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Saturday 9 September 2017

Tales of Tricornes and Patriots, Pilot episode, Scenes 2 and 3, of 5

After driving off the hungry wolves, the rest of the night passed without incident. Next morning the party continued their journey and made good time to the rendezvous point on the far side of Turpin's Wood.
On arrival, instead of the bustling camp of their neighbours at the crossroad, they were might by an entirely different sight.

Strewn around were the remains of their slaughtered neighbours. The entire group returning from Boston lay dead, stripped of valuables.
A pitiful moaning alerted them to the presence of someone injured at the base of a tree.

The individual was not from Chalgrove. The man had received a mortal wound and would not last long without treatment. A cocked pistol lay in his lap. No other powder or ball about his person. The dark purpose of the pistol was clear. It was doubtful he would have the strength to lift it.

Dr. Young bent to examine the wound. It would be difficult but it was possible he could be saved.
Diable Pomme scanned their surroundings in all direction. Ever watchful of a potential threat.
Nate bent closer and asked questions as Dr. Young did what he could to stop the bleeding and close the wound. It would have to be a temporary fix. If the patient survived the next hour or so he would need to be taken someplace he could be cared for.

The injured man told how he had joined the Chalgrove group to provide extra security. His intention was to find work in Chalgrove and possibly gain a place of his own there. His wife and children were in Boston and would follow when he was settled in. Last night they were ambushed. He had received the sword cut early in the attack and doesn't remember anything else. He must have been left for dead.

Diable Pomme looked at the wound. A wide slash that went from the man's chest, on the right side, down to his left hip. Diable Pomme said nothing. With his musket cradled in his arms, he leaned closer. Only moving his eyes, he gestured from Nate to the injured man's right ear. There was a small, mostly healed, slit in the earlobe. The two companions looked at each other. Nate stepped forward slightly, placing his foot on the barrel of the pistol now lying on the grass beside the man and gripped only loosely.

Diable Pomme spoke slowly. “A slashing cut from high right to low left would normally start at his shoulder. This cut starts lower down. Also, most sword cuts I've seen like this would be from high left to low right. I would say this was a cut by a shorter man, who was left handed.” Dr. Young abruptly stopped stitching the wound. All three looked towards the lifeless corpse of Elderman Joshia Maxwell a short distance away. Since injuring his right arm, the short, portly man had struggled to wield his hunting sword in his unfamiliar left hand. It would appear he'd got in at least one good blow before he fell.
- - - - - -
The party debated whether to hang the man from the tree or take him back to Chalgrove for a fair trial and then hang him. Pleading for his life the man confessed to being with the brigands. They were part of a privateer crew. Their ship was stuck in Boston due to the Port Act. They had followed and overtaken the Chalgrove party after over hearing of the plans and profitable trading of the group in a tavern. The man offered to tell the party where the ambushers had gone if they would treat his wounds and allow him to go on his way.
While this was happening, Diable Pomme had been circling the ambush site. He nodded towards the North Road and said. “Around ten men left that way, carrying a heavy load. The next village is Holbrook. We can easily be there by nightfall if we leave now.....unencumbered.”
It was decided to head for Holbrook taking the injured pirate with them. He could be delivered into the hands of the magistrate there. Unfortunately Dr. Young made a critical fail on his heal rolls and (despite his best efforts) the pirate bled out by the roadside.

Arrival in Holbrook



The sun was going down over Massachusetts farmland as the party arrived at Holbrook. First stop was the Red Lion. (Bottom right of the pictures above.)
The Inn was busy.



Nate and Dr Young headed straight for the bar to ask if the brigands had passed through.
The full reason for their interest was glossed over. Creating a lynch mob would only slow them down.

Diable Pomme moved to the corner of the common room, to keep an eye out for trouble.
His reputation proceeded him in these parts and his back was slapped good heartedly a few times as he pushed through.


Dr. Young received a warm welcome from Abraham Smith, the tavern keeper. There were a number of times the village had called on the Doctor's medical skills. Thomas Young wasn't actually a doctor. He'd completed five of his six year training when the French Indian War had broken out. He never got around to completing his studies. He was however, the closest thing to a doctor this side of Cambridge. The treatment of a young lad's broken leg the previous summer was gratefully brought up in particular. Two foaming tankards of ale appeared in front of the travellers, as if from nowhere. 

Another flagon shortly appeared further along the bar, beside DiablePomme. “There you go Mr Red Apple. Courtesy of the House.  There's a boul of stew to go with that when you're ready. You watch yourself out there. Word is, some of the Mohawks up North have been bought off with enough London gold to break away from the six nations and head for these parts causing trouble.” With a cheery wink Abraham moved back along the bar “You keep your hair on now Mr Red Apple. We don't want to lose you too.”

The patrons of the Red Lion were a mixed bunch. Farmers, frontiersmen, artisans,.. a cross section of the local population and those passing through. Most had their muskets and other weapons with them.

In the most general of terms the patrons here favoured breaking ties with the mother country. Some of the muted conversations involved the 'Intolerable Acts' imposed by the Parliament in London. Though aimed at Boston, the effects were starting to be felt even out here. This was in stark contrast with the King's Head tavern across the road. A well known haunt of the local Tory loyalists. So far hostilities had been limited to the exchange of nothing more than a few harsh words. There was a simmering tension in the air between neighbours. A storm was brewing.

The landlord was happy to inform Nate that a largish party had indeed come through, that very day. They'd headed off in the direction of Old Millar's ford a few hours ago. Come to think of it, four of them stayed behind. Two in the stable, two still here, as far as Abraham could recollect. One sitting over there, on the far side of the fireplace. The innkeeper stood on tippy toes to look around the bar. Face scrunched in concentration. He looked down and started with surprise at the drinker hunched over his flagon, standing next to Nate. “Why,.. here's the other one right beside us.”

The two normal patron figures were swapped for two pirate figures as their true nature was revealed. Order of initiative was determined.
The one at the bar quickly drew his pistol and shot at Nate. A hit. Nate's Pewter mug got in the way of the ball and was blasted into pieces.
On the far side of the tavern the other pirate raised his musket and fired. The room filled with smoke and alarum. A miss.

Nate looked at the ruins of his Tankard and lashed out with the broken remains at the pirate. The landlord reached over the bar and pressed the muzzle of his ever-handy blunderbuss against the side of the staggered pirate. The muffle boom of the wide mouthed firearm was almost simultaneous to the noise of Diable Pom's musket as he shot the other pirate as he tried to climb through the shuttered window to get out into the street. (He'd failed an easy Q physical roll to smash through the shuttered window.)

In that instant of chaos the tavern common room teetered on the brink of exploding into a mass of shots and blows. Above the confusion boomed out Dr Young's commanding order. “Hold your hand.” Triple success roll on Q test to influence the mob. Impressive!

They paused long enough for a quick explanation to be given. Incensed at the news of the ambush many in the assembly pushed towards the door, intent on apprehending the companions of the two fallen pirates, expected to be still in the stable.

Nate was first out of the tavern. A couple of the faster reacting frontiersmen were close behind, followed by Dr Young.
Diable Pomme was being carried along in the trailing press of tavern customers.

Nate rushed out, intent on stopping their other two prey from getting away. Too late he saw the muzzle in the shadow of the stable doors. A shot ran out. He felt like he'd been kicked by a mule and fell to the ground. As darkness filled his vision he saw the two frontiersmen behind him had not rushed out into the open as he had and had stopped instead at the first available cover. Hmmm... on reflection, perhaps that would have been more prudent.

From the cover of the water trough Dr Young and a frontiersmen exchanged shots with the pirate.

Suddenly a shout was raised and a nag burst from of the stables heading North out of Holbrook. It's unskilled rider was making a desperate dash to freedom. A faster horse would have made it with ease.
Dr. Young reloaded as quickly as he could. Initiative cards were drawn. 
Graced by the fates, the good doctor went first and got his shot off before the lumbering nag carried its rider to safety. The pirate dropped to the ground, seriously wounded. Dr. Young was the best shot amongst the three companions.


Nate's wound was then tended by Dr. Young. A veil was drawn over the fate of the pirate in the stable when the mob reached him. Suffice to say, the absent Holbrook magistrate wasn't troubled by the inconvenience of a trial when he returned from Cambridge the following day.

Diable Pomme established (with an easy Q tracking test) that their main prey had travelled East, towards the ford mentioned by the innkeeper. After the bandaged Nate insisted he was fine to travel, the three hurried off in pursuit. They insisted the mob remained in Holbrook.
Light was now fading fast. Fortunately there was a Hunter's Moon expected tonight.
How apt.
- - - - -

This post recounted scenes 2 and 3 of the 5 in total that made up our trial game of 'Tricorns and Patriots'. This is a work-in-progress RPG based around rules cobbled together from a number of Ganesha games products. The next post with parts 4 and 5 will conclude this 'pilot episode'. All 5 scenes were completed in one evening.

Thursday 24 August 2017

Tales of Tricornes and Patriots: Pilot Episode (post 1 of 5)


Skirmish game at the time of the American Revolution.
- - - - -
Game setup: Late 1774. The fictitious hamlet of Chalgrove in Worcester County, Massachusetts, pools its resources once a year and send its surplus to Boston. 

Everything gets sold including the wagons constructed over the winter and the draft horses trained to pull them. With the current unpleasantness growing in Boston it is reckoned a good price for the crops and goods will be available.

Elderman Joshia Maxwell is returning from Boston with an escort of local residents after selling the community's produce. 

The party consists of three veterans of the French Indian Wars living peacefully in Chalgrove. They remained in the county when their neighbours left for Boston, 'just in case' the rumours circulating about Mohawk incursions were more than just idle gossip.  Elderman Maxwell asked the three experienced fighters to rendezvous with the group returning from Boston as extra security on the final leg of the trip home, joining them before they passed through the notorious “Turpin's Wood”.
On the way to the meeting, our heroes make overnight camp mid-way through the sprawling wood.  


Note the measuring sticks. S, M & L.   The clear plastic template marks the edge of Firelight. Targets within L of the template edge are dimly visible and receive cover from ranged attacks.
The closest trees to the camp mark edge of open woodland. (Provides cover to all within. Maximum visibility inside is  2 x L. Models without 'Woodsman' trait move one category less in woods. EG MS.)



Alerted by rustling in the undergrowth, the party catches glimpses of large wolves in the dim firelight on the edge of the treeline.

The wolves rush to attack. 
With a whoop, Diable Pomme draws his Tomahawk and countercharges. Nathaniel Collins rushes after him, snatching a burning brand from the fire as he goes. 
His hurried shot goes wide and he is then knocked to the ground by the closest wolf. Diable Pomme's swinging tomahawk is keeping the snapping jaws of his opponent at bay. Neither combatant is able to land a telling blow.
The rest of the approaching pack is circling the pools of light from the fire and torch. Unable to overcome their natural resistance, despite being desperate to charge at their waiting prey.
Dr. Thomas Young is the group's best shot and is waiting for a clear target.

Note the Smaller clear plastic template representing the torchlight. The Wolves have to make a successful Q roll to enter the area of the template. In the game, it worked well as the wolves who failed their test proceeded to 'prowl' around the edge of the light.

  
With Nate on the ground and more wolves closing, he is lucky to survive another round.
Diable Pomme is holding his own despite being outnumbered. Eventually, it had to happen and he falls to the ground, overcome by the weight of numbers.

With a clear shot, at last, Dr. Young fires and seriously wounds one of the Wolves. He then rushes forward and brandishes the fallen torch.
Enough is enough and the pack leader drags off the wounded wolf into the cover of darkness.



Wounds are tended, the fire is piled higher and the rest of the night passes without incident.    

Next post will be what happens when the party arrives at the assigned rendezvous point.  
- - - - - 
Rules Used :)  
A combination of Song of Blades & Heroes (with some elements from 'advanced' SoB&H), some rules from Tales of Blades & Heroes, some from Tales of Drums & Tomahawks. Some gaps filled from Flashing Steel. All available from http://www.ganeshagames.net/

Slowly evolving into a useable set of quick play rules for our own use. 

This is one of 5 scenes, all played to conclusion in a single Tuesday evening of gaming.



Thursday 2 February 2017

Warmaster Revolution

Our first games using the new Warmaster Revolution Rules.

AAR Orcs & Goblins Vs Araby
Dwarfs Vs Empire

Orc Deployment. So far so good.

I'm a big fan of Warmaster and would like to play more. It seems the new Warmaster Revolution rules might be a kickstart for more interest.
One new rule is that if a commander fails his first command roll of the turn then the unit or brigade he was ordering gets a half pace move. (No charge or change of formation though.)
This should make a big difference to Orcs. Even more to Trolls!

We used the scouting rules for the first time. (A lot of firsts during this game.)
You allocate a portion of your force to scouting.  Different types of troops contribute various 'scouting-points'.  Each player adds 2D6 to their total and the highest score 'wins' scouting.

  • Winner puts on the table all the troops allocated to scouting. 
  • Loser puts his complete army on the table. 
  • Winner deploys the remainder of his army. 

With A flying character, wolf riders and 5 units of goblins, ... I won the scouting roll

Araby Army

The Araby army looks really interesting. Lots of unit types and special rules you don't see very often. I'd read the magic carpets shooting was deadly.   The unit of elephants look like they can throw out a lot of dice on the attack. 

I didn't take many pictures this time. Some that I did were pretty blurry. 

It has been a while since I played Warmaster and it quickly became obvious I had forgotten most of the lessons I had already learned.   I did remember to point my giants directly towards the enemy at deployment time. Unfortunately with one of them I angled it forward in front of my unit of wolf riders.  The giant failed the second order. When I rolled on the 'Giant-Goes-Wild' table it promptly headed for the base line. It ran into and attacked the unit of Wolf Riders in the process.  If this happens to you and your reaction is to laugh out loud..... Orc&Goblin probably 'is' the right army for you.  
The other giant did better... almost.   
Araby Conundrum
The Araby army thundered forward. Enthusiastic infantry raced ahead. They stopped out of sight behind the crest line of a ridge. My second Giant almost made it into contact but stopped short.  The Araby guards were now faced with the prospect of having to charge the Giant in the front if they went in on initiative.
Instead the Caliph ordered the the Elephants to take on  the Giant. .... after a successful first order they refused to charge into contact.   
The guards and other infantry did scramble up and over the ridge line, desperately trying to get far enough past the giant so that it couldn't see them to charge on initiative. With a fair bit of stand shuffling they managed it. The disappointed giant watched them go past. He was cheered up considerably when he saw the elephants to his front. 
Meanwhile: 
They shall not pass.
The wolf riders along with some Orcs & Goblins blocked he approach of Camel riders. 
There was an earlier mirage that was charged by goblins on initiative.  According to the goblins they won that combat.  (A mirage unit generated by an Arbay spell evaporates when contacted by any unit. I'm still claiming it as a victory for the goblins though.) 
The rest of the game was lost in the mist of time. (I didn't take any more photographs.)

Conclusion: 
Despite the long gap since last playing and the pile of new (modified) rules...... I was very happy with the way it came together.  A lot of niggling little questions came up. (Especially with what supporting units can and can't do during pursuit.) A close reading of the rules will probably clear up most of the issues. What's left over I will post on the Specialist Arms forum. 

The game on the other table was Dwarfs Vs Empire.    Rash dwarf charges,  hurty Empire artillery and knights staying out of trouble appeared to be the story of the game. I could be wrong. 
I do know that the Dwarf's broke.



Dwarfs advance


Still advancing.  Short legs towards big cannons!

Troll slayers, supported by Warriors, make contact.




Gyrocopter targeting  knight's flanks





























Saturday 18 July 2015

G1 Steading of the Hill Giant Chief, does it get any better than this....?

I don't think I'll get shouted down if I suggest Steading of the Hill Giant Chief is possibly the module converted to more versions of D&D than any other? People clearly have an affection for it.  


Combined with G2 and G3 it still gets into a lot of  'best-of'  lists.
High point was possibly in 2004 when it was voted as best-dungeon of all time.  OK so it had a little help with the other G modules, the D modules and the big Q.

A while back I decided to do the three Giant modules using 4e.
By pure coincidence, as soon as I'd finished converting G1 to 4e for my own use, Wizards announced they were going to publish 4e versions of them as a 'homage'.

Dungeon 197 Steading of the Hill Giant Chief.
Dungeon 198 Warrens of the Stone Giant Thane    
   (This was a new addition....but I like it!)
Dungeon 199 Glacial Rift of the Frost Giant Jarl
Dungeon 200 Hall of the Fire Giant King.
Superbly detailed. Outstanding artwork. I think they are all great.


The four modules were woven into a larger ongoing campaign that ran to conclusion in 5 (maybe 6 years)! It really was a a big one.  (Perhaps more about the Krulle-Campaign another time?)

By the time the party reached the Hill Giant's Steading, 4e was just too much like hard work.
I ran it using homebrew rules that 'boiled-down' a lot of the useful source material from the Dungeon articles.

Not content with chalking the wall out on boards....I decided to build it.
More precisely I wanted to make a representation of the outer walls that I could reuse as a palisade.

I was happy with one thing I did. 
I used Games Workshop Ogres as most of the Giants.  To begin with all of them were primarily flesh coloured as Hill Giants.  Once we were past the Steading a number of them were over painted White with a Blue wash to become Frost Giants. Finally they were painted Red to become Fire giants.
I thought the discrepancy in size would look wrong. In-game... it worked out fine.     







I've decided to put the walls up on eBay. Maybe someone else can  use them as the Steading. 
My suspicion is that they will end up being bought as 40K barricades or the edges of a trench system.  There is over 21feet of it (645cm)

You can search for 181804319100
28mm Palisade Wall terrain. 645cm (21'). Made for D&D Hill Giant Steading
       

Happy Bidding. 

PS: The last use of the palisade was representing the outer walls of the the 'Sodden Hold' warehouse in the  current Age-of-Worms campaign.   
                           

















Wednesday 2 February 2011

My interest in wargaming.

This is my first post on 'blogger'.  Moving across from Wordpress because I want to include in my blog some things I'd like to sell and it seems hard to add a paypal buy-it-now button.