Tonight we look at how the party become the Vulcha’s prey this week as they assault the artillery-sized crossbows. This one is a tactical encounter with the method to success completely up to Binding and how they want to approach it.
The Vulcha’s Prey
The idea here is simple. Stalk up to the killbows, or don’t, Kill the warriors manning them and their helpers then battle the shaman as it lands. How the party do this is completely up to them.
Encounter – The Orruks
For this encounter we will have two Beast-Skewer Killbow wielding Boltboys, two each (four total) hobgrot helpers per bow and as a second encounter a few moments after the 1st, one Corpse-rippa Vulcha and one Swampcalla Shaman.
Beast-Skewer Killbow (Boltboy – Warrior)
Natural Awareness: 2
Skills: Awareness (+1d6), Ballistic Skill (+1d6, +1), Reflexes (+1d6), Stealth (+2d6)
Pick ‘Em Off: If the unit forgoes their move action they can increase their accuracy one step and they deal +1 damage to their ranged attacks.
Beast-Skewer Killbow: Ranged (Average), 3d6+1F, 3+S Damage, Extreme Range, Penetrating, Piercing, Reload, Two-handed.
Jaggedy Blade: Melee (Average), 3d6, 1+S Damage, Slashing
Helper Grot (Minion)
Natural Awareness: 1
Skills: Awareness (+1d6), Ballistic Skill (+1d6), Stealth (+1d6), Weapon skill (+2d6)
‘Andy Helpa (Grabba Grot): Always uses the Called Shots action during combat targeting enemy’s head, arms or legs. (page 142 core)
Stabba: Melee (Poor), 2d6, 1+S Damage, Piercing
Corpse-Rippa Vulcha (Champion)
Speed: Normal, Fly (normal)
Natural Awareness: 2
Skills: Athletics (+1d6), Awareness (+1d6), Intimidation (+2d6, +1), Might (+1d6), Reflexes (+2d6), Weapon Skill (+2d6)
Commanding View: The Corpse-rippa Vulcher and Rider reduce the difficulty of Awarenessand Survival tests by 1 for themseolves.
Night Unkillable: Double Toughness Calculation.
Venom-encrusted: Wounds caused by the Vulcha are increased by one severity.
Beak and Flesh-tearing Talons : Melee (Great), 7d6, 1+S Damage. Rend, Slashing
Poison Stinger: Melee (Great), 7d6, 1+S Damage. Piercing. If a creature suffers damage from this attack they must make a DN4:2 Body (fortitude) Test or be poisoned until the ned of their next turn.
Swampcalla Shaman (Champion)
Natural Awareness: 3
Skills: Arcana (+1d6), Awareness (+2d6), Channelling (+2d6,+1), Crafting (+1d6), Guile (+2d6), Stealth (+2d6), Reflexes (+2d6)
Vile Cauldron Brew: Can brew and distribute up to 3 of the below to their allies:
- Disgusting Elixir: regain 2d6 Toughness
- Deadly Venom: Piercing or Slashing weapons deal +1 Damage. Targets gain the poisoned status until end of their next turn.
- Corrosive Sludge: Can Target 1 Zone within medium range, creatures in zone suffer 3 damage.
Spell casting: It knows the below spells and can unbind as per the unbind talent.
- Arcane Bolt
- Mystic Shield
- Skarefog Horrors
- Summon Boggy Mists
Bogbark Staff: Melee (Poor), 2d6, 1+S Damage. Two-handed.
Skarefog Horrors: DN5:3; 1 Creature within Long range. The Target becomes Frightened until start of Shamans next turn. Additional Success increase duration by 1 round OR 1 additional Creature.
Summon Boggy Mists: DN 5:3; Choose a Zone within Long range. The Zone becomes difficult terrain and heavily obscured for the Shaman’s Enemies until the start of its next turn. Each additional success +1 round.
Thanks for joining me tonight to look at the Vulcha’s prey. This weekend I will try and produce another Zine of either combine two episodes of Soulbound campaign or the one that I missed a few weeks back. I have some re-work to do on the one I have on the back burner to get it to the quality I want to publish so I may need to put a bit of effort into that one. Make sure you set aside some time for your Tabletop adventures this week and come back soon,
The Brazen Wolfe
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