The players: A Sigmarite priest, a dwarf pitfighter, and a human hunter.
The evening of the trial the Dwarf gets the idea to check out the Garden of Morr thanks to Lector Gott-whatever’s dreams. I was able to encourage him to let the other players know so that they would all head out together. Thus, they skipped the zombie attack on Stromdorf, which, you know, more power to them. Unfortunately, I hadn’t reread the section on the Garden, thinking that the attack in town would take up the bulk of the session. (We can only play a few hours a week.)
So they get to the temple and trigger the zombies in the alcoves. I (still not used to the system, I guess) see that the zombie card has 0 armor and forget to subtract their toughness from the damage done so the Rank 1 (7 advances) characters make short work of the zombies with only a little stress or fatigue.
They break down the Black Gate and make it into the cemetery proper. They’ve noticed the lightning rod and want to grab the stone they assume is over there and get the hell out.
I quickly read the “How to run the encounter” section and think this sounds really cool. But I think I blew it. I get confused between henchmen and minions. I run them as minions (I think the text said they should be henchmen). I forget that as minions they should get an assistance bonus. I forget that at the end of the round to clear the damage as the special rules say.
That’s probably okay because the zombies wreck the party. The players aren’t able to get through the first group in the first round. The zombie attack cards (and I do love the Creature Vault) inflict critical wounds on just about everyone. The second round ends with the players clearing the first group of henchmen. So as the scenario says two more groups pop up.
It goes even worse for the players. They’re not able to clear any of the groups in one round so their progress tracker isn’t moving forward. But I also haven’t clearly explained the special rules or what’s happening to the players so they’re not describing their actions as pushing forward. In fact, the priest keeps trying to get the others to retreat.
When the next group of zombies pop up I put them at range because the characters are getting really beat up. A few poor rolls from the priest give us a break as we look up the rules on temporary insanities. He keeps trying to bolt to escape (as his fatigue and stress are majorly redlining). The hunter is almost out of arrows and has switched to melee. The round ends with no zombies on the board, but according to the way I’ve been running the tracker four groups should pop up.
The players can not take 12 more zombies, even minions. I give them a rally step and tell them to make notes on their conditions and cards for next week.
I’m feeling a little frustrated. I’m frustrated that I couldn’t get the scenario to run like it was presented. I’m frustrated that I can’t keep the rules straight. (Things like healing, henchmen/minions keeps escaping me.) Fortunately, I tried the trick of using stance rings to track the number of minions in a group, and used the purple corruption tokens to track the wounds on the individual groups and that worked so much better than whatever I was trying to do when we had the beastmen battle.
But I’m not really sure what I should do next. It would make sense to let the players withdraw and heal up, because they really are pretty beat up. The hunter is two wounds away from his threshold with at least one critical; the dwarf soaked a bunch of damage but two or three of the one minimum damage that sneaked through were critical. The priest assessed the situation right before the rally step so his fatigue and stress are down a bit, but he’s got the Yellow Streak insanity (I think that’s the name) with a tracking token already on it.
I’ll have to reread the rest of the section, but I can’t imagine they can go up against Lazarus Mourn as is. Hell, I even gave them two advances and am allowing them to spend them between this session and the next. But I also have no idea what would happen if they just headed back to town at this point. I think their inclination at this point is to let the town collapse to the forces of evil. Actually, their mood may be dark enough to burn the town to the ground on their own. (Their party type is Servants of Justice, but they’re really playing a Band of Thugs.)
Huh. This was longer than I meant it to be. I can’t help thinking that I did something horribly, horribly wrong. Other battles had the players worried, but I thought they were just being babies, and knew that they were going to make it through with no problem. This one, I’m tempted to yank it short and let them go.