Wednesday 14 April 2021

Vanguard: Seeking Sanctuary - Chapter 5: Trap

 "On the way to All Hallows Waterfalls, the route narrows. Pushing forward, the band runs into an obstacle: Trees and rocks are blocking the path. To make things worse, monsters are waiting in ambush."

Having sent messages however he could calling for additional help, no others of Ivor's acquaintances had come. Perhaps they were also facing similar hordes in other corners of the realm. Without anyone to take his place, the loss of Fenrir weighed heavily on his mind.

However, seemingly from nowhere, a cloaked man walked into the camp. He claimed to be a wizard who had been making a study of the places the ancients believed to be strong with magic; that his camp had been destroyed, but more importantly an apprentice and a troop he had hired as a guard during his travels had all perished at the claws of the monsters. This wizard said he had only escaped the same fate when, upon realizing that of his group, only he was left, he was able to cast a spell that rendered him invisible to the monsters. He now requested to stay with Ivor's group for protection, offering his services in return.

With the carriage stopped by the barrier, Ivor takes some of the new soldiers to help clear the way and commands the mercenaries and other soldiers to spread out and watch for monsters. With three spawn points in front and one close on either side, this looks very much like an ambush.

Turn 1:
The unarmoured magic-users take up position on a high point beside the carriage. The wizard knocks over a grunt with a fireball.

Some of the soldiers go with Ivor to the front to start clearing away the barrier. Note: While I removed material on this turn, I realized later that I didn't have the necessary amount of actions after moving figures into position to do that, so it was counted removed on the next turn.

A lucky roll for Tombstone means a one-punch knockout in store for this unfortunate grunt!

Turn 2:
On the right flank, Thorval and newbie Sam U. Rye team-kill an elite, then taunt the grunt following it.

Up the center, the wizard unleashes a fireball that kills two uncomfortably close grunts.

On the left flank, an elite has crawled up from the depths to meet Katya and two other soldiers waiting. It knocks down Tombstone, but is prevented from landing a killing blow.

Turn 3:

With a special spell cast on his blade by the wizard, Ivor narrowly succeeds at dispatching a boss.

Thorval had rushed a boss, hoping to take it down for good, only just knocking it over. It gets up again and is joined by an elite. However, the two monsters fail to land a single blow on the nimble rogue. Our heroic lass from last scenario, Miss Val Keerie, and an accomplice moved to protect the rear and bumped into this grunt. Couldn't knock it down, but kept it from getting the magic users. Emeralda succeeds in casting some protective spells on Thorval and Sam.

Turn 4:
Ivor rushes to the right flank to aide Thorval and Sam, all trying in vain to land a killing blow on the monsters, who pop back up, but are too overwhelmed to land any blows of their own.

Some grunts with ranged weapons have emerged up ahead and they are doing their best to hinder the ruble removal crew. Over on the left flank, the elite beast is finally killed and Katya's crew awaits the next beast to show its face.

In the rear, Greycoat has managed to kill that grunt, but Val is knocked down by a savage boss!

All through this clash, Elan has been standing on the carriage loosing arrows in all directions, but has been unable to do more that be a minor inconvenience to any of these creatures. only now has she managed a hit on one of the grunts shooting at the cleaning team. On the right, Ivor and Thorval are still contending with a boss and an elite.

Turn 5:
Oh good! They've killed them!

That boss in the rear is a pain in the rear!

This is just an unlucky hole for the monsters.

The way is clear! Start loading the untrained refugees!

Turn 6:
Here's a brave one, clearing the way of monsters since the rubble is taken care of!

Ivor runs to the carriage. The winning condition for the Mercenaries is to get Ivor and at least one civilian on the carriage and use an action (Elan's in this case) to drive the carriage off the play area. Easily done at this point.

Alright. So this scenario didn't seem to be as hard as the previous ones. Here's why: 

1. I didn't seem to roll as many grunts, so fewer bad guys on to contend with, even if they are harder to deal with. 

2. Except, with really lucky rolls early in the game (some helped out by the wizard's Enchant Weapon spell), the big guys were kept at bay. 

3. Really helps utilizing the gang-up mechanic with so many surviving soldiers from last scenario. And when the enemy can't field enough units to also take advantage of gang-up, well...

Anyways, still enjoyable, even if it was short!

1 comment:

  1. As always: Thanks for the report! I really enjoy reading your reports! =)

    ReplyDelete