Wednesday, March 22, 2023

Kings of War and Battletech Alpha Strike

The dwarven convoy crosses the bridge as the goblin forces close in

We managed to get five players around the table on Sunday, with an old friend whom I haven't met or gamed with in the last 20 years joining the group. Once again it would be a double-bill afternoon.

We played a game of Kings of War using a scenario from Battlegames' Tabletop Teaser. The scenario involved the dwarves having to get a couple of cannons off the table, while three separate goblin forces came at them.

Another goblin force approaches from the other side of the river

The dwarves had the option of keeping their cannons limbered, which would allow them to move faster, or unlimbering the guns, which would give them much-needed firepower, but means much slower progress.

In our game the dwarven players decided to move most of their force to counter the larger goblin force to their left. This allowed me, commanding a goblin force to the right, to ford the river uncontested and threaten the guns.

The dwarves hold off the goblins approaching from the far bank...

The dwarves deployed their miner unit to try to fend off my goblins, but the poor dice-rolls meant the goblins were able to fight them off and continue to move towards the cannons.

(For the record the dwarven side had spectacularly poor combat dice-rolls, while the goblins had excellent morale dice-rolls.)

The dwarves were finally forced to unlimber their guns to unleash grapeshot at the approaching goblin unit, which gave them ten dice, hitting on 6s - they scored 1 hit.

but the goblins from the near bank forded the river and cut the guns off!

I feel the game gave interesting tactical choices to the dwarven players, and to a lesser extent the goblin players too. It's certainly something I will want to run again in the future.

For the second game Adrian took us through Battletech Alpha, the third version of Battletech we have tried since we started our monthly sessions.

The game was fast enough, but lacks a lot of the granularity of the "original" Battletech. Thinking of it now I feel the game was designed the way it was not because it was a good way to design a mecha game, but because it was a cut-down version of the "full-size" game, and if one didn't imagine oneself as playing a mass-combat version of Battletech, the game would be less attractive.

Me running a Mad Cat again

After playing three versions of the game, my current favourite is Destiny. But given how many models the gang have bought and will (hopefully) paint, I guess we will need to come back to Alpha Strike to make sure everyone's models have a chance to get bloodied.

Monday, March 20, 2023

Dwarrowdeep #16

The day after Captain Gauldrin was escorted back to High Gate, Bertil and Zunn received a message from Boggart asking them to return there too (see PC profiles here). Upon arrival at High Gate, they learned that Lord Durrow had died from poisoning while in custody. Together with Lorca, who had now recovered, they trio went to join Boggart, who had gone to seen Shaper Dromin to learn the cause of Lord Durrow's death... only to find him and Shaper Dromin also poisoned in the latter's office!

Bertil was able to stabilise Boggart, but unable to revive Dromin. It seemed, however, in his dying breath, Dromin had scribbled the words: "my sarcophagus" on his tabletop.

Our heroes searched Dromin's office, and found inside a secret compartment in his drawer ancient Shaperate records which documented the discovery of the red lyrium they had seen in the mines. It was recorded that the dwarves at Khundara Thaig had tried to refine the red lyrium, but exposure to the substance had caused madness in those who worked with it, and the king had given orders for the section of the mines to be sealed off and the records of the work done of red lyrium to be sealed too.

Our heroes then sought out Dromin's sarcophagus, and within it they found a letter apparently from Lord Harrowmount of Orzammar, instructing Lord Durrow to put into action the plans they had hatched together to destabilise Khundara Thaig before it can gain the recognition of the Assembly.

The party mulled over the information they had gathered, and the next day they decided to confront Captain Gauldrin with the letter they have found in the barracks which implicated his involvement in the attack by the shadow demons. Gauldrin admitted that the handwriting in the letter resembled his, but that it was a forgery made to frame him, as he would not had given any such order in writing, or that his co-conspirators would have destroyed the letter before carrying out the attack even if he had done so.

Convinced by Gauldrin, our heroes decided to follow-up on Dromin's involvement with red lyrium. They made their way to the old tomb complex, accompanied by Balkis the Junior Shaper, where they hoped to investigate the embalming rooms, to see if they could find traces of red lyrium there.

Soon after they entered the old tomb complex they were attacked by a shadow demon, whose deathly touch produced symptoms of the mysterious poison Bertil had not been able to identify. Venturing deeper into the tomb complex, they at last arrived at Dromin's resting place... to find that he had turned into an undead. Lorca was able to draw Dromin into a conversation and made the undead Shaper reveal his involvement in the chain of events: it seemed that the Shaper had come across records of red lyrium and was able to obtain some of the substance from the mines. The red lyrium allowed Dromin to communicate with demonic spirits, and he soon struck a bargain with a demon - for hidden knowledge, he would do the bidding of the demon. Sensing that Dromin was working for Lord Durrow to destabilise the thaig, the demon induced Dromin to put into action the plans to release shadow demons in the thaig, and to frame Captain Gauldrin for the attacks, and eventually arrange his own death so he can become an "immortal" undead.

After they made certain that Balkis had heard the undead's confession, our heroes leapt into attack, but as Dromin appeared to fall to their blows, his body began to shift and blur... until he assumed the form of a huge winged demon. A desperate battle ensued, and our heroes were eventually victorious. They then returned to High Gate, where Balkis reported the tale to Captain Gauldrin.

Captain Gauldrin gave orders for associates of Dromin to be hunted down and arrested, and for the curfew to be lifted. Things, it seemed, would finally return to normal in Khundara Thaig...

Prepping and Running the Game

Once again, one player (Boggart's this week) was unable to make the session, and I had to invent a reason for the character to be out of action.

The players were obviously running into a lot of dead-ends, and I was unsure how to provide them with a clue that didn't seem like a gift... and then they rolled really well on searching Dromin's office, which made me pause for a few minutes. I decided that they would find some evidence of Dromin's involvement with red lyrium. That was eventually enough for them to investigate his resting place once more, and reach the concluding scene.

I think I did not execute the module well enough to make it a satisfactory investigating experience for the players, but the tension in dwarven society brought about by the events did allow them to act heroic, which for me was worth the time we spent.

Next session should see the finale of the campaign.

Sunday, March 05, 2023

Dwarrowdeep #15


It was two days after the attack of darkness on the thaig, and the curfew was still in force, which made our heroes worry when Lorca had not returned from his meeting with his Surface Dwarf merchant contact. Their fears came true when they received word that he and his contact had apparently been poisoned at a tavern, but a search of the premises revealed no trace of the poison or the perpetrator. Bertil was able to surmise that they might have been drugged by the same poison that killed the two dwarven guards; he was able to stabilise Lorca, but his contact succumbed to the poison.

That night, while Lorca laid in a coma, our heroes received a messenger from Lord Durrow, who braved the curfew to bid them and The Foxes to come to the King's Hall fully armed as soon as curfew broke. A suspicious Boggart followed the messenger back, and confirmed that he had indeed come from the King's Hall (see PC profiles here).

The next morning our heroes and The Foxes arrived at the King's Hall as requested, and learned from Lord Durrow that Captain Gauldrin had demanded he give the order for movement between the quarters of the thaig to be restricted so that an effective search for the "demon stones" could be conducted. Lord Durrow had asked to have the night to ponder the issue, and asked Captain Gauldrin to prepare the order for him to sign the next day, but he feared that the latter will force the issue with arms, and had therefore asked the party and The Foxes to help him arrest Captain Gauldrin instead.

Before the adventurers have had a chance to discuss the issue, Captain Gauldrin arrived with six armed gaurds and the order to be signed. The gathering of so many armed men in the King's Hall made the tension rise. The Foxes decided to literally sit the conflict out and sat by the side of the hall with their hands away from their weapons. Lord Durrow ordered our heroes to arrest Captain Gauldrin for treason for attempting to seize power, while Captain Gauldrin asked his men to arrest Lord Durrow for impeding investgation of the attack. Bertil and Boggart stood down, while Zunn fled with Lord Durrow deeper into the hall, and barricaded themselves inside Lord Durrow's chambers.

Boggart asked Gauldrin his plans, and the latter declared that he would close the passages between the quarters of the thaig, and have his men conduct a search of all dwellings for the demon stones or evidence of collusion with demonic forces. Boggart then offered the adventurers as independent observers to legitimise the searches, which Gauldrin accepted. Meanwhile, Lord Durrow was able to negotiate amnesty for Zunn by surrendering himself, and he was taken into custody.

The search began at the High Gate quarter, and our heroes were given permission to search the barracks. There in the chest belonging to one of the slain guards they found a letter written in Gauldrin's hand, which read:

"Execute the plan at noon on the first day of Cloudreach. Show this letter in my hand as proof of my order."

Our heroes kept the letter, but decided against revealing it to all.

The next day the search began at the Quarters quarter, where most of the populace dwelled. When some of the common folk protested against the searches, Gauldrin ordered them to be tied up and left outside their homes as an example to others who would resist.

This did not sit well with Boggart, a Ferelden Freeman, and he cut one of the dwarves free in front of Gauldrin and the guards. Seeing him do this, Zunn and Bertil followed suit. The dwarven guards looked silently at their captain as this happened, until Gauldrin announced that as the adventurers were independent observers of the search, their suggestion to free the inhabitants after their dwellings had been searched would be taken. There was a collective sigh of relief, but all the tension were too much for The Foxes, who told our heroes that they would secretly leave the thaig that day.

That night, Gauldrin asked the party to eat with him as the guards made camp at the plaza. The strain of the events of the past few days told on the captain, and he expressed his frustration at the lack of result from his search... before he fell over - their dinner had been poisoned. Our heroes too began to feel their strength ebb from their limbs...

Channeling a healing spirit, Bertil was able to purge the effect of the poison, but it was clear that the place was too dangerous. Leaving Sergeant Fimar in charge, Captain Gauldrin made his way back to High Gate, accompanied by a few guards and Boggart.

Prepping and Running the Game

The game was a natural extension from the events of the last session.

As I did not know which faction the players will side with during the first scene of the session, I could not plan the session in detail. Rather, I decided to just react to what the PCs did. This worked out well as the players rose to the occasion and did unexpected things like trying to flee with Lord Durrow and "embedding" themselves into the search process. Then as I described the scenes they asked me questions which helped me add details and vignettes, which resulted in the high point of the session (and perhaps the whole campaign) when Boggart defied Gauldrin in the presence of his men.

There was not a single combat during the session, but I think the players enjoyed the role-playing and the mystery.