mercredi 23 avril 2025

Chapter III : The Treasure of Ardon

Number of heroes : 3
Difficulty : 3

The Treasure of Ardon

 

Based on the scenario "Le Trésor de Tranicos"

par José Chaves, Jérôme Saffetti, Itai Perez et Julian Lemonnier 

 

Rattled by the betrayal that almost cost him his life, Gawayn has begun to favour allies from outside of his eorldom.  Despite her having tried to kill him, he named Shaan'Hya, the Zamoran, as his Treasurer.


 

As the saying goes, trusting a Zamoran with your gold, make a warm bed for the wolf in the sheep pen.  This ancestal wisdom did not take long to prove.

One day, when Gawayn had ridden north with most of his warriors to investigate rumours of a Hyperborean attack, Shaan'Hya rid herself of the remaining loyal guards, and then opened the gates to a bunch of henchmen and mercenaries.  They were to steal as much of Ardon's treasure as possible and load it into waiting carts; all would then flee to asylum in Zamora, where their ill-gotten gains would fulfil even their darkest desires.


 

That, at least, was the plan, but a loyalist guard who had managed to escape, knowing his lord too far off to intervene, brought word to Chimène.  Without hesitating an instant, she and her allies, Ygritte and Brude, ran up to the keep to thwart the plot.

Whilst Ygritte and Brude made for the chambers where the majority of the treasure was kept, Chimène saw a chance to stake a renewed claim for Ardon.  She remained in the courtyard, where she brazenly called Shaan'Hya to reckoning. 

It went precisely according to plan...despite appearances.  Chimène was thrown into the pit, and the keep's wolves were let off their leash to devour her alive, whilst the inhabitants of the castle looked on.

 Precisely according to plan...if the warrior-nun is able to survive.  They would also have to preserve the treasure, for an eorldom without any resources would be nothing more than another helpless victim in the path of Hyperborea's rage.



Objectives

-  The Heroes win if they prevent the Overlord from getting at least 9 units of treasure out of the keep by the end of turn 8, at which point loyalists from Ardon will put a stop to their attempts.

-  The Overlord triumphs immediately if he gets at least 9 units of treasure out of the keep.  It will be enough to ensure lifelong comfort in Zamora, any more would be just a bonus.

Game length
The scenario lasts 8 turns.  The Heroes play first.

Scenario Map
As the action takes place indoors, it is recommended using the Castle map and following the set-up of the official scenario.


Heroes
In the campaign setting, the following heroes take part in the adventure, with any equipment they had or have acquired, and spells selected using the campaign game method.


Chimène (set up in ..)

Ygritte (set up in..)

Brude (set up in..)

 

Chimène begins with 5 Energy Gems in the Fatigue Zone, the others with 4.  If any heroes are bearing wounds from previous adventures, the effects of this is now taken into account.



The Overlord
The Overlord's forces are as follows :

5 Red Henchmen [use the Pirate tile] (set up in .., .., ..)

5 Green Henchmen [use the Pirate tile] (set up in .., .., ..)

5 Orange Henchmen [use the Pirate tile] (set up in .., .., ..)

5 Blue Brythunian Infantry [use the Bossonian Guards tile] (set up in ...)

5 Grey Wolf-Dogs [use the Hyena tile] (set up in ...)

Shaan'Hya [use the Kerim Shah tile] (set up in ..)




The Overlord begins with 9 Energy Gems in the Available Energy Zone, and 2 in the Fatigue Zone.  He or she recovers 5 each turn.

 

Ravens
When an Event is played, the Overlord can choose one of the following : 


Reinforcements : 6 Reinforcement Points

To Arms :  the Overlord can activate another tile, anywhere in the River, for 1 energy gem only.  It does not count as the 2nd activation of the turn.

Hand in hand : The Overlord can pass a treasure chest from one zone to another, as long as a chain of friendly figures exists.  Enemy presence is not a hindrance.  If the last zone in the chain is in a reinforcement zone,  a figure can leave the playing surface with the chest.  This can be done twice each time the event is activated.

Eadric arrives :  Although Eadric is still a fence-sitter in this conflict, he mistakenly assumes Chimène is the guilty party and takes Shaan'Hya's side.  The Overlord can add Eadric in a reinforcement zone.  Use the Zaporavo tile, which replaces one of the two Event tiles in the River.  Eadric has 6 PV.





The River

1 : Red Henchmen
2 : Green Henchmen
3 : Shaan'Hya (6 wounds)
4 : Event 1
5 : Orange Henchmen
6 : Blue Brythunian Infantry
7 : Grey Wolf-Dogs
8 : Event 2


Reinforcement Zones
There are five reinforcement zones (.., .., ..)


Equipment Cards
There are eight Treasure Chests (.., ...), each needing a Complex Manipulation with 2 successes to open.  The Equipment Deck is made up of 2 Life Potions, 1 Dagger, 1 Crossbow, 1 Explosive Orb, 1 Conan Sword, 1 Axe and 1 Halbard.


 

 

Terrain

If the game is played on 3D terrain, the House Rules for this apply.

All doors are unlocked.

Doors are vulnerable to the Wall Breaker skill.  Interior and Exterior walls are not.

Heros may not leave the board by any board edge zone.



Other House Rules

If players are in agreement, any or all of the other House Rules may apply



SSRs

-  The coffers

The coffers, whose value of 1 or 2 is hidden until they are carried off-board by the Overlord, are placed according to the scenario instructions.  

Picking up, carrying, or setting down a coffer is not an action, and does not interrupt an Overlord figure's base move.  An Overlord figure carrying a coffer cannot attack, and can only benefit from 1 additional movement point.  At the end of his or her move, the Overlord figure sets the coffer down, to get his breath back.

An Overlord figure in a reinforcement zone may leave the combat zone, as a move, at which point the value of the coffer is revealed and added to the Overlord total.

A Hero can pick up a coffer as a Simple Manipulation.  Their encumbrance value is 2.

 


 

-  The Horn of Valour

When the first Hero is put out of action, the Keep's Horn of Valour is sounded, no doubt by a loyal guard.  This alerts the loyal troops in town. The turn counter moves forward 1 space, meaning the Overlord must hurry.

Chapter II : Sedition - The Adventure

 


The scenario is here.

Caught short with his eye on the dancing girl and a spoon half-way to his mouth, Gawayn nonetheless acted with surprising alacrity.

He sprang up the stairs to protect the most exposed banner, and engage one of the enemy lords.  Shoving back the guards who were attempting to spill out of the room, he proceeded to cut them down, before squaring off against his adversary, who was slow to react.

Gawayn's headlong rush had the advantage of carrying him far from his enemies, whilst also protecting him from the archers and crossbowmen in the corridor of the upper floor.  This left him time to dance with his enemy, until he provided an opening for the killing blow.  He grabbed the cloak laying across his bed - some of the traitors had obviously intended, at first, to stab him as he came up to sleep - and draped it over his shoulders.

The Lord of Ardon ran out into the corridor, bowling over the henchmen who were trying to get their act together.  He took an arrow from a young woman that he recognised from her unusual garb : Shaan'Hya, the Zamoran.  Painful, but not lethal, the numerous men milling in the corridor had gotten in the way and troubled her aim.

Gawayn continued his headlong rush down the corridor, but decided against running the Zamoran through.  Defeated enemies, he thought, could sometimes become useful allies. A shove against the wall rendered her breathless, and left the Brythunian free to snatch up his leather armour, into which the coat of arms of Ardon was stamped.

Seeing the Lord of Ardon haranguing them from the stair-rail, two of his emblems of authority draped over his shoulders, his banner intact, and many of their men, including one lord, dead or dying, all defiance went out of the rebels.  The henchmen, hired for the occasion, fled; the surviving soldiers surrendered to Gawayn's bodyguard, who, having been dispatched on a fool's errand by the treacherous guard captain, had finally reached the hall.

The following morning, the captain of the guard was hung from the great bridge of Ardon, whilst Shaan'Hya publicly pledged allegiance to Gawayn.

 

Victory for Gawayn, who reduced the rebellion level to 0 a turn earlier than needed.  His arrow wound proved to be nothing of note.

Well played by the Hero, who definitely chose wisely the enemy lord he would target.  The Overlord was hard put to both defend, and activate his troops to cover such long distances.  Nonetheless, the Overlord also played a good game, favouring his greatest ally which was time, and remaining defensive rather than sending troops rushing into action unprotected.

For having defeated the Overlord, and slain an enemy lord, Gawayn wins +2 XP. 

samedi 12 avril 2025

Chapter II : Sedition

Number of heroes : 1
Difficulty : 2

Sedition


Rather than letting Chimène's impopularity naturally grow, after her disastrous intervention to save her Turanian friend, Gawayn made the mistake of pushing on with his coronation ceremony, so as to ensure the legitimacy needed to defend against the enemies of the Pillar of the North.

This has made him look hungry for power, overly keen to supplant the lineage of his old friend Rudraige.  Old rumours of Gawayn's malcontent at not having been given an eorldom for his services, begin to surface again.

Ardon's enemies are only too happy to stoke the coals and fan rebellion.

So it is that whilst he is seated alone before dinner in his hall, rebellious nobles catch him by surprise...


Objectives

-  The Hero wins immediately if he reduces the rebellion level to 0 before the end of turn 7.

-  The Overlord triumphs immediately if Gawayn is killed, or if the rebellion is not reduced to 0 at game end.

Game length
The scenario lasts 7 turns.  The Heroes play first.

Scenario Map
As the action takes place indoors, it is recommended using the Tavern map, and translating the set-up for the Sedition scenario onto it as closely as possible.


Heroes
In the campaign setting, the following heroes take part in the adventure, with any equipment they had or have acquired, and spells selected using the campaign game method.


Gawayn (set up in ..)

All Heroes begin with 5 Energy Gems in the Fatigue Zone.  If any heroes are bearing wounds from previous adventures, the effects of this is now taken into account.

The Hero begins without his normal equipment.  He has instead only a Sword.



The Overlord
The Overlord's forces are as follows :

5 Orange Henchmen [use the Pirate tile] (set up in .., .., ..)

4 Blue Brythunian Infantry [use the Bossonian Guards tile] (set up in ...)

3 Grey Brythunian Crossbowmen [use the Bossonian Archers tile] (set up in ...)

Noble A [use the Amboola tile] (set up in ..)

Noble B [use the Kerim Shah tile] (set up in ..)

Noble C [use the Balthus tile] (set up in ..)



The Overlord begins with 6 Energy Gems in the Available Energy Zone, and 2 in the Fatigue Zone.  He or she recovers 3 each turn.

 

Ravens
When an Event is played, the Overlord can choose one of the following : 


Reinforcements : 2 Reinforcement Points

Overpowering the Eorl : The Overlord chooses any tile.  All models of that tile immediately gain their base move value.  The Overlord can purchase extra movement.  For each model of that tile that ends their movement in the same area as the Hero, one orange die is rolled.

The Hero can use Active Defense, but gains no bonuses from weapons or armour.

If the Overlord's result is superior to the Hero's, he has been overpowered.  He must remove one of the Recovery tokens next to his Hero Sheet (see SSRs).

The Hero can only be Overpowered once. 



The River

1 : Orange Henchmen
2 : Noble A (6 wounds)
3 : Blue Brythunian Infantry
4 : Noble B (4 wounds)
5 : Grey Brythunian Crossbowmen
6 : Noble C (4 wounds)
7 : Raven
8 : Empty


Reinforcement Zones
There are three reinforcement zones (.., .., ..)


Equipment Cards
There are two Treasure Chests (.., ...), each needing a Simple Manipulation to open.  The Equipment Deck is made up of 2 Life Potions.


 

 

Terrain

If the game is played on 3D terrain, the House Rules for this apply.

All doors are unlocked.

Doors are vulnerable to the Wall Breaker skill, as are interior walls.  Exterior walls are not.

Heros may not leave the board by any board edge zone.



Other House Rules

If players are in agreement, any or all of the other House Rules may apply



SSRs

-  Adrenalin

During setup, the Hero places 2 Adrenalin Tokens next to their hero's sheet.  During the Recovery Phase, each Adrenalin token counts as a dead comrade, for purposes of determining energy gem gains.

 

-  Despair

The hero can count only on himself, against numerous foes.  If his hand to hand combat symbol is anything other than a red die, it becomes a red die.

 

-  Rebellion Level

A Rebellion Token is placed at position 8 of the turn track.

It is decreased by 1 if the hero kills at least two non-noble overlord models in his turn.  It is decreased by 2 for each noble that dies. 

It is decreased by 1 each time when the Hero picks up his Zingaran Bow, his Leather Armour, and the Cape.

The Rebellion Level is increased by 1 the first time the Hero has six gems in his Wound Zone.

The Rebellion Level is increased by 1 if both banners are burnt.

 

-  The Hero's Attributes

During setup, the following equipment cards are placed on the map : Cape, Leather Armour, Zingaran Bow.

 

-  Banners


 

Gawayn has had new banners made to celebrate his ascension.  Two Banner Tokens are placed (.., ..).

If any enemy Noble is in the same area as a Banner, he may target it by performing a melee attack.  A Banner has a Passive Defense of 2.  If successful, the banner burns.

If both banners are burned, the Hero must remove one of the Recovery tokens next to his Hero Sheet; as already stated, it also increases the Rebellion Level.

Chapter I : For Old Time's Sake - The Adventure

 

 

The scenario is here.

Chimene recognised Ygritte's shock of red hair flying above the battlements - she had helped in the archer's healing when they had come to the Aifreweia, and then stood by Rashar when the priest of Mitra confirmed Chimene and Rudraige's wedding vows -  and decided to seek help from her.  She preferred to avoid Rashar, her superior, who could too easily order her to give up on her quest.  Kerim, although she had heard much about the co-founder of the Watch, was an unknown quantity.

The warrior nun's talents of persuasion were enough to sway the Nemedian.  The archer was listening one second, then acting the next, a bowshot taking down one of Gawayn's crossbowmen.  The two women pushed through the increasing flow of panicked guests and attendants, and the citadel's captain fell to Chimene's blade.

Whilst Ygritte held the crossroads, Chimene pushed forward, racing to the prison cells.  Tragedy unknowingly struck when the red-haired Nemedian put an arrow through Rashar, who had advanced towards her as if a threat.  In the milling crowd, friend and foe were mingled, as were civilians and armed guards, and Ygritte had barely time to choose her targets.  That said, she proved her ruthlessness during this rescue attempt, her arrows striking down men, women and children.  She might prove to be Gawayn's best argument yet for keeping lordship over Ardon...

Chimene pushed her way through the crowd that had gathered before the dungeon entrance, one man crumpling as he collided heavily with the stone wall.  Life potions thrummed through the warrior nun's blood as she clumsily picked the lock on the cell door, to reveal the horrible scene within.  Her anger was uncontrollable, and with one cold and deadly blow, she slew Zoraya's torturer.

The Turanian was too heavy to carry easily through the crowd, so Chimene let fall her armour and went back the way she had come.  Gawayn's guards were now few and far between, only a couple of spear-carriers who had come in from their patrol.  They formed a shieldwall blocking the corridor; but Ygritte broke it when she shot one, and Chimene was through, out into the courtyard, and free !

 

Victory for Chimene, who makes it to the exit on the 9th turn.  She had taken only a few scratches, although Ygritte, who followed close on her heels, had taken a wound.

For having defeated the Overlord, and discovered all five clues, both adventurers acquire +1 XP.  Ygritte, for having slain Rashar, gains an additional +1 XP, call it bitter experience. 

For the cost of saving Zoraya had been too high.  Ygritte's arrows left no doubt as to who had done the killing, and one was buried in a child.  The very abbot of the Aifreweia had perished.  Gawayn was now unlikely to step down, and would use his rival's atrocities against her.  Chimene might even have to choose at some point between Ygritte, Zoraya maybe, and her own ambitions...

samedi 11 mai 2024

Chapter I : For Old Time's Sake

Number of heroes : 1
Difficulty : 2

For Old Time's Sake


Unable and, to be honest, unwilling, to attack Chimène frontally, Gawayn chose to turn the folk of Ardon against Zoraya.  There is little love lost between Brythunians and Turanians, after decades of border skirmishes and atrocities.  

Hence it was relatively easy for Gawayn to suggest that Rudraige's wife was being manipulated by the Turanian spy, into causing strife and weakening the Pillar of the North.  Before Zoraya could be spirited to safety, she was captured.

Word has reached Chimène that her friend has been savagely beaten and left to die.  Ardon's rightful Lady will certainly not let that happen, even if she has to interrupt Gawayn's crowning ceremony in his keep, weapons in hand....




Objectives
-  The Heros win a minor victory if they get Zoraya out of the keep on turn 10, or if Zoraya is killed by one of the Overlord's henchmen.  A major victory is won if Zoraya is evacuated before turn 10, or if Chimène is killed.

-  The Overlord triumphs otherwise.

Game length
The scenario lasts 10 turns, but ends as soon as Zoraya leaves the battle zone.  The Heroes play first.

Scenario Map
The playing surface is 7 x 7 hexes, gridded A to G (columns) and 1 to 7 (rows).  It portrays the long hall and outbuildings which make up the Lord's inner sanctum.
 


Heroes
In the campaign setting, the following heroes take part in the adventure, with any equipment they had or have acquired, and spells selected using the campaign game method.


Chimène (set up in A4)

All Heroes begin with 0 Energy Gems in the Fatigue Zone.  If any heroes are bearing wounds from previous adventures, the effects of this is now taken into account.

The Hero begins with a Life Potion and with a Zingarian Breastplate.




The Overlord
The Overlord's forces are as follows :

3 Grey Brythunian Infantry [use the Bossonian Guard tile] (set up in D3, C4, C7)

3 Grey Brythunian Crossbowman [use Kothian Archer tile] (set up in E2, G4, G6)

1 Brythunian Captain [use Captain tile] (set up in E4)


The Overlord begins with 2 Energy Gems in the Available Energy Zone, and 4 in the Fatigue Zone.  He or she recovers 3 each turn.

 

Ravens
When an Event is played, the Overlord can choose one of the following : 


Reinforcements : 2 Reinforcement Points

Panic ! : the Overlord can move up to three guests, two hexes each, ignoring any hindrance.

Grab her ! : the Overlord chooses two of his troops, and immediately moves them up to two hexes each, ignoring any hindrance.  The pursuit galvanises Chimène, however, who immediately moves 2 Energy Gems from her Fatigue Zone to her Available Energy Zone.

Surprise Guests ! : the Overlord can add two additional guests, in a zone which already contains a guest.  This Event can only be played twice during the scenario.




The River

1 : Grey Brythunian Infantry
2 : Grey Brythunian Crossbowmen
3 : Brythunian Captain (4 wounds)
4 : Raven
5 : Empty
6 : Empty
7 : Empty
8 : Empty


Reinforcement Zones
There is one reinforcement zone (B4)


Equipment Cards
There are six Treasure Chests (A7, B3, F4, F5, G4, G5), each needing a Complex Manipulation with 1 success to open.  The Equipment Deck is made up of 2 Explosive Orbs, 2 Life Potions and 2 Javelins.


 

 

Terrain

If the game is played on 3D terrain, the House Rules for this apply.

All doors are locked, and require a Complex Manipulation with 2 successes to open.  Overlord figures can unlock a door for the cost of two movement points.   Once unlocked, a door is no longer a hindrance to movement.

Doors are vulnerable to the Wall Breaker skill, exterior and interior walls are not.

Heros and Allies may not leave the board by any board edge zone, but if Chimène reaches her entry point with Zoraya in tow, they are assumed to leave the battle zone, even if Overlord troops are present.



Other House Rules

If players are in agreement, any or all of the other House Rules may apply



SSRs

-  For Old Time's Sake

Chimène is aware how important it is to the future of the North, to rescue Zoraya. She therefore has an extra energy gem for the scenario, as well as the Feline Grace skill, which is inactive if encumbrance reaches 7.

 

-  She cannot perish !

Gawayn does not want Chimène dead, for a whole lot of reasons.  His men can attack her, but should they move all her energy gems into her Wound Zone, the scenario ends immediately with a defeat for the Overlord.

 

-  The Turanian Spy

At the beginning of the scenario, the Overlord can choose to place Zoraya in either F4 or F5 - both of these are rooms or outhouses with locked doors.

As soon as Chimène enters the room in which the badly beaten Zoraya is laying, she can help her up.

Grievely hurt by the beatings she has taken, Zoraya has a number of wounds equal to 10 minus the current turn, and then falls unconscious.  Zoraya counts as 4 Encumbrance if still conscious, 6 if she loses consciousness (ie. on turn 10).  Zoraya cannot move by herself, cannot be attacked, and cannot use Life Potions.  Her PV serve only to indicate her slow agony and add extra narrative depth to the scenario.

The Turanian's torturer is still around : as soon as Zoraya is revealed, add him to the hex and place his tile [use the Zaporavo tile] at the beginning of the River.  He has 6 PV.

 

-  The milling guests


 

Place 9 markers symbolising Gawayn's guests, in B4, C3, C7, D3, D7, E3, E7, G3 and G7.  They are townsfolk, and the sudden and wild appearance of  Chimène startles them into panic.

Guests cause Hindrance to all figures, whether they are Heroes or the Overlord's troops.

They cannot be activated, but they can be attacked by both sides; they have a Passive Defense of 1, 1 PV, and Counterattack; both sides can spend Energy Gems to defend them or give them rerolls.  They can be moved only with the Panic ! event.

 

-  Friends in the crowd

Chimène has come to the festivities almost without preparation, and without warning her friends.  There are however many among the crowd who are ready to be swayed to her cause.

The following heroes are present : 

Kerim (D3) [5 PV; use Kerim Shah tile]

Rashar (D7) [4 PV; use Skuthus tile, and pick three spells from his list using the Campaign Rules]

Ygritte (E5) [5 PV; use Balthus tile]

 

Chimène can try to convince one (only) of these three to help her, is she is in their hex.  It needs a Complex Manipulation requiring 3 successes.

An ally can be activated freely once per turn, even if Chimène is Resting.

Heroes who are not allies of Chimène are considered as Guests (see above), but use their own tiles and PV if attacked.


Pillar of the North : Background


The alliance between Chimène and Zoraya has saved Turan from a grave threat.  When Chimène offers to the Turanian diplomat to travel back west with her, the latter willingly agrees, seeing an opportunity to strengthen ties with the North.  The two women, with their companions Brude and Kerim, set out for the Brythunian city of Ardon, on whom Rudraige is lord.

Ardon is a place of vital importance, as it is a pillar of support to all those who resist Hyperborean evil in the North.  It was Rudraige who, along with Kerim, founded the Watch.  His house brings constant support to the Aifreweia, contributing as much to its stock of knowledge as to its finances.  Last of all, the Brythunian lord never hesitated to step up himself, using his "hunting trips" to strike directly at Hyperborea and the threats roving south from its icy wastes.

When the travellers arrive after their long journey, they find Ardon is in great turmoil...for Rudraige is dead.  This is a terrible shock for Chimène, who had no inkling of what had happened, after the adventurers had separated.

Rudraige having died heirless is a situation that his numerous enemies gleefully exploited, until his oldest companion, Gawayn, the Night Chaser, stepped up in a bid for leadership.  Backed by his new friend, Eadric, the Captain of the Guard managed to beat down all resistance, and was formally acknowledged as Eorl of Ardon by his people in their assembly.

 

Chimène's arrival is initially a cause of great celebration, as she is a respected warrior.  This joy turns sour, when she announces that not only were Rudraige and her secretly married at the Aifreweia, she is also with his child.  Word is sent to Rashar, Abbot of the Aifreweia, and despite the weakness caused by his recent wounds, he travels personally to Ardon, accompanied and protected by Ygritte, to confirm that he presided over the wedding vows.

As Lady of Ardon, Chimène would, through her friendship with Zoraya, bring Turan into the Northern Alliance.  Eadric himself urged Gawayn to step down...yet there are dark powers at work here.  They play upon Gawayn's resentment that Rudraige never made him eorl, even of a handful of villages.  He has been acclaimed Eorl of Ardon, by the ancient rite, and none must take it from him.

mardi 7 mai 2024

Chapter IX : The Winged Horror - The Adventure

The scenario is here.

The heroes arrive on the scene just as the invocation begins.  The stakes are extremely high; if the east begins to crumble, the North will fall...


 

 The powerful winged demon rises !

 

The heroes quickly targetted the two remaining emirs, and slew them both in rapid succession.  This caused five wounds to the demon, rendering it vulnerable.  Accompanied by Turanian loyalists, Brude went looking for anything that would help them.

He had to face up to none other than the Hyperborean Witchman....and slew her with a mighty blow ! From her fallen body, he picked up a sword thrumming with magical energy [actually, a Halberd came out of the chest he explored, but this seems a better narrative !]

 

The Winged Demon bent his will on Zoraya and drew her towards him, dealing a powerful but not deadly blow.  As the winds rent the air about him, hellbats bit at the heroes.

Kerim played an important role, his arrows causing enough damage to avoid the demon from regenerating.

Zoraya beat a fighting retreat, and then Brude, having lain low the Witchman, dashed towards the demon.

 

The thief become hero dealt a fatal blow to the monster, dispatching it back into the darkness from which it had been drawn.  The North was saved !

 

A great finale to the campaign.  The scenario initially lulled the heroes into a sense of easy victory, until the demon became more active and showed what deadly stuff it was made of.

The campaign progression influenced the scenario in a balanced way, reflecting well the successes and failures of the heroes.


Everyone gains +6 XP, thanks to surviving and to this mighty victory.  Brude was the hero of the day, bringing down both the Witchman and the Demon itself, for an additional +2 XP.

I presume that everybody has sufficient time to rest and heal before continuing their journey, and that at the end of that, the heroes acquire their usual equipment.