Thursday 26 August 2021

Cardstock Campaign - Second Interlude

 Totally, 100% fazed by what happened to my precious trio of heroes, I rolled up a whole new party of characters. Led by a commandingly capable halfling, two warriors and a mage ventured into the temple.

I'm not going to write out their stats and equipment. I know you've already guessed they all died.

Yes, first they met the kobolds living at the bottom of the tower. These were pretty friendly, and warned the PCs not to interfere with the hobgoblins and bugbears living above them.

So they moved on to the courtyard, and here the trouble began; one of the warriors was instantly killed by the gelatinous ooze pretending to be a pool of water.

Moving on nervously, the survivors ambushed a group of hobgoblins and only managed to kill two before they in turn were slaughtered like pigs.

Totals: 160gp of gems, 4 dead party members.


This dungeon is definitely cursed, time to retake the road to Allesheim!

Monday 23 August 2021

Cardstock Campaign - First Interlude

Yes indeed, an intermission. I couldn’t quite justify calling this a full episode. 

On their way to Allesheim with the ore caravan, our trio heard of an abandoned temple complex that once belonged to the Moon Knights. A quick bribe to the caravan master convinced the train to stop for a day, giving our party time to cut through the woods to the north of the main road and find the complex. Find it they did! 

Entrance centre east. NE circles storeys of a tower.
 

Entering through the dilapidated entrance, they were immediately confronted by a wight. All of Yadoth’s magic arrows went wide, and the thing (damn it rolled well) burned away one of Syraia’s levels before Balesk could kill it with his magic sword that hates the undead. The wight’s eyes were two great jewels, each worth years of a peasant’s keep. 

In the guttering fire of the wight’s corpse, the party saw that one section of vine-covered wall was actually just thick with vines instead of actual stonework, and cut their way through. But in the one-time herb garden lurked three gnolls, gnolls who the party were unable to surprise! Balesk slew one and Syraia battled another to a standstill, but Yadoth continued to miss with his arrows… were the trees of the forest trying to call the wood of his bowstave home? Seeing Balesk gravely injured (half his hitpoints!) by the third gnoll who had come skittering round the corner to flank them, he slipped on his ring of invisibility to get behind it and stabbed it in the heart (critical backstab hit) just as Balesk swung his blade to decapitate it. 

Making sure Balesk was in no immediate danger of death, Yadoth hurried round to kill the last gnoll as it continued to press Syraia. At this point the party went “screw it” and decided to limp back to the caravan. Balesk was half-dead and Syraia had been gravely weakened by the wight’s touch. The forest could keep its old stone prize; they couldn’t very well make their fortunes in the big city if they were dead on arrival! 

A rational decision, but one that was a real shame because I spent 45 minutes making the map and only saw it in play for about 10… I suspect that while the trio continue towards Allesheim, another party of adventurers will likely enter the complex to end whatever evil lurks there. I like the idea of a themed party, but should they be dwarves, elves, monkish knights..? In any case, a perfect chance to start tracking a Gygaxian party calendar to see who's where when.

World-Building Notes

  • Ooh, Moon Knights?! I loved the Marvel Comics character, but are they more like Marc Spector or the Moon Knights of Sehanine?
  • The caravan is specifically carrying ore, but the words "ore caravan" make me wonder whether it's more like a Wild West train. But how to make that work in a low-magic setting? Maybe some kind of slug monster underneath the carriages?

Friday 20 August 2021

Cardstock Campaign II

When we last left Balesk, Eddorn, and Yadoth, they were preparing to enter the ruins of the Forest Fort to see what they would see.

The map with the party's path in red. Unconnected squares are tower storeys.


Between sessions I realised I’d made a number of mistakes creating Eddorn’s character, and addressed them.


The party started by paying 300gp to the Woodwoads for advice on the ruin. This was a fantastic decision because it allowed them to enter through the lucrative north-eastern corner instead of the more dangerous main gate.

Inside said corner they found two dwarves, who seemed unsure whether to fight or flee. As the party continued to try and negotiate round after round, Yadoth’s nerve eventually snapped. “They’re stalling!” he screamed, and shot one of them. Swearing, Balesk charged in and killed the other with his broadsword before offering the injured survivor a chance to leave. On boxcars, he took it and left “peacefully”.

Did I mention lucrative? On top of 1000gp in generic treasure they also found: a ring of invisibility (Yadoth), a ring of water-walk (Balesk), 10 +1 magic arrows (Yadoth), a healing potion (Balesk), and a scroll (Eddorn).

It was a cursed scroll.

We learned it was a cursed scroll when Eddorn disappeared in a flash of sulphur, soon to be shyly replaced by Syraia, a human fighter who had above-average ability scores (especially compared to these two!), but only had a single hit point. Gulp!


Syraia (Fighting Woman)

HP: 1 STR13 INT10 WIS7 CON12 DEX13 CHA12 XP: 0

Equipment: plate, helm, shield, sword, iron rations, tinder box, 6 torches, steel mirror, 36gp


The party continued on towards the SE tower and were surprised to run across a very friendly elf, who had apparently been sent to help them. He joined them in stacking the door – Yadoth had heard orcs – and then as Balesk opened and shut the door, the other three threw lit oil flasks through. The screaming eventually stopped.

They were prevented from reaching the next floor by hostile kobolds, cowering among the greasy smoke of their betters… well, biggers. Trying to parley went very wrong, and they swarmed the party! Unprepared for such courage, the new elf guide was mobbed and slain before Balesk stemmed the tide by killing two back-to-back and then tanking all their attacks for two whole turns. Eventually Syraia and Yadoth helped him clear the staircase and then they were in the kobold lair, outnumbering the kobold leader 3-to-1.

Of course he surrendered.

He surrendered very fast indeed, and offered information for his life. There were harpies up there, harpies who could charm you with their voices! Rinse and repeat… An invisible Yadoth opened the trapdoor, lit flasks were thrown through, and the fighters finished things off with cloth in their ears once the flames had died down.

If you could ignore the roast chicken smells, it wasn’t too bad a place to spend the night. And so they did.

Yadoth and Balesk woke up feeling much better, since they’d just levelled up (to 2 and 3 respectively). Following Syraia’s lead, they continued their exploration of the fort by ambushing goblins with fireflasks and then charging them. The fire killed four, Yadoth shot another, but the last one injured Balesk before Syraia managed to cut it down.

The next section contained seven obviously hostile elves. Here Yadoth used the invisibility ring to sneak on top of the gatehouse before the fighters began the parley – better to flank them and not need it… In the event, boxcars were once again rolled for the reaction roll and it turned out the elves were angry because they were looking for Kelial. Accepting a powerful bribe to tell them what he knew, Balesk sent them in the opposite direction to the one he’d seen Kelial go a few days before.

The party came now to the SW tower, and Yadoth volunteered to keep his ring and sneak inside. There he found two black-bearded dwarves and swiftly slew them as they wondered what had become of their leaders. After he opened the door to the others, the trio found quite a few magic items among the loot for the room: a growth potion, a +1 shield, a +1 flaming sword (+2 vs trolls and +3 against undead!), and scrolls of giant strength and detect magic.

In the next two courtyard sections were two berserkers. One was slain out of hand by Yadoth because he looked too angry, while the second refused to parley and was slain by Syraia with an epic critical hit (9 damage to 3 hit points).

The base of the NW tower was held by five grumpy gnomes, who agreed to tell the party what was upstairs for 100gp.

It was zombies.

It was also, once again, time for lit flasks of oil.

And so the saga of the Forest Fort came to a close and Balesk limped home in the company of Eddorn and Syraia. Once back in Karrdestock, Syraia levelled up too, putting both fighters at level 2 and the thief at level 3. Next would come their voyage westwards, and after that – Allesheim itself!


After spending some of their loot, the party now have...


Balesk (Fighting Man)

HP: 8 STR13 INT9 WIS10 CON11 DEX12 CHA10 XP: 3700

Equipment: Plate, helm, two-handed sword, +1 sword (+2 trolls, +3 undead), shield, dagger, iron rations, steel mirror, wine x3, leather backpack, lantern, 10 oil flasks, 10 torches 3400gp


Syraia (Fighting Woman)

HP: 3 STR13 INT10 WIS7 CON12 DEX13 CHA12 XP: 2100

Equipment: plate, helm, +1 shield, 2 swords, iron rations, tinder box, 10 torches, steel mirror, 2163gp


Yadoth (Thief)

HP: 6 STR8 INT9 WIS13 CON14 DEX11 CHA12 XP: 3530

Equipment: Leather armour, quiver of 50 arrows, longbow, dagger, 50’ rope, 12 iron spikes, 10 torches, leather backpack, iron rations, flask 3180gp


Apart from the names of the characters and the town, all of this came up organically to answer questions posed by the shape of the maps and the results of the Wandering Monster table. I'm excited to discover what the trio learn about next!


World-building Notes

  • An elf was sent to help them – an ally of Kelial’s?

  • What happened to Eddorn? Where did he go?

  • Elves are after Kelial, and have now been misdirected by the party. Potential enemies?

  • The kobold leader was allowed to live: will he repay the party with gratitude or hatred?

  • One of four unexpected dwarves in the ruin was allowed to leave. Yes, he rolled a 12 on the Reaction Roll, but the party did murder all his friends. He’d be right to be ticked.

  • Who were the berserkers? How did they get separated and why was only one of them enraged? Are they connected to the Woodwoads?

Thursday 19 August 2021

Cardstock Campaign I

Cardstock Campaign I


When I was 10, Phantom Menace was released. And with it came the d20 Star Wars starter set. Despite being confused and upset that I’d spent £20 on an advert (and £20 didn’t come easy in those days!), I really really loved playing with the counters, maps, and scenery that were included. I probably still have the map somewhere because I used it with the LOTR SBG for years!

All this to say that getting the Pathfinder Beginner’s Box made me want to recapture some of that joy. At least, the Pathfinder Pawns did. The game is too crunchy for my little old brain. Instead, I straight up sat on the floor and drew maps in sharpie on A3 paper to use with the Holmes blue book. They would be populated as I went using the wandering monster tables in said book, and each room contained d10*100 gold coins because I wanted to use my new L5R Phoenix dice!

Over two hours, I took a party of 3 through two dungeons and so this post was born as a tribute to their adventures – which will hopefully continue in my little exercise book if nowhere else!


Karrdestock

Karrdestock is a small and begrudging mining town on the road between Allesheim and Talorn. Its main claim to fame is its proximity to several semi-submerged ruins of the lost dwarven empire. Among its current denizens are three “mighty” adventurers:


Balesk (Fighting Man)

HP: 4 STR13 INT9 WIS10 CON11 DEX12 CHA10 XP: 0

Equipment: Plate, Helm, Two-handed Sword, Dagger, iron rations, steel mirror, Wine x3, sack, 26gp


Eddorn (Magic-User)

HP: 3 STR5 INT12 WIS7 CON11 DEX12 CHA12 XP: 0

Equipment: Leather armour, “spear” (staff), 6 torches, silver mirror, backpack, lantern, 10 oil flasks

Spells: Charm Person


Yadoth (Thief)

HP: 3 STR8 INT9 WIS13 CON14 DEX11 CHA12 XP: 0

Equipment: quiver of 20 arrows, longbow, dagger, 50’ rope, 12 iron spikes, large sack

 


Party entered bottom middle, ended on the stairs top middle.

Clifftop Keep

Not so much a keep as a tumble-down watchtower with pretensions of largeur, Clifftop Keep was the trio’s first mission. In the entryway, they found an ochre jelly. Luckily Eddorn had heard of such beasts and knew to kill it with fire; it was weak from hunger so he and Balesk dealt with it promptly.

Then they found a locked door that neither Balesk nor Yadoth could barge open. From behind it came a perfectly civil voice; an elf by the name of Kelial who offered them all the fine goods in his chamber if they would only let him out. With a bit of lateral thinking, the party used Balesk’s steel mirror to pour the sizzling remains of the ochre jelly onto the wood around the lock to effect Kelial’s escape.

Impressed, the elf offered to join the party a while if they would only give him a fair share of what they found. When they agreed, Kelial took them through a secret passageway to the rear of his room down a dark and dusty corridor to a second door in the deep. Behind it were three skeletons guarding a small mound of treasure. While Yadoth swiftly shot one down, Kelial and Balesk engaged the other two but were hard pressed by their unliving skill. Yadoth eventually managed to shoot a second and Balesk slew the third, but not before taking 2 damage, half killing him. When the party divided up the loot, Kelial took his 25% of the spoils in the form of one particular gem.

Balesk eventually managed to pass a Reaction roll to convince the others to take him back to town. Kelial left them on the road, uninterested in the stink of a human settlement.

When the group returned to Clifftop Keep a few days later, they discovered that five bandits had made their home in the next chamber of the ruin. Luckily, Yadoth managed to keep the group from alerting the robbers and so when they fell upon them that night, the first three were slain instantly. Failed DEX rolls woke the other two however, who were agreeably intimidated by the Reaction roll and gratefully agreed to flee with their lives. Yadoth went up the winding stair from their lair and discovered the upper chamber to be inhabited by displacer beasts, which none of the party wanted to tangle with. They retreated to Karrdestock only slightly richer for their trouble.

Party loot: 850gp



Party entered centre-left, were-rats far/top right.


Fellhanger Abbey

This despoiled ruin to the cthonic fertility goddess Ivreya was the site of the party’s next quest. Turning right at random they found a safe room, what were once traveller’s quarters. Going down the other set of stairs next, they encountered a single skeleton (swiftly dispatched by Yadoth). They had now found more gold than they had in all of Clifftop Keep.

In the main hall of the abbey the oracle determined there were 3.5 hobgoblins (2d8/2 to mimic 2d4). The three whole hobgoblins were standing over the remains of a fourth, arguing about whether he really deserved to die. When one went out on patrol, Yadoth and Balesk backstabbed him easily. When a second went looking they killed him too, but Balesk failed his DEX roll, alerting the third. Yadoth’s arrow went wide, but Balesk charged in and slew the hob after a couple of tense combat rounds.

In the next room, the party found 4 bugbears. Or rather, they heard 4 bugbears through the door as they relaxed, laughing over their minion’s death. While Yadoth & Balesk debated what to do, Eddorn simply lit an oil flask and hurled it into the small room, following it with a second when the screams didn’t die down fast enough for him.

Now stinking of smoke and burnt grease, the party moved on to the next room, which contained two bandits. The Reaction roll determined these were not the same bandits who had gratefully left the Keep – though hopefully they were part of the same band, or Karrdestock’s ore shipments are in serious trouble. Given the smells and screams, they refused to believe the party weren’t working with the monsters who’d eaten the other prisoners. While Balesk and Eddorn argued about what to do with them, Yadoth executed them both with his longbow.

Coldly checking the next door, Yadoth determined there were 10 kobolds behind it – enough to mob the party if they noticed them. Oil flasks once again made short work of the foe. But when they moved on to the next door, they realised that three were-rats – presumably the chiefs of this whole affair – were lurking beyond it, and decided to cut their losses.

Party loot: 3350gp


Karrdestock

Back in town, again without a scratch on them, the party assessed their gains. Yadoth (fittingly, given he’d done the lion’s share of the killing) levelled up and gained 2HP, making him officially tougher than Balesk the fighting man! Since it was a relatively poor town, I decided that nothing dearer than 15gp was available for purchase.

Looking at their loot and knowing that they couldn’t possibly take on the monsters they had ignored, the party congratulated themselves on a successful week and decided to quit town and head west towards the holy city of Allesheim. After all, where better to acquire the sort of magic items they would need to make their mark on history? They had no trouble securing a carriage in the next ore shipment out of town, but it wasn’t for another five days… enough time to venture into the forest and see what the Forest Fort had in store for them!

After spending some of their loot, the party now have...


Balesk (Fighting Man)

HP: 4 STR13 INT9 WIS10 CON11 DEX12 CHA10 XP: 1470

Equipment: Plate, helm, two-handed sword, sword, shield, dagger, iron rations, steel mirror, wine x3, leather backpack, lantern, 10 oil flasks, 1272gp


Eddorn (Magic-User)

HP: 3 STR5 INT12 WIS7 CON11 DEX12 CHA12 XP: 1400

Equipment: Leather armour, “spear” (staff), dagger 10 torches, silver mirror, leather backpack, lantern, 20 oil flasks, iron rations, flask 1276gp

Spells: Charm Person


Yadoth (Thief)

HP: 5 STR8 INT9 WIS13 CON14 DEX11 CHA12 XP: 1400

Equipment: Leather armour, quiver of 60 arrows, longbow, dagger, 50’ rope, 12 iron spikes, leather backpack, iron rations, flask 1255gp

 

Apart from the names of the characters and the town, all of this came up organically to answer questions posed by the shape of the maps and the results of the Wandering Monster table. I'm excited to discover what the trio learn about next!

World-building Notes

  • There's a goddess called Ivreya. I figure there's tension between sky gods and earth gods, and depending on where you're from, each one's positive or negative side features more heavily.
  • Allesheim exists. Is it dedicated to all species, all gods, or all something else?
  • There's a place called Talorn. Sounds stabby, probably a keep of some kind?
  • For a mining town to be near so many dungeons, the Predecessors must've liked mining and being underground... so the Dwarven Empire is the one that fell. Presumably they delved too greedily and too deep?
  • The elf known as Kelial was once locked away, and is now free and in possession of a gem he values very highly (and a sword the party didn't realise was magic). What's he up to, and why?
  • Two bandits fled with descriptions of the party's faces, and probably names. Will they seek revenge?
  • There is still a family of were rats in Fellhanger Abbey. Yes they've lost most of their minions, but what are they up to?
  • Who put displacer beasts upstairs in Clifftop Keep, and what were they guarding?
  • I decided that the shield, leather armour, and sword that the party bought came as a set from Jowachí the tavern keeper, who was once a soldier. Whose sigil does Belask now carry? Who will it please and/or offend?
  • The party's names aren't very Germanic. But Karrdestock is pretty Baltic; so what two cultures meet here, and will that affect the trio's reception in Allesheim?

Thursday 7 May 2020

The Drake of Bonemire Howe


So, I fell in love (or in froth) with 13th Age. I was hacking the Black Hack for a more “heroic” feel, and I realised while working on it that 13th Age was doing basically everything I was trying to do. So I bought the books and got cracking. Try 13thAge!

The campaign is a weird one. Set up to be a low-maths catharsis for a friend in front-line healthcare, I’m using the clickbait system for setting up the world. Basically, you do as little prep as possible and discover the world alongside your players. Establish what you need to prep a session and leave the rest hanging. I amended the Icons to fit the world as we went along. By the time character generation was finished, there were nine new Icons and four waiting to be adapted. Not that the Prince of Shadows ever doesn’t apply.

Lantmor is said to be Father Dragon's slowly sinking corpse.

Welcome to Waageburg
It’s smoky, it’s grimy, it’s coastal, it’s gross. It’s a 1600s Baltic-style trading town on the edge of the Black Colonies, which are maintained by the Amarantine Empire for their valuable oil deposits. It’s ruled… it was ruled by Duke von Waage, the greatest general in the western empire. His power was such that he personally controlled nine drakes, a feat unmatched in the lands of men (1).

But the Duke is dead. His drakes fled before they could be sedated and reassigned to new masters, and so the Seneschal of Waageburg has hired bands of adventurers to hunt them down. They cannot be allowed to prey on the Black Colonies (2). They must be brought down. The imperial court in Jamaranz is too far away to promote a new Duke quickly, and in the meantime, order must be maintained.

The party unite in search of the missing drakes and immediately start looking for clues. With some great rolls to investigate, they discover that: drakes are born in the mountains; their scales are made of stone; the Duke might have been poisoned; the Duke definitely was poisoned; he was poisoned with a rage potion that gave him a lethal fit of apoplexy, rage and adrenaline; the Duke’s death infected the drakes; most of the drakes are injured from fighting in their roost atop Waageburg Keep.

Vik, our gnoll druid from the far lands to the east, got a crucial clue from a maid who was worried the drakes had been sent out against the Shorn Men: the drakes went north (3). Wojtek the Fightbear, an armoured bear, discovered that the Shorn Men were a radical separatist movement who cut their hair short in defiance of Imperial fashion and plot to take over the Black Colonies to form a separate nation.

The Voyage to Bonemire
They headed out into the wilderness, unerringly led by Akhyar Nassar, a former member of the Imperial Corps of Scouts. Seriously, he rolled so well they were in sight of the main part of the session within half an hour. Sorry random encounters!

Skollston the tiefling barbarian (a former Alferez in the Imperial army) suggested they rest for the night in the village of Muddlewood, where they discovered several members of the village had recently cut their hair and disappeared into the forest. And another party of adventurers (or Imperial Scouts) had ridden through grim-faced that day.

During the night, their rest was disturbed by a wilderfolk raid (4). Goatfaced beastmen burst into the village, slaughtering sleeping villagers and focussing on the inn where Vik and Wojtek slept by the fire. (4) Waking, the heroes fought hard against two groups of mooks, a great-axe wielding champion and a shaman. Bloodied – especially by the shaman’s battle curse – they eventually triumphed. Vik slew the champion and Akhyar blew the shaman’s head off with his arquebus (5). It was 2am by then, so bed it was. As they headed back to sleep, Vik’s second Icon die revealed itself as a distant cousin offered him a healing potion and rune for his spear.

They woke at dawn, learning that the wilderfolk had last been seen by colonists in their great-grandparents’ day. Heading out again, they rolled well again to make their way through the dark woods of the Muzzle. In fact, they found some semi-hidden paths through the woods and took them. Finally, a random encounter!

An armoured bear, sobbing and stinking in the woods, deprived of his armour. His name was Smirdant, and he was very upset that humans had stolen his armour because they said he’d broken his oaths. The party quickly agreed to help him and successfully intimidated the six men who had taken it. It turned out Smirdant had broken his agreement to be a guard when he realised they were travellers and not stationary miners.

Interrogation of the six quickly revealed they were Shorn Men, and that they had set up an HQ in Bonemire Howe. There were several hundred barrels of gunpowder there, scores of arquebuses, and a garrison of thirty men, their leader Custas, and their druid Yohn Bone-eye. It turned out one of the drakes they were chasing had landed on the Howe, and Yohn had commanded the earth to move to give the drake sanctuary. The Shorn Men were trying to make it serve them!

Smirdant proved himself to genuinely be a terrible person when Wojtek failed his Charisma check to convince the bear to join them in their fight. Despite owing the party big time for getting his armour back, he just sidled off saying he was going back to Karalistland and never coming back to human lands.

Bonemire Howe
The party took one of their Shorn Men prisoners as a guide and tied the rest up in the woods (6). He guided them not to the top of the Howe, but the main gate, which Yohn had opened to let the dragon in. Skollston lit a torch to light the way and its smoke triggered a trap! A hail of stakes came flying out of the ceiling and only Skollston failed his PD save. Of the party, at least. Their guide also lost half his HP to a stake, and Skollston took the chance to use his injury as a motivational tool… the party soon knew everything about the Howe’s layout.

It was decided that Yohn Bone-eye was the key, because only he could move the earth to let the dragon out. So he had to be eliminated. They “snuck” down towards his room in the belly of the Howe. “Snuck”. Skollston and Wojtek attracted the drake’s attention as they passed it on the stairs and took fire damage.

Then the labyrinth. This was a group skill check with two halves; finding their way through, and surviving the mind-rending geometry of this ancient place. They broadly succeeded. They found their way through and only took 1 psychic damage each.

The battle against Yohn was brutal (7). The party almost slew him in turn one, aided by Akhyar’s incredible stacking critical hit ability, but he survived long enough to call a clayguard forth from the ground. Yohn called the very clay in their bones to rebel, and everyone took serious damage. The clayguard was almost impervious to damage, and took a long time to slay, even after Yohn was slain. Vik cut his head off and put it on his spear to intimidate any survivors.

Wearily, they re-ascended. I gave them an offer: sacrifice a recovery and beat the remainder of the Shorn Men. They agreed, and didn’t have to try and stop Custas Yolvus escaping. Lucky them.

Vik wanted to talk to the drake instead of killing it. He rolled 29 in the end, and learned that while drakes have a heartfelt genetic need to be psychically bonded to a partner, it did not want to go back to being mentally dominated as it was under the Duke’s command. A slight swamp of moral quandary briefly enveloped the party before Akhyar once again led them past my random encounters and back to Waageburg.


Session Conclusion
There the seneschal refused to pay them properly for the dragon, since while it was contained, it wasn’t exactly returned dead or alive to Waageburg. However, the party were rewarded for their slaughter of various Shorn Men and the noted renegade Yohn Bone-Eye. The party wanted to keep Bonemire Howe for themselves, but the Seneschal derisively denied them a huge prehistoric fort and a drake because they were four randoms who had just come together that morning.

Real life intervened and the session ended right on schedule, 3.5 hours after it started. The campaign to discover where the Duke’s drakes went shall continue. Especially since the players want to try and bond with drakes themselves. DC35… Pre-requisites not yet established!

Campaign Notes
  • The wilderfolk have returned to attack human lands after three generations of peace.
  • Drakes are born of the mountains and return there half on auto.
  • The Shorn Men are a real and growing force in the Black Colonies, and they are well-armed.
  • Custas Yolvus escaped from Bonemire and may now have a grudge against the characters. (I mean, he definitely does – they killed his druid!)
  • Drakes want to be bonded, but they don’t want to be dominated.
  • Four of the nine drakes are now accounted for; one is trapped in Bonemire Howe, and three others were slain by other parties of adventurers (d3 roll).


Addenda
(1) The Cid caste of the Amarantine Empire are founded on the notion that they are dragonblooded, and thus the only people in the world who can bind drakes to their will. The great warriors of the empire control one or more drakes each. Mechanically, they can dominate 1 drake per level.
(2) A drake is like a warplane; expensive, ultimately expendable, and not to be left in the wrong hands.
(3) This was the info his Icon die (Ashen Empress) won him.
(4) I used goblin and orc stats to represent different sizes of beastfolk in classic GW style.
(5) Arquebus: A home-brewed weapon. D10 damage, reload requires a move and a quick action consecutively.
(6) When they got back to Waageburg they realised they had forgotten the other nationalists that they’d tied up in the woods. No-one seemed too bothered.
(7) Yohn was a Derro Sage, and the clayguard was a Derro Maniac. I reskinned all abilities to be earth-based. This was two level 4 monsters vs one party of four level one characters… they survived – without the Escalation Die! That’s on me.

Wednesday 10 August 2016

Battle of Benjamin Bridge


With its release just a cover design away, I decided to play a game of Tree of Liberty with a friend after our Sunday lunch last week. The game is specifically designed for the mid-range battles of the American War of Independence, so we quickly threw some terrain on a 4'x4' table and dug out some units

British Order of Battle
General Brassick: Status 2
Brigader Suttle: Status 3
Muttoncuffs, 5 bases: Regulars, muskets, colonel, Cohesion 4
Fusiliers, 6 bases: Regulars, muskets, colonel, Cohesion 5
Canadian Highland Volunteers, 9 bases: Regulars, muskets, colonel, Cohesion 3
Queen's Rangers, 6 bases: Regulars, muskets, Cohesion 3
Hessian Jagers, 4 bases: Regulars, muskets, light infantry, Cohesion 4
Dragoons, 6 bases: Regulars, cavalry, colonel, Cohesion 3

Command Initiative: 4 dice, 9 orders
Breakpoint: 17 bases

American Order of Battle
Brigadier-General Horeson: Status 3
Brigadier Grimley: Status 3
3rd Maryland, 10 bases: Regulars, muskets, colonel, Cohesion 3
1st New Yorkers, 10 bases: Regulars, muskets, colonel, Cohesion 3
9th Connecticut, 10 bases: Regulars, muskets, colonel, Cohesion 4
Riflemen, 12 bases: Irregulars, rifles, Cohesion 3
Benjamin's Hollow Militia, 3 bases: Militia, muskets, Cohesion 2

Command Initiative: 4 dice, 9 orders
Breakpoint: 15 bases

The Game
Both armies were divided by the Sackahominy River, only crossable at the rickety Benjamin's Bridge. Defending both sides of the road, the Patriots lined the fences and waited for the British to advance; which they did in short order.

The Canadians were slow enough to ruin any chance of success on their flank. Their reluctance to get to handstrokes meant that despite their stellar success breaking three units of Americans with fire and bayonet, the Muttoncuffs were abandoned in a cauldron of musketry and eventually annihilated in a counter-charge. The Canucks eventually made it almost the whole way to the bridge before being similarly surrounded and shot to pieces. Brigadier Suttle was the only British piece remaining on the left bank of the Sackahominy by the time the game ended.

In part, that was due to General Brassick destroying his army's command and control by sacrificing himself in a successful charge alongside the Fusiliers on the other side of the river. After a few sharp exchanges of fire with the Patriots in the hills and woods opposite, they routed New Yorkers off the road fences, but like the Muttoncuffs were caught without support and squashed flat.

On the British right flank, the skirmishing Rangers and Jagers were quickly bogged down in ineffectual firefights against Connecticut line infantry and swarms of riflemen. By the time the Dragoons moved up in support, any attempt to charge the American lines would have been a waste.

The battered British right withdrew having watched everyone to their left flee the field in poor condition. No Loyalists would be passing by Benjamin's Bridge any time soon...

The Fusiliers exchange fire with continental infantry.

The Muttonchops crest the hill and take a volley.

The lane fills with powdersmoke and bullets.

The rest of the Patriot flank opens fire, ineffectively.

With zeal and bayonets, the Muttoncuffs charge home!

The die roll that sealed the Fusiliers' fate!

The Canadian Highlanders stand firm until the last.

Butcher's Bill
British: Almost 900 casualties; Americans about 600

Man of the Match
The Fusiliers provided two perfect lessons in how to conduct a bayonet charge, both giving and receiving perfect set-piece shock attacks preceded by heavy musketry. For their foreshadowing of Pickett's charge, I name them the Men of the Match.

After-Thoughts
The British were attacking against greater numbers, and trusted too much to their superior quality – which wasn't actually much greater overall, despite the presence of the Fusiliers and Muttoncuffs. Their arrogance met with an almost Hollywood end – riflemen in the woods and Continentals at the fences shooting down men who stayed shoulder-to-shoulder far too much. It is telling, I think, that all the bases lost to shooting were lost from units in Ordered Line, and none from those who took just as much fire but were in Open Order. Good units caught alone were crumpled and I often regretted a lack of second and third lines – it all felt very historically accurate!

Ben enjoyed the game, which since it was his first for years and years was very gratifying. It is interesting that while another playtester called it really fun “micro-management”, Ben said it was “kind of abstract and simplified” but really fun – it just goes to show how different two people can find the same game while still enjoying it! Tree of Liberty should hopefully be available for purchase from the Wargame Vault in the next few weeks as the next installment in the Tactical Two Pager series.