Showing posts with label Skirmish. Show all posts
Showing posts with label Skirmish. Show all posts

Monday, 22 June 2026

Diomedes and the Cyclops. Extracts from the Lost Book of Hesiod.

The Quest So Far


After leaving the valley of fantastically beautiful flowers (Episode 1), our heroes found the landscape becoming steadily harsher. The sweet fragrance of blossoms gradually gave way to the smell of damp decay, although traces of rich honey still lingered in the air. They entered an overgrown dell where the sand had become wet and muddy beneath their feet. Moss-covered rocks littered the ground, with patches of scrub providing the only cover.

The Home of Honey, Bees and Cyclops


Ahead stood three crude huts. In front of two of them towered enormous Cyclopes, shouting and waving their clubs at something only they could see in the distance. Even with their single eye, they appeared remarkably alert. 


Diomedes and his Company

Diomedes quickly formed a plan. The archers would remain at a safe distance, peppering the Cyclopes with arrows to distract them, while the swordsmen circled around the right flank. Once in position, they would overwhelm each giant through the weight of numbers.

The plan worked surprisingly well—at first.

The archers shot with remarkable accuracy, and before long, one Cyclops resembled an oversized pincushion. Yet, despite the number of arrows protruding from his body, the giant seemed barely affected. He continued hurling huge rocks towards the advancing heroes. Soon, his brother joined in, although both giants proved to be rather inaccurate.

The Harpy


Just as the warriors began to close the distance, the beating of wings echoed overhead. A harpy swooped down, attempting to snatch Xanthe's sword. Fortunately, the creature's strength was no match for the determined warrior, who threw it aside. Nevertheless, the attack served as a warning: the Cyclopes were not the only danger lurking in this strange valley.

With fresh urgency, Diomedes led his companions forward. The crashing of rocks and thunderous footsteps disturbed the enormous bees near the huts, and they swarmed angrily. One of the Cyclopes hurled a massive boulder that crashed into Diomedes' shield. For a normal man, this would have ended in death, but for a son of a god, he remained standing with a sore shoulder, his arm hanging uselessly by his side. 

Our heroes fight a cyclops
Diomedes, Xanthe and Menelaus fight Ceraos. Iolaus stands back with his eye on the huts.


The Sea God Rumbles


Then another sound rolled across the valley—a deep rumble, like a team of horses galloping through crashing surf. The Cyclopes smiled, seemingly invigorated by the mysterious noise.

Had Poseidon himself come to his offspring's aid? 

The situation suddenly looked far more dangerous.

Meanwhile, the old man of the troop, Aegisthus, found himself locked in combat with the harpy as it swooped repeatedly from behind the rocks, claws slashing wildly. Aegisthus, taken by surprise, was clawed down his back, falling to the ground covered in blood. 

Then an even more terrifying sight emerged. 

Molebos - The Elder Brother Arrives.


A third Cyclops, the oldest of the brothers, appeared. 

Larger than the other two and far better armed, he carried a sword that would have required two hands for any ordinary man. As he lumbered towards the battle, the harpy wisely abandoned the fight and flew towards Atalanta and the other archers.

It proved to be a fatal mistake.

Atalanta calmly drew her bow, loosed a single arrow, and the harpy tumbled lifeless from the sky. How long could she keep her heritage secret from her friends and companions, she wondered?

Near the huts, the struggle with the remaining Cyclopes intensified. Diomedes and his companions finally brought down one of the giants, but the other fought stubbornly on, sweeping his enormous stone axe over the heads of the surrounding warriors. 

Molebos Arrives

Iolaus, Honey and a Beautiful Maiden


While the fighting raged, Iolaus, always careful to be useful without being injured, quietly slipped away to investigate the huts. His first discovery was a large pot of honey. Unable to resist, he sampled it—and then another taste, and another. Surely this was the Honey of the Gods! Sensibly deciding that meddling with divine delicacies was unwise, he reluctantly put the pot down and continued searching the remaining huts. The second hut proved unrevealing, but in the last of the cyclops abodes, he found a beautiful young girl tied up, one must assume as a future delicacy.

Athena's Touch


Back at the battle, the heroes eventually surrounded and slew the second Cyclops. Unfortunately, the noise had stirred the giant bees into a furious swarm, while the last and greatest of the three brothers charged into the fray. 

The first exchanges were inconclusive. Even supported by his companions, Diomedes struggled to penetrate the giant's defences. The great Cyclops fought with terrifying skill, his immense sword forcing the heroes backwards.

Then came a moment of divine intervention.

Athena touched Diomedes with her blessing, restoring his strength completely. Filled with renewed courage, he leapt forward in a single fluid movement. His sword flashed through the air in a mighty arc.

A perfect strike (a critical hit!). 

The blade bit deep, severing the Cyclops' head from his shoulders in a single, devastating blow.

The valley fell silent.

With the giants defeated, there remained only one sensible course of action.

Run.

The giant bees were now thoroughly agitated, and there was little treasure worth dying for.

Episode Summary


This was a good game for team Diomedes, and thirty-six experience points were won. Although the downside was the knockout of Aegisthus. Thankfully, he fully recovered, just another scar to add to his story written across his body.


The characters' stories have also started to make them three-dimensional.
Aegisthus - the quite old warrior with hidden strength and willing to sacrifice himself for Diomedes.
Xanthe - the female warrior with a temper
Iolaus - is he to be trusted? Will avoid danger to seek out hidden treasure.
Atalanta - what is her mystical past, and why is she so lethal with the bow?

Game Notes


This was my second game, and I am still learning the rules. Although I enjoyed the experience, I found it frustrating that important keywords are spread across both rulebooks. A quick-reference guide or set of monster cards would make the game flow much more smoothly.

I would also strongly recommend writing as much information as possible directly onto each character sheet—not just the abilities themselves, but brief reminders of what those abilities actually do. It would save a great deal of rulebook searching during play and keep the action moving. 

Whats Next


After this adventure, the heroes will have to take a break while I find some 'Sons of Posiedon'. I have seen a couple of standalone episodes, so they may be my next stop.











Battle Summary box (Victory, Injuries, Treasure Found, Divine Favour),
and a Lessons Learned section at the end. Those additions give readers both the story and the game mechanics, making the reports engaging for gamers and general readers alike.

Thursday, 4 June 2026

The Leopard Campaign: Scenario Two – The Man in the Wagon

A Spy’s Warning

It all began with a note smuggled out of besieged Plymouth.
The message was brief but alarming. An important Royalist prisoner, Sir Edmund Vine, was to be moved from the city under heavy guard before being transported to London for interrogation. Whatever information Vine possessed, the Parliamentarians clearly considered it valuable. The note also revealed the prisoner’s route and identified the ideal ambush site—a small market square through which the wagon would pass before descending the narrow road leading to the East Gate.
The Leopard’s orders were straightforward: rescue Sir Edmund before he disappeared into Parliament’s prison system.
(For the Leopard earlier adventures - start here.)

Woof Cutting of thhe Leopard

Wood Block Cutting of the Lepoard dating from the 1650s

The Morning of 17 March 1643


Before dawn, while most of Plymouth still slept, the Leopard and his companions slipped into position amongst the alleys and buildings bordering the square. In the distance, they could already hear the rumble of wagon wheels and the steady tramp of marching feet.

The trap was set.

Springing the Ambush


As the wagon turned into the square, the Royalists melted deeper into the shadows. Surprise would be their greatest weapon.
The vehicle concealed its precious cargo beneath heavy canvas, but the escort was formidable enough. A burly sergeant led a dozen Plymouth militiamen through the early morning gloom. Once the wagon reached the market cross at the centre of the square, the Leopard struck. Musket shots echoed between the buildings, scattering several of the militia and leaving only the hard-bitten veterans to protect their prisoner. The ambush had worked. For a brief moment, the odds seemed firmly in the Royalists’ favour.
The Leopard and his men surged forward before the escort could recover.

Edgar and Billy - The Other Mission


Not everyone was focused on the rescue. Edgar and young Billy had been tasked with locating a series of intelligence caches left by Royalist agents within the city. Unfortunately, those dead drops lay dangerously close to the fighting. Worse still, shots suddenly rang out from upper windows overlooking the square.

Parliamentarian snipers.

The city authorities had anticipated just such an attack. Or perhaps someone had betrayed them.

Chaos in the Square


Isaac—rarely far from a bottle and never far from trouble—attempted to shoot the wagon driver. As the company’s best marksman, success should have been assured. 
Instead, the shot flew harmlessly wide.
Whether the fault lay with the musket, the weather, or the previous night’s ale remains a matter of debate. Giving up with the musket, Issac abandoned subtlety, gripping his musket like a club and charging towards the melee. He managed only a few strides before slipping spectacularly on the wet cobbles and crashing to the ground.
The square itself soon became an unexpected ally of the Royalists. One of the wagon wheels struck an uneven cobblestone, jolting the vehicle violently and forcing the driver to halt while he regained control.

The Leopard wasted no time.

His men closed in from all sides, surrounding the stalled wagon before the escort could react.
Unfortunately, the remaining defenders proved far tougher than expected.
I am running a few minutes late; my previous meeting is running over.

At their centre stood Sergeant Hopgood.

A giant of a man and a former blacksmith, Hopgood wielded his halberd with frightening skill. Again and again, he held back both the Leopard and Maarten, his sweeping blows forcing them away from the wagon. Meanwhile, Edgar and Billy searched desperately for the hidden intelligence caches while dodging musket balls fired from the surrounding buildings.

A Runaway Wagon

Eventually, the driver regained control and urged the wagon forward once more. Suddenly. James and Isaac found themselves directly in its path. James threw himself clear at the last moment and even managed to grab briefly at the wagon’s side. Isaac was less fortunate. Still suffering from the effects of the previous evening’s drinking, he reacted too slowly and was knocked sprawling by the vehicle. The unfortunate marksman was left unconscious in the mud.

Recognising the danger, Maarten broke away from his duel with Hopgood and launched himself at the moving wagon. Somehow, he managed to cling to the side before disappearing beneath the canvas cover.

Inside, a desperate struggle erupted.

At the same moment, James seized his opportunity. As the wagon slowed, he hurled himself at the driver, dragging him from his seat. The driver’s whip caught James across the face, but a well-placed thrust forced the man from the reins.
The wagon ground to a halt once more.

The Tide Turns


As the fighting intensified, a sea mist rolled in from Plymouth Sound. Visibility dropped dramatically, reducing friend and foe alike to shadowy figures moving through the fog. 
The snipers abandoned their positions and moved closer to the wagon, sensing that the battle was reaching its climax.

Yet through it all, Sergeant Hopgood remained immovable.

Time after time, he blocked the Leopard’s advance, swinging his halberd with relentless determination. Although neither man could gain a decisive advantage, Hopgood’s stubborn defence prevented the Leopard from joining the struggle around the wagon. Then faithful Edgar intervened. Creeping through the confusion, he stepped quietly behind the giant sergeant and struck him from behind.

It was not heroic. It was not gentlemanly. It was, however, extremely effective. Hopgood collapsed.

Escape from Plymouth


Rain now began to pour from the darkening skies, turning the square into a treacherous mire.
Inside the wagon, Maarten finally succeeded in freeing Sir Edmund Vane. Escorted by Billy—who had also recovered another intelligence package from a Royalist agent—the rescued prisoner was hurried into the maze of alleys beyond the square.

Church bells began to ring. Shouts echoed through the streets. The alarm had been raised.

But by then, the Leopard and his companions were already disappearing into the narrow lanes, heading towards a safe house and the secret tunnel beyond.
Only Edgar was left behind.


The Angel and the Drunk


Somehow, Edgar evaded capture and eventually staggered into Lord Hopton’s camp. Demanding a drink to ease his wounds, he claimed that a dark-haired angel had rescued him from certain capture before he awoke aboard a cart bound for Saltash.
Whether anyone believed him is another matter entirely.

Post-Game Thoughts


This proved to be an excellent scenario, with momentum swinging repeatedly between the Royalists and the Plymouth militia. At one stage, I feared I had made the rescue too easy for the Leopard. Then Sergeant Hopgood appeared and almost single-handedly turned the battle in Parliament’s favour. He was one of those wonderful emergent characters that occasionally appear in solo gaming—an NPC who unexpectedly develops a personality simply through their actions on the tabletop.
Hopgood will almost certainly make another appearance in the campaign.
Once the wagon had been stopped for the second time, however, the initiative shifted decisively towards the Royalists. From that point, the rescue became increasingly difficult for the defenders to prevent.
The one change I intend to make when running the scenario again is to introduce militia reinforcements immediately after Sir Edmund is freed. That should add a greater sense of urgency to the escape phase and create a more dramatic finish.

Campaign Reflections

The game itself was a success, but the wider campaign structure remains a work in progress.
The Snakes and Ladders campaign map has not performed as well as I had hoped. Despite additional mechanics and dice rolls, it still produces a largely linear sequence of scenarios.
Likewise, while the scenario generator consistently creates interesting ideas, it still requires considerable development before each game and struggles to create a strong narrative connection between scenarios.
These elements will need some revision before the campaign continues.
For now, however, the Leopard has secured Sir Edmund Vane and the intelligence he carries.
The question is what secrets the rescued agent knows—and where those secrets will lead our adventurers next.

Monday, 27 April 2026

Diomedes and the Lost Book of Hesiod: A Warrior of Athena Battle Report

Diomedes was one of the many bastard sons of Zeus and, like most of his half-siblings, earned the enduring hatred of Hera, the king of the gods’ far-from-forgiving wife. Until recently, the only Diomedes known to the modern world was the King of Argos, famed for his deeds in the Trojan War. Yet the Diomedes of this tale belongs to an earlier age.

The son of Zeus and Thea, a princess of Argos, he was unloved by his mortal kin. Casting aside that life, Diomedes wandered into the wild hills of Arcadia, where he gathered around him a band of companions—each as much an outsider as he was.

The Companions

  • Eurythmicos – a sharp-eyed archer from the wind-scoured peaks of Thessaly, his arrows as swift as the mountain hawks he emulates.
  • Phoebe – a streetwise Argive with a tongue as quick as her bow, forever ready with a joke or a cutting retort, yet deadly serious when danger calls.
  • Aegisthus – a grizzled veteran whose scarred arms have wielded spear and sword for countless masters, his loyalty hard-won but unbreakable once given.
  • Xanthe – a haunting lyre-player whose melodies can soothe or unsettle, and whose passion for music is rivalled only by her unnerving delight in battle.
  • Iolaus – a silver-tongued trickster, said to hail from Crete, whose nimble fingers are matched only by his talent for tall tales and narrow escapes.
  • Atalanta – Artemis’ favoured huntress, swift-footed and wild-eyed, raised among wolves and unerring with her javelin.
  • Menelaus – a once-glorious hoplite, now a wandering mercenary, whose battered shield and weary eyes hint at legends and regrets alike.
Diomedes and his Companions
From left to right, Eurythmicos, Iolaus, Phoebe, Diomedes, Menelaus, hidden behind Diomedes, 
Xanthe, Aegisthus, Atalanta.

Field of Flowers

My first game using Warriors of Athena plunged me straight into the heart of myth and danger. The scenario—drawn from the Quests book—involved a tale of fratricide and the theft of the gods’ honey. Answering Athena’s call, Diomedes led his companions into a valley unlike any other: a place of towering, exotic flowers, thick, intoxicating scents, and lurking peril. The first mission aimed to cross a valley full of large flowers, home to some giant, mystical bees that produced divine honey. Scattered across the valley floor was a series of clues that would help Diomedes and his friends in fulfilling their mission.

Wanting to bring the story to life, I improvised terrain with oversized tropical flower props—borrowed (with permission!) from one of my wife’s fashion projects. The effect was perfect: the table looked wild, vibrant, and just a little menacing. The valley, alive with mystical bees collecting divine pollen, felt truly otherworldly—and those bees were fiercely protective of their domain.

Diomedes’ plan was simple—at least on paper: cross the valley quickly, disturb as little as possible, and avoid the bees’ deadly sting and the powerful illusiogenic pollen of the flowers. Therefore, the party planned to advance quickly and in a tight formation, nerves high. Iolaus, Phoebe, and Xanthe crept along the left flank, eyes peeled for abandoned honey pots hidden among the undergrowth. On the right, Atalanta and Aegisthus hunted for similar treasures. At the same time, the rest pressed ahead along the central path, pausing only briefly to salute a roadside altar to Hermes—hoping for the god’s favour.

 
The Bees Attack

The Bees Attack
The Mystic Bees sense an alien presence in their valley

For a moment, it looked like the plan would work. Iolaus uncovered a hidden path that promised to speed our journey. But the valley had other ideas. Maybe it was curiosity, maybe territorial fury—but soon the bees began to descend. Arrows flew, companions shouted warnings, and for a heartbeat, the swarm held back. Then, from the far side of the field, a low and ominous hum signalled that reinforcements were on their way.

Worse still, the heavy, cloying scent of the flowers began to seep into our senses, muddying our heroes’ thoughts and sapping their will.

Iolaus was the first to succumb, distracted and humming softly as he examined the blooms. Soon Phoebe and Aegisthus followed, lulled into a dreamlike state. Even Diomedes felt the pull of the narcotic perfume as the warband’s cohesion began to falter.

Xanthe's Rage

Despite confusion and the threat of the bees, the companions pushed on. But discipline finally snapped when Xanthe, driven half-mad by the flowers’ perfume and the buzzing menace, lashed out at a bee. The response was immediate and brutal—she was swarmed, stung, and nearly overwhelmed.

Xanthe Surrounded

Xanthe's desire for battle nearly ends in disaster as the bees surround her.

Meanwhile, the rest of the party staggered desperately toward the valley’s edge. Just as escape seemed within reach, Phoebe blundered into the foliage and was struck by several vicious stings, her arm erupting in a painful, angry rash.

Under a hail of covering arrows, we dragged the wounded clear. Though slowed and shaken, Xanthe and Phoebe survived—and at last our battered warband burst from the valley, gasping for fresh air and clutching what little honey we’d managed to snatch.

Saftey?

Diomedes and co had endured their first trial as Warriors of Athena—wounded, weary, but unbroken. The valley’s dangers had tested their courage and unity, leaving them scarred yet determined. But the path forward only grows darker: Diomedes and his companions must now face the monstrous Cyclops brothers, the very beasts who murdered his father and set this quest in motion. The next chapter looms, promising even greater peril and legend.
Reflections and Analysis

Some Thoughts

A fuller review of the Warrior of Athena and the Quests books can be found here with links to supported materials.

Returning to Joseph McCullough’s rules was a reminder of how enjoyable and accessible his games are. In this scenario, Diomedes and his companions earned experience points and, importantly, suffered no casualties. The former would allow them to build on their skills and acquire new abilities. Something not possible in a single adventure. Random event cards were drawn each turn, and these favoured the party: none of the more dangerous enemies appeared, and additional bees entered the game only on the far edge of the board, minimising their threat. This meant there were fewer experience points on offer, but it helped the party cross the valley faster.


The system encourages characters to develop over time. For example, Xanthe’s impulsiveness was clear—she readily attacked a bee, confirming her aggressive tendencies. Iolaus avoided direct danger and seemed more self-interested, raising questions about his reliability as a team player. Eurythmicos proved to be reliable and effective with his bow. As the campaign continues, I expect the personalities and roles of each companion to become even more defined, adding extra depth to future scenarios.
Playing this scenario also prompted me to revisit my "Song of Thalia" adventure for Rangers of Shadow Deep. These games provide excellent entertainment and spark the imagination.



Warriors of Athena & Quests – Summary Review

Warriors of Athena is a mythological skirmish game that blends small-scale tabletop battles with a strong narrative and campaign focus. This is a subject that has always interested me, and while I have tried several mythic offerings in the past, I have never felt fully satisfied with the feel of those games. McCullough's latest offering takes up the gauntlet for this genre. The mechanics will feel familiar to players of his earlier work, such as Rangers of Shadow Deep. Still, they have been refined here to support a more narrative-driven experience rather than tightly balanced match play. Another plus for me is that the rules are designed primarily for solo and cooperative play, placing players in control of heroic warbands inspired by Greek legend, where progression, storytelling, and episodic encounters take precedence. Overall, the rules are more an evolution of his existing offerings than a revolution in game design. While this might be disappointing to some, it makes entry into this new world of adventure much easier.

Warriors of Athena and the Quest Books

The Basics

The core rules are accessible, built around a D20 system that keeps gameplay fast and unpredictable. Warband creation offers plenty of scope for characterful forces, with divine lineage and equipment choices helping to shape each hero's identity. Those who are familiar with Rangers of Shadowdeep will be on familiar ground here because the same philosophy and mechanism drive the game.

The Quest Book

The Quests book is where the system fully comes into its own. It provides the structure for campaigns, introducing a layered approach of quests, scenarios, and narrative "scenes" that push the game beyond straightforward tabletop encounters. The narrative scenes are clearly designed to work best with a third-party "Oracle" acting as a gamesmaster. However, they can still be played in solo or cooperative mode using the system's automated mechanics. Without that guiding hand, they can feel more procedural, something I plan to experiment with using AI to provide greater depth to the storytelling. The Quests book also includes a bestiary of mythological foes and a series of linked campaigns that provide players with immediate content while also serving as a flexible toolkit for creating their own adventures. Like other McCullough offerings, the scenery and bestiary can include items or creatures not found in a normal collection—the first scenario, for example, includes giant bees and huge flowers. Whilst the second adventure includes the Sons of Poseidon, octopus-headed Greek warriors. Yet, this is a world of your imagination, so just swap out the description for something in your collection.

Online Resources

The game is produced to the usual Osprey high standards, although I have read some complaints about the binding, something I have not experienced. Whilst the rules lack an index, one of my personal bugbears, the contents pages are comprehensive, overcoming this limitation. QRS sheets are available from the Osprey page or from the Facebook group dedicated to the game. The Facebook group is also a valuable resource for clarifications and additions to scenarios and rules. Last, the author has his own Patreon site, where extra material can be found. Overall, the game looks like it will be well supported.

Like McCullough, other games have a campaign system built into these rules, with no need for a separate setup. Again, it follows the same outline as his previous publication, with the hero and his companions earning experience points to gain or enhance their abilities. They can also face death or suffer from life-changing injuries. The system is hero-focused, and there is no facility for an arch badie to follow the team's development, but there is your imagination.

Summary

Overall, the game's key selling point is its support for solo, cooperative, and Oracle-led play, allowing it to function almost as a hybrid between a traditional wargame and a light roleplaying system. This flexibility is one of its strongest features, although it does mean the game is less suited to players seeking tightly balanced, competitive battles.

Limitations

There are some limitations. The system's reliance on scenario-driven play can demand specific terrain or adversaries, and the core mechanics, while solid, do not stray far from established design patterns. Nonetheless, these are minor concerns in a game that is clearly focused on delivering narrative immersion rather than mechanical novelty.

Overall, Warriors of Athena and its Quests supplement, less a supplement, more an essential, combine to form a cohesive, story-driven skirmish system. It is best viewed not as a competitive ruleset but as a campaign engine for mythological adventures on the tabletop—particularly well-suited to solo and cooperative play.

Next, see my first adventure with Diomedes and his slightly dubious companions in 'Colourful Fields', the first scenario in the Quest book.

Wednesday, 16 April 2025

The Island of Evil. The DNA Finale.

This is the fourth and final part of my 1980s superhero campaign. In the first episode, our heroes managed to secure the formula of Dr Nichlos Armagus's (DNA) deadly gas. However, at Mission Trail Park, the same heroes failed to stop DNA from exploding his mutation bomb, although they managed to contain the worst of the explosion.

Yet this small victory came at a cost, with Star Phantom, the most potent member of the Aegis team, severely injured. As Star Phantom lies in the Citadel, the rest of the team moves on to the township of Terrasanta, where DNA has erected some booster emitters. The team managed to disable the emitters and drive DNA's minions from the township. Analysing the spoils of their victory, our heroes have finally located DNA's secret hideout on an island called Isla Malvarda.


DNA Hideout - The Island of Malvarda.

The Attack


Star Phantom's stealth powers allowed Knight Eagle, Primor, and Blue Flame to approach the Malvarda undetected. The team entered a huge Cavan filled with storage tanks, generators, and piping. The place had an acrid smell as chemicals seeped through the rocks. Our hero planned to destroy the tie and apprehend DNA and his accomplices.


The Welcome Committee

As expected, DNA and his villains awaited the attack. Deathshot, perched on one of the storage tanks guarding the main entrance to the complex, would be the first into the action. Our hero's plan was for Blue Flame to fly across the cave and block the villains' retreat while the others destroyed the controls for the chemical plant. Star Phantom, the team leader, would try to cover the rest of the team so they could complete their objectives.


DNA's cave Hideout


DNA's Chemical Sanctuary

Therefore, Star Phantom once again crossed swords with Deathshot. Following the villain’s success with his entanglement arrows, he used the same tactics again. Once more, Star Phantom found himself entangled in electronic netting. However, Star Phantom had learned how to quickly escape the tricks of the evil sharpshooter.

Old Scores 

Meanwhile, Knight Eagle had started deactivating the first control units. Blue Flame took a more direct approach. Flying over the chaos below, she headed to secure the exit, blasting another control desk. However, her actions brought her to the attention of both DNA and Emulator. The latter still had the scars of their previous encounter. Both launched attacks on our young alien but with no effect. Blue Flame alien neurology seems less susceptible to DNA’s mind-control abilities than the other team members.


Primor and Deathshot Fight it Out


Blue Flame unleashed a devastating blast at Emulator, propelling her backwards and reopening her old wounds; her right arm was rendered useless. Known for her temper, Emulator charged at the young alien, unleashing her full power. The pain was evident on Blue Flame's face as she crashed into one of the massive storage tanks. At that moment, DNA seized his opportunity. The alien had resisted his charms, so DNA used his mind control powers on Star Phantom's instead. Soon, the unfortunate hero, now a puppet of the evil scientist, struck his teammate with his Phantom blast. Blue Flame collapsed and was out of the game.


The Eagle Attacks

Despite the setback, the Aegis team maintained the initiative. Knight Eagle leapt toward another control panel, only to find himself blocked by Mayhem, whom he quickly dispatched. Emulator followed soon after. Laughing at her success, she overlooked the rapidly approaching Star Phantom. Angered by his role in Blue Flame’s knockout, he attacked her with an energy blast. Another member of DNA’s entourage would play no further part in the evil scientist's plans.


DNA realised the game was up, and it was time to save himself. Aiming a mental blast at Star Phantom, he ran towards the giant blast doors at the back of the cave. Meanwhile, Knight Eagle used the Eagle Claw to swing to the top of the silo to assist Primor, hitting Deathshot in the stomach and knocking him off the silo. The last of DNA’s henchmen was now down.


The Escape

Now, the only task left was to apprehend DNA himself, but the giant doors were already beginning to close. When Star Phantom was pushed backwards by another mental attack, the last chance to capture the scientist had been lost.


What Next

Team Aegis will soon embark on another adventure. However, my next superhero journey is set in an alternative London in 1880. This is a world of towering chimneys and gleaming brass, where the roar of steam engines mingles with whispers of ancient sorcery.  The Queen's Empire is protected by the Circle, disguised as a London Club in trendy Pall Mall. 


London 1880


Wednesday, 12 February 2025

Pulp Alley & The Leopard

I recently finished my Tomb of the Serpent campaign. My next project is the Spectacular Adventures of the Leopard, a swashbuckling skirmish game set during the English Civil War. I have already played a test game, The Wayward Messenger, using the 7TV system. However, before setting out on this project, I decided to review what rules were available and which best suited my needs. Finally, I decided to use Pulp Alley. So why am I using a set of rules designed for the first half of the twentieth century for a historical skirmish game? As the Pulp Alley authors made clear, the Pulp genre included a wide range of environments, including gangsters, superheroes, fantasy, horror, and pirates, to name a few. So, in this first missive on my Leopard project, I will examine the rules I have looked at and why I went for Pulp Alley. As you will see, this is a very personal choice that fits my circumstances.

Leoprad Cover
The Leopard, Aurelia St Simon and Aaron Bell (The Preacher)



Seventeenth Century Skirmish Rules. 

There are several good rule sets dedicated to the swashbuckling period, such as Flashing Steel, Glorie, and En Garde, to name just a few. All these games provide an excellent narrative for my campaign, but none are designed for the solo wargamer. Also, why I love collecting and reading rules; for my day-to-day gaming, I try to keep to a handful of core rules. Therefore, I decided to have a set of skirmish rules that  I could use for Indiana Jones-type adventures, gangsters in the 1930s and classic sci-fi settings. This led me back to the Pulp genre.

Pulp Rules - Cost 

In recent years, the pulp genre has become rather crowded with rules. Compared to other periods, all these rules can be obtained cheaply. Most have a free version or can be downloaded cheaply from Wargames Vault. 

Also, the figure count is usually less than a dozen, and most figure rules are agnostic in what figures can be used. Pulp Alley and 7TV have figure ranges, but they are unnecessary for playing the games.

Various supplements, scenarios, and cards add additional costs. Pulp Alley and 7TV have the most support for their games, so more supplements and cards to add to the core game. If you decide to go 'all in' with cards and supplements, this makes them the more expensive end of the spectrum.

The most significant cost is the need for nice-looking terrain. However, card buildings are available, and with careful planning, MDF and resin buildings can be used for other games.

Pulp - The Rules

Here is a brief summary of the rules I have examined. Click on the rules picture for link to the rules.

7TV (Crooked Dice)

7TV Rules

7TV was designed to pay tribute to 1960s and 1970s television, focusing on campy adventures from fantasy to science fiction. Initially, each genre had its own supplement, but in 2023, Crooked Dice produced a core rulebook and now concentrates on producing serials (scenarios) that reflect the TV shows of the era.

The gameplay emphasises thematic missions and cinematic effects. Players build “casts” of characters using customisable archetypes. These are played on a set where the game recreates a TV episode. This can lead to odd play; for example, the set can move due to continuity errors.



Fistful of Lead (Wiley Games)

These rules are simple and quick to learn, perfect for fast-paced pulp action. They focus on minor skirmishes with individual character actions. The action deck (standard playing cards) mechanic introduces randomness and variety. The game offers flexible genre support, including Westerns, noir, and pulp sci-fi. Experimental solo rules, which are free to download, have been produced. Although their strength lies in multi-player games where they can handle numerous players (c. 10) without the game getting bogged down.

However, Fistful of Lead does not produce a deep storytelling experience, and the characters are underdeveloped for my tastes. I also found them challenging to customise for my Leopard adventures, although several genre/period supplements are available.

Perilous Tales 

This cooperative skirmish wargame centres around horror and exploration, perfect for Lovecraftian or supernatural pulp settings. The procedural scenario generation and simple yet thematic rules create cinematic challenges and a story-rich encounter, and they are specifically designed to support solo and cooperative gameplay.

Character design is limited because it is driven by predefined templates, which limits the customisation of games outside the horror genre. While all the games in this list are designed to create cinematic cliffhangers, in this instance, the mechanism that produces the excitement seems random, making tactics less critical than other pulp games. However, as a free game that introduces someone to pulp or for solo play, these rules are a winner.

Pulp (Osprey)

Pulp is one of the latest entries in the pulp stable and part of the Osprey Blue Book of wargames. Like all Osprey publications, the rules are cheap and well-produced. The rules offer a fast, streamlined game that is easy to learn, making it a good entry-level game. However, in terms of simplicity, the rules have lost depth in customising the characters, who are limited to archetypes.

Therefore, they miss the full storytelling potential of the genre with limited narrative depth and minimal customisation of characters.




Pulp Alley

Pulp Alley provides deep narrative gameplay, using dice and card mechanisms to represent plot points and random events. Together, these components produce an easy-to-learn game that is difficult to master. As I mentioned, the rules are designed to be highly customisable and fit with the variety of pulp genres. Character creation is good, although I would like more depth added to the character's background.
The game has solo rules and a unique card deck that produces engaging and exciting games, and it has one of the best dedicated communities of any game. The authors produce weakly, at least, videos to support their creation. While the cost is moderate if you want to purchase the cards (downloads are available), it provides an immersive experience into the world of pulp.
  

Comparing Pulp Rules


The rules choice is personal and designed to meet your or the club's needs. Therefore, the list below is designed to meet my gaming needs. I have considered the following factors: Narrative, Complexity ( I like simple to moderate rules), Flexibility, Solo play, Costs, and game/community support.

Narrative

My games must produce a good narrative that could make a good short story. In this category, Pulp Alley, 7TV and Perilous Tales edge this for me. The card mechanics in the first two add much narrative depth to the game.


Complexity

None of these games is particularly hard to learn; most are moderate to low in complexity. Boardgame Geek rates them in the mid-2s out of a total of 5. Fist Full is Lead, and Perilous Tales may have simpler systems.


Flexibility

Pulp Alley and 7TV can support any pulp genre. Pulp Alley nudges this category because 7TV's scenarios are more scripted.


Solo Mechanism

Only Pulp Alley and Perilous Tales have dedicated solo mechanisms. The other games' systems focus primarily on competitive skirmishes, so solo players must develop their own systems.


Cost of Entry

As I mentioned at the opening of this blog, the cost of entry is relatively low for this genre. 7TV is the most expensive, although they have merged most of the genre into one core book, reducing costs. Pulp Alley offers a lot of free stuff, but it will increase if you want to buy the cards and other add-on costs. For those on a tight budget, Perilous Tales and Fist Full of Lead, with downloadable rules and a few add-ons, have the edge on costs.


Support

One of the oddities of solo Wargaming is that you still want to feel part of a wider community. Therefore, online support is an essential aspect of the game for me. Support includes activity communities, forums, and online engagement. In this respect, Pulp Alley wins out with its Facebook community, weekly videos, and games.


Conclusion

Pulp Alley was the final choice for playing my Leopard campaign because of its flexibility. I only had to make minimal changes to reflect seventeenth-century technology, its solo-play capabilities, and the production of a strong narrative. In my Tomb of the Serpent campaign, the characters became more 3-dimensional as the story progressed. However, here, I had to design my own adventures, so I wanted a clearer picture of the background of my main characters. How the Leopard, his friends and foes came to life will be the subject of the second blog in this project. 






Saturday, 4 January 2025

Tomb of the Serpent God - The Final Chapter

The blazing sun of the desert had barely faded from memory when our band of adventurers emerged from a portal in the heart of a desolate land. In the shadow of a cursed tomb, their hopes of finding Sir Francis, Thwaites, and Marjib had crumbled into the dust. Alfie, clinging to life, was carried to a nearby village, where he made another miraculous recovery. His pale, haunted expression betrayed that fate had not finished with him.
Ever the leader, Slade secured the aid of a local guide, Menrit, to navigate the foreboding temple that loomed over their mission like a viper coiled to strike. With each step closer to the Snake God’s lair, an oppressive dread hung heavier. 

The Mace Insitute


The Antechamber

Their journey brought them to the temple’s antechamber, smothered in shadow and silence. Slade’s torch sputtered to life, casting flickering light across the crumbling masonry. A great stone door barred their way, its surface carved with strange glyphs that seemed to slither under the torchlight. As Slade heaved it open, the brittle structure groaned in protest, sending a jagged chunk of stone hurtling toward Honey. She narrowly sidestepped it, her breath catching in her throat.

Tomb Entrance

The Entrance to the Snale god's Prison/Tomb
 


The Writhing Wall

The corridor beyond was long and narrow, its walls crawling with a sickly green luminescence. Daphne leaned closer, her eyes narrowing at the source of the eerie light. “Beetles,” she whispered, her voice tinged with disgust. “And not the friendly kind.” She reached out, brushing her fingers against the writhing insects. The cold struck her like a dagger, and she jerked her hand back, trembling as a pallor overtook her face.


Maat - The Despoiled Goddess of Balance

Further in, they came upon a plinth crowned by a statue of Maat, the goddess of balance, her scales shattered in a cruel mockery of justice. At her feet gleamed a massive ruby, a beacon in the darkness. Slade, ever daring, stepped onto the slippery surface, his muscles taut as he pried the gemstone free. Relief flooded the group as he retreated unscathed—until a harsh scraping noise echoed deeper within the corridor.

Scorpions 

Before anyone could react, a monstrous scorpion burst from the shadows, its claws snapping and its tail poised to strike. Honey’s pistol barked in defiance, the shots briefly staggering the beast before it lunged, swatting her to the ground. Slade and Alfie rushed to her aid, their weapons hammering the creature until it collapsed in a heap of chitin and ichor.


The group pressed on, but their trials had only begun.


The Defenders of the Tomb

Slade was the first to enter the inner chamber, and the stench of decay hit him like a wave. From the gloom emerged the risen priest, his rotted form shrouded in malevolent power. Slade fired, but the bullets ricocheted harmlessly off the creature’s ancient armour. As the priest loomed closer, rubble stirred at the room's edges, disgorging skeletal warriors with rusted blades.


Slade Versus the Risen Priest

Slade fights the Risen Priest in the Outer Chamber. A Combat that would last to the end of the scenario

Daphne and Alfie fought valiantly as Honey and Menrit struggled to regain their footing. Each step forward was met with fierce resistance as more undead clawed their way from the temple walls. Just as hope began to waver, the Ankh Amulet around Slade’s neck flared to life, its golden light coursing through him. Empowered by its energy, he fought with a ferocity that turned the tide, forcing the priest back. Yet the creature refused to fall, its unholy vitality mocking their every effort.

Then came the final test.

Burial Chamber

Alfie stumbled into the burial chamber first, but an unseen force struck him down, flinging him back like a ragdoll. His limp body sprawled across the chamber floor, another cruel twist of fate in his harrowing journey. The burden now fell to Daphne and Honey. With Menrit holding the line against the horde of undead guardians, the two women edged closer to the sarcophagus of Apophis himself. 

The Inner Chamber

A Tomb Guardian awaits in the Inner Chamber, soon joined by several undead warriors.

The air was heavy, thick with ancient malice. Each step was a battle against the slippery floor and the oppressive force radiating from the tomb. At last, they reached the god’s prison, their voices trembling as they recited the ancient ritual: The Rite of Ra.

As the final words echoed through the chamber, a golden light burst forth from the tomb, its brilliance piercing the darkness. The black, writhing mass within shrieked and writhed as it dissolved into nothingness, its malevolent presence banished at last.

But as the dust settled and silence reclaimed the temple, one question lingered: had the Snake God truly been defeated, or had they merely opened the door to something worse.


Postscript

Three weeks later, the team sat in the shaded gardens of the British Archaeological Society, sipping ice-cold drinks. Alfie had once again recovered from his injuries. Mr Indestructable was Daphne's nickname for him now. Sir Francis, Thwaites, and Majib were reunited with their friends when they crossed the portal in the temple. After sealing the portal, the group returned to Cairo. As they relaxed, the society's director expressed the British government's thanks but added that the breach caused by Aphosis and his disciples had set off some unexplained incidents, including those in the Nile and Sudan. 

Whilst Sir Francis had to return to London accompanied by the ever-faithful Thwites, the others decided that their work in Egypt needed further study.
 

Final Remarks 

The final game lived up to its build-up. Daphne and Honey managed to complete the final plot. As the campaign progressed, the characters began to take on life and became more three-dimensional. The ever unluck Alfie with his soft spot for Daphne, the daredevil amongst the gang. Slade became a solid if a bit of a brooding presence, and Honey became the girl who was never flustered.

We will hear more about the Mace Institute soon, but next, we will move our Pulp experience to turbulent seventeenth-century England.





Monday, 9 December 2024

The Burning Desert

This is the fifth part of my Pulp Alley, Tomb of the Serpent campaign. After the ambush at the oasis, our heroes have been forced to abandon their vehicles and proceed on foot. Carrying the remains of their supplies, they find it hard going. The one advantage they have over is Majib, the Arab foreman that they had rescued from the destruction at Professor Remi's camp. The tall Egyptian knew the ancient way the poor Professor was trying to unearth. As they approached a narrow valley, Farouk waved the party to silence. He whispered, ' This place is cursed.'

Mace Banner


The Landscape 

This extract from the future Lady Daphne’s diary provides a vivid description of the cursed valley that the team entered,

The gorge was narrow, and despite the heat, the dark walls ran with stagnant water. Thankfully, this oppressive environment was short, and it quickly opened into a valley flanked by rocky outcrops. On the valley floor, there was evidence that the valley would have been fertile in the past; now, it was a place of death.

As we entered the valley, we could see a temple at its far end, which was largely submerged in the desert’s sand. As we would discover, the rocky valley at its southern end gave way to treacherous sands.

Let's Get the Hell Out of Here

The heat in the valley and obsessive, sucking the air from our heroes. Looking up at the rocky peaks, Slade did not like it and feared an ambush. ‘Let’s get out of here’, and started to jog towards the ruined temple at the other end of the valley. Slade’s assessment was correct as a gunshot rang out, and blood began to pour down Slade’s arm, thankfully only a graze from the bullet. The party looked up and saw more of the tribesmen they had encountered at the oasis appear from the rock outcrops.

The party moved as quickly as possible, but the shots came from both sides of the valley, slowing them down as they exchanged fire. Suddenly, Alfie slumped and a red pool of blood spread from his right side. Daphne immediately dropped to his side and tried to comfort him. It seems Alfie's rotten luck has continued. Stabbed in Italy, then stung by a scorpion in Cairo, once again, it seemed his life was held by a tread.


Honey and Thwaites take cover.
Honey and Thwaites take cover from the shots fired from the rocky outcrops.


Dangerous Sands.

Slade was the first to reach the ramp that led up to the temple. Ducking behind one of the sphinx guards, he felt his foot being sucked into the sand. Grappling hold of the statue, he heaved himself up and got a shot off at the horde of tribesmen approaching from the west. Sir Francis and Thwaites were more unlucky, and both found themselves knee-deep in the sand. 

Daphne was the first to reach the top of the ramp. Her youthful education in ballet classes and gymnastics had served her well. As she passed into the darkness of the temple, she shouted, 'There is some form of portal here. I can make out some buildings on the other side. ' 

The dash towards the Temple
Our heroes make a dash towards the Temple.


Thwaites Sacrifice.

Things were getting worse. Two giant scorpions dragged themselves out of the sand and joined the ever-increasing number of cultists.  Meanwhile, Sir Francis had extracted himself from the treacherous sands. The guide, Majib, was not so lucky and was stuck by a bullet and slumped forward. Thwaites grabbed the man and started to haul him from the treacherous sands to the bottom of the ramp. Meanwhile, Honey had jumped through the portal. Slade, now at the edge of the temple, provided covering fire as Thwaites tried to pull Majib up the temple ramp.

As escape looked possible, a cultist threw himself at Sir Francis and his fellow stragglers. Thwaites, seeing the threat blocking the attack, told Sir Francis to run. Slade and Sir Frances, seeing the gate closing, had no choice but to throw themselves into the closing portal. 

A Costly game.

I thought my League of Heroes had an easy time with this scenario. The tactics were solid, and I was lucky with the cards drawn. Most were low-level enemies, insane mobs, and cultists of various forms. Even when the giant scorpions emerged, it was too late for them to play any critical role. The biggest problem my heroes faced was the perilous sands surrounding the temple.

Even allowing for my heroes' luck, this was a costly scenario with three team members eliminated from the final conflict. Young Alfie, life hangs in the balance, whilst Thwaites and Farouk are lost somewhere in the ether. More importantly, these were my brawlers, and their loss will make the team unbalanced. More of a shooting party that is about to enter the confines of the Snake god's tomb.  Maybe Alfie might recover, but that is for the final chapter of this adventure.

For the Final Chapter, press here.




Diomedes and the Cyclops. Extracts from the Lost Book of Hesiod.

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