The party flees some Cryx, gets some much-needed plot exposition, runs away some more, then finally gets a stop in a civilized City. One running fight with a lot of models on the table, but not too much direct combat. Lots of skill rolls, lots of talking and plot stuff, and plenty of Chickens in town. All in all, a solid session that pushed the story forward and gives the party their first round of upgrades.
This evening’s big fight was the fight at the docks. The map was a long pier, four feet long and twelve inches wide, with open terrain and deep water on either side. At one end was the Town and the other was moored the Boat. The party started on the Town side and the new Characters were on the boat. It would take four turns of Full Actions to get the boat ready to sail. The party got one turn before the Cryxians started showing up. The Raiders were fast enough to begin harrassment, but the Thralls could never quite join the party. The party did the wise thing and ran for their lives. It was never intended for them to hold their ground.
The Plot Exposition was important, since it finally gives some more context for the Players, plus gives them direction on What To Do Next. Here’s the gist of it: The Iron Cask is a symbol that is referenced in several of the Character’s Prologues, such as referenced in the Harbinger’s Prophecy for the Menite Group, and a source fo the dark, twining forms in the Old Witch’s vision for the Khadoran group. The Cryx had possession of it after the transfer witnessed by the party during their enslavement. It has something to do with their temporary dealings with the white lizard beasts of the Legion of Everblight. The Cask was taken from the Cryxian fleet by a single figure, the First Mate Fallingblood. Fallingblood is believed to have taken the cask is and fleeing north toward the Dragon’s Throat, whatever that may be. The Cryx appear to have contacts in the city of Five Fingers and imply that this would be close enough to intercept Fallingblood. The party has contacts of their own in the same city, so that seems to be the next logical step in our trek acros Immoren.
The city of Ceryl was the first big city for the Players. so everyone took the opportunity to stock up and supply. Materials were obtains so that the Mechaniks can begin making the party better gear, and the alchemist can start prepping potions, salves and exploding crossbow bolts. The Stormblade obtained some more convincing armor. Characters made contact with their various organizations, and some have been given nudges in various plot directions.
The Players are also starting to optimize their Characters. The Ogrun, for example, are finally beginning to become the Meat Grinders they wanted. Between Swashbuckle, Cleave, and the extra Skilled Attack, a single Ogrun is taking down a whole bunch of light infantry on its own. Two standing side-by-side are brutal. Now add the +4 ARM for Defensive Line and the Aura of Protection, and they are tough to bring down as well. We won’t even speak about Sparky’s Charge range…
So now the party is heading across country towards Five Fingers. In the Privateer Press “fluff,” or fiction about the Iron Kingdoms, this duchy of Cygnar is rather isolationist. The Duke lets the roads and communications lines fall into disrepair, and the place becomes a bit less civilized than the main country of Cygnar. Likewise, the region they will travel to in the north is a forest called the Gnarls, with all that this kind of name implies. Naturally, with the unstable conditions in that part of Cygnar like these, there will be an Encounter or two along the way!
As for the Ball, it was last seen fleeing north by boat, headed for the rumored Dragon’s Throat, hopefully near Five Fingers.
Cast of Non-Player Characters
Captain Viscera– Cryxian Warcaster (Character, not directly fought)
2x Siren – Cryxian Warcaster (minor, as previous)
2x Bonejacks each (as previous)
Banelord – Cryxian Warcaster (minor)
3x Helljacks (as undamaged Reapers: Harpoons damage boat, no drag)
10x Statyxis Raiders (as previous)
10x Mechanithralls (as previous)
6x Bane Thralls (as previous)
Map
Players run through town and toward the last ship available. In this case, new players were introduced as being already on the boat. Their task was to get the boat underway. The remaining players just needed to get to the boat in time!
Your group may just need to get to the boat, then some PCs hold off the attackers while the others get the boat moving.