Sunday 16 October 2011

Escape from Cinder Island - Commentary

A good game. Still loads of stuff on the table and the heroes seem to be averse to losing men to help even up the games and make them playable. I didn't make the best use of my caster and tried to use him as a Star caster when I should have probably used the NPC/Battle magic option. I'll need to study the magic options, as there are at least two more caster NPC's out there in the valley.
I'd checked out the definition of a group on the THW Yahoo Group and a NUTS! example defined the issues beautifully. We also played the rules as written that says that a Star chooses his reaction but a Grunt lives or dies by the roll of the dice. It may not be right but it leads to more HTH and still gives the Star his autonomy although the rest of his group may charge (or be charged) without him.
Rule wise, I think we're playing the game more like it's supposed to be played. I think I may have over-egged the effect of the loss of leader test (in fact I didn't even use the test as written I kind of assumed something along the lines of a crisis test for everyone). I'll give it a look. There were some issues about rules, as a couple of players confused some reaction tests and effects with Rally Round the King. That may be a problem if or when we get around to playing Chain Reaction or 5150.

Escape from Cinder Island - Narrative

The sun broke over the distant mountains as the heroes splashed across both the western fords onto the island. It was immediately obvious that something was wrong as none of the fishermen were working the boats and several buildings on the far side of the island appeared to be burnt out. There was a hush on the island that hinted at evil afoot. Knowing this the heroes approached the village on the eastern side of the island with a little more care.
The boats were still at the waterside, but the stillness and silence just got more and more unsettling. The heroes were about to make a dash for the boats when wolf howls and the yells of goblins were heard from the south. Spiders, wolf riders, archers and goblin warriors burst from the trees and ruins and from the empty village. The sorcerer prepared to cast his first spell only to have the spell stopped by a caster on the enemy side, a goblin shaman cackled and spoke the words of the dark tongue that both beguiled and terrified all who could hear it. The successful dispel was quickly followed by a failure that caused a dreadful backlash which damaged he shaman and weakened his magic.
While the ensorcelments and incantations flew back and forth the heroes worked their way around the island trying to outflank the goblins but a well timed word of power from the shaman drove all those around him into a fanatical frenzy and they surged forward to meet the closest hero and his entourage head on. It seemed briefly as though the goblins may gain the upper hand but a well timed, long distance shot from an elven archer took the shaman in the throat and he fell choking on his own blood. The loss of the shaman sent a wave of panic through the goblin warband and most of those left on the island fled for the southernmost ford and the plain.
The heroes grabbed the boats and headed south along the Redwake to the Stone Circle, an ancient ring of power.