Sunday, April 24, 2022

Day One

 It's day one in the All the Horsemen campaign. The three survivors in the latest apocalyptic world are Turk Fledermaus, RB, and Pete.

They are currently Chillin in a local tavern in the settlement they are currently staying at. Lately, it's been pretty much surviving the times. Running low on resources, soon they will have to figure out what to do.

In the meantime, Pete attempts to increase his savings with some gambling and walks away 13 Increase d6 richer.



Turk attempts to barter for some food with the owner but is unsuccessful. In these times people have to like you to get stuff.

RB notices his BAP is broken. One of the NPCs tells us that there are replacement parts at the local store.

Tuesday, September 4, 2018

Talomir Tales - Knights of Ekra

Hanging out at the local tavern somewhere in Sortium, the band's morale is low from nearly accomplishing the last quest. Now they need to find another job.

Fenzeiros attempts to gamble but loses badly. He gains 4 Increase d6.

A peg-leg merchant comes into the tavern and asks if anybody wants to travel and get paid. Turk volunteers.

The Merchant explains that his thieving x-wife stole jewelry from his business. The works of jewelry are his only pieces for the time being. Turk's job will be to recover the jewelry and negotiate a deal with a buyer in Ekra. The band sets sail for Valkae where the x-wife is hiding out.

Shortly arriving on the island of Valkae, the band is attacked by Bugbears!


Four of the Bugbears are OD or OOF. The fifth Bugbear flees.



The band locates the x-wife's encampment. They seem friendly enough. They agree to talk.


The thieves probably knew they were outmatched in a fight.


The x-wife turns over the jewelry to Turk. He gains 1 Increase d6 for his success and gives it to Fenzeiros. Next stop is Demeskeen to find more information about the potential buyer.

Traveling through a forest in Sortium, the band meets a group of armed Forest Owls. Turk has a successful interaction with the owls. The owl leader who is also a healer, decides to join the group. Turk gains 1 Increase d6.






In the Elven town of Osyndell, the band successfully gets the location of the buyer. He is located in Ekra at an encampment under attack.

No travel encounters on the way to Ekra.

As the band arrives at the encampment, Undead Skeletons and Dark Moon Dwarves are marching towards the camp.  The band arrives just in time to help the Knights of Ekra. Turk and his band shoot and charge the Undead Skeletons. Several are killed but they keep fighting.

The evil dwarves rush the knights. Two of the four knights become Out Of the Fight. The lead knight stabs the Dwarven leader, he is Obviously Dead. The Dwarves only needed to press on the attack to win but once seeing their leader dead they decided to flee the battle.



Big Battle! The remaining evil dwarves flee.

Turk and his men finish off the skeletons with no loses. No magic items were found on the skeletons, only 1 Increase d6 as loot.  Turk presents the jewels to the Knight and accepts a deal to purchase more jewelry from the merchant in Sortium.

Returning to Sortium, the peg-legged merchant pays Turk and his group 6 Increase d6 for their successful negotiation.

Turk gains 5 Fame and Fortune points.


Horrick the Dwarf Shooter increases to Rep 4

Ciron the Owl Healer increases to Rep 5







Monday, September 3, 2018

Distant Shores - Recover Stolen Gem

A local shop owner of rare gems contacts Turk regarding information about a thief who robbed his shop last month.  The objective will be to locate the thief and recover the valuable Gem. Two clues will need to be resolved in order to find the thief.

Turk goes carousing and successfully recruits 3 grunts who are interested in helping, an Elf, Dwarf and a friendly Wererat.

From Mirholme, the band travels to Ekra, gathering food along the way. In Ekra the person the band needs to talk to is a prisoner! The bad guys raided her camp.


The person of interest is a prisoner.



The band immediately goes into combat with the bad guys rescuing the two prisoners. The prisoners are happy to be saved and gives Turk all the information about the Thief who is in Sortium. It's a successful interaction.

The journey to Sortium is uneventful. The party of Thieves are gathering food when spotted by Turk's band. They look as if they should be no match, but they fight well.

Turk and the Elf become Out Of the Fight and the Wererat flees the battle.


The Wererat transforms from man to rat, but flees from the enemy!




Unfortunately the Thief Leader and a second thief are able to flee the battle and disappear into the woods. Since the thief is gone there is no way to recover the stolen Gem.

Turk and the Elf recover, but the Wererat is gone. 

Turk receives -5 Fame and Fortune Points for failing this quest.

Thursday, July 26, 2018

Quick Distant Shores Adventure



An easy way to start adventuring.

Here's a quick tale from THW Distant Shores. Turk a lone adventurer is seeking a job, but also needs to recruit some help. The local tavern is the most logical place. Of the 3 people he approaches only one is interested, Gordon, a Caravan Leader with swordsman skills. Nigel the Healer indicates he has  job for Turk and Gordon. However to make sure the job is done right, he must also go along. What's the job?  Find treasure in a dungeon.


The tavern is crowded today.


The three wandered out into the wilderness and encounter two trolls. Not a good situation. The trolls attacked first. Unfortunately, in the first round of melee, Gordon becomes Obviously Dead. Turk and Nigel fight the second troll  and it becomes Out of the Fight. At the end of the first round the leader troll retreats back into the woods.

Two trolls appear out of the woods!



The dungeon is located near the border of Sortium. A small patrol of Sortium soldiers appeared and quickly disappeared into the swamps. Since Turk and Nigel have a Black Moon alignment, they can never be friends with anybody from Sortium who are Red Sun. The patrol will most likely report their presence.

This time a larger group of Sortium soldiers appear and do not hesitate to attack. Nigel goes down Out of the Fight. Turk must use his Star Power twice to stay in the battle. Eventually all four soldiers are Out of the Fight or flee. Turk retrieves Nigel.


Soldiers from Sortium attack!



Turk and Nigel enter the dungeon. The third room is a store room with a Wererat! Outnumbering the Wererat, it decides to flee.

A surprised Wererat!



Going down the dungeon one more level, Turk and Nigel encounter more Wererats. These must be minions of the Big Bad.

Turk and Nigel enter the 8th room of the dungeon. It's the treasure room! The Big Bad Wererat and one of his minions are protecting his treasure. Turk and Nigel attack Big Bad first. Unfortunately Nigel becomes Obviously Dead. Turk finishes off the Big Bad. Seeing his leader is Obviously Dead, the minion flees the room.

The treasure room with the Big Bad and one of his minions.

Turk checks for treasure and it's 7 Increasing d6, which is equal to the total of enemy Rep defeated in the room. No magic is found on the Big Bad or in the treasure. Unfortunately, since Nigel is Obviously Dead there is no payment.

Turk subtracts any Decreasing d6 which leaves 8 Increasing d6 to roll which results in two "6" rolled, a one point increase in Rep.

Turk also gains 2 Fame and Fortune Points for achieving the objective.





Friday, September 22, 2017

Who's Eating the Chicken? Day 2, Daytime


It's daytime. Investigator RB is feeling overly aggressive due to being the sole survivor from yesterday's encounters.

His next clue is to question a village chief in the Saurian Frontier.  This means going back to Edd's Pub and crossing over again. But before that, he needs to find some people to recruit. It's usually easier at Edd's Pub after they've had a few drinks.

Back at Edd's Pub looking for recruits


Investigator RB is able to recruit 3 people:

Drunken Sailor
Newspaper Reporter
Spiritualist with psychic powers - with the ability to spontaneous combust people or objects into fire. 

After crossing over, they meet 6 Halflings. Unlike the last group of Halflings, these are friendly. Both groups exchange pleasantries.

Next, two Slavers with two female prisoners appear.  The Slavers tell Investigator RB and the others to step out of their way.


Slavers with 2 female prisoners!

Investigator RB seeing the two women prisoners, fires his BA Pistol at the Slaver Leader and he ducks back. The spiritualist attempts spontaneous combustion on the Slaver grunt but fails. The Slave leader flees. The Slaver grunt charges the News Reporter. Surprisingly the News Reporter barely wins the melee, Slaver #2 is OOF. The 2 women are thankful for their freedom. Before returning back to their village, the two women villagers invite Investigator RB to their village for help at any time.

The next PEF are 4 Rebels and they immediately attack!


Rebels Attack!


The Spiritualist and the Drunken Sailor are no match for the Rebels. They are killed right away.  The news reporter charges a rebel archer but is hit and goes OOF and unfortunately does not recover. A couple of bad shots by the Rebel bows and RB's BA pistol kills their leader and one archer.  Two of the Rebels flee leaving RB the last man standing. This was a close skirmish. The BA Pistol saves the day.


Investigator RB is the only one left alive of his group.

RB picks up the dead leader's sword for a melee weapon.

Once again RB is the sole survivor.


Investigator RB decides to get some help. He goes to the friendly village to recruit. He meets the Chief, Rep 3. Even though Investigator RB has become aggressive he still has a successful Talk the Talk with the Chief (the Chief rolled double 6s, passing 0d6) and is able to recruit 5 Grunt Villagers.


Talk the Talk with the Chief

There is no travel encounter between The Woods and the Saurian Frontier.

The first PEF to appear in the Saurian Frontier is a group of Mercenaries. They don't look friendly so RB and his group successfully "sneak by" (tweaking the Fast Move Table).

The 2nd PEF turns out to be a Shaman and 5 warrior villagers. They surprise Investigator RB and his newly recruited grunts! 


Warriors vs Warriors face off in the Saurian Frontier

RB fires twice with his BA pistol into the Shaman leader and she drops dead. The first grunt villager charges the enemy and splits his head open like a watermelon - definitely a gruesome death! RB's grunts take down two more enemy warriors.




It's a bloody battle. The enemy is dead or flees. Investigator RB loses one grunt.


The last PEF is located in an abandoned shanty.

Looks empty.




Oh crap!

The abandoned shanty is not abandoned. It's haunted by a Saurian!




The Saurian fires a Dazzle spell at one of the grunt villagers and paralyzes him. RB fires two shots and misses. A Grunt villager charges the Saurian and stabs it in the chest.




This is enough for the Saurian to duck back. The next grunt villager charges and finishes the Saurian off. 


RB locates the person of interest, a Village Chief. He becomes overly aggressive (as a result of being the sole survivor from yesterday's encounters) with the Chief. The situation goes bad and becomes a confrontation between Investigator RB and the Village Chief.

Meeting the person of interest turns bad.

Angered at the person of interest, Investigator RB pulls out his BA Pistol and fires twice at the Chief and misses. The Chief Ducks back, RB fire again and misses. The Chief tries to Charge but fails. This time RB shoots and hits. The Chief is OOF. So much for solving another clue. Looking around RB sees that his Grunts have run off.  Frustrated, Investigator RB heads back to Edd's Pub.



Tuesday, August 22, 2017

Who's Eating the Chicken? Day 1


From left to right, Detective Pete, Chief Detective RB and Officer Louie are Downtown checking out a series of strange truck hijackings. In each case the driver was murdered and the supply of chickens were half eaten.

It's so nice to feel, so good about a meal...


Their first clue is a puzzle in the Desolate Hills. It is day time. On the way a stray cat checks them out and they continue on. They meet a lone Priest in the hills and solve the 1st clue out of 5.

The next clue is located in The Woods. To get to The Woods, they need to visit Edd's Pub, located in Downtown. It is night time.

A wicked witch confronts the investigators!

The witch is in green.


Officer Louie fires his pistol first and misses. The witch fires back with a dazzle spell. Detective RB fires is BA pistol and the witch is out of the fight.

They arrive at Edd's Pub where there is quite a crowd.


It's a busy night at Edd's Pub!

The crowd at Edd's Pub becomes hostile. Fist fights ensued with 3 of the patrons and all become out of the fight by the investigators.

Detective RB recruits a Farmer, Rep 3 with a shot gun, knowing they could use the help once on the "other side."  A farmer always has a shot gun.

Edd comes by and mentions something about the "natives being restless" tonight.  He knows where we are going and gave us 4 coins to get to the Other Side.

Stepping though the back door reveals a series of trails. There's an easy hazard to get pass. Unfortunately Officer Louie fails to get pass the hazard and leaves the scene.

Once the investigators arrive at The Woods, the first PEF resolved are two human guards.

One guard flees. The other guard charges, but goes into duck back when shot at. RB and Pete charge the guard. The guard suffers a Gruesome Death and Pete suffers the mental consequences.  Farmer John can't handle the violence and flees.

Next, 3 hostile Halflings appear!




Inspector RB takes action first and guns down the Halfling Leader. One Halfling flees, the other ducks back after RB fires his BA Pistol at him. Inspector Pete Flees after being shot at by the Halfling bow. The Halfling with the bow was no match for a BA Pistol and thought it wise to flee the scene.

Only Inspector Pete comes back. Farmer John and Officer Louie seem gone for good.

The third PEF is a friendly Elf caster. Inspector RB could use the help and sweet talked the Elf into joining the group. 

Before they could claim "the Forest is Haunted, " the fourth PEF appears! It's a wolf! The wolf must have been looking for an appetizer and chooses the small sized Elf to attack. Munched!!!


So much for the Elf. "We never got his name did we."

The Haunter of the Haunted Forest appears! It a Vampire! "I followed you characters from the drinking establishment, for the moment, the name of it evades me, but they serve a tasty Schnitzel."


Odd, you don't look like a Vampire

The Vampire strikes first and hits both investigators. They duck back! Knowing the Vampire is way too powerful, they decide to run for it! Inspector RB gets away while Inspector Pete rolls (deadly doubles!) and only imagines getting away yet he is still facing the vampire! The Vampire strikes again and Pete is vaporized by a damage spell!


Inspector Pete goes up in a cloud of smoke!

Unable to solve the second clue, Inspector RB makes it back to his home in Downtown. He will have to start over in the morning. RB is the sole survivor of his group and feels guilt. He hopes for no bad dreams that night. He doesn't have any.

Inspector RB recovers from any Insanity Points gained.


I play two scenes a game day. One daytime and one night time. Then the inspector retires for the night if he survives. 

I had both lucky and unlucky rolls.  The current Darkness Level after the first day is 6. 

Edd's Pub makes a good addition to Lovecraft's Revenge. It allows more places to explore and different creatures to deal with. Since I located Edd's Pub in Downtown, I have some other ideas for using it.

I like the concept of the Star having the possibility of going to the dark side. I have a list of situations (like being the sole survivor of a scene) where the Star may gain one of these "guilt points" + 1d6 may result in the Star becoming a minion for the Big Bad. Just another way to screw with the minds of characters.






Wednesday, March 8, 2017

Breakout Normandy Campaign - Patrol

The US squad consisted of 9 men including one man with a bazooka. Plenty of fire power. The mission was to scout out a farm house. Should be easy.



The US squad is entering the area from the right. Farm house is on the left.


A little too quiet.


Suddenly a squad of German paratroopers open up on the Americans!

7 German Paratroopers and a cat.


They take out the bazooka man and one other soldier. The US squad is down to seven men. With good shooting all the German paratroopers are killed or wounded.


On the hill on the approach to the farm, a small group of inexperienced Germans engage the US squad. They take advantage of good cover and get off some lucky shots taking down 3 Americans.


An inexperienced unit of Germans fire prone and in cover.

P38 Pilot lands near the farm house.
 
 
In the sky above, a fighter is on fire and the pilot bails out. An American pilot lands nearby. Hearing the gunfire he moves to see what's going on.


Waffen SS

Unfortunately a Waffen SS squad in the area also heard the gunfire. They sneak up behind the US squad and surprise them.


The Americans take casualties.

The US squad is able to kill a few of the Waffen SS including their leader, but are still outgunned.



The fighter pilot meets up with the last US soldier.

 The last 2 Waffen SS are advancing on the American position. The 2 Americans can't hold out for long.



"Hande Hoch!"
The last American is pinned and is jumped by the German. The US pilot has no choice but to surrender.

The US patrol mission failed. The US squad could not get to the farm house. The US squad lost 7 men, 1 man made it back badly wounded and 2 captured including the pilot.



Sunday, January 8, 2017

Refighting the First Crusade 920 Years Later


 
My character's name is Pete.

He decides to leave his home in Germany to join the crusade to the Holy Lands, but first he must form a unit. His Leader attribute is a Dirty Fighter.

Pete starts out on the bottom. His Social Status is the lowest at 1. He is only able to command 1 nit.  It is a unit of 10 Heavy Spearmen. He leads them on the long march to Constantinople.



Heavy Spearmen - "This walk is a lot longer than I thought."


Other units generated with stats are:
1 unit of Knights
1 unit of Crossbowman
1 unit of Light Spearmen

On their march to Constantinople, they roll for attrition. The Knights lose 0 men , the Crossbowmen lose 3 men and the Light Spearmen lose 2 men. Pete's Heavy Spearmen lose 2 men along the way. 


Monday, December 19, 2016

Welcome to the Outer Space Agency


Left to Right, Lt Beigel, Chief Erickson, Cpl Perm
 
The Outer Space Agency is responsible for policing the galaxy for wrong doing and keeping the security of our planet. The OSA employs a multitude of technologies for their missions, some regular and some not so regular.
 
OSA Lt Richard Beigel "RBHDB"
Home: Residential, Urban
 
Laser Pistol
Rep 5 - Law and Order, Engineer
Gunner, +1 to Rep when operating ship based weapon
 
OSA Chief Pete Erickson
Rep 4 - Law and Order, Surveillance
Home: Space Port, Urban
 
Laser Rifle
Crack Shot, rolls 3d6 instead of 2d6 when shooting rifle, counts 2 best rolls
 
OSA Cpl Perm
Home: Under City, Urban
Rep 4 - Law and Order, Mechanic
 
Laser Pistol
Fast, counts a +1 when taking
 
It was a another sunny day at OSA headquarters, located under the city of Sacramento, when RBHDB was called into operations.
 
Commander Kullman: "A gentleman by the name of Obersturmbahnfuhrer Schwein is on the move to steal a secret weapon. Your job is to find him and stop him." 
 

Thursday, August 27, 2015

Back at the Barking Wall Spider

Back at the Barking Wall Spider Tavern in Happy Hollow, our heroes Kurt and Iain reshash the events from the day before.

Kurt returned the jewels to the owner and was paid 30 gold pieces. 8 pieces went to the darwves for helping out and 3 went to the doctor for healing Iain.


Inside the Barking Wall Spider Tavern

The distinguished gentleman next to our table overheard us talking about our success and was curious to know if we could help him out. He explained that when he was young, beings came into his house and stole a family treasure. His great great great great great grandfather had acquired this piece from a crusade against the Orcs. He heard rumors that this treasured artifact is in the lands somewhere around Happy Hollow.

I asked, "What is it?"

The gentleman answered, " a carved wood tribal mask."

Iain: "That's it?"

Gentleman: "That's it. I'll pay a 100 gold pieces to each of you if you can bring it back to me. Start off visiting Pete's Creek - the first clue should be there. Good Luck - you'll need it."

Iain: "Since we can't do anything until tomorrow, let go checkout the Bawdy House."





I decide it's going to take 6 clues to find the Carved Wood Tribal Mask.

Sunday, August 9, 2015

The Farm


"The CO wants us to scout a farm for Germans before the rest of our units move into the area. Here's the map of the farm. We'll enter the farm for the north east corner."


"Each building need to be checked out."
 

The squad silently approaches the farm.


It's a nerve-racking feeling when you know bullets can start flying at any time. You never know if your name is on one.

Izzy says, " I know they're there, I can feel it!"


Bill is on point.

He sees movement from the center of the farm.


A squad of German paratroopers appear!


Bill spots them first and as soon as we get into position we serve them hot lead!




One paratrooper immediately goes down in the hail of bullets, Out Of the Fight.


The remaining paratroopers rush forward to the hay loft,
spraying us with their machine pistols.


Hit the dirt!!


Dick and Kurt toss a couple grenades at the hiding paratroopers.


Kurt moves to check out the Germans.



One is still alive! Kurt is wounded and is Out Of the Fight.


The remaining German paratroopers are all shot down.


It's a matter of clearing each building on the farm. The main house is clear.




The squad moves towards the barn. They hear a noise...

Only a couple of pigs.



From the barn window, Germans open up on us! We hit the deck!

  

They are Waffen SS!



With superior fire power on the barn the Germans duck for cover and we were able
to toss a couple grenades into the building. Only one German survived.


Bill checks the pigsty. Nothing.


With one prisoner and 2 pigs we head back to our lines. The farm is cleared.