Saturday 2 May 2020

Five Leagues Turn 5 - Darkmere



Winterbourne seemed to sit under an oppressive miasma since the clash with the cultists.  The old men in the inn muttered about 'The Lady' taking revenge for her followers.  Milk turned quickly and wounds seemed to fester longer than they should.  Geoffrey sat at a bench in the Inn, attempting, with little success, to study the few books and scrolls he had found in the town.  Even his patience was tested when two figures came up and stood before him.  His frustration however, was overcome by his curiosity when he looked up to realise that it was Thomas, accompanied by another man with the clothes and staff of a pilgrim.

Thomas leaned forwards.  "This fellow has a most interesting story to tell.  It seems he narrowly escaped becoming the victim of brigands on the forest road".

"It seems your devotion was well rewarded then" said Geoffrey.

"Most certainly" agreed the pilgrim "I had been walking for half the day, when nature's call came, as it were.  'Twas then I heard other voices ahead of me. Plotting how they would steal from the next traveller they saw!  Not wanting to be that poor soul I confess I hid myself there and then.  I daren't move until they had given up and left, and then it was sometime before I did feel safe enough to hurry on along the road, I can say!"

"Tell us again what you told me." said Thomas.

"Well, thing is I grew up around these parts, and from where I was hiding I could hear pretty much every word they says.  So when they talks of returning to their camp, well, I says to myself, I'm pretty sure I know where they're going."...


This turn's Village Event was "Infected Wounds", luckily, with none of the party injured this had no effect.  Geoffrey studied but did not gain any new skills.  The party met another pilgrim, gaining a 'special' interaction, the pilgrim wanted a favour.
The party then rolled up a 'lair' encounter.  This was looking like it made sense.  I decide that the Pilgrim had information that would allow the party to track down the brigands to their hideout.  With a chance to chase the brigands down to their lair, the party tooled up and went adventuring,

Facing them would be seven brigands, including a Captain, Lieutenant, a guard (+1 toughness) and a Heavy Hitter (+1 when rolling against armour and toughness). One of the brigands was also ‘Craven’ - normally traits are only applied to non-archers, but I decided that in this case it would be the archer, who is the same one that was the only survivor of the party’s first encounter after running away. An odd situation also applied, ‘Choosers of the slain’ - wounded characters would get up again on a D6 roll of 6 (although none did in the end).


The brigands camp turned out to be deep hidden in a marsh deep within the woods. With dense woodland behind, and surrounded on two sides by a bog and a deep pool, reinforced with rocks and sharpened stakes, the only firm approach was on one side. As an extra bit of character, I decided that any of the ‘good guys’ that dashed over open ground risked getting caught up in an unexpectedly boggy bit of ground and moving at half speed for that move. This wouldn’t apply to the brigands, who were more familiar with the territory.

 The Brigand's camp

While the party managed to get pretty close before the alarm was raised, they didn’t manage complete surprise (the sides would start 15” apart). Will and Jocelyn deployed on the left, aiming to use the pool to protect them as they shot arrows into the brigand’s camp, while Robert and Geoffery led the rest across the land bridge into the camp.

Finan stuck in the mud

The party’s first volley of arrows was dismal, with no hits (this would turn out to be a theme). The brigands rushed up to form a shield wall blocking the advancing heroes from the entrance to their camp, while their archer took cover and ineffectually loosed some arrows, only to run short after the first turn (exactly what happened to him last time), clearly having left most of his supply in his tent in panic!


Our hero's archery continued to be appalling, while the rest charged in, all except Finan, who fell foul of the boggy ground and lagged behind, leaving his companions uncomfortably outnumbered in the melee, before being put out of action by a counter-attacking brigand. Robert first wounded, then cut down the brigands captain with his bastard sword, the brigand guard attempted to gain revenge for his fallen leader, but was wounded for his troubles, and then expired from loss of blood at the end of the combat! Geoffrey in the meantime wounded the Brigand's lieutenant twice and killed another brigand, leading to one of the remaining footsoldiers deciding to leg it to live another day!

 Charge!



Finan's down!





Robert's last stand


Have we met before?



Sadly, this brief success could not last. Will and Jocelyn still couldn’t make their arrows count, as first Robert, then Guy, and finally Geoffrey fell beneath the brigand’s sustained attacks! To top it off, Will then found himself out of arrows! However the villains didn’t quite have it all their own way, as their lieutenant finally slumped to the ground, overcome by the wounds that Geoffrey had already inflicted on him.

Geoffrey's down!

With the situation looking desperate, Jocelyn finally found his mark, felling one of the remaining enemy, which was enough to persuade the brigand archer to flee (again!). Thomas engaged the remaining brigand in one on one combat, only to be wounded and stunned for his trouble. Although stunned and bleeding, Thomas managed to muster enough strength to fend off the next round of attacks and push his opponent back, where he was promptly shot by Jocelyn, bringing the whole sorry saga to an end!



Jocelyn eyes up the distance...

Fearing the worst, the survivors and walking wounded checked on the rest of the party, only to find that, by some miracle, Robert, Geoffrey and Guy were only knocked out (Geoffrey originally rolled ‘light’ wounds, but rerolled successfully using his luck points). Finan had taken a light wound and would need some time to rest (1 campaign turn) but was not seriously hurt.

Searching the camp, the party found plenty of evidence of the brigands crimes to put before the local leaders (an additional -1 to the highest threat - which was Outlaws), along with 13 marks, a tonic, helmet, and some enchanted armour (Harness of Vengeance).

Experience points saw Robert increase his combat skill again. The followers did particularly well, with Jocelyn and Guy both advancing to Hero status (particularly well deserved for Jocelyn, who’s been a bit of a star so far), While Finan and Oswald both gained stat increases (+1T and +1 combat skill respectively. Finan is obviously getting used to being hit over the head with assorted blunt and sharp objects!).
The Outlaw threat to the town was reduced by 2 bringing it down to only 1.

5 comments:

  1. Hi Alan, I was wondering, do you think "Five Leagues..." would work in a Middle Earth setting? Low to no magic, with perhaps Rangers of the North adventuring in the wilds of Eriador prior to the Ring quest?

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    1. I can't see any reason why it wouldn't. You'd want to tweak the encounter tables, but that would be pretty easy. Magic is already low key, mostly items and the occasional rare magic user who mainly influences dice rolls.

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    2. Thanks Alan. When you say tweak, do you mean in terms of particular monsters appearing?

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    3. Yes. The campaign system is built around reducing the 'threats' to your villages: 'Outlaws', 'Border Tensions', and 'Dark Secrets', and there is an encounter table for each threat. Most will fit in fine (outlaws and brigands will turn up everywhere), but to get a bit more flavour you might want to swap a few entries for more middle earth flavour (orcs/goblins, wolves, trolls called Bill and Bert and what have you). It would take no time at all to do. There's also 'roadside encounters' that add flavour and occasional useful info, and it would be easy to put a few themed entries in there as well.

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    4. That sounds like it would be straightforward. Thanks very much :-)

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