Rangers of the Shadow Deep: First Warband

The author of the acclaimed Frostgrave returns to the fray with a new regulation, this time intended to be played alone or collaboratively, although he still maintains the Frostgrave game system, so I see no problem to be played competitively with the friends.

Below you can see my band:







D100 Dungeon: AAR Dungeon 5

Slorm quickly dilapidated the small fortune he brought with him in colossal revelry. After a few weeks of drunkenness, feasts, prostitutes and games of chance, he was reduced once again to absolute poverty, so he decided to try his luck in one of the lairs he discovered on his return trip.

  That den belonged to a necromancer, who had been expelled from the nearby town for his bad arts. Listening to the rumors, Slorm learned that the witch would probably be dead, since the town had not known anything about him for a long time.



  Slorm advanced through that cave full of creature remains, with nothing interesting to pick up ...


 In the third room, a group of zombies approached Slorm slowly. The fight started and the zombies were falling little by little ... but when it seemed that the horde had fallen, a light emerged from the end of the cave, cutting out the shadow of the necromancer, who raised the zombies again, who attacked again , with more violence.

  Slorm feeling weakened by the monotonous chants of the necromancer, he noticed how the claws of the zombies began to dig into his arms, tearing his skin .. in that moment he realized that there was not much else to do there, so he decided to run away from that hell of death, and come back when I was ready to face that black magic.


 





  A few minutes later, his heart almost in his mouth, he dropped into the tavern, as he ordered a jug of wine and cursed his arrogance ...


 

A new gaming area and testing it

   During this months I have been testing my scenery making skills because I wanted to build a battle board, to play detailed skirmish in areas, where what really matters is how the combat is developed, where the combatants suffers wounds and little by little are defeated.

 For that reason I created an area to play these games, here some photos:

First of all, mark the squares to guide the miniatures movement

Confirm that the miniatures will fit in the squares

Prepare the area to play jousts too

Glue some cardboard pieces to represent stones and paint the board with some textured product

Paint and glue some grass
And some snow, because I am going to use it in the Baltic Crusades
  Now let's test Red Sun Black Moon to see if the combat are as detailed as I am looking for:

 Two goblins tries to assault a guard who is patrolling, no scenery because, it is just a first test:
The characters of our test

Initial deployment
The goblins approached the guard, and the combat begins

One goblin is wounded and pushed away from the guard, who charge against the other

The goblin is knocked with a shield bashing hit, and the other goblins advanced to stab the guard

With only one point of life, the goblin run away, while his comrade is captured by the guard, to get some info
 The battle board works very well, and the rules, as ever, perfect. If you confront warrior with similar skills the game could be a little bit slow and boring, but in these cases, the use of Bonus dice could save your day.

 On next time, I could deploy some scenery in some squares, to add glamour to the encounter.

Why I hate Ed Teixeira?

Hello my name is Slorm, and I hate to Ed Teixeira, the author of the Two Hour Wargames,

    I hate that monster because still having access to a whole variety of wargames, with a wide variety of mechanism, at the end... every time I finish using its games.... he has kidnapped my gaming freedom!

    I hate him a lot because with his rulesets he has comprehended a wide variety of settings, you can play any setting using his rules, and the metagaming, will be the same, what genial game creator could  do that?

 I hate Teixeira's games because he has created a group of games so detailed or so relaxed that you can choose. Not only is possible to play a combat between two or three miniatures in a detailed way, but also, you can fight a war between a dozen of armies taking into account their reserves and all the elements that affect the armies. His games are suitable for solo gaming, collaborative or head to head. What other wargames could be so flexible?

 I hate THW's games because  uses very little stats for their troops, just the REPutation of the miniature and in same cases the Armour Class and the weapon stats.... You can write down these stats in a line and will avoid those completely fulfilled pages of data that the RPG requires, with the damned modifiers and special rules.... What other wargames are so simple and complex at the same time?

 I hate THW's products because not only the offer payments products, but also complete products for free that you can use to play and learn about his games. In fact, Swordplay and Chain of Reaction are useful to play the majority of skirmish and small combat action that normally I see in the blogosphere, and they are free... What other author offer free products so completed?

 I hate Ed Teixeira because he has a web where he sells his products, besides, he manages a blog where he shares his new products and writes AAR explaining the mechanisms and sharing the work of other gamers... Every time, you will be visiting his blog you will find something interesting... What other authors work in that way for their wargames?

 I hate Ed Teixeira because he is a great person, since he will answer your question particularly via email if you write him and everytime is opened to help or supports your ideas with his games. Who other author not only publicize their games but also publish their own battles with their own miniatures?

 For all that reason I must shout out that Ed Teixeira is dangerouse for the Wargames community, his games and his business model puts in evidence to other authors, that with a greater support on the part of its followers and numerous sales, they are incapable to produce a so effective and polyvalent system to play with miniatures.

 So, for that reasons I only could say.... 

                                                                 THANKS ED! 
















 
 Sorry, if this post is too much Fanboy, since... Wow! this man deserve all my respects and praises, keep going...

D100 Dungeon: AAR Dungeon 4

    With the success of the other dungeon, Slorm has accumulated a good bunch of gold that he has deposited in the Bank Guild, and the baron is happy, so he hires another time Slorm to get into the haunted dungeons of his old castle and recover the crossbow and the leather boots of his grand grandfather, and by the way, Merrill Drach the sorceress has ordered him some toad venom. Our hero, taking into account the good results of his last dungeons came into the dungeon happy and sure of his success...



  After walking during some minutes, he saw how some packs of rats flee trying to hide into the shadows, Slorm found a big cave toad who tried to attack him, after some blow the horrible creature died, and the hero got the venom.



   The dungeon continued meandered and Slorm felt a little lost, too much narrow and close corridors, to the point of finding a Lever, that he decided not to touch it, or avoided to down the stairs that he found.

 In the middle of the dark corridor, he found a terrible leech who attacked him, it was a hard combat, where Slorm needed to use his better skills, and a little help of the brews. In the end, the creature died, and our hero caught a pair of leather boots for the baron.


 Slorm had to retrace through the corridors because he arrived at a magic door that he couldn't open,  he tried by another door, but it was impossible too, so he quit. While he was resting, a group of goblins surrounded him and attacked with their bows. Slorm could kill all of them and recovered a crossbow.


 With all the objects recovered, Slorm went out of the dungeon and enjoyed a lavish dinner with a charming company of loving damsels.

D100 Dungeon: AAR Dungeon 3

   Another day in the Kingdom of Uxes. Sir Godefridus the Baron, was very happy with the Slorm's show of courage. So happy, that he decided to hire him for another mission. It was similar to the other, but this time he want three armours from a goblin dungeon that was in the North in the swamps.


 The entrance to the cave was plenty of bones, some terrible creature must live there. So Slorm took out his morning star and prepared to enter. Suddenly, as if they were waiting for him, some goblins jumped on the invader, slashes thrown everywhere, who could not touch the hero, but he killed all of them. Searching among the bodies he get an armour, one the things that he needed.

 Slorm continued to a room with several doors, he tried to open some of them. At the end, two of them were open, and he decided to follow the corridor. In the room he found a lever, but decided not to touch anything, to avoid possible problems...


 Where, looks like, that the problems come to Slorm, because a enormous ooze appeared sliding through the corridor. The combat was not delayed, and our hero could cut the creature in two parts, but this was worse, because two oozes attacked him now. After some attacks, the creature dead, but he was wounded, so decided to have a rest.



 Slorm continued into a crossroad, and searched finding a hidden passage that led to a dark passage, but he decided to not enter in a so narrow passageway. A door in the south led to a room with an altar that Slorm preferred not to touch, because the gods are dangerous...

  Our hero came back and found another crossroad with two doors, one of them jammed and he preferred not to touch, because it looked dangerous; so he walked into the other, when another group of goblins attacked him. More slashes and punches, killed the goblins. Another armour, this time a leather one, was kept. While he was preparing to continue, a group of giant bats attacked but Slorm defended himself, and the bats decided to flee, our hero let them go, he needed some relax.

 While he took a breath, he was looking into the floor plenty of rubbish, he found something shinning, a piece of armour has been found there, so... mission accomplished!

 Quickly he decided to go out from the dungeon, but while he was walking though the swamp that surrounded the dungeon, a group of goblins started to shoot his bows against to him, some arrows wounded him. At the end, our hero severely wounded needed some health potions to recover himself, lost in the swamp, there were a lot of possibilities to die...

 After some hours of wandering, he found a hamlet, where he could health his wounds.

D100 Dungeon: AAR Dungeon 2

      With the stomach plenty, and the bag full of golden pieces, Slorm decided to have a try, and went into the market to buy a better weapon, he knows that the cost of the weapon was high, so before he had sold all the things founded in the cave. After rummage among the stalls, he found a morning star, that he could afford.

  His success in his last adventure made the sorceress to talk with a rich man who showed interest in our hero; to test him, he decided to hire him to get for him three weapons from a goblinoid lair that was in the North.


 Slorm entered in the dungeon, three goblinoid surrounded him and tried to attack; the combat was incredibly fast, two swings of his weapon killed the creatures who left a weapon ready for Slorm, just two more and all will be finished.

 In the next room Slorm searched and magically founded a hole in the wall, where a pair of chain mail gloves have been laid...

The color in the rooms indicates the type of room that it is
 Motivated and happy with his luck, he entered in a long corridor, and while he was searching, the hero hear some strange words and a light illuminated the area, a goblin warlock was ready to attack him.


Slorm took out his shinning new weapon and attack the goblin, hitting on his head, that resulted opened sprawling the goblin brain on the floor. Our hero was astonished of his good luck and the power of his new weapon, just one hit to kill that dangerous enemy. He examined the body and get another weapon and a brew with a strange liquid.

 While he was investigating, a pack of rats slipped in the shadows ready for the lunch. They jump over Slorm, but his cape and his gloves protected him from the attack, and after some rounds of combats, the rats died without remission.

  Slorm continued his way more carefully, following the corridor, in the next bend he found another group of goblins sneaking in the darkness, quickly he bump into them surprising them. The goblins scared tried to flee, but Slorm could block their escape. They fought heroically till the end fell into ground...

 Our dungeon crawler caught the last weapon and come back to the town.

 During his journey, he found a pair of merchants who offered him some brew and armors, but Slorm didn't have sufficient gold, so he couldn't buy anything. A group of pilgrims asked for a donation and offered a blessing, but the lack of money, again, made Slorm not be able to take advantage of the occasion.

 Notes: Today the dice rolls were incredibly high, so Slorm had a lot of good luck in the combat. The Goblin warlock was really a dangerous enemy, in the first turn he get "Evil touch" what could have been very harmful.
 As the dungeon was very easy, I decided not to automatically return to the village to achieve the objectives, but I used the rules of world campaign to try to play some events in the wildness, and that's where I found the merchants. Thank God, there was no assailant.

D100 dungeon: AAR Dungeon 1

While arrives the dungeon that I ordered from TT Combat, to continue the Slorm's adventures with Burning Sand, I have decided to take a look on the solo RPG called "D100 Dungeon".

 D100 Dungeon is a dice and pencil RPG, that guides the player though the Dungeon trying to accomplish some kind of Quest. The dice rolls are using D100, in the Basic Roleplaying system, with only three Characteristics FUE, DEX and INT.

 Let's tell Slorm's story for this first dungeon.

 The last months the business haven't been good for Slorm, a plague killed his cows, and some debts forced him to sell his farm, so just with some of the armors of his father, he started to look for a new live... after looking for in some inns, at the end he found a saleswoman who hired him to get for him some "special ingredients"; this woman, the gossips, was called a sorceress, but when your stomach roars with hunger, any promise of food is welcome.


 Slorm arrived to the cave where supposedly  he could find the ingredients, so he started to explore it. At first he found a passage with a open door, that emptied into a large room, after some exploring some shadows started to move around Slorm, who took out his quarterstaff and shouting moved his lantern scrutinizing in the darkness, when a group of kobolds (using giant rats stats) appeared ready to attack the adventurer.

 


 The kobolds died under Slorm's power, letting him to get a full Kobold's blood, one of the required ingredients. Our hero motivated by the situation decided to continue exploring the room, when found a pair of scale mail gloves, that fitted to him. Suddenly, another group of kobolds appeared willing to revenge the dead of their blood brothers.

 The combat was resolved in the same way than the other before, and this time a Kobold slung was recovered by Slorm, one ingredient more and a large amount of gold that will permit to Slorm to eat something hot for the rest of the month....

  The dungeon crawler continued exploring and arrived to a new room where he found a magic door that he preferred to avoid and invest his strength opening a grate waiting to find something under the ordure that lie at the botton... 

 More than 4 hours later, Slorm exiting from the well of muck, with his hand empty of treasures but plenty of filth and cursing his stubbornness, there he found nothing interesting.... Another door opened to the bottom of the cave, so he decided to continued.

 This cave was plenty of spider webs, so was clear what lived there, Slorm with his quarterstaff at the ready shout to the darkness, challenging the monster. After a few minutes of silence, the hiss of the arachnid began to be heard, a giant spider appeared behind a big rock




 The confrontation was not delayed, the spider jump against the hero, and he defended using his weapon. Slorm was sweating, it seemed that his attacks could not hurt the creature, however, he was getting entangled more and better with the spider web (I decided to change dice because there were disastrous the rolls). After a few minutes, it seemed that Slorm was recovering his energy and reached two strokes accurate nailing his weapon on the cephalothorax of the imposing creature of nightmare.



 The creature fell heavily, and while Slorm caught his breath, he took the brain of the monster.

  I was ready to get out of there as soon as possible!


 Notes: In the game, there were no Kobolds, they were Giant rats but as didn't have rats for the photos, I used Kobolds.  
The dungeon map, was completed like this:
 

Burning Sands: Into the North

After some investigation with the help of the Oracle, our heroes are send to the North, from Opori to a little polis called Sekni on the slope of the mountains. The distance could be complete in three days going upstream.

 They will bring a letter for the polis council, explaining what has happened and wanting for information.



 When our heroes arrives there the Council inform them that other men come a pair of weeks before, and others three weeks ago with them same story, some women kidnapped, and the Oracle sending them to the North. The Council is sick of the oracles, because all these give to Sekni a very bad publicity, in fact, they are not going to help the heroes, just tell them where went the other adventures, no more.

 So our heroes decided to go to take some wine and try to get info talking with the people....

 After the second or third round of wine, the tongues started to ramble on and somebody talked about a haunted ruins near the forest, where went the other adventures, who didn't back...



  To get the information I established that the heroes had money for 6 drink rounds, the same than heroes Vitality, an a difficulty of 15, so Slorm was rolling each time to hit the score of 15. In the third round they get the info. If they couldn't get the info, they needed to stay in the city another day, a looking for luck in another pub.

 So... after the hangover, let's go to the ruins!

Burning Sands: It's a trap!

   With Adara released, now is the moment to counter attack and discovered who kidnapped her. After interviewing Adara, was impossible to get any info, because she didn't remember anything. So, the best way to get some information is to set a trap. A group of three guards are going to stay at the house where Adara was retained, awaiting for the captor leader, to capture him.

Guards V2 P2 W1 +2 Defensive roll (because wearing Panoply). In the room.
Guard V2 P2 W1 disguised as Adara in the cell.

Hooded man V3 P2 W2


 The hooded man arrives to the house




The disguised soldier as the woman, comes into the room, to help his friends

  At the end, the last soldier gets to kill the hooded man, who before dead said "May Eride's curse falls on you"... the soldier tried to maintain with life the hooded man, but was impossible... he dead...

Burning Sands: A woman has disappeared

Alcander knocked at Slorm's door very worried, his brother in law woman was disappeared. She went to the river to wash the clothes, but she didn't back home.

 Alcander does not want anyone to find out what happened, so asked Slorm for discretion. He will go with an Alcander's bodyguard to the river and investigate what has happened.


Initial Deployment
In this scenario they must search for clues to get information about where is she and what happened to her.

  We can deploy on the table the heroes in some point and three PEFs (Possible Enemy Forces) in random point of the table. The heroes must get closer to 5cm of each one  to reveal the PEF and know if they have found a clue.

  Each time a character reveals a PEF he must roll in this table, using his Wits Stat:
1-5 Nothing. Put away the PEF
6-10 Something is moving over there. Put away the PEF and put another PEF 20cm from this point, and the next time you roll for reveal a PEF you have a +5 in your role.
11 - 15 They are coming... deploy a enemy force of 1d6-1 wolves
> 16 Yo has found a clue.

 The last PEF of the scenario is always a clue. 

First Turn, the heroes advance looking for clues.


 The area is calmed, and just the sing of the birds, breaks the prevailing silence. There are no fighting signals in the zone, so

Our heroes
They initiate the investigations

  The first area was empty, so they advance to the area where the woman wash the clothes, near a big rock.

The Bodyguard rolls a 15 so for one point the wolves appear....
The combat begins, and the blood begins to color the river water
The wolves die, but wounding both warriors, sing of the birds who are beginning to fear for their lives

At the end, the wolves are slaughtered, and the investigators find a note with strange symbols, that quickly bring to the oracle.

 There, after hours of oration and magic rituals, the oracle predicts that the woman will be found in a isolated building on the North, there three nights before, a man with a brown hood had a meeting with some demons called eurynomus to organize the kidnapping of the woman...

 It's time to save her