Battle in the Southlands- a Mortisquest skirmish battle report+ scenario
Ok before I start may I point out that I don't have a particularly good memory and I'm not very good at remembering things!!!!
Forces taking part:
My Dread pirates including:
1 Dread pirate captain,
1 Patchwork eel ( the name speaks for it self!),
6 assorted dread pirates,
and two ogres that I met in the pub and bribed with a thousand year old cornish pasty!!
MarkRG's Dwarfs including:
1 Dwarf noble thingy,
2 Troll slayers ,
and about 10 dwarfs .
Jen's lizard men including:
1 saurus champion,
1 skink champ'
about 12 skinks,
and 8 saurus.
The board was set up as a half a normal size wargame table with 8 pieces of marsh terrain. the lizzies set up in any part of the terrain and the dwarfs and dreads set up out of the terrain on differnt edges of the board. The aim of the game was for the dwarfs or the dreads to find davie jones' footlocker and run off the other side of the board. If this had not been done in 10 turns the slaan mage many miles away had found the trace of the footlocker and teleported it into his slimy hands. The method of finding the treasure was very simple when a dread/dwarf had walked into a piece of terrain he would have the choice of searching the terrain. This is done by rolling 1D6 on a 6 he would found a piece of treasure then he could roll another 1D6 if he was a captain he would need a 5-6 to find the footlocker, if he was a creature he would need a 6 and if it was a particularly stupid creature or a normal troop he would need a 6. Note: you can search for the footlocker multiple times in the same terrain. At the end of Jen's turn he may genarate D3 lizard men and place them in a piece of terrain.
I won first turn and moved my dreads and ogres towards the nearest piece of terrain. then I shot with my rifle, bow and pistolers killing around 4 skinks and wounding a saurus for one. Unfortunately for me the terrain yielded no treasure this turn but only time would tell if any other prize would be found.
Mark moved his dwarfs foward in much the same way as I moved and charged straight in to combat with his troll slayers killing many in the slaughter ( but to be honest what do you expect!!) and again the terrain gave no treasure .
Jen charged his lizzies into combat with my dreads and inflicted 1 on my dread capt and my patchwork eel. on the other side of the table he was charging into the troll slayers with his saurus and saurus capt inflicting 1 on the first T Slayer.
Finally he generated 3 skinks on to the field of battle.
The battle in this one piece of terrain that my dreads were in was becoming a blood bath my dread captain had left unlife but his soul had remained tethered to that spot ( meaning that if another dread came into base contact he would return.) the same happened to the ptch wrk eel.
Marks dwarfs were putting up a valiant fight keeping the lizzies from doing any damage to his numbers but also he found a sign of treasure but not the footlocker of doom.
jen fought well but the curse of unlucky dice rolling had just wafted in through the door ( along with the smell of rustlers!!) and struck his dice in the smozzle may I say the only time I think I've seen that many shields is when dan rolled 1 skull out of five dice with a vampire!!! 6 lizzies returned for more ( we had taken pity and et him roll a D6 for generation by now!!).
My dread captain made his return and ran straight towards the next piece of terrain finding a source of treasure but not finding the footlocker (yet) Battle commenced as nomal with many falling on the lizzies side and not so many falling on the dreads side.
Life was much the same on the other side of the board battle being short and sweet for the lizzies and not so short for the dwarfs but then a catastrophe happened..... Bob the dwarf exlorer fell under the weight of many blades (blody lizardmen)
The lizard men had been bolstered by bobs death the dice rolling became considereably better. this was no different for the generation roll getting another six lizzies back.
Now I was feeling quite unlucky: Bob was dead and the treasure had been sparse but suddenly before i moved my pirate captain I rolled onre last dice to find the footlocker ( everlasting suspence)
....................................................................................................................................................................................................................................................................................................................................................................................................................And I rolled a 6 and being with in range of the table edge I ran like hell and won.
This is a really good scenario that we made up on the spot may I say thak you to Mark and Jen for making the game enjoyable and Mr Mortis for sugesting that i write it into a battle report thank you all ,
Soz no pics!
You think your lag is bad! It took 3 days for Jesus to re-spawn!
Nice game report, you can believe me! I usually fall asleep after few seconds when I take a look at a battle report!
This is one of those times I stayed awake untill the end! The next time, if you can, take some photos! (I like photos )
+ Other planes lie beyond the reach Of normal sense and common roads But they are no less real Than what we see or touch or feel. +
Nice to see my system being played, looks like you guys had a lot of fun.
nice little scenario too exactly the kind of thing the MQ-Skirmish rules where invented for, put some miniatures on the table, add some rules and get gaming!
you might want to ease up on the re-spawning rules, as too much of it serves only to lengthen game-play and make deciding on a victor more difficult - apart from that good gaming and nice use of the basic rules
- for those of you wondering I am working on getting MortiS Quest into a state by which I can post it as PDFs.
the plan is as follows:
The first book will be the 'Battle Bestiary' containing the basic combat rules and stats for common fantasy races - this will allow you to play skirmish games and learn the combat rules
The 'Game-masters Guide' will contain the rules for the dungeon setting and creating 'boss-monsters'
and the 'Heroes Handbook' will cover character creation, Role-play and Spell Casting
these will form the core rulebooks and other supplements will follow which will probably include: The Counter Monkey's Handbook, The Wizard's Tome (expanded magic rules and spell list) and The Creature Compendium (creatures from various fantasy games and settings converted to the rule set)
of course a lot of you may already have all the things they need to play MQ-Skirmish at a basic level but not be aware of it, so here's a quick list:
28/30mm Fantasy Miniatures (hopefully painted)
A playing surface with some terrain
The basic HeroQuest combat rules
HeroQuest, Battle Masters or HeroScape Combat Dice
a tape-measure or ruler with Inches marked
Stats for your miniatures (the basic HeroQuest monster cards will suffice)
the Weapons and Armour summery sheet (which I will post here on the forum soon)
main things to remember:
Squares = Inches
If your using Heroquest Dice everyone defends on a 'Shield' and the 'Round Shield' is a 'Special'
Battle Masters Dice only have the 1 shield, so Defense rolls will be less effective , just make sure everyone is using the same dice and it'll still play evenly
HeroScape Dice have 1 blank side, you'll need to mark this as the 'Special'
You can also make your own combat dice, using blank D6s and sticker paper
(See Alternative-Combat-Dice-for-HeroQuest for more about combat dice)
Check the US version of the rules for the correct Body Point values for the HeroQuest monsters
Look around the forum for my mine and other people's HeroQuest posts, you'll find rules for extra creatures, links to HeroQuest rulebook PDFs and other useful stuff!
~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~