Category Archives: Fantasy

The Purging

I had an idea for a half-orc on a mission to free the Orcs from the bondage of evil so they could return to their earlier tribal ways (it’s my fluff, okay?).  I’m playing this one out in Warrior Heroes: Armies and Adventures by Two Hour Wargames.

Name

Loretha Gnutharsdottir

Employment

Adventurer

Race

Nation

Alignment

Class

Notes

Social Standing

Human(?)

Border Kingdoms

Twilight

Warrior

Elite Trained

3

Stats

REP

Hardiness

Weapon

Armor

AC

CV

4

1

Mixed

Half Plate

5

3

Weapons

Name

Impact

Range

F. Room

2-H

 

Long Sword

5

1

Short Sword

5

0

Long Bow

7/5

48

Y

Gear

Followers                                                                      Total CV:   9     

Type

Class

Weapon

I

R

2H

REP

AC

Mv

HD

Notes

CV

Retinue Cavalry

Mtd Melee

Spear

5

1

5

3

12

2

Retinue Cavalry

Mtd melee

Spear

5

1

5

3

12

2

Skirmisher

Missile

Long Bow

7/5

48

Y

3

2

8

1

Borderer

Melee

Spear

5

1

4

2

8

1

Borderer

Melee

Spear

5

1

4

2

8

1

Borderer

Melee

Spear

5

1

4

2

8

1

Adventure Journal

Strategic Turn 1:

The daughter of a Setting Sun priestess raped by an Orc war chief, Loretha has lived a tortured existence, never fitting into any society.  Her goal now is to destroy the influence of the ­­Black Moon, returning the Goblinoid and other races to their ways of life before the evil influence swayed them to darkness.  Her first goal is the eradication of the Dark Elves because they are the original source of evil in the land.

January: No encounter

Strategic Turn 2:    Loretha leads her warband towards the border from the Kingdoms to the nation of the Orc tribes.

February: No encounter

Strategic Turn 3:  Loretha’s advance skirmishers report an Orc hunting camp just inside the borderlands.  Quickly, Loretha decides to ask them for a guide to her estranged father’s winter camp so that she may make a war council with him, enlisting his aid against the Dark Elves.  She is quickly spotted by an Orc warrior, Talking the Talk begins.

March:  Raid (attack, target – a guide to Gnuthar Klugarsen’s winter camp) on an Orc hunting camp just inside the Orc lands border.

Translated from Orcish:

Orc: Who dares approach?

Loretha: I am a warrior from the Border Kingdoms seeking a war council with my father against the Dark Elves <spit>

Orc: <spit>  and who is your father, halfbreed?

Loretha: I am Loretha Gnutharsdottir of the Hill Mob Boyz

Orc:  Wait and I shall bring he who shall judge you worthy

The Orc enters one of the camp wigwams and is only a short while before another larger Orc burst forth and confronts our heroine.

Lothar: What manner of refuse is this bitch before me?  On your knees and service my war spear, half human!

Loretha: I am Loretha Gnutharsdottir, warrior of the Hilly Mob Boyz and will neuter you before you take another step!

Lothar: Gnutharsdottir?  You are NOT spawn of Gnuthar or I would mark you, for I am Lothar Gnutharssen, first spawn and first nob of da boss Gnuthar!

Loretha: I choose the trial of bloody teef!

Lothar:  WAAAAGH!!!

Talk the Talk did not go well, Lothar scores 3 successes to Loretha’s 1, so now is time for Walk the Walk.

Lothar’s Hunters

Type

Class

Weapon

I

R

2H

REP

AC

Mv

HD

Notes

CV

Lothar Gnutharssen

Mtd Melee

Spear

5

1

5

2

16

Terror

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Orc

Melee

Axe

4

4

2

8

Frenzy

1

Bugbear

Melee

Ball and Chain

2

5

2

8

Frenzy

1

Dungeon Crawling

We got to talking on the Two Hour Wargames Yahoo Group about the differences between Warrior Heroes: Armies and Adventures and Warrior Heroes: Legends.  Here’s a very short dungeon crawl using WH:AA with some editorial comment about how Legends would handle it differently.  As always, images are clickable, but in this case, why?  I was in a hurry and used unpainted plastics from the WotC D&D game, Castle Ravenloft.  Same with the tiles (until this fall and my Dwarven Forge Kickstarter tiles come in.)

In this case, we have a typical D&D style adventuring party (Fighter, Thief, Magic User (called caster in WH) and Cleric (called healer in WH)) entering the suspected crypt of a vampire.  I pre-loaded three PEFs (Possible Enemy Forces) and would be randomly placing them as the dungeon is explored.

Fast forward one game turn.  The entrance is a passageway with more passageway around the corner; the thief has checked for traps twice without finding any.  One difference is that the second section of passage does have two doors, and the “south” (facing you, the reader) door is unlocked.  In WH:L terms, this is equivalent to drawing two non-face cards from the deck.

The thief cracks open the door and sees a group of Kobolds inside a fairly large chamber (randomly generated with 3 doors in total).  While their caster is investigating a coffin, the others appear to be trying to leave the room.  Basically, to speed things up, I generated three sets of “monsters” before the game to be encountered; this one was my comic relief – a group of Kobolds lost in the crypts trying to find their way out and home.  In either AA or L you could randomly generate the monsters as needed, but most all of us find it much easier to pre-generate them and then just randomly (or not so randomly) select one as the encounter.  In this case, the thief has opened the door right into one Kobold, so we roll insight tests for everybody.  In this photo, I have just rolled and the die next to each figure indicates the order in which they will take an action.

This is another bit of fast forwarding.  What has happened is that our brave fighter rolled the most successes on the insight test and gets to take the first action, so she charges the Kobold into whom the thief bumped.  Step 1 is a Charge into Melee Test.  The fighter rolls 4d6 (a Rep 4 character) while the Kobold, being only Rep 3, rolls 3d6.  We’re looking for “successes” here; a roll of 1-3.  As to be expected the fighter rolls so many more successes than the Kobold that the Kobold attempts to flee the area by hiding behind the Kobold Sorceror.  Following through in her charge – chasing the little bugger – I decide that the fighter will run smack into the Kobold Caster and attack there.  As both figures in this case are Rep 4, they each roll 4d6 and in curious fashion, the Kobold somehow manages to bring down the fighter in one blow!  I was so amused by this that I decided not to use any THW Star Power rules to keep the fighter on her feet.  Now, keep in mind that since this is a THW CR game, this is still turn 2 of the game.

Second to take action from the insight test are Kobold Caster and the Healer, who has temporarily traded in bandages for a big-ass war hammer.  I decided the Healer would attack the Kobold Caster while the Caster would attempt a Dazzle spell (in Legends this is also the Dazzle spell) on the Healer.  A charge test put them evenly matched, but a botched (and opposed) roll by the Caster resulted in that model being unable to cast any more spells during this encounter.  The Healer headed in with his attack and the Kobold once again had tremendous dice luck.  The combat result was Evenly Matched, so they stay locked in combat.  Quite a feat for a Kobold.

Next up we have the Thief and two Kobolds.  One of those Kobolds was the first to be charged, and it panicked and ran for cover, so that one is no longer a factor.  I roll a charge test between the bloodthirsty Hobbit and the enraged Kobold and being evenly matched I decide they countercharge each other.  Being bloodthirsty, as Gollum will tell you all Hobbits are, the Thief easily kills the Kobold, triggering a Man Down Test on our remaining unactivated Kobold, who fails miserably and I decide begins attempting to dig an escape tunnel.  The final figure to act is our magic user, who moves to a protected position from which he can attempt to cast the Steel Wind spell (in Legends, this is Damage) on the Kobold in the corner.  As our heroes are not having the best of days, the spell has no effect.

New activation, the adventurers go first.  Right away, I attempt to resolve the combat between the Healer and the Kobold Caster – the result is that the Caster is pushed back 1″.  Next, the Thief charges the panicked Kobold in the corner.  Feeling merciful, I decided that the Kobold would get to counterattack at minus one die.  My mercy was predictably not-so-rewarded by a result of Evenly Matched.  Finally, the magic user moved around the pillar and cast Steel Wind successfully taking the remaining Kobold Out of the Fight.  Now for the Kobold turn:  The Kobold and the Thief and the Kobold Caster and the Healer all get the result Evenly Matched.

A new turn, and I roll doubles for activation, which in AA means a Chance Encounter.  (In Legends, this is a little bit like a Random Event: Monster, except that in Legends, those only happen during the exploration phases and never during an ongoing combat.)  Now, in AA a Chance Encounter is always a monster, so having two pregenerated parties ready to go, I rolled high-low and rolled for my Big-Bad, the vampire and his retinue of ghouls.  (In Legends, Random Event: Monster can never be the Big Bad)

Now, the way I see it, and Ed from THW may see it differently, having just placed a new group on the table, I have two options for determining the way things go down right now.  On one hand, I’m rolling activation for a new turn, so I could just see who gets to go first.  On the other hand, when a PEF is resolved, as the Chance Meeting has done, I could roll an insight test for all the figures on the table.  I decided that since everybody except the newcomers were in combat, or had LOS to the new group blocked, the simple thing was to roll activation; one die for the adventurers and one die for all the monsters. I rolled a 2 for the adventurers and a 5 for the monsters, meaning that the vampire went first, then the adventurers, and the Kobolds could only react.  So, the vampire decided to send the ghouls to perform overkill on the Thief and Kobold-in-the-corner, while he would investigate the ruckus behind the pillar himself.  The ghouls did in fact perform overkill as ordered, and when the vampire rounded the pillar and the magic user had his back to him, I decided he would get a free attack – resulting in one very dead magic user.  Then, something that made sense happened:  the healer finally knocked the Kobold Caster OOF.  Of course, at this point the Healer was the only adventurer left on his feet, and he was very much outnumbered.

Now, since the vampire had already seen the Healer, and it was time for a new activation, I decided once again that an activation roll was more appropriate than an insight test.  Not surprisingly, the vampire won the activation, and with a simple flick of the sword, dispatched the Healer.

Several caveats about this “game” I just described:  first, this was more of a work of reference so that I could note the differences between the two versions.  Second, I did NOT calculate the combat values of the monsters vs the adventurers; I just grabbed some minis and played.

Atlantis is Sinking!

A few months back I found a page on the Irrational Number Line Games site featuring a fun little scenario about escaping the island of Atlantis as an earthquake causes it to sink into the ocean.  Inspired by that, I’ve set out to build my own island.

This will be a multiplayer skirmish, with units of around 4 figures racing and fighting to get to the center of the island.  As a bonus, the last phase of each player’s turn is to remove a piece of the island (because it sank).

First thing, this is The Temple of the Sun, which will be at the center of the island, housing a magic carpet waiting to fly away with the winner of the game.  It’s made from foam blocks I found at the dollar store; the base is poster board.

 

 

 

 

 

 

 

 

Here’s the temple base painted with camouflage spray paint.

 

 

 

 

 

 

 

I also painted the bottoms of the bases so the poster board won’t warp.

 

 

 

 

 

 

 

Here’s the whole island before painting and flocking

 

 

 

 

 

 

 

Here’s the island spray painted

 

 

 

 

 

 

 

A bit of sponge painting on the rocks, and a lot of flocking on the bushes

 

 

 

 

 

 

 

 

Nostalgia

For no reason I can understand, the first thing I did when I woke up Saturday morning was to reach under my bed and pull out two boxes.  One box was full of Warzone books, the other was the old board game Mutant Chronicles: Siege of the Citadel.Undead Legionaire

I painted this miniature, along with almost all the others in the game (at least all the heroes) over ten years ago.  The box cover looks like it has been dragged through a war.  The odd thing?  Once you open the box, with the exception of the minis being painted, everything is as pristine as the day the game was produced.  My copy has never, ever been played.

This may change in two weeks when a good old friend, who thought he had retired from gaming, are getting together to bring gaming goodness to three boys ages 13, 12 and 9.

Games on the short list, my opinionated short list catered to my love of the adventure board game, are:

Mutant Chronicles: Siege of the Citadel

Heroquest

Descent

D&D: Castle Ravenloft

Another option would be to go “full bore” and introduce the boys to Pathfinder using a good collection of minis, but I’m afraid that might be a bit complicated and slow moving for their ages.

My final option is either Warrior Heroes or 5150: New Beginnings, both from Two Hour Wargames.

Opinions and ideas are welcome and eagerly requested.