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Author Topic: Tales from Aumera  (Read 6253 times)

Offline Sunjester

  • Mastermind
  • Posts: 1820
Re: Tales from Aumera
« Reply #30 on: 17 May 2025, 08:37:41 AM »
Some great stuff there. Nice to see the Dungeons and Sewers set getting an outing.

Offline Spinal Tap

  • Mastermind
  • Posts: 1429
Re: Tales from Aumera
« Reply #31 on: 28 May 2025, 10:29:08 AM »
38th Day of Lesser Aweaxe


1. The overall plan is that once the central and Southern treasures are secured Trystan will decide on whether the one to the North is obtainable; if so, he will move to recover it while the rest will keep a path clear to the road.

Trystan heads towards the nearest treasure in the centre of the ruins with a few soldiers while the remaining members of the party hurry along the road towards the treasure near the exit road.

A distant Fiend sets up a howling yell to summon his brethren and cultist troops from the catacombs beneath the old buildings causing all the enemies on the field to start advancing towards the heroes.

The plan rests very much on the Mages creating safe corridors with magical fog banks and to this end Trystan casts the spell. He fails catastrophically and suffers wounds in the process. As Heulwen successfully summons the fog, he gives her a grin and a shrug.

As the party advance along the road the Arquebusier, Floren, takes a long shot at the Fiend and kills it.

However, the calls of the creature had not gone in vain as two cultists emerge from beneath the central building.


20250514_113946 by markndebs, on Flickr


20250514_114040 by markndebs, on Flickr


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20250526_143525 by markndebs, on Flickr



2. As the first treasure is secured Trystan is forced to use his magic to leap the little thief to safety, away from the advancing cultists. She gives a grateful nod at this and two soldiers also move to aid her retreat.

Cultists swarm towards the centre of the field, desperate to heed the calls and the remaining Fiend and hunt down the party.

Heulwen casts Blinding Light on a nearby cultist as a small group engage Rondheim and his men and more appear from the catacombs.


20250526_143636 by markndebs, on Flickr


20250526_143525 by markndebs, on Flickr



3. Trystan desperately casts another fog bank to protect the path to the exit as battles commence around the field. The Man at Arms, Grond, is severely wounded whilst his companion is taken out of action.

A large group of foes gather by the central stone, unable to see any of the party due to the fog banks, the ones already engaged in battle with Rondheim strike together and the Captain is also OOA. Heulwen responds by casting blinding light on a further cultist, allowing her party to kill two more foes.

As another fiend emerges from underground, this time to the North, magics fail and both fog banks dissipate – the battle has just taken a very bad turn.


20250526_143631 by markndebs, on Flickr


20250526_145112 by markndebs, on Flickr



4. Trystan teleports towards the treasure near the exit but is spotted by the large group of enemies who move towards him and the others. Small battles continue as Grond kills another cultist and wounds the other, Floren shoots and kills another Fiend before carefully reloading and the group continue to move along the road to safety.

The Demonic Cult Leader appears just to the North of Trystan who attempts to cast fog to block it’s line of sight but, again, he fails. The Leader spots a young thief rushing to and grabbing another treasure and heads towards her. Floren shoots again, hitting the Leader and almost, but not quite, killing him.

Heulwen’s cast is more successful and temporary cover is again provided by the fog, however another soldiers falls and Grond, who has fought since the start with only one remaining Health finally kills his last adversary and bravely moves to attack in the centre, hopefully allowing his friends to escape.



20250526_145311 by markndebs, on Flickr


20250526_145627 by markndebs, on Flickr


20250526_150121 by markndebs, on Flickr


20250526_151011 by markndebs, on Flickr



5.
Grond finally falls by a shot from a nearby crossbowman, the Cult Leader overcomes the brave little thief and another Man at Arms is also taken out of the battle.

Floren carefully reloads his Arquebus, takes careful aim, and fires at the Leader, who screams and falls dead.

However, the time has come to leave and the depleted party drag themselves and their solitary treasure off the board.



20250526_151003 by markndebs, on Flickr

20250526_151021 by markndebs, on Flickr


20250526_144847 by markndebs, on Flickr


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Captain Rondheim is found to be less injured than expected and makes a full recovery but one soldier, the Infantryman, is pronounced dead after the battle. The others are merely badly wounded and will either miss the next battle before rejoining the fray or be healed (at their recruitment cost) when they next enter alocation with a healer.

When finally checked the treasure is not part of the relic but is a Vampiric Arquebus granting an extra point of damage at the cost of blood (2 health); it is offered to Floren who gladly takes it.

The party continue their journey to Arlech to seek aid for the wounded.



« Last Edit: 28 May 2025, 10:34:18 AM by Spinal Tap »

Offline anevilgiraffe

  • Scatterbrained Genius
  • Posts: 3481
    • http://anevilgiraffe.blogspot.com/
Re: Tales from Aumera
« Reply #32 on: 28 May 2025, 12:54:55 PM »
nice, I like the fog bank markers

Offline Spinal Tap

  • Mastermind
  • Posts: 1429
Re: Tales from Aumera
« Reply #33 on: 29 May 2025, 06:02:34 PM »
nice, I like the fog bank markers


Thanks, they're just card with an image printed on paper and glued in place.

Offline Spinal Tap

  • Mastermind
  • Posts: 1429
Re: Tales from Aumera
« Reply #34 on: 29 May 2025, 06:04:16 PM »
Between battle events


The Mongrelfolk arrive in the city of Tyr mid-afternoon of the 39th and waste no time in seeking resurrection for Logan at a cost of 500 Silver. He rejoins the party on the 40th and the party spend the day collecting their reward from the merchant they aided travelling from Umber, selling unwanted goods, making some small purchases and improving their skills.

They seek work whilst traversing the city and accept a job of escorting Lady Aracelle to Arlech for a reward of 100 Silver. This is the least exciting and lucrative of the quests offered but something so simple and untaxing may be just what the party need.

They decide to enjoy the forthcoming Mid Aweaxe celebrations in Tyr and intend to commence the journey to Arlech on the First Day of Greater Aweaxe.



Meanwhile Trystan’s band have travelled to Arlech without interference and have been able to secure free healing for the minor wounds of some in the party; however, Grond’s injuries are more severe and they group do not have the required monies to pay for his healing (I have decided that healing occurs either by missing a battle or paying half the soldiers cost when in a location with a healer).

The lack of ready cash has also made it impossible to replace the Infantryman with an equivalent soldier. Rondheim has managed to persuade a ‘gentleman’ from the docks to join for the promise of future riches.

The party arrive at Odersfelt Abbey on the 1st of Greater Aweaxe and agree to undertake a quest for the monks.

EDIT Following their departure they are never seen again on the Isle of Aumera and the map was lost.

I didn't feel the party and the rules used really fit into my vision for Aumera so it's back to just Sellswords, Spellslingers and Mongrelfolk for now.



« Last Edit: 22 July 2025, 05:56:51 PM by Spinal Tap »

Offline Spinal Tap

  • Mastermind
  • Posts: 1429
Re: Tales from Aumera
« Reply #35 on: 23 July 2025, 12:05:44 PM »
1st Day of Greater Aweaxe


With slightly sore heads from the previous nights festivities the Lady Aracelle and the party set out for Arlech. As they approach the Southern Guard Tower they find a badly wounded guard who tells them that a band of Brigands, comprising of Snakemen and Lizardmen, have taken the Tower.

The party bid Lady Aracelle to remain with the guard while they recce the area. On their return they find the guard slain and Lady Aracelle missing. It is no mystery as reptile prints are all around and lead away to the tower. They spot the Lady held in the ground floor of the Guard Tower and, once a rescue plan is formulated, the party set out to rescue their charge from the evil grip of the Cold-blooded Brigands.

It is decided Maelgwn should lead the rescue attempt supported by Amphis and Dorganna; he can use a Fenbeast to draw away enemies while the other two use their bows



Random roll selected the event along with the enemy to be faced.

Complications are as follows:

6XP for this scenario.

The enemy are powerful in melee so this is best avoided, any hand to hand fight will reduce the possible XP by 1.

At the end of each turn a DL12 burrowing creature will randomly emerge and attack the nearest figure, whether friend or foe, before heading back underground (these do not count towards the XP reducing melee).

When a Snakeman or Lizardman are hit, a roll of a 6 on D6 means the wound was deflected by it’s scales.

Note; as I want to continue these stories for a long while I use Frostgrave’s rules for Out of Action figures to lessen the impact. As the past adventures have shown this still results in deaths; Uri and Eleth died early in the campaign on the same adventure, rolling a 1 and 2 on D20 respectively. Logan was also killed a few turns back but the party had, between them, the 500 Silver to pay for his resurrection in Tyr.



20250722_163956 by markndebs, on Flickr


20250722_164044 by markndebs, on Flickr



As they enter the area near the tower Maelgwn moves towards the road and considers raising a Fenbeast to try to lead the Coldbloods away from the party. He concentrates his mind to make the attempt but his connection with the life-force of Aumera is poor and he fails. Meanwhile Amphis and Dorganna loose off arrows at the nearby Lizardman, Amphis misses but Dorganna scores a direct hit; unfortunately, this is deflected by the Lizardman’s scales. The pair move forward to join Maelgwn just as a huge burrowing insect, not unlike a Millipede, erupts from the ground and attacks Dorganna. Her martial skills allow her to deflect it’s jaws and the creature reburies itself in moments.



20250722_164334 by markndebs, on Flickr


20250722_164657 by markndebs, on Flickr


Maelgwn continues his rush to the tower, again attempting to raise a Fenbeast and, again, failing, due to an encounter with a Scorpion. Amphis finally kills one of the pursuing Lizardmen as Dorganna is ambushed by one of they who rushed from nearby rocks to attack her. Despite possessing no melee weapon, Dorganna’s martial skills allow her to kill her attacker, scales or no.
At the feet of a Lizardman guarding the tower the ground churns before a giant Millipede emerges, tearing the Lizardman in two then dragging his lower half back down it’s tunnel.


20250722_165652 by markndebs, on Flickr



Maelgwn continues towards the tower’s main door under the covering fire of Amphis. Although his arrows distract the Lizardman the only one that hit merely bounced off it’s scaley hide. Dorganna follows slowly, horrified as all the enemies on the field of battle advance as one. Dorganna is the subject of another attack from below ground, this time the beast causes her injury before retreating to safety.


20250722_170135 by markndebs, on Flickr


20250722_170613 by markndebs, on Flickr



Maelgwn finally reaches the tower, finding the Lady Aracelle bound with rope and surrounded by the mutilated remains of the tower guards. As he cuts her bonds Amphis looses a shot at the nearest Lizardman but misses; it grins and advances towards him. Dorganna almost fails to spot a fast moving Snakeman rushing from behind her but, at the last moment, she does and speeds away. Pausing to catch her breath she is again attacked by a subterranean Millipede and takes yet another wound – this is starting to feel personal.


20250722_171229 by markndebs, on Flickr


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As Maelgwn and Lady Aracelle make a run for safety, he quickly attempts to raise a Fenbeast to aid in Amphis and Dorganna’s escape. Not only does this fail but his connection to the life force is severed; he will be unable to use his talent again this day. Amphis kills the Lizardman at last, just in time for a Snakeman to appear close behind it. Enemy reinforcements appear to all side, lots of them, but only one is really problematic – the one attempting to block Maelgwn and Aracelle’s exit to the South. At least Dorganna is spared attack this time and a Lizardman to the East falls victim to a giant insect.


20250722_171858 by markndebs, on Flickr


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Maelgwn and the Lady manage to navigate a way past the Lizardman and exit the field to safety, not really able to assist the two archers in any way. Amphis and Dorganna rush to follow but she is ambushed by a Lizardman and falls to the ground. Another Millipede emerges near to a Horde of Lizardmen but fails to harm them and is forced to retreat.


20250722_173919 by markndebs, on Flickr



Amphis uses his fire into melee skill to kill the Lizardman then administers a Potion of Healing to Dorganna. She stands and continues to try to get to safety. A Snakeman is attacked but kills the Millipede with ease.


20250722_173931 by markndebs, on Flickr



Using the last of their energy, and with enemies closing from all sides, both the archers manage to escape the field, rendezvousing with Maelgwn, Lady Aracelle and the rest of the party. After moving a safe distance from the tower the party discuss their options. They must report that the tower has fallen but doing to as quickly as possible means they will need to return to Tyr, only a day away, rather that continuing to Arlech to complete their quest. In the end they agree that the Lady should make the decision as she is most affected. She ponders the question then announces that the right thing is to return to Tyr; her needs are not as important as ensuring the route is made safe as soon as possible.


20250722_170115 by markndebs, on Flickr


20250722_170110 by markndebs, on Flickr



Note that this decision was made by random dice roll with story added to support the outcome.


After a short rest the party skirt around the tower area and make haste to Tyr, arriving on the evening of the 2nd of Greater Aweaxe. The City Guards were quickly informed of the fall of the tower and a large contingent of soldiers were ordered to prepare to leave.



The party had 2 melee engagements, both Ambushes, reducing the final XP to 4. They were in such a rush that they did not collect any loot from their fallen enemies. However, the increase in XP brings Maelgwn closer to increasing his Hero status and has allowed Amphis to advance in his Archery skill.

Offline Padrissimus

  • Mad Scientist
  • Posts: 706
    • Big Small Worlds
Re: Tales from Aumera
« Reply #36 on: 23 July 2025, 02:14:16 PM »
Marvellous stuff!
My Tilean Campaign can be found at https://bigsmallworlds.com/
The Tilea's Troubles videos can be found at https://www.youtube.com/@bigsmallworlds

Offline mikedemana

  • Galactic Brain
  • Posts: 4597
  • Investigating curiosities around the globe...
    • Worldwidemike
Re: Tales from Aumera
« Reply #37 on: 23 July 2025, 11:57:46 PM »
Sounds like a lot of fun! I, for one, would not live in an area in which icky giant bugs burrow out of the ground to attack me with such regularity...  :D  lol

Everyone that I have introduced to Sellswords & Spellslingers has really liked the game!

Mike Demana

 

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