After a couple of months where life got in the way of gaming, we finally began Act 4 in the Close Quarter Battles Campaign book.
The lay out for the first part of Act 4. We just need to kill the big hairy beasties and take posession of the bridge.Things started very badly, Lanroth, with the bow, couldn't roll higher than a 2 when shooting and failed activations left him very exposed at the end of the first turn! Things got even worse by turn 3, Lanroth was injured and two rolls of 1 meant that Sarmand had lost his magic for the rest of the game and a bowstring had snapped!
Things started to improve from then. The arrival of a couple of random Iron Pikes (city guard) distracted some of the rioting mobs (in fact the guardsmen slowly cut their way through almost a dozen rioteers by the end of the game, taking some pressure of off us!). Heimir (our nutty swordsman) started to pass activations and began slicing and dicing his way down the street.
We experienced one of those cimematic moments that Sellswords produces from time to time. Several games back Sarmand had picked up a spare sword and just slung it on his back. Why? There is no bonus in Sellswords and a second sword. The reason was revealed! Rolling three passes when attacking a Saamu gladiator, Sarmand then rolled a 2 for his first attack, allowing the Saamu to grap the sword and wrench it out of Sarmand's grasp and cast it away into the water trough. We imagined the beast raising his axe with the gloating leer common to the best Hollywood villans, when Sarmand drew this spare sword and ran the beast through the chest!
Eventually we managed to take the bridge with all three characters still alive, in part due to the stirling work of the Iron Pikes.