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Drew, 01 March 2013

Posted by andyslack on 3 October 2011

ATZ in a phone booth again – I like working with the small maps, they’re very convenient for me. Having escaped from Capt. Flack’s team, Drew’s crew need to tool up again. That means it’s back into town… A Discover encounter (p. 41) in daylight. There are 3d6+3 = 14 zombies (p. 29) who are placed 12” away as follows (p. 30): 6 towards the top of the table, 5 towards the left, 3 towards the bottom.

As the table is so small, many of the zombies have to be moved around clockwise until they fit (p. 30). This puts inside a building with no way out, but Our Heroes have to get lucky sometimes.

  • Drew: Star, Rep 5, Star Power 5, Born Leader, Brawler.
  • Vince: Officer, Rep 4, Runt.
  • Sylvia: Veteran, Rep 5, Brawler.
  •  

    The weather is starting to improve a little, and not before time for our heroes, who have been living rough most of the winter and are feeling somewhat the worse for wear. Hungry and weaponless, they decide to try their luck in a nearby city.

    11100101

    Start of Turn 1

    Turn 1

    Activation: Humans 3, zombies 5. Zombies fail to activate.

    Walking up the main drag into town brings Drew & Co. to an abandoned car, which they ignore, knowing how zombies are attracted by noise. Passing it, they see that the building on their left has no doors on-map (probably rubbled) so they turn right towards the nearest door and prepare to stack up for entry. No reason to fast move yet.

    Turn 2

    Activation: Humans 6, zombies 5. Nobody moves.

    Turn 3

    Activation: Humans 5, zombies 4. Both activate, but none of the zombies on the map can get to the humans.

    While Sylvia scans the area behind the team for unseen threats, Drew and Vince get ready to break in the door.

    11100102

    “On three. One… two…”

    Turn 4

    Activation: Humans 4, zombies 1. Both activate.

    Drew and Vince kick down the door and barge inside, improvised melee weapons at the ready.

    I now roll 2d6 on the table on p. 43 to see what’s in the building. 7 + 2 (urban area) –1 (daytime) = 8; 1/2d6 zombies, which turns out to be three. I now roll for surprise; 1d6+3 (one per zombie) = 8, 1d6+Rep for the humans; both roll a 6 so Drew gets 11, Vince gets 10. I also roll for Sylvia just in case, she gets 8.

    “Crap! Zombies! Kill ‘em!” shouts Drew.

    “Aren’t they already dead?” Sylvia mutters; but no-one can hear her over the screams and hacking.

    Drew rolls 6d6 in melee, 1d6 per Rep and an extra one for being a Brawler. Vince rolls 4d6. The zeds get 1d6 each, so getting up close and personal is an acceptable risk with three of them. Drew takes on two zombies and splits his dice evenly between them rolls 3, 3, 4 and gets one success against the one on the left, which rolls 4 and gets one success; that zombie is Out Of the Fight, but ass per p. 35 this escalates to Obviously Dead for a zombie. Drew gets 5, 5, 6 and 3 successes against the one on the right, which 2 and gets no successes – scratch one zombie. Vince rolls 1, 1, 4, 6 and gets two successes, his opponent rolls 1 and gets none – another zed down.

    11100103

    “I can hear some screams and hacking – a definite struggle…”

    I decide the building is a small shop, and roll 2d6 + 2 (urban area) for loot. A 9 means we found some food, not unreasonable for a shop.

    Turns 5-10

    We move up to the next building. Lather, rinse, repeat.

    This took five turns because of some really sucky activation dice. Lucky none of the surviving zombies can get at us.

    “Two more zombies!” warns Vince, but these are quickly smashed down by the experienced detectives, who find more food inside.

    11100104

    “That one must have been here a while, it’s gone green!”

    Turns 11-13

    We break into the third building, but it is vacant. Searching it, we find medical supplies – must be a pharmacist.

    Turn 14

    We move off the board, richer than before.

    Campaign Book-Keeping

    The team started with nothing; it now has 2 units of food and 1 unit of medical supplies, leaving 58 and 19 respectively in the urban area they are now scavenging in. The total cargo value is 2.5, which is quite a bit less than the team can carry – fortunate, as we have no base in which to store it. The team consumes one unit of food each per month, so we don’t have enough – luckily there are 4 encounters per month in an urban area, so we can go shopping again before hunger starts to reduce our Rep.

    Drew and Vince have now met all the requirements to choose a class – see at least 3 zombies, kill one, and fight an armed human (p. 5). Sylvia still has to kill a zombie. Drew and Vince decide they will be Survivors rather than Gangers, and will use those reaction tables rather than the Civilian ones in future.

    Drew and Vince both succeeded in this encounter, and roll for improvement (p. 61); no change for either of them. Sylvia failed (didn’t kill any zombies) and rolled a 1 for improvement, so her Rep is now 4. The team is now:

  • Drew: Star, Rep 5, Star Power 5, Born Leader, Brawler.
  • Vince: Rep 4, Runt.
  • Sylvia: Rep 4, Brawler.
  • Lessons Learned

    • The yellow Cry Havoc! maps work a lot better for batrep photos than the more naturally-coloured Wydraz ones. I should switch back to those.
    • The decision that I could place zombies somewhere they couldn’t get out meant that the team could deal with those they encountered piecemeal, and made it a lot easier for them to clear the board.
    • To avoid characters losing Rep after an encounter, I should have them take it in turns to look for resources and fight – everybody has to find one to avoid the chance of losing Rep. I forgot to let Sylvia do that this game.
    • This session took a couple of minutes to set up and knock down, and about half an hour to play. I’m content with easing back into the game slowly as I haven’t played for a while. It used three human figures and 21 zombie pawns. (This last statistic because a common question on the boards is “How many zombie figures do I need?”)

    One lesson I hope readers are learning is that you don’t need beautiful figures and terrain to have fun, nice though they look. As Ed says, just play the game!

    Credits

    Figures and pawns by eM4. Map by Wydraz. Rules by Two Hour Wargames.

    Posted in 28 Months Later, Two Hour Wargames | Leave a Comment »

    Drew, February 2013

    Posted by andyslack on 4 September 2011

    After last week’s flashback, we return to Drew, Sylvia and Vince, last seen captured by Captain Flack and his troops. ATZ doesn’t really cover escapes from captivity, so I press Warrior Heroes into service and set up the usual village from Cry Havoc! at 2” per hex.

    2011090401

    Turn 0: Durance Vile

    Drew and colleagues have been locked up in a room in a small group of buildings, while their captors ponder their next move.

    “Find anything useful?” asks Drew, as the group gathers to review options.

    “Got some allen keys,” says Sylvia. “Might be able to pick the lock with those.”

    This will be a challenge (p. 51-52), with failure meaning the guards are alerted. Sylvia rolls 2d6 vs Rep 5: 2, 6 so pass 1d6. As this is the first time she has passed 1d6 on this challenge, she can immediately roll again, but passing 1d6 again will count as failure. She rolls 1, 2 and picks the lock.

    There are no mounts or vehicles in evidence as the group tiptoes out of the building. (Roll 6 for mounts.) It is dark, though. (Roll 3 for time of day.)

    There’s not much point rolling activation yet, so off they trot.

    • Turn 1: Move, alarm not sounded (die roll 2). We’re not fast-moving yet as I want to see if anything is outside first.
    • Turn 2: Move, alarm not sounded (die roll 4).
    • Turn 3: Getting close to the edge of the board now so I think it’s worth fast moving. As group leader Drew rolls 2d6 vs Rep 5: 2, 5 = pass 2d6, so everyone double moves. However, the troops are alerted (die roll 1, which is less than or equal to the turn number – official modification from the forum). A 2d6 roll of 6 means the forces are equal. Rolling 1d6 for each of the three enemy figures means one appears 12” behind them, and the other two enter from the same table edge our heroes wish to leave by. Visibility is only 12” at night, but both groups have someone within 12” so it’s time to dance. I place the figures as seems to make most sense on the map.

    Turn 4

    Activation: Boxcars – a random event! Rolling on the table on p. 52 I get 8 – random character opens fire at nearest building, at “shadows”. Conveniently, there are 6 figures on the table, and one of the troops opens fire at the nearest building, which is the one his buddy is just leaving. The troops are too far apart to see each other, but I think the lone trooper should take a Received Fire test. He rolls 2d6 vs Rep 4 and passes 0d6, so he Ducks Back into cover.

    “Down!” calls Drew, softly. “Someone coming up the path!”

    “One behind us too,” says Vince.

    The night lights up with muzzle flash as someone on the path fires at the building behind them. The soldier Vince can see ducks back behind the nearest wall and yells “Stand to! Stand to!” at the top of his voice.

    “I guess even the SAS blow it sometimes,” mutters Sylvia to herself.

    Of course, this is ATZ, so I roll to see if the gunfire attracts zombies. One appears right next to the troops on the path. Oops.

    2011090402

    End of Turn 4: Whose side are you on?!?

    Turn 5

    Activation: PCs 5, troops 4, zombies 6. Everybody except the zombies activates. Drew urges his people to fast move, which they do, and all of them clear the board. The two soldiers on the path focus on the immediate threat and make short work of the zombie even though it is behind them – they just have too many melee dice for it to have a chance. The trooper in the building stays there, waiting to be rallied. I roll for pursuit but there is none.

    “Come on!” shouts Drew, “Move!” The three detectives run off into the dark, weaponless but free.

    -o0o-

    Some hours later, just after dawn, Captain Flack finishes berating his squad.

    “Expected better,” he concludes. “Still, no casualties, could’ve been worse.”

    “Should we go after them, skipper?” asks Pugh. Flack looks at him thoughtfully for a moment.

    “No,” he decides. “Three less mouths to feed. Better things to do.” He raises his voice and gestures to the vehicles. “Location compromised; move out in twenty.”

    Posted in 28 Months Later, Two Hour Wargames | Leave a Comment »

    Drew, December 2012

    Posted by andyslack on 29 August 2011

    I gots me the zombie-killin’ sweats agin, so it’s back to All Things Zombie: Better Dead Than Zed.

    Reed & Co. having been wiped out on 19th January 2013, I pick one of the other groups rather than generate a new Star; Detective Sergeant Malcolm Drew.

    • Drew (Star, Rep 5, Star Power 5, Born Leader, Brawler, BA Pistol)

    We know what Drew was up to in January 2013 (getting his crew shot up by Captain Flack and the Camberwick Green SAS), so I decide to run Day One for him and then advance to February 2013 in the next post, so as to break myself back in gently after a few months off.

    DAY ONE

    Drew is sitting at home watching TV with a cold beer. There’s not much else in the fridge since his wife left him – “Good riddance,” he mutters to himself as he takes another swig – and the general bachelor disarray is enhanced by a selection of weightlifting equipment. Have to pass the time in the evenings somehow, and Drew senses beer is not the answer in the long term.

    The ‘phone rings, and he answers. It’s the local cop shop, calling in off-duty officers to help with what they still think are riots.

    “Hello…. Yes, I’m watching it on the news now… OK, I’ll be at the station in twenty.”

    For the first session I’ll downgrade Drew to a Rep 4 Civilian, because he works out a lot.

    Drew pauses to throw on something more suitable than a beer-stained track suit and grab his gun, a BA Pistol. He looks at the beer, then at the car keys, and shrugs. “What the Hell,” he mutters. He grabs the keys and heads out, locking the door behind him as if he will ever come back; as if it matters whether someone steals his last beer and his barbells.

    I don’t think I’ll need a table laid out for this; let’s see how far we get just on dice. Destination police station, arriving by vehicle; I roll 2d6 vs Rep (4) on the table on p. 64 – 5, 4 is pass 1d6, but since this is the first location and Drew’s Rep is greater than the location number, this counts as pass 2d6. He arrives normally, in 20 minutes as promised. Arriving at the bottom edge of the imaginary 3’ x 3’ table, Drew must get to a 6” square area in the centre, which is the station. That puts him 15” from the objective – call it two moves at 8” per turn.

    This early in the outbreak an urban area counts as suburban, but there are no zombies on the table initially.

    Turn One

    Activation: Drew 2, Terrified Civilians (there are 12 of ‘em) 1. All activate.

    There’s a huge crowd outside the station as Drew pulls up. There’s obviously no chance of getting the car through them, so he parks, locks the vehicle, and moves in. As a detective, he’s in civilian clothes and not obviously a police officer. He starts pushing his way through the mob to get in.

    Drew must fight all 12 civilians in melee to get past them. I won’t bore you with the numerous dice rolls, suffice to say that a Rep 4 Brawler has to be really unlucky to get KO’d by a Rep 3 Civilian, and Drew wasn’t unlucky enough for that to happen.

    Turn Two

    Activation: Drew 5, Civilians 2. Since the activation dice total 7 there is a chance of zombies. Two zombies appear, and roll 1 for activation; one towards the top of the table and one to the right, both 12” away; that means one of them is actually inside the station – oops. The other zombie uses its turn to move 6” towards the nearest human, namely Drew. It is now 6” from Drew, so as a police officer he now takes the Zed or No Zed test on p. 33. 2d6 vs Rep 4: 2, 5 = pass 1d6. The zombie charges and Drew takes the Being Charged test; this early in the outbreak I don’t think he will use his pistol, so he uses his Star status to select “cannot fire but will melee normally” – pass 1d6.

    Drew is a Rep 4 Brawler so rolls 5d6 vs 3: 2, 3, 4, 5, 6 = 2 successes. The zombie rolls 1d6 vs Rep 4: 6. Drew scores two more successes than the zombie; it is Obviously Dead.

    Drew now sees what the panicked crowd is fleeing from; a bloodied travesty of a human being, muttering “Braaiiiiins…” Looks like someone on drugs, he thinks. It claws at him ineffectively; this is no time for half measures, and Drew is not in an entirely stable frame of mind, so he drops it with a few well-placed blows. Time enough to worry about the brutality charges later; there’s gunfire coming from inside the station.

    I decided not to play out the scene inside the station in detail, but ruled that one of the armed officers panicked and opened fire.

    Turn Three

    Activation: Drew 5, Civilians 5, Zombies 2. The zombies activate; the one clawing its way around the police station continues the way it was going, starting to move away from Drew as it doesn’t yet have Line Of Sight to him.

    Turn Four

    Activation: Drew 2, Civilians 6, Zombies 4. The zombie inside the station activates first, then Drew.

    Drew sprints inside, drawing his pistol, to find the zombie charging him. He opens fire, figuring that if other officers have started shooting, there is something seriously amiss.

    Enough pussyfooting around. Drew chooses to pass 2d6 on the Being Charged test and opens up with the BA pistol. 1d6+4 = 5 = miss. Oops. However, he can melee normally, passes 4d6 and the zombie is Obviously Dead.

    The desk sergeant emerges cautiously as Drew kicks the body.

    “Talk to me, Harrison,” he says. “What’s going on?”

    “I dunno. We took this guy in on suspicion of drugs, then he went wild and starting biting people. Never seen anything like it. The batons did nothing, so somebody fired – I don’t know who. Sylvia took Vince, Larry and Kate out to the Bridger place; she thought if anyone knew about this new drug Bridger would – he probably made it.”

    “And?”

    “She called for backup just before things went crazy here. Everybody else is out dealing with the riots, so you’re it.”

    “Just me, huh?”

    “Hey – one riot, one ranger.”

    Posted in 28 Months Later, Two Hour Wargames | 4 Comments »

    Review of ATZ, LTL, WHAA

    Posted by andyslack on 6 July 2011

    “Don’t listen to what I say. Watch what I do.” – Gary Gilmour

    I had intended to do reviews of these fine games from Two Hour Wargames; but then I thought – in a sense, much of the blog is devoted to reviewing them already, by means of the didactic battle reports I post here.

    So if you want to know in detail how they work…

    • All Things Zombie is the game engine behind the 28 Months Later campaign.
    • Large Than Life was the ruleset for most of The Arioniad season 1.
    • Warrior Heroes: Armies and Adventures is what I use for Talomir Nights.

    One-third to one-half of all my gaming time goes on these little beauties. I can give them no higher recommendation than that.

    Posted in Reviews, Two Hour Wargames | 1 Comment »

    Demographics of the Border Kingdoms

    Posted by andyslack on 28 April 2011

    As an experiment, I applied the rules from S John Ross’ Mediaeval Demographics Made Easy to the Border Kingdoms, my favourite bit of the WHAA world. This is what happened…

    AREA AND POPULATION

    First, how big are they? Well… WHAA doesn’t have a scale on the map, nor does it need one; but several of the countries are based on France, which is about 500-600 miles across. It takes five strategic moves to cross a country, so each is about 100 miles. Crossing the entire map East to West would take 35 moves, so the map as a whole is 3,500 by 2,100 – call it 7.4 million square miles, about the same size as Canada and the USA combined.

    There is a hexgrid version of the map online at the THW Yahoo! forum, which is 41 x 28 hexes, so I could call them 100 mile hexes and be close enough for my purposes. I was curious by this time, so asked on the forum – Ed Teixeira of THW confirmed that the hexes are in the region of 100 miles across (thanks Ed!). By my count, the Border Kingdoms have 63 hexes, and a hex is roughly 8,660 square miles, so the total area is about 546,000 square miles.

    I figure a population density of about 40 per square mile – the same as mediaeval England – is about right. That’s at the lower end, but then there are goblins, orcs and dark elves half-surrounding it, so it’s not a happy place. The overall population is thus about 22 million – I’m working in big handfuls here because the error margin in my initial assumptions is about plus or minus 20%, so there is not much point in being tremendously accurate.

    CITIES AND TOWNS

    As this is an experiment, I’m using the average rolls for the dice Mr Ross recommends. Following his rulings, we find the city and town sizes to be as follows:

    • Acromerinth, the capital, has a population of 70,000 people, and covers nearly two square miles of ground. Wow, that is a lot more than I would have guessed. Roughly the size of Paris or Genoa in the mediaeval period.
    • The second biggest city, which I’ll label “B” for the moment, has 35,000 people. About the size of historical London.
    • “C” has 26,000
    • “D” has 19,700
    • “E” has 14,800
    • “F” has 11,000
    • “G” has 8,300.

    The seven listed so far are the ones big enough to be called cities; from this point on we must call them towns, and decide whether we’re using the pre-Crusades model or the post-Crusades one. I’ll opt for pre-Crusades for this test.

    • Town “H” has a population of 6,200.
    • “I” has 4,700
    • “J” has 3,500
    • “K” has 2,600
    • “L” has 2,000
    • “M” has 1,500
    • “N” has 1,100

    And below that, we tail off into villages and hamlets. So far, there are 14 towns and cities, with a total population of 171,400 – not quite 1% of the total; one urban concentration per 39,000 square miles.

    INHABITED LANDS AND WILDERNESS

    Since a square mile of arable land at this technological level will support about 180 people, around 122,000 square miles of the Kingdoms are populated – about 22% of the total, or 14 hexes; so each populated hex has a town or city in it somewhere, surrounded by a network of villages, most probably every few miles along the roads between the towns. The remaining 78% of the Kingdoms (49 hexes) are wilderness. This is a dark and scary place to live.

    FORTIFICATIONS

    To work this out, I need to know how long the Kingdoms have had a castle-building culture, and for no good reason I decide 500 years.

    This and the total country population give me 98 ruined castles, and 440 currently in use. 75% of both categories are in the 14 town/city hexes, the rest are scattered all over the place.

    BUSINESSES IN ACROMERINTH

    I don’t need to work through Mr Ross’ entire list of shops and trades, but picking out some highlights:

    • There are 1,750 clergymen and 64 actual priests.
    • There are 350 noble families.
    • 200 healers of various stripes, of which 41 are “proper” doctors with some sort of recognised qualification.
    • 175 each of jewellers and taverns/restaurants.
    • 25 “magic shops” – places where you can buy ingredients, scroll paper etc.
    • 35 inns where the adventurers could stay

    If I set the “SV” for wizards to an average value for unlisted businesses of 15,000, there are 4-5 wizards in town.

    CONCLUSION

    I’m not likely to use this method for many places, because I play fast and loose in all my campaigns. However, even with conservative estimates, the Border Kingdoms have many more towns and cities than I would have expected, and both the total and urban populations are higher than I thought.

    A big, post-Crusades country like Capalan or Altengard is going to outnumber them dramatically. It looks like the big edge those two have over the earlier cultures like Seniira is not the arquebus, but sheer numbers of urban population.

    Posted in Talomir Nights, Two Hour Wargames | Leave a Comment »

    Review: Chain Reaction 3.0 and Swordplay

    Posted by andyslack on 27 April 2011

    These are my go-to rules for skirmish wargaming, and as you’ve probably noticed, a lot of this blog deals with them and other rules from the THW stable. So you’ll probably guess my conclusion; do yourself a favour and grab the freebies right away. You’ll either hate it, or start collecting the genre-specific rules.

    Two things make THW rules unique; first, their approach to the game turn; second, their unparalleled support for same-side or solitaire play. I’ll tackle those first, then move into the individual games.

    TURN SEQUENCE

    One of the problems for a tabletop wargame is how to simulate the chaotic ebb and flow of combat with a clear and understandable turn sequence. Mainstream wargaming has historically tried several approaches to the problem.

    The most popular, since the days of HG Wells’ Little Wars, is that of alternating turns. Side A moves, shoots, and engages in melee; then side B does likewise. The problem with this is that a fast-moving army (Blood Angels, I’m lookin’ at you) can move into charge range unopposed, shoot you to pieces, and then charge home and finish your troops off while they’re standing around like lemons waiting for your turn. Some games attempted to deal with this by introducing a reaction phase, when side B could react to side A’s moves partway through side A’s turn.

    The second most popular is simultaneous movement to strict written orders. The problem with this is you spend too much time scribbling orders, and not enough time actually playing. This rose to prominence in the 1960s and 1970s and can still be found in some games today.

    I noticed in the 1990s and 2000s that some rules sets were starting to use playing cards; each unit drew a card, and was then able to move, shoot and melee in the order the cards dictated. I haven’t really played many of these, so can’t really comment – I’ve used it in Savage Worlds, but typically there are only half-a-dozen figures per side in RPGs.

    In a THW game, most figures move, shoot and melee based on reaction tests; some of them won’t do anything at all, and as you move each of those that are active in turn, it spins off its own subturn, of variable length, in which its actions and reactions are driven by reaction tests. You can’t rely on your troops, apart from one or two key figures, doing what you want; and you can’t predict what the opposition will do, or when. I can best summarise this with a quote from the rules themselves:

    Our figures start on opposite sides of a building and are out of sight of each other.

    • I activate and I move first.
    • I move my figure around the corner and your figure can see me.
    • You take an In Sight Reaction test.
    • Maybe you shoot at me.
    • Maybe you shoot at me but rush your shot.
    • Maybe you don’t shoot at me.
    • If you shoot me either you hit me or miss.
    • If you hit me I see how bad the damage is.
    • Maybe I’m only stunned.
    • Or maybe I’m knocked out of the fight or worse.
    • But if you miss I take a Received Fire Reaction Test.
    • Maybe I shoot you.
    • Maybe I duck back for cover.
    • Or maybe I run away.
    • We continue to fire back and forth at each other until either one of us gets hit, runs out of ammo, ducks back behind cover, or runs away.
    • When all the reactions are finished it’s your turn.

    The big thing is you get to react to what I do just like in real life.

    SAME-SIDE AND SOLITAIRE PLAY

    As so many of the figures on the table move and fight according to reaction tests, it’s entirely feasible to have one side with no players on it at all. If playing solitaire, you take one side and the rules act as an "AI" to command the other; if playing with friends, you can very easily all be on the same side. I love this, because it means when my son and I play together, we can play co-operatively rather than against each other.

    Don’t be fooled though; the non-player reaction tests are basic, but generate quite complex and credible situations. The game ruthlessly punishes poor tactics. I do not often beat it, and my son (who is a much better tactician than I am) gets a good run for his money.

    CHAIN REACTION 3.0

    This is the latest incarnation of the Chain Reaction rules, a 42-page Acrobat PDF file, and is available free to download from Two Hour Wargames. The primary mechanical differences from earlier editions are a more complex approach to melee, and expanded reaction tables.

    • Prologue and Introduction: 2 pages. These explain the history and core concepts of the game, including the difference between traditional and THW turn sequences.
    • Equipment Required: 1.5 pages. Dice (d6 only), figures or counters, something to represent buildings, and a playing surface – 3′ x 3′ and up. THW doesn’t mind what figures you use, if any; the rules are neutral as regards miniature suppliers.
    • Defining Characters: 2 pages. As befits a skirmish game, the figures can be treated as individual characters. Each must have a Rep; this ranges from 1 to 6 or more, the higher the better, and the average soldier has Rep 4. In addition, figures may (but need not) have other attributes which make them better or worse at various types of tests. The key differentiator is whether the figure is a Star (one that will usually obey the player’s intentions) or a Grunt (an NPC who does what the dice tell him).
    • Getting Started: 1.5 pages. How to recruit your force, and army lists. You can play what you feel like, or use random tables to determine what your Star commands. Army lists are provided for military, police, insurgent or gang forces – each of these uses a different table for reaction tests, reflecting their motivations and training. (In earlier versions, there were fewer variants of these tables.)
    • Organising Your Force: 1 page. How to divide your figures into groups, how to allocate leaders and what benefits they offer, how leaders are replaced if they fall in battle.
    • Rules of War: 11 pages. This is the mechanical meat of the game; how to determine who acts when in a turn, what actions you can order your figures to undertake, movement, reaction tests, shooting, melee, wounds and recovering wounded, and challenges – this last is a neat mechanic for resolving any weird or unusual ideas the players have. Want to hotwire a car? Want to jump from roof to roof? Want to defuse a bomb? They are all challenges.
    • Fighting the Battle: 2 pages. How to set up terrain for urban or rural games.
    • Vehicles: 2.5 pages. Entering and leaving them, driving them, ramming them into each other.
    • The Battles: 3.5 pages. A basic patrol scenario, including Probable Enemy Forces. PEFs are a mechanism for solo or same side play; a number are placed on the table at the start of the game, and move about according to reaction tests. Each of them may, or may not be, an enemy force – to find out, you have to get a figure close enough to see it.
    • Reaction Tables and other quick reference sheets. 4 pages. After a couple of games, you only need these sheets to play. After a couple of dozen games, you probably won’t need these either.

    Straight off the printer, you could play any 20th century or early 21st century conflict of your choice.

    CHAIN REACTION 3.0 SWORDPLAY

    This is the gun-free version of Chain Reaction, intended for ancient, mediaeval, and fantasy skirmishes. It is likewise free to download from the THW website. It’s extremely close to CR3 in mechanics and other content, so I’ll only talk here about the differences.

    • No guns. Unless you count the arquebus. There are thrown weapons, bows and crossbows.
    • Shields. These are added, as they are much more commonplace on mediaeval battlefields.
    • Army lists. These are replaced with more appropriate ones; Barbarians (ancient Germans), Empire (Rome), Eastern Empire (Fatimid Egypt etc), Feudal (mediaeval European), Nomad (Huns), Northmen (Vikings), Dwarves, Elves, Goblins and Orcs.
    • The Battles: The CR3 patrol scenario is replaced with two scenarios, the stand-up fight and the raid.
    • No magic, though. For that you need one of the other rules sets.

    Straight off the printer, you could play pretty much any ancient or mediaeval battle, re-enact scenes from Lord of the Rings, or use your Warhammer Fantasy Battle figures for something a little different.

    OTHER RULES FROM THE SAME STABLE

    There are a variety of other rules sets. These use the same basic mechanics, although those released prior to 2009 use earlier editions, and as a rule THW doesn’t update rules sets for the sake of it.

    You can buy them direct from THW as print or PDF versions, or from RPGNow as PDFs. They cost around $20 apiece, and most of them have supplements, many of which are available free on the web. Ones currently available include:

    Ones I Have

    • All Things Zombie. Reproduce the zombie horror movie genre. These are the rules I use for the 28 Months Later campaign. They are probably the most popular of the THW rules sets.
    • Larger Than Life. Gaming the pulp fiction of the 1930s and 1940s. I used these for the latter part of The Arioniad, season 1; they’re very portable.
    • Warrior Heroes: Armies and Adventures. These are the rules I use for Talomir Nights.
    • 5150. Science Fiction. The core rules cover adventuring parties and small military units.
    • Legends of Araby. Out of print now; a precursor to WHAA, with similar rules but a setting much like the Arabian Nights.

    Ones I Don’t Have. Yet.

    • Colonial Adventures. 19th century colonial.
    • FNG. The Vietnam war.
    • Nuts. World War II combat.
    • Red Sand, Blue Sky. Roman gladiators.
    • Six Gun Sound. WIld West gunfights.

    There are also a number of sporting titles, but sport doesn’t really float my boat as a gaming topic, so I’m unlikely to get them.

    Posted in Reviews, Two Hour Wargames | Leave a Comment »

    Brass Dragons, January 987

    Posted by andyslack on 24 April 2011

    This one’s for Rick Devonshire (Hi, Rick!): How to do a WHAA dungeon crawl without figures or terrain. This is a didactic post with very little in-character dialogue. At the bottom of the post is the final dungeon, just as I scribbled it during play; one 5mm square to the tabletop inch.

    Visually, this approach is not very attractive, but it has advantages:

    • It’s dirt cheap. The price of the rules and some dice, and you’re away.
    • It’s extremely portable. Anywhere I have room to set out the rules and a pad of paper, and roll some dice, I can do this.
    • You can make bigger dungeons than if you were using figures and terrain. Just use a smaller grid on the graph paper.
    • I can stop at any time if interrupted, and pick up where I left off.

    SETUP

    I’ll use the Brass Dragons as the PCs (blue pen), and arbitrarily select undead as the opposition (red pen), although I could easily have diced for what they’re up against. I set W = 2”. The Dragons form up outside the entrance:

    • Front rank: Johann, Gervaise
    • Second rank: Ispitan, Gottfried
    • Third rank: Beatrice
    • Fourth rank: Sir Charles (grumbling about not being in the van), Jean-Paul

    Blue numbers show where the characters are at the end of each exploration turn; red numbers show where PEFs and undead are at the end of the turns. “A”, “B”, “C” are the three PEFs, “S” = Sentry.

    TURN 1

    “Turn” for this report refers to “exploration turn”, with combat being detailed within that as necessary.

    A roll of 2 on the Lair Entrance table (p. 59) tells me we start with a passageway. Further rolls in section 5 tell me it’s W wide and 4” long, with a left turn at the end. A roll on the Traps table (p. 58) shows there is no trap.

    TURN 2

    Same process as for turn 1, as this is another passageway around the bend. No traps yet, and the passage is as wide as before and 10” long, ending in a single door. A roll of 5 tells me it is locked; Gottfried to the fore, and he rolls 1, 3 vs Rep 5 to pass 2d6 and pick the lock. The Beyond the Door and Special tables (p. 61) and a roll of 1 on each, show me we have stairs down. A check on the Passageways table (p. 54) shows these are W wide and 7” long; because I’m running off the edge of the page, I decide they run off at a 90 degree angle.

    TURN 3

    Alas, as Johann steps through onto the stairs, he triggers a level 4 trap. He rolls 1, 2, 3, 5 vs Rep 4 and passes 3d6; the trap rolls 1, 2, 2, 5 vs Rep 4 and also passes 3d6. He is unharmed, but the trap remains dangerous. (If I were writing in character, I’d decide what the trap was at this point, but mechanically it doesn’t matter.)

    Gottfried moves forwards as the party “specialist” (Rep 5) and I roll again to see if the trap springs a 6 means it does, and the trap randomly affects one explorer; that turns out to be Ispitan. The trap rolls 2, 2, 4, 5 and passes 3d6′; Ispitan rolls 1, 2, 2, 4, 5 and passes 5d6, disarming it as he has more successes.

    The party descend to the second level.

    TURN 4

    At the foot of the stairs, they find a passageway 9” long and 2W wide. At the end are three doors, one on each side and one directly ahead. There is also a level 5 trap. It rolls 2, 2, 3, 3, 4 vs Rep 5 and passes 5d6. Johann, in the lead, rolls 1, 3, 5, 6 vs Rep 4 and passes 2d6. Johann is struck as if by a missile weapon of Rep 5 and Impact 5. I find the Firing Table in the Adventures QRS; Johann rolls 4d6 vs 3 (1, 2, 3, 6) and passes 3d6, while the trap rolls 3, 4, 4, 6, 6 and passes 3d6. As both scored the same number of successes, the trap misses him.

    After rereading the trap rules several times, I decide this means it is disarmed.

    The party quickly discuss their options and decide to try the east door. It’s locked, but Gottfried quickly deals with that. Alas, it proves to be a false door thanks to rolls on the tables on p. 61.

    South door, then. This also submits to Gottfried’s lockpicks, and beyond lie stairs up to the first level. I’m certainly rolling a lot of specials today. These are not trapped, and end in an unlocked door.

    TURN 5

    Beyond the door is a chamber, 6W in area, with one other door in the west wall.

    On finding the first chamber, I roll on p. 62 for the Lair Alertness. Rep 3, –1 because this is the first chamber, +0 because we have broken 0 doors down so far; 3, 6 vs Rep 2 is pass 0d6, so there are no sentries, but there may be occupants.

    I set aside three PEFs, and roll 1d6 for each: 4, 5, 6. Since none of these is a “1”, none of them are in the first chamber.

    The other door is locked, and this time Gottfried is unable to persuade it.

    TURN 6

    Knowing full well that breaking down the door increases the chance of encounters, the explorers backtrack down the stairs to the door they haven’t checked yet.

    Gottfried has more luck with this. It opens onto a chamber, 12W in area, with one other door in the north wall. I roll 3, 3, 6 for the PEFs; as none of these are 1 or 2, there are no PEFs present.

    (At this point, I have to pick up some visitors from the train station, so I put down the pens and graph paper. This is why I mark the end of turn positions; I can pick up where I left off, maybe days later.)

    TURNS 7-14

    (It is indeed several days before I can return to this skirmish. I open up my notebook, feeling smug, and carry on. I’ll speed up a bit, though, as you should have the idea by now.)

    More stairs! No trap though. At the bottom is a left turn, just as well as otherwise I’d go off the page. We’re now underneath the original entrance corridor. A right turn next does take us off the page, so I resort to my usual stand-by of a cave-in blocking further progress.

    Nothing else for it; back to Chamber 1 and break down the door. Ispitan mutters “Stand aside!” and breaks down the door by rolling 2d6 vs Rep (5), scoring 4, 5 and passing 2d6. A spell of mighty puissance, no doubt, since the door is now broken. Beyond is a wide corridor, at the end of which is a T junction. To the right, a short passage ending in a right turn (you can see I got the width wrong, but who cares?); that would end in a door, but it would be too complex to draw, so I make it a dead end. To the left from the T junction, a slightly longer passage ending in a door.

    Beyond the door is chamber 3, which contains PEFs B and C (the room number counts as 5 now we have broken down a door). A couple of quick rolls on the tables on p. 54 reveal both PEFs are false alarms; the skeletons here are the plain vanilla, non-animated kind.

    TURNS 15-18

    It’s been pretty uneventful so far, hasn’t it? I decide Gottfried can take a Difficult challenge test on p. 64 to find a secret door in chambers 1 or 2, or the wide corridor from turns 11-13. The consequences of failure will be that he triggers a trap in each case, 50/50 for a level 4 or 5 trap. A Difficult test reduces his Rep by 2, so he is rolling against an effective Rep of 3. Corridor first; 3, 6 vs 3 is pass 1d6 – I opt to roll again, and get 1, 4. This would normally count as pass 1d6, but is reduced to pass 0d6 for the retry, meaning a trap is triggered. I roll 1d6, with 1-3 counting as a level 4 and 4-6 as a level 5 trap; level 4. The trap rolls 4, 5, 5, 6 and passes 1d6; Gottfried rolls 1, 2, 3, 3, 4 and passes 5d6, easily disarming it.

    It’s the same story in chamber 2, except with a level 5 trap. The trap passes 5d6, Gottfried passes 4d6 and gets a Shield Die – a 6 – which negates one of the trap’s successes, so no harm done but the trap is still dangerous. The party misses a turn, composing itself.

    In chamber 1, though, Gottfried finds a secret door. Beyond is chamber 4, which contains PEF A. This is the main body of the enemy forces; 1d6+6 gives a result of 12 on the “How many of them?” table, or 54 CV. I now dice on the Undead army list in the quick reference section until I get at least 54 CV of opposition. This proves to be 3 chariots, one of which is the Big Bad, 5 cavalry, 7 archers, and 24 infantry. Using the table on p. 10, I determine that the Big Bad has no particular advantages, just the usual ratings. They’ll probably be enough.

    “Mummy!” cries Gervaise.

    “Errm, no, actually,” says Ispitan. “Just skeletons… Oh, I see what you mean. That is rather a lot of skeletons, isn’t it?”

    This is why dungeoneering parties are usually small.

    TURN 19

    Finally, a fight! Note that this is both good news, because we can hope to find loot now, and bad news, because now more PEFs will start turning up.

    The two sides are well within 12” of each other, so a Test of Wills is in order. The skeletons have a Rep 3 leader, and Ispitan is Rep 5; but the skeletons are Undead, and so automatically pass 3d6, and inspire Terror, so Ispitan rolls –1d6 for that; he scores 1, 1, 6, 6 vs 3 and passes 2d6. The skeletons have passed one more d6, so test to charge. Since Undead always pass at least as many charge dice as their enemies, and Ispitan can choose how many dice he passes, he can’t pass more d6; he opts to score the same number of passes, so that as defender he can fire and cast, and then the skeletons will charge home.

    Ispitan opts to cast Dazzle. He rolls 2, 2, 5, 5, 5 vs Rep (5) and passes 2d6; the skeletons resist, rolling 2, 4, 5 vs Rep (3) and passing 1d6. For the first time ever, Ispitan succeeds in casting a spell; the skeletons halt in place and can only defend using 1d6.

    “Kill them! Quickly!” shouts Ispitan “Before they recover!”

    “Are zey not already dead?” mutters Jean-Paul.

    Nonetheless, the two crossbowmen open fire; Gervaise rolls 1, 2, 2, 4 vs Rep (4), and Jean-Paul rolls 1, 2, 3, 4 vs Rep (4); both pass 3d6. The skeletons, being dazzled, roll only 1d6 each; 1 and 6 vs Rep (3), so one passes 1d6 and the other 0d6. The crossbow’s impact of 7 at close range (less than 6”) easily pierces the skeleton’s AC of 2, and with rolls of 2 and 4 on the Firing Damage Table, both are Out Of the Fight. Two down, 37 to go.

    Note that I don’t play melee exactly as in the rules; I resolve the entire combat by the first round of die rolls.

    Sir Charles and Johann now wade into the fray, followed closely by Beatrice and Gottfried. It’s a big room, so I figure they can face off against three skeletons each – this is important, as in WHAA melee successes (probable this round) count against all figures in combat. (You’ll notice I haven’t needed to lay out figures or terrain yet, and I don’t plan to, either.)

    Sir Charles, Rep 4, has sword and shield; Johann has Rep 4 and a halberd, but being a Star he ignores such constraints as fighting room. The skeletons each roll 1d6, as they are dazzled: 1, 1, 3, 1, 5, 5. Sir Charles rolls 1, 4, 6, 6 and passes 1d6; Johann rolls 4, 4, 4, 6 and passes 0d6. All are evenly matched, except for skeleton #4, which passed one more d6 than Johann; Johann is pushed back 1” and loses 1d6.

    Beatrice is Rep 4 with a sword; Gottfried is Rep 5 with a dagger. Bea rolls 2, 3, 5, 5 and passes 2d6. Gottfried rolls 3, 4, 4, 6 and passes 1d6. Their 6 skeletons roll 4, 3, 4, 5, 6, 5. Bea renders two skeletons OOF and pushes one back; Gottfried pushes back all three of his. Two more down, 35 to go; but now things start getting more complex, as the skeletons have a chance to recover from being dazzled as per p. 30.

    TURN 20

    Activation dice appear for the first time. The party rolls 6, the skeletons 3; only the skeletons activate.

    There are 35 skeleton figures left in the fight. On average luck, 25% of them (let’s say 9) will recover, 25% won’t, and 50% will roll again, of whom 25% will recover. I reckon that makes 13 skeletons active, and 22 still dazzled. However, those in melee already can defend themselves at full dice now, so for simplicity I’ll say those surviving 9 are the 9 who recovered, and all the others are dazzled. Those who are active and were pushed back close up again.

    Melee is already in progress, so we repeat. I won’t bore you with the die rolls; Beatrice kills her third opponent; Gottfried drops one, but is rendered OOF by both the other two; Sir Charles holds his own against two, and pushes back a third; Johann pushes one back, holds his own against a second, and is struck a telling blow; his armour is pierced, and he is OOF. However, as a Star, Johann now takes a Hardiness test against his Hardiness of 3. He rolls 2, 3, 5; passes 2d6; and is merely startled.

    (At this point I again draw proceedings to a close for the night.)

    TURN 21

    The activation dice are 5, 5; doubles, so another PEF appears on the map – we’ll call it “D” – in a random direction, 2d6” from the party. This implies a secret door in the north wall of the corridor where they appear.

    TURNS 22-27

    The melee continues in chamber 4, while PEF D closes in on them. We’ll gloss over the die rolls, as this is getting long enough.

    Ispitan dazzles the skeletons again; Beatrice heals Gottfried; the crossbowmen drop another two, Johann rolls amazing dice and renders three skeletons OOF, Sir Charles disposes of another two at the cost of losing 2 Rep.

    Then, PEF D barrels into the back of the party and starts laying into Ispitan – at least, until they resolve as a false alarm. Ispitan dazzles the survivors of PEF A for the third time, and everyone lays about them with a will, slaying 10 skeletons. Johann and Beatrice each lose another point of Rep (now on 2 and 3 respectively), though.

    Ispitan continues to dazzle the foe – he’s on a roll here – and the others finish off the remaining infantry, and follow through into the cavalry, killing two.

    More dazzling and hacking follow, reducing the enemy to two whole chariots and half a chariot, before the party fails to activate in turn 25, allowing the half chariot to recover – this one has had one of its two crewmen killed. However, Beatrice fights it to a standstill.

    Ispitan’s luck finally runs out in turn 26, and he fails to dazzle the enemy, losing 1d6 from his spellcasting Rep into the bargain. However, the skeletons fail to activate, and by the end of the turn only one chariot crewman remains in a fit state to fight.

    The lone remaining skeleton leaps on Gottfried, rightly discerning that he is the most dangerous thing within reach, but precisely because he is so dangerous, Gottfried demolishes him in short order.

    Panting, sweating, and bleeding in roughly equal measure, the party look around them. Having cleared an occupied chamber, they can now check for loot, using the table on page 63. We get a modified roll of 6; some items of interest, but nothing special.

    “Next time, “ says Johann, “I pick the dungeon.”

    “Fair enough,” says Ispitan.

    MAP

    BDJan987

    AFTERMATH

    The fighters are pretty banged up, so the party withdraws in good order back to Acromerinth, and rolls for advancement, with the following results – changes marked in bold:

    Name Class Rep Hard Weapon AC Move Notes SS Align CV
    Ispitan* Missile 5 3 Staff 2 8 Caster 7 TW 5
    Johann* Melee 4 4 Halberd 4 6 Warrior 4 FS 8
    Gottfried Melee 6 3 Dagger 2 8 Thief 3 RM 5
    Sir Charles Atain Mtd Melee 4 2 Spear, Sword 6 12 Elite Trained 2 SS 4
    Beatrice Melee 5 1 Sword 2 8 Healer 2 SS 1
    Gervaise Missile 5 1 Crossbow 2 8   2 SS 2
    Jean-Paul Missile 4 0 Crossbow 2 8   2 SS 2
    Total 27

    So, everyone except Johann is a bit richer, and most people have gained either Rep or Hardiness – except Johann, who gained neither, and Isiptan, who lost a point of Hardiness. Must’ve caught something in the tomb.

    Posted in Dungeon Generators, Talomir Nights, Two Hour Wargames | 2 Comments »

    Fantasy Maps and Travel

    Posted by andyslack on 22 April 2011

    I’ve had a lot of fun lately drawing maps for the Irongrave setting; but I’m not going to use any of them for the campaign, because the exercise has brought me to a deeper appreciation of the simple brilliance of WHAA strategic movement.

    It’s extremely fast and easy, requires almost no maps, and I would argue is a realistic simulation of how the Middle Ages saw travel.

    MAPS

    Gamers are used to maps that mimic the detail and accuracy of contemporary ones; these are created using post-Industrial Revolution survey techniques, and satellite imagery.

    In 10th or 11th century Europe, the sort of map you could get hold of looked more like this:

    10cworld

    That makes the WHAA map of Talomir, or the ones in the end covers of fantasy novels, look pretty good.

    As an educated person, you knew that Scandinavia existed, but you weren’t sure if it was an island or not. You knew that Africa, China and India existed, and roughly where they were (“Directions to China? Sure. Go to the Holy Land, then walk into the rising sun for three years.”). You had no idea what shape they were, or how big.

    Arguably, you could simplify the ancient and early mediaeval world map even more; at the strategic level, the part from Byzantium to Beijing is a straight-line corridor with the Silk Road running along it.

    TRAVEL TIMES

    A one-month strategic move in WHAA takes you about 100 miles. (Five moves to cross a country, and most of Talomir’s countries are based on European ones about 500 miles across.)

    That’s less than five miles per day, on average. Consider, though; there’s no universal currency or credit arrangements, no universal language, no maps to speak of, bandits everywhere, not much in the way of roads and a limited choice of where to stay overnight.

    Estimates of how far the Roman legions marched in a day range from 5 to 20 miles or more, depending on whose calculations you believe. At the low end of that scale, 100 miles per month looks reasonable.

    It took Marco Polo three and a half years to travel 4,000 miles overland along the Silk Road. That’s pretty close to 100 miles per month on average. It took him two years to get back by sea.

    In Lord of the Rings, Frodo’s trip from Hobbiton to Mount Doom is about 400 miles and took him a little over six months; 100 miles per month on average is still looking good. (I’m using Karen Wynn Fonstad’s Atlas of Middle-Earth as a source, and fighting back the urge to base a campaign on it because the maps are so pretty. No, Precious, we mustn’t.)

    CONCLUSION

    It’s realistic in a fantasy campaign to have little or nothing in the way of maps. It’s realistic for travel to take longer than you would think.

    It’s dangerous, too; of the 600 people who set out with Marco Polo to return to Italy, 18 of them made it. That makes even the casualty rate in my adventuring bands look quite reasonable.

    Posted in Irongrave, Talomir Nights, Two Hour Wargames | Leave a Comment »

    Halfway Station Dungeon Generator, Part 1

    Posted by andyslack on 21 April 2011

    Inspired by the free building rules at THW’s website, I made up some quick and dirty dungeon generator rules in the same vein.

    The dungeon is made of a grid of tiles; the default is a square, 9 tiles in a 3 x 3 format, but others are obviously possible. I plan to use 8″ x 8″ tiles, specifically the ones from the Fat Dragon Games Copper Dragon sets, but 6″ by 6″ is more popular.

    Roll for each tile in the layout at the start of the trip, and slap them on the table – this gives the party more information than they would have in a “real” dungeon, but honestly, without knowing what’s in each room, it doesn’t help them that much.

    Tile Type (1d6)

    1. Corridor, runs straight across the tile.
    2. Corridor, 90 degree turn
    3. Corridor, T-Junction
    4. Room
    5. Room
    6. Room

    If several room tiles are adjacent, there is a 50% chance they are each part of one big room, and a 50% chance they are separate rooms, connected by doors. Anywhere a corridor intersects a room tile, there is a door.

    Here’s a sample layout, drawn in Dungeon Crafter; it’s pretty basic, but good enough for my quick weekend evening dungeon crawls. On the table, this map would be about 2’ x 2’, which is too big for my desk (would need to use 6” x 6” tiles for that, or change to a 2 x 3 grid), but about the right size for my dining room table.

    3x3v1

    Of course, this still leaves us with the questions of dungeon dressing, monsters, treasure and NPCs; unless and until inspiration strikes, though, I shall use the rules I already have in WHAA, Dungeon Bash, Red Tide and others.

    Posted in Dungeon Generators, Dungeons & Dragons, Savage Worlds, Two Hour Wargames | Leave a Comment »

    Brass Dragons, December 986

    Posted by andyslack on 17 April 2011

    On reflection, there is no need to merge campaigns or start a new party here; I’ll import Johann into the Border Kingdoms from season 1, have him join up with Ispitan, and arbitrarily change tack to a series of dungeon raids. This will give me a chance to become thoroughly familiar with the combat rules before adding any more rules sections into the game. We last saw Johann in the Ekran countryside in October 986; strictly speaking it should have taken him four months to get here, but let’s gloss over that in the interests of moving on.

    The Brass Dragon in Acromerinth is overpriced, and full of loud men in garish clothing. Ispitan sits nursing a cup of mead against the chill, as close to the fire as he can get. The door swings open, to curses from the regulars hit by the flurry of snow, and a party of six enters, heavily muffled against the cold. Conversation falls silent as the patrons take in the newcomers.

    An armoured man at the front of the group leans on his halberd and calls, “I’m looking for Sir Bertrand de Plastique, Ekran knight. Has anyone seen him? Or his brother?”

    There is no reply. The man scans the crowd and fixes his eyes on Ispitan as he stamps the snow from his boots. He leads the group over to the table by the fireside, and signals the barman for mead. Conversation resumes.

    “You’d be Ispitan,” he states. “Word is, you’re hiring. We’re looking for work. What do you have in mind?”

    “Tell me a little about yourselves,” Ispitan says. He has been sitting here for over a month, and so far there have been no volunteers.

    “I’m Johann, this is Sir Charles – we are fighting men. Gottfried over there is, well, let’s just say a specialist. Beatrice is our healer. Gervaise and Jean-Paul, crossbowmen from Ekra. And you?”

    “Ispitan, at your service; journeyman wizard, recently returned from Goblin territory, where I found this…” he pulls out the item dropped from a goblin chariot a few months ago. “It’s a map, of sorts. It shows the way to a Stygustani tomb, about a week’s travel from here. As you may know, the Border Kingdoms were taken from the Black Moon by the Brethren, the Black Moon took it from the Legions of Tropilium, and Tropilium took it from the Stygustani.”

    The mead arrives, and Johann takes a deep draught from his mug, before gesturing at Ispitan and declaring, “My friend will pay.” After a second draught, he continues, “Most useful phrase in any language, always the first one I learn. And why are you interested in this tomb?”

    “The Stygustani buried their nobles in underground tombs, with their life’s treasures.”

    “You have our complete attention. Why do you need us?”

    “The Stygustani also stocked their tombs with traps and undead guardians. Why are you looking for Sir Bertrand?”

    “Friend of yours? Have you seen him?”

    “No, and no. Just wondering if he will be a distraction.”

    “Only if we meet him, and then only briefly. He killed my friends. I will have my revenge.”

    “Well enough. Let us discuss terms, conditions and shares of the loot…”

    “First,” interrupts Sir Charles, “Arr leetle band of adventurers needs a name. Eet must be one of panache, striking fear into ze ‘arts of arr enemies, and rousing arr friends to greater deeds of arms.”

    “Fine,” Ispitan sighs, glancing around the inn for inspiration. “Aha, got it. We are now the Brass Dragons.”

    “Ah like eet!” exclaims Sir Charles. The rest of the group shrugs and glances at each other.

    “Well, if it keeps him happy…” says Johann.

    We’ll leave them there for the moment. Next time, into the dungeon.

    Name Class Rep Hard Weapon AC Move Notes SS Align CV
    Ispitan* Missile 5 4 Staff 2 8” Caster 6 TW 7
    Johann* Melee 4 3 Halberd 4 6” Warrior 4 FS 5
    Gottfried Melee 5 3 Dagger 2 8” Thief 2 RM 5
    Sir Charles Atain Mounted Melee 4 1 Spear, sword 6 12” Elite Trained 1 SS 4
    Beatrice Melee 4 1 Sword 2 8” Healer 1 SS 2
    Gervaise Missile 4 1 Crossbow 2 8”   1 SS 2
    Jean-Paul Missile 4 1 Crossbow 2 8”   1 SS 2
    Total 27

    Posted in Talomir Nights, Two Hour Wargames | Leave a Comment »

     
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