Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Tuesday, March 10, 2026

Dungeons of Gonzoria: Season 01, Game 02 "Mysterious Raiders"


 7th of Thirdmonth, 1526 H.E.

The warrior, Garrick Valthorn, the Mystic Artemis, the Dward Pendrek Stonehand, and the Elves Araned Threeoak, and Rulo Suras had joined the Gonzoria Adventurers guild after returning from their expedition to the tomb of Saint Bedevere two weeks ago.  After selling off their loot they decided that they would need to mount another expedition if they were going to be able to have enough coin to keep operating in the city.


 After consulting the Basic Tier mission board, the party decided to take the following job:

Mysterious Raiders! 

Posted by: Balin Huntinghall, Baron of Honey Hill

A group of raiders have been attacking farms west of Honey Hill and then fleeing into the Southeast part of the Hagwood.  They seem content to steal livestock, crops, and tools for the time being but a few people have been killed in the raids.  Because they attack under the cover of darkness no one has been able to get a good look at the attackers and none of the attackers have been killed or captured so far.  

I require a party of adventurers to gather some intelligence on their camp and capture one of their
members for interrogation if possible.  I need to know the number of raiders and the nature of the
raiders if possible and the location of their encampment. 
 
I will pay 500 gold crowns for the information and 100 gold for each captured raider up to a maximum
of 3 individuals.  

They took the posting to the counter for Basic Tier members and had the receptionist Alina set up their
contract.
Alina recommended they hire some supporters for the job. She recommended Kaelys Smyte because her
cooking and survival skills would be helpful for the job.
The party hired Kayles and Melira Vollolis who specialized in engineering. They also purchased some
healing potions and rations from the guild stores.




With their new hirelings and supplies the party decided to head out to Honeyhill then follow the High Kingdom Mesa West then try to find a place to ford the Red Devil River before proceeding into the Hagwood.  They also hoped they could find some more information about the "mysterious raiders" in Honeyhill.  


As they were traveling on the Honeyhill road the party was attacked by a large pack of a dozen giant rats.  Rulo managed to put eleven of them to sleep and Garrick dispatched the remaining rat.  After that they made it to Honeyhill without incident.  


At Honey Hill they spoke with several individuals including Father Martin of the Church of the Blessed Saint who offered them a job clearing out the rest of Saint Bedevere's tomb.  The told the priest that they would be happy to help after finishing their current job.  They also spoke with the priestess Holly Thistledown at the Temple of the Holy Mother.  They borrowed a hand cart and some empty barrels from the priestess because they planned to try and draw out the raiders while posing as lost merchants.  



After staying over in Honeyhill they set out the next morning.  At the river they spoke with some potters from Honeyhill who were gathering clay from the banks.  The potters said they hadn't seen any raiders but they told the party where they could ford.  Upon fording the river they discovered a small game trail that had several booted tracks running along.  They followed the trail to the edge of the Hagwood.  Half of the party decided to wait with the cart while Rulo and Aroned scouted ahead with the hirelings to try and locate the raiders camp.  

They had only made it a short distance in the woods when they heard a commotion ahead of them on the game trail.  Moving off the trail into cover they spotted a wounded doe running at full tilt along the trail towards the edge of the wood.  Shortly after two wild looking human women came running along after the deer bows in hand.  

The pair of women exited the woods but a few moments later they came running back along the trail with equal haste. 
 

The elves decided to ambush the women for questioning.  Araned managed to tackle and subdue one of the women and after a brief struggle he subdued her.  Rulo missed her tackle and her target immediately drew steel and attacked her.  Rulo managed to give the woman a stout blow to the head with the pommel of her sword but it was not enough to brink her target down.  Eventually Kaelys managed to get behind the sword wielding women and bring her down with a blow to the back of the head from her frying pan.  They quickly subdued the women and Araned carried them both out of the woods over his shoulders.  

It took them only a few minutes to rejoin their companions but they were worried that the commotion of the fight might draw the rest of the raiders out.  Their captive that was still conscious told them they were members of the "Wildwood" clan from the north and that they had been raiding farms for food.  She warned them that their leader Rognvald would come searching for them shortly as the rest of the raiders were camped not far off and no doubt heard the fighting.   


Indeed a few minutes later a band of seven armed raiders emerged from the edge of the Hagwood.  A large warrior in the center of the party seemed to be giving them orders.  The warrior of the party formed a line to face them.  


The large warrior stepped forward and declared himself as Rongvald of the Wildwood clan.  He demanded to speak with the parties "Chief".  Artemis and Araned stepped forward.  Rongvald demanded the return of the women.  Artemis said they would exchange them for two other hostages because they needed to take someone back with them to be questioned by the Baron of Honeyhill.  Rongvald refused to turn any of his companions over but said he would speak with the Baron or one of his men if they came to speak with him.  Rongvald explained that his clan was driven out of the North by the demon worshiping "Blood Crow" clan and that they only raided the farms for food.  Artemis said she would not accept anything other than an exchange of prisoners and that if Rongvold didn't like it she would set her elf on him while gesturing to Araned.  Without hesitation Rongvold drew his sword and said "Very well as you have chosen your champion I will accept this duel and let the fates decide".  Araned gave Artemis a confused look but drew his sword.  


As Araned squared off with Rongvald he immediately realized that he was outmatched.  Rongvald had the moves of a much more experienced warrior.  The exchange was brief.  The northman quickly landed two buffets with the flat of his blade to Araned's head and the elf dropped to the ground unconscious.  


Before he could celebrate his victory the Northman chief started to stagger from an unnatural fatigue.  He turned and look to see his warrior falling to the ground just before he too fell to the ground in a magical slumber.  With everyone's attention focused on the duel Rulo had managed to cast her sleep spell unnoticed.  

The party quickly tied up the raiders and roused them from their slumber.  Rongvald was furious at their "Alfar" trickery saying they had brought dishonor to themselves by interfering with a duel to change their fate.  Being properly secured there was little the Northman could do other than complain and hurl accusations but that didn't stop him from doing just that all the way back to Honeyhill.   


It was dark by the time the party reached Honeyhill and the party was stopped by the Sherriff and a small patrol.  The Sherriff summoned the Baron after securing the prisoners in the town's small blockhouse, the Barron asked the party what they had learned.  The Baron then asked them to stay the night at his manor.  He also had them bring along the Northman woman Ingi who had been the most cooperative of their captives.  After a rich meal Ingi was quite willing to talk about her clan's plight.  She informed the Baron that after being driven out of their homeland that their "Jarl" Svartgir had brought six fully manned longships with twice that number of non combatants south with them.  They were camped on a strip of land with the Red Devil river to the west and the the High Kingdom mesa to the east.  The Baron realized that a few hundred Northmen had set up a camp just ten miles away and requested that the party inform Count Waldo on their return to Gonzoria.  The party agreed and set off the next morning.  

DM Notes:  This was my second session of my BECMI Dungeon and Dragons campaign "Dungeons of Gonzoria".  Due to some extremely successful sleep spells combat was fairly limited during the session but there was quite a bit of roleplaying which made for a fun session.  


Sunday, February 22, 2026

Dungeons of Gonzoria: Season 01, Game 01



21st of Secondmonth 1526 H.E. 

The ship Grey Dolphin makes dock at the town of Newport in the Northern Province.  Five adventurers disembark.  Araned Threeoak from the elven settlement of The Great Tree.  Garrick Valthorn, a warrior from the capital city of The Holy Empire of the Blessed Saint.  Rulo Suras of the Wandering Elves.  Pendrek Stonehand a Dwarf from the Grey Mountains.  Artemis, a mystic from the Wind Dragon clan.  They had all departed from the Capital City three days ago bound for the great Northern city of Gonzoria with the intent to explore the fabled ruins of the lost High Kingdom and it's dungeons.  

Gonzoria had been established decades ago after the defeat of the Demon King.  Since then hundreds of adventurers had come to seek fame and fortune.  Some had done just that but most had met their fates in the many dungeons and ruins.  

Having no one else to travel with, the five set out from Newport for Gonzria after breaking their fast at a local tavern.  As they headed north along the road they could see the massive High Kingdom Mesa that rose a mile above the hills of the lowlands.  Two other mesa nearly as tall but smaller in surface area flanked it to the east and west.  Many more were said to lie beyond these to the north.  These mesa were where the lost civilization of the High Kingdom derived its name.  
  

The road north ran along the banks of the High Kingdom River which flowed from two massive waterfalls from the heights of the High Kingdom Mesa.  The weather was unseasonably warm for Secondmonth, especially this far north so the walk was pleasant.  The party expected to reach Gonzoria in just a few hours as it was not far from Newport.  

As they were traveling they overheard someone arguing in orcish from a nearby small wood.  Deciding to investigate the party found a group of Orcs armed with bows and warclubs but wearing no armor.  The orcs were arguing about whether to raid the road during the day or the local farms by night.  
Due to their argument the part were able to surprise the orcs.  Two of the orcs dropped back to use their bows but four stood to face the adventurers.  


Within moments the orcs were cut down and the party paused to check their loot and asses their damage.  The elf Araned had taken a nasty shot from one of the orc archers so he spent some time patching himself up.  Among the orcs gear they found a small bag of mostly copper and silver coin.  It wasn't much but it would probably cover the cost of staying at an inn for a few day.


With no other encounters the party reached the gates of Gonzoria by mid morning.  They had taken orc ears in the hopes that they could claim a bounty on them.  The guards at the gate directed them to the Gatekeeper's office at Jailor's Tower.  

At Jailor's Tower they received a small bounty for the orc ears.  The deputy on duty told them their best chances of getting good jobs would be to join the Gonzoria Adventurers Guild but he also informed them that the dues for joining started at one hundred gold coins.  Since none of the party had that much they asked about other job opportunities.  They deputy offered them a job taking a prisoner and some supplies to the nearby village of Honeyhill for a small payment.  Having no other prospects they took the job.  


They arrived at the village of Honeyhill in the mid afternoon.  The small village was further to the north sitting only about a mile from the base of the High Kingdom Mesa.  

The sheriff, Ned Pipeweed, paid them for the prisoner and supplies.  When the party ask about further job opportunities and adventures the sheriff told they that the priest of the local Church of the Blessed Saint was looking for a party to investigate a rumor of a tomb just north of town.  

At the church the party spoke with Father Martin the priest who told them that a tomb had been discovered north of town cut into the walls of the High Kingdom Mesa with iconography suggesting it belonged to a member of the Holy Church of the Blessed Saint.  The priest offered to pay them two hundred gold coins if they could bring back the bones of any holy person they found there as well as pay them extra for any relics they managed to recover.  They took the job and set out of the tomb.


  A short distance out of the village they came across a temple of the Holy Earth Mother so they decided to stop by there as well.  They made a small offering to the priestess of the temple so she offered to read the bones for them.  After casting the bones the old halfling told them that she believed they would  accomplish their goal but would face many challenges.  
    
The found the tomb easily exactly where they had been told it was.  After removing the capstone they spent some time opening a locked iron bound door.  After hearing sounds inside they decided to have one of the elves peek inside before entering.  

Rula the elf peeked quickly inside and told the party she saw several large rodents inside.  The party developed a plan to handle the large group.  Garrick the warrior would open the door and allow two or three rodents out then try and close the door before more could get through making fewer opponents for the party to fight as one time.  

The elves considered using their magic but at their experience level they could each only cast one spell per day so they decided not to use them here.  
Garrick opened the door and three giant rats escaped the room and attacked the party before he was able to slam it closed again.  Twice more he opened the door and each time three more giant rats attacked them.  On the fourth attempt his hand slipped and the party braced for a larger attack.  Luckily for them no more rats were in the room.  


The small chamber beyond the door was lit from the ambient light coming from the outside.  It was then that the party discovered none of them had packed any torches or lanterns.  As the party had two humans they realized this would complicate their exploration of the tomb.  They found two old torches in sconces set on either side of a large door hoping that they would light when they needed them.  

There were three doors  leading out of the room.  A large door straight ahead of them and two smaller doors down short hallways to the left and right.  The party chose to proceed straight ahead and after spending some time they managed to pick the lock.  


Beyond the door they found a large marble corridor decorated with friezes of miracles performed by a holy man of The Church of the Blessed Saint.  Graffiti had been painted on the walls in dried blood that appeared to be in some unknown language.  A small niche held a man sized statue of a priest of the Church of the Blessed Saint but the head had been broken off and replaced with the skull of a goat burned black with a red upside down pentagram painted on the forehead.  They also found a small privy and in the dried out cesspit below they found the statues human head.  They also found two more old torches set on either side of the door at the far end of the corridor.  

As it was even darker in the corridor the Dwarf and Elves searched for hidden doors.  They found two near the far end of the corridor with hallways heading to the left and right for about twenty feet.  Each hallway had another hidden door.  All of the hidden doors were the type that slid aside when triggered.  When they investigated the passage on the left they found a room full of animated skeletons so they closed the door quickly.  When they checked the passage on the right they discovered a giant toad so they quickly closed that door as well.  
As they opened the door they planned to light one of their torches but found the chamber they entered lit by some kind of sky light rigged with mirrors.  The chamber inside was decorated in the same way as the corridor but without the dried blood graffiti.  An elaborate carved sarcophagus sat on a small dais opposite the door.

Pendrek the dwarf cautioned that they lid to the sarcophagus was slightly ajar so Araned and Garrick decided they would shift the lid a bit to have a peek inside.    


As they attempted to slide the lid of the sarcophagus aside something from the inside pushed the lid clear and an armored skeleton with devilish horns sprang up and attacked them.  The fight was intense but brief and ended when the mystic Artemis shattered it's skull with a bolt from her crossbow.  

The room had no treasure but the party decided that the skeleton's elaborate armor and rune carved longsword would be valuable.  The party were pleased none of them had been struck by they sword as it looked as if it might be enchanted due to it's elaborate construction and rune carved blade.  


After decided that the burial chamber they found was a false chamber they decided to continue to explore the tomb.  The decided to investigate the passageway with the giant toad.  Rulo decided she would try and use her sleep spell on the creature to put it to sleep then they could dispatch it.  This plan worked.  
After removing the curtains that the toad was nesting among they discovered they were in a bathing room.  The water of the bath had turned murky and was overgrown with algae.  They also discovered a heating chamber below the bath that had a tunnel connecting to the privy cesspit and another tunnel heading east that they chose not the explore.    

After discovering another hidden door the party proceeded down a limestone hallway.  Pendrek stopped the party half way down the hallway when he found a dart trap.  Rulo found a rock and used it to trigger the pressure plate for the trap from a safe distance allowing the part to proceed.  At the end of the hallway they discovered yet another hidden door.
 

Beyond the hidden door they found an unadorned small chamber that had another sarcophagus on a dais.  This sarcophagus was much simpler than the one they found earlier and it was still sealed.  

After breaking the seal and removing the lid they found the skeletal remains of a man in a simple monks robe.  The nameplate above his head was inscribed with Saint Bedevere.  


The party built three sturdy travois.  On one they laid the remains of Saint Bedevere.  On another they placed the statue and recovered head.  The third they used to transport the skeleton's armor and weapon and some silver icons they removed from one of the doors.  

When the party returned to the church at Honeyhill Father Martin was pleased that they had recovered the bones of Saint Bedevere and gladly paid them the two hundred gold coins.  He also paid them handsomely for the statue and icons but he refused to pay them for the "blasphemous" armor and weapon and suggested that they would have better luck trying to find a buyer in Gonzoria.  

With plenty of money to pay the dues to the adventurers guild in hand they set off once again for the city.  

Dungeon Master Notes:  This was my first session of my BECMI Dungeons an Dragons campaign "Dungeons of Gonzoria"  This is a sandbox game with elements of a West Marches campaign and so it will be player driven and may involve several different parties and players.  I'm looking forward to more game reports as well as getting back to posting on this blog.  

Saturday, April 24, 2021

The Vale of the Twelve Towers a D&D BECMI sandbox setting.

 




The Vale of the Twelve Towers Introduction

Around thirty years ago a dozen evil wizards escaped from Hirshberg Castle in the Kingdom of Bierwald where they were being imprisoned by the order of the Hexenjager.

After escaping they fled to a wooded valley that lay between the Kingdom of Bierwald to the East and the Kingdom of Fleur De Lys to the West.

The wizards made a pact to use their combined powers to destroy the Hexenjager of Hirshberg. To that end they went about enslaving the orc and goblinoid tribes of the valley to build their fortress towers and elaborate dungeon complexes. For the next decade they armed and trained their hordes for war while constantly perfecting their own arts.

The armies of the twelve wizards gathered and began their siege of Castle Hirshberg. The siege was short, lasting only three weeks. With their magics and their armies the Hexenjager were nearly wiped out and Hirshberg Castle reduced to a smoking ruin.

After destroying the Hexenjager the twelve wizards turned their attention to the Grand Duchy of Kriegswald and in particular the nobility all of whom supported the Hexenjager. Every castle and estate in the duchy was sacked including the Grand Duke’s fortress. Most of the nobles and their servants were either killed or enslaved and their fortunes were plundered. Although this devastated the economy of the duchy and plunged the region into a state of anarchy the people of Kriesgwald view the twelve wizards as liberating folk heroes. They have since violently resisted any attempts at outside rule.

Once the wizards were through with their vengeance fueled rampage they returned to their valley. Most of the wizards were getting old by this time and their interests had turned towards extending their lives through one manner or the other. Some wished to attain litchdom, others immortality, and a few just wanted to find a way to live longer in their human forms. They formalized a non aggression pact then set about their individual goals.

For another decade the wizards were content to follow their own paths and desires largely staying out of each other's way and rarely venturing from their towers. When they needed something from the outside world they simply sent their minions to take care of it. Then without warning at the stroke of midnight on the night of the Winter Solstice all twelve of the wizards died.

It took months for the news of their mysterious deaths to reach the outside world. Typically this news would come from one of the wizard’s slaves who had escaped their haunted keeps or from their agents or enemies. Alway when the rumors spread they came with tales of fabulous treasures guarded by horrible monsters and enchantments.

Many expeditions are under way to take advantage of the perceived power vacuum. Many fortunes may be made not only from the treasure but from the riches of the land itself. What will become of this mystery is yet to be discovered.

This is my work in progress sandbox setting for a future Dungeons and Dragons basic campaign. I'm currently running an Advanced Dungeons and Dragons 2E campaign. Hopefully I will get a change to work on this setting as I run that campaign.


Tuesday, March 30, 2021

In Search of Adventure: Session 0, The Road to Threshold


 Dara the Lawbringer, Rosco, Benzy, and the halfling Putzstaff set out from the small logging town of Riverside in the Black Peak Mountains bound for the town of Threshold.  The Lawbringer outpost in Riverside had seen better days and the village was in decline so the group had decided to seek better opportunities.  

It was early in Spring and storms had ravaged the area leaving the roads muddy and difficult to traverse.  though they were less than 16 miles from Threshold the journey would be difficult.  On their first day out they came across a creek that was flooded out of it's banks with a fast current.  They managed to get across but Dara and Benzy were nearly swept away when the log they were using to ford the river snapped under their weight.  Fortunately they had tied off a rope between two trees to aide their crossing.  Soaked through from their crossing they managed to find shelter in a rocky overhang where they could build a fire.

They set out the next day in a heavy rain.  Rosco was getting sick from the weather and Dara wasn't looking too well either.  Fortunately they found an abandoned camp at the junction in the road near some old ruins.  No one was in camp but there were two empty tents and a smoldering fire.  The road to the ruin seemed to have been cleared and the abandoned camp seemed suspicious but they didn't have much choice.  Benzy and Putzstaff decided to split the watch while their companions slept.

About an hour before dawn Putzstaff was keeping watch the hairs on the back of his neck stood up.  He knew he was being watched.  Scanning the area he saw a pair of glowing red eyes watching the camp from a wood across the road.  He started waking his companions but the eyes had vanished.  

At the crack of dawn the goblin made their attack.  First a large force came down the road to the ruins and attacked the party then another charged up the road from the direction of Threshold.  Dara caved in one of the goblins skulls with a shot from her sling but within moments they were surrounded and fighting for their lives.  


Roso and Benzy killed several of the creatures who were having a hard time finding openings in their heavy armor.  Dara brought down another two with her sling but several of the archers shot her and she passed out.  Eventually two of the goblin archer got behind Rosco and stabbed him in the back with their crude knives.  Roso fell as the goblins continued to work their blades between the gaps in his plate.




Benzy and Putzstaff managed to drive off the goblins.  They revived Dara but Rosco was done for.  After performing the funeral rights of the Lawbringers Rosco was buried and the three remaining travelers pushed on to Threshold.

After getting settled in at the Rowdy Rottweiler Inn and discussing their options travelers met a mercenary named Dieter who was also looking for work.  During the evening meal the Baron and Patriarch Sherlane Halaran arrived at the tavern with a contingent of town guards.  He invited them to be healed and provisioned the next morning to discuss an expedition to investigate reports of a renegade cleric named Elwyn who was gathering a raiding party of Orcs to the East.  With no better prospects the companions agreed.  


My gaming group has been exploring older editions of Dungeons and Dragons lately.  Having played several 2nd Edition AD&D games I have decided to run our group through the "In Search of Adventure collection" B1-9 for the Basic Dungeons and Dragons rules.  I will be running these on again off again when my group has a chance to play them.  




  


Wednesday, September 30, 2020

"Beyond the Northgate Passage" my "West Marches" style AD&D 2E Campaign.

 

The current Player map for the campaign of the area around "Fort Venture"

A couple of months ago my role playing games group started a new Advanced Dungeons and Dragons 2nd Edition campaign in the "West Marches" style I named "Beyond the Northgate Passage".  This is actually the 4th West Marches style game I have run for my group in the last few years.  We've found the format good for the type of group that we have as we are often unable to make regular sessions with the same party members.  



Our previous West Marches games have all used the current 5th Edition of the Dungeons and Dragons campaign published by Wizards of the Coast but we have instead decided to go a bit more old school and use Advanced Dungeons and Dragons 2nd edition.  We found 5th edition characters were too powerful for exploration games.  It's just too easy to rest up between fights and characters have few reasons to return to town or engage in diplomacy for that matter.   

The setting map.

One thing I have learned about running "West Marches" style games is that they require a fair amount of upfront preparation.  You don't have to work out every details of the setting you are using but as the game relies heavily on player driven exploration rather than guiding the party down an adventure path the DM needs to know what is going on in the areas that they Player Characters are exploring.  

I went a little aggressive at this stage of planning and tried to lay out most of the locations of things like monster lairs, dungeons, ruins, tribal camps, and other points of interest which resulted in a lot of information to work from.  I have started detailing those areas near the starting town first but just having the names and a little information about what kinds of things exist on the frontier has made it easier to get this campaign up and running.  

I've found it is good to have a lot of low level encounters and points of interest near the starting town in a West Marches game but it is also good to have some high level content.  This is important not only to provide some more interesting play for characters who have returned to town on business but also to add a sense of danger at all levels of play.  There needs to be some mystery for low level areas that will make players interested in coming back to explore areas after they have leveled up a bit. 

In a West Marches campaign it's best not to view the Player Characters as "Heroes" though they can engage in heroic acts.  In a previous campaign most of the player characters were involved in thwarting a demonic incursion which left many of them in positions of power and influence.  This is not however the typical goal for this kind of campaign.  Exploring new territory and gaining individual riches and power are the more typical motivators.  

Explorers investigate a crypt some dwarven miners accidently opened while excavating.  Though they gained some treasure they decided not to proceed further into the crypt due to the inexperience.  

    

In this campaign the Kingdom of Knottinglund has defeated the hobgoblin "Razor Rock Legion" who held "Razor Rock Keep" which guarded the Northern Wildlands.  Rumors of ancient riches and abundant land and natural resources have drawn dozens of treasure hunters and explorers to the region the player characters among them.  

The "Wildlands" are an extremely dangerous regions filled with aggressive tribes of humanoids and barbarians and broken civilizations of xenophobic elves and dwarves.  The land itself is dangerous and difficult to traverse but full of opportunity for those bold enough to seize it.  


A fine and often forgotten miniature battle rules set fully usable in an AD&D 2E campaign.

Another aspect of the "Wildlands" is that most of the factions are hostile and in order to truly take advantage of the opportunities presented them Player Characters won't be able to rely on personal heroics alone to save the day.  They will have to take command of armies as the kingdom expands settlements in the region.  I plan to employ TSRs brilliant "Battlesystem" miniature rules for the 2nd Edition into the campaign.  Player characters will have to recruit followers and hire mercenaries to help deal with large scale military threats.

At this point even the most experienced characters in the campaign are just reaching 2nd and 3rd levels but they are already getting invested in building up the region.  Due to an early windfall three of them have started building establishments of their own further into the region after being granted lands and permission by the local lord to do so.  No doubt they will have to defend their new holdings and build roads and bridges to increase the size of their little hamlet.  

Archers and Soldiers from "Tres De Aurum Legio" mercenary company who have recently establish a garrison at the former Hobgoblin stronghold of "Razor Rock Keep".

   

Although we are several sessions in we are still very much in the process of grinding through lower level content.  The goal for the moment for most of their player characters is to gain wealth and influence in the region before exploring the more interesting areas but that is to be expected.  The lower power 2E rules really play well into this as they limit the speed at which PCs  gain power and provide more reason for them to be more strategic in their actions.   

I don't plan to detail every single "adventure" in this campaign but I hope to keep frequent updates about the campaign progress over all.  I will be including some reports of the more interesting sessions as well as significant battles that take place in the campaign.   


Tuesday, May 19, 2020

Cavaliers and Roundheads Episode 5 Skirmish at the Old Mill Ford



November 8th, 1642.  Captain Hewitt had heard that not all the supplies had been recovered from the Royalist camp at Edgecote.  Of particular note were two large barrels of powder and several hundred lengths of match cord that had been stashed in a small barn.  He decided to dispatch Sargent Osbury and Mable banks with a few men to gather the supplies and bring them to Banbury Castle to add to the garrison's stock.  

The supplies were easy enough to find and after loading up the supplies on donkeys and an oxcart they headed back towards Banbury with the intention of crossing the river Cherwell at Cropredy Bridge. As they approached the town they saw a gentleman riding towards them at full gallop.  The man brought his horse to a stop and demanded to know who the Royalist were for.  Charles replied "For the King!"  "Then you should know that Cropredy Bridge is being held by at least 30 Parliamentary militia.  I've just barely escaped from there myself." replied the man.  At that the gentleman spurred his horse on and disappeared down the road.  

Mable spotted a wooded ravine about a hundred yards off the road so the Royalist party decided to hide there until they could decide what to do.  As they were discussing their options a farmer heading towards the town seemed to have spotted them so they decided to move south along the river to look for a fording.  
 

They found a ford about a half mile south of the bridge near an old ruin that looked to be some kind of mill.  Mable scouted ahead and didn't discover any problems so they decided to chance a river crossing.  Sargent Gryffon and three musketeers took up a position on a hill overlooking the ford while the rest crossed with the supplies.   


Things were going well until suddenly two troops of Parliamentary soldiers sprung from their hiding places. One group was hiding among the trees on the opposite bank and another among the ruin.  
 

One of Sargent Gryffon's musketeers was shot down in the first exchange as the Roundheads advanced on their position.  


Sargent Osbury, Plunket, and Towne were caught in the open crossing the river.  Towne was hit but only lightly wounded.  The Royalist returned fire but had little success against their enemies well covered positions.  


One of the Parliamentarians advancing up the hill was shot down by Gryffon's men but they still had an almost two to one advantage.  
 

Charles spurred his horse onto the bank and charged one of the Roundhead musketeers running him down with his charger.  He discharged his pistol and wounded another.  Two of the enemy retreated up the hill.  


Continuing his charge Charles cuts down another trooper but he is shot by his companion.  The wound is not serious however.  


Towne is able to reach the opposite bank and reload.  He then shoots another enemy trooper killing the man instantly.  

Mable Banks abandons the oxcart and moves to aid the musketeers holding the hill.  She fires her crossbow at one of the trooper hitting him but not seriously.  The trooper turns to fire at her but misses.  Sargent Gryffon makes a desperate charge down the hill wielding his partisan and wounding one of the enemy musketeers.  
  

After finishing off the Parliamentarians on the hill Sargent Osbury charges down the hill at the others.  Plunket makes it to the bank and both he and Towne take down another Roundhead.  Plunket is however shot down himself.  


After cutting down two foes Sargent Gryffon is knocked out of action by enemy musket fire. Things are looking bad for the Royalist on the hill.  
  

Mable Banks falls back as one of the Roundheads chases her wounding her lightly in an exchange.  Eventually he gives up the chase and returns to his fellows.  


The last three Parliamentary militia men manage to take up the rest of the Royalist musketeers on the hill but not before all three were wounded.  


Charles runs down the last of the Parliamentarians on his side of the river.  Towne manages to staunch Plunkets wounds saving his comrade.  After securing the Western bank Charles turned and charged back across the river on his horse.  Towne turned and drew a bead on of of the Parliamentarians who had retreated into the ruin.  Despite the cover and range he shot the man dead.    
 

Mable Banks and Sargent Osbury killed the trooper that had been chasing her the moved to engage the last of the enemy.  The man threw down his musket and surrendered.  


After tending to the wounded amazingly only one of the Royalist had been killed.  One of the other Parliamentarians had only been knocked unconscious so with their two prisoners they set off towards Banbury.  

When they arrived and told Captian Hewitt of the Parliamentarian forces at Cropredy Bridge the Captian was quite concerned.  "We'll have to deal with them soon of they will become a thorn in our supply lines" he said.  

Notes:  I've just received an order of Swashbucklers from Brigade Games which is good because I'm running out of ideas on how to keep using my small 17th century collection.  I have a much larger order in route from Warlord Games including their English Civil War starter army so I can do some much bigger skirmishes. Level progression in the campaign is going fairly slowly but that is fine by us.  D&D characters can get pretty powerful for historic games even when they don't have magic.  So far it's working fairly well though.