Home Forums Fantasy General Fantasy The Chronicles of Crom's Anvil

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  • #64516

    jagannath
    Participant

    Smashing! Glad Eydis and Erland are united!

    #64551
    Patrice
    Patrice
    Participant

    Interesting explanation of the rules system, thanks.

    15mm? Superb! At first sight I thought it was 28mm…

    http://www.argad-bzh.fr/argad/en.html
    http://argad.forumculture.net/

    #71511
    Angel Barracks
    Angel Barracks
    Moderator
    #71513
    Darkest Star Games
    Darkest Star Games
    Participant

    Ya tease!

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

    #71537
    Angel Barracks
    Angel Barracks
    Moderator

    Several months after our heroes removed the bandit threat they return to Simurgh and see that the town has grown.
    New buildings, more people and even a small shrine.

    It is whilst browsing the wares that they are summoned to the aforementioned shrine.

    The monk who looks after the shrine explains that the tribesmen of Utuseb stole a valuable relic that was bound for the shrine and killed the escort.
    Whilst of no material value you understand, the relic has significant religious value and our heroes are offered reward should they recover it from the heathen tribesmen.

     

    I am using the Copplestone Picts as my tribesmen.

     

    TURN ONE

    Trying to sneak up.
    I decided that the tribesmen on guard will allocate their 2 dice into Special and use these as a sort of perception test.
    For our heroes to sneak up I decided that they must allocate dice to Movement (well duh) but also allocate dice into Special.

    The heroes will be able to move the allowed distance based on what their Movement dice allow but in order not to be seen, their Special total must exceed the Special total of the look out guards.

    So in order for our heroes to get into the bushes they will need to move 12cm.
    I allocate them 6 dice for movement and 6 for special.

    We turn over the first card and see it is the archers, they roll their 2 Special dice and get 8.
    This will be the level of their perceptiveness.

    The next card is Erland, we roll his Special and get 22, he is not seen by the guards, but how far does he go?

    We roll his Movement dice and get 22, more than enough to get into the bushes and sneak up to the rocks.

    The next card are the other group of archers, who having no reason to suspect anything carry on being lazy.

    The next two cards are warriors who follow the example of the archers, meaning Eydis is the last card.

    She also rolls 22 for her special so sneaks without being seen.
    However her movement roll is an amazing 32, so she glides up next to Erland, and then past him and drops down onto her haunches and she slides across the hot sand getting tantalisingly close to the gates.

    TURN TWO

    So with Eydis now being in the open, she needs to be super quick lucky.
    Erland has a plan.

    Erland allocates 6 dice to Movement and 6 to Combat.
    Eydis allocates 8 to special and 4 to movement. (I have decided that being in the open she needs to roll double what the guards do to avoid detection)

    The first card is some warriors who carry on chilling.
    The next is the archers who roll 11. Pretty good.
    Next card is Erland, he decides that a distraction is needed and picks up a rock.
    He casts an eagle like gaze and hurls the rock (using 4 dice) to take the attention of the guards away from Eydis.
    Catching the guard completely by surprise the rock smacks into his nose and hurls him backwards of the lookout platform where he falls and takes some damage.
    He then rolls his 6 Movement dice and gets a pretty amazing 31, like a cobra he leaps out from the rocks and darts across the hot sands toward the gates and through!
    Curses, he is right inside the village walls and only has 2 combat dice left…

    This was potentially not his wisest move.

    The next card are the other group of archers who quickly fire arrows at Erland, he whips out his shield to stop the first arrow which he does (his 2 dice come up 9. The archer a measly 6)
    But that leaves him nothing to defend against the other archer, who hits and inflicts 2 hits.
    Erland now has 10 dice in his pool.
    The next card is the final group of warriors who only manage to roll a 7 for Movement, they cant get to Erland this turn, maybe his dumb idea of rushing in was a great surprise tactic after all?!

    So this leaves Eydis who as we know was gearing up to be all stealthy so she only allocated 4 dice to Movement, this gives her a dreadful 8!! (a 5 and three 1’s)

     

    TURN THREE

    Needing to go first our heroes allocate 1 die each to special which gives them the drop on the hapless thieving tribesmen.

    Eydis gets the drop on the wounded Erland, rushes past and wades into the 3 nearest enemies.
    Within seconds she leaves them all a bloody mess on the floor, though having spent all her combat dice she is vulnerable to attacks from the others.

    Erland having only 10 dice allocates 5 to movement as he wants to close on the last group of warriors, leaving 5 for combat.
    He closes and his first blow is parried and he takes another wound!
    This unleashes the savage in him and his next blow cleaves the axe of the dog, smashes through cutting deep and splitting the man from his neck to his naval.

    Tiring though now and being off balance from that last brutal attack he takes another wound to his thigh!

    The arches are last and fire at both Eydis and Erland and strike home.

    TURN FOUR

    Badly wounded the heroes are down to 8 dice for Eydis and 6 for Erland.
    The fighting is bloody with Erland slaying the last of the 2 warriors.

    Eydis springs up and runs for the nearest archers and swinging both her swords she cuts them down, splashing crimson on the sand.

    This leaves 2 archers who decide that fleeing is better than dying, especially as their shaman is not here to see!

    However, even wounded, Erland and Eydis easily catch them and make sure that no-one is left to tell of who came here.

    As the last cur is put to death and they recover the relic, he mumbles about how the dead will avenge them and that our heroes are now cursed.

    For a second they think they hear a wail come from the standing stone in the village, but it was surely just the wind?

    #71541
    Rhoderic
    Rhoderic
    Participant

    This is awesome! I’ll need to catch up with the full story later, but I’m loving it.

    #71546

    jagannath
    Participant

    YEEEEEEEESSSSSSSS! Brilliant – loved the RPG bits at the start.

    #71554

    Alexander Wasberg
    Participant

    Great addition to the chronicles!

    It looked a bit dicey there for a moment when Erland just charged in, but I figured some lowly guards wouldn’t be enough to stop the duo.

    I’ll be looking forwards to seeing what happens next 🙂

    #71563

    Dr De’Ath
    Participant

    Great AAR, looking forward to part 5

    #71565
    Victoria Dickson
    Victoria Dickson
    Participant

    Excellent report, thanks. 🙂

    #71590
    Darkest Star Games
    Darkest Star Games
    Participant

    Well done Mike.  If Erland isn’t careful he’s going to fond himself employment as a pincushion!

    "I saw this in a cartoon once, but I'm pretty sure I can do it..."

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