Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Sunday, August 1, 2010

Red Sand, Blue Sky

After reading all the battle reports on this game I went ahead and picked it up. After reading the rules for myself, it was time to get into the arena and finally play a game. So excited about this game, I made an arena for all my gladiator combats using a pizza pan (see previous entry). I don’t have any actual gladiator figures, but I have a ton of fantasy figures laying about so I grabbed a couple and placed them in the arena for the first contest! I have been thinking and talking about working a more fantasy spin on RSBS since I purchased it. However, since this is my first technical game of RSBS, I decided that I should use the regular rules and not add any specials, weapon or armor modifications into the mix.

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In the early morning light, two gladiators face off for what could be the start of their glorious careers. Our first combatant is a lizardman Retiarius named G’agg and our second combatant is a human Secutor named Fetch. Both are REP 4 on the Fringes of the Empire (whatever that would be in my fantasy world)…
Both combatants are sent into the arena and the fighting (and betting) begins in earnest…

The first turn sees both move straight towards each other. Fetch closes the distance, but it looks like G’agg will still get to throw his net! G’agg lets it fly, but Fetch grabs it out of the air and causes a tug of war! Both gladiators fight with all their might, but in the end, the net is flung useless to the ground.

Both square off in the arena

Fetch moves in grabbing the initiative (again) and strikes at G’agg (not having enough movement for a bash). What looked like a telling blow turned to be a mere scratch on the left arm of G’agg. G’agg doesn’t opt to flank and attack and both exchange ineffective attacks. G’agg grabs the initiative, but both fighters fail to damage their opponent. Fetch seeing a possible opening attempts to flank and attack, but G’agg was ready for him and all Fetch does is tire himself out (G’agg passed one more die then Fetch). Wanting to conserve strength, Fetch backs down for this attack and it works. It looks like G’agg saw an opening that wasn’t there and wastes energy on nothing (Fetch rolled a single die, where G’agg rolled 3 – no successes for either however).

Current die pools:
Fetch at 12, G’agg at 11

G’agg retains the initiative looks to flank Fetch and end this, caught a bit off guard, Fetch wastes some energy and gets a spear shot into his upper Left Leg causing him to stumble back (G’agg passes one more die then Fetch and forces him to spend a 1d10 to keep G’agg to his front). On the attack, G’agg hits Fetch in the unprotected upper left leg and causes a wound that does a total of 3d10 and pushes him back an inch). Not to be outdone, Fetch rushes back in to attempt to win this battle, but G’agg is faster and stabs Fetch for a deep cut into his chest. Exhausted Fetch falls to the ground. G’agg is awarded his first (of many?) Laurel wreaths (and 4 AP). In the coming months both of Fetch’s wounds do not heal correctly and he is sold off never to combat again…

G'agg stands victorious over his foe!

Final thoughts: The game plays great. Between this and Fight Night Fights, I feel there is a lot more options available for the player to choose in RSBS than in FNF. Still, I can't wait to play again.

Gladiator Arena!

There have been a lot of people playing Red Sands, Blue Sky (RSBS) on the THW forum so I went ahead and bought the game while at Origins. After reading through the rules, it occurred to me that I was going to need a suitable gladiator arena for my combats. In a bit of inspiration, I realized that if I could find a decently sized pizza pan, that I could have a quick (and cheap) gladiator arena! A trip to Walmart netted me a 16” metal pizza pan for a mere 4 bucks.


I scuffed it up with some sandpaper and placed felt on the bottom to keep it for sliding (yellow was on sale).



Then, I glued down a mix of sand and rocks (I find that the best time to get my 'perfect' rock mix is to get some from roads during winter - my city uses sand instead of salt for the roads).



Next step was to spray painted the whole thing brown (I use the cheap spray paint for terrain. I think the can cost about 2 bucks).


A couple of lighter browns and a few tan colors later, I had a nice effect. Clear coated it with cheap matte spray and was ready to play! I found out later that the pizza pan that I bought is metallic and I can add terrain to the arena with a couple of strong magnets (talk about convenient)!

Tuesday, February 2, 2010

Saving Private Ryan - the Return!

The heroes make their way back to Death’s Hill with the evil statue (smaller now due to the loss of Flashfire).

The first two turns go without much incident. The statue creates a guard on each turn and the heroes move up slowly (The three slow moving models are now in a group and are being ‘commanded’ by Jareth).

On the third turn, the statue fails to create a guard even with a hero reroll. Most of the heroes again move forward, but Xaria casts a 3 power transfix which does nothing and Erdan shoots, but does nothing.

On the fourth turn, the statue creates a guard, but uses the final hero reroll in the process. Xaria casts a magical bolt and Erdan shoots, but again nothing happens.


See what strategy can do for the game - Go Leaders!
On the fifth turn, the statue makes a fourth guard. The slow-moving group has finally made it to the edge of the hilltop. Xaria again tries to transfix and Erdan tries to shoot a guard to no effect (I’m seeing a pattern here).

The sixth turn happens with the statue creating a guard and Jareth failing 2 dice on his activation ending the turn. Thankfully, the seventh turn, the statue does nothing. Pip, Selena and Durgon move onto the hilltop and Xaria fails to cast a spell and the momentum shifts (she failed 2 activation dice).

The eight turn sees the first hero death as Pip falls to his aggressor (the classic 1 against a 6 - 3+1 v 3+6). The statue transfixes Selena. Durgon kills the fallen guard (that Selena knocked down) and Selena shakes off the transfix effect, but little else happens (Xaria casts a low powered bolt, but the guard is unaffected – and ends the turn in the process).

The ninth turn has a guard knock down Selena, but no other guards manage to exploit the opening (I thankfully rolled a lot of ones for the guards) and the statue fails to do anything. Selena stands up while Xaria fails to transfix the nearest guard. Durgon and Erdan climb to the top of the hilltop.

If I lose one more model, I'll have to take a morale check.
Turn 10: Selena is powerfully attacked and is killed (with a second guard in contact and the powerfully attack, it was 0 to 3 in favor of the guard). The guard to attack Durgon rolls snake eyes and the turn ends there for the statue. Durgon kills the guard in combat with him with a powerful attack.

Turn 11: Durgon is attacked twice, but is pushed back and then pushes his second attacker back. The statue tries and fails to entangle Erdan. All heroes are now on the hilltop.

Turn 12: The first guard moves but can’t attack Durgon. The second guard powerfully attacks Durgon, but is knocked down in the process. The Statue fails to make a guard.

If we can get rid of these two guards, we might have a chance!

Erdan kills the fallen guard, but fails to make his terror check and can’t move into melee with the statue (he moves to help Durgon with the last guard instead). Xaria casts a powerful transfix spell at the statue and even with its magic resistance, it fails the roll and is transfixed! Jareth makes his move and attacks the transfixed statue with a powerful attack but fails to destroy the mighty statue. Durgon knocks down the final guard.

Turn 13: The guard stands but does nothing else while the statue remains transfixed. Erdan knocks down the guard again and this time can move into melee with the statue. Durgon kills the final guard and moves into melee with the statue. Jareth again tries to defeat the statue, but fails.

Turn 14: The statue fails to recover from the spell and Durgon destroys the statue with a powerfully attacks (6+3 v 5+3).

Injuries:
Pip: Serious Injury
Selena: Full recovery

I get 30 gold for winning the scenario! However, the scenario states that I should get 20xp for destroying the statue and 4xp per guard. In the base campaign rules, that would be 40xp. If you include the 8 guards I killed in the first game (can’t believe that I killed that many guards), I should have about 72xp or 144 points to buy characters with – almost three times what I can do with my current funds.

So, to update this scenario to the campaign rules in Song of Deeds and Glory (if I may be so bold), I’m going to state that killing the statue is worth an extra 1d6x5 gold coins and each guard killed is worth a single gold (perhaps there were some precious gems used in the rituals)... With my dice rolls, that’s an extra 30 gold for the second game (If you think about it, my average with 5 guards killed would be (~57.5 gold and a campaign point, close to the purchase power of 40xp). If you add the 8 gold from the guards killed in my first time, I have a total of 83 gold.

In searching the surrounding lands, we stumbled upon an old alehouse which we manage to cut a deal with the proprietor and will always have a stock of ale if we need it. Durgon all shook up about the loss of Flashfire and injured forgot about the ale we found, but decides to learn the trade from the current brewmaster and is making some pretty good ale (added the special Brewmaster to Durgon).

With my stash of gold I recruit a human warrior (Q3+ C3) for 30 gold and a human barbarian (Q3+ C3 – Fearless, Giant Slayer) for 42 gold which leaves me with 11 gold. With the campaign point, I purchase “Retaining the Initiative”.

The experience: This scenario is still fun and worth a second go. First of all, I rolled a lot better this time. There weren’t as many turnovers as in the first game and I think that was in part me remembering to use a group move for the slower lower quality characters. I had to take a chance with my heroes when I first went on the hill and I paid the price really early. Losing two characters so quickly made me pretty worried about the ending (lethal against personalities is scary, but really makes this scenario shine). With only 4 members left another death would have been a morale check and we saw what that could do. In the end, casting a transfix spell on the statue was what really won the day.

Sunday, January 31, 2010

Song of Saving Private Ryan - Game 1

I located a four scenario campaign called Song of Saving Private Ryan by Aleksandar Saranac for the Song of Blades and Heroes rule set. It turns out that it is to be played solo (the rules have how the enemy warband is to be played). I decided to go ahead and try the first scenario since I hadn’t heard of anyone trying the games from the yahoo group. To that end, I worked a new warband using my knowledge of a couple games and my idea to play them in the new campaign system (found in Song of Deeds and Glory). Before I pass judgment on the campaign rules, I wanted to try them out a couple of times.


You know things aren't going to end well when you can roll a die cocked without anything in the way!

Here are the new Saviors of the Savage Lands:

Jareth - Personality (60)
Quality 3+, Combat 3
Special Rules: Leader

Xaria - Personality (38)
Quality 4+, Combat 2
Special Rules: Magic-User

Erdan (50)
Quality 3+, Combat 3
Special Rules: Forester, Shooter: Long

Flashfire (56)
Quality 4+, Combat 3
Special Rules: Animal, Blast, Flying

Durgon (50)
Quality 3+, Combat 4
Special Rules: Fearless, Heavy Armor, Short Move

Pip (23)
Quality 4+, Combat 2
Special Rules: Free Disengage, Shooter: Short, Short Move, Stealth

Selena (23)
Quality 4+, Combat 3
Special Rules: Free Disengage, Short Move

Warband changes: The first major change is the addition of a seventh member. Due to the fact that in the campaign rules your starting number of models determines the maximum number allowed, I wanted to add an extra character. I’ve also noticed that a ‘horde’ of models is not necessarily a bad thing either when trying to gang up on someone. This allows me to have 14 models if I ever get that big. Of course that means that Erdan had to lose a point of combat and Pip lost both a combat and a quality to make room. The biggest change is to Flashfire having to rework the specials and combat around to get a better quality. It remains to be seen if Blast is worth the points.

Changes to the scenario one: I couldn’t find anything to use as the flat hilltop that was suitable so I changed the hilltop to be 12x12 inch (30x30 cm). This allowed me to use a piece of cork laying about the basement. Other than that, I went ahead and played the scenario as written.

One thing I noticed is that I have very little in terms of ‘trash’ terrain: rubble, boulders, hedges, trees and the like. Perhaps that should be my winter month mission since it is barely 60 degrees in the basement at the moment.

Turn 1: The Statue rolls two successes and creates a skeletal guard. All is looking good until Flashfire fails 2 activation dice and the two Halflings don’t get to go!

Turn 2: Statue creates a second guard. Both guard hold position. The uphill climb is taking its toll on the heroes, especially those with short moves! Flashfire (not surprisingly) rolls three ones for activation and stays put.

Turn 3: Statue fails to create a guard (failing on the reroll as well). Erdan aims and fires at a Guard with no effect (1+2 v 2+3), Durgon moves slowly up and Pip fails to activate enough to move (passes the turn in the process).

Turn 4: Statue creates a third guard and all guards hold position. Jareth fails to activate on snake eyes!
The two halflings are lagging behing the rest of the group

Turn 5: Statue creates a fourth guard. Selena fails to active enough to move which causes a turnover.

Turn 6: Statue creates a fifth guard (using its last hero reroll). All heroes move closer except for Erdan (turnover on Xaria’s turn).

Turn 7: Statue gets two successes and creates a sixth guard. There are heroes within a long band of it so there is a chance that it will try to entangle if it gets three successes on its activation. Erdan aims and fires at a Guard but again with no effect (1+3 v 2+6). Xaria casts a magical bolt at a guard (1+2 v 3+2), but the guard shrugs off the attack. Durgon finally makes on the hilltop and Flashfire blasts into two guards with no damage (3+4 v 3+5 v 3+6). Pip moves closer, but Selena stays put.

Turn 8: Two guards move and attack Flashfire and both are knocked down for their trouble (3+4 v 3+2 and 2+6 v 3+4), but the third guard manages to kill Flashfire (1+3 v 3+5). A guard moves to attack Durgon, but is pushed back (4+5 v 3+5). The statue has nothing within entangle range so creates another guard! Erdan moves into melee with a fallen guard causing a gruesome kill (5+6 v 2+1), but all the undead are a high enough quality that all morale checks automatically pass... Durgon pushes his opponent back with a powerful attack (4+5 v 2+4). Xaria casts a magical bolt at the other fallen guard but doesn’t kill it (0+5 v 3+3).
Durgon is managing to keep alive with overwealming odds. How long can it last?

Turn 9: The fallen guard stands and moves into melee with Erdan. A guard moves and attacks Durgon but is knocked down (4+6 v 3+5). A second guard moves in and attacks (3+ 3 v 3+3 ), followed by a third guard who attacks (2+2 v 3+3) and pushes Durgon back! Durgon moves back into melee and kills the fallen guard (6+ 3 v 3+5). Erdan gets pushed back from his attack on a guard (3+2 v 2+5). Xaria tries to transfix one of the guards, but it manages to shrug off the spell (3 powered spell, but no 1s rolled).

Turn 10: Durgon is attacked by a guard (4+3 v 3+2) and pushes it back. A second guard attacks but both are evenly matched (4+1 v 3+2) followed by a third guard that attacks (3+3 v 3+4), but his heavy armor saves him! The statue fails to do anything. Durgon gets a single success (out of three mind you) and does nothing. The turn passes.

Turn 11: Both guards powerfully attack Durgon, but nothing happens (2+6 v 3+5 and 2+5 v 3+4) and the statue still does nothing. Xaria transfixes a guard (another 3 point spell that a guard fails), but Erdan fails to kill it (5+1 v 2+6). Durgon kills one of the guards attacking him (3+5 v 2+2). Both Pip and Selena move closer to the action and Selena tries a shot, but it is highly ineffective (-2+4 v 3+6).

Turn 12: The transfixed guard can’t shake off the effects, but a guard finally manages to kill Durgon (3+1 v 3+6). The statue finally creates a new guard. Erdan again tries to kill the transfixed guard but fails again (5+2 v 2+5). Xaria tries to transfix another guard, but moves a bit forward instead (the turn switches however).

Turn 13: The transfixed guard shakes off the effect and the statue creates a new guard. Erdan pushes the warrior back (3+5 v 3+3) and Xaria casts a low power transfix spell, it manages to work on a guard (rolled a single power spell and it works, but at the cost of the turn).

Turn 14: A guard moves and attacks Erdan, but is killed in the process (3+6 v 3+1), but another guard takes his place. The transfixed guard is still transfixed, but the statue finally can cast a entangle spell powerful enough to hit Erdan who fails the check!

The heroes are slowly losing their numbers and their foothold on the hilltop.
Erdan easily shakes off the effect, but does little else. Xaria casts a powerful transfix spell, but the guard resists. Pip finally makes it to the battle and attacks the transfix model, but can’t strike true (5+3 v 3+6). Selena moves up, but she and Jareth do nothing.

Turn 15: In a lucky break (hopefully), the transfixed guard rolls snake eyes ending their turn early! Pip powerfully attacks the transfixed guard killing it (5+4 v 2+4). Erdan also kills a guard with a powerful attack (3+4 v 2+1). Xaria tries a low powered transfix, but fails.

Turn 16: A guard moves and pushes Erdan back (3+4 v 3+5), but the guard that attacked Pip does nothing (3+2 v 3+2). Xaria again transfixes a guard, but Erdan fails to kill it (5+1 v 3+4). Pip knocks down the guard in front of him (3+4 v 2+2) and Jareth moves on the platform killing it due in part of Pip’s ‘distractions’ (5+3 v 2+5)!

Turn 17: The first guard shakes the transfix spell and the second guard moves into melee with Jareth while the statue makes another guard. Erdan attacks, pushing back his foe (3+5 v 1+5) and moves to aid Jareth. Selena fails to activate and causes a turnover (this could be the end)!

Turn 18: The guard attacks Jareth, but is pushed back (2+5 v 2+2). Erdan is pushed back by the other guard (2+4 v 3+5) and the third guard knocks him down (3+5 v 3+6). The statue makes a fourth guard. Erdan stands up and powerfully forces a guard down (3+2 v 2+2). The turn ends with Selena (rolled double 1s).

Turn 19: The guard moves into contact and attacks Erdan but is repelled (2+5 v 3+2). Selena is attacked but strikes her foe down (2+6 v 3+3). The fourth guard moves to an open position against Erdan and knocks him down (2+4 v 3+4). The statue entangles Selena. Erdan gets up, but does nothing else. Selena breaks free of the entangle spell, but gets knocked down by her foe (4+4 v 3+6). Jareth moves against the fallen guard and kills it (5+3 v 2+1). Pip moves to protect Selena and manages to beat back a guard in the process (3+3 v 2+3).

Turn 20: Erdan holds his own against a guard (3+3 v 3+3) and Pip knocked down the first guard, but get knocked down himself by the second guard (3+4 v 3+3 and 2+5 v 3+6). The statue doesn’t do anything. Erdan and the guard exchange blows (3+5 v 2+6) while Pip just gets up (the momentum shifts).

Turn 21 (whew): The fallen guard arises and Pip is gruesomely killed by the other (1+1 v 3+5). Most of the warband flee (Xaria's at the edge of the board). Thankfully, that is not 50% of the warband yet. Erdan is pushed back by the guard (3+2 v 3+5) and the statue does nothing. Erdan moves back and attacks (3+5 v 2+4) pushing the guard back. Xaria moves closer, but the momentum shifts (again).



Turn 22: Erdan is attacked by all three guards. The first moves and is knocked down (3+2 v 3+1), the second is also knocked down (2v6 v 3+3) and the third is pushed back (1+5 v 3+1). Erdan attacks but doesn’t kill a guard (4+1 v 2+5). Xaria inches closer, but again the game shifts.

Turn 23: Erdan is knocked down (2+5 v 3+6) by the first guard and is gruesomely killed by the third guard (1+4 v 5+5). The two resulting morale checks have the remaining heroes flee off the board.

Injuries:
Durgon: Moderate Injury
Erdan: Full Recovery
Flashfire: Dead
Pip: Full Recovery

I manage to find 15 gold. At least all remaining characters gain an experience point. I also explore the countryside about Death’s Hill (and it is now being referred to) and find a lone keg (Durgon is quite happy).

The experience: I really liked this scenario. It was quite fun and was really tense throughout the game. I’m amazed at how many turnovers I had. I know that I should expect a couple throughout the game, but there were a couple times that it was just crazy! When most of my warband fled, I should have had Erdan also move back, but I was really getting tired since in the end, him being unsupported killed him (gruesomely I might add). Thankfully a gruesome kill doesn’t automatically kill a character in the campaign or I’d be done for (or if it does, I can’t find it).

Wednesday, December 9, 2009

Crown of Kings - Part 3

Not to be outdone by this module, I started the game at the same place after the total party kill of last time. I got a couple of replies from the Dark City Games forum and it looks like I have a new plan for GM bennies. Of course, after a bit of time at the SW forum, I decided that I would try round 3 if the following GM Bennies rule in place (thanks to Marc for his input):

A GM WC will receive 2 bennies as per the normal rules and will use them in the following instances:

1. Use as a soak roll whenever it receives 2 or more wounds.
2. Remove a shaken result if they are in melee and failed their Spirit roll.

If a GM WC does use a benny (not always possible as you can see), the character that caused the WC to use a benny will receive one.

There is talk about giving out a benny after every combat, but I haven’t felt that is necessary yet so I will hold off on that house rule unless I feel that I need it later.

I couldn’t tell you if it was better die rolling or the above rules, but I managed to kill the dragon without any real issues. A couple bennies are spent, but all characters are alive and well. It only took 5 turns to kill the dragon!

Turn 1: Dragon moves in and breathes fire on Marcus and Merula. Merula manages to move out of the way, but Marcus is stunned (shaken). Marcus fails to recover (must be patting out all those flames), but Merula casts deflection on Janine (spending a benny since she rolled a critical failure).

Turn 2: Dragon goes first again hitting Marcus for 2 wounds, but he soaks one. Nothing else really happens.

Turn 3: Janine does a wild attack to the head and manages to wound the dragon, but it was only one and due to the new rules, the dragon does try to soak it. Ramel heals Marcus (and could have healed 4 wounds).

Turn 4: Marcus failed to recover, but spends a benny; Causing a single wound by attacking the head. The dragon continues to not use its bennies. Dragon can only recover from shaken. Janine does another wild attack to the head and hits for a wound again. Now the dragon has 3 wounds, but hasn’t spent a single benny.

Turn 5: Marcus goes first and hits the dragon causing a fourth wound killing it!

It is odd to have the creature die without using any of its bennies. Especially on the last one when ‘it’ knows it will be killed! Had there been a rule that talks about the final blow, the dragon would have failed the soak roll on the first benny spent, but the second one were had worked to avoid the killing stroke. Of course, that gives Marcus 2 bennies (which puts him back at 3). I’m not sure if I like the way that felt, but for now, I’m going to take the win!

Now to the rest of this module…

Okay, I lied; due to the overwhelming success from before, I was curious if I was just having a good day or if it was something else. I decided to play the scenario one more time.

I did have an issue on the first turn; Marcus hits for 2 wounds on the dragon (he got a joker) and the soak roll didn’t stop any wounds. With the above rule, should the WC NPC try again? My thought is no since it doesn’t “exactly” know if that will be the ‘worst’ attack… but this brings the dragon to 3 wounds and could make the battle really quick! I decided to use the second bennies for the soak roll and it healed one wound. The dragon with two wounds, just recovers from shaken. The second turn starts with Janine hitting the dragon for a wound. The dragon now with 3 wounds can barely recover from shaken. Marcus attacks causes a wound and the dragon is unconscious, but the heroes quickly dispatch it.

Yep, two rounds of combat; with Marcus getting a joker on the first turn and all attacks being a wild swing to the head (at least +0 with no other modifiers, both were higher than that), the dragon went down unexpectedly quickly (not a single benny spent).

I decided to go ahead and finish the module and overall it was a lot of fun. If I remember correctly, this module was online for free before they decided to make these available in print and is probably one of the first. Their style, writing and game flow as gotten much better over the years so I’m a bit disappointed that this was there first conversion. Be warned, there are a couple of conversion issues, but nothing that can’t be solved with a little common sense. Well worth the money if you got the time for a solo game. Hopefully Dark City Games will be pursuing this crossover in the future.

Sunday, November 29, 2009

October 7, 986 – Outskirts of Altengard

The alpha creature sniffed the air a second time sure now that there was food to be had at this small dwelling. Not only from within, but there were many large horses about. The real question was, how much blood would be on his massive axe when it was all said and done…

1 Alpha Lycan (Star) - REP 6, AC 4, Move 16, Hardiness 4; Weapon: Massive Axe
Terror, Magic Resist
Massive Axe: IMP 7
CV: 10

2 Brotherhood Lycan - REP 5, AC 4, Move 12, Hardiness 2; Weapon: Arm Blade
Arm blade: IMP 5
Frenzy, Magic Resist
CV: 6

3 Pack Lycan - REP 5, AC 4, Move 12, Hardiness 0; Weapon: Spear
Spear: IMP 5
Frenzy
CV: 2

Total CV: 28

Raid Encounter roll was an 8 so there are 28 CV of locals about. Since this was an inn, I decided that if I rolled doubles, the type would be: Drunk (CV: 1) – REP 3, AC 2, Move 8, Hardiness 0; Weapon: Improvised Weapon (IMP 3). There are no other buildings in the area, but there are four horses found in the corral on the opposite side of the road.

4 Knights, 2 Skirmishers, 6 Infantry (2 inside), 5 Arquebus (2 inside), 4 Drunks (2 inside), 3 Polearms (1 inside)

Here is the setup for the raid. You can barely see the alpha and his pack on the right. The two brotherhood are on the far left.

Stats for the other combatants are in the following format:
Name (REP/AC/move/Hardiness/RNG:IMP)

Knight (5/6/12/0/-:7 or 4)
Skirmishers (4/2/8/0/36:5)
Infantry (4/4/6/0/-:5)
Arquebus (4/3/6/0/24:7)
Polearm (4/3/6/0/-:6)

The defenders are set up in a random fashion. I split the board into 6 areas and I rolled a d6 for each figure. Once the location was determined, I placed them in a spot that I figured would be if they were on patrol. Funny how of the 24 figures only 7 are inside the inn. Word about the Lycans has spread and perhaps this raid is more of a trap???

As the Pack moves closer to the Inn, it appears that the humans are waiting for them. Hopefully how the human are spread out will help them keep their injuries to a minimum.

The alpha moves his group of pack lycans into melee. The human stand their ground in the test of wills (I knew I should have used the star ability and picked 6 successes instead of 4) and the lycans all charge. The arquebuser doesn’t manage to do anything with his shot, but the skirmisher manages to take a lycan OOF with a well-placed arrow! Both Knights hold their own even though they are outclassed. The poor drunk is sliced through without a care by the pack lycan and one of the knights retires a normal move on the crisis test! The Brotherhood lycans are unable to go due to the activation number.

The same skirmisher manages to take out another pack Lycan OOF. The arquebuser manages to hit the alpha, but the alpha shrugs off the blow, roars and moves to engage (with 3d vs 6d rolls well enough to hit, but then just forces a control test which the star ‘fails’ and engages in melee). The knight wants to charge in, but can’t manage to force himself to do it (the alpha star picks ‘6 successes’ and the knight can’t hope to beat him). The rest of the humans move to create groups in order to fight better (or fail to charge the final pack lycan.

The lone skirmisher on the right is taking out the pack lycans without worry...

The alpha cleaves the arquebuser in half and the skirmisher ‘hero’ routs off the board. A second knight races over to help take out the final pack lycan and after a couple of minor successes manages to run him through (OD result). The rest of the humans stand in wait (I rolled a 6 for the lycans again and a 5 for the humans).

The alpha lycan moves to attack Lord Byron (the leader of this group) but they are evenly matched. The brotherhood lycans finally move into the battle, one charging an arquebuser who fails to hurt him as the lycan comes crashing close. The arquebusers screams of pain force a second arquebuser and a polearm fighter to flee in terror (both failed the crisis test). The second brotherhood lycan attempts to charge the last skirmisher, but halts in place instead (same number of successes on test of wills). The final skirmisher wastes no time in firing at the dumbfounded lycan hitting the foul beast and seriously wounding it (Since they are now within 12 inches, there isn’t a second test of wills so the skirmisher fires her short bow at the lycan rolling 3 successes to 2 hitting it. The result of OOF stands after rolling on the hardiness check)! The alpha seeing that he is outnumbered, fails the crisis test and retires (there are now only 2 lycans remaining).


How the tables have turned for the lycan. Who knew bows are the way to go!

The alpha retires off the board, but the brotherhood lycan doesn’t get the message. The skirmisher rounds the forest looking to take a shot, but misses and the lycan charges in. The second shot manages to hit, but doesn’t faze the lycan who rends the skirmisher in two which causes the nearest swordsman to flee (and a second to retire). The two knights on the flank dispatch both wounded pack lycans. The final lycan grabs his other brotherhood lycan buddy and flees off the table.

The encounter wasn’t a total loss muses the alpha after a couple of days. Sure the pack is smaller, but the two that survived are more powerful then when they started. Perhaps next time they will dine on horse flesh…

The alpha gained a Social status that it lost by fleeing the battlefield. One Brotherhood went up in REP and both went to hardiness 3.

Friday, November 6, 2009

Savage Worlds - Crown of Kings Round 2

Okay, after mulling over my “defeat” by the dragon in the last episode, I decided to do some research on Savage World combats. Thankfully, right on their website in the download section gives a one page survival guide to SW combat. After downloading, printing and reading, I wanted to face this dragon again with a couple of changes of strategy. Also, I wanted to count the number of rounds and see the time it took. Remember this is supposed to be a RPG game and a two-hour battle would try me as a gamer!

Here is my setup for the game. The map is under a piece of plexiglass so I can use a wet erase marker to take notes. Notice all the game counters included with the game.

Started @ 2:14
Ended @ 3:07

Result: total party death in 11 turns…. How it happened:

Turn 1: Dragon is shaken by a great attack by Marcus, but it recovers quickly and causes a wound on Marcus after a soak roll. Merula casts deflection on Janine and Janine moves in and attacks the head (called shot), but fails to cause any damage

Turn 2: Dragon gets a joker and hits Marcus for 4 wounds and he begins to bleed out. Ramel fails to heal Marcus.

Turn 3: Marcus dies (a roll of 2 – 3 = death). Ramel intimidates the dragon with a success?!? Dragon recovers and hits Ramel but rolls a 6 for no result

Turn 4: Dragon again hits Ramel but only shakes him. Janine wild attacks to the head (the modifiers are in her favor; +1 for gang up, +1 for trademark weapon, +2 for wild attack and +2 for dragon’s size with the –4 for a called shot) and connects with a 27 (3 wounds). Of course, if the dragon gets the two GM Bennies, it uses one to soak. An awesome roll of 17 completely negates the damage.

Turn 6: Ramel hit for 3 wounds and is unable to soak them.

Turn 8: Janine hit for 5 wounds and soaks 1. On the Incapacation Table, she scores a raise meaning she is stunned, but is busted (die type loss to strength).

Turn 10: Janine hit for 5 more wounds and starts to bleed out. Ramel tries to flee combat, but is hit for 2 wounds. He also starts to bleeds.

Turn 11: Janine continues to bleed out; Ramel expires. Dragon hits Merula for 1 wound (she soaks 2), then two more wounds on the second attack. She Full defenses and tries to run, but gets hit while fleeing and receives another wound going unconscious…

Now I’m curious if my “new” play style is the cause of death or the awesome rolling/cards for the dragon at the beginning of the combat. I’m feeling that my tactics were sound, but the awesome cards that the dragon got was what did me in. Also, the two GM Bennies that I gave the dragon saved it when Janine did her wild attacks to the head. I sent a message to the Dark City guys to see if I’m suppose to be giving GM Bennies out, but I haven’t got an answer yet. Again, I’ll “reset the power button” and go at this again…

Friday, October 30, 2009

Savage Worlds - Crown of Kings

The Crown of Kings is an adventure module produced by Dark City Games. Constructed as a sort of “choose your own adventure” game that can be played solo. Recently, they have started to convert some of their modules for Savage Worlds. Now, I purchased this “Savaged” adventure a long while ago, but due to the amount of time the free trial module took to play, I was leery of playing through this adventure. Don’t get me wrong I love the stuff that Dark City Games produces, but as a scripted solo game you don’t get many replays once you have completed the ‘entire’ module. Trust me, in playing their games, there are times that you really need to go back to a ‘save point’ and start again. I can’t tell you the number of times playing through their system (an offshoot of melee/wizard) that I’ve been killed by the die rolls!

Of course, I picked up the Savage Worlds Fantasy Companion so after reading I really wanted to use my now two (err… three) savage world books. I’m a big fan of the Savage Worlds game rules so any time I can get a chance to play, I’m all for it! My new spark for playing this game is that I’ve been reading a great web comic called Clockworks that is based on a RPG using the Savage Worlds rules. So, I got everything ready to play and waited for a couple hours free time to have at it…

Since it is a scripted adventure, I don’t want to spoil too much of the game, but since you get monster counters in the game, I feel like I can give some highlights…

It was all going pretty well until I met a dragon! Unfortunately, the module doesn’t give any rules on Game Master Bennies (or if you should even get any). I ruled that the module itself doesn’t get any GM Bennies, but Wild Card (WC) creatures would. I also ruled that the WC creatures would use their Bennies only for wound soak rolls. Also, critical failures by wild cards would result in a shaken result. In the end, I might have made the dragon harder than the writers’ intended. With the creature rolling d12+4 and d8 for damage, my characters were in a world of hurt if they got hit. Once the Bennies were all gone, characters starting to take wounds. On my end it was easy to hit the dragon, but with a toughness of 15 I really needed to hit with a raise and roll pretty well on my damage roll. In the end, Ramel was killed (got 4 wounds and with two bad vigor rolls died).

Fights with a WC with a high toughness also take a lot of time at least it did for me. I didn’t count the number of rounds that I was fighting and I admit that I had to look up the rules a lot, but it still took me 2 hours to fight the dragon!

I’m pretty sure that this was one of the major fights of the module, but I’m not sure that I’ll be able to make it through the rest of the adventure with only 3 characters - all of who are out of Bennies or Power Points.

To Be Continued (with pictures hopefully)...

Saturday, September 19, 2009

The Velikimrav Nest

October 15, 986 Outskirts of Altengard

Even though Mattis gave Randell some ideas on how to locate a velikimrav nest, Randell hadn’t had any luck actually locating one. Of course, with the rarity of said velikimrav nests, he wasn’t discouraged. Hopefully with a little luck, one would be found before too much time had passed. With the Lycans still at large, time was precious…

Game Notes: "Quest: Is it here?" Result: 4 – Not in the area. Roll for an encounter normally. Result: No encounter

November 2, 986

After weeks of searching, Randell has finally found the signs of a velikimrav nest. He and his current band venture into the cramped tunnels below the earth. The ground gapes open to reveal a fairly large chamber with a single exit. After a quick look about, the party heads deeper into the lair. Moving off into the side passage, the party heads down a very large passageway that ends in a right turn (T1: 2/4). Due to the difficult terrain, it takes them a bit to move down the corridor (T2: 6/3, T3: 2/4). So far, there hasn’t been any sign of occupants.

In a second long corridor, a section of the floor gives way under Andus, a swordsmen. He falls hurting himself very badly (in the second corridor, there was a level 5 trap. The trap randomly attacked a party member, which was a swordman. The trap rolled 5d and the swordsmen rolled 4d. The trap got 4 successes to the swordsman 2. On the firing table, it was determined that he was OOF). After getting Andus out of the collapsed tunnel, Randell orders the party to continue. He can’t turn back now; too much time has been lost in search of this nest.

Continuing down that same corridor (T4: 5/2), the lone passageway continues as it weaves under the ground (T5: 4/1). As the party turns the corner and sees a end to this passageway, a part of the ceiling gives way and Daniel jumps out of the way barely escaping from harm (Again there was a level 5 trap. It randomly attacks a different swordsman, but the trap scored no successes and the swordsman scored 1 stating the target was unharmed and the trap disarmed) – Of course, since there is no humanoid enemies in this dungeon, I continue to make the traps more accidents).

Entering a very cramped chamber (T6: 1/3), Randell and the party discovers some velikimrav sulking about. Blades are drawn with the hope of eggs (Two of the 3 PEFs were to be resolved in this room. The first PEF was nothing, but the second was considered the main body. A roll determined there would be 1.5 times more than the party. Since the only thing to be found in this nest was velikimrav, I kept adding them until the maximum CV was reached. In this case, there were going to be 4 in the room. To determine if there were any eggs in the chamber, I rolled on the Loot and Booty chart modifying as follows. Roll 2d6, for every point over 7, one nest containing eggs were to be present. The roll was a 4 so no eggs were in the chamber).

Game Notes: The room is only 2w in area (1.5 x 3 inches – I modified it to be 2x4”)! I continued to map the passageway so the velikimrav would have enough room to be deployed (yes, with the passageways all at 3w, they are considerably larger than that of the chambers). To make things easier on my self, I changed the 3w passageways to 4” which allows me to use some stuff I got laying about for the rooms and passageways!

4 Velikimrav, but no eggs to be found. At least not in this part of the cavern!

Randell and the party see the velikimrav and with a battle cry, charge blandishing their weapons. The velikimrav that is charged by Randell senses the magic sword and rout! Seeing one of their kind retire, two others also leave leaving a single enemy (The test of wills has the party pass 3 more successes and then the velikimrav only get a single success in the charge test – due to Randell being a star, he picks 4 so the party charges and that velikimrav routs. Due to the rout, two more also flee). Randell and the creature battle each other, but it’s obvious that the Randell is out matched and is wounded and OOF (Randell gets only 4 dice against the velikimrav who gets 6 dice – 4 for REP, 1 due to protected and another 1 for larger base. After a couple of pushes back and forth, the velikimrav scores 2 more success than Randell. The following hardiness test has Randell passing 1D causes him to lose his last two dice putting him OOF). Two of the swordsmen see Randell downed by the creature and retire from the nest, but the lone arquebusier runs out of the cave screaming!

(T6a:5/2): Tealwood grabs Randell’s body and attempts to get out of this nest with their lives while having Daniel pickup Andus. The velikimrav charges Tealwood and wounds him twice in a row putting him OOF. The rest of the party flees the cave once Tealwood is downed!

Tealwood attempts to pull Randell from harm to no avail! The velikimrav win this day!

Randell wakes up on the cold ground of the cave. Surprised to be alive, he looks over and notices Tealwood close by. It looks like the velikimrav are nowhere to be found. Randell quickly wakes up Tealwood, grab their dropped gear and they stagger back to the Compess. Perhaps I need a bigger party before I head into the second nest thought Randell has he recovers his wounds. The days drawn on, but soon the entire party is back on their feet (some of the party is worse off, but there is nothing one can do about that). They have lost precious time since they had to journey back to Compess. Once it all said and done, seven days pass before they are well enough to head back out on their quest to destroy the Lycan.

Game Notes: Both Randell and Tealwood survive their OOF result without any issues, but one of the swordsmen (the one I called Andus) and the arquebusier (now called Tobus) lost a point of REP. Between encounters, a number of days pass equal to the roll on 4d6 (so on average two weeks pass per encounter). This is a change of the rules, but I have my reasons. Since my star went OOF, it adds recovery time to the roll for time between encounters depending on the amount of ‘care’ that can be provided. Compess is a town and it takes an additional 2d6 for recovery (cities are 1d6 and wilderness is 3d6).

Saturday, September 12, 2009

Randell's Quest 2 - Dangerous Dealings?

This is a continuation of the previous game that I ran. I decided that it would be fun to continue the tale of Randell so I started thinking about how to play this out. It occurred to me that I could take some elements from the other THW games and make this into a little mini campaign of sorts. Besides I have the rules in my head. Why clutter things up!

"I need more men!” stated Mr. Randell staring at the commander of the small outpost near the Timmerland Estate. He and the men that he had taken with him had recovered their wounds nicely under the direction of the staff here, but he couldn't get the commander to budge on even a single conscript.

"I've heard the tales of the Lycan issue, but we just can't spare any of our defenses. All our resources are currently protecting the towns and roads in the area. We just can't send any more people with you, but you can continue to use the services of Captain Tealwood. He's the best we got! I'm sorry, but you will just have to find a different way."

Randell stormed out without any words. Words were pointless and would not help clean the infection in his lands. Simply put, the Lycan had to be exterminated! What really got under his skin was there were humans helping the Lycans! These Wolfen Cultists would not taint his homelands. If he ever caught one of those cultists, there would be no trial; just a confession and execution. With his dwindling force, he needed an edge. Perhaps a trip to his friend, a local friar would be in order…

A short while later, Randell makes his way to the Village of Compess where his old friend Brother Mattis resides. The village is small and Randell finds Mattis quickly, but it seems that there is something on Brother Mattis' mind... Once the pleasantries are complete, Randell gets down to business.

Game Notes: I worked out if Mattis was to be found using the Larger than Life (LTL) rules also from THW. The Difficulty to find Mattis was 2 (rolled a 5 & 2) and our star passed 1 more die than the quarry so they meet up but with complications. Since in WHAA you only have REP (and no skills) I decided to roll just based on their REP for the outcome of their chat. I determined that Randell would get information to help his quest if he won the opposed task. If Randell failed, he would have to complete a side quest for Mattis in order to get the information he needed. After a bit of discussion (and two more complications), Brother Mattis agrees to give the help Randell needs!

"Brother Mattis, there are Lycans in the area. They must be stopped before any more deaths can occur. My men and I need something to give us the upper hand!”

"I have read tales of a creature called the Velikimrav that might help you in your quest. It is said that the Velikimrav eggs have a potent substance on them! Properly distilled, it’s said to weaken even the most hardy ofcreatures! Beware, the Velikimrav are known for protecting their lairs and eggs with great fervor!"

"Just direct me to these eggs, my good friend..."

Stay tuned for the next installment. Will Randell be able to acquire some of these Velikimrav eggs or will this quest lead him to his doom?

Sunday, September 6, 2009

The Timmerland Estate Affair

When reports of fiendish creatures found their way onto the Prelate's desk, he had no choice than to send a contingent of men to investigate. His first choice was the famed Witch Hunter Randell Burrie. To aid Randell, he sent the capable captain Tealwood and a group of determined soldiers. Since the latest report was at the Timmerland Estate, Mr. Burrie headed there to check the disturbance.

Mr. Randell Burrie (star) - REP 5, AC 3, Hardiness 3; Weapon: magical sword & pistol.
Pistol: IMP 7, RNG 6
Magical Sword: IMP 5, -1 to opponent’s hardiness
Dual Class
CV: 6

Captain Tealwood - REP 5, AC 4, Hardiness 2; Weapon: sword & dagger
Sword: IMP 5
Elite Melee Trained
CV: 5

4x Arquebusiers - REP 4, AC 2, Hardiness 0; Weapon: arquebus & dagger
Arquebus: IMP 7, RNG 24
Dagger: IMP 4
CV: 1

6x Swordsmen - REP 4, AC 4, Hardiness 0; Weapon: sword & shield
Sword: IMP 5
CV: 1

Total CV: 21

Quest goal: Check both buildings for survivors and check all the PEF on the board.

For ease, all PEF have a REP of 4.

The heroes split up with each controlling 2 arquebusiers and 3 swordsmen.



The situation at the start of the game. The question mark tokens are the PEF markers (there is one hidden behind the left building).


T1(2/1): Soldiers move first. Randell moves up the road and Tealwood moves to the right getting LOS to one of the PEFs, but it was just some unfettered farm animals...

T2(4/4):

T3(1/4): One PEF moves into the complex, the other moves directly towards Randell's party. Randell and his group moves up looking for the enemy, but finds nothing of note.

T4(1/1):

T5(5/2): Both Hero groups move up towards the buildings. The main body of the Enemy force (as a PEF) moves around the building coming into sight of Randell's group. It consists of: 1 Alpha Lycan (Big Bad), 2 Brotherhood Lycan, 3 Pack Lycan, and 4 human cultists (it's been a while since I've read the book and didn't understand the gaps for the recruit column in the Lycan Brotherhood so I just decided to improvise). It turns out that there were so many enemy figures that they didn't all fit in the space around the house. Decided to place the human cultists in their own separate group coming out of the house's front door...




The PEF is transformed into 10 figures. There isn't enough room to place all the models behind the building...


1 Alpha Lycan (Big Bad) - REP 6, AC 4, Move 16, Hardiness 4; Weapon: Massive Axe
Terror, Magic Resist
Massive Axe: IMP 7
CV: 10

2 Brotherhood Lycan - REP 5, AC 4, Move 12, Hardiness 2; Weapon: Arm Blade
Arm blade: IMP 5
Frenzy, Magic Resist
CV: 6

3 Pack Lycan - REP 5, AC 4, Move 12, Hardiness 0; Weapon: Spear
Spear: IMP 5
Frenzy
CV: 2

4x Swordsmen Cultists - REP 5, AC 4, Move 6, Hardiness 0; Weapon: Sword & shield
Sword: IMP 5
CV: 2

As soon as both enemy groups appear, they encounter a hero group within 12" and both separately test a Test of Wills (as least that's what I went with). The cultists get the drop on the captain's men and they test to charge! As they move in, one arquebusiers draws a bead on the lead cultist and fires but misses. The two groups merge in a scrum. The cultists are able to get numbers on a swordsman scoring a telling blow and putting him OOF (5 dice are rolled for the cultist and only 3 dice for the swordsman). The first cultist scores 2 more successes and takes the swordsman OOF). Captain Tealwood manages to do a bit better fighting both cultists beating them both back but when he is in single combat, the cultist holds his own (Tealwood won with a single success pushing them back 1", then when he was by himself the combatants rolled the same number of success and the combat ends).

The bulk of the Lycan's come in view of Randell's group and even though terror griped the men's hearts, they charged the beasts! A single swordsmen made contact with a Pack Lycan and manages to hold his own at the start of the combat (the Lycan was rolling 8 dice - 5 for REP, +1 for frenzy, larger base and the spear to 4 dice. I managed to roll only 2 successes for the Lycan rolling 4 sixes and 2 fives. The swordsman actually won by 1 success)! But the Lycan pushes the swordsman back and the end locked in combat (the Lycan wins by one and pushes the swordsman back and the finally roll equal the fight is over)! The captain seeing his share of wounded push on, but one of the swordsman stammers back.

T6(4/2): Both arquebusiers fire at one of the cultist but both miss. The swordsmen move to attack the cultists. It looks grim for the Captain's men as another Swordsmen is OOF (a lot of die rolling, but the better REP cultist continue to prevail).

A second swordsman moves to fight the Lycan, but the man that moved up is no match for the Lycan and is OD!

The other two continue to parry attacks! Randell sees an opening on a cultist once the swordsman fighting him is OOF, but misses. A couple swordsmen move back to regroup as reaction to their fallen comrades.

A pack Lycan and the Alpha fail their charge test and stand back. The rest of the Lycan forces moves in and a huge melee about the complex starts!


At this moment, three of the swordsmen are either OOF or OD. The cultist have managed to get the arquebusiers into the fray.

A cultist takes an arquebusier down, but the other holds his own! The Captain is pitted against two opponents, but only pushes them back. Randell gets into melee with a Pack Lycan is outclassed and is wounded, but survives the onslaught. A second arquebusier is killed by a Pack Lycan. Both an arquebusier and a swordsman flee off the board and even Randell chooses to retire. At the end of the turn, the heroes are in bad shape. Only 1 arquebusier, 2 swordsmen, Tealwood and Randell are alive.

The remaining heroes are attempting just to stay alive.

T7(1/2): The final arquebusier is killed by a Pack Lycan and the heroic swordsman is finally killed. Captain Tealwood survives the attack as does Randell, but is startled not once but twice in the combat! On their turn the remaining heroes retreat off the board.

The Aftermath: The two routers and two wounded swordsmen return to base, but the other figures are never heard from again. All in all 2 swordsmen and 3 arquebusiers are killed in the exchange with none of the enemy even being taken out of the fight. Our heroes will want revenge!

Notes: This game was inspired by the games that were played a couple of weeks ago on the yahoo group for Two Hour Wargames, but I never got a chance to play them until now. Once I got the rules in my head, the game went pretty fast. I forgot due to the speed in some places to actually take pictures and the like, but all in all, a good time. I have some questions about the rules, but I’m sure they will get answered quickly on the yahoo group dedicated to the many THW game systems.

Friday, April 10, 2009

The Dungeon - SBH


Since I am going to be running a dungeon crawl for 6 players at Origins using the Song of Blades and Heroes rule set, I need to work out how I wanted the game to flow for the event. The first test was to figure out what sizes or rooms and corridors that I'll need to make the game fun and challenging. Although I would love to have a huge 3D dungeon for the event, I just won’t have the needed place to carry and store it.

So, a while ago I picked up the game Dungeon Bash from The Other Game Company (TOGC) and while cleaning my gaming area found the tiles that I had made for that game. I figured that I’d use those as a starting point and move from there. The Dungeon Bash rules also have a random dungeon generator so I figured that I could use that to create my dungeon. The tiles are your standard D&D variety. All corridors are 2 squares (read inches here) wide with two room sizes - small (4 by 6) and large (6 by 8).
Due to the ability for players to bring their own warbands to the event, I need to have a warband that comes completely from the printed rosters to test out my ideas than the one I normally play. Looking over the rules for dungeons, I came up with the following:
1x Elf Archer (55pts)
2x Dwarf Elite Warrior (46pts apiece)
1x Human Warrior (30pts)
1x Halfling Thief (16pts)1x human Mage (40pts)
1x Human Leader (60pts)
Total: 293 pts with 100 pts of personalities
I'll eventually need to create 6 warbands for the game so I'm not sure if I like the multiple race types in this one. Only more playtesting (and seeing what model I actually have) will determine this. I also want to limit the number of figures in the warbands that I create (although 7 isn’t a bad starting point).

A couple of rule tests:
1. Each player (and monsters) will be given a card to determine the turn order for that round. I think that will be the easiest and give some randomness to the turn order. I haven’t decided how to move the enemies in the event yet since the rules for failures.
2. At the end of the player’s turn, they will check for wandering monsters by rolling 2 dice. If doubles are rolled and it is equal or greater to that player’s wandering monster number (WMN), a wandering monster group will be placed in some cool fashion. A player’s WMN starts at 6 and will lower by one each turn it is unsuccessful.
3. Normally monsters will not have enough treasure on them to matter, but after each monster killed, 2 dice are rolled. On doubles, a number of treasure cards will be drawn determining the worth of the stash. Some especially powerful creatures will add a die to this roll (still looking for doubles).

4. Each character may carry a single treasure load without penalty. Big creatures can carry 2 and huge can carry 4 without penalty.

For the game, the normal sized creature group was about 100 points and the wandering monster groups were either 2 orc warriors (1-2), two orc archers (3-4) or one of each (5-6). The ‘quest’ room was around 150 points.

Note: the first of the two numbers for the combat results is the die roll.

The 'start' room with the Heroes all inside.

Turn 1 and 2: Heroes start to move up to the closest door. Both corridors are long and complaex (I rolled really high for both).

Turn 3: My human warrior end her turn next to the door finding a large room with 4 orcs and a single treasure (I was places a treasure horde on a 5+, but I might change how this works)! The mage casts transfix at the closest warrior and successes. One of the elite dwarf warriors moves into the doorway. I also rolled double 5 for the wandering monster roll (WMR) and 2 orc warriors appeared down a second hallway. Both orc Archers activate and shoot at the dwarf with nothing happening (3+3 v 5+4 and 1+3 v 4+4).

The heroes are being flanked as most are doing battle in the large room.


Turn 4: My elf archer moves and attacks but doesn’t manage to score a hit (2+3 v 6+3). The dwarf move father into the room to attack pushing his opponent back (5+4 v 5+3).The human warrior moves in and knocks an orc warrior down (2+3 c 1+3). The Mage casts bolt at the transfix model, but the effect doesn’t seem to do any harm (1+4 v 6+3). No wandering monsters (needed to roll double 6s). The orc archers shoot at the halfling and the elite dwarf warrior but nothing happens (2+1 v 5+1 and 4+3 v 5+3). The orc warrior shakes off the spell and attacks but is knocked down by the dwarf (3+3 v 4+4).

Turn 5: The leader moves to engage the orc while the human warrior power attacks the fallen warrior scoring a gruesome kill (4+5 v 2+2). One the orc archer runs to the door and opens it and the other archer runs off the explored area.

Playtest thought: I determined that the next wandering monster would include any model that fled from a battle. This won’t be an issue when the complete dungeon will be set up for the event.

The elf archer attacks the warrior but merely pushes it back (5+3 v 5+1). Both of the dwarves move with the second one making an attack. Due to the door instead of being fallen, the model falls (1+4 v 3+1)! Still no wandering monsters.

Playtest note: Since the door was ‘opened’ by the archer, perhaps he should have just been placed one base width through the door.

The Orc warrior attacks the human leader killing him (6+3 v 2+2). The elf human warrior and mage flee 1 move (It should have only been the elf since no other characters could see the leader, but I was messing up how the +1 Quality for the leader was working so it kind of balances out – I’ll know next time).

Turn 6: The mage transfixes the orc warrior and the elf archer aims and finishes it off (3+5 v 1+2).One of the dwarves power attacks the orc archer killing him (4+4 v 3+1) while the second dwarf picks up the treasure. The orc warrior pushes his target (4+3 v 5+3)

Turn 7: The elf archer moves up and power attacks the warrior knocking to the ground (6+3 v 4+1), but the orc warrior stand and attacks and pushes the human warrior back (5+3 v 3+2).

Turn 8: Heroes surround the final orc and a dwarf gruesomely finishes it off (6+3 v 2+0).

Turn 9: Heroes discover a small room with a mummy and two skeletal archers (no treasure). Both skeletal archers attack the human warrior – the first manages to knock her down, but the second can’t kill her off (4+1 v 1+3 and 5+1 v 6+2). The mummy (the reaper model) moves next to the fallen human warrior who tries to flee but is killed instead.


The human warrior must have found an old crypt.

Turn 10: The elf aims at the mummy and hits it with a lethal shot (6+1 v 1+2) making its quality 6+. There are still no random monsters (my WMN is now a 1). The skeletal archer fails two dice and that round ends.
A clean shot from the elf archer strikes the mummy wounding it!

Turn 11: The elf archer rolls three 1s ending the hero’s turn. I also roll doubles and 3 orc archers appear. One of the orc archers attacks the Halfling knocking him to the ground (5+1 v 3+1 – normally a push back, but can’t due to the fact that there is a model in the way).

There were a couple more turns (4 to be exact), but most of them were spent attacking the mummy in the doorway and the orc archers that appeared in a separate corridor. At this point, I had ran out of time to play so I decided to roll up the whole dungeon to see what it looks like once complete. I stupidly didn’t keep track of the amount of time played so that will have to be in the second test. All in all, it was a good playtest. I have some ideas for the set up and the like that I’ll need to get finished as soon as possible so I can try them out. I have about 2 months to finish everything.


As you can see, it was a big dungeon complex. I wonder how long it would have taken to actually 'explore'.

Tuesday, March 10, 2009

Friday Night Fights - special Tuesday edition

Someone (named "aroninphilosopher") on the THW boards has been talking about his fights which prompted me to dust off my copy of Friday Night Fights (special Tuesday edition I guess). The game is pretty entertaining and there is a bit of strategy so it works in all respects. Plus, I didn’t have to clean up the last game since it doesn’t take up too much room. It didn’t take long to get back into the ‘swing’ of things (best pun ever).

As before, the challenger is Jacob “Mac” McGrath, a 5’8” 162 lb Middleweight with decent boxing skills (level 4) and is fairly aggressive (level 3), but his real advantage is his Quick Reflexes. [Taken directly from the Promo sheet]

Jacob has been working hard and has managed to increase his power which should help him when he gets a chance to go in for the KO punch!

Since the first five bouts can be 4 rounds, we’ll have a short one before the big times. Randel West comes in as a decent boxer which great stamina. Can the challenger take him down!

Unlike last time, I didn’t do a round by round write up. It was more of a summary of events. Let me know which one is better.

Here is my setup for the fights (Stock photo Courtesy of 12/12/2008).

Round 1: Jacob connects early with a series of punches in the center of the ring until broke up. The round ends with both boxers in the center of the ring and evenly matched.

Round 2: Early in the round, another flurry of punches by Jacob while Randel is on the ropes. Randel cuts off the ring, but the boxers are evenly match and the round ends.

Round 3: Both are squaring off in the center of the ring, but no one can get the advantage. Late in the round Randel is pushed in to the ropes, but no true victor can be determined.

Round 4: Both boxers are putting everything they can in to the fight to win the match, but nothing comes of it in the beginning of the round. Late in the round, Jacob gets put into the ropes, but comes out in an array of punches putting Randel in the corner, looks like Jacob has a chance to put Randel to the canvas, but can’t seal the deal. The referee steps in and the round ends…

Winner by Unanimous Decision, Jacob McGrath (40 to 37)! Crowd goes wild.
This win gains me 1 fame point (up to 13), but a 5 - 0 - 2KOs record. I manage to get a +1 to my quickness. With the quick reflexes, I’m becoming a terror on the Clinch Table.

Now that I have 5 bouts under me, I start moving to the big time arenas. Of course that means that I’ll have to survive 10 rounds. Next up is Stuart “Stu” Smith, an aggressive boxer with good boxing skills, but known for his slippery defense. Will the pressure be too much for the challenger?

Round 1: Stu hits the canvas late in the round, but manages to shake it off.
Round 2: Jacob continues to keep control of the match.
Round 3: Jacob gets Stu to the KO table, but fails to score the knockdown blow! Stu finally scores points.
Round 4: A quick round, but Jacob get a couple solid punches – looks like they’re judge this in his favor.
Round 5: Jacob covers up to get out of the round with minimal work.
Round 6: Jacob pushes Stu to the ropes, but a sudden uppercut catches him unaware! Stu just didn’t have the power behind the punch to knock Jacob to the mat. – Jacob clearly loses his first round (at this point both boxers have 4 Bonus Dice remaining).
Round 7: Jacob puts Stu back on the canvas, but Stu recovers
Round 8: Jacob can’t capitalize on the now tired Stu.
Round 9: Jacob covers up twice after being backed into the ropes (from the stalking table).
Round 10: Jacob and Stu just hammer each other, but no fighter hits the canvas.

Winner by Unanimous Decision, Jacob McGrath (99 to 91)! Another fame point and in a crazy mental moment, I try to increase boxing. I first roll a 1 & 5 which allows me a second chance. The dice come up 5 &5 and I increase boxing to 5! Now 6 - 0 - 2KOs and 14 fame.

The next match is going to be a 10 round match against Tim Withers a boxer not known for his aggression or his speed (slow attribute).

Round 1: Jacob clearly has the advantage with the higher boxing skill against the slower Tim. If Tim doesn’t win the stalking table, he immediately covers up!
Round 2: Time hits the canvas from a strong hook from Jacob, but is only stunned and the match continues.
Round 3: No real excitement as it’s clear that Jacob out classes the slower Tim.
Round 4: Tim punches Jacob into the ropes, but neither boxer can gain ground (on the clinch table)
Round 5 to 7: Tim just can’t seem to get into a favorable position and covers up through most of these rounds, but spending a lot of his reserves in the process (Tim is running quickly out of bonus dice).
Round 8: Tim is in a world of hurt from the beating Jacob is giving him, but Jacob can’t seem to knock Tim to the mat (Tim is in the corner with no boxing dice remaining).
Round 9: Jacob finally knocks Tim to the canvas. The referee calls a TKO!

After the amount of times I’ve made it to the KO table, but can’t get the knockdown, I try to increase my power. I roll a 2 & 4, but my second roll is a 5 & 5 which succeeds!

Jacob McGrath is now 7 – 0 with 3 KOs and 15 fame. He is a very skilled boxer (boxing skill 5) with solid power (level 4) and decent quickness (level 3, but has the quick reflexes attribute); a moderate aggression (level 3) and good stamina (level 4) rounds out his abilities. It looks like he has the ability to go real far!

After playing a couple of full bouts, the game is pretty entertaining. If you are playing solo, the first couple of rounds can make or break you if you can take control of the match. Of course, you use too many bonus dice and you will be hurting once it goes to the middle rounds.

The final match was kind of sad. Jacob would normally win the stalking roll (it’s 8 to 6 dice) so Tim would cover up once it went to the boxing table (5 + 1 for him being slow vs. 4). Most often than not, Tim would be forced into the ropes/corner and Jacob would use him as a punching bag. There was the shot in the 4th that Tim on the ropes was able to win by 3 dice and had a chance to knock Jacob to the mat, but with a power of 1, it just wasn’t meant to be.

Wednesday, January 14, 2009

Rescue the Priestess - SBH game

Saviors of the Savage Lands – Rescue the Priestess

With the priestess in the hands of the Wolfen, Jareth and his band knew they have but one chance to save the priestess from a grisly fate. With only Pip slightly wounded, they stalk Onyx and his gang back to a heavily forested location and wait for their forces to split up before rushing in to save Verlia.

Everyone in the band was healed except for Pip who was +1 Quality. I don’t have any Fame points and my money is fairly low so I press on with what I got. Hopefully there won’t be any major issues…

Scenario Rules:
I decide that for the rescue that the Wolfen warband is split into two forces. Half are guarding the priestess and the other half off doing ‘something’. I also decided to play with the 400 point Wolfen warband I created in the previous game (see that post for the Wolfen stats). For reinforcements, I’d roll 1d6 at the beginning of Onyx’s turn. If the die roll plus the turn number was 7+, the reinforcements would arrive in the middle of the left or right side of the battlefield and activate normally. In order to free the priestess of her bonds, a single model in base to base contact must take two actions in a single activation. If I can manage to free the priestess and get her off the board without her fleeing or being killed, I’ll receive 50 silver pennies once I get her to the shrine. Models killed before the reinforcements will only grant half their cost for VP purposes (rounded down).

The Wolfen (399 pts)

Guarding force
1x Hunters @ 57 (56 was a typo)
3x Fangs @ 51

Reinforcements
Onyx @ 132
1x Hunter @ 57

Okay, this being my third or fourth game of SBH, I am still learning the strategy for the system. I haven’t played much DBA/DBM so the doubling method isn’t my strong suit. So when I set this game up and play it, I got killed in turn 2! Yep, turn two. I think the entire game (including set up and writing down the action) took 10 minutes TOPS! My problem is that I placed Jareth in front of Erdan and Durgon as a screen and a Fang attacks Jareth knocking him down. I roll 2 dice for Jareth’s activation and I fail both. This passes the turn over to the Wolfen and the Fang in combat with Jareth makes short work of him (6+5 vs 2+4). The resultant leader loss makes two of my models flee off the board (I’m only about 1 long on the field anyway). The 50% warband check results in everyone but Durgon retiring from the field.

So, I do what any person growing up in the computer age does… I press the ‘reset’ button and chalk that up as a learning experience and reset the game to play it over. No one (including myself) wants a 2 turn battle report! For all results below, the die roll is the second number for all combats so "5+4" means that I rolled a 4 adding to the modified combat score of 5.


The terrain is set up as a nice wooded area that the Wolfen can get plenty of ambushes if they can manage it.

Turn 1 & 2: The Heroes move up and so do the Wolfen (no reinforcements).

Turn 3: Erdan aims at a Fang and knocks him prone [5+4 v 2+4]. Flashfire engages the lone Hunter. Durgon moves and power attacks the fallen Fang killing it [6+2 v 2+5]. No reinforcements, but the Hunter attacks Flashfire after a Fang moved up to help (I rolled 3 dice, but only got a single success), but the Hunter is knocked prone [4+1 v 4+4]!

Turn 4: Durgon moves and attacks fallen Hunter, but are evenly matched [6+3 v 3+6]! Erdan moves to attack the same Hunter, but manages to kill it [6+6 v 2+5]! Flashfire attacks the Fang and kills him outright [5+5 v 3+2]. The single remaining Fang makes a morale check and moves back a move (50% total warband). The reinforcements arrive on the right side of the board and both begin to move into range.

Turn 5: Erdan and Durgon move to help free the priestess. Onyx attacks Pip knocking the Halfling prone [5+6 v 3+5].

Turn 6: Durgon frees the priestess and the Heroes surround Onyx. Erdan power attacks Onyx, knocking him down [5+6 v 3+3], but the heroes can’t capitalize. Onyx attacks Jareth after a Hunter moved into contact, but they are evenly matched [3+5 v 2+6].


A huge melee occurs. Flashfire must be busy cleaning her claws after the kill (note the new bases)!

Turn 7: Xaria casts a Power 1 transfix at the Hunter and he fails the check becoming transfixed (I rolled a 1). Erdan power attacks Onyx, but they are evenly matched [3+5 v 2+6]. Jareth attacks the transfixed Hunter killing him [4+6 v 3+5], but he ends the turn due to two failures. Fang attacks Erdan but are evenly matched [3+3 v 3+3]. Onyx attacks Jareth, but is knocked down [3+1 v 3+4].

Turn 8: Erdan power attacks Onyx, but again they are evenly matched [5+3 v 2+6]. Then Jareth attacks and Onyx is wounded [5+3 v 3+2], but the turn ends due to two failures. Onyx gets up and attacks Jareth pushing him back [3+5 v 2+3].

Turn 9: Durgon power attacks Fang, but is saved by his heavy armor [4+3 v 3+5]. Xaria casts a power 2 transfix at Onyx, but he shakes off the effects. Jareth attacks Onyx, but is pushed back [3+2 v 3+5]. Erdan power attacks Onyx knocking him to the ground [3+6 v 3+2]. Pip power attacks Onyx, but it knocked prone [5+3 v 3+6]. Pip uses his last action to stand. Onyx attacks Erdan, but again is knocked prone by his actions [4+1 v 2+4]!

Turn 10: Durgon lunges at the Fang pushing him back [4+5 v 2+6]. Both Erdan and Pip attack Onyx wounding him [6+4 v 2+4] and [5+4 v 2+5]. Onyx again tries to hit Jareth, but is knock prone [3+3 v 3+6]!

The final moments of Onyx as he is seriously wounded (at 6+ quality), fallen and surrounded by heroes!

Turn 11: Erdan finally kills Onyx [6+1 v 2+2]. The heroes surround the lone Fang and Durgon moves up and knocks the Fang to the ground [4+2 v 2+2]. Jareth makes the killing stroke ending the game [5+5 v 1+5].

Wrap up: What a difference the reset made. I think I’m starting to figure out the strategy - at least a little bit. Of course, good die rolls helped out a ton (the reinforcements coming a bit late and all the fallen results on Onyx when he was attacking). In hindsight, I had an action remaining in turn 2 to engage Erdan with a Fang and I should have done that instead of staying at range or moved so he was outside 1 long. The result would have been the same (Erdan would have been combat 4 to the Fang’s 3), but I probably would have moved Durgon first to help the combat values a bit. A model with tough and hero is a very rough combatant. Even when the model is at a quality 6+, you can’t count them out due to the free success!

I was awarded 50 silver pennies (and 50 fame points) due to freeing the priestess and I gained a whooping 318 VPs. Since all my heroes survived, I have 6 shares so everyone is awarded 5 XP. After paying for upkeep, I have 99 silver pennies remaining. Perhaps I need to make rules on how you can buy magical items and the like in this campaign. Currently, money is only used for upkeep and to purchase Mercs.

XP values after this game:
Jareth: 9
Xaria: 11
Erdan 12
Flashfire: 7
Durgon: 7
Pip: 8

I might spend 10 XP to make Erdan a personality. Then I can buy Hero once I get enough XP, but I’m torn on my own rules. I want ‘personalities’ to be rare which is why you have to spend XP just to become a personality, but I only have 12 XP after 3 games.

Final Thoughts: Now I know that some people would scoff at the reset that I did since I’m playing a campaign. Don’t worry; I feel a little bit dirty about it as well. Once I finished my first turn with Jareth in the lead, I remembered how brutal the Wolfen in combat were. I thought of moving him behind my front line (like what I did in the reset), but decided to just roll with it (see where that got me). So, I still had some time to play and I already had the game set up so I just started over (plus, who would have thought that I would have done so awesome in the second attempt). My second reason for the reset is that I needed a write up for my battle and a two turn game would have been pointless. At least with that much XP, I can start testing the campaign system (even if it is my personal creation). I did roll to see what happened to Jareth just in case I wanted to use the original results (he would have suffered a minor wound being +1 Quality for the next game).