
“They’re retreating!” Fairfield calls out as the rest of the crew is loading the cannon with lead shot, and medicus is tending the handful of wounded from the top deck.
Blendin takes a handful of shots into the treeline as they retreat, but chooses to not fire the cannon, lest they need the balls later.
Harmony hears the groaning of the branches bending away from the giants and they smash into her line, sending men darting for cover. The barrage of arrows falls into troops to her right as she taps her headband, disappearing and attacking as best she can.
Xisco and the Reeve share a grim smile as they patch up their injuries. The Captain is shouting firing orders to his men, whoare running low on stones for their slings.
ooc: numbers…
Blendin (-2) 5 v 8, -2 planning
-2,1
9 rifle shots expended
Gardner (2) 6 v 3, +2 planning
2,1,2,1
No ammo spent.
Harmony (0) 21 v 7, +3 planning
3,1-1,-1
6 more points spent
Xisco (4) 4 v 3, +2 planning
2
3-2+9 vs. 4. Goblins loose 2, humans 1. Moral checks succeed. Moving on to next round...
Gardner's main unit will charge the flank of the enemy unit to its Northeast. Gardner's leftmost unit will move around to melee attack the other yellow-banded unit from behind. It will attack this round if possible or just get into position if not. The rightmost unit will continue to fight the unit it is engaged with.
ReplyDeleteLast round:
ReplyDeleteNot terribly clear on how unit damage works. I'd have thought my awesome leadership roll would protect my units from harm, and tear up the yellow-banded unit, there.
Anyway, if Harmony can use her leadership or whatever to roll to soak the damage for the lost unit, it's a 20 (wild die) after spending all 3 bennies (one to soak, two to reroll the 1s she got on her attribute die the first two times). Third time's a charm. Call it rallying her unit for an insane charge to pull the other unit out before they're overwhelmed.
---------------------
This round:
Harmony blows out her breath as these new, woody monsters appear. She rallies her men to fall back closer together and to the smithy, and sends a few inside to get buckets, kettles, or whatever else they can find and fill them with any live coals or burning oils they can. While most of her men fight the swarming goblins, she uses her glowing glove to send flaming missiles at the oaken giants, encouraging her men to do the same with torches or whatever else they might have.
Ah, the sweeping strategic decisions of a static defense. Pulling Harmony's unit back (slightly) to the smithy for fire-ammo. The unit facing the oaken giants isn't technically mine, but if they know what's good for them they'll pull in toward Harmony's unit when it falls back to the smithy. If her other unit survived due to soak, it'll squeeze in to her right while her unit slides down a hair closer to the brown-banded unit, linking up with the new arrivals for an unbroken battleline.
I figure the walking trees are vulnerable to fire, and a bucket of coals would be like a shotgun blast to them. Having the coals rain down on the goblins wouldn't hurt, either. If she has to get closer, Harmony will go invisible again to hit the giants, though they seem eager enough to come to her. She'll also disappear if she comes under direct attack while flinging the fire. She'll return to her previous location after, again.
Leadership for this turn is 14. Nothing but 1s and aces this turn.
"Isn't the town in that direction? They aren't retreating!"
ReplyDeleteBlendin will order the town people in his group off the ship and he will join them in an attack on the rear of those heading for the town.
Blendin will order the Ship mates to prepare the ship for flight. They will be left to protect the ship at all costs, even if that means lifting off.
ooc: quick comment on unit damage:
ReplyDeleteSo, each of you is getting a leadership roll. originally, there were 4 goblin leaders as well (you've killed one, now there's 3). You make an opposed roll against those goblins using your leadership, or if no leader is present against a random enemy leader at -2 for split attention. The result of this roll gives you a leadership bonus (which I refer to as 'planning'). There are lots of other bonuses, relative number of units, unit composition, terrain, weapons being used, individual attacks, relative position of the units, flanking and ganging up, etc.
At the end of this, once all the modifiers are added up and the goblins modifiers are subtracted, there's a net battle roll bonus. Frankly, now that I think about it, I should be giving you a bonus and them a bonus, but that's not been how I've been doing it. When I initially thought of the scheme I wasn't expecting you guys to be getting +9s and +10s and them getting zeros. ah well, next battle.
Anyway, final battle roll is a single Knowledge (Battle) for each side against a TN of 4. currently, you're defaulting the roll, so -2. Each success and raise corresponds to a unit kill. I then look at the map, determine the most vulnerable units, and then assign all the units a # of positions on an appropriate die (so far, d20s and d12s). Then I roll to determine which units are lost.
As for unit movement, since its somewhat key to balance, I draw my arrows before I post the last round. Then I draw what seems like the most correct arrow for your description of what your guys are doing on a second copy of the map (without my arrows). Then I overlay the 2 arrow sets, and see where they intersect to position the units.
Hope that clears up the behind the current part a bit, and helps you guys strategize some in the future.
Can't remember if I have any bennies...
ReplyDeleteLeadership roll: 3
If I have a benny: 9
The goblin horde advances on the smithy, the ragers slashing out with claws and rending flesh, while the giant’s finger sweep over the nearest farmers, crushing bone to paste. The retreat is orderly enough, and the smithy provides some shelter as Harmony acquires coals and other fiery material to wield. One of the giants breaks from his handlers, and goes tearing off into the woods untended and smoldering, but the other bears forward. It all looks dire, until she hears the report of a rifle, undoubtedly that of the little wildling, coming to their rescue. The pincher is timed with a second blow by the captain’s troops, which cause the goblins to break and run into the woods. A cheer goes up from the line.
ReplyDeleteooc: numbers…
Blendin (-2) 3 v 7-2, -2 planning
-2,2
7 shots spent.
Gardner (2) 5 v 7-2, +1 planning
1,4,4
No ammo spent.
Harmony (0) 14 v 21, -2 planning
-2,2,3
11 more points spent
Xisco (4) 5 v 5, +2 planning
2,2
Total advantage: +19. Battle Roll: 4-2 vs. 4.
The goblins are in rout. Harmony’s unit is lost in the assault on the smithy, defending it valiantly.
The Providers and Harmony see to what wounded they can, although many are beyond saving. The Reeve has a nasty slash on his arm tied with one of Xisco’s more absorbent scarves, and the orange man looks maddened for a few moments, eyes glinting frightfully, until he touches a nearby farmer, and appears to return to normal.
Watchmen are put in woods to look for a second attack, but they doubt it will come today. The evening meal is communal as the men gather with their families in the Basin. The crew is invited to join them. The mother’s temple is like many such in the skies, a series of cisterns hollowed out in the floor of a low ribbed roof. The room is fairly quiet and the décor plain, although aged carvings and flecks of paint suggest it was once something to behold. Empty plinths stand without their statues; many are being used as tables tonight. Xisco is seated with his ‘family’ members, including two rather ravishing young maidens, while the rest of the crew and shareholders have gathered at the front.
The Reeve stands, wobbly with pain, and raises his cup in his bandaged hand “Captain, your crew saved us this day. We thank you, and offer what hospitality we have. It is our custom for you to each to say something of yourself at the first meal you share in our home.” They look at the members of the crew expectantly.
go to it!
The lizardling stands, "I'm Blendin, son of Alpha and the Lady Wind. I am a free wilding and damned good shot."
ReplyDeleteHarmony stands up a little uncertainly when her turn comes. "Ah..." She takes a breath. "I'm Harmony. I fix things. This is my first trip in...a long time. It's been...distressing." She blushes, then sits back down and takes a drink.
ReplyDeleteThe assembled folk mutter amongst themselves as each of the crewmen speak in turn, but seem cordial. Taz seats himself after sharing about his service with the council, Fairfield mentions his orphanage's famous glint-eel pies, Vuyen talks about his departed wife, and Medicus gives a plug for his trade, as long as it comes with strong drink. There's a brief silence while the Captain stares at the last remaining shareholder. Xisco is distracted by his lovely cousins, until he hears the Reeve clear his throat and say, "Valencia, is it? I'd like to hear how one of ours came to travel the skies but not from Plenty."
ReplyDeleteXisco coughs, stands and bows, "Xisco Valencia, lately of Shadowhaven. I spent some time there studying at the Athenaeum, at which, you might be interested to know, there are other Valencias also not from Plenty studying. Again, no close relations of mine. Those boys were a riot; this one time..."
ReplyDeleteXisco goes on and on with various stories of mischief from his time at the Athenaeum; he is in the middle of a particularly entertaining story involving a bottle of rum, two rolls of silk, three buckets of green paint, and a roughly two to one ratio of women students to men students when he notices Gardner clearing his throat.
"Anyhow, I had an opportunity to buy into this venture and jumped at the chance to begin making a name for myself in the fields of artifact reclamation and games of chance. Captain?"
Gardner is touched by the hospitality of the simple and quaint community of Jorvan. But the death of Tooly and the black stone and the evil it wrought at his hands weigh heavily on his heart. He can't help but worry about what the mad goblin horde and what might happen to Jorvan.
ReplyDelete"My name is Gardner Drawlight. I thank you for all the kindness you've shown my crew. Its not many folks in the Skies from my experience that are so welcoming to vagabonds like ourselves."
"As for myself, there's not much to tell. I've been on ships and in docks for most of my life. I try to do more good than harm and take care of my own."
"I had a good friend die recently at the hands of murderers and I'm tired of seeing good people hurt by cutthroats in this life. Before we leave we'll fight these goblins. We'll find what's driving them and stop it, or we'll make sure there aren't enough of them left to trouble you."
Merry Christmas! As you can see, holi-delay.
ReplyDeletePoints will be handed out tomorrow, as will the townsfolk's response to this interesting turn of events.
ooc: back to our regularly scheduled sky-faring.
ReplyDeleteEveryone receives 3 advancement points for successful battles against orcs and defense of Old Jorvan against a horde of goblins (this game is becoming more old school by the minute…). Gardner and Blendin both have an advance. In addition to the ‘standard’ advance choices, I’d like to mention the following choices that you may not be aware of:
Blendin: you can take the edge scamper, which provides a -1 modifier to any melee attack against you made by a man-sized or larger opponent, assuming you can move freely and are aware of the attack.
Blendin: you are also only a few climbing skill points away from having access to “assassin”, a professional edge which gives you a +2 to damage if the target is unaware of the attack – even at range. And you do fall off of walls a lot. You can add the skill at d4 this advance if you wanted. Just saying.
Fang also gains a trait advance. JWW, please increase either 2/1 skill die or 1 attribute die, under standard advance rules.
Blendin’s bracelet (whose name I need, b/c I forgot it) has informed Blendin of a new ability. It can use the Voice of the Wind to transport a short, spoken message (no more than eight words) to a named target on the same island or any island/ship within 2 weeks travel. Target must be specifically identified, as well as both sender and recipient must be within the reach of the Wind. This is rather taxing on the little guy, so be aware.
All bennies and power points are refreshed.
Xisco and Gardner both receive an extra benny for their excellent introductions.
“Captain, we know of loss today better than most.” The Reeve gestures with a bandaged arm to the row of bodies wrapped in fresh fronds from the forest. The two Providers are tending them, preparing them to be laid in the fields in the morning. In all, eight farmers lost their lives; three more are likely to follow even with Medicus’ help and access to the medicine in the hold, and others will be weakened for weeks to come by their injuries. “We thank you for this offer of assistance. If the smithy or stables had fallen, we would be lost. But I fear we cannot repair your ship without direction, and I cannot spare men from defense of this city, particularly now. I…”
ReplyDeleteThe Orange Man stands abruptly, interrupting the Reeve. “I will go with them, show them the way to the goblin’s lair.” Alfons stands, “I can take them. I know the trail better than the wizard. And my boy needs vengeance.” He gestures to the smallest wrapped body without looking at it.
Taz leans close to the captain, “Sir, leave me and Vuyen here, and we’ll have the ship in shape before you return. He’s a lout, for sure and certain, but he knows enough to teach these mud-walkers at nailing planks.” Medicus overhears, “I should tend the wounded as well. The girl knows her business with healing almost as well as I.”
The Reeve doesn’t consider long. “Fine. Alfons, I won’t stop you, and I cannot stop you, wizard. Go if you must. But I will not send men not of this town.” He gestures to one of the providers in the back of the room who nods knowingly, and departs to an antechamber. One of the Valencia girls runs outside without a word.
There is a general murmuring amongst the farmfolk until he returns, a small bucket of water in his left hand, and another containing grey grit in his right. He walks to each of the crewmen, starting with young Fairfield, and sprinkles his palms with the sandy soil, intoning “Soil of Old Jorvan, Lifeblood of the People.” Then dowses them with water and the words, “Mother’s Gift.” The soil foams in his hands, and he looks somewhat shocked, but does his best to maintain composure. As the Provider goes to each in turn, continuing the ceremony, the Valencia girl returns with hats in the style of the Jorvan people, and distributes them amongst the crew.
“You are now citizens of Jorvan as well as the Skies.” The Reeve smiles, welcomingly, and the sound of stamping feet and hoots fills the Basin. Taz leans close again. “Guess we’re all mud-walkers now, Sir.”
Woo-hoo! Super-shadow hats! Xisco is most pleased.
ReplyDeleteHarmony seems rather flustered at being more-or-less drafted into what amounts to a reconnaissance if not a raid. After the ceremony, she's quite pleased with her new hat. Looking at her long skirt and short-sleeved, red tunic, however, she makes a moue. She looks around, spying a couple whose male half was in one of "her" units during the battle. She approaches them with a friendly smile. "Pardon me, but would you know where I could get some sturdier clothing? Maybe some of that padded stuff you had and some trousers? I'll bring it back in one piece if I can." She grins wryly.
ReplyDeleteHarmony also insists on building something before going "haring off into the woods." After some tinkering, she emerges from her bunk with massive brooch made from seemingly random parts, but vaguely reminiscent of a burning torch. She explains it will create a wall of fire to let them escape a large group or trap one of the tree giants, should the need arise. (Barrier device, fire trapping.)
------------------
Harmony will take her gadgets and the hammer she's appropriated (can I get stats on it, by the way? Material and damage die, I mean). If she can buy or borrow some padded or leather clothing, she will, though she plans to return it afterwards.
ooc: the hammer is str + d6, wielded at a -1. It's wood and resin-dipped stone.
ReplyDeleteA pair of child's trousers and a spare shirt can be obtained for 3 cogs, total, from the friendly farmers. These clothes are perhaps better for travel purposes, but offer no armor benefit.
Due to a rather insane streetwise roll, a nearby older gentleman named Klaus overhears your request for armor, and offers to sell you his old elven leather jerkin. He bought it as a boy, but over the years he's gotten fat and it doesn't fit him. He'd intended to sell it and use the proceeds to move to Plenty, since things have gotten rough here on Jorvan. He is willing to accept 900 cogs and passage out to wherever you intend to travel when the ship is ready to leave. All trait rolls will be at a -1 while wearing it until you can get it fitted. A fitting can be done in town by one of the seamstresses by tomorrow for 5 cogs (or you can do the work yourself. it'll take 2d6+1 hours with a successful repair roll, 2d6-1 with a raise. A failure and the leather is damaged and unwearable until repaired again). He's worried to let his most valuable possession go off with a slip of a girl to battle without something in compensation. He's willing to let you sell it back to him after your done with it, assuming its in good shape, for 400 cogs. He'd keep the other 500 and the travel.
Oh, by the way, there are tears in Xisco's eyes after Reeve's words. He embraces the Provider and his "cousin", whichever is closest first, and probably the rest of the town after. He is very touched.
ReplyDeleteThe town is very receptive to Xisco's group-hugging antics.
ReplyDeleteHarmony smiles at Klaus. "Thank you for the offer, but I'm afraid I don't have anything near that amount of money since my employer died. I'll let the captain and crew know, though. Maybe one of them will be interested."
ReplyDelete--------------
She'll let Gardner and the others know about the villager selling elven leather in case someone with more money wants it, but will pay the 3 cogs for some hand-me-down clothes for the trip, wryly amused at wearing rough clothing with all her various pieces of jewelry.
Gardner offers to buy the leather for Harmony if she wants it. He mutters something about, "you've earned it." He also gathers the shareholders and crew together. "I know this change of plans may have been unexpected for some of you. It even seems so for me. Seeing as this wasn't part of the plan, I won't think less of any man, or woman, who chooses not to go. This mission is purely voluntary as far as I'm concerned."
ReplyDeleteFairfield, newly minted in battle under the leadership of Blendin, is more than ready to join the fight. The rest of the crew will tend the ship and the wounded, as is their calling.
ReplyDeleteSeeing how goblins are soulless, Xisco has no qualms about joining the assault.
ReplyDelete------
BR, to where are we supposed to deliver Cecilia's package? We don't have any deadlines on it either, do we?
ooc: my recollection was that you didn't take cecilia up on her cargo offer. Blendin scared the bejeezus out of platt, and he showed up at the Broken Mast on his own. My read on it was Cecilia said, "well played" and took the money for the vig and dropped the issue on the package.
ReplyDeleteHarmony makes little "Oh, I couldn't noises, but quickly 'gives in' and lets the captain buy her the armor. She seems unhappy with the fit, though, and seems reluctant to wear it.
ReplyDeleteWhen the captain states that she can back out of the mission, Harmony seems tempted, but sighs and says, "I'd feel even worse if one of you died on this little...thing...than I do about your dwarf friend. I'll come along."
---------------
I remember it being unclear on the cargo, but I think the votes were for taking it, so I assumed we had it aboard.
well, I'll trust my player's insight into their characters. The cargo is a sealed wooden crate about the size of a small footlocker. It has no discernible markings, and weighs about 50 kilos. Her directions were to deliver it on Freedom to an elf named Calafas at earliest convenience, and return an item from him to her, again, at earliest convenience. He supposedly runs a 'completely legitimate' winery, Luthien Vineyards, on the outskirts of Freedom's main settlement.
ReplyDeleteSorry, guys, I've been out of town for a service convention and the wifi was very limited. I'll take that d4 in climbing. ;)
ReplyDeleteAlso, I was relieved when I got platt to talk, because I didn't want to take the elves cargo. I was believed that we would not be taking the cargo. He certainly would have argued against the elf's cargo as a shareholder. But those are just my two cents.
----------------------------------------
Blendin graciously accepts his induction into citizenship and the hat, but is quite ready to kick some soulless goblin ass.
When they are no longer in the company of the civilians, Blendin will offer the hat to Xisco or another of the crew members that may not have received one, as Blendin has little need of avoiding the glow.
ah for pete's sake.
ReplyDeleteFine, captain, you tell me if you let this cargo on your boat. The others clearly have their positions.
Don't worry about delays over christmas. It's pretty normal.
I'll give a full update later tonight to move things forward. still waiting on the advance for gardner and his pooch.
ah for pete's sake.
ReplyDeleteSorry. :(
dont be. I should have been clear earlier
ReplyDeleteMy impression was that we didn't end up taking the package from Cecilia, so I'm gonna say we don't have it.
ReplyDeletesorry, travelling. Will update tonight.
ReplyDeleteThe next morning, the shareholders of the Olic set out to the sounds of hammers and saws, repairing building and ship alike. Alfons and the wizard lead the rugged band of adventures into the trees, following a parallel path to that of the last goblin advance. Their line of travel is easy enough to discern, but caution may be advisible; goblins are notoriously stupid, but not without their deviousnesses.
ReplyDeletewhat actions are people taking on the travel? I will use this to determine travel time and any encounters that may occur.
I suggest that Blendin scout ahead stealthily as we travel.
ReplyDeleteHarmony seems uncertain about what she should be doing, but notices that Gardner and Xisco seem just as out of their element in the woods. The wildling seems more at home than he did on the ship, disappearing whenever he slips even a short distance away, so she hopes he'll give them warning of any ambushes.
She smiles tightly at herself, thinking that at least her appearance matches her feelings, as she walks along in ragged villagers clothing and shiny metal accessories, a small woman carrying a big hammer. She left the new armor on the ship, more concerned that the way the ironwood reinforcements poked her would distract her at a critical time than she is about being wounded by anything the armor would stop. Once it's fitted, though, she thinks it will be suitable adventuring gear.
She grins at herself, wondering what people would think if they saw her, marching through the Wild to attack goblin raiders with a band of murderous--but decent--sailors. She shakes her head in wonder.
Harmony will stay close to Gardner, Fang, and Xisco while moving. When the group makes camp, she will disappear a short distance into the woods to "do her business," taking a long time compared to the men. She's very careful when she slips off alone, keeping her back to a tree after carefully checking its branches for goblins or wild beasts. She carries her hammer and toolkit everywhere. She left her big sack on the ship, is wearing the villager clothing, new hat, and all her magical jewelry, plus whatever bedroll and share of the group supplies she's alotted.
Gardner will stay close to the group with Fang at his side and keep his eyes open for dangers, especially any signs of traps or snares. He'll do his best to note geographical landmarks and get a sense of direction and navigation, though on land its different than what he's used to. He'll try his best to stay up with the group but will stop to rest if he needs to.
ReplyDeleteBlendin will definitely do the scouting, using his stealth to scope out what is coming up ahead.
ReplyDeleteXisco will quietly "talk shop" with the wizard.
ReplyDeleteA little off-topic:
ReplyDeleteWhat cargo do we have on board, now? I mean, we were planning to trade for lumber, but what do we have to trade? Did we sell the cloth on Shadowhaven and have cash, or do we still have the cloth? I can't remember.
The flora in these woods are familiar to blendin: Valespur, Greentongue, Sylvantears. All heartland trees. He knows the sound his feet make on their leaves as well, and is careful in his footfalls, even though his companions are loud behind him. He keeps a close eye on the parallel path for unwanted visitors, and is able to lead the group quietly by a small herd of herbivores without spooking them.
ReplyDeleteHowever, even with his familiarity with the trees, none of the crew is used to these long overland walks, and travel is slow. After four hours, they break for a small lunch under the trees. Xisco and the Orange man have been discussing for some time the ways of magic. It seems that this gentlemen came to Jorvan some years ago, after completing his training at the Spire. He speaks in fervent tones about the power of the Void, and how one can learn to wield it safely without succumbing to madness. Alfons is visibly uncomfortable about this topic, and steers clear of the wizards.
The next leg of the trip they spend far more time in the open, as the tree-growth is sparser here. Gardner can feel himself beginning to become more and more angry, barking complaints at the various crewmen around him. Even under the shade of his hat, he begins to sweat with rage. For her part, the little woman too is feeling agitation. It does not go unnoticed by their companion. The orange man descends on them, touching each in turn and they suddenly feel calmed. He however appears invigorated, and casts orbs of light with his other hand.
When they arrive within sight of the goblin tunnels, blendin scouts ahead. Thus far, the party has gone unnoticed. He reports no visible sentries, and three observed entrances: a wide open cave door, with well traveled footpath, an apparent side door, blockaded with a rough hewn wooden cover, and what appears to be a chimney or other air passage high above in the rock face.
The party has been on foot for over eight hours, and is feeling rather fatigued.
current cargo is medicinals. Ship cash is around 3000.
Is this a mound we can circle around, or like a cliff? In either case, how high and steep? How big is the chimney-hole? How far away are we?
ReplyDeleteIf we're still pretty far, we should find a secluded spot and rest. If we're close, we might be able to rest atop the mound or something, since the goblins are unlikely to look back and up if they come out. If it's mound, that is.
Everyone okay? I'd have thought the busyness and travel of the holidays would be over by now.
ReplyDelete5 flights in less than a week. getting my travel on, yo.
ReplyDeletesorry for the delays.
The goblin warren is in a mostly barren area, with small stands of trees dotting around nearby. You are huddled in one of these stands of trees, a few hundred yards away. The warren is dug into a sloping cliff face, lowest angle at the bottom and increasingly steep as it goes up to a relatively flat (but exposed) top. Blendin scouted up and down this ridge to find what you know about it. There may be other entrances, but he does not see them nearby. The chimney hole would be a tight fit for blendin or fairfield. The rest of you would probably get stuck.
There are more trees to settle down in nearby if you want to be further away.
I suggest we move farther away to rest in the shade, then go in the front door. That way, we know our way out if things get nasty.
ReplyDeleteI'll take this as the groups suggestion. Update in the morning. Travel ends tomorrow, so I'll be more regular then.
ReplyDeletethread closed. new one inbound.
ReplyDelete