Tuesday 6 February 2024

Night's Dark Terror 4: Siege of Sukiskyn

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

Wargames and roleplaying have the kind of grudging closeness that's only seen in families. Roleplaying is the younger sibling, having grown out of the wargaming scene in the Midwestern States 50 years ago. To this day D&D, the market leader, bears the combat emphasis and even specific rules mechanics of tabletop wargames. The authors of Night's Dark Terror, as we've seen, helped originate the roleplaying line in the predominantly wargame portfolio of Games Workshop.  Still, it must have been surprising, unprecedented, and for many, very welcome to open up a fresh copy of this module and see a sheet of die-cut counters and fold-out battlemap with which to play out the siege of Sukiskyn. The secondary market value of a paper copy shoots up by an order of magnitude if it includes an unpunched copy of the counter sheet. While the rules stay D&D, the counters and map evoke the glory days of board wargaming in the 60's through 80's.



Perhaps it's the wargame mindset that explains why the players have to be guided on strict and shiny rails toward the exact setup scenario of the Siege, where they enter board left, fight their way through a couple of goblin squads, with a strong incentive to hurry into the fort where they meet the Sukiskyn family and take part in the all-night defense. The usual procedure in wargames is to have an inflexible setup, the fight being self-contained. All the same, both miniature and counter wargame rules occasionally set up sequential campaigns of battles, where outcomes have consequences down the line. It was into such a Napoleonic miniatures campaign that Dave Wesely, in 1969, inserted the free character-driven kriegspiel of Braunstein. Diplomatic play as characters in that fictitious town could influence the forces and setup of later army-scale battles.

So why not let free play influence the setup of this battle? Before going into the two most likely alternate scenarios, we must first review what's going with the forces already at or near the scene. In doing this, I will mix my own interpretations with the scenario as written.

The human settlements near the Volaga river have been targeted by a multi-level mayhem operation: three goblin tribes, each with their king, who answer to the hobgoblin captain Vlack, who answers to evil wizard Golthar, who answers to the Iron Ring organization. We can imagine that, since the main business of the Ring is slaving, Golthar presented the operation to his superior as a way to get sturdy civilians into chains. But he also has an obsession he keeps from them - an object learned of through ancient lore, that he believes to be in one of the settlements, and that actually is in Sukiskyn.

It's easy to believe that the settlers by the Volaga have not seen the goblins as a threat before; the settlements that fall offscreen do so quickly, and there's no system of mutual warning or reinforcement among them. A likely reason is that for years now, the goblin tribes have preferred to fight each other, making no moves northwards in fear of attack from behind. Now, Vlack's diplomacy has united them. The combined force has taken down four homesteads and camps in the preceding days. The next-to-most recent involved the Wolfskulls and Vipers, so the Redblades must have been brought in only recently.

If the combined force attacked all at once, they would easily slay the defenders of Sukiskyn, PCs and all. They number over a hundred goblins, their leader corps, the Wolfskulls' riding wolves (easily the biggest threat in the roster using Basic rules, and very strong even in 5th), and Vlack's entourage of hobgoblins, giant bats, and a terrifying ice wolf. But despite their successes, the goblins are not used to team play, and suspicious of the other tribes. The siege of Sukiskyn is winnable for the defense because the Vipers have defected from the alliance, seeing their chance to rustle that herd of 41 white horses for themselves, and decamping just before sundown after killing two homesteaders.

Thus, we might imagine at sunset the besieging forces in disarray. The goblins set to ambush the party were not expecting anyone, but alertly awaiting orders. A frantic conference ensues between the two remaining kings and Vlack. Gnahss of the Redblade wants Kloss of the Wolfskulls to send the riders after the Vipers and the horses, which they would catch easily owing to the number of Vipers who must be on foot. Kloss doesn't want to quit the field and have Gnhass steal the glory and treasure of what they think is another pushover civilian settlement. Vlack, a sound tactician, urges a united assault, but now the kings are suspicious of each other, neither willing to commit to attack until they're sure of the other's motive. After several hours, at Vlack's urging, the kings commit a section of their forces to a probing assault (SE3 on p. 8). It's likely to be less successful than expected owing to the presence of the PCs, and will lead to recriminations that Gnhass did not put his forces in danger the way Kloss did. The recriminations lead to delay, delay, delay, until the night is about to lift and the goblins, who can't stand light, need to make a move. At that point Kloss finally quits the field to chase down the Vipers, and Gnhass, as we read, seeks to purge the shame of failure with a goblin-wave assault.

With this in mind, what can we expect if the players' characters arrive early?

After establishing their bona fides by referring to Stephan, they'll be greeted warmly and treated to dinner just around sunset - Stephan himself is expected the next day. Shouts, screams, and the neighing of horses alert the diners to trouble near the pen. Because the area of grass around Sukiskyn is too small to graze a herd of 40 day-in and day-out, we can assume that Novannes was just bringing them back from pastures a few miles away on the plains, but he and Hakos were ambushed by the Vipers just outside the pens and killed. Before the shocked and angry homesteaders can mount up and ride after them, it becomes clear that the woods are crawling with goblin eyes and goblin fires, and they hastily retreat and secure the gate. Just then, they find the roof of the barn ablaze and eight intact Redblades in the courtyard. The rest of the siege continues from episode SE1.

What if they arrive late?

Assume that the same goblin ambush and wolf reinforcements greet them, but that the barn and gatehouse have burned down and it will be harder to get to the barred-up house where the family holed up. The Redblade goblin raiders who set the fire are all dead in the courtyard and the clerics have used a couple of cure spells already.

If they are more than three hours late, the foray (SE3) has been repelled but at grievous cost. The main fighters, Pyotr, Daria and Taras, have taken 25 hits between them, which the clerics will likely have spent all their healing on. Worse, old Stelios has died to a sling-stone. A Wolfskull bodyguard, five Wolfskull goblins, and five Redblade slingers add to the dead in the courtyard.

If they arrive after dawn for some reason, all the family's fighters are dead amid a carpet of goblin bodies. The pillaged homestead is burning. The fateful object of Golthar's search as well as the captive civilian family members are on the way to the lair of the Redblades, who suffered 15 dead in prevailing. Eventually Vlack will pay a visit to them demanding the MacGuffin, once Golthar fills him in on its significance.

Some further notes on the siege:

* The scenario starts oddly, I think. The Redblade raiders have apparently punched a hole in the palisade, but if that's so, why don't the wolf riders follow through? Maybe the wolves hate the flames, but it also strains realism that the goblins could chop down a stout palisade wall in a few minutes. It's more plausible that this was a party of skilled climbers with incendiaries that let themselves over the palisade to cause chaos. The burning barn, over several minutes, then creates a gap in the wooden palisade which the later waves of attackers can exploit. Just note that in fifth edition, some spellcasters have access to utility cantrips -- regrettably, in my view -- that make the job of dousing the fires child's play.

* When adapting to 5th edition, it's only the Vipers and possibly the Wolfskull infantry who are described as using typical goblin tactics - hide, shoot or stab, and run. Keith Ammann has written a definitive guide to using the goblins' abilities, assembling their strength out of a poorly organized Players' Handbook which scatters the rules for hiding, spotting, and surprise into three separate sections. The warg (worg?) riders in any edition will be far outmatched by their steeds; in 5th consider doubling their hit points, and giving them the Mounted Combatant feat instead of Nimble Escape. The Redblades can be run as is -- Amman states that goblins sometimes do charge straight on, but only when ordered to, and this can be extended to whatever weird death-cult belief motivates their final charge. Or, for a tougher challenge in fifth edition, you might give Redblade melee squads Reckless or the orcish Aggressive instead of Nimble Escape.

* The theme of trauma in the survivors of violence continues. Masha, a young mother who has just lost her husband, is a grim presence of pathos among the defenders. I played her as swinging between desperate grief and doom-laden fatalism.

* Continuing to keep commanders in the shadows, the scenario has Vlack and his small but powerful unit lurking in the woods. He sends his pet bats to attack, probably first targeting anyone keeping watch in the stone tower. Their voices might also be heard having an argument with the goblin kings at various points of the night. When they're gone, they leave only hobnailed footprints, and a mysterious token whose meaning won't be clear for two more chapters of the adventure.

* How balanced is this fight? As before, second-level characters in Basic/Expert are at heavy risk unless the party is exceptionally large, especially if following the unkind natural healing rules. The Sukiskyn defenders have something like 15 character levels between them, so to match that force, I think 4-5 characters at 3rd or 4th level are right. Fifth edition characters will have a far easier time and it's very possible that 2nd level parties could prevail. Crucially, there is just enough time for a long rest in between episode SE3 and Just Before Dawn. Rest economy is a big issue in adapting old school adventures to Fifth edition, but the difference here is not as huge as it might be - Basic characters will also make good use of a rest to recover spells, including healing spells.

* Amid all this critique of details, I'll join other reviewers in saying this is a very well written and memorable scenario, with a variety of action - defense, fleeing, deception, skirmishing - and clues that let players put together, even if only partly, what is going on behind the scenes.

Next: Aftermath of the battle and tracking the herd.

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