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  • giorgis 2:28 pm on December 31, 2020 Permalink | Reply

    The Wardens of Gahyrst. Ep9. 

    So, going further into The Sunken Temple Scenario, I can’t write an actual play report without spoiling everything, so I decided instead to do a review and a summary of the entire thing, rather than ruining the experience for future players.

    It’s laid out in 7 Chapters, and you can progress without reading the next part, keeping the surprise levels interesting. There aren’t any punitive choices during the scenario (e.g. if you did X in Chapter 2, suffer Y in Chapter 5), rather going with the flow of the rolled events.
    It has variety in it’s encounters and variety in addressing the situations at hand. It is meant for a new warband, so there are times where my battle hardened Wardens had it too easy. After the first Chapter, it was mostly a walk in the park. The associated loot also is quite nice. For balance reasons (and due to having it too easy – the dice helped as well) I decided to nerf one item I found.

    In the end, with the associated experience and a new party member, I ended up with 8 well armed heroes, and just one follower. I feel like my warband can tackle almost anything, let’s hope that once I burst the scenario bubble I’ll be able to continue the same.

    Overall, I really enjoyed the scenario. Fun, and shows you what else you can do in 5L.

    If you’re interested, the rosters at the end of the Sunken Temple scenario are here. I have two, since, one doesn’t fit the entire warband.
    Wardens roster – Part 1
    Wardens roster – Part 2

    Note: The Five Leagues from the Borderlands core game has been updated to a new version, with several added features and some rule changes. A very important rule change has to do with Wounds.
    So far, it was that Wounds accumulated, and if someone is Wounded, they would roll at the end of their activation and there was a chance per Wound, that they would perish. You could chose to not act at all, and save yourself from one Wound. The new rule update is more streamlined. Wounds do not accumulate. If a figure is Wounded, then, they’re more likely to become a casualty if Harmed in combat.
    I like the streamlining, and will start following this rule, but I also liked how the previous rule made one think twice before running amok in the battlefield. Expect some homebrew rule in the future.

    Returning from the Sunken Temple, the Warband spends a turn in Eerfeld.

    Since I got further acquainted with the gameplay, I decide, to add the Optional rule of Village Events in the game.

    Village Event: Field work needs doing.
    Pay Upkeep: -1 Gold
    New Rule Restock Ammunition: Since I fielded 3 Ranged Weapons, -1 Gold.
    Healing Up: Rudiger RT, reduced to 1
    Carry Out Activities:
    Forage for Herbs: (Roving Wanderer): No herbs found
    Labor: +3 gold
    Armorer: (Warhammer): The item is beyond repair, and must be removed from the roster.
    Where are we going?: Go Adventuring
    Sell Unwanted Gear: Nothing to be sold
    Trade: Helmet (Bought, Bruno), Rare Item: Set of Traps (Bought). -8 Gold
    Outfit for Adventure: Ready
    Recruit Some Villagers: None

    Ladden with gold, the Wardens return back to Eerfeld. Nothing seems to have changed since the last time they were there. They take Rudiger to rest to the inn. “No reason to pay up the healing lady. I’ll get by on my own!” the stubborn veteran doesn’t want any help.
    Ardus takes up the task of buying rations and restocking ammunition. Their numbers have grown and the cost is obvious.
    The Roving Wanderer heads outside the town to forage for herbs, but despite his skills, he returns empty handed.
    Gustav heads to the blacksmith, bringing him the damaged warhammer. The bald, muscular man looks at the crack right in the middle of the hammer’s head. He shakes his head. “I’ll give it a shot, but don’t expect any miracles”. He puts it back in the forge, takes, a couple strikes at it, and it cracks in two. He brings it to Gustav once it’s cooled down. “See this?” he points at the inside of the crack. “It’s no good, irrepairable.” Gustav sighs in dissapointment and leaves.
    Bruno heads over to the merchant. He buys himself a helmet, and a set of traps. “These will prove helpful” he thinks.
    The rest of the Wardens go out to the fields to help with any work the villagers might need. Some are paid in coin, some in goods, that they barter back in the town square.
    Once everyone is back, Evie gathers the Wardens. “Where’s Rudiger?” she asks Gustav. Gustav raises a brow. “Seems he needs more time to heal up.” She scoffs. “Stubborn bastard…” she lets her phrase trail off. “Alright Wardens, you know the drill, let’s head out, clean this land from evil.” The warband cheers, and they head off.

    Go Adventuring: Combat Encounter: Outlaws: Renegades: Attacked By Enemy: (Pathfinding: Encounter While Travelling): 6 Renegades (1 Archer): Enemy Leadership: +1 Captain
    Deploying Figures: 11″, 3 groups, 6″ apart
    Seize the Initiative: Not Seized
    Fight It Out.
    Table Theme: Edge of the Woods
    Battle Objective: Hunt: Captain
    Oddities: Marsh

    Note: I’m also using the new Optional Rule for Battle Objectives, which seems a very nice way to try different things at battle, rather than just Hold the Field. Also I’m using the old Optional Rule for Oddities.

    As the Wardens march on the country road, suddenly Wigmar stops them. “No, no we must head back. This is a common spot for bandits to ambush travellers. We should take this small path to the side.” He points out to a narrow trail.
    Mosquitoes and flies buzz around them. “Where did you get us into, Wigmar!” Evie exclaims, seeing the marshland. But as she does, she notices across the marsh, 7 outlaws, weapons drawn, coming out of the edge of the woods. The woods that are next to the road.
    “You saved our skins.” She adds. “We would have been sitting ducks against them.”
    “Isn’t that…Crogar the Fell?” Ardus says pointing at the outlaw who seems to be the leader of the group.
    “He is!” Evie nods. “Don’t let him leave this field alive. Wardens! let’s show them!”



    Turn 1:


    Evie shoots at the Crogar with her Longbow: Hits: Armor didn’t save: Harm: Casualty
    Alida shoots at the enemy Archer with his Crossbow: Hits: Armor doesn’t save because of the crossbow penetration: Harm: Casualty
    Wigmar advances near the marsh edges

    Wigmar advance

    The enemy closes in as well avoiding the marshland

    Enemy advance

    The roving Wanderer closes in 2″ and shoots his self bow at the Renegade in the open: Hits: Armor doesn’t save: Harm: No harm
    Ardus faces off against two renegades

    Ardus alone against two

    Ardus: Telling blow: Armor doesn’t save: Harm: Stunned. The renegade wins the next exchange and becomes the attacker: Ardus wins a critical but loses the next exchange: Armor: doesn’t save: Harm: Casualty. Ardus is down.

    The rest of the warband advances on the south side
    Morale: One enemy flees.

    End of Turn 1

    Evie aims her longbow at Crogar. She takes a deep breath. Crogar removes his helmet and yells at her. Her arrow flies true, hitting him right in the throat. He falls, gurgling blood.
    Alida has his crossbow cocked and ready. He aims and his crossbow bolt hits the outlaw archer as he reached for his quiver. Straight in the chest. The breastplate doesn’t protect against the strength of the crossbow bolt and he falls down.
    Wigmar moves faster on his own, he closes in from the north as three renegades approach, avoiding the marshland. Ardus, faster than him, passes him by and clashes blades with two of the outlaws. His first strike is very strong, stunning the renegade with his pommel, but the enemy recovers quickly and gainst the upper hand. Two strikes, and with a slash of his sword, Ardus is down.
    This is not enough to keep the spirits up of the brigands. One of the three, still hears Corgar gurgle blood. “I ain’t dying for this shit!” He screams and runs off back to the edge of the woods.
    On the south front, the two parties close in on each other.

    Turn 2:


    Evie shoots at the renegades: Hits: Armor doesn’t save: Harm: No harm.
    Evie, Will point spent: Evie shoots again: She misses. She’d be out of ammo if it wasn’t for her large quiver.
    Alida shoots his Crossbow: Hits: Armor doesn’t save against the crossbow extra penetration: Harm: Casualty.

    Wigmar goes to take revenge for Ardus, attacking the remaining outlaw.

    Wigmar melee

    Wigmar loses the first exchange. A telling blow by the enemy on the second: Armor doesn’t save: Harm: Casualty: Wigmar is down

    A renegade charges at Bruno

    Bruno melee

    Bruno, assisted by Frans, wins the exchange. Bruno hits the renegade at the next exchange. Armor saves. The renegade wins the next exchange ending melee.

    The other renegade attacks Frans

    Frans melee

    Frans deals a telling blow winning the exchange and stunning the renegade: Another telling blow: Armor doesn’t save: Harm: Casualty

    The Roving Wanderer shoots at the renegade who fell Ardus and Wigmar: Hits: Armor doesn’t save: Harm: Casualty

    Gustav attacks the last renegade

    Gustav melee

    Its a draw. The renegade is pushed back.

    Bruno attacks the renegade

    Bruno melee

    Its a draw. The renegade is pushed back.
    Frans goes around, can’t reach the enemy.
    Morale: no enemy leaves.

    End of Turn 2

    Evie shoots at the outlaws. She misses. Through sheer will and confidence, she finds the time to take another shot. She misses again. For a moment she barely managed to find another arrow. But her hand reached in the quiver and found that there are enough.
    Alida aims and shoots his crossbow again. The breastplate of the outlaw is an easy target. He hits it straight on, and pierces it, dropping another of his enemies.
    Wigmar charges at the renegade who defeated Ardus. His bastard sword is unyieldly, and the renegade takes the upper hand. On the counterattack Wigmar is hit hard. The blade finds him on the head, striking his helmet. Wigmar falls.
    On the south of the marsh, a renegade attacks Bruno, but the thick headed man, with sheer strength overcomes the strike and counters, his strike stopped by the enemy greaves. The outlaw parries successfuly, and the two men disengage.
    The outlaw next to him attacks at Frans. The monk now wears a leather armor underneath his robes, and brandishes a sword. The outlaw didn’t expect to meet such resistance. Frans wins the combat and rebounds with a swift sword strike. “By the might of the gods!” He screams as he sinks his blade in his enemy’s guts.
    The Roving Wanderer takes a shot at the renegade who brought down two of his brothers at arms, and now closes in on the missile armed wardens. His arrow flies straight, killing him.
    Back to the south, Gustav attacks the renegade with his fencing sword, but the outlaw is on the defensive. He parries Gustav and is pushed back. Bruno closes in as well, but doesn’t get a clear hit, pushing the renegade further back. Frans can’t get an opening to close in melee with his brothers. He tries to flank the last renegade, who is intent on fighting. He doesn’t think he can run away with the Wardens so close, and keeps on fighting, despite seeing most of his friends perish or flee.

    Turn 3:


    Evie shoots at the last renegade: Miss
    Evie: Will point spent: She shoots again: Miss
    Alida shoots at the last renegade: Miss
    The Roving Wanderer shoots at the last renegade: Miss

    The last renegade attacks Bruno

    Bruno melee

    Bruno telling blow: Renegade Stunned: Again Bruno telling blow: Armor doesn’t save: Harm: Wounded, Stunned status: Bruno hits: Armor doesn’t save: Harm: Casualty

    We hold the field!

    End of Turn 3

    All the shots are aimed at the last renegade, Evie, Alida and the Roving Wanderer all shoot at him, and they all miss. Feeling assisted by the gods, he charges at the tall brute that Bruno is. Bruno easily parries and kicks him back, stunning him, he hits back with his axe, gashing an open wound, and while still stunned, sinks his axe blade deep in his chest, finishing him off.
    The Wardens of Gahyrst have won the day.


    Frans: Heal: Ardus: Failure

    Injury tables

    Ardus: knocked out
    Wigmar: dead
    Medical Herbs: Wigmar: Knocked out: Equipment damaged: Helmet


    Unusual find: nothing found
    Loot: Saddle Bags, Full Armor+Helmet

    Note: Another rule updated is the fixed threat reduction after the battle is won and the field is held. I will still go by the old rule, where there is a random chance, I have no problem with frustration over dice rolls. It’s still part of the game.

    Threat reduced by 1

    The Wardens close in on their wounded. Frans goes to heal up Ardus, but it seems he had but a scratch. “Nothing to do here.” He scoffs. In the mean time, Wigmar doesn’t seem to recover. They yell at him, splash water at his face, but he seems lost. Frans quickly grabs the medical herbs, but can’t reach the wound without cracking the helmet open. He splits the helmet in two and applies a paste that quickly alleviates the pressure in Wigmar’s head. Slowly the Warden recovers.
    “Once more saved from the brink of death Wigmar.” Evie says. “What are we going to do with you?”. Wigmar just smiles, happy that he hasn’t left for the underworld.
    Going through the enemy’s possessions, the Wardens are happy to have found a full set of armor, with a helmet, as well as a pair of saddle bags.


    Party gains experience. Evie and Bruno level up, while the Roving Wanderer gets a Follower roll.

    Evie: +1 Combat Skill
    Roving Wanderer: Random Skill: Barter
    Bruno: Skill Choice, Parry

    Updated Wardens Roster part 1
    Updated Wardens Roster part 2


    I loved this fight! We won but at what a risk! Two heroes down. And to think we’re adequately armed and experienced as well. Threats has been reduced further, and maybe just maybe we will clear out the surroundings of Eerfeld.
    For the next period, I see that I need to expand on my terrain features. Marshlands, rocky formations, houses. I’m getting the hang of using corrugated cardboard as a primary material, and I intend to build some more things for the board.
    I like the rules improvements. I’ve started reading at the optional material and additional expansions I’ve gotten, and will slowly be introducing them to my next games.
    I will also be doing some hacking and homebrewing, albeit minor. My major change so far (that I used in almost every single game so far) is that I initiate combat at base contact instead of the 1″ distance of RAW. It is just a matter of personal feel. Therefore the ganging up bonuses have been reduced to 1″ against the 2″ described in RAW.
    Considering that I really love hacking games to my desires (as one might have noticed from my solo RPG play reports), the fact that I have done only these minor changes, means that for me, this game fits my skirmish needs as closely as possible.

    The only thing that bugs me so far (which doesn’t have to do with Five Leagues, but miniatures wargaming more or less) is that due to the variable nature of the characters (mainly in gear), there will be some inconsistency. I either will have the same miniature representing a character, over and over (which will be inconsistent if the character changes weapons and armor), or change the miniature to represent the character (which will be inconsistent with the previous looks of the same character). I’m slowly leaning towards the first option, and maybe rename the weapons as required, for Fluff. E.g. Warhammer which gives a +1 to Armor Penetration, could be a Battle Axe for a figure carrying an axe, or an Estoc for a figure carrying a sword. Bastard Sword which gives a +1 to Harm, could be again a Battle Axe for a figure carrying an axe, or a Maul for a figure carrying a hammer. Armor can be more troublesome. I don’t care so much about helmets, but shields can pose an issue, since it’s a major part of the attire. Thankfully regarding the main armor, Five Leagues has more vague descriptions. So a Partial Armor could be a Chain shirt, or a Breastplate, even a Scale suit of armor. Unless the figure I have chosen is a bare breasted barbarian, I won’t have issues there, since sometimes armor is covered under clothing.

    This was my last post for this year, so I wish you all a happy new year! Best wishes!

  • giorgis 12:25 pm on December 31, 2020 Permalink | Reply
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    Miniatures pt22 – Maligs 

    Continuing on my Sci-Fi set, here are 8 Maligs (space goblins essentially) from the Ion Age range of Alternative Armies.

    Malig Sergeant
    Malig Rifleman
    Malig Rifleman
    Malig Rifleman
    Malig Rifleman
    Malig Rifleman
    Malig Rifleman
    Malig Rifleman
  • giorgis 12:19 pm on December 30, 2020 Permalink | Reply
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    Miniatures pt21 – Retainer Knights 

    A change of pace, in the summer, I got me some 15mm Sci-Fi skirmish miniatures from Alternative Armies.

    Here’s a batch of Retained Knights from the Ion Age range. Painted in Blue, with Gold edges, and Red guns. I chose the Knights Errant and Knight Pistoleer (limited edition 500 sculpts), since they’re not as slim as the regular Retained Knights.

    For the bases, I went with plastic bases. I used a PVA-Speckle mix for gluing the mini to the base and texturing. In the end, I added some coffee grinds for dirt and cork painted as rock to add some variety.

    Knight Errant with Blade
    Knight Errant with Gun
    Knight Errant with Gun
    Knight Pistoleer
    Knight Pistoleer
  • giorgis 8:51 am on December 29, 2020 Permalink | Reply
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    Miniatures pt20 – Dark Elf Defilers 

    With these 10 Dark Elf Defilers from the Blighthaven line of Demonworld range from Ral Partha, I reached 200 painted miniatures for 2020 (haven’t posted my painted Sci-Fi miniatures).

    For the color scheme I went with purple, pink and mauve. Feels like a retro game CGA color palette.

    I rushed through the basing and did CA glue and baking soda before priming, but I didn’t pay attention and stuffed the mini in the baking soda. Unfortunately, this had the unwanted effect of baking soda climbing up in the feet of some miniatures.

    Dark Elf with Sword
    Dark Elf Sword and Shield
    Dark Elf with Staff
    Dark Elf with Two Swords
    Dark Elf with Sword
    Dark Elf with Sword
    Dark Elf with Two Swords
    Dark Elf Assassin
    Dark Elf Assassin
    Dark Elf Assassin
  • giorgis 12:46 pm on December 28, 2020 Permalink | Reply
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    Miniatures pt19 – Orc Marauders 

    Here’s the Orc Marauders warband from the Blighthaven line of the Demonworld range of Ral Partha.

    These orcs are heavily armed and armored, but have no missile weapons, and that’s why, even though I had them already, I went ahead and got me the single orcs I posted before.

    I was aiming for a white green flesh color, but it came out just lighter viridian. Nevertheless I went ahead with it.

    For the bases, I did CA glue and baking soda on wooden bases, as I’m running low on coins.

    I gave the shield a teeth pattern, white bottom and red top, and two black dots for eyes.

    Orc Leader with horned helm
    Orc with axe and shield
    Orc with axe and shield
    Orc spearman
    Orc spearman
    Orc with dual swords
    Orc with dual swords
    Orc with sword and axe
    Orc with bastard sword
    Orc with bastard sword
  • giorgis 5:05 pm on December 26, 2020 Permalink | Reply
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    Miniatures pt18 – High Elves 

    This is the high elf warband from Blighthaven line of the Demonworld range from Ral Partha.

    I went with bright colors. White and pink, with leaf green shields.

    High Elf Battlemage
    High Elf with Bastard Sword
    High Elf Spearman
    High Elf Spearman
    High Elf Captain
    High Elf Lieutenant
    High Elf Swordsman
    High Elf Swordsman
    High Elf Archer
    High Elf Archer
  • giorgis 3:40 pm on December 25, 2020 Permalink | Reply
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    Miniatures pt17 – Beastmen 

    Here is the Beastmen warband from Blighthaven line of Demonworld range of Ral Partha.

    I’m running low on coins, so I based them on 20mm wooden disks instead. Quite cheap, but they are a couple mm taller than my coin based minis. Not much of an issue at table distance though.

    I went with earth tones and used acrylic ink to create the different fur highlights. I also used different fur color choices for each beastman

    Beastman Leader
    Beastman with Battleaxe
    Beastman with Battleaxe
    Beastman with Bastard Sword
    Beastman with two weapons
    Beastman with two weapons
    Beastman with two weapons
    Beastman Spearman
    Beastman Spearman
    Beastman Spearman
  • giorgis 10:35 am on December 24, 2020 Permalink | Reply
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    Miniatures pt16 – Barbarians 

    Here’s another 8 single figures chosen to create a 10+ man warband using some of the existing barbarian figures I have from the previous sets.

    I went with a consistent color scheme and this time I thinned most of the colors with acrylic ink instead of water, and did only a single pass instead of two.

    Master Druid
    Druid Acolyte
    Barbarian Spearman
    Barbarian Swordsman
    Barbarian Hunter
    Barbarian Hunter
    Barbarian Hunter
    Barbarian Hunter
  • giorgis 7:05 pm on December 23, 2020 Permalink | Reply
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    Miniatures pt15 – Rangers 

    Just a couple rangers from Demonworld line, to accompany the Ranger Captain I had posted in at the Assorted part.

  • giorgis 2:29 pm on December 21, 2020 Permalink | Reply

    A Hard Day’s Knyghte 

    So far, one will have gathered that I have painted quite a few miniatures in the past year. A quick count gives me 141 medieval/fantasy and 40 more sci-fi 15mm miniatures. Since I have failed the timeline for the #gygax-worldbuilding-challenge, I have decided to at least reach 200 before the year’s end. 19 more to go. But I digress.

    All these miniatures won’t see action soon, unless I explicitly try to put them into action. I can’t wait for when my Five Leagues campaign comes up with the appropriate enemy. My Warhammer Fantasy Battles Ruleset isn’t meant for the skirmish gaming these miniatures are based on, and RPGs don’t require such a vast amount of fighters. And here’s where Knyghte, Pyke and Sworde comes in.

    Knyghte, Pyke and Sworde (KPS for short) is a set of miniatures gaming rules for “mass skirmish” games ranging from 4-5 figures on each side up to battles with 30-40 figures each. The publisher is Nordic Weasel Games, and I’m becoming more and more a fan of their work. I had the game for a short while, and after a quick recent read, I liked what I saw.

    Quick, fast, simple rules, easy to remember and look up. I skimmed through the most advanced chapters, since I wanted to get a battle running. In less than an hour I had set up my table, and prepped the battle based on the Level 1 of the Starter Scenario. A very simple Scenario to get you started.

    At this point I’d like to say that KPS isn’t solo-oriented. The simplistic nature of the scenario doesn’t require much ruling, so I decided to just play both sides fairly. Given some experience with solo play, I doubt that a more advanced theme would pose much trouble, but that’s just a feeling that I haven’t put to the test.

    Note: This is less a review of the game, and more an actual play report, so I don’t want to go into details explaining what is what. To help understand some things better I will not use the KPS terminology, but the meaning that derives. If I’m going to use a KPS specific terminology, I’ll put it in CAPITALS.

    The starting battle is quite simple. Just a fray between two small, equal sized forces. My current table is small, 60x60cm, so I wanted to have only a few figures. There’s one group of three archers, one group of three footmen and one hero per side. Without giving any different characteristics, for fairness sake, in theme only, it’s going to be Humans vs Elves.

    The uneasy truce between the Tyl’danor Elves and the Border Prince Jacob has come to an end. In the frontier, fighting erupts among the garrisons of the opposing towers of each side as news reach of atrocities against civilians and mobilization for war.

    The messengers ride off away, having delivered the news, and Sergeant Rollo quickly orders the archers to the tower. Across the small gorge, Lady Lindarel points the Elf sharpshooters to the hill behind the barricades.

    Swords are drawn, shields are worn, and the opposing sides march off to battle.

    Round 1

    Humans win initiative.

    The human archers position themselves on the tower.
    Elf sharpshooters take position across them.
    Sergeant Rollo and Lady Lindarel move towards each other.
    The human footmen advance through the woods.
    The elf warriors advance in the open, resting their hopes in their tall shields.

    Carefully, the two sides take up positions across the border.

    It all feels weird to them. Up until yesterday they were waving at each other in a cordial manner. Now they have swords drawn, shields strapped and bows strung.

    The archers take up position on higher ground. The elf sharpshooter hide behind the barricades while one human climbs the narrow garrison tower, having an overview of the entire field.

    Fearing the elf skill in the bow, the human infantrymen advance under the cover of the woods, while the elves, fearless, advance in the open.

    Two veterans, Sergeant Rollo and Lady Lindarel look at each other. The don’t show any fear, and carefully, move towards each other under cover.

    Round 2

    Humans win initiave.

    The archers take shots at the elf sharshooters across them.

    Two sharpshooters are hit! One’s KNOCKED OUT, another is WOUNDED. They roll for BRAVERY and succeed. They shoot back and miss.

    Seeing their enemy fearless, the human footmen advance from the woods in the open.
    Lady Lindarel charges with fury against the leader of their group, facing him in hand to hand combat.

    The human footman leader is equal in combat with the elf hero, and because of that he wins! He also scored a CRITICAL. But can’t score a wound.

    Sergeant Rollo charged at Lindarel as she disengaged from melee.

    He wins the combat and scored another CRITICAL. Lindarel is KNOCKED OUT.

    Nevertheless, fearless, the elf warrriors advance.

    A volley of arrows flies from the human side. One arrow finds an elf in the eye, killing him instantly. Another one, wounds their leader, lodging itself in her knee. She grits her teeth, and orders to fire away. Their arrows though fail to reach their intended targets. Hitting the battlements or the barrel covering their enemies.

    Not wanting to be mocked for cowardice, the human footmen, leave the safety of the tree cover, and move into the open.

    Lady Lindarel wastes no moment. She charges at the Leader of the human group. Blades clash and shields clatter. Despite her skill, she opened herself too much in her charge. The human has the upper hand, and pushes her back.

    Sergeant Rollo doesn’t leave from a good challenge. He joins in combat with Lindarel. His skill matches hers, but she’s already tired from the previous clash. A flash of Rollo’s blade and she’s down.

    The elf warriors scream out at the loss of their heroine. Quickly, they advance to save her body from any desecration.

    Round 3

    The elves win initiative

    The warriors, want to save Lindarel’s body, so they charge against the humans.

    Sergeant Rollo is equaled against the two elf warriors. But a GLANCING BLOW, passes and he’s WOUNDED. The other elf warrior leader wins against the human footman leader, but he can’t overcome the armor.

    The elves are pushed back.
    The human archers take shots against the elf sharpshooters once more.

    But all shots miss, hitting the barricades instead.

    Seeing Sergeant Rollo in the open, the elf sharpshooters take shots at him. One arrow hits him, causing another WOUND. This means Rollo is KNOCKED OUT, and the nearby human footmen must test BRAVERY.

    They lose, and must RETREAT.

    The humans turn tail and run away.

    Now the elf warriors, with renewed fervor, attack Sergeant Rollo who stands above Lindarel’s body.

    Two of them lock in combat with him and wound him, as his large sword can’t handle two opponents at once. The elf warriors leader takes it out on the human footman leader and, but the human heavy armor saves his life.

    The human archers release a second volley against the elf sharpshooter, but all the arrows hit either the hill or the wooden crates.

    Instead of shooting back, the elf sharpshooter leader order and aims at Sergeant Rollo. The dead are important to the elves, and they would be held accountable if they left their heroine to the enemy vultures.

    Their arrows strike true, bringing the wounded Sergeant down, hitting him in the eye slits of his helmet.

    The human infantrymen hearts fill with fear as they hear the singing of the elvish arrows. Rollo dropping down dead, tips the scales. Their leader gives the command for tactical withdrawal, and they retreat away from the battlefield.

    Round 4

    The elves win initiative.

    The elf warriors advance on the tower.
    The human archers shoot at them.

    They miss and are out of ammunition.

    The elves shoot from across, using up their last arrows, hitting and KNOCKING OUT a human archer.

    Lindarel’s sacrifice has turned the battle. Decisively, the elf warriors climb the hill, and come dangerously close to the human archers.

    The human fingers tremble. Their shots miss. Their quivers empty. Another volley of singing elvish arrows, kills the archer who was out in the open.

    Round 5

    The elves win iniative.

    They close in for the kill while one elf close in on the tower entrance.

    Two elves against one archer win the ENGAGEMENT quickly, and KNOCK him out.

    Without any more arrows the battle comes to an end.

    The elves have clearly won the day.

    Two elf warriors charge at the human archer, who draws a short sword to fight it out. His slash is blocked by the tall elvish shield. The other elf drives his arming sword deep in the humans ribs. And he drops dead.

    The elf leader comes knocking on the tower door. The archer on top just looks down in horror as he’s out of arrows.

    The elf sharpshooter across the hill lower their bows. They’re out of missiles, but a weak smile is drawn on their faces.

    They have won the day.

    Session summary

    So fast and easy! I loved every minute of it. It took me an awful lot more to write out this actual play report than to run the game! And I was taking pictures at the same time!

    I find combat faster and lighter than Five Leagues, but at the same time ‘just enough’ to keep things interesting. It’s said that multi-player rules are more complex and with more bookkeeping than solo-aimed rules. This isn’t the case with KPS. I didn’t find anything that would make me think “I need a second person to help me with it”.

    It wouldn’t be an actual play from my side if I hadn’t messed something up. I completely forgot about the EXHAUSTION rules. Retrospectively, the only impact of EXHAUSTION would be in Rollo vs Lindarel (where Lindarel already perished, so no impact), and the Elf Warriors against Rollo (who was wounded, so it might just save me a volley of arrows against him). Considering the outcome, there would be no change to the end result. Maybe… just maybe an additional human archer being wounded. I’d like to have the rules in mind, because it would give me an even better feeling of the game.

    To sum up, I will be doing more light, fun, actual plays with KPS. This system has come to stay in my bag of active play games.

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