I didn't realize until yesterday that we started this campaign 2 years ago, but here we are finally onto Act 4. This act finds our heroes in the middle of a city gone mad as cultists attempt to finish their evil act. Act 4 has three parts- the first of which requires the players to secure a bridge. This was the reason for the delay in playing - I lacked a bridge built. I've documented that over on my Million Foam pieces thread in Workbench -
https://leadadventureforum.com/index.php?topic=141488.msg1912628#msg1912628Close Quarters Battles is written for a single player, so we've had to do some adjustments to the number of foes as we go along. This adventure was the first where we didn't pull back the number of foes and followed the rules mostly as written, which meant we had 9 cultists and 9 Sammu gladiators (I proxied snakemen in their place), plus 8 raging mobs. I did only place 5 of each cultist/gladiator on the table at the beginning, letting the rest spawn via the Wandering Monster card. One thing the foes did lack was anybranges weaponry, which made this scenario less deadly than it could be, given the barricade.
We also played on the stock 2'x2' board, which meant I could do a dense, tight board given my amount of fantasy city board I know own.
The rules didn't specifically state anything about how to clear the barricade, so I ruled it was 2 DL 10 strength checks to clear the stuff in front of the wagon and 2 DL 15 checks for the wagon itself, with other PCs in base to with the stuff providing a +1 (or +2 if Strong).
We started on the board and due to luck, not many foes were around us initially - it certainly could have been worse and some Sellswords games you get mobbed on the baseline. What made this fight fairly straightforward was our wizard having fireball, which is the only area effect spell and very deadly (only DL 10 get off, no chance of missing and +4 and 2 damage to everybody hit). Many raging mobs met their end in a fiery inferno. This got so bad we ruled the bridge was difficult terrain by the end, as the corpses made footing difficult.
There were a few fun vignettes in the game, including
* One stubborn raging mob nearly taking down my healer
* The guard NPCs consistently failing to roll well against the mob, meaning we lost 4 of them over the course of the game (they spawned on Scenario Event cards and acted as PCs)
* The wizard casting knockdown on a cultist on the bridge, leading them to fall into the canal.
After a tough fight but no lost PCs, we cleared the board of cultists and moved onto Act 2