Monday, September 17, 2018

Scenario 5, Scene 4 and 5. Showdown.


Scene 4

Can Dart break the bandits

Dart is sat in the lodges mess hall, with half a dozen wounded bandits and a Blood Monk tied to the benches.

“I am going to make this easy.” He says, “Help me find your mistress, or die a painful death. Your choice.”

Lets not dwell on this. A simple intimidate roll will do.

First he will roll Physique (for 1+2=3, and a single free invoke on Menacing Machine), then he will overcome with provoke (for 0+1=1, +2 for menacing machine = 3, succeeding).

It doesn’t take much more than veiled threats to break the bandits. First one offers something, then another caves in, and it is like opening the flood gates. Only the Monk refuses to break, offering little more than insolent threats and stony glares. It doesn’t matter. By playing the bandits against each other, Dart is soon able to piece together the location of the Clerics hideout.

Scene 5

Can Dart Capture (or kill) Thurellna?

After a short hike back through the wilderness, Dart manages to track down another hunting lodge. This one little more than a small wooden shack surrounded by a dozen or so tents and campfires, along with the sounds of men cooking and relaxing. If his prisoners were correct, Thurelna should be in this camp somewhere – probably in the shack.
He decides to stalk the camp, slowly picking men off one at a time until Thurellna is spooked into the open.
That sounds like a challenge;
Stealth, to remain hidden. Nothing is scarier than the unknown, so if he can remain a hidden threat they will build him up in their imaginations to terrifying proportions.
Shoot, to pick off sentries with sniper shots.
Provoke, to pick his targets and timings for maximum psychological impact.

Firstly he rolls stealth for 2+3=5. He moves like a ghost striking from the shadows.
Secondly he seeks positions from which he can patiently watch and wait creating an advantage using Stealth again, (rolling 1+2=3) and sits patiently Watching for the perfect shot with a free invoke.
Thirdly he rolls Notice (as shoot because he is taking the time to aim and watching for the perfect shot, getting 1+3=4), lining up shot after shot with the perfect kill every time.
Lastly he rolls Provoke (getting -4+1=-3, using the free tag on Watching for the perfect shot for a reroll and 1+1=2. Success at a minor cost).

Dart stalks the camp day and night, carefully lining up kill shots with his bow before fading back into the forest and avoiding the patrols sent out to find him with ease. At first the patrols split up to look for him, but after a few incidents in which he picks off lone searchers they learn to stick in groups. The watch is doubled, putting further strain on men missing sleep in order to stare out into the darkness wondering now is the moment an arrow will launch from the shadows to bury itself between their eyes. It makes little difference. Dart patiently waits and selects every kill for maximum impact – a man using the latrines, a man cut off mid sentence as he sits by the fire with his companions, an officer as he berates the men on watch for their lack of attention. Slowly the bandits stop going anywhere without a group to watch the treeline. They stick more and more to cover, and their tents venturing into the open only when absolutely necessary. And when they do, Dart is always there. Watching. Waiting.

The camp is like a pressure cooker, and Dart keeps steadily applying heat until finally something gives. It is a close run thing whether that will be the bandits nerves or his supply of arrows.  Finally he launches his last arrow, and is ready to give up when he notices something is odd. They don’t make any moves to locate him at all, instead the camp is quieter if anything then it normally is.

A few hours later two groups of men break camp, striking out in different directions. Dart considers blocking one or both of them, but with only his spear they would not be fast or easy to bring down and besides they look like a distraction. They are undoubtedly going for reinforcements, but Thurellna is still in camp with only a handful of men left to protect her.

So, Combat it is then. This is still not going to be an easy fight. He will start by setting fire to some of the tents, perhaps trapping or killing some of the bandits as well as sowing confusion and occupying others dealing with the blaze. He might have to face a few bandits on his way through the camp, but not enough to bother about.

Thurellna
Pragmatic Seeker of the Blood of Vol
Banditry enables my indulgences
Refuse me and die (and then serve me)

               
Great                      Faith, Resources
Good                      Fight, Contacts, Rapport
Fair                         Provoke, Athletics, Physique, Lore
Average                  Empathy, Ride, Will, xxx, xxx

Physical:
Mental:
[Mild][Moderate]

Divine Channel; May use faith to create magical advantages relating to the blood of Vol (Death, Necromancy, deathbound, evil, law,).
Hands of Healing; use faith to promote recovery of physical consequences
Temple weapon; +1 attack and proficiency with daggers 

2 x Blood Monks
Blood Monk
Great (+4) Physique
Good (+3) Fight, Athletics
My body is my weapon; w1, free boost superior position
[1][2][3][4] / [1][2][3][4]


The blood monks will fight first, defending their mistress while she holds back creating advantages to help them out. She will only get her own hands dirty once her protectors have been dealt with.

Aspects in play; Darkness, Smoke,
Dart can attempt to create an advantage as he approaches stealthily (rolling stealth for -2+3=1), however Thurellna has divined his attack and they are ready for him.

Round 1
This is not going to go well as a stand up fight, so Dart ducks back into the smoke, circling the monks warily (stealth again for 0+3=3, creating the advantage striking from the smoke and shadows with 1 free invoke, and a passive floor of 2 to attacks on him).

The Monks surge forwards performing a flowing series of practiced sweeps intended to catch their unseen opponent (first rolling overcome with fight for -1+3=2 against 1+3=4. Second rolling overcome with fight for -3+3=0 against 2+3=5, allowing Dart a boost well positioned). Smoke swirls about their fists and feet as they swing gracefully through one strike after another. Dart avoids them easily however, and moves into position behind one of the monks…

Round 2
Dart rushes out of the smoke behind one of the monks (attacking for 1+2=3, +1 for weapons of the hunter =4, +4 for well positioned =6. Against -1+3=2, giving him 6-2=4 shifts and 4+w2=6 stress, taking the monk out with style and gaining another free invoke on striking from the smoke and shadows) skewering him on the blade of his spear and throwing his corpse aside before vanishing back into the mists.

Thurellna sees that things are not going well and invokes the blood, reaching out to the blood within her fallen minions corpse and willing it to raise unsteadily back to its feet (rolling faith for 0+4=4, and creating the advantage shambling blood puppet with one free invoke).

The surviving monk spins towards the place where Dart disappeared after attacking his companion (attacking for 3+3=6 against 0+3=3. Dart tags the one free invoke on striking from the smoke and shadows for +2=5, giving the monk 6-5 = 1 shift and 1+w1-a0= 2 stress), lashing out with an unpredictable pattern of wide swings that Dart barely manages to retreat from without giving away his position.

Round 3
Dart circles his smoke blinded opponent before launching into action once again (attacking for 0+2=2, +1 for weapons of the hunter =3, +2 for the last free tag on striking from the smoke and shadows =5, against 2+3=5. Failing to generate any shifts, but creating the boost appeared from nowhere). This time the monk is better prepared and manages to twist aside from his initial thrust then parry and dodge the follow up strikes, deflecting the path of the spear with his forarms.

The monk tries to work his way inside the point of Dart’s spear (attacking for 2+3=5, against -1+2=1. Dart tags appeared from nowhere for +2=3. The Monk tags shambling blood puppet for +2=7. Dart spends his last fate point to tag forged in the fires of war for another +2=5. Giving 7-5=2 shifts and 2+w1= 3 stress.) which Dart is fiercely jabbing towards him while backing away to maintain his distance. For a few moments, the element of surprise gives Dart the advantage, but then the monk he already dropped climbs to its feet and swaggers unsteadily towards him, trying to grab his weapon and dividing his focus. The remaining monk sees his chance and manages to close past the spear just long enough to land a flurry of blows that send Dart staggering backwards.

Thurellna sways in a trance, pouring energy into her puppet and twitching sporadically as she directs its movements (reating an advantage with faith for 0+4=4, to add another free invoke to shambling blood puppet).

Round 4
Dart realises that standing his ground and trying to go toe to toe with the monk is a losing proposition, so he throws a feinting Jab towards its face and hurls himself to one side (creating an advantage with stealth for 0+3=3, and gaining a free invoke on vanished in the smoke), dropping into a roll that carries him deeper into the smoke and back out of the monks reach.

The monk returns to its ritualised yet unpredictable pattern of sweeping attacks (attacking for 1+3=4,+2 for the free tag on shambling blood puppet=6, against 1+2=3 + the free invoke on vanished in the smoke +2=5. Getting 6-5=1 shift and 1+w1=2 stress. Forcing Dart to mark the stress 4 box, as 2 and 3 are already marked) on what is now empty space as Dart vanishes back into the smoke. He is unable to completely avoid the puppet however, and it almost catches hold of him, alerting the monk to his position.
for -1+4=3 and a free tag on supernatural empowerment), causing a faint shimmer as the smoke around him begins to visibly freeze in the air.

Round 5
Seeing that evasion is not working, Dart casts about him for anything that might turn the tide of the battle (creating an advantage with notice for 2+3=5, and 2 free invokes on Bandit weapons rack) and through the smoke he spots a rack of weaponry nearby, obviously used as an armoury for the bandits. Moving with mechanical precision, he starts guiding the fight towards it.

With a clear idea of where his foe is at last, the monk launches into a supernaturally empowered flying kick (attacking for -2+3=1, +2 for supernatural empowerment =3, against Darts 4+2=6. Gaining -3 shifts and giving Dart the boost Positioned perfectly for defence with style), which Dart anticipates and casually steps aside from at the last moment.

As the Monk launches his flying kick, Thurellna guides her blood puppet to rush in as well (creating an advantage with faith for 3+4=7, against 0+3=3, +6 for the positioned perfectly and the free tags on Bandit Weapons Rack=9, giving -2 shifts), however as Dart steps aside from the flying Monk he also leads the puppet straight into the weapons rack where it lands with a crash.

Round 6

Dart is still just about managing to stay afloat, but he needs a breakthrough and Thurellna’s magic is going to be difficult to deal with. As things stand he is simply going to be ground down, so he changes tack and ignores the monk in favour of charging straight for her (attacking for -2+2=0, +1 for weapons of the hunt =1 against Thurellna’s 1+2=3, getting 1-3=-2 shifts).


Dart is clearly outclassed here and I have a few options;
1)      Keep fighting until Dart takes a consequence and then resolve things through a concession
2)      Bring in some warforged reinforcements to lend a hand
Either way I am inclined to bring in Warforged reinforcements, whether to rescue Dart or to reinforce him as that will progress their role in the story. Bearing that in mind, carrying on as we are is boring – we know Dart will eventually be ground down and the warforged will arrive on the scene (in which case we might as well just skip to the concession as we know it is coming) – alternatively lets just bring them in and keep the question about whether or not they will manage to slay Thurellna…

How about we add

Boomer (Boss, as he will be returning as such later in the game)
Warforged Bard

Great      Rapport, Deceive
Good      Provoke, Physique, Empathy
Fair         Fight, xxx, xxx, xxx
Average  notice, xxx, xxx, xxx, xxx


Bardic Music;
Use rapport as provoke to attack, affect entire zone by taking -2


The steadyheart-beat sound of a drum has been growing slowly throughout the fight and now it fills the camp as Boomer steps into view (rolling Rapport to create an advantage for -1+4=4, creating musically inspired courage on Dart with 1 free invoke).

Thurella calls her puppet to her defence (creating an advantage for -1+4=3 and creating a free invoke on shambling blood puppet).

The monk recovers and chases after Dart (attacking for -3+3=0, against -2+2=0, gaining the boost right behind you)

Round 7

Dart spins to face the monk, unleashing a rapid barrage of aggressive spear thrusts that he hopes will help to maintain invokes on Held at spears length).

Boomer strikes a military beat, inspiring Dart to greater feats (create advantage with rapport
 For -2+4=2, granting a boost) as he is inspired by the call to war.

Thurellna calls her puppet to rush Dart (creating an advantage for -1+4=3 against 3+2=5) but he holds it at bay with his spear.

The monk  (attacks for 2+3=5 against -3+2=-1. Dart tags a free invoke of held at spear point for a reroll and -2+2=0, +4 for the other tag of held at spear point and the tag on musical inspiration as well as the boost).

Round 8

The essence of the hunt is to stalk your prey. Watch them closely. Learn their habbits, their behaviour patterns, and exploit them. Dart begins to play with the monk, taunting him with the tip of his spear, probing his defences and looking for a reaction (creating an advantage with notice for 0+3=3 against 2+3=5, for -2 shifts). He is unable to discern any kind of pattern however, the monk is unpredictable, switching between aggressive attacks and elusive movements seemingly at random.

Boomer continues his cheerful dirge (rolling -1+4=3 for a free invoke on musical inspiration).

Thurellna’s puppet applies pressure to Dart (rolling for -3+4=1) but he continues to hold it at bay

The monk (attacks for 0+3=3 against 3+2=5) continues to try and work his way around Darts spear, but is continually pushed back.

Round 9

His entire being thrumming with the power of Boomers music, Dart suddenly lunges forwards on the offensive (attacking for -4+2=-2, tagging musical inspiration for a reroll and -2+2=0, +1 for weapons of the hunter =1 against 0+3=3).
The dice are really not doing anything to help today.

Just to cut things short, I am going to call for a concession. At this point it could probably go either way, so lets just result in both parties being forced to withdraw.
Is it because Thurellnas men return with reinforcements? No, so something else puts a stop to the combat.

The fire Dart started begins to rage out of control, catching light to the wooden shack as well as the clutter around the camp. A sudden blaze cuts Dart off from the monk and forces them apart, allowing Thurellna and the monk to retreat into the darkness.

Well call this a draw. Both parties retreat to lick their wounds.

Scene 6.

“Sorry it took us so long.” Boomer says “By the time I managed to gather some men together you had already set out. In all honesty you were lucky we arrived when we did. We didn’t expect you still to be fighting – you left what, a week ago? We thought we just expected to find the aftermath. In all honesty we were a bit concerned that you hadn’t returned yet, and we were having trouble following your map. Luckily we met some of her men fleeing just south of here, ranting about some wild spirit picking them off from the forest. It wasn’t hard to persuade them to give us directions.”

“Too many of them.” Dart says, “I had to do it carefully. The problem is I ran out of arrows and had to finish it up close. Big mistake as it turns out.”

I’m going to end the scenario there. Thurellna has escaped, and might show up again down the line, and Dart has begun to trust the leuitenant of the Lord of Blades. Seems to set us along nicely.

I will change an aspect on Dart to Unexpected warforged Allies to reflect his growing relationship with the Lord of Blades. He also gains +1 contacts to represent them.

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