Battle 1: Scarecrows
CLASS: | Wood/Clay Golem | HP: | MOVEMENT: | 3 | HP:8+2d10 | ||
TYPE: | Medium Biped | EXP: | 17 | AC: | 0 | ||
BONUSES | HIT/CAST | % CRIT | DAMAGE | RESISTANCES | |||
MELEE: | -4 | 2% | 1 | ARCANE: | 0 | ||
RANGED: | -5 | 2% | n/a | ELEMENTAL: | 0 | ||
SPIRIT: | 1% | n/a | NATURAL: | 0 | |||
FAITH: | 0% | n/a | HOLY: | 0 | |||
x | DEMONIC: | 0 | |||||
ARMOR | 0 | ABILTIES | |||||
LEGS: | 0 | STRENGTH: | 16 | ||||
CHEST: | AGILITY: | 6 | |||||
SHOULDERS: | STAMINA: | 16 | |||||
FEET: | INTELLECT: | 3 | |||||
HANDS: | WISDOM: | 0 | |||||
ARMS: | DODGE: | 0 | |||||
BACK: | SIGHT: | 5 | |||||
HEAD: | HEARING: | 3 | |||||
NECK/TRINKET: | INITIATIVE: | 3 | |||||
OTHER ARMOR: | CHARM: | 0 | |||||
WEAPONS: | scythe 1d10+2 | ||||||
SPECIALS: | Immune to Faith powers, double damage from Fire(wood) | ||||||
50% Absorption, except cleaving weapons(wood) | |||||||
Defeat 4 | rake 2d4+2 | ||||||
shovel 1d6+1d4 | |||||||
hoe 1d8+1 |
As You are all walking back to town together after a hard days work. You all of a sudden notice the early |
evening light is fading to complete darkness. In less than five seconds there is no light at all. |
In what seems like the next moment you all see you are in a newly ploughed field at midday light. |
still unsure of what just transpired you look about you, only to see a finely dressed young man. Looking |
at your group quizzically, he takes a long sniff in the air. Gently smileing with wide eyes he points in |
your direction. From the edge of the field then walk in four large scarecrows, armed with field tools. |
As each scarecrow falls to defeat. The scene distorts for a moment. Like a drop of water in a clear pool |
the picture ripples. With each consecutive death blow the rippeles get larger and more frequent. |
Until the scene is gone entirely. |
stamina test at second and third death. |
Battle 2: Dwarves
CLASS: | Full Beard | HP: | 21+3d12 | MOVEMENT: | 3 |
TYPE: | Clansman (lvl3) | EXP: | 14 | AC: | 64 |
BONUSES | HIT/CAST | % CRIT | DAMAGE | RESISTANCES | |
MELEE: | 0 | 3% | 1 | ARCANE: | 8 |
RANGED: | -1 | 3% | n/a | ELEMENTAL: | 18 |
SPIRIT: | 3% | n/a | NATURAL: | 8 | |
FAITH: | 4% | n/a | HOLY: | 13 | |
DEMONIC: | 13 | ||||
ARMOR | 7 | 63 | ABILTIES | ||
LEGS: | Chainmail Leggings (-1 dodge) | 12 | STRENGTH: | 15 | |
CHEST: | Chainmail Hauberk (-1 dodge) | 13 | AGILITY: | 10 | |
SHOULDERS: | Battleplate Spaulders (-2 dodge, -0.5 move) | 10 | STAMINA: | 14 | |
FEET: | Mail Wrapped Boots (-1 dodge) | 6 | INTELLECT: | 9 | |
HANDS: | Chain Gloves (-0.5 dodge) | 6 | WISDOM: | 11 | |
ARMS: | Plate Bracers (-1 dodge) | 6 | DODGE: | 8 | |
BACK: | 0 | SIGHT: | 9 | ||
HEAD: | Plate Skullcap (-1 dodge) | 10 | HEARING: | 11 | |
NECK/TRINKET: | 0 | INITIATIVE: | 10 | ||
OTHER ARMOR: | 0 | CHARM: | 9 | ||
WEAPONS: | military pick 1d10+1 5% (-10ap)w/ Targe 1d4 20% block | ||||
war crossbows 1d12+2 (-10 armor piercing) | |||||
SPECIALS: | Cleaving Strike (axes) x2: -25 enemy armor for a single attack | ||||
Guard Break (bludgeons) x2: cancels any parry, block, ward-off | |||||
EXTRA: | When in formation Clansmen are immune to the first panic test they must take | ||||
Infravision | |||||
DROPS: | 1d8+1 GP | ||||
Defeat 3 |
The ripples now fade and a new picture is thrown in front of you. |
You begin to see a bloody and torn field littered with bodies. Dark tanned Men armed with scimitars |
and animals of all kinds. After the quick survey they notice this battle recently fought is not yet |
finished On the other end of the clearing sits a small crudely built shed. Five of the dark men are |
struggling with what seems to be two children. Binding their hands and tossing them into the old shed |
like sacks of potatoes. Hannes’ character notices this and immediately is blood begins to boil with |
righteous fury! Before a step can be taken or a word of disapproval spoken, an arrow lands at their feet. |
“The Dwarves are for the Dwarves!” |
“The Lion may have sent more reinforcement but we don’t want either of you to win!” |
A second look in the direction of the shed shows a small skirmish of a single man, a unicorn, several dogs |
and a falcon fighting the dark men hoping to rescue the children. |
“Hurry before they Join The King!” |
Another volley is shot, now aimed to kill! |
after each Dwarf is killed you hear an audible crack like wook splintering and see cracks in your vision |
the picture is breaking to darkness. |
Intellect test after the second dies |
Battle 3: Patriot
CLASS: | Infantry/Bowmen | HP: | MOVEMENT: | 4 | CLASS: | Bowmen | HP: | MOVEMENT: | 4 | ||
TYPE: | Sergeant (lvl5) | EXP: | 20 | AC: | 45 | TYPE: | Crossbowmen (lvl2) | EXP: | 7 | AC: | 37 |
BONUSES | HIT/CAST | % CRIT | DAMAGE | RESISTANCES | BONUSES | HIT/CAST | % CRIT | DAMAGE | RESISTANCES | ||
MELEE: | 0 | 3% | ARCANE: | 13 | MELEE: | 0 | 3% | ARCANE: | 10 | ||
RANGED: | 0 | 3% | n/a | ELEMENTAL: | 13 | RANGED: | 0 | 3% | n/a | ELEMENTAL: | 10 |
SPIRIT: | x | 4% | n/a | NATURAL: | 13 | SPIRIT: | 3% | n/a | NATURAL: | 10 | |
FAITH: | x | 4% | n/a | HOLY: | 15 | FAITH: | 3% | n/a | HOLY: | 10 | |
DEMONIC: | 15 | DEMONIC: | 10 | ||||||||
ARMOR | 35 | ABILTIES | ARMOR | 1 | 28 | ABILTIES | |||||
LEGS: | ** armed same as or slightly better than their squadron | STRENGTH: | 13 | LEGS: | Canvas Trousers | 3 | STRENGTH: | 10 | |||
CHEST: | AGILITY: | 10 | CHEST: | Leather Jerkin | 7 | AGILITY: | 10 | ||||
SHOULDERS: | STAMINA: | 10 | SHOULDERS: | Linen Coat/Robe/Tabard | 1 | STAMINA: | 10 | ||||
FEET: | INTELLECT: | 11 | FEET: | Sandals/Clogs | 1 | INTELLECT: | 10 | ||||
HANDS: | WISDOM: | 12 | HANDS: | Leather Gloves | 4 | WISDOM: | 10 | ||||
ARMS: | DODGE: | 10 | ARMS: | Cloth Bracers | 2 | DODGE: | 10 | ||||
BACK: | SIGHT: | 10 | BACK: | 0 | SIGHT: | 10 | |||||
HEAD: | HEARING: | 10 | HEAD: | Plate Skullcap (-1 dodge) | 10 | HEARING: | 10 | ||||
NECK/TRINKET: | INITIATIVE: | 11 | NECK/TRINKET: | 0 | INITIATIVE: | 10 | |||||
OTHER ARMOR: | CHARM: | 11 | OTHER ARMOR: | 0 | CHARM: | 10 | |||||
WEAPONS: | sabre 2d6 (12%parry) Pistol 1d6 (-10ap) one hand EOR | WEAPONS: | sabre 2d6 (12%parry) rifle 2d6 no dodge (-10 ap) reload EOR | ||||||||
medium sword or bludgeon as back up melee weapon | |||||||||||
SPECIALS: | Oath of Purpose, effects only units they are directly leading | Defeat 5 | |||||||||
Hawk Strike x1 (infantry only) | |||||||||||
EXTRA: | Commands a squadron of men (10 men of the same type) | HP: 10+2d10 | |||||||||
Defeat 1 | HP:25+5d10 |
“aim small miss small” a small voice can be heard |
On the steep hill in side the tree line from the road you notice a lone man hurriedly running this way and that leaning something on a tree |
or at the base a large rock. Trying desperately not to be seen or heard. At the same moment a procession of walking soldiers and a cart |
of supplies. As they reach the centre of the road way you hear a loud KRAKKOOM! And the lead soldier falls dead. Another loud crack, |
a second soldier slumps over. “ready to attack men” “steady. Aim. Fire.” several sots go off. *Dice roll for who is hit* you now see a |
bloody and beaten young man tied to the rear of the cart. “Father Help!” He cries. |
each fallen soldier precedes their vision clouded with smoke at the third take a sight test. |
Battle 4: Jaberwoke
CLASS: | Dragon | HP: | MOVEMENT: | 8 | HP:170+50d6 | |
TYPE: | Drake (lvl10) | EXP: | 100 | AC: | 77 | |
BONUSES | HIT/CAST | % CRIT | DAMAGE | RESISTANCES | ||
MELEE: | 7 | 6% | 2 | ARCANE: | 20 | |
RANGED: | 2 | 4% | n/a | ELEMENTAL: | 20 | |
SPIRIT: | 15 | 5% | n/a | NATURAL: | 20 | |
FAITH: | 4% | n/a | HOLY: | 15 | ||
DEMONIC: | 15 | |||||
ARMOR | 64 | ABILTIES | ||||
LEGS: | Hardened Scales | 8 | STRENGTH: | 18 | ||
CHEST: | Hardened Scales | 8 | AGILITY: | 17 | ||
SHOULDERS: | Hardened Scales | 8 | STAMINA: | 17 | ||
FEET: | Hardened Scales | 8 | INTELLECT: | 14 | ||
HANDS: | Hardened Scales | 8 | WISDOM: | 12 | ||
ARMS: | Hardened Scales | 8 | DODGE: | 13 | ||
BACK: | Hardened Scales | 8 | SIGHT: | 12 | ||
HEAD: | Hardened Scales | 8 | SMELL: | 14 | ||
NECK/TRINKET: | INITIATIVE: | 13 | ||||
OTHER ARMOR: | CHARM: | 14 | ||||
WEAPONS: | Bite (4d6) Claw x2 (1d12) | |||||
Tailswipe (hits all in rear arc, knockback 4″, 2d8) | ||||||
OTHER EQUIPMENT: | Breath: Fire (action, template, 1d20+4dam plus 1d8 dam for 3 turns in target area, | |||||
auto hit, partially covered targets may take a dodge test to roll out of the way) | ||||||
EXTRA: | Can speak to mortals | |||||
Can fly at double speed |
through the dissipating smoke in your eyes you see a a small white rabbit. Unexpectedly everyone |
can hear the rabbit muttering to him self as he hurries past the group. |
I’m late! I’m late! For a very important Date! No time to say HelloGoodbye! I’m very very late! |
Almost before the rabbit can finish his speech, with an intensity that you would think the whole |
continent could hear came the sound of |
“JIBBERWOKKKKKK!!!” and a massive explosion! |
a bright red Flame shoots through the sky. And through it comes a Dragon! |
a Bright Green body with a long slender neck carrying razor sharp teeth now fills the sky! |
x |
after the dragon slumps over dead a large green emerald falls from under one of the dragons scales. |
now the picture looking as if the wind was tearing strips of colour from the scene until only black |
remained. Now in a heavily wooded area, close by are a large man leaning over the wounded body |
of some unknown creature. “What are you?” the man asks. “Your DEATH!”replies the creature while |
spitting up a green blood. A slight touch to something on the creatures wrist, He now begins to laugh |
a cold maniacal laugh. The large man now seeing you he yells “Run!” “Get out of here!” |
after they reach the cliff and jump. The world cracks and shatters like glass. And awake in the Field |
now past midnight. |
Along the Road:
Nightmares and Daydreams:
Graveyard Shift:
What Lies Below:
Pub Problems:
Journey/Lost in the Woods:
Friends and Foes:
Arrival/Mystery Man/Streetside Strife:
Fire and Ice/One Step Forward Two Steps Back:
The Black:
War Part1: