Feudal Patrol War of the Roses play test

Feudal Patrol War of the Roses play test

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Barrage 2019 Event Schedule is Growing

Buck

The event schedule for Barrage 2018 is filling up.  More games being added daily.  Don’t miss the best little convention on the East Coast.  Great games, great people, no politics.  Just dice, cards, and toy soldiers.

Take the day off Friday and start gaming at noon when the doors open.  Gaming goes until everyone tuckers out Saturday evening.

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Ghost Archipelago Campaign ’18, Game 7: The Stone Circles

Chris Palmer      This past weekend we got together for the seventh game in our Ghost Archipelago campaign.  We had 6 of our regular 8 players in attendance.  We continued to work on the scenarios in the rulebook, moving on to the fifth one: The Stone Circles.    We used an 8’x3’ table, with three players on each side.  As per the scenario instructions, the 3 Central Treasures were placed within circles of standing stones which stood upon low hills; though instead of the 6" deep water moats and pools that the rules suggest, we decided to just make the entire table a deep water table, and the hills we turned into islands.
        I was relatively lucky in drawing for starting position, getting fourth choice. This gave me the opportunity to know where three of my opponents would be located, yet still have 3 seats to choose from.    I selected a spot on the last remaining corner, with two treasures in apparent easy reach, and two more obtainable with a little effort. Whether I could get to the central treasure would be an on-the-fly-call, depending on how events unfolded.    Kragmar of the True Blood, and his Storm Warden, Samael Gale ended up across from me; and Skorri Drakenburg and his Beast Warden, Agger, were on my direct right.   The Heritor Herndon, and his Warden Arwhine, were across from Skorri, putting them to my front right.   The Heritor Gregorious and his Storm Warden, Missy; as well as the Heritor Griffin and his Wave Warden, Ashalla were down the far end of the table.

To see the report from the previous game, see: The Blood Totems

A view of the table and set up areas.

   
The Report

     The Elven Heritor, Lord Fortrywn, rapped his finger on the rail of the Silver Sword as he gazed across the misty waters off the starboard side.  He had been told the mystical standing stones were located upon a large island, placed in circular patterns upon small hills with moats around them.   And while technically, the stones were on small hills, and there was water surrounding them, it wasn’t so much a single large island they were on, as a chain of dozens of little hill-like islands, some of which had the circular stone henges on them.  Had the big island flooded? Sank? The mysteries of the Ghost Archipelago continued to amaze and frustrate the Elf Lord.
     The Silver Sword could go no further in the narrow channels, so they would need to get the small launches into the water.  And that would mean delays. It was thirty minutes later that they were in the launches and heading for the nearest island upon which one of the stone circles stood.  The tall stones rose from the island’s center, ancient and worn. 
     Lord Fortrywn divided his crew into two groups; thinking that taking only two launches would be more prudent.  The Heritor didn’t want anyone getting lost in the maze of small islands, and he remembered the fiasco that had been the expedition to the Island of Floating Hulks were he had split the group into three boats, and they had been systematically cut to pieces.  Lord Fortrywn had lost Gwyn that day.  The old Elf sighed at the memory, and closed his eyes for a moment. He suddenly felt as ancient and worn as the large upright stones looming in the mist before him. She had been there at the start, the most loyal.  The Heritor shook his head, and regaining himself, he turned and looked at the crew behind him and in the boat to his port side  With himself he took the Hunter, Bindidell; and the dependable Crew-woman, Arbyn; as well as the Crew-woman, Meriwyn.  He assigned to his Niece, Marny’s boat, (she was also his Vine Warden); the Archer, Tannin; the Crew-woman, Bry; the Crewmen, Finil; and Crew-woman, Lilisea, who was on her first expedition ashore.   Between the two boats, swam the Pearl Diver, Salin.  He felt he could make better time using his own powerful muscles than relying on the slower launches; so had urged Lord Fortrywn to allow him to forego riding in one of the smaller boats.

Lord Fortrywn’s deployment, and the location of the closest treasures.

     As they neared the island, Lord Fortrywn surveyed the area, and motioned to Marnilyne, his niece and Warden, to steer her boat to the left, over towards a pair of islands that were linked by an old rickety wood bridge.  The Heritor direct Salin, the Pearl Diver, to swim over to a similar pair of linked island on their far right, while Lord Fortrywn directed his boat to row directly at the central island with the standing stones.
     As the Warden’s boat bumped the rather steep edge of the nearest island on the left, Crew-woman Bry was first to leap ashore.  She couldn’t believe her good fortune as she nearly tripped over a small chest half buried in moss and jungle undergrowth.  Quickly the Elf pried it lose.  Following her ashore in quick succession were Tannin, the Archer, who took up a position to offer covering fire in a small patch of jungle covering the center of the island; then the Crew-woman Lilisea, who made her way through the jungle after Tannin; and last from the boat was Crewman Finil, who circled around the far aide of the island.  Gazing over at the nearby larger island, the one her Uncle was heading to, Marny could see shadowy figures in the morning mist climbing the far bank of the island, and knew another crew was approaching.  Quickly, the Warden spoke the spell of Plant Walk, causing a small patch of tangled vegetation to slowly crawl around the outer edge of the large island, in an attempt to slow the progress of these new arrivals.

Opening moves, Turn 1: Marny’s crew disembarks on the first small island, where Bry grabs the closest treasure, and Lord F. heads his boat towards the central island. Salin is in the water and about to swim towards the left side of the photo.

     Lord Fortrywn could see the opposing crew as well, and cursed his luck, and cursed the delay that had set them behind that morning.  The Elf’s aggravation grew as he saw the big red-skinned Heritor, Kragmar of the True Blood,  stride up the far side of the island and enter the stone circle.  The Elf Lord’s aggravation turned to shock as suddenly a glowing blue spirit form, wielding a translucent sword materialized in the center of the circle, and  lunged at Kragmar, putting a large slice across the enemy Heritor’s gut.  (I rolled a 20 for the Spirit Warrior, doing 14 HP damage to Kragmar!)  Through gritted teeth, the big red warrior shouted to his crew behind, saying, “Get up here!"  The Lord Fortrywn then noticed the low boat on the far side of the island, from which three big burly fighters now spilled onto the shore to help their master.  A lone Archer was left in the boat, and a spark of an idea formed in  the Elf’s’s mind, as he came within just couple yards from the island.  Suddenly the skies began to boil with dark clouds, and Lord Fortrywn, feeling the tingle of magic, knew someone had cast a Cloud Cover spell. Probably Kragmar’s Warden he figured.
      In just a few seconds more, The Elves’ boat hit the shore, and Lord Fortrywn bounded out, almost immediately he came upon a small chest half buried on the shore, and without breaking stride, pointed at Arbyn and then to the wooden box. The Crew-woman knew what to do, though was a bit shocked to see her Heritor head not for the stone circle, but instead for the small boat with the lone Archer in it.  It took the Arvyn but a second to figure out what he was going to do: deny Kragmar his primary means of getting off the island.   As Lord Fortrywn headed for the enemy’s boat in the growing gloom, and Arbyn recovered the treasure, Crew-woman Meriwyn selflessly interposed herself between Arbyn and the enemy Archer in the boat; just in case he should get any ideas of denying them their find. 
     The third rider in Lord Fortrywn’s boat, Bindidell the Hunter, took up a position behind one of the tall upright stones.  She let loose an arrow at Kragmar, but it went wide. As she reached for another missile, she was suddenly hit by a powerful Wind Blast spell from Kragmar’s Warden.   The Hunter pressed herself against the nearby stone, and dug her heels into the sandy soil.  Somehow she held firm, and the gust blew around her but the small Elf held firm.  (I rolled 17 +3 Will to the the Warden’s cast of of 19!)

As Kragmar and his crew tangles with the Spirit Warrior in the center of the standing stones, Lord Fortrywn tries to do an end rush and grab the enemy’s boat. Arbyn grabs the treasure on the back side of the island, as Meriwyn interposes herself between her crewmate and the enemy Archer.  On the top right, Bindidell takes up position behind a tall stone to fire into the melee. In the background, Salin swims towards the island where he will find the magic sword.  

         The enemy Archer, seeing the onrushing Elf , notched an arrow and let it fly.  The shot found a joint in the armor of Lord Fortrywn’s right arm at the elbow, and just sliced along the edge, leaving a deep bloody furrow. (-5 HP)  In two more leaping steps, the Heritor hopped upon the prow of the boat, and swung his sword down at the Archer.  The enemy bowman ducked low, and came up with his dagger, this time getting Lord Fortrywn in the knee, and cutting another gash into him (Another -5 HP) The Heritor’s blood began to burn, and he Surged forward with a powerful thrust, sinking his Elven blade deep into the Archers chest (Rolled 17 + 5F=22) The man toppled over the side of the boat and sank into the murky water. 
     By now Kragmar, and four of his men had killed the Spirit Warrior; at the cost of another Crewman.  With a grunt the enemy Heritor pointed at the small bejeweled stone head which sat at the center of the stone circle, and turning, made his way towards his boat along with one of the other crew.   The second Crewman moved forward and began to heave at the jeweled head, while a third Crewman, and an Infantry-woman rushed towards Bindidell, who still stood behind the tall standing stone.   As the Hunter saw the two adversaries approach, she drew her 2-handed sword.  The Elf seemed to adopt a defensive stance but at the last minute switched, and taking the offensive, lunged at the enemy Crewman, .  The man was caught off guard, and though the blade barely sliced his jerkin he lost his balance as he leaned away from the swipe of the Elven steal and staggered a few steps backwards. (I won the Fight roll, but did no damage, then pushed the enemy back.)  The Infantry-woman was now right on top of Bindidell. and hacked downward at the small Elf.  Quickly, the Hunter brought her big sword around, and blocking the other woman’s blow, she repositioned her own blade and thrust it deeply into her enemy’s side. (Rolled 17 + 2 Fight +2 Damage =21.) The Infantry-woman stumbled backwards, clutching her bleeding torso.

As Arbyn drags her treasure back to their boat, and Kragmar arrives at his boat where Lord Fortrywn has just dispatched the Archer,  Bindidell suddenly finds herself the target of two of the enemy crew. 

     Before Bindidell could recover her stance, another Wind Blast from Kragmar’s Warden, Samael Gale, hit the Hunter squarely, catching her unprepared. The gust picked the Elf clean up off the island, and tossed her almost 25 yards away; dropping her right into the water as easily as if she had been a leaf.   In the small boat not that far away, Marny had a clear view of the two adversaries on the island who had been fighting Bindidell, who themselves seemed almost as shocked at the Elf Hunter’s sudden flight, as the Hunter herself had been.  Chanting under her breath, the Elf Warden cast Warp Weapon on the wounded Infantry-woman, bending her sword into useless scrap metal. (I rolled a 9.)  On the small island behind the boat where Marny was, Tannin tried a long shot at the enemy woman, but in the dark cloud cover, missed his mark. 
     Soaking wet, with green swamp-weed clinging to her hair and clothes, Bindidell climbed from the water and up the shore of the island. Pausing, she unshouldered her bow, and quickly laying an arrow, released it at the Infantry-woman.   It hit the target squarely, sending the enemy reeling backwards where she fell and lay in the island’s tall grass.

After Bindidell bests Kragmar’s two crew and pushes them back, Kragmar’s Warden blows the Hunter clean off the island.

     Meanwhile, Lord Fortrywn didn’t even have time to unmoor the enemy’s small boat, before Kragmar himself leapt directly into the middle of the vessel causing the little craft to rock wildly back and forth, nearly pitching the Elf Heritor into the water.  One hand on his sword hilt, the big red barbarian Heritor glared at the unwelcome passenger as first one and then a second of his crew got on board with their master; the second Crewman was carrying the bejeweled head.  Lord Fortrywn could see the enemy Heritor was still bleeding from the gash the Spirit Warrior had given him, and the Elf was all too aware of the wounds he himself had received at the hands of the enemy Archer.  With a grunt and a nod of his head, Kragmar indicated to the man at the fore of the boat to cast off, as the man who had been carrying the treasure, now picked up a pair of oars.  Quickly the Elf calculated his odds; there were three of them, but Kragmar was wounded, though he was wounded too. He cursed in old Elvish, and turned to see the water between the boat and the island getting wider.  The time for action had arrived, and turning, Lord Fortrywn leapt for the receding shoreline of the large island.
      Lord Fortrywn was not the only new arrival on the island, as on the far side  Salin the Pearl Diver, climbed up on the bank clutching a  grime-encrusted 2-handed sword he had found on one of the islands he had investigated.  Despite the grime, he could sense the magical vibrations in the weapon just by holding it.  The water ran from his muscular body in tiny rivulets, as he stuck the magic weapon in his belt, and headed for their nearby boat, where he saw Arbyn already seated with a small chest tucked under her seat, and the oars at the ready in her hands.  Nearby, Meriwyn shouted a greeting to the Paarl Diver, and as she did she caught sight of an area of glowing blue fog form in the middle of the stone circle.  Quickly the mist formed into a figure of a warrior with horns on his head; the Spirit Warrior wasn’t really dead apparently.  Thinking quickly, Meri once again placed herself between the danger and the two treasure carriers. In seconds the Spirit Warriors had seen her and charged.  The Elf Crew-woman met his blow, and with a parry and thrust forced the creature back (I won the combat but didn’t do damage.)

Lord Fortrywn suddenly finds himself being rowed away by superior enemy numbers.

     Back on the pair of linked islands that Marny’s boat had headed for, Lilisea had reached a chest on the second island of the pair, but a boat carrying the enemy Warden and a pair of Crewman arrived at the same time, so a bit of stalemate ensued, as everyone eyed each other, and no one dared be the one to turn his back to pick up the treasure.  Finil arrived just in time to reinforce her, but no sooner had he arrived then Kragmar’s Warden cast a Wind Blast upon the Crew-woman, sending her spiraling head over heels across the prow of the enemy’s boat and into the water. 
     Back on the island they had originally landed on, Tannin still held his position in the patch of jungle.  Suddenly, on the far side of the trees, he heard a rustling, and a groan like noisy bellows, and from under a pile of sticks and vines, a sleeping Swamp Troll sat up and yawned.  All the activity on the island must have woken him.  Quickly, the Archer moved to get a clear shot, and releasing an arrow, struck the Troll in the arm. (-4 HP) Now the Troll was awake, and standing to his full height he let out a loud bellow.
     Nearby in their boat, Marny cast Brambles in the channel between the standing stone island and the bridge connecting the two side islands as a precaution to block the waterway from pursuit by any of the enemy vessels.

A view of the battle around Turn 4. The Swamp Troll has just woken up on the first small island on the right.

     Over by the enemy Warden’s boat, Lilisee came to the surface and spat out water.  In the boat, the Warden was casting again and tried another Wind Blast, on Finil this time.  But the Elf Crewman held his ground despite the hurricane like gust that assaulted him.  With that attempt failing and Finil being all alone, one of the enemy Crewmen in the boat leapt onto the shore brandishing his sword and lunged at Finil.  The Elf Crewman’s ears rang from the wind blast, and he tried desperately to get his sword around to defend himself. The Elf was a second too late though, and the enemy’s blade slid along his weapon and sank into the his side. As the enemy’s blade struck him, Finil twisted his wrist so his sword tilted up slightly, and as the enemy thrust towards him, he caught the man in a moment of overconfidence, and used the enemy’s momentum to drive his own Elf blade into the enemy’s gut.  The man’s eyes widened in pain and he pulled back, as Finil too staggered a couple steps away.  (Both of us roll 19 and do -9 HP to each other.)  Both adversaries tried to remain standing despite the severe wounds.
        As Finil fought the enemy Crewman, Lilisea swam toward the enemy boat, and gracefully climbed up the side.  Before Samael Gale, the Warden, knew she was even there, the willowy Crew-woman gave a mighty thrust with her 2-handed sword and speared the spell user through his torso.
         Back on the other nearby little island, Tannin found himself almost face to face with a very angry Swamp Troll.  Thinking quickly, Marny spoke the Bramble spell again, and as the big monster prepared to club the Elf Archer, thick ropey vines shot from the earth at the Trolls feet, and began to curl upwards while sprouting with long spike like thorns.   The Troll was confused and didn’t know quite what to do with this new obstacle, which nearly obscured his target.

The fight in the enemy’s second boat.  Lilisea guts the enemy Warden like a fresh caught fish, while the wounded Finil and enemy Crewman fight on the shore.  

     Back on the big island, Lord Fortrywn, Bindidell made their way to the waiting boat where Arbyn and Salin were waiting, giving the stone circle a wide berth.  Within the circle, the noble Meriwyn dodged to and fro, sparring with the Spirit Warrior.    Lord Fortrywn  was just a few yards from the boat, and Meri knew it was time to get out of her predicament.   Gracefully leaping up, and holding her sword with two hands she dove at her ghostly opponent. With satisfaction she watched the shocked look on the spirit’s translucent glowing face as her sword plunged down into its body. It was just a split second later that she realized the awful truth; the Apparition’s weapon had also found it’s mark, and the glowing blue blade now ran from just above her pelvis and upward out her side below the back of her ribcage. With a sight gasp she crumpled to the ground.  The Spirit Warrior’s glow dimmed and faded but it did not dissipate; it simply hovered above the spot where the now-missing stone head had been, seeming to be weak and indecisive.   (Both opponents roll 20s, KO-ing Meriwyn, but leaving the Spirit Warrior with 2 HP left.)    While the creature wavered, Lord Fortrywn rushed over and grabbed the limp Crew-woman’s body and bounded with her back to the boat.
    Meanwhile, those waiting in the nearby boat found themselves being plagued by a large Blood-drinker Bat.  It shot like an arrow out of the gloom straight for them.  Wielding her 2-handed sword, Bindidell swung at it, but merely swatted it. (Won the Fight, but did no damage) The Bat dodged back and flew a few dozen yards into the air.  The Hunter grabbed her bow and took a shot at it, but missed.  The creature seemed to hesitate, apparently realizing the threat that these potential victims posed, and contented itself to merely hover in the air considering its next move.

As Lord Fortrywn nears the boat, the Spirit Warrior takes out Meriwyn, and a Blood-drinker Bat menaces the boat.

     Back on the second small island,  Finil gathered his remaining strength (1 HP remaining), and made a last stab at his equally badly injured enemy, finding his mark and knocking the man into the water.  With heavy breath he collapsed to the grass, exhausted, and forgetting all bout the treasure which lay partially concealed nearby.   Slowly he began to crawl back towards the first island where he knew Marny was waiting with the boat.
      In the meantime a second enemy Crewman (the one that had fought Bindidell on the big island a couple turns earlier) swam up to the boat where Lilisea was, and she suddenly found herself about to be outnumbered.     Seeing Lord Fortrywn and the others departing in their own craft, the Elf decided discretion was the better course, and jumped over the side, and swam for safety.

The end results.  Three treasures recovered, and Meriwyn the only figure that goes down during the game. 

     Latter that night, aboard the Silver Sword, Lord Fortrywn sat at his desk, the two small chests and the dirt-encrusted 2-handed sword all set before him.    Setting his wine glass down, he arched his fingers together on his stomach and leaned back taking it all in. The first expedition where they had retrieved 3 treasures!  The Heritor was pleased.  Across from him sat his Niece, fidgeting in her chair excitedly.   He arched an eyebrow at her and said with a pleased grin, "Shall we see?”
     Marnilyne nodded grinning ear to ear.  Lord Fortrywn slowly leaned forward and gently picked up the first small chest. It was locked, but the fittings were so rusted, that he was able to slide his dagger into a gap in the back of the chest, and with a little of his Heritor’s ability, broke the hinges clean through.  He slowly pulled back the lid, and saw the glimmer of gold inside.  There wasn’t much, but still, 20 GP  was better the nothing.   
     The other chest held 2 vials.  The first held a small sprig of Lingle Berries, the second held a small segment of Quickbeam Root.  Lastly, he picked up the long 2-handed sword.  Dipping his fingers in the glass of wine sitting to the side of his desk, he rubbed them on a small section of the blade and the grime came easily away.  The metal beneath seemed to glow from an internal light. The Elf held his fingers for a moment on the clean section of blade, and considered.  “Vengeful in nature.”,  he said, musing to himself, and set the sword back on the desk.  (+1 Dam Magic Sword)
    He turned his attention to his Niece.  “All in all a successful day.  Any word on our wounded? How is the Crew-woman who was struck down by the Spirit Warrior?"   
     Marny collected her thoughts for a moment, then spoke. "The Surgeon said they all will make a full recovery.  Meriwyn’s wound, though bad to look at, actually passed mostly harmless along her side, just under the skin layer.  It avoided her major organs.”
     "Lord Fortrywn nodded, “Good. Good."  We will need everyone at full health soon.  I’ve been researching a fabled graveyard of the Eritherean people.  Not only are their tusks highly prized, but they are known to lay relics with their dead, to pay for the passage to the afterlife"  There may be clues to the Crystal Pool among them.” He paused, and thought to himself for moment, considering some detail of legend, then went on, leaning forward towards his Niece,  “We will be heading to find it at first light, so you should get some rest”. With that, the girl jumped up, and obeying her Uncle, slipped out the door and gently shut it behind her.

Epilogue
  
     It turned out to be quiet a fun game! And another personal best, with 3 treasures retrieved.  I have to say I enjoy the game much more when my warband’s not being used to clean the jungle floor!  I was actually rolling dice competitively this game instead of being out-rolled at every turn.
     I think another reason I enjoyed the game a little more, was that due to the nature of the scenario, and the terrain layout, the game quickly evolved into 3 two-player games.  So much so that once initiative for the turn was established, each pair kind of worked through the individual turn phases at their own pace, only stopping at the end for everyone to catch up again.
      I wanted to add a note about Lord Fortrywn’s unfortunate boat ride.  I wasn’t shocked to see Kragmar and his crew head for the boat with the Central Treasure, figuring I was in for a fight.  What I was surprised to see, was his refusal to initiate a fight.  But I have to say it was a pretty clever move on the part of my opponent: he didn’t have to fight!  While both our Heritors were badly wounded (Kragmar -14HP for fighting the Spirit Warrior, and me -10 HP from the Archer.), he outnumbered me with two extra crewman.  The real problem for me was his boat was two turns from the table edge and there were three opponents.  I knew the odds of me defeating all three were low, but I would have been tempted to try; but the odds of me defeating three of them in two turns was astronomical.  So I had to make a quick decision and that decision was to jump for the island.
     The game really was a close-in engagement, due to a large degree to the scenario; particularly the treasure placement restrictions so close to the central stone circle, and the respawning of the Spirit Warrior every time it was killed.  Next month promises to be very similar with the majority of treasures being placed within a 12"x12" temple, and the temple floor being littered with knife-sharp bone shards.
     The game had a very sudden death ending when the last of Gregorious’ warband left the table in turn 6.  So, Kragmar and I were kind of left hanging with the treasure on the second small island unclaimed at the end.  Because of this, I had to take some liberties with my narrative report and have added a few bits that weren’t in the game but were needed to wrap up the story; like Finil being too weak from his wound to remember to pick up the treasure, and Sir Fortrywn grabbing Meriwyn off the island before the boat left, as examples. Hopefully that won’t disturb anyone’s enjoyment of the report.
    See you all next month!

via One More Gaming Project http://onemoregamingproject.blogspot.com/2018/08/ghost-archipelago-campaign-18-game-7.html
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Project Avalanche!

Chris Palmer

   I wasn’t able to get a figure completed this week, as I found myself a bit buried in a number of different projects.
    A couple weeks ago, I recived my shipment from Secret Weapon’s “Tablescape Dungeons: Mines” Kickstarter, and as rain and  humidity cooperated, I got them all spray primed.  This past week, I have been giving them their initial drybrush of Base Grey.  I’m using Dwarven Forge paints, based on their “How to Paint Dungeon Tiles tutorial, so hopefully they’ll fit in a little better with my existing DF stuff.

   At the same time, I got a box of Perry’s plastic War of the Roses troops, and since I got back from Historicon I have been busy assembling them in preparation for priming and painting; because (fool that I am!) I signed up to run a game with them at our club’s regional con, BARRAGE, in two months!   So 40 of them need to get painted in 60 days!

   Even with these projects going on, I have been duly working on my next Bones post, having made good headway on my next figure, Ingrid, Female Viking; from the Bones 2, Heroes I set.

     I also got Goremaw, from Bones 3 Optional Rewards all washed, assembled, based, and ready to go.  I even got a first coat of purple slapped on him.   

      So I’m going to head back to the paint table now, and I will see you next Monday with my finished (finders crossed!) Ingrid!

via All Bones About It http://allbonesabout.blogspot.com/2018/07/project-avalanche.html
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Ghost Archipelago Campaign Game 6: The Blood Totems

Don Hogge

A late report…..

A few weekends ago we got together for the sixth game in our Ghost Archipelago campaign.  We had  7 of our regular 8 players.  The scenario was the Blood Totems from the GA rulebook.  Skorri ended up surrounded by four other Heritors: to the left was Griffin (Skorri’s arch enemy from early in the campaign), to the right was Kragmar, to the left front was Fortrywn (a noble adversary) and to the right front was Gregorious.

Skorri started the game with a new Heritor ability, Intuition, and Agger started with a new Warden spell, Beast Strength.

You can read Fortrywn’s report here:  The Blood Totems

A view of the table

The Story
As Skorri paced back and forth on the deck of his ship, Raven’s Beak, Kukala approached and said “We’ve spotted the island, right where the old crone said it would be."  Skorri grunted to himself, "That was money well spent – hopefully. This island doesn’t appear on any of the known navigation charts. It remains to  be seen if the rest of her tale is true – ancient totems surrounded by loot.”

Skorri bellowed to the crew, “Prepare to go ashore.”

After a short paddle through a mild surf, Skorri and crew found themselves on a narrow stretch of sand.  The jungle came almost all the way to the water’s edge.  As soon as the crew entered he jungle, it was like being smacked in the face with a warm towel.  Not to mention the musty decaying smell of he vegetation.  Skorri told Kukala (Hunter) to lead the way as the crew slowly picked its way through the undergrowth.

Another view of the table

After an hour or so of pushing through the jungle, they came to an area criss-crossed by several low ridges.  Stopping to survey the area, Skorri and crew noticed several totems or idols scattered throughout the area.  They were overgrown and seemed to exude a faint hum of power.

Skorri moves forward toward the nearest totem.  As he got closer he feel a slight tingling of his blood.  Additionally he noticed a small stone set in the ground immediately in front of the totem.  Feeling uncomfortable and wanting to move away as quickly as possible, Skorri Surges to move the stone.  As he does so, he is hit with a blood burn of twice the normal intensity (Successful use of the Surge ability, takes extra damage due to the totem’s negative effect).  He struggles with the stone for a moment before managing to pry it up (succeeds with his Will roll against the totem), revealing a small treasure chest.  In an attempt to escape further pain, Skorri moves towards a nearby ridge.  As he climbs up, he sees a monkey totem hidden in a small copse of trees.  Blue Boy moves forward behind Skorri and retrieves the uncovered treasure.  He then heads towards the beach with the treasure safely tucked into his backpack.

Blue Boy recovers a treasure

Agger decides to Summon Animal to hinder the other Heritors and detects the approach of a large snake.  He mentally vectors it to seek out and attack Herndon’s crew.

Taucher has also spotted a totem.  He moves up a small hill to check it out followed by Hat Chet.  The rest of the crew all move forward looking for more totems.  Hopefully they are all guarding treasures.

Skorri and Chu Wat recover a treasure

Skorri makes it to the top of the hill.  As he nears the monkey totem, he again feels a tingling sensation.  He decides not to use one of his abilities as he reaches down and grabs hold of the stone in front of the totem.  This time the stone easily moves aside revealing another small chest (successfully engages the totem with his Will).  Chu Wat following his boss, reaches down and picks up the treasure.  Out of the corner of his eye, Skorri spots movement in the brush off to his left.  He points out the opposing crew to his young Warden.  Looking in the direction indicated by Skorri, Agger identifies Fortrywn’s crew.  Remembering the kerfuffle from the last excursion, Agger anticipates some trouble.  He quickly Envenoms one of Skorri’s arrows as the clouds begin to thicken (One of the other Wardens cast Call Storm).

After carefully checking out the totem, Taucher grabs a tree limb and uses it to pry up the stone foot piece (successfully uses his Will against the totem).  While Hat Chet recovers the revealed treasure.  Wu also manages to overcome a totem with his Will.  Yen Lo picks up the treasure.

Taucher and Hat Chet near a totem

Across the jungle, Herndon’s Tomb Raider sees the large snake and moves to attack it.  Bobbing and weaving, the snake avoids the sword thrust, striking him on the arm.  The large snake then follows up with a lightning quick lunge at the Tomb Raider, its fangs sinking deep into his neck.  The shock from the strike and the effects of the poison takes the Tomb Raider out of action.  As he slumps to the ground, the large snake surveyed around for his next victim.  But before he can react, he is shot down by several archers.

Skorri’s crew heading towards a totem

As he turns to move down the ridge with the treasure, Chu Wat just barely dodges an arrow from Fortrywn’s archer.  Skorri spotted the archers shot.  With a single fluid motion, he unshoulders his bow, notches an arrow, and snaps fires back at him.  His arrow is hindered somewhat by his target’s leather jerkin but the arrow embeds itself with minor damage.  However, the poison starts to takes affect immediately and the archer doubles over in pain.  “That’ll teach the cheeky fellow” he thinks as Skorri glares at Fortrywn’s archer, daring him to make a threatening move.  After a few moments the archer decides its better to run away and live another day.  After the near miss, Chu Wat also decides to quickly run out of the enemy archer’s line of sight. 

Fortrywn’s crew

Agger, detecting that his summoned snake has died, quickly casts Summon Animal again.  This time a slow moving snapping turtle heeds the call.  With a chuckle, Agger once again directs the animal towards Herndon’s crew.  The snapping turtle withstands three volleys of arrow, each one bouncing off its tough shell.

Taucher spots two skeletons heading toward him and Hat Chet.  He moves forwards to engage them both to protect the treasure.  He skillfully fights them both but no one takes any damage.
Kukala has spotted one of Gregorious’ thieving crew dragging a chest through the jungle.  He waves at Agger to get his attention.  Agger understands his intention and casts Envenom on one of arrows.  Kukala takes careful aim and releases his arrow.  The arrow flies straight and true….and then strikes a tree limb.  The crewman vanishes from sight as Amrod tried to get a shot off as well.

Kukala and Amrod take shots at Gregorious’ crew

Taucher was still engaged with the two skeletons.  Suddenly he started to jump around, slapping at his armor.  It seems a bumble bee got inside his leather jerkin.  While he was distracted, the two skeletons whacked him on both sides of his head at the same time.  He immediately forgot about the bee as he crumpled to ground.  When he recovered (slung over Wu’s shoulder), besides the two bumps on his head, he had 4 or 5 bee stings.  The crew won’t let him forget this incident for some time.

Taucher fighting two skeletons – Spoiler Alert – He loses…..

Determining that Fortrywn and his crew are not a threat, Skorri looks around to assess the status of his crew.  Several crew members are hurrying back toward the beach carrying treasure.  He then spies Taucher being unceremoniously taken down by the two skeletons.  Skorri charges into contact.  The slow lumbering movements of his opponents allows him to easily beat one of them into a pile of bones.  Pumped up and little peeved at Taucher being being bested, his blood boils a bit as he Backswings at the remaining skeleton.  Its head flies off into the jungle.  The headless skeleton stands there for a couple seconds before falling to the ground.  Sensing Skorri using his abilities once again, Agger cast Water of Life on him to heal the damage caused by using his Heritor abilities.

Skorri takes down two skeletons

Skorri sounds recall and notices his crew starting to head towards the beach.  Wu stops to sling Taucher over his shoulder.  Sensing that the snapping turtle has met its fate, Agger can’t resist casting Summon Animal one more time.  As he hears the buzzing of a giant wasp, he giggles as he sends his pet towards Herndon’s crew one more time.

Skorri waits until the last of crew has withdrawn before he fades into the jungle.  Another successful foray to one of the Ghost Archipelago islands results in four treasures recovered (one of them was the central treasure).

The crew and its booty

Epilogue
A very successful game but little action the part of Skorri’s crew.  Even though he was surrounded by four opposing Heritors, there was never any danger to his crew.  Except for the action with Fortrywn’s archer – but that was really no danger :-).  If it hadn’t been for the skeletons, Skorri may have fallen asleep.

The recovery of the four treasures resulted in 240 gold coins.  With the existing gold in Skorri’s treasury, a quick return trip to port might be in order to replace the archer he loss a couple expeditions ago.

I will just barely get this report posted before our next campaign game which is just 2 days away.

from Wargaming Notes http://wargamingnotes.blogspot.com/2018/07/ghost-archipelago-campaign-game-6-blood.html
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The BARRAGE ’18 Webpage is Up and Running!

Chris Palmer    The HAWKs’ have launched the BARRAGE ‘18 Webpage today!  Time to register to run a game or two, or just come to play.

   For those who have never been, Barrage is a low-stress event, focusing on having fun with miniatures games of many different genres, scales, and sets of rules.  In the past the con has had a half dozen dealers, a few flea market tables, as many as 200 attendees, and thirty or more miniatures games. 
   To learn more, be sure to visit the BARRAGE Webpage: BARRAGE ’18

via One More Gaming Project http://onemoregamingproject.blogspot.com/2018/07/the-barrage-18-webpage-is-up-and-running.html
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Fiara, Elf Heroine: Bones 3 Figure

Chris Palmer

     This past week I painted Fiara, Elf Heroine, from the Bones 3 Core Set, to be a member of my Ghost Archipelago crew.  (I seem to lose a lot of crew on my expeditions! 🙂   ) 
      I prepped this figure in the usual way; soaking the parts in a dish of water with a couple drops of dish-soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying it.  When dry, I glued the figure to a black-primed 1" fender washer with Aleene’s Tacky glue. I then placed the figure in my painting grip.

     I began by painting the face and hands with Crafter’s Acrylic “Flesh”, and then the pants with Crafter’s Acrylic “Citrus Green”.  Next, I painted the tunic with Crafter’s Acrylic “Dark Turquoise”, and then the belt, boots, and shoulder and forearm guards all with Americana “Terra Cotta”.

     I then painted her hair with Crafter’s Edition “Spice Brown”, and then the grips on the sword with Folk Art “Teddy Bear Brown”.  Next, I painted stripes on the pants with Apple Barrel “Yellow”, and then painted the decorations on the coat, as well as the center of the stripes I had just painted, with Crafter’s Acrylic “Daffodil Yellow”.  After that, I painted her sash with Crafter’s Acrylic “Tropical Blue”, and the sword blade with Americana “Zinc”.

      Next, I went back and overpainted the sash with Folk Art Color Shift “Blue Flash”.  After everything had time to dry, I gave her face and hands a wash of Citadel “Reikland Fleshshade” wash.   When that wash was dry, I then gave a wash to he rest of her with Citadel “Agrax Earthshade” wash.  When the washes were dry, I painted her eyes, and highlighted her face.  I then highlighted her hair; using first, Americana “Sable Brown”, then Folk Art “Butter Pecan”, and lastly, some of the “Butter Pecan” mixed with “Americana "Bleached Sand”.

      When, I was done with her face, hair and hands, I started work on her clothes.  First, I highlighted her pants using the base “Citrus Green”; and then highlighted the stripes, and the decorations on her tunic with the base “Daffodil Yellow”.  I then highlighted her tunic with the base “Dark Turquoise”, and then did lighter highlights on the jacket by mixing the “Dark Turquoise” with some Folk Art “Celadon Green”.  Next, I highlighted all the leather: boots, armor, belts, forearm guards; all with a mix of Accent “Golden Oxide” and Ceramcoat “Maple Sugar Tan”.  After that, I highlighted the sword grips with some of the “Sable Brown” I had used on the hair.  I then highlighted the sash, using a mix of the base “Blue Flash”, and some Folk Art Pearl “Aqua Moire”.     Next, I went back and went over the sword blade again with Folk Art Metallics “Gunmetal Grey”, and then highlighted it with Ceramcoat “Metallic Silver”.   I then finished up by doing the beads in her hair with different metallics.
     Lastly, I painted the figure’s integral base with the “Bittersweet Chocolate”.
     I let the figure dry overnight and the next day I gave it a coat of Americana “DuraClear Matte” varnish.    Then, when  the varnish was dry, I used some white glue to flock the base.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

     I’m generally happy with the figure, and I think her outfit turned out looking really nice; though in the end I’m a bit disappointed in her face, as she just kind of looks stunned on despondent, not heroic or pensive, or determined.  I don’t know if that’s the sculpt or just the way the paint fell, or both.

via All Bones About It http://allbonesabout.blogspot.com/2018/07/fiara-elf-heroine-bones-3-figure.html
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Reaper “Finaela, 1/2 Elf Pirate” Figure Painted for Ghost Archipelago

Chris Palmer   This past week I painted the Reaper metal figure, “Finaela, ½ Elf Pirate”.  While I usually paint their Bones figures, it was a nice change of pace to paint one of their metal ones.   While she will probably see more immediate use in Ghost Archipelago, I have a long term plan to eventually do a Fantasy Tavern Battle with “Blood & Swash”.

fullsizeoutput_3818

via One More Gaming Project http://onemoregamingproject.blogspot.com/2018/07/reaper-finaela-12-elf-pirate-figure.html

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Duncan’s Napoleonic Game with Combat Patrol at Historicon 2018

Buck

From Duncan Adams:

[Here are two long shots of the table to help provide context for Duncan’s narrative.]

“On Friday afternoon I ran ‘Welcome to Sunny Spain,’ a Peninsular War convoy ambush using Combat Patrol: Napoleonic Supplement.
“The game starts with the French convoy warily entering the town. Bill Mollineaux had the lead infantry, a new player (forgot his name:( ) had the cavalry, and Robert, who played Dave’s Zulu game and wanted more CP, played the infantry in the rear. There was a guerillo band, divided into three groups of six, controlled by Jeff Kimmel of the Rogues, a platoon of Cacadores (2 sections of 8) controlled by Terry (one of my groupies) blocking the road ahead, and a platoon of Portuguese light infantry (2 sections of 8), controlled by Mike waiting to close in behind the convoy after the trap was sprung.
“Things were quiet until the Guerillos card came up, then the French forward contingent moves out to clear the way.
“The new player, due to his inexperience, thought that this six man cavalry troop could clear eight elite cacadores out of the woods by charging them. It didn’t work very well.
“Bill brought up his infantry platoon to try and clear the way ahead by defeating Terry’s cacadores. He was repeatedly undone by morale checks that went very badly for him while Terry’s had minimal effect.
“Meanwhile, Robert’s French infantry was using superior numbers to get the better of Mike’s Portuguese at the rear of the column, while sending a section to clear some buildings of guerillos.
“In desperation, hoping to finally put a bad morale result on Terry, Bill sent the French commander charged the woods.
“Despite having impetus and a better M value Bill lost the fight.
“Though at the end the French had just about won the rear and center fights, the cacadores were holding strong and it was far from certain that the whole remaining French could have driven them off over time. So we called it an Allied victory. Everybody seemed to have a good time.”

from Buck’s Blog http://bucksurdu.com/blog/?p=8068
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Duncan’s Zorro Game at Historicon 2018

Buck

From Duncan Adams:
“On Sunday morning I ran “Zorro and the Dastardly Plot.”  I had seven players, so one played the tavern staff. I actually prefer that because the staff can do more interesting things under player control than I can do as the GM. Tom Veilott and his dad Jim Veil, a dad with a son and daughter, Joe Procopio and a friend of his were the players.
“This was a Blood and Swash scenario with the usual overlapping objectives, but most players wanted to get the treasure of kill Zorro. But first, Bernardo had to discover the villains’ plans and report to Zorro.  [If you are a fan of the Disney show like Duncan and me, you know that Bernardo pretends to be deaf.]
“Bernardo innocently loiters near the room where the baddies meet.
“But having overheard their plans, he cannot get past them to use the stairs.
“So, in a scene that reminded me of Yoda doing cartwheels with his lightsaber, Bernardo jumped off the balcony onto the bar.
“While the villains put their plans in motion, and Don Alejandro and the tavern staff mix it up with El Comandante, Zorro emerges from the tavern cellar to put things right.
“He is immediately accosted by Sgt Garcia and lancer Perez who want the reward for his capture. Why don’t they ever get him from opposite directions?
“Zorro breaks away from Garcia and Perez – making both saves – and attempts to get through the baddies at the foot of the stairs. Garcia rejoins the fight – now he’s getting somewhere, coming in from behind!
“Zorro was played by Tom Veilott who has been playing Blood and Swash as long as any of us. He knows that staying in a fight to avoid the free hit when there are objectives to reach is a sucker bet. So, Zorro breaks away from three attackers, making two full and one half saves and runs up the banister, making another save. I can just picture Guy Williams doing this.
“On the balcony, Zorro finds more baddies, and those from the bottom of the stairs have followed him. This is getting ugly.
“Meanwhile, in the tavern, Teo the bartender has picked up a bench and is bludgeoning one of El Commandante’s lancers.
“After turning the tables on a minion who tried to push him off the balcony, Zorro has made it into the room with the villains’ ill gotten gains. However, the numbers are catching up to him – too many enemies, too few activations.
“In the end it was to much for Zorro to endure. Better luck at FALL IN!”
This looked like a good game with all the usual Blood and Swash hilarity.

from Buck’s Blog http://bucksurdu.com/blog/?p=8062
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