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Ben – GM
Owen – Harlow Hinde, Masaquani
Mike – Kratos, Kraken
Evil Mike – Ankas, Scurdlian
Alex – Reconaki “Green” , Kehana
Steve – Potts, Grael

The fabled mage Tressa the Red has given us a quest to save the world. Anybody want to say “No.”? In a nutshell, three evil hags have cursed Caribdus by flooding it (eventually) under 50 fathoms of water. Soon all of the world will be like in the movie “Waterworld”. And we don’t want that, now do we?  It’s great if you’re a fish. We’re not fish. We’re…uh, well, we’re not fish. Unless you count Green who looks an awful lot like a fish. Ankas is a crab. He might survive. But on a whole, I’d say saving the world is our best bet. And we are not fish.

To prepare us to be the saviors of Caribdus, Tressa has loaded us up with magical enhancements. Our quest is to find four amulets that when placed together makes a magic item so powerful it might just defeat the hags. And yes, we expect to wield supreme power just ’cause some watery tart threw some magic at us.

Back on board The Millennium Dolphin (our frigate) we decide to head to Victtoria to make repairs on the ship. Then we’ll head to Keria to look up a fire mage of some renown.

We find that Victtoria is a decrepit hive of thieves and villainy. We seem to fit right in. On the trip there, Potts’ chest of pieces of eight becomes property of the ship. (Not that Potts really cares.) We spend 100s on harbor fees, 350s on ship repairs, 200s for the crew to go carousing, and there’s an entry of 10s for Evil Mike’s silk crab pants—whatever that means.

While taking in the sights of Victtoria, two sub-plots reveal themselves. (This takes about 2 hours of game time. 1:58 minutes of it in the bizarre doing…well, I’m not sure we actually did anything.) But back to the sub-plots. One is to rescue a princess who has been abducted by slavers. The other is to rescue some old guy who may or may not have access to items that may or may not be magical in nature. We go after the girl first. (Duh.) She’s at a heavily guarded compound.

Now things get a little fuzzy…

Somehow we realize that breaking into a building across the street from the compound is a good idea. There may be tunnels leading under the compound. (I don’t know why we think that.) I think the crab actually breaks in. He immediately starts looking for magic items. Somehow guards get wind of us breaking in and there’s a fight. We fight our way down to some tunnels. We come upon more guards and a huge red man with an even bigger sword. We best them of course and are ready to continue on…next time.

I’m sure I missed a few things. What part of “fuzzy” didn’t you understand?

And who is Mr. Tinkles (from the title)? Why that’s the name given to Kratos’ cat form (by Ben).

PS: I got an extra XP for being awesome. 

Chaos Steve

2014-05-28 20.54.56

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Although I’ve been silent about writing anything new, we have been playing lots of games the last few weeks. Ben has started running us through a Savage Worlds 50 Fathoms campaign and we’ve played Clash of Cultures, a current favorite.

 

stone age

We’ve also gone back in time and played an older game call Stone Age. Although I never do well in this at it, it’s still one of my favorites. In our first game, Ben kicked our butts and took names. He ended with an unprecedented 201 points. I came in second, but I was so far behind him, you might as well say I came in last. In our second game. Ben came in dead last. I’m sure this proves something, but I’ll leave just what it proves up to your imagination.

 

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More recently (last night) we played Railways of Europe. It’s the typical build track and deliver goods cubes game that we play so many versions of. Mostly because Ben owns all the versions and has two copies of at least one. (I don’t know why.)

 

The starting cube placement of the game was horrible. The cities on the board are either far away or huddled in the mountains. Yes, this made it a tough game, but it didn’t slow us down any.

 

It seemed most everyone had a plan—everyone but me. I became the king of worthless hotels, while Owen because the king of a stellar hotel in Amsterdam that brought him tons of points. I also helped out Mike by “colorizing” a city (This has a real name in the game, but I forget what it is) allowing him to earn some points. Most of the rest of the game, I didn’t help Mike all that much. Some might even say, most likely Mike, that I screwed up his plans. All I can say to that is that he wasn’t alone. I think I screwed up everyone’s plan at one time or another. My problem was I had lots of plans—all bad. Still it looked like I might be able to stay ahead of Mike and not come in last.

 

Owen was clearly going to win…and we couldn’t stop him. He was that good. Ben ended up coming in last. He was that bad. Mike and I ended up tying for second place. The tie-breaker was money. I had none, so Mike officially got second place and I came in third. It should be pointed out I wasn’t Last. Ben was. Ben.

 

We have Jimcon next weekend, so look for that write-up in the near future.

Some Pictures From Railways of Europe

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GM: Chaosius Stevius
Decanus Lucius Flaccus (Mike Byrd)
Crixus Dotorus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Saverrio (Alex)

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Session 6

Five days have passed since the battle at the old church. Although they have been following the Strigio’s trail, it hasn’t been all work and no play. At every village they have come upon they have spent time carousing and asking for the blessings of the gods. Basically spending their spoils with wild abandon.

On the fifth day they come to another village, but something unusual happens here. Almost immediately a boy grabs the hand Varicus and leads him through the village to a small house. Inside Varicus meets a women who bears the scars from being badly burnt at some time in her past. She tells him the boy is her son. Then she offers him a gift. A small wooden box. Varicus opens it and feels the sting of a needle prick his skin. The woman tells him he’s been poisoned.

At this point there is a long discussion concerning whether anyone really cares that Varicus has been poisoned.

The heroes discover that the Strigio threatened to kill the woman’s son unless she gave someone in the party the box. The Strigio also told her where the antidote is located—it’s at some old ruins about a day’s ride from the village.

At this point the heroes realize this is a trap. The point is brought up again about who really cares that Varicus has been poisoned. Some, Crixus, even wonders if Varicus has been poisoned at all since he has no ill effects.

In the end, the thought of driving back home after playing 20 minutes of the game wins them over and they head to the ruins.

It’s a trap!

The ruins turn out to be an ancient coliseum. The Strigio, Vaalko, is there surrounded by barbarians. He gets caught monologing and Crixus shots him with his bow. Vaalko leaves. But not before a giant demon worm erupts from ground attacking the heroes. Varicus antagonizes the watching barbarians by shooting an arrow at them. They attack. Varicus realizes his counterattack skill is useless with a bow. Swarms of vicious worms also gush from the ground. All of the non-wild card characters go down. (Later one will be revived as walking wounded, but is strangely missing from the next game.)

In the end, after a harrowing battle with the demon worm and the barbarians, the heroes grab the flowers needed for the antidote and hurry away from the ruins.

Another five days of travelling goes by and the heroes are fast approaching their goal. They should easily make it to the standing stones in time to stop the blood ritual planned there. Then they hear the sounds of battle. The cohorts of the Roman legion have caught up to Hasdrubal. Part of Hannibal’s army is there as well for they can see his gigantic beasts called elephants.

The only problem is that this battle is between them and their destination!

Session 7 – The Last Session!

The heroes form a plan. They will to race through the battlefield using stealth and guile. Once to the front of the battle where the elephants are, they will hijack one and use it to make their way to the standing stones.

Remarkably all the heroes make their Stealth rolls with most actually getting raises. This is amazing because many of the heroes have Stealth skills of d4. Once through the main battle they spy one of Hannibal’s elephants and head towards it. Killing a few Carthaginians along the way.

Crixus fires an arrow at the Carthaginian that’s controlling the elephant and kills him. Now we have an out-of-control elephant. Varicus breaks out his hook and rope and rushes to the elephant. All of the archers riding in the elephant’s platform fire at Varicus. He’s hit! Even wounded his throw is amazing and he nearly kills one of the soldiers on the platform with the hook. As it is, the hook is set and the rest of the heroes, with the exception of Tantus, head toward the elephant to climb up to the platform. Tantus has no Climb skill and cautiously kills Carthaginians until the elephant is under Roman control.

The battle atop the elephant is fierce, but in the end our heroes triumph. Tantus is hauled up to the platform by a rope tied around him.

On to the standing stones!

At the standing stones, the heroes find an Altar of Evil! (See: ALTAR OF EVIL 28mm Fantasy Scenery & Terrain.) Surrounding it are piles of bones, broken weapons and armor. Behind it, standing amongst some ruins, are the Strigio Vaalko, the Priestess Vaginus, and a couple barbarian guards. Crixus drives the elephant directly into the altar, destroying it. The battle begins in earnest.

The priestess summons up Furies from the piles of war debris. These harass the heroes throughout the entire battle. Most of the heroes gang up on Vaalko. Crixus uses his bow to get effect inflicting wounds wherever he aims. Saverrio goes head-to-head with the priestess. Several times she uses her magic to try to harm the noble hero. Each time failing. It is Saverrio’s sword that sends her to hell.

Meanwhile Decanus Lucius, Varicus, and Tantus all battle Vaalko, while feeling the wounds from the whirling Furies attacks. Crixus goes down under a fury’s unyielding assaults. He’ll live to fight another day though.

Vaalko is finally taken down by the cautious Tantus, whose killing blow brings the battle to an end.

Months after the battle they stand before Caesar himself and receive citations and honors. Will we hear from these noble heroes again? Will their swords once more be drawn against evil?

Probably not.

Roll credits.

Chaos Steve

Pictures from Games
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We played Railways of England and Wales last week while Evil Mike was in Texas. We meet at Mike Byrd’s house and had a great time.

On the first turn of the game, three delivery bounty cards were available. That meant that three players could get an extra four points right at the start of the game. It also meant that one player would be left out in the cold. Alone. At the back of the pack. Destined to come in last place. The bidding for who would go first would determine that loser.

I am that loser. Ben, Owen, and Mike all got their bounties with all the cash flow that goes with it. Me, I got nothing. On my first turn I also missed the obvious place to build track to set myself up for the bonus for delivering four different colored cubes. Owen didn’t miss it though and claimed that bonus a little later. The entire game I missed opportunities or had them taken from me one action before I could get to them. Enough about me, let’s talk about Mike. Mike was on fire during this game. (As I mentioned above, this Mike is not Evil Mike. Evil Mike is away on business. This is Mike the Younger. He rocks at these train games.) Mike took the lead and never looked back. (He certainly couldn’t see me. I was that far behind.)

Mike ended up winning. Yeah Mike.

The game only lasted and hour and a half, so we played another. This time things went differently. On the first turn, I got the only delivery bounty. On the next turn, I also got the next delivery bounty. Cash was rolling in like water. I was the Donald Trump of railroading! Still those pesky other players kept close behind my lead.

At the end of the game, I lost by one point to Ben. I couldn’t claim my rail baron bonus and he could. Life is unfair sometimes. Even to the Donald Trump of railroading.

Chaos Steve

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Alex – Lucas – Mega Cyborg.

Due to some irregularities in our gaming schedule, I ran Alex through a solo game of Tarsa that takes place prior to him being rescued by Logan, Sy and Neo.

Lucas returns to base from patrol with his squad. As soon as he comes in he’s told to go see the CO, Captain Parker (the guy Logan, Sy and Neo run into when they first arrive on Drakos). When he arrives, he sees his old military buddy, Pythos, sitting down with his CO. Parker says they have a special mission. Apparently the Overminds have a defector who has been riling up the masses, complaining about the inhumane work of their government.

This guy, named Onak’a, wants to get smuggled off of Drakos, but the only one he’ll trust is Pythos. Parker wants Lucas to head up the mission since Py will need a lot of help if the Meganauts pick up on the fact that he’s there. Onak’a is currently at the Drakos spaceport where he’s effectively trapped. He knows he won’t be able to get out the doors and he can’t get on another ship, so he’s in a tight spot. But he could be a major ally against the Meganauts and the Drakonian resistance can’t really pass him up.

Py, Lucas and Lucas’ squad, slip into the spaceport uncontested and scout it out. There does not seem to be anything out of place in the spaceport so Lucas makes contact with Onak’a who is sitting in a waiting area near one of the monorail access points. Pythos joins him and tells Onak’a that he’s not a fan of the Overminds as they have done some pretty despicable things, oh and also are trying to kill one of his good friends.

Onak’a says he has information for Sycrom and he knows that Py has a ship that can get him off planet. Lucas is dubious about Onak’a’s truthfullness. Onak’a says he is willing to open his mind to Lucas, but Lucas knows that would give Onak’a access to his mind as well. Instead Lucas has his squad do some investigation and they are able to verify that Onak’a is wanted by the Overminds and that the Meganauts also have a watch out for him. So far Onak’a has escaped notice at the port due to his mental ability to convince the Meganauts that he is Drakonian. Unfortunately, the sensors at the access ports can’t be fooled by mental tricks and that’s why he’s stuck in the spaceport.

Lucas decides to help Onak’a and figures he’s going to have to have a few of his squad spend some time in a Meganaut holding cell. He has them start a fight with each other to cause a distraction as he, Py and Onak’a sneak out and head to one of the less busy access doors. As they are approaching the access door a vigilant Meganaut spots them and before Onak’a can put the mind whammy on him, the Meganaut hits the alarm.

Lucas blasts the Meganaut but the alarm has sealed the access door. Lucas has his squad go full scale and they begin attacking the Meganauts with improvised weapons, then use the Meganaut weapons against them (they had to disarm in order to get in). Py takes Onak’a toward the cargo area and they slip in undetected.

Lucas goes back to help his squad. Lucas blasts his way through several Meganauts, but the Meganauts have taken out his whole squad and their gas grenades are too much for Lucas. When he wakes up, he’s sitting in the forward hold of the Pythorian, a little confused on why he’s aboard Py’s ship.

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Lately our board game evenings have been taken up with Clash of Cultures. I’ve written about this game before, but if you’ve never heard of it or want to learn more here’s the BoardGameGeek link.

I think we’ve played three more games recently. I have scores for two of them. The other game, Owen did so poorly he paid off the author with french fries and ice cream to not print those scores.

Game 1: Evil Mike 37, Steve 33.5, Ben 23, and Owen 20.5.

Game 3: Owen 59 (Amazing!), Ben 42, Evil Mike 41.5 (Half a point difference!), 30.5 (I don’t want to talk about it.)

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In our down time we played 7 wonders. Ben won with 53 points. Owen was second with 48. Evil Mike had 40 points and I had 35 points. And I don’t want to talk about it.

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Finally we played an old favorite, Puerto Rico. I never do well in this game and it showed in the scores. Owen got an amazing 59 points to win. Ben had 47, a respectable showing. Evil Mike had 37 points and I had 35 points. We decided Evil Mike’s biggest issue was that his turn was right after Owen’s. I’m sure I had a big issue too, but I don’t want to talk about it.

Chaos Steve

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GM: Chaosius Stevius
Decanus Lucius Flaccus (Mike Byrd)
Crixus Dotorus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Saverrio (Alex)

After learning some information about their adversary, a Dacian Strigio named Valko, the heroes head off after him. (Pollis had secured for their contuberium a two week leave from their duties.) Valko had an eight hour head start, but our heroes were once again on horseback and with Tantus doing the tracking, it was only a matter of time before they would catch the Strigio.

Valko’s trail led to a small village. The heroes interrupt a funeral pyre. A young shepherd had died from having his throat ripped open. The heroes investigated (that is, tasted the ground around where the body was found) and knew it was the work of the Strigio. Instead of frightening the peasants with the truth, they left them thinking that this brave band of Romans were off to kill the beast that caused the death.

They picked up Valko’s trail outside the village and continued to track him. At dusk, Decanus Lucius called for a rest since they had been riding hard for the last 24 hours. They continued early the next morning.

The next afternoon found them following Valko’s trail right into another small village that was nestled in some foothills. The village peasants were suspicious of the Romans, but a few coins got our heroes talking to some old men in the Inn. A stranger had arrived last night. They learned that a man named Diego took the stranger to see the priest at the old church. Diego agreed, for a price, to take our heroes to the same church. They left the horses at the village and followed Diego to the church. Varicus drank some wine.

Apparently the church was rather far away. After two hours Tantus go suspicious and realized they had crossed the same stream at least twice. When Decanus Lucius confronted Diego, he suddenly flew into a rage and attacked him. Diego’s life ended quickly with a Roman Gladus thrust through his innards. Tantus found a trail, of sorts, and led the party on. Night had just fallen when the band heard a bell chime in the distance. Varicus climbed a tree. They followed the bell’s chime and found the church.

Not knowing what to expect they cautiously entered the ancient church. They were greeted by Father Ricardo. The heroes were very wary of the Father, who helped however he could. Varicus rested on a pew.

They discovered that Valko had studied one or two of the books in the church’s very small library. Then visited the sacred tree and left. Sacred tree? Decanus Lucius barely had time to read a few lines in the books Valko was interested in before everyone moved to see the sacred tree. What he did read disturbed him. The books talked of a “Crucible of Blood” and the dark rituals that could be performed with the red sap from the “black tree”.

Father Ricardo showed them all to the “garden” where sitting at its center was a black tree dripping with red sap. The tree’s roots wove through the ground. In those roots protruded white bones. The Father didn’t seem to notice and absently scratched the ear of the mammoth wolfhound beside him. Where did that hound come from!? That’s when Saverrio noticed the limbs and roots of the tree were moving. Varicus did his best impression of the Carthaginian retreat during the recent battle and hurried back into the church.

The battle was fierce. The black tree, now mobile, used is roots and limbs to constantly entangle any foes and then squeeze the life from them. The blood red sap turned out to be the instant super-glue of the roman era. Father Ricardo’s wolfhound also joined in. To make matters worse, robed figures entered through the garden gates chanting “Life for blood. Blood for life”.

It was Crixus who saved the day. He threw a burning torch (?) at the tree causing it to catch fire. Soon the tree was completely engulfed in flames. It howled and moaned…and then went silent. Father Ricardo was killed in the battle. The robes figures, those still alive, fled. The heroes noticed that the robed figures were peasants from the village.

In the aftermath, Decanus Lucius further studied the occults books and knew where the Dacian was heading. He also realized that in two weeks’ time a terrible ritual would be performed. One the heroes must stop.  The heroes then returned to the village. There they killed everyone and burnt the village to the ground. Only a single mother and child survived. Varicus had pity on them and spared them this horrible fate. The women and child would go on to found the horrific Cult of the Burning Flesh. But that’s another story.

Chaosius Stevius

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Alex – Lucas – Mega Cyborg.
Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.
Steve – Neo – Shapeshifting infiltration expert.

Starting from where we left off, Neo, looking like a Meganaut is bringing Sy and Logan into the forward hold of they Pythorian where the Drakonian prisoners are being held. As he opens the door he blasts the Meganaut guard…which doesn’t phase him much. Lucas takes this opportunity to blast the guard with his built in laser, and kills him! Sy quickly runs up the stairs to get to the cockpit while Logan uses his matter control to cause all the cuffs on the prisoner to dissolve. After quick introductions, the entire resistance gets armed with steel spikes thanks to Logan.

The fight begins in earnest as the Meganauts hear the fighting going on and set off the alarm. Neo gets the Joker and decides to throw both grenades at the Meganauts on the cat walk and he hits with both!  But the damage is typical for Steve.  :(  Meanwhile, somebody has fired off the escape pods…

Logan and Lucas are fighting Meganauts on the second level. Logan keeps raising walls, and using the ships interiors to do it. Soon the alarm is sounded as the structural integrity warning goes off! Neo eventually makes it to the cockpit to find Sy collapsed in some Psionic induced coma. Lucas chases down a Meganaut and finds out that Th’Lak, the Meganaut commander that shot off Pythos’ legs, was in charge. That can’t be good.

The heroes wrap up the fight and rush to escape the hanger before the Meganauts send in reinforcements. As they are flying out, they are chased by two fighters and a light cruiser. Logan does an excellent job flying, but he is outgunned by the cruiser and it just as they are making speed away from Drakos, they are hit with four wounds and wrecked! The cruiser and fighter break off the chase and return to Drakos.

Meanwhile the Pythorian is dead as it hurtles towards the asteroid belt around Meno. The Drakonian resistance proves resilient and they get the power back on along with life support but they only have enough energy for one week and just as they get the sensor back, they crash land on an asteroid! One of the Drakonian fighters is killed, but the sensors are still working. They detect a power source on the asteroid and even more shocking, the Pythorian has a special sensor just for the energy signature of Py’s legs…and he (or his legs) are somewhere near that power source!

Logan carves a tunnel through the asteroid to the power source and they find a Meganaut base…hopefully Sy wakes up soon!

 

More on the Tarsa Setting can be found on the Tarsa Backround Post.

Players:
Lee – Logan – Kantorian master of matter manipulation.
Mike – Pythos – Former military cybernetic being with mercenary tendencies.
Shawn – Sycrom – The most intelligent dense person (like really really tough to hurt) you’ll ever meet.
Steve – Neo – Shapeshifting infiltration expert.

Our terrific trio make their way to Drakos to pick up the Pythorian (with Steve the shapeshifter playing the role of Pythos). They soon arrive and are hailed by one of Pythos’ old friends who happens to be in the Drakonian resistance. He requires an urgent meeting at a location that is well known to Pythos. Unfortunately for Steve, he has no idea where that is and can’t risk exposing that to Sy and Logan who he does not know. He manages to search through the data on the Pyro and make a good stab at where the meet will be. He does well and shows up at the right place.

Parker (I can’t remember the name I used, so it is now Parker) lets them know that Logan led the Meganauts right to one of their few secret bases on Drakos. And on top of that, he had lost his whole regiment of resistance fighters because of it. They come up with a plan to enter the base through a back ventilation shaft. Unfortunately, luck was against them as they tripped a sensor before the junction room and the portable perimeter defense guns started firing! Unfortunately for Parker and Neo (as Pythos) they took the brunt of the attacks (of course Sy had little to worry about).

Logan quickly brought up a wall to block the fire and Sy took out the guns and the Meganauts on the other side. Unfortunately the damage was done and Neo lost consciousness losing his Pythos shape. His horrible visage nearly shook up the Sy and Logan, but the shock of realizing they had not in fact rescued Pythos was more jarring.

Not sure what to make of their companion, New quickly explained. Pythos had asked him to go to Mero 10 and make the deal for him so Pythos could do another job that was more pressing. He even loaned him the Pyro for the job. Clever players would then realize Py is probably somewhere on Drakos since the Pythorian is here.

The group quickly decided to accept Neo at his word, and because his shape shifting ability was particularly useful at this moment. Neo morphed into a Meganaut and scouted out the hangar to get the Meganaut count. Determining that there were approximately 12 Meganauts aboard the Pythorian, along with 15 or so Drakonian resistance prisoners, and that they were close to hacking the final system they needed to take the ship, the group sprung into action using the classic, “I found some prisoners” rouse.

As the cliff hanger ends, our group has just entered the holding cell to drop off the “prisoners” on board the Pythorian…

Next Time…”Meet the Terminator”

GM: Chaosius Stevas Toddius
Decanus Lucius Flaccus (Mike Byrd)
Crixus Dotorus (Evil Mike)
Varicus Benus (Ben)
Tantus Oxium Dracuss (Owen)
Saverrio (Alex)

Evil Mike’s character, Galafanakis, died. He is replaced by Crixus Doctorus who is an arrogant, big mouth. The rest of the group keeps him around because he is also an archer and medici.

I never know who Alex’s character will be. He finally made his own character, Saverrio. He is a noble sort, heroic and loyal. The best Roman has to offer.

Our Legionaries have been captured by the Carthaginians on the eve of the great battle between the Romans and general Hasdrubal, Hannibal’s brother. They are stripped of their gear and tieed to posts awaiting the pleasure of the Carthaginians. Galafanakis is later taken and tortured. His screams are heard throughout the night, but no information does he give. Had they chosen Varicus instead, information would have flowed like water from a fountain…before any torture.

The next mornings, the Romans attack. Thanks to the leadership of Praefectus Castrorum Pennus (and Alex’s stellar dice rolling), the Romans decimate Hasdrubal’s army. As the army retreats, Carthaginians rush by our heroes in their haste to escape the Romans. A final group passes the heroes and the leader of the group orders a soldier to “Kill them.”

Most of the heroes have worked free of their bonds unbeknownst to the lone soldier approaching them. Unfortunately the Soldier gets the Joker for infinitive and strikes a killing blow to Crixus. He survives as most of the blow hits on his breastplate. Oxius rushes to his aid, but cannot strike the Carthaginian. Then Saverrio leaps up and lands a killing blow with his bare fist.

The legionaries are reunited with the Roman legion.

The legion splits. Most of the cohorts follow Hasdrubal. The rest split apart into groups of 1, 2, or 3 centuries and go about retaking the Hispania coast.

Three weeks have passed with our heroes seeing little fighting as most towns are easily retaken. A fort, previously held by the Romans, now stands to be reclaimed from the Carthaginians.

Prior to the battle, the heroes are visited by Pollis whom they saved at the towers weeks back. He thanks them and rewards them with stone medallions that will afford some protection against some of the horrors they may have to face in the future. Pollis leaves and Centurion Baculas arrives and gives the heroes a job. Before dawn they are to take the fort’s gates by stealth. When the trumpet sounds, they are to open it and let the Romans in.

The heroes work out a strategy and execute it. Strangely Varicus is the first over the wall and makes the first kill. This seems a little out of character for the slacker. The wall is taken, but the alarm sounds. They’ve been seen! Crixus finds a high spot to send arrows into the Carthaginians. Varicus and Saverrio form a shield wall to contain the foe. They’ll later be joined by Oxium after he finishes off the foes on the wall. Decanus Lucius (like any good leader) and the extras of the contuberium wait outside the gates.

Inside the fort, a shadow rises from the corner of a nearby building and enters the fight. This shadow becomes a Dacian warrior. Crixus fires a couple of arrows into the man, but he is not affected. This is another Strigoi! More Carthaginians heed the call to arms. Soon Varicus, Saverrio, and Oxium are fighting for their lives wondering if they’ll be able to open the gates at all. The Dacian Strigoi has joined the fight as well. Their shield wall holds.

Outside, one of the extras dies with a spear through his heart. “Why isn’t the gate opening!?” wonders Decanus Lucius. Then the Roman trumpet sounds. In just moments the attack will begin in earnest. The gates must be opened!

At the sound of the trumpet, the Dacian Strigoi breaks off from the fight. In Dacian he says, “Another time perhaps.” He sprints for the back of the fort. Crixus follows along the rooftops after him. Then the Dacian disappears.

The heroes inside finally get the gates open just as the rest of the Romans reach it. There are several dramatic Carthaginian deaths. (I think the heroes like an audience.)

In the aftermath, Crixus finds a hidden door in the wall of the fort that the Dacian used to escape.

The heroes interrogates the Carthaginian prisoners for information on the Dacian. They find he is looking for a Dacian bowl or pot from long ago. They also speak with Pollis, who gives each of them sacred weapons that will “harm those that cannot be harmed”. He also tells them of the Twilight Legion of which he belongs. He tells them to follow the Dacian Strigoi to find out what’s going on. He also fills in some information about Strigoi in general.

Chaosius Stevas

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