Sunday, September 23, 2018

Scenario 7, Scene 6 and 7; End game Massacre


Scene 6

The Warforged have nearly made it as far as the fort, and Verden leads his crusaders to intercept them.

Firstly, their strategists vie for dominance…
Kayla casts a divination (and spends a fate point to add 2 to her Lore rolling -1+4=3. Against the blade monk’s -1+1=0. Success with style for Kayla and a ‘signs and portents’ boost)
Kayla also gets a single free invocation on her ‘Prescient deployment’ strategy.

Dominating the strategic phase also gives Kayla the opportunity to dictate the battlefield. She opts for 3 zones, and success with style on her strategy allows her to dictate all three aspects.

Banks of a vast Lake – gentle slope – high ground

She deploys her Elemental artillery on the high ground, pinning the Warforged artillery against the banks of the vast lake. Her crusaders and rangers press onto the gentle slope, forcing the warforged infantry and rangers to form a defensive line around their artillery.


Kayla kneels before a carefully inscribed diagram encircled with delicate runes. She takes a handful of peat, summons a minor earth elemental to give it life, and casts it into the circle. Rather than lying still where it lands, it congeals and oozes into delicate patterns which contrast with the diagram on which it rests. Next she summons a minor fire elemental to inhabit the same space and the peat bursts into flames, writhing and contorting as the two elementals  vie for supremacy. Her next incantation adds a minor air elemental to the mix, lifting the flaming peat into the air and spinning it into a maddening vortex. She settles and meditates on the spinning, swirling elementals letting her mind follow from one pattern to the next as her vision slowly blurs and alters.
Steadily she begins to perceive a pattern in the heart of the complex kaleidoscope of swirling flame. A consistent backdrop against which complex geometries constantly shift and warp. The terrain she realises, and the patterns shifting over it surface are the possibilities for manoeuvre and strategy that might lead to victory or defeat. As she concentrates she discerns shapes within the patterns. The warforged,  The crusaders, her own elementally empowered artillery. Again and again they clash across the backdrop of the Brelish border, victory, defeat, victory, defeat, retreat, regrouping, fleeing, holding, back and forth, over and over. There. The Warforged will camp by a lake overshadowed by a great hill. She takes note of their disposition, the paths their patrols will take, the passes ripe for ambush or stealth, the places where victory is most likely.
Her mind spins as she wakes herself and the vision recedes. Quickly she rises, takes her cloak, and marches steadfastly to Captain Verdens command tent where she ignores the guards and hastens in unannounced.
“Prepare the camp, we must march at first light. I have found an opportunity, but there is not much time and we must be ready.”


As Dawn breaks, Rank upon rank of crusaders crest the hill and march upon the warforged encampment butted up against the lake below. They are met by alarm horns as well drilled infantry line up in defensive formations ready to meet them.

Breland Round 1

Upon reading the rules more closely, I have realised that individual heroes are able to act each round. This might have helped in the previous battle, but I am going to assume the heroes are too low rank to really have any imapact.

Breland opens with a volley of elementaly empowered missiles from its newly repaired artillery. (Kayla rolls  their shoot for 1+2=3 against the warforged artilleries will of -1+0=-1, reducing them to rank 1 and scoring 2 stress on the opposing army). Explosions rock the warfarged camp as hurled pots land amongst them and crack open to release bound elementals which wreak havock amongst their own artillery.

Warforged Round 1

The warforged infantry push out to the flanks of their encampment, taking position in ‘hidden gulleys’ (a manoeuvre for -2+1=-1, fail) but they find their routes blocked by the positioning of their Brelish counterparts.

Breland Round 2

The Elemental onslaught continues to target the Warforged Artillery (for 0+2=2, against will of 2. Kayla tags her ‘prescient strategy’ to guide the artillery for +2=4, causing another stress point to the warforged army and leaving them at breaking point.) and rogue elementals run amock through the camp, briefly epending their rage fuelled energies before dissipating.

Warforged round 2

Realising they are caught in a trap, the warforged try to break their way out. Their infantry push forwards (rolling athletics for 1+0=1, +2 from assisting units=3, against rank 4 defenses) but are held back by the solid line of infantry and Rangers facing them.

Breland round 3

Yet more elemental bombs rain from the sky, (for 2+2=4 against the defending artilleries -3, giving success at a cost, reducing the warforged artillery to rank 0, and shattering the backbone of the warforged army), Ripping through the enemy camp in a whirlwind of destruction. Rank upon rank of warforged try to push their way out of the killzone and up the hill, but they are repulsed by Brelish infantry entrenched in carefully planned defensive positions.

It is a complete reverse of the earlier massacre, and steadily the warforged are forced back against the shores of the lake. In a ditch attempt to save their men, the commanders order a retreat through the lake itself reasoning that unlike their Brelish counterparts, the Warforged do not need to breathe, and they should be able to escape underwater to regroup on the far side of the lake without the Brelish being able to follow.

Unfortunately for them this eventuality was not unseen by Kayla and as they retreat underwater she begins to bombard them with bound water elementals. The surface of the lake writhes and churns, whipped up by a hundred enraged elementals as they tear the intruders from its depths. Pieces of warforged soldiers are ejected from the numerous vortexes of swirling water that cover the lake, but most of the army will never emerge. The devestation is total..

Well that was as one sided as the first battle. It seems that the Strategy roll is key, although I think I have been wrong in basing initiative from this as well. I think heroes in each army should take their own turns, while one unit is activated each time the general takes a turn. Makes sense as that ensures the action revolves around the heroes (whom I largely ignored). I will make it more hero centric next time, but first I need to figure out a way to map their power into rough ranks. I might end up just making a judgement call on that based on the circumstances of the battle.



Scene 7

So the warforged army has been shattered, but this may be the first of many. Somebody needs to travel into the Mounland and put a stop to the commanders responsible for this incursion…

As their men clear out the remnants of the warforged encampment, the commanders meet to discus their next move.

Has evidence been found of further attacks being planned? No.

With the warforged threat seemingly dealt with, they make their way back to fort where they will need to defend their mutiny. The mens spirits are high as they return flush with victory, but their commanders are more than a little apprehensive, especially as their return will most likely mean the reinstatement of Heager to the head of the army.

Jolene decides to head off the inevitable;

(I am going to make this a contest. First to 3 victories)

“So, how about we give you your army back?”
NPC interation; mood is cautious, speaks of Judgement regarding the PC’s family.
Heager glares at her warily “Hah, trying to buy my silence eh girl? Too late for that. You and your friends have committed treason against the crown and I’m going to make sure your families pay for your actions. Don’t think this victory has bought you anything, and certainly don’t think you can back out of what you have done now.”
“That’s one way to look at this.” She slides onto the bench next to him and pushes close, “Of course, another way is that we all stand to gain here.”
(Jolene rolls deceit instead of Rapport for 1+3=4, against his will of 4+0=4. A tie. Heager is willing to listen, but his interest is definitely in her rather than what she is saying)
Heager pushes back against her and a sleazily looks her up and down “And what might I gain out of this arrangement? It seems to me that you and your friends stand to lose everything.”
“What don’t you stand to gain?” Jolene shifts and reaches to smooth his lapel, “A conquering hero, fresh from victory? A clever plan to call on the flame to help rally your men with religious fervour. And what a clever victory – you must be a dashing hero indeed.”
(She rolls again for 1+3=4, against -1+0=-1. Success with style, and two victories).
He visibly puffs up, “Yes well, it was rather clever wasn’t it. What about my earlier defeat? Hardly glorified.”
“But hardly surprising. We were outnumbered and outclassed. Drawing them into an ambush was a clever move all told. Besides, people will only remember the outcome.” She gives him a playful wink, “Its just about the way you spin it.”
“And you are going to help me with that I suppose?” His regard of her has become less sleazy and more calculated. She is not sure that makes her feel any better.
“Of course. Stick with me and the world is your oyster my heroic commander.”
“Oh I intend to,” He reaches for her but she coyly slips from his grasp and pouts at him across the table
“Bussiness first commander.”
She turns in a deliberate fashion and walks away.

And that ends the first story, giving us a Significant Milestone

Verden Gains a point of Fight and Laying on of Hands. His aspects change to reflect his status as a Brelish Hero

Jolene gains a point of Deceive and Climb Walls along with the aspect ‘aide to general Heager’

Dart gains a point of Notice, along with Woods Vanish, and a special forces sergeant aspect.

Kayla gains a point of Magic along with the Elemental destruction stunt and changes an aspect to Elemental artillery captain.

I still don’t think I am compelling often enough, and I am going to change the general structure of how I use the Issues at play, but overall I have enjoyed this story. Most successful to date. As the issue regarding the Lord of Blades has been fairly well dealt with, and the actions of the refugees in defending the border should go a long way towards resolving that issue, I am going to wrap this campaign up and move on to new things. Perhaps I will return to Kayla, Jolene, Verden, and Dart at a later date with new problems for them to deal with but for now they have earned a rest.


Unresolved threads for next game:
Vampire (escaped)
Blood of Vol Cultist (escaped)

Scenario 7, Scene 5; Mutiny


Scene 5

Lets make this a challenge. And since we finally have the whole gang working together, why not give them each something to do…

So,

Orchestrate the militia to take over Headens guards. (Dart)
Get into headens rooms and get the drop on him. (Jolene)
Convince him to stand down.(Kayla)
Convince the Infantry to follow a new commander(Verden).

Firstly Jolene will get them into his tent unnoticed (rolling stealth for 1+2=3, success)
Secondly, Kayla persuades him to stand down (rolling provoke for 1+1=2, success at a minor cost)
He half heartedly pretends to go along with it, but as soon as he is brought into the open he calls for his guards
(Dart rolls fight for 3+2=success with style), unfortunately for him none are able to rise to his defence. Militia have taken command of the entire camp, standing armed and armoured over Headen’s lax and demoralised infantrymen.
“Traitorous Bitch.” He spits at Kayla, before acquiescing to the stage and announcing that he is standing down.
Verden rises in his place as militia men drag their previous commander away, and he seems limned in silvery flame as he passionately addresses the soldiers scattered before him. (rolling rapport for 0+2=2, +2 for the boost and success).

Men look to each other and the armed militia standing guard over them, unsure. A few scattered rounds of applause begin, then more, followed by cheers from militia and infantry alike. The tide is turning, the flame is with them, and their enemies will burn.

The Characters have themselves an army.

The change in commander has a profound impact on the army under the tianxia rules. I am going to allow faith instead of Will, to reflect the nature of Verdens leadership and the fervour he inspire in his troops.

Crusade of the Flame
Fight 3
Shoot 2
Stealth 1

Crusaders (Rank 2)
Rangers (Rank 2)
Elemental Artillery (Rank 2)

Now they are ready to take the warforged on head to head…

I have also just realised that units of rank 2 should have a formation bonus…
The crusaders are a Thunder Dragon unit with fang and scales (+1 attack and defense against equall rank oponents)
The Brelish and Warforged Rangers both gain +2 stealth bonus when terrain aspects are invoked
Both artillery units gain +2 shoot when stationary.