Play report
Week eleven
So last week I was trying to work out if the scenario was going to end this week. I was ready to rush a couple of things to try and stage a desperate climax.
It was not to be. But only for good reasons.
The PCs were due to go back with the broken army to the town of Avorgna and the final battle would be staged on the plain in front of the town. However, the players decided they would be slaughtered and decided to take matters into their own hands.
This is where they deviated from the adventure storyline - they decided to bluff their way in to the enemy stronghold and capture the relic air/raft that the opposition used for artillery spotting.
They dressed in the uniform of the cavalry that had been broken on the trenches, and took the guise of the wounded returning to base. It was not too much of a stretch given the wounds they had already recieved. A series of miraculously good rolls on persuasion meant that they managed to bluff their way past pickets, through the first aid and mess tents and into the area where both artillery and air/raft were stored. They bluffed their way into fixing the air/raft (again miraculously) and managed to drug the pilot and drive away, using explosives to cause major damage to the artillery and ammo - there was a great image of them flying over the enemy camp as ammo explosions lit the night sky.
They have now returned to Avorgna to shore up the defences and plan to drop propaganda on the enemy forces next time. All the time their own army is retreating and shedding people. The final confrontation awaits.
Notes
- it will be a few weeks before we can pick this up again due to various breaks from each of us
- I am glad that the players took action into their own hands - the last few weeks have seemed a bit railroady
- I will have to ensure that players can see their actions make a difference to the outcome. At the moment it does not quite feel like that, though this week was a step in he right direction.
- the character who uses grenades is almost out of them. Opportunities for destruction become much more limited without them!
- the fact they have the Air/raft allows them much more freedom. Will they just try to hide, make a raid on a different area, or use it in a clever ay to turn the tide of the fight
Week eleven
So last week I was trying to work out if the scenario was going to end this week. I was ready to rush a couple of things to try and stage a desperate climax.
It was not to be. But only for good reasons.
The PCs were due to go back with the broken army to the town of Avorgna and the final battle would be staged on the plain in front of the town. However, the players decided they would be slaughtered and decided to take matters into their own hands.
This is where they deviated from the adventure storyline - they decided to bluff their way in to the enemy stronghold and capture the relic air/raft that the opposition used for artillery spotting.
They dressed in the uniform of the cavalry that had been broken on the trenches, and took the guise of the wounded returning to base. It was not too much of a stretch given the wounds they had already recieved. A series of miraculously good rolls on persuasion meant that they managed to bluff their way past pickets, through the first aid and mess tents and into the area where both artillery and air/raft were stored. They bluffed their way into fixing the air/raft (again miraculously) and managed to drug the pilot and drive away, using explosives to cause major damage to the artillery and ammo - there was a great image of them flying over the enemy camp as ammo explosions lit the night sky.
They have now returned to Avorgna to shore up the defences and plan to drop propaganda on the enemy forces next time. All the time their own army is retreating and shedding people. The final confrontation awaits.
Notes
- it will be a few weeks before we can pick this up again due to various breaks from each of us
- I am glad that the players took action into their own hands - the last few weeks have seemed a bit railroady
- I will have to ensure that players can see their actions make a difference to the outcome. At the moment it does not quite feel like that, though this week was a step in he right direction.
- the character who uses grenades is almost out of them. Opportunities for destruction become much more limited without them!
- the fact they have the Air/raft allows them much more freedom. Will they just try to hide, make a raid on a different area, or use it in a clever ay to turn the tide of the fight