Pre-Battle
After recovering from the shock of the unexpected underground melee, Itzcoatl had retired back to the relative safety of the camp. The goblins had not pursued the Slann past the entrance or ventured out the following night. But Itzcoatl needed the instructions on the wall of the temple in order to find the lost artifact his master had commanded he recover.
So, he had decided to muster nearly all of his company to venture forth back into the temple complex. The marsh tribe Slann had found another deserted entrance and through this would go the majority of the force, led by the reliable Bull Slann commander Potzalcol. Whilst he, Lyta and escort an attempted to return to the inscription in the pond chamber.
Objectives & Rules
Lyta must reach the inscription and every turn, if not in combat may attempt to decipher it. In order to secure the temple, the four entrances must be sealed. When either of these two objectives is reached then the game is over.
Lyta may finish her translation on a roll of 5+, the entrances are sealed by a Slann reaching entrance point and not being in combat. They effectively block the entrance with debris surrounding the entrance.
The goblin reinforcements will be randomly generated at each of the entry points (D6-3)per turn.
The Battle
The sortie started with Itzcoatl sending in his most expendable troops – the giant frogs and slaves into the temple.
With two goblin entry points near to the Slann starting point, Itzcoatl’s group had a battle right from the start and the slaves struggled to make any progress entering the temple. And Itzcoatl had ‘forgotten’ to use any of his spells, so it wasn’t until that Potzalcol led a party from the other side that any real progress was made. As for every one goblin taken out of the fight, another appeared.
With the goblins from the ladder room blocked, the Slann were able to enter deeper into the temple and block the farthest entrance point and then come round to attack the goblins nearest Itzcoatl from the rear.
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