*
Welcome, Guest. Please login or register.
March 29, 2024, 02:51:50 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1686663
  • Total Topics: 118120
  • Online Today: 815
  • Online Ever: 2235
  • (October 29, 2023, 12:32:45 AM)
Users Online

Recent

Author Topic: Sellswords and Spellslingers - Last Stand at Mistham campaign - Game 5 final  (Read 5357 times)

Offline 6mmfan

  • Mad Scientist
  • Posts: 879
    • https://6mm.wargaming.info
This is the first game of a campaign playing Sellswords and Spellslingers  and using the scenario book called Last Stand at Mistham. https://www.ganeshagames.net/product_info.php?cPath=1_6&products_id=411

This is the first adventure in which the party has to rescue a hostage who was captured by Goblins from Mistham, and is being held in a cage.

The party left to right in the photo
Sir Alderon the Clumsy, Knight – Fighter Sword (20), Armour (1), Shield(1), Clumsy
Morton the Impulsive, Barbarian, Fighter 2HW (2), Strong, Healer(1), Impulsive, Burly
Lemmy, Crossbowman – Crossbow(1), Armour (1),  Healer(1), Greedy
Kurt, Wizard – Sword, Spellcaster(1), Free Disengage, Weak, Fireball Spell



The party started on the edge and has to get to the cage, break the captive Minai free, and all the table. Here you can see the setup and the Goblins and Orcs deployed.



Turn one - the very first activation turned over a Wandering monster card and the Ogre leader Av-Aree (campaign legacy character) arrived, right behind the party and attacked Lemmy wounding him. Sir Alderon charged Av-Aree and caused 1 HP of damage in return.



Meanwhile a horde Goblins and an Orc brute wandered onto the table.
Turn two with the rest of the party looking on Sir Alderon attacks and wounds Av-aree again. Lemmy decides to join in and attacks the ogre, but instead is hit by the Ogre, but his armour saves him. A bit further away Morton attacks the Orc Brute with his two handed sword scoring a hit. A monster frenzy card is turned over and Av-Aree who is down to 1 wound left, decides to split and leaves the table!
Turn 3 and the party is already using their only healing potion on Lemmy!



The Orc brute Morton is fighting was bigger they he looked (“That’s a big one” card) and also Morton notices the orcs bugling money bags (He's loaded card)!



Meanwhile the party battles the horde of Goblins and while the Barbarian Morton finally kills the Orc.
After they clear the initial defenders, the party advances up the table while Kurt the wizard checks out the big rock as he spied something interesting, but he is attacked by a Goblin ambusher! Morton rushes ahead of the party and get bogged down fighting goblins.



The wizard finally get off his first fireball of the game wiping out a hoard of Goblins as more Goblin reinforcements arrived along with another Ogre.





As the party gets close to the prison cage the Goblin guards prepare. The Barbarian and the knight charge the Goblin Guards but didn’t have enough activations to attack. A Monster Frenzy is turned over and the guard attacks Morton and is killed, while the other attacks Sir Alderon and dies. Morton the barbarian uses his strength to break the prison door down and Minai is freed. At this point the game has been going well with very few activation failures or enemy monsters appearing. Now they just have to get Minai to safety off a table edge.



The party finishes off the remaining goblins and Orc brute near the prison cage, while the Barbarian begins leading a naked Minai to safety, but neglects to give her his cloak!

Kurt and Lemmy fire at the Ogre who is getting closer, and cause 2HP damage, but then Kurt stands on a Bear trap and is wounded.



While he struggles to get free, the Ogre gets dangerously close. Sir Alderon decides to head back to help the Wizard who has a wounded leg and is moving slower.



A Monster frenzy card is turned over and the Ogre attacks Sir Alderon causing a nasty 2HP wound.



The rest of the party pull back, leaving Sir Alderon to fight the Ogre on his own.



Meanwhile a goblin hordes closes and also joins the fight against Alderon, and he dispatches a Goblin. Lemmy and Kurt and realise the danger and move back to assist the knight but watch in horror as Sir Alderon falls under the barrage attacks. It is now left to Lemmy and Kurt to dispatch the goblins and the Ogre.



Meanwhile Morton has escorted Minai to safety off the table and he sprints back to help out.



Morton kills a goblin and another is killed when the horde activates. Lemmy reloads and fires a crossbow bolt at the ogre killing him! Morton kills the last goblin and loots the ogres body, picking up 13SP. Lemmy checks on the status of Sir Alderon and he comes to, but is heavily wounded with a -4 on activations and a movement of 1". Its a long walk off the table for him.

Now the party needs to take more risks to get off the table before more monsters arrive. Sir Alderon bravely rolls 3 activation dice, failing all 3! The monsters continue to get closer.
Realising the danger, in the next turn Alderon roles 3 successes and move 3" (later on I realised I could have healed him to increase his movement by one, which would have been very helpful).



While he is limping to safety Kurt and Lemmy provide fire support and Kurt fireballs an Orc brute who was getting close. Another turn and Sir Alderon again get 3 actions while Kurt kills another Orc with a fireball. Getting off the table seems possible now.



In their next turn things start to go wrong. Sir Alderon is still moving but some Goblins close on Morton and attack. Both goblins hit him (he rolls a one), but his lack of armour is costly as he is taken out of action. Kurt is shocked and fails to cast any fireballs, but Lemmy manages to wound an Orc Brute.



Lemmy, who has some healing knowledge, checks on Morton and splashes some water on his face, and Morton springs back up, as good as new (he rolled a 20 on a D20 on the Out of action table)! To make up for the embarrassment of being knocked out by a couple of lowly Goblins, he charges the Orc brute and chops its head off.



The road is clear now but there are a lot of Orc brutes closing, so the party take a cautious approach only rolling one activation dice, to avoid too many monster activations. After a few failed attempts, the party limps off the table to safety and rescue Minai.



After quite a few close calls the party survived to complete the mission, and manage to gain some XP and Silver Pieces.

Kurt +1XP for find an interesting object
Lemmy +1XP for killing an Ogre
The party +2XP for rescuing Minai
23SP pieces collected (the party didn't attempt too much looting)

Next up, game 2 of 5 in the campaign

« Last Edit: January 20, 2022, 05:36:37 AM by 6mmfan »

Offline Sunjester

  • Mastermind
  • Posts: 1510
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #1 on: November 24, 2021, 06:44:02 AM »
A great battle report! I'm looking forward to more.  :)

Offline 6mmfan

  • Mad Scientist
  • Posts: 879
    • https://6mm.wargaming.info
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #2 on: November 24, 2021, 07:25:37 AM »
Excuse the photos, I either had too much light with direct sunlight or not enough. And the colours and white balance seem off.

Offline Spinal Tap

  • Mad Scientist
  • Posts: 974
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #3 on: November 24, 2021, 07:36:25 AM »
Love the report - keep them coming.

Offline boneio

  • Scientist
  • Posts: 479
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #4 on: November 24, 2021, 10:06:59 AM »
A great report, thanks for posting!

May I ask where the captive model is from?

Offline robh

  • Scatterbrained Genius
  • Posts: 3380
  • Spanish offworld colonies
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #5 on: November 24, 2021, 10:46:57 AM »
Lovely looking game and excellent AAR. Your terrain mat works really well. I look forward to seeing the continuation of the campaign.

Offline 6mmfan

  • Mad Scientist
  • Posts: 879
    • https://6mm.wargaming.info
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #6 on: November 24, 2021, 05:38:28 PM »

May I ask where the captive model is from?

Sorry, no idea. Hopefully someone else can help

Offline 6mmfan

  • Mad Scientist
  • Posts: 879
    • https://6mm.wargaming.info
Re: Sellswords and Spellslingers Game report - Last Stand at Mistham campaign
« Reply #7 on: November 28, 2021, 02:20:20 AM »
Game 2 of Last Stand at Mistham campaign.

The intrepid adventurers barely made it to safety in their last adventure, and now they have to return Minai to the village. Fortunately they had patched themselves up but could not spend any XP improving their skills. Also they found Minai some clothes so she is not wandering around naked!
The objective of the second game was leisurely stroll across the board to get Minai to safety, while being hunted but all kinds of creatures.

Here's the game layout with the starting monsters deployed. The Orc leader Gargoth was deployed very close to the party which was good and bad.





Turn one started alright with Kurt the wizard killing a goblin ambusher but Sir Alderon had a Scorpion crawl inside his armour and sting him, and he lost 1 HP.

The party was moving slowly and the Orc chief Gargoth the Cunning (who had deployed close to the party) activated and attacked Morton the barbarian, who lost 2 HP! Not a good start



In turn 3 there was a Monster frenzy (all monsters activate) and Morton was again struck by the Orc Leader and was out of action. Sir Alderon rushed to help but was too slow, however he did do 1 wound on Gargoth.



In the next turn Sir Alderon attempted a power blow but failed miserably and was luckily saved by him armour.   Meanwhile the wizard Kurt figured out his spells and launches a fireball at a goblin horde, and all that was left is a crispy burn mark on the ground.

Sir Alderon attacks Gargoth again and wounds him again, and then the crossbowmen Lemmy steps in and kills Gargoth off! Gargoth was a legacy character who would have come back in later campaign games if he had escaped, but he was killed before he could.



Lemmy loots Gargoth and then goes to check on the downed barbarian. He is badly injured but alive (down to 1 remaining HP, ½ speed and -2 on all rolls!) and it will be a struggle to get him to safety.



As the party slowly staggers forwards, Kurt provides fire support fireballing more Goblins and an Orc brute. So far it has been hectic and the party is quite badly wounded, with a long way to go still!



Where did they go? Incinerated by a fireball!



More goblin reinforcements have moved up and a horde strikes Sir Alderon. He valiantly kills 2 Goblins but takes another HP and is down to him last HP. While that is going on Lemmy heals Morton and makes the tough choice to remove the -2 penalty on all dice rolls (a hero can only be healed once so I had to choose which affliction to heal).





However just as Morton is feeling a little better, Sir Alderon is taken down by the last goblin (he rolls a 1 on a D20). Both his armour and shield fail to save him and what’s worse, is he rolls a 2 on the out of action table and is killed!



The party pause to reflect for a moment, but realise they don’t have enough money to resurrect him, so they make the hard decision to leave his body behind and continue the mission (as that’s what he would have wanted).

Progress is still slow and Lemmy is distracted by a shiny object in a nearby rock and goes to investigate. But a Goblin ambusher jumps out and the attacks Lemmy who loses 1 HP. The rest of the party watches on and doesn’t move.



Next there is a Monster frenzy and they all activate. The Ogre is now in range and attacks Morton. He manages to counter the blow and damages the Ogre with his two handed sword. There is a collective sigh of relief as Morton has only one HP, and any hit will kill him.



Kurt is obviously frazzled and attempts a fireball, but rolls a 1, so he loses his magic for the rest of the game.
A “That’s a big one” card comes out and suddenly the ogre has an extra HP! But Morton is unperturbed, and swings his sword in a mighty Power blow, slicing the Ogre down the middle.
In the next turn the party stands around while Lemmy kills the goblin ambusher and loots the body, while Morton loots the Ogres body. But it’s still not enough to resurrect Sir Alderon (they need 500Sp).

The next 2 turns the party fails almost all their activations and 2 hordes of Goblins arrive on table along with another Ogre and a Goblin Wolfrider. Luckily they are far away so the party may be able to get off in the board in time before they are caught.



Kurt is the only party member passing activations and bravely puts himself in the way of the advancing Goblin horde. They charge him and he dispatches one along with an ambusher who leapt out from behind the rock.



Morton (the party’s only remaining fighter) gets his act together and charges the goblin and kills it.
Lemmy has a burst of activity with 5 activations (two 20s and a 10 were rolled) and shoots and kills the goblin tailing their party and catches up.



The next 2 turns go well with the party advancing quickly and no Monster frenzy or activation cards coming up. In an anti-climactic finish the party continues to roll good activation dice, and they all leave the table except for Lemmy, who has to deal with one last Goblin ambusher, before exiting.





The party has made it back to the village to lick their wounds, and they have a drink to remember their fallen comrade. Lemmy spends his time practicing with his crossbow and gains a skill level, while the other 2 help setting traps. They are later approached by a rugged looking veteran who introduces himself as Big Jim, who offers to join the party. The party gladly accept and welcome his experience and leadership.

Big Jim – 17XP, Fighter –Mace (1), Armour (1), Shield (1), Leader (1), Heavy Drinker

Notes:
This scenario took a heavy toll with the loss of Sir Alderon and Morton barely making it through! Having a fighting character (Morton) with no armour or shield is risky as two big hits can kill a character.

I forgot about Mortons movement penalty after he was wounded, but there were a couple of activations I didn’t move him full distance all the time. I’ll make some movement penalty markers for future games as well as a reload marker for Lemmy’s crossbow.

Experience
Morton +1XP for killing an Ogre
Lemmy +1XP for find an interesting object 
The party +2XP for escorting Minai to safety
23SP pieces collected (again the the party didn't spend a lot actions looting)

« Last Edit: November 28, 2021, 02:24:55 AM by 6mmfan »

Offline Burgundavia

  • Mad Scientist
  • Posts: 705
    • Coreyburger.ca
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #8 on: November 28, 2021, 02:38:34 AM »
Nice pictures and great write-up. Your ogres, orca and goblins look amazing. Where are they from?

Offline 6mmfan

  • Mad Scientist
  • Posts: 879
    • https://6mm.wargaming.info
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #9 on: November 28, 2021, 07:03:35 AM »
Nice pictures and great write-up. Your ogres, orca and goblins look amazing. Where are they from?

Thanks a lot. The Ogres are Reaper Bones, the Orcs are from Red Box games and the Goblins are from Satanic Panic.

Offline Dr. Kevin Moon III esq.

  • Mad Scientist
  • Posts: 674
    • My Blog
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #10 on: November 28, 2021, 12:24:58 PM »
Great reports. Thanks for sharing.

Offline 6mmfan

  • Mad Scientist
  • Posts: 879
    • https://6mm.wargaming.info
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #11 on: November 30, 2021, 08:26:21 AM »
Cheers

Offline Grumpy Gnome

  • Galactic Brain
  • Posts: 5333
    • The Grumpy Gnome
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #12 on: November 30, 2021, 08:44:06 AM »
Enjoyable battle reports. Looks and sounds like a good time. Too bad about Sir Alderon.
Home of the Grumpy Gnome

https://thegrumpygnome.home.blog/

Offline Sunjester

  • Mastermind
  • Posts: 1510
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #13 on: November 30, 2021, 05:52:59 PM »
A great write up and it's sounds like a dramatic game. To be honest I'd expected your unarmoured barbarian to be the one biting the dust rather than Sir Alderon with both armour and shield!

Good luck with the rest of the campaign, I hope Big Jim proves to be an asset, but the Heavy Drinker trait may be a liability!

Offline Spinal Tap

  • Mad Scientist
  • Posts: 974
Re: Sellswords and Spellslingers - Last Stand at Mistham campaign Game 2 added
« Reply #14 on: December 01, 2021, 08:46:48 AM »
Great stuff again.

I finished Mistham ages ago with a really powerful team - have created a bunch of 'newbies' to tackle the book this time and will be starting soon.

 

Related Topics

  Subject / Started by Replies Last post
59 Replies
8259 Views
Last post February 03, 2018, 08:51:26 AM
by Paratrooper 42
5 Replies
2415 Views
Last post December 06, 2020, 03:52:07 PM
by Askellad
34 Replies
6210 Views
Last post February 18, 2021, 01:19:17 PM
by Mark
0 Replies
506 Views
Last post April 12, 2021, 08:28:35 AM
by Dicetales
36 Replies
3517 Views
Last post December 08, 2022, 08:23:08 AM
by Sunjester