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.




Thursday, 31 October 2024

Hedgeley Moor 25 April 1464

After the bloody victory at Towton (1461), England entered a relative period of peace and stability, although Lancastrian uprisings occurred in various parts of the country. Edward IV ordered Montagu to go north, contact the Scottish envoys, and eliminate dissident elements. As Montagu escorted the Scottish envoys back, he found his path blocked by a Lancastrian army at Hedgeley Moor, led by the old war horse, the Duke of Somerset.

War of Roses Battle from a Manuscript


The Historical Battle

Little is known of this small battle beyond the list of the participants, and one of the Lancastrian commanders, Roos, withdrew from the field. Different authors' reconstructions show different armies' compositions with varied interpretations of the terrain. However, the battle was fought on low undulating ground, with the flanks protected by boggy ground and lightly wooded or rough ground. This flanking terrain played no part in the following battle, so Hedgeley Moor was essentially a battle on a flat, open area.

Typically, the armies were organised into three wards or battles for this period. Each commander attacked their opposing ward before supporting their comrades. In the historical battle, the Lancastrian commander, Roos, retired before Scrope’s advancing battle. This allowed the Yorkists to turn on Somerset's Centre, which broke under pressure. On the Lancastrian right, Percy, the local man, fought on and was finally surrounded and killed.

The Rules

The War of the Roses period is rich with dedicated rules. Several generic ancient and medieval rules can be added to these. For this battle, I chose Test of Resolve, which I had previously play-tested in the skirmish at Clyst Heath, where only one ward aside was involved. The rules attempt to stimulate the tactics of the period and the battle itself. This means that the overall commander had little control of the events once the battle had commenced, so do expect to be able to practice complex flanking manoeuvres. It is a hack-and-slay conflict, which was reflective of the period.

The Simulation

The deployment was based on Test of Resolve Scenarios 1464-1487. Wo-Fun flats represented the two armies.

The Problem of Roos

Both sides were influenced by Roos's questionable loyalty. The Yorkist decided to hold back Scrope's ward so the potential event card would come into play that would test Roos' commitment.  Conversely, Somerset decided to test the opposing Roo's resolve and ordered an advance across the battlefront. Despite the orders from the Lancasterian commander, Roos moved cautiously into battle, with Somerset and Percy rushing to engage the enemy. 

An exchange of missile fire occurred as the two armies narrowed the gap, but this was largely ineffectual. The cards gave the Lancasterians the initiative, and Somerset, in the centre, first drew blood as he attacked Montagu's command. 

First Blood

First Blood. Montagu and Somerset Battles clash in the centre of the battle line.

Whilst the cards fell for the Red Rose, the Yorkist had the better of the melee dice. After the first wave of combat, Somerset's command nearly collapsed as two companies were forced to retire. Similarly, on Percy's flank, he and Exeter traded blows, with the latter gaining the advantage.

Treachery?

Seeing Somerset collapse, Roos decided it was not worth fighting a loss cause. The event card had finally come into play, and the resulting 'Show Your Colour Test' led to the dispersal of the Roos' command. This allowed Scrope to turn into the centre and threaten Somerset, but Scope's manoeuvre was painfully slow. In the meantime, Somerset and Percy had managed to rally his men and inflict damage on the Yorkist. Everyone was now close to breaking.

Late but Effective

Finally, Scrope engaged Somerset's flank, held by some archer units that immediately fled. Somerset failed the Battle Morale Test and was dispersed. Percy, as in the actual battle, was left to fight alone. However, the Yorkist failed to surround him, and the brave local lad managed to escape with the remains of his command.

Scrope finally approaches Someset's Flank. In the distance, Percy's forces can be seen slowly getting the better of Exeter's battle.

Thoughts

The battle played out very closely to the known events of the historical battle. Although the fight in the centre and on the Lancasterian right wing was close, the outcome could have been different if Scrope had delayed one more turn.

The rules provide a simulation of the warfare of the period. The critical incident was the event card that led to Roos' removal from the battlefield, mainly due to luck. First on, when it was drawn from the deck, and then the subsequent dice throw to see how the baron acted. Yet, this is how warfare was in the Middle Ages, with the commanders having little control of events once the lines attacked. For people who want to show their chess-like abilities on the wargames table, these rules are probably not for you. If you wish to experience all the frustrations of medieval command or lack it, these are enjoyable, simple rules that allow a good simulation of fifteenth-century warfare.

Wednesday, 9 October 2024

The Story Begins - The Song of Thalia



Last year, I started exploring the solo world of role-playing games. Amazingly, I came across some fantastic mechanisms that can be translated into the world of wargamer, but that's another blog. Eventually, the role-playing began to take up all my gaming time, so I placed my role-playing on hold. However, I have some great characters that I could try out in the more scenario-orientated games. Therefore, Thalia Songweaver moved from my D&D campaign to the dangerous world of Shadow Deep.

Rangers of the Shadow Deep.


Shadow Deep is a solo and cooperative tabletop miniatures game by Joseph A. McCullough, the creator of Frostgrave. The premise is that an evil shadow slowly expands across the Kingdom of Alladore. Rangers and their small band of followers are hired or volunteer to enter the forest to learn the cause of the evil and destroy its minions. Enter Talia and her hastily assembled companions.

Thalia Songweaver.


Thalia Songweaver is a striking young woman with an air of mystery. It is even rumoured that she has fey blood. She makes her living by singing in the inns and taverns of Tallis, the fortress capital of Alladore. During the day, she explores the old ruins while studying Alladore’s ancient forebears.

Thalia's slender figure moves with grace and silent agility, making her a master of stealth and subterfuge. Her attire is a blend of practicality and style. She dons a dark leather outfit that allows her to blend into the shadows effortlessly. The subtle embroidery and intricate patterns on her clothing hint at her fey heritage, a touch of elegance in her otherwise pragmatism.

Thalia Songweaver


The Companions 


At this stage in the adventure, I have yet to develop companions other than giving them names. The plan is to make them more three-dimensional as the story develops and if they survive their first encounters with the Shadow Deep. Here they are,
  • Aurlia Hearthstone - Healer
  • Ragnor Battleborn - Fighter
  • Calistra Nyx - Fighter
  • Emhyr var Emreis - Archer
  • Galderas - Battle Mage
The Gang Minus 1
The Gang Minus 1 as Ragnor, who missed the photoshoot


The First Adventure


I followed the suggested chronological order, so my first games took place in a woodland village, searching for a lost ranger. The story then continued into the invested forest plagued by giant spiders. I will not give a blow-by-blow battle account, but I will give what I tried to achieve in these first encounters and some thoughts on the game.
  • My main aim is to determine how this group worked as a team. In the village scenario, the heroes started by the village well in the centre of the clearing. The strategy was to use Emhyr, the archer, and Galderas, my battle mage, as a fire support base as Thalia and the two fighters hunted for the ranger and clues about what had happened to the deserted farmsteads. Aurelia, the last member of the team, would act as support, healing anyone who got into trouble.
  • The hero of this first encounter was Calistra Nyx, who seemed to have a panache for destroying zombies with one strike. Calistra found the ranger's body, Aventine, and his magical sword. Ragnor, my other fighter, seemed to take on the personality of a bodyguard or protector, something that developed further in the second scenario.
  • Galdreas, the battle mage, had a mixed couple of games. Perhaps his most noticeable characteristic is his clumsiness. In the forest, he spent most of the game fighting in a spider web and only escaped when everything was decided. His main contribution was as a fighter rather than a mage, raising the question of this slot.
  • Emhyr, the team’s marksman, started off nondescript. He shot a few zombies and spiders. He did his bit, but nothing special.  
  • Aurelia, the healer, was underused by myself. I treated her a bit like a glass vase, so I held her back. When she had to fight, she did hold her own, and her healing ability was used to restore Ragnor. Should she be on the team? The jury is still out.

What about Thalia herself?


I played her cautiously in the deserted village game, not realising the woman's power. Something I discovered only when she slew a few zombies and harpies. I had replaced the giant fly with harpies because I had some excellent figures in my collection. In the second game, in the forest, I went to the other extreme, and she strode off unsupported and ended up with a poisonous wound. Even your best characters are vulnerable when isolated. However, the two scenarios earned enough experience points to upgrade some of her attributes/skills.

Anyway, here are a few photos of the first chapter from the Song of Thalia






Some Thoughts


While Rangers of the Shadow Deep rules are relatively simple, they present some thoughtful strategic choices. At this early stage, I play the characters in pairs where I can give the best support from some muscle, the fighters in the team. The magic-orientated characters are more challenging to play because of the limited availability of spells, so judging the time to let them unleash their powers is difficult. In the first scenario, I never used any magic, just in case something worse was around the corner. 

Also, playing the game, the characters become more 3 dimensional. The standout character of these introductory games was Calistra Nyx, who had a fantastic skill at throwing great dice against zombies. However, strangely, she was less effective against spiders and harpies. There must be a story in this? Something I plan to develop as I think of giving her a backstory. The other characters did not jump off the 'page' so much, but all gained something that made them more discernible; Ragnor was solid and dependable, Galdreas, the mage, was clumsy and slightly comical, and Aurlia a shy and reserved person, but still waters run deep!

Even these brief introductory thoughts show one of the game's hidden gems: You become emotionally invested in how the characters come to life. I love narrative and depth in my gaming, and this is a massive plus to these rules.


 

 

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

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