I had the chance to fit in another game in my new Sellswords campaign, technicaly it's game three as I didn't have a camera to hand for the second game.
Book Three – Crossing the Land of the Dead
Basic Scenario: 5 XP per player plus individual XP rewards
The mystical runes gained so far have enabled the party to decipher the ancient map that leads to the Lost Horde of the Dokkalfar King. Unfortunately, it shows that the map is actually incomplete!
On consulting a wise Seer, the party learn that there are in fact two more parts to the map. The Seer has ascertained the location of the two parts, one is in the lands of the Frost Giant, far to the North, the other is closer, in the Haunted Lands to the West.
The party decide to travel west first. Once they have secured the map fragment they will continue beyond the Haunted Lands to the coast and find a ship to carry them north.
After many days travelling they finally enter the Haunted Lands. The area is a cursed place, the site of a war between rival Necromancers eons ago. The spirits of lost souls haunt the land, nursing a deep hatred for the living. The party must journey deep into the Haunted Lands to reach the cavern identified by the Seer.
Terrain: An area of icy wilderness with 6 randomly placed pits. PCs start along the Southern table edge.
Foes:
2 Ice Wraiths
3 hordes of 3 Draugr
Ambush: 1 Draugr emerges from the nearest pit to the active PC.
Reinforcements: 3 Draugr enter from a randon table edge.
They are at our Backs: 4 Dokkalfar enter on the Southern edge.
Traps: A pit opens at the PC’s feet. The PC falls down, hurting legs (-1” to movement until healed) if he fails a DL 10 Dodge roll. A friend can help him out or he must pass a DL 10 climbing roll. The pit will act as an ambush point.
Complications: none
Wandering Monster: enter from random table edge.
1-4 - 1 Ice Wraith
5 – Ice Troll*
6 - Ice Worm*
*Ignore these rolls if already in play.
Foes Interacting:
Undead ignore monsters and Dokkalafr (who carry talismans to protect them).
Dokkalfar and monsters will ignore each other and concentrate on the adventurers.
Dokkalfar avoid the Undead and will not move with 4” of any undead.
Victory Conditions: Leave from the northern edge.
Other individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP. Killing a Troll/Worm gains 1 XP.
Thorbjorg blasted the monster with her icy magic as Verborg moved up to support her and throw an axe at the foe. She hurt the undead, but it charged them before Thorbjorg could cast a second spell.
Fortunately, Greta and Harald were close enough to join in the melee. Harald cut the foe down with a mighy blow of this axe. Verborg was aware that Wraiths often accumulated interesting objects from their victims and quickly looted the remains.
It seemed a narrow escape as we played it, with some tough fighting, but looking back only Thorstein suffered any damage (he had been reduced to 1HP again by the time he got off the table). We were lucky in that we failed a lot of activations early on, when the foes were mainly Draugr and had better dice once the stronger foes had started making an appearance.
The PC's had picked up three useful items, a magical sword that inflicted an extra point of DAM, a potion of Spider Climbing and a Luckstone with allows the wearer to reroll any die roll, once per game.