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Showing posts with label scenarios. Show all posts
Showing posts with label scenarios. Show all posts

Thursday, January 16, 2014

Skrad - a dungeon





The scanner saved a PDF. I converted two copies of the file in Preview, one a JPEG, one a PNG. Posting the PNG, since the JPEG went gray and the PNG did not. Source of some of the gray background mystery, I guess. Will save PNGs from now on.

The loopy bits to the stippling were a fun experiment to do but I don't think I'll go with that particular embellishment next time.


Since Skrad is an exercise map, I'm scraping off some rust in dungeon stocking as well... I'm doing this more from the perspective of what the map calls to mind than a plotted adventure. As I was drawing it, about the only thing I had in mind was to place some kobolds or something else that is small in the narrow passages section at the top, a secondary bit of construction. 

Any notes on armament and armor for most creatures here should be replaced by whatever your figures have if you have miniature figures to use in playing this.

1 The entrance is a stone archway into a cliff face. A row of stone blocks raises the sill several inches. Inside the archway the floor slopes away downward. The diagonal lines are wires from the floor up to a niche above the capstone, where they will pull down a box of many small round stones if triggered.  Careful search or a find traps success will spot the fine wires before they are triggered. Easy Dex check to avoid stepping on some, falling, and rolling down the slope if they are triggered. If a character does fall, they are likely to lose one item in hand or on their person (2/3 chance), take 1 HP, and be surprised by the hobgoblin sentries in 2 when they fetch up. The hall here down to 2 is approximately 8' wide.

2 The base of the slope, a couple of  hobgoblin guards lounge in the fresh breeze that blows in from the outside. If they feel threatened and have time, they'll fall back into the cover of the barricade in 3 or all the way back across the pit bridge in 4, hollering and throwing their missiles. Both are in leather armor. One (7 HP)  is armed with a javelin, a sword and a shield, and the other (5 HP) a two handed club and a rock for throwing. 20 SP each. Each wears 3-5 barbaric talismanic nodoz fetishes of bundled bone and feathers. The fetishes (collectively fore each set, not individually) are good enough to enhance one save vs magic once, for a +2, and give a normal save vs magic against a sleep spell, and then they are consumed, bones crumbling and feathers shredding and drifting away in bits. If split up, each fetish will provide a +1 or +0 to the save instead.

3 The niche in the wall has marks on the floor indicating it once held an octagonal pedestal. Across the hall is a partial barricade of wooden boxes filled with rocks and earth. One has 20 coppers and a the top half of a crude and broken statuette buried in the dirt, the statuette glows faintly green in the darkness, enough to be spotted in the dark within LOS but not enough to provide a useful light source to see anything over a few inches away. In games with a Luck stat, take a -1 to Luck rolls while carrying it. In games without a Luck stat but with saving throws take a -1 to whichever save is listed first on your character sheet or master table. It is not a "sticky" cursed item. It can be discarded at will.

4 A deep pit spanned by a makeshift bridge of rough boards. Dex check or the equivalent to cross quickly, auto success if going slowly and carefully and not under attack. They can be removed from either side, pulled back with care or just kicked down into the pit. The pit is about 25 feet deep. The bottom of the pit has a secret door on the south side into room 9 about 4 feet up from its floor. The narrow opening in the north wall west of the pit  is 2 feet above floor level and goes directly to a short stairway of stairs about 4' wide with 5' of head clearance and steps so narrow they are practically ladder rungs for normal human feet.

There is a bas relief of a flaming demonic head and an inscription of warning in an ancient tongue on the south wall over the stairs, foreshadowing room 7.

5 As mentioned in 4, 4' wide by 5' high halls link a series of small rooms. Human sized PCs will have to stoop and not have much space for weapon play and should get appropriate penalties. The ceiling in the rooms is higher, about 6-7 feet. The stonework is noticeably different from the larger halls, with smaller stones set into the walls. A dwarf's stonekenning check or some similar dungeoneering skill will recognize kobold wrought stonework.

  • a - 2 kobolds, 1 is cooking over crude brazier stove in NW corner if not alerted. If alerted, they'll spread 2 flasks worth of oil behind the door and he'll be ready to fling the brazier of hot coals into it. There's a couple days supply of perishables and a couple weeks of nonperishable foodstuffs.
  • b - Gark the "guard dog", a demented and twisted kobold, will bark and growl and foam at the mouth at intruders. He was maimed and maddened in a horrible magical lab accident, on all fours, and is chained to a rusty iron ring in the floor,  so not much of a direct threat unless you walk right into his reach.  (fecal mess,  food scraps, bones)
  • c - 6 kobolds (basic book stats). Szipp Yip, Krrek's henchman and littermate will talk for them if it comes up. If alerted, and they probably will be due to  Gark in (b), they can use a net prepared to drop over intruders that enter the room. The corners of the net are attached to stones rest in niches up on the walls over the west side of the room. This is manually operated by a tug on a rope to dislodge the weights and release, so there is no disarm possible from outside, but really cautious entry gives a chance to spot a corner of the net resting in the niche on the other side once the door is open. The trigger rope is hooked to a bracket on a wall when they aren't standing alert and takes a few seconds to loose and ready.  If prepared the kobolds will wait in the safe east end and be ready to trigger the net. It'll be a Dex save or similar to dodge back through the door or rush past the net before it finishes falling.  They don't have much, copper and silver trinkets and coins to a total value of 150 CP and 24 SP. 
  • d - Kobold leader Krrek Yip is tall and burly for a kobold. 1 full HD, 7 HP, dagger and whip. The door is trapped, as he doesn't really trust the other kobolds. Its a simple 1D6 damage deadfall of stones from a hollow in the ceiling behind the door unless his brass key is used to open it. Lockpicking will unlock the door on the first success, but usually trigger the trap. A crit or second roll to disarm traps must be made to safely open it by lockpicking. He proudly wears four gold pieces pierced and strung on a on a leather necklace. In his pouch is a packet of mushrooms, and the skull of a mole.
  • e - hallucinogenic mushrooms grow here - Krrek's private stash and trade goods. There are some hanging from threads and drying, and four hide packets of dried mushrooms on a flat stone ready for use or trade at the north end of the room.

6   Three hobgoblins (4, 4, 6 HP, leather, 2 daggers, handaxe for sidearms). If unalerted they are eating and gambling. A table and stools at the south side. Three baskets of dry foodstuffs along the north wall. 240 CP and 30 SP are in stacks on the table, some in front of the players, some in a pile in the center. The game seems to involve small bones and stones scratched with runes.
Spears and shields lean against the wall. The big one has fetishes like the ones in location 2. The other two have lower quality fetishes of no magical effect. If alerted, one will bang on the door to 7 to alert their shaman and they'll take up the spears and shields and move to ambush positions in the NW corner (one) and SW corner (two).

7  Gazgur, hobgoblin necroshaman, festooned in mystic fetishes, is in the midst of a long series of rituals seeking to bind the spirit of the demon Alakiterosh, Black Goat of Fire,
whose skull is entombed in the living rock north of this room.

Gazgur is 4th level, 4D6 HD. Most of his spells are tied up in rituals towards binding the demon's ghost, but he can cast a level 2 blinding curse (save vs magic) that lasts until the save is made, checking once an hour. He is the maker of the fetishes worn by the other hobgoblins, and has a nodoz set (save vs magic on Sleep and +2 to magic saves) like the others, and more that he keeps to himself, one set that will turn the first  melee blow or missile that strikes him, and another that gives him a +2 save vs poison, once. He will have a variety of shamanic paraphrenalia and fetish components, worth maybe 5 GP to a merchant, but 100-200 GP to a mage or sage with an interest in shamanic magic. He has 5 GP in a pocket, and wears rings worth 10 GP, 10 GP, 40 GP, 120 GP, and 300 GP. He uses a silver shod staff and a silver dagger engraved with necromantic sigils that is +1 underground or at night.

Unalerted, he will be conversing with Alakiterosh, and spend his first round compelling the ghost to defend him. Alerted, he will be lurking at the back of the room, and Alakiterosh will be the first thing the PCs see.

Alakiterosh should be pyrotechnic! Metal!! AWESOME!!!  Lots of flame effects, swooping, horrific scream, and histrionic declarations of doom and woe. Invoke a fear check if you can't induce fear/caution in players by the narration. Holiness or having been Blessed armors against its fear effect, +4.

Given the partial success of Gazgur's ritual to date, Alakiterosh's manifestation is incomplete. It cannot chase beyond room 6. It has 4 HD and 16 HP, AC4, fly 12", only affected by magic, silver, holy water or weapons wielded by lawful Clerics, Paladins, or characters under a Bless or similar holy enhancement. It can strike with a 30' linear gout of flame that does 1D6+1 and sets the target afire unless a save vs magic is successful for an ongoing 1D4 per round until ordinary fire can be extinguished, up to 4 rounds. This costs it 1D3 HP, so it cannot use it too much. It has a burning melee touch attach, with the same damage but no HP expended. It will flow and swoop around and attack any character it chooses for its attack, will not be pinned in melee. Fire will boost it, water or wine will harm it (typically 1D3) temporarily. It can regenerate damage by normal weapons wielded by the holy or ordinary water at 1D6 per full turn, even after defeat. Should Gazgur complete his rituals in a couple weeks time, he will level up and Alakiterosh will be bound to serve but become much larger, able to leave, upgrade to 8 HD, AC 2, lose vulnerability to normal weapons and water completely, and do 2D6 with its gout of flame (range 60') and melee attack. Alakiterosh will also subtly start preying on his mind and working to free itself. If it does so, it can be a terrible threat until the statuette mentioned below

A secret niche where the south wall meets the curved wall holds a magic statuette of an fire demon bound in chains. Gazgur has not discovered it. It is a key component to binding the ghost to this place and this plane. If  destroyed, Alakiterosh can go wild for several rounds, increasing in power by a HD per round, until it reaches 8 HD, and will then open a portal back to its home Plane and pass through it after three more rounds of rampage. Any within 20' at that point save vs petrifaction/paralysis or get sucked along through the portal. If carried away, Alakiterosh will be able to manifest within 100 feet of the statuette at midnight.

8 Crated supplies.  A table with three skulls on it. They are dwarf skulls if examined with a sufficient forensic anatomy related skill or a really good perception (raw INT?) roll. The skulls chatter and roll around if disturbed in a minor bit of animating magic. They don't talk, or attack, or anything particularly interesting but might have a bit of value as magic knicknacks to the right buyer. A necromancer, given some research and rituals, might get much more powerful results from them. They are a backburner project of Gazgur's, neglected since he has become absorbed in controlling Alakiterosh.

9 secret room. Secret doors in from the pit N (see 4) and room 8. A chest here with a poison needle trap in the lock contains a potion of healing, a scroll of Cure Disease, and 200 GP.

10 Four hobgoblins, all have the nodoz fetishes. 30 GP.  Stairs go down to the second level. They have a barrel of oil (not depicted on the map yet) and a burning oil lamp at the head of the stairs, ready to make a fiery defense against the horrors below.

11 The cave in is still unstable and digging at it has a chance to cause more of this disused chamber to cave in. Detect Magic will pick up a source of magic in the rubble though, a Ring that grants the power to speak to cats, though cats being cats, they will often be dismissive after initial curiosity. The ring has a feline motif to the cut stone and markings in an ancient language indicating it was crafted in honor of the Cat Goddess, Bast if appropriate to the campaign mythos. A second power, less likely to be discovered, is that it makes the wearer fascinating, even alluring, to weretigers and Rakshasas. It will take three turns of digging to recover the ring. After one, there should be creaking and some shifting, some dust or gravel falling. After two, serious cracking and a dislodged stone has a 1/3 chance of hitting a digger for 1D6. After three, the clumsiest, lowest Dex digger rolls 1D20 vs Dex: over Dex triggers a major cave-in. Each point over Dex caves in two feet of the chamber back from the cave in. Anybody that would be caught rolls a Dex check to cinematically escape as the ceiling collapses behind them. Anybody caught in the cave-in takes 2D6 and is buried under rubble. Success and the ring is found.

Possible Hooks
How to use Skrad? Krrek Yip's magic mushrooms are a likely hook, as is Gazgur's plot to enslave Alakiterosh reaching either a PC mage, pulling him or her here when it is a disturbance to spell meditation nearby, or a more powerful or cleric further away dispatches the PCs to investigate the disquieting emanations in the magical ether. Or the PCs come across the legend of Alakiterosh's entombment in the wake of Gazgur having found the same clue. It can just be a drop-in "What's that gateway in the cliff face?" sandbox location as well.

What is below?
I don't know yet. Haven't started a map or settled on any thematic ideas. But the oil barrel trap in 10
suggests Gazgur's hobgoblins fear it.








Saturday, November 16, 2013

Playtest scenario for Camp Table Skirmish

Okay, so I slapped together a semblance of the game. Now its time to start playtesting. Would love to hear back from anybody else that tries the rules (or even just reads them) as well.

So here's a starting scenario a bit more elaborate than a straight up point out two sides and fight.

The Orc Raid on Millbridge

Most of the village of Millbridge lies off the bottom of this map across the stream. The mill itself is on the map. The villagers are warned of the oncoming raid by the smoke and refugee children from the burning neighboring village Offmap Tragedy to the north and have rallied to defend their homes.




Right off the bat, I'll have to account for some new terrain types.

Road +3" move if all along the road and not flying.
Bridge counts as road.
Woods - standard slowing and missile defense bonus
Marshy Field - slowing only
River - slowing only.
Building - slowing, 2 points of defense vs missiles and melee vs people outside. No combat penalties if both combatants inside. It can be set alight by enemies remaining in contact for a full turn and rolling less than or equal to the number of enemies in contact with the building at the end of the turn. Once alight it can be put out by a bucket brigade of  friends on the outside and in contact with the river, each other, and the building and rolling the same way. If it burns for three turns after the turn it was set alight, it is burning so fiercely that it can no longer be put out and can be considered destroyed. Anyone still inside at that point dies. Torchers and bucket brigade cannot attack and defend at -1.

Orcs will enter from the top of the map.
Millbridge militia will deploy in the bottom third of the map.

The Orc objective is to sweep away the defenders and pillage the village. The militia seek to drive them off.

Millbridge Militia  100 points
10 Human Light Peasant Spearmen 40 pt
Figure +1
Move 6" +1
Long reach +1
Armor save 6 +1
Total cost 4 @

8 Human Light Peasant Archers 48 pt
Figure +1
Move 6" +1
Range 9" +3
Dodge -1 to attacker, +1
Total cost 6 @

Squire John (borrowing stats from Dwarven Veteran and bumping up a step of movement)
Figure +1
Move 9" +2
Armor save 4+, +4
Extra wound +1
+2 to hit, +2
Morale +2, +2
Total cost 12 @

Orcs of the Black Goat  100 pt
Gaghash the Troll Bruiser 23 pt
Figure +1
Move 9" +2
Throw 3" +1, stationary only
+2 to Hit +2
Armor save 4+, +4
4 wounds to kill +4
Morale +4, +4
Regenerate wounds +2
Inflict 2 wounds on a hit +3
Total cost 23 @

6 Choppers - swords and axes  30 pt
Figure +1
Move 6" +1
+1 to hit    +1
Armor save 5+,   +2
Total cost 5 @

8 Goblin Stickers - spear fodder  32 pt
Figure +1
Move 9" +2
Long reach +1
Total cost 4 @

3 Shooters - bows   15
Figure +1
Move 6" +1
Range 9" +3
Total cost 5 @



Wednesday, October 23, 2013

My Chainmail game is on for Conquest Avalon in Sacramento

I'm running a battle in a dungeon using the old Chainmail rules at Conquest Avalon in Sacramento November 1st. The scenario is gelling in my head and I'll be fleshing it out on the home tabletop this weekend, and working up more of Dwarven Forge scenery for part of the dungeon. Will have a table full of a mix of Dwarven Forge, Terraclips, and homebrew scenery. This post is basically thinking out loud as to work out scenario details.

 It will use the man to man combat tables at the back of the Chainmail rules, with some monsters that use the fantasy combat table. I'm pretty fresh on the rulebook, having used Chainmail combat rules for my old school D&D game at Pacificon last month.

I signed up to host up to 8, so I have a choice of four options for sides. Everyone vs everyone with spontaneous alliances and each having a mission goal, 4 vs 4, 2 vs 2 vs 2 vs 2, or 3 vs 3 with a couple of spoilers/loose cannons.  Given the setting, I'm thinking to do the last option.

 The main factions, probably Dwarves and Goblins, are both  resident in different parts of a megadungeon. The tabletop representing a level between their home territories that until very recently was protected by powerful magical wards that have precipitously and mysteriously dropped. After a curious dwarf and a similarly suicidal goblin come out of the no-man's level with loot, the gold rush is on! Both factions move in. Meanwhile a smaller force of adventurers comes delving opportunistically, and a monstrous faction emerges from below searching for loot, power, fresh meat, and slaves. If I come up short of players,

Of course it is a classic dungeon, so there are local monsters and traps to beset the unwary looters. Whoever dies first or if there are alternates, one or two extra players can play revealed creatures, or I'll use them as a GM tool. A few might even be potential allies depending on who encounters them. I might have some conflicting individual goals to make for uneasy alliances among the main faction players. The flavor from the delving party perspective ought to be that of a low-res D&D run into the middle of an active war zone.

As I remember from playing a lot of Chainmail many years ago, dwarves are worth about 2 goblins or one orc apiece, so that is my rule of thumb for balancing. So one player might have, say 15 dwarves and a hero dwarf leader, or an ogre plus 15 orcs or 30 goblins, maybe trading away some of the goblins for warg riders at 2 for 1. Will need to take into account the dwarf bonus vs ogres and how I implement it at man to man scale in working out whether an ogre approximately equals a hero. Will need to rank up my figures this weekend to see how many goblins I can field, though swapping out one group for orcs and possibly another for all ogres or something would let me bulk up a bit. It's a pretty lethal combat system once things get engaged, which pushes for big numbers but dungeon hallways restrict frontages unless a player is advancing along multiple routes, so forces shouldn't get too big. The Terraclips stuff has a natural 3" and 6" width of halls and rooms, Dwarven Forge tends towards a 3" space, 2 half squares with wall and two whole squares where the tiles meet between two L walls, or 2" where a walls are separated by a pure floor tile.  3" is a frontage of 3 or 4 figures depending on basing, with a few able to fight from the second rank, so a Dwarven warband like the above would be 4 to 5 ranks if massed in a typical hallway.

I can set up a card for each group with stats, including the portion of the man to man tables they will most likely need, for instance the goblins only really need to hit numbers for each weapon vs chainmail and chain and shield for most attacks, with the full table consulted for the rare other armors amongst the dwarves or other enemies.

Chainmail had awesomely powerful wizards with unlimited fireball or lightning attacks plus a few spells. With factions this small, I'll have to tone that down a bit or avoid spellcasters. Not much fun to see half your goblins go up in a fireball.

I don't have a formal map yet, but I know the characteristics it should have and did a bit of crude sketching. There should be very few door bottlenecks that would constrict the frontage to just one or two for one side, as they lead to stagnant ambush setups. Doors would mostly be into surprise rooms and possibly some narrow secondary routes.  It needs to be a highly networked dungeon so there is plenty of opportunities for lateral or flanking moves. There should be some big central chambers where battles can broaden out with multiple entrances. I'll probably do some second elevation stuff on the main map but not a full break out of two dungeon level maps with notional stairway linkage. I'm thinking about whether to have some of the map covered initially for some double blindness to the action or if the spectacle of an exposed dungeon is preferable. Probably the latter. Maybe just cover isolated rooms or the middle part of the map until it is explored. The two long sides of the table would have the entrance zones of the big factions, and the small ones either enter from the short sides or vertically somewhere in the middle.

Objectives... The two big sides will each score for killing their hated enemy, but not for killing the smaller sides. Everybody scores for finding loot which will be scattered around. The delvers probably score double for loot, monsters from below score for killing, capturing or recruiting anybody. Probably set up one to three strategic rooms that have value to being "King of the Dungeon" and holding at the end. Personal goals like rival goblin clans or dwarven hero bands that want to see themselves do better than a particular ally on some goal. Some valuable portable maguffin. A couple of entertaining magic items.

I'll probably use some variant on the basic morale rules to give some ebb and flow to combat between rounds, with recoils being a possible result after some losses, so it isn't pure rush up, grind down in a stationary fight to morale checks, and then melt away in a rout.

If short of players, the sides adjust something like:

7 Drop the monsters from below, reintroduce if somebody wanders up.
6 Put them back but only have two dwarf and two goblin factions.
5 Do both reductions above.
4 Have all four sides, with dwarf and goblin players each getting about half a player's group extra.
3 Like 4 without the monsters faction or I play the monsters faction.
2 Just line up all the dwarves on one side and all the goblin/orc faction on the other, drop the internal competition goals. Introduce reduced delver and/or monster factions on autopilot die rolls.
1 I fill in for one side in the two sided scenario.

Wednesday, October 2, 2013

Smugglers' Docks 4: A Marine Squad and a Pirate Gang for Black Scorpion's Cutlass Rules

Cutlass is the second set of rules I plan to try in the Smugglers' Docks scenario.

For it I intend to assemble a Pirates Gang and Royal Marines squad (off the Royal Navy list, but doing all officers and marines, no sailors). At least initially, the Marines will be represented by an old squad of Foundry Prussian Frei Korps.

Building a campaign starter force for one player in Cutlass is very similar to doing so for Empire of the Dead. You'll have a list of leaders and troops to buy and equipment to arm them with. The budget is $500 but they explain the "dollar" unit is a convenience and can be what you want it to be, pieces of eight or whatever.
The prices for people are all higher than in Empire of the Dead, but the equipment is similar so the force size will work out a bit bigger.

The Marines being more uniform, let's consider them first.
Captain $86 Level 7
Officer - $58 Level 5
5 Marines @$44 Level 3 $220
1 Able Seaman $36 Level 1
Will detail the stats and skills later.

$400 for personnel leaves $100 for gear.

Brace of 2 Duelling Pistols and a Longsword for the Captain $16 + $5 = $21
Brace of 2 Ship's Pistols and a Longsword for the Officer $12 + $5 = $17
Musket, Bayonet $7 + 5 = $12  x 5 = $60
Cudgel for Able Seaman - free

$98, banking $2


Pirates
Pirate Captain  $86 Level 7
Officer - $58 Level 5
3 Pirates @$44 Level 3 $132
3 Rogues @$36 Level 1 $108

$384 for the crew, leaves $116 for gear.

Brace of 2 Duelling Pistols, a Cutlass, and a Dagger for the Captain $16 + $4 + $4 = $24
Brace of 2 Duelling Pistols, a Cutlass, and a Dagger for the Officer  $16 + $4 + $4 = $24
Musket, Cutlass $7 + 4 = $11
Brace of Ship's Pistols and Cutlass $12 + 4 = $16
Ship's Pistol and Cutlass $6 + $4 = 10
Cutlass + Dagger  $8
Axe +  Dagger $8
Two Cutlasses $8
----
That's $109 so  $7 left, buy the Captain an Amulet for $5 and bank $2


All the lists in Cutlass have the same level/costing distribution, differing in details of the stats, skills, and special rules for each faction, but they have a formula to buy figures by each statistic and skill, so you could be more freeform.

There are a lot fewer equipment options in Cutlass than in Empire of the Dead, and the list tends to provide slightly larger groups, though you could stock up on up to four level 5s, the 7 leader, and fewer 1s and 3s to end with six or seven guys. In either game, paint twenty figures and you can play two sides with a few options.

Now its time to start taking some pictures...





Monday, September 30, 2013

Smugglers' Docks, part 2: Putting together a starter faction for Empire of the Dead

The Factions in the original book and figure substitutions:

  • Holy Orders - could do these initially out of some Paladin and Cleric figures from D&D
  • Lycaon - Werewolves
  • Nosferatu - Vampires, maybe some D&D villains and rogues for thralls, D&D bat swarms, evil cleric maybe for Guardian
  • Gentlemen's Club - Victorian Gents with a few Mad Scientist figures, can field out of colonials and old west figures to start
  • Sons of the Empire - Gents, Darkest Africa adventurers and British officers would do
  • The Darkfire Club - Evil gentleman's club & Zombie mobs - Would have to paint some figs for the human component, possibly out of Malifaux, have enough zombies to fake it, and the actual set to paint
  • Wulfen Jaeger - field from Cossacks
  • Zendarian - field from colonial Germans or Russians
The last four are all variants of the Gentlemen's Club that cost extra for special features.

Setting up a Gentlemen's Club

The Gentlemen's Club seems to be the most basic faction, so let's see how goes together. The recommended starting budget is 150 shillings, +50 for statistic and skill upgrades if you want to start with more experienced factions. I'll go with the base 150. The basic Gentlemen's Club is a neutral faction. One third, rounded up can be heroes, including the leader, so:

The President 20
Vice President 15
The Secretary 15
Members x 5 @ 10 = 50

That's 100 for personnel, so 50 left for gear. We have three equipment lists to consult, Generic equipment p.92, Exotic equipment, p.95, and Gentlemen's club weapons, p. 78 The three heroes can use exotic equipment, but not the membership.

First cut at buying gear:
Heavy Pistol and Sword for President   7 + 3
Repeating Rifle for Vice President 10
Lt Pistol and Silver ammo for Secretary 5 + 5
Member with Knife and Torch 1 + 2
Member with Light Pistol 5
Member with Axe 3
Member with Sword 3
Member with Volleygun 6

They'll need a name for the club, and for each character, and a card listing them with a statistics bar for each.
The stats bars will look familiar to anybody who has played any form of Warhammer or its descendants, differing in details.

The Euripides Club (apologies to A.C. Doyle)
Not feeling inspired at name generation tonight, I do a bit of web searching and come across The Victorian and Steampunk Name Generator and generate a few lists from their different social groups, from which to weed down.

Lord L. Swords Trente - President
Alexander Robinett Demalynes IV - VP
Sir Cattermole Elders Jessop - Sec'y

Saunderson Binstead III
Perry Gormackin Hynde
Bartholomew Willis Reade Jr.
Montague Fleetwood Meredith Jr.
Rev. Newell Crohill Shirwode

The Euripides Club as above is going for maximizing on numbers, especially the number of heroes, so it is a bit weak on the equipment side, which is also weighted towards the heroes. Should it succeed in early encounters, its first order of business will be to gear up until everyone has firearms and then start picking up some of the generic and exotic equipment.

Within the current 100 + 50 distribution, it could do something like this to get more guns:
Drop the silver ammo, and replace the members' axe and torch with two light pistols.
Replace the repeating rifle with a shotgun for 8, and upgrade the member with sword to a light pistol.

Doing both would look like:
Heavy Pistol and Sword for President   7 + 3
Shotgun for Vice President 8
Volleygun for Secretary 6
Member with Knife and Lt Pistol 1+5
Member with Light Pistol 5
Member with Light Pistol 5
Member with Light Pistol 5
Member with Light Pistol 5

I think I'll go with that instead, so:

Lord L. Swords Trente - President with Heavy Pistol and Sword
Alexander Robinett Demalynes IV - Vice President with Shotgun
Sir Cattermole Elders Jessop - Sec'y with Volleygun

Saunderson Binstead III, Member with Knife and Light Pistol
Perry Gormackin Hynde, Member with Light Pistol
Bartholomew Willis Reade Jr., Member with Light Pistol
Montague Fleetwood Meredith Jr., Member with Light Pistol
Rev. Newell Crohill Shirwode, Member with Light Pistol

The gearing up path will start with obtaining more long arms.

I'll add in the stat bars later.

Smugglers' Docks, part 1

Here's a little plan I've been mulling over. Posting it to spur myself onward in execution. I want to get started again in miniatures skirmish gaming, and build a scenery setup I can use for a few games and do some rules comparison on. Three rules sets will be in the first go. West Wind's "Empire of the Dead" is one I have been reading for several months without actually getting a game together. The theme is Victorian Steampunk/Horror and it is a campaign oriented set of skirmish rules along the lines of Necromunda or Mordheim. I have some of the figures for it unpainted and a miscellaneous collection of 28mm stuff in various genres that I can use to fake it until I get around to painting those and the ones coming from their recent Kickstarter. Black Scorpion's "Cutlass" is the second contender. It is a pirates/fantasy pirates themed set of campaign oriented skirmish rules. I have been painting some pirates lately, with a Pathfinder Skull and Shackles campaign I have been playing in as the proximate driver and Cutlass as a secondary goal. So that's what I'll be using for them.

The last is my own Rencounter rules that used to be up on my Hobby Hovel site and have been awaiting renewed attention and reposting for close to a decade now. Rencounter is a skirmish rules toolchest for anything up to around 1900, as automatic small arms and modern grenades are two elements I never really integrated. Hopefully I will find enough inspiration to get it back up on the web.

Given those disparate sets of rules, and some prepainted dock terrain pieces from a post-Christmas sale I never got around to using, my plan so far is to set up a coastal town docks area with half timbered buildings suitable for a pirate town or old backwater smuggler's village in the 19th Century.

The roughest outline of an initial scenario is that one faction will be smuggling cargo ashore in the middle of the night, while a second faction that is either the local lawful authorities or a rival gang that has tumbled to their plans charges out of ambush to arrest them or steal the cargo.

Goals:
  • Organize factions for each rules set that can be used to start campaigns.
  • Finish up enough pirates for two factions, roughly 24.
  • Craft whatever scenery & ships I need to round out the stuff I have on hand.
  • Sort out from the existing collection and then paint figs for Empire of the Dead trial games.
  • Run some games with the usual suspects or drag in some of the guys I usually only see at conventions.
  • Write some rules reviews, comparisons, battle reports, and general discussion of skirmish rules design here.
  • Get back into minis photography by posting some pics of the figs for these games.
  • Have a scenario that I can post here for each game and use for convention games.
  • Both Cutlass and Empire of the Dead are essentially two player games. Look for or put together multiplayer sequence variants that can boost each up to around 6 players for a typical convention game.
  • Possibly extend the comparison to some other skirmish sets.