Previously...
Richard was seriously wounded when he took a cut to the leg while his band was scouting the valley in search of hidden enemies or resources that can help their plague besieged town. His childhood friend Osrina, the mage of the party, knows of a healer that lives in a secluded grove not far away. The party helps Richard travel to the healer's stead where his wound can get proper treatment. The healer cleans and binds his wound with a poultice to stave off infection. Richard is stable, but still in a weakened state. Meanwhile, Thorstein and Baird set a vigil watching for another assault by the undead, while Letta guards the healer's humble shack.
(Using the Campaign Flow-Chart I rolled Defense as the next scenario. Since Richard was wounded the idea of defending the healer's homestead seemed like a good story arc. In the Defense scenario the characters must protect two buildings. Event tokens are triggered on the first, third and fifth turns, and may generate enemy groups that enter on the far end of the board or on the character's flanks. The characters cannot react to the enemies until a character is attacked, or a character passes a spot test.)
Defense of the Healer's Cottage and Temple
The healer lives in a small shack set in a clearing in the surrounding woods, a place ideally suited to tend the needs of the nearby temple.
Though Richard's wound has been dressed by the healer, Osrina prepares to use her healing magic to lend him strength to recover. Letta guards the healer's shack, while Baird looks to the southern woods, scanning the darkened boughs for lurking dangers.
Thorstein also scans the trees to the south. The Northman, tired from the day's battles and the arduous trek to bring Richard to the healer, struggles to stay alert. Unbeknownst to him a pair of ghouls advance toward the temple, it's radiant magic drawing them away from what might have proved to be easy prey.
(Thorstein failed his spot test)
The moon goes under a cloud and the ensuing darkness masks the approach of a Skeleton Champion and two Skeleton Warriors. Baird continues to scan the forest to the south, unaware of the danger closer to hand.
(The Event token on turn three turned out to be more enemies. The type of enemy was determined by charts on the Undead roster that told how many and what specific enemy to use.)
One of the Skeleton warriors rushes Letta and takes her by surprise. Luckily the unnatural, jerky motions of it's attack give her the time to bring her mace up to block the blow. Letta grunts with the effort, and is too engaged to even give a warning cry.
Baird hears a creaking sound from near by. It reminds him of dark nights sailing under the stars. The Captain worked his crew til they were dead tired, but Baird always laid awake at night in his hammock, swaying with the ship and hearing her every creak and grown.
Distracted by his recollections, Baird does not even notice the Skeleton's approach. The foul creature brings it's blade down on Baird's head and the sailor directly crumples at it's feet.
Richard is alerted to the sounds of the Ghouls as they break into the Temple. Despite his wounded leg, he does not even think twice before plunging into battle. He vows to himself that he will not allow these foul creatures to profane the Temple. Rushing as fast as his wounded leg will allow, he moves to engage the nearest ghoul. His sword strikes true as he lands a deep cut on the beast's torso.
Drawn by the sound of battle, Thorstein rushes to Richard's aid. Upon entering the Temple he notes the massive wound on the far Ghoul and quickly moves in to finish it off.
Letta quickly brings her two-handed mace to bare on the Skeleton, and is satisfied to hear massive cracking as she breaks through bone. The creature staggers, but remains on it's feet. The Skeleton draws back it's sword, preparing to take another strike, when Osrina calls, "Look out!" The mage's hands move in an intricate arcane pattern, all in tune with her chanting of words of power. The chanting reaches a crescendo and Osrina releases a jolt of magical energy that smashes into the Skeleton and shatters it's skull.
But just as the Skeleton falls to the ground, two more emerge from the darkness to threaten Letta. She strikes a massive blow to one of her new adversaries, but soon finds herself overwhelmed and struggling to defend herself. Elsewhere more Skeletons and yet another Skeletal Champion crawl out of night's darkness and shamble towards the frey.
(On turn five more enemies were triggered by an Event marker.)
Osrina shudders in fear and rage as she witnesses the Skeletal Champion deftly cut Letta down. The healer, awoke by the sounds of combat at his doorstep, makes the fatal error of opening the door. The two Skeletons immediately push into the hut, and the ensuing screams tell Osrina that it is already too late to deliver any aid to the poor man who selflessly took them in.
(In this scenario the A.I. system for controlling the Enemies has commands for attacking the target buildings that the characters are meant to defend. This can cause a loss of victory points, reputation points, or some other effect.)
Working together Richard and Thorstein defeat the second Ghoul and get a much needed break. Thorstein notes the sweat beading Richard's forehead, and the patch of blood now seeping through his bandaged leg. Richard notes the concerned look of his friend and opens his mouth to respond, but is interrupted when the Skeletons start to climb through the far window.
At first the new adversaries do not put forth much of a challenge. Tired as they are, Richard and Thorstein hold their own against the new invaders.
But more of the foul spawn climb in though the window and the press of enemies begins to slow the defenders.
Osrina rushes into the temple to help where she may. Her presence relieves the press upon them and she manages to bring down a Skeleton with a blow from her staff. She then uses the last of her mana to cast yet another healing spell on Richard, who by now is pale and panting heavily whenever he swings his blade.
(Spell casters have a fixed number of prepared spells and mana points used to cast them. Once out of mana, however, a caster can rest for a turn to regain 1 mana point.)
With Osrina's support, the party gets a brief respite. Thorstein continues to exchange blows with one of the Skeletons, but both Skeletal Champions have yet to enter the fray. Soon the party will find itself pressed from both sides.
A Skeletal Champion, it's red shield looking blood drenched in what little moonlight escapes the clouds, enters the fray and unhurriedly brings it's notched blade down upon Richard.
Richard falls. Both Thorstein and Osrina scream in defiance. Their weapons flail out with all of their rage and frustration. Both Skeletons fall to their furry.
Yet the last remaining Skeletal Champion bursts through the Temple door. Before he can even turn to face the beast, Thorstein is sliced down his back. He bravely turns to face his new adversary, but the spear shakes in his hands as he aims a failed thrust at the creature.
Osrina turns to face the Skeletal Champion just in time to see it reign another blow down on Thorstein. The Northman sways, utters a curse, then falls, leaving Osrina alone to face the rest of the Skeletal horde. She lashes out with her staff and lands a slight blow to the Skeleton Champion. The creature seems to laugh and grin at her predicament. Satiated with it's slaughter of the healer, the other remaining Skeleton shambles towards battle. Osrina believes she yet has a chance, if only she can finish off the Skeletal Champion before the other one arrives.
Fate is not in her favor, however, as the Champion cuts her down with a series of mighty blows. And as darkness takes her she realizes that she has fallen just between her companions, Richard and Thorstein.
Aftermath...
Richard wakes with his head foggy and in pain, a numbing cold surrounding him. Both his right arm and leg throb painfully as he tries to sit up. Osrina hears Richard stir, and limps in his direction. Richard watches her approach, and notes the cut on her leg and the way in which she uses her staff for support.
"We're alive!" he states.
"So it would seem," says Osrina. "Skeletons are magical creatures that thrive on carnage. The rending of the healer, as well as the ferocity of the battle in the Temple must have satiated those who remained. That or the Temple's aura drove them off before they ripped us asunder. Either way we are lucky to be alive."
"The healer..." says Richard, his low voice training off as the smile leaves his face. He manages to stand and his face hardens as he says, "There must be a shovel in the shed, I'll tend to the poor man, after all it was I who brought this upon him."
"Look for a torch rather than a shovel," says Letta. As she walks into the room she finishes sewing up a gash in her leather armor, the white shirt worn underneath soaked in blood. "There is not much left to bury. The Temple too may be defiled, but that is not for us to decide."
After a brief pause Richard simply nods to Letta, the sense of failure he feels weighs heavily between them. Osrina lets it be and turns to minister to Letta's wound, cutting way the blood soaked cloth and rinsing the wound. She works quickly and methodically as she applies the bandage. When she finishes with Letta she inspects the fresh wound on Richard's arm and helps him re-bandage his wounded leg.
Thorstein enters quietly, grabs the last of the skeletons and drags the body out of the Temple. Though the wound on his back has been tended, he has a long cut across his cheek that has been crudely sewn shut. Osrina says that he would not allow her to do more to aid him, but insisted that she help the others. "It will leave a nasty scar," she warned him. "All the better to scare children," he said with a laugh.
The relative peace of their recovery is interrupted by Thornstein's yell, "Baird! Baird! I can't find him." He rushes back into the Temple to address the party. "It's Baird. There are drag marks. It looks like he has been taken!"
(In Blood on the Blade you only loose characters if you choose to, instead, characters may receive permanent injuries that impact their stats. Any unit that goes out during the battle rolls on a post battle recovery chart that tells what has happened to them. Richard's leg wound from the previous battle lowers his Target Number so he is easier to hit. His new arm wound lowers his Dexterity for checks that use that stat. Thorstein simply rolled Impressive Scars, which has no ill effects. Baird, however, rolled Captured. That means the party can now choose the Free the Prisoner's scenario instead of rolling for their next encounter.)
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2 comments:
Interesting rules. They sound simple but seem effective. Nice story too.
Thanks. I am typically not into solo games, however, lately I don't always have time to game when others are available. This game has a nice balance of simplicity, yet with enough detail to make it playable. I might eventually want to flesh out more rpg style skills that will help differentiate and grow the characters, but it seems like the mechanics are flexible enough to do so pretty easily.
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