Amara of Whitebridge 8 – A sacred tree

[An Ironsworn adventure in the Ironlands. I have played these fights with the Song of Blades and Heroes ruleset by Ganesha Games. Larger battles are played with the Ancient One Hour Wargames rules by Neil Thomas]

Main character: Amara
Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:3 Spirit:4 Supply:1 Momentum:5

Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)

ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.

BONDS:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior
Lago – an attractive and friendly warrior from Redhall

Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer
Lona – Lago’s sister, another Redhall prominent warrior
Maya – Redhall overseer
Varena and Purena – twin sorceresses

VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0.5
Vow: – Dangerous. Let Lestara be overseer for the next seven years. Progress:4

Previous events: Amara, Quinn and the crossbowman Delos attack a group of Broken that are raiding the Whitebridge area. Amara is defeated. The overseer Lestara harshly critiques Amara’s initiative, which ended in favouring Lestara’s rival Zura. The heroes leave Whitebridge and reach Stoneford, where they meet the healer’s son Kaivan. The Stoneford river-idol is stolen by the Makari, a mysterious invading army, as a diversion to help in the occupation of Stoneford. Kaivan leaves the party, angry for having been deceived. The others join a successful counter attack against the Makari: the leader is the friendly Lago of Redhall – it’s love at first sight with Amara. The heroes free Lestara, who had been imprisoned by the Makari. Lago and Quinn fall in the fight. Amara forges a bond with the Redhall overseer Maya, mother of Lago and Lona. Amara accepts to travel south in search of the twin sorceresses Varena and Purena: they are authorities among the Broken and their help is necessary to re-conquer Whitebridge.

Amara, Delos and their Redhall allies Temir and Flint are hunting, when they spot a hump surmounted by a sacred tree, encircled by the traditional ring of iron stones: when they approach the hump, they meet a party of Makari reinforced by a troll. There are rumours that the Makari have cut down several sacred trees and the party moves forward to occupy the hump and defend it.
ANIM

The enemies are faster, with the troll being the first to climb the hump. Amara finds herself at a disadvantage, having to attack from lower ground.

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She strikes a great blow with her sword and the troll falls! The Makari swordsmen are getting closer.

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Delos has moved to his left, and shoots down one of the Makari upon the hump. Temis tries charging the Makari archer, but an arrow forces him to hit the ground. Flint joins Amara and kills one of the enemies, while Amara finishes the fallen troll [who missed a number of activations in a row and was unable to stand up]. Having lost half of their forces, the surviving Makari retreat!

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Amara gets +2 Momentum for this victory (Momentum=7).

Inspired by the sacred place, Amara Swears an Iron Vow to re-conquer Whitebridge, freeing or revenging Lago and Quinn.
Is this vow Dangerous of Formidable? [50/50]: DANGEROUS

Challenge:4,4 Action:5+3(Heart)=8 STRONG HIT and MATCHES
+2 Momentum (now: 9)

[Let’s interpret the Matches, something unexpected but favourable]
Oracle Action/Theme: SCHEME PATH
Amara suddenly feels that she now knows exactly the path leading to the twin sorceresses: I will mark 2 progress on the journey (now progress=3). The two sisters really are the key to re-conquer Whitebridge.

But the party still need to resupply
Challenge:4,1 Action:5+1(Wits)=6 STRONG HIT
A deer approaches the party as they leave the sacred tree, as if offering itself. +2 Supply, now at 3.

Current situation:
Health:3 Spirit:4 Supply:3 Momentum:9
Extreme Background Vow: (alliance with Stoneford) Progress:0.5
Dangerous Vow (reconquer Whitebridge) Progress:0
Dangerous Vow (have Lestara oversee for the next years) Progress:4
Formidable Journey to find Varena and Purena: Progress 3

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Amara of Whitebridge 7 – Redhall

[An Ironsworn adventure in the Ironlands. I have played these fights with the Song of Blades and Heroes ruleset by Ganesha Games. Larger battles are played with the Ancient One Hour Wargames rules by Neil Thomas]

Main character: Amara
Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:3 Spirit:2 Supply:1 Momentum:7

Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)

ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.

BONDS:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior
Lago – an attractive and friendly warrior from Redhall

Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer
Lona – Lago’s sister, another Redhall prominent warrior

VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0.5
Vow: – Dangerous. Let Lestara be overseer for the next seven years. Progress:2

Previous events: Amara, Quinn and the crossbowman Delos attack a group of broken that are raiding the area. The heroes are defeated. The overseer Lestara harshly critiques Amara’s initiative, which ended in favouring Lestara’s rival Zura. Amara, Quinn and Delos leave Whitebridge heading for Stoneford. The Stoneford river-idol is stolen and the heroes join the villagers in the hunt for the thieves, but the idol was stolen by the Makari, a mysterious invading army, as a diversion to help in the occupation of Stoneford. The party joins a successful counter attack against the Makari: the leader is the friendly Lago of Redhall – it’s love at first sight with Amara. Amara, Quinn, Delos and Lago travel towards Whitebridge where the Makari, with the help of Zura, have imprisoned Lestara. They free Lestara, but Lago and Quinn fall in the fierce fight with the Makari. Lestara has more bad news: the trolls are going to join the Makari in their invasion of Northern Haven.

Map2

Amara, Lestara and Delos leave from Whitebridge heading for Redhall, a troublesome journey.

Undertake a Journey: Challenge:1,4 Action:2+1(Wits)=3 weak hit
They are at 0 supply: unprepared

They proceed: Challenge:4,2 Action:2+1=3 Weak Hit. -1 momentum (now 6)

Challenge:7,3 Action:1+1=2 MISS. Pay the price: the journey takes extra time. -1 momentum (5)

Challenge: 3,1 Action:1+1=2 Weak Hit

Reach your destination – Challenge:3,9 Progress:9 Weak Hit

They reach Redhall, but there is some trouble going on.
[Oracle 7 – Settlement Trouble] Rival settlement
Lona, Lago’s sister that Amara hoped to befriend, will be away for a while. She has been sent to the rival settlement of Longlake to negotiate a truce and possible an alliance to face together the Makari.

Can the heroes “sojourn” in Redhall? [likely] YES

Sojourn: Challenge:1,10 Action:2+3(Heart)=5 Weak Hit
The “unprepared” condition is cleared and they take +2 supply (now 2)

Amara, with the help of Lestara, tries to forge a bond with Maya, Redhall overseer and mother of Lago and Lona.
Forge a bond – Challenge:3,2 Action:1+3(Heart)=4 Strong Hit
(+2 Spirit, now at 4)

Maya asks Amara to travel South, to the forest were the twin sisters Varena and Purena live. They are said to be great sorcerers and an authority among the Broken. The task is again to build a temporary alliance: with the help of the Broken, it could be possible to free Whitebridge from the Makari, hopefully rescuing Lago and Quinn, if they are still alive. Amara will travel with her loyal companion Delos and two Redhall warriors, while Lestara will remain in Redhall. The new bond with the Redhall overseer brings 2 progress in the Vow of having Lestara being overseer of Whitebridge for the next seven years.

Finding Varena and Purena will be a Formidable Journey.
Undertake a journey: Challenge:4,1 Action:1+1(Wits)=2 Weak Hit
(-1 supply, now at 1) Progress:1

The party decides to resupply.
Challenge:6,10 Action:2+1(Wits)=3 MISS – In the next session, there will be fight.

Current situation:
Health:3 Spirit:4 Supply:1 Momentum:5
Background Vow, Extreme: (alliance with Stoneford) Progress:0.5
Vow, Dangerous: (have Lestara oversee for the next years) Progress:4

 

Sellswords & Spellslingers – Tower of the Necromancer

Sellswords and Spellslingers is a solo / cooperative fantasy skirmish rule-set written by Andrea Sfiligoi and published by Ganesha Games.

In some respects, the game is more similar to RPG combat than to other skirmish games. You only roll dice (d20) for the PCs. Each monster has a Danger Level which the characters have to exceed to inflict damage, else they are wounded instead (10 is the average level). Damage is not rolled: it depends on the weapons used by the PC or on the specific monster (1 and 2 are typical values). Monsters attacking with ranged weapons work similarly: characters try dodging by rolling the monster’s Danger Level or more on a d20. Both monsters and characters have a number of Hit Points (a basic PC has 3 HPs).

The game is played in rounds in which all the PCs try to activate. Activation works by rolling 1 to 3 d20 dice: for each roll lower than 8, an event card is played (which usually means one or more monsters activate); for each roll of 8 or more, the PC can perform an action. I like this simple mechanism (derived from Sfiligoi’s classic Song of Blades and Heroes) for several reasons:

  • it requires you to make an interesting choice for each PC: are you going to roll 1, 2 or 3 dice?
  • each character is under the spotlight in turn: even if a PC fails all his activations, he will likely have to face attacks, something interesting happens to him in all cases;
  • each card is interpreted in relation with the current PC, for instance, if a monster activates it is the one closest to the current PC; this makes it possible to have simple and generic “events” described on the cards, which are easy to interpret in the context of the current PC.

Another feature I found innovative (but I guess something similar appears in other games, possibly Osprey Lion / Dragon Rampant) is the concept of enemy “minions” and “hordes”: all scenarios involve lesser monsters with a single HP. They move and attack in groups, which can form and split as indicated by Event Cards. Damage to a Horde is tracked by simply removing a figure. Hordes with more “minions” have their Danger Level increased. Having several lesser enemies around has the narrative advantage of making the PCs look more heroic and the mechanical advantage of reducing the need to keep track of monster’s HPs.

Here is my AAR of my first game. I chose to play an “expert” scenario, so I used characters totalling 116 XP instead of the “basic” 60 XP.

The heroes:

Archibald the archer (28 XP) – Bow: dmg 1
Archery:+3, VeryFast(moves 6″ instead of 4″)

Dougal with the double-handed sword (49 XP) – dmg 2
Strength:+3, Fight(with DH sword)+3, Hero(activates on a roll of 7)+1, ExtraHP:+1(4 HP total)

Shelley with shield and sword (39 XP) – dmg 1
Fight(with sword)+3, Shield:+3, ExtraHP:+1(4 HP total)

The scenario is about the assaulting the tower of a Necromancer. The tower should have been guarded by skeletons, but I used my Ironsworn paper miniatures of blue soldiers with conical hats instead. I played the guards as DL:7,HP:1, Dmg:1
As required by the scenario, I randomly deployed a horde of 3 guards (behind the trees on the left) and three single guards (given the available figures, I decided to treat these as archers).

1a
Our heroes enter from the right: Archibald, Dougal and Shelley

Round 1
Archibald Failed:1 Success:1
Event card: “It could be worse” starts raining, all ranged attacks at -2 (bad news for Archie, but also the guards will be impaired)

Dougal Failed:2 Success:1
Ambush: a new guard attacks Archie, who kills him
An archer guard shoots at Archibald and wounds him

Shelley Success:2 – moves forward

1b
A first guard is out of combat

Round 2
Archibald Success:1
Dougal Success:3
Shelley Success:2
The heroes use these lucky rolls to move undisturbed towards the tower

Round 3
Archibald Success:2 – shoots and kills the minion at the background, behind the tower

Dougal Failed:2
Event cards. “Big one” – the minion at the centre foreground has 2HP instead of 1
“Reinforcements” – two new guards arrive from the left/foreground

Shelley Failed:2
“Wandering monsters” – a green ghoul enters from the right/foreground
“Horde activates” – the three guards on the left move towards the heroes

3a
New enemies arrive

Round 4
Archibald Success:2 – he wounds with an arrow the “big” guard near the Ghoul

Dougal Failed:1 Success:2 – Doug reaches the door of the tower and opens it (a DL 12 roll). Two new guards spring out of the door and the Necromancer himself appears at the top of the tower! Her first magical energy blast wound Dougal.

Shelley Success:2 – Shelley charges and kills one of the two door guardians

4a
The door is open: more guards to fight!

Round 5
Archibald Success:2 Two lucky strikes for Archie. He kills the “big” guard near the Ghoul he had previously wounded and one of the minions in the horde.

Dougal Failed:1 Success:2 The second and last door guardian is killed.

Shelley Failed:1 Success:2
Event Card: “Monster frenzy” – all enemies activate! The only to receive damage is Archie, hit by an arrow. He has a single HP left.
Shelley moves left toward the horde.

Round 6
Archibald Failed:1 Success:2
Event Card: “I stepped on a scorpion”. Terrible luck for Archibald! He looses his last HP and is out of combat.

Dougal Failed:2
Events: Ambush and Monster Activates. Shelley is ambushed by yet a new guard, but he readily gets read of the nuisance.

Shelley Success:2 – He charges the horde and kills one of minions: only one is left.

6a
Archibald steps on a scorpion

Round 7

Dougal Failed:1 Success:2
Event: the Necromancer “is loaded” – she has even more treasure than expected. Dougal opens the trapdoor to the top of the tower.

Shelley Success:1 – moves towards Archibald

Round 8

Dougal Failed:1 Success:2
Event: a dart trap! Dougal takes 1 HP of damage (he has 3 more left). The hero charges the Necromancer and inflicts 2 HP of damage.

Shelley reaches Archibald and finds out he is comatose: he will survive, if taken out of the battlefield.

8a
The final duel at the top of the tower

Round 9
Dougal Success:2
The Hero attacks the Necromancer and puts her out of combat.

xa
The necromancer is defeated, but will the heroes manage to leave the battlefield?

It would have been interesting to go on playing: I am sure that leaving the battlefield wouldn’t have been too easy for Dougal and Shelley, but, being my first go at the rules, the scenario took about 90 minutes and my available time was over.

I enjoyed both the rules and the scenario. I am looking forward to use this system, possibly replacing SoBH in my current Ironsworn campaign. After this first game, I see two main challenges in designing my own encounters:

  • since the system is asymmetric, with PCs and “monsters” having different stats, understanding what makes a balanced encounter is not trivial;
  • the cards are effective in guiding the enemies when they fight, but if I want the opposition to have other objectives than eliminating the heroes, I will have to interpret the instructions differently; possibly, a more accurate study of the numerous scenarios that come with the rules will provide some inspiration.

Ironsworn: Amara of Whitebridge 6 – Rescuing Lestara

[An Ironsworn adventure in the Ironlands. I have played these fights with the Song of Blades and Heroes ruleset by Ganesha Games. Larger battles are played with the Ancient One Hour Wargames rules by Neil Thomas]

Main character: Amara
Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:3 Spirit:5 Supply:1 Momentum:7

Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)

ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.

BONDS:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior
Lago – an attractive and friendly warrior from Redhall

Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer
Lona – Lago’s sister, another Redhall prominent warrior

VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0.5
Vow: – Dangerous. Let Lestara be overseer for the next seven years. Progress:0

Previous events: Amara, Quinn and the crossbowman Delos attack a group of broken that are raiding the area. The heroes are defeated. Lestara harshly critiques Amara’s initiative, which ended in favouring Zura. Amara, Quinn and Delos leave Whitebridge heading for Stoneford. The day after their arrival, the Stoneford river-idol is stolen and the heroes join Kaivan, a young man from Stoneford, in the hunt for the thieves. They defeat a group of mysterious strangers who call themselves “Makari”: the heroes find out that the theft was but a diversion. Stoneford has been conquered by the Makari and Kaivan leaves the party. Amara and the others join a successful counter attack North of Stoneford: the leader is the friendly Lago of Redhall – it’s love at first sight with Amara. Amara, Quinn, Delos and Lago travel towards Whitebridge where the Makari, with the help of Zura, have imprisoned Lestara.

At night, Amara, Lago, Quinn and Delos reach the outskirts of Whitebridge. From behind the trees, they spot the night patrol: four Makari.

a1.jpgOUT
On the right: Delos, Quinn, Amara and Lago

They ambush them springing forward in the dark. Amara and Lago go first: one of the Makari is put out of the fight, two more are pressed by the heroes. Quinn and Delos join the fight to eliminate the last resistance.
a3.jpgOUT

They move to the centre of the village, searching buildings one by one, looking for Lestara.
The first two buildings are empty: Lestara is in the building at the bottom of the square, guarded by four more Makari!
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Amara scores a gruesome kill (a Song of Blades and Heroes feature) with her first attack and the other Makari fail their morale roll and run away, screaming the alarm. Lestara is free! She grabs a knife from the dead Makari guard.

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Lestara exits her prison!

So far, so good. But one of the running guards finds the courage to come back to the fight and he is joined by two more Makari: a second spear-man and one armed with a crossbow.
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The two Makari spear-men prove to be tough fighters: Quinn is taken down, then it’s Lago’s turn. Amara forces her opponent to recoil and faces a hard choice: she decides to leave Quinn and her beloved Lago behind, taking Lestara to safety.

c2.jpgOUT
Lago and Quinn are out of combat

Having lost Lago and Quinn, I feel Amara must suffer -3 spirit.
Test your spirit: Challenge:9,1 Action:3+3(Heart)=6 Weak hit – press on

I mark 2 progress on Amara’s goal to have Lestara rule on the Whitebridge community.

Do they head towards Redhall? [Likely] YES
I decide to throw a “twist” in: something Lestara might have discovered during her imprisonment.
[ORACLE 16: TWISTS: 72 “a new danger appears”]
Lestara has overheard that the Makari have a pact with the Trolls, she has also seen a huge brute in Whitebridge. Hordes of Trolls will soon join the Makari in their attack to Havens.

Health:3 Spirit:2 Supply:1 Momentum:7

Ironsworn: Amara of Whitebridge 5

Main character: Amara
Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:3 Spirit:5 Supply:3 Momentum:5
Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)
ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.
Bonds:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior
Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer
Lago – an attractive and friendly warrior from Redhall
VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0.5 [I grant Amara a little progress with her Background Vow for the victorious battle fought side by side with Stoneford men]
Vow: – Dangerous. Let Lestara be overseer for the next seven years. Progress:0

Previous events: Amara, Quinn and the crossbowman Delos attack a group of broken that are raiding the area. The heroes are defeated. Lestara harshly critiques Amara’s initiative, which ended in favouring Zura. Amara, Quinn and Delos leave Whitebridge heading for Stoneford. The day after their arrival, the Stoneford river-idol is stolen and the heroes join Kaivan, a young man from Stoneford, in the hunt for the thieves. They defeat a group of mysterious strangers who call themselves “Makari”: the heroes find out that the theft was but a diversion. Stoneford has been conquered by the Makari and Kaivan leaves the party. Amara and the others join a successful counter attack North of Stoneford: the leader is the friendly Lago of Redhall.

Amara asks around for news of Whitebridge. [Oracle: serve burden] Under thread of an attack by the Makari, Zura has surrendered the village and pledge to serve as their ally. Lestara, the legitimate overseer, has been imprisoned.
Amara, Quinn and Delos decide to reach Whitebridge, intending to sneak in the village and free Lestara.

Does Lago join them? [unlikely] YES
Lago leaves his sister Lona in command of the small Stoneford-Redhall force. He thinks that Amara’s plan is a good opportunity to understand more of what the Makari intentions are.

Undertake the troublesome journey from Stoneford to Whitebridge.
Challenge: 9,5 Action:6+1(Wits)=7 Weak Hit, -1 supply (now at 2)
Challenge: 9,1 Action:2+1(Wits)=3 Weak Hit, -1 supply (now at 1)

The party decides to go hunting in the woods East of Whitebridge.
Resupply – Challenge:6,8 Action:3+1(Wits)=4 MISS

They stumble on a hostile hunting party.

Are they Makari or broken? [50/50] MAKARI

Enter the Fray – Challenge:7,1 Action:3+1(Wits)=4 Weak Hit
The heroes detect the enemies before the Makari are aware of them.

The encounter takes place near a ruined building. Initially, both sides exchange missiles, but all miss.

b1.jpgOUT
On the right: Quinn with double axe, Delos with crossbow, Amara and Lago with shields

Amara is the first to charge, and kills one of the Makari. Quinn charges with his double axe and puts one of the archers out of combat. Lago kills two Makari warriors and Amara easily overcomes the last archer.

c1.jpgOUT

They take +2 Momentum, but the supply situation has not improved.

Current situation:
Health:3 Spirit:5 Supply:1 Momentum:7

Ironsworn: Amara of Whitebridge 4 – Lago of Redhall

[An Ironsworn adventure in the Ironlands. I play skirmishes with paper minis and the Two Hour Wargames Swordplay 2015 ruleset. Larger battles are played with the Ancient One Hour Wargames rules by Neil Thomas]

Main character: Amara

Edge:+1 Heart:+3 Iron:+2 Shadow:+2 Wits:+1
Health:5 Spirit:5 Supply:3 Momentum:4
Place Whitebrige – a riverside village
NW Haven (near the center of the Ironlands)

ASSETS:
Martial Focus – BRAWLER Secure an Advantage by engaging in close-quarters brawling.
Ritual – AUGUR Summon a murder of crows and ask a single question.
Path – HERBALIST Heal people using herbal remedies.

Bonds:
Deshi (Amara’s father) [oracle: stingy and manipulative forager]
Lestara (Whitebridge overseer) [oracle: generous and powerful healer]
Quinn (Amara’s cousin) strong and dumb warrior

Other NPCs:
Zura – a warrior from Whitebridge who wants to replace Lestara as overseer
Kaivan – the son of the Stoneford healer

VOWS
Background Vow: – Extreme. When Amara’s father Deshi was overseer, he started a feud with the nearby Stoneford community (another village on the same river, twenty miles NE of Whitebridge). Amara intends to mend the conflict started by her father. Progress: 0
Vow: let Lestara be overseer for the next seven years. – Dangerous. Progress:0

Previous events: Amara, Quinn and the crossbowman Delos attack a group of broken that are raiding the area. The heroes are defeated. Lestara harshly critiques Amara’s initiative, which ended in favouring Zura. Amara leaves Whitebridge heading for Stoneford. Quinn and Delos come with her. The day after their arrival, the Stoneford river-idol is stolen and the heroes join Kaivan, a young man from Stoneford, in the hunt for the thieves. They reach and defeat a group of mysterious warriors who call themselves “Makari”: the heroes find out that the theft was but a diversive. Stoneford has been conquered by the Makari and Kaivan leaves the party in anger with Amara.

Amara has gained + 2 momentum for winning the previous skirmish against the Makari.

Amara tries to Forge a Bond with Kaivan: Challenge:9,7 Action:3+3(Heart)=6 MISS
Kaivan blames Amara for having persuaded him to pursue the thieves, deserting his community. Even if the night is falling, he immediately leaves to return to Stoneford.

Amara summons the crows and ask them what happened in Stoneford.
Augur Challenge:0,9 Action:2+1(Wits)=3 MISS
The birds are silent and do not answer Amara’s question.

Early next morning they make way towards Stoneford.
Do they meet more Makari along the way? [likely] NO

But when they reach the village, they see that it has really been occupied and Makari sentinels are mounting guard.
Amara summons the crows again and asks news of Kaivan.
Augur Challenge:6,1 Action:1+1(Wits)=2 WEAK HIT
[Oracle: Uphold Protection] The crows tell Amara that the Stoneford garrison on a fortified hill a few miles up the river has repelled the Makari attack, but they are besieged and in need for help. They reach the site just in time to join a counter-attack against the Makari.

Is the counter-attack lead by Zura of Whitebridge? [50/50] NO

The Redhall community has come to the rescue, joining forces with those who survived the Makari attack to Stoneford. The counter-attack is lead by a young Redhall warrior, Lago, who leads the Stoneford-Redhall force unnoticed through the woods, at the back of the besieging Makari.

[This battle is based on the Ancient Rules in One Hour Wargames by Neil Thomas – scenario 22 “Ambush”]

Arr
Amara, Quinn and Delos join the Stoneford infantrymen on the left flank (orange pebble). Lago is at the center (purple pebble) and a contingent of Redhall cavalry on the right. The Soneford fortified hill is at the top left, garrisoned by infantry.
The Makari force includes three infantry contingents, two groups of skirmishers and archers.

The Stoneford infantry with Amara attacks the skirmishers at the centre and destroys them, but they are heavily damaged. Lago attacks the centre of the Makari force, but the Makari infantrymen do not yield easily. The cavalry charge on the right flank almost destroys the Makari skirmishers.

b2.jpgG

After the initial surprise, the battle becomes harder for the Stoneford / Redhall force. The garrison tries a sortie and joins the fight, first against the infantry on the left of the board, than reaching the the Makari archers who had retreated out of the melee.

d.jpgG
The Makari are finally completely destroyed. Amara’s unit is the one which was most severely damaged. She must Pay the Price.
Was Amara injured, or one of her allies? [50/50] AMARA -2 Health

She tries to Heal herself with her herbs.
Herbalist Challenge:6,8 Action:4+1(Withss)+1(Herbalist)=6 MISS
She receive an additional -1 Health

Those who survived the battle Make Camp on the fortified hill.
Challenge:6,8 Action:3+3(Supply)=6
Amara recovers +1 Health

The Redhall leader Lago turns out to be [Oracle 10 NPC Decriptor] Friendly and Attractive.
After the battle he meets the wounded, included Amara.
Forge a Bond:
Challenge:5,5 Action:3+3(Heart)=6 STRONG HIT and MATCHES
+2 Momentum
Given Lago’s attractiveness, the Match seems obvious: love at first sight!

Amara’s current situation:
Health:3 Spirit:5 Supply:3 Momentum:6