A few weeks ago we played the ninth installment of our 2018 Ghost Archipelago Campaign. We used a home made scenario called "The Abandoned Mine" which was inhabited by a clan of vampires and their minions. Fortunately several of our players have extensive dungeon terrain sets which allowed us to set-up a 7' x 3' cavern layout. We drew numbers for starting locations with Skorri getting first choice. He chose a corner location to lessen the number of other Heritors he would have to face. As it happened, his two old nemesis', Fortrywn and Griffon ended up to his direct front and his left side.
You can read Fortrywn's account of the action here: Fortrywn's Report Campaign Game 9
|A view of the Abandoned Mines|
|Another view of the mines|
His ship, Raven's Beak, lay anchored off an uncharted island that boasted a fishing village with a decent sized bazaar. The previous day the helmsman had stumbled upon an old magnetic compass in one of the stalls. The thing appeared to work correctly so he paid an outrageous price to buy it (Ship upgrade Compass). At the stern of the ship, Skorri (Heritor) was examining the compass. Off in the distance he could make out the masts of several other ships, one appeared to look like Fortrywn's garbage scow
Skorri sent his crew ashore for R&R as well as to procure supplies - and to spy on Fortrywn. Skorri and Agger (Warden) remained aboard to continue practicing some new abilities. Skorri had finally managed to master control of a latent Heritor ability that allowed him to speed up his movement for short periods of time (Gained Sprint by reaching level 15). Although he had to suffer through the blood burn as he mastered the ability, he knew it would be worth the effort in the future. Likewise, Agger was practicing another spell for calling forth beasts of the wild - Beast Cry. Even though he wouldn't be able to outright control the animals summoned through his new spell, he hoped they might cause trouble for opposing crews. And who knows, he might be able to cast Control Animal on them if they threatened his crew. Agger had also build a kennel to house his pet fox that he found a week or so back (Ship upgrade Kennel - allows the addition of a warhound to the crew).
|One of the rooms with a vampire coffin|
Later in the day, Skorri was standing on the quarter deck watching his crew go about their daily duties to maintain the ship. Kukala (Hunter) makes his way up to Skorri, "Hey Boss, I caught wind of Fortrywn's crew looking for information about an abandoned Drichean mine up in the hills. A couple of the lads saw some of his crew down in the market poking around and then rushing off quickly. They must have gotten a lead on some good treasure." "Its worth checking out, nothing much else to do here. Gather the lads and we'll discretely follow Fortrywn's crew to the mine" Skorri replied.
|Fortrywn's crew enter s the mine|
|Skorri and crew prepare to enter the mines|
As soon as the crew reached the hidden entrance, Agger pulled his Divining Rod out of his pack. He pranced back and forth near the entrance pointing the device one way and then another as the rest of the crew looked on in amusement. He finally stopped and told Skorri, "There, I think I moved some kind of treasure item closer to our location". (The Divining Rod allows you to move a treasure up to three inches in any direction once all the treasures have been placed)
|Heritor Robin Duck and his merry crew of quackers|
Agger enters and immediately tries to discern if there are any beasts nearby who he could call to assist the crew (successfully cast Summon Animal). He can sense several animals nearby. He awakens a Snapping Turtle a short distance down in the abandoned mines.
|The archers scanning for targets|
|Griffon's men off in the distance|
|The Vampire awakens|
|Two cave spiders appear at the same location|
|Chen Lee moves forward|
|Chen Lee falls to Heritor Griffon|
|Skorri engages the Vampire with some help|
|Blue Boy recovers a treasure|
Wiping the gore from his sword, Skorri prepares to enter the large room. He can see a large coffin in the center begging to be searched but Skorri's eyes are drawn to movement on an elevated walkway off to the right side. He quickly pulls out his bow and shoots an arrow which just nicks his target. He then notices the door across the room slowly opening; couple of faces peer inside. Skorri realizes he is outnumbered. As he backs out of the room, he sees the Fox scurry across the floor and through a side door. Agger follows Skorri and casts Water of Life on him again to heal the wounds sustained from fighting the vampire.
Meanwhile, back in the corridor with Griffon's crew, Griffon's herbalist tosses something towards Alaniel. The small bag hit the ground and burst open. Immediately, vines and other vegetation pops out of the ground and quickly grows to completely fill the corridor, all line of sight is blocked. Griffon's crew is able to escape (Magic Beans).
|The Fox finds a treasure|
|Taucher faces off against Fortrywn|
Skorri hears the sounds of the melee and runs at full speed through the corridors to hep his crew. He bursts into the room and sees Fortrywn trading blows with Taucher. With a sharp burning sensation, blood runs from his nose as he Surges and swings his sword at his old adversary. Skorri was a bit too hasty as Fortrywn easily parried his swing and his riposte cut deeply into Skorri's side (caused 13 damage, how did Fortrywn roll a 19?) making him take a step back to reassess the situation.
The snapping turtle finally makes it into the room and lunges forward, his powerful jaws just barely missing Fortrywn's leg. In return, Fortrywn slices down at the turtle. His attack bounced off the thick shell and managed to cut through one of the turtle's legs, forcing the turtle to stagger back a step or two. Taucher, weak from blood loss, maintains a defensive stance (refused combat).
|Skorri vs Fortrywn|
|Skorri 18, Fortrywn 1|
|Skorri gets the best of Fortrywn|
|Skorri picks up a chair........|
|and beans Fortrywn's crew woman on the head|
|End game photo shoot|
The game lasted for 10 turns, the longest GA game we have had thus far. This was probably due to the limited number of exit points which made it harder to get treasures and crew members off the table to end the game. Once more I faced off again Fortrywn and his crew (and his unlucky dice). This time I lost the central treasure and a treasure to Griffon by splitting my crew into three groups. Nothing good happens when you do that - just ask Fortrywn! Griffon and his Magic Beans prevented my archers from getting some more revenge upon him and his mangy crew. It was great tactic that I did not anticipate. Maybe next time.....