Timekeeping
Player Characters Present
Session Report
River Dungeon Session #4 |
Dungeon floor, would you have spotted the oil? |
a narrow channel of oil connected the area between the goblins and the main room, simply waiting to be lit. |
dmg p64 |
River Dungeon Session #4 |
Dungeon floor, would you have spotted the oil? |
a narrow channel of oil connected the area between the goblins and the main room, simply waiting to be lit. |
dmg p64 |
DMG p 128 |
Good guy's forces |
Here is what happened with the mass battle (played according to the method used previously here):
Spoilers: the giants were a random encounter that happened to be rolled up as a lair when Sever went to check on Gimmelwald, and I intuited from some further die rolling that their lair was Gimmelwald. But why, were they working with someone? I rolled up Pilgrims with, as it happened, a matching Lawful Evil alignment, and I was scratching my head as to why they might be working together when I read this in the Giants MM entry: "It is not unusual for giants to agree to share in an undertaking with a group of creatures of similar alignment to that of the giant, for these huge monsters are eager for treasure." So it actually made sense from that perspective.
After two days travel Krellard arrives and opts to attack under the cover of the approaching twilight and overcast conditions. He also opts to approach on one front only, passing through the west gate. The mounted troops pull ahead, with the foot troops following in their wake trying to catch up as fast as they can.
The horses reach bottom of the hill before the town without incident; given the conditions and the position of the Giants, it seems unlikely you have been detected. The light cavalry stop and Slippery Pete examines the invitingly open west gate, incidentally allowing time for the foot troops to catch up a little.
"No traps guys!" he declares.
The medium cavalry take the lead and ride in. In the relatively narrow street they can ride 10 abreast, effectively in column formation. As you go you see the devastation visited upon the town by the Master of Winter and his army. More than this, strangely, there are sections of pulled up cobble stones and piles of dirt to be seen near some public buildings such as the church.
Again, Slippery Pete is called on to examine these for traps. "It's just dirt guys!"
The allies advance until the main square is in sight. The way widens here and through the gap in the ruined curtain wall, Giants can be seen casually throwing catapult missiles to each other; they don't seem to realise anyone is there. Krellard calls a halt to let the foot troops catch up. He wants the the archers and heavy foot in position at the front.
Sever's Ranger senses tingle, saving the army from being surprised when, suddenly, from out of the nearby buildings scores of strange figures, clad in red robes and bearing wicked looking daggers, along with a tremendous, fanatical fury, pour out and attack the army before the foot troops can deploy to the front.
It's on like Donkey Kong.
The battle starts with the allies in this formation:
Hvy Ft
Med Horse
Long Bow
Light Cav
Militia
Round 1
The enemy appears to number around 60, and they win initiative
Over the blood curdling shouts of the enemy you can hear the sounds of chanting, then you feel the negative effects of evil clerical magic blanketing the area. Those around Giuseppe feel some of his protection from evil.
Hold person spells rain down on the Heavy Foot, freezing one square in place, but it could have been worse as another somehow resists the effect!
Dagger wielding fanatics fall upon the held troops and find the gaps in their armour, taking out square 3 (Sheamus is in 2).
Another enemy square attacks the militia, hitting twice and destroying square 3 (Gurt and Deltacron are in other squares)
The longbowmen unit is hit for 3 hp, The Medium Horse unit is hit for 3hp, the Light Horse unit attacked but missed. Medium Horse are hit again for 1hp
Return attacks: The broadswords of the heavy foot destroy the unit of fanatics facing them. The militia miss their enemy. Med horse kill three enemy squares, freeing up the longbowmen to use their bows next round.
The Light Horse injure one square. Longbow injure one square with the help of Bumblebore and O'Malfoy.
Round 2
The heavy foot and militia make their morale checks, while the enemy don't seem to care about their heavy losses.
Oh boy, tied initiative, the fanatics are using daggers and so go first and get bonus attacks against the militia and light horse. Ok, do horses go even before the daggers? I'm going to say yes and some of the horses stamp the enemy near them.
The dagger wielding enemy attack was not coordinated with the Fire Giants, and so it takes a round before they notice what is going on. Then they use what ever is to hand, in this case catapult ammo. These smash into the Heavy Foot and destroy two squares, both Stafolo and Sheamus take 16hp damage and they move into the last remaining square.
The Irish start up their battle hymn (equivalent effect as a Chant Spell):
Armed for the battle
Kneel we before Thee,
Bless Thou our banners,
God of the brave
Ireland is living!
Shout we triumphant,
Ireland is waking!
Hands grasp the sword.
Who fights for Ireland
God guides his blows home,
Who dies for Ireland
God give him peace.
Knowing our cause just
March we victorious
Giving our heart’s blood
Ireland to free.
The spirit of freedom
Floats in the ether;
Souls of our heroes
March by our side,
Connor is our battle cry,
McGregor inspires us,
Those who for freedom fall
Never shall die.
Robed Guys breaking
Shout we exultant
Robed Guys beaten,
Ireland is free.
Charge for the old cause,
Down with the old foe,
Living or dying
Ireland to free.
Daggers miss the light horse and return hits smash the enemy square there. Daggers plunge down on the militia, but somehow the 3 remaining squares are undamaged and they return the attacks with interest, destroying the last enemy square with help from Gurt and Deltacron.
More Hold Person spells rain down from enemy spell casters in buildings; trapping the last Hvy foot, including Sheamus.
In the resulting chaos the Longbowmen fire at the giants and miss while the Medium Horse charge the Giants for 24 damage. Sever and Giuseppe combine with their lances and do 64 HP (scaled down to 6.4) damage.
Round 3
Fire Giant unit wins initiative and swings at the medium horse unit and misses! (A hit could have destroyed the whole unit). Again, the longbow fail to hit the giants at all. Medium horse riders get one hit in for low damage.
Now the Medium horse mounts and Bonecrusher and even the grounded Convess get their attacks and these are devastating; there's not a giant foot that hasn't been stamped on.
Giuseppe rolls 1
Sever rolls 19, switching from lance to 2hs he does a modest 14 damage but that finishes the score for the Fire giants (running them as a unit didn't do them any favours at all in the end).
The light horse dismount and together with the militia commence clearing the buildings, but these are protected by glyphs, causing further casualties.
Finally the last of the enemy clerics are killed, they proved to be as fanatical as the dagger wielders. It seems they were digging holes around the town searching for something. Maybe more investigation is warranted?
In any case the battered alliance, having retaken Gimmelwald, achieved their objective.
The Bora Tora locals love to give strangers a warm welcome, no strings attached Timekeeping This session took place on 24/10/2024, a...