Turn 17 - Days 92 to 94 - The Camp of the Ruin Within

 

 

The journey from Mankhandun to the enemy camp was largely uneventful.  The company met a few pilgrims heading in the opposite direction, but they were wrapped up in their awe and were little communicative.

Finding the camp was easy.  Even Partho, normally blind to the common things of the world, could have followed the tracks of the enemy, who cut a broad swathe through the countryside, and left camp fires barely stamped out, let alone scattered.  It was obvious that Godric and his companions had cut off the right heads, and that the Tidjits were exploiting their advantage.

"I do hope it is not their Priestess whipping them up into a frenzy", Godric muttered.  Parthoghimeos said nothing, which was an eloquent silence.

The enemy camp hove into view.  "Well", said Godric, "we know what we have come here for.  Let us get to it".

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Scenario Parameters :

 

This is a Raid, leading to a Camp Raid against The Ruin Within.

The enemy are little more than a confused rabble, that their leaders are still struggling to whip back into order.  When they are not spoiling their own camp, they are squabbling over ill-gotten gains, little gold and mostly shoddy-looking captives.  These enemy are Slave Raiders (p.154).  There are only Hu-Mans to be seen, so it is entirely possible that some of the captives were their desperate Elain allies of yesterday.  There are 7 enemies, of whom 2 have slings.

The leadership of the Ruin Within may be having a hard time, but it has been bolstered.  Hence there is a Sergeant to contend with, and another Sergeant besides that.

The entire band is under the command of a Lieutenant.


There is no special Story Point in this scenario, so no means to immediately gain 1 Story Point.

Terrain is set up as per the generic rules (p.128-129), and for set-up see p.134.

After setting up, the heroes can attempt to Sneak Up (p.138).  On the first round, one initiative die is automatically set to '1'.

If the central feature of the battle zone is contacted between turns 1 and 4, an immediate Loot roll can be made, since this is the first attack on this camp, and the results equipped immediately. 

Under Siege (p.219) is in effect, so should a Unique Foe appear during the battle, and is not slain, a roll must be made on the Enemy Plans Table (p.207).

Holding the Field and saving the prisoners from a dreadful fate at the hands of these slavers, will win a few Friends (p. 154).  It will also allow the company to Achieve the Objective and thus gain Vital Information (p.66) and d6 Gold Marks.

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After this battle, the company will Travel back to Tidjit...unless of course other Threats are on the move, as that is now way overdue...Although it is too late to complete the contract, they will hand over the sacred texts to the Priestess, and discover what has been going on in the village in their absence.  

Update the text heading "Turn 16" to reflect the knowledge gained at Mankhandun, and events at Tidjit, and integrate it back in, to keep track of the storyline.

They can of course pick up Ruairidh and Radovan at Tidjit.  The aim is to then study in depth the information gained from the dead enemy captain, and by analysing troop movements, reveal the location of the enemy Hideout.  By then destroying it, the company will put an end to the Ruin Within.

It would then be wise to undertake Sisyn's Quest, although travelling to other Unknown Locations on the map is an additional option.


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