Fighting through the lower levels, our beaten and battered group reaches the top of the tower, aptly named Tor Varden Upper Level. There was indeed a life to save and no time to waste! Kill 'em all!
under the bookshelfstairs, our heroes are ready for a fight! Lilac is still climbing up behind (hence she's on the wall as a reserve). Everyone else is either knocked unconcious or tending the wounded (that would be 2 dogs, a barbarian and a man-at-arms). Our heroes are luckily unscathed.
Zahar advanced first, as she is bound to do (by the rules) and conjured a fireball. The demon, being used to fire warmed her hands in the flames while the undead knight, learning that he was afraid of fire was burned pretty nicely! Hiro and Raganhar advanced to cover their friend.
With an unnatural scream the undead and demon advanced. A ball of whirling melee was quickly formed with neither side getting the advantage. Lilac snuck up the stairs, trying to figure out what was going on. At the same time a sickening glow filled the tower.. Evil sorcery at work! Only Hiro was succumbed to the poisonous incantation.
The melee continued for a while (I think 2 turns or so) before the knight was finally struck down. Hiro was poisoned and beaten (and healed and beaten again), being all but out of the fight.
Finally Hiro summoned enough strenght to drive his magical sword through the skull of the undead horror. Zahar yelled they were fine and instructed Raganhar to move his stubby legs to go for the archers. They all knew that it could take a looooong time for him to reach anywhere. Lilac drove an arrow though the shoulder of a beastman, who promtly fell from over the railing to his death. Yay!
Finally reaching the farthest archer, Raganhar was glad he found an enemy which didn't actually make him feel like a farmer. He was doubting if his axe was broken, but the beastman's split skull proved it still worked. At least a little.
After that it was only mopping up the 2 archers. Lilac took down one, the other was shot down by Hiro and Zahar. Raganhar spent the rest of the game running at the outer edge of the tower, hoping for either for the foes to be killed or falling from the tower so he can stop running. With the last beastman dying, the prisoner was saved and the tower secured.
Evil portents where to be seen though. The distant towers of Tor Dargos and Tor Hammel had succumbed to evil. "I guess there's more running to come..."
I have mixed feelings about the scenario. I liked the timed events (roll x test or y happens). The time pressure was also nice (not that it mattered to us). The opposition was... odd? Once the knight was down, it was a cakewalk. But it was so resilient! I guess it's hard to write reinforcements to arrive in the tower. But there could have been some evil bats or birds or something. I kinda missed the cards which were not used in this one. The idea was nice, the events were nice but all in all it didn't quite mesh together in a way that felt like a proper ending to the big quest to get into the tower. I guess it was a balance issue, since things could go pretty bad in the previous scenario and you might have to juke the knight quite a bit.
I liked how our tower worked. It made the archers move a bit (being able to block LoS), but they didn't venture inside easily. They had good enough chance to get LoS if it wasn't broken on purpose.
-edit- Finally 2+ months later tagged the game here, oops!
As the name hints expect; random boring gaming related content, pictures of horrible painting / terrain crafting, AARs (with pictures hopefully), impressions of the games I own and very irregular (hopefully monthlyish) updates. Hopefully.
22 Oct 2021
- [+] Dice rolls