Friday, 21 April 2017

Dungeon Scum Campaign - Part 2

After arriving in town, the party chatted up the locals for any leads.

They'd been drawn here by the rumors of a dangerous infestation near "Bandits Run" and were eager to go look for themselves.

Their scout Will had reasoned that roughing up a few outlaws shouldn't be a big challenge, but talking to the farmers, it seemed that any bandits had left years ago.

Lately, cattle had gone missing and weird things were creeping around the village at night.

Elliran and Grord looked at each other. This wouldn't be as easy of a mission as they'd expected.
Grord quietly calculated that they might be able to sneak in, acquire any loot and then get out unseen, while Elliran insisted that they had a duty to their villagers to defend them.

"Sure, definitely... if it works out that way"

"Hm?"

"Oh.. nothing"

They set out the next morning, shuffling their erstwhile companions along and trying to reassure their suspicions with promises of great rewards and "no doubt very tiny monsters, barely anything to worry about really".

(A bit about mechanics, in Dungeon Scum, rather than map step by step you basically just play out the key moments of the expedition.
For this first foray into the caves, we'll have 3 key moments)

Encounter 1 - Help

As the heroes (sort of) approach the caves, cautiously advancing through the woodlands and undergrowth, they meet a rather battle-worn soldier sitting in a clearing.
He accompanied another adventuring party but they fled and he decided to hang around to find gainful employment, rather than hike all the way back on their own.

Introducing himself as Kurt, he joins up with the group.

(Kurt is a plain Minion, with a sword and leather armor. We add him to our roster)

Interlude 1

Entering the caves proper, bolstered by their new-found companion, the heroes find traces of a fight, blood stains decorate the walls (but blood stains from what?), scraps of broken weaponry and a few copper coins dropped by someone.

Roger the thief pockets the coins, wiping the blood on Biff's coat when nobody is looking.

Encounter 2 - Monster

Grord looks back over his shoulder as he turns a corner.
"I think it's a bust, nobody's home".

Then a piercing roar echoes down the corridor as a furious pack of Gnolls charges at them!

Since it's the first fight of the party, I decide to give the heroes the initiative. 
Being a confused tunnel fight, I won't be using mini's for this one. I figure the tunnel is wide enough for 3, with Grord, Kurt and Biff up front.

Moving first, Grord swings his sword at the lead gnoll but in his surprise he fails to make contact and a telling blow from the creatures mace knocks him over the head, stunning him.

Kurt, the experienced dog that he is, smashes the enemy facing him with the hilt of his sword.
Biff yelps in terror as a hyena man menaces him, flailing ineffectually.

Behind the front lines, Elliran moves to find an opening to shoot through (I realize she was supposed to have a bow but I didn't give her one, so I'll figure Kurt had a spare and handed it over to the elf)
The arrow flies true and goes through the throat of the critter facing the party leader.

Will attempts to get a clear shot but misses.
Roger and Bob mill about, unable to do much of anything in the tight space.

As the turn comes to a close, a gnoll from the back rank charges forward, trying to lay into the frantic Biff, the farmer reeling from the blows.

The gnolls easily pass their morale check.

Round 2
The heroes open up with a furious volley of attacks, but between Elliran, Grord and Kurt, all they have to show is a single stunned opponent. Hardly impressive.

The return blows from the enemy proves rather lackluster as well, leaving Grord and Biff stunned.

Round 3
Eager to break the stale mate (they're bad for profit), Grord lunges at the stunned Gnoll in front of him and lays it low with a telling blow from his sword.

Kurt, not to be outdone by the team leader, kicks another enemy in the shins and as the beast jumps around on one foot, Elliran impales its throat with an arrow, sending it gurgling to the ground.

Biff shakes off the cobwebs and Will manages to down another beast with an arrow from the rear-rank.
With losses mounting, the gnolls decide to leg it, leaving the bruised adventurers in charge of the situation.

Digging through the corpses, we find a small purse of gold coins and a mundane but usable Spear.
Kurt seems to particularly talented for a minion, so he'll lug the spear around and the gold goes in the communal fund.


Tuesday, 18 April 2017

A Dungeon Scum campaign

Going to do a bit of solo-gaming using Dungeon Scum.

The adventure will have a mix of non-mini's and mini's games, both to showcase that both can work fine and because I am indecisive at times whether I want to role-play or war game.

The typical group in Dungeon Scum tends to resemble an old school D&D party, where you had multiple hired goons along for the ride, along with a few heroes and notables.

As such, I'll start with 6 characters, all rolled completely randomly.
The dice give me 4 grunts, 1 retainer, 1 hero and I get to upgrade one of the grunts to an elite.

For the grunts, I get a Petty Thief, a Deserter and a Peasant with a Spear.

Truly the stuff of legends.

The Elite is a Scout.

These "classes' don't mean anything in the rules, they're just for description.

They shall then be Biff the Peasant, Will the Scout, Roger the Thief and Bob the Deserter.

A bit better:
My Retainer rolls for their story and we get that she's an Outcast, they led a dull life, their calling was to be a Mystic, her passion is Sacrifice and her vice is Impulse.

That's a bit unusual.
We figure she's an elf (explains how she could be an outcast AND lead a dull life) looking to achieve wisdom and enlightenment through adventuring.

She'll have 3 traits.
I give her "EXCELLENT VISION - +1D to shooting" since she's an elf.
For the other two, I roll on the book tables and get SURVIVOR (+1 to recover from injuries) and BRAVE (+1 to group morale tests).

Seems oddly fitting so we'll go with that.
Her name is ....Elliran. Yeah.

The hero of the party:
Our main character grew up in a small village but the death of a loved one caused him to set out adventuring.
He felt called to become a ranger and his passion is Justice, so we'll figure orc raiders killed his family and he's out for revenge.
His vice is Deceit. A bit of a scoundrel then, but that explains the motley crew at his side.

For traits, I roll at random and get TACTICAL MOVEMENT (+1 to movement) and STEALTHY (+1dice when sneaking)

We'll dub our ranger Grord.

Gear
All characters begin with their choice of a melee weapon and light armor or a melee weapon + missile weapon.

I'll give the ranger and scout bows, everyone else has some sort of pokey-stick plus some scraps of leather.
The elf we'll role-play that she technically does not wear armor but she can dodge, giving her the same benefit.

I roll for extra items and get 2 sacks of gold (the measure of currency) and a piece of adventuring gear. I figure some Rope is fair.

And that's that:
I roll a die for the retainer and hero but neither start with any spells so that's that.
Our very motley crew is ready to begin their quest to no doubt die horribly in some monster-infested pit of hell.

Wednesday, 12 April 2017

Did I mention..?

That there will be a fantasy version of Scum of the Earth?

Yes, NWG will finally have a non-skirmish fantasy game. (which is officially the oldest thing ever requested).

If you aren't familiar with Scum of the earth, think a tiny tiny bit like Hordes of the things. Maybe.

Sunday, 2 April 2017

Scum of the Earth rules pack


A mini expansion with new rules, options and ideas for Scum of the Earth, including partisans and commander blunders.

Available here!

Saturday, 1 April 2017

Nordic Weasel Games to take a new step

We are proud to announce that all future NWG titles will be vegetable themed, to promote a strong, healthy life style.

Monday, 27 March 2017

Scum of the Earth demo version



For players on the fence, we've made a Demo version available.
This gives you the basic game rules for infantry and cavalry actions (with as little removed as possible) including formations and 10 unit traits.

It omits artillery, characters, scenario setup, victory points, campaign rules and the period specific game notes.

Essentially, for a dollar, you can check out the rules, play a game or three and get a good feel before deciding if you want to get stuck in for real.
Of course, if you're just casually interested and black powder gaming is an occasional pleasure for you, maybe the demo will have everything you could want.

Available here for the cost of a decent candy bar

Wednesday, 22 March 2017

Starport/Dungeon scum Rules Variant pack available

One of the strengths of Nordic Weasel products is that they are written to be tinkered with.

The Variant Rules pack provides a collection of new options for your games of both Starport Scum and Dungeon Scum, ranging from the exceptionally simple to the more involved.

Inside, you will find 17 variant rules, covering everything from making the game more or less deadly, more options for sneaking around the battle, outflanking enemies, new initiative options and rules for first aid and dodging in combat.

As a bonus you also get a gnarly table for determining the effects of a Gruesome Death result.

Available here for 2 bucks