The party makes its way into the mines |
The party prepares to ambush the remaining patrol. |
The party makes its way into the mines |
The party prepares to ambush the remaining patrol. |
The party spends some time in Lighthaven to rest and recover
from their defeat at the hands of the Duskling war party. After a few days, Orirne,
still limping from his injury, pulls first himself and then the rest of the
party together. They discuss exploring
some of the unusual sightings spotted on the trip to town, but at Jhonny’s
urging decide to follow up on some new rumors of an object of arcane power
somewhere in the Eastern Forest.
The trip east is swift and uneventful. While foraging and
scouting some distance from the road, Yldris finds a midden containing valuable
ambercat, which he takes along despite the acrid smell.
Wasting no time, the group advances silently, leaving only
Alcuin behind to guard the burro and cart. Their alert action catches the new denizens
of the homestead by surprise, but soon enough the party spots a half dozen wretched
outlaws advancing carefully through the brush in a loose skirmish line.
Planting her feet, Diane fires at a target in the open. Her shot flies true, but rings off the outlaw’s helmet, only stunning him. Ocirne casts a spell on Bashir, who moves up with Cordelia and Jhonny, while Yldris dashes pell-mell for the dimly-glowing crystal in the center of the clearing, his Fey Boots granting him preternatural speed as he nearly flies over the underbrush and tangled roots that would impede a normal man.
Now aware of the impending danger and trying to get a fix on
the party’s position, the outlaws race to envelop the party, dagger-weilding
ruffians moving up behind the cover of the same number of archers, whose
desultory fire with small arrows fall well short of their targets. Now close
enough to see their foes, the party prepares to move up in pairs to confront
the enemy – until Yldris, still dashing to the clearing, reaches out to the fey
crystal entangled in the stump of a tree.
A bright, silent flash bursts from the crystal, dazzling
everyone nearby and distracting those farther away. Yldris immediately begins
to run back to Ocirne, panting, “I got it I got it I got it” while arrows
rained around his feet. Ocirne calls to the rest of the group to retreat, but
as Cordelia rises to leave her position in the underbrush, her eyes widen in alarm.
A second group of outlaws, nearly as large as the first, emerges from the woods
to her right! Spotting her they begin charging towards her, savage weapons
brandished.
But it was too little, too late. Cordelia finds that she is faster than her pursuers, and with the rest long gone, she is able to evade them neatly.
Cordelia returns to the laager a few minutes later to find the rest of the party already gathering, and Alcuin loading a pile of cured pelts onto the burro’s back. “Where did you get those?” Cordelia pants, but Alcuin just grins. Finally, his task complete, he dusts his hands and chortles, “Making Marks while you all try to make your mark! They were just sitting around for the taking!”
He isn’t the only one with a silly grin plastered on his
face. Yldris, nearly babbling, reports to the group the vision that the
eldritch crystal imparted on him. “we need to go to Starridge,” he says, over
and over, gesturing at the far-off mountain peaks, clearly delirious with the arcane
power of the crystal. The party manages to calm him as they slink away from the
homestead and its dangerous current residents, into the safety of the dark wood.
The adversary: Bestiarum Miniatures thugs and bandits |
Reconquer Designs has been making some lovely building stls, including this lovely medieval tavern.
I still have a bit of work to do, including the sign and interior details. I will also probably put it on a base for ease of transport. I am beyond pleased with the results so far, despite my numerous build errors.
I can't wait to have adventures in and around this piece!
Took me two years, but I have finally painted enough Cursed City figures to show the game to others. My first game is tonight - I hope it is worth the effort!
The Vargskyr |
Bat Swarms |
Rat Swarms |
Dire Wolves |
Kosargi Nightguard |
Vyrkos Bloodborn |
Vyrkos Bloodborn |
Vyrkos Bloodborn |
Watch Captain Halgrim |
Gorslav the Gravekeeper |
Cleona Zeitengale |
Emelda Braskov |
Jelsen Darrok |
Brutogg Corpse-Eater |
Mysterious Objects |
Deadwalker Zombies |
Ulfenwatch |
Here are a few of the Enemy warbands I painted up in the last few weeks, plus one that I've had for many years but never had reason to field before now. Note that many of these minis will likely sub in for several adversaries, as they come up later in the campaign.
1. The Faceless Kingdom, Unmarked Legion
Mist of the Jungle Amazon Warriors and Chieftain, Lord of the Print |
2. Ice-Heart Court, Goblin Raiders
Middle Earth Moria Goblins, Games Workshop |
3. The Ruin Within, Desperate Mob
Middle Earth Wildlings, Games Workshop |
Middle Earth Mordor Orcs, Games Workshop |
Middle Earth Uruk-Hai, Games Workshop |
The party sets out for Wayfell, but is almost immediately ambushed by a roving band of Gnawlings! Leaderless, the silver-streaked ratmen fight without tactics, but with immense ferocity.
The ruins of the Elven stronghold, silent before the battle |
The horde streaks towards the main body of the party! |
Ocirne approaches the Unknown Enemy... |
...and reveals two more ratmen! |
Alcuin's Pest Control |
The party's archers and slingers are flanked, but they prevail! |
Only two party members escape unscathed |
Holding his side, Banzan staggers tentatively to the Mystic's side. miraculously, Ocirne is unharmed! (-1 Luck)
While looting the battlefield, the party finds a pair of pristine soft boots, buried in the bottom of a filthy bag. Ocirne recognizes them as magical Boots of the Thief! (a roll of Vital Information results in a subsequent Quest Find roll of a magical item. Boots of the Thief: The boots may be activated as a Use Action. The character immediately escapes from battle unharmed. If the character retreats (through any method), they never have to roll on the Flight in the Dark Table. Useful!)
They also find an unconscious captive, a Pilgrim called Dasyi Payne, who was waylaid on her way to Lighthaven. The party agrees to detour to the monastery and take her the rest of the way. (Escort her to her destination to gain a Friend, and skip Upkeep next turn.)
Result:
5 + 2 + 1 Adventure points! w00t
2XP to all except Ocirne, who gains a single 1XP. Alcuin reaches level 3!
The Duke's forces continue to make their presence felt - gain 1 AP
***
That night, the stars seem to glow brighter, and faeriesong filters through the trees. They say on nights like these, the faerie folk select who they will protect. (Cordelia Wendt is blessed next battle. (+5 on Injury/Flight roll))
Upkeep: 1 Mark
In the morning, hoping that the faerie song is a sign, Ocirne searches the woods nearby for congealed strands, but finds none.
Diane Artekos scouts the party to Lighthaven without further incident. Dasyi Payne is brought to the chapel, where she proclaimed her everlasting thanks. Alcuin sells the quick dagger at market.
A letter from Zinseris at Lighthaven, offering congratulations on our successful work so far.
The next day, Ocirne gets both the damaged Bastard Sword and damaged Warhammer repaired (4 Marks). The grateful smith gifts the party a fine sword.
Upkeep costs are offset by the Chapel's generosity. They also provide a gift of One Mark (Adventure Milestone, 6 AP, rerolled at a cost of 1 Story Point). Dasyi Payne's story of her rescue gain the party 1 AP.
Yldris visits the town Healer, bringing him closer to victory. (1 Mark)
Wary from their ambush, the group decides to avoid the main road, and of course they get completely lost! They set up Camp, and encounter a Confusing Trickster, a fortune-teller called Francis Mistsplitter. His proclamations seem to make no sense. However, he brings another letter from Zinseris (+1 Story Point). How did he know how to find them if he was a charlatan? By the next morning, he is gone.
Before setting out again, the party lives off the land, but Bashir Khan becomes injured while foraging. Ocirne finds a Congealed Strand, which he happily adds to his precious collection.
Having learned their lesson, the party finds the main road to Wayfell and sticks to it. On the way, they meet a peddler named Neladrie Aldaviel. They exchange trinkets, and get along. She is now a Friend.
Once in Wayfell, the party learns that a shipment of unguents and salves have arrived from outside the region, and the merchant, loathe to travel alone, seeks an escort to Lighthaven. After a brief conference, the group decides to take on the task of retrieving another part of Zinseris' locket, before returning to Lighthaven with the needed supplies. So the party distributes weapons and sets out once again...
Last time:
The party entered the ruin, defeated the Goblin horde therein, and found the magical locket - or a piece of it, anyway! Alcuin is wounded by a Goblin spear, but recovers. However, Yldris is seriously injured (again) and will miss the next SIX turns :(
A horde of goblins, now deceased (GW Moria Goblins)The party divides the spoils of war. Nothing earth-shattering, but some useful kit:
Banzan takes the Khopesh, and the rest is distributed amongst various backpacks.
Banzan Hill, the pocket Quest companion |
All party members gain 2 XP Yldris, whose effort garner him a single XP. As a result, Bashir Khan reaches Level 3. Cordelia Wendt, in a flash of insight, becomes a Hero! What luck!
Cordelia Wendt has blossomed since Banzan joined the party, and is now a Hero! |
As the party is setting up camp, passing woodsman shares his observation that the region is being more heavily patrolled lately. The roads are safer than usual to travel.
...
After a restful sleep, the party awakens full of foreboding, feeling unseen eyes staring at them from the cover of the undergrowth. Nevertheless, they head out and forage for food, finding enough to keep them going until the next town. Cordelia, for her part, finds enough Silvertree Leaf for two doses of the herb!
The party sets out from the northern reaches of the Woodland to the site of the next part of Zinseris' locket, but have barely started travelling when they are ambushed by a Gibbering Horde! They find themselves facing nine rat soldiers with standard weapons, plus an Unknown Enemy marker. They have no leadership. They gain Awareness. Failure means a loss of 3 Adventure Points.
This is a Meeting Engagement. To win, they must eliminate four enemies in the first six battle round, for +1 Adventure Point.
The top of the tower (accessible by ladder or apparition) is a Wizard's Sanctum. Even the scatter terrain that comes with the set looks pretty decent!
I'm in 'grab and paint' mode, so first had this urge to paint some 3d-printed squid tentacles comic-style: I added some gloss v...