to witness a tale of woe and fear.
Not only the terror of battle ‘twixt our kind left undone,
but of the Monster that came thereafter to seal the Fun.
We begin our harrowing tale on a cool Autumnal day,
whereupon a Knightly King is called to join the fray
‘gainst shrilly shrieking Skeletons, maddened with hate,
and charmed to life ‘neath rusted armor plate.

Setup Overview

Knight Setup

Necro Setup
Contents
Turn One
Turn Two
Turn Three
Finale
Epilogue
Armies
- Knightly King (Hero), equipped with Heavy Armor and Golden Sword (Heavy Weapon, Heroic Artifakt), driving a heavy chariot equipped with one crossbow and pulled by one horse.
- King’s Bodyguard, equipped with Heavy Armor, Heavy Weapon, and Shield.
- Polearm Squad: 3x Knight, equipped with Two Handed Weapon and Light Armor.
- Strikers: 2x Knight, equipped with Light Armor, Heavy Weapon, and Shield.
- Cavalry: 2x Knight (one Unicorn, one Crown), mounted on horseback, equipped with Heavy Armor, Heavy Weapon, and Shield.
- Jester (SuperNatural), owning 3d4 SN Dice, equipped with two bombs (1d10 Explosive).
- Sorcerer of Death’s Konstruktion (Hero), equipped with Staff of Necromancy (Two Handed Weapon, Heroic Artifakt).
- 1st Skeleton Squad: 1x Black Skeleton Leader, equipped with Light Armor, Heavy Weapon, and Shield, 1x White Skeleton Regular, equipped with Heavy Weapon and Shield, 2x White Skeleton Regular, equipped with Heavy Weapon.
- 2nd Skeleton Squad: Same as the first, minus the last two Regulars.
- Bone Riders: 2x Skeleton (one Leader, one Regular), mounted on bone horses, equipped with Heavy Armor and Two Handed Weapon.
- Ghost: (SuperNatural), owning 3d6 SN Dice.
The Necros have already arrived at the mines, and have clearly beset the Dwarves toiling away there. Their battle carriage is situated to one side. Evidence of this previous battle can be found in the scattered dwarven corpses and fallen skeletons near the mine doors. A mine cart and wagon cart have been tipped over here, presumably to be used as impromptu barricades. This tactic looks to have had mixed results. The Sorcerer has taken to the balcony, to overlook and direct the proceedings below while the Skeleton Squads have broken off to battle isolated Dwarf groups. The Bone Riders sit idly in the middle, ready to spring into action at the first hint of trouble. The Ghost takes up position near the Mine doors and its former host body, the dark dwarf lying on the overturned cart.
Meanwhile, the King and his Knights are just arriving together at the entrance to the pathway toward the Mines. The King, his Bodyguard, and the Jester are all situated atop the chariot. The two squads of Knights are marching along one side while the Cavalry troops ride to the other.
There are two Secondary Objectives, however. The first is the Dwarven Unit to the left side of the map. The Dwarves have altered statistics (4 Move, 1d10 Armor) and possess an Immunity to Fear. Two of the Dwarves are equipped with Heavy Weapons, Light Armor, and Shields. The leader (Gold Helmet) is equipped with Light Armor and a Two Handed Weapon. If the Knights can get within 2” of any Dwarf, they are “Rescued” and control is given over to the Knight player. Until then, the Dwarves only defend themselves, cannot move, and do not attack.
The second is the abandoned ballista to the right side of the map. The player to get a unit adjacent to it gains control of it. It comes equipped with two mounted crossbows and one 2d10 Explosive bolt. These are some of the only ranged weapons on the map.
The Knightly King exudes an Aura of Valor. So long as he lives, allies on the battlefield gain +1 to all rolls.
The Sorcerer also exudes a Resurwrecktion Aura. Each Necro turn, so long as the Sorcerer is alive, each individual Skeleton can make a UR 4 roll to resurrect and rejoin the battle.
Heroic Feats may not be retried if they fail.
Turn One

Knights Turn 1a
The Unicorn Knight gallops diagonally across the field and decapitates a Skeleton Regular on the way in. First Blood, such as it is, is granted and the Dwarves are Rescued.

Knights Turn 1b
The Crown Knight bolts across the field in the same direction but doesn’t quite make it into the fracas.

Knights Turn 1c
The King’s Chariot takes off in the complete opposite direction, rattling madly over the uneven terrain, hoping to block off the Skeleton Squad’s access to the Abandoned Ballista. All the passengers remain in the chariot for now.
Not sure if there is a ruling for this or not but we decided that passengers dismounting a moving vehicle (since the chariot would keep going in the same direction and speed next round unless stopped by the driver) would suffer built up MOM damage for a minifig.

Knights Turn 1d
The Polearm Squad marches slowly forward while the Strikers sprint past, eager and more able to get into the action.

Necros Turn 1a
One of the Skeleton Regulars earlier cut down by the dark dwarf is the only Skeleton to Resurrect this turn.

Necros Turn 1b
The Skeleton Leader moves past the Gold Dwarf, who takes a wild swipe at him and misses, and proceeds on toward Silver.

Necros Turn 1c
It slams its sword into Silver’s shield ineffectually, but the dwarf is so surprised he can’t recover in time to make a successful counter strike. The Sword Regular takes a swing at Gold but the fellow is experienced enough to evade. He’s already used up his counter on the Leader, though, so all he can do now is square off against his new opponent. The Flail Regular swings weakly at Bronze, who batters it aside and chops the skellie down.

Necros Turn 1d
The Bone Riders decide to get involved with helping to eliminate the dwarven menace. The Black Knight decapitates Gold with a swipe of his heavy scythe. The Regular, on the other hand critfails and just barely pings Bronze’s helm with the tip of his. The dwarf is surprised enough to critfail his counterattack and they end up just sort of staring at one another for a moment.

Necros Turn 1e
The Skeletons show a little more animation than expected and sprint up and over the chariot and gain the Ballista. The resurrected Skeleton charges up onto the chariot instead.

Necros Turn 1f
The Ghost glides forward and rips the wheel off of the chariot with telekinetic force.
(Not Shown) The Sorcerer attempts to cast Mass Resurwrecktion as a feat, allowing him to target all dead, not just the skeletons. The Feat is technically successful, lamely raising one of the dead dwarves from the prior battle, so it may be used again if the Sorcerer wishes. I guess it just wasn’t cool enough for a picture.






























































