Ian came over for a day of gaming on Sunday, which allowed us to play through the last two scenarios of the Close Quarter Battles campaign for Sellswords and Spellslingers.
Our heroes had successfully stormed the bridge to gain access to the citadel in the previous scenario, now they must free prisoners held by the rioters, whilst the rest of the White Daggers storm the keep.
The table layout. Our party have just entered from the bottom edge, the prisoners are held in the tower at the top left.A pack of some nasty creepy crawlies has come up from the cellars and attack Heimir, but he swiftly chops them up!
The wooden gives way and the first of the captives emerges from the smoke.
As more of the prisoners are helped from the fiery tower, Heimir fortunately has a healing potion, so drinks it before he moves to cover the approach of Merlow, the rioters leader. Unfortunately this exposes him to the bowmen on the walls, arrows thud all around him, but he dodges or blocks them with his shield.
As the final two captives emerge, the tower's fiercely flaming roof collapses! Just out of shot Heimir cuts Merlow down but is now badly wounded himself once again.
More thugs appear, but Lanroth covers the escape of the last captives, dropping two of the thugs with well aimed shots. A group of gladiators, freed by the rioters, also arrive, but they are too far away to stop the party escape with the last captive.
The mesmerised Governor and other officials stand around an eerie green bonfire, the chanting cultist high priest looks on. We had a deck of 15 playing cards for this scenario, every time a PC fails an activation roll, we turn a card over. If it is a picture card, one of the court officials walks into the bonfire and the Governor does so if the joker turns up!
We have the help of three White Dagger apprentices, in the top left, who have fought their way to join us. We sent them off to distract the various groups of thugs and rioters, to allow us a chance to get at the high priest. They started off well, they were charged by a horde of thugs and swiftly killed all of them!
The apprentices charged another group of thugs and, although one of them fell bravely, then despatched all of them as well. With many more foes approaching, the survivors beat a retreat, drawing the enemy after them....
...and away from us! Heimir, Lanroth and Sarmand now had a clear run at the high priest, "just" three cultists stood in our way.
But more thugs turn up and advance to protect their master. Lanroth takes aim at the high priest and releases an arrow, but his bowstring snaps! (I rolled an 1).
Samand engages the other cultist, taking a wound but dealing one in return. Lanroth quickly restrings his bow (past experience means he carries several spares!), shoots and wounds the high priest, but now hthe priest's magic shield comes into play, giving him a bonus against mundane attacks for the next three turns!
Sarmand takes out his opponent, while Heimir and his foe battle on, neither able to gain the upper hand. Lanroth tries for 3 activations and fails one, but it's not a picture card! He shoots twice more...
It's all over, the fire dies down, the mesmerised citizens and guards return to themselves and the last cultists flee. The Governor is saved in the best Hollywood tradition, just two cards remain to be drawn!