The War in the Willows
The Gang - Part One
I had planned on getting another game in tonight, the last before the grand finish at the weekend, alas, work had other plans for me.
So, it looks like my merry little band is as good as it is going to get before the end of this campaign.
I thought it would be fun to do a little breakdown of each of my characters as they prepare to enter the final showdown.
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In 10th place, based on their level, we have our newest member.
Hercules. Level 2 Duck (Medium Bird)
There really is not much to say about little Herc, suffice to say, I like ducks.
I had the spare pennies, so I decided to get him some equipment to start with. He has a Mage’s Focus – his hat and 3 lots of Dragonfly Wings.
I gave him the Transpose spell. I figured that if one of my archers gets dragged into a melee, they don’t want to be in he can use this spell to remove them and replace them with either Maverick or Thomas.
He has not had the chance to get any upgrades yet, so he will be going in fresh and have just the one fate point to start the game with
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Following on from Hercules, we have –
William and Rose, who are both Level 4 Foxes
Yes, I know that is two characters, but they’re identical.
With expert Shot, Bows, Swords and Light Armour. Foxes are, in my opinion, the best archers in the game. They have good speed, are good in Melee and have good Ranged skill.
Thanks to some good rolls on the wandering table after my last game, and with the bonus of an Occult Laboratory at the Den, they will be going into battle with 4 fate points each.
(In my last wandering rolls, I got the Tainted Ancient Stones, which gave every model an extra fate point. A roll of 5 on the Occult lab, giving everyone 3 fate points, and to top it all off, Morrigan found the Blessed ancient stones to give me an extra 5 fate points to distribute amongst the gang.)
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After that, we have three characters who are all level 5, so I shall list them in the order in which they joined the misfits, with the more recent coming first.
And that is…
Maximilliano Vulpine, a Level 5 Ferret.
I was pretty lucky and managed to get Max on one of my wandering rolls quite early in the campaign. He’s a bit of a rogue and has a thing for the ladies, in particular Bramble. I have no idea how that came about. I was just trying to think of things that may have made good stories. I was also going to have him become a good friend of Maverick as between the two of them, I expected them to do most of the fighting.
He has A sword, a Bow, Heavy Armour, 6 Broadhead Arrows and 2 doses of Mortal Poison. He can also ignore the next roll on the major injury chart, something he got when he first met the Rabbits at the Temple of Light, and so far, has not used.
He is also pretty good in melee and has 2 experience points, and thanks to all the bonuses from the last set of wanderings is going into the final battle with 5 fate points.
He has
Tough 2, Fearless and Lucky skills.
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Next up is…
Phillipe Phillop a Level 5 Toad
He also has 5 fate points (same reason as mentioned above.)
He is armed with a +2 Sword of Smiting and Heavy Armour
For skills, he has Strong 3, Tough 4, Natural Hunter, lucky and Killing Blow (Ridiculous really, as I think he has only managed to land one hit in all the games I have played)
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Next is little Neville.
Neville has been consistently amazing, getting perfect rolls at just the right moment, keeping everyone healed and catapulting Maverick into combat when needed.
Neville is a Level 5 Frog
He knows the following spells: Cure, Haste, Lightning and Push. He carries Haldyn’s Staff and has 3 Elf bolts for his ingredients. (I can’t trust him with Thyme leaves anymore after he smoked the lot)
He has 4 fate points and 2 Experience points as he goes into the final battle.
I never really expected a lot from Neville, but he has really turned out to be a lifesaver and man of the match for me more than once. I guess you really should never underestimate the little guy.












