Monday 13 June 2022

Sell Swords & Spell Slingers. Caravan Guard

 Hi!

Whilst I'm waiting for the Forbidden Lands order to arrive, being a wargamer, I couldn't resist playing a game.

I used the Games Maters Book of Random Encounters to flesh out a story.


The four humans stood in front of the gnomish jeweller in the caravan bazaar. He had sent out notice he wanted some guards for his caravan which he was organising to go to a new city to the north. It would be 10 days give or take. You could never be exact as 'things happen' along the way on too regular a basis.

These 4 had, each in turn, approached and offered their services. He had asked them to gather 2 days before departure to go over things. The big Norseman he appointed captain and asked if anyone had any objections. None did. Good.

Halfdan introduced himself to the 3 when they had been dismissed by the gnome. He noted their names and what their specialities were. He was glad of a little magic and an archer. He smiled at the tall muscular blonde with the two-handed axe. Norse blood. Strong. He liked that. He'd heard of monsters which might require the bite an axe could give.

Then, having a free night he took them down to the Two Door Tavern for a night of bonding.

The TWT had a two door policy. You were either right door or left door. His group were right door.

What followed was a raucous night of games, one door against the other. Halfdan was chosen to represent the right door team in ale guzzling contest. He lost to a halfling left door patron. He endured the jeers of his right door team with good humour.

That night they bedded down at the gnomish jeweller's tent to familiarise themselves with how it operated. Thirty six hours later they were on their way.

This is a custom scenario based around that old favourite The Wagon Train. That is, getting from one table edge to another.

The four heroes will move as normal with the caravan activating after two of the PC's. Then the other two..

The caravan movement rate is 1D6 inches (The archers on the caravan base have no attack) The DL of the caravan is 8 and HP2

The event card deck was customised. The following cards were used

Loss of balance

Stood on a scorpion

Horde activates x 2 

Ambush x 2 (Horde of 4 figures each time drawn)

Wandering monster x 2 (monsters straight from the deck)

Monster activates x 6

Further information regarding the statistics used:-

The characters activate by rolling 1-3 die depending on the players preference. Activation occurs if the score rolled on any die is over 8. Less than 8 on any die and an Event card is drawn and acted upon immediately.

DL is the roll you have to pass on a D20 to hit the attacker/defender; cast a spell or some other action. It varies depending on the action.. Only the Player characters roll and if they fail the DL take wounds as indicated by the DMG (damage) level or fail that action. Some factors such as a character wearing armour or using a shield enables a saving roll.

Some None player characters carry jewels, objects or coins (SP- silver pieces)


The order of  activation was as follows:-

Halfdan, Sigilla, Caravan, Batilde and Old Tom.


The caravan trundles forward

The heroes were quite fortunate in the first turns, each rolling 2 die and achieving activation. Even Sigilla.

It was going so well until Batilde failed two activations. It was fortunate that no horde or monsters were on the table at the time.

Ambush!

Then Halfdan failed an activation. Ambush!

Out come the brigands

DL7, HP1,  DMG1, 2D6SP  

He is swift to spear one of the brigands.. Their swords bounce off his armour and shield.

He cuts another down.

Sigilla moves to attack but only reaches the fray. 

The caravan moves forward hoping to go around the fight ahead. 

Batilde moves up to the rear of the caravan.

Then Old Tom fails his activation and is attacked by another horde of brigands!

What a great ambush! As good as it gets attacking both the head and tail of a column/caravan.



Again, the brigands suffer,

Ouch!

Halfdan fails one activation again and is hurt as a brigand slashes his unshielded side. He also fells one of the brigands.

Sigilla stabs twice at a brigand but he is wily and suffers no injury. 

Batilde fails her activation and the hordes (event card activates the hordes) stab at the heroes.

Old Tom suffers an injury.


Halfdan cuts down another brigand.

Sigilla is, again, thwarted.

Batilde moves and attacks the brigands sweeping her two-handed axe and taking one down. She received injury herself in return. (Rolled 3 activation dice and made all 3, moved and failed on dicing for attack on one die))

Old Tom cuts down the last brigands and moves closer to the rear of the caravan. (Again getting 3 activations and making the rolls)



Halfdan and Sigilla despatch the two brigands and the caravan rolls on.


Until Halfdan fails another activation and a Barbarian Assassin leaps out to attack him! It's a perilous road this caravan travels! The attacker dies on a well aimed spear thrust.


Then Old Tom fails his activation and is attacked by a Chaos Barbarian (disguised as a brigand obviously) and luckily cuts him down.


The caravan advances, warily.


Batilde is ambushed by brigands. Her thirsty axe makes short work of them. (Took 2 turns but suffered no injury in return)


And the caravan rolled on to safety. Albeit with some minor injuries.

I couldn't have planned that ambush any better than the cards and die did. And the wandering monsters turned out to be humans and fitted the scenario really well.

The fact 3 hordes were activated was pleasing also.

All-in-all a satisfying game with lots of luck for the heroes in the melees and the fact no 'real' monsters wandered by.


I hope you enjoyed it to.






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