Sunday, December 5, 2010

1000 Local Time, Freedom Isle



The smoke from morning cookfires being dowsed leaves tendrils curling high into the sky. The Olic has found a line between them, hoping to go unnoticed. By Gardner’s recollection, the sheer cliff-face they are facing now is almost exactly opposite the main glowborn settlement. Vines cover the surface, hanging out into the Void; a sign the Wild continues to take hold. Vuyen swears an uncharacteristic oath, having never seen elven plants before, nor their aggressive nature.

The captain brings the ship low over the trees with a graceful arc. Fairfield leans out the hatch, snatching a handful of leaves as they pass between the towering deciduous trees near the edge of the isle. “Beautiful sailing, sir.” Taz has not been pleased with the plan, but only showed it with a sour expression. He now smirks at the fine line the vessel is making, skimming silently atop the trees. Harmony and the mate had spent the last of the grease on the various pins and stays, hoping to quiet the creaking. He had wanted to pull in the sails for maneuver, but the captain deigned to maintain speed, in case of pursuit.

After twenty minutes, you all breathe a sign of relief. There is no sign of commotion on the ground below, nor in the sights of Blendin up in the rig, carefully scanning for trouble with his sights. Xisco is carefully cataloging a likeness of the leaves Fairfield gathers into his book, and medicus takes the specimens for his own studies.

Blendin calls down a few hours later, having spotted a barren spot with low stone buildlings. The ship turns gently, and the captain finds a recently plowed field to set her down. Six or seven human youth manning a wagon pulled by some odd beast go running at the sight of the ship, leaving the wagon and creature untended. As the vessel settles, the crew jumps to stake her out, and batten the sails. The plank is not lowered yet when a hollow drumming can be heard from the town nearby, and a group of men can be seen moving in the trees.

ooc: You just made a crazy lucky series of rolls. The whole crew gets a benny for that one. Let’s hope the farmers don’t kill you and ruin it.

63 comments:

  1. Actually, MY plan was to chack in on the coast and get a safe route and local prices before heading inland to the human settlement, but, eh, so long as it all worked out.

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  2. Harmony has nothing to do to help secure the ship, unfamiliar as she is with its regular operation, much less landing inland. Instead, she swings deftly to the ground, feeling her boots sink nearly to the ankles in the plowed soil. Slipping on her hand jewelry, she pauses, checking her necklace and headband, then her hair and clothes, before walking toward the men with a bright smile and a wave of her left hand. She appears a bit self-conscious, her right hand frequently touching her hair as she walks. Hopefully, the lone, well-dressed woman walking alone to greet them will convince the locals the ship is not crewed by murderous pirates. Just murderous sailors, she thinks silently.

    -------------------
    Climbing roll 5 for the dismount.

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  3. The short woman looking slightly ridiculous as she stumbles through the deep, rich Heartland topsoil, but likely less-threatening as a result.

    Not looking the part of a pirate, it seems, is enough to draw forward a single unarmed farmer from the edge of the wood. He climbs over a waist-high loose stone wall, and is clothed in an unusual fashion: knee-length breeches, a long-sleeved blouse tied at the waist with a length of twine, and a broad straw hat, shading his body and shoulders, as well as a significant circle about him. His feet are bare and muddy, and his balance much more nimble than her own as he trots forward to meet her in the field.

    Used to the cautious courtesy of the skies, Harmony is a bit surprised as this farmer is unusually aggressive in his greeting. "We don't want trouble, but if you've come for a fight, you've found one. I've three sons in the treelines who can split a grain of wheat in half at 20 paces, and I make it at 15 to your ship. My youngest is gathering the men of town as we speak, that's almost 200 strong bodies, without the womenfolk. You best be off." His face is shaded from her view, but his voice sounds raspy and certain, and he smells of sweat and earth.

    From their position lowering the plank, the rest of the crew hears the ultimatum delivered by the farmer. Taz says something about unkind about provincials.

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  4. Harmony smiles more broadly when the man come out to meet her, feeling pleased with herself. She is taken aback by his open hostility, but recovers quickly. Realizing she has made herself the de facto ambassador for the ship, she smiles again and says, "We have no desire to fight you, sir. We merely wanted to deal directly with you, rather than the elves on the coast. We have a wildling crewman, you see, and have no desire to discuss his legal status with the Willow Court's representatives. We would like to trade for lumber and repair our ship after a very hard voyage." She smiles shyly. "Also, I'd like to see your pretty island. I haven't been off Shadowhaven since I was very young, you see. Won't you let us stay for a while?"

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  5. Blendin, upon hearing the sultimatum pulls out his scoped musket and begins scanning the treeline.

    ----------------------------------------------
    Notice: 5 (pre-mods)

    BTW, Did you say your were going to send updated character and inventory sheets?

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  6. probably did, a few times. this time it's gonna happen.

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  7. Blendin’s skin takes on the color of the ship as he sights along the scope, scanning the trees. He makes out three human males peering over the stonework. Although he has a hard time with the exact ages of humans, they appear young, about Fairfield’s age, and underfed. At least two of them are armed with leather slings, but they are empty at the moment. Beyond them through the trees he notes motion, indications of more people coming, and can hear the hollow drum continue in the town beyond.

    The farmer shifts on his feet, but without a visible face, his reaction is difficult to judge until he speaks again. “Your wildling is welcome in this town; we have no love of the elves. My great great grandfather gave this land to the ‘born, not the twigs. But I don’t make the trades, girl. You’ll have to talk to the Reeve. I can take 2 of you to town, but the rest stay here for now. My boys will keep the rest company, as a sign of good faith.” He speaks loudly, clearly aware its overhead by the ship, and likely those in the trees as well, “Who will it be then?” He places his fingers in his lips and whistles; the three youths trot hop the wall and come out into the open, slings with stones but at their sides. They don hats that were hanging on their backs as they approach, appearing much as their father does.

    “Who will come with me?”

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  8. I suggest Gardner go to negotiate, and Harmony would make a good second, looking harmless and being genuinely helpful. She's also better in close and less use on the ship in an emergency than anyone else.

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  9. Blendin lowers his musket and steps from the shadows. "I would like to accompany you into town captain. Any enemy of the elves is a friend of mine, and I'd like to see this little town." And with a slightly lower tone, "Besides, I'm a shareholder." This is clearly and indication that Blendin feels Harmony should not be the one to accompany the captain.

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  10. Harmony motions to the ship behind her. "I think the captain will let you know who is coming in a moment. While we wait, I'd like to mention that I'm a healer, and would be happy to provide any services needed while we're here. Please spread the word when you get a chance. I don't charge anything for my services, though I don't mind a meal or such if offered." She smiles at the man's shadowed face. "I'm going to head back to the ship, if you don't mind, and get out of the Glow for a bit while they decide who will go with you.

    Unless the farmer has anything to add, Harmony will head back to the ship and climb aboard.

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  11. When Xisco finally untangles himself from the ropes and looks out he sees the man and his hat. "Helloo... That is a fascinating hat! How is it able to maintain shadow like that?" He hops off the ship and starts heading toward the man, oblivious to his surroundings.

    If he can get close he will try to examine the hat's function, see if it is magical, et c. He will pepper the owner with questions about the hat, while furiously scribbling notes in his little notebook.

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  12. Harmony makes her way back to the vessel, as the farmer moves to collect his beast. His sons follow. He holds out his hand, and they each hand over their slings, albeit reluctantly in the case of the tallest one, before walking toward the ship's gangplank. They try not to gawk too much at the vessel as they approach, keeping their heads and eyes lowered. The farmer walks, bridle in hand, toward the gibbering Xisco. "My hat?" He tilts his head back, so that his eyes can meet with Xiscos forehead, as the dandy looks down, scribbling in his book. "It casts a shadow like the trees, I guess. Made from the bark of a bitterbranch from my grove." He gestures toward the pack animal with his thumb "Same as that canopy there." Xisco's discernment notes nothing particularly magical about the hat or wagon's large wobbling cover, but the shadows they cast are unusually dark and complete. He then calls to the wildling. "Come if you wish, wildling. You'll find no need for that shovel you carry, we have all the postholes we need dug."

    Other faces are appearing along the wall now, and there is a distinct feeling of being not alone.

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  13. Gardner thinks for a moment on personnel assignment. "If we can only bring two, Blendin, I'd prefer if you'd stay and guard the ship with Taz." Gardner moves to the gangplank. "Greetings to you sir. I apologize for our abrupt appearance, but as my friend explained we are merely here for trade and repairs and don't want any trouble with the elves, nor with you good folk. We had plenty of trouble on our way here. I am Captain Drawlight and this is the rest of the crew of the Olic Haversham. And you and your sons are?" After pausing for introductions, Gardner will continue, "Xisco and I will go to town with you. May I also bring along my dog?" Gardner will summon Fang to his side.

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  14. “I would prefer just two of you for now, Captain, but my boys are a fair trade: well mannered, and I would like them back, same as your crew would like you, I should hope. I dare not let more of you loose in town until you’ve had a chance to speak with the Reeve. Not every day a ship lands, and most of those they bring violence.

    “I go by Alfons, these are my eldest sons, Ramon, Raoul, and Rolando. My other boys,” he gestures at the treeline with a soiled, weathered hand, “you’ll meet later, perhaps. For now, your woman speaks sense. Let’s get out of the Glow. Wildling, assuming my boys are well treated, and the Reeve gives his blessing, I should like to host you in my home later this evening.” He looks to his sons, “Get aboard, men. Remember your mother’s manners.” They nod sheepishly.

    The cart creaks over each of the newly plowed rows as the horned beast lumbers toward the trees. As you close, you see that the rockwall is not unbroken, rather a broad path is made, breaking off into the trees at a sharp angle. A couple dozen men stand with tools and makeshift weapons just beyond the wall, more nervous that threatening. They let you and Alfons pass unmolested. A series of switchbacks on the muddy path mean that no line is more than 20 paces before another turn begins. Whether this is by design or an artifact of the dense trees surrounding you is unclear. “Whence you came, then, Captain? I don’t know much outside of this island. But I hear there are many others. I’ve never seen a beast like that, ‘Dug’ you call it?”

    You hit the edge of Old Jorvan, and see dozens of small buildings. From the air, it did not appear to be much of a town, but here on the ground, the sprawl of it is impressive. Most of these appear to be low affairs, with low-hanging thatched covers and loose stone walls with timber reinforcement, but as most places in the skies, you assume most of the home is underground. You walk past some of the buildings: a smithy with chimney billowing, a stable for these large pack animals that smells of feed and dung, and an odd building, taller than the rest with a wooden palisade along its roof. A strange symbol is painted on the door in bright orange paint, a tall triangle with an eye atop it. Alfons quickens his step as you pass it. Eyes peer out of many of the buildings as you pass, but the streets are quiet. You see a fenced grove with gnarled trees within, most likely the bitterbranches.

    The Reeve’s house is little more than a hut to cover the stairs leading down into the earth. After the initial steps, your boots clatter against cold stone, and your eyes adjust to the light of wicked tapers below. The acrid taste of smoke is thick, and you blink back tears. You enter a low ceiling room, lined with oiled wood on all sides. Rough hewn pillars brace every few feet, breaking up the area into small sections. The Reeve is a young man, younger than Xisco even, and has an easy manner about him. He studies you up and down without a word, smiling slightly. You see a boy standing in the corner, by the look of him one of Alfons’ other sons. “Travelers, welcome to Jorvan. I am Reeve Luciano. Your arrival here is most unexpected. Thank you Alfons, you may go.” After Alfons and his son have left, the Reeve continues. “I must ask, travelers, why risk coming to my town? We have almost nothing to offer those who sail the Skies, save provisions, and we send wagons to the glowborn each week.”

    Back aboard the ship, the boys sit quietly near the bow of the ship, watching the crewmembers going about their business of stowing the ship for port. Blendin feels them watching him, but more out of idle curiosity than fear or concern.

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  15. "Good Morning, gentlemen. You all any good with those sling shots?" Blendin asks, his musket at ease.

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  16. On a different note:

    http://www.youtube.com/watch?v=JJR3eBfcusM&feature=player_embedded

    AWESOME!

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  17. "Xisco Valencia," Xisco introduces himself with a flourishing bow.

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  18. Harmony climbs back aboard the ship, relieved at not having to go alone with the captain. She hadn't realized quite how dangerous her greeting the farmer had been until she had time to reflect on it. With a mumbled excuse, she retires to her curtained-off bunk to tinker with something.

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  19. “Ramon is” Raoul, the middle boy states definitively, taking his hat off and holding it in his lap. Rolando seems to take offense at not being named ‘best’ by his brother, but says nothing. “He can hit a sparling on the wing at 30 paces. But dad says I’ll be better someday. Say, where is your collar? All the other wildlings hav-“ Ramon boxes Raoul across the back of the head, to silence him. “Sorry, sir. We don’t see man freed ones here. Do you have water or beer? We’ve been in the field all morning.”

    “Valencia, you say? We have a family of Valencias, are they relatives of yours? I fear I have only been here a few years, returned from Plenty, you see. Were you in exile from Jorvan as well?”

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  20. "I'm proud to say, I've thrown off my collar and have dedicated myself to helping others do the same. I'm sure we can find something on the ship."

    Blendin will go to the ship and grab some water/beer (whichever is less valuable) and return to the boys.

    "I'd like to see your skill with that slingshot. I've not had the opportunity to use one before and I could see it as useful and relatively silent alternative to my Bessy, here," Blendin says as he pats his musket.

    Blendin would like to get some tries of his own in with this "new" weapon.

    Some rolls if you need them.
    Shooting: 10, 9, 9, 7, 13

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  21. They take a drink from the ladle, passing it between them, before returning it to Blendin. Raoul speaks after wiping his mouth, "Father took our slings. He said we weren't to keep them, and to obey the crew." His brother Rolando points at 'Bessy', "What's with your shovel? Is that metal?"

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  22. "Is this what your dad was talking about when he mentioned my 'shovel'?" Blendin asks as he holds the rifle. "This here, is no shovel. This is my rifle. Haven't you ever seen a gun before?"

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  23. The boys look at each other in confusion, then collectively shake their heads. "What does it do?"

    Harmony is down in the hold on her hammock working quietly by candle, until she is interrupted by a firm rapping on the woodframe, undoubtedly Taz. "Miss, ship is secure, and it's morning, best we air out all the bedding on deck before evening. It's getting rank in here, even by Vuyen's tastes. I'd also like to open the hatches to the gun deck, just to get some more air down here. Might be a tad bright in places, just wanted you to be aware."

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  24. "This baby allows me to fire metal pebbles great distances to kill prey, like you slingshots, but much further, much faster, and much more accurate. I'd love to give you a demonstration, but if you've never seen one, I suspect the sound of the rifle could bring some unwanted attention to everyone involved."

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  25. The boys look at each other in wonder, but say nothing until Blendin brings up "unwanted attention."

    "Please don't use it! Loud noises will draw attention." Rolando's young voice is emphatic.

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  26. "Distant cousins at best, I'm afraid. This is my first visit to this fascinating island."

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  27. Harmony sighs quietly, then says, "Thank you, Taz. I find the Glow worse than the smell, but I suppose once we air out, we can be free of both for a while." She puts away whatever she was doing, then heads out onto the deck to see the visitors.

    She emerges onto the deck as the boys seem upset by something the wildling said. Partly to calm them and partly because she's interested, she speaks up. "Hello, lads. I was wondering, did you make those hats yourselves? I could use one, I think. Maybe one of you could tell me where to get one or how to make one? Or maybe trade me one of yours? Though it might be a bit big, since you're all big lads."

    -----------------
    Harmony is willing to trade a trinket from her sack--or a cog--for a hat that fits reasonably well, but she's also probing to see what the town considers valuable and what they might need or have to trade. She'll particularly probe about the bitterbranch trees, and what they're used for--firewood, lumber, walking sticks, tools, clothing, medicine, food, or whatever.

    @ BR:
    Are the trees around the town Wild or bitterbranches?

    Also, I had wondered if large grazing animals existed in the Skies. The SS core book is rather vague about normal, non-monster fauna. I'd half-assumed anything with hooves was extinct. They nearly got wiped out in real life in the late Pleistocene, so I could see a fracturing of the world into flying islands killing them all off. I like finding them in an isolated settlement, though, and no one from outside recognizing them. Reminds me of the Riwoche: (http://en.wikipedia.org/wiki/Riwoche_horse)

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  28. "Our ship was damaged on our journey here. Knowing that it would likely take several days to repair we did not want to risk a long stay in the port since one of our crew is a wildling and we feared he would be discovered. We were hoping to reprovision and repair our ship here. Perhaps we could trade for lumber, too? We have cogs, trade goods, and services we could offer for those and for a place to stay while we repair our ship." Gardner hands the Reeve one of the bone flasks. "We have many of these. We also may also have some medical supplies and other assorted goods. On our crew we have a physician and Harmony, the woman Alfons met, is skilled with machines."

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  29. The children are distracted by the arrival of Harmony. “Hats?” They echo. “Oh, sure, you can see it.” Says Rolando, handing over the large concave disc. “My Pa makes them from the Bitterbranches. He says they keep us safe in the fields. The orange man keeps the Wild away, so the Bitterbranches grow. My dad made this one when I cleaned up the house. Maybe your dad can make you one if you clean up the boat.” When she asks about the Bitterbranches, the boys tell of their wondrous properties: fast-growing, long thin leaves useful for thatching, easily stripped bark for hats and clothing. The roots grow large tubers that can be boiled and eaten, although according to Ramon not willingly given the taste, and are given various healing properties by the boys, each more outlandish than the last. Apparently the Wild trees will choke the Bitterbranches if allowed too close, so the town maintains a number of small groves throughout the countryside. In addition, they indicate that bitterbranches die in the Heartland soil plotted around town, growing only in the native soil of Freedom. However, the Heartland soil is needed for growing lentils, barley and wheat.

    ooc: Yeah, I figure you guys bring guns they’ve never seen, and they have pack animals you’ve never seen. Its only fair.

    “Ah, well, you must go visit your cousins then. Family is a rare thing, however distant.

    “Welcome to our humble township, Captain. Damaged, you say? By the look of your face, it was not a storm. I can only imagine it’s the orc raiders we hear about from the glowborn. Apparently they drop off their nearly insane goblins here, and steal sane ones to man their oars. It’s pushed the little bastards inland. The glowborn are reasonable, but their kin are green demons. A new warren cropped up about a year ago downwind; they’re getting bolder by the day. We’d ask the elves for help if it didn’t come with strings, but we lost three lummox this week alone.

    “But enough of our problems, you need craftsmen, materials and provisions. We can provide those. The men of town are not artisans, but are skilled woodsmen, and can do the rough work that you require with some guidance from the crew of your vessel. Our fields are just being turned, and we can wait a few days to start the planting. As for lumber, the Wild is always encroaching, and cutting it back is a necessity before we plant. If you pay them a few cogs, I’m sure you’ll find volunteers and wood to fill your hold.

    “As for food, we’ve all three grain silos full, and the Basin is at 68 handspans. Provider Val will likely want to look over your medicines, and is in charge of our stores. I’m sure you can come to an arrangement.

    “For lodging, half the homes here are empty. Take refuge where you like, Captain. I fear we have little in the way of machines, although Ezren may have need. You would have passed his home on the way in. Don’t let his manner worry you, he has been in the glow longer than some, but the people here have come to trust him.”

    Xisco thumbs through his book, thinking about the odd symbol on the door from earlier. (K: Arcana: 6 before mods). He sees what he is looking for: the emblem of the Sons of Spire, a group of astronomers and wizards that tend to be hermits.

    “I cannot guarantee my people will not be curious about your ship, and we tend to share things freely here. Some things might go missing, with no harm meant, and can be returned or paid for. I suggest you leave a watch on the vessel though, just to ward off problems. Otherwise, if you crew will maintain the peace, you are free to come and go as you please. We have a common eating hall in the Basin, and the woods are full of small game skyler.

    “A final word, Captain. The elves arrive unannounced. They were here a day past, so we do not expect them for weeks, but if they see your vessel, they may have issue. They have issue with most things, I find.”

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  30. "If the elves come would our presence here cause a problem for you or just for us? I don't want to put your people in danger. we have methods by which we might be able to hide our ship if the need arose. Perhaps we could buy or trade for some local clothes while we're here so we'd be less conspicuous. Some of my crew have taken a liking to the hats."

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  31. setting up something awesome, crunching numbers...

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  32. That sounds a bit ominous coming from the GM. Actually, it sounds a lot ominous.

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  33. “Well, Captain, we can be sure the elves will do as they please whether you remain or not. Our hats are…”

    His words are cut of by a furious pounding on the warning drums above. A second drum and then a third take up the beat. The rhythm seems a specific beat pattern, two slow and a fast one. The Reeve turns with a start to open a chest behind him, drawing a gold hand-and-a-half and medium shield made of bone, as well as a loose fitting wooden helm. As he digs for items, curses spew from his mouth.

    “’Mother’s Gash! Captain, I suggest you make ready to defend your ship. That’s goblins coming, by the sound of it, not a few. They used to be just an irritation, something has changed.” He trails off as he heads up the stairs, and you choose to follow him. “I will rally the men of town, as best I can. We are farmers, but we’ll do what we can. We must defend your ship, the stables, and the granaries of the Basin.”

    A man in an orange cloak approaches you and the Reeve at a trot, a long twisted staff in one hand. “I see about 250, maybe 300, closing from downwind.” His face is darkened, like bread left too long in the fire, and his hair a bleached white.

    Aboard the ship, you hear the shouts of the farmers at the treeline. Taz, Vuyen, Fairfield and Medicus look for direction from the Wildling. The boys all look around fearful. “Goblins, sir. We’ll need weapons, please.” Ramon is surprisingly calm.

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  34. ooc: Mass Battle! We’ll be using a modified version of the mass battle rules from the rulebook. Feel free to refresh there., but I’ll explain most of it here. It’s even Christmas themed!

    The town of Old Jorvan is being attacked by a massive goblin raiding party (red units). They’ve brought support, in the form of a number of Ragers (Yellow banded units) and some Oaken Giants (Brown banded units). Your farmers have taken up defensive positions in the town and neighboring woods (green units). You have 2 units with wild cards (black banded units) with the captain and xisco in town, and harmony and blendin by the ship. Although you are outnumbered in terms of bodies, goblins are weaker than humans, generally, so you’ll have the same number of units.

    LR, you will be in nominal command of the “left flank” units in the field around the Olic, including the ship’s crew (outlined in black) and some farmers with improved weapons and padded armor. Bphage, you are in charge of the left flank units in the treeline, two groups of farmers with improvised weapons and padded armor. JWW, you’re in charge of the “right flank” units: 2 units of farmers and 1 unit of containing the PCs, Fang, the Reeve and the orange man. Sam has control of the units at the Basin, which are farmers led by a pair of Providers.

    Here’s how this’ll work. There is no initiative in the usual sense. I have already made my ‘round one’ move behind the screen. Your turn. Actions will resolve together. Time is going to pass between mass combat rounds in which many actions will be taken. Each player needs to provide me with 2 pieces of input. The first is what their character will be doing, in a general sense, in this round of combat. There is no need to list a series of individual actions to cover a given time window, more like “I’ll use my deflection magic to help defend my units.” or “I’ll find a tree, climb it, and lay down cover fire. “ or whatever. Things that ‘expend’ ammo (shooting, magic) will be handled by me (deplete your pool of ammo by 2d6, usually) so be aware you can run out based on what’s on your character sheet.

    The second thing I will need is a battle plan for any units you are controlling, e.g., slow advance to the smithy, use buildings for cover, attack goblin right flank cautiously. Once the inputs are made, I’ll move the units and resolve the conflicts based on modifiers for position, relative unit strength, morale, and PC support. Each of these will result in modifiers, which I’ll use to roll a battle result modifier for each side, which will then be rolled, generally resulting in removed unit casualties.

    Morale will change round to round. Since they are defending their homes, your side starts with a small morale bonus. Over the course of the battle, morale might change, particularly depending on casualties and damage to the town, particularly the smithy, stables, ship and Basin.

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  35. Oh, duh. When you 'move' your units, please make a leadership roll based on your Smarts OR Spirit, modified by charisma (you can of course choose the higher die). Bennies can be used either defensively to soak PC wounds, or to reroll the attack for units you control, or to try to soak a casualty for a unit you control.

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  36. Do the farmers have slings and melee weapons?

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  37. ooc: I guess a better GM would have made the goblins the green squares and the farmers red. Oh well.

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  38. What knowledge about these attacks do the units we control have that we players or our controlled PCs not have, i.e. have the goblins ever brought in reinforcements form a different front at some point after the battle begins, or do they always charge in as one big group, et c.?

    Xisco will stay with Gardner unless ordered to assist elsewhere, for now. (Guessing they'll be assisting The Reeve for now).

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  39. ooc: The town has 'always' dealt with minor raiding parties, but generally, they are more theft-oriented opportunists, breaking off at the first sign of real resistance. Lately, the goblins have been getting more aggressive, but tactically, they've been less than innovative, usually coming directly from their camp.

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  40. Move slowly to defensive positions in the buildings directly north of the Smithy, directly north of the Stables (Gardner's unit), and southwest of the Reeve's Home. Gardner will stay with the units and shoot at enemies with his crossbow. Fang will growl but stay close. The unit in the building southwest of the Reeve's Home should wait to open fire till enemies are in the open between two of the garrisoned buildings.

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  41. All three Basin unit will move forward. One will stay halfway between Basin and Smithy, the other two will take up a defensive position in front of smithy (on either side of the building between smithy & Gobs).

    Xisco will defend Gardner and himself in melee (sword and tricks), and shout words of encouragement to the townspeople around him. If he sees a "particularly dangerous" enemy approach he'll cast deflection on himself before engaging.

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  42. Harmony sees the farmers forming up in the trees and decides they're more likely to need her help than the ones around the ship. Taking the big hammer from the ship's toolbox, she lugs it across the field to the milling farmers. Finding only confusion when she asks who's in charge, she begins giving orders in a firm but polite voice. The confused men obey her with relieved looks to have SOMEONE telling them what to do, even if it's a small woman in fancy clothes and carrying a hammer much too large for her.

    Upon hearing about the importance and location of the smithy and stables, she decides to move both groups to them, figuring the ship with its cannons and high sides can hold out better with fewer troops.

    Moving both groups to the smithy/stables area.

    Harmony has multiple devices, each with their own PP pool. I have a hard time understanding how this works with the mass battle rules. Specfically, does she expend xD6 PER DEVICE she uses, or a total spread across devices she used that round?

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  43. ooc: yeah, I was still trying to decide how to handle that. I lean towards it being treated as a single huge pool of points, with 2d6 removed from it. we won't get into specifics of which one came from where.

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  44. That's what I figured, since she can't use all of themat the same time, but it's good to check. Anyway, Harmony's troops will take up defensive positions in or infront of the two buildings. While the fighting is at range, she'll run around healing anyone wounded by ranged attacks. If it gets close...we'll see.

    Leadership roll: 6 before mods

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  45. Sorry, I'll try to get a post in today.

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  46. ooc no problem LR, just saw the wall of text above and realized that you might have, quite reasonably, chosen to not read it, hehe.

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  47. I'm sorry to hold things up. I have been working and studying for finals. BR, if you, or anyone else wants to make Blendin's next move, that works for me. I should be back on Thursday, or maybe even tomorrow night after my final final for the semester...

    Sorry again.

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  48. its super cool LR. As one who has been working on my dissertation, I feel your pain.

    Fielder's choice, what's blendin's move, group?

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  49. Pull all the troops back to the ship, put as many on the top deck to use their slings as possible. Load the cannon with grape. Warn the farmers they will be loud. Blendin fires the cannon if they bear while the crew loads and Medicus tends wounded. Blendin snipes leaders and special units if the cannon don't bear, using a gunport as a rest and cover. Any troops that don't fit on the decks take up station at the base of the ship.

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  50. Hallelujah! Took 4 tries to post that. My Opera browser hates the blogger lately for some reason. The regular browser still works, though, apparently.

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  51. The trees creak and sway, shedding leaves as the massive pair of giants wade forward, tended by their goblin taskmasters. The goblins bear small torches, and wave them furiously to direct the lumbering giants ever closer to the ship. Blendin has the farmers climb aboard, a meager gathering as they unlimber their slings and begin launching pellets along the treeline. Blendin fires the cannon on the treeline as well, but fears the grapeshot is not penetrating far past the low wall and dense foliage. The giants are easy enough targets, but his shots do not seem to phase their advance on the vessel. An arrow strikes from one of the goblin archers, lancing pain into Blendin’s side, but he plucks the small stone head from his ribs, and moves back to his firing position.

    The orange man strips off his robes to a loincloth, and holds his arms aloft. “Stand back!” He begins to chant, and a column of rich, orange light envelops him, swirling around his body. “Stay clear of the Glow, you are not ready for it!” His hands wave and point at things you can’t quite see, shimmers beyond the window.

    The Reeve and Xisco stand ready at the wooden door, bolstering it with nearby furnishings against the coming assault on their building. He casts deflection of the Reeve, protecting him from the enveloping goblins who quickly splinter the door, looking for access. He has to cast to protect others as well, and quickly finds himself exhausted.

    The slit windows offer little access for invaders, but are enough to fire out of. Gardner gives the command, and the slingers loose their stones as he fires his crossbow as quickly as the quarrels will appear. One of the goblins gets close enough to clip the captain’s ear with a thrown stone, knocking his hat into the dust, and leaving him bleeding from his ear.

    The orange man growls from within, and a howl outside frightens away a few of the goblins assaulting at the door, who drop their weapons in a panic.

    Harmony finds herself surrounded by tall farmers, who seem bent on protecting her. The ragers are more horrifying than she imagined, and slice open a man just inches away from her as he moves to deflect the blow. She keeps her heal gun ready in hand, throwing stones with her glove as the goblins attempt to envelop her. The Providers arrive just in time, shielding with their prayers while the farmers with them hit hard with their axes and shovels, striking furiously into the closing goblin horde.

    ooc: some bookkeeping you might like to see.

    Blendin (-2) 11 v 6, +1 planning
    1,1,-1,1-2
    5 rifle shots expended, 1 load of cannon fire expended.

    Gardner (2) 3 v 4, +1 planning
    1,3-1,1,-1
    No ammo spent.

    Harmony (0) 6 v 4, +1 planning
    1,1-3,1,1
    6 points spent

    Xisco (4) 6 v 2, +2 planning
    1,1,-2,+2
    All 10 points spent.

    Net +6 battle roll. 8-2+6=12 v 1. Wow, nice work goblins.

    Three units destroyed. Morale check, 11-3. Still in the fight


    The wave breaks on the hard center push, goblins scattered and slain under the gifted command of the providers and the defensive bulwark of the Captain’s design.

    However, the goblins seem driven by some madness to continue their assault.

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  52. Harmony's eyes are wide and round amidst the carnage, but she keeps her head, realizing the huge ragers are the biggest threats. Regretfully, she puts away her healing gun and turns on her necklace, and headband. The farmers, fighting for their lives, don't seem to notice as she disappears from their midst. She chooses her places, and her big hammer from the ship dances through over the goblin horde, striking at the heads of ragers from behind, hammering them until they collapse amidst their lesser brethren.

    After a whirlwind of hammerblows, she retrieves the hammer and reappears amidst her farmer guards, bloody hammer in hand.

    Leadership roll: freaking 21! The wild die aced 3 times.

    Didn't realize the forces would cover quite that much ground in one turn, but oh, well.

    Harmony is moving invisibly along the battleline, sending her hammer out to whack ragers from behind, then returning to her original spot so her men don't freak out. If you want to roll an extra d6 for using multiple devices, I'm good with that. Alternately, she could have just used two, but with a roll like that, I figure she was going all-out. In the midst of a battle, it's doubtful a rager would notice a flying hammer behind him before it whopped him.

    If LR is still out, I'd recommend loading stone and concentrating the cannon fire on the tree-things. If the goblins charge out of the trees, maybe then load grape, but only if the tree giants are down.

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  53. Actually, are we supposed to roll the wild die for leadership? If not, I spent 2 bennies and got a 15.

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  54. Gardner's left unit will advance to the building directly North and fire on the goblin units to the Northeast. Gardner's unit will remain in place and fire on those two units, rushing to attack if it looks like the right unit will be overwhelmed. If possible to retreat safely, Gardner's right unit will retreat to the square building to the Southeast and then fire. Gardner himself will shoot his crossbow, but draw his sword and charge (in a slow old mannish way) with his unit if it looks to be going badly for the right unit, trying to Intimidate along with Fang. Leadership rolls 8, 8, 9 (including Charisma).

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  55. edit: If safe retreat is not possible, the right unit will stand and fight.

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  56. The unit back by the Basin will move forward to flank the Goblins flanking "Harmony's Unit".

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  57. I would have avoided using guns (cause I didn't want to draw eleven attention, but I guess its a little late for that...

    Load lead if we have it (stone if we don't) and focus the cannon shots on the giants. [I figure if the lead penetrates or misses, we may be able forage it back later] (no time for rolls, sorry)

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  58. Hmmmm, it appears (Dr.) BR is busy for some reason...wonder why?

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  59. ooc: yeah, I should post my 'drunken' meanderings from last night.

    anyway.

    update will be later today, after I get the last bit of paperwork on file.

    I agree, there's a chance you can forage the lead shot, and yes, you roll your wild die b/c this is a trait test.

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