Post by jasper on Jan 7, 2012 5:19:39 GMT -5
Okay, I’ve been dawdling enough playing around on Civ V, now it’s time to take on The Sorcerer’s Manor! I will be using the survivors of Orcs of the High Mountain. They have some items from that so here’s hoping that will help them survive. None of them got enough XP to actually buy anything though.
The party is:
Ragnar! 12 12(9) 8 4 Sword 2 Climbing 1 Swimming 1 Chain Small Shield Magic Broadsword (+2 DMG) Dagger Feathered Hat Javelinsx2 Fine cotton shirt and trousers Leather Rain cloak
Onean 11 13(11) 8 6 Bow 2 Stealth 1 Stalker 1 Leather Longbow Short Sword Small Shield Feathered hat Fine cotton shirt and trousers Leather Rain cloak
Siphus 11 11(9) 10 4 Spear 2 Tracker 1 Survival 1 Leather Small Shield Spear Short Sword Javelinsx2 Feathered hat Fine cotton shirt and trousers Leather Rain cloak
Anis 11 9(7) 12 3 Sorcerer’s Tongue, Literacy: Sorcerer’s Tongue, Spell:Heal Wounds Spell:Magic Fist Leather Armour Staff 12 FAT Spellbook: Fire, Drop Weapon Feathered hat Fine cotton shirt and trousers Leather Rain cloak
They each have 8 XP.
They also have a number of party items, including two doses of Elvish Greensalve, 2 Assist potions, 1 Demeran rejuvenation potion, a silver talisman, a few maps, some gems, some paperwork in common, a couple keys and a bunch of money.
I don’t know why I went into so much detail regarding their stuff but why not lol.
Ok, the adventure mentions how you can leave fights and come back later. How? There is no mechanic mentioned for how to do this. I am going to assume you simply move back to one of the starting squares and you can leave the way you came in.
What’s a Tigran? Well, I know it’s a tiger person of some kind. I also know you guys have bear people but I don’t remember where I saw that or what the rules for playing those races are. Do you guys have an actual campaign book?
WARNING: SPOILERS AHEAD!!
Anyway, here we go. Made my search roll for the first room. Get the silver and the book in Elvish which I can’t read. Oh well. Decide to go west and get to the room with the living statue. I placed my counters before I knew where the statue was. Turns out Ragnar! is closest. Anyway we have initiative.
Turn 1: Ragnar! and Siphus move to the middle of the room but make sure they are out of the statue’s move range. Anis moves behind them. Onean has a bit of a shot. A pillar blocks half the hex the statue is in so I’ll assume that’s cover and make her roll 4/DX to hit. She elects to take his bonus to hit then. She rolls a 13 on 4 dice and needs a 14 so she hit! Onean rolls a 2 for 4 damage, all of which is absorbed by the statue’s armour. Boo. The statue charges up into the ZOC’s for Siphus and Ragnar! but since the statue has no weapon it can’t attack into an adjacent space (I think).
Turn 2: Onean has a pillar blocking her shot now. She moves around to get behind the statue. Anis throws a 2 ST Magic Fist. She rolls a 10 and hits! Doubt I’ll do any damage but let’s roll! Snake eyes! Yeah, that sucks. Ragnar! swings and takes his bonus to hit. He needs an 11 and rolls a 13 and misses. Siphus attacks and uses his bonus for damage as his spear doesn’t do much. He rolls a 10. Ouch, bad call. I really hope I don’t die in the first encounter. The statue goes. He is on both Ragnar! and Siphus so I roll randomly to see who he attacks. It’s Ragnar!! I just reread the grappling and takedown rules, including the answers I got on my previous post. So statue moves into Ragnar!’s hex. Ragnar! is no coward and does not defend against the takedown but instead counterattacks! He will NOT use his bonus to hit but instead for damage. Go big or go home! Arrrr! Ragnar! swings and rolls a 16 lol. Well, the statue can’t do damage yet. Here’s hoping Ragnar! will survive.
Turn 3: Ragnar! reacted so he can’t go. Onean switches weapons to her short sword. Siphus attacks into the grapple using his bonus to hit. Rolled a six to hit and rolled a 2 for 4 damage so the statue isn’t hurt again. Anis casts Magic Fist again but misses with a 15. I’ll use old TFT rules and make her roll to miss her ally. She got a 6 so at least there’s that. On the statue’s turn it makes a contested ST roll. It rolls a 9 and Ragnar! rolls a 13. Boo. The statue inflicts 8 damage on Ragnar!. Ouch. Armour doesn’t help here.
Turn 4: Onean moves forward and rolls to hit but gets a 17 and misses. Siphus is trying for extra damage to get past that Stone Skin and he rolls a 9 and hits! He rolls a 4 for 8 damage. Less 4 armour is 4 wounds on the statue. It’s a start. Anis reaches into the combat and heals Ragnar! for 8 points. On Ragnar!’s turn he tries to escape the grapple. He rolls a 12 and the statue rolls an 11. Whew! Ragnar! escapes!
Turn 5: Onean attacks again but misses with a 15. Siphus goes for damage again but misses with a 13. Now in old TFT rules you dropped your weapon (except for daggers) if taken down in HTH. I am assuming Ragnar! has dropped his weapon as it makes sense. Since the statue is standing over his sword he draws a javelin. Anis retreats away from the statue behind some allies. The statue goes. I roll randomly to see who gets attacked out of the three surrounding it. It’s Onean. The statue enters Onean’s hex. Onean defends against the takedown. The statue rolls an 8 and Onean rolls a 9! Wow, getting lucky here. Considering how many times I’ve missed I need it.
Turn 6: Ragnar! moves one hex (into the hex with his sword) and attacks the statue because he can’t pick up the weapon in a turn that he’s moved. He rolls a 6 and hits but rolls a 1 for damage which bounces off. Onean used her turn to react so she is done. Siphus moves 1 hex and attacks for damage. He rolls a 15 and misses. Anis moves closer to the fight getting around a pillar. The statue has no IQ so I will assume it will keep attacking Onean mindlessly. It moves into her hex and she defends. It rolls a 12 and misses.
Turn 7: Ragnar! reequips his magic sword. Siphus follows up behind the statue and attacks for extra damage. Rolls a 9 and hits! He rolls a 6 for (6 + 2 (spear) +2 (skill) – 4 (Stone flesh)) 6 damage! Not bad! Onean has used her turn to react so can’t go. Anis moves up and swings her staff and hits with a 7 lol. She rolls a 6 for damage getting 1 point through. Did not expect that to happen. The statue attacks Onean again and she defends. It rolls a 15 and misses.
Turn 8: Ragnar! moves up and swings his sword, using his skill bonus to hit. He’s learning. He rolls a 9 though so he didn’t need to. Oh well. He rolls two dice for damage, getting a 7 (7 +2 (magic) -4 (stone skin)) 5 points through, destroying the statue. Whew!!!
Aftermath: Everyone gets an XP. Anis rests and regains the 1 fatigue she spent. On the other hand her staff is almost drained with 1 fatigue left remaining. No one is wounded anymore. That fight could have gone way worse. Ragnar! has learned his lesson: when a stone statue tries to grapple you, get out of the way! Rolled a 14 on the search roll so the party just goes back to the starting room empty handed.
From the starting room this time the party goes east. Find an old dining hall with a couple ax wielding skeletons. We have initiative and we attack!
Turn 1: With the staircase in the middle blocking movement and the pillars block shots at the skeletons I split the party up. Ragnar! and Onean go south a couple hexes while Siphus and Anis go north. Everyone is keeping distance from the skeletons. The skeletons take the bait and one goes one way and the other goes the other way.
Turn 2: Ragnar! smash! He goes for damage and swings, rolling a 10 to miss. The skeleton counterattacks and misses with an 11. Onean switches weapons to her short sword as she doesn’t want to fire into combat. On the other side of the staircase Siphus attacks for extra damage and rolls a 12. He misses. His skeleton counterattacks but misses with a 17. Anis moves up and swings her staff but misses with an 8.
Turn 3: Ragnar! swings hard again, rolling a 5. He rolls a 9 doing (9 + 2 (magic) +2 (skill) – 1 (shield)) 12 damage. The skeleton is still standing. Tough skeleton. It counterattacks rolling a 13, missing. Onean moves up and swings her sword. She rolls a 17 and misses. Siphus attacks his skeleton and misses with a 14. It counterattacks and hits with a 7. It rolls a 4 getting (4 + 2 (ax) – 2 (leather) -1 (shield)) 3 damage through. Anis attacks again using her staff. She misses with a 16.
Turn 4: Ragnar!’s opponent is wounded so he attacks more carefully, taking his skill bonus to hit. He’s dumb but has a low cunning. He rolls a 5 anyway (isn’t that always the way) and rolls an 8 doing lots of damage, killing his skeleton. Onean runs around the staircase (she’s speedy) and attacks the other skeleton. She rolls a 12 and hits, doing 5 damage (roll of 7 – 1 (short sword) -1 (shield)). It counterattacks her and hits. It rolls a 5 doing (5 + 2(ax) – 1 (cloth)) 6 damage. Ouch. Also I just realized Onean hasn’t been rolling her stalker skill during fights. Whoops. Siphus attacks the skeleton and barely hits with a 9. He rolls a 5 doing ( 5 + 2 (spear) +2 (skill) -1 (shield) -2 (bones vs piercing)) 6 damage. Anis takes a swipe but misses.
Turn 5: Ragnar! moves up. Onean retreats since she’s wounded. Siphus attacks the skeleton but misses with an 11. It counterattacks and misses with a 14. Anis swings and hits with a 7. She rolls a 3, doing 1 point. Go wizard!
Turn 6: Ragnar! is in range now and attacks the skeleton. He uses his skill to hit since it’s wounded. He rolls a 15 and misses. It counterattacks him but misses. Onean switches to her bow. Siphus stabs and rolls a 5. He does 3 points after rolling a 2. It is still up. Anis attacks but misses.
Turn 7: Ragnar! attacks again and hits with a 10. He rolls an 8 and finishes the wounded skeleton off.
Aftermath: Anis heals Siphus then rests. Onean takes the Demeran rejuvenation potion but still has a couple points of damage. Everyone gets an XP. Search and find the silver candlesticks and secret door. It’s odd, there’s a staircase in the room but no option to go up it. Is it destroyed?
Anis rolls an 11 to open the door and bypasses the trap. The party goes down the secret passageway. We find a room with twisted artwork with a shadow. Quick question: I’ve noticed now the both the statue and the shadow have IQ: N/A. Does that mean direct spells automatically win against them if you make your IQ roll as they have no IQ to resist? Anyway, the shadow is trying to mind control my party. It rolls a 10 vs Ragnar!’s 17 (lol). He is out of it. It rolled a 6 vs Siphus’s 13 so he is zonked as well. It rolled a 9 vs Onean’s 13 so she is gone. I am hoping Anis makes it at least. The shadow rolls a 15 so I don’t need to roll for her. Or do I? Not sure what happens if both fail. The scenario says I must win to resist though so I’ll roll. I get an 11 and Anis is the only one to resist the mind control.
Turn 1: The shadow has initiative and moves up 4 hexes. Now Anis has a couple options here. She can simply Magic Fist the shadow or she can try snapping her friends out of their trances. The mind control lasts until hit in combat. Does that mean she can whack her friends with her staff? I think it makes sense. Now then my next question is since they are helpless what does she need to roll to hit? Are they hit automatically or does she have a bonus? Again, I am not sure. I’ll assume they are hit automatically, but that goes for the shadow as well. Anis moves over to Ragnar! and whacks him with her staff. She rolls a 5 and does 1 point of damage after his armour. He wakes up.
Turn 2: The shadow moves again. Ragnar! moves up to hit and attacks, using his skill bonus to hit. He rolls an 11 and hits exactly. He rolls a 5 to do 4 damage after armour. It counterattacks but misses with a 13. Anis hits Onean and rolls a 1 doing no damage. She wakes up.
Turn 3: Ragnar! attacks again, rolling a 9. He rolls a 7 for 6 damage. The shadow counterattacks but rolls a 13 again. Onean moves out of Anis’s way. Anis moves and hits Siphus doing 3 damage (ouch!). He wakes up.
Turn 4: Ragnar! attacks again, rolling a 17. Misses. The shadow counterattacks and gets a 17 as well. Onean fires her bow, using her bonus to hit. She rolls a 17 as well lol! Wow. Siphus moves up and stabs, using his bonus to hit. He rolls a 14 and misses. I’ve been getting a lot of double sixes. Anis stays back.
Turn 5: Ragnar! attacks and rolls a 10. He kills the shadow.
Aftermath: Anis rests, everyone gets an XP. Fail the room search (sigh). Not sure if I played the mind control right. Considering how much damage I did to my own party I think it’s fair lol. I like the Unholy touch ability of the shadow. Its damage isn’t huge but it bypasses armour making it a threat.
The party leaves the room and goes back north, again empty handed. They turn east and go into the kitchen. There are a couple serpent men there who want to fight. I won’t disappoint them. This time a finally remember to roll Onean’s stalker skill. She has one rank in it and her adjusted DX is 12 so she needs a 12 or less I believe. She rolls an 8. She doesn’t have a shot because of the pillars so she just moves.
Turn 1: Ragnar! moves up 4 hexes. Onean shoots, using her bonus for damage. She rolls a 14 and misses. Siphus moves up. Anis hides behind a pillar. The serpent men shoot their bows. They are smart so they won’t shoot at the heavily armoured Ragnar!. They both shoot at Onean instead. I roll a 10 and a 6 for two hits. Damage rolls are both twos so her armour takes it.
Turn 2: Onean shoots first before everyone gets into melee. Going for the extra damage again. She rolls a 16 so misses again. Ragnar! moves up, using skill to hit. Rolls an 11 and hits. Rolls a 3 for damage, getting 4 points through (the serpent men don’t have shield on yet). Siphus also moves up and attacks the wounded one. He rolls a 13 and misses. The serpent men switch weapons to cutlass and shield.
Turn 3: Ragnar! attacks the wounded one, going for extra damage. Rolls a 14 and misses. The serpent man counterattacks and hits with a 10. It rolls a 6 for damage so nothing gets through Ragnar!’s armour. Siphus attacks the wounded one, going for extra damage as well. He hits with a 5! He rolls a 4, doing 6 damage and takes out the serpent man exactly. Onean runs across the room to get on the other side so she can get a shot off. Anis just hides. The remaining serpent man goes and attacks Siphus. It rolls a 11, hitting. Damage is rolled. Got a 9 so (9 -2 (cutlass) -2 (leather) -1 (small shield)) 4 damage is done to Siphus. He counterattacks and hits with an 11. He does 1 point.
Turn 4: Ragnar! moves up 1 hex to attack. He goes for damage and gets a 8 so he hits. He rolls a 10. That’s 12 damage. That serpent man drops.
Aftermath: Get an XP, Anis rests for 1, and made the search roll. Siphus uses a greensalve, healing two points (boo) only. Anis heals him for another three, maxing him out. I never realized there was a medic skill when I made characters. Guess what I am spending XP on after this adventure? Made the search roll to find a trap door. Go down it to investigate a tunnel. I find a serpent man and attack him! I am not screwing around talking. Onean makes her stalker roll with an 11. She goes first and shoots, using her skill to hit. She rolls a 6 to hit and a 2 for damage, getting 3 points through.
Turn 1: The SM has initiative. He casts Stone Flesh on himself as per the scenario. I have a question though. His ST is listed as 14 (10), I am assuming the parenthesied number being his strength after the spell except that Stone Flesh only costs 3 FAT not 4. Oh well, maybe he didn’t get enough sleep. Ragnar! and Siphus both drink assist potions to boost their DX. Anis readies her spell book. Onean fires again but goes for extra damage this time. She rolls a 12 and misses.
Turn 2: The SM moves 4 hexes (I know he can go 5) staying slightly away. Onean fires again and hits. She rolls a 3 getting 2 damage through. Ragnar! and Siphus move up. Anis waits.
Turn 3: The SM attacks Siphus (I rolled randomly). It rolls a 7 to hit and Siphus tries to dodge away. He rolls a 10 though and gets hit. No, I am wrong! He drank that assist potion so he gets away! Ragnar! attacks, using his skill to hit. He misses with a 12. Again, nope! His assist potion means he hits! Lucky. He rolls a 7, doing 4 damage. Onean shoots, going for damage. She misses. Anis waits.
Turn 4: The SM attacks Ragnar! now. It rolls an 8. Ragnar! tries to dodge and gets a 9. Again, lucky. Siphus jumps back in and attacks, going for extra damage. He rolls a 16 and misses. Onean shoots again but misses with a 13.
Turn 5: The SM now attack Siphus. It rolls a 10 now. Siphus dodges away with a 9. (Dodges are not contested so this is correct?). Ragnar! moves in and attacks for extra damage. He rolls a 13 though. Onean shoots and hits. She rolls a 3 and does 2 damage.
Turn 6: The SM now attack Ragnar!. It rolls a 14 and finally misses. Ragnar! counterattacks, just trying to hit and rolls an 8. Damage is 3 points. The serpent man goes down.
Aftermath: Get an XP and Anis rests. Those assist potions sure worked out. Almost out of potions though and I haven’t found any so far. In case you were wondering what Anis was doing she was ready to cast Drop Weapon from the spellbook if things got rough. Make the search roll and find a parchment. End up heading all the way back to the first room. Go the last direction: south. Get to a room with a couple cannibal dwarves. Attack them without trying to talk. Onean misses her stalker roll but we have initiative.
Turn 1: Onean fires her bow, trying for extra damage since the dwarves are armoured. She hits with a 9. Rolls a 6! That’s 6 damage after armour. Hmm, so the sewer dwarves are called dwargs or that’s a typo. I think it’s dwargs. Anyway Anis prepares the spellbook with an equip action as she is saving her strength. Ragnar! and Siphus move in front but don’t advance, letting the dwargs move up, which they do.
Turn 2: Onean fires again at the wounded dwarg. Hits with a 10 and rolls a 3 for 3 damage. Siphus charges the wounded one and attacks, just trying to hit. He rolls an 8 and hits. Damage is rolled. I rolled a 4 for 2 damage, dropping the dwarg exactly. Ragnar! moves up and goes for the big hit. He rolls a 12 and whiffs. The dwarg counterattacks but misses with an 11.
Turn 3: Siphus circles around the staircase and attacks the dwarg. He rolls a 6 to hit and does 3 damage after rolling a 5. The dwarg counterattacks but misses. Ragnar! attacks and just hits with a 9. He rolls an 11 for damage! The dwarg drops. Yaaay, no one got wounded!
Aftermath: Get an XP, Anis rests, make my search roll with a 10. I find a cameo and get a plotword for another XP! Go up the stairs.
There are a couple spiders upstairs. They are attacking the party so Onean rolls her stalker skill but fails.
Turn 1: Onean shoots, using her skill bonus to hit. She rolls a 9 and hits. Damage is a measly 3 points. Siphus waits, Ragnar! switches to a javelin. The spiders crawl forward. Just noticed how fast they are, whoops, Ragnar! should have kept his sword maybe. We’ll see.
Turn 2: Onean shoots at the wounded one again. Hits with a 7 and rolls a 3 for 5 damage, finishing it off. Ragnar! moves to the side and throws his javelin. He rolls an 11 and misses. Siphus charges it and attacks with his spear, he rolls an 8 but he wasn’t going for extra damage so that’s too bad. Rolls a 4 for 6 damage and kills it anyway. Good job!
Aftermath: Anis rests, get xp, make the search roll with an 11. See a backpack webbed in the ceiling. Luckily Ragnar! has climbing. He needs 13 and rolls an 11. The backpack has some silver plus a potion and glowing gem which I don’t have the skills to identify. Bummer.
Take the hallway to the north. Find a library with some glowing guy. I’ll actually talk to this one. He gives me a scroll for a free spell after the adventure! Yaay! I also get another plotword (LIBRARY) for another xp. I take a scroll with Mage Sight because, hey why not? After this I wonder whether it’s a good idea to reach for a manuscript. The glowy dude might get upset. Let’s not be greedy.
Head west out of the room. Get to an acid ravaged bedroom with two giant worms to fight. Onean rolls her stalker and makes her roll. She gets a penalty to shoot these things so takes her skill bonus to hit. She rolls a 10 and hits, rolling a 2 for 3 damage after deducting for its hide.
Turn 1: Onean shoots again, hitting with an 8. She rolls a 5 for 6 damage, killing the wounded one. Ragnar! moves up as does Siphus. Anis moves around a pillar to get a line of sight. The worm moves forward and attacks Ragnar!. It rolls an 11. Ragnar! takes the hit and counterattacks but misses with a 13.
Turn 2: Siphus moves up and attacks the worm. He is skilling to hit and rolls a 5. He hits and does 3 damage. Onean moves to get a shot. Anis throws a Magic Fist (I know, it’s been ages since she’s cast a spell.) She puts two ST into it as if the worm hits Ragnar! that’s what she would have to spend on healing anyway. She hits with a 9 and does a measly 3 points but finishes it off. I also just realized I’d been thinking Magic Fist does d6-2 for each die but it’s only -2 in total. Old TFT thinking here. Both worms are dead.
Aftermath: Get xp, rest and barely make the search roll with a 12. Find a metal box and blue metallic torch. Into the loot bag they go. Head east back into the library. Continue east past it. Find a broken up laboratory with a couple dudes in it. Combat! Onean makes her stalker roll. She goes for extra damage and shoots at one. Hits with a 9. She rolls a 2 for 3 damage.
Turn 1: Onean shoots again at the wounded one. Misses with a 13. Anis throws a 2ST Magic Fist at the wounded one. She hits and does 3 damage. Ragnar! and Siphus move up a bit. Siphus throws his spear at the wounded one, skilling to hit. He misses with a 12. What a waste. The cultists move up. One reaches Ragnar! and attacks him but misses with a 14. Ragnar! counterattacks, skilling to hit as this one is wounded. Barely hits with an 11. He rolls a 5 and does 4 damage. The cultist is still up after 3 hits!
Turn 2: Onean shoots at the wounded cultist, skilling to hit. She rolls a 5 and hits but does no damage. Ragnar! reacted so can’t go, Siphus pulls a short sword and Anis throws another Magic Fist at the wounded cultist. She hits with a 7 and does 2 points of damage, dropping the wounded cultist at last. The other cultist attacks Ragnar! as well but barely misses with an 11. Ragnar! counterattacks but misses.
Turn 3: Onean shoots, skilling for damage. She misses by one with a 12. Siphus moves up and attacks with his sword and hits with a 5. He does 7 damage after rolling an 11! The cultist counterattacks him but misses with a 12. Anis saves her strength but has her spellbook ready. Ragnar! reacted last turn so can’t go.
Turn 4: Onean shoots again, skilling for damage. She hits with a 10 and rolls a 3 for 4 damage. The cultist is up with 1 point remaining. Ragnar! attacks, skilling to hit, misses with a 15. The cultist counterattacks him and finally hits. He rolls an 8 for 4 damage. Siphus attacks, skilling to hit, rolls a 6 to hit and max damage. Cultist is dead.
Aftermath: Get xp, Anis rests. Look around the room. I have a blue metal torch but I must have missed the red one with one of the failed search rolls as this is the last room. Boo.
Head back out and leave the manor. Find out I’ve missed a few plotwords, assuming with the missed search rolls. Boo again.
Hmm, doing the CAMEO plotword and made my streetwise roll after taking it to the constable. Now in an old church facing some Dwargs and Cultists. I placed all my party 3 hexes away from the X on one end…almost right by where the cultists pop out. I hope I can finish them before the Dwargs get to me. At least I’m all healed and the staff is recharged. Onean makes her stalker roll but fails with a 13.
Turn 1: Anis blasts a cultist with Magic Fist. She rolls a 5 for no damage. Onean shoots at one, skilling for damage. Misses with a 13. This is not looking good. Ragnar! attacks one, skilling to hit. He rolls double sixes for damage and hits one for 11. He’s still up though and counterattacks and hits with an 8. He rolls a 5 for 1 point. Siphus attacks the wounded one, skilling just to hit. He rolls an 8 and hits and does 3 damage with a roll of 4. One cultist down. And I was worried. The other cultist attacks SIphus as he is right in front of him. He barely misses with an 11. The Dwargs run forward.
Turn 2: Ragnar! moves up one hex and attacks a cultist. He misses. Siphus attacks as well, he only does one point though. The cultist counterattacks Siphus and hits doing 2 damage with a roll of 5. Onean and Siphus retreat to the same corner. The dwargs run up, one can get to Siphus and attacks. He rolls a 6 and hits and does 4 damage with a roll of a 5.
Turn 3: Ragnar! attacks the cultist, skilling to hit. He misses with a 14. The cultist counterattacks and misses. Siphus is pinned with enemies all around otherwise he would run away since he is wounded. He attacks the cultist, trying to open a hole in the melee to get out. He hits with a 9 and does 5 damage with a roll of 6. Anis Magic Fists the cultist but misses. Onean shoots at him as well, skilling for damage and hits with a 7. She rolls a 5 for 6 damage, dropping the cultist exactly. Time for the dwargs now though. One attacks Siphus but misses. The other moves up one hex and attacks Ragnar!. He rolls a 12 and misses. Ragnar! counterattacks and misses.
Turn 4: Ragnar! reacted so can’t go. Anis Magic Fists but misses with a 17. Onean skills for damage and hits and does max damage of 6 points. Siphus attacks the wounded one, skilling for damage and hits. He rolls a 2 for a measly 2 damage. That Dwarg counterattacks him and hits doing no damage with a roll of 1. Lucky. The other dwarg attacks Ragnar! but misses. Ragnar! counterattacks again, skilling for damage but misses.
Turn 5: Anis Magic Fists the wounded dwarg but misses again. Onean skills for damage and shoots at same. She hits with a 7 and drops him with 5 damage. Siphus backs away a few hexes and throws his spear at the last dwarg, skilling for damage. Misses with a 12. The last dwarg attacks Ragnar! and hits with an 8. Rolls max damage doing 4. Ragnar! counterattacks and hits, rolling a 9 for 9 damage. The dwarg is almost down.
Turn 6: Anis Magic Fists yet again. Hits finally but again does no damage. Onean skills for damage and fires but misses with a 17. Siphus picks up a javelin. The dwarg attacks Ragnar! and hits, doing 3 damage this time. Ragnar! counterattacks, skilling to hit, and misses with yet another 17.
Turn 7: Anis Magic Fists again, missing with a 15. These dice roll a lot of sixes. Onean shoots and hits, doing 3 points, dropping the dwarg. Whew!
Get xp for the fight. Return the girl for the reward.
Regarding the LIBRARY plotword: So you have to have access to a spell somehow to spend the XP to learn it? You can’t just spend the XP, and poof, learn the spell? Just checking, it makes sense.
At the end of the adventure I found the write up on races and on the area.
Was a fun adventure, it’s a shame I missed some of my search rolls. Going to fix that hopefully. I have 21 XP and it’s time to cash some in. Anis buys an IQ point, that’ll help with search rolls. She still has 8 XP left saved. Siphus buys Medic, that should help a lot. Siphus also raises his IQ. He’s out of XP. Ragnar! buys a DX point and switches his old small shield for a captured large one. He still has 8 xp saved. Onean also buys a DX point and has 7 XP left. Anis also reads the scroll to gain Mage Sight for free. With his new medic skill Siphus ID’s the stone flask as Drang. That’ll be useful later.
I noticed there were a couple creatures that did low damage but bypassed armour. That’s a good idea as it wounds the party without having to bring in a monster doing massive damage just to bypass the tank in the party. If that same monster hits, say the wizard, it’s lights out.
I was worried after the first fight with the living statue almost cost me all the fatigue from my staff but things picked up. I had some lucky rolls. That’s good as I have some effort invested in these characters now.
I liked the adventure addendum granted by the CAMEO plotword. It’s a good thing I noticed that the entry said I was healed because that was a tough encounter.
So while I was running through this adventure today I checked my mail and my adventures had arrived! So in what order are the adventures anyway? I think Wolves on the Rhine isn’t even in the same setting. I don’t think I should be doing battle reports on your published adventures. Doing them for the free samples is one thing. I may still give a few comments or post any questions though.
Thanks for reading!
Jasper
The party is:
Ragnar! 12 12(9) 8 4 Sword 2 Climbing 1 Swimming 1 Chain Small Shield Magic Broadsword (+2 DMG) Dagger Feathered Hat Javelinsx2 Fine cotton shirt and trousers Leather Rain cloak
Onean 11 13(11) 8 6 Bow 2 Stealth 1 Stalker 1 Leather Longbow Short Sword Small Shield Feathered hat Fine cotton shirt and trousers Leather Rain cloak
Siphus 11 11(9) 10 4 Spear 2 Tracker 1 Survival 1 Leather Small Shield Spear Short Sword Javelinsx2 Feathered hat Fine cotton shirt and trousers Leather Rain cloak
Anis 11 9(7) 12 3 Sorcerer’s Tongue, Literacy: Sorcerer’s Tongue, Spell:Heal Wounds Spell:Magic Fist Leather Armour Staff 12 FAT Spellbook: Fire, Drop Weapon Feathered hat Fine cotton shirt and trousers Leather Rain cloak
They each have 8 XP.
They also have a number of party items, including two doses of Elvish Greensalve, 2 Assist potions, 1 Demeran rejuvenation potion, a silver talisman, a few maps, some gems, some paperwork in common, a couple keys and a bunch of money.
I don’t know why I went into so much detail regarding their stuff but why not lol.
Ok, the adventure mentions how you can leave fights and come back later. How? There is no mechanic mentioned for how to do this. I am going to assume you simply move back to one of the starting squares and you can leave the way you came in.
What’s a Tigran? Well, I know it’s a tiger person of some kind. I also know you guys have bear people but I don’t remember where I saw that or what the rules for playing those races are. Do you guys have an actual campaign book?
WARNING: SPOILERS AHEAD!!
Anyway, here we go. Made my search roll for the first room. Get the silver and the book in Elvish which I can’t read. Oh well. Decide to go west and get to the room with the living statue. I placed my counters before I knew where the statue was. Turns out Ragnar! is closest. Anyway we have initiative.
Turn 1: Ragnar! and Siphus move to the middle of the room but make sure they are out of the statue’s move range. Anis moves behind them. Onean has a bit of a shot. A pillar blocks half the hex the statue is in so I’ll assume that’s cover and make her roll 4/DX to hit. She elects to take his bonus to hit then. She rolls a 13 on 4 dice and needs a 14 so she hit! Onean rolls a 2 for 4 damage, all of which is absorbed by the statue’s armour. Boo. The statue charges up into the ZOC’s for Siphus and Ragnar! but since the statue has no weapon it can’t attack into an adjacent space (I think).
Turn 2: Onean has a pillar blocking her shot now. She moves around to get behind the statue. Anis throws a 2 ST Magic Fist. She rolls a 10 and hits! Doubt I’ll do any damage but let’s roll! Snake eyes! Yeah, that sucks. Ragnar! swings and takes his bonus to hit. He needs an 11 and rolls a 13 and misses. Siphus attacks and uses his bonus for damage as his spear doesn’t do much. He rolls a 10. Ouch, bad call. I really hope I don’t die in the first encounter. The statue goes. He is on both Ragnar! and Siphus so I roll randomly to see who he attacks. It’s Ragnar!! I just reread the grappling and takedown rules, including the answers I got on my previous post. So statue moves into Ragnar!’s hex. Ragnar! is no coward and does not defend against the takedown but instead counterattacks! He will NOT use his bonus to hit but instead for damage. Go big or go home! Arrrr! Ragnar! swings and rolls a 16 lol. Well, the statue can’t do damage yet. Here’s hoping Ragnar! will survive.
Turn 3: Ragnar! reacted so he can’t go. Onean switches weapons to her short sword. Siphus attacks into the grapple using his bonus to hit. Rolled a six to hit and rolled a 2 for 4 damage so the statue isn’t hurt again. Anis casts Magic Fist again but misses with a 15. I’ll use old TFT rules and make her roll to miss her ally. She got a 6 so at least there’s that. On the statue’s turn it makes a contested ST roll. It rolls a 9 and Ragnar! rolls a 13. Boo. The statue inflicts 8 damage on Ragnar!. Ouch. Armour doesn’t help here.
Turn 4: Onean moves forward and rolls to hit but gets a 17 and misses. Siphus is trying for extra damage to get past that Stone Skin and he rolls a 9 and hits! He rolls a 4 for 8 damage. Less 4 armour is 4 wounds on the statue. It’s a start. Anis reaches into the combat and heals Ragnar! for 8 points. On Ragnar!’s turn he tries to escape the grapple. He rolls a 12 and the statue rolls an 11. Whew! Ragnar! escapes!
Turn 5: Onean attacks again but misses with a 15. Siphus goes for damage again but misses with a 13. Now in old TFT rules you dropped your weapon (except for daggers) if taken down in HTH. I am assuming Ragnar! has dropped his weapon as it makes sense. Since the statue is standing over his sword he draws a javelin. Anis retreats away from the statue behind some allies. The statue goes. I roll randomly to see who gets attacked out of the three surrounding it. It’s Onean. The statue enters Onean’s hex. Onean defends against the takedown. The statue rolls an 8 and Onean rolls a 9! Wow, getting lucky here. Considering how many times I’ve missed I need it.
Turn 6: Ragnar! moves one hex (into the hex with his sword) and attacks the statue because he can’t pick up the weapon in a turn that he’s moved. He rolls a 6 and hits but rolls a 1 for damage which bounces off. Onean used her turn to react so she is done. Siphus moves 1 hex and attacks for damage. He rolls a 15 and misses. Anis moves closer to the fight getting around a pillar. The statue has no IQ so I will assume it will keep attacking Onean mindlessly. It moves into her hex and she defends. It rolls a 12 and misses.
Turn 7: Ragnar! reequips his magic sword. Siphus follows up behind the statue and attacks for extra damage. Rolls a 9 and hits! He rolls a 6 for (6 + 2 (spear) +2 (skill) – 4 (Stone flesh)) 6 damage! Not bad! Onean has used her turn to react so can’t go. Anis moves up and swings her staff and hits with a 7 lol. She rolls a 6 for damage getting 1 point through. Did not expect that to happen. The statue attacks Onean again and she defends. It rolls a 15 and misses.
Turn 8: Ragnar! moves up and swings his sword, using his skill bonus to hit. He’s learning. He rolls a 9 though so he didn’t need to. Oh well. He rolls two dice for damage, getting a 7 (7 +2 (magic) -4 (stone skin)) 5 points through, destroying the statue. Whew!!!
Aftermath: Everyone gets an XP. Anis rests and regains the 1 fatigue she spent. On the other hand her staff is almost drained with 1 fatigue left remaining. No one is wounded anymore. That fight could have gone way worse. Ragnar! has learned his lesson: when a stone statue tries to grapple you, get out of the way! Rolled a 14 on the search roll so the party just goes back to the starting room empty handed.
From the starting room this time the party goes east. Find an old dining hall with a couple ax wielding skeletons. We have initiative and we attack!
Turn 1: With the staircase in the middle blocking movement and the pillars block shots at the skeletons I split the party up. Ragnar! and Onean go south a couple hexes while Siphus and Anis go north. Everyone is keeping distance from the skeletons. The skeletons take the bait and one goes one way and the other goes the other way.
Turn 2: Ragnar! smash! He goes for damage and swings, rolling a 10 to miss. The skeleton counterattacks and misses with an 11. Onean switches weapons to her short sword as she doesn’t want to fire into combat. On the other side of the staircase Siphus attacks for extra damage and rolls a 12. He misses. His skeleton counterattacks but misses with a 17. Anis moves up and swings her staff but misses with an 8.
Turn 3: Ragnar! swings hard again, rolling a 5. He rolls a 9 doing (9 + 2 (magic) +2 (skill) – 1 (shield)) 12 damage. The skeleton is still standing. Tough skeleton. It counterattacks rolling a 13, missing. Onean moves up and swings her sword. She rolls a 17 and misses. Siphus attacks his skeleton and misses with a 14. It counterattacks and hits with a 7. It rolls a 4 getting (4 + 2 (ax) – 2 (leather) -1 (shield)) 3 damage through. Anis attacks again using her staff. She misses with a 16.
Turn 4: Ragnar!’s opponent is wounded so he attacks more carefully, taking his skill bonus to hit. He’s dumb but has a low cunning. He rolls a 5 anyway (isn’t that always the way) and rolls an 8 doing lots of damage, killing his skeleton. Onean runs around the staircase (she’s speedy) and attacks the other skeleton. She rolls a 12 and hits, doing 5 damage (roll of 7 – 1 (short sword) -1 (shield)). It counterattacks her and hits. It rolls a 5 doing (5 + 2(ax) – 1 (cloth)) 6 damage. Ouch. Also I just realized Onean hasn’t been rolling her stalker skill during fights. Whoops. Siphus attacks the skeleton and barely hits with a 9. He rolls a 5 doing ( 5 + 2 (spear) +2 (skill) -1 (shield) -2 (bones vs piercing)) 6 damage. Anis takes a swipe but misses.
Turn 5: Ragnar! moves up. Onean retreats since she’s wounded. Siphus attacks the skeleton but misses with an 11. It counterattacks and misses with a 14. Anis swings and hits with a 7. She rolls a 3, doing 1 point. Go wizard!
Turn 6: Ragnar! is in range now and attacks the skeleton. He uses his skill to hit since it’s wounded. He rolls a 15 and misses. It counterattacks him but misses. Onean switches to her bow. Siphus stabs and rolls a 5. He does 3 points after rolling a 2. It is still up. Anis attacks but misses.
Turn 7: Ragnar! attacks again and hits with a 10. He rolls an 8 and finishes the wounded skeleton off.
Aftermath: Anis heals Siphus then rests. Onean takes the Demeran rejuvenation potion but still has a couple points of damage. Everyone gets an XP. Search and find the silver candlesticks and secret door. It’s odd, there’s a staircase in the room but no option to go up it. Is it destroyed?
Anis rolls an 11 to open the door and bypasses the trap. The party goes down the secret passageway. We find a room with twisted artwork with a shadow. Quick question: I’ve noticed now the both the statue and the shadow have IQ: N/A. Does that mean direct spells automatically win against them if you make your IQ roll as they have no IQ to resist? Anyway, the shadow is trying to mind control my party. It rolls a 10 vs Ragnar!’s 17 (lol). He is out of it. It rolled a 6 vs Siphus’s 13 so he is zonked as well. It rolled a 9 vs Onean’s 13 so she is gone. I am hoping Anis makes it at least. The shadow rolls a 15 so I don’t need to roll for her. Or do I? Not sure what happens if both fail. The scenario says I must win to resist though so I’ll roll. I get an 11 and Anis is the only one to resist the mind control.
Turn 1: The shadow has initiative and moves up 4 hexes. Now Anis has a couple options here. She can simply Magic Fist the shadow or she can try snapping her friends out of their trances. The mind control lasts until hit in combat. Does that mean she can whack her friends with her staff? I think it makes sense. Now then my next question is since they are helpless what does she need to roll to hit? Are they hit automatically or does she have a bonus? Again, I am not sure. I’ll assume they are hit automatically, but that goes for the shadow as well. Anis moves over to Ragnar! and whacks him with her staff. She rolls a 5 and does 1 point of damage after his armour. He wakes up.
Turn 2: The shadow moves again. Ragnar! moves up to hit and attacks, using his skill bonus to hit. He rolls an 11 and hits exactly. He rolls a 5 to do 4 damage after armour. It counterattacks but misses with a 13. Anis hits Onean and rolls a 1 doing no damage. She wakes up.
Turn 3: Ragnar! attacks again, rolling a 9. He rolls a 7 for 6 damage. The shadow counterattacks but rolls a 13 again. Onean moves out of Anis’s way. Anis moves and hits Siphus doing 3 damage (ouch!). He wakes up.
Turn 4: Ragnar! attacks again, rolling a 17. Misses. The shadow counterattacks and gets a 17 as well. Onean fires her bow, using her bonus to hit. She rolls a 17 as well lol! Wow. Siphus moves up and stabs, using his bonus to hit. He rolls a 14 and misses. I’ve been getting a lot of double sixes. Anis stays back.
Turn 5: Ragnar! attacks and rolls a 10. He kills the shadow.
Aftermath: Anis rests, everyone gets an XP. Fail the room search (sigh). Not sure if I played the mind control right. Considering how much damage I did to my own party I think it’s fair lol. I like the Unholy touch ability of the shadow. Its damage isn’t huge but it bypasses armour making it a threat.
The party leaves the room and goes back north, again empty handed. They turn east and go into the kitchen. There are a couple serpent men there who want to fight. I won’t disappoint them. This time a finally remember to roll Onean’s stalker skill. She has one rank in it and her adjusted DX is 12 so she needs a 12 or less I believe. She rolls an 8. She doesn’t have a shot because of the pillars so she just moves.
Turn 1: Ragnar! moves up 4 hexes. Onean shoots, using her bonus for damage. She rolls a 14 and misses. Siphus moves up. Anis hides behind a pillar. The serpent men shoot their bows. They are smart so they won’t shoot at the heavily armoured Ragnar!. They both shoot at Onean instead. I roll a 10 and a 6 for two hits. Damage rolls are both twos so her armour takes it.
Turn 2: Onean shoots first before everyone gets into melee. Going for the extra damage again. She rolls a 16 so misses again. Ragnar! moves up, using skill to hit. Rolls an 11 and hits. Rolls a 3 for damage, getting 4 points through (the serpent men don’t have shield on yet). Siphus also moves up and attacks the wounded one. He rolls a 13 and misses. The serpent men switch weapons to cutlass and shield.
Turn 3: Ragnar! attacks the wounded one, going for extra damage. Rolls a 14 and misses. The serpent man counterattacks and hits with a 10. It rolls a 6 for damage so nothing gets through Ragnar!’s armour. Siphus attacks the wounded one, going for extra damage as well. He hits with a 5! He rolls a 4, doing 6 damage and takes out the serpent man exactly. Onean runs across the room to get on the other side so she can get a shot off. Anis just hides. The remaining serpent man goes and attacks Siphus. It rolls a 11, hitting. Damage is rolled. Got a 9 so (9 -2 (cutlass) -2 (leather) -1 (small shield)) 4 damage is done to Siphus. He counterattacks and hits with an 11. He does 1 point.
Turn 4: Ragnar! moves up 1 hex to attack. He goes for damage and gets a 8 so he hits. He rolls a 10. That’s 12 damage. That serpent man drops.
Aftermath: Get an XP, Anis rests for 1, and made the search roll. Siphus uses a greensalve, healing two points (boo) only. Anis heals him for another three, maxing him out. I never realized there was a medic skill when I made characters. Guess what I am spending XP on after this adventure? Made the search roll to find a trap door. Go down it to investigate a tunnel. I find a serpent man and attack him! I am not screwing around talking. Onean makes her stalker roll with an 11. She goes first and shoots, using her skill to hit. She rolls a 6 to hit and a 2 for damage, getting 3 points through.
Turn 1: The SM has initiative. He casts Stone Flesh on himself as per the scenario. I have a question though. His ST is listed as 14 (10), I am assuming the parenthesied number being his strength after the spell except that Stone Flesh only costs 3 FAT not 4. Oh well, maybe he didn’t get enough sleep. Ragnar! and Siphus both drink assist potions to boost their DX. Anis readies her spell book. Onean fires again but goes for extra damage this time. She rolls a 12 and misses.
Turn 2: The SM moves 4 hexes (I know he can go 5) staying slightly away. Onean fires again and hits. She rolls a 3 getting 2 damage through. Ragnar! and Siphus move up. Anis waits.
Turn 3: The SM attacks Siphus (I rolled randomly). It rolls a 7 to hit and Siphus tries to dodge away. He rolls a 10 though and gets hit. No, I am wrong! He drank that assist potion so he gets away! Ragnar! attacks, using his skill to hit. He misses with a 12. Again, nope! His assist potion means he hits! Lucky. He rolls a 7, doing 4 damage. Onean shoots, going for damage. She misses. Anis waits.
Turn 4: The SM attacks Ragnar! now. It rolls an 8. Ragnar! tries to dodge and gets a 9. Again, lucky. Siphus jumps back in and attacks, going for extra damage. He rolls a 16 and misses. Onean shoots again but misses with a 13.
Turn 5: The SM now attack Siphus. It rolls a 10 now. Siphus dodges away with a 9. (Dodges are not contested so this is correct?). Ragnar! moves in and attacks for extra damage. He rolls a 13 though. Onean shoots and hits. She rolls a 3 and does 2 damage.
Turn 6: The SM now attack Ragnar!. It rolls a 14 and finally misses. Ragnar! counterattacks, just trying to hit and rolls an 8. Damage is 3 points. The serpent man goes down.
Aftermath: Get an XP and Anis rests. Those assist potions sure worked out. Almost out of potions though and I haven’t found any so far. In case you were wondering what Anis was doing she was ready to cast Drop Weapon from the spellbook if things got rough. Make the search roll and find a parchment. End up heading all the way back to the first room. Go the last direction: south. Get to a room with a couple cannibal dwarves. Attack them without trying to talk. Onean misses her stalker roll but we have initiative.
Turn 1: Onean fires her bow, trying for extra damage since the dwarves are armoured. She hits with a 9. Rolls a 6! That’s 6 damage after armour. Hmm, so the sewer dwarves are called dwargs or that’s a typo. I think it’s dwargs. Anyway Anis prepares the spellbook with an equip action as she is saving her strength. Ragnar! and Siphus move in front but don’t advance, letting the dwargs move up, which they do.
Turn 2: Onean fires again at the wounded dwarg. Hits with a 10 and rolls a 3 for 3 damage. Siphus charges the wounded one and attacks, just trying to hit. He rolls an 8 and hits. Damage is rolled. I rolled a 4 for 2 damage, dropping the dwarg exactly. Ragnar! moves up and goes for the big hit. He rolls a 12 and whiffs. The dwarg counterattacks but misses with an 11.
Turn 3: Siphus circles around the staircase and attacks the dwarg. He rolls a 6 to hit and does 3 damage after rolling a 5. The dwarg counterattacks but misses. Ragnar! attacks and just hits with a 9. He rolls an 11 for damage! The dwarg drops. Yaaay, no one got wounded!
Aftermath: Get an XP, Anis rests, make my search roll with a 10. I find a cameo and get a plotword for another XP! Go up the stairs.
There are a couple spiders upstairs. They are attacking the party so Onean rolls her stalker skill but fails.
Turn 1: Onean shoots, using her skill bonus to hit. She rolls a 9 and hits. Damage is a measly 3 points. Siphus waits, Ragnar! switches to a javelin. The spiders crawl forward. Just noticed how fast they are, whoops, Ragnar! should have kept his sword maybe. We’ll see.
Turn 2: Onean shoots at the wounded one again. Hits with a 7 and rolls a 3 for 5 damage, finishing it off. Ragnar! moves to the side and throws his javelin. He rolls an 11 and misses. Siphus charges it and attacks with his spear, he rolls an 8 but he wasn’t going for extra damage so that’s too bad. Rolls a 4 for 6 damage and kills it anyway. Good job!
Aftermath: Anis rests, get xp, make the search roll with an 11. See a backpack webbed in the ceiling. Luckily Ragnar! has climbing. He needs 13 and rolls an 11. The backpack has some silver plus a potion and glowing gem which I don’t have the skills to identify. Bummer.
Take the hallway to the north. Find a library with some glowing guy. I’ll actually talk to this one. He gives me a scroll for a free spell after the adventure! Yaay! I also get another plotword (LIBRARY) for another xp. I take a scroll with Mage Sight because, hey why not? After this I wonder whether it’s a good idea to reach for a manuscript. The glowy dude might get upset. Let’s not be greedy.
Head west out of the room. Get to an acid ravaged bedroom with two giant worms to fight. Onean rolls her stalker and makes her roll. She gets a penalty to shoot these things so takes her skill bonus to hit. She rolls a 10 and hits, rolling a 2 for 3 damage after deducting for its hide.
Turn 1: Onean shoots again, hitting with an 8. She rolls a 5 for 6 damage, killing the wounded one. Ragnar! moves up as does Siphus. Anis moves around a pillar to get a line of sight. The worm moves forward and attacks Ragnar!. It rolls an 11. Ragnar! takes the hit and counterattacks but misses with a 13.
Turn 2: Siphus moves up and attacks the worm. He is skilling to hit and rolls a 5. He hits and does 3 damage. Onean moves to get a shot. Anis throws a Magic Fist (I know, it’s been ages since she’s cast a spell.) She puts two ST into it as if the worm hits Ragnar! that’s what she would have to spend on healing anyway. She hits with a 9 and does a measly 3 points but finishes it off. I also just realized I’d been thinking Magic Fist does d6-2 for each die but it’s only -2 in total. Old TFT thinking here. Both worms are dead.
Aftermath: Get xp, rest and barely make the search roll with a 12. Find a metal box and blue metallic torch. Into the loot bag they go. Head east back into the library. Continue east past it. Find a broken up laboratory with a couple dudes in it. Combat! Onean makes her stalker roll. She goes for extra damage and shoots at one. Hits with a 9. She rolls a 2 for 3 damage.
Turn 1: Onean shoots again at the wounded one. Misses with a 13. Anis throws a 2ST Magic Fist at the wounded one. She hits and does 3 damage. Ragnar! and Siphus move up a bit. Siphus throws his spear at the wounded one, skilling to hit. He misses with a 12. What a waste. The cultists move up. One reaches Ragnar! and attacks him but misses with a 14. Ragnar! counterattacks, skilling to hit as this one is wounded. Barely hits with an 11. He rolls a 5 and does 4 damage. The cultist is still up after 3 hits!
Turn 2: Onean shoots at the wounded cultist, skilling to hit. She rolls a 5 and hits but does no damage. Ragnar! reacted so can’t go, Siphus pulls a short sword and Anis throws another Magic Fist at the wounded cultist. She hits with a 7 and does 2 points of damage, dropping the wounded cultist at last. The other cultist attacks Ragnar! as well but barely misses with an 11. Ragnar! counterattacks but misses.
Turn 3: Onean shoots, skilling for damage. She misses by one with a 12. Siphus moves up and attacks with his sword and hits with a 5. He does 7 damage after rolling an 11! The cultist counterattacks him but misses with a 12. Anis saves her strength but has her spellbook ready. Ragnar! reacted last turn so can’t go.
Turn 4: Onean shoots again, skilling for damage. She hits with a 10 and rolls a 3 for 4 damage. The cultist is up with 1 point remaining. Ragnar! attacks, skilling to hit, misses with a 15. The cultist counterattacks him and finally hits. He rolls an 8 for 4 damage. Siphus attacks, skilling to hit, rolls a 6 to hit and max damage. Cultist is dead.
Aftermath: Get xp, Anis rests. Look around the room. I have a blue metal torch but I must have missed the red one with one of the failed search rolls as this is the last room. Boo.
Head back out and leave the manor. Find out I’ve missed a few plotwords, assuming with the missed search rolls. Boo again.
Hmm, doing the CAMEO plotword and made my streetwise roll after taking it to the constable. Now in an old church facing some Dwargs and Cultists. I placed all my party 3 hexes away from the X on one end…almost right by where the cultists pop out. I hope I can finish them before the Dwargs get to me. At least I’m all healed and the staff is recharged. Onean makes her stalker roll but fails with a 13.
Turn 1: Anis blasts a cultist with Magic Fist. She rolls a 5 for no damage. Onean shoots at one, skilling for damage. Misses with a 13. This is not looking good. Ragnar! attacks one, skilling to hit. He rolls double sixes for damage and hits one for 11. He’s still up though and counterattacks and hits with an 8. He rolls a 5 for 1 point. Siphus attacks the wounded one, skilling just to hit. He rolls an 8 and hits and does 3 damage with a roll of 4. One cultist down. And I was worried. The other cultist attacks SIphus as he is right in front of him. He barely misses with an 11. The Dwargs run forward.
Turn 2: Ragnar! moves up one hex and attacks a cultist. He misses. Siphus attacks as well, he only does one point though. The cultist counterattacks Siphus and hits doing 2 damage with a roll of 5. Onean and Siphus retreat to the same corner. The dwargs run up, one can get to Siphus and attacks. He rolls a 6 and hits and does 4 damage with a roll of a 5.
Turn 3: Ragnar! attacks the cultist, skilling to hit. He misses with a 14. The cultist counterattacks and misses. Siphus is pinned with enemies all around otherwise he would run away since he is wounded. He attacks the cultist, trying to open a hole in the melee to get out. He hits with a 9 and does 5 damage with a roll of 6. Anis Magic Fists the cultist but misses. Onean shoots at him as well, skilling for damage and hits with a 7. She rolls a 5 for 6 damage, dropping the cultist exactly. Time for the dwargs now though. One attacks Siphus but misses. The other moves up one hex and attacks Ragnar!. He rolls a 12 and misses. Ragnar! counterattacks and misses.
Turn 4: Ragnar! reacted so can’t go. Anis Magic Fists but misses with a 17. Onean skills for damage and hits and does max damage of 6 points. Siphus attacks the wounded one, skilling for damage and hits. He rolls a 2 for a measly 2 damage. That Dwarg counterattacks him and hits doing no damage with a roll of 1. Lucky. The other dwarg attacks Ragnar! but misses. Ragnar! counterattacks again, skilling for damage but misses.
Turn 5: Anis Magic Fists the wounded dwarg but misses again. Onean skills for damage and shoots at same. She hits with a 7 and drops him with 5 damage. Siphus backs away a few hexes and throws his spear at the last dwarg, skilling for damage. Misses with a 12. The last dwarg attacks Ragnar! and hits with an 8. Rolls max damage doing 4. Ragnar! counterattacks and hits, rolling a 9 for 9 damage. The dwarg is almost down.
Turn 6: Anis Magic Fists yet again. Hits finally but again does no damage. Onean skills for damage and fires but misses with a 17. Siphus picks up a javelin. The dwarg attacks Ragnar! and hits, doing 3 damage this time. Ragnar! counterattacks, skilling to hit, and misses with yet another 17.
Turn 7: Anis Magic Fists again, missing with a 15. These dice roll a lot of sixes. Onean shoots and hits, doing 3 points, dropping the dwarg. Whew!
Get xp for the fight. Return the girl for the reward.
Regarding the LIBRARY plotword: So you have to have access to a spell somehow to spend the XP to learn it? You can’t just spend the XP, and poof, learn the spell? Just checking, it makes sense.
At the end of the adventure I found the write up on races and on the area.
Was a fun adventure, it’s a shame I missed some of my search rolls. Going to fix that hopefully. I have 21 XP and it’s time to cash some in. Anis buys an IQ point, that’ll help with search rolls. She still has 8 XP left saved. Siphus buys Medic, that should help a lot. Siphus also raises his IQ. He’s out of XP. Ragnar! buys a DX point and switches his old small shield for a captured large one. He still has 8 xp saved. Onean also buys a DX point and has 7 XP left. Anis also reads the scroll to gain Mage Sight for free. With his new medic skill Siphus ID’s the stone flask as Drang. That’ll be useful later.
I noticed there were a couple creatures that did low damage but bypassed armour. That’s a good idea as it wounds the party without having to bring in a monster doing massive damage just to bypass the tank in the party. If that same monster hits, say the wizard, it’s lights out.
I was worried after the first fight with the living statue almost cost me all the fatigue from my staff but things picked up. I had some lucky rolls. That’s good as I have some effort invested in these characters now.
I liked the adventure addendum granted by the CAMEO plotword. It’s a good thing I noticed that the entry said I was healed because that was a tough encounter.
So while I was running through this adventure today I checked my mail and my adventures had arrived! So in what order are the adventures anyway? I think Wolves on the Rhine isn’t even in the same setting. I don’t think I should be doing battle reports on your published adventures. Doing them for the free samples is one thing. I may still give a few comments or post any questions though.
Thanks for reading!
Jasper