Verrotwood Game 10 - Leave None Alive

Introduction

Winter has at last released the Verrotwood from its grip.  As the snow disappears the cultists venture out in their quest for Favor and Power. 

This time there's no additional quest to undertake.  Each cult is determined to become dominant, they'll be no quarter in Leave None Alive.

Set up

This game is based on the Bloodbath encounter from Verrotwood: The Old West.  The only changes are in using suitable forest rather than Old West themed terrain.  The game is played on a small board 24x28 inches over four  rounds.  The board features a piece of centrally placed Cursed Terrain and a Madman lurks to attack the Cultists.

A Victory Point (VP) is awarded for each enemy cultist or the Madman taken Out of Action.  The cult accumulating the most VPs at the end of the fourth round wins 100 Favor and 1 Point of Power.  The losers gain 50 Favor.

Starting positions.

Round 1

SerpensNadrew and SerpensEnirethec of The Uncoiling Run forwards keeping near to the cover of the Forest Terrain areas.   Horns of Wisentii activates next and she also Runs taking care to avoid the Cursed Terrain.  

The Madman activates next.  Rolling an 8 to determine his actions, he moves towards the nearest Cultist who is SerpensNadrew and on reaching him he immediately attacks.  Swinging his trusted, rusted cleaver he hews the veteran Cultist rendering him Out of Action.  The many wounds and injuries Nadrew has accumulated have finally caught up with him as his Health value was only 4.  

Nadrew gets cleavered.

Trying to take immediate revenge on the Madman, SerpensLezal moves forward and fires his crossbow at the lunatic.  His erratic movement saves  him and the bolt sails harmlessly passed his head. 

For her actions this round, Rage of Wisentii Runs forward to support Horns.  Her fellow Cultist, Shield moves next and he Runs to the cover of some Forested Terrain.

Trying to do better than his fellow crossbow-wielding cultist, SerpensLeachim moves forwards slightly, takes aim at the Madman and lets fly.  The greater experience of this cultist shows and the Madman is struck for 8 DAM, leaving him with only two Health left.

The Madman is shot by Leachim.

The last Cultist to activate this round is Breath.  He moves forward and that brings SerpensLeachim into his sights.  Drawing back his great bow, he fires at his old adversary and the crossbowman feels the shaft pierce him.

Wisentii advance and Breath shoots.

The final action is for the Madman.  Rolling to see what he does he goes Prone.  Bearing in mind he's been severely wounded that's an uncharacteristically sensible thing for him to do!

Round 2

Round 2 starting positions

SerpensEnirethec performs the Existential Dread ritual and moves Breath onto the Cursed Terrain, hoping to set him up to be picked off by The Uncoiling's crossbow wielders.   The plan doesn't work though as Breath activates next and immediately moves away from the blighted area.  And then he shoots at SerpensLeachim again.  Despite throwing two snake eyes, his third dice beats the one Defense die and Leachim crumples with another Wisentii shaft sticking out of him.  Round 2 has only just begun and another Uncoiling Cultist is Out of Action. 

Breath takes out Leachim.

The Madman's first token is drawn next.  Being Prone he has no other action to take but to stand which he does.

Shield performs the Berserk Ritual.  He Runs and clatters into the Madman.  Taking advantage of the free Melee action that the ritual gives him, he cuts the bewildered buffoon down.  And it doesn't end there.  Having taken the Madman Out of Action, he gets to Run again and this time attacks SerpensLezal.  The Berserk rage runs out of steam as Lezal defends himself successfully. 

Shield goes Berserk on the Madman.

Rage uses her actions to Run forward looking to outflank the remaining Uncoiling Cultists next turn

SerpensLezal faced with a berserk Shield fires his crossbow point blank.  He hits and the Wisentii Cultist takes a whopping 8 DAM and leaving him in the precarious position of having only a single Health point left.

Lezal stops Shield's charge.

Round 2 ends with Horns activating.  She Moves forwards, coming within the influence of the Cursed Terrain, but hoping she'll be able to move out of it next turn before feeling it's malign effects.

Round 3

Round 3 starting positions

Rage performs Berserk and Runs at SerpensLezal, who she reaches and immediately attacks.  Gaining an  additional STR die for flanking him, you'd think that she'd make a successful attack but his DEF die roll of 10 saves him.  

Horns goes next and still within the radius of the Cursed Terrain's effects she moves and attacks SerpensEnirethec.  Unsurprisingly as she is forced to take her lowest die roll, her attack fails.  She's put herself in a dangerous position here as Enirethec is just outside of the Cursed Terrain's area. 

As she'd fired her crossbow last turn and is engaged by two assailants, Lezal has to use her knife.  She chooses to try and finish off Shield but he defends the attack easily.  It's Shield's turn now and he swings his axe at Lezal.  She tries her best but he scores a Critical Hit and she's reduced from 10 to 4 Health.  Oucch! 

Lezal against Rage and Shield.

With the remaining targets already in Melee it's a difficult choice for Breath but he draws a bead on SerpensEnirethec and takes a chance on his skill.  He shouldn't have doubted himself as he rolls two 10s and an 8 easily beating Enirethec's two 6s.  It's a Critical Hit and the serpent worshipper feels the impact as the shaft buries itself in him.  

The final action of the round is left to Enirethec.  Fighting through the pain he swings his pole arm at Horns but all the die rolls are even so his attack comes to nothing.  

Enirethec and Horns clash.

Round 4

Round 4 starting positions

Shield firstly performs the Aura of Rage Ritual to boost his and Rage's STR.  He  then presses home his attack on SerpensLezal, who manages to defend herself.  

Shield and Rage press the attack on Lezal.

Buoyed by his success last round, Breath once again shoots his bow at SerpensEnirethec.  This time he misses and as Horns is in Melee with Enirethec, the missed shot means she feels a Wisentii arrow pieces her side.  Thanks friend!!!!  And it's Horns to activate next.  She Moves to adjust her position and be free of the negative influence of the Cursed Terrain and then attacks SerpensEnirethec.  By doing this she's now in range of Shield's Aura of Rage Ritual and gains an extra STR die for her attack.  Incredibly both of SerpensEnirethec's DEF die are 10s.  He survives again!  His Deity is looking out for him.  

Shot by her fellow Cultist, yet Horns still attacks.

It's Lezal's turn and she tries to Disengage from her attackers.  Rolling a 1 she manages to complete the manoeuvre, but gains a wound in the process.  Rage pursues Lezal pressing home her attack relentlessly. Once again the Uncoiling crossbow woman defends herself.  

Rage tries to take done Lezal.

Seeing his fellow Cultist leave the fray, SerpensEnirethec decides it's time to go.  He successfully performs the Disengage action and joining Lezal retreats from the relentless bison worshippers.  The day belongs to Wisentii.  

Come back and fight! The Uncoiling run for it.

Conclusion 

A good day for Wisentii.  They were clear victors and claim the 100 Favor and 1 Power.  The Uncoiling gain 50 Favor.

In the post encounter phase both of The Uncoiling's Cultists who were put Out of Action survived.  Nadrew gained an additional 25 Favor from being Hardened and Leachim rolled a flesh wound so had his maximum Health reduced by 1.

The Into the Forest phase was a bit of a non event.  Breath of Wisentii found a heavy blunted weapon and Lezal of The Uncoiling had to roll on the injury table but the subsequent roll left her unscathed. 

Wisentii have now pulled away a little with 6 Power to The Uncoiling's 4.  They're now that little bit closer to unleashing their dark deity and ruling the Verrotwood.  I shall end the campaign when either Cult gets to 9 Power or when the gap is 4 or more Power.

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