The Risks with Research

Tonight we look at the risks with research as the creatures that hunt, and haunt these lands make an appearance in tonight’s encounter. First off we have the Orruk warclans who have made an appearance but we also have something a bit more spooky. So sit back, grab a coffee and let’s roll on with tonight’s encounter.


The Risks with Research

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The encounter this week can be run in two parts. If the party decide to leave during the day they may be shot down (check involved to control the vehicle) or if they wait until the night then they are attacked by the Orruks on dusk. Regardless if they are still in the camp or in the hills at night the nighthaunt will come and attack them..

Encounter – The Orruks

With the content from Monday night and if any of you play Age of Sigmar it may be obvious that we have the Kruleboz in this weeks adventure. With our party being effectively 4 people strong and most able to down a single target, or two, a round let’s look at the below.

Two minions per person, One warrior per person, and an optional one champion or chosen per party.

For this encounter we will have eight Hobgrot Slitta’s, three Gnashtooths and one Man-skewer Boltboy.


Hobgrot Slitta (Minion)

Body: 1

Mind: 2

Soul: 1


Melee: Poor

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 1

Speed: Normal

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistic Skill (+1d6), Guile (+1d6), Stealth (+2d6), Weapon skill (+1d6)


Traits

Swarm: 3+ Hobgrots in the same zone form a swarm, +1d6 to attacks and +1 Toughness per Hobgrot

Stab ‘Em Good: +2 attacks with their Slitta’s when they charge.

Attack

Slitta: Melee (Poor), 2d6, 1+S Damage, Slashing

Bangstikks: Ranged (Average), Blast (2), Medium Range, Loud. If damaged a creature makes DN6:1 Body (Fortitude) Test or become poisoned until end of next turn. Next blast weapon in same zone deals +2 damage and ignites gas, Zone becomes minor hazard for 1 minute.


Gnashtooth (warrior)

Body: 2

Mind: 2

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 1

Toughness: 5

Speed: Fast

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Might (+1d6), Stealth (+1d6), Weapon skill (+1d6)


Traits

Pouncing Predator: On a charge action it adds +1d6 additional (a bonus 2d6 in total) to pool for attack. If deals damage target is knocked prone if Medium or smaller

Attack

Teeth and Claws: Melee (Average), 3d6, 1+S Damage, Slashing and Piercing


Man-Skewer Boltboy (warrior)

Body: 3

Mind: 2

Soul: 1


Melee: Average

Accuracy: Average

Defence: Average

Armour: 1

Toughness: 6

Speed: Normal

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Ballistics Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)


Traits

Pick ‘Em Off: If they done Move increase accuracy by 1 step and deal +1 damage for Ranged Attacks until start of next turn.

Attack

Man-Skewer Crossbow: Ranged Attack (Average), 3d6+1F, 1+sDamage, Long Range. Penetrating, Piercing, Reload, Two-handed.

Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing


Encounter – Nightfall

At night the Ghostly forms of Nighthaunt rise from the tents in the Research base. Perhaps those who Nagash cursed during death as a way of obtaining the knowledge on the Amberbone, or preventing Sigmar from getting it, or just adding more ghostly forms to the army. Either way we have difficult to wound creatures attacking at night and it comes with the Risks with Research.

As these are all Warriors (no minions for nighthaunt) I will incrsease the warrior allowance to accomodate for this.

For this encounter I have two Myrmourn Basnshees and three Chainrasps and one Dreadwarden


Myrmourn Banshee (warrior)

Body: 1

Mind: 3

Soul: 1


Melee: Average

Accuracy: Average

Defence: Poor

Armour: 0

Toughness: 5

Speed: Normal (fly)

Initiative: 4

Natural Awareness: 2

Skills: Awareness (+1d6), Channelling (+2d6, +2), Stealth (+2d6), Weapon Skill (+2d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Mournful Cry: Action after consuming a spell (Spell-eater) All creatures within medium range that can hear it, DN5:2 Soul (determination) test or become Frightened

Spell-eater: Once per Turn, Unbind a spell as per Unbind Talent

Attack

Chill Dagger: Melee (Average), 3d6, + S Damage, Piercing. Damage from this weapon ignores Armour


Chainrasp (warrior)

Body: 2

Mind: 1

Soul: 1


Melee: Average

Accuracy: Poor

Defence: Poor

Armour: 0

Toughness: 4

Speed: Normal (fly)

Initiative: 1

Natural Awareness: 1

Skills: Weapon Skill (+1d6)


Traits

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Lifeless: Immune to being Charmed and Frightened.

Chill of the Grave: 2+ Chainrasp’s are in same zone, zone gains a minor hazard. Damage from Hazard ignores Armour.

Attack

Malignant Weapon: Melee (Average), 3d6, + S Damage, Slashing


Chainrasp Dreadwarden (warrior)

Body: 3

Mind: 2

Soul: 2


Melee: Good

Accuracy: Poor

Defence: Good

Armour: 0

Toughness: 7

Speed: Normal (fly)

Initiative: 3

Natural Awareness: 2

Skills: Awareness (+1d6), Weapon Skill (+2d6, +1)


Traits

Dreadful Cold: If in same zone as 2+ Chainrasps their Hazard (Chill of the grave) becomes a Major Hazard. Damage from Hazard ignores armour.

Ethereal: Takes half damage from non-magical and can pass through solid objects.

Forlorn Light: Other Chainrasps in same zone have their defence increased by 1 step.

Lifeless: Immune to being Charmed and Frightened.

Attack

Great Malignant Weapon: Melee (Good), 5d6, 2+ S Damage, Slashing, Two-handed



Thanks

Well tonight was filled with some insight into encounter building for Soulbound as well as a few creatures from the core rulebook as well as Era of Beasts. So I would encourage you to check them out as they go into a lot more depth than I have covered here.

Don’t forget to come back this weekend as we explore our last story-line NPC for the adventure and as we continue with this Soulbound adventure. As with all dice rolls if something doesn’t look or feel right when you are generating your encounters I hope you take this advice and re-roll it. Random encounters and random elements of the game can hurt the narrative or enjoyment for your players. It’s important as the custodians of our players enjoyment to safeguard their experience against these resin, or plastic, RNG generators. So take this free re-roll and come back soon,
The Brazen Wolfe