Sunday, August 26, 2012

Kevin gives a "Flying Fu*k"!

The group had finished the Permia adventure last Saturday & this Saturday needed something new. I will soon be moving north to Seattle so since this would be one of my last gaming days down here the players & I decide to run a one-off adventure using the "Abney-Park's Airship Pirate" rules by Cubicle 7. The setting is sort of a futuristic/post-apocalyptic Steam-punk society with most people locked in 3 cities controlled by a dictator & his henchmen. Air-pirates are sort of the Brown-coats, free wheeling adventurers & revolutionaries against the oppression & status quo. Abney Park is also a musical group that plays in the Steam-Punk genre - be sure to look them up on line. http://www.abneypark.com/ & the game at http://airshippirates.abneypark.com/

Since I expected this to be done in one evening I pregenerated some characters & the ship based on discussions with some of the players. The ship called "The Flying Fu*k", named by Kevin, is a flying Brothel-dirigible captained by Gideon Codswallup (Kevin) whose paramour is the chief Courtesan, an automaton "doll" named Rose Sexte-Neufe (Karen). The first mate is the mysterious Mr Gabriel Gale (Nate) & the ships sawbones is Aetherian Flug. The Ship's engineer is the aptly named Scotty McSwive & the bouncer is the terrifying neo-beduin Cougar Klamath tribe (John). A crew misfits & big-hearted prostitutes form the rest of the crew. The down on their luck brothel has been desperately trying to earn money to get the hell out of this podunk of an air-born village floating above modern day Crescent City. After a long night of smacking people around & "keeping order", Cougar wends his way to a local tavern for some drinking with some of his familial tribesmen. There the owner of the bar, a retired pirate by the name of Scabby Jack contacts Cougar with an offer to earn a great deal of money for the crew of the Flying F*** if they will help him recover his kidnapped son. Cougar returns to the ship & convinces the Captain & 1st Mate to speak to Scabby Jack. Upon getting to the bar, the Captain goes in to treat with Scabby Jack, but wears a glove while shaking hands because even though heavy coats of white makeup creatively applied to look like a skull are used to cover the scabs & pealing, it is obvious how Scabby Jack got his name. He describes a cruel, unhygienic hard-case woman by the name of Captain "Larry the Limp" Lasker who is holding him for ransom on a filthy barge somewhere up the Klamath River. Captain Gideon drives a hard bargain including ownership of the bar after Scabby retires. More money will be received if he brings both the boy & the ransom back. So with that incentive & a poor map off the crew goes up the mighty Klamath River basin. They easily find their way to the site & decide to reconnoiter by setting down farther down stream & out of sight of the barge.

Unfortunately the airship was spotted by Captain Lasker's crew & they wait in ambush expecting them to land at a nearby dirigible pylon. Luckily spotting the ambush Captain Gideon plans an ambush of his own. He will sneak up and prepare to snipe on the barge with a rifle, while Rose & Cougar take some chests up to make the exchange & attempt to capture the barge. Also they spot a small dirigible hidden in a cave near to the barge so meanwhile Mr Gale & Scratchy will attempt to steal the dirigible & thus strand any potential pursuers. All goes well & everyone is in position. Rose & Cougar approach the gangplank of the barge & talk their way up to see the boy & deliver the first chest. Then with typical pirate-subtlety the negotiations go slightly astray leaving bodies everywhere, Captain Lasker leaping overboard, & due to some fortunate shooting by the Captain, the boy is rescued. Mr Gale manages to steal the dirigible & sails to rescue his fellow crewmen just before vengeful ambushers from the pylon reach them.

Now that he has two ships to his "fleet" Captain Codswallup decides to appoint Mr Gale as Captain of the smaller one & style himself as "Commodore Codswallup". The only wrinkle appears that the "boy" is actually a dwarf that has been kept as a captive sex-slave by Scabby Jack & wants to not go back..... Choices here, after all Scabby is notoriously vindictive......

We called it an early evening since Nate had to go to work & will finish it up next time. Everyone seemed excited and had fun with this one-off & would like me to continue it "at least just a little bit longer"., LOL.

Permia Climax

What mad schedules, me getting ready to move north & all. It was an abbreviated & much delayed game. Nate who plays Arvarodd was unable to attend but was played in abstentia. So the end of Skolmr's quest to restore his family's reputation, his honor, & to create his magic flute started inauspiciously enough in a pit of decaying bodies. Through appeals to Odhinn & others Arvarodd's spirit is returned to his body, and his limbs healed. Siv also arises from the cesspit of death ready for vengeance. A tactical withdrawal is called for to a clearing a mile or or two from the town. The party spots a hideous flying beast that comes in from the east & lands on the tallest tower then seems to disappear. Over the following day a more detailed inspection reveals that winged scaled beast with multiple heads & tails unlike any dragon ever seen turns into an evil sorceress after landing on the tower. It will take more than two stones to kill this bird to rephrase an old adage.

After initial thought Perun decides to call the two giantesses that he has a crush on for aid. Then a plan is formulated by which they will pretend to to tie Arvarodd to a sacrificial post on a nearby hilltop figuring this will attract the beast to feed & when she does they will all jump her like fleas on a passing dog. But this is one bitch that won't play & she has no interest in Arvarodd. More consultations and they figure that just having a victim is not enough - The beast is attracted to pain, torture, and other fun things. Hmm this calls for the Romney-approach. So the party goes off to mug some passing small businessmen. They take some captives & start torturing them to death in various creative ways. (oh how quickly the veneer of civilization wears off). Once again Arvarodd pretends to be strapped to the post & the rest of the party & two giantesses hide in ambush. The beast comes to feast on the pain & suffering... The trap is sprung... huge boulders thrown by the giantesses while Arvarodd slightly annoys the beast by repeatedly bouncing his sword off of it's forehead. Eventually everyone pitches into close up combat trying to hack the beast down, only to realize it is regenerating!!! A wing is hacked off & tries to flutter back & re-attach. Fenja the giantess loses a leg, Arvarodd is bitten in two, then Menja loses an arm as she tries to rescue her sister. Finally the Gods truly favor Skolmr & with 4 mighty blows of his atgeir (halberd) he actually cuts off the head. Relief is brief as the body tries to re-assemble itself. A fire is built and the beast is burned hopefully to never rise again. Skolmr takes a wing-bone & fashions it into a large transverse flute. The townsfolk suddenly realizing that which made them rich & powerful is now gone, send an army forth to take revenge & the party flees before their wrath.

Since several of the players had to get home early we did a fast wrap up - Skolmr returns to his home farmstead, with the now-pregnant maid & finds that the fame of his deeds has restored the family reputation & his honor, besides strengthening the animosity of the old family foe. Mar has gone to Kiev & set up a forge to work the rest of his days. The short hairy & bearded person who hangs around his forge all the time is actually his dwarven-bride. Tyr, his wife, & the remaining apprentice are picked up by the rest of the party as they return to  Skaldby. Siv keeps a lock of Arvarodd's hair after they burn his body. She will search for the lost twins. Perun joins the folks of Skaldby for a while & receives word that Menja is pregnant with his child.

All seems quiet for a while........

Monday, June 25, 2012

Blundering into Permia

After our intrepid heroes rested & recovered from their wounds & trials of the battle on the river, they had to choose which direction to go. North along the river, south along the river or eastward into the forests were their choices. They ended up heading downstream, north, along the eastern riverbank. During the night they all fell asleep on their watches until morning. They woke to find the last of their horses were gone. (It's become a bit of running joke as they kept losing horses in previous adventures. It's not my fault if they forget the basics.)

Eventually they wound up in a small & devastated village during the horse fair. Traders were there selling horses. First they send the skald, Skolmr (Kevin), into the village to impress them & gather information. He begins a beautiful speech & soon realizes he doesn't understand them & they don't understand him. With the aid of the Sami, Perun (John), they are able to understand the dialect of these distant Nenet relatives of the Sami. The villages story is a harsh one: They are frequently raided from Permia who take villagers as slaves, steal half or more of their crops, and visit all sorts of dire curses upon the village. They agree to help guide the party to a road that leads straight to the capital of Kuupoloh and offer them hospitality. There the two remaining squires follow Mar back to the Baltic Seacoast: the squires to wait upon the return of the party & Mar to join the Kievan expedition as their blacksmith where he shall win great fame & fortune & study Late Roman armor making techniques. The remaining party is even are gifted with two horses: one a bright black mare with a lively step from an attractive young woman & an old swayback dun from a poor old grandmother. Arvarodd (Nate) asks for Tyr's (Larry) advice as to who should get the black & who should get the dun. Tyr advises put Siv (Karen) upon the swayback dun & the maid (who is now also Skolmr's fiance) upon the lively black horse. Arvarodd says "Hah" and immediately does the reverse of Tyr's advice, so now Siv is upon the black.

They have not traveled far up the road to Kuupoloh when trouble comes a courting. First Tyr is tempted to once again offend the Gods, leaving a brief opening in their magical protection. Immediately Skolmr spots the house on chicken legs heading toward them. A swift small cloud proceeds this horror. Arvarodd turns to face this on-rushing danger when the horses go wild. Tyr manages to grab hold of the panicking dun which turns into Siv's white charger as its magical disguise fades away. The black turns into an evil metal beast that glues Siv to it's back & races off up the road. Quick thinking & mighty magics by Skolmr stops the beast by charming it with his powerful music. Perun further slows it by convincing a small spirit elemental to aid him by causing the beast to sink into the earth. Arvarodd races to catch up & leaps onto the beast & finds himself glued. His mighty arms struggle to crush the animal but still he fails to overwhelm the beast. The clever cloud sets itself upon Skolmr, smothering him & stinging him with lightning causing his spells to fail. The beast breaks free and starts running at blinding speeds towards Kuupoloh. Meanwhile Perun rescues Skolmr with a beautiful flying tackle, but each in turn are beaten into unconsciousness by walking house. Tyr rescues the maid & the white horse but is also knocked senseless as his wife, Gerd fights a valiant & heroic, but futile defense of her husband.

Tyr wakes to find himself alone save for his battered & unconscious wife. He heals her and decides after taking counsel with her to head back toward the trading post on the Baltic seacoast where they had left their ship. Luck is with him for their he barters for an abandoned longship & begins the arduous task of repairing it as Gerd recovers.He takes the quires under his protection as well & trains them & a local boy in the art of shipbuilding to earn his keep.

Perun & Skolmr begin a long trip north east along the road to Kuupoloh haunted by a the occasional appearance of a hideous black flying creature. Meanwhile Arvarodd & Siv are flown to the dark & fell capital of Permia. As the beast descends Arvarodd manages a truly heroic feat of strength & breaks the flying beast which crashes into the courtyard amidst 50 or more hostile troops. Bravely Arvarodd tells his beloved Siv to run & save herself and raise their son to be a hero. She escapes through a door & he seals it behind her by impaling it shot with the magic sword & breaking it off.  He faces the oncoming enemy & fells 8 of them before he loses an arm. Still he fights on & cleaves another two before at last he falls with a great blow to the head. A despondent Siv wanders the corridors until at last she stumbles into a maid's quarters. She is offered food, drink, & safety but as she realizes she has been drugged she sees the false "maid" change into a dark & sinister queen.

She awakes to realize that she is chained to a wall of a dank foul dungeon cell. Laughing evilly the dark queen of Permia says she has taken her unborn baby from Siv's womb & sacrificed it to the dark God of Destruction. The queen demands information from her & Siv valiantly refuses to answer. After the queen leaves she grieves for her baby ripped from her womb, for the gallant Arvarodd, & her fate. Slight comfort comes to her when a slave woman who is told by the queen to end Siv & keep her well enough to answer questions whispers to her that the Queen was tricked & the babies (yes there was a boy & a girl) were secreted from the fortress & taken far away for they both bore the mark of the one who shall finally destroy the evil Queen. Siv's torture continues day after day until at last moved by pity the slavegirl give Siv a potion that feigns death. Skolmr & Perun have at last approached the city & begun scouting it out. As they do they see Siv's "body" tossed over the ramparts into a boggy mass grave. They rescue her & through incredibly healing luck & the Perun's shamanic skill they summon her soul back into her body & heal her. Realizing that a broken bit of the magic sword is stuck to her ragged clothing they return to the grave pit & search until they find Arvarodd's body. Siv jumps on his body & says that she is his Valkyrie & that she has not given him permission to leave this world yet. That as well as Perun's shamanic skill is able to recover Arvarodd's Spirit back into his body leaving him alive but still mangled. But Odhinn is not done with Arvarodd yet. a strange tingling is affecting where his missing limbs should be........

------- Notice -----
There will be a bit longer pause than usual as I will be off attending the Tall Trees Mountainman Rondezvous in the Syskiyou mountains.

Friday, June 15, 2012

Catching up, Running Away, & Lucky Rolls

 News
Sorry that it's been a while since I blogged, but my account had "issues" that now seem to be resolved - crossing fingers. Plus I was gone for nigh 3 weeks with VA hospital stuff (small surgeries went well & they probably won't do the big one), visiting friends, going to Enfilade, & escaping the abuse at home.

YAY with the aid of Daryl (Painting & Rules), William & John (Terrain), the Kalvan of Otherwhen game went wonderfully & we won "Best of Show- period 3" at Enfilade!  WOOT! My Polemos Mythic Armies game went very well other than my beautiful Red Dragon getting rocked to sleep by stones from 4 Frost Giants.

The new "Blackpowder - Pike & Shotte" rules from Warlord Games came out & I've heard lots of complements regarding my maps that were used. I'm rather proud of them myself & I've been asked for more cartographic help for their next book! Plus I also finished another 10 maps for GHQ & their reprint of Microsquad and was asked to do the maps for the reissue of Microarmour.

SAGA from Gripping Beast is a really great game & my latest gaming focus. I'm almost done with a 6 point  Viking Army & then will do an Anglo-Saxon army (with an Uthred of course! - YAY Bernard Cornwell & his Saxon Shores series of books). So let me encourage all of you to take a look at this Dark Ages Skirmish game with some really innovative mechanisms. Daryl & I played two games & both resolved in less than an hour even just learning the rules. Fast but with a lot of depth. Heck Kevin could even inveigle me to paint an army for him if he'd play.

Also from the same Designers comes "Musket & Tomahawk" for those into the "Last of the Mohicans" and uses some similar design motifs.

Well the Catch-up.
After regrouping & recouping at Skaldby the party decided to help Skolmr fufill his family quest & set sail across the Baltic & journey to Permia. They play tag with a large warship that appears to follow them & hide up a river. A nervous night is spent when they see the ship pull to shore near them & they hear wolves howling in the distance. The stress ruins everyone's sleep & due to fatigue & misfortune by Tyr they manage to twist the boat & jam it crosswise in the river. Fortunately Tyr falls in the river. With much grunting & groaning they clear the jam & the ship floats out into the bay leaving Siv stranded on it. Skolmr, Tyr, Mar, & Arvarodd try to swim for the boat but nearly drown. Just then the large black warship appears at the mouth of the bay - more panic ensues, then an embarrassed hush as the warship sails blithely along taking no notice of them. HeHe! I'm so evil.

Eventually they recover the boat & set sail across the Baltic toward what is now St Petersburg but then was just a miserable little trading post. As they reach the coast of Finland the exhausted sailors camp on the shore where they make friends with Perun, a wandering Sami hunter & shaman (also known as John who will now join our group). Perun has wild red hair & an even wilder history that will reveal itself at inconvenient times. At last they reach the Trading Post and engage an older man to guide them to Permia - far inland to the Northeast. While waiting Mar gets involved working with some Warriors who are planning an expedition to Kiev to conquer & start a new settlement a new settlement there. They are lead by a big red haired man (another one) named Rhus!

No roads lead across the mosquito infested marshes & bogs of the wilderness so the party trusts to their guide to lead them through the maze of groves, islands, lakes, swamps, & morasses. One night they set up camp near a small island that appears to have large standing figures of wood on it.

Running Away Oops I mean Tactical Retreat
The party wanders out to the island that is surrounded by ancient worn wooden figures that are almost unrecognizable. In the center lies an obvious sacrificial stone altar at the base of a 20 foot tall pillar of four faces - each face has a different deity carved into it. One face is a bold looking fellow with a hammer & lightning bolts, another a very fecund woman with grain sheaves, another a very phallic male and lastly a dark & grim foreboding looking man. Tyr decides his best bet is to offend the most dangerous looking deity. Instantly the party panics into action. Most fleeing, but Arvarodd tries to appease the Gods by words. When Words don't work he thinks he can appease the Gods by hacking the penis off the ipyphallic God-figure & using it as a club. When that doesn't cheer up the Gods he decides to calm the situation by plunging his sword into the altar stone (don't ask me why he chose to do that he just did) & there it stuck rather like another legend that will take place in a few years on an island to the west of here, LOL) The ground begins to shake and in the distance a hut on stilts appears to be approaching them. The group decides to get gone from here now that they've stirred the hornets but Arvarodd stays to guard the rear & prevent the attack of a dark hulking (he swears it was a giant - add 10 feet & it might be a small one) figure bearing a flaming club. Suddenly a thick fog blankets everything & everyone - no-one can see any one else. The panic thickens like the fog. Everyone is lost as Arvarodd battles the (ahem) giant & manages to just barely pull his sword from the stone. (A damn 1% chance but he manages to do it - the miserable Sassenauk). Between his dickhead club & his sword & a clumsy move on the part of the (ahem) giant that breaks the large statue in half Arvarodd is triumphant. Meanwhile everyone else is lost and hearing voices of their loved ones in the fog. Some are fooled & some are not. Tyr manages for the first time to rescue his wife by pulling on the chain that she drags him around by. Skolmr falls into the trap of a Leshy -water spirit & nearly drowns. Siv falls off her horse & lands on her butt that knocks some sense into her head. Perun blunders lost until he finds a friendly tree that picks him up & rescues him & helps him conjure a warm southerly wind that will eventually disperse the fog. After much struggle Siv manages with an assist by Arvarodd to rescue Skolmr.

Lucky Rolls
The next morning they notice that the guide is gone & one of the apprentices they had brought along is floating dead in a pool - obviously lost to a Leshy. Of the guide no sign (nor of his horse) is ever found. The party blunders on until they come across a very large party (5 score) of local hunters & merchants holding two chained giantesses near a ferry crossing a river that flows north (that's a clue boys & girls). They are very lovely & about 20 feet tall & chained to large mill stones & 20 men each hold them down with cruel chains. When the part y approaches the ferry & tries to get past the group they are belligerently told to wait. Arvarodd decides to challenge the leader! Cool, Lucky Pierre Oops I mean Lucky Arvarodd decapitates the fellow in one shot. (Heavy & long sigh - there goes another dramatic situation with out even a speed bump). The followers shoot arrows & attack the Party. Arvarodd takes several arrows to the leg & falls. Eventually luck favors the party & Perun manages to hit several of the guards holding the Giantesses who then manage to free themselves & assist in the slaughter of their former captors. Fortune favors them & all are rescued & the local Wends driven off. Before disappearing into the river, the two sisters take their grindstones & give council and promises of aid to the party that helped free them. What will the future bring?

Sunday, April 15, 2012

Two long trips home

The party starts packing up for the return trip to Skaldby from the Haugrthing. Arvarodd buys a cart & pony to carry all their new possessions including Mars blacksmithing supplies, Tyrs wifes' dowry, and other assorted goods. Mar gives Tyr a spindly pony (the period equivalent of a KIA) as wedding gift so his bride may ride in Viking-Socker-Mom style. AS they are packing up a friendly skald approaches Skolmr and warns him of a rumor that the Gangermeinn intend to erect Nidthing poles (curse poles) somewhere hidden in the area. Ulfar enlists Skolmr's aid in finding a potential spouse and with luck two candidates are located. The challenge is that Ulfar has no great heroic name yet despite being acknowledged nor has he the means to pay a bride-price.  Alas though the two women have moderate dowries they are much to plain for Ulfar's taste.

They complete the first part of their journey back the boat & face a quandry. They need a bigger boat than the glorified rowboat that they own. So Arvarodd, Siv, Tyr & his wife, & the handful of retainers will go back by the faster boat while Skolmr will lead Ulfar and Mar back by land with the horse, both ponies, & the cart.

The first day out of Oslo along the trail is quiet and the trio spend a very relaxing evening at a friendly hearthstead. Skolmr learns some history of this unpretentious pile of rocks. After a nice rest, they party up with others traveling south & midday into their travels are passed by some toughs on horses traveling fast. By good fortune blesses Skolmr and he recognizes them as part of the Gangermeinn contingent. Expecting trouble the party barely manages to spot a clever ambush. Skolmr alerts the caravan of travellers and Mar & Ulfar in the nick of time. At his command he creates a lager to block the road & rides forth to parlay. When he demands for the "Bandits" to send forth their envoys - he receives 5 of them, and he parries all but two of them. With the aid of brave Mar he retreats back to the lager of wagons. Ulfar attempts to sneak around behind the ambush & runs into a pair of guards who he handily defeats. While closing in behind the ambushers he in turn is attacked from behind by a large wolf who bites his head near off. Ulfar rolls down the hill and falls on the road. Skolmr courageously rescues his unconscious body and after more arrows a standoff develops and as the day dims the ambushers retreat leaving the party on the road to make camp.

The next 3 days are marked by slow progress and a large wolf paralleling the travelers. A days journey north of Skaldby the party camps at the old burned out village and their Ulfar is overtaken by strange dreams. He has visions of flying at a great height and looking down across forests and cold swampy plains towards a large gold encrusted temple. As he approaches terrifying pale white hands reach up out of the ground and grasp toward him. He is not the only one to suffer visions though; as the next day, Mar stumbles and falls. While unconscious he flashes on large women striding across the landscape. Finally they reach home to find the boat still hasn't returned and a swift raid by horsemen has hit Skaldby! Plus a curse has been carved into the door of the main hall which they set about replacing & preparing to reconsecrate.

Meanwhile the boat party has hit a bit of a snag on their second day of travel. The Gods of chance have snitted Siv and a whale surfaces underneath the boat. Tyr attempts to hold onto the rudder but the boat is thrown sideways and everyone save Siv is thrown overboard. The mast breaks & sweeps Tyr over the side. Tyr is caught between the whale & the boat and knocked around a bit which probably leads to his silly decision to swim the long way around to the other side to find his wife rather than climbing on back on board & throwing a line to her. Siv being much more practical rights the boat & flings lines out to Arvarodd & the other people. Finally a desperate drowning Tyr is hauled out of the water by his own wife who had swam back to the boat immediately & had been waiting for him to get his head together. Siv manages to guide Tyr into patching the leaking and mastless boat & she steers it back to a lonesome beach where they will spend the next 6 days making repairs and re-stepping a jury mast. The unconcious Arvarodd is kept warm while Siv assumes command. While hunting Siv comes across a lonely farmstead and receives grave council and glimpses of the future. At last they are able to complete their journey home.

The first order of business after re-uniting the friends is to reconsecrate the hall to Odhinn. A sickly and blind old man even offers to give up his life in sacrifice. (All due to some incredibly lucky rolls Damn-it!, thus derailing a whole plot line I had prepared, LOL!)

The nights business done most everyone departed while Kevin (Skolmr) & Larry (Tyr) helped me with an experiment in the Mythic Russia variant of HeroQuest2. They wrote their 100 word description and we converted them to character sheets. Thanks guys. I've gotten them typed up now.

Sunday, April 1, 2012

Strange Thing! or how to make a GM cry!

Saturdays adventure was almost rained out. Gale Force winds, power outages, Flooding rivers bursting their banks were braved by me to drive the 40+ miles down to host the game.

After refreshing the players memories about previous events the party was ready to face judgment & drama at the Haugrthing (Hold your horses right there! The Althing is the one in Iceland) in Vestfold. Two major murder trials, two inheritance issues, land rights all involving members of the party were on the docket. It was a promising start; Starkaddr (the npc who was befriended by the party & has linked them to all sorts of enemies now) was antagonizing pretty much everyone at the Thing. In an effort to win friends & influence people, Arvarodd decides to emulate Starkaddr's charm & endearing qualities by insulting the Gangrmann tribe by having a drinking contest instead of a weregeld or a trial. Fortunately Skolmr the Bard intercedes before things get really ugly. In a quest worthy of "Sex & the City" Mar goes shopping - admittedly for things a bit sturdier than any of those New Yorkers would consider attractive, but they'll work just fine at his forge.

In epic negotiations Skolmr works with the Skald representing Jarl Jaugr enemy of Tyrwald (the slain Hersir of Skaldby - uncle of Arvarodd, father of the Ulfar, foster-father of Siv etc). Jaugr is reminded that the quarrel was with Tyrwald who is now most horridly dead & not Arvarodd. He brokers a deal where the cursed amulet is given as weregeld to an unwitting Jaugr, who in return sends some excess tradesmen and population to Skaldby to resettle there & rebuild the village. He also sends along some cattle, goats, sheep, etc to aid the process. Along with the cattle a wife is found for Tyr the shipwright who is warned to keep him chained up at night. She's a regular Iron-Range type woman as broad as she is fair (those from Minnesota will get that one) & she can pick up Tyr one handed. During the course of the Haugrthing she will repeated deliver a cuff to the back of Tyr's head to keep him in line. This crisis has been settled to everyone's benefit.

Next Ulfar steps forward & claims his rights at Tyrwald's son. Mar stands as witness and likewise does Tyr after an impassioned speech! There is almost trouble when Ulfar claims the right of Hersir by inheritance, but no one stands for him. The party stands for Arvarodd & the very popular Siv as Hersir & Fro. Jaugr wanting to keep stability and the deal also speaks for Arvarodd. The Law council sides for Arvarodd who then as a compromise makes Ulfar his heir if he falls suddenly until his replacement can be settled by acclamation. This suits everyone just fine and leaves just one final crisis to be dealt with...

The trial of Starkaddr! The Gangrmann accuse Starkaddr and the party of "Secret Killing" - that is Murder. Arvarodd and Skolmr ackowledge that some Gangrmann were slain and witnesses from other villages are called forth to testify that Skolmr, Arvarodd, & Siv had publicly announced the killings and thus they were not secret and the party can not be charged with murder. Starkaddr, indifferently acknowledges that he killed the Gangrmann Godhi some 40 years before though he looks but in his early twenties. The Gangrmann claim foul magic and demand a huge sum of weregeld for their fallen kinsman that would ruin Skaldby. Finally after much back and forth, impassioned speeches (especially by Tyr who is repeatedly cuffed in the back of his head by his new bride) the Lawspeaker agrees to arbitrate by judicial duel. Though Starkaddr and his foe select the highly ritual Holmgang, Arvarodd elects for an all out, no holds barred Einvigi (as opposed to Ein Veggie - which is part of a well balanced diet). Starkaddrs duel is prolonged with much blood spilled on both sides. When his foes is finally knocked down unconscious, his kinsmen quickly cover him with blankets & scurry him off to "recover". To preserve the peace Starkaddr will still be sentenced to a 3 year banishment. Next come the duel to first blood between Arvarodd and a Gangrmann. Due to amazingly lucky rolls by Nate (Arvarodd), the clever application of a hero point, & amazingly bad rolls by me, the duel is quickly over with the Gangrmann thrown to the ground. This was truly disappointing to me as I had hoped for a nice protracted battle. Arvarodd quickly takes the magic dog-collar & puts it around the Gangrmann's throat, who then of course turns into a wolf. Surprise surprise! Since the dark magic nature of the Gangrmann is now revealed in full court, other interested tribes with longstanding feuds against them are quick to anger. The Gangrmann call foul & try to blame the change on Arvarodd & call him an evil wizard full of dark magics. Arvarodd releases his opponent & puts the collar on another (Ulfar) who does not change which then gives the judicial victory to the party but earns him the undying enmity of the Gangrmann. Such fun to come from this! Because of the weather we called it an early night and headed for snug, warm beds.

Friday, March 30, 2012

Gamestorm 14 Report - a journey to sort of civilization

Let's skip all the VA hospital nonsense & get to the fun stuff:
First of all let me commend the Game Matrix as a wonderful well supplied gaming store & haven. I make sure I frequent it on every northern trip I make. Also let me tell you about a new store I visited - the Dtwenty Games Diner. If you are heading up toward Seattle I recommend you visit there. The food is excellent & the ambiance is probably the best gaming store I've seen. The merchandise is not the largest or most diverse yet, but it attractively displayed in wooden cases & is kept neat as a pin. The selection is centered around Pathfinder, D&D, Steve Jackson games, & other board games, but they do have other games as well. The gaming tables are fine wood that would grace a very "Tone" dining room. The lighting is conducive to a relaxed game atmosphere. You can order a full meal - in my case it was chicken fried steak that was lean & the sauce was not doughy. the vegetables were crisp & tasty. It was brought right to our gaming table. They have a good beer selection & the deserts were ever so tempting. Full marks for this store.

Gamestorm 14 is what most gamers in my area would look for in a convention. A wide variety of panels for those so inclined. A whole floor of CCG's. The RPG's took up several rooms. There were a couple of LAN rooms, a sizable dealer room, 4 large board game rooms, a hospitality center, an Indie game room, LARPS out the ying-yang, & of course my favorite: a miniatures gaming room with a dozen or so tables. The miniatures was first being added this year & it will grow over time. I was only there for 3 out of the 4 days but it was jammed through. Played in a couple Savage Worlds games, a Never-When demo, etc. for RPG's. Attended several good panels including one with the insightful & very knowledgable Anthony Pryer about "How many versions does D&D need" where the history & politics of the D&D versions were discussed along with current complaints, strategies, & plans by WOTC. After asking Anthony a question he chagrined me slightly by pointing out that I've been a gamer since 2 years before he was born. Heavy SIGH!

The bloodbath of Reds I left behind!
My first miniatures game I played in was a scenario from the Russian Civil War. Daryl played the Red Communist forces & I played a force of White Russians aided by Chinese coolies & troops, plus two squads of Yanks. My job was to take my odd collection of forces & guard the roadway (on the left side) so that the two carts could make it to the flat car, load up & make it off the board again. I was out-numbered. Oddly enough my Grandfather served in the American Expeditionary force to Russia after the end of WW1. I think he must have been present & manipulating the dice because I absolutely ate my opponent alive. I couldn't seem to fail most of the time. One hill towards the center earned the name "Red Hill" because of all the Red Communists dying there. His troops almost made it onto the flat car before the last of them died. My tactics were to focus on one unit at a time when possible & pour as much fire into it as I could until it was rendered ineffective. Then I would move onto the next unit. The rules were Triumph & Tragedy & the game was hosted by Frank Durovchic. He will run a similar game at Enfilade.

After massacring the "Commies" during the morning & early afternoon. Daryl & I set up our test "Kalvan of Otherwhen" game & debuted the upcoming Blackpoder Pike & Shotte rules from Warlord Games.
Kalvan of Otherwhen - the initial setup!
Since many people at the Gamestorm convention have not attended an Enfilade convention they were not used to the high standards of terrain one so often sees at Enfilade. With what would have been nice average for Enfilade, we wowed them! They were blown away by the miniatures as well. If I may humbly say so, Daryl & I did a good job painting them.
Prince Ptosthes encourages his troops forward!
Sadly I played on the Nostori side (Boo-Hiss! - they're the bad guys in the book) Frank joined us for the game along with several other gamers. The Hostigi troops did rather well on the infantry side & managed through good tactics (& the Nostori bad luck rolls by one of my co-commanders) to limit the advance on the Nostori right & center. However the Hostigi peasants did run & hide in the pigpen.
Yes these are period correct pigs!
On my side of the table a great cavalry battle developed supported by my dismounted dragoons. Admittedly my heavy Curassiers (the toughest troops on the field supposedly) screamed like little girls after a blunder roll & ran back & hid on the edge of the table. It culminated in a furious 54 figure brawl that left both sides mauled from a bloody mixed up fray!
What a fluster-cluck!
 My limited force held for the longest time before finally dissolving & my dragoon infantry were there to shoot up the Hostigi survivors. However back amongst the infantry things had heated up. The Nostori guard in their black uniforms managed to split the Hostigi line & create a wedge. That hole kept widening & widening until the Hostigi were forced to concede the field. A mixed emotion for me because I favored the Hostigi side because of the book, but was playing the Nostori bad-guys.

I hope all of this encourages you to attend next year!