We will use Q&D to cross three sections of the Underworld. I hesitate to call them Phases. Following the Milestones always brings a reward. There are eight other Hunches to pursue besides by the Star Book, Milestones. Satrap decides.
In the Climax we will test mechanics of selecting skill actions by company rank and trying to defeat the Goblin Haven. Think of this as solely Calculated Actions of a more wargame nature.
The Goblins are divided into three positions: Close Combat, Roving and Concealed. The players will take actions to reduce the Threat Number of each section. The goal is to uncover the hidden, corral the roving and obliterate the goblins in close combat. Sounds easy, right?
Twelve Battle Actions
Buttress: Determination, Uncontested Dagger Thrust, Repartee, Inhuman, Paralysis, Immunity; balance the ranks, lowering rank status of HQ and raising any other.
Charge: Power Words, Feigns, Charismatic Style, Precognition, Telekinesis, Stamina; to lock players in Vanguard.
Clash: Gladiator, Guile, Treachery, Animal Cunning, Enforcer, Berserker; reduce denizen Threat Number in Close Combat.
Coup de gras: Visionary, Swami, Zealot, Eagle Eye, Concentration, Vigilance; halve the denizen Retaliation rolls (to D4).
Foray: Demonic, Farrier, Gizmo, Renaissance Magic, Chemist, Wrangler; to lock players in Rear Guard.
Fusillade: Pyrotechnics, Hexes, Voltaic Discharge, Killer Instinct, Artillerist, Geomancy; reduce denizen Threat Number of Roving.
Inspire: Noble Bearing, Priest, Diplomat, Arcane Sentinel, Engineer, Sobriety; to lock players in Secondary.
Rally: Battle Cry, Battle Trill, Rabblerouser, Empathy, Taskmaster, Brawler; raise the status of Vanguard rank toward Elite.
Restoration: Armorer, Craftsman, Haste, Occult Scholar, Culinary, Surgeon; raise the status of Reserve rank toward Elite.
Safeguard: Mastery Shield, Nonlethal Blows, Contortionist, Body Crafting, Animate Objects, Grit-Fortitude; change ranks.
Scout: Blameless, Invisibility, Better Valor, Spy, Cartographer, Heartless; move one denizen Threat from Concealed to Roving.
Tactics: Archeology, Geologist, Mining, Orienteering, Architecture, Tunnel-Sapping; move one denizen Threat from Roving to Close Combat.
Think of these as selected Adv-Resp actions. Multiple actions may be attempted at plus one Degree for all. Degree of Difficulty shown at climax.
Goal is a bit more touch and go with player choice. Could work (like Freedom League); may be an utter failure (like everything ever done by Justice Squad).