Showing posts with label Skirmish Scenarios. Show all posts
Showing posts with label Skirmish Scenarios. Show all posts

Sunday, January 3, 2016

Dark Passage - the Anatomy of an Naval Scenario, part 3: the Game

Here then, is finally the account of the naval scenario we played out at Fall In, this past November. Apologies for the delay in typing this all out. The game was played in the open gaming area (used for the flea market during the day) hence all the empty tables. We started to set up about 7:30 but didn't actually start playing until much later, continuing - if the time stamps on the photos are to be believed - until after 1:00AM! I honestly didn't feel tired. I guess when you are "in the game" you ignore everything else. :-)

The basic premise was that the Princess Ma'in and her entourage are sailing serenely down the Gulf of Perudaya in two sailing ships, having visited her brother's pleasure palace in a nearby bay. There is an early morning mist that reduces visibility to the length of the range stick. Beyond that you might see shadows but not much else. The tide is going out and the two vessels are moving slowly with the tide down a known channel. There are large sandbars in the Gulf that become exposed as the tide recedes and so it is necessary to navigate carefully to avoid running aground.

Unfortunately for the Princess the Gulf is quite a busy place that morning. A Haida Pakallan pirate ship is lurking in the mist, as is a Mu'ugalavyani raider galley. Both would dearly like to earn a Princess' ransom! To further complicate matters a spawn of vicious Hlutrgu has drifted into the Gulf. These vicious beasts will attack any humans they encounter, torturing, killing and eating all - though not necessarily in that order!

The game was played with an action deck of cards to determine turn sequence, each ship having two cards. 

There was also a Tide card to regulate how fast it was going out. Each time it was played the sandbars all moved one short length across the table. The ships were not moved as all were drifting at the same rate. In addition, each sandbar was gradually increased in size and new sandbars added. The idea was that gradually quite large sandbars might be exposed and some vessels might end up grounded. This would turn the vessel into a wooden fortress on the sandbar until the tide came back in to free it once more. Theoretically, two vessels might be grounded on the same sandbar and attacks could be launched from these newly created citadels. Of course, the Hlutrgu would swarm onto the sandbars and assault these fortresses in earnest. Sadly, this never came to pass - but it could have! :-)

I might have used a Turn End card, but honestly I can't remember. At the start of each turn we re-spawned 2D6 worth of Hidden Markers. These started near the edges of the table and were placed so that all vessels were threatened all the time. They had a card and all moved at 'M' rate towards the nearest human vessel. If they got within sight a roll was made to determine what each marker was. Most were Hlutrgu coracles holding either five or nine of the critters. A "sea monster" was another possibility and also local fishermen seeking safety. 

The Sea Monster was a generic beast with armoured scales and taking 3 hits to kill. In the game it turned out that there was a pod of the creatures in the Gulf that day as I think at least three attacked the vessels and were slain or driven off.

The local fishermen were Tsolyani who could have been added to the crew of any friendly vessel as additional sailors. Unfortunately they discovered the vessel rescuing them was Mu'ugalavyani, who were no doubt happy to supplement their complement of galley slaves! 

The Hlutrgu were allowed to move at 'L' rate once placed as they were keen to come to grips with their prey. 



Foreground: the Princess' ship, following the escort vessel.
Background: Tsolyani naval galley coming to the rescue.


Another view, also showing some Hlutrgu coracles 
previously hidden by the morning mist.


Some local colour, in the form of a "Sea Monster". 
Mu'ugalvayani raiders seen in the background.

The initial stages of the game were marked by Hlutrgu and Sea Monster attacks. The latter were mostly on the Tsolyani who seemed to have sailed into the midst of a pod of the creatures. The Hlutrgu, however, proved troublesome to all parties. I think all vessels were boarded at least once by the vicious beasts. 

The pirates were able to target the Princess' escort vessel as the Mu'ugalavyani were still maneuvering into position. Mind you, I think the raiders were under assault be Hlutrgu at the time so I think they were happy to give the pirates "dibs" on the Princess. 

The larger Haida Pakallan ship slid along side the smaller escort vessel. As both were sailing vessels there was no shearing of oars. A good thing as I hadn't worked that out in the rules yet! As the pirates came along side they dropped down onto the deck of the escort vessel and a fierce melee ensued. This was complicated by Hlutrgu climbing up over the opposite side at about the same time.  

The pirate crew included four Ahoggya who were quite impressive in combat. The Princess, on the other hand, had her entourage of Heroes, which was split between the two ships. The Ahoggya had a great armour save, took two hits, and could attack each figure they were in base with. The heroes were better skilled in fighting and took a random number of hits to kill. Each time one was hit they rolled a D6 and as long as they rolled equal or higher than the number of woulds taken then they could fight on wounded. A '6' always allowed them to carry on. In the game several were killed, IIRC one to a single blow and the others after taking a few wounds each. 


The Haida Pakallan pirates engage the escort ship.


A confused melee ensues...


...complicated by the fact that Hlutrgu keep drifting 
out of the mist and boarding as well. 


A seemingly endless supply of Hlutrgu coracles!


Overview of the action, late in the game.


Another view of the situation.


The Hlutrgu spread to the pirate ship.


The two vessels drift by each other...


This picture shows the sandbanks becoming 
exposed as the tide goes out.



The Tsolyani Navy moves to intercept...


The Tsolyani Priest animates the Pirate's anchor chain!

I handled magic in a simple manner. The mechanics are described on the cheat sheets, but the spells themselves were only described in vague terms. Each vessel had someone who could cast magic. I declared that one could cast a "shootie" spell (like "fireball" or "magic missile") or some sort of summoning enchantment, or practically anything else the players could come up with - though it would be approved or rejected by the referee. 

Only the Princess' House Priest really did any magic in the game, however. IIRC the Mu'ugavlani tried but were not successful in their casting. They might have summoned a wave to sink a coracle. The Pricess' mage, however, first cast "Mage Fire"- which burns with black flames - at the pirates and then animated their own anchor chain as a sort of giant golem!  That occurred right at the end of the game - it being so late, we had to call it. By that point the pirates were in a bad way, having suffered a severe holing after being rammed by the Mu'ugalavyani raiders, their crew reduced from melee with Hlutrgu and Tsolyani heroes, and now also having to deal with a Chain Golem!


Another view of the melee. The Mu'ugalavyani in 
the background are also fending off waves of Hlutrgu.


The Mu'ugalvayani galley rams the Pirate vessel!

The game ended with the Princess and escort maneuvering around the stricken pirates while the Tsolyani Navy prepared to ram the Mu'ugalvayani raiders amidships.

I think all the players had fun. I know I had a great time. I've since had time to revise slightly my cheat sheets and make a couple of improvements. See below.



Monday, November 23, 2015

Dark Passage - the Anatomy of a Naval Scenario, Part 2


Háida Pakálan Pirates


Mu'ugalavyáni Raiders


Imperial Sailing Vessels


Princess Ma'ín Krüthái hiTlakotáni and Entourage


L-to-R: sailor, an aridáni hero, another hero, Shén body servant, 
sailor, the Princess, her pet Rényu, a second aridáni hero, sailor, 
a fourth hero and personal sorcerer. 

At "Fall In!", held on the 5-8th Nov, in Lancaster, PA, I had the opportunity to run the Dark Passage scenario. These pictures were taken by some of the participants and have been seen previously on the Tékumel facebook page.

The scenario was that the Princess Ma'ín Krüthái hiTlakotáni and entourage are sailing south down the Gulf of Perudáya in two vessels on a mission to the Southern Isles. The water is a dirty brown because of the immense amount of sediment that the mighty Mssúma river carries far out to sea. This sediment is deposited throughout the Gulf making navigation treacherous at times, especially at low tide when the sand bars are exposed. These can be tens of kilometers long just like those in the Thames estuary on present-day Earth.


The Gulf of Perudáya is top center. The horizontal 
hatching shows shallows and tidal sandbars.

 The scenario takes place somewhere a little north of the label for Lilsú Isle. It is morning and the two Imperial sailing vessels are sailing slowly south with the tide as it goes out, exposing more and more sandbars. It is a misty morning as is typical in the region and visibility is restricted, hence the slow speed. Unbeknown to the Imperial party, they are not the only ones on the water this morning. Also in the area are a large  Mu'ugalavyáni raiding galley and a  Háida Pakálan pirate ship.  Both would be very happy to take the Princess prisoner!



To make things even more interesting I added some of the vicious Hlutrgú to the mix. These are one of the nastier non-human races on Tékumel. The inhabit the enclave marked with the red border on the above map. They are in the habit of from time-to-time "spawning", that is taking to the seas in coracles made from human hides and generally making a nuisance of themselves. Of course, they "never spawn this time of year"... :-)

Lastly, there is a Tsolyáni naval galley rushing south to warn the Princess' escort of the danger from the spawn, which has been conveyed by frightened fishermen.

Here are the Cheat Sheets I used, that is to say, the rules...



There are a couple of additional items to these rules and there are one or two errors on the sheets, but otherwise this is pretty much what we used to play the game. I had chopsticks to measure the shorter distances, per the illustration on the left border of the first sheet. I picked up a package of 5 sets from a Hong Kong seller on ebay. Less than $5 with free shipping! Can't beat that! :-)

Sunday, October 25, 2015

Dark Passage - the Anatomy of a Naval Scenario - Part 1


A "Large Chinese Junk" - 28mm figures for scale.


A close-up of the bow.


Yup, it's "large"...

This is one of the vessels I hope to use in an up-coming naval game, tentatively called: "Dark Passage". Yes, I am a Bogie fan! :-)

I bought this either on eBay or in a flea market somewhere. I don't remember where, though I suspect eBay is more likely. I've had it for ten years or more. At the moment I can only guess at the manufacturer, assuming that it is a commercial product (or at least, was at some time.) My guess is either Iron Mammoth [edit: I meant Scheltrum!] or Monolith Designs but there is another UK company that made large resin boats but I can't quite remember their name. It is on the tip of my tongue...IIRC they also did Pirate ships. I want to say "Hovels", but did they do ships? I'm not thinking of "Snapdragon Studios". Is there one that had "green" in the name?

As to the scenario, it will be set here, in the general area of the Gulf of Perudáya. The gulf is that estuary north of Lilsú Isle for those unfamiliar with the maps. It is over 200 km long and about 20 km wide at the narrowest point. The horizontal hatching in the water represents shallows which I am taking to be tidal shallows. Think of the Thames Estuary and how the sandbanks extend for kilometers out into the North Sea.



In My Tékumel, the Gulf of Perudáya is a treacherous place for navigation.  At high tide the areas of shallows are much as they are shown, only one must realize that the channels are constantly changing. At low tide large sandbanks are exposed and the channels change again. Wise merchants employ local pilots, eagerly supplied by the local clans, to guide their vessels safely to port. Their task is made all the more difficult by the early morning fogs that frequent the region...

Friday, October 23, 2015

The House of the Lord of Fire Triumphant - the Vengeance of Grai!



Rough Sketch of the Site

I've been thinking about my "Vengeance of Grai" scenario again. Grai is - was? - a town in Saá Allaqí that was taken by the Tsolyáni during the recent war with Yán Kór. It was raised to the ground and the entire population sent to the flames as sacrifices to Lord Vimuhla, the God of Fire. This was done under the orders of General Kárin Missúm a fanatical worshiper of the Lord of Fire. That his name means "Red Death" gives one the proper sense of how much of an extremist is the General.

After the war a civil war broke out in Tsolyánu around the secession to the throne. After several years the General's faction won and Prince Mirusíya ascended to the Petal Throne. This was in the year 2368 AS of the Tsolyáni Imperium. (AS = After the Seal).

The present time is some years later. There is war on both the Eastern and Western frontiers but the hot-headed General has been ordered to cool his heels in the capital. Frustrated, he has retired to his pleasure palace in the northern suburbs of Béy Sü to spend his time enjoying slave girls and sacrifices. Enter the "Survivors of Grai"...

This scenario is of course based upon the "Revenge of the 47 Ronin" recently described in detail in an Osprey Elite book of the same name. The concept is that a band of survivors or relatives of those that died in Grai have sworn vengeance and tonight is the night they take their revenge.

The above sketch shows the compound - the House of the Lord of Fire Triumphant - on the edge of Asumétl Port north of Béy Sü. This is an affluent suburb composed of mansions belonging to various nobles. The General's compound is surrounded by a low wall but is not really fortified. The Féshenga pens actually belong to the neighbouring estate.

This scenario will be a tabletop skirmish game on perhaps a 4' x 8' table. The intent is that the table comprise the area of the compound with only a little beyond the walls being used. Having laid out a rough area for the compound I now have to fit the palace and outbuildings into the space...