Showing posts with label Warrior Heroes: Armies and Adventures. Show all posts
Showing posts with label Warrior Heroes: Armies and Adventures. Show all posts

2012/06/06

The Amulet of Sorbrowane Campaign: THE END!

After the bloodbath in the Temple of Azazael, Misan and Venna tried to find help. Fortunately a Brethren picket crossed their road (4 Praetorians and a brother sergeant, 6 heavy spearmen, 4 fusiliers).

Brethren Praetorians

They went back to the Temple of Azazael (now empty) and through the Mirror to the Amulet in Dark Elf (Dirz) territory. They are the true robbers of the Amulet, traitor Wolfens were plainly their agents.


The forces of the Light are advancing...


After revealing a PEF, Venna charges...




A Dasyatis Prime guards the Amulet!
Misan is its next target!
With the Dasyatis butchering Misan, two Praetorian take the Amulet...
... and flee!
But the Dasyatis isn't far behind...

Venna, who was the only survivor of the Amulet's theft, sacrifices herself to buy time for the Brethren.


Venna is killed but the two last Brethrens managed to flee. The Amulet is safe. The Forces of Light have prevailed!!!!!!!!

As usual, the miniatures are from Rackham. It's the end of a campaign started in April 2011
At last.
:-)

2012/05/09

The Temple of Azazael (Dungeon Crawling with WH:AA)


In the previous installment, the robbers of the Amulet of Sorbrowane managed to flee. Kalil and Agonn mustered their remaining soldiers.


Misan, the Mage, suggested to catch back the thieves through the Mirror (a magical gate), hidden deep into the Temple of Azazael.

Since Warrior Heroes: Armies and Adventures has great rules of dungeon crawling, we decided to give it a try.


Here is the map and the monsters (all the stats are in the rules) behind the doors... :)


Place
Opponents
A
Empty and dusty room. Guard post ?
Opened doors.

B
Armory with lot of rusty weapons.
A sword looks new... (but nothing)
Opened doors.

C
Empty room.
Closed door (DF1).
Magical Pool: roll must be made for each figure (once):
1-2 Luck: it allows figures to re-roll once any type of dice during an encounter.
3-4 Poison: -1 to REP during an encounter (can be healed).
5-6 Strenght: +1 to REP

D
Small temple. Empty.
Closed doors (DF1).
3x Giant Spiders make a surprise attack (in the back).
E
Great Temple.
The Boss has a Magical item (Ring of Protection, AC4).
1 x Black Moon Orc
12 x ORCS
3 x TROLLS
F
Antichamber, empty.
Closed door (DF1).

G
Great Priest Chamber.
Magical item: 2 Healing Potions.
Closed door (DF1).
1 x ETTIN (Giant)
H
Empty room.
Closed door (DF1) with a Rep 5 trap (Bolt - DF2).

I
Exit toward Azazël Temple : J

J
The Miror’s Chamber
1 x Orc Shaman (REP 5) with Wand of Missiles (Steel Wind spell cast with a REP 6 x 3 times)
2 x OGRES


TRAPS

x1
Rep 4 Trap (DF0)
1 target
x2
Rep 5 Trap (DF1)
2 targets
x3
Rep 4 Trap (door) (DF0)
1 target
x4
Rep 5 Trap (pit) (DF1)
2 targets
PIT/DF1
Pass 2 = OK
Pass 1 = wounded: slow
Pass 0 = OOF

Room D: Spiders! Gawyn is killed! 
Behind the door, the great temple (room E) full of orcs and trolls

Trolls attack!
The orcs are behind.
They were destroyed.
The Temple of Azazael is at the bottom right (room J) 
Two ogres protect the Temple
Arin and Kalil are killed!
Venna managed to kill the Orc Shaman.
She charged the last ogre...
... and killed him.

Misan and Venna are the only survivors. They need to find help...

Figures:
- Rackam for the Heroes
- Pathfinder for the Monsters

2012/03/22

GRISHAK’S DIVE INTO DARKNESS (scenario and Battle Report for WH:AA)

To assert his power over the orc tribes (after Gorbagh's Death), Grishak decided to find the Scepter of the Dead Wizard in the Swamp of the Undead. The Scepter is played in RRtK as the Pipes of the Dead (RRtK p.62).




GRISHAK’S TROOPS
All orcs are Frenzy: The character always passes a minimum of 2d6 on the Test of Wills and Charge Test.



GRISHAK
STAR DICES 5 - 1HW - REP 5 - AC 4 - MV6 - HARDINESS 1+1 (resilient)
Resilient: Hardiness+1.
1HW Master: Adds 1d6 when in melee with this weapon. Adds 1 to impact.

GORGOR (lance, shield)
1HW - REP 4 - AC 4 - MV6
Unlucky: If within 3 inches of a figure that is hit, has a chance (1-2 of 1d6) of taking the hit instead.

VADASH (sword, shield)
1HW - REP 4 - AC 4 - MV6
1HW Master: Adds 1d6 when in melee with this weapon. Adds 1 to impact.

RALG (axe)
1HW - REP 4 - AC 4 - MV6
Fast: Able to move two extra inches each move.

SMORT (sword)
1HW - REP 4 - AC 4 - MV6
Nerves of Steel: +1d6 for the Crisis Test.

PROG (mace, shield)
1HW - REP 4 - AC 4 - MV6
Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move Test.

BULG (Troll)
2HW - REP5 - AC4 - MV8 - HARD3
Dimwitted: Roll 1d6 versus Rep each turn and compare to table below. Pass 1d6 = Behave as desired. Pass 0d6 = Will not move.
Terror - Frenzy

ZORREN (Shaman)
1HW (dagger) - REP 4 - AC 2 - MV8 - Magical Staff (+1REP to cast spells) - Magical mushrooms x 2 (+1 REP to cast a spell)

UNDEAD

Units
Class
Weapons
REP
AC
Shield
Move
HARD
CV
Notes
SKULL
melee
Various
5
6
various
6
2
7
Terror, Vicious
UNDEAD THRALL
melee
Various
3
5
Y
6
0
2
Undead, Terror

- VISIBILITY IN THE SWAMP: 12’’

- REINFORCEMENT FOR THE UNDEAD: on a roll of 7 with activation dices.

- Visiting the Temple will awake...
THE GUARDIAN
2HW - REP 4 - AC6 - MV12 - HARD4
Terror - Frenzy - Vicious

- ACTIVATION
If a double is rolled with activation dices the player rolls on the Random Events Table

Dice
Events
1-3
Nothing
4-5
Draw a card (from the Random Events Cards for WHAA deck)
6
A Constrictor attacks a character.
Roll a dice under the character's REP to see how he reacts:
Pass 2 =OK
Pass 1 =REP-1 for the first round of fight 
Pass 0 =REP-2 for the first round of fight 
Constrictor
REP 4 - AC4 – pénétration 4 – MV 10 – Hardiness 2 -poison (Firing Damage Table - protected)

THE GAME...
We are near the Temple, hurry! 





A first PEF is resolved...


A Skull is no match for a Troll...

Battle for the Temple

Two new PEF are resolved...
The undead are legion
Fierce fights in the Temple
Bulg isn't  an easy opponent...
... But he was wounded

More thralls attack the Temple



Grishak has defeated a Skull
A few opponents left standing... 
VICTORY!
We have awakened the Guardian!


An opponent too powerful even for Bulg

While the Guardian devours Bulg, Grishak and Zorren flee with the Sceptre, abandoning their wounded. Grishak can now try to unite the orc tribes.

A fun solo WH:AA game... Thanks for reading.

Minis: Pathfinder Miniatures (Orc) and Rackham (Undead)