Friday, 21 February 2025

Ghosts of Saltmarsh - Firewatch Island (Day 8)

Day 8 - As we were so badly beaten up by the harpies, we decided that we would rest up for the rest of the day and over night as we had some things to do. We investigated the corpse of the man that the harpies were hovering over, but all we could tell was that he had washed up on the beach after drowning at sea and hauled further up the shore and into the woods by the harpies - his injuries (including a missing left ear) were all post-mortem. He was dressed in what looked like maybe a guard's uniform but he had no arms or armour, or anything of value on him in fact. We buried him and I said prayers over his body to speed him into the Otherworld. We slept well, and were not disturbed by any sounds in the night.

The following morning we rose reasonably early and continued our journey. We found that the forest road we were traversing was actually very close to the sea, and the town of Uskarn was barely ten minutes away. If we had known, we might have carried on yesterday and healed up over night in an inn.

As we approached the town we became aware of how busy the docks were for what seemed like a small village. Boats of all types (warships, merchant ships, fishing vessels) continued to come and go and the docks were as crowded as any I had ever seen. Navda, our party rogue, made his way to the authorities to let them know about the dead man and that we had killed and scared off a large flock of harpies, then caught up with us in the tavern later.

Most of us headed into the largest tavern in town - the Frog and Fog. It looked like it used to be a warehouse judging by its huge size, and patrons were from all walks of life; dock-hands, merchants, guards etc. We ordered up mugs of a wonderful frothing ale (Planke's Plank) and some venison sausages and took in our surroundings. We asked around whether anyone knew about a certain dwarf named Marley Tobe but all we got was blank stares.

After a few more rounds of ale and no clues to finding our quarry, we headed out in search of a cloth merchant in case Marley Tobe had sold anything to one of them. We hit upon one such trader and she mentioned, after a few coins exchanged hands, that she had bought a few bolts of fine silk from him, and that he seemed like he was in a bit of a hurry to be away. He headed over to Firewatch Island as soon as he could and was not seen again.

We thanked the merchant for the information and went back to the docks in search of a boat to take us over to the island. We chanced upon a small keel boat with a half-orc captain, Raskil, and crew who offered to take us over for a number of coins - he seemed a little confused by his numbers and was constantly settling upon differing amounts in gold and silver, but we finally got a fair price from him. On the way over we were able to garner some more information from the captain, for a few extra coins, that he had ferried a dwarf matching Marley's description to the island around four days ago. He said that Marley didn't come back and that Raskil would not wait overnight anywhere near the island as it was haunted by strange sounds.

The crossing was smooth, and the island with its three peaks, fortress and towers didn't look particularly busy. The jetty, when we got there was deserted, so we disembarked and requested that Raskil come back the following morning to pick us up. He rowed off as quickly as his craft could carry him and his crew.

A quick search of the remarkably well-kept jetty and area revealed several sets of footprints going to and from the water's edge. Other than them being humanoid, with some being in shoes and others not, we could make no sense of them.

Firewatch Island - from a screenshot in Fantasy Grounds

We decided to go and investigate the fortress-like building, but just before we reached it we were attacked by a large bird-like creature, with deer-like horns on its head, that had presumably swooped down on us from one of the nearby peaks. We stood our ground and fought back but, once again, our attacks were rarely successful. Gladreth, our wizard, Navda the rogue, and Dharion the ranger seemed to have more success than the fighters in our party. Again my spells were ineffectual but my sling was more sure - I really must make amends with Pelor to put things right - maybe a large donation of the treasure I have accumulated will assuage his anger with me?

After a fierce struggle, we eventually managed to subdue our foe and carry on with our journey to the fortress.

The large building seemed all but deserted as we passed through the archway entrance. The grounds were quite well-tended, but there were one or two wild looking shrubs and bushes off to one side. A quick look around the side of the building revealed a make-shift distillery in a tower, and more grounds.

Druss, the dragonborn barbarian, heaved open the main (only?) double-doors to the fortress, which were held closed by a makeshift barricade on the inside, and we made our way in. The main entrance hall had arrow slits on either side to create a killing zone, but those on our right had been blocked up and those to our left were thick with cobwebs. There was a lot of blood on the floor, sure signs of a deadly struggle, but nothing else of note. A quick peek through the arrow slits into the room beyond revealed more webs and not a lot else.

As there was only one other way to go, we approached another set of large double-doors opposite the entrance. Again, our strongest members pushed the doors open to reveal a large room with some broken furniture and more blood stains; signs of a very recent scuffle.

Our progress within the fortress so far - screenshot from Fantasy Grounds


Sunday, 16 February 2025

Ghosts of Saltmarsh - Encounter in the woods (Day 7)

This was our second actual gaming session - the first being the introductory weekend. After completing the final two character imports at the start of this session we were ready to roll. At this point, the DM gave us a brief recap of what had gone before and let us loose in Saltmarsh on the day following our adventure on The Sea Ghost. We have now all reached 3rd level so should actually have some clout as a party, but the usual dice-rolling lack of luck followed us online...

Day 6 - We drank the evening away in celebration of our capture of The Sea Ghost and then slept off our excesses at our usual inn. The following morning we awoke feeling refreshed, if a little hung-over and, after a hearty breakfast (which we had to negotiate for as the inn-keep tried to overcharge us due to our newfound wealth), we strutted around town in the splendour of our newly found fame.

We were able to drink out on our renown for most of the morning until we were approached by a certain well-dressed half-elf named Davis Rall; he needed someone to go look for his missing friend and business partner, a dwarf named Marley Tobe. Marley had set out for the nearby town of Uskarn in order to trade a cart load of high quality silks. The town is a two day trip away but it has been more than four days since he had left, and he should have been back by now. Davis suspected something was wrong and offered us a 50% share of the remaining goods if safely returned with the cart and horses. We thought something was slightly amiss (good perception rolls) with this request as he seemed more concerned about the return of the goods rather than his friend. That said, we decided to take on the job anyway as we were feeling like we were unbeatable.

We left Davis, promising him the return of his friend and trade goods, or at least news of what might have happened to him if all had ended ill for Marley, and headed to the nearest ostler to hire a two-horse cart of our own and four horses to ride. We also grabbed supplies for seven days just in case we ran into any delays along the way.

As we still had several hours of daylight left, we decided to head out of town towards Uskarn on the road heading south-west out of Saltmarsh.

The road was a well-travelled one, but weirdly we did not encounter anyone along the way. We saw several empty campsite areas at the side of the road whilst we travelled which made us wonder why they were unused, but eventually, just before dusk, we pulled over at one of the safer looking sites and set up our camp. We set watches, but it was quiet all night except for around midnight when those on watch heard some loud owl-like screeches; too big for owls, but too screechy for owl-bears.

Day 7 -  We awoke early, caught up with the overnight watch stories and carried on along our way pondering what the night watch had heard. After a few hours we traversed a bend in the forest road and off to one side saw what looked like a woman sobbing over the body of a man. We advanced quickly to see what might have happened but the "woman" turned on us, unfurled her feathery wings and screeched at us (or maybe to the rest of her flock who we could then see hovering up in the canopy of the forest). 

This is a screenshot from Fantasy Grounds showing the aftermath of the combat with the harpies

The combat with the harpies was bitterly fought but we made it much harder than what it should have been. Drakkon, our half-orc fighter still couldn't hit for toffee (his poor dice-luck continued online where in the first three rounds he could only roll a 3 followed by two 1s!!), my spells just failed to work (I must pray for forgiveness from Pelor as I must surely be being punished for my excesses of the last few days), and our wizard, Gladreth, also had problems summoning her power from the aether.

Anyway, our dragonborn barbarian warrior, Druss, managed to save the day as he was able to cleave his way through enemy after enemy and eventually we prevailed.

The fight took rather a lot out of us and we needed to take a rest much sooner than we anticipated to heal up and restore our vitality.

Saturday, 15 February 2025

Ghosts of Saltmarsh - Fantasy Grounds

I was invited by the DM of the Saltmarsh adventures from a few weekends ago to join the party as the campaign moves online using Fantasy Grounds as the engine to run the adventure. A couple of weeks ago we got our characters imported into the application and this week we managed to get our first gaming session in (more on that in a later post). I think there will still be the occasional face-to-face game (maybe once a quarter?), but the bulk of the campaign should now run most Thursdays for whoever can make it.


I haven't actually gamed online like this before so it has been a new experience for me. Fantasy Grounds is run like a normal face-to-face game using Discord for sound and other player interaction outside of the game. The Ghosts of Saltmarsh adventure has been purchased and imported into Fantasy Grounds by the DM, and we, as players, have imported our 5e characters into that module. This allows for the characters to fully interact with the system whilst we chat about what we are doing over Discord.

The system includes all the appropriate maps for the adventure with a fog of war setting so we only get to see what our characters see. When combat ensues, our characters are all placed on the map with the adversaries we can see and a battle board takes us through the combat in initiative order. The system can cope with anything in 5e and many of the legacy versions and supplements of D&D.

Three weeks ago, most of the players were able to import our characters. It took us the whole session (about 2.5 to 3 hours) to get our characters imported due to our unfamiliarity with the software (we were starting from scratch, so I think we did rather well), but all bar two characters were ready to go. The DM was then able to add our one-off magic items, so we were good for this Thursday's session.

The first part of this Thursday's session was spent importing the remainder of the characters in readiness for the next part of the campaign. This went a lot quicker than the previous session's import.

We were now ready to begin play, so the next post will include a brief write-up of that session.

Monday, 3 February 2025

Midgard Heroic Battles : The Celts

The second army I am going to build will be Celts. I don't have nearly as many Celtic warrior miniatures (87) as I do Roman troops (191), and only a small number are painted. I think I should still be able to field a full 300 points army from them, but I won't find that out until I start statting up what I think the miniatures represent. If I have to buy a few more to make up the numbers then I shall, but I will be trying to run this campaign as cheaply as possible.

Anyway, here are some pictures of what I was able to find today. I think that there are still a few more figures hidden away in the garage (some Celtic cavalry, wardogs and maybe some chariots, along with the Roman artillery and Balearic slingers)...


 Celtic Warband (37 plastic miniatures)...

  • 28x Unarmoured Celtic warriors
  • 6x Armoured Celtic warriors
  • 1x carnyx
  • 2x banners

Chieftains (9 metal miniatures):

  • 2x chieftains
  • 1x banner
  • 1x champion
  • 4x druids
  • 1x dog handler (need to find dogs)

Skirmishers (18 metal miniatures):

  • 10x slingers
  • 8x archers

Miscellaneous (23 metal miniatures):

  • 8x fanatics
  • 7x spearmen
  • 8x female warriors

I will need to work out how to base these miniatures in a coherent and logical way to use the maximum possible per base. It will be a challenge, but should be fun.

 

Addendum: Most of the prep work was completed yesterday, but it has taken a number of hours to organise the armies and write them up. Since yesterday's post on the Romans, I have been able to get into the garage and sort out the remnants of the unworked figures. I couldn't find the Roman war machines (I am pretty sure they are in with my Gondor forces) but I was able to find the crews. Here is a list of what else I was able to find...

Romans:

  • 30x (1 complete box) Roman legionaries (plastic miniatures)
  • 23x Roman legionaries still on the sprue (plastic miniatures)
  • 1x optio (metal miniature)
  • 11x artillery crew (metal miniatures)
  • 1x Western auxilia miles with spear (metal miniature)
  • 12x Numidian light cavalry (metal miniatures)

I will probably not have any use for the legionaries for this project, as I have plenty of them painted up already, but I do have a few of them eyed up for other games; maybe Broken Legions or Cthulhu Invictus. I will probably paint them differently to the current legionaries (which I painted in linen tunics rather than the standard trope red) to make them stand out from the main army.

Celts:

  • 62x Celtic Warriors (plastic miniatures)
  • 10x Celtic warhorses (will require 10 of the above plastic upper bodies) (metal miniatures)
  • 3x Celtic chariots with 6 crew (metal miniatures)

I will be looking carefully at filling out "units" of Celtic warriors. The 37 plastic miniatures currently completed do not really add up to any coherent warband bases, so I will make up numbers in a few categories to set them apart from each other on the tabletop. The cavalry and chariots certainly make for some hard-hitting units to balance the might of the legionaries.


Next up should be a post about the type of game I want to try to run. I have some ideas on how I want this to develop as a campaign, so I need the base stats, points costs and so on before I start plotting everything on a map of some sort.

Sunday, 2 February 2025

Midgard Heroic Battles : The Romans

Following on from the previous post, I have collated details of the Roman miniatures I have in my collection. It quite surprised me when I opened the boxes (the first time in several years) to find that I had so many. Here are a couple of pictures of the whole army except the unpainted figures (taken from my phone, so apologies for the very poor quality, the phone just didn't want to focus on anything properly today)..


 

And, here is a list of all the painted miniatures I have...

Imperial Roman legionaries (92 miniatures)...

Centuria (86 plastic miniatures):

  • 2x centurion, 1x signifer, 1x optio, 1x buccinator, 1x tesserarius = 6 "officers"
  • 9x contubernia (7 contuberlanes + 1 decanus) = 72 legionaries
  • 1x contubernium (8 contuberlanes) = 8 legionaries

 Centuria (6 metal miniatures):

  • 1x legatus
  • 1x primus pilus
  • 1x centurion
  • 1x aquilifer
  • 1x signifer
  • 1x buccinator

Mounted Auxilia (11 metal miniatures): 

  • 1x legatus (mounted)
  • 7x auxiliary cavalry
  • 3x auxiliary cavalry command (decurion, signifer, buccinator)

Auxiliaries (88 metal miniatures)...


 Western Auxilia (44 metal miniatures):

  • 1x centurion, 1x optio, 1x signifer, 1x buccinator = 4 "officers"
  • 3x contubernia with spears = 24 milites
  • 2x contubernia archers = 16 milites

 Eastern Auxilia (44 metal miniatures):

  • 1x centurion, 1x optio, 1x signifer, 1x buccinator = 4 "officers"
  • 3x contubernia with spears = 24 milites
  • 2x contubernia archers = 16 milites

As you can see, there are a small number that need some repairing (some shields have popped off and a few weapons have broken), which I will carry out when I make up the units I will be fielding.

I also have a small number of unpainted Roman figures - an onager and three ballistae (which will also be doubling up for Gondorian artillery), and some Balearic slingers. I may not worry too much about these just yet as I have plenty of other troops to be getting on with. If I wish to play with artillery then I can always sort them at a later date.

The next post will feature the Celts and then I will get onto the stats and what I need to do to get both armies up and running.