OK, so after the absolutely punishing last game of Five Leagues From The Borderlands, I was anxious to go ahead and play again. Campaign Turn 15 was a Resting Up kind of thing, with no activities outside of Ectanaba. We got some rations from the goodwill of the locals, Vashti, Hamada, and Plodo all healed one turn, and some hanging out with the townsfolk didn't yield anything new. But Hamada was back on her feet for the next Turn, so we could do some adventuring then. Campaign Turn 16 started with a Town Crier offering a contract, which we took. We helped the Town Guard again, tried some more mingling without effect, and then proceeded with the contract; we would need to Ride Patrol three times within the next five game turns. So, it was off to ride patrol! We encountered a wanderer who saw something odd. We went to the Unexplored Location and upon exploring it, got involved in a Site Battle against six Organized Robbers. There would be three Glimmers and six Unpleasant Flora on the table as well. There were also gusts of wind, meaning ranged attacks would only hit on a "6" and visibility was limited to 15." Plog The Elder made the First Move, and picked up a Glimmer in the process; the Site Reaction table roll was 07, so nothing extra special would be happening during the battle.
In the First Turn, we split into three groups; Quicktoes went right to investigate an Exploration marker, Weppi and Plog went up the center, and Plog tried to scout the marker on the hill using his Mystic magic, but failed to cast the spell. The trio of Tundaline, Rukacta, and Hamada moved towards the marker in the pond. The Robbers in the building on the hill went to patrol a marker in the backfield, while the other group started to patrol towards the pond marker.
On Turn Two, Plog The Elder managed to scout the Exploration Marker in the building on the hill; it was a Treasure Trap! He was now Wounded, but received Loot. Weppi moved up the center. Quicktoes was almost to the marker on the right. The first group of Robbers made their way to their target marker, and the other group made it to the pond. One took a shot at Hamada, but missed. That gust of wind saved her! Hamada made contact with a bad guy, and promptly killed him. Rukacta moved up behind her, and Tundaline scouted the marker in the pond; it was Loot!
Turn Three had a bad initiative roll... none of Our Heroes would activate before the Robbers. The first group turned their patrolling towards the same Marker that Quicktoes was closing in on, and the skirmish by the pond got heated: the archer shot Tundaline and Wounded her, while the other Robber took Hamada out of action. Tundaline and Rukacta both tried fighting that Robber, but only managed to wound him. Quicktoes made it to the Exploration marker; it was a Lethal Trap, and the halfling hero went out of action. Weppi began moving around the hill to intercept the Robbers coming down that way.
On Turn Four, Rukacta and Tundaline finally managed to take down the melee-armed Robber, leaving them within easy attack range of the archer. The other group of Robbers spotted Plog The Elder and turned towards him; the archer within the group took a shot but missed the venerable tortle. Weppi moved up the hill ready to engage the Robbers. Plog then ran down the hill, leaving Weppi to mop up the remaining bad guys. Not that there is no picture for Turn Four; nor did I flip the Turn Marker Die at the end of the turn.
In the Fifth turn (Turn Four in the pictures,) Rukacta and Tundaline killed the archer by the pond. The archer on the hill shot Weppi, taking her out of action. The other two Robbers attacked Plog the Elder, who managed a Parry for the first time ever, but was unable to harm the bad guys in return.
Turn Six (Turn Five in the pictures) started with Plog The Elder moving towards the entry edge and casting his Barrier wall of fire. The archer on the hill took a shot at him, and this time found his mark against the Mystic; Plog The Elder went down. The remaining two Robbers headed towards Rukacta and Tundaline over by the pond.
On what would be the last Turn of the games (Turn Six in the pictures,) the three remaining Robbers made for the pond; one connected with Tundaline and died for his trouble. In the Tracking Phase, there were only two bad guys left so they ran away. Tundaline was wounded, Rukacta was tired, and everyone else was down for the count. They decided to check on their friends and head out.
And what of our fallen Heroes? Weppi and Plog The Elder were both just knocked out, and Tundaline and Quicktoes both suffered damaged equipment. It could have been a lot worse! We checked out our loot, and we now have Birde Maille and Bright Maille. We also found the Remains Of A Victim, so the next time we are in Istahkr we can return them to the family. We wagered 4 Adventure to make a Milestone roll to promote Hamada to Hero; a roll of 3 succeeded! Finally, News Travelled that there was a virulent disease running through Ectanaba, and we would spend the next Turn in Camp.
Regarding the game itself, I'm not a fan of the Site Battle/Delve dynamic. Using the ruined city instead of the dungeon tiles made it more palatable. I was amazed at the enemy archery rolls; Tundaline was wounded, and both Weppi and Plog The Elder were taken down by arrows. This is the second game in a row where the ranged attacks of the bad guys have been decisive. Now that everyone is fully healed, I really need to finish painting the models for Vashti and Hamada. Plodo and Hamada will probably be on the field together during the next game. I'll see you then!

































