Another illuminated installment of the adventures of Templar Grand Knight Sir Hiffin.
When we last left our humble narrator, he and his group were descending even further into the orc stronghold on an ancient dwarvish elevator that was gaining speed rapidly, as the brake mechanisms failed. With the blessings of Arken, Father Wolfgang was able to levitate everyone in the group before the final impact at the bottom of the shaft.
Alas, there was no respite at the bottom, for the orcs inhabited these areas as well and they came pouring in like mad dogs to do harm to yours truly.
There are 5 ways to go. The west is filled with oncoming orcs. Sir Hiffin sends King Oswald, Sir Moore and Father Wolfgang to stop them. He sends Mugabe to check the north passage while he checks the south.
The south is a dead end, a small room with orcs.
Father Wolfgang uses his holy light to blind the orcs while Sir Moore and the King lay into them with blades.
Mugabe peeks beyond the door to find a large chamber filled with orcs and a giant troll. He attempts to brace the door with his engineering skill.
It does not hold as the orcs break through. "Oh, No! Many bad things coming!" He cries in alarm.
"Mugabe's flank has collapsed. They're coming in behind us! Fall back to the Southeast!" commands Sir Hiffin.
Father Oswald has found a blocked passage to the southeast. "If the orcs are afraid of something down here, it may be an ally. Move the barricade Mugabe!"
Sir Hiffin inspires Mugabe to faster action while fending off an ogre.
"Yes Sir!" Mugabe works up a sweat pushing the stone table away.
Sir Moore and King Oswald attempt a fighting retreat but one of the cowardly orcs strikes the King in the ankle, crippling his foot.
The war trolls giant club sweeps around the room, promising instant death to whatever it connects with.
In a brave move, Sir Moore grabs the King and supporting him, they both run for the southeast passage, narrowly ducking a sweep from the troll's weapon. The indiscriminate sweeping of the troll's attacks slows the orcs, who are not eager to get in way.
The passage is open. Father Oswald begins the descent down a cavernous passage.
Things look desperate. Encumbered by the King's injured ankle, it doesn't look like they will outrun the troll.
The troll closes in for the kill.
Suddenly brave Father Wolfgang rushes in, distracting the troll from the King and Sir Moore. He dodges to attacks that smash the floor and wall to bits.
Meanwhile, Mugabe has lined an arrow up on the troll and fires into its eye. The troll stops its reckless advance. Covering its face with an arm, it makes blind swipes at the hallway. The group bravely runs away down the passage.
They find themselves lower in the complex and encounter some orc scouts and some dead dwarves. They also meet a helpful surface orc named Ding that tells them of the dwarven kingdom nearby and its guardians.
The first guardian is an earth elemental named Goldfinger. He is bribed with the gift of an earth stuffed orc.
The second guardian is a golem. He eventually lets 1 unarmed party member pass to parley with the dwarves.
Father Oswald stands at the drawbridge and talks with the dwarves.
They come out and meet the group.
After our intentions are determined to be honorable, Sir Hiffin and party are allowed to meet the King. They agree to help us reach the Inner Armory of Azog in return for a share of its treasures. The dragon that guards it, however, is up to us.
The Inner Armory is guarded by Grund, 2nd generation Black 100, keeper of the Red Pits. (a mere 2400 points) Sneaking passed is unlikely, fighting is suicide...
"What are we to do?" asks the party.
"Make a deal!" says Sir Hiffin. Indeed the Grund is bound to the area and desires freedom. Using his charm, Sir Hiffin negotiates the dragon's release and exit without killing them on the way out. This is agreeable to all, and the dragon is unlocked from its magical collar and goes smashing its way out of the complex, taking some orc lives on the way. Sir Hiffin gives the dragon a copy of his book as the first tribute to his dragon horde. Grund is last seen flying west, perhaps Sir Hiffin implied these were lush lands for a dragon to explore (Sorry Philipe)
Finally the armory is unlocked!
"What a lot of junk!"
to be continued....
Wargames of interest: Imperial Rome, Dark Ages, Middle Ages, FIW, AWI, Colonial, WW2, Vietnam, Modern, Fantasy. Mostly 28mm with a little 15mm here and there.
Saturday, March 28, 2015
Saturday, February 28, 2015
Black Powder: Rebellion, Battle of White Plains
A 28mm game of AWI using the Black Powder rules and a scenario from the "Rebellion" supplement.
As usual I am about 5 years behind the times and this was my first game of Black Powder.
This scenario is actually Chatterton's Hill, Washington's right flank at the battle. The formidable Bronx River stands between the rebel scum and the King's justice.
The Royal left flank. The Hessian brigade begins the approach to the ford.
British guns in the center.
The British right is Jagers, cavalry and elite infantry (being portrayed by Queens Rangers in tonight's performance due to a painting scheduling conflict).
The US right flank is heavy with wavering militia, levy and a continental unit.
The British push across in the center.
Then the "unreliable" militia begins the beat down. First one British unit flees from the intense shooting, quickly followed by a Hessian unit.
A British unit crosses the ford and enters melee with some levy which handles them roughly and sees them retire back across the river.
Finnaly the Hessians emerge from the woods and the rebel right flank begins to withdraw.
On the other flank the British cavalry threaten to flank the Yankee line.
A prompt American counter attack checks the cavalry and sends the British back across the river.
(I couldn't find my bridge and this sad piece of balsa wood had to suffice. :/ )
The cavalry redirects and sets up to charge across the bridge.
They manage a good command roll and charge the Yankee gun crew.
The grape shot tears at them but they remain steady and close with the enemy.
The cavalry is victorious in the melee. The fleeing US crew is the last straw and the general retreat begins.
White Plains belongs to the King again!
A close game going down to turn 11 of 12. The US almost held out.
As usual I am about 5 years behind the times and this was my first game of Black Powder.
This scenario is actually Chatterton's Hill, Washington's right flank at the battle. The formidable Bronx River stands between the rebel scum and the King's justice.
The Royal left flank. The Hessian brigade begins the approach to the ford.
British guns in the center.
The British right is Jagers, cavalry and elite infantry (being portrayed by Queens Rangers in tonight's performance due to a painting scheduling conflict).
The US right flank is heavy with wavering militia, levy and a continental unit.
The British push across in the center.
Then the "unreliable" militia begins the beat down. First one British unit flees from the intense shooting, quickly followed by a Hessian unit.
A British unit crosses the ford and enters melee with some levy which handles them roughly and sees them retire back across the river.
Finnaly the Hessians emerge from the woods and the rebel right flank begins to withdraw.
On the other flank the British cavalry threaten to flank the Yankee line.
A prompt American counter attack checks the cavalry and sends the British back across the river.
(I couldn't find my bridge and this sad piece of balsa wood had to suffice. :/ )
The cavalry redirects and sets up to charge across the bridge.
They manage a good command roll and charge the Yankee gun crew.
The grape shot tears at them but they remain steady and close with the enemy.
The cavalry is victorious in the melee. The fleeing US crew is the last straw and the general retreat begins.
White Plains belongs to the King again!
A close game going down to turn 11 of 12. The US almost held out.
Sunday, February 1, 2015
GURPS: The White Cloaks: The Armory of Azog, part 1
To review, the Saxon civil war has come to pass and the Templar order finds itself besieged on all sides while the King is away and the Templar army fights in Basque. A company of Frisian mercenaries was hired by Earl Pasip to cut the lines of communication and supply between Basque and the Templar castle Derog. Sir Hiffin and his Lightning Company were tasked with defeating this force and keeping the road open.
As by now is well known, to any student of higher military tactics, Sir Hiffin's defense of Boswell's Cross repelled the Frisian horde and also captured their King.
In the following negotiations with the Frisian holy man (the King's brother), it was revealed they took this mission because the Father Oswall had a vision that they should come here with their people to fullfill his brother's destiny of "saving a kingless land". This all sounded rather convenient to Sir Hiffin, but this Father Oswall had a key to a nearby ancient dwarven armory. Father Wolfgang had also had dreams that we would need these weapons to defeat the dark forces that were behind the start of the civil war. All the stars were aligned. We made treaty with the Frisians that we would enter this armory together and share its bounty. A simple plan on parchment...
The Father Oswall uses his mysterious key to open the door to the Armory of Azog. It shudders and creaks open for the first time in 2000 years.
Squatters! The bane of all land holders. In the intervening eons since the Dwarves made these vaults, orcs have taken up residence. They are quite surprised that this door has opened, but arm themselves quickly. Finding no common language, negotiations turn sour quickly, and we are forced to resort to a form of communication that they do understand.
As fortune turns against the orcs, their leader flees down the cavernous hallway, pursued by Father Wolfgang. Unfortunately he reaches his reinforcements and Father Wolfgang is forced to run back to the group, but misses his opportunity to report "They have a cave troll."
The Orcs form an impressive defense line, their shaman creates a cloud of "gloom", to counteract Father Wolfgang's light spells. The cave troll's discipline does not hold, however, and it comes charging down the hall at us. (note: The previous troll figure just didn't seem impressive enough so it was substituted for the ettin. Couldn't find my GW/LotR trolls.)
Father Wolfgang and Sir Moore's weapons hack at the beasts ankle until they cripple it. Mugabe's spear finds one of its eyes. King Oswall's battleaxe rends flesh from its torso.
The great beast falls. The party scrabbles over its corpse to press the attack.
"Let's go."
When their leaders fall, the remaining orcs morale breaks and they scatter down the passages.
Descending to the lower level, our heroes see that orcs of tougher stock have taken up a defenseive position in the corridor.
Sir Hiffin leads the way. The Frisian king follows him in but catches the club of the War Troll and goes sprawling into the wall, a little worse for wear.
Father Wolfgang and Sir Moore answer with blows that manage to catch the troll off-foot and it falls over.
Sir Hiffin quickly steps up and plants his sword through the beasts eye before it can recover. Sir Moore does the same on the opposite side.
The beast is dispatched by a series of blows before it rises again. Things are looking good!
Then they are quickly looking "not so good". The far end of the hall fills with more orcs...
...Followed by an undead troll being ridden by some sort of succubus.
"This way!" Shouts Sir Hiffin. "To the pit! If we can't go back, we will go farther in."
But first, Mugabe spies that one of the orc leaders wears a key around his neck similar to the one carried by Father Oswall. He makes a daring charge. The orcs brace themselves for attack...only to see Mugabe snatch the key in one deft swoop (rolled a 3 critical success!) and sprint away!
The party flees to the pit room where Father Oswall uses his skill at deciphering dwarven runes to operate a mechanical device that lowers them swiftly down into the depths. Once there will they have salvation- or just die tired?
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