Posted on Wednesday, March 29, 2023Last update

WoV #3 - The knights of death

Third battle of the Wolf of Vengeance campaign.

This game is set immediately after defeating Max Tarn in our first game. 

Path of Men Game 2

The knights of death

August 1, 2020

Briefing

You, Rhobar, and your men reach the burial place of Magnus, one of the Adventurers, hidden in a secluded valley between the Grey Mountains. However, the vanguard from the mercenary army, sent by Maximilian Tarn before his recent passing, is already set there, almost fortified near the tomb. You're just wondering with your second in command how to attack with half the forces, when you realize you're surrounded by armed men. Fortunately, behind the swords and the crossbows lies a friendly face, even though still unknown to you.

A man in his fifties, with a scarred face and a massive moustache, in a strong Bretonnian accent introduces himself as: "Oliver Siglorel, at your service. A mutual friend addressed me to watch over Max Tarn and his movements on the mountains and wait for someone to come to retrive the spoils that lies in that tomb..."

You discover that your mentor Heinderich, Konrad Heglestein (the man who told you about the Oligarchs) and this Bretonnian mercenary captain were once pirates all together in their youth. He and his Falcons of the Waves, the mercenary company he commands, established in Lyonesse, on the northern Bretonnian coast, are ready to help you stop Marienburg's mercenaries from profanating the grave of Magnus.

***

Empire + Dogs of War vs Dogs of War. Battle, 1500 pts

The armies

The good ones

Empire Army - 750 pts

After Rhobar and his Battle Standard Bearer, our Hero can now take advantage of the Knightly Orders of The Empire, having unlocked them thanks to his previous battle. This occurs even if we can imagine that he would have lived this adventure before helping the Bretonnians: in this case (and in any other case from now on) the playing order wins over the story order.

However, in such little points, he only manage to deploy five of them, in a unit with himself. Then he has his usual (at this point) block of 30 Spearmen and his affectionate Pistoliers, this time divided in two units of 5.

Dogs of War Army - 750 pts

For this game I made the list for Rhobar allies, to show the fact that these are unexpected supporters. During the battle we followed the rules for Trusted Allies, so Rhobar could move and command even the mercenaries.

The Falcons of the Waves came with 8 Heavy Cavalry and a greater infantry contingent, with:

  • 30 Duellists in two units, half with shield and half with pistol
  • 10 Halflings 🏹
  • 10 Crossbowmen
  • the company's Paymaster with 10 Paymaster's Bodyguard

The bad ones

Dogs of War Army - 1500 pts

The mercenary army from Marienburg is a pretty standard contingent: two units of 20 Pikemen in heavy armour, 20 Crossbowmen, 18 Duellists with shields, 10 Heavy and 6 Light Cavalry. They have even some more exotic units, such as 3 Ogres and 15 Norse Marauders. In the end they deploy a Cannon. A tough army, indeed, and Grimbeorn needed all his tactic skills to succeed.

The game

Rhobar and Siglorel's army

More Rhobar and Siglorel's army. From the right there are the mercenary Heavy Cavalry, the Crossbowmen in the wood and the Imperial Spearmen

View on Marienburg army: the Light Cavalry (dressed up as Goblins) and some Crossbowmen under cover behind a wall. They had time to fortify their position while waiting for their leader Max Tarn to arrive

The centre of the enemy line and the small hill with the sepulcher of Magnus

The heavy units: Pikemen, another set of Crossbowmen and the Ogres on the flank. These three babies will completely dominate this side of the battlefield during the game

Rhobar is on the right flank of his army, just near the Duelists that will be devastated by the Ogres

The story

You're just minutes in the battle and you're already thanking Ulric for your mentor's unexpected allies: you couldn't have made out of this alive without Siglorel's aid. In the centre of the battlefield the real struggle is consumed: Tarn's heavy cavalry is really tough and your knights are outnumbered. Already thinking your doomed you throw yourself against the enemy Captain, in a last heroic act: the last thing you remember is his sword against your helmet, than all becomes black.

Lights, confusion, a devastating headache. You feel like being dragged towards the sanctuary. In the shadows of your semi-closed eyes, you see Siglorel kicking the old consumed gates and uncovering the old stone tomb: then you sink again in the darkness.

When you wake up you're near the broken gates, Siglorel near to you smoking a colossal pipe. You feel a nice warmth on yourself, and you see you're dressed with what seems to be a vest made out of skin: this thing is slowly healing your wounds!

The mercenary captain tells you that your army defeated the enemy at high cost, but you succeeded and now Magnus' inheritance is at your disposal. His body, the body of the Black Knight of Morr, is not here: he reunited with his divine master. However, his legendary gear is still here waiting for you: the Hide of Gal Not, which you're now wearing, is a vest made from the skin of a Giant of Albion, which has healing powers; an axe head with the name 'Gorn' engraved, a magical weapon which enhance your strength and initiative.

More mysteries lie around you, but you're sure of something: you never felt stronger.

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