Tabletop RPG Podcast and Roleplaying Resources

Month: March 2016 (Page 1 of 2)

Tales from the Wilderland Session 02: Of Leaves & Stewed Hobbit

We continued our adventures in Middle-earth. In the three months since our last adventure, the heroes were doing everything from fighting Orcs and building settlements, to starting Bardic performance circuits and making schemes to open lucrative trade routes.

A trip to rescue the hobbit Dindy Brandybuck gained added urgency after Barlimun received this perfumed letter:

(Click to view full PDF document)

(Click to view full PDF document)

The heroes journeyed south, crossed the Anduin, and headed into the orc-infested mountains.

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Once there, as night fell, they spied a light in the distance. As the heroes forced marched through the darkness they found none other than Dindy Brandybuck and his companions, hunkered down in an old earth-works ringfort. The heroes arrived just in the nick of time since orc warhorns sounded and two dozen orcs and goblins attacked!

The Ringfort

The Ringfort

The heroes fought off the assailants, but in the fray, Dindy was captured and taken to the Goblin caves. The heroes ventured down into the dank darkness. This song rang through the caves:

Goblins live down in the caves,
Ain’t had nothing to eat for days!
Empty bellies, sharpened teeth,
Sharp blades in a blackened sheath!

Goblins are a courteous folk
Always polite and real well spoke!
After a fight when we’re the winner
Bring the foe back home for dinner!

Dwarves is tough and mostly beard.
Elves are stringy and taste weird.
In better times we eat Man-flesh
Smoke it, cook it or eat it fresh!

Put the Hobbit in the pot!
Eat him up, we’ll have the lot!
Bring him to the Goblin feast!
Bring him to the Goblin feast!

After some heroics and several dead goblins and orcs, the heroes save not only Dindy but also Landana who (it turns out) had also been captured by the orcs! Barlamun was unconscious and dying by that point, but Landana’s healing powers revived the heroic bard, whose near-death bravery elicited eternal gratitude from the wood-elf.

Barlamun and Landana subsequently ventured to Bree, Barlamun’s hometown, with plans to build a life together, free (they hope) from the influence of the domineering elf-king Thanduil.

IA Skirmish Debrief – 3/17/2016

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After taking a break from our 1v1 skirmish matches last week with an exciting 3-player free for all, we are back to our regular scheduled programming with some familiar faces. Mason has been rolling with those Furious Furries and is looking to keep their win streak alive. Jim Bob is looking for a way to make Fett more effective and has completely retooled the list around him.

Be sure to click the List names to the right to see the specific figures and command cards.
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Mason
Furious Furries
Jim Bob
Scum Protocol

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Scum Synergy

chewie_vs_bobaPerhaps the most important lesson learned so far in our first few skirmish matches has been SYNERGY – figures making other figures better and more effective at offense or defense or sometimes both. One thing that has been very clear from these early match ups is that Chewie’s team has it and Boba has been sorely lacking. The Furries make each other better with defensive bonuses and shared command cards, which among other things has made them harder to kill. Fett’s new team is hoping to pack a bigger punch with the addition of two figures that can apply the focus condition to teammates as well as building around characters who share the Hunter and Brawler traits for improved command card sharing.

Kuat Space Station – Data Heist

map-kuat_space_stationKuat Space Station is currently in the official skirmish map rotation for tournament play, but this is the first time it has made an appearance at the IA Lunch League. This map offers an interesting mix of objective play and combat flash points. The objective is to control the data core found the in upper left room, which will give you 10 victory points at the end of each round. The trick is that a door to the data core room can only be opened by a figure controlling a terminal at the beginning of a round  and then at the end of each round both doors shut automatically.

The toughest part of this mission is deciding which terminal to go for and who should stay back to storm the data core. Both sides opted to split their attention between the two terminals, daring each other to be the first one to overextend. Through early clashes, each side was able to control a single terminal, which meant that both doors to the data core were opened. Both teams gained access, but it was the Furious Furries who gained the upper hand with a stronger force sweeping in to the data core.

(queue Fett throwing his arms up and yelling “Curse you, Furries!!!”)

Mason’s early lead began to erode with the battle now being fought on three different fronts. As the Scum took control of the terminals, the Furries pulled back into the data core to make their stand. Losing Jyn Odan early at the terminals and then Gaarkhan in the data core made things tough. With Jim Bob pressing the attack from both entrances, and it proved too much for the heroes to handle.

Trandoshan_NEGASThe MVP of the match was definitely the Trandoshan Hunters. Working in pairs, their Relentless attack kept the pressure on the Furries and caused Mason to burn through his command deck, which he had used so effectively in previous games, in order to keep from taking additional damage. The Trandoshans holding the front line also allowed Fett and the Nexu to stay behind them, supporting both groups and popping in to attack where most needed. The added element of Focus from Gideon and C3PO made sure these groups hit hard.

In addition to the Scum tactics, the Furious Furries were hampered from using their defensive ball tactic to its full potential after they were split up between the two terminals and the data core room. In the end that spelled certain doom for the Furries’ win streak.

FINAL SCORE

Jim Bob 40 – Mason 17
(army defeated)

50 Fathoms: Session 21- A Navigational Error..

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A Navigational Error..

Characters:

  • Mordecai: Human Air Mage Puritan from Earth
  • Crow/Kadian: Atani guardian of the Great Tree
  • Kaliferous: Kraken mage

 

Date: 3-26-16

XP: 2

Recap:

With Crow provisionally in charge due to mysterious food poisoning that affected most of the senior staff, it was decided to depart Brigandy Bay. As the ship sailed nearly out of sight,  Mordecai spotted a gang of cutthroats rushing up to where they were previously docked and looking for something and/or trouble. Seems the ship left just in time to avoid another conflict…

Crow decided to sail north and due to a navigational error ended up off course and into the Flotsam Sea. Unfortunately the ship stumbled upon a group of Octopons. Luckily Crow was wearing his magic ring and was alerted to the danger before the Crew could be surprised. A fight on the deck broke out as  Octopons attempted to disable to the ship and kill as many crew members as possible. Just as the tide appeared to be turning for the Crew, huge tentacles gripped the side of the ship and snatched Mordecai in air. A Giant Octopus appeared out of nowhere and appeared to be under the control of the Octopon Warlock. The giant beast tore at the ship, killed several crew members but was no match for the combined might of Mordecai, Crow and Kaliferious. As the giant creature pulled himself onto their ship and wreaking havoc in the process, the Crew managed to wound the creature and lower its defences. Kaliferious recovered from a blinding ink jet just in time to let loose a fire blast upon the Octopus. Fortunately this blast set off some powder kegs which caused cannons and shrapnel to fly into the beast’s head mortally wounding it. The day was won but at further loss in life and damage to the ship.

Setting sail towards Baltimus the ship narrowly avoided a magical storm coming from the center of the Flotsam sea. Inside of the gale the Crew was chilled by the sight of the ghostly vision of the Flying Dutchman. Fortunately, it was far enough away not to cause danger but the Crew now knows first hand that deadly horrors lurk in the Flotsam sea and that their destiny is to head to its heart one day to face the Hags..

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Kaliferous

High Admiral Caspian,

 

Considering your extensive training and experience with all aspects of ship command, I believe you will find this report one of notable and personal interest.  Primarily how recent events highlight a particular peculiarity with this crews command structure.

 

Owing to a relatively severe bout of food poisoning the ship found itself without a captain.  The events which ensued from this innocuous incident where anything but.  Instead, we found ourselves temporarily lost at sea and fighting the dark minions of the sea hags.  The crew remained true to their standard performance in such situations.  In turn, I find my confidence in their abilities for the great trials which lay before us to be in a persistent state of growth.

 

Ultimately, we suffered this temporary setback as a result of a highly limited command structure.  One that is exceptionally informal.  The captain has yet to choose a first mate.  Additionally ,the owners of the vessel, which are all aboard her, have not established any type of ancillary command structure among themselves.  Consequently, we found ourselves with no clear chain of command when the captain was incapacitated.  This void left open the door for our youngest crew member, Kadian, to take command.  In consideration of commanding a vessel, his skills are inadequate.  Inevitably, this deficiency caused a near disaster when we became lost.  

 

I will note that however inexperienced Kadian may be in the necessary skills for a ship’s officer, he does everything with the same level of passion and dedication characteristic of great leaders.  With training and discipline, I believe he would make a fine officer.  I intend to speak to Captain Daxson about this.
Kaliferous, Archmage of the Kraken Fleet

Tales from the Wilderland Session 01: Don’t Leave the Path

Ran a kickoff game of Middle-earth adventuring! We ran late and grew weary in the game, much like the characters we were playing. I really liked the hex-crawling, but I do think it could be even better in the context of a long-running campaign, and with using the actual The One Ring D&D rules once they come out this summer.

Barlimun befriended the Elf King Thranduil’s niece Landona. I’ve got a feeling that won’t go without repurcussions!

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The Darkening of Mirkwood

Screen Shot 2016-03-21 at 4.03.14 PMWanted to toss out something I’d like to keep an eye on for a potential post-50 Fathoms campaign for the Saturday Night group.

As you know 5e D&D version of The One Ring is coming out this summer. I would strongly suspect their current The One Ring products for Middle-earth will all be ported to 5e later in the year. I did some reading on their various products. While I would like to run a T.A. 1400-era campaign in Arnor at some point in the years to come, I believe The Darkening of Mirkwood may be a great campaign to run first.

The Darkening of Mirkwood hits all the notes of what our group is looking for, including kingdom-building rules. Keep reading for details!

Rating

There are over 300 RPG products rated on Enworld.org, and this is the ONLY product I’ve ever come across that has a rating of 100%! What folks are saying:

The scope of this campaign is massive, and it is so very well done. Maybe the best campaign ever made for any game.

Read more: http://www.enworld.org/forum/showthread.php?409294-The-Darkening-of-Mirkwood#ixzz43asko2eF

One of the best RPG campaigns I have ever played… and I have played many!

This is an epic campaign setting for The One Ring and I love it (despite the bittersweet nature of trying to fight the encroaching shadow).

Read more: http://www.enworld.org/forum/showthread.php?409294-The-Darkening-of-Mirkwood#ixzz43asxRWqA

This is an epic 30 year campaign for The One Ring Roleplaying Game. Very few campaign books are on this level of excellence. For a long time The Great Pendragon Campaign was the best out there. In my view, The Darkening of Mirkwood has now taken that top spot.

Read more: http://www.enworld.org/forum/showthread.php?409294-The-Darkening-of-Mirkwood#ixzz43at8gseG

What it is

The Darkening of Mirkwood is a complete campaign for The One Ring, set in Mirkwood over the course of three decades. It allows you to tell your own epic saga, following your heroes in their quest as the tale of years unfolds before them.

The Story

The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a band of brave adventurers step forward and hold back the gloom.

Stand firm against the Shadow and maybe the Darkening of Mirkwood can be averted. Falter for even a moment and all that you know and love will be lost.

Timeframe

The Darkening of Mirkwood takes place between 2947 – 2977, placing it a few years after the death of Smaug and the Battle of Five Armies, but ending with at least another 40 years before the War of the Ring. For reference, King Theoden of the Rohan is born in 2948. The campaign covers over 30 years of adventuring, with humans passing the torch to their sons as the campaign advances.

Campaign Structure

Each campaign Year includes a Fellowship Phase with some mechanics for the ‘between adventures’ events. Some years might just indicate a slow in the spread of Shadow, making it easier to maintain personal assets. Other times, events might give a hero the opportunity to assist the Dwarves in reclaiming their territory, provide the chance to consult with Saruman, or aspire to title in the clans of the Woodmen.

Kingdom Building

The campaign includes rules on Holdings, that allow the heroes to establish their own places in the region – like farms, small commercial ventures, or similar. Such Holdings require attention and maintenance, but they help involve the character and support their drive for greater Standing and improved Wealth. They make for personal assets that invest the heroes in the protection and prosperity of the region.

The Darkening of Mirkwood

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