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Showing posts with the label The Uncoiling of Beiysss

Verrotwood index

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Here's all the links for posts with cult information and AARs for the Verrotwood Awakening Campaign I've been playing for the last few years. Wisentii cult The Uncoiling of Beiysss cult AAR#1 - The Relic Hunt AAR#2 - Place of Power AAR#3 - The Riddles AAR# 4 - The Haunted Village AAR#5 - The Hare of Yester AAR#6 - The Pools of Sorrow AAR#7 - A return to the Place of Power AAR#8 - The 'Shroom Brothers AAR#9 - How Winter Kills AAR#10 - Leave None Alive AAR#11 - Slaughter them as they sleep AAR#12 - - The Reapers' Scythes  

Verrotwood game 12 - The Reapers' Scythes

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Introduction "It is spoken that during the Conjunction at the place where the trees thin, beyond a veil of mist, there lies a majestic golden field, where brave fools can harvest Favor as easily as if it were oats or barley.  But beware The Reapers' Scythes." The Cultists of The Uncoiling of Beiysss and Wisentii, have left the Verrotwood and found the Field of Favor.  Paused at the edge of the field they begin the harvest. Set up The game is played on a small board 36x24 inches over four rounds.  Uniquely for a game of  Verrotwood, the only forest terrain is placed at the edge of the board.  All the action will take place in the open field.  A Cultist can go Prone to gain cover, but there is no other cover.   Four Reapers guard the field and begin the game stationed at the four cardinal points.  These are Greater Reanimated, as per the main Verrotwood rules.  However, they move at 6 rather than 4 inches.  Additionally their scythes ...

Verrotwood Game 11 - Slaughter them as they sleep

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Introduction Desperate to gain some lost ground on Wisentii, the cultists of The Uncoiling of Beiysss have been granted a miraculous opportunity.  Their dark deity, the Great Serpent Beiysss has guided them to their hated foes' camp.  As dawn breaks in the Verrotwood, the cultists of The Uncoiling creep closer to the slumbering Wisentii as they aim to slaughter them as they sleep. Set up This game is based on the Ambush  encounter from Verrotwood: The Old West.  The only changes are using forest rather than Old West themed terrain.  The game is played on a small board 24x24 inches over four rounds.  There are no additional creatures, but for an extra twist when the cultists are within 3 inches of any of the conifers on the board, a roll of 6-10 will designate this as a piece of Vicious Terrain as detailed on page 35 of the Verrotwood rulebook. One Victory Point (VP) is awarded for each enemy cultist taken Out of Action.  Any Wisentii that manage to exi...

Verrotwood Game 10 - Leave None Alive

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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 ke...