Sunday, 29 May 2022

Five Leagues Turns 10 & 11 - 'Field work needs doing'

This turn's Village Event was 'Field Work Needs Doing' which turned out to be true in more sense than one! Our heroes used this event to cash in and gain 4 gold marks (2 for doing 'labour' as one of the town actions, +1 for the village event, +1 for Gregory's 'farming' skill).

Feeling pretty flush with cash, they went on a bit of a spending spree, replacing Finan's damaged Militia armour, giving Thomas a shield, and purchasing a road map, bandages and a potion of fortune.

They also discovered a camp of fanatics had set themselves up on the outskirts of Winterbourne, from which they were attempting to spread their vile twisted beliefs, with rumours that they were abducting villagers and travellers, confirmed by an escapee, who said that the fanatics were holding at least one other prisoner.

This encounter was under the 'Dark Shadows' threat, and would be a 'timely rescue'.  Facing them would be 8 fanatics, including an archer, and Captain, and a 'heavy hitter'.  Two fanatics would stay with the captive, while another was assigned as 'rearguard'.

 


The fanatic's camp.  The captive is in the central tent with a guard on either side

  

 

Robert, Gregory and Guy took position across the track, with Will and Jocelyn on their right, where they could (hopefully) pour arrows into the advancing fanatics.  Whilst Thomas, Finan and Oswald crept around the back of the farmstead to try and get into the camp and free the captive.  The sheep tried to keep out of the way... 


 

The villains rush forth

Things didn't get off to an auspicious start, with Will and Jocelyn fluffing their rolls badly (will rolled consecutive '1's, which would have left him out of arrows if he didn't have that extra large quiver from last time).  

Although the plan was for Robert, Gregory and Guy to hold back to draw out the fanatics and allow the archers to shoot, Robert just couldn't resist an opportunity for Glory, and charged the fanatic's Captain. 

The fanatics archer meanwhile proved no better, running out of ammunition almost immediately.

 Hold the line!

 

Nope!

Although unsuccessful against the Captain, Robert did fell another fanatic that charged him, while Will and Guy each wounded a fanatic, with arrow and sword respectively.  Will's next arrow felled another fanatic, while Robert got his groove back and killed the Captain.

 

The bodies start to rack up around Robert

Meanwhile, Thomas had snuck around, and attacked one of the prisoner's guards, killing him after a bit of back and forth swordplay.

 

However, as things were looking up for our heroes, fate decided she had other plans.  First Jocelyn ran out of arrows.  Then Robert confidently charged the fanatic archer, only be beaten down by him! (a fact that Will is unlikely to let him forget about, should he survive). The villainous archer then continued his rampage, taking out Guy as well before finally being stopped by Will of all people - who rather uncharacteristically put himself at risk for the now outnumbered Gregory, entering hand to hand combat for the first time in the entire campaign and winning!  Something about the former monk just seems to bring out the best in people...

Robert is down!

Gregory is surrounded and pushed back
 
Will to the rescue?!
 
Back at the fanatic's camp, Thomas' initial success turned on him, as he was put out of action by the rearguard, although he was swiftly avenged by Oswald, who took out not just the rearguard, but the final guard as well, allowing Finan to free the captive.  





By this point, only one fanatic remained, who was first wounded by one of Will's arrows, and then finished off by Finan coming up behind him from the camp.
 
In the aftermath, Robert turned out just to be knocked out.  Thomas' initial roll was dead (!), but a dose of healing herbs was used to get a re-roll, resulting in a light wound necessitating 2 campaign turns out of action.  Guy was similarly lightly wounded, requiring 1 turn.

Loot rolls revealed some silver jewellery (clearly stolen form some poor wretch), a helmet, and a tonic.

The Captive turned out to be a roving Wildlands Ranger, and joined the party as a new hero.

The Dark Secrets threat dropped by -1.

Turn 11
 
The next campaign turn passed without any combat.  However some of the village pallisade was found torn down one morning, a clear case of sabotage (the village event was 'corruption', raising the border threat by +1).
 
Thomas visited the town healer, reducing his healing time by one, so both he and Guy would be ready for action next campaign turn.  Our heroes met a wandering pilgrim, in town but they turned out to be an unfriendly jerk!

The silver jewellery was sold and a shield and longbow purchased for our new hero, who joined the party (minus Thomas and Guy) on the road.  They found no trouble, but did meet a nobleman who, hearing their tale, and being persuaded of their good character by the presence of a heroic knight and pious clergyman in the band, gifted them a fine fencing sword.
























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