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RoE Archive => RoE2 Archives => Fire and Steel => : DM B February 25, 2010, 03:18:06 PM

: Turn #66 - Caelcorwynn campaign
: DM B February 25, 2010, 03:18:06 PM
War move 1:

A war council takes place (see mail thread)
: Re: Turn #66 - Caelcorwynn campaign
: DM B February 26, 2010, 02:40:59 PM
War move 2:

You've planned an plotted for a long time now - but when will you act?
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 05, 2010, 01:49:19 PM
War move 3:

The great host moves into the deep green of the Caelwode...



Tuare
General Braedonnal Tuare
Braedonnal's bodyguard (very skilled followers)

ETN
Commander - Trelien
Elder Sister (Archbishop equivalent) Gwenevier
Knights (crack)
Armsmen (veteran)

Bellam
Commander - Sirous (cousin to Baron Tristan)
Scouts
Irregulars
Archers
Archers

Aerenwe
Commander - Maravoel Dhon (a young noble of house Dhon)
Regulars
Pikes
Archers
Regulars (House Dhon)

Wardens
Commander - Aedon Dhon (Warden 'general' and Circle member)
Scouts (crack)

The Sea Witch
Hermedhie
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 08, 2010, 01:28:00 PM
The general plan is to march forth, provoking the enemy to do battle.

The ETN armsmen will form your 2nd echelon, being split into several smaller groups that are close enough together to support one another, and most importantly – beck up the 1st echelon.

The knights make up your mobile reserve. Their mobility will be limited in the forest, but they are still potent. It is here that vulnerable characters should stay.

The rest of the foot, 2 regulars and 1 pikes, as well as a hefty 3 archers, will make up your 1st echelon. They work together in smaller groups, with swords, pikes and archers mixed. Once again, more dispersed than usual, but close enough to support if need.

The irregulars also have an important task – ferrying orders and keeping the army together in the confusing shadowy world under the trees.

The scouts will stay relatively close to the main body, scouting ahead and making sure there are no surprises, but not ranging so far as to expose themselves to danger.

Braedonnal commands from the reserve. Sirous has the second echelon and the irregulars. Aedon Dhon has the scouts. Trelien has the centre. Maravoel has the right. One of Braedonnal’s AAs, Tycho, has the left. Hermedhie and Gwenevier stay with the reserve.

---

WM 3 begins with the host moving into Caelwode:

It does not begin too well – even as you enter beneath the great trees you come under attack. A great wind springs up from nowhere, taking with it all manner of rocks, branches, and other debris. For a time all the forward elements (i.e. the scouts) can do is hand on for their lives. Men are picked up and sucked into the sky, others are smashed against the great three, or pummelled to death by jaded rocks or broken branches. The crack Warden scouts hold on (taking 1 hit), but the Bellam scouts have had enough, they flee the forest (taking 2 hits, to Broken, and routing).

In the rear, with the knights, Hermedhie is left dazed – her feeble attempts at warding the troops availed to nothing. Never before has she felt such a great concentration of mebhaighl. Whoever waits in there – he is a much greater sorcerer than her.

Note: We’ll be using the forum from now on since only NPC enemies are involved. It’s easier.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 08, 2010, 04:38:39 PM
Any news from the locals working for us?
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 08, 2010, 04:57:01 PM
Any news from the locals working for us?

Hmm, a new report on the eve of battle? Hmm, OK:

They have yet to see much of any actual army (units). Nor have they heard of anyone having seen any such units. But they think that Rhuobhe may have created one or two units from the local population - his personal charisma is considerable.

: Re: Turn #66 - Caelcorwynn campaign
: X-Points East March 08, 2010, 06:44:28 PM

IC:

In the rear, Ibrahim ibn Uiriena speaks to Hermedhie and Gwenevier:  “If I might aid either of you . . . perhaps obscuring your location . . . whilst you weave your own magic . . . then simply give me the word, and it shall be done.”

: Re: Turn #66 - Caelcorwynn campaign
: X-Bellam & BC/TB (Bobby) March 08, 2010, 06:59:43 PM
Sirous and his guard ride forward, fanning out and corralling as many of the fleeing scouts as possible, sounding their horns.  With shouts and the occasional blow, they force the frightened men back into the advance.  For the moment, whatever he can rally of the unit will be joined with the Irregulars while they recover their wits, courage, and numbers. 
: Re: Turn #66 - Caelcorwynn campaign
: X-Hermedhie (Ronny) March 08, 2010, 07:06:53 PM
Hermedhie looks exhausted "I doubt that he will try and attack us directly, so I am not sure what good it will do. If you have anything that can affect him or his army directly, now would be a good time to use it. The more we make him use his power to defend himself, the faster he runs out of juice."
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 08, 2010, 08:44:00 PM
Sirous rallies the broken men.

Nothing more happens that day. You move into the forest and go along a preplanned axis of advance, using local guides (provided for you by the ETN - 'local' meaning sidhe in this instance) to show you the way. By nightfall you've secured several good defensive positions and get ready to rest.

The next morning the men are rested and feeling well; god is with then and no more attacks have occurred. But as they march deeper into the green their sense of elation fades...

OOC: Rhuobhe has dispelled the ETN's blessings, save on the Bellamie Irregulars and the Aerenwan archers.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 09, 2010, 09:52:18 AM
Deeper and deeper into the forest you go, checking in on several sidhe villages. The inhabitants either hide before you arrive, or just stare at you when you pass through.

There is no sign of Rhuobhe - or any of his men - thus far. Divinations reveal nothing more.

----

Then, on the fourth day, things start to happen. The forest becomes deathly silent - and then the trees start moving. Moving and attacking. With them come all manner of forest creatures - from fierce predators to normally mellow herbivores...and forest fey.

The scouts shout warnings and the men get ready as a wall of nightly oaks walk straight into the right flank. What they do not crush or shatter or rip apart are overwhelmed by the creatures following in their wake. Maravoel desperately tries to hold the line together, but to no avail. The right flank is completely ripped apart (the Dhon regulars take 4 hits and are destroyed, the Bellamie archers take 3 hits and run screaming towards the reserve).

Braedonnal quickly orders the Center and the 2nd Echelon to face the enemy, while spurring the ETN knights forward. Hermedhie and Gweneviver go with him. Normally it would be very unwise to commit the reserves so soon, but what else can he do?

The archers of the left flank also join in, and with fire arrows they inflict some damage on the trees. The same goes for the infantry; as pikes and armsmen surge forward the enemy advance is halted, even as scouts and skirmishers swam around the trees trying to set them on fire. In this they would not have been successful where it not for the knights - they rush forward sending all manner of wicked forest creatures running (or dying) - allowing the light infantry to do its job. Hermedhie and Gwen also join in, their magic might adding to the power of steel and fire.

Meanwhile the Warden scouts are fighting desperately (against another 2 units of 'forest creatures'). It is almost like the forest is trying to silence the very men than can pierce its secrets.

Player feedback appreciated at this stage.



SKIRIMSIHERS
Commander - Aedon Dhon (Warden 'general' and Circle member)
Scouts (crack) - 1 HIT, 1 HIT taken

LEFT
Tycho - Elfblood commander
Regulars (Aerenwe)
Archers (Aerenwe)

CENTER
Commander - Trelien (ETN)
Pikes (Aerenwe) - 2 HITS taken
Archers (Bellam)

RIGHT
Commander - Maravoel Dhon (Aerenwe)
Regulars (House Dhon) - 4 HITS taken, destroyed
Archers (Bellam) - 3 HITS taken, routed

2nd Echelon
Commander - Sirous (cousin to Baron Tristan)
Scouts (Bellam) - 2 HITS, 1 HIT taken, destroyed
Irregulars (Bellam) - 1 HIT taken
Armsmen (veteran) (ETN) - 2 HITS taken

RESERVE
General Braedonnal Tuare
Braedonnal's bodyguard (very skilled followers)
Knights (crack) (ETN)
Elder Sister (Archbishop equivalent) Gwenevier
Hermedhie
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 09, 2010, 12:10:12 PM
OOC: If I got it properly, centre, 2nd echelon and reserve are now engaged with enemy (and right is destroyed). So left should probably engage the enemy wardens scouts are fighting, so that the scouts can fall back preventing their destruction.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 09, 2010, 12:33:13 PM
OOC: If I got it properly, centre, 2nd echelon and reserve are now engaged with enemy (and right is destroyed). So left should probably engage the enemy wardens scouts are fighting, so that the scouts can fall back preventing their destruction.

OOC: You are entirely correct - and it is a good plan. It

The archers are firing to good effect already, but the regulars are just standing there (well, they are sort of your only reserve right now, being unengaged, and they do protect the archers on the left, so do do have some value).
: Re: Turn #66 - Caelcorwynn campaign
: X-Bellam & BC/TB (Bobby) March 09, 2010, 01:02:10 PM
Sirous screams orders, fighting as much to make his voice heard as to survive.  His cries pull men from in front of the unstoppable trees, casting them instead to the flanks of the advance.  Here, the armsmen and pikes thrust and feint, circling and pulling away from the animated monstrosities, forcing them to turn and twist and robbing their charge of power while the archers carry the battle, pouring fire arrows into the fray with all their strength.  Only if the trees move to strike at the archers do the foot engage, and then only long enough for the archers to scatter before again pulling back and sliding to the flanks.  The Irregulars pour through and around the heavier infantry, hurling torches from the sides and behind and starting smaller brushfires to try and block the trees' paths. 

In minutes, the flames could be as terrible a threat as the inhuman attackers... but that will be a problem for then.  For now, they are the only path to survival...

(OOC: Nothing we have can stand up to a treant charge-and-trample, so he's trying to employ the shock infantry as lightly as possible and let the missile attacks do the killing.  Keep the treants turning and they can't get any momentum.  Keep the units from packing up and presenting solid targets.)
: Re: Turn #66 - Caelcorwynn campaign
: X-Points East March 09, 2010, 06:20:18 PM

IC:

As Hermedhie and Gwenevier advance with the knights, Ibrahim does not.  Instead, he surveys his surroundings; and, noticing the plight of Aedon Dhon’s scouts relatively quickly, he casts a form of displacement magic, in order to aid their defenses and/or disengagement.

: Re: Turn #66 - Caelcorwynn campaign
: X-Aerenwe/TS (Miloš) March 09, 2010, 07:45:26 PM
One moment Maravoel was trying to hold his men together, and the next most of his soldiers were lying around broken, the few survivors running away from the raging treants in panic. He rides among the fleeing men, alternating between sounding his horn and shouting "Form on me, right flank! Stand and fight or die as cowards!" He desperately tries to rally the surviving men and lead them to join the center.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 09, 2010, 08:12:51 PM
Maravoel manages to rally what is left of his command; it is not much. Scores of infantry slain, many more injured. Archers all over the place, trying to hide, running away. No cohesion, only chaos. With perhaps fisty men in tow he returns to the fray...

Ibrahim's aid and the arrival of infantry to back them up saves the scouts from destruction, allowing them to fall back in good order to join with the regulars and archers on the 'left flank', the men under the elfblood Tycho.

The main force is doing quite well - holding the treants at bay, inflicting damage on them - while keeping alive...for the most part.

That's when the real fight begins. From literally out of nowhere they appear, groups of sidhe archers, numbering in the hundreds (i.e. 2 units). Elven shafts race out, catching the left flank in the back, killing at least a hundred men in the first confusing minutes (the Archers taking 3 HITS, and the Regulars taking 1 HIT - neither unit routs).

Next comes Rhuobhe and his gheallie sidhe knights, tall elven warriors in gleaming mail, bearing down on the infantry, lances gleaming. They rush over the left flank, heading straight for Braedonnal (the Regulars take 3 HITS and are destroyed - sidhe cavalry can charge in forest terrain).

On the heels of Rhuobhe are several hundred (2 units) of lightly armed and armored sidhe. They do not have the same menacing aura as the others. They job is to deal with the remnants of the left flank...the rest of the archers are routed (takes 1 HIT and is destroyed), but the Warden scouts stand firm!

The entire expeditionary force is wavering - this is the moment where they either break en mass, or find their courage to stand and die.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 09, 2010, 09:30:34 PM
Trelien, seeing the near catastrophe, leaves the remnant of pikes to slow and distract the treants while ordering archers to redirect fire to elven knights as they pass by in their charge to Tuare's reserve. Archers are ordered to aim for the steads in hope of slowing the enemy and confusing their ranks so that their charge lose the momentum. That is the last thing he can do to postpone immediate collapse of entire army.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 09, 2010, 10:12:22 PM
Several elven knights are felled, but it is too little too late. The knights of the ETN strike back with righteous anger, causing the sidhe to scatter and fade, Braedonnal hot on their heels.

Then the rest of the shide and their tree-allies close the noose. Arrows and fey-forged blades are everywhere. Forest leopards and great stags leap forth to take men down, all the while the great branches of the trees shatter bone and crumple steel.

But Anuireans do not kill easily - they stand their ground. Fighting back, killing even as they are killed. But it is hopeless, truly hopeless.

(the treants, though damaged, continues to savage the infantry with their power attacks, while the terrible sidhe archers keep firing and firing, and the light infantry and summoned frest creatures pick of what's left - but the army does not break)
: Re: Turn #66 - Caelcorwynn campaign
: X-Bellam & BC/TB (Bobby) March 09, 2010, 10:15:31 PM
Sirous stares in horror as the expedition is utterly overrun.  Nothing more than a glance is needed to realize the Anuireans can never hope to defeat the forces now arrayed against them.  He spares one moment more, one wistful glance back down the expedition's path, towards the safety of the forest's edge... but only a glance.  No Anuirean steed could outrun the Wild Hunt.  And he'll be damned if he'll give them the sport of running him down.

"To me, men!  Defend the flag!" he bellows, turning his horse towards the elven knights and Tuare's guard.  "Rally to the flag!"  A few words leave the Irregular's commander pale, but the man nods jerkily and begins to lead his troops to support the Wardens' scouts and delay the forces there as long as possible.  Sirous himself leads the Armsmen in a rush to support Tuare, and perhaps - perhaps - see the hated Awnshegh brought down with them.
: Re: Turn #66 - Caelcorwynn campaign
: X-Points East March 10, 2010, 05:50:32 AM

IC:

Ibrahim attempts to make his way toward Hermedhie.

: Re: Turn #66 - Caelcorwynn campaign
: DM B March 10, 2010, 07:46:22 AM
Sirous intentions may be good, but the effort proves futile. The infantry, the armsmen included, are hopelessly entangled with the animate trees. Even as they try to move in support of the knights, they are mercilessly hammered, loosing whatever cohesion remains to them. Sirous survives, but is thrown from his horse and into some bushes, landing hard. Whatever armsmen survives are cut down by arrows and javelins, or torn to pieces by wild animals.

One good things comes of it though. The mad assault of Sirous and the armsmen have attracted the attention of the enemy, allowing the sad remnants of the human army to fall back into one semi-coherent block that is falling back to a better defensive position. Not all make it though. Gweneviver is hit repeatedly by sidhe arrows and is killed. Brave Ibrahim tries to aid Hermedhie, who is hard pressed, barely able to defend herself, let alone attack. A black panther pounces on him, and before he can get up he is pierced by sidhe spears. Tycho fell along with the left flank.

Hermedhie uses the distraction to let a sudden gust of wind carry her into the sky...then she becomes the wind...racing away faster than a galopping horse...is she fleeing or does she have a plan?

----

Meanwhile Braedonnal has run into trouble too. The ETN knights are not very mobile in the heavy forest, but the magical sidhe steeds and local knowledge is on the elves' side - Rhuobhe has chosen his ambush site well. So when Braedonnal pursues - a reckless move at the best - the knights come under fire from sidhe scouts that have remained hidden up until now, then Rhuobhe wheels and re-engages. But the knights prove nothing if not resilient and fight back with great fervor...but how long can it last?

----

'MAIN' BODY
Commander - Maravoel Dhon (Aerenwe)
Commander - Aedon Dhon (Warden 'general' and Circle member)
Commander - Trelien (ETN)
Scouts (crack) (Wardens) - 2 HITS taken
Irregulars (Bellam) - 3 HITS taken
Armsmen (veteran) (ETN) - 4 HITS taken
Pikes (Aerenwe) - 2 HITS taken
Archers (Bellam)

IN A BUSH
Commander - Sirous (cousin to Baron Tristan)

PURSUING THE ENEMY
General Braedonnal Tuare
Braedonnal's bodyguard (very skilled followers)
Knights (crack) (ETN) - 2 HITS taken

PLAYING IN THE WIND
Hermedhie

----

The Anuireans are in a good defensive position with a coherent front. Facing them are two crack sidhe archers (with the Archer buff spell). Supporting the archers are two locally recruited green sidhe irregulars - they've taken a beating. Sadly there is not much you can do except slowly get shot to death...

...and of course there treant units are still there, as are the summoned army units...the former has taken some damage, and the late quite a bit, but its not enough!

The knights unit + Braedonnal are tangling with the sidhe knights + sidhe scouts + Rhuobhe. Anuirean crack knights are TOUGH, but in this place they are outmatched.

And Sirous is lying in a bush...
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 10, 2010, 11:02:18 AM
There is little option but another mad charge. Archers fire at the enemy while the remnants of Armsmen and Irregulars, lead by Trelien in person, surge forward with a great shout in a self-sacrificing move trying to draw enemy's attention. When the elves and forest creatures are busy massacring them, the rest of the units and commanders try to slip towards the place Knights are fighting in a hope to help them finish off the sidhe knights and perhaps make it possible for Tuare to engage in person with Rhuobhe.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 10, 2010, 11:08:19 AM
Trelien - and a few others - find themselves preciously alone...the men are not advancing.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 10, 2010, 11:37:02 AM
Having some feedback from Hermedhie would be appreciated; specifically - does she flee or join the struggle with Rhuobhe?
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 10, 2010, 04:32:24 PM
OOC: Meanwhile in Caelcorwynn province, can ETN (maybe the Aerenwan too) ships crews occupy the province and reduce Rhuobhe's holdings there?
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 10, 2010, 04:39:59 PM
No. You needs units for that. And you can't call any levy either, since there are no manors. But you (ETN) could muster units. You need at least 2 to occupy the province, and some more to actually deal with the Rhu holdings.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 10, 2010, 10:51:13 PM
I will be wrapping up this adventure tomorrow.

Input from Hermedhie is sorely missed; she is the only PC regent present, and has not yet made any posts.
: Re: Turn #66 - Caelcorwynn campaign
: X-Bellam & BC/TB (Bobby) March 11, 2010, 03:27:00 AM
Sirous groggily begins to sit up, touching his bleeding scalp, then freezes as elven steeds thunder by bare feet from where he lies.  As they continue on, he carefully eases forward and brushes aside a few ferns to see out - then hisses in fresh pain at the sight of the crumbling remnants of the army.

A long few moment passes as he stares, forcing himself to remain crouched.  There is NOTHING you can do there!  The elven forces have engulfed the Anuirean ones - he has no way to rejoin his men.  He swears, violently and silently, beginning to wiggle backwards.  All he can do now is try to creep away and at least bring word out of the woods of the army's defeat.  His sword is gone, but he retains his longknife - little more than a tool, normally, but any edged steel is better than none.  If you break cover you're dead.  There's nothing you can do, but you can still run.  So do it while you have the cha-

More hoofbeats begin to near, forcing him to freeze in place yet again.  Through the leaves, he can see flashes of movement and sprays of blood.  The vicious, moving battle between the human and elven knights has shifted towards him, hammering back and forth but steadily growing closer.  He sighs, staring, and mutters beneath his breath.  "I can take a hint, Kind Lady.  Just... catch me, when I fall."

Minutes later, as Rhuobhe spins his mount away from the latest human vermin to feel his blade's bite, there is a rustle of leaves and a flicker of steel, and a long-handled knife embeds itself in his horse's eye.

Catch me, Kind Lady.
: Re: Turn #66 - Caelcorwynn campaign
: X-Hermedhie (Ronny) March 11, 2010, 03:51:12 PM
OOC: Sorry about that. Been some crazy busy days this week... Okay, I'm not sure which spells I have chosen or anything, since my papers only list realm spells. So I'm just making up some spells she might have in her arsenal here.

Hermedhie flies high above the battleground watching the slaughter. As the Sidhe charge to finish the Anuirean army, Hermedhie hovers closer(just within 200 feet) and starts chanting. A fire grows from nothing right on top of the densest part of the sidhe army, growing 20 feet high and 200 feet long, a wall of fire now stands where only the sidhe army was before.

OOC: Hermedhie casts a wall of fire right on top of the densest part of Rhoubhe's army, aiming the waves of fire towards the rest of his army. All the while staying in the air, about 200 feet away.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 12, 2010, 02:36:04 PM
OOC: Seeing as how you're all deep inside an Ancient Forest, at an ambush site picked by Rhuobhe, with people running and riding around, an several minor fires now raging, there is no staying well above the forest canopy AND being part of the battle.

IC: Rhuobhe's horse goes down, turning into grey mist as it does so. The rider effortlessly leaps clear landing in stride, putting an arrow through Sirou's right lung, pinning him to a tree. The pain is unbearable and the brave Anuirean starts slipping away - but not before seeing Braedonnal charge into view, boring down on Rhuobhe...but faster than the human eye can see another arrow flies from his bow...and Braedonnal's proud steed simply folds it's legs and go down with a crash. Braedonnal keeps his momentum and blade in hand he rushes the Manslayer - the final battle is joined.

The wind that is Hermedhie resumes a human shape as it hurtles towards Rhuobhe and his knights. Arcane fire leaps from her hands, searing trees, human knights, and sidhe indiscriminately. Arrows reach out to kiss her skin, but none of them can catch her - save one; a sidhe warrior garbed in green pulls out a special arrow gifted to him by Rhubhe, an arrow enchanted to deal with a troublesome human sorceress.

Suddenly the Sea Witch is falling like a rock. The arrow never touched her, but it stole away her connection to the mebhaighl...and she hits the ground hard. Before she has a chance to recover a sidhe knight, still wreathed in flame charges out of the smoke, putting three feet of fey-wrought bronze through Hermedhie's chest. He rides past her, flames finally biting into elven flesh, and the woman inside lets out a shriek of pain and terror, a shriek quickly swallowed by the terrible battle.

Hermedhie tries to get up. To get away from the metal in her chest. To do something. To fight. To flee. Another arrow, quite mundane - and quite deadly - hits her in the neck. Then another. And another. She stops moving, topples forward, and is still.

The sounds of battle. Men screaming. Men dying. Steel on steel. Sidhe cursing sidhe. The there is only the sound of the wind. Great gusts of wind sweep between the great boles. Wind like the forest has never know, not down here, not since the mighty oaks were saplings. A great wind fanning the fire, a great wind lifting the limp body of Hermedhie into the sky, her life-blood dripping like rain.  A great wind, sucking away the mebhaighl here present; the great trees stop pummeling the beleaguered survivors, a forest cat shakes its head and flees.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 12, 2010, 07:39:15 PM
With the loss of their forest allies the sidhe are no longer quite as deadly; nor are they so interested in continuing the fight. Besides, the fire has grown considerably, and there is fire and smoke all over the place. Had Rhuobhe been there to goad them on, they would undoubtedly have continued the fight - but now they let the Anurieans run...the few that remain anyway.

----

Trelien, the only survivor of his courageous charge, is running half-blind through the smoke. A burning sidhe knight passes him, shrill cries of pain and fear cutting through the din. He stumbles on, seeing Sirious pinned to a tree, looking quite dead...and two sidhe locked in mortal combat.

It is graceful - and deadly. Trelien, already hurting from several minor wounds, realizes that he would not even last a few seconds against either combatant! His head heavy with smoke and pain he halts for a precious few seconds. Blades are flashing, steel ringing on steel, eldricht runes flaring - then in an instant they stand motionless, silent.

Braedonnal takes a step backwards. Rhuobhe steps after him...then go down on his knees, blade slipping from his fingers. A foot of enchanted steel is sticking out from his back, mithral armor ripped open by sidhe spell-craft. A killing blow. Bredonnal look surprised. Then angry. Shouting something in the sidhelien tongue. Rushing forward to catch Rhuobhe before he falls. More sidhe words from Braedonnal...dark pearly laughter from the Manslayer...words whispered between them, soft, but passionate.

Then Rhuobhe is still. Silence. The world turns white and black and gray for a moment - like the sun suddenly clouding over, casting the land into shadow. The fires go out, slowly, like they were children falling asleep in their mother's lap. Wounded men suddenly drawing their last breath before they too fall silent, forever.

The smoke overcomes Trelien and he starts to slip away...he sees...Braedonnal picking up Rhuobhe's sword...sidhe approaching on foot, knights and archers both...all black-eyes, menace dripping from their slender forms...Braedonnal addressing them...more sidhe nonsense - the only words Trelien can make out is gheallie sidhe, and then the accursed elves are on the move, blades, spears and bows seeking new lives to claim...
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 13, 2010, 07:34:41 AM
Eventually some of the men make it out of Caelwode and to safety. Most of those that survive follow Aedon Dhon of the Wardens, keeping up with his merciless pace, even as one after another are picked off by vengeful elves. A couple of other stragglers also make it - the plain lucky. Not a single priest or magician make it though; they are all slain. In all less than one hundred of the army that went into the forest come back out, to wander in shame and stunned silence back to the camp from which that marched.

SURVIVORS
In town
General - Aedon Dhon (Wardens)
Commander - Maravoel Dhon (Aerenwe)
(Some of) Braedonnal's bodyguard - Very able AAs
A smattering of survivors from the other units
Archers (Bellam) - 3 HITS, broken

Still in the forest
General - Braedonnal Tuare (Tuare)
Commander - Trelien (ETN)
Lots of dead people
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 13, 2010, 03:21:39 PM
WM 4 begins
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 13, 2010, 06:06:38 PM
WM 5 begins

A group of sidhe approach the town. Aedon Dhon go out to meet with them. He returns to tell the other that the sidhe have offered an ultimatum. All humans who wish to live must leave Caecorwynn at once. Those who stay behind will die.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 14, 2010, 04:38:26 PM
OOC: May we use the information that Rhuobhe is dead and elves have new leader? For example Caelwode locals working for ETN could hand over this knowledge. Or are we to suppose that Rhuobhe is still alive and well? I think this is crucial for the decision whether to try to resist or to evacuate Caelcorwynn.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 14, 2010, 04:42:10 PM
Just make up a fitting IC explanation and it can go whichever way you'd like; for example, the ETN has been using the local refugees for intelligence gathering...one of them could bring word. He could also bring word that Trelien was alive and care for by nice sidhe villagers...use your imagination.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 15, 2010, 10:56:07 PM
When Dhon commanders are talking about the elven ultimatum, they are informed that some ETN Priestess is waiting to hand them an urgent message. Urgent, what could be more urgent than this damned ultimatum? But they agree to hear her and she approaches together with a tall cloaked man. He takes off the cloak and ... it is elf.

Priestess speak "This is one of our friends from Caelwode and he has a important knowledge to share. He says that Rhuobhe is dead!"
"True" continues the elf "Rhuobhe is no more. Braedonnal Tuare now leads ghaellie sidhe. We saved human general Trelien from place of battle who saw. Was almost dead but better now. Saw Rhuobhe and Tuare fighting and Rhuobhe fell. Some third backstabbed him. Tuare then new commander of ghaellie sidhe. And this true, Rhuobhe not seen anymore and Tuare in his place."
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 16, 2010, 03:24:52 PM
WM 6:

Scouts report that a sidhe army is approaching the town. There is panic. People wanting to board the waiting ships. The survivors of the forest battle are among the most eager to get away.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 16, 2010, 04:38:19 PM
Briende Raenech orders his captains to take aboard as many refugees as they can without putting the ships at risk of sinking under their weight. "Children and women first if you have the choice. But perhaps" he shrugs "you won't that luxury. Take who is there. And if those damned elves start killing in the streets, use your ballistas and lets hope they will be less eager then. After we are full, set sail to Calrie and pray to Nesirie. Save for you Cariene and your galleon. You will remain here and keep the elves at distance. Hopefully, Queen's fleet can do some work here too."
: Re: Turn #66 - Caelcorwynn campaign
: X-Hermedhie (Ronny) March 16, 2010, 04:41:53 PM
Hermedhie is not seen anywhere after her presumed death and disappearance with the winds.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 16, 2010, 05:44:43 PM
Quite a few people can fit aboard; if you cram them in. It's a rather short voyage after all. But you cannot hope to fit in all the inhabitants. Just some of those present in town and the remnants of the army. Then the ships set sail for Calrie. As you draw away from the island a heavy mists covers the land...

Trelien remains behind, somewhere in Caelwode. He is healing and care for by sidhe who are not at all hostile.

WM 7 begins

(if anyone has anything more they want to do on Caelcorwynn, please post it here ASAP - turn is rapidly drawing to and end.

: Re: Turn #66 - Caelcorwynn campaign
: X-IHH/Wallac Isilviere (Kasper) March 16, 2010, 06:54:58 PM
OoC: I believe ETN tries to get KoH units to move to try save some people; I got a dispatch in that regard earlier and gave it thumps up for a couple of units provided the KoH player approves
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 16, 2010, 07:06:27 PM
OoC: I believe ETN tries to get KoH units to move to try save some people; I got a dispatch in that regard earlier and gave it thumps up for a couple of units provided the KoH player approves

Yeah, and they will need transportation...orders must be given...etc. Not going to happen very soon.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 16, 2010, 10:31:56 PM
One of the sailors to Aedon Dhon during journey to Calrie: "You have a good number of those elvish beasts in that your pretty forest, don't you? I say you need to deal with them or we all will soon be like those." points to refugees on board. "Yeah, to kill all that animals before they call their comrades on us. I say we need to kill two elves for every man and woman and child they murdered back there! Isn't it true?" he turned to other sailors and refugees. Some murmuring and looking away is there as the rest are not so eager, but none disagreed openly. Then some voice of older sailor from ropes above "You certainly can't wait to march into the forest to deal with them personally, rigth Lano? But don't forget to fart well when you run back to your mother, maybe they mistake you for a fitch and let you be." Some constrained laughter around and then another sailor "Hey Lano, wasn't your great grandmother elf? I heard something about it." Lano turned red and clenched his fists "That's a dirty slander! She was a good woman. Raised in forest and knew al those magic things, but human. Do you hear? Good human as we all are. Not like those ... those ... " Then unable to bear his anger anymore he ran to other end of ship murmuring loudly "Kill, kill."
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 16, 2010, 10:44:38 PM
After disembarking their "passengers" in Calrie, ETN ships return back to the shores of Caelcorwynn, hoping to find some more people to save. They have found some at the sea, making their escape in small fishing boats or improvised vessels. Most of them in a bad shape or wounded, elven arrows still sticking from their crafts. They are taken aboard and given care and then crews drives the ships closer to the shore with a gloomy expectations about what they will see.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 17, 2010, 06:54:36 AM
The way is shut - there are difficult winds...heavy fogs...and the Seadrake is spotted. Like it used to be back in the old days, before all this happened. You ships return to port.
: Re: Turn #66 - Caelcorwynn campaign
: X-ETN/Maire Cwyllmie (Libor) March 17, 2010, 09:27:05 PM
So the winds, fog and Seadrake prevented ships from reaching Caelcorwynn while old Aelvenking was alive, it ceased when he was slain and now is again. Did I get it right?
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 18, 2010, 06:53:17 AM
So the winds, fog and Seadrake prevented ships from reaching Caelcorwynn while old Aelvenking was alive, it ceased when he was slain and now is again. Did I get it right?

No, the impassable fogs lifted when the Banshee (awnie from RoEI) was killed. So it's been reachable for years now - at least for those captains who know their way around the difficult waters around the island. ETN/Aerenwe captains generally do. Plus those of the PCE.

: Re: Turn #66 - Caelcorwynn campaign
: DM B March 18, 2010, 12:46:18 PM
WM 11 begins
: Re: Turn #66 - Caelcorwynn campaign
: X-Aerenwe/TS (Miloš) March 18, 2010, 10:42:04 PM
Royal Navy of Aerenwe will aid the evacuation of the island.
: Re: Turn #66 - Caelcorwynn campaign
: DM B March 19, 2010, 09:21:53 AM
Two galleons from Aerenwe manage to reach Caelcorwynn and take on more refugees. In the absence of authority the remaining locals have gathered together and created a militia, which is led by one Faiden Laireme.

Turn ends