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Showing posts with label Rackham Confrontation. Show all posts
Showing posts with label Rackham Confrontation. Show all posts

Thursday, 22 September 2016

Into The Woods par t3: The Fiddler King

 

Following on from the last instalment, the adventurers are heading for a sheltered village in the hill country where they hope to return the children they rescued from the woods to their parents. I thought I'd use this opportunity to test out the beginning of the new The Woods campaign book I'm writing, Barrow-Ring Burning, which should be out in December. This shouldn't give too much away...


The adventurers arrive at Marbhanam, a village at the foot of the chalk downlands. They enter the settlement to discover that a wake is in progress, the Toisech passed away a few days previously and the village is both grieving and concerned since he left no successor and the important rites of Samhain are approaching.


The children are reunited with their parents and our gallant band are invited to stay and enjoy the village's hospitality. Midway through the evening though a sinister figure lurches through the crowd. A stick-thin individual with a harrowed and confused expression and a tall iron crown on his head. Asking around the adventurers discover he is a wandering bard who hasn't been seen for over a year.


As the night draws on and the villagers begin to drift to their homes only the adventurers and a small group clustered around the musician are left by the fire. Suddenly a pair of stocky figures with evil-looking masks jump from the darkness, grab the bard and drag him into the blackness between the houses. The group panic and spread out in search of the beings who have abducted their colleague. The game is afoot!


Dashing around in the dark nobody knows where the beings are... except the GM. Three of the villagers are actually these kidnappers but will only be uncovered if the characters can perceive them- that means they're going to need some light. One of the band has a lantern and another is a Geomancer and casts Illuminate to turn himself into a beacon. The band splits into two groups to try and close the two gates to the village, cutting off the abductors' escape.


After sounding out most of the villagers (and discovering them to be just that) one group spots a creature moving round by the sheep pen. The other figure is just out of sight, could it be the second kidnapper?


It is, but these beings are deadly when cornered and easily dispatch two of the characters (don't worry, they aren't dead just in a deep sleep). The gate now stands undefended and the kidnappers manage to flee out onto the downs with their victim. As the remaining adventurers scour the nearby countryside for signs one of them recovers the iron crown which was dropped during their flight. Hopefully this will give them some clue where to look next...


Overall very happy with how the scenario panned out. Distances and numbers of figures worked well but I think I need to downgrade the creatures' profiles a little. They're just a bit too strong at the moment, although it should be hard for the adventurers to win this one. Where the group failed was not making enough use of the villagers dashing around. Any of them could have been ordered to attack the abductors, allowing the characters time to get themselves in a position to take the creatures out. The group did use the Ordering and Coercing rules to good effect to get the other gate closed and guarded but in the panic of uncovering the creatures opted for a knee-jerk charge into combat instead which proved their undoing.

Stay tuned for the next episode!
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Saturday, 2 June 2012

The next unit for the Fimir... the Bansidheia

The Fimir have new (although unpainted) allies. Introducing the Bansidheia:

Among the Atrebodil tribe there are some women who volunteer themselves to the Fimir. These are treated with great respect and privilege, available only to proven Fimm, Flaiths and Flaithmor, however the cyclopsian creatures are not undemanding of the qualities of these volunteers. In order to produce a strong breed of fine warriors only the toughest women are chosen, warriors in their own right. Candidates put themselves forwards once a year at a great midwinter ceremony, they become known as the Bansidheia and leave their settlements to join the Fimir, tasked with undertaking raids on their behalf, slaughtering and enslaving villages. Those who prove themselves over the course of the year are admitted into the harem of the clan Flaithmor. Occasionally a Bansidhe proves herself such a mighty warrior she is dubbed Icchareia and given oversight of the new Bansidheia.


Bansidheia

Women who volunteer themselves to a Fimir clan; sometimes of their free will, more often to avoid the shame of being taken captive against their will and to gain the benefits awarded to those who go freely, are asked to prove their worth in combat. This is not without risk, since those who fail are either killed or taken to join those captured in Fimir raids. As a result, the Bansidheia are a determined fighting force, often sent out as an advance party to a main Fimir raid.

                        M   WS  BS  S   T  W   I   A  Ld  Type
Bansidhe         5     5     2    3    4   1   6   2   7    Inf
Banllebe          5     5     2    3    4   1   6   3   8    Inf

Icchareia
The Icchareia is a warrior-woman of great ferocity and might who has fought through the ranks of the Bansidheia to be awarded a position equal to the clan Flaithmor. Icchareia sometimes accompany the Flaithmor onto the battlefield, or take their places if the Flaithmor are detained. They command the full respect of the Fimm.
                                   M   WS  BS  S   T  W   I   A  Ld  Type
Icchareia                     5     5     3    3    4   2   7   3   8    Inf
 Iccharan pipes: The Icchareia’s role within the courts of the Fimm nobles includes the creation of music to please their consorts. Chiefly they employ the fabled Iccharan pipes, these magical instruments are charmed to affect the mood of the listener. In battle the Iccharan pipes can be played to drive the listeners into a fighting frenzy or calm them in the heat of battle. Each turn a unit contains an Icchareia and begins its turn not in combat the unit may receive either Always Strikes First or Stubborn. If the unit enters combat the ability remains until the end of the turn and is then lost, the Icchareia is too busy to play!


I've been collecting Celtos figures for the Bansidheia for a while now, but what I've really been after are the Rackham Confrontation Fiannas, sadly out of production and going for a pretty penny! A couple of weeks ago I managed to get my hands on four of these little ladies... only to find they're a little less little than I thought and make the Celtos ladies look even more teen. Ah well, spread throughout the unit they don't look too out of place, especially with the other brands of figures mixed in. I'm going to use the fianna musician as the Icchareia so it makes sense she might be a bit larger, especially if the rumours about the Antrebodil's chaos connections are true!



The difference in scale between the Celtos and Rackham figures:


With the Reaper and other types of figures, the scale range is a bit less pronounced:


Some duplicates in the unit. The first is a huntress from Reaper. Originally bought to be chained to a monolith she has been liberated and given a big Fimmy axe to provide a bit of a difference!


Another weapon swap:


A bit of bending just to change the line of the figure:


It'll be a while before the ladies join the army proper. I'm planning to paint each individually to match a painting from the Sword and Dragon Song series.

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Fimm McCool's

Fimm McCool's