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Author Topic: Sellswords and Spellslingers - Last Stand at Mistham campaign - Game 5 final  (Read 3273 times)

Offline 6mmfan

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Game 4 of Last Stand at Mistham

The 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 stuff

5 villagers rescued – 5XP
Kurt +1XP for killing an Ogre
Lemmy +1XP for a searching for a clue
A measly 19SP pieces collected

Comments
Although 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) .


« Last Edit: December 22, 2021, 07:55:28 AM by 6mmfan »

Offline Burgundavia

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Although we've come close, we've never fireballed our own party before. (Although part of that is in 6 or so games, the fireball mage has rolled 1 in 3 of them...)

Offline 6mmfan

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Although we've come close, we've never fireballed our own party before. (Although part of that is in 6 or so games, the fireball mage has rolled 1 in 3 of them...)

Desperate times... lol

Offline 6mmfan

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Game 5 of Last Stand at Mistham - Campaign finale

After the party managed to escort the villagers to a safe refuge, they ponder their next move. The party rests and then begins preparations to go back out and kill the Orc Chieftain Krugar.
In this scenario our party has kill the Orc Chieftain or wound him enough so that he will flees from the table. Once again the village has 3 archers who can defend the refuge against marauding monsters.



The table with Orc brutes, Goblins, Goblin Wolfriders and Krugar the chieftain (in a purple shirt at the bottom). The party is deployed near the refuge (obscured by the house) along with the Archers.

In Turn one, Kurt starts proceedings by fireballing a nearby Goblin horde, killing 4 of them. The rest of the party cautiously move forward.



In turn two, Lenny kills one of the remaining nearby goblins, while the party moves towards the center of the table.

In the next turn, things get worse for the party as Kurt fails to cast a spell (he rolls a "1") and runs out of magic for the rest of the game. The rest of the party continue to pick off nearby Goblins.



The party gets near the table center and Morton fights a Wolf Rider killing it.

So far it has gone well for the party with the exception of Kurt losing his magic. Also there have not been many failed activation or monster reinforcement cards turned over.



Big Jim charges an Orc Brutes and attacks, but misses and loses 2 Hit points.


 
Morton tries to help out but loses his balance and is then attacked by a Goblin. However Lemmy is able to rush up and help Big Jim to fight the Orc, but he is also hit. This is a tough Orc!

In the next turn Big Jim is able to hit and kill the Orc, and Lemmy loots the body and then uses his healing skill to heal 1 HP from Big Jim.



As the party pause, Orc reinforcements stream on and Lemmy shoots his crossbow at a Ogre. But his crossbow snaps and now the party is left without any ranged attacks!



Ignoring the large Ogre, everyone moves towards the Orc Chieftain and Morton heals Lemmy who regains 1 HP. Big Jim rushes ahead and attacks a Goblin, dispatching it.



In a rare display of teamwork, Big Jim and Lemmy contact the nearest Orc Brute and then Morton swoops in and kills the Orc with his 2 handed sword.



In the finale of the campaign, the party move in on Kurgan the Orc Chieftain. Morton bravely contacts Krugar, followed by Big Jim who attacks Krugar, but instead is hit. Fortunately his armour saves him.



Morton then swings and hits Krugar, causing 2 HP of damage, while the rest of the party surround Kurgan (giving him no chance to escape).
But Krugar fights back and attacks Lemmy, inflicting 2 HP of damage, taking Lemmy out of the game!



Big Jim is able to exact his revenge on the Orc who has been attacking his village, and kills Krugar and thus ends the game and the campaign.



The party then check on Lemmy and found that the wound was fatal and he died!

Afterthoughts

A game that once again went well for the adventurers, with not many failed activations or bad Event cards. There were not a lot of monster reinforcement cards which came out so the party was able to focus on the goal of killing Kurgan. Which was lucky as they had no ranged attacks and could have been overwhelmed.
Overall it was a great campaign and only half of the party that started it survived! The last 2 games were definitely easier and I think that came down to my good luck. Possibly extra foes could be added to those scenarios, but with worse luck it could go horribly wrong.
I took a couple of different types of characters this campaign, including a shooter with crossbow (Lemmy) and an unarmoured fighter (Morton). The crossbow was pretty good but it has its limitations compared to a bow (but its cheaper), and Morton was lucky to survive as he was taken out multiple times during the campaign, but made it through with some lucky dice rolls.

Party experience and Silver collected

3XP for killing Krugar
Morton +1XP for a searching for a clue
Big Jim +1XP for killing Krugar
128 SP from looting and from the grateful villagers.





Offline Sunjester

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Some great write ups, a lot of fun to read, thanks for those.

When first playtesting, the last scenario originally had more foes starting on the table, but the PCs got slaughtered every time! The thing with Sellswords is the luck of the cards, I have played the same scenario where one game is a walk in the park, another sees the party dead in 3 or 4 turns!

Offline 6mmfan

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Some great write ups, a lot of fun to read, thanks for those.

When first playtesting, the last scenario originally had more foes starting on the table, but the PCs got slaughtered every time! The thing with Sellswords is the luck of the cards, I have played the same scenario where one game is a walk in the park, another sees the party dead in 3 or 4 turns!

Yeah I wasn't sure if I should mention that as it can really swing with some bad luck. Its a great campaign and I really enjoyed it.

Offline Burgundavia

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Looks fun and a great writeup. Hoping to finish our campaign shortly (we are on pause for in person gaming due to the surge in cases)

Offline boneio

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More highly enjoyable reports, thank you :)

I quite like that poor Lemmy died in the finale, it lends more emotional weight to the conclusion. I hope the village gives him a prized burial spot.

Offline 6mmfan

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I'm glad you guys enjoyed it.

 

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