Wednesday, 4 December 2019

VSF - Sellswords Back to the Jungle

I had Will come over for a game, so I took the opportunity to revisit my VSF version of Sellswords and Spellslingers.


Player Briefing
You are agents of Her Imperial Majesty, Queen of Great Britain, Empress of India etc., carrying out clandestine operations on behalf of HM Government.  Be aware that other government departments may have agents operating in your vicinity. This can be an inconvenience at times as these agents may get in the way of your operations. However, please note that it is not permitted to engage fellow Imperial agents in combat, no matter how annoying they may be. It is also frowned upon to allow fellow Englishmen (or even Colonials) to come to harm if you could reasonably prevent it.

 The renowned British archaeologist, Professor Mortimer-Whining, has successfully discovered the remains of a previously unknown, mysterious, stone-built settlement, deep in the jungle. Om his return to Britain, government scientists have been most interested in a small blue gemstone that has undisclosed, but extraordinary, properties. Your mission is to retrieve a much larger example of this stone that the Professor noted in a ruin at the edge of the city.

Unfortunately, our Western Asia departments have reported that the Ottoman Empire have dispatched their own expedition to find the city. This is led by Pasha Kartal Nuri, a senior agent of the royal court, and accompanied by the prominent Ottoman scientist, Professor Erman Gukay. As the local tribes were much “put out” by the Professor’s unwanted interference with, what they considered to be, a holy site, Pasha Nuri has capitalised on this and secured the assistance of some of the locals.

Deployment: Deploy all PCs along the southern edge, then deploy foes randomly but not closer than 4” to any PC (if a foe appears closer than 4” from a PC, place it 4” away).

Foes:
3 x Pygmy snipers with blowpipes
2 x Ottoman Dervish Assassins
4 x  hordes of 3 Soldiers (2 with rifles/ 2 with swords).
Pasha Nuri
Professor Gukay (with gas bombs and a prismatic shield).
1 x Bodyguard

1-3 Snare DL 14 to break free or 3 actions to cut.
4-5 Gas bomb.

Ambush: An Ottoman swordsman leaps out from the nearest cover and attacks the closest PC.

Reinforcements: 3 Ottoman Soldiers (1-4 rifles, 5-6 swords).

At Our Back: 1d6 Pygmies

Complications: The first time the card is drawn a Silverback Gorilla enters the table from a random edge. He will attack any humans within 4” or move towards the nearest PC.

Game Event: Nuri and Gukay have finished gathering the gemstones and will attempt to escape from either the E or W edge.

NOTE:
Nuri will use his gas bombs if any PC comes within 9” (12” once trying to escape).

Wandering Monster
1 or 2: 1-3 Apes
3 or 4: Pygmy Chief
5 or 6: 3 Pygmies with Blowpipes

Victory
The game ends if PCs capture the gemstone and either escape off any edge except the northern, or if Pasha Nuri and the Bodyguard are dead/disabled; or if all PCs are off table or dead.

The initial table layout, the PCs will enter from the nearest table edge.

A Pygmy lurking behind a ruined pillar.

Pasha Kartal Nuri, Professor Erman and the bodyguard search for the gemstones.

Another blowpipe welding pygmy hides in the jungle.

Three Ottoman riflemen take up position behind some ruins.

My party prepare to start.

Will's party assemble.

First blood, with her first shot my hunter takes down the pygmy sniper.

Will starts as he means to go on and is ambushed before he even gets away from the table edge (for the second time!).

My Gentleman Adventurer trips up (but manages to avoid spilling his cup of tea). My scientist moved forward to take a shot at the Ottoman riflemen closing in on us, but mishandled his pistol and managed to jam it.

We finally managed to get underway. While my party got into a firefight with some Ottoman riflemen, Will seemed to have picked a particularly wet and muddy path as his party struggled to move any faster than a giant sloth.
He got really worried when a rather large silverback gorilla turned up just behind him, but was saved when a horde of pygmies appeared almost next to him. The gorilla promptly charged into the pygmies and was kept amused for several turns, ripping them to pieces.

Will's Soldier of Fortune moved up to take a few shots at a Dervish Assassin charging towards him, wounding the crazed fanatic. His Scientist had already been wounded by an ambushing swordsman. Will seemed to be experiencing more than his fair share of ambushes in this game!

His Gentleman Adventurer tried to assist but his revolver jammed. The Soldier succeeded in finishing the Assassin off before he got to grips. My party delayed for a while to allow the Scientist to use his healing skills on their injuries (both the Hunter and Gentleman Adventurer were in a bad way by now).

In the meantime Pasha Nuri had found the gemstones and start to make his escape.

Will drew yet another Ambush and this time his Scientist was cut down.

As my Hunter and Gentleman Adventurer were attacked by two angry apes and a horde of pygmies closed in, my Gentleman triggered a trap and they were engulfed in a cloud of billowing gas!

After escaping from the gas, they found themselves chased by the horde of pygmies.

The Pasha and his cronies get further away with their gems.

More Ottoman riflemen and a couple of pygmies move up to cover their escape. Will's Soldier of Fortune managed to catch up with the Professor and got into hand to hand combat before he could throw one of his gas bombs.

At the last minute, my Scientist got into range with his net discharger and trapped the Pasha and his henchman.
Just out of view, my Gentleman Adventurer has been trapped in a snare whilst the Hunter is cut down by the last surviving pygmy from the horde.

Will's Gentleman Adventurer darted forward and, holding his pistol to the Pasha's head demanded his surrender. Somehow we had snatched Victory from the jaws of seeming obvious defeat!




Tuesday, 12 November 2019

Cruel Seas Final Game Against the Japanese

Colin came over so we could finally get around to playing the third scenario in the mini-campaign set in the Far East.


Scenario 3 Resupply
The Japanese must move their sampans and barges out of one river mouth and across an area of shallow water to a second river mouth.

Japanese
3 gunboats (replacements are Inexperienced).
4 x Barges
2 x Sampans
Ground support 2 x 57mm guns with inexperienced crews
Air support – 1 Dive bomber arrives from the Japanese starting edge (Turn 1 roll 1-2, Turn 2 roll 1-4 Turn 3 automatic) once a bomber has left the table/been shot down roll again in the next turn for a second bomber. 
NB, if the tanker was sunk in scenario 2, only one bomber is available.
A dive bomber will only come on on a roll of 1-2 and once an aircraft has left the table the Japanese must wait one turn before rolling for the next aircraft. If the aircraft is shot down there are no replacements. 

British
3 x Fairmile ML (replacements are Inexperienced).
3 x Vosper MTB (replacements are Inexperienced).
If the support ship was sunk in Game 1, replacement MTBs do not have torpedoes.

The water between the sandbanks and the coast is very shallow.  If any medium vessel (ie the Fairmiles) moves into the area it has a chance of running aground.
At slow speed it gets stuck on a 6, at combat speed on a 5+ and at full speed on a 4+. Once stuck the boat must make a command roll to get itself free.

After the two previous games the Japanese had one inexperienced gunboat and limited air support. The British had two inexperienced Vospers by a full load of torpedoes.

The end of turn 1. The Japanese are just emerging from their starting river in the bottom left hand corner (they have a 57mm gun placed at each river mouth). The British  Fairmiles are moving forward to engage the far 57mm whilst two of the Vospers are moving up to position themselves in front of the Japanese convoy. The last Vosper is cutting back to try and get a torpedo run in whilst the Japanese are still bunched up in the river mouth.

Colin got air support in turn two (he seemed to roll a lot of 1s and 2s for air support, he got at least 5 bombing runs in) but it failed to hit the target!

Having got behind the Japanese the Vosper launches torpedoes, just in time as a gunboat scores a direct hit, knocking off half it's HPs and inflicting a Critical Hit on the crew.
At the far end of the table, my Fairmiles neutralise the land-based 57mm for no loss.

As the Japanese move forward the inexperienced gunboat pulls across to engage the daring Vosper.

One torpedo runs straight through the Japanese, missing everything. The second hits the aft of a gunboat, but runs under the hull without exploding. Small boats are much harder to hit than tankers, I was starting to think my torps would not be of much use in this game.

With the crew unable to change speed or direction my damaged Vosper runs into a cross fire from the Japanese gunboats and, as expected, gets sunk!
I lose a second Vosper to combined long range fire from the second land-based 57mm and the leading gunboat. I also have to fend off repeated dive bomber attacks, but the Japanese bombardier seems to be having a bad day.
Overall it's not looking good for the British.

The Fairmiles move closer, engaging the gunboats in a head on duel. My leading Fairmile takes damage from two hits, but one of the little gunboats explodes under return fire.

One Fairmile attempts to bring all it's guns to bear on the oncoming Japanese by moving closer to the shore, but runs aground. It takes another hit from a gunboat and now badly damaged, but fortunately is just out of range of the land-based 57mm.

A broadside from the grounded boat and a lucky shot the the 3 pounder on a second Fairmile take out another gunboat.

The grounded boat switches to target the sampans and sinks one, while the other two Fairmiles gang up on the last gunboat, sinking it.
Joined by the Vosper, the now defenseless transports are rapidly taken out.

The end of the last turn. With just one barge still afloat we called it a day.
It is not as one-sided as it looks, two of the Fairmiles are down to only 1 and 2 Hit Points apiece. Just one more hit with even a light mg would have sent them beneath the waves.
And of course if just one of the dive bomber's attacks had hit it would have been a different story.

Saturday, 9 November 2019

Demons Gate - Sellswords Campaign Chapter 3


Chapter 3 The Secret Entrance

On reaching the Guildhall they find the place in uproar, servants and guardsmen rushing about. After reading their letter, a harassed guardsman shows them into the main council chamber. The High Guildmaster is only half dressed and stands at the table scanning a written message held in his right hand, whilst holding two more in his left.  A messenger rushes into the room, bows and hands the High Guildmaster another parchment.

“Thank all the gods you are here, the city is in chaos!” he exclaims. “I’ve demands for help coming in from all over the place this morning, reports of flying demons, even the dead are rising up out of their graves against us!”
He paused, “Where’s my captain?”
Sintamo told him of their meeting and the captain’s discovery.
On hearing of the captain’s death, the man slumped into his chair and hung his head.

Then he looked up with a determined look.
“Can’t be helped. I’m not giving my city over to a bunch of devil worshipers without a fight.”
Sweeping the table clear of messages and his half-eaten breakfast, the High Guildsmaster produced an ancient scroll that he spread out across the table.
“This is a plan of the secret tunnels beneath Longstat, as you can see, they pass directly beneath the Temple of Talas. Here’s the plan…..”

The High Guildmaster would gather all the city guard and call out the militia, at those who were willing to leave the safety of their houses.
Half the guard and the militia would be tasked with clearing the streets of the walking dead, whilst he would lead the other half of the guard to assault the Temple of Talas. The temple was strongly defended, with high walls, so it was unlikely they would be able to force their way in. But the attack would serve as a diversion, allowing the party to get into the caverns through the secret tunnels.

“Sounds like the best chance we’ll have,” Sir Robin said “we will get started!”
“Just a moment.” Gunnar said, pointing at the map. “Why is this secret entrance in this open space on the map? What is it anyway, gardens, a park?”
He peered closer at the map, noticing faint writing.
“G….R….A….V…E.” He stopped and looked at the High Guildsmaster.
“The secret entrance in in the City Council Mausoleum, where past councilors are buried.” The High Guildsmaster explained.
“Come on, we have foul undead to smite.” said Christos impatiently.
As the party left the chamber Gunnar muttered “A graveyard. Why do they always put secret entrances in a graveyard?”

Set Up.
The eastern third of the table has a scattering of buildings, mostly hovels, sheds and barns (people don’t like living too close to the graveyard).
Dividing the eastern third from the rest of the table, a wall runs between the northern and southern edges at the boundary of the graveyard. The wall is climbable, but there are 3 entrances (either gateways or gaps where the wall has crumbled and fallen). The graveyard is a jumble of gravestones, tombs and small mausoleums. The City Council Mausoleum is in the middle of the western edge.
The PCs enter anywhere along the eastern edge.

Traps:  Once the party has entered the graveyard, on a Trap card a skeletal hand erupts from the ground and grabs the PC’s foot (treat as a snare).

Foes:
3 hordes of 3 skeletons/zombies outside the graveyard.
3 Ghouls inside the graveyard.

When the AMBUSH! card is drawn, 1 skeleton leaps out from the nearest cover and charges the closest PC.

Reinforcements: 1d6 Skeletons enter from a random table edge.


Complications: 6 Cultists and a Cult Warrior enter at the PC’s starting point (they have been following the party since they left the Guildhall).

Scenario Event: A wraith emerges from the Council mausoleum. If a PC reaches the entrance to the mausoleum whilst the Wraith is still inside, it will charge out and attack the PC.

Wandering Monster: 
1-4 = 1d3 Ghouls enter from a random table edge.

5 = An imp enters from a random table edge.
6 = A flying lesser demon enters from a random table edge (there will only be 1 demon in play at any time).

Victory Conditions: The PCs must cross the table and enter the Council Mausoleum.

Other individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP. Killing the wraith or a lesser demon earns 1XP.



 The table set up, viewed from the west.

 And viewed from the east, the party will enter on the road next to the house.

 Some of the recent inhabitants of the graveyard are waiting for them.

 Things started as usual, Eldarondo was a bit slow of the mark shooting at the zombies so Gunnar went charging off to hack at some undead. Sintamo took the more leisurely approach of waiting for the shambling corpses to come to him (he failed his activations and got charged by a horde of zombies!) shooting one down as they came in.
Eduardo (the Magnificent) took the time to channel the mana from the Essence of the Feathered Serpent, which gave him and random extra spell. Unfortunately he got Protect Others, which allowed him to give additional protection to his friends against missile attacks.....but ghouls and zombies were not renowned for their use of bows!

 Having dealt with their initial attackers without loss, Sintamo started rummaging through his pack.
"I've got a set of lockpicks here somewhere, to save us climbing over the wall."
"I've got a lockpick!" said Eddie, giggling.
BOOM!
"Sir Robin shrugged and slapped Sintamo in the back.
"Well, that's one way of opening it."

"The gate falling only just missed that ghoul, I'll get him." Eldarondo muttered as he drew back his bow.
Eddie started giggling again.
"Now you see him....."

 BOOM!
".....and now you don't!"
"Eddie calm down, you're starting to dribble."
"But it's such fun!"

 As more zombies appeared behind the party, Sir Robin moved towards them.
"I'll get you there quicker, Robin!" Eddie called.
"I can make you FLY!"
Eddie gestured at Sir Robin, then cried out and clutched his head. Mana Overload!
Oh Bugger, that's our magic gone for the game and we aren't even a third of the way to the objective yet.

 As if to rub it in, a flying demon turns up!

 Now a horde of cultists and cultist warrior that had been following the party decided to show up. The warrior charged into Brother Christos, who smashed his mace into the armoured warrior's side, breaking a rib. The warrior's counter stroke almost knocked Christos off his feet, but he just managed to catch the blow on his shield. Gunnar them joined the fight, finishing the warrior off awith a viscous blow from his axe.
"Come on Laddie, we had better conduct a fighting retreat to catch up with the others. I'll get to the gate, then cover youe from there."

 As soon as Gunnar moved a zombie leapt out from the house, but Christos felled the creature with a backhanded blow of his mace. Then moved back to join the dwarf.

 Sintamo and Eldarondo peppered the oncoming demon with arrow, but most missed as it flew from gravestone to gravestone.
"Stand still!" Eldarondo muttered, He drew back his bow and paused, taking careful aim at the rapidly moving target.
With a loud twang, the elf's bowstring snapped!
"You held it back for too long." Sitamo offered helpfully.
"Shut up!" the elf complained as he rapidly restrung his bow with a spare bowstring.
"I'll get him!" Robin yelled as he charged past the pair.
As he reached the demon, the monsters talons knock the knight off his feet, ripping a gash in his armour, and drawing blood from a minor wound.
(I'd rolled a 1 in Robin's attack, which would danage his armour and give him a -1 to armour saves until he can get it fixed).

 Leaping back on his feet, Robin thrust his sword deep into the demon's body and the creature collapsed at his feet.

 In the meantime Eddie had been advancing towards the mausoleum, but skidded to a halt as a dark shape drifted out of the doorway and moved rapidly towards him.
"Guys! Help!" Eddie called as he turned around and rushed back towards his comrades.

 As Eddie took up the position of rearguard, the rest of the party turned to face the new threat. Sinatm leapt onto a tomb for a better view and sent an arrow deep into the creature's chest.

 The ranger was then sent crashing to the ground as the lid of the tomb was thrown open and a skeleton climbed out, swinging at the ranger with his sword. Sintamo caught the blow on his buckler, then drew his sword and smashed the skeleton's skull.

 Behind the rest of the party, the cultists had Gunnar surrounded!

Sir Robin and Christos attacked the wraith, each striking home and wounding the creature.

Having dispatched his ambusher, Sintamo now found his ankle gripped by a bony hand that erupted out of the ground at his feet. He smashed at it with his sword and Eddie rushed over to help (glad to be hitting something that would hit him back).

Having finished the wraith off, Sir Robin and Christos took up position in front of the Mausoleum waiting for the rest of the party to catch up and fend off any further threats.

Like the horde of ghouls that were moving across the graveyard.

Behind the party, yet more undead were shambling forward.

In fact, most of the reinforcements and wandering monsters were turning up along the starting edge, like more undead.

Yet more undead, plus a ghoul and an imp (behind the house in this shot).

It wasn't Sintamo's day as, no sooner had he escaped one skeletal hand, the ranger found himself in the bony grasp of a second hidden skeleton. Gunnar rushed over, grabbed Eddie by the scruff of this neck and pushed him down the road.
"Run down there and join Sir Robin." he instructed.

"Come on Laddie, stop messing about!" Gunnar smashed the grasping hand with his axe. Now to add to the party's problems, it started to rain, spoiling Eldarondo's aim as he shot at the advancing zombies.

Eddie reached the door of the mausoleum, but Sir Robin stopped him before he could enter.
"It might be as well to let one of us go first, Eddie."
Eddie peered through the door.
"Dark, isn't it!"
As the rest of the party caught up, Christos stepped through the door.
"I'll go first, in case vile undead lurk in the shadows."
He disappeared into the darkness.
After a few seconds, he cried out, followed by the crashing sounds of combat.
"What's happening?"
"Stairs!" came the faint reply.
"Anybody got a light?"