Friday, May 8, 2009

No 'games' to report

Okay, so another month goes by with little actual gaming occurring. The big issue is that I do find time to play games; every Thursday I go to the local game store to play either Warmachine/Hordes or MonPoc. Warmachine was in the mk2 playtest for April which was very exciting! It changes a lot of what has come before, but I find myself wanting to play games with the new set. It's a nice change.

I'm still working on the both the starmada and SBH scenarios for Origins. I have to make sure that I have enough stuff for a decent game, but not alot in terms of packages. I don't want to have to drive myself so I would really like to limit it to a case or so.

My current project is making the room monsters and the assorted accesories located in the dungeon. I am in the process of taking a bunch of my old mage knight miniatures and rebasing them for the game. Hopefully, I'll have that done in the next few days and I can begin to playtest what I got...

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.

Friday, March 6, 2009

Still alive

I know that It's been a while since I posted on this blog. It's not that I have stopped or anything, but the recent couple of weeks have been too cold to make it to the game area. The major problem with a walkout unfinished basement. It's gets pretty darn cold in there if it's cold outside!

Still, I'm working on a couple of games and with Privateer Press talking about not going to Origins, I am working on a different idea to get a free badge. Table Top Gamers (based in Ohio and an awesome bunch of people) are always looking for help and I might bring SBH to Origins for a couple of 2 hour sessions. I'm hoping to have about 4 sessions to learn the rules and a couple of sessions of a four-for all!

Stay tuned...

Tuesday, February 17, 2009

Song of Blades and Heroes - Against the Nephew

So when my Nephews came for a visit this past Friday, the older one (who is 10 and named Dakota) saw that I still had a game set up on my game tables and asked what all parents and uncles want to hear: “Can we play this game?”. Of course, one I set the other nephew (name’s Trace) up on the game cabinet, I started to determine the teams. Once he said something, I figured the easiest to explain and set up in a small amount of time was Song of Blade and Heroes (it was). I have a bunch of figures laying about the tables and start to determine the warbands.

After some cajoling, he decided on the heroes so I took the villains. After looking through my minis and the rule book, I settled for these warbands. I used just the profiles found in the main rulebook so I could explain quickly and get going. We didn’t have much time and I didn’t want to disinterest him…

The forces have started to move together!

The Good (297pts)
2x Dwarf Elite Warriors @ 46pts
1x Elf Archer @ 55pts
5x Human Warriors (30pts)

The Bad (294pts)
3x Orc Warriors (23pts)
2x Orc Archers (29pts)
3x Goblin Warriors (15pts)
2x Goblin Archers (21pts)
1x Small Dragon (80pts)

I took the dragon mainly due to the fact that I was running out of green-skins and it fits the needed points perfectly. Besides, I should be able to handle the specials.

After the warbands were determined, I quickly went through the rules and the game was on. I helped him with tactics since I’m sure that he hasn’t done any wargaming, but he picked it up pretty fast and was starting to enjoy himself. The best part of the game was the play by play of the separate battles when the dice were rolled. I wish adults could keep that kind of imagination!

One of the elite dwarves is surrounded, but is managing to stay alive. It doesn't look good for the dragon.

Due to time limitations, we didn’t get the complete game in, but the forces of good were definitely coming out on top. Perhaps, I’m going to have to ask for a rematch when he comes back down!


The battle when Grandma called it - It was dinner time (Notice that the dragon is holding its own on the right flank).

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).

Saturday, January 3, 2009

The Sorcerer's Manor - Savage Worlds

At Origins this year, I picked up the Savage Worlds Explorer’s Edition rule book. I’ve always enjoyed the concept of the system and the book was a reasonable price so I figured what the heck. Unfortunately, I haven’t been able to play any games with it, not even any Savage Worlds Showdown (their miniatures game based on their RPG rules).

Fast forward to November of this year when it was announced that Dark City Games was going to release their great solo adventures for the SW system. Imagine the old “Choose Your Own Adventure” books, but for wargaming! I jumped at the chance to purchase Crown of Kings and immediately started to figure out the SW rules and make four novice characters. Recently, the fine people at DCG re-released one of their free sample modules for SW. I couldn’t pass the chance of take a test drive with the rules before jumping into a full module.

My characters are based off the pre-gen characters available from Pinnacle Entertainment Group (PEG), the makers of Savage Worlds:

Merula Lanus [Human]
Agility: d6, Smarts: d8, Spirit: d6, Strength: d4, Vigor: d6
Fighting d4, Investigation d6, Knowledge (Arcana) d8, Spellcasting d8, Notice d6, Persuasion d4, Streetwise d6, Taunt d4
Pace: 6; Parry: 5; Toughness: 5
Hinderances: Curious, Death Wish, Habit
Edges: Arcane Background (Magic), Attractive, Power Points
Powers: Light, Bolt, Defection

Marcus Twohands [Human]
Agility: d8, Smarts: d6, Spirit: d4, Strength: d6, Vigor: d6
Climbing d6, Fighting d8, Lockpicking d6, Notice d4, Stealth d8, Streetwise d4, Throwing d8
Pace: 6; Parry: 6; Toughness: 6
Hinderances: Greedy, Overconfident, Outsider
Edges: Ambidextrous, Thief, Two Fisted

Janine Blackhair [Human]
Agility: d6, Smarts: d6, Spirit: d4, Strength: d8, Vigor: d10
Fighting d10, Gambling d6, Intimidation d6, Notice d6, Taunt d6, Throwing d4
Pace: 6; Parry: 7; Toughness: 8 (2)
Hinderances: Bad Luck, Outsider, Pacifist (Mi)
Edges: Berserk, Trademark Weapon (Battle Axe)

Ramel Ramelson [ Dwarf]
Agility: d6, Smarts: d6, Spirit: d8, Strength: d4, Vigor: d6
Faith d8, Fighting d6, Healing d6, Intimidation d6, Notice d6,Persuasion d6, Streetwise d4
Pace: 6; Parry: 6 (1); Toughness: 7 (2)
Hinderances: Arrogant, Big Mouth, Loyal
Edges: Arcane Background (Miracles), Power Points, Low Light Vision
Powers: Boost/Lower Trait, Healing


Here is my set up. I bought a plexiglass sheet so I can write notes if needed.

Since this is a downloadable programmed adventure, I don’t want to spoil any of the fun if someone wants to check it out and play it. For that reason, I will only give some of the highlights!
Against a living statue: Ramel gets a second joker (two in a row) and hits. Both damage dice Ace (An ace is when a die rolls the maximum number – in Ramel case two sixes. Any die that aces is rerolled and the amount is added to the final total) and the resulting damage amount is 19 well enough to crumble the statue.

Against Spiders: Ramel critically fails a vigor roll for poison. I state that it doubles the potency of the poison. Ramel, his body wracked in pain scores a might hit and scores a killing blow (I aced a damage roll). Then Merula moves up and attacks a spider and amazingly hits doing an unheard of 15 points of damage killing the spider.

Against the shadows: Janine rears back with her battle axe and crushes the shadow with a 26 damage points enough for 5 wounds (If you equal the toughness of a model, you score a ‘shaken’ result. For every 4 over the toughness is a wound. Most models have only 1 wound. Wild Cards (like all of my characters) have 4 wounds. The toughness of the shadow is 6, so 6-9: shaken, 10-13: 1 wound, 14-17: 2 wounds and so on). Since the shadow was a wild card, this was an amazing help!

Here's a shot after the final battle before the characters make their way out of the manor. Notice all the notes scribbled about including the map, turn counters and the shadows damage.

All in all, it was a great time. I really like the Savage Worlds system and it really makes the Dark City Games really shine! The only issue is that it’s a 'long' adventure. This sample game took about 6 hours to play from start to finish. I hope that the actual adventure will be faster since I'm more confident on the rules and the like.