Thursday, 21 August 2025

Midgard : Scenario 3 : None Shall Pass : prelude

Well, it has been a long time since I made any progress on my Midgard : Britannia campaign. Lots of real life has got in the way recently, so large tabletop battles have had to take a bit of a back seat. Now that there is a Bank Holiday coming up at the end of this month in the UK (actually next Monday), I should be able to find the time to run the third battle in the campaign - None Shall Pass

I have a couple of days to prepare and put into order the game set up and the miniatures and scenery required for the scenario. In addition to putting together the physical requirements of the game, I also need to work on the story of the Roman advance to the next encampment/watch tower. I also need to update the map if I can, but I am having issues with my current image processor - I used to be able to use Photoshop (albeit a very old version that I purchased many moons ago) to a reasonable level of competency, but that version is now, alas, not compatible with Windows 11 and I just cannot get it to load on my latest PC.

Roman soldier - public domain image

For this scenario, the armies are not evenly matched as prescribed by the scenario. It sees the Romans protecting their rear from a larger force of Britons at a pair of river crossings. Each army is made up from the survivors of the previous encounter plus any reinforcements rolled up in the aftermath. There are a few new types of unit to contend with that should make the game more interesting from a narrative perspective at least.

The Britons' army for scenario 3 (97/209=306pts):

  • Bellicus 3 (47pts)
  • Maviloduus 2 (32pts)
  • Catuarus 1 (18pts)
  • 1x Warriors 3 (22pts)
  • 3x Warriors 2 (51pts)
  • 1x Female Warriors (16pts)
  • 1x Mounted Warriors (16pts)
  • 2x Skyclad (32pts)
  • 2x Archers (30pts)
  • 2x Slingers (20pts)
  • 1x Hounds (22pts)

The Roman army for scenario 3 (85/121=206pts):

  • Lucius Valerius Corvus 3 (43pts)
  • Gaia Pomponia Thrax 2 (21pts)
  • Marius Pollux 2 (21pts) 
  • 1x Legionaries (34pts)
  • 1x Auxiliary Archers (29pts)
  • 1x Auxiliary Spearmen (24pts)
  • 1x Legionaries (-1St) (34pts)

It is quite strange how the numbers of the antagonists (by points value) on both sides in this campaign so far have added up to the correct amounts to play the scenarios in the rule book. I daresay that after this battle things may go a little differently, but for now I am pleased with the campaign's progress.

The next post on Midgard should see a write up of the game similar to what has gone before. Until then.

Saturday, 16 August 2025

Ghosts of Saltmarsh (#14) - Day 22 - onboard the Soul of the Winter

We managed to get another Ghosts of Saltmarsh D&D 5e RPG session in again on our regular-ish Thursday evening slot. Most of the players made it, so we carried on from where we left off. 

Here is the party list for reference (we are all currently at 4th level)...

Dharion - half-elf ranger
Drakkon - half-orc fighter (player not present, so we re-wrote the start of the encounter a little)
Druss - dragonborn barbarian
Gladreth - human wizard
Korum - human cleric
Navda - human rogue

...

Late at night of Day 22 - onboard the Soul of the Winter

Druss rapidly pulled himself back into the cabin to avoid being seen by the encroaching sahuagin warriors, and let Gladreth and I know what was happening. Navda, however, as he was unable to hear Druss's whispered warning, what with him being in another cabin, decided to investigate the noises himself.

Soul of the Winter - Sahuagin arrival

As I had slept without my armour on, I decided that I would try to quietly don my mail before the sahuagin investigated our cabin. This would have been a great ploy if it hadn't been for the fact that several of the sea devils decided to invade our cabins via the port holes (this meant that my, and other characters who usually wore armour, ACs were temporarily lowered).

Gladreth and I just about managed to deal with the sahuagin that entered our room via the port hole and the one that was outside too, but Drakkon got bottled up in the corridor outside his cabin by several in the round atrium. Gladreth went to help him whilst I milled around wondering what I could do to help out as there was no room to join the melee.

Meanwhile, from their description of what happened after the combat had finished, Navda and Dharion got bogged down in a melee with a magic wielding sahuagin matriarch who came through their cabin's port hole, and many more warriors that had come down the stairs.

The combat in Navda and Dharion's cabin was a tight run thing, what with about five sahuagin including the witch, attacking them. Navda managed to get out of the room and scream for my help, whilst poor Dharion was left in a pool of blood after being stabbed with a trident that took him close to death (he failed 2 Death Saves before Navda could stabilise him and I could get there to Heal him).

As I was making my way to aid Dharion, I heard the combat from my rear come to a halt as both Gladreth and Druss were injured and hit the deck. Torn between the urgency of saving Dharion and the risk to Gladreth and Druss, I decided that I had just enough time to get both actions completed if I hurried on with my original intentions.

Luckily, we were saved by the winding of a mournful sounding sea-horn. The remaining sahuagin warriors heard the sound and began to slink off as they disengaged from the combat.

After making sure that everyone was stable, we began to explore the rest of the ship to see how the crew had fared with this attack. We met with Captain Woolgar on the upper deck, who told us that he had lost five of his crew members but was heartened by the fact that we had survived and had taken care of eight of the raiders including the magic wielding witch, although her body had disappeared from the cabin in which she was killed when we began to collect the dead for disposal.

Soul of the Winter - Sahuagin departure

The DM mentioned at the end of the session that this should have been a short encounter that we should have easily ended in a few rounds. What with our extremely poor dice rolls and bad tactics, we made a right hash of it. Hopefully, we have got all the bad rolls out of the way so that the main encounter of this part of the adventure runs a little more smoothly.

As a result, this is a very short write-up of the encounter - it was basically a combat that the DM decided to cut short (as our session had run out of time) to save our blushes.

Thursday, 14 August 2025

Song of Blades and Heroes - Battle Report 3

Last night we managed to get together for the final round of this mini-campaign. So far, the Orcs of the Red Eye had managed to push the human villagers away from their village. A band of elves saw this as an affront to their standing and forced the orcs to run away with their tails between their legs. Budlak, the orc leader, felt ashamed to be beaten by one measly elf, so he returned to the village to sort the situation out once and for all.

Orcs of the Red Eye (302 pts)...

Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)

5 x Orc warriors  Q 4+ C 3 (115 pts)

3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts) 

Orcs of the Red Eye

Since the previous game, Budlak managed to recruit two more archers to refill his ranks (basically I kept the same force composition for this game too). 

Defenders of the Realm - a mixed Human and Elf warband (295 pts)...

1 x Elf warrior  Q 2+ C 3 (38 pts)

1 x Elf archer  Q 2+ C 3 Shooter - Long (55 pts)

5 x Human Heavy Infantry  Q 4+ C 4 Short Move (130 pts)

1 x Human Light Infantry  Q 3+ C 2 Shooter - Medium (28 pts)

1 x Human Archer  Q 3+ C 2 Shooter - Medium (44 pts) 

Defenders of the Realm

To keep things "realistic" the remaining human and elf forces combined and added five extra human troops to swell their numbers. 

Again, this was just a straight fight to the bitter end - the winner finally keeps hold of the village. The orcs seemed to have the upper hand in both of the previous battles (apart from the devastation caused by the final gruesome kill in the second scenario), but would this time prove any different? The orcs gained the initiative so went first...

Starting positions

Turn 1

The orc warriors advanced rapidly towards the village, scenting a swift victory over the man flesh who they so easily defeated previously - the orc archers seemed to be a bit more cautious. The humans and elves (Defenders) advanced more slowly to meet the threat

Turn 1

Turn 2

When the elf warrior from their previous encounter came into view, the orc bluster ran out (rolled the dreaded double-one on my second activation) as Budlak caught sight of the elf that had caused his warband to flee. The human/elf archers let fly their arrows but all missed. The allies continued their cautious advance

Turn 2

Turn 3

Most of the orcs failed to advance (failed almost every activation roll) and the Defenders closed into combat. More archery failed to find its mark on the orc ranks

Turn 3

Turn 4

The sight of the heroic elf must have really affected Budlak as his forces again failed to advance into combat (double-one again, this time on the first activation!). The Defenders advanced further but all the combat ended without casualties. Again, the human and elf archers missed their targets

Turn 4

Turn 5

This is where the game began to warm up considerably (but typically I forgot to take photos at the end of each turn due to the excitement).

Budlak finally came out of his stupor and dispatched the troublesome elf. The melee around the farmhouse saw the humans retaliate for the loss of the elf by killing an orc warrior, but emboldened by his previous success against the elf warrior, Budlak killed again; this time a human warrior (O 8, HE 7)

Turn 6

Due to the pressure of numbers brought to bear, the orcs were forced to retreat from the combat, losing another of their warriors (O 7, HE 7)

Turn 7

The orcs finally brought their archers to bear from the other side of the building (it took a long time to get them there due to so many activation failures), causing the humans to huddle up closer after another of their number was felled by archery, but the defenders' bows kept the orcs at a safe enough distance for now.

Finally, the Defenders got a break through. Budlak found himself isolated and was cut down where he stood. This caused a few of the orcs to flee (Morale check on loss of leader), and then, seeing their comrades flee, most of the rest of the warband also broke away (Morale check for the warband dropping below half numbers), leaving just two solitary orcs on the battlefield. Seeing their fellow raiders killed or running away, and being only a tiny distance away from the board edges themselves (due to them also fleeing but not quite far enough to leave the battlefield), they decided that they would flee too (O 0, HE 6)

Turn 7

Well, that was a tidy bashing the orcs got there - again their poor Quality showed - Morale checks have been the bane of the orcs this campaign. This time the fighting was quite a way from the board edges but the orcs failed on multiple counts so all except two left the board - another massive collapse like last time.

The two double-ones during the game also did not help the orc cause, and neither did the fact that we got the movement allowances for the human heavy infantry wrong (they were moved a lot faster than they should have done). The orcs had pretty awful dice-rolls throughout the entire game; almost always when an outcome relied upon at least half-decent rolls - so many 1s flew from my dice hand during this game - at one point there were 6 failed activations in one turn! That said, the orcs lost and the human/elf alliance won not only the scenario, but also the campaign.

So, overall, the human/elf alliance was victorious over the orcs of the Red Eye. I really enjoyed the min-campaign, as did my son. He prefers this game now to Middle Earth Strategy Battle Game. I spent a lot of the time whilst playing what my son's options were at each juncture. Next game, I will let him fly solo, as he seems to have mastered the intricacies of the rules now.

Tuesday, 12 August 2025

Song of Blades and Heroes - Battle Report 2

We had a quiet Sunday this weekend just gone, so we pulled out the Song of Blades and Heroes rule book again for a rematch. This time, I kept my victorious orcs and #2 Son decided to go for an elven warband - this time his points values were more accurate.

Orcs of the Red Eye (302 pts)...

Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)

5 x Orc warriors  Q 4+ C 3 (115 pts)

3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts) 

The orcs of the Red Eye

Defenders of the Realm - Elf warband (298 pts)...

4 x Elf warriors  Q 2+ C 3 (152 pts)

2 x Elf archers  Q 2+ C 3 Shooter - Long (110 pts)

1 x Wood Elf warrior  Q 3+ C 3 Forester (36 pts) 

The elf warband

We decided that this skirmish would be the second part of an ongoing mini-story (we are hoping to get one more game in later on this week to conclude the saga). After the rather one-sided affair between the humans and orcs last time out, a small scouting band of elves decided that the humans needed to get their village back and the orcs needed to be put back in their place to restore the natural order (and restore the buffer zone the human village afforded the local elf settlement).

We chose to play a straight up fight again as the scenario we rolled just didn't quite meet what we wanted to play. We diced for who was to be the defender and who was to go first. The orc faction was the defending force, so set up the table, the elves chose which side to enter from, the defenders set up first and then the elves rolled the best initiative so went first.

Starting Positions

Turn 1

Both sides advanced across the battleground of the local village. The elves did not hold back in their efforts to close into combat with the orcs and reclaim the village from them

Turn 1

Turn 2

There followed an ineffective exchange of arrows, and close combat was joined (one wood elf versus two orcs)

Turn 2

Turn 3

This turn ended up being a bit of a disaster for the elves; the elves advanced but the dreaded double-one was rolled half-way through the process, so play turned over to the orcs whereby the wood elf was easily downed by the two orcs he was in combat with (O 9, E 6)

Turn 3

Turn 4

The combat began to coalesce on the village side of the board. The elves managed to inflict a gruesome kill on one of the orc archers which caused another orc archer to retreat away from the combat. The orcs retaliated by ganging up on a single elf spearman and hacked him down (O 8, E 5)

Turn 4

Turn 5

The elves managed to kill another orc archer but the tide really turned with another double-one being rolled. This meant that the orcs could really go on the rampage; they killed a further two elves and a Morale check caused a further elf to retreat off the board. What with the final elf archer being laid prone and the final elf spearman being isolated it should have been a small matter of mopping them up one at a time (O 7, E 2)

Turn 5

Turn 6

Unfortunately for the orcs, this was not to be. In a fit of rage at seeing his comrades being slaughtered, the final elf spearman managed a gruesome kill on the last orc archer which led to the entire orc warband fleeing from the board (O 0, E 2)

The orcs flee

Again, this proved to be a very one-sided affair right until the very final roll of the dice by the elves. The gruesome kill and the subsequent Morale checks meant that all of the orcs fled. I tried to roll for my leader first, because if he passed the test, then his Leadership trait would have added +1 to the other's dice rolls; he failed and so did the rest. Even if some of the orcs had passed, they would have had to have taken a second Morale check for the loss of their leader, and then a third Morale check if their numbers dropped below half. They didn't stand a chance at Q 4+. Lesson learned for the future - do not fight too close to the board's edge just in case a morale check looms.

My son was beginning to get side-tracked towards the end of the game as he was upset at how badly the elves had fought and how badly his dice rolls were. I managed to entice him back for the final turn (I asked him if he wanted to surrender but he said "No") and everything changed on the one combat dice roll. I felt a little underwhelmed at how defeat was snatched so easily from the jaws of victory, but happy for my son as he now knew that games can change direction on literally one dice roll.

We will try to play one more game later on this week to round out the mini-campaign. I will keep the same orc force (just need to work out two replacements for actual kills) as they return for one final attempt to wrest the village away from the humans, and my son will take the remaining humans and elves (2 of each) and add to them to make up a full sized force. As the score is one-all, then this will be the decider.

Monday, 11 August 2025

Ghosts of Saltmarsh (#13) - Return to Saltmarsh (Days 14-22)

We got back to our full complement of players this session, but Drakkon had to sit out the remainder of the necromancer encounter until we were able to reclaim him from the lizardfolk.

Day 14 (continued) - the fight in the cavern

Sir Riley chuckled to himself as he continued chanting in a strange language. The waters to either side where the alligator teeth were thrown began to bubble and two skeletal figures emerged from the murky depths of the water. Seeing as these were undead, I channelled the divine Radiance of the Dawn to deal with the new arrivals. It damaged them enough for Sir Riley to get annoyed and call forth a gaseous attack upon my companions.

The ensuing combat was brutal with many wounds dealt out by both sides. I managed to cast a Burning Hands spell which damaged Sir Riley quite extensively, and he cast some kind of spell that summoned a black fog to hide within. What emerged from that smoke was a winged demonic being enveloped in fire. The demon then disappeared as suddenly as it appeared. Whilst this was going on, the two summoned skeletal beings were destroyed; one being was chopped to pieces by Dharion's sword and axe and finished off by Navda's archery, whilst the final being was Firebolted by Gladreth.

As we looked around after the combat, catching our collective breaths, black tentacles suddenly erupted from the ether and engulfed Dharion and Druss, who fought back with all their might. Gladreth also took a lot of damage from the new threat and fell to the floor. I somehow sensed that the demon was above us and shouted to let the party know. Navda shot an arrow but missed, but a perfectly aimed javelin from Druss managed to kill it outright. The demon plummetted to the floor and slowly turned back into the skeleton form of Sir Riley, whereupon it then proceeded to crumble to dust.

I healed Gladreth enough to bring her round, whilst the other adventurers removed the heads of the alligator and the skeletons to show to the lizardfolk what had been attacking their tribe.

When we arrived back at the lizardfolk camp, we showed them the grizzly trophies and said that we could find no survivors. Although saddened by the loss of their family, they let Drakkon go and gave us a bag of painted pebbles as a reward. They then escorted us the rest of the way through the swamp to the outskirts of Saltmarsh.

Days 14-21 - Saltmarsh

Upon arrival in the town we first sought out someone in authority to tell them about the landslide just out of town; they agreed to send a party of workmen to sort it out. We also needed to assess our treasures, so we visited the lady we had asked about evaluations previously. It appeared that the lizardfolk painted stones were barter tokens for food, drink and shelter; we kept them for possible further use. The belongings of Sir Riley, the necromancer, turned out to be an evil cloak, a necromancer's spell book and a Staff of Major Healing. We agreed to dispose of the evil items in due course, but that I should keep the staff as I was the main healer of the party.

We then reported to the linen trader to tell him about our failed quest. Unfortunately, we had to tell him that Morley had done a runner with the linen and did not consider himself a friend of the trader. When he asked about his cart and horses, we had to apologise on not returning that also, although we did mention where it could be found. The trader was not happy and left in a huff.

We then spent the next seven days making new acquaintances, now that we had become something of a talking point around town. The local council approved of how we were handling ourselves and the situation but when we tried to reclaim our ship, we found that it was still impounded in the harbour and considered the property of the crown. No matter how we argued, the guards and council would not return it to us.

It was whilst we were arguing with an official that a tall, well-dressed orc sauntered up to us and asked us whether we could retrieve an item or two from a cargo ship a few days' sail away. In payment, his boss, the owner of several sailing vessels, would give us a ship.

Doubting his word, but not wanting to miss a possible opportunity that might be too good to be true, we decided to follow the orc to his master's abode, a mansion on a hill on the outskirts of town.

The mansion, upon arrival, was a little more run down than it appeared from the town, but none-the-less it was still an impressive building. Upon entry, the main hallway was full of expensive tapestries on the walls and heavy furniture that may have been fashionable many moons go but were still worth a pretty penny today. We were soon shown into a study to meet an elderly, well-dressed human named Albrick, who treated us to food and drink before getting down to business.

Albrick mentioned that he was the owner of the Emperor of the Waves, a ship that went missing around ten years ago. It was travelling back from strange lands full of precious cargo, including a Cross of Pelor (a top furnishing for a battle helm that would allow its wearer to converse with the god and thereafter be bestowed with great powers), when it got caught in a storm and was never seen again, until three days ago when it was spotted on an island a few days' sail away.

To get a drop on any salvagers, Albrick asked us to find the ship, remove the full cargo to a ship he would furnish us with for the mission, and the Emperor would be ours. He said that he would give us two hundred Gold Crowns for our troubles as a sweetener in the deal.

We had a quick meeting and decided that we would take the deal, as a ship we could then definitely call our own would be worth the risk. He pulled a large ledger from a shelf and made an entry within it which he asked us to counter-sign; which happened to be in our own blood from a hidden needle in the ink pot. After we had all read and signed the ledger, he handed us the promised two hundred crowns and said that the Soul of the Winter under Captain Woolgar was anchored in the harbour, fully crewed, awaiting our arrival.

Day 22 - onboard the Soul of the Winter 

The following day, after we had re-equipped ourselves in readiness for the voyage, we climbed aboard the ship. It was only then that we noticed that the entire crew was made up of dwarves; a people not fully trusted in these parts.

The ship set sail as soon as we were onboard and we were warned to remain in our cabins as there was a major storm brewing where we were headed. We spent the time playing games and chatting, but as time wore on we all began to feel a little more queasy as the waters became rougher and the skies became greyer.

At around 9pm, after everyone had eaten and the night shift had settled in, we made ready for our beds. It was at this point that Drakken thought that he heard scuffling and then something go thump on the deck above the cabin. He moved to the door to investigate the unusual sound, and upon opening it was met by the sight of a sea creature coming down the steps towards him...

A sea creature met upon the ship's steps

Sunday, 3 August 2025

Song of Blades and Heroes - Battle report

My youngest son has been with us for the last week or so and rather than go over the fields to play football today he decided that he wanted to play a battle game. We usually only play the Middle Earth Strategy Battle Games : Battle Companies, but he said that he wanted to try something a little different this time. He still wanted to play a skirmish level affair with about the same amount of soldiers on each side. I racked my brains and pulled out my copy of the Song of Blades and Heroes rule book, which I haven't played for many a year now.

I had a quick skip through the rules to remind myself of how to play and we both choose a ~300 point army each...

Orcs of the Red Eye (302 pts)...

Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)

5 x Orc warriors  Q 4+ C 3 (115 pts)

3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts) 

View from the orcs' side

Defenders of the Realm - Medieval style humans (278 pts)...

Sir Tristan  Q3+ C 3 Leader (60 pts)

1 x Heavy Infantry  Q 4+ C 4 Short Move (26 pts)

3 x Barbarian Warriors  Q 3+ C 3 Fearless (108 pts)

3 x Human Shortbowmen  Q 3+ C 2 Shooter - Medium (84 pts) 

We got our maths a bit wrong here, for some reason we thought it added up to 298 pts - an extra Heavy Infantryman could have been added to the human force. 

View from the humans' side

We decided to play a straight up fight just to learn/get used to the rules again. We diced for who was to be the defender and who was to go first. The human faction was the defending force, so set up the table, the orcs chose which side to enter from, the defenders set up first and then rolled the best initiative so went first.

Turns 1-3

Both sides advanced across the battleground of the local village; the orcs were more eager to close into combat and claim the prize of the village and all its stores

Turn 2

Turn 3

Turn 4

Shooting produced no effect from either side, but when combat ensued, one of the human warriors was knocked prone

Turn 4

Turn 5

This turn was far more bloody - two orcs were knocked prone but one human archer was killed by the orc archers and one barbarian was killed by the orc warriors (O 9, H 6)

Turn 5
Turn 6

After taking such a heavy beating, the human warriors stepped back to reform their shield wall. Another of the human archers was not able to retreat as quickly as the others and fell to more orc arrows (O 9, H 5)

Turn 6

Turn 7

The orcs attacked again and one more barbarian fell causing a Morale check for the force hitting half strength. One human archer ran away, but the remainder retreated to within a few mm of the board edge (O 9, H 3)

Turn 7

Turns 8-9

The orcs chased the humans, who backed away and chose to use the high ground for their final stand

Turn 8

Turn 9

Turn 10

Sir Tristan fell to the orc rabble which caused a second Morale check, wherein the heavy infantryman ran away, leaving a solitary barbarian to defend the village  (O 9, H 1)

Turn 10

Turn 11

The orc archers killed the remaining barbarian warrior (O 9, H 0)

Final stand

Orc victory

The orc that shot the final arrow

This turned out to be a rather one-sided affair. The orcs made mincemeat of the human defenders. As the orc leader, I played a very aggressive game, and always rolled a minimum of two Activation Dice. My son played it very safe and only ever rolled one die per figure, except we both rolled 3 dice for the last figure in each turn.

I think that if he had that extra warrior, it might have made a small difference to the outcome (the orcs may have lost one or two troops), but he realised his biggest mistake was playing it too safe; he was so worried about rolling a double-one and not being able to use all of his troops in each turn. I threw caution to the wind and always rolled two dice, only rolling a double-one once in the entire game.

My son really enjoyed his first foray into Song of Blades and Heroes and said that he would love to play again sometime soon.