Band of Blades: The Road to Skydagger Keep (Inactive)

Game Master Douglas Muir 406

It's Band of Blades, the military fantasy / survival horror campaign using the Forged in the Dark system.


301 to 350 of 381 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Female Bartan Marshall | Morale: 10

I saw that Specialists were used for secondary missions, so I went ahead and linked all of the alias profiles within my own Marshall profile so we have the stats for now.

I'm also tracking the various rookies I've introduced through the various scenes so we have them. One thing I haven't done is assign action points to each one. If we want me to do that I can, but that'll take some time.

Since I haven't generated a second Specialist, I guess I could do that as well. Probably would go with an Officer just to fill the role.


Meanwhile, let's finish generating those missions! One Assault and one Recon, right? So, back to page 312. We'll roll for each mission: Nature - Rewards - Penalties

Assault Mission 3d6 ⇒ (4, 3, 6) = 13

Recon Mission 3d6 ⇒ (1, 3, 1) = 5


For the ASSAULT mission, we rolled 4 (Undead), 3 (+4 Morale), and 6 (+1 Pressure). So, it involves fighting the undead, you'll get a huge morale boost if you succeed, and if you fail it's +1 Pressure. (I thought that Morale couldn't go over a ceiling of 10, but now I can't find that particular rule. Does anyone know?)

For the RECON Mission, we rolled 1 (Area Recon), 3 (Asset, +1 Intel) and 1 (+1 Time). So, it involves investigating an area for a resource, group, or person, or for hostiles. Success grants you a single point of Intel and an asset.

Note that these will be missions at or near the Western Front, which is basically a chaotic mass of retreating soldiers and refugees fleeing north, east, and south. It's a bad place for acquiring assets (since desperate and hungry people have picked it clean), and still uncomfortably close to the front line.

Now, it's my job as GM to put some flesh on these bare numerical bones. That said, I'm open to any suggestions you guys might have!


Female Bartan Marshall | Morale: 10

Mission Ideas:

For RECON - Rumors of a prisoner train being marched somewhere, success leads to some new recruits (the Asset); A group of ranchers/rustlers/Cinder King agents have a herd of horses they are trying to slip through the lines, success would be +1 Horses (the Asset); Searching the woods around the hunting lodge leads to an old unmapped road east, successfully scouting the road finds a safer route away from the front and a hidden staff of supplies (Asset and Intel); Doyen's uncle used to employ an alchemist who lived in a cabin not far from here. Find the cabin and recover any alchemical supplies that might be there. If he's still there, make sure he doesn't fall into enemy hands.

For ASSAULT - Scouts have discovered a group of undead working on a new pontoon crossing of the Tigeria. They've established a foot hold on the east side of the river. Knock it out and knock 'em back; With the destruction of the Hozelbrook Bridge, several advance undead units were caught on this side of the river. One such has been located lurking in a valley nearby. Scouts have led them into an ambush. Wide 'em out before they can connect with reinforcements; Undead have set siege to a small village that used to supply the hunting lodge. A small group of civilians and local militia have held out so far, but they don't have long. Break the siege and get them out!

Just a few quick thoughts off the top of my head. Also, I don't know if missions can link together. For instance, if we were successful on a RECON mission to find and lead a unit of undead toward an ambush by our heavies, would that give a bonus to the secondary ASSAULT mission that was to wipe out undead lured into an ambush?


I agree that the speicalist should be an Officer, and I suggest that we give her the Strategist specail ability because that would be a good thing to have on the ssecondary missions. On the subject of missions, can the Asset for the Recon mission be another alchemist? Or does it have to be something like black shot/horses/food? I'm still goig through the rules so I don't know the answeer here.

DMDM: I see that the assault mission offers a morale boost if we win, but we're at maximum morale already. Are you willing to bend things slightly and offer something else instead?


Karina Zayatevya wrote:

I agree that the speicalist should be an Officer, and I suggest that we give her the Strategist specail ability because that would be a good thing to have on the ssecondary missions. On the subject of missions, can the Asset for the Recon mission be another alchemist? Or does it have to be something like black shot/horses/food? I'm still goig through the rules so I don't know the answeer here.

In the quartermaster section of the rules (pg. 137), it describes the quality of assets, with the consummables (food, horses, black shot, religious supplies) being normal, things like suppy carts, laborers, and alchemicals being fine quality, and alchemists and mercies being exceptional quality. So the asset is likely to be a consummable in this case (I believe religious missions can give a fine or exceptional quality asset as a reward).


DM_DM wrote:

For the ASSAULT mission, we rolled 4 (Undead), 3 (+4 Morale), and 6 (+1 Pressure). So, it involves fighting the undead, you'll get a huge morale boost if you succeed, and if you fail it's +1 Pressure. (I thought that Morale couldn't go over a ceiling of 10, but now I can't find that particular rule. Does anyone know?)

Maximum morale is 10, which was explained by Stras as expressed in the morale clock on the marshall's sheet, which is a 10-clock. It is in fact not explicitly stated in the rulebook, but Stras was quite firm on that rule, along with the rule that there are only 6 squads, and you can only get 3 of each of the asset types. He did say that long term projects can change these limits, and in fact in my other campaign we did to a long term project to increase the maximum morale (the war memorial project one of the many I brought up in brainstorming).


Kaviya Kudshava wrote:

M

For RECON - Rumors of a prisoner train being marched somewhere, success leads to some new recruits (the Asset);

Recruits aren't usually an Asset -- recruiting is its own special activity.

Quote:
A group of ranchers/rustlers/Cinder King agents have a herd of horses they are trying to slip through the lines, success would be +1 Horses (the Asset);

Hm!

Quote:
Searching the woods around the hunting lodge leads to an old unmapped road east, successfully scouting the road finds a safer route away from the front and a hidden staff of supplies (Asset and Intel);

Hm! -- Where's the challenge or difficulty?

Quote:
Doyen's uncle used to employ an alchemist who lived in a cabin not far from here. Find the cabin and recover any alchemical supplies that might be there. If he's still there, make sure he doesn't fall into enemy hands.

Assets come in three flavors: normal, fine, exceptional. Assets found in missions default to "normal". Alchemists and Mercies are "exceptional" assets.


Dean C wrote:


Maximum morale is 10, which was explained by Stras as expressed in the morale clock on the marshall's sheet, which is a 10-clock. It is in fact not explicitly stated in the rulebook, but Stras was quite firm on that rule,

Ahhh, okay. Well, I see the force of it in gaming terms. Otherwise you could grab a mission or two like this one, pump your Morale up to 20, then ignore it for the rest of the game. This way you're never more than a few deaths away from bad stuff starting to happen.


Karina Zayatevya wrote:


DMDM: I see that the assault mission offers a morale boost if we win, but we're at maximum morale already. Are you willing to bend things slightly and offer something else instead?

Maybe! I could imagine a situation where you get a choice between Morale boost or (thing X).

Here's a thing, though: IMO, Morale boosts usually come from being Big Damn Heroes. A +4 Morale boost would imply something like... oh, I don't know, saving an entire village from being converted into feedstock for undead by defeating an Infamous and its servants? Like that. So getting something else instead has some dark implications -- like, you defeated the Infamous, but instead of saving the villagers, you walked away with some item that you needed instead...


DM_DM wrote:

For the ASSAULT mission, we rolled 4 (Undead), 3 (+4 Morale), and 6 (+1 Pressure). So, it involves fighting the undead, you'll get a huge morale boost if you succeed, and if you fail it's +1 Pressure. (I thought that Morale couldn't go over a ceiling of 10, but now I can't find that particular rule. Does anyone know?)

For the RECON Mission, we rolled 1 (Area Recon), 3 (Asset, +1 Intel) and 1 (+1 Time). So, it involves investigating an area for a resource, group, or person, or for hostiles. Success grants you a single point of Intel and an asset.

Note that these will be missions at or near the Western Front, which is basically a chaotic mass of retreating soldiers and refugees fleeing north, east, and south. It's a bad place for acquiring assets (since desperate and hungry people have picked it clean), and still uncomfortably close to the front line.

Now, it's my job as GM to put some flesh on these bare numerical bones. That said, I'm open to any suggestions you guys might have!

For the assault mission and with a morale boost like that, it makes me think of a an engagement with an Infamous. Since we already fought a pitch battle with Render's troops, maybe this time we are fighting Blighter's? Given that Render's troops got stalled by the bridge, Blighter has figured out another, perhaps slower, approach across the river and the Legion has to take out either an advance sortie or a bridgehead...

For the recon mission, maybe we have to get back over to the other side of the river again to disrupt Render's new cunning plan for getting across the river, and nick some of the resources (like horses, food, or religious supplies) that are part of this plan? Since the penalty is time, it is probably really effective, and because this is Render, really grisly.


Female Bartan Marshall | Morale: 10

On the ASSAULT mission, rather than messing with the rules (unless we really want to of course) it could be less about the Morale and more about simply not failing and gaining the +1 Pressure. Also if we end up losing people during the fight with the big bad, we loose Morale for each legionnaire lost, so given the high potential casualty rate, we might end up at only +1 or +2 Morale. Just my 2 cents.

For the RECON mission scouting the road it seems like it could lead to many challenges. Perhaps one of the Broken does have troops across the river. Have they set up ambushes along this supposed safe route out? We need to find and defeat say 2 out of 3 ambushes to clear the way. Who left the map at the lodge. Was it a set up all along. Is Dozen's uncle a sympathizer? OR perhaps a bridge has been washed out or heavily damaged by storms, undead, or sympathizers. We need to rig repairs and stop an undead Recon party from sabotaging the bridge further. A bit of a mirror of the last mission. OR we discover an old mill, there's wheat or other grains waiting to be ground, but the place is infested with undead rats. Creatures created by one of the Broken to proceed invasions to destroy food supplies and weaken any resistance. What else to their disease carrying bites cause? Again just some thoughts.


DM_DM wrote:
Karina Zayatevya wrote:


DMDM: I see that the assault mission offers a morale boost if we win, but we're at maximum morale already. Are you willing to bend things slightly and offer something else instead?

Maybe! I could imagine a situation where you get a choice between Morale boost or (thing X).

Here's a thing, though: IMO, Morale boosts usually come from being Big Damn Heroes. A +4 Morale boost would imply something like... oh, I don't know, saving an entire village from being converted into feedstock for undead by defeating an Infamous and its servants? Like that. So getting something else instead has some dark implications -- like, you defeated the Infamous, but instead of saving the villagers, you walked away with some item that you needed instead...

I do see what you're saying. This is Aldenmark though, isn't it? And from what i've read they don't really like the old empire or the Legion. Maybe they do get saved but aren't that grateful, especially since we aren't there to guard their village. Whcih means they have to move and become refugees, or stay and die. I can't see that going down well. So instead of teh morale boost, maybe we get something from the village that they leave behind?

I do take Kaviya's point though that we might need that morale boost if we lose anyone in the battle. So I'm good either way.

For the RECON mission, it could jsut be something as straightfroward as "find out what' between us and the Western Front."


Mmkay, I think I've got something. Last call for any Liberty-related posts, and then it's Missions!


Female Bartan Marshall | Morale: 10
DM_DM wrote:
Mmkay, I think I've got something. Last call for any Liberty-related posts, and then it's Missions!

I've got plenty of more scene ideas bouncing in my head, but I'll save them for next time around. :)

Silver Crusade

Commander

Are we waiting on a call of which is Primary and which secondary?

Since we're at max morale, and since supply and Intel are greatly desired, beseems obvious that the Assault will be secondary and the Recon primary.


I'm good with that. Recon suits my character :)


Varus Arminius wrote:

Are we waiting on a call of which is Primary and which secondary?

Since we're at max morale, and since supply and Intel are greatly desired, beseems obvious that the Assault will be secondary and the Recon primary.

It is actually not obvious which one to do as primary, and which to do as secondary.

Generally, it is the secondary that is more likely to fail, as it comes down to a single engagement roll. If both missions succeed, the rewards are the same, so let's assume that the secondary fails.

If we do the Assault mission as primary, the net result would be, after we take the 3 morale penalty from the deaths in the secondary, that our morale is 10 and we pick up an extra pressure penalty from failing the secondary. This would give us two campaign actions, which we can use for R&R and likely another long term project action.

If we do the Recon mission as primary, the net result would be, after we take the 3 morale penalty, that our morale is 7. We would gain the intel and the asset, but we would go down to only one campaign action and we would additionally lose time.

Roughly speaking, the asset and the lost campaign action mostly offset (I'd value the asset a bit more highly). We would be in a tricky situation with morale (we sort of need to do liberty to bring it up, instead of the R&R that we could really use), and so might need to burn a supply for an extra campaign action for that R&R. Further, losing a full time is statistically worse than gaining a pressure. So then it comes down to whether the morale hit and the worse time situation are worth the intel point.

I think that from a purely mechanical perspective, the assault mission as primary is the safer approach. It is close enough that it is a legitimate debate, and certainly role-play or considerations of which mission is more fun to run could take precedence.


Karina Zayatevya wrote:

I do see what you're saying. This is Aldenmark though, isn't it? And from what i've read they don't really like the old empire or the Legion.

That is true from the book and was a major point in my other campaign as well. Note that as Lorekeeper, you can help flesh out why the Aldermani don't like the Legion. For instance, has the Legion has interfered in Aldermani politics in the past, either during the time of the Empire as the fist of the Emperor, or later as a sellsword company during some foreign invasion or civil war in Aldermark?


Ze Quartermaster wrote:
Varus Arminius wrote:

Are we waiting on a call of which is Primary and which secondary?

Since we're at max morale, and since supply and Intel are greatly desired, beseems obvious that the Assault will be secondary and the Recon primary.

It is actually not obvious which one to do as primary, and which to do as secondary.

Generally, it is the secondary that is more likely to fail, as it comes down to a single engagement roll. If both missions succeed, the rewards are the same, so let's assume that the secondary fails.

If we do the Assault mission as primary, the net result would be, after we take the 3 morale penalty from the deaths in the secondary, that our morale is 10 and we pick up an extra pressure penalty from failing the secondary. This would give us two campaign actions, which we can use for R&R and likely another long term project action.

If we do the Recon mission as primary, the net result would be, after we take the 3 morale penalty, that our morale is 7. We would gain the intel and the asset, but we would go down to only one campaign action and we would additionally lose time.

Roughly speaking, the asset and the lost campaign action mostly offset (I'd value the asset a bit more highly). We would be in a tricky situation with morale (we sort of need to do liberty to bring it up, instead of the R&R that we could really use), and so might need to burn a supply for an extra campaign action for that R&R. Further, losing a full time is statistically worse than gaining a pressure. So then it comes down to whether the morale hit and the worse time situation are worth the intel point.

I think that from a purely mechanical perspective, the assault mission as primary is the safer approach. It is close enough that it is a legitimate debate, and certainly role-play or considerations of which mission is more fun to run could take precedence.

It's clear you've spent a lot more time thinking about this game than I have! I see the points you are making and they defenintly need thinking about.


Okay, missions are up! Have at it. Everyone discusses, Commander decides, Marshal assigns who goes (2 Specialists, up to 5 Rookies or Soldiers).


Karina Zayatevya wrote:
Ze Quartermaster wrote:
Varus Arminius wrote:

Are we waiting on a call of which is Primary and which secondary?

Since we're at max morale, and since supply and Intel are greatly desired, beseems obvious that the Assault will be secondary and the Recon primary.

It is actually not obvious which one to do as primary, and which to do as secondary.

Generally, it is the secondary that is more likely to fail, as it comes down to a single engagement roll. If both missions succeed, the rewards are the same, so let's assume that the secondary fails.

If we do the Assault mission as primary, the net result would be, after we take the 3 morale penalty from the deaths in the secondary, that our morale is 10 and we pick up an extra pressure penalty from failing the secondary. This would give us two campaign actions, which we can use for R&R and likely another long term project action.

If we do the Recon mission as primary, the net result would be, after we take the 3 morale penalty, that our morale is 7. We would gain the intel and the asset, but we would go down to only one campaign action and we would additionally lose time.

Roughly speaking, the asset and the lost campaign action mostly offset (I'd value the asset a bit more highly). We would be in a tricky situation with morale (we sort of need to do liberty to bring it up, instead of the R&R that we could really use), and so might need to burn a supply for an extra campaign action for that R&R. Further, losing a full time is statistically worse than gaining a pressure. So then it comes down to whether the morale hit and the worse time situation are worth the intel point.

I think that from a purely mechanical perspective, the assault mission as primary is the safer approach. It is close enough that it is a legitimate debate, and certainly role-play or considerations of which mission is more fun to run could take precedence.

It's clear you've spent a lot more time thinking about this game than I have! I see the points you...

I realized that I mixed up the penalties between the two missions, which means that failing the recon mission is worse for time than the assault mission. That changes the balance in my opinion to favoring the recon, though it is still a close decision.

Silver Crusade

Armor: 1, Special: 1 Heavy: 1 | Rig 2 Helm 1 Scramble 1 Scrap 2 Command 1 Sway 1 | | Insight: 1 Prowess: 3 Resolve: 2 | Stress: 0| XP: 0

What's going on with the 5th specialist? do we get one or not?

Also, I propose that whoever makes/runs the 5th specialist doesn't get to also run any squaddies. I'd like to avoid this becoming a one player game.


Female Bartan Marshall | Morale: 10

I was going to make up an Officer, but honestly, I'm tapped. So whoever wants to take that or some other role, please feel free.


Brother Attero Dominatus wrote:

What's going on with the 5th specialist? do we get one or not?

Also, I propose that whoever makes/runs the 5th specialist doesn't get to also run any squaddies. I'd like to avoid this becoming a one player game.

Normally all of the specialists are communal property to the Legion, and the marshall, as part of her duties, can assign not only which specialists get to go on the mission, but also which players plays which characters. I've seen a situation in which the fifth specialist of a different campaign (a scout) got played by every single player over the course of the campaign (and it was particularily fitting since he is the one that foolishly chose to wear the Lunar Crown). There have even been a couple of situations where someone else played one of the original specialists besides the person who created it, though that is usually with the blessing of the creator of the specialist.

Here is a proposed Officer.

Emerald Dancing Wind

Female Panyar
Shrewd Traveler
Special Ability: Strategist

Insight 4 (+1 from shrewd)
Channels 2
Research 1
Scout 1

Prowess 1
Maneuver 1

Resolve 3
Consort 2
Discipline 1
Sway 2

Originally an adjutant to Commander Arminus. Prior to Ettenmark Fields she had never seen combat. Prized for her intellect and ability to plan strategy and logistics, and showed her mettle (surprising everyone, especially herself) in her actions to help evacuate the command staff when Ettenmark Fields went sideways. Given the dire situation in the Legion, she has been pressed into the field. Everyone adores the slight Panyar, but most member of the legions greatly underestimate her inner strength, to their sorrow. Her Panyar mark is an odd trunk like appendage that grows from the back of her head, which she can control though it is often covered by her long hair.

Suggested personality traits: Imposter syndrome, decisive under stress, kind, tolerant of failure, intolerant of stupidity.


Always want to have that one person with Strategist, for +1d on those secondary missions.


Tht looks fine, but honestly I would give her at least one extra use of Channels. It looks like an amazing ability.

Not happy with someone else playing my caharacter, btw. Didn't realise that was going to be a thing.


Karina Zayatevya wrote:

Tht looks fine, but honestly I would give her at least one extra use of Channels. It looks like an amazing ability.

Not happy with someone else playing my caharacter, btw. Didn't realise that was going to be a thing.

I added a second point of channels, cannibalizing the point in skirmish.

Also, though there is no rule that prevents someone else from playing Karina, we could make clear our preferences, and I expect the Marshall to respect those wishes. I for one actively prefer to play different characters, and would give anyone else my blessing to play the characters that I created. I was trying to go for broad strokes with the Doyen and with Emerald Dancing Wind.


Nobody should want to play a PC without the consent of that PC's creating player.


Thank you, I appreciate that.

So, who goes on which mission? I think Aterro is a fit for the Assault mission, and if that's the secondery mission then our new officer should go as well.

For the primary mission, a scout and a sniper would seem ideal.

So that leaves the squads, which ave the following benefits

Ember Wolves: +1d when attempting desperate actions.
Grinning Ravens: +1d when maneuvering to or holding a position.
Star Vipers: +1d when facing non-physical threats.
Shattered Lions: Do not break from fear or low morale.
Ghost Owls: +1d when in stealth or ambushing a target.
Silver Stags: +1d if the squad has suffered casualties this mission

The Ghost Owls have +1d in stealth which might help with the scout mission.

I realise the marshal has final say :)


2 people marked this as a favorite.

THE TREACHERY OF OFFICER CHURDA

From time to time, there have been those within the Legion's own ranks who have betrayed their oath and their fellow Legionares. This is greatly to be regretted, of course. But there are always those few who fail to understand the Legion's history and instead see only a mercenary company, where loyalty is alwasy negotiable.

Karel Churda was by all accounts not one of those, which makes his treachery all the greater. He was a practical man, well regarded by those he commanded for his caution and ttok care never to extend his hand furthter than he could draw it back, a sentiment which meant that most of those missions he led not only succeedd but resulted in minimal casualties. It is perhaps this very strength, his pragmatism, which led to his treason - a mentality of 'if you can't beat them, join them.' It is well-recorded that his views on the proposed assault were negative from the outset. He made little attempt to hide his scorn for the Chosen's idea, making it clear that he thought it was folly. His precise words in my hearing were "She's been a goddess for so long she has forgotten that the rest of us are only mortal." (It is not my duty to report personal anecdotes, but I make an exception in this case because it is perhaps the closest we will ever get to understanding his motives.)

The facts of the matter hwoeer are clear. On the approach to the battlefield, Officer Churda requested and was given command of two troops of the Legion's finest cavalry, a mixture of scouting skirmishers and heavy dragoons. He then led them far beyond the pre-planned assault point, straight into the massed ranks of the Black Oak Knights. Almoast a dozen of the Legion's veterans, all irreplaceable, were lost in that action alone, and the retreating survivors were so badly hurt that they did not survive the day. All fell at Ettenmark.

Officer Churda himself was also reported lost in action, but with the reports we now have it seems I shall have to amend the Annals. For this innacuracy alone I will not be sorry to see his head on a spike.


2 people marked this as a favorite.

You honestly have no idea how much effort I'm having to put ito making sure I spell the word "Annals" correclty.


Karina Zayatevya wrote:

Thank you, I appreciate that.

So, who goes on which mission? I think Aterro is a fit for the Assault mission, and if that's the secondery mission then our new officer should go as well.

For the primary mission, a scout and a sniper would seem ideal.

So that leaves the squads, which ave the following benefits

Ember Wolves: +1d when attempting desperate actions.
Grinning Ravens: +1d when maneuvering to or holding a position.
Star Vipers: +1d when facing non-physical threats.
Shattered Lions: Do not break from fear or low morale.
Ghost Owls: +1d when in stealth or ambushing a target.
Silver Stags: +1d if the squad has suffered casualties this mission

The Ghost Owls have +1d in stealth which might help with the scout mission.

I realise the marshal has final say :)

Just a quick note (will try to post something a bit more literary in gameplay thread tomorrow). The sniper is pretty hurt, I think he is not really in good shape to go out on the mission. We should also doublecheck stress on existing specialists (though all should have removed 3 stress from liberty, so I am guessing that stress isn't too bad an issue).

For the secondary, we can get two dice if we send anyone except Karina, and would get three dice if we send, for instance, the new officer and the good Brother. This is actually pretty risky, as secondary missions dole out harm to specialist like no one's business. So sending two is a high-risk/high-reward proposition. Given that we are taking the southern route, I would lean towards sending both.

For the primary, the scout and medic sound like a good plan. That would leave two of us playing rookies.

Ghost owls usually makes sense for being sneaky. I would propose not sending the Grinning Ravens on the secondary-- there will likely be deaths in secondary missions.


Female Bartan Marshall | Morale: 10

Regardless of which mission the commander decides to be the main, if we bring the Medic on the primary, then we still get to add another Specialist if someone wants. With the auto-Attache ability, Medics can be added as a third specialist to any mission. I guess it just depends on player preference whether they want to go with a specialist or work on leveling a rookie.


I'd forgotten One-Eye was hurt. Do injuries heal over time, at all, or do they only heal if you take the healing action?

For the secondary mission, that extra dice for sending the officer and Atterro makes a big difference. The chance of failing the mission goes down from 1/4 to 1/8 and the chance of succeeding goes up to 4/8. With two dice, the chance of success is only 1/3.

How many specialists does the Legion have right now? We have a Scout (me), a Heavy (Aterro) an Officer (Emerald Dancing Wind) and a Sniper (One-Eye). We also have a Medic (Nicholai) who doesn't count towards our limit of specials, is that right?


Karina Zayatevya wrote:
I'd forgotten One-Eye was hurt. Do injuries heal over time, at all, or do they only heal if you take the healing action?

Unless otherwise specified, you have to take the healing action. (There are injuries that are specified as temporary, like having the wind knocked out of you.)

Also, the healing action is super slow. Harm sucks.


Oh, Loremaster: when you have a moment, could you pick a squad? Any squad. Choose one at random, whatever.


DM_DM wrote:
Oh, Loremaster: when you have a moment, could you pick a squad? Any squad. Choose one at random, whatever.

Silver Stags, I choose YOU!


Karina Zayatevya wrote:

I'd forgotten One-Eye was hurt. Do injuries heal over time, at all, or do they only heal if you take the healing action?

For the secondary mission, that extra dice for sending the officer and Atterro makes a big difference. The chance of failing the mission goes down from 1/4 to 1/8 and the chance of succeeding goes up to 4/8. With two dice, the chance of success is only 1/3.

How many specialists does the Legion have right now? We have a Scout (me), a Heavy (Aterro) an Officer (Emerald Dancing Wind) and a Sniper (One-Eye). We also have a Medic (Nicholai) who doesn't count towards our limit of specials, is that right?

I, as the @*$%@-@#$@#* Quartermaster decide when healing happens.

As a meta-discussion, the campaign action economy is super-tight, and one of the quirks of Band of Blades is that when I take one of the recovery actions (Liberty, Rest & Recuperation), it affects all legionnaires. So it is more efficient to do those actions when it will help multiple characters, especially specialists, rather than just help one. And we'll need campaign actions to do other things. Like in Blades in the Dark, long term projects can be exceptionally good, and there are many assets and new recruits that we'll need before we get to Skydagger Keep.

It is my policy that I want to make sure that there are three specialists that are in proper shape to go on missions at all times, with coverage for all secondary mission types. As an additional quirk, the Doyen has the noble cultural trait, so he'll be back in action as soon as I do an R&R. The other characters will not be so lucky. So I intentionally did not choose R&R, as it would be expensive and boring, two words that the Quartermaster does not like. He prefers cheap and peppy.

Similarly, the Quartermaster wants to keep morale at 10 as much as possible, so we don't have to rely on Assault missions to keep us above 7 during the campaign action phase. That is why he invested in Liberty last round.

We have five specialists, who are now all enumerated (the ones that were created by players that dropped should be purged). The attache rule allows the medic to exceed the mission limit of two specialists per mission, but we still only start with five total specialists.


Okay, so -- are we decided? Primary mission is Recon, the Assault on the boats is secondary?

And who's going on which mission?


Female Bartan Marshall | Morale: 10

I'm not sure the Commander confirmed the Recon mission or not. Could be I missed it.

Assuming Recon is the case, then Karina (scout), Nicholai (medic), it has been suggested Emerald Dancing Wind (Officer), and Ghost Owls for the squad.

Aterro: Do you have a preference for what/who you want to play?

Also I can not bring Nicholai if I'm also going to have to run three or four rookies as part of the squad. Respect to Aterro's earlier concern, I do think that will be a little much if I'm trying to corral four or five characters. Unless the person playing a rookie also plays all of the other rookies in the squad.

Perhaps I'm just unclear on how this all actually works. :)


Note that you can take up to five Rookies, and -- since Rookies are not well defined -- you can basically make this particular Rookie your backup PC. Think of it like swapping between a midlevel character (your Specialist) and a 1st level character that you're trying to level up.


Kaviya Kudshava wrote:
Perhaps I'm just unclear on how this all actually works. :)

PRIMARY MISSION - RECON

Karina (Scout)
Ghost Owls (Squad)
optional: Nicholai (Medic)

(The reason I say optional is that it affects our dice for the Engagement Roll)

If I understand the rules right, I play Karina and you each play one of the Rookies. DMDM plays the NPC rookies, as before.

SECONDARY MISSION - ASSAULT

Attero (Heavy)
Emerald Dancing Wind (Officer)
A squad, don't care which

Hope that helps. Can we please get to the action now?

Silver Crusade

Commander
Varus Arminius wrote:

Are we waiting on a call of which is Primary and which secondary?

Since we're at max morale, and since supply and Intel are greatly desired, beseems obvious that the Assault will be secondary and the Recon primary.

@Karina: Ah, okay, I was going to say something dumb like "don't we get two specialists, so we get three in the Primary" but Doyen is down, so he's not going, so we don't get him.

Should we coordinate what Special Ability we all take for our Rookies? Wouldn't we be so embareassed if we all took Home Cookin'? =)


Varus Arminius wrote:


Should we coordinate what Special Ability we all take for our Rookies? Wouldn't we be so embareassed if we all took Home Cookin'? =)

Suggestion: somebody post a build, with suggestions for the other Rookies. Let's move this along!


DM_DM wrote:
Varus Arminius wrote:


Should we coordinate what Special Ability we all take for our Rookies? Wouldn't we be so embareassed if we all took Home Cookin'? =)

Suggestion: somebody post a build, with suggestions for the other Rookies. Let's move this along!

We can define them if you'd like, but we could leave the ones that are not being played by players to not be defined, and use the alternative rules on pg.226, where the squad is either lead by a rookie who "represents" the squad or just use 1d for them, with squad bonuses applying,


Karina Zayatevya wrote:
Kaviya Kudshava wrote:
Perhaps I'm just unclear on how this all actually works. :)

PRIMARY MISSION - RECON

Karina (Scout)
Ghost Owls (Squad)
optional: Nicholai (Medic)

(The reason I say optional is that it affects our dice for the Engagement Roll)

If I understand the rules right, I play Karina and you each play one of the Rookies. DMDM plays the NPC rookies, as before.

SECONDARY MISSION - ASSAULT

Attero (Heavy)
Emerald Dancing Wind (Officer)
A squad, don't care which

Hope that helps. Can we please get to the action now?

One quick note: is Attero wounded? If so, we'll suffer from the wounds penalty for the engagement roll, and would want to swap Nicholai for Attero. Sorry for bringing it up this late, just realized it last night.


Karina Zayatevya wrote:


Hope that helps. Can we please get to the action now?

I think everyone's trying to move things along! Just making sure all the ducks are lined up. It's the first time for several of us...


DM_DM wrote:
Varus Arminius wrote:


Suggestion: somebody post a build, with suggestions for the other Rookies. Let's move this along!

Here is a quick build for a rookie which I'd like to play, on the Ghost Owls. (Note, has all attributes needed to promote to Scout or Sniper).

Silver Dancing Storm(he/him)
Marked Traveler
Devil's Own Luck

Insight 2
Scout 2

Prowess 4
Shoot 2
Maneuver 1
Skirmish 1

Resolve 2
Consort 1

Raised as a Panyar hunter, Silver Dancing Storm joined the Legion to see the natural world. He has already seen much of the Eastern Kingdoms, though he has not had much opportunity to see the Aldermark countryside. He is pretty introverted though he does enjoy the camraderie of the Ghost Owls. He naively hopes to find his friend and sometimes lover, Frost Slicing Star, a member of the 14th Grinning Ravens, somewhere among the fleeing remnants of the Eastern armies, and carries a hand-crafted bowie knife as a reminder of home. He has very sharp hawk-like features and his nose has a sharp beak.


Female Bartan Marshall | Morale: 10

I'll play a Ghost Owl rookie rather than the Medic. It seems like we need to prioritize leveling them into Soldiers or Specialists. I will give the Jack of all Trades ability a try.

Arun 'Three Fingers' Arani (Male, Bartan) Warm and Educated.

Jack of All Trades
Insight: 3 0/6 XP
Research: 1
Rig: 1
Scout: 1

Prowess: 4 0/6 XP
Maneuver: 1
Shoot: 1
Skirmish: 2
Wreck: 2

Resolve: 1 0/6 XP
Consort: 2
Discipline: 0
Marshall: 0
Sway: 0

Arun loves to build things and then blow them sky high. There is nothing more heartwarming than a good "KABOOM!" This love of gunpowder is unsurprisingly what led to him losing first his pinky, and then the upper half of his ring finger. Yet these mishaps haven't dampened his fascination, oddly some would say they've increased it. Having been recruited into the Legion with dreams of getting to see some really big fireworks, he's been sorely disappointed with the usual KP duties and random marches so often assigned to rookies. Incredibly jealous of the Ravens for them getting the opportunity to blow the big bridge, he's secretly wishing there'll be a chance to cause some big booms during this next mission.

301 to 350 of 381 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Band of Blades: The Road to Skydagger Keep Discussion All Messageboards

Want to post a reply? Sign in.