Wednesday, August 28, 2019

Not Working Out

The first is my most recent, a landscape of downtown Buffalo.


Prior to the landscape, I attempted a sky-seascape with a castle in purples. I didn't care for it and painted over it.





Stary Night - Copy of a Master

Several years ago, I tried to copy Starry Night. It was fun, but the end results were lacking.







Tuesday, August 27, 2019

Letting the Dice Tell the Story

Welcome to the land of Misfit Toys!
I wasn't expecting my party to go all Oregon Trail on me. I had a brigand warship waiting for them, but now that won't happen on the plains.

So what's next? Time to roll some dice. 28, 53, 58, 52, and 10. I should play those numbers. If I win the lottery, the mystery will never be solved, because we'll be in Disney before the next session.

(I wonder, does anyone play D&D in Disney World?)

Anyway, I am sort of dying for Friday night, because these five rolls told me what will happen next. I think the players will be pleasantly surprised. I was.

The First Game Session for Peninsula of Plenty - Beyond the Pale

Fits and starts. I planned this campaign in the spirit of X1 Isle of Dread. The players were gathered together, given the premise, then selected from a series of pre-generated characters (which are all available in the tab above). The goal was to travel from the Capital on the west coast, to a town on the south coast. The Emperor's Council needs intelligence, and sending a party down there was the best option. Simple.
Here is the party at the start:

Melvin the Wise - Magic User, Halfling, 1st level
Matilda the Knife - Swashbuckler, Human, 1st level
Megen the Ruffian - Swashbuckler, Human, 2nd level
Jaime the Fearsome - Fighter, Human, 2nd Level

Not a cleric to be seen. The party wasn't done provisioning themselves, they hired a cook, a hunter as a scout, and a laborer. Then we got to the part where they were to hire a ship. Or so I thought.

It turns out, that in reflecting on the Council's directions to head south, no one mentioned a ship. Not me, not the characters. So the characters used all of their Council provided funds to buy two wagons, hired some NPCs and a bunch of horses. We've gone from Isle of Dread, to Oregon Trail.

Well, I am nothing but adaptable.

The characters decided to proceed south as quick as they could. I mentioned that an inn at the edge of town would be a great place to rest up, have a few drinks and maybe try to pick up a few more party members or NPCs.

No.

Out the gate they went. 5 miles outside the palisades, they made camp. This is exactly what "beyond the pale" means.

The players are sort of wily. It turns out that the wagons have small stoves, tons of rope and wood,  bedrolls and a supply of fuel. They parked the wagons 30 feet from each other, drove in some posts and corralled the horses between them. Water bags and feed bags were hung off the side of wagons for the horses. And decided to sleep in the wagons. Efficient as heck.

Since they lost the opportunity to hire more people, I decided that two of the other candidates were making the same journey and would catch up shortly. In the morning, the party spotted them on the road, and decided to wait.

That when the evil random encounter started. Uninhabited/Wilderness Table, die roll of 02, brown bears. Two brown bears.

Game on.

Jaime and the scout were making their way back towards town to round up the stragglers, on horseback. Melvin, the cook and the laborer were in one wagon, while Matilda and Megen were harnessing the other horses to the wagons.

The bears bushedwacked the first two horses as Matilda leapt into Melvin's wagon and Megen hopped into the other wagon. Matilda stabbed one in the head. As the first bear mauled both horses to death, the second tried to get Matilda. She stabbed him again, while Melvin missed. The wizard got a good bite for his effort and collapsed, seeming dead. The cook went down, next.

Matilda and the laborer went for the other wagon as the bears milled around. For several rounds, the bears milled about deciding to eat the dead horses rather than chase the characters to the other wagon.
 
Jaime came thundering on his horse and began to accost the bears. Megen jumped on the other horse and joined him. Two rounds later, Jaime's horse was dead and he had taken a good hit. Jaime and Megen took refuge under Matilda's wagon. It was beginning to look like a total party kill was in the works.

Thankfully, Jaime's foresight saved the day. He sent the scout ahead to get the two trailing NPC's: Rona and Gurwinder. He dropped Gurwinder off some distance away and went back for Rona without provoking the bears.

Before Jim the Scout could get back with the cleric, Gurwinder and the rest of the party trapped the bears between long range missile fire and rear attacks. Since the party had the cover of the wagon, Gurwinder could shoot the bears in the back with little chance of hitting friendlies. The repeating flanking attacks melted the bears AC away and they were done in just three rounds. 

Click to enlarge. Blue crossed
swords indicate party position.  
At the end of the day, the party lost 1 laborer, 3 horses, Chef and Melvin. Melvin didn't die, he just wants to go home. His player now wants to play Gurwinder, instead.

Ok, fine by me.

Under Gurwinder's direction, the party took one wagon back to town, sold the bear and horse meat along with their pelts. They paid burial expenses for the cook and laborer. With the additional funds from the kills, they obtained two drovers to drive the wagons and care for the horses. They are a husband and wife team, Felix and Felice. They also bought 2 horses, one for Jaime and one Megen, and four oxen to pull the wagons. Matilda, Rona and Gurwinder don't ride (by choice), so Jim the Scout has the last horse.

The party has now agreed to head to the next town with the intention of picking up a healer or another cleric and missile weaponry for everyone. They also desire either a pair of ponies or smaller horses for the shorter characters (Gurwinder and Melvin), plus more oxen. The next settlement is 18-20 miles away, the next small town is a little more than 30 miles away.

Here is the party as of now:

Melvin the Wise - Magic User, Halfling, 1st level, NPC
Matilda the Knife - Swashbuckler, Human, 1st level
Megen the Ruffian - Swashbuckler, Human, 2nd level
Jaime the Fearsome - Fighter, Human, 2nd Level
Rona the wisewoman - Cleric, Human, 1st Level, NPC
Gurwinder A’flumine - Fighter, Human, 2nd Level
Jim the Scout - Human, 0 level NPC
Felix and Felice - Humans, 0 level NPC

Marching order is:

Jaime and Jim on horses, leading.
Wagon 1 with Felice driving and Melvin and Gurwinder riding.
Wagon 2 with Felix, Matilda and Rona.
Megen trailing Wagon 2.

More next week.

Monday, August 26, 2019

Peninsula of Plenty Campaign - Background Information

My Peninsula of Plenty campaign kicked off the other night. Things are still being worked out with the players, but I would like to give a brief game report in my next post. This post, I would like to focus on background.

First, The Peninsula of Plenty is based on Roman history and mythology. My game map is still in pro-type mode and has a scale of six miles per hex. It is roughly the same size as Italy.


The capital is located on the west coast of the Peninsula. It extends eastward for approximately 2/3 of the landmass and southwards a good ways. The Empire started off as a small town, expanded to a Republic and then to an Empire just like them Roman. This culture has existed in some form or another for 1,200 years. It has fallen into stagnation.

What is different about this culture? Well, there are elves, dwarves, gnomes, halflings plus a whole cast of monsters. In this setting, the dwarves occupy a couple of hundred miles around an ancient volcano on the eastern lobe of the Peninsula. They represent the various hill tribes that engaged the Romans. Halflings are invaders/refugees from over the northern mountains, gnomes are friendly towards all and the half-elves are trusted by none. On the far east coast is the Capital of the Elves and their clients the half-orcs. The elves arrived from over the sea, and represent Hannibal and the Carthaginians. For a long time, it looked as if Roman would never be free of Hannibal. Just imagine if Hannibal had magic.

Half-elves are the most prevalent race on the Peninsula, They are viewed as monsters or misbegotten children by humans and deformed but still loved creatures by the elves. The elven Kingdom believes that they have magically devolved from true elves, while the humans believe they they are the offspring of evil, horrible elves and the innocent human victims they prey upon. While neither humans or elves will treat with them as a political power, they are free to move throughout the Peninsula. Other races like them just fine.

The human Empire clashed with the elves and dwarves over slavery. The Elves forced the Empire to give up non-human slaves. This was devastating to the human economy. In just one generation, the Emperor realized he couldn't defeat the elves and in an effort to save face, presented the idea that the legendary culture which the empire was founded upon never really endorsed slavery. He was a manumissions, as opposed to an out and out abolitionist. In this way, he prevented the general public from lashing out at non-humans in a way that would create an unwinnable war. For the Emperor, it was not merely lip service, but for general public, the reception of freedom for all was not established. Debates and outright war over slavery has racked the human Empire for centuries, keeping them from dominating the Peninsula.

The human Empire, (which I have not named yet) needs to secure it's southern flank from sea raiders. They would very much like to believe that it is the elves, but it isn't the elves. To this end, they will be deploying the 55th Legion to the area. The Fighting Five-Five, will take the role of sailors, based out of the city of Tabletop*.

Since the loyalist town of Tabletop is outside of the controlled border of the Empire, the Emperor's Council has employed the PC to blaze a trail of exploration to the town. The characters are also charged with checking on the Compass Rose Inn, a former Keep on the southern border. This was done in the spirit of the module X-1 Isle of Dread.

In the very next post, I will detail the PC's adventures so far.

*Why did I name a major city Tabletop? As a child I used to fish and swim off of some submerged, tabletop like slabs of concrete on the shores of Lake Ontario. It became a part of most of my campaigns and neither I, nor my players every made the connection between "Tabletop Games" and "The Town of Tabletop" since all of us have been to this real life location which appears in most of my campaigns.