Monday, November 6, 2017

Fall-In Doctor Who Game Reports: "Pirates of the Cyberiad Main", and "Dead Men's Chests"

     At last weekend's Fall-In convention in Lancaster, PA, Greg Priebe and I ran a special 2-part-episode pair of linked Doctor Who games, entitled "Pirates of the Cyberiad Main" and "Dead Men's Chests".    The idea for this originated in the plan our club had to set up a single Caribbean themed table for the HAWKs gamemasters to use all weekend for different games. So Greg and I took this opportunity to devise two linked Doctor Who games.
   We ran my game, entitled "Doctor Who and the Pirates of the Cyberiad Main" first, on Saturday morning, and Greg's follow-up game, "Doctor Who and the Dead Men's Chests" we ran on Saturday night.
     Here's the description of my game from the convention program;   Can't the Doctor enjoy a nice restful trip to a sunny Caribbean island in the early 1700's without something going wrong? It seems that Pirates have arrived to plunder the town, and they've brought some unusual stowaways: a group of Cyberman have hitched a ride after their spacecraft crashed in the ocean; and they're looking for new recruits amongst the local population! 
     So, the premise was a Cyberman spaceship had crashed somewhere in the ocean, and the survivors had made a deal with a passing pirate ship, that they would help them plunder a nearby town, if the Pirates would help them gather some captives to be "upgraded"; and then return them to their damaged ship, where they could then start making more Cybermen.  On the island there was a garrison of British Marines, and some hastily assembled townsfolk to offer defense.  There was, of course, also the 11th Doctor and Amy Pond.  The Doctor had in tow the island's Governor as well as the Governor's Daughter.
    I used the "To Be Continued...by GASLIGHT" rules, slightly modified to allow disengagement from combat.
A look at the table at the start of the game
   The Pirate/Cyberman players' objective was to capture 6 humans (either garrison or townsfolk) and carry them back to their landing boats.    The townsfolk's objective was to prevent this. And, to help them, the Doctor had to make some special gold plated ammunition for the muskets and pistols of the populace.  (Cybermen are vulnerable to gold) Without the special ammunition, the Cyberman were nearly invulnerable with a Save number of 20. With the special ammunition the Cybermen's Save became just a 10.  To make the ammunition, the Doctor needed to travel and gather components from  three different buildings on the island, and then spend a turn in his Tardis creating the  ammo.  He would then have to physically deliver it, by moving into contact with any figure carrying a firearm.
Cybermen and Pirates come ashore.
     The game started off with the Doctor whizzing off in his Tardis to get the first objective, a chest of gold coins in the warehouse; while the townsfolk both exited the buildings where they had initially gathered.    Over in the barracks outpost down by the beach,  here was some disagreement amongst the commander and the sergeant, as the commander thought it was prudent to fall back into the town, while the sergeant thought they should take the case of ammunition that was stored in the armory with them so it would be easier for the Doctor to get later.
   The Cybermen and Pirate teams advanced up the beach with two Cybermen/Pirate groups heading right, towards the warehouse where the Doctor was, and the third group heading left towards the barracks. 
Half the Garrison gets trapped in the barracks outpost and is overrun
     Like the half of the garrison led by the commander, the townsfolk decided to adopt a plan of slowly falling back before the advance of their enemies, with the pair of musketmen in their ranks stopping to fire a discouraging shot at the attackers when they could.
  Meanwhile the Doctor was able to grab the first objective right as the initial Pirates and Cybermen reached the warehouse.  He then flew off  in the Tardis to the center building where the second objective was, and the pursuing enemies attempted to follow.
   As a Gamemaster I started to worry at that point, as the Pirates and Cybermen weren't going to succeed if they remained one step behind the doctor all they way.  They knew where the items he needed were, so at least at one of the buildings they needed to cut him off before he got there if they were to succeed.  Likewise, if all the defenders just ran to the back of the table, it would be next to impossible for the Cybermen/Pirate groups to get to them and  carry captives all the way back to the boat before the Doctor achieved his mission. 
On the other side of the town, a real furball of a battle develops as Townsfolk, Pirates, and Cybermen clash.
         I didn't need to worry though, as things soon started to unravel for the defenders.   Back in the barracks outpost, the sergeant realized the heavy chest would probably slow his men down too much in the face of the onrushing attackers, so he formed his troops into a line behind a low wall, and fired at the oncoming Cybermen in an effort to do some damage to them.   The time it took to enter and exit the armory, and then form up and fire from behind the wall, was this troop's undoing, as it allowed the Pirates to get around behind them, and they were trapped in their outpost. 
    Likewise, with the lone musketmen stopping to fire and reload while the rest of the townsfolk moved, their units soon became strung out and they needed to pause to regroup.  This allowed the speediest pirates to make contact.
    It didn't take long for the combined power of the leftmost Cybermen and Pirates to overwhelm the Sergeant and his men.  In some tense moments, the last of the defenders fell just as the Doctor got to the armory.  A Cyberman and Pirate where able to dash in to try and stop him, but he was able to grab the chest, (which was the third item he needed) and with the help of the Governor, was able to disengage and make his way back into the Tardis
In the armory, a short skirmish develops between a Cyberman, Pirate and the Doctor!.
     The Doctor then went to work concocting the special ammunition.  When this was done, he flew off to there the Garrison Commander was with his half of the troops.  The Doctor took them all aboard the Tardis and started handing out ammunition. 
      By this time, with the overrun of half the Garrison and a long and bloody skirmish with the townsfolk, the Cybermen had more than enough volunteers for "upgrading".   The highlight of the Townsfolk battle was the ninja-trained "Grandma Sam", (who was one of the leaders of the townsfolk), who lasted nearly the whole game, taking out many an enemy with her Broom of Death, before she was eventually taken down by a Cyberman.)
Last stand on the beach.  The surviving Garrison troops get off one good shot, but the special bullets miss their targets, as the Cybermen and Pirates rush from the woods with their captives.
     As the Cybermen and Pirates headed for their boats with their booty,  the Doctor tried to cut them off at the pass by flying his Tardis right down on the beach with the Garrison troops inside for the ride.  He then deployed them  in a line blocking the passage of one of the enemy groups.  Even the Governor and Governor's Daughter joined in to help.    The other Cybermen and Pirates  made their way to the beach, dogged by the few surviving Townsfolk. 
    The final turns were a real exciting nail-biter, as the Cybermen and Pirates on the left decided to rush the defenders in a last ditch effort to get to their  boats.   This worked, as the Garrison was only able to get off one good shot with their special ammo, before the Cybermen were upon them.  Likewise,  the Cybermen facing the Governor and his Daughter soon realized that rushing the defenders was the best way to avoid being shot.   In the end, the Governor's Daughter was the only one to take out a Cyberman; but it was too little too late.
     Even the Doctor succumbed to a Cyberman blast, and Amy had to drag his unconscious body back into the Tardis in the closing moments of the episode game.   With the defenses crumbled,  I declared the game a Cyberman victory. 
In the final moments, the Doctor is knocked unconscious and falls into the surf.  Amy has to drag him to the Tardis.   The Governor and his Daughter can be seen defending the low wall near the center of the photo , just before they are overrun by the two Cybermen there.
    It was an exciting game, and really went down to the last turns.  In the end the defenders just weren't able to disable enough Cybermen in the battle.  Even with a Save of 20, in playtest games the Cybermen lost a third to a half of their strength, just from the fact if they roll a lot of Saves, the 5% chance of rolling a 20 will eventually catch up with them. And then the defenders should get a couple shots off with the special ammo.  But in this game, only one Cyberman fell.  The garrison formed up so close to the woods along the beach, the Cybermen were bale to be on top of them in one turn, so they only got one shot.  And it didn't help that two of the Cybermen players were kids.  Kid luck will always carry the day!  :) 

Part 2

     That evening Greg ran his half of the 2-part battle.  His game picked up the action a short time after where mine ended.  This is the description for the Convention program:  Pirates and Cybermen have already plundered the town and been dealt with, and the Doctor's tropical vacation has gone horribly awry. He can finally relax; or can he? As now, a cache of mysterious crates have washed ashore. Do they bring untold riches or unknown peril?
The East India Company arrives in their spiffy boat.
      In this game a couple new factions were added.  First, Marines from the East India Company had just arrived at the dock to collect taxes from the town.  Secondly, as the description indicates, strange chests of valuable antiquities have been washing ashore.  While a few have just washed up at the start of the game,  this had apparently been going on for while, and some more of these strange chests had been stored in various buildings in the town.  These chests it turns out, were from some ancient Silurian vessel wrecked for eons on the ocean floor,  some seismic shift on the ocean floor had freed them and they were now coming to the surface.  Once on shore, their mere presence had called out to their original owners; and so a group of Silurians had tunneled their way to the surface in one of the buildings at the back of the town to recover the chests. 
     Also, joining the fight were more Townsfolk, just now returning from working in the fields.   There were also some of the Pirates left from the earlier battle, and the Cybermen were bringing back some of the newly upgraded citizens in the form of a few more Cybermen.   
Amy and Rory direct some members of the East India Company to secure a crate for the Doctor.  At first the men seemed happy to be taking orders from the redheaded lass.  Later though, when they realized she might be a Jacobite, they took some potshots at her! 
    This was more of an everybody for himself kind of game, with the Silurian crates and the chests of Tax Money, the objectives of most of the teams.  The Cybermen, of course, were also after more volunteers for upgrading.   The Doctor was just trying to get everyone to get along with each other.
    For this battle Greg used the old Doctor Who Miniatures Game rules.
More troops from the East India Company and some Pirates battle for control of a crate.
      It's hard for me to say exactly what happened in this game as it was so joyfully chaotic!   Early on, the Doctor met with he Silurians and formed a truce with them in exchange for helping them get back their rightfully owned crates.  He was just as happy to commandeer the chests of Tax Money gold as well.  (Presumably so everyone would stop fighting over them.)    And of course the Cyberman enjoyed just cutting a merry path of destruction through everyone!
Cybermen, Silurains, and Towsfolk clash. 
     One of the highlights of this game was the Cyberman player who asked if he could repair one of his downed Cyberman by doing an expedient "field upgrade" using one of the Townsfolk he had captured.    He then decided that the upgrade wasn't quite successful and so the Cyberman could only walk backwards, and at half speed.  Everyone christened the Cyberman "Abbie Normal", and much laughter was had at this poor Cyberman's antics. 
A view of the table from the landward side.
     In the end, Greg declared it a three way tie for victory, between the Doctor, the Silurians and the Cybermen. 
A poor citizen receives a "field upgrade"  to revive a fallen Cyberman.  
   
     Both games were a ton of fun to run, thanks mainly to a great bunch of players.  Everyone got into the spirit of the Doctor Who, and much hilarity and fun was had.   As Gamemasters, both Greg and I had a great time.   

Wednesday, October 25, 2017

Frostgrave Campaign '17, Game 10: The Bone Wheels

     This past Saturday we played the 10th game of this year's Frostgrave Campaign, and the next to last scenario of the "Thaw of he Lich Lord" supplement book.  Next month we will be finishing up the book with the final showdown with the Lich Lord himself!  Then, in December we will be playing a special Christmas themed scenario for our annual Frostgrave Game Christmas Party.
     We had 6 of our regular players in attendance for Saturday's outing, which once again featured one of the Lich Lord's devious schemes to gain magical control the city.  Placed at regular intervals around the city, the Lich Lord had erected large circular wheels made of bones, lashed together, and then mounted on tall wooden pedestals so that the wheels could freely turn.  Hanging from the spoke of each wheel was a victim bound up tightly, unconscious, with a magic bejeweled bag tied around its neck.  These bags contained various objects needed for whatever bizarre ritual the Lich Lord was trying to enact.
    To read the report from last month's game, click here:  The Dark Cauldrons

     Unfortunately, I got the next to last choice of set-up zones, so was stuck in the center spot of one side.  This positioned my Sigilist, Quail, and her warband, with Bemis the other Sigilist on her left, and the Summoner, Challara, on her right.  Directly across was the Elementalist, Alfred the Unready, and to my diagonal left front was Gru the Soothsayer, and on my diagonal right front was the Necromancer, Missy.
A view of the table at the start of the game.
     The Report

     "Join me in a tale of cold-hearted betrayal...", Quailelyn began in her spookiest voice, as she leaned forward in her chair and looked out over the eager faces of her warband members.  They were seated around her, on various chairs, stools, or the floor, in the great hall.  A fire crackled in the large fireplace as a cold wind blew around the tower, making a low moaning sound.   The Sigilist leaned back again and smiled to herself as she continued her story; they were hooked.  There wasn't much to do in the cold nights on the outskirts of the frozen city, so the Wizard was often called upon to use her skill as a trained Storyteller to provide some entertainment for the assembled soldiers of her party. 
     She hadn't gotten far into the tale when the door of the tower creaked open, making everyone jump a little, and the one absent member, Sir Cardidil the Knight, came in and stood for a minute stamping his feet and rubbing his hands together to warm up.  He looked up when he felt all the eyes upon him.  "Ah, good, you're all here!", he said, oblivious to the fact he had just interrupted the story. "I have news from the tavern.  It seems our evil friend in the city is up to some new tricks." And with that, he told them all about the strange gigantic wheels, made of bones, that explorers returning from  the city that day had seen being built by teams of Death Cultists.
     Quail frowned, and tried to wrack her brain to think of what these wheels, that the Knight had described, could possibly be. The Maga Librarian of the Wizards' University library knew a lot of arcane magics, but these baffled her. She knew they would need to check them out for themselves, so story-time was cancelled, with some grumbling from the audience, and she gave the order to prepare for an expedition into the city first thing in the morning.
     And the morning came quickly.  There was much hustle and bustle in the tower as preparations were made.  Quail was pleasantly surprised when her Apprentice, Bailisette, came down in the morning and reported that she had taken the liberty to research the Magical Atlas at first light, and had made an interesting discovery near where they were heading that morning. Apparently there was a rare Archangel Blade that was kept in a place called the Giant's Rest.  It would be a great prize to find one of these swords; in effect exactly like a Vampire Blade, but it's nature was more aligned to Good than Evil.  The Sigilist was glad that her Apprentice had taken the initiative on this, as she had had no time herself to even think about looking at the atlas that morning.  (Quail fails Reveal Secret roll, and Bailey passes her's)
     The pair then got to work preparing potions for the day's trip, but with all the commotion in the main hall that morning, Clol the Barbarian, accidentally knocked into their work table, and both little cauldrons toppled off their stands just as the Wizard and her Apprentice were adding the last ingredients. (Both Spellcasters fail Brew Potion.)
Quail's deployment at the start of the game, and showing their proximity to the Banshee and Bone Wheel 
          As the party approached the area of the city where the giant Bone Wheels had been reported, they heard a high, piercing, shriek in the distance that went on for a full quarter minute, undulating up and down.  Everyone froze in their tracks, icy shivers went down their spines, and their ears rang for a couple minutes afterwards.  "Banshee." Quail said in a hushed voice.  She thought quickly of what to do, and consulted with Sir Cardidil as to their best course of action.  They knew that as they got closer to the creature the inhuman wail would become more devastating, and life threatening.
    The group crept forward to find a position where they could get a better look at the situation, but not risk their lives.  As they advanced, they spotted the Giant's Rest, or the ruins of it anyway.  It appeared to have been a massive house or inn, with windows and doors all sized and located for Giant-sized inhabitants.  But they couldn't concern themselves with recovering the treasure that was there just yet. In the distance they could see the source of their problem; a ghostly form of a woman sat upon a rock wringing a red cloth over and over again in her hands. As they watched the thing tilted it's head back and let loose with another extended cry.  Everyone immediately clapped their hands over their ears.  Some fell to their knees in pain.  Their blood turned to ice and their heads throbbed.  Quail's eyes watered as she closed them tightly and tried to block the sound and the pain.  Then as quickly as it started, it was over.  Everyone felt a little dizzy and nauseous, and, like before, their ears were ringing.
     "We have to go now!", the Knight urged in a loud whisper.  Quail nodded as she blinked tears from her eyes, and reached over and touched Clol on the arm.  Being the two soldiers with magic weapons, Sir C., and the Barbarian had been elected to join the Sigilist in a single mad dash at the immaterial creature, hoping they could surprise it and overwhelm it before it could let loose with another shriek.  At the distance they would be, it could be fatal.   The three ran as fast as they could at the ghostly woman.  She looked up with empty eyes, shocked at the sudden appearance of intruders.  Luckily for the attackers, her first reaction was to stand and face them her clawed hands raised in defiance. Just as they reached her she lashed out at the Barbarian with a clawed hand, but he swerved and escaped the claws.  The Banshee's mouth opened wide to wail, but only a short single note came out before Quail was there with her magic blade, and rammed it into the creature's chest killing it in a single blow (Quail rolls 13 + Fight 8 = 21) . The note was cut off almost before it started, and the ghostly woman looked at the Sigilsit with sad pleading eyes as it slowly vaporized into mist.
    The Maga Librarian reached over and put her hand on Clol's shoulder beside her, and bending over, resting her sword hand on her knee, gulped large breaths of the chilly air.  Quail was not use to sprinting like that, and she found herself winded by the exertion.   The Wizard, however, was brought back to the  immediate situation by Sir Cardidil who said merely, "M'lady."  to get her attention.  She sensed the urgency in the Knight's voice, and looked up to see him pointing to behind where the Banshee had been.
Quail, Sir Cardidil and Clol rush the Banshee.
       Quail now took a moment to quickly take in their surroundings. In the distance was one of the large Bone Wheels as had been reported.  What she wasn't prepared for was the six victims hanging, chained and unconscious, from it's spokes.   "What foul magic is this?" she thought to herself.  The Sigilist then spotted what had caused Sir C to gain her attention; there was a large warehouse just past the Bone Wheel and another Banshee just under one of it's windows.  As she looked and considered the sight,  she was suddenly shocked to see some of the strange Duckmen that the Elementalist, Alfred the Unready, used as his soldiers.  The faint quack-like sound of their calls could be heard as they fell upon the Banshee by the warehouse.  Quail then spotted Alfred himself in one of the warehouse windows. That could be trouble.  Elementalists could be deadly when provoked.  The Sigilsit called back behind her, "Bailey! Warehouse! Window!"
    As Quail watched a bank of fog appeared blocking the whole side of the building. (Bailey cast's Fog.)  The Sigilist would need all her wits now, so quickly she began reciting the words of the Awareness spell.  Casting it effortlessly, she felt her mind open to possibilities before her.  Quickly she ducked behind a nearby wall to consider her options.  Sir Cardidil caught a glimpse of a shadowy movement behind where the warband had entered, and taking his leave of the Wizard, went to investigate.  He didn't get far before the Elementalist Apprentice, Aardvark the Unsteady,  appeared from behind a wall on their left, and unleashed an Elemental Bolt at the Knight. Luckily the lad only managed the weakest of spells, and the Knight felt little more than a strange electric tingle.    Meanwhile, Clol, seeing the Duckmen who had entered on their right, charged directly at them, his huge Club of Battering waving above his head.
     Luc Demic, the Marksman, seeing the Barbarian's wild charge tried to provide some covering fire, and spotting a Duckman archer behind a low wall,  fired at him; but his shot went wide.   Bailey took the matter into her hands and quickly recited Fog again, though she stumbled a bit in her haste, and felt a painful pressure build up behind her temple. (Pushes spell for 2 HP)  Recovering herself, she completed the spell, and produced another wall of white mist blocking the view of the Duckman Archer and some other Duckmen as well. The Apprentice then turned to Kinny, the Halfling Treasure Hunter, and pointed to the Bone Wheel and the poor souls hanging from it.  "See if they are still alive and if you can help some of them."
   Kinny was off like a shot toward the wheel.  She reached it, and her Treasure Hunting eyes lit up as she saw a large bag, speckled all over with ornately mounted gems, tied around each victims neck.  Each bag was the size of a knapsack.  and they were obviously full of something.  The Halfling called out to her fellow Treasure Hunters, "Innis! Dorch!", and then jumped up onto the nearest victim and clutching the chains with one hand, grabbed a limp hand and sensed a weak pulse.  Quickly she picked the lock holding the chains and the limp body fell to the ground.  The Halfling  quickly relieved the body of the jeweled bag, as the poor soul slowly woke up from whatever trance it had been under.  He was a scruffy looking man, and rising slowly, he looked around himself with wide fearful eyes, then bolted off into the ruins.  Kinny watched the man flee, then realized the weird quack-talk of the Duckmen was getting louder; and she turned to see a number of them now swarming all over the wheel, seemingly oblivious to her.
    As Sir Cardidil ran back, he spotted the shadowy figure he had seen: a Frost Wraith.  Drawing his sword, empowered by his Ring of Life, he prepared to meet the creature.  It came at him, it's own ancient blade drawn, and both of them struck simultaneous blows. (Both rolled the exact same Attack totals) Sir C's thrust was enough to shatter the icy form of the Wraith and the frozen particles rained on the pavement a the Knight's feet.  Unfortunately, though, the Frost Wraiths blade had hit Sir Cardidil in the shoulder and it's icy effect shot though his body, chilling him to the bone. (Sir C. takes 7 HP damage.)
Opening advance.  On the left Cirvid the warhound can be seen in his ill-fated attack against the Elementalist's Apprentice. The Apprentice laid the dog low with a single blow. 
     Back at the Bone Wheel Dorchesman and Innis Flyn, the two other Treasure Hunters, as well as Barc the Man-at-Arms had arrived.  Dorchesman immediately went to free the closest victim and relieve them of their jeweled bag, while the other two ran around to engage two of the Duckmen who were working on some of the other victims.   However, before  Clol could strike at his opponent, the opposing Wizard cast Leap upon the Duckman, and snatching the jeweled bag, the strange feathered creature jumped high into the air and landed back by the warehouse, out of the Man-at-Arms reach.  Quail saw this from her vantage point back by the wall, and quickly turned to prevent the Elementalist's Apprentice from doing the same trick.  The Sigilist quickly took a quill from her pouch, and cast Furious Quill upon it.  It sped off towards the young lad, but he was able to bat it away.  He then turned and with his magic wand raised, he cast Leap upon the Duckman that Innis  was tangling with, sending it half leaping-half flying back to the warehouse.  It seemed there were feathers, and that incessant quacking everywhere, and before Quail's soldiers realized it,  the four other treasure were all stripped away from the wheel!
    With all the Duckmen involved with grabbing the jeweled bags, Quail took the opportunity to move up and inspect the Bone Wheel.  She reached a hand high up and tentatively touched one of the bones, and felt a strange and uncomfortable tingle.  Quickly she withdrew her hand.  Her mind considered the meaning of it all. (20 Experience for Wizard in contact with Bone Wheel.)
    Meanwhile, Clol and Barc saw the old Elementalist hiding behind a pile of rotting barrels and ran at him. They both prepared to swing, but the Wizard struck at Clol first, giving him a nasty gash.  Then out of nowhere a crossbow bolt hit the big Barbarian in the back and he toppled over into the snow.  Both Barc and the Elementalist were equally shocked at this, and they simultaneously turned to see a pair of Missy the Necromancer's Marksman along a nearby wall. What's more, some of the Necromancer's soldiers were approaching as well.   Alfred the Unready called out to his Duckmen, "On the Flank!"  Barc took the opportunity to give the wizard an ungracious jab with his spear to push him away, and then tried to extricate himself from the direct line of fire from the enemy Marksmen.
Clol and Barc charge Alfred the Unready.  Some wandering zombies can be seen in the background. 
   Soon another call of "Flank!" rang out from Sir Cardidl who was coming up from his fight with the Frost Wraith.  He had spotted members of the Summoner Challara's band creeping around from the rear of Quail's position.   The Knight also was suddenly hit by a bolt, this one from one of the Summoner's solders, and was knocked to the snow.  Weakly he stood back up, and limping forward tried to find Quail.  Bailey heard his call as well, and turning she saw the threat and immediately masked it with a wall of Fog.
     Quail had been alerted by Alfred the Unready's and Sir C's calls, but she hadn't noticed the Summoner's or the Necromancer's men; she was alarmed to see a pair of the wizard Gru's strange yellow minion creatures pass from under a viaduct off to her left, and head towards the warehouse.  Likewise, a Warhound she recognized as being Bemis appeared charging up from behind.  And there was one of the other Sigilist's soldiers rushing forward as well!  Quail realized if they didn't act fast they could be cut off and surrounded.   Urgently, she shouted, "Fall back!"  as loudly as she could.  Then before the hound could reach her, she cast Teleport upon herself, and in a flash was back near where the Giant's Rest was. She saw Bailey and called to her, "The Sword!"
   Bailey, hearing her mistress' call, recited the spell of Teleport herself, and soon materialized back in the ruins of the Giant's building.  Sallisee the Ranger had moved there as well in an effort to cover the retreat, and had spotted a promising looking chest.  She pointed it out to the Apprentice.
The flanking attacks begin!  On the left one of Gru's minions, as well as Bemis' warhound and one of Bemis' soldiers can be seen moving to intercept our unsuspecting warbands.
     Everyone was withdrawing now, and it became a race to get away from the four warbands moving in from the sides.    Kinny and Dorchesman were frantically dragging their heavy bejeweled bags back to safety, but it was slow going.   Quail stood there frantically encouraging the others as she slowly moved back to a safer position. Bailey breathed a sigh of relief as she saw Dorchesman and Kinny make it within the ruined walls of the Giant's Rest, but then Bemis' dog appeared in a gap in the wall, and leapt at Dorchesman.  The beast only caught his cape but the Treasure Hunter was pulled up short.  Bailey pointed to the chest that held the Archangel Sword, and said to Sally, "Take that out of here! Now!"  The Ranger obeyed, and hefting up the long sword case onto her powerful shoulders, turned and headed back towards the tower.  Bailey, however turned, and drawing her weapons, launched herself at the enemy Warhound.  In one devastating blow she brought the beast down, and Dorchesman gave her a grim smile and a nod of the head, and continued on, desperate to get his prize to safety.  Bailey followed him, and the rest of the band made their way back through the runs as quickly as possible.
The desperate attempt to flee.  Bemis' hound catches Dorchesman by his cape,  as even more of the other Sigilist's soldiers come charging in from the left.
     Back in the tower, everyone sat around exhausted and stunned.  They had never found themselves in such a situation before, and they felt lucky to have made it back home safely.    Well, most of them anyway.   The warhound Cirvid had recovered from an ill-fated attack on the young Elementalist Apprentice early in the engagement; but Clol the Barbarian was badly wounded from the bolt in his back.  Quail would have to seek out a costly healing potion to get him back on his feet for the next expedition (Buy replacement Barbarian for 100GC.) 
     They looked over the two bags they had recovered.  Then gems themselves would be worth about 40 GC for each bag.  When they opened them, one held a Grimore of Furious Quill, a spell Quail and Bailey already knew, but a valuable tome nonetheless that they could sell for a nice sum.  The other contained a pair of Gloves of Casting.  Quail held them up in the candle light and admired the fine stitching.   Though they seemed large and bulky, when she slipped them on, they shaped themselves smoothly to her delicate hands. She could feel the magical energy against her skin.  Taking them off again she turned her attention to the case with the Archangel Sword.  Opening it, they all gasped at the beautiful glowing blade inside and the fine carving on the untarnished silver hilt.   It hardly looked like it had sat unattended for a thousand years.   She would have to think about who in the party warranted such a prize.
End result: three treasures recovered, Cirvid and Clol fall during the game.
    Later that night, as Quaileyln sat alone in the main hall sipping some tea before bed, she contemplated the fact that her time here in the city would soon be over.  Only two more months.  The University had only granted her, Sir Cardidil, and Bailisette a year away, and that year was almost up.  How quickly the time had passed.  She considered all that had happened to her and her small group.    How much she had learned.   Then the Sigilist's mind turned to the growing evil that lurked in the ruins.  She was not comfortable knowing it was still out there.  How could she leave knowing it still grew stronger?  Quail hoped the menace would show itself soon, so she could help end whatever hold it had over the frozen city.

Game Epilogue:
     An exciting game!  I knew this game was going to be tough because the set up requires that all the treasures are in one concentrated location.  However, I had no idea the players on each side of me (and the Elementalist player) would silently decide amongst themselves to simply divide up the treasure on their Bones Wheels 50/50 and then come after ours!   In the end, all of them doing it turned out to be the failure of their plan, as I might have tried to hold my ground against one or two of them.  In the end there was no choice for either of us in the center but to hightail it and run.  My only regret was that I was only able to recover two of the Bone Wheel treasures and not my equal share of three.  How those dastardly ducks were able to strip four treasures off that thing so quickly still escapes me.  I'd love to see the video replay! :) 
     It was a very average game otherwise, with the 3 treasures recovered and 8 spells cast.  Quail also earned 20 EP for contacting the Bone Wheel, and 20 EP for killing the Banshee.  Also the rushed retreat of the Elementalist's and my warbands made for a short 5 turn game.
     And a note about the Vampire Blade/Archangel Sword.  When I rolled the Vampire Blade after the game it seemed like a pretty neat magical weapon to have, but I knew, given Quail's strong dislike for Necromancy and Undead things, that she probably wouldn't be too keen on keeping such a vile weapon. So, using literary license, and a gamer's prerogative to tinker, I simply decided to rename the weapon to something with more of a Good alignment; drawing strength from the wicked to heal the just.
     We're all looking forward to next month now.  The big showdown with the Lich Lord should be quite the battle.  Be sure to stay tuned!

To read Bemis' account of the battle, see: The Bone Wheel Goes Round and Round

Monday, October 9, 2017

HAWKs Host First invitational Gaming Day

    This past Saturday the HAWKs hosted their first ever Invitational Gaming Day.  This came about after some regular attendees of the HAWKs BARRAGE convention, from New Jersey, asked the club if it would be possible to get together on a more informal basis this October for a friendly day of gaming, after this year's BARRAGE had to be rescheduled to January '18 due to a mess-up with the venue's scheduler.  We ended up with a nice crowd of over 30 gamers from the HAWKs, New Jersey, and some from Western, MD and Pennsylvania.
     We used the meeting hall in the church where we run our regular meetings, and set up six full sized 8' x10' tables, and scheduled for two blocks of games; the first from 9:00AM- 1:00PM, and the second from 2:00PM to 6:00PM.    The games offered spanned many historical periods, as well as both the Fantasy and Sci-Fi genres. It was big success, with everyone having a great time, and there's already talk of doing it again!
Don Manser's beautiful Pickett's Charge game using Fire & Fury.

John Mitchell's Operation Barbarossa game using Bolt Action.

Sam Fuson's Sherlock Holmes puzzle solving game using G.A.S.L.I.G.H.T.

Heated pile on pile action in Jamie Davis' Magic Carpet Racing game using a Future Race and Blood & Swash hybrid.

Eric Schlegel's Sméagol's Ferry game using modified Blood & Swash

Don Hogge's Rumble in the Jungle game using Congo.

Greg Priebe's Clone Wars game using the new Star Wars supplement for  Combat Patrol.

Cliff Brunken's Battle of Germantown 1777 game using Black Powder.

John Hollier's 15mm Napoleonic game using Shako 2.

Zeb Cook's 1939 Winter War game using Combat Patrol.
     Thanks to the GM's and gamers for making this such a success.  From the onset we decided we wanted to keep it simple, so there was no food service (we ordered some 3' subs from a nearby Subway for lunch), and no flea market.  It really was a great low key and informal chance for gamers to get together for an excellent day of gaming.

Thursday, October 5, 2017

Demo Video for the Combat Patrol Skirmish Rules' New Star Wars Supplement

     I was privileged this past week to take part in the recording of a demonstration video for the just-released Star Wars supplement for Buck Surdu's innovative Combat Patrol: WWII skirmish rules.  I played in a small 2-player game, along with the supplement's author Greg Priebe.  The scenario we used was based on the first episode of the first season of the Clone Wars animated series, Ambush!.  Combat Patrol author, Buck Surdu, acted as our Game Master.
     It was a really fun and close game.  I commanded the Droid forces, and the Clones did managed to take out my two tanks;  but by the end I had severely wounded Yoda, and decimated the Clone force down to just a few remaining troopers.


   The free Star  Wars supplement, as well as Star Wars specific organizational unit cards, can be found on the Combat Patrol webpage: Combat Patrol .  Note, the basic Combat Patrol rules, and at least one Combat Patrol activation deck are needed to use this supplement.

Monday, September 18, 2017

Fall-In Playtest Game: Doctor Who and the Pirates of the Cyberiad Main

      A few of us got together yesterday to playtest a couple of our games for the upcoming Fall-In convention in Lancaster PA.  I ran a Doctor Who scenario called "Doctor Who and the Pirates of the Cyberiad Main", using GASLIGHT rules.  The set up was that the Doctor was enjoying a trip to a quiet 18th century Caribbean island when it was unexpectedly invaded by pirates who had rescued some Cybermen from their spaceship which had crashed somewhere in the ocean.   The Cybermen had made a deal with the pirates, and the prates had agreed to secure victims captives for the Cyberman.  So the goal of the Cybermen/Pirate players was to capture 6 Townsfolk and/or Garrison troops, and carry them back to their landing boats.  Meanwhile the Doctor had to  travel to three different buildings in the village to collect the equipment he would need to make special ammunition that would penetrate the Cybermen's armor (otherwise they were very hard to disable.)
An overview of the table.
   It was a fun and exciting game that went right down to the wire, with the Cyberman/Pirate alliance coming out on top with 6 captives in the end.
Townsfolk, Pirates and Cybermen scuffle outside the warhouse.

The Garrison takes on its share of Pirates and Cybermen as well.  In the upper right of the photo, a poor trooper is being dragged away by a Cyberman.

    The most exciting part of the game was when the Doctor and his companions (Amy, the Governor of the island, and the Governor's Daughter) attempted to get the last item the Doctor needed.  It was in a warehouse that was overrun with pirates, so the only way the Doctor could get in safely was by an upper story window. So, they ended up hovering in the TARDIS outside the window as the Doctor leapt trough the window into a room full of Pirates.  Amy tried to follow, but fell and was knocked unconscious when she hit the ground.  After the Doctor fought the pirates ineffectually for a couple turns, the Governor decided to jump across too, and a fun multi-turn swashbuckling duel occurred.  Eventually they cleared the upper floor, and the Doctor was able to secure the last item he needed, but it was a little late in the game, and the Cybermen/Pirate team were already near their victory goal.
The Doctor fights off Pirates in the upper floor of the warehouse.
   I'm really looking forward to running this again at the convention in November!

Thursday, September 14, 2017

Frostgrave Campaign '17, Game 9: The Dark Cauldrons

   This past Saturday we got together to play the 9th game of our 2017 Frostgrave Campaign.  We moved on to the next scenario in the Thaw of the Lich Lord supplement: "The Dark Cauldron".    The Dark Cauldron involves a group of the Lich Lord's Death Cultists mixing up a big batch of Zombie soup in a large Cauldron.   Each turn a Zombie crawls out of the Cauldron and shambles off to attack whoever is closest.  Players can opt to tip over the Cauldron, and then drag it away for later use or destruction.  Of course, because we had 6 of our regulars playing, our scenario became: "The Dark Cauldrons"; and we put 3 of the zombie spewing cauldrons evenly spaced down the center of the table, each with their required Death Cultist crew.  The Lich Lord was obviously trying to swarm the whole city with his Zombie minions.
     To read the report from last month's game, click here: The Lair of the Ghoul King & Queen
An overview of the table including the Cauldron locations and Quails set-up area.  
      We had learned from last month's running of the Lair of Ghoul King & Queen that we needed to set up the table a little more carefully; and we endeavored to place buildings and terrain so no player could enter and form a firing line with which to decimate the Death Cultists on turn one.   I did well on the set-up location chip draw, getting second choice; so I picked a corner by a large black tower, with a covered set up area behind an old warehouse.  Bemis, the other Sigilist, ended up across from me,  Missy, the Necromancer, was to my left, and the the Summoner, Challara, was diagonally across from me.


     Earlier that morning, Quail and Bailey had stood up on the their tower's parapet looking out over the distant ruins of Felstad, which were currently covered in a foul scarlet-toned mist and fog.  It stank of evil, and had been a distant source of gloom and depression for the last three days now.  What was worse, was they had been hearing more and more tales of people who had disappeared in the night from the local taverns and villages; more so than was usual this close to the magical ruins.  Other, lesser wizards, had already left the city.   Quail fidgeted with the magical crystal seeing glass, the one they used to interpret their Magical Atlas of Felstad; turning it over and over again absentmindedly in her hand.  Any attempt to decipher the maps had become all but useless with the permeating mist...the vapor definitely had magical qualities she thought to herself.  The gloom they all felt was not natural. (Both Quail and Bailey failed their pregame Reveal Secret rolls)
A view of the Dark Cauldron and it's Death Cultist crew that Quail and Bemis faced.
       It was a little heartbreaking too, as the Sigilist had recently begun to truly see the old Bailey back with them again after all the emotional turmoil the young woman had gone through.   News that the Sigilist Bemis' Apprentice, Agarn, was all right, and had survived unscathed from the Grenade Attack Bailey had thrown in a fit of rage, had buoyed Bailey's spirits even further.    Then the mist had set in and everyone had become depressed and sullen.  Quail found herself thinking more and more of her University.  She missed her dear Library and it's books.  The Maga Librarian's allotted time away from the University would be coming to an end soon; and as much as the Sigilist had wanted to get away a year ago, she now found herself looking forward to returning.  It all seemed so hopeless here.
     "Maybe we should head back to the University sooner."  Quail said aloud to no one in particular.      "Ma'am?" Bailey turned, snapped out of her own gloomy thoughts.
     And as soon as she had said it, the Sigilist realized it was the mist putting these thoughts in her head.  She shook her head to clear it.  There was still some evil at work here, and she wanted to get to the bottom of it.   "Nothing, Bailey.  Just a little homesick.  That's all." and she forced a smile onto her face.  "Let us go prepare some potions.   I think some activity, like a foray into the ruins, will help everyone shake this malaise."  And, she thought to herself, "Will give us a chance to see what is causing this unnatural fog."
       A short while later, Quail found herself further brought down when her attempt to brew some helpful potion before the trip failed miserably.  Luckily, Bailey had better success, and cooked up a nice Invisibility brew, raising the young Apprentice out of her doldrums a little.  (Quail fails to cast Brew Potion, Bailey successfully cast it.)


     As they walked deeper into the city, the foul smell  become almost unbearable, and some of the warband had tied rags around their noses and mouth to help subdue the fumes.  Poor Bailey had had to stop twice along their way to discreetly duck behind a corner to leave behind her breakfast.   Then Quail, sensing something, suddenly signaled them to halt.  The Sigilist cocked her head and, pulling her hood back, listened carefully.  Sure enough, she heard the guttural sounds of coarse men's voices just a short way off.  The Wizard gestured to Dorchesman and Kinny, and, nodding, the two creeped off to their left to see who else was also venturing into the city this morning.
      It wasn't long before the pair returned, and reported what they had seen: a group of four men, dressed like the Cultists they had seen before, pulling a sledge piled high with dead bodies through the streets just a block away.  Quail decided to investigate further, and they began to follow the morbid group.
Quail sets up behind a large warehouse.  Just on the far side you can see the Cauldron and Cultists.
   They saw them pass around a large warehouse, and Quail's party gathered along the large building's wall.  They could hear the men talking and they could hear the crackle of a fire.  It sounded like they had stopped, as they no longer heard the telltale sound of the sledge's runners on the icy paving stones.  A pallid red smoke rose into the air from the far side of the stone building.  The air was thick, and they could hardly see any distance at all. (Visibility set at 16" as per the scenario.)
     Quail moved off to her right, and stood behind a crumbling pillar.  Seeing a large old tower made of black stone on a rocky outcropping, she paused and recalling the words of the Wizard's Eye spell the Sigilsit had just learned after finding the Grimoire on their last outing, she spoke the spell methodically and was pleased to see a large unblinking eye suddenly appear on the tower's wall. Quail then shut her left eye, and concentrated, and sure enough an image formed, as if a moving magic lantern slide was being projected onto the inside of her eyelid.  The Sigilist could make out a group of 5 men, all gathered around a boiling large cauldron, and as she watched they grabbed one of the dead bodies off off the sledge and tossed it into the pot.  Quail fought back a wave of nausea, and quickly opened her eye.  As she opened it she noticed a green glow above, and saw that Bemis was here too, and had cast a Draining Word spell of  Bone Dart in the sky.  The Sigilist motioned to Sir Cardidil the Knight, and Luc Demic the Marksman, to move forward in preparation to deal with the Cultists; and she directed Dorchesman the Treasure Hunter to head towards the large black tower on the cliff to see if it held anything promising.
    Meanwhile, Bailey was down the far end of the warehouse's wall, and seeing members of the Necromancer Missy's warband moving nearby through the ruins, she quickly cast a wall of Fog to block their view.   Bailey also spied a large chest on the top floor of a low ruined tower to her front, and she signaled to Kinny the Treasure Hunter to move towards it, and she sent Clol the Barbarian along to for protection.  Quail's Apprentice then directed Sally to move through the warehouse, and keep an eye on the Cultists.  The Ranger smiled a sly smile, and without a word began climbing the wall of the warehouse and slid through the nearest narrow window.
     The Treasure Hunter Innis Flynn, and Barc the Man-at-Arms followed up the wall after Sally, while the Warhound Cirvid went trotting off after Dorchesman towards the tower.
Quail places her Wizard's Eye up on the Black Tower.
     Quail had ducked back to the safety of the warehouse's corner, and watched the progress of Dorchesman and Cirvid towards the tower. As she surveyed the area, she spotted a chest half buried in a rubbled building a little further to the left of the tower.  She also noticed some of Bemis' soldiers approaching it.  Quickly the Siglist spoke the words of Telekinesis, but the chest was wedged tightly, and she had to strain with all her strength to dislodge it. (Pushes spell for -6 HP)  Suddenly, with a sharp stab of pain in the her head,  the chest broke free and moved towards where Dorchesman approached the tower, but it was still within reach of Bemis' soldiers.   Quail put a hand up on the warehouse wall to steady herself, and took a deep breath.   She felt drained, and tried to shake the remains of a splitting headache, as she prepared to move the chest again..
    Likewise, on the other end of the warehouse wall, Bailey was also using Telekinesis to move the chest from the ruined tower on that side of the warehouse, so it would be closer to Kinny.  Like her teacher, the Apprentice also had a little trouble freeing the chest from it's icy resting place, and had to force her spell as well. (Pushes for -1 HP)
     As Luc approached the corner of the warehouse, a wall of Fog appeared, cast by Bemis, and it angled away from the far side of the large stone building so it totally blocked his view of the Cultists.  He heard a sudden commotion on the other side, shouted commands and the sound of clanging metal.  Carefully he crept to the corner of the fog wall, and peered around.  He saw a small walled-in courtyard, in the middle of which there was a bubbling kettle on a large sledge.  Nearby a small fire burned.  There were also five Death Cultists, some drawing their weapons, and some already engaged with a group of soldiers along the far wall of the square.  Looking closer, the Marksman could see they were Bemis' men that the Cultists were fighting.
     Not far away, from her perch in the raised warehouse window, Sally was also watching the developing fight.   She fired a shot into the melee, not too concerned with who she hit.  As she reloaded, she noticed a small golden colored kettle filled with what looked like gold coins sitting right along the wall of the warehouse.  She turned to Innis and Barc who stood in the rubbled filled main storeroom behind her.  "Quick!" she called, "There's treasure right beneath that window, and it's currently unguarded."     The two ran forward and started to climb up and out of the window. Then there was a sudden loud groan, and sound of splashing, and a Zombie rose up from the kettle, moaned loudly again, and started to slowly climb out and head towards the nearby skirmish.  Innis, Clol, and Sally froze, eyes wide and mouths agape.  The Ranger was first to regain herself, and she looked at Innis and shouted, "Now! Before we find out if there are any more in there!"
     But, before the Treasure Hunter could drop down from the window and retrieve the prize, the gold pot suddenly lifted of it's own accord and floated back directly away from him and dropped down within the courtyard wall. Looking up, Innis could see the other Sigilist's Apprentice, Agarn, grinning from behind a column in the distance.  The soldier grumbled a curse at the boy, and it was for the best the lad was too far away to hear the language used.
      Innis cursed again, as there was suddenly another loud groan from within the cauldron, and the liquid on top began to froth as a ragged arm rose up out of the muck and, reaching over, grabbed the rim of the vessel. The rest of the Zombie emerged, and turning it's head,  it's yellowed eyes fell upon the Treasure Hunter.
A view of the action as the Cultists rush Bemis' soldiers at the wall, and Barc and Innis use the opportunity to sneak into the courtyard.  Agarn has used Telekinesis to move the gold pot treasure away from the warehouse and over the wall.
       Quail, back in the shadow of the warehouse, suddenly heard a yelping and barking behind her, and turned to see two wild dogs suddenly run around a corner of a building tussling over some scrap.  They almost immediately noticed the Wizard, stopped their squabbling, and turning, raced at her.  The Sigilist quickly called out, "Sir C!  I need your assistance!"
      Not far away, the Knight turned, and assessing the situation, ran to intercept the onrushing dogs.   The first dog leapt at him, and catching the Knight off balance knocked him backwards.  He hit the ground hard and his helmet was knocked off.  The dog sank its strong jaws into the base of his neck at his shoulder. (Hit for -20 Damage out of the Knights 13 Armor and 12 HP.)  The other beast was suddenly there as well, and, desperate, the Knight lifted his sword and thrust it directly sideways, skewering the second animal in it's side, killing it instantly.
     Quail fretted for Sir C's survival, but he wasn't the only soldier who was depending on her now.  So with a deep breath, she turned her eyes away from the battle between the Knight and the Wild Dog, and back to the Treasure she was moving away from Bemis' soldiers.  Once, more she tried to cast Telekinesis  upon the chest, and attempted to move it closer again.    But her mind was still back with Sir C and his desperate fight, so that her casting was weakened, and the chest moved nowhere. The Sigilist had a quick reminder to concentrate in the form of sharp pain that stabbed at her brain from the failed attempt.  (Rolled a 1 on her casting roll, and took -1 HP)
     Back on the other end of the building,  Bailey watched in horror as the fog wall she had just cast  a short while ago, had already begun to dissipate.    Kinny was suddenly terribly exposed in the middle of a clear area, and one of Missy's Marksmen noticed the small Halfling standing there.  He turned towards this new target, and called to his fellow shooter to join him.  Frantically, the Apprentice began casting Fog again, but in rushing her spell she lost focus and the gathering vapor started to fade.  Using all her powers to concentrate, the young woman practically willed the fog to form, sapping her of energy and causing her mind to burn.  (Pushed for -5 HP.)  But, before the enemy could get a bead on the small Treasure Hunter a new wall of fog formed where the old one had stood.  
     Quickly, Kinny ran to where the chest lay in the snow, and grabbing it, turned and started heading back towards home.  Nearby, Clol, seeing the Treasure Hunter secure her prize, the big Barbarian turned and ran towards the courtyard where the Cultists were.
A pair of Wild Dogs appears, threatening Quail;  and Sir Cardidil moves to intercept them.
        With Quail's failure to move the chest any further over by the ruined building near the black tower, Dorchesman had to think quick.  The prize set temptingly just a short distance away on the other side of the rusty iron fence around the low ruin, but four of Bemis' soldiers were now in view, crawling through the rubble.  He whistled at Cirvid, and pointing towards the treasure, said, "Guard!" and the dog bounded over the fence just as Bemis' hound arrived. The two dogs met in a snarling whirl of fur and fangs.   The Treasure Hunter couldn't watch, and he turned and peering up at the tall tower on the rocky outcropping, began to climb.  He hoped help would come from somewhere for the poor Warhound he had just sent on a suicide mission.
    Quail watched as Dorchesman began to climb, and saw the dog fighting over the treasure, then suddenly a wall of fog  appeared at the corner of the old iron fence around the low ruin by the tower, blocking her view.  Remembering, she turned back towards where Sir Cardidl fought the dogs, just in time to see him kill the second wild beast.  The Sigilist breathed a sigh of relief, as the Knight bent down and wiped his blade on the fur of one of the dead dogs.   Sir C. turned to where she stood, and Quail gasped as she saw the blood all over the side of his head and neck.   He bent down to retrieve his helmet and the Wizard could see he was weak and in pain.  But Quail needed him now, and so she called out his name and pointed towards the fog wall.  He nodded, then closing his eyes, with his teeth gritted, he pushed his helmet back onto his head and weakly jogged to help.  Quail also called to Luc as well, and he too came to help the situation.
Dorchesman and Cirvid find themselves outnumbered in their attempt for the treasure by the low ruin. 
      Back in the square, Innis prepared himself as the Zombie approached, and jumping up on the low wall around the yard, he leapt down on the creature plunging his sword squarely into its face.  It crumpled to the snow, and the Treasure Hunter withdrew his sword and then turned and retrieved the golden pot.   Barc was not idle while this short fight was going on, and the Man at Arms crossed the low fence and then headed over to the sledge, where he hopped up upon it and with a mighty kick tipped the stinking cauldron over on it's side before anything else could climb  out f it.   A couple more bodies along with gallons of foul steaming liquid poured out of it, and splashed in a wave up on to one of the nearby Cultists, who cried out in pain and surprise at this sudden attack from behind.   Horrible red vapor billowed up into the air, causing everyone's eyes to water, as they tried to breathe the murky air.
     Quail, was beginning to feel the effects of her several failed spells, and she took the time to cast Heal on herself, before making her next move.  Bailey, seeing Kinny move to safety and Clol run around to the other side of the warehouse, realized that she was suddenly all alone.  Turning she decided to follow the others into the large stone building, and she climbed up and through the window Sally had gone through earlier.
         Back on the sledge, Barc turned to jump down, and follow Innis through the wall of fog that Bemis had cast earlier at the corner of the warehouse, when suddenly a hunk of stone hit the sledge right on the edge by his foot.  The Man-at-Arms could see the glow of magical energy as the stone bounced off the corner of the wooden slat and landed on the ground. He had a sudden sinking feeling, and he quickly raised his arms to cover his head and turned his back as the Grenade burst; but the edge of the sledge caught most of the blast and he was only showered with a few splinters from where the plank along the edge was blown in two.  But, before Barc could recover from the shock, Bemis's Captain, and another one of Bemis's soldiers, having killed the last of the Cultists, rushed towards the sledge, with Bemis himself following up right behind.  Before Quail's Treasure Hunter could prepare to defend himself, the enemy Captain and Soldier had leapt onto the back of the sledge, and in one blow, the Captain sent Innis sprawling onto the ground, where he lay unmoving.
Innis grabs the treasure as Barc tips the Cauldron. (Doing 4 HP damage on the nearby Cultist.)
     Back by the low ruin, Cirvid found himself surrounded by both Bemis's hound and one of the other Sigilist's Treasure Hunters.  Quail's Warhound fought bravely, and injured both adversaries, but the numbers were against him, and the dog was cut down himself.
    Quail watched as Dorchesman neared the top of the tower, and was surprised to see one of Bemis's soldiers pop into view on the far ledge, and hop down onto the towers top level.   Likewise, Dorchesman reached the top as well and jumped down to immediately engage the enemy.   Quail knew what she had to do, and quickly cast Teleport in an effort to help.  The foul mist was heavy at this height,  and she gagged and her eyes watered.  Likewise, as Dorchesman sparred with the enemy soldier, he too was overcome by the fumes.  Worried for both their safety Quail choked out, "Lets' get out of here!", and the two turned to leave the noxious tower top.  Then, rallying the rest of her warband, the group headed for home.
The battle atop the Black Tower.
    Back at their tower later that evening, Quail sat arms folded, staring disappointedly at the two treasures the group had recovered.  On the plus side both Cirivd and Barc survived, and their wounds would be healed by the time the group had their next foray into the city.    When they opened the chest it reveled two Scrolls; Animate Construct and Create Grimoire as well as 50 GC.
     The pot was another matter altogether.  While it looked like a golden pot filled with gold coins, it was all an illusion;  The pot was merely coated with a fake gold paint, the gold coins were actually a cleverly molded fake top, that when pried away, reveled a hollow pot and a red velvet box lying at the bottom.   Carefully, Quail lifted the box from the pot.  As her hand touched the soft fabric (as new looking as the day it was made), her fingers tingled with magical energy.  Gently she set the box down, and slowly lifted the lid.  There on a bed of satin lay a  beautifully carved Crystal Rose.   The Siglist and her Apprentice gasped in unison, as they gazed at the blood red crystal flower laying on it's bed of white satin.  Among magical relics, a Crystal Rose was the rarest of rare.  Originally made by the ancient magical artisans of Felstad, they were said to be able to cure a person of horrific wounds, even bring back someone who had died.   The use of this magic caused the rose to  disintegrate into a fine crystal powder as it absorbed the damage into itself, so few survived to this day; and the skill and knowledge to make them  was lost with the fall of the City.     Quail had seen a picture in a book once, but had never seen a real one.  Bailey, too, had heard the tales.  No one knew of anyone who owned one except monarchs and the most powerful of magical and spiritual leaders.   Quail did not dare touch it, feeling its power through the velvet case was enough.  Slowly, she closed the lid, and carefully slid the box towards where Bailey sat.  "Here," she paused a second, "I want you to have this."
 Bailey gazed back at her wide-eyed and stunned.  Quail looked her squarely in the eyes, and said lovingly, "I almost lost you once.  And I won't let that happen again."  Your welfare is my responsibility.  I dragged you out to this wilderness, and if anything happened..." Her voice cracked and trailed off.  She concluded simply, "I care for you, Bailey."
     Slowly Bailey reached out her hand, and took the box.  She was tearful now, and could no longer look at her teacher.  She clutched the gift to her chest and standing, turned and headed for her room.
After game shot.
Game Epilogue: 
     Another fun game!  As we have come to expect, this scenario offered it's own unique challenges like the others have.  Luckily, with Bemis rushing the courtyard on the first turn, the Cultists weren't one of mine. :)
      Even though it was a fun game to play, in the end it was something of a disappointment.  Quail and Company were only able to retrieve two Treasures.  And failing all but one of my pregame Spell rolls, was a bad note to start on.    Another factor was the game ended suddenly and early, when one of the players decided to cut his losses and run after grabbing three treasures.    It left me on the verge of acquiring, but falling short on,  two more Treasures; the one on the roof of the Black Tower, where Bemis' man was wounded and had no where to escape.  (That's why I had to use the foul mist as a narrative excuse to end the fight up there.)  And the other was with  Clol the Barbarian who had actually maneuvered into the rear of Bemis' area and was a turn away from catching the wounded Agarn who was carrying Bemis' Reveal Secret Treasure.  (This is the reason Clol kind of disappears from the narrative halfway though.  There was no reason to include his side trip when it had no conclusion.)
    We now need to gear up for just two more scenarios from the book.  The next is the Bone Wheel which should offer it's own set of unusual problems!

To read Bemis' report from the game see: The Cauldrons