The crew returned to Skull Mountain, re-established base camp in the Garden, and went through the Trap Maze (finding that every single trap was reset except for the one on the secret entrance to the wizard's study) and were soon in the teleporter room in the hidden niche on Level One. With some careful experimentation the following happened.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Friday, August 30, 2019
Saturday, August 24, 2019
Fortieth Anniversary Adventure
Which continues this weekend, naturally.
The main party headed through the Briars to Skull Mountain. On the way they met stragglers from Whitehill's army and killed them all. A dozen or so large spiders had taken up residence in the Entrance Cavern; the party shooed them back with fire and entered the North Door, checking the areas for disturbances.
All was in order so they entered the Pilgrims' Hall and travelled the long way to the Pilgrims' Stairs. In the Chapel they found the body of a female verbeeg, dead no more than 2 weeks. She had been cut down by a hobgoblin's poisoned dart.In her pouch was a message asking the company to assist them as they were besieged by hobgoblins.
The party immediately struck out to the Garden Level and set all the hirelings and supplies with the 'camp guards' henchman team and struck out through the Cavern of Herds (finding another dead verbeeg messenger) and the Trog Tunnels. After the almost 4 mile trek they spotted a hobgoblin camp at the junction with Hobgoblin Highway. A force of 80 hobgoblin warriors with onagers and ballistae were behind a barrier and firing on the verbeeg wall and about 120 hobgoblin females, slaves (mainly goblins with a handful of kobolds), and such were in the main camp.
The party hit the main camp like a thunderbolt, cutting their way through them rapidly and engaging the warriors with a strong frontline and spells. The verbeeg sortied out and the hobgoblin warriors, surrounded, were cut down to the last.
The main party headed through the Briars to Skull Mountain. On the way they met stragglers from Whitehill's army and killed them all. A dozen or so large spiders had taken up residence in the Entrance Cavern; the party shooed them back with fire and entered the North Door, checking the areas for disturbances.
All was in order so they entered the Pilgrims' Hall and travelled the long way to the Pilgrims' Stairs. In the Chapel they found the body of a female verbeeg, dead no more than 2 weeks. She had been cut down by a hobgoblin's poisoned dart.In her pouch was a message asking the company to assist them as they were besieged by hobgoblins.
The party immediately struck out to the Garden Level and set all the hirelings and supplies with the 'camp guards' henchman team and struck out through the Cavern of Herds (finding another dead verbeeg messenger) and the Trog Tunnels. After the almost 4 mile trek they spotted a hobgoblin camp at the junction with Hobgoblin Highway. A force of 80 hobgoblin warriors with onagers and ballistae were behind a barrier and firing on the verbeeg wall and about 120 hobgoblin females, slaves (mainly goblins with a handful of kobolds), and such were in the main camp.
The party hit the main camp like a thunderbolt, cutting their way through them rapidly and engaging the warriors with a strong frontline and spells. The verbeeg sortied out and the hobgoblin warriors, surrounded, were cut down to the last.
Saturday, August 17, 2019
My Campaign Turns 40 Years Old
There is a bit of an argument; I thought I started Seaward on August 18, 1979 but my old friend George (who played a ranger) insists it was the 11th.
Either way, we're celebrating today!
The party is trying to get to (what they call) Level Four in Skull Mountain. I think they'll clear it easily. Then (what they will probably call) Level Five - which might kill them all. If so they will join about 17 other PCs that have died there.
We are also, naturally, having adult beverages and a cake as well as a LOT of beef.
My keen insight on running a long campaign? Try here.
Either way, we're celebrating today!
The party is trying to get to (what they call) Level Four in Skull Mountain. I think they'll clear it easily. Then (what they will probably call) Level Five - which might kill them all. If so they will join about 17 other PCs that have died there.
We are also, naturally, having adult beverages and a cake as well as a LOT of beef.
My keen insight on running a long campaign? Try here.
Sunday, July 28, 2019
Long-term Campaigns and Growth
In a very short period of time my AD&D campaign will be 40 years old. I want to take the time to discuss how a campaign can last that long.
Thursday, July 25, 2019
Warhammer 40k Roundup: Other Guns and Stuff
From Jack
In a recent article, my father gave his summary of our recent Warhammer 40,000 gaming, and the takeaways about the game that he derived from it. I agree about some of his points, and disagree on others. Now, obviously, neither one of us is an expert or veteran player (in particular, I think I'm the worst player in my group), so these insights are probably going to nearly all be some combination of wrong and obvious.
In a recent article, my father gave his summary of our recent Warhammer 40,000 gaming, and the takeaways about the game that he derived from it. I agree about some of his points, and disagree on others. Now, obviously, neither one of us is an expert or veteran player (in particular, I think I'm the worst player in my group), so these insights are probably going to nearly all be some combination of wrong and obvious.
To restate what was covered in the prior article:
There are four of us who play. I settled on the forces of Chaos as my army pretty early, but whether I favor Daemons or Chaos Marines remains uncertain, and I plan on playing the Sisters of Battle as a secondary army once they're finished. Dad plays all Imperial forces, but mostly the Guard and the Mechanicus. Sam plays T'au and Thousand Sons (he's the lore player in our group). Nick still hasn't settled on an army, but mostly favors the Tyranids, and, to a lesser extent, the Necron so far.
We've been playing for less than a year. We use tokens and chits to mark models that we don't yet have. We cycled through various armies and builds early while trying to find what suited us. We use a variety of terrain and missions, put probably still aren't quite playing "normal" games. We were never exposed to editions prior to 8th, but have vague information about their rules.
Now, my points:
Places where I agree with my father
Board control matters
...but not for the reasons he listed. In a game with objectives, and especially a game with tactical objectives, being able to seize a portion of the board quickly, or prevent your opponent from doing so, can decide the game. Leaving 10 cultists with a heavy stubber way in the back field in case they need to advance on an objective, or sticking 5 flayed ones in deepstrike in case you suddenly need a unit in the opponent's deployment zone, is key. Preventing deepstrike and reacting to enemy assault is also nice, but not as important as scoring.
Strength is everything
The way the math works out, every possible strength or toughness value is totally different S3, S4, and S5 are all totally different values, and they're not even close to the disparity between S7, S8, and S9. Lasguns and boltguns may be the same against a gorkanaut for some strange reason, but they're radically different against yer comm'n boyz. Similarly, S9 is one of the most valuable things you can get. Higher is always better. Get as much strength as you can.
Places where I disagree with my father
Real world tactics don't win
Early on, my instincts were to treat this like a real war, where ordinary infantry in a combined arms assault win nearly every engagement, while special assets are off doing special things. But this ain't a real war. Tactical marines serve a purpose, but they are incapable of finishing the enemy off. A balance of real-world forces is often effective, but sometimes a mix of disposable swarms and magic super-weapons is much better. The effective thing to do is always to maximize your number and proportion of really good super-tactics, regardless of how this would look in real life.
Cool and good go together
One of my favorite things about Warhammer is that they really do bring fluff and crunch into line, at least in 8th. Sure, there are some things that should be better than they are, like Necron Monoliths or Heralds of Tzeentch, and some things that are better than they should be, like Ogryn, but overall, things that are cool in lore are cool on the tabletop, and vice versa. Assault terminators? Daemon princes? Avatars of Khaine? Onager Dunecrawlers? All awesome in fluff and in crunch.
My own points
Probability is on your side
One of the beauties of the 40K rules is that they're highly dependent on very random rolling, but you roll so many individual dice that averages usually prevail. This is good, because it means that there's minimal variation in overall effectiveness, so your 30 boyz or your wedge of guard tanks should have similar performance every game; but there's also room for cool swings of fortune, like your Space Marine Captain surviving a daemon prince's charge and killing him in the ensuing duel. You can have cinematically random moments in your otherwise standard game. Most of the time, anyway. Also, this breaks down in certain situations, such as very small games, or games featuring lords of war.
Get your money's worth
As far as I can tell, the path to victory is to make sure you get the maximum return on your points invested in each unit. If you buy a gun, make sure you shoot it, shoot it well, and shoot it at the right target. If you buy a bike, make sure it carries you to the objective, the enemy's heavy support, or both. Don't buy anything you don't use, at least in matched play terms.
So, what do you think? Am I right? Am I playing the game wrong? What do we have left to learn? Let me know!
Monday, July 22, 2019
Warhammer 40K Roundup: Guns and Stuff
Starting a series on my insights into Warhammer 40k.
To start with, please understand that to a lot of hardcore Warhammer 40K players my insights will probably seem ridiculously obvious -we've only been playing less than a year and we largely avoid online forums, etc. This is much more of a "newbie learns the obvious" series I am starting, not a "deep delve into forbidden lore" series
Weekend Mania
Over the weekend we played 4 games, all at 1,500 points-
To start with, please understand that to a lot of hardcore Warhammer 40K players my insights will probably seem ridiculously obvious -we've only been playing less than a year and we largely avoid online forums, etc. This is much more of a "newbie learns the obvious" series I am starting, not a "deep delve into forbidden lore" series
Weekend Mania
Over the weekend we played 4 games, all at 1,500 points-
- Adeptus Mechanicus vs Space Marines
- Imperial Guard vs Necrons
- T'au vs Chaos Space Marines
- Orks vs. T'au
Monday, July 15, 2019
DM Report: Seaward - The South Ford of the White River and Pirate Port
In anticipation of the 40th anniversary of my 1e campaign next month we started a cycle again.
The South Ford of the White River: The evil Lord Whitehill, formerly a noble warrior of the grand Duchy of High Morath, has completed his fortress in the Bandit Lands south of the capitol city. Only the foul magics of his consort, Lady Jacinth, allowed him to do so over the winter.
The king has hastily erected a line of towers and rushed reinforcements to Longnor Fell, the walled town that protects the norther ford over the White River. he also sent out the word - all noblemen and knights of the realm must prepare for war. The nobles of Ekull must guard the Briars, Eagle Valley, and the Stone Hills; Timberlake the North and the border with Eastford; and this frees royal forces to muster against Whitehill.
The paladins of the Shining Keep also are mustering to the king and, for the first time, the monks of the Order of the Way are sending members to war under the banner of Seaward.
Also summoned? The Company of the Dark Moon.
The South Ford of the White River: The evil Lord Whitehill, formerly a noble warrior of the grand Duchy of High Morath, has completed his fortress in the Bandit Lands south of the capitol city. Only the foul magics of his consort, Lady Jacinth, allowed him to do so over the winter.
The king has hastily erected a line of towers and rushed reinforcements to Longnor Fell, the walled town that protects the norther ford over the White River. he also sent out the word - all noblemen and knights of the realm must prepare for war. The nobles of Ekull must guard the Briars, Eagle Valley, and the Stone Hills; Timberlake the North and the border with Eastford; and this frees royal forces to muster against Whitehill.
The paladins of the Shining Keep also are mustering to the king and, for the first time, the monks of the Order of the Way are sending members to war under the banner of Seaward.
Also summoned? The Company of the Dark Moon.
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