde and the others being spawned singly.

Snakemen equal to the number of players +1

Reptiles equal to the number of players

Terrain – water is treat as rough ground – note Snakemen and Lizardmen are not hindered in movement by any and all terrain and receives bonuses to their DL when in water.

3 possible locations for Weirdstones are placed randomly.

When a PC contacts a marker they perform a DL10 to pass search action with no modifiers.

Passing the test reveals a Weirdstone that can then be taken with an action; it must be moved off the table to count.

Passing the test with a 20 would reveal 2 Weirdstones – a Doubler.

If no Weirdstone is found at the first 2 locations then the 3rd will contain a Doubler on any passing roll.

Bribing – Snakemen can be bribed as per the scenario rules.

Scenario Event – a monk armed with a Crossbow appears and can be utilised as per the scenario rules.

Wandering Monsters – a Reptile with appear from a random position on a table edge and charge the nearest PC.

Complications – None.

Traps – as per card.





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Turn One – the party decide to enter the area from the South-West corner as this places then nearest to all 3 possible locations.

Unfortunately a horde of Lizardmen and a single Snakemen are waiting close by.


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The horde reacts firsts and moves towards the party, maximising contact by each attacking a different PC; Wicked Lester kills his opponent stone dead but both Olvir and Holvand take a wound – not a good start.

Holvand retaliates and kills the Lizardman with his knife before shooting a Fireball at the nearby Snakeman, killing him too.

Meanwhile Lester moves to attack the remaining Lizardman engaged with Olvir and fells it with his sword as another Reptile appears, fortunately to the far East, although it’s lightning speed will easily bring it to range within a few turns.


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Olvir uses his Very Fast to move to, and search, to possible locations, one is no use but the other contains a small, but perfectly formed, Weirdstone.

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Turn Two – Olvir picks up the Weirdstone and sticks it in his bag before moving roughly towards the final area to be searched. He ensures he’s not too  close to the Reptile and remaining Snakemen who are pretty much guarding the search area, and awaits his companions.

Holvand attempts to Teleport Lester up to Olvir but fails. Meanwhile Lester decides to run the distance but runs into a bear trap instead. Although his strength allows him to escape he still has 1 wound and movement reduced by 1 until he is healed.


Turn Three -  Holvand moves to support Olvir and a third reptile appears.


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Lester was about to take a healing potion when yet another Reptile appears (how many Wandering Monster cards are in this deck?), this time close to Olvir. It charges and inflicts grievous wounds upon the Dwarf putting him Out of Action.

Lester decides to forgo healing and take a shot at the Reptile before it can go for the nearby Holvand; he does wound it but can’t, at this point, take it down.

The noise attracts a pair of nearby Lizardmen who moves rapidly towards him.


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Turn Four – Lester prepares to shoot again but the Reptile reacts first, launches at Holvand and takes him to the ground and Out of Action as well.

Lester coolly takes an Aimed Shot – with his bonuses he only needs to roll a 3 to hit and kill.

He rolls a 2.



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Turn Five- Wicked Lester in now the last man standing with a field full of variously vicious reptilians.

He takes another aimed shot at the Reptile, this time killing it.



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Turn Six- Lester moves to Holvand, administers a Healing Potion and checks on the Mage; he’s comatose but will survive so long as he can be moved to safety. Lester needs to go check Olvir too so takes a potion himself to allow him to cover the required distance easier.


Turn Seven – Lester moves to Olvir, administers his last Healing Potion and checks the dwarf’s condition. Luckily he’s wounded but can walk, talk and fight albeit poorly.

(-2 to all rolls and moves at half speed).

Olvir stands and starts to move off the field of battle.

‘Oy’, shouts Lester, ‘don’t forget this’, tossing the dwarf his bag with his possessions and, more importantly, the Weirdstone in.

(https://live.staticflickr.com/65535/50874016308_f6da1a3344_c.jpg) (https://flic.kr/p/2kvyCCd)P1250093 (https://flic.kr/p/2kvyCCd) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


There’s little chance of finding another Weirdstone now so Lester decides his time will be best spent recovering the unconscious Mage whilst Olvir attempts to leave under his own steam.

He moves to the Mage, stumbling somewhat but recovering, before hoisting his friend onto his back.


Turn Eight – Olvir manages to get to safety with the Weirdstone and Lester hurries to follow, stepping on a Scorpion as he goes to reduce his health to 1HP; he does manage to follow Olvir to safety with a loud sigh of relief.




This was a really fun scenario and, despite it being only a souped up basic one, it caused real problems. I was pretty convinced for a while that this was the end of the Weirdstones adventures and a total party kill was on it’s way.

As it was the group survived with a Weirdstone, three less Healing Potions and only 2 HP between the three of them.

It does show though how small increases in difficulty can, especially if your dice rolls are poor, really make a game difficult (but satisfying).

The dishevelled party return wearily to An-Mor with the still comatose Holvand slung over his ride, he will recover but it will take a while.

Following extensive healing, rest and recuperation the party spent their last cash on Healing Potions, swapped a couple of items for even more Healing Potions, collected Plissken from the Temple and made ready to get back out in the wilds.
Title: Re: Sellswords and Spellslingers campaign: Chapter Six-Wild Weirdstones 28.01.21
Post by: Sunjester on January 28, 2021, 10:37:54 AM
Great stuff!
I'm glad I'm not the only one who finds that the "Wandering Monster" cards seem to multiple in the course of a game! lol
Title: Re: Sellswords and Spellslingers campaign: Chapter Six-Wild Weirdstones 28.01.21
Post by: robh on January 29, 2021, 01:33:01 PM
Excellent stuff.

Did you save Plissken purely for sympathy or do you have a narrative hook for him?
Title: Re: Sellswords and Spellslingers campaign: Chapter Six-Wild Weirdstones 28.01.21
Post by: Spinal Tap on January 29, 2021, 03:06:08 PM
Excellent stuff.

Did you save Plissken purely for sympathy or do you have a narrative hook for him?

He's one of only two heroes I have armed with bows and the other ones had lots of use.

I really need to get a couple more ranged fighters.
Title: Re: Sellswords and Spellslingers campaign: Chapter Six-Wild Weirdstones 28.01.21
Post by: Spinal Tap on February 07, 2021, 08:30:05 AM
Chapter Seven – Prisoners

Marek receives word that a pair of his employees, Iset and Nubia, had found a Weirdstone on their way back from Lionhome, capital city of the Land of the Catfolk, Andamon.

Unfortunately, the report goes on to say that they had been captured by Gnolls on their return from their homeland and were currently being held for ransom.

Marek asks Holvand if he would travel to the Crystal Forest and free the Catwomen; Holvand readily agrees.


Set Up.
The table is a mass of rocks and strange plants with, in the middle of the Northern side, a cave entrance where the Catwomen are being held.
The PCs enter in the centre of the Southern side, opposite the cave mouth.

That May Come in Handy: is not a Weirdstone for this scenario.

Traps:  The Gnolls have set up a number of snares on the field (treat as a roll of 19/20 on the trap table), do not remove the trap card after it has been played.

Foes:
2 Gnolls per PC split evenly into 2 hordes and placed randomly on the field.
Player +1 Gnoll Matriarchs, placed randomly on the field.

When the AMBUSH! card is drawn, 1 Gnoll leaps out from the nearest cover.

Reinforcements: 1d6 Gnolls

They are at our backs: Roll a D6:

1-4 – 1xD6 Gnolls/Gryph Hounds
5-6 – 3 Monks of Odersfelt Abbey who will attempt to keep the escape route open – only one group at a time; if even a single monk remains then a 5-6 will do nothing.

The Brothers will activate in a group of 3 and remain within 4” of the exit at all times.
The group activates as if they are a PC, roll up to 3d6 as usual, all Brothers in the group will have the same number of actions.
If the Brothers fail any activation rolls, they DO NOT draw event cards.
They do not receive any bonuses for ranged combat and suffer-2 to melee rolls.
They will not voluntarily move into contact with a foe, but will fight to defend themselves if a foe attacks them.
(Note the number of surviving monks at the end of this scenario as they will be still holding the exit for the next one).

Complications: None

Scenario Event: A Gnoll Matriarch Archer emerges from the cave entrance.



Wandering Monster: If a wandering monster card is drawn, roll a d6.
1-5 – 1 x D3 Gryph Hounds
6 – The Gnoll Queen and her Alpha Gryph Hound – he is placed randomly D6 inches away from her and he has a Weirdstone as decoration on his harness – kill the Alpha to collect the stone.

Victory Conditions: The PCs must cross the table and enter the cave, barricading it against the Gnolls as they go.

Other individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP. Killing the Queen earns 1XP.



(https://live.staticflickr.com/65535/50917680516_ac64508a24_c.jpg) (https://flic.kr/p/2kzqqto)P2060072 (https://flic.kr/p/2kzqqto) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

(https://live.staticflickr.com/65535/50916992963_2b03e87c63_c.jpg) (https://flic.kr/p/2kzmU62)P2060073 (https://flic.kr/p/2kzmU62) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Figures are randomly placed by D20 by D20 rolls but have all managed to be directly between the heroes and the target.


Turn One – Holvand attempts a Teleport spell to move him self forwards to an elevated position out of line of sight of the Matriarch archer. He Fails. Three times.

Plissken moves forward to bring the enemies into LOS as three monks from Odersfelt Abbey, armed with those strange modern ‘guns’ appear to aid the party (roll 6 on Wandering Monster).

As Wicked Lester holds round and Olvir starts to flank the oncoming Gnolls the lead Matriarch responds and advances.

The monks fire off a volley of shots at her, all but one miss but the hit is critical (20) and she is downed.

(https://live.staticflickr.com/65535/50916992663_07d20d5d4e_c.jpg) (https://flic.kr/p/2kzmTZR)P2060077 (https://flic.kr/p/2kzmTZR) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Two -

Holvand fails his spells again (it’s going to be one of those days) as a Gnoll ambushes Lester. He kills it and moves toward Olvir’s position by the trees.

The closest horde moves towards the pair and Plissken kills one with a well aimed shot.

As the Gnolls continue to advance Olvir notices that the lead beast is wearing a huge golden chain (He’s Loaded) and he moves to greet the beast with his hammer.

The monks loose off again and kill another 2 Gnolls – they seem to be the only ones really doing anything!

(https://live.staticflickr.com/65535/50917679506_7b621c8f75_c.jpg) (https://flic.kr/p/2kzqqaY)P2060080 (https://flic.kr/p/2kzqqaY) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Three – Another Gnoll Matriarch, this time an archer, emerges from the cave mouth (Scenario Event), Holvand again attempts to Teleport Wicked Lester forward, fails on attempt one and his magic fails completely on the second attempt (rolls a 1). He’s having an awful day with 5 fails spells and now cannot cast magic again for the rest of the battle).

Wicked Lester advances on foot, shoots at a Gnoll Matriarch and misses; Plissken lends his fire at her and kills her with his second shot.

As the monks dig in with no targets Olvir advances to the bridge.

(https://live.staticflickr.com/65535/50917808767_1b77a62c0b_c.jpg) (https://flic.kr/p/2kzr5AB)P2060082 (https://flic.kr/p/2kzr5AB) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50916991813_bef533a017_c.jpg) (https://flic.kr/p/2kzmTKc)P2060084 (https://flic.kr/p/2kzmTKc) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Four – Holvand can do little now but move forward and try to keep out of the way.

A Gnoll horde rushes to the side of their Matriarch just as Lester fires an aimed shot and rolls a critical hit, killing her. The Horde howl with grief and rage.

A Monster Frenzy ensues and the enraged horde attack Olvir, he manages to kill one but takes 2 wounds in the process and is still engaged at the end of his turn.

Plissken can do little to help except move to a better firing position.

Again the monks merely hold their ground.

(https://live.staticflickr.com/65535/50917678501_f46d67629b_c.jpg) (https://flic.kr/p/2kzqpSD)P2060085 (https://flic.kr/p/2kzqpSD) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Five – Plissken takes an aimed shot at the Matriarch archer and scores a killing hit as Olvir dispatches another of the Gnoll horde. He then uses his Whirlwind of Steel to try for another, fails and takes a blow which drops him to the ground (OOA).

Lester takes 2 shots at the other advancing horde but misses both.

Holvand sprints forward to check on Olvir, glad to be doing something useful, administers a potion and checks the Dwarf; ‘just a flesh would’ and Olvir is back on his feet.

He immediately advances on 2 Gnolls using his Whirlwind of Steel to kill both.

The monks continue to defend the exit.

(https://live.staticflickr.com/65535/50916991103_607d2149ff_c.jpg) (https://flic.kr/p/2kzmTwX)P2060086 (https://flic.kr/p/2kzmTwX) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Six – Holvand stumbles into a snare and struggles but fails to release himself as another horde of Gnoll appear to the North East and 2 Gryph Hounds appear ‘at our backs’ attacking the three monks. In the first exchange one monk and one Hound are killed.

The Gnoll horde advances twice on Plissken (Horde Activates twice!!) who looses off a shot and misses.

Olvir moves to the Snakeman’s aid and kills all but one of the Gnolls but then goes down again to a hit from the last one.

The monks manage to kill the remaining Gryph Hound and recommence their guard duties.



Turn Seven – Holvand breaks free of the snare and is immediately attacked by the Gnoll which he kills with his knife.

Plissken joins him on the bridge and Lester moves up towards them as the monks hold position.



Turn Eight – Plissken moves to Olvir and checks him out – he’s dead. The others move up to join him as the Gnoll Queen appears far away across the battlefield with her Alpha Gryph Hound close by. Plissken’s keen eyes notice that the beast has a Weirdstone embedded into it’s harness.

(https://live.staticflickr.com/65535/50917677836_efe7391bc0_c.jpg) (https://flic.kr/p/2kzqpFb)P2060087 (https://flic.kr/p/2kzqpFb) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50917807267_a38c4508d6_c.jpg) (https://flic.kr/p/2kzr59K)P2060088 (https://flic.kr/p/2kzr59K) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Turn Nine – the party carry Olvir’s lifeless body into the cave, collapse a roof section and hastily barricade the entrance.

Moving further into the cave complex they find no Gnolls but eventually reach a series of cells holding the Catfolk, Iset and Nubia.

A hurried conversation ensues and the following is agreed:

The party will use the potions in the guards room to heal their wounds, Holvand will rest and regain his Mana, they will hide, and magically protect, the Dwarf’s body in one of the side caves, sealing it off from the Gnolls and the Catwomen will give Holvand location of the Weirdstone they had hidden from the Gnolls.


After laying the brave dwarfs body to rest in the cave the party ate and slept in preparation for their flight to safety.

As Holvand’s magic grew so he cast a protection spell on Olvir which would preserve his body for many years and allow it’s recovery and resurrection at some future time; the whole party, including Iset and Nubia swore to it.
Title: Re: Sellswords and Spellslingers campaign: Chapter Seven-The Prisoners 07.02.21
Post by: Sunjester on February 07, 2021, 09:47:23 AM
Another great story!
I am really enjoying this campaign and can't wait for the next installment. :D
Title: Re: Sellswords and Spellslingers campaign: Chapter Seven-The Prisoners 07.02.21
Post by: BZ on February 08, 2021, 08:05:05 AM
You have some great looking monsters!
Title: Re: Sellswords and Spellslingers campaign: Chapter Seven-The Prisoners 07.02.21
Post by: robh on February 08, 2021, 11:16:51 AM
This is a great campaign, it's been fun following the stories.
Title: Re: Sellswords and Spellslingers campaign: Chapter Seven-The Prisoners 07.02.21
Post by: Mister Frau Blucher on February 08, 2021, 02:10:08 PM
I've enjoyed following these, too. Thanks for writing them up!
Title: Re: Sellswords and Spellslingers campaign: Chapter Seven-The Prisoners 07.02.21
Post by: Spinal Tap on February 09, 2021, 08:47:43 AM
Thanks all, glad you like it.

I think there's one or two more adventures before the 5 Weirdstones are secured, there's 3 in Holvand's vault, one hidden by Iset and Nubia that can be collected from it's hiding place on the way home, and a final one on the Alpha Gryph Hound if he can be killed and searched as the party makes it's escape.
Title: Re: Sellswords and Spellslingers campaign: Chapter Seven-The Prisoners 07.02.21
Post by: Spinal Tap on February 15, 2021, 04:22:41 PM
Chapter Eight – Make A Run For It

When all felt rested enough to fight they set about dismantling the collapsed roof and barricades that had kept them safe from the Gnolls outside.

With three Weirdstones already in Holvand’s vault back in Dorantia, another obtained by the Catfolk and one not far from the cave it seemed the adventure was nearly over.

There was just the matter of a Gnoll Queen, her Alpha and her minions to deal with first.

It was going to be a long day.

Set Up.
The field of battle remains the same as the previous scenario with whatever number of monks surviving the first encounter here still waiting t provide covering fire.

The party enter via the cave mouth and need to exit anywhere along the Southern edge; the 2 remaining monks will provide covering fire for as long as possible.

That May Come in Handy: is not Weirdstone for this scenario.

Traps:  The Gnolls have set up a number of snares on the field (treat as a roll of 19/20 on the trap table), do not remove the trap card after it has been played.

Foes:
2 Gnolls per PC split evenly into 2 hordes and placed randomly on the field.

The Gnoll Queen placed randomly with her Alpha placed D6 away from her. The Alpha has a Weirdstone on it’s harness which can be obtained if a PC kills the beast.

When the AMBUSH! card is drawn, 1 Gnoll leaps out from the nearest cover.

Reinforcements: 1d6 Gnolls/Gryph Hounds

They are at our backs: Will for this scenario appear at their fronts where the party first entered the map in the previous scenario. Roll a D6:

1-4 – 1xD6 Gryph Hounds
5-6 – 3 Monks of Odersfelt Abbey who will attempt to keep the escape route open – only one group at a time; if even a single monk remains then a 5-6 will do nothing.

The Brothers will activate in a group of 3 and remain within 4” of the exit at all times.
The group activates as if they are a PC, roll up to 3d6 as usual, all Brothers in the group will have the same number of actions.
If the Brothers fail any activation rolls, they DO NOT draw event cards.
They do not receive any bonuses for ranged combat and suffer-2 to melee rolls.
They will not voluntarily move into contact with a foe, but will fight to defend themselves if a foe attacks them.
(Note the number of surviving monks at the end of this scenario as they will be still holding the exit for the next one).

Complications: None

Scenario Event: None

Wandering Monster: A Gnoll Matriarch appears from a random table edge, odds with an axe, evens with a bow.

Victory Conditions: The PC must cross the field and escape anywhere along the Southern edge.

Other individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP.
Killing the Queen earns 1XP.



(https://live.staticflickr.com/65535/50946012803_d8d551bffd_c.jpg) (https://flic.kr/p/2kBVCF6)P2150076 (https://flic.kr/p/2kBVCF6) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50946813412_f2496b0247_c.jpg) (https://flic.kr/p/2kBZJEG)P2150080 (https://flic.kr/p/2kBZJEG) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



Turn One – Holvand moves to bring a Gnoll horde into LOS, casts fireball and destroys all five in a single fiery blast.

Iset moves over to Holvand as does Nubia, as the second Gnoll horde moves to flank the party.

Plissken is ambushed by a lone Gnoll warrior, he kills it easily and advances to try to bring the Gnoll Queen and Alpha Gryph Hound into LOS.

As Wicked Lester kills a single Gnoll from the horde 3 Gryph Hounds appear near the monks and immediately attack; one Gnoll killed and a single monk remaining.

The monk kills a Hound with his knife then shoots the other dead.

The party have all nearly reached the bridge and are staying close to safeguard each other.



(https://live.staticflickr.com/65535/50946707226_8eabe7ddab_c.jpg) (https://flic.kr/p/2kBZc6U)P2150081 (https://flic.kr/p/2kBZc6U) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Two – The horde activates, moving closer to one of the lionesses. One feels particularly brave and continues his charge into combat with her.

Big mistake.

Plissken continues to advance and manages to get both the Queen and her Alpha into sight and range.

Holvand seems to be on form after such a dismal display on the way in and killed the 3 remaining Gnolls with another well executed fireball.

Not to be outdone, Lester moved to the bridge alongside Plissken and loosed off a bolt at the Alpha – great shot and the beast fell.

Nubia moved forward while Iset held the ground, as did the remaining monk.



(https://live.staticflickr.com/65535/50946812707_6ca83e5c95_c.jpg) (https://flic.kr/p/2kBZJsx)P2150083 (https://flic.kr/p/2kBZJsx) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr



Turn Three – seems I spoke too soon as Holvand’s Mana spectacularly failed him again; with the exception of highly risky Blood Casting he would be sending no ore fireballs today.

To make amends he volunteers to get the Weirdstone from the Alpha and rushes forward, putting himself close to the Queen.

Plissken gets a great opportunity to fire off two aimed shots (20, 17, 11) and both hit their target; the Gnoll Queen has joined her Alpha in death.

There are currently no monsters on the field so it’s simply a case of grabbing the loot and heading home.

Nubia rushes past Holvand to the body of the Gryph Hound as Lester and the monk hold their positions to provide cover.



Turn Four – Nubia removes the Weirdstone from the Alpha’s Harness and starts to head back to the bridge.

Meanwhile Iset takes the crown from the dead Queen’s head and starts her own retreat.

Lester and Plissken continue to hold the bridge as the sisters move towards safety.

Meanwhile a Gnoll Matriarch archers appears close to the monk and kills the poor man before he can react.

As Holvand moves South she begins to advance towards him.


(https://live.staticflickr.com/65535/50946812302_759cf53bb7_c.jpg) (https://flic.kr/p/2kBZJky)P2150084 (https://flic.kr/p/2kBZJky) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50946811832_12b4f2e00a_c.jpg) (https://flic.kr/p/2kBZJcs)P2150085 (https://flic.kr/p/2kBZJcs) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr 



Turn Five- Iset and Nubia both reach the bridge safely as Plissken lines up a long shot at the Gnoll Matriarch. His aim is hindered somewhat by it starting to rain but he holds his nerves and drops the Gnoll dead.


(https://live.staticflickr.com/65535/50946811597_76704949db_c.jpg) (https://flic.kr/p/2kBZJ8p)P2150086 (https://flic.kr/p/2kBZJ8p) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


(https://live.staticflickr.com/65535/50946010453_1cd081a34a_c.jpg) (https://flic.kr/p/2kBVBYz)P2150087 (https://flic.kr/p/2kBVBYz) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr

Wicked Lester moves to the body to loot it before realising they don’t carry loot.

As Holvand follows he steps and a scorpion but luckily squashes it flat before it can harm bite him.



Turn Six – All five adventurers move South.



(https://live.staticflickr.com/65535/50946705136_76797014fc_c.jpg) (https://flic.kr/p/2kBZbtS)P2150088 (https://flic.kr/p/2kBZbtS) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr


Turn Seven – All the party are within 2 moves of leaving the field.

Nubia and Lester leave then Iset is ambushed by a Gnoll. She takes a wound but kills the beast moments later.

A horde of 4 Gnolls appear to the East but are a long way off and of no concern to the remaining party.

Plissken moves to the edge but holds his ground now Iset is wounded.

Holvand stands his ground near Iset for moral support until she can make the 2 moves off the battle field.



Turn Eight – Holvand now leaves as there’s little more he can do. As Iset prepares to follow him 2 Gnoll Matriarch archers appear, one far to the North but the other only a short distance from the wounded lioness.

It hasn’t got LOS at this time but moves itself so it will be able to shoot the next chance it gets.

As Plissken scrabbles for an arrow the creature looses one of it’s own and Iset growls and falls.

Prepared at last he moves and shoots but misses.



Turn Nine – Plissken shoots once more and misses again as the horde advances.



Turn Ten – Plissken notes that this Matriarch is a bit bigger and tougher than the others ‘That’s a Big One’ and has one more HP than normal – he must now hit her twice.



Turn Eleven – The horde has now crossed the river, it’s becoming a threat now.

Plissken takes 2 wounds from the Gnoll, returns fire and misses again.




Turn Twelve – Plissken takes a shot and hits. He needs to hit again on his second shot or they’re in trouble; he takes an age to aim, looses the arrow and the great Gnoll Archer falls.



Turn Thirteen – As the horde advances again Plissken finally reaches Iset, administers a potion then has a closer look at how she’s doing – still comatose.



Turn Fourteen – Plissken hoists the injured lioness onto his shoulder and leaves the field.




That was a close call after such an easy start.

The band of weary adventurers make their way slowly back to Lionhome via the caves where the sisters had hidden the other Weirdstone they had found.

They quickly hire a ship to speed them back to Dorantia and arrive a week later at Marek’s Adventuring Service.

Holvand wanders to his vault, collects the three Weirdstones stored there, and takes them, with the two collected in Andamon, to Marek.

To say he’s pleased is an understatement, he nearly smiled, not once but twice.

He also told them that he had sent a group to recover Olvir’s body and, once resurrected, was going to send the dwarf out with some raw recruits to toughen them up and pay off the life debt.

With their payment in their pockets the adventurers go their separate ways…..but not for long.
Title: Re: Sellswords and Spellslingers campaign: Chapter Eight- Make a Run For It 15.02.21
Post by: Elbows on February 15, 2021, 07:31:32 PM
Where is the fur-clad mage figure from?  I like that guy.
Title: Re: Sellswords and Spellslingers campaign: Chapter Eight- Make a Run For It 15.02.21
Post by: Spinal Tap on February 15, 2021, 08:34:26 PM
Where is the fur-clad mage figure from?  I like that guy.

From Hasslefree

http://www.hfminis.co.uk/shop?product=old-holvand~hfh080&category=fantasy-%26%0D%0Asteampunk~fantasy-humans
Title: Re: Sellswords and Spellslingers campaign: Chapter Eight- Make a Run For It 15.02.21
Post by: Mark on February 16, 2021, 10:21:12 AM
It has been really good to keep abreast of your campaign.

Did you have the basic ideas for each scenario before you started or did you come up with a new one after each game?
Title: Re: Sellswords and Spellslingers campaign: Chapter Eight- Make a Run For It 15.02.21
Post by: Spinal Tap on February 16, 2021, 02:09:58 PM


Did you have the basic ideas for each scenario before you started or did you come up with a new one after each game?

For this campaign I tried to write a couple ahead but never more than that. Sometimes outcomes mean I change direction totally in the following scenario.

In others I've written scenario trees to put together a random storyline eg. if this happens then..... if not, then.....

I may also just roll dice foe the next scenario out of a pool of options.

Hope that's of use.


Incidentally, I'm going to play a couple of sci fi games in the coming weeks to see how my Jedi performs, and will stick a bit of a summary on the Future board.




Title: Re: Sellswords and Spellslingers campaign: Chapter Eight- Make a Run For It 15.02.21
Post by: Sunjester on February 17, 2021, 05:00:27 PM
An easy looking game suddenly turns nasty at the last minute - how often has that happened to me!

These have been great fun to read, thanks for sharing. :D
Title: Re: Sellswords and Spellslingers campaign: Chapter Eight- Make a Run For It 15.02.21
Post by: Mark on February 18, 2021, 01:19:17 PM
For this campaign I tried to write a couple ahead but never more than that. Sometimes outcomes mean I change direction totally in the following scenario.

In others I've written scenario trees to put together a random storyline eg. if this happens then..... if not, then.....

I may also just roll dice foe the next scenario out of a pool of options.

Hope that's of use.


Incidentally, I'm going to play a couple of sci fi games in the coming weeks to see how my Jedi performs, and will stick a bit of a summary on the Future board.

Yes, thanks, very much so.

Looking forward to seeing how your sci fi games go too.