Investigating the Silent Settlement


Felstadt and a handful of soldiers enter the quiet hamlet, seeing naught but snow on the ground and an overturned wagon. It’s been weeks since the village of Smalkirk has made any contact with the Barony. No one thought anything of it until a merchant lost his caravan along the roads nearby. Here’s the scenario details:

Abandoned village

Blip, 3”

1-2 1d6 Lizards

3-5 nothing

6 1 survivor


Chapel, 2”

1: 1d6 lizards

2-3 nothing

4-6 1d3 survivors


Black face card

1d6 lizards out of treeline 


Men Goal: Find any survivors and escort them off table.


Lizardfolk Goal: Slay any resistance and drag more man-cattle back to the cavern Queen.


Now for the game!

On turn 1, the Jack of clubs is drawn, and a full 6 lizards come rushing out of the trees toward Felstadt’s small force.

Felstadt swept his men around in a battle line to meet the assault, only to lose 2 men and be pushed back himself!

To make matters worse, one of the blips soon revealed 2 more lizardfolk behind Felstadt. Above is the scene after the small group of men is pushed farther back and surrounded.

Then the rain started. Felstadt’s last bill man fell, and his rout check failed.

The archer is clubbed to death but Felstadt is able to make it off table without being slain. The mission is a failure! No survivors, if there were any, get rescued; and a whole lance of Bleudingle’s lads are lost, to boot.

It was a lot of bad luck with the activation draws. Too many spades and clubs, and not enough red suits! It was fun though, and I am at least glad that Felstadt survived. He’s been a favorite of mine since this little campaign started.

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