Thursday, April 10, 2025

Adventures of the Splintered Band - First Mission

    Splintered Band accepts its first job offer in Porthewn - escort a wagon through a rat-haunted forest
I'd read about the Ganesha Games rules Sellswords & Spellslingers on the Lead Adventure Forum. A cooperative fantasy miniatures skirmish game sounded intriguing. So, I did what I usually do when a new rules set piques my interest. I  batte reports on blog and watch them on YouTube. I also reached out to some of its fans on the Lead Adventure Forum. They wrote back and were very helpful, particularly Graham Harrison ("Sunjester" on the Forum). I was sounding out the possibility of running Sellswords as a historical cooperative skirmish for the Sunday gaming group, but setting it instead in Dark Age Britain.

I used the rules for a playtest of a Viking Raid scenario that I wanted to run at conventions. We decided that we liked the rules. Running it twice at Cincycon reinforced my liking for the game even more. So, in the meantime, I decided to start up my own solo campaign using the rules. I figured that every solo scenario I design and play will give me the experience to make the games I run for the guys on Sunday that much better, right? I also had been itching for a chance to use my Splintered Light Miniatures anthropomorphic animals again, so chose four of them to be my adventuring party. See the Prelude post to be introduced to the characters (if you haven't ready it already).

Setting the Scene

The four companions -- badger mage Jemmy Tar,  drinking buddy and armadillo soldier Abraxis, bodyguard and famed coyote warrior Yo-dee, and finally, the quiet, competent Pine Marten ranger Woodbine -- have just arrived in Porthewn. This town has been carved out of the Great Forest along a riverbank by mice settlers. There is a shadow upon the town, though, the four soon discover. Rats have been raiding the town and attacking travelers in the forest. Nearly all paths leading to the town have been closed off by the threat of the vicious raiders and thieves. 

    The table setup showing the wagon and its path through the forest to the safety of the bridge
The four are sitting in their Inn one morning, after finishing breakfast, when an elderly mouse enters the room. His deep green robes mark him as a monk -- a member of the Order of the Emerald Robes. They build monasteries throughout the forest as quiet places of study and learning. All mice revere knowledge and learning, and those of the order even more than the rest. The monk's brown fur is patched with white across his face and also on his arms encircling his staff. 

"Greetings, travelers," the mouse bows. "I hope your stay in Porthewn has been pleasant, so far." The four nod and murmur words of assent. "By your look, you are bold warriors and competent woodsmen. To reach Porthewn and not fall victim to the evils of the rats who have lately plagued the forest proves your prowess. Your arrival here is a blessing and we give thanks for it in our prayers."

    Here are the circled, randomized locations of the foes at the start of the game
Jemmy Tar stood up and pulled a chair from an empty table over next to the monk, motioning him to sit and join them. "Please sit, sir!" the badger spoke, waiting until the elderly mouse had seated himself before returning to his own seat. "How may our band of travelers assist you and the monks of the Emerald Robe?" 

The old mouse chuckled. "Badgers are so direct and to the point, are they not?" He smiled leaning his staff against the table and folded his hands, resting his chin upon them. "I am Talestor, a humble monk of the Order of Emerald Robes. Although our townsfolk are of good hearts and cheer, mine is clouded with worry. I fear for the closest of our monasteries in the forest — that of Brother Barnibus, his brethren monks, and their flock of students. We have heard naught from them in three weeks. The supply wagons we send weekly have yet to return, either. I fear that the wagons or the monastery have fallen foul of the plague of rats on this forest.”

    'ROAR!' A Bearman Guardian springs the ambush by felling a tree, blocking the path to the bridge
Jemmy and his companions exchanged looks across the table. Talestor was surely not just an old monk burdening them with his worries. With so much to be done in a growing, new town, they had anticipated someone would come forward and offer them a job here in Porthewn. For Jemmy, it was the reason he led the band here. He spoke up and encouraged Brother Talestor to continue. In the end, the order offered to pay them to escort a wagon of supplies to the Monastery of Brother Barnibus — a wooden tower and surrounded by walls -- a full day’s journey along forest paths. If all was well, he requested they return with the previous wagons that had been sent and, also escort them safely back into Porthewn. Then, he requested the four report to him and inform him how the people of the monastery were faring.

"Brother Talestor, you spoke rightly when you said my companions are bold warriors -- fearing no rats or dangers of the forest. We came to Porthewn precisely because we had heard of your plight. We will undertake your request, and accept your offer of pay," Jemmy spoke.

The elderly monk stood and bowed, thanking them each. "Meet me before first light at the town gate, then. Until then, I bid you good day!"

Wagon Through the Woods

Rather than simply use one of the scenarios in the rules or in the campaign book I had purchased (Last Stand at Mistham), I was -- perhaps foolishly -- designing my own. I did use the scenario in those two books as a template to choose how many foes would begin on the table, what creatures would arrive in response to which cards, and so on. So, I wasn't completely winging it. Plus, I figured, if this campaign goes well and others think it looks fun, I could always submit the scenarios to Ganesha Games as another campaign book supplement. 

    Rats time their ambush perfectly and begin within short range of the cart and Jemmy Tar & Yo-dee
The player characters (PCs) are in charge of escorting a wagon along a winding forest path from one table edge to the opposite. A bridge across a creek marks the exit from the table for the wagon. As the game begins, the echoing sound of an axe biting into the trunk of a tree over and over rings beneath the leaves. Soon, there is a loud crash, and the companions see ahead in the distance, a large tree truck falling across the path, blocking their progress. Stepping out in front of the trunk and into the middle of the pathway is a mighty bear holding an axe over its head. It roars a challenge that reverberates beneath the leaves of the forest. Woodbine's whisper could be heard, "A Bearman Guardian of the Forest..." On either side of the bear are two rats readying a sling and beginning to slowly whirl it around its head.

    An inauspicious start - Yo-dee fails 2 of 3 activations and is wounded by a sling stone!
When the tree fell, Jemmy Tar was riding in the wagon. Abraxis was plodding along in front of him, Woodbine scouting ahead. Trailing behind was his bodyguard, Yo-dee. Brother Talestor had given the companions a well-trained horse to draw the wagon. It would continue to move at the last speed it was directed. This could be a Slow Walk (3" per turn), Normal Walk (4"), Trot (5"), or stop. The horse would continue to move at the same pace once per turn, following the path, until a player character takes an action to speed it up, slow it down, or stop it. 

    The Splintered Band fight back and 2 ratling slingers & the armored ratman are quickly slain
I rolled randomly for where the other foes would begin on the table. A horde of three ratling slingers burst from the trees within range of  the wagon, accompanied by an armored rat. Three more ratlings with spears or clubs were near the board edge on the right hand side of the path, while an another armored rat was on the left. In Sellswords, you pick an order for your PCs to move in and they follow that throughout the game. The foes move or attack only when directed by cards, which are drawn when characters fail to activate. An 8+ is needed on a d20 to succeed, and players may attempt 1-3 actions each turn.

    With all of our failed activations, more and more rats began to appear in the forest...
I decided Yo-dee would act first. He is Impulsive (negative trait), meaning he must always attempt at least two or three actions. He promptly failed two of the three! I drew a "Horde Activates" card, meaning the slingers would shoot -- this was an ominous start! The horde, well within short range, fired two sling stones at Yo-dee and one at Jemmy, who was marginally closer to one of the ratlings. Yo-dee was struck, suffering one of his three available wounds before he'd even taken an action. Foolishly, I had not purchased "Armor" or "Shield" for Yo-dee yet, intending to buy them right away with my first experience points. On his one action, Yo-dee closed into contact with one of the slingers. Abraxis activated next and moved ponderously (he has the negative trait "Slow") towards the armored rat guarding the slingers. Woodbine also failed two actions, leading to the arrival of even more rats not far from the board edges near the wagon. Luck was not on the Sacred Band's side in turn one! Woodbine dashed back with his one action, thinking the others might need his help against this plague of enemies. Jemmy was last to activate and cast his "Magic Dart," slaying the armored rat on the edge of the trees.

    Jemmy Tar realizes they can't bogged down fighting every rat that appears - 'Catch up with the cart!'
Yo-dee snarled and cut down two of the ratling slingers with mighty sweeps of his two-handed sword. Abraxis stepped forward under the trees and snatched the pouch off of the rat Jemmy's magic had slain. Woodbine aimed at one of the reinforcements and shot that armored rat down. Next, Jemmy, attempting to slay the final rat slinger with another Magic Dart, rolled a "1." This is bad for a mage...really bad! It represents the mage's mana or ability to cast spells being exhausted for the game -- on turn two!! Now, I was happy that I had also purchased Martial Arts and Martial Block so he could melee enemies. The badger figure is the tallest of the crew and I figured he should be able to man-handle many of the other creatures they'd encounter.

    Another 'horde' (group acting together) of ratlings charges in against Abraxis and Jemmy Tar
Meanwhile, Yo-dee slew the last slinger. He reached into his pouch, and pulled out one of the two Healing Potion that Brother Talestor had given them that morning. He drank it, and marveled at the sorcery that immediately healed the throbbing bruise the ratling's slingstone had raised on his shoulder. Abraxis hurried back to the wagon and climbed aboard, at Jemmy's shouted instructions. Woodbine aimed through the trees and shot one of the ratlings advancing towards them. There was a hiss and another ratling leapt from the branches of the trees and charged at Jemmy, who was trotting up to help the ranger face the rats. Jemmy kicked the charging ratling, hurling it against the trunk of a tree where it shrieked, then lay still. He motioned to the ranger, "Let's catch up with the wagon! We need to fight our way through this ambush!" He called to Yo-dee, who was looting the bodies of the ratlings to follow them. The coyote pocked the silver he'd found in their belt pouches and trotted off to join his companions.

    Ratling horde is quickly dispatched, but the Bearman Guardian comes closer and closer to the cart
The horde of ratlings armed with clubs and swords was closing in on the cart, so Abraxis hopped off to face them. Jemmy stood alongside him, smacking his fist into his palm. He shouted for Woodbine to shoot at the bear, who was steadily advancing towards the cart, shaking his axe and roaring. With high-pitched shrieks, the three ratlings charged into the badger and armadillo. Abraxis' mace smashed one to the ground, while Jemmy blocked the swing of another's club and slammed his fist into its face. It crumpled to the ground. The badger then swatted aside the spear thrust of the last ratling and grabbed it by its throat. He shook it a few times and then dashed it to the ground, where it lay still.

    Jemmy Tar shouts out instructions to encircle the bearman and attack him all together
The horse behind them began to neigh loudly and rear in its wagon traces. Spooked by the approach of the roaring bear, it refused to move forward anymore. In the setup, I noted that when the "Scenario Event" card was drawn, the horse would refused to move until either the card was drawn again or a PC was able to convince it to move forward. A snarl of pain and rage escaped from the bear as Woodbine fired an arrow, striking it for one wound. The bear would be the group's biggest challenge. It could take five hits, but also had "Berserk Rage" as a trait. That meant each wound would cause its Danger Level to go up by one (what you need to exceed on a d20 roll to hit it). The bear's DL begins at 14, so it would steadily get harder and harder to kill as we inflicted wounds upon it.

    Blood flows in a furious battle -- the 4 adventurers take wounds, but inflict them on the bear too
Jemmy called to the group and urged them to charge in it all together so that the bear would have a harder time focusing on one of them. In Sellswords, a PC or foe is -1 for each extra figure in contact with it. Yo-dee watched his friends encircle the bear. He then howled a warcry, charging in and landing a two-handed slash across its back. Two-handed weapons inflict two hits, so now the bear was up to three total wounds! The bear responded with a backhand swing of its axe, wounding the coyote. The bear lunged again at Yo-dee, slashing at him and inflicting a second wound. Woodbine charged in and swung his axe, missing. The bear jabbed the long handle of the axe into the ranger's chest, wounding him, as well. Sellswords has a very clever melee mechanic. If you equal or exceed the DL of a foe with your attack, you inflict damage. If you fail, the foe wounds you! Jemmy was up next and also charged in, attempting to hammer the bear in the back with a two-fisted blow. He missed, which meant he was also hit. His Martial Block failed, and Jemmy was also wounded. Our rolls, which had been below average, took a nose dive in the combat with the bear.

    The wounded bear roars and in a berserk fury swats Yo-dee into the trees, knocking him out of action

Yo-dee rolled for three activations, thinking one more hit with his two-handed sword would finish off the wounded bear. He failed all three! I pulled a "Monster Activates" card. The bear attacked and Yo-dee rolled of "1!" When this happens, the powerful bear lashes out and hurls the PC 2d6 inches away. The coyote was flung into the trees, smashing into an oaken trunk. He crumpled limply to the ground, out of action. Abraxis also tried a two-handed blow, as well. If you use two actions to attack in Sellswords as a "Powerful Blow," you get a +3 to beat the enemy's DL. This was the tactic I needed to employ to hit the bear. With three wounds, its DL had risen to 17. The bear was in a state of fury, though. Abraxis rolled a "1", suffered his second wound, and was also flung into a clump of trees. Now, only Woodbine and Jemmy were left to face the bear. The ranger also tried a powerful blow, but failed, and suffered his second wound, as well. Jemmy took advantage of the bear's focus on the pine marten and landed a blow, inflicting its fourth wound. One more and it would be down! Just to be on the safe side, Jemmy stepped back for a second and quickly downed the last healing potion they'd been given. 

    With Abraxis also hurled wounded into the trees, Jemmy Tar & Woodbine face the foe on their own
At this point, I was wondering if I would have a "TPK - Total Party Kill." Woodbine swung a powerful blow at the bear but missed. Luckily, he was able to block the return swing from the bear with his shield. Jemmy lunged, though, and locked his arms around the bear's throat. He summoned all his strength and lifted it off the ground, shaking it back and forth. The battlefield was suddenly quiet as the bear's rorars were silenced, its windpipe cut off by the badger's vicelike grip. The bear struggled, but Jemmy refused to let go. He felt as much as heard the snap when the bear's neck broke. He sighed and dropped the bear's heavy body, which tumbled to the ground motionless. From behind him, Jemmy heard Abraxis, who was struggling to his feet, say,  "That was a mighty feat, my friend -- worthy of song!" 

    Victory - the Bearman is finally down! All are covered in the blood of their own wounds at the end
Jemmy took one deep breath, then began shouting out orders. "Woodbine, grab Yo-dee and put him in the cart! Abraxis -- get to work on moving that damned trunk out of the path! I'll get the wagon moving, again." All around them, the steadily advancing rats had paused upon the death of the bear. They now set up an angry chittering sound and were closing in on the cart from all sides quickly. Snapping the reins, Jemmy sent the cart racing forward towards the barrier. He took one second to catch his breath (sigh, failing all three activations!). Then he leapt from the cart and charged the rat slingers who'd been watching the duel with the bear, unable to fire for fear of hitting their own. Woodbine sprinted to Abraxis' side to help him move the tree from the cart's path.

    Abraxis & Woodbine attempt to lift the huge trunk and clear it from the carts path quickly
In my scenario rules, it takes two successful attempts to move the tree to get it completely off the forest path. I gave it a DL 18 (no penalty if failing), but each additional friend helping move the tree gave you a bonus of +2 to the roll. It took MANY attempts with my crappy rolls for Abraxis and Woodbine to succeed in rolling those two 16's! Meanwhile, Jemmy killed the last of the rat slingers as the even more rats were closing in. Once the tree was off the path, the horse continued moving. Abraxis leapt aboard the wagon, while Jemmy and Woodbine circled in as a rearguard behind it. The closest rats were still out of charge range, so the two hurriedly grabbed whatever loot they could find. They then followed the cart over the bridge and off the table. As they descended the bridge's far side, the ranger handed a ceramic jar to Jemmy. "I have heard wonderful things about the healing properties of the honey pots carried by bear guardians of the forest. Let's hope this is enough to revive Yo-dee..." 

Aftermath

 Well, that was close! I guess I had it coming, though, if you think back to how lucky my rolls were in my Five Parsecs from Home campaign. Here, it was the opposite. From the opening moment with the slingers getting a wound on Yo-dee, to Jemmy's Turn 2 loss of his magic mana, to the comedy of errors and below average rolls while surrounding the bear, my rolls were bad. It continued when I sent Woodbine to check on Yo-dee. Results can range from "Flesh Wound" to the PC waking up with 1 wound left but at severe minuses to dead. Guess what I rolled??

    Finally - the way is clear! As Jemmy battles the final ratling slinger, the horse & cart begin to move
Since this is a solo campaign, I decided that the "Exalted Honey" that Bear Guardians carry as treasure (and normally heals 2 wounds) would be enough to revive Yo-Dee. Plus, Woodbine has the "Healer" trait and could heal him for one more wound. Plus, as they arrive at the monastery, the coyote will be under the care of the most learned healers in the Great Forest -- the Order of the Emerald Robes. All of those things seemed to make sense to get the tough, barbarian Yo-dee back on his feet!

I hope you enjoyed my account of the game. There were many minor combats that I did not cover, rats killed, activation rolls failed, and more and more rats arriving on table. However, the woods slowed down the new arrivals, who come in 1d6 inches from the table edge spot rolled. So, I summarized the main events of the game and left out minutiae!

    The cart rumbles over the bridge as Jemmy Tar and Woodbine cover their retreat

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 104
  • Miniatures painted in 2025: 54 

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 10
  • Terrain painted in 2025: 16

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 53
  • Scatter painted in 2025: 39

7 comments:

  1. Great report. Nice mix of narrative with some description of the mechanics. That bear was pretty tough!

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    1. Yeah, he was! When both Yo-dee and Abraxis went down, I thought we were on a slowly sinking ship. Thanks for the kind words, Shaun -- glad you enjoyed it!

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  2. Super looking game and a really good read Mike, a hard earned victory for the Splintered Band, the bear was a hardy opponent and you can never trust those sneaky rats! The rules seem to be very decent and they gave a good game by the look of it. I will be looking forward to see where the adventurers go next.

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    1. Thank you, sir! I am really happy with how SS&SS provides the narrative of a game. There were times I was rooting on the characters and really getting into a solo game...

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  3. All round a superb report Mike. A good looking table and great miniatures. I am glad you are liking SS&SS it's my favourite fantasy skirmish/RPG style game.

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    1. Thanks Graham -- coming from someone who's played the games many times, your comments are appreciated. I ran my Viking Raid game this past weekend at a convention using SS&SS, again. It is amazing how the events and activation failures create the "flow" and their own narrative.

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  4. A great read. Quite the close call for Jemmy Tar & crew. I look forward to reading their future adventures.

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