Tuesday, August 27, 2019

The First Game Session for Peninsula of Plenty - Beyond the Pale

Fits and starts. I planned this campaign in the spirit of X1 Isle of Dread. The players were gathered together, given the premise, then selected from a series of pre-generated characters (which are all available in the tab above). The goal was to travel from the Capital on the west coast, to a town on the south coast. The Emperor's Council needs intelligence, and sending a party down there was the best option. Simple.
Here is the party at the start:

Melvin the Wise - Magic User, Halfling, 1st level
Matilda the Knife - Swashbuckler, Human, 1st level
Megen the Ruffian - Swashbuckler, Human, 2nd level
Jaime the Fearsome - Fighter, Human, 2nd Level

Not a cleric to be seen. The party wasn't done provisioning themselves, they hired a cook, a hunter as a scout, and a laborer. Then we got to the part where they were to hire a ship. Or so I thought.

It turns out, that in reflecting on the Council's directions to head south, no one mentioned a ship. Not me, not the characters. So the characters used all of their Council provided funds to buy two wagons, hired some NPCs and a bunch of horses. We've gone from Isle of Dread, to Oregon Trail.

Well, I am nothing but adaptable.

The characters decided to proceed south as quick as they could. I mentioned that an inn at the edge of town would be a great place to rest up, have a few drinks and maybe try to pick up a few more party members or NPCs.

No.

Out the gate they went. 5 miles outside the palisades, they made camp. This is exactly what "beyond the pale" means.

The players are sort of wily. It turns out that the wagons have small stoves, tons of rope and wood,  bedrolls and a supply of fuel. They parked the wagons 30 feet from each other, drove in some posts and corralled the horses between them. Water bags and feed bags were hung off the side of wagons for the horses. And decided to sleep in the wagons. Efficient as heck.

Since they lost the opportunity to hire more people, I decided that two of the other candidates were making the same journey and would catch up shortly. In the morning, the party spotted them on the road, and decided to wait.

That when the evil random encounter started. Uninhabited/Wilderness Table, die roll of 02, brown bears. Two brown bears.

Game on.

Jaime and the scout were making their way back towards town to round up the stragglers, on horseback. Melvin, the cook and the laborer were in one wagon, while Matilda and Megen were harnessing the other horses to the wagons.

The bears bushedwacked the first two horses as Matilda leapt into Melvin's wagon and Megen hopped into the other wagon. Matilda stabbed one in the head. As the first bear mauled both horses to death, the second tried to get Matilda. She stabbed him again, while Melvin missed. The wizard got a good bite for his effort and collapsed, seeming dead. The cook went down, next.

Matilda and the laborer went for the other wagon as the bears milled around. For several rounds, the bears milled about deciding to eat the dead horses rather than chase the characters to the other wagon.
 
Jaime came thundering on his horse and began to accost the bears. Megen jumped on the other horse and joined him. Two rounds later, Jaime's horse was dead and he had taken a good hit. Jaime and Megen took refuge under Matilda's wagon. It was beginning to look like a total party kill was in the works.

Thankfully, Jaime's foresight saved the day. He sent the scout ahead to get the two trailing NPC's: Rona and Gurwinder. He dropped Gurwinder off some distance away and went back for Rona without provoking the bears.

Before Jim the Scout could get back with the cleric, Gurwinder and the rest of the party trapped the bears between long range missile fire and rear attacks. Since the party had the cover of the wagon, Gurwinder could shoot the bears in the back with little chance of hitting friendlies. The repeating flanking attacks melted the bears AC away and they were done in just three rounds. 

Click to enlarge. Blue crossed
swords indicate party position.  
At the end of the day, the party lost 1 laborer, 3 horses, Chef and Melvin. Melvin didn't die, he just wants to go home. His player now wants to play Gurwinder, instead.

Ok, fine by me.

Under Gurwinder's direction, the party took one wagon back to town, sold the bear and horse meat along with their pelts. They paid burial expenses for the cook and laborer. With the additional funds from the kills, they obtained two drovers to drive the wagons and care for the horses. They are a husband and wife team, Felix and Felice. They also bought 2 horses, one for Jaime and one Megen, and four oxen to pull the wagons. Matilda, Rona and Gurwinder don't ride (by choice), so Jim the Scout has the last horse.

The party has now agreed to head to the next town with the intention of picking up a healer or another cleric and missile weaponry for everyone. They also desire either a pair of ponies or smaller horses for the shorter characters (Gurwinder and Melvin), plus more oxen. The next settlement is 18-20 miles away, the next small town is a little more than 30 miles away.

Here is the party as of now:

Melvin the Wise - Magic User, Halfling, 1st level, NPC
Matilda the Knife - Swashbuckler, Human, 1st level
Megen the Ruffian - Swashbuckler, Human, 2nd level
Jaime the Fearsome - Fighter, Human, 2nd Level
Rona the wisewoman - Cleric, Human, 1st Level, NPC
Gurwinder A’flumine - Fighter, Human, 2nd Level
Jim the Scout - Human, 0 level NPC
Felix and Felice - Humans, 0 level NPC

Marching order is:

Jaime and Jim on horses, leading.
Wagon 1 with Felice driving and Melvin and Gurwinder riding.
Wagon 2 with Felix, Matilda and Rona.
Megen trailing Wagon 2.

More next week.

2 comments:

  1. Thanks! For some reason, I wanted to do a D&D campaign based on the Romans. I wonder who told me all about them. :)

    The whole scenario is zig-zagged. Swashbucklers should be from the age of exploration, but in this scenario they are how legionaries might have thought of sailors, not how they really were. They can do crazy stunts like Errol Flynn, but when engaging in mass combat, they are far less effective than an a real fighting man.

    I have the Elves and other races approximating the various threats to the Roman Republic on the peninsula. As a consequence, when the Republic collapsed into Empire, the humans in this campaign are trapped on the peninsula. They don't have the expansion bug the real Romans had because they effectively have a magical Hannibal (the elves and dwarves) running around their backyard. They are totally unable to defeat them. The best they can do is reach a detante or cold war situation.

    As a resolution, I am picturing the players kicking off a slow motion war which would mirror what happened in the Social War.

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