In The Aristrax Marches – Ep17
Previously in the Aristrax Marches, the Ravens of Gadun were ambushed by organized robbers. They defeated them, but Bolga and Caldas were injured in the process.
Turn 28
No Camp Events were rolled. The Upkeep was at 2 Gold Marks, and I decided that we should Live off the land as one of the Campaign Activities. Bolga chugged off one turn of Recovery and is ready to fight, while Caldas has 2 more turn remaining. Myrick also tried to Forage for herbs and failed.
Tried to roll for Connections at the Research step, but we got no result.
Finally, after considering it carefully, I decided that we should explore the tunnel complex delve of the Bronzewood forest.
Reading through the rules a second time, I could have removed one injury turn from Bolga in the previous Turn, according to the exception rules for two battles in one campaign turn. Not much would change, but nevertheless, here we are. I’ll be more wary next time.
The warband is now more serious than before. They are gathered around the camp, looking over their shoulders for any beast that may approach from the tunnel complex. Boots and Bolga are at recovery, Myrick and Temir are foraging and finding supplies, while Brobern is keeping watch.
Once they’re ready Omac gives the word. “We need to step in the tunnels. Whatever lurks in there, we cannot let it be without dealing with it.”
They pack up, and head inside.
I’ve taken some time to convert the 5P non minis test rules provided by Ivan, to work with Five Leagues from the Borderlands 3rd Edition. Theatre of the mind is something I’ve always wanted to try out in this game, and I’m about to try it out in the site delve. You can find here the 5L theatre of the mind adaptation rules.
Combat
Our First Move revealed a Passage Through and we have another Unexplored Location in the same Map Area.
As for the foe, I rolled that the Tunnels are infested by Winged Imps, 6 in total. A nice point here on my choice to use no-minis rules, as I have no winged imps miniatures or suitable miniature proxies.
The warband enters the cave complex and walks slowly through the debris. Omac and Myrick are on the lookout for danger that might lurk in any corner.
ROUND 1
Omac looks ahead carefully, and sees a figure in the distance.
ROUND 2
Myricks goes to investigate, and as he closes in, he can see the remains of a halfling. As he leans over the body, a flutter of wings behind him warns him to turn around. A winged imp claws at him, but he has his sword in place just in time, and pushes it away, the blade gleaming with magic light in the dark cavern. The cries of the imp has brought attention to the intruder, and another imp is visible in the distance.
ROUND 3
Bolga charges the caves, and comes face to face with another imp, he tries to kill it, but it’s tough leathery skin protects it.
Omac goes to a side cave where someting else draws his attention.
Another imp charges at Bolga and it’s claws wound the duskling, but he recovers, and raging, he hacks it down in two. It won’t fly again.
An imp attacks Omac from the side, and hits him, but his breastplate is too hard for the beast’s claws. He blocks the next attack, and with a mighty swing of his bastard sword, he kills it.
The imp that ambushed Myrick flies away and on to Bolga who just killed it’s family. It slashes at the duskling but, the warrior wins the fight. He swings his cleaver twice, and with each hack, the imp is chopped to pieces.
Omac casts a heal spell to the brute Raven who just killed two imps, and Bolga is immediately rejuvenated. He moves to examine the movement that Omac detected, and it’s another ambush! An imp tries to kill him, but he manages to fend it off.
ROUND 4
Pushed away by Bolga into the direction of Myrick, it engages him in combat. Myrick wins the fight, and the Heartseeker carves the tough skin like butter. The imp is dead.
Under the direction of Omac who scouts ahead, Myrick moves to where he pointed, and sees that something is hidden under the rubble. But as the warrior walks through the tunnel complex, from two side tunnels, three imps catch sight of him, and charge in.
ROUND 5
Brobern and Bolga stand in the way to protect their friend and stop the imps from flanking them. Brobern manages to fend them off, while Bolga also wounds one of them.
Omac looks around for anything else interesting, but the imps don’t let him peek out, flying in and clawing at the warband. Bolga has had enough, and tries to charge at the creatures, but his attempts are unsuccesful.
ROUND 6
He is attacked by an imp, and he sends it away by swinging his blade in empty air.
Two more of the imps come at Myrick who has turned to face them. He faces one off, and kills the other, swinging the Heartseeker like an expert.
Omac again fails to scout ahead, and Bolga continues his attempts to kill the flying pests. He charges at one of the imps, forcing it on a short part of the ceiling. It’s move obstructed the imp is an easy picking for Bolga’s cleaver who takes the opportunity to kill it.
ROUND 7
Another imp comes at Myrick, who becomes their bane, killing one more of them. Frightened by the warrior, the other imp flies back away from him and switches to attack Temir. It’s attackls blocked, it flies away, and the tunnel complex is finally silent.
Having secured the area, the Ravens explore the complex at their leisure. Myrick finds several hidden items, and puts them together in a stash for the Ravens to peruse when they gather together. He almost got crushed, when he entered a room full of poisonous gas, but the odd smell gave it away, and he stopped short of breathing it in.
ROUND 8+
Resolution
Having held the field, all the participants earned 2 XP, and Temir reached Level 6, earning the final Combat Skill increase, and I chose mastery in melee combat for a +3 CS melee.
Our 3 Something Hidden successful Scout rolls earned us 3 more Loot rolls, for a total of 4 Loot rolls.
These ended up to be, a Quick Fencing Sword which I assigned to Caldas, a Ranger’s Cloak given to Temir (I’ll also change his miniature), a Partial Armour & Shield, and a Camp Gear.
Our Unusual Finds was the remains of a victim, from Newhorn.
News Travels resulted that Newhorn is in need of supplies.
The warband gathers around and looks at the loot. Weapons, armour, cloaks and tools are distributed among the Ravens.
When they have settled down, Omac pulls out a letter that they found on a halfling’s corpse and reads it the sender’s address. “Mina, Newhorn”.
Boots looks at them. “We should take it to her, first chance we get.”
Session Summary
I really enjoyed the theatre of the mind for a change. It was way faster to run, though not as immersive as playing with miniatures. I imagine that I can do something in-between to help with immersion when I need, like placing a couple of minis and take some photos of melee engagements for the fun of it. Also I think that I could use maps or other pieces of art to help visualise the combat.
The rules worked pretty much as expected. In the first couple of rounds nothing really happened, and after I held the field it was more or less rolling to reveal the markers. The thing to note here though, is that I had similar experiences when running delves with miniatures, so I can call it a success.
On another note, either I’m really bad at bookkeeping, or trying to keep note of all the information connected together is very difficult when you add the narrative overlay. I just realized I never introduced the Adventurer friend from Ep11. I took a look on how I’ll be keeping notes from now on. Considered analogue solutions, but eventually I settled on Rolescape.
You can find here the Aristrax Marches Rolescape. I’ll be updating the entries as well as on my own pace and I’m very optimistic that this will help fledge out the entire world. Really excited that I found this.
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