After having raided the pygmy village Malcon and his party continued in a northbound direction, following the trail which ultimately should lead them to a large lake of tar called Kukos by the natives in Tanaroa. The dense jungle surrounding the party was gradually beginning to change character, becoming more open and giving way to some hills and cliffs, however, no tar lake in sight. Continuing northward the group suddenly could hear the sound of running water, followed shortly after by some very odd bird calls. Clearly something was amiss and when the travelers beheld a stream of muddy water running through the jungle, across which someone had put a cloven bole, Malcom and his fellow knew they were approaching a trap.
Slowly they started approaching the stream and as soon as Daff, one of the henchmen, began walking across the water on the toppled tree, foul reptile men charged.
In this third chapter of our Isle of Dread-campaign Malcon and his party are being attacked by a mixed warband of lizardmen and troglodytes led by the nefarious snakeman Zzifth. Three lizardmen guards were hiding by the tree bridge while the remainder of the attackers entered the table from the flank. The scenario was a classic bottleneck situation made extra difficult by the fact that the two packmules had next to no inclination to cross the stream.
The rules for the scenario were simple; the main part of Zzifth’s warband, including Ziffth himself, would arrive on the table edge at a 6+ roll – the target number being lowered by one each turn. Malcon and his party would thus have some time to attempt to cross the water and get off the table before the majority of the reptile warband arrived on the scene. Fighting from the bridge was difficult (-1 to hit) and if hit, the model should make an Initiative-test or be pushed into the stream.
Moving through the stream was difficult, reducing movement to 1”. This applied for everyone except the small lizardmen, who could move freely in the muddy water. To get the packmules across the improvised bridge a Leadership-roll was needed. Something which worked fine for the first mule, but the second mule absolutely refused to move and blocked the bridge for several turns. Moving the mules trough the muddy stream would demand a Leadership-test for each 1” and the bridge was accordingly the preferred way across. The aim of the two forces was fairly simple; Malcon had to cross the table with as many men alive as possible, while Ziffth had to prevent this and kill as many as possible.
The game was great fun and ended in a big, bloody fight around the bridge. Two of Malcon’s henchmen succeeded in holding of the lizards for a while and thereby giving the rest of the party time to come across the stream. Sadly this heroic sacrifice led to the death of Henk, who did not make his recovery roll after the game. May he rest in peace.
It is funny to note how the crossbows really were a major force in the previous game, while they did absolutely nothing this game. Then again, our halfling thief Jolly Drake, suddenly did surprisingly well with his sling, killing several lizardmen in a series of surprisingly lucky dice rolls. Good times! Our next game in the campaign is schedules to mid-September.
This is what the game looked like.