The mood at the Cloven Hoof had been sombre for days.
Everyone from Thaddeus to Franck, the newly-hired treasure hunter, had been
troubled by disturbing dreams and portents. To make matters worse a freezing,
cloying fog had closed in on the ruined city and tales abounded of horrible
creatures (well, more horrible than usual) roaming the old buildings.
The haggard Summoner looked up as Oddleigh the apprentice
and Halfinch the thief burst through the door, rubbing their hands and stamping
the frost from their feet.
“By the Lords it’s colder than ever out there!” chattered
the Hobbit.
“Never mind that – what have you discovered?”
Oddleigh pulled the scarf from his face. “We’ve been a
little further down the river – there are some ships still stuck in the ice.”
“Aye,” his diminutive friend concurred, “and I smell
treasure.”
Thaddeus rose stiffly from his seat. “Very well, let’s see
what’s to be found in this confounded fog – ready the men!”
And so we’re on to the second game of the day – the Battle
on the River! Quite an open battlefield this, with hurriedly painted blocks of
polystyrene representing the banks of the river. Step off the banks and watch
you don’t slip on the ice…
A mere 4 treasure tokens are placed and we roll to choose a
bank to come in on before deploying. Thaddeus and his warband line the river on
one side, making for any handy jetties that will take them onto the river.
On the opposite bank, Toddlebrew can immediately see the
disadvantages of such an open playing field. Knowing that Thaddeus has a bone
dart or two up his sleeve, he seeks to mitigate this by casting draining word
on the spell, making it more difficult to cast.
However this doesn’t stop Thaddeus’ crossbowman from
shooting at an enemy ranger and striking true! Meanwhile the rest of the
summoner’s band are getting into position, while Thaddeus himself clambers onto
the ice (thus gaining some experience).
I get to the treasure first, but this triggers a spooky
spectre. It floats up the river perilously close to where Oddleigh is directing
his fellows (including a rather explosive minor demon summoned pre-game).
Situated on my right flank, the summoner’s apprentice decides to keep
his crew out of sight from the spectre by casting a wall spell. Who will the
spook head for?
Using a handy potion of teleportation, Sir Pierre the knight
transports himself to a treasure-laden lump of masonry embedded in the ice on
the opposite side of the river. Unfortunately this brings him in direct view of
the spectre, which floats towards him…
In the centre, one of my infantrymen makes for a wreck that has sunk to the waterline and the treasure that lies on it’s shattered decking. An enemy treasure
hunter beats him to it, only to see the treasure chest zoom out of his reach
thanks to a telekinesis spell. For good measure my infantryman spears the
fellow for his impertinence.
On the frozen outcrop, Sir Pierre defeats the spectre with
his magic sword as one of Toddlebrew’s archers clambers up the masonry after
the treasure.
Sir Pierre is having none of it, and runs his sword through
the minion. Watching from below, an enemy thug sizes up his chances. Meanwhile
Thaddeus is just climbing back onto the riverbank when thwip! thwip! two arrows thud into his
body! Badly wounded he swigs a healing potion and crawls into cover.
Suddenly a figure emerges from the ice-bound wreck! An
evil-looking wizard, no doubt laden with valuable goodies. Having slain the
treasure hunter, the infantryman is in position to head him off, wounding the disfigured
spellcaster. All around him more of Thaddeus’ band moves toward the fray.
Fluffy skids across the ice to reach Toddlebrew with an aim
to keeping him busy. Alas the warhound is slain by one of his underlings, but
it is enough to encourage the sigilist to make a strategic withdrawal.
This leaves Thaddeus with the field, not to mention all four
treasures, and whatever the mysterious wizard is carrying! (Oh, and some sore backsides from slipping on the ice - at times it was like an episode of You've Been Framed!)
A complete victory for me, marred only by the death of
Fluffy in the survival rolls. To be honest the terrain was more of a winning
factor than any tactical skill on my part (indeed I nearly lost Thaddeus to
Giles’ archers). Having the river banks raised so high was bound to favour the ‘shootiest’
warband (i.e. mine) as they could easily target their opposite numbers and
cover the treasure tokens, which were all placed out in the open. It wasn't my intention to build the terrain so favourably - it was something of a rush job and I had to use whatever I had to hand.
If we play this scenario again I think I’ll lower the river
banks (using something other than lumps of polystyrene) and/or add some rigging
to the wrecks to help block line of sight. Still, I was happy with how the
scratch-built terrain looked, and six rolls on the treasure table (including two
on the Lich Lord table) isn’t too shabby!
With the battling
warbands long departed, night drew in on the frozen river. The once mighty
hulks that lay shattered and rotting in the ice creaked as an eerie miasma
descended between the cold stone banks.
There, among the
splintered vessels, lay the body of the recently slain wizard; his wind-tattered
robes shifting amid the stillness.
Then movement! The
silent jetties and quays suddenly swarmed with thin, broken figures. Shambling
zombies, skittering skeletons and howling ghouls lined the river as an eldritch
green light played over the corpse.
“Pathetic mortal…”
An aeons-dry voice
hissed over the frozen river.
“Your work isss not
yet done. Arisssse!”
The wizard stood up
stiffly and unblinking he faced his master.
“I obey…”
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