Saturday, September 21, 2024

A Tale Of Two Tortles-Game 2

 OK, so I finally managed to get my second campaign game of Five Leagues From The Borderlands played. It's been a while, and I was delayed because I rolled up Campaign turns 3 (where Our Heroes simply recovered) and 4, wherein they decided to Ride Patrol again. As I was generating the various pre-game events and enemies, "Roving Fiends" came up as the enemy, and I thought it would be fun to paint up some Daemonettes from Warhammer to use. As it turns out that was a big mistake, as it took me a VERY long time.


Anyway, in the settlement of Bradfordshire of the Ruined City Of Arsmkirk, Weppi and her companions enjoyed a rare starlit night with singing faeries. This should have allowed one warband member to be "Blessed" during the game, but by the time I played I forgot all about it. They helped the Town Guard to skip out on the Upkeep costs, and made an attempt to recruit someone to replace Isabeau the Street Urchin who sadly died during the last Patrol. Finally, some connections were made and the warband gained a Story Point.




The battle itself was four turns long, and the Objective was to Secure The Area. The Unknown Enemy marker was spotted the first turn and yielded two Roving Fiends, for a total of six of them against Our Heroes five. During that first turn, Weppi and Kipor went into a ruined building and took up position in a break in the wall. Tundaline and Alaric both used the unsteady stairs to get to the second floor, and Drustan snapped off a shot with his bow that missed. Alaric took up position behind Weppi and Kipor. The Roving Fiends simply advanced towards Our Heroes.



Between the first and second turns, there was a Giant Cat Attack that caused a bit of an earthquake. Buildings already partially destroyed shook on their foundations and all trembled in fear.







Next turn, Tundaline tried to shoot her crossbow at the advancing Fiends with no effect. Four of the Fiends crashed into Weppis and Kipor, got pushed back, and Drustan picked one off with his trusty bow. Alaric, trying to be a Hero (but only a Wily Rogue) made an attack and was quickly knocked out of action for his trouble. Will he make it? Will he die? We will have to wait until after the game to find out.



The third and fourth turns were really just the Roving Fiends going back and forth with Weppi and Kipor. At the end of turn four, there was only one Fiend left and it was removed due to a Morale roll. Our Heroes held the field and saved the day!





After the game (always my favorite part!) Alaric turned out to have just broken his weapon and played dead (very Rogue-like.) The Roving Fiends had enough gold ornaments to sell for a total of 8 gold coins. And there was news of someone important needing adventurers. We have two campaign turns to travel to a new wilderness location to accept a Quest. Weppi says they need to get a little more skilled before they go about just accepting quests from strangers. Seems legit to me.


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