"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.
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. |
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. |
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. |
In the rear, Greycoat has managed to kill that grunt, but Val is knocked down by a savage boss! |
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! |
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!
As always: Thanks for the report! I really enjoy reading your reports! =)
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