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Author Topic: RoSD el-khadib m1s1 deserted village AAR 20230709  (Read 1669 times)

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
RoSD el-khadib m1s1 deserted village AAR 20230709
« on: July 01, 2023, 11:46:45 PM »
Got some time to play the play through the first scenario from the rulebook, deserted village.  Lead by Nasir el-Khadib, the young charismatic prince an exploration party is sent to investigate reports of a gathering dark force and mysterious events before it can invade their homeland.

Ranger sheet


companions sheet


Starting positions with warband in center, a couple of rats near buildings and zombies along each edge.  Clues dispersed with 2 inside buildings (marked green) as per setup instructions.


Pregame special perception roll of tn 8, fakiri having the highest rolls 14+3=17 to move one clue closer.  I chose the one at the top of the picture moving from near building closer to a market stall.

Turn 1
Nasir shoots his bow at the zombie in front of him using his steady aim ability, 1+2+5=8 v zombie 3, wins but 8vs zombie ac 12 does no damage.  Nasir, Nabil, and Rashad all move towards the nearest clue by the market.

All monsters move towards heroes. Since they're still not engaged, they all move again.  The zombie is within 1" of Nasir now so compels him to fight.  Nasir 14+2=16 v zombie 5. 16 vs ac 12 does 4 damage but zombie is still up.  (Yes I misunderstood the rule for compel combat and thought it triggered an immediate fight roll. I didn't realize the mistake until after the game).

Sharaf archer (on left side) shoots at the zombie to the left, 6+2=8 vs 11, misses. He then moves towards the house followed by Fakiri who's becoming fearful.  Azam moves backwards and shoots at the southern zombie 3+2=5 v 15, miss!  These zombies are proving hard to hit at range.  Badour charges the zombie and strikes with his two handed sword 15+3=18 v 13, doing 6+2(for 2handed weapon)=8 damage cuts down the zombie.

End of turn 1 = draw a 4, another zombie appears


These write ups take a lot longer than actually playing so it will take a few more posts to get through the entire game, please be patient.

Buildings are paper from dave gaffam. Market stalls from battle systems. Rats from etsy, zombies cheap bag o'zombies. Large trees from etsy with polyfiber and flock, smaller trees off amazon.
« Last Edit: July 09, 2023, 08:30:45 PM by pistolpete »

Offline Bloggard

  • Scatterbrained Genius
  • Posts: 3463
Re: RoSD nasir el-khadib m1s1 deserted village AAR
« Reply #1 on: July 09, 2023, 06:52:19 PM »
excellent AAR - love the top-down pics too.

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
Re: RoSD el-khadib m1s1 AAR turn2
« Reply #2 on: July 09, 2023, 08:24:52 PM »
I only took a couple pictures while playing so some are recreated based on my play notes.

Turn 2
Nasir stays in the fight with the zombie 13+2=15 v 3, against ac 12, 3 damage but it only had 2 left from last time, killed.  Nabil handles the clue, 4 = survivor, and they follow rashed who makes a double move towards the shop with the other clue.


Meanwhile on the other side of the village, zombies pour out attacking the heroes.  Against badour who rolls 17+3=20 v 12, ac 12, 8+2 (2hand)=10 damage, striking down the undead creature having only 6hp.  Sharaf is also able to kill the zombie attacking him 19+2=21 v 18, ac 12, 9-1 (dagger) = 8dam.  Azam spurred on by the others success counters the zombie attack with a 20 critical roll! Against the zombie roll of 1 seems a little bit wasted, nevertheless have to determine the damage, 22 - ac 12 = 10 - 1 + 5 = 14 dam.  Rats now scurry to attack badour and sharaf.  Badour gets a 9+3=12 against the rats 4, he does 12 - 6ac + 2 = 8 dam cutting down the rat which had 1hp.  Sharaf is also kills a rat rolling 14+2=16 v 1, against ac 6 doing 10-1= 9dam.

Fakiri moves to the house finding the door locked, tries to pick the lock, 14 vs tn 8. He gets into the house uncovering the clue, 19 = zombie!


Sharaf hearing the undead sounds goes into the house to aid the archanist.  Badour and azam head towards the remaining clues.

End of turn event = 9, disease!  Anyone reduced to 0hp must make tn16 roll or suffer a disease condition.

Combat is simple and plays really fast, just have to remember any damage modifier but it's only two cases with the party dagger -1 for archers and fakiri and +2 for badour two handed sword.  The scenario has rules for target points for monsters movement but after reading the rules for it a few times it never came up as the heroes were always in sight.

 

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