Chasing the Sunset: Library Invasion – Eastern Front

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

The fellowship: Edna Crusher-Harcourt the Ogre/Knight, Vestri the Dwarf, Yuri the Outlander/Apex

Last time, the Fellowship prepared to defend the Hidden Library from O’Later’s forces. They assume the army will travel up the Mighty River on ships, and they want to intercept the army as it’s landing so it doesn’t reach the Hidden Library itself. They spend a lot of time trying to acquire holy symbols to fight the vampire lord specifically.

GM note: Each Move advances a clock. When each clock is filled, something else arrives. Most things are enemies, but the Mighty River is a major thoroughfare, so anything could show up. The characters from the Western Front offer assistance. This Fellowship can call in a certain movie from each of them at any time, but only once.

Mighty River Bad Weather: visibility is limited to 100 yards

Mighty River Wild Animal: the wildlife is aggressive.

Yuri Top Of The Food Chain: Wildlife won’t bother him

They scout the Mighty River and find a break in the treeline just upriver from where the tributary from Bogden joins the Mighty River. Yuri suggests forcing the army to disembark there, on top of traps that the Fellowship will set for them.

A bright glow rises from the western horizon and goes across the sky to the east.

Yuri Look Closely 10+ ask 3 questions

  • Tell me about the light. How coudl it hurt or help me?
    • It’s flying miles in the air, came from over the horizon and glows so brightly it’s vsible through the mist. This thing has a lot of energy, so it’s going to really hurt whatever it lands on. But it is going to the east, where the invasion is coming from.
  • What is goin on? What do my senses tell me?
    • The sun has set. It’s getting darker. The moon is new, so it’s setting at the same time. The volcano containing the Hidden Library is visible on the horizon. Some activity indicates that other heroes are preparing for their part of the defense. In most places grass goes right up to the edge of the river, but in some areas the riverbank is gravel.
  • Is there something hidden or out of place?
    • Not yet!

Vestri looks at the trees growing nearby. Are they suitable for making traps, or giant javelins for himself or Edna to throw? Hundrin the Dwarven Tunneler could grind the ends of logs like half a pencil sharpener.

GM note: Edna has the “Toss Aside” move, but didn’t take the gear option of “a boulder to throw” so she only knows how to throw people, not objects.

Yuri wants to be sure that they don’t affect any travelers, only the invasion force. Vestri can ask the earth to move, but not big enough to form a dam, and not quick enough to smash into a passing boat.

Vestri: Let’s take these trees down and wait for Edna to show up to decide how to use them.

Yuri: I don’t know what you mean by “let’s” I cannot. I can supervise.

After a while, Infinite Windows opens. Edna steps through from the deck of an airship. She’s accompanied by Ssikila and Ol’ Jardiner.

Edna: OK, Good news and bad news. Good news: I killed a Dragon twice!

Vestri: Was it the same Dragon twice?

Edna: Yes. Bad news: It’s still alive.

Vestri indicates the felled trees and asks if they should leave the branches and foilage to trap boats, or trim the tree trunks into points to pierce hulls. Ol’ Jardiner says the branches have too much drag and the water will pull the trees out. A spike will much better. Yuri is worried about sinking innocent boats. Vestri suggests planting the stakes in the riverbed at the last moment, but the mist limits visibility.

Ssikila Slippery: She swims quickly downstream to watch for military boats. She’ll outrun them back to the Fellowship to warn them.

Yuri spends 1 Explosive Trap

Timer: a random ship arrives.

A ship looms out of the mist making a high pitched hissing noise.

Hibernia: a ship that resembles a galleon (those ships from Pirates of the Caribbean) but with a steam engine for propulsion when the wind isn’t favorable. The steam engine doesn’t turn a screw, it just blasts a steam jet out the stern, so other ships are following far behind it.

Edna: Ssikila didn’t come back. I don’t think this is one of them.

  • Yuri & Edna Look Closely (+hope) 10+
    • What do my senses tell me?
      • Under the high-pitched squeal of the engine, there are sounds of music and merrymaking. There are string light flashing different colors. It’s a hastily-assembled celebration of life. People cheer: “We made it!”
    • Is something hidden or out-of-place?
      • The ship is a Human design, but the boiler and pipes on the back are Goblin tech.
    • Tell me about the people cheering, “We made it!”
      • Yuri hails them and asks about the celebration. The crew says that they came into Port Fennrick from the sea. Only a skeleton crew was operating the docks. City Hall exploded and all the workers at the docks ran to deal with that, so the Hibernia left. They don’t know what caused it, and they didn’t stick around to see if it would happen again.

Vestri: Continue on and you’ll be safer the further you go.

A Goblin, her green skin almost black with soot, pops out of a porthole.

Tinker: We need to go faster? Even faster?

The steam jet picks up and the Hibernia sails away.

Vestri spends 1 Explosive Trap

Ssikila returns and reports a big boxy ship with a gun on the bow. Yuri is worried about hurting uninvolved parties, but Ssikila confirms that the ship flew Port Fennrick’s flag. Edna and Vestri walk into the river (they’re both dense enough to sink) and plant the huge spikes into the river bed.

Enda & Vestri Overcome (+hope) 10+

The outline of the ship is visible through the mist.

Yuri: Should we hide? If we stand here looking menacing they might not come.

The Fellowship moves into the trees and waits for the ship to hit the underwater spikes.

Timer: a random ship arrives.

  • Troop Transport #2. This ship holds 2 Groups or a Gang of troops. To damage it, you must either board it, or use Area, Burning, Dangerous, Giant, or magical attacks. Normal weapons have no effect on its hull.
    • Scramble: Damage this stat to immediately unload troops
    • Deck Gun: The Troop Transport defends itself with a Ranged Reload cannon on the bow.

Vestri Finish Them (+Sense, incapacitate) 10+ TAKEN OUT

Vestri Sink Troop Transport 7-9 the wreck is a hazard to navigation

The ship slams into the spikes and is stuck fast. Getting past the trap will be even more difficult. Some of the troops on board make it to shore.

  • 2x Mummies: A preserved corpse, sustained by an ancient curse.
    • Cursed Strength: Mummies are incredibly strong, and can toss aside anyone trying to Keep Them Busy. If your Blood is damaged, you must pay a price to attack a mummy in melee combat.
    • Tough As Nails: The first time a mummy would be damaged or destroyed, damage this stat instead.
  • 2x Dwarven Tunnelers: A massive drill mounted on wheels, with a riding compartment somewhere between those two more important features.
    • Armored Compartment: The tunneler’s pilot, and one passenger, cannot be harmed while they are operating the tank. This stat must be damaged twice.
    • Drill Tank: The tunneler is a Melee, Dangerous weapon when powered on. It can dig through earth and stone, leaving massive tunnels behind.

The Mummies lumber towards the Fellowship and one steps on Vestri’s Explosive Trap. The gunpowder charge throws small rocks in every direction.

Vestri Finish Them (+Blood, kill) 10+ TAKEN OUT

Explosive Trap Dangerous: cause collateral damage

Mummy #2 damages Tough As Nails

Dwarven Tunneler #1 damages Armored Compartment

Dwarven Tunneler #2 damages Armored Compartment

Edna: Wow, are there any more of those?

The remaining Mummy approaches Edna. She uses the Therapist style that she learned from Yuri and waits for the Mummy to attack.

Edna Overcome 10+

Edna I Know Something You Don’t gain an advantage over an enemy you Overcome

The Mummy lumbers at Edna and she steps out of the way. She grabs a trailing bandage and yanks, spinnign the Mummy like a top.

Edna Finish Them (+Blood, kill) 7-9

Mummy damages Tough As Nails

GM note: I mistakenly thought that “Tough As Nails” meant “This stat must be damaged twice” instead of the correct definition which is in the book and which I wrote in my notes: “The first time a mummy would be damaged or destroyed, damage this stat instead.”

Timer: a random ship arrives.

Raeph’s Raft: A large Platyperson raft (30 feet wide, 80 feet long) headed for Bogden. Powered by Platypeople in the water, paddling with their webbed feet.

The raft sees the wreck of the first ship and tries to stop. Yuri jumps into the river to warn the raft away.

Yuri Mighty Leap

Captain Raeph: We’re obviously not driving into this shipwreck.

Yuri: Excellent, I just want to make sure you’re OK. Go back, because you do not want to be here.

Vestri Clear The Path 7-9 leave yourself open to danger

Vestri trusts her teammates and notices that they get braver when he is in danger. The Mummy swings at Vestri and Edna intervenes

Edna Overcome 10+

Edna You Have My Shield: redirect harm instead of stopping it.

Dwarven Tunneler #1 damages Armored Compartment x2

Timer: surprise troops arrive.

  • Group of Flying Sentinels: They look like Flying Cameras, but they shoot lasers.
    • Eye Lasers: Flying Sentinels have the Ranged tag. Their lasers are easily reflected by polished surfaces. Anyone using a mirror against a Flying Sentinel can redirect its attacks somewhere else.
    • Keep Away: The Flying Sentinel will never willingly get close to their enemies, and will use its flight to try and stay out of range. This is because it is very frail: if the Flying Sentinel is damaged, they are destroyed.

O’Later has a lot of cool stuff that he’s confiscated over the years from people passing through Port Fennrick. A dozen airborne robots swarm towards Yuri, who is in the open, swimming in the river.  Yuri swims down, hoping the water will disrupt their fire.

Yuri Get Away 7-9 avoid harm

The lasers are either absorbed by the water, or, depending on the angle, bounce off the surface. People on the raft dive for cover.

Vestri jumps on the Mummy’s back.

Vestri Keep Them Busy 7-9

Mummy #2 Cursed Strength: Mummies are incredibly strong, and can toss aside anyone trying to Keep Them Busy.

The Mummy throws Vestri towards the Dwarven Tunnelers, turning its back on Edna.

Edna Finish Them (+Blood, kill) 10+ Taken Out

The pilot of the damaged Dwarven Tunneler panics when Vestri flies towards him.  Without the Armored Compartment, the Dwarven Tunneler is basically a chair in a roll cage. He spins up the drill and attacks. Yuri counters with a kick enhanced with Venomous Spurs!

Yuri Finish Them (+Sense, disable)

Yuri Fool Me Once 10+ TAKEN OUT

Dwarven Pilot: Ahh, it burns!

The pilot runs for the river. Vestri moves to take control of the unoccupied Dwarven Tunneler. The Flying Sentinels move in to shoot Vestri and Yuri as the second Dwarven Tunneler also spins up its drill. The drills clash in a shower of sparks!

Vestri Keep Them Busy 10+

Yuri leaps into the formation of Flying Sentinels and uses his magic sword like a bat to smack one of them into another.

Yuri Mighty Leap

Yuri Finish Them (+Blood, kill) 6-

Yuri Fool Me Once 10+ TAKEN OUT

The two Flying Sentinels collide and shatter. The pieces smash into other Flying Sentinels and destroy them, leaving only two.

Back on the ground, Edna picks up the enemy Dwarven Tunneler and flips it onto its roof.

 Finish Them (+Courage, force retreat) 10+ TAKEN OUT

Like in a kids’ action cartoon that isn’t allowed to kill anyone, the pilot of the Dwarven Tunneler opens the hatch and crawls halfway out before passing out with a groan.

The Flying Sentinels avoid Yuri and target Edna and Vestri. Edna copies Yuri and leaps at one.

Edna Keep Them Busy 7-9

Vestri Finish Them (+Blood, kill) 7-9 damage 1 stat

Group of Flying Sentinels damages Keep Away: If the Flying Sentinel is damaged, they are destroyed. TAKEN OUT

The second Flying Sentinel fires on Edna, then backs off over the trees.

Edna Wiggles: Normal damage only distracts her

Reaph’s Raft has turned around and headed upstream to take the fork to Bogden. It disappears into the mist, but the sounds of lookouts yelling indicates another ship is approaching.

Yuri spends 1 use of Explosive Trap

Vestri gets in the Dwarven Tunneler. Yuri sets a trap, then hides in the trees. Edna also steps into the trees, although calling it “hiding” would be general.

Timer: a random ship arrives.

  • Troop Transport #3. This ship holds 2 Groups or a Gang of troops. To damage it, you must either board it, or use Area, Burning, Dangerous, Giant, or magical attacks. Normal weapons have no effect on its hull.
    • Scramble: Damage this stat to immediately unload troops
    • Deck Gun: The Troop Transport defends itself with a Ranged Reload cannon on the bow.

Troop Transport #3 turns aside from the wreck blocking the river, runs aground at the clearing, and opens the big doors in the bow. 150 slingers start running out.

  • Gang of Horde Slingers: A contingent of sling throwers. The ammo they use is crude and ineffective, but there is a lot of it.
    • Covering Fire: Anyone being targeted by the Slingers must pay a price to take any action. The Slingers can use this covering fire against a number of opponents equal to their group size: a single Slinger can lock down a single foe; a Group can cover two targets; a Gang can cover a zone; and an Army can lock down an entire location with their covering fire.
    • Gang: This enemy can act against everyone at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left, replace the Gang with two Groups of this enemy. This stat can only be damaged by Area, Dangerous, or Giant attacks.

Edna rushes the boat, hoping to trap the slingers in the boat before they get out and get organized.

Gang of Horde Slingers Covering Fire: Anyone being targeted by the Slingers must pay a price to take any action

Edna pays a price: lose preserved finger of Ogre hero

Edna Finish Them (+Courage, force retreat) 10+ TAKEN OUT

Most of the Slingers scatter or cower in the stern, leaving only 2x Groups of Horde Slingers. Vestri revs up the Dwarven Tunneler and smashes the drill into the hull of Troop Transport #3.

Dwarven Tunneler Drill Tank vs. Troop Transport. a Dangerous attack can damage the heavy hull

Vestri Finish Them (+Blood, kill) 10+ TAKEN OUT

Vestri Sink Troop Transport: 6-

Edna damages Iron

The Bonds That Break Us: Vestri erases a bond with Edna

The Slingers’ panic only increases as a drill comes through the side of the ship! More squeeze through portholes and flee into the forest. 1x Group of Horde Slingers remains.

Horde Slingers Covering Fire: Anyone being targeted by the Slingers must pay a price to take any action

Edna pays a price: put yourself on the spot

Edna Get Away 6-

Edna’s an easy target inside the Troop Transport, so she tries to climb over the bow onto the deck. Now she’s getting hit by stones from the Horde Slingers and lasers from the last Flying Sentinel!

Edna Wobbles: Normal weapons only distract her

Yuri Mightly Leap

Yuri leaps onto the ship and helps Edna.

Edna Get Away (+hope, Yuri’s assistance) 6-

Yuri spends 1 use of Armor

The Flying Sentinel shoots Yuri. Climbing just isn’t working for Edna. When she sees another ship looming out of the mist, she jumps for it!

Edna Mighty Leap

Timer: a random ship arrives

Stalwart Rockbottom: A Halfling walking boat going up the Raging Rapids. It was originally a human boat, but after conversion to a walking boat it’s used by Halflings. The mechanism for the legs is mounted just above the gunwales, but Halflings are short enough to walk under it. The legs are pulled up so it floats like a normal boat.

Crewmembers include Halfling Brave, Halfling Chef, Burglar, Thug.

Edna We Need Your Help 6- They will not help

The crew of the Stalwart Rockbottom includes deserters from the Giant War, and they panic when an Ogre appears on their ship.

Halfling Brave: Oh no! They’ve followed us from the old country!

Edna Toss Aside 6-

Edna grabs the Brave and throws him towards the water, but he grabs the top of a raised leg and lands safely. The crew forms up to repel boarders. It’s time for Edna to leave.

Edna Mighty Leap

Back on shore, Yuri is shielded from Horde Slingers by the bulk of the wrecked Troop Transport, but the last Flying Sentinel hovers above him. Rocks ping off the armor of Vestri’s Dwarven Tunneler. Yuri leaps up and grabs the robot

Yuri Finish Them (+Blood, kill) 6-

Yuri Fool Me Once 7-9 damage 1 stat

Flying Sentinel damages Keep Away: If the Flying Sentinel is damaged, they are destroyed. TAKEN OUT

Timer: Surprise Troops arrive

  • Group of Shadows: O’Later’s secret police.
    • Death From Above: Walkers can climb along  walls and ceilings as quickly as they can run, and as silently as a ghost. When the Walker drops  down on an enemy from above, they can either kidnap them or deal damage to them as a Hard Cut, their choice.
    • Patience: The Walker is Secret until they make a Cut. When they escape or hide, they become Secret again until they make a Cut.
    • Group: This enemy can act against two people at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left, replace the Group with two normal enemies.

Group of Shadows Death From Above: kidnap Edna

Yuri hears a surprised yelp from Edna in the trees.

Horde Slingers Covering Fire: Anyone being targeted by the Slingers must pay a price to take any action

Vestri damages Sense

Vestri Get Away 7-9 avoid harm

Vestri drives the Dwarven Tunneler into the trees (on the other side of the clearing from Edna) The Slingers don’t follow. They are pleased to secure the landing zone for later waves of troops.

Yuri runs into the trees to see what happened to Edna. A dozen Shadows with ropes have entangled Edna, and another Shadow have grabbed Ol’ Jardiner. Yuri runs up and punches one Shadow with the unicorn’s horseshoe on loan from the library. He hopes that O’Later’s Shadows share his weakness to holy symbols.

Yuri Keep Them Busy 6-

Yuri Fool Me Once 7-9

Edna grabs the ropes binding her and thrashes around

Edna Finish Them (+courage, force retreat) 10+ TAKEN OUT

Group of Shadows becomes 2x Shadows

Edna flings Shadows in every direction. Some are stuck in tree branches. Other flee. Two courageous Shadows stand their ground and attack.  Edna uses her Therapist style.

Edna Overcome 6-

Edna Wobbles: Normal attacks only distract her

Not this time! The Shadow wraps his rope around her feet and trips her.

Yuri uses the Unicorn’s horseshoes as brass knuckles and pummels the other Shadow.

Yuri Finish Them (+Blood, kill) 10+ TAKEN OUT

This Shadow is a Vampire, so the horseshoes’ strikes are lethal! The last remaining Shadow retreats into the darkness of the forest.

On the other side of the clearing, the Slingers re-position to try to shoot Vestri, walking right towards his Explosive Trap.

Vestri Finish Them (+Blood, kill) 6-

A sharp-eyed Slinger spots the trap and triggers it early with a stone.

Explosive Trap Dangerous: causes collateral damage

The explosion destroys the other Dwarven Tunneler! Yuri draws his pistol and shoots his Explosive Trap, hoping to catch the Slingers in the blast.

Yuri Finish Them (+Blood, kill) 10+ TAKEN OUT

Group of Slingers becomes 2x Slingers

Edna: Looks like we’re at an impasse with this last Slinger. No, there’s just one of them. Let’s jump him.

GM note: There should be 2 Slingers.

Horde Slingers Covering Fire: Anyone being targeted by the Slingers must pay a price to take any action

Ssikila damages Slippery

Edna Mighty Leap

Edna Keep Them Busy 10+

Yuri Mighty Leap

Yuri Finish Them (+sense, knock out) 10+ TAKEN OUT

Ssikila pokes her head out at just the wrong time and gets a sling stone for her trouble. Edna and Yuri leap at the last Slinger and Yuri knocks her unconscious with the hilt of his sword.

Edna: What do you say we have a snack before anyone else shows up?

Edna spends 1 Giant Lunch

Ol’ Jardiner heals

 Vestri heals Sense

Edna heals Sense

Vestri suggests hiding in the trees again to surprise the next ship. Edna remembers one Shadow is unaccounted for in there, so she carefully approaches the treeline and peers in.

  • Edna Look Closely 6- ask 1 question, find out the hard way
    • What is the Shadow doing? What will she do next?
      • She’s climbing in the branches and she’s going to plunge attack!

Shadow Death From Above: deal damage as a Hard Cut

Edna damages Sense

GM note: Wobbles should have prevented this damage.

Timer: a random ship arrives

  • Troop Transport #1. This ship holds 2 Groups or a Gang of troops. To damage it, you must either board it, or use Area, Burning, Dangerous, Giant, or magical  attacks. Normal weapons have no effect on its hull.
    • Scramble: Damage this stat to immediately unload troops
    • Deck Gun: The Troop Transport defends itself with a Ranged Reload cannon on the bow.
  • Gang of Warriors: A number of warriors armed with a spears. They will easily overpower anyone one-on-one.
    • Overpowering: Anyone trying to act alone against the warriors must pay a price. If they are a Gang or Army, the warriors are Piercing and Giant.
    • Gang: This enemy can act against everyone at once. When this enemy is  destroyed, this stat is damaged, or this is their only stat left, replace the Gang with two Groups of this enemy. This stat can only be damaged by Area, Dangerous, or Giant attacks.

Vestri hurls a tree at the approaching ship.

Vestri Uncontrollable Strength: You can lift almost anything. You are Dangerous

Vestri Finish Them (+blood, kill) 7-9 damage one stat

Troop Transport #1 damages Deck Gun

Edna follows Vestri’s lead and throws the Shadow at the ship.

Edna Toss Aside 7-9 they go where you want and land safely on their feet

The Shadow is relieved to be out of danger and among friends.

Troop Transport #1 Scramble: immediately unload troops.

The ship crashes ashore at full speed, the doors open, and a hundred spearmen rush out, right onto Yuri’s Explosive Trap!

Yuri Finish Them (+Blood, kill) 6-

Yuri Fool Me Once 10+ TAKEN OUT

Gang of Warriors becomes 2x Group of Warriors

Timer: a random ship arrives

The next ship is different from the others. The long neck of a dinosaur extends from a hole in the deck.

  • Troop Transport #4. This ship holds 2 Groups or a Gang of troops. To damage it, you must either board it, or use Area, Burning, Dangerous, Giant, or magical attacks. Normal weapons have no effect on its hull.
    • Scramble: Damage this stat to immediately unload troops
    • Deck Gun: The Troop Transport defends itself with a Ranged Reload cannon on the bow.
  • Brontosaurus: This massive long-necked dinosaur is the largest land walking animal in human history. Any number of riders, or even a small house, could comfortably fit atop its mighty back.
    • Riding Cottage: The Brontosaurus has an entire house built on top of it. A Group of O’Later’s Shadows are hiding in the cottage, ready to drop down on unsuspecting enemies
    • Tail Whip: The Brontosaurus is a Giant, Melee weapon. It attacks by sweeping its tail over a huge area, battering aside everything in the way.
    • Unbelievably Huge: The Brontosaurus cannot be defeated by anything human-sized. Only high explosives or other giant monsters can hope to damage it.
  • Group of Shadows: O’Later’s secret police.
    • Death From Above: Walkers can climb along walls and ceilings as quickly as they can run, and as silently as a ghost. When the Walker drops down on an enemy from above, they can either kidnap them or deal damage to them as a Hard Cut, their choice.
    • Patience: The Walker is Secret until they make a Cut. When they escape or hide, they become Secret again until they make a Cut.
    • Group: This enemy can act against two people at once. When this enemy is destroyed, this stat is damaged, or this is their only stat left, replace the Group with two normal enemies.

Yuri howls and runs straight through the nearest group of Warriors.

Group of Warriors #1 Overpowering: Anyone trying to act alone against the warriors must pay a price.

Vestri Pay A Price: Vestri ends up next to the dinosaur.

Vestri Clear The Path 10+

More Shadows leap from the Riding Cottage on the Brontosaurus’ back onto Vestri!

Group of Shadows Death From Above: damage Vestri

Edna rushes in to defend Vestri!

Edna Keep Them Busy 10+

Yuri runs past the disrupted Warriors and punches Shadows with his anti-Vampire brass knuckles.

Yuri Finish Them (+blood, kill) 10+ TAKEN OUT

Group of Shadows beomes 2x Shadows

The first Shadow Yuri hits goes down. He’s not allergic to holy symbols. Yuri just hit him that hard with a metal-clad fist. Yuri keeps striking until only a few Shadows remain. The Warriors close in behind the Fellowship, trapping them near the Brontosaurus. The driver restrains the Brontosaurus from flattening everyone with a sweep of its tail.

Group of Warriors #1 Overpowering: Anyone trying to act alone against the warriors must pay a price.

Edna loses another roll of gold coins

Edna Overcome 7-9

Edna You Have My Shield: When you Overcome the harm an ally would suffer, redirect the harm.

Group of Warriors #2 damages Overwhelming TAKEN OUT

Vestri picks Yuri up and swings him around. Yuri tucks his head in and leads with his feet, smashing into any Warriors who get too close.

Vestri Keep Them Busy (+hope, Yuri’s assistance) 7-9

GM note: Hold on, Edna redirected the attack of one group to take out the other group. Which group is threatening Yuri and Vestri?

Edna rushes up and herds the Warriors back into their Troop Transport.

Edna Finish Them (+courage, force retreat) 10+ TAKEN OUT

Now that the Fellowship isn’t surrounded by its allies, the Brontosaurus swings its mighty tail!

Yuri Top Of The Food Chain: beasts will not harm you

Edna Overcome 10+

Edna You Have My Shield: When you Overcome the harm an ally would suffer, redirect the harm.

Brontosaurus damages Warrior #1 & Warrior #2 TAKEN OUT

Edna I Know Something You Don’t: When you successfully Overcome the attacks of an enemy, you gain an Advantage over them.

GM note: That’s the full Therapist combo!

Edna catches the swinging tail and passes it over her hear so it continues and smashes the last two Warriors. The Brontosaurus continues spinning, so it’s head comes around and Edna lines up a swing with her walking stick like she’s cheating at tetherball.

Edna Finish Them 10+ TAKEN OUT

As the Fellowship celebrates Edna’s spectacular kill, they hear a slow clap. O’Later has arrived, riding atop a Siege Tank that crashes through the forest. Bork, his Ogre enforcer, walks alongside. Their Troop Transport secretly landed a ways downstream.

  • Siege Tank: This deadly armor war vehicle has more weaponry than it really needs, and its loaded with several single-used secret weapons.
    • Secret Weapon: This stat can be damaged three times. The pilot can damage this stat to create an Advantage it can use, or to remove an Advantage someone holds over you.
    • Spikes And Steel: Any foe trying to board the siege tank must pay a price.
    • Heavy Armor: This stat can be damaged twice. When the siege tank would be destroyed, damage this stat instead.
  • O’Later he/him Vampire Mayor of Port Fennrick. He leads the attack on the Hidden Library from the west. A powerful aristocrat who drinks the blood of the weak. The Vampire Lord is Melee and Piercing, and they heal whenever they deal damage to a Blood stat. Sunlight and holy symbols deal damage to them.
    • Blood Frenzy: Your weakness is a vampire’s power. When your Blood is damaged, you are in Despair against the vampire lord.
    • Lord of the Night: Beasts and monsters will do as a vampire lord tells them to. Beast and Scourge threats cannot harm the vampire lord, and they always follow the vampire lord’s orders to the letter. The vampire lord can drink the blood of any Beast to heal. This kills the Beast.
    • Sunburns: When this stat has been damaged by sunlight or holy symbols, the vampire lord is filled with Despair and must try to flee the scene.
  • Bork she/her Ogre enforcer. She’s O’Later’s muscle. Most people are scared of her, but she doesn’t want to frighten anyone. She wears a suit, like a bouncer. It’s well-tailored and fits her perfectly while allowing freedom of movement for her more violent duties.
    • Big And Scary: Anyone trying to act against Bork is in Despair.
    • Caught One!: When Bork deals damage, they also pick up and grab the person they damaged. If they are not stopped, they’ll walk off with them.
    • Eager To Please: Bork is trying their best and just wants to be loved. Anyone who is nice to her immediately forms a Bond with Bork. When Bork is harmed, erase all Bonds the fellowship has with her. Bork will not join the fellowship as a Companion unless someone can form three Bonds with her.

Edna: Bork, you look so good! See the difference that well-tailored clothes make?

Edna forms a bond with Bork: Edna complimented Bork’s suit.

The Siege Tank tries to run Vestri over.

Vestri Uncontrollable Strength: You can lift almost anything. You are Dangerous

Vestri Overcome 7-9 pay a price

Vestri damages Iron

Vestri plants his feet and catches the Siege Tank. The tracks spin and kick up plumes of dust. Finally Vestri gets leverage and shoves the Siege Tank into the river.

Bork: Don’t hurt my boss!

Edna moves up to intercept Bork and walks under a tree where the two surviving Shadows are lurking.

Shadow #1 and #2 Death from Above: deal damage when dropping onto an enemy

Edna Wobbles: normal weapons only distract her

Bork Big And Scary: Anyone trying to act against Bork is in Despair.

The Shadows’ knives bounce off of her, but they knock her off-balance with their ropes.

Edna Overcome 6-

Vestri damage a stat

Bork Caught One!: When Bork deals damage, they also pick up and grab the person they damaged. If they are not stopped, they’ll walk off with them.

Bork grabs Vestri and takes him away from his friends, towards the east.

Averiela Elder Art Sleep Tight.

As Bork walks past a certain tree, a clump of leaves turns, revealing itself as the cloak of a graceful Elf with long blonde hair. She blows a handful of black powder in Bork’s face. Bork sinks to the ground and falls asleep, losing her grip on Vestri.

Siege Tank Secret Weapon x1: remove an advantage that someone has over you.

Spikes pop out of the Siege Tanks treads, giving it traction on the muddy river bottom. It drives out of the river and towards Edna, who is tied down by Shadows. Edna struggles to escape the ropes.

Edna Overcome 10+

GM note: The final timer for the battle is almost full. Edna chooses not to trigger her other moves.

Edna gets to her feet and grabs the Siege Tank. Vestri picks up a tree and chucks it at the immobilized Siege Tank

Vestri Finish Them (+blood, kill) 10+

Siege Tank Heavy Armor: This stat can be damaged twice. When the siege tank would be destroyed, damage this stat instead.

It’s a mighty blow, but the Siege Tank survives somehow. The Shadows know they can’t hurt Edna, so they go for other targets. One attacks Vestri. The other goes to wake up Bork. Yuri considers shooting the second Shadow, but the noise of the gunshot would awaken Bork.

Communist Bandit Disciple spends Both Sides

Communist Bandit Disciple: I’ve got smelling salts. I’ll take care of her. You deal with them.

Communist Bandit Disciple looks shady enough that the Shadow doesn’t realize he’s not part of O’Later’s army.

Vestri Overcome 10+

Vestri fights off the Shadow attacking him.

GM note: Only two moves left! The battle is nearly over.

Edna goes towards Bork and Yuri hands her a lollipop to give to Bork as a present.  Edna gently wakes Bork up with kind words and gives her a lollipop.

Yuri spends 1 use of Medkit

Edna forms a bond with Bork: Edna was kind to Bork.

Edna forms a bond with Bork: Edna gave Bork a lollipop

Bork Eager To Please: Bork is trying their best and just wants to be loved. Anyone who is nice to her immediately forms a Bond with Bork. When Bork is harmed, erase all Bonds the fellowship has with her. Bork will not join the fellowship as a Companion unless someone can form three Bonds with her.

Friendship is more important than violence. O’Later and two Shadows slip away as the Fellowship uses their last actions to befriend Bork. Yuri does wish that he got to test the Unicorn’s horseshoes on O’Later, but he did punch a vampire with them, which is almost as good.

END OF SESSION MOVE

  • Did we thoroughly explore a new location?
    • YES. We scouted the Mighty River to find the best place to fight.
  • Did anyone find what they were seeking?
    • NO
  • Did we learn something new about the world or its people?
    • YES. We learned about holy symbols in various cultures

2 boons: gear, gear

Edna spends 1 Giant Lunch

Edna heals

Ssikila heals

Vestri heals