Thursday, March 3, 2022

AAR: Rangers of Shadow Deep, Scenario 2

The Hook

Our crew of Rangers and companions followed the trail of large spiders deeper into the woods. After about an hour, they ran across the foul creatures' nests. The goal? To eradicate this blight from the woods, thereby denying the Shadow Deep even this small foothold.

The Set-Up

Small table for this scenario. Dryer sheets over the affected trees, web cocoon tokens, and Bob's your uncle.

The infected woods

On a side note, I had the chance to paint Gypsy, the companion Bloodhound of Aksel Klein (Tim's Ranger).



  

The Game

Our intrepid adventurers entered the woods directly by a cocooned person and a spider. 


The fight ensued! Stanley Barret and his faithful war hound, Blue Dog, dispatched the vile creature with impunity.

Stanley checking a cocoon

Aksel brought up the left flank, while Gregarin and Yelena anchored the right. Aksel immediately got into a scuffle with a spider...then a zombie...then another spider. He did not actually move very far the entire evening, sustaining wounds and losing his faithful Gypsy in the fray. Eventually, even the Ranger's stamina was bested and Aksel fell.

Aksel and Gypsy tag-teaming a spider

J'herry, aiding Stanley in the center, was webbed early in the contest. He easily managed to fight his way out of the sticky stuff, only to be confronted by an entire wave of arachnids. Indeed, things did not look great for Ranger Re'eed.

Webbed (NOT on fire)!

Uh, guys? Some help?

On the right, Gregarin and Yelena had their own spider troubles. Checking a cocoon, they discovered a zombified villager. The zombie dispatched Yelena after a lengthy brawl. Gregarin managed to eliminate the enemy and proceed to shoot (poorly) at both arachnids and undead for the rest of the evening.

Eventually, the woods were cleared of most of the infested trees. a random one was discovered too late in the game to deal with it, although the spider was dispatched. 

The final spider...or was it?!

Wrap-up

At the scenario's conclusion, the group saw Aksel, Gypsy, and Yelena fall. They all recovered, although Yelena took a rather severe wound to her leg that will bother her the rest of her life. The woods were cleansed, with a great many spiders and zombies killed. No villagers were found alive to rescue. The gang headed back to civilization with the knowledge that they had helped fight off the Shadow Deep for one more day.

Nobody got enough experience to gain second level. We look forward to the next mission!






 

Thursday, February 10, 2022

AAR: Rangers of Shadow Deep - Scenario 1

The Beginning

This was the first time my gaming group played Rangers of Shadow Deep, so we were all new to the system. We had a full complement: Ken, Terry, Tim, and me. 

We went about polishing off creating our rangers and selecting companions for the mission. Terry chose a raptor. Ken chose a war hound, while Tim had a blood hound. I had a human recruit. The adventurers were as follows: 

Terry: Ranger J'herry Re'eed and his raven, Commander Reginald
Tim: Ranger Aksel Klein and his bloodhound, Gypsy
Ken: Ranger Stanley Barret and his war hound (wolf), Bluedog
Ted: Ranger Gregarin Testrell and is rather wild Northern recruit, Yelena Umsgärt

Notes: Yes, I know ravens aren't truly raptors. Deal with it. Terry wanted a rather irate goose as his bird companion. Compromises were made. Also, the dogs aren't painted. I didn't anticipate a run on non-human companions. Finally, I don't own any raptor miniatures, other than the dinosaur variety. I made some easy tokens for the birds.

Raptor tokens

The Hook

Rangers of Shadow Deep is a wargame wrapped around RPG-style gameplay. The core book has several missions included. This is the first one. Mission: The Missing. Scenario 1: The Deserted Village.

An unnamed village

In essence, our party goes to find a missing ranger, leading to this village. What happens next is our story.

The Set-Up

I bought a set of 3D printed buildings off Amazon and also made a building from a craft store model. Tree are typical hobby stuff and the rocks are from Pirates of the Caribbean: Life board game. The tokens are flat glass beads with icons Mod-Podged to the bottoms.

The Game

The unnamed village, nestled several hours from anywhere, is deserted. Careful perusal reveals evidence of violence. The group is in the center of town when fell zombies and giant rats start making their way toward our brave adventurers. 

Bow fire kept most of the vermin and undead at bay and out of the way, but one rat got the jump on Yelena and almost dropped her with one bite. She was not diseased, though. Silver lining?

Gregarin ran for the nearest building - locked. He tried a few times to unlock it before he was successful. In the meantime, Yelena found a terrified survivor and helped him along for the rest of the scenario. Much to Gregarin's surprise, there was a wayward zombie in the building! He cast Magic Bolt at the undead creature, blasting it into true eternal rest. He found tracks in the dust and rightly deduced that giant spiders are afoot.

Gregarin on overwatch while Yelena protects the villager


J'herry and Reginald killed several baddies and uncovered multiple clues, including finding the missing ranger as well as treasure. In the process, Commander Reginald was knocked out of action by a particularly nasty rat and was diseased in the process. J'herry almost succumbed to the same rodent before dispatching it. 

J'herry and Gypsy fight a rat after discovering a body


Stanley and Bluedog, like everyone else, dispatched several enemies and uncovered clues as to what happened in the village. Bluedog was seriously injured (1 remaining Health point) and stayed close to Stanley for most of the game. 

Stanley and Bluedog checking out a building while Aksel provides cover

Aksel and Gypsy were the unsung heroes of the tale. They cleared up dangerous fights by jumping in and finishing off foes as well as uncovering clues of their own. 

Those who remain...


Wrap-Up

The gang discovered the dead ranger, his magic sword, treasure, a potion, and most importantly, that it appears that giant spiders are to blame for the undead infestation. Following the tracks, the party headed deeper into the woods to clean the forest of the abominable arachnids - or die trying.

All the rangers leveled up to level 1. Commander Reginald is out for the second scenario, which we didn't have time to start.

All in all, we liked the game and look forward to continuing the adventure!

Tuesday, February 1, 2022

AAR: Trouble at the Docks

The Beginning

I have been, off and on, working on a short set of pulp rules. Originally based on Howard Whitehouse's Astounding Tales! article in MWAN 120 from 2002, I quickly flipped the d6 system to one based off some of the d20 mechanics of Stargrave and Rangers of Shadow Deep. I kept some of Whitehouse's verbiage, but added much more to the framework he originally published. 

The Hook

Evening descends on the docks. A crate, freshly taken off a small, unassuming tanker, is quietly loaded into the back of a truck. What's in the box?

Wilson Fisk knows. He's paid a lot of money for this box. His plans for the contents of said box is unknown by any but him.

Vito Falcone wants to know. Anything Fisk finds interesting is interesting to Falcone. Now Vito just needs to take the box from Fisk. 

Lt. Gorman doesn't care. He has heard, through his ally Lobster Johnson, that both Fisk and Falcone will be at the docks. There won't be a better time to nab and cuff the leaders of the two biggest gangs in the city. 

Sir Reginald Upton thinks he knows. If his research is correct, the box's contents are a game-changer and cannot be allowed to fall into the hands of someone like Fisk or Falcone. While he doesn't have a problem with the local constabulary, they don't need the box, either.



The Set-Up

4x4 board, filled with warehouses, vehicles, crates, barrels, and other things found on a seedy inter-war pulp dock. I acquired a cobblestone vinyl mat from Melee Mats last summer. It can be a bit busy and the stones are a bit large, but it works. The buildings are scratch-built using foam core and some Thomas the Tank Engine walls I thrifted. Crates are painted wooden cubes. Barrels and lampposts are craft store buys.

The groups for this game are as follows:

  • Wilson Fisk, his enforcer, Scourge, Capt. Long and two dock workers.
  • Vito Falcone, Sid and Sal Marconi, and two generic thugs.
  • Lobster Johnson, Lt. Gorman, Lt. Howard, and two beat cops.
  • The Uptons: Jimmy, Sir Reggie, and Kate, along with Sadie and Fireman O'Shea.
Ken came over, so I played Fisk's gang and Ken was the Fuzz.




The Game

Fisk's gang started on the side farthest from the dock's exit. The job? To get the crate off the board by driving through the dock's exit. The police started out of sight at the dock entrance. 

I rolled 1d6 to determine how long before dusk set in and there would be a low-light penalty to shooting and seeing enemies. Six turns. Plenty of time.

Wilson Fisk smiled. The hired dock workers managed to load the crate into the open-bed truck with ease. They then hopped into the truck's cab and started the vehicle. Scourge and Captain Long walked ahead, toward the exit, to make sure there wasn't any trouble. Fisk stayed by his sedan. No need to get his hands dirty.


Meanwhile, the police ran through the entrance to the docks and started hiding amongst the crates and behind buildings. Lobster jumped onto a roof, expecting trouble below. Lt. Howard tried to follow, but found the jump to the roof a bit much. 

Scourge ambled down the main thoroughfare, Thompson SMG at the ready. It was getting dark, but he would've sworn he'd seen furtive movement ahead. There! The unmistakable shape of a cop's cap! Scourge let out a volley from his SMG, watching with grim satisfaction as the rounds caught the copper in the face. The poor officer dropped and bled out. 

Suddenly, a shot rang out. Scourge felt the sting of the bullet before he registered the sound. He only caught a glimpse of muzzle flash from the roof across the street before falling to the cobbles, dead.


Captain Long cautiously made his way forward, using tarped crates for cover. He saw Scourge drop and knew the killer was on the roof above him. Why had he agreed to help Fisk? Sure, the money was too good to pass up, but the guy was nothing but trouble. Long grimaced. All he wanted was to get the crate out, get his money, and get back to his ship.  Just then, a burly detective rounded the corner and swung a fist at him.

Lt. Howard came around the corner and took a swing at the sailor. The two men scuffled for a moment before Howard took one on the chin, sending him reeling into the main causeway. Stunned, he barely had time to defensively throw up his hands before the truck ran him over, killing him instantly.

Lobster Johnson's eyes widened. Howard was a good detective, but had the worst kind of luck. Now his widow and his mistress would be very unhappy. It was almost dark. The truck slowly ground through its gears, almost below him. He jumped, but mistimed his leap and landed next to the cab. Fortunately, he didn't hurt anything in the jump and he had just enough time to snap off some rounds into the driver's side. He had the satisfaction of seeing the man jerk as the slugs hit him. The truck started to list to the left, then the dead man was shoved forcefully through the vehicle's door. The corpse landed with a dull thud next to Lobster.


Captain Long gawked at Lobster's display of athleticism. He only realized he'd stood up from cover when he took a bullet into his shoulder. Peering across the causeway, he saw the beat cop cock and aim his revolver at him again. He ducked under cover and beat a hasty retreat. No amount of money was worth getting killed.

Lt. Gorman saw the truck drive by. He took a chance and unloaded his pistol at the rear tire. To his amazement, the tire popped and the truck shuddered, a grinding noise emitted from the rear axle. The truck started losing speed, its rim sending a shower of sparks into the evening air.


The driver cleared the dock gate and bailed out of the slowing jalopy. He wanted to live, not get killed or put in jail for simply doing what he was told. 

Gorman, Johnson, and the beat cop swarmed the now-empty truck. They knew they uncovered something big, but what?


Fisk simply got into the sedan and drove away. Too bad about the crate. He'll have to get it out of police lock-up another day...

Wrap-Up

It was a fun game! We managed to pick out some areas needing improvement, namely vehicle rules, so the next time will be even better!

The hiatus is over...

Looking at this blog, it has been almost two years since my last post. It seems that the pandemic cut into my gaming life as much as, if not more than, my "real" life. 

I can't even say that I've spent the time huddled in my basement, painting figs, making terrain, and prepping for truly epic games as the pandemic slowly marches toward an endemic. Rather, I have done those things, but not at the level one would expect after two years. As my buddy Ken says, we "fell out of the habit of gaming".

Instead, I took the time to reorganize and prioritize.  In the interim, we finished the basement, so the gaming area is "legit" and storage of my gaming collection is now more finite. I also filled the void with DMing a virtual D&D campaign, which is still rolling. It is fun on many levels, but doesn't quite scratch the gaming itch.  

During the process, I ran across an old calendar (2017) that featured many of the games from 2016. It was a great year. I finished the pirate campaign and ConnCon was a good one. Revisiting that time helped me look ahead and think about what I want to accomplish in 2022.

2022 Gaming Declarations 

First of all, I want to get the gang back into the "habit of gaming". The idea of "if you invite them, they will come" has taken a hit since 2020, so I'll try to make game nights as enticing as possible. 

Second, I am going to try to stay focused on multiple fronts. Rangers of Shadow Deep has piqued my interest. I plan on using that system to bolster my medieval fantasy collection by finishing projects, such as building and painting already-owned terrain, painting minis I've owned for a while, and putting a product on the table I'm proud of and players want to play. 

As creation for that game winds down, Rangers itself can be played with the fruits of my labor. That's when I'll start finishing my western collection. I have many minis to paint, a town sitting in a plastic tub to be finished, and new rules to try out (Ruthless: The Fastest Rules in the West). 

That is not to say that I'll solely be focused on those two projects. I know there will be weeks where I'm not quite ready to play either game. In those instances, I plan on actually playing some of the games I already have on tap. Crazy idea, I know. 

Third, I want to keep this blog going. I know I should shift to FB, but I'm loathe to do that. I do so in the hopes that 'net searches will find this spot faster than something on FB. If what I enter here helps a fellow gamer, all the better.

Okay, then. There's a novella in the books. My next post will be about a game I'm running for the upcoming March to Victory convention in March.

Thursday, March 5, 2020

AAR: The Upton Chronicles: Rescue in the Bush

The Hook:

Sir Reginald Upton was surrounded by cannibals. His group, as well as his son's, lay unconscious?...dead?...on the ground. Not knowing the natives' language, he had mere moments to make his play before he also was brought down. Hands up, he dropped his pistol to the ground in a sign of submission. His other hand clasped a scroll...and the reason he was in this predicament. With a flourish he unwound the scroll, letting the aged parchment's writing be seen by both the chieftain and the village's shaman.

They were quick, he'd give them that. No sooner had they realized what they were staring at than they interjected themselves in between the tribesman spears and his exposed body. A series of commands later and Sir Upton and his comrades were enclosed in a giant cage. A quick examination showed that nobody had been outright killed, although Sid Jackson, Claire d'Amour, and Fire Marshal Bill were in fairly serious condition. The chieftain and shaman were conversing privately, looking at the scroll, and glancing sidelong at Sir Reginald with confused, but calculating, gazes.

As the rest of the party members awoke, the situation looked grim. There was only one group of "friends" that could possibly save them from being the next series of village meals. Would they be enough to free Sir Reginald and crew?

The village

The Forces:

Leading the rescue mission was none other than Sir Upton's daughter, Morgan. She befriended a local tribal chieftain, Oyibo, who had no love for his rival, Chief Ekwueme.  Together, they roused Oyibo's warriors and shaman, drums pounding out the call to war.  In the meantime, Detective Doyle and the remaining airmen "loaded up" and started the long slog toward the village. They knew that Morgan and her fleet jungle companions would engage Ekwueme's clan long before they'd arrive on the scene, but SMG slugs are hard to stop with wicker shields.

The Players:

Terry and Steve played the adventurous Morgan, Shaman Nsonowa, and their mud-smeared tribesmen.  Brad, Doug, and Ken played cannibalistic Chief Ekwueme, chief's son Chinwendu, Shaman Akachi, and villagers.  I held Doyle and the airmen in reserve, knowing their skills would potentially overpower the game.

Note: I upgraded the grunts from last game to regulars.

Peaceful at the moment...

The Game:

The action started early in the game, with the mud Shaman's forces encountering Chinwendu's at the edge of the village.  While this went on, Shaman Akachi and his forces retreated to the nearest hut, ostensibly to "gather spell supplies".

Chief Ekwueme and his shaman ponder Sir Reginald's fate.

First contact!

Oyibo strikes!

A scrum on the fringes of the jungle
The action quickly filtered down to two areas of contention: The fringe conflict between Nsonowa and Chinwendu, and the middle-of-the-village battle with everyone else.

Forming a wicker shield wall

Mayhem ensues!



The sides were evenly matched throughout the fight.  Eventually, Chinwendu's forces were wiped out, allowing Nsonowa to try to open the pen and release Sir Upton and friends.  No dice. The sorry villagers didn't have a clue as to how to break open a metal door or defeat the lock.  A lot of bar rattling and exasperation ensued.

What's a lock?!


Meanwhile, the toe-to-toe battle in the middle of the village slowly swung the cannibals' way. They engaged Nsonowa's force, which allowed the remainder of Chief Oyibo's force to close from the rear. 

Enter the airmen
As the airmen entered from the South, the cannibals were down to their last man. He fled in terror.  Sir Reginald and crew were saved!

This isn't going to end well for the natives...

Moments of note and Conclusion:

Ken still had trouble casting spells. His shaman proved to be the most ineffectual spell-caster of the night. He must've eaten a particularly fatty liver that didn't sit well with his belly.  In contrast, the "Magic Missile" spell worked wonderfully for Shaman Nsonowa.

Thanks for all who played. It really was evenly matched up to the end. I'm glad that I'd held the airmen in reserve!

Thursday, February 27, 2020

AAR: The Upton Chronicles: Quest for the Symbols of Radiance

The hook:

Deep in the jungle lie the Symbols of Radiance. Legends and rumors claim the Symbols bring immunity from disease, longevity of life, and unusually good fortune. The problem? A cannibalistic cult controls them, led by the brutal Chief Ekwueme, his son, Chinwendo, and the witch doctor, Akachi. 

An aging and sick Sir Reginald Upton hears about the Symbols, sees the personal possibilities, and cobbles together an expedition of loyal assistants. His son, Jimmy, wants the Symbols for...other (hello, financial opportunity?!)...reasons and gathers his own group of adventurous souls.

Two groups leave for the jungle, intent on retrieving the Symbols. Will either be successful, or will they be tomorrow's cannibal stew?


The rules:

Wiley Games Fistful of Lead, plus Tales of Horror.

The table:

Deep in the jungle, the cannibal village emerges from the foliage. At the far end of the area lies a uniquely carved cave complex set into a mountainous facade.

The teams/players:

Donnie: Sir Reginald, Ellie, Capt. Everhardt, Fire Marshal Bill, and Airman Jones

Terry: Jimmy, The Jackson brothers, Claire, and Prof. Edelstein

Ken: Chief Ekwueme and Shaman Akachi. Ted: Chinwendo

Ken & Ted: The grunt tribesmen

The game:

The village was minding its own business when out of the jungle erupted foreigners and gunfire! Chief Ekwueme and Shaman Akachi were basking in the glows of the the Symbols, while the rest milled as only extras will...





The initial fire favored the interlopers, but the scrum's tide quickly turned. There weren't a lot of wounds or shock taken in this this game. It was either kill or be killed. 





One by one the...heroes?...fell. A few of moments of note:  

Shaman Akachi never did deliver a spell.  His diminutive stature failed to strike fear into the hearts of either Jimmy or Sir Reginald.  Fortunately for him, his fellow cannibals more than compensated with blunt force.  



Professor Edelstein's beloved Native American peace pipe proved to be an outstanding club...until it wasn't.  The least combative figure on the table held off several attacks before succumbing to the natives.




Airman Jones, out of ammo, wounded, and stunned, bravely sacrificed himself to save Sir Reginald's life.


Fire Marshal Bill and his mighty fire axe took out multiple foes, but the last one got him in the short ribs.


The end was near and it looked dire. With everyone else down, Sir Reginald had to think fast or become tomorrow's stew. Surrounded by foes and not knowing the language, what can he do?!


Stay tuned, dear reader, for the next exciting chapter!