Monday, August 30, 2021

Lost Tomb of the Bitchin Chimera Characters

 It has been a LONG time since I posted here... 

I backed the Lost Tomb of the Bitchin Chimera kickstarter last year. I don’t back a LOT of kickstarters and am not SUPER excited about doing it all that much. The shipping for so many is horrendous and it’s just WAY TOO EASY to go a little overboard on many of them. But this was one little book – A D&D adventure inspired by the songs of the Dead Milkmen – my favourite band through most of my teens and twenties… and I could probably even say it is my all-time favourite band… (It’s hard to unequivocally say that... there is so much music out there…). I checked with the people offering it and it seemed like the Postage wouldn’t be unreasonable (i.e. postage wouldn’t be MORE than the product itself!?) 

It finally showed up this past week and it looks hilarious and I thought I’d run it for my Saturday Night online group. One of the players is definitely a huge Dead Milkmen fan, two others are at least familiar with them and a couple of their songs… the other has no idea… but, whatever…

The game is written for D&D5E – which I have played… but I can’t say I really KNOW the system well enough to RUN a game… I had thought maybe it’s time to learn it… but then decided I should go with something I already know. I probably COULD have done it with FATE… but I decided on doing it with Savage Worlds. 

I decided on Savage Worlds, partly because I used it a LOT, back in the day, and was intimately familiar with it and didn’t think I’ve have much trouble picking it up again. Also… there’s the Savage Worlds Fantasy Character Generator Toolkit… It’s a book with, like, hundreds of d100 tables to roll on to generate fully fleshed out fantasy characters. Generally, they turn out considerably better than characters you could generate using the regular character generation rules…. Sometimes they are just batshit crazy… sometimes in a good way…. Other times… in a not-so-good way!? 

Sometimes you end up with stuff that’s just unplayable – once, we rolled up a party were there was a cowardly Elf werewolf mage, leading around two BLIND characters – one was another mage that liked to shoot lightning bolts around (even though he could see no one) and the other ancient half-orc bandit/mercenary that could, literally, drop dead from old age at any moment who was part of a secret society sworn to destroy any arcane items they come across!?

I had three evenings of making characters. Everyone who made it got to make a character and then could pick from one of the ones they made. I kept track of all the stuff they were rolling an promised to post it somewhere where they could see it and though, why not post it her as well? 

Names have not been put to these characters as the players have not yet decided WHICH one they are going to play… well… those that MADE more than one. CVT and Woody are kind of stuck with the ones they’ve got! 

These are very roughly and quickly typed up but can give you a pretty good idea of what the Savage Worlds Fantasy Character Generator Toolkit – often you get a batch of characters that have no reason to know each other, let along travel together as an adventuring party… but I figured this was a one-shot, tongue-in-cheek, silly adventure… why not have some fun making some silly characters… 

As I alluded to EVERYTHING presented here was generated by a roll on a table – it is just crazy that of the NINE characters generated, only ONE was a dude!? Not 100% sure which one Finnegan will take, but we could very well end up with an all-female adventuring party!? AND almost all of them are blond-haired and blue-eyed!?


Jon’s First Character

Female– Adult - Halfling

Attributes 

  • Agility d10
  • Smarts d10 
  • Spirit d4
  • Strength d6
  • Vigor 6

Skills

  • Climbing d4
  • Fighting d4
  • Gambling d6
  • Intimidation d4
  • Knowledge (Logistics) d4 
  • Knowledge (Strategy) d4 
  • Notice d4
  • Shooting d8
  • Stealth d4
  • Survival d4

Edges

  • Combat Reflexes

Hindrances

  • Ugly (Major) (-4 Charisma)
  • Code of Honour (major) 
  • Vengeful (Minor) 
  • Stubbourn
  • Death Wish 
  • Habit (Major – Alcohol)

Backstory 

White Hair – Brown Eyes – Buckteeth 

Adopted by family of Elven Entertainers in a large village in the Mountains. The elf family were relatively recent immigrants and had come there looking for better work. They were accepted by the community. 

Adopted Father – left home after siblings were born, no idea if dead or alive

Adopted Mother – Alive but in poor physical health – Treated you fairly

2 Siblings – younger female twins

#1 Alive and in good health – distant

#2 Alive and in good health – followed you everywhere and copied everything you did. 

During Childhood developed a strong moral code (Code of Honour), but was rather Mule-Headed and was always convinced they were right (Stubborn). She also never tattled on anyone who wronged her… she got even (Minor Vengeful) 

During adolescence, her mother made sure she attended school. She hit her head and had a spell of amnesia and completely forgot being raised by the elves! In her wandering, she heard the bard’s tale of tragic heroes that made a deep impression and a desire to do something worthy of such an epic before she dies in a blaze of glory (Death Wish)

Became a Mercenary Archer. Spent some time as a commander’s Aide de Camp, and at another time had to live of the land for an extended period. 

Made an enemy of a particularly sore loser in a darts competition – Female Dwarven Smuggler – Major member of a small group, wants to kill her friends (Minor Enemy) 

$300 starting cash. 



Jon’s Second Character 

Female – Adult - Human - shuns magic

Attributes 

  • Agility d8
  • Smarts d4
  • Spirit d8
  • Strength d6
  • Vigor d8

Skills

  • Boating d12
  • Climbing d4
  • Fighting d8
  • Gambling d4
  • Streetwise d4
  • Swimming d6

Edges

  • Hard to Kill

Hindrances

  • Stubborn
  • All Thumbs
  • Illiterate
  • Anemic

Backstory 

Yellow-Blond Hair – Brown Eyes – Red Nose 

Legitimate child of two Fishers. 

Raised in large town on an island. Family are recent immigrants (2nd generation) who were invited to move there. 

Mom and Dad are both alive and well and treats her fairly. 

EIGHT siblings

Eldest Sister (+3 years) left home recently, no idea if she is alive or dead – physically bullied. 

Older Brother (+2 Years) Alive, but totally senile - distant

Older Brother (+1 year) Alive and well – treated well 

Younger Sister (-1 year) Alive and well – ignored by

Younger Sister (-2 years) Alive and well – distant

Younger Brother (-3 years) Alive and well – treated well

Younger Brother (-4 years) Alive and well – treated well

Younger Brother (-5 years) left home recently, no idea if she is alive or dead – ignored by

Childhood – was a rough and tumble youth (Hard to Kill) and a bit Mule-headed.

In adolescence, bunked off school (Illiterate) and ran away to the sea. Unfortunately, they were well out to sea before they discovered she was rather clumsy (All Thumbs).

Continued the sailing life into adulthood. Lived a pretty hard life on the high seas; got Scurvy, helped hunt a sea monster and was eventually made ship’s mate. 

$180 starting cash.


Jon’s THIRD Character

Female – Young Adult - Elf 

Attributes 

  • Agility d4
  • Smarts d8
  • Spirit d8 
  • Strength d4
  • Vigor d4

Skills

  • Boating d4
  • Driving d8
  • Gambling d4
  • Intimidation d4
  • Knowledge (Quister - Bleaching) d6
  • Lockpicking d4
  • Notice d4
  • Persuasion d12
  • Shooting d6
  • Stealth d4
  • Streetwise  d6

Edges

  • Connections – Slavers (Countrywide, but weak, -2 to gain help)
  • Command 
  • First Strike

Hindrances

  • Minor Phobia (Stairs) 
  • Sterile

Backstory 

White Hair – Light Blue Eyes

Father unknown, Mother married after character was born. Step Father is a powerful local merchant that owns a shop. 

Mother was a crafter (Quister – bleaches things) that came from a long line of Quisters that had lived in the region for 12 generations – having moved there after a plague fell upon their ancestral lands. Raised in a small town surrounded by farmland. 

Step Father – Alive and well – thinks character is a disgrace (as he does of both older sisters) 

Mother is alive and well, but embarrassed by character 

Older Sister (+2) – Left home recently – no idea if alive or dead - ignored

Older Sister (+1) – Died in a house fire – treated character well

Younger Sister (-1) Alive and well – treats well

Younger brother (-2) Alive, but in poor physical health - jealous

Known to some friends of her mother’s from when Character was a child (Connections – Slavers). Was a born leader – organizing play and games (Command). Had a nasty fall down a long flight of stairs and developed a lifelong phobia of stairs

Was a bit of a rebel as an adolescent and a petty thief. When getting into trouble learned quickly it was best to hit first! Kicked in the guts by a horse and left unable to bear children. 

As an adult became a merchant

$500 starting cash


Woody’s Character

Attributes 

  • Agility d4
  • Smarts d8
  • Spirit d8
  • Strength d4
  • Vigor d6

Skills

  • Boating d4
  • Driving d4
  • Fighting d4
  • Gambling d4
  • Intimidation d6
  • Knowledge (Brasier) d6
  • Persuasion d8
  • Streetwise  d6

Edges

  • Ally – Bandit – Female Half-Orc – Seasoned Character 
  • Connections – Noble Family – Countrywide, moderately powerful 
  • Ally – Female Dwarf Assassin – Veteran Character
  • Property – Ruined Tower (requires $1500 repairs) 

Hindrances

  • Bad Luck
  • Code of Honour
  • Greed (minor) 
  • Vow (minor) – Secret Society

Backstory 

Yellow-Blond Hair – Light Blue Eyes – Inauspicious Birth

Father Unknown – Mother never married.

Mother is a Master Crafter (Brasier) 

Mother’s family has lived in the region for 10 generations – having left their previous home for “political reasons”

Raised in a Large Village in a Forest – Halfling Hippy Commune

Older Brother (+2 years) Died of disease during youth – treated fairly

Older Brother (+1 Year) Left home recently – ignored

Younger Brother (-1 Year) – Alive and well – protective

Younger Brother (-2 Year) – Alive and well - distant

Younger Brother (-3 Year) – Alive and well – HATES character 

Younger Brother (-4 Year) – taken by slavers – took great interest in character

Was a bully in her youth – but developed a strong sense of right and wrong. 

In her adolescence, swore a blood sister oath with a half-orc that went on to become a bandit. Helped out a local Noble family who has forever been 

Became a drug dealer as an adult. Invested in a wagon train that brings in a steady income. Joined a secret society that opposes slavery and raids slave caravans and compounds to free slaves. Made friends with an Assassin for whom she was able to procure some rare ingredients for a drug they were concocting. Another noble who was unable to pay for product ordered for a major orgiastic festival, gifted her a ruined tower as payment. Had to fence a wagon-load of stolen product – managed to do so with no one figuring it out. Got a little greedy in her old age. 

Starting Cash $800 


CVT’s Character

Female – Barely-an-Adult - Human

Attributes 

  • Agility d8
  • Smarts d4
  • Spirit d8
  • Strength d6
  • Vigor d8

Skills

  • Fighting d4
  • Gambling 
  • Healing d4
  • Intimidation d6
  • Notice d6
  • Streetwise  d4
  • Survival d4

Edges

  • Danger Sense

Hindrances

  • Loyals
  • Outsider (in home town -2 Charisma) 
  • Minor Phobia (Rats) 
  • Illiterate
  • Enemy – Powerful (heroic-level) Leader of large group, wants to kill you. 

Backstory 

Yellow Blond hair - Light Blue Eyes

Raised by a family of entertainers – the INSANE CLOWN POSSE – in a large village surrounded by farmland. The family were ancient arrivals, having lived in the region for 9 generations. And were FEARED by all the other families in town…? (-2 Charisma, but +2 intimidation when dealing with locals!?) 

Father – taken by slavers – status unknown

Mother – Alive and Well – treated fairly

Younger Brother (-3 years) – Alive and Well – Jealous

Younger Sister (-5 years) – Alive and Well – Distant

Younger Brother (-6 years – twin) – Alive and Well – Grasses on 

Younger Sister (-6 years – twin) – Left home after youngest born, no idea – was protective

Younger sister (-8 years) Left home recently, no idea – treated well. 

In Childhood developed a fear of rats. Being bullied by other kids forced her to develop Danger Sense. Turned out to be a bit of a thickie (Illiterate) 

In her adolescence, tried to elope with the firstborn son of a rival group of clowns earning her the eternal enmity of the patriarch of the family (Enemy). Took a vow to pray five times a day and experienced a particularly hard winter (survival) 

Has been working as a bodyguard the last few years, during which she joined a Secret Society and turned out be okay with taking a few hits. 

Secret Society - the Rumormongers - They are information brokers, gathering information from any source then selling it to interested parties.

$300 starting cash. 


Christian’s First Character

Female – Young Adult – Human 

Attributes 

  • Agility d8
  • Smarts d6
  • Spirit d6
  • Strength d6
  • Vigor d10

Skills

  • Fighting d6
  • Intimidation d4
  • Knowledge (Inker) d6
  • Notice d4
  • Shooting d6
  • Survival d6
  • Taunt d4
  • Tracking d4

Edges

  • Luck
  • Connections – Adventuring Party – widespread and moderately powerful

Hindrances

  • Curious
  • Clueless

Desert Dweller (+1 to resist heat / -1 to resist cold)

Backstory 

Yellow Blond Hair – Light Blue Eyes

Illegitimate – unaccepted

Father was a baker and will not acknowledge character as his child  

Mother is a Master Crafter (ink maker) – know all across the land – favoured of scribes and wizards… 

Raised in a large village in the desert. Mom was a relatively recent immigrant having left her homeland in disgrace (perhaps for having a child out of wedlock… and then went on to have two more!?). The family is admired by the locals, though – perhaps because of the business they brought into town from those that travelled there to seek out her inks… 

Mother – recently died in a work-related accident (explosion while making magical ink!) 

Two Younger twin siblings

Younger Brother – Alive and Well – takes an interest in the character – loves to hear her stories

Younger Sister – Alive and well – embarrassed by her sister. 

During her childhood, she was a bit of a bully and a joker. Also became known to some friends of her mother’s – and adventuring party whose wizards would ONLY use her ink in her spellbooks – they visited often and were always charmed by their friend’s precocious child. 

In adolescence, she got many childhood diseases – and survived leaving her quite tough. Turned out to be very lucky (Luck) and had an extremely inquisitive mind (Curious).

As an adult, developed a bit of wanderlust and disinterest in following in her mother’s footsteps and became a Ranger. While having extensive knowledge of nature and her homeland… in the desert… but knows little about other matters (Clueless). Has served as a guide for caravans crossing the desert for some time and spent a fair bit of tiem protecting her homeland from a number of threats and invaders. 

$500 starting cash. 


Christian’s Second Character

Attributes 

  • Agility d12
  • Smarts d6
  • Spirit d4
  • Strength d8
  • Vigor d6

 Skills

  • Climbing d6
  • Fighting d8
  • Lockpicking d4
  • Notice d6
  • Persuasion d6
  • Shooting d4
  • Stealth d10
  • Streetwise d6
  • Tracking d4

Edges

  • Great Luck
  • Harder to Kill 
  • Attractive
  • Acrobat
  • Florentine
  • First Strike
  •  Quick
  • Quickdraw
  • Combat Reflexes
  • Nerves of Steel
  • Up Close Fighter (bonus to fight and parry = reach of opponents weapon) 

Hindrances

  • Poverty

Backstory 

Platinum Blond Hair – Dark Blue Eyes

Truly Blessed; When priests of her homeland heard of her birth on the darkest hour of the darkest night of the year, they held a special ceremony to honor the God of Darkness who blessed her with many lives (Hard to Kill, Great Luck). Unfortunately the God of Thieves felt shunned and cursed her (Poverty – any time she makes money, some theif acolyte shows up and takes it away!? ) 

Legitimate child of courtiers who serves a count who controlled a castle, a large town, 7 villages, 2 barons, 19 landless knights, and 162 Men-at-Arms. They lived in a large town in a forest, just outside the count’s castle, where their family had lived for 11 generations and were accepted by all. 

Father is alive and well and FEARS her!

Mother is Alive and well and treats her fairly

Only child

As a child she was one tricky customer – learned how to avoid trouble by ducking and diving and to get back at bullies by tricking them (Acrobat). Loved to climb all the highest tress in the forest and was a master at hide and seek. 

As an adolescent, her parents made her take fencing lessons. She had a brief courtship with the Counts son. As the count did not approve she had to do a LOT more climbing and sneaking around. 

As an Adult… became an ASSASSIN!!!

$750 Starting Cash


Finnegan’s First Character

Female – Middle-aged – Half-Orc

Attributes 

  • Agility d6
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d6

Skills

  • Fighting d10
  • Intimidation d8
  • Knowledge (Battle) d4 
  • Notice d4
  • Shooting d4
  • Swimming d4

Edges

  • Common Bond
  • Hard to Kill
  • Tactical Genious (d10 Wild Die on Knowledge – Battle) 
  • Natural Leader

Hindrances

  • One Leg
  • -2 to resist Poison
  • Bloodthirsty
  • Cautious

Backstory 

Ginger Hair – Brown Eyes – HUGE +1 size/+1Toughness

Legitimate child of two farmers – Human father, Orc mother

Grew up on a farm near a large village in the hills. Their family was shunned (-1 Charisma) – though her parents familes both lived in the region for many generations, locals didn’t much like mixing of the races. 

Father - died in a work-related accident – trying to impress orc mom, trying to lift ox, which fell on him. 

Mother alive and well and treats her fairly

Older Sister (+2years) Laive and well and protective of her younger sister

Younger Brother (-2 years) – left home recently, no idea if alive or dead.  

As a child, she injured her leg, which got septic and had to be amputated, but developed strong ties with friends and family and all around her (Common Bond) 

As an adolescent, almost drown in a nearby creek, came into a small inheritance and ran off to join a band of mercenaries. 

Became a professional mercenary as an adult – as an infantry soldier (with one leg…? I guess she had a really good prosthetic) – very quickly rose to become the commander of her own band of warriors. She is a veteran of many conflict and said to be a cautious general, but a tactical genius, who is adored by those who fight under her… In later years, after losing a few to many close friends to she became a little bloodthirsty and just stopped taking prisoners… 

Starting cash $400


Finnegan’s Second Character

MALE – Young Adult - Dwarf

Attributes 

  • Agility d8
  • Smarts d6 
  • Spirit d6
  • Strength d4
  • Vigor d4

Skills

  • Boating d4
  • Climbing d4
  • Faith d8
  • Fighting d8
  • Knowledge (Religion) d4
  • Lockpicking d6
  • Notice d4
  • Stealth d10

Edges

  • Connection – Group of Smugglers – single city and weak power (-2 to gain aid) 
  • Arcane Background (Miracles) 
  • +5 Power Points

Hindrances

  • Major Enemy - Smuggler – weak (novice character) – leader of a small group (8) seriously determined to destroy his reputation. 

Powers

  • Beast Friend
  • Healing
  • Elemental Manipulation
  • Burrow

Backstory 

Trained up by his people from a young age to be an Axe Man. 

Grew up in a large family of professional thieves. Their base of operations was a small village in the hills and are generally accepted by the other members of the community. He and his siblings are the first generations to live there after their parents fled their homeland to avoid a plague. 

Father – Alive and Well – treats fairly

Mother – Alive and Well – treats fairly

Older Sister (+4 years) – Alive and Well – Distant

Older Sister (+2 years) – Alive and Well – FEARS HIM!

Older Sister (+1 year) – died in house fire – FEARED HIM!

Younger Brother (-1 Year) in prison for a Major Crime – ignores him

Younger Sister (-2 Years) – Alive and Well – treats fairly
Younger Sister (-3 years) – Alive and Well – HATES him!
Younger Sister (-4 Years) – Alive, but in poor physical health – physically bullies him
Younger Sister(-5 years) – Alive, but in poor physical health – treats fairly
Younger Sister  (-6 years) – Alive and Well – Worships Him!!

As a child spent a lot of time in boats on the nearby river.  The God of Thieves called upon him to serve him at an early age.

AS an adolescent, fought in a duel over a girl, and won. Practised petty thievery. As a coming of age gift was presented with a (stolen) suit of chainmail armour!? 

Went on to become a Novitiate Priest of the God of Theives

Starting Money $1270!? 

Saturday, November 16, 2013

The Ambush



No game this week, but last week we played our third game in the new  Tour of Darkness Campaign - I just never got around to typing up the report. Rick finally made it out to a game and made another fire team leader – for an MG team! 

SITUATION

Early June 1965

The 173rd Airborne Brigade has been ordered to begin training for offensive operations in the Republic of Vietnam.

SCENARIO

After some practice in airmobile operations the platoon was been ordered to set up an ambush along a trail discovered during an earlier patrol near the Bien Hoa Airbase. It was suspected that the trail is being used by the Viet Cong to haul mortars and rockets up to a nearby hilltop to fire upon Bien Hoa.

Half the platoon was to be dropped off by truck a few kilometers south of the trail in late afternoon. They were to proceed to the trail and set up an ambush just before dark in hopes of catching Viet Cong along the trail at night.


FORCES

2Lt. William (Billy) Haverford IV
Ag d6, Sm d4, Sp d6, St d6, Vg d8,
Pace 6, Parry 5, Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Intimidation d6, Persuasion d6, Knowledge (Military Administration) d4,
Edges: Jump Qualified, West Pointer, Connections (Staff), Brawny
Hindrances: Overconfident, Stubborn, Vow (minor – win medals) 
Gear: Fatigues, Load Bearing Equipment, M14 Rifle, Grenades, M1911 Pistol, Poncho, Flashlight, Flak Vest, Binoculars

Radio Operator - Troop Quality D8/Morale D8 – M16 Rifle

Fireteam  Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Sgt.– Wild Card (Rick)
Ag d8, Sm d4, Sp d6, St d6, Vg d6,
Pace 8, Parry , Toughness 
Skills: 
Edges: Jump Qualified, Rank: NCO, 
Hindrances: 
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,


MG team Troop Quality D8/Morale D8
1x Gunner – M60 Machinegun
1x Assistant Machine-Gunner – M16 Rifle
2x Riflemen – M16 Rifle


Sgt. Gerry “Gums” Malone – Wild Card (Dave)
Ag d6, Sm d6, Sp d6, St d4, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6, Repair d4, Tracking d6, Driving d4, Swimming d4
Edges: Jump Qualified, Rank: NCO, Alertness, Arcane Resistance.
Hindrances: Ugly, Quirk (Bull-shitter), Vengeful (Major)
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,

Fireteam 1 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Sgt.. Jerome Thomas
Ag d6, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Persuasion d6, Healing d6, Gambling d4, Knowledge (demolitions) d4
Edges: Jump Qualified, Rank: NCO, Command
Hindrances: Habit (minor, smoking), Quirk (always has to have a cigarette in his mouth during combat)
Gear: Fatigues, Load Bearing Equipment, Helmet, Flak Vest, M16 Rifle, Grenades, Fighting Knife, Deck of Cards, Cigarettes, Lighter

Fireteam 2 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
2x Riflemen – M16 Rifle



THE GAME

During training and patrols it was discovered that Sgt. Malone had a real knack for spotting enemy force ambushers and actual booby traps on trails (that Danger Sense edge) so he more or less has permanently been assigned pointman. Unfortunately Sgt. Malone never really did learn to use a map and compass so well (no Knowledge: Navigatrion). Their platoon commander is equally useless in finding his way around in the bush… So in very short order the platoon got hopelessly lost. Around dusk they ended up approaching a village (there wasn’t supposed to be a village on their line of march) and worse they decided it was a different village on the map and marched off in the opposite direction that they should have…

An hour or so after dark they realized their error and turned about to retrace their steps. They then followed a path leading out of the village they figured would take them to where they wanted to get to. Unfortunately the path bent off in the wrong direction and they didn’t notice it was taking them around the wrong end of a hill/ridgeline until just before midnight. Turning and heading uphill they came across a trail along the saddle between two hills just after midnight and Lt. Haverford declared this must be the place!

(It wasn’t).

So they set up their ambush…

(Remember: click on the pictures for a bigger version)


The platoons ambush site.

Around 1AM a local wandered along the trail – from the south to the north and NO ONE even noticed her!? She returned and hour and a half later and was spotted this time by Sgt. Thomas (I think…) unfortunately he started when he spotted someone on the trail and she spotted him hiding in the bush… they starred at each other for a minute - Sgt. Thomas not wanting to do anything because he’d been ordered not to fire until Lt. Haverford triggered the ambush. Eventually the local made off back along the trail at a slightly quicker pace. Moving right past the next position completely unnoticed. Next she wandered by Lt. Haverford’s position and while Lt. Haverford didn’t notice her, his team did and they were looking at him awaiting his call. When he finally noticed his team looking at him he asked “is it the enemy” and one of his riflemen nearby nodded so Lt. Haverford fired his pistol blindly (as he could still see no one) triggering the ambush. The night was lit up by a dozen muzzle flashes pouring hundreds of bullets into the jungle across the soldier individual firing arcs (because no one else could actually see anyone!?)

After a minute or two of firing Lt. Haverford called at everyone to cease firing when they eventually did Sgt. Malone team was tasked with searching the kill zone. A dead woman was found with a pistol shot wound to her neck. No other enemy and no weapons could be found. The woman carried no identification, or anything else for that matter, which,  along with the fact that she was out after midnight seemed to indicate she was up to no good.

Lt. Haverford had the team moved back to an RV point just behind the ambush site and proceeded south to the hill top and found a large clearing where they set up a quick all-round position until dawn. At dawn they tried to get their bearings as best they could and make their way back to the road for pick up.

Again they went wildly off course and when they finally found the road they were nowhere near where they were to be picked up and much, much later than when they were supposed to be there waiting pick up… so they headed back in the direction of Bien Hoa (or what they hoped was the direction of Bien Hoa..). A few hours later they trucks – which had been driving up and down the road looking for them – and getting mighty nervous – finally found them and gave them a lift back to base…


Christian, again, wrote his own After Action Report for 2Lt. Haverford:

Patrol Report

A.  C/S Gridiron 1
B.  Patrol Leader - 2LT Haverford W.M.
C.  Patrol Size - 1 Officer (me), 18 enlisted men
D.  Patrol Composition - see above.  Also, 1 and 3 Fireteams, and Weapons squad.
E.  Mission - Gridiron 1 will destroy VC elements in the area of HILL 557 in order to deny them use of the hill as an OP.
F.  Departure - 1600 12 June 1965
G.  Return - 0800 13 June 1965
H.  Routes Out/In - See att map.
I.  Terrain - Think jungle crosscutted by trails and paths.
J.  Info Enemey - 1 Enemey VC KIA.  Enemey was encountered in squad strength, but got out of the Ambush area.  En was not in uniform.  En was moving from HILL 557 towards village HOE DUCK along root provided by INT.
K.  Map Correction - There are severals trails that are not marked on the maps.  See att mao.  The ravine on the east side of the rigde north of HILL 577 is a MAJOR obstacle.
L.  Misc Info - En was no match for our platoon, and was totally surprized.  Due to wild fire, the main enemy got away.
M.  Results of encounters with Enemy - 1 En KIA.  En VC had nno INT onboard.  No weapons were recovered, as the rest took it.
N.  Condition of Patrol - Excellemt.  Morale is high after our victory, and 1 PL is ready to resume offensive Ops imeddiately.
O.  Suppory received/requested - Transport to dropoff point was good, however, transport from the pickup spot was late and in the wrong place.  No other support required.
P.  Communications - The radios were used on the patrol for radio silence only.
Q.  Friendly/Neutrals - No contact with any locals was made.  Due to the stealthy nature of the patrol, we were not spotted.
R.  Conclusions/Recommendations - 1 PL performed very well.  Morale was high, feildcrraft was good, and the troops lived up to the AIRBORNE spirit.  1 PL needs to improve nightthime fire disipline, and maps and compassess need to be more used.  1PL will conduct navigation training soonest, as a minor error in navigation led to the ambush being deployed a little bit late.  The GOOD news is that 1 PL has defeated the EN VC in the area of HILL 557 for the moment.  Also, thanks for the report fprmat!


Coming soon on Savage Timmy’s Playhouse Blog:

One of these days I’ll post some character backgrounds for – hopefully before a report of next week’s activities….? 

Thursday, November 7, 2013

The Tunnel



We played a second game in out Tour of Darkness Campaign last weekend. Christian is back in town and was able to make it out and make up a new character 2Lt. William (Billy) Haverford IV – The platoon commander. 
 

SITUATION

Late May 1965

A few weeks ago, the 173rd Airborne Brigade arrived in the Republic of Vietnam from Okinawa. One battalion had been tasked to defend Bien Hoa airbase. So far the platoon has spent most of their time filling sandbags to bolster the defences around Bien Hoa. Occasionally they are sent out on security/presence patrols in the immediate vicinity of the Airbase.

SCENARIO

Half of the platoon is to conduct a security/presence patrol along a road near the Bien Hoa airbase.


FORCES

2Lt. William (Billy) Haverford IV
Ag d6, Sm d4, Sp d6, St d6, Vg d8,
Pace 6, Parry 5, Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Intimidation d6, Persuasion d6, Knowledge (Military Administration) d4,
Edges: Jump Qualified, West Pointer, Connections (Staff), Brawny
Hindrances: Overconfident, Stubborn, Vow (minor – win medals) 
Gear: Fatigues, Load Bearing Equipment, M14 Rifle, Grenades, M1911 Pistol, Poncho, Flashlight, Flak Vest, Binoculars

Radio Operator - Troop Quality D8/Morale D8 – M16 Rifle

MG team Troop Quality D8/Morale D8
1x Gunner – M60 Machinegun
1x Assistant Machine-Gunner – M16 Rifle
2x Riflemen – M16 Rifle


Sgt. Gerry “Gums” Malone – Wild Card (Dave)
Ag d6, Sm d6, Sp d6, St d4, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6, Repair d4, Tracking d6, Driving d4, Swimming d4
Edges: Jump Qualified, Rank: NCO, Alertness, Arcane Resistance.
Hindrances: Ugly, Quirk (Bull-shitter), Vengeful (Major)
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,

Fireteam 1 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Sgt.. Jerome Thomas
Ag d6, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Persuasion d6, Healing d6, Gambling d4, Knowledge (demolitions) d4
Edges: Jump Qualified, Rank: NCO, Command
Hindrances: Habit (minor, smoking), Quirk (always has to have a cigarette in his mouth during combat)
Gear: Fatigues, Load Bearing Equipment, Helmet, Flak Vest, M16 Rifle, Grenades, Fighting Knife, Deck of Cards, Cigarettes, Lighter

Fireteam 2 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
2x Riflemen – M16 Rifle


Local Force Viet Cong Troop Quality: D6/Morale: D8

4x Local Force Viet Cong – Rifles



THE GAME

While passing a village along their route everyone in the patrol – except 2Lt. Haverford – spotted four Vietnamese running towards the village.

(Remember: click on the pictures for a bigger version)


Patrol on the road in the distance. Four (suspected) Local Force VC heading towards the village.

Lt. Haverford, despite not actually spotting the suspected VC, called it in and ordered his troops to advance towards the village to investigate.


The Troops arrive at the village.


Eventually the locals were corralled up and the village was searched… and then searched again… The second time around they found a concealed pit inside one of the huts that dropped into the darkness. Sgt. Thomas and his fireteam were ordered to investigate and Lt Haverford called for some engineers.

At the bottom of the 10 ft deep 2’x2’ shaft they found a 2’ wide x 3’ tall horizontal tunnel which Thomas followed. After a couple of turns they found the tunnel opened into a room of sorts where Thomas spotted some people. Thomas and his team broke contact without a shot fired and fell back to the tunnel entrance. Thomas went back in with a smoke grenade and with a stunning throwing skill check (there were many raises involved) from the first corner, bounced it around the second corner and right into the room. HE again retired to the entrance and the tunnel was covered up with some mats.

Meanwhile, just outside the village, at the edge of the woods where Sgt. Malone’s team was checking out at trail, Sgt. Malone spotted smoke coming from a bush and discovered a ventilation shaft. He shoved another smoke grenade in there and then plugged it.

Very shortly after four skinny young men were at the tunnel entrance calling to be let out and trying to surrender. A small cache of weapons and supplies was discovered when the smoke cleared out of the tunnel. The Engineers eventually arrived and blew up the tunnel and the VC prisoners were hauled off.

Christian wrote his own After Action Report for 2Lt. Haverford:

Patrol Report - 1 Pl - 12 May 1965

2LT William Haverford IV, Platoon comannder - C/S Gridiron 1

This is a typed version of what I have already passed on to you and the OPS O.  Please excuse my poor typeing.

1. Mission - 1 Platoon was told to patrol the area of grids 4732, 4832, 4731, and 4831.  Establish ptterns of life, establish good relations with the local local people, and establish the enemy in the area.

2. CONOPS - I decided to take the platoon and traverse the area on foot so I could see the enemy locals and other locals and their villages and huts and infrastructures.  The platoon maintained security at all times, and used flankers throughout.

3.  Route - see att maps.

4.  Terrain - The area is mostly flat and is cut by roads which are above expensive rice patty networks.  There are 3 villages and in the north of the AO is some jungle with rising ground and jungle foilage.

4.  Local Activity/Patterns of Life:  The village at grid 476 328 is called KIM DONG.  There are approx 200 people living there.  They report no VC or communist activity.  The village is surrounded by open feilds and rice pattys, and the locals there seem favorable towards the American Way of Life.   The mayor's name is NOM NUYEN.  The village at grid 480311 is called FAP DONG, with about 350 people, similar to KIM DONG.  The locals there are friendly and seemed happy to see the troopers and men.   The Mayor there is named BIN HYUP.   This village has many Oxen and a temple.

5.  Enemy Activity:  Approaching the village of BEN GWA I spotted four armed locals armed with rifles and arms.  They proceeded into the village.  Rallying and organasing the platoon I led the platoon accrss the rice pattys and a stream before the village.  There was no sign of the armed locals, just unarmed with rice locals.  I gathered the villagers in the center and I searched them and talked to the village mayor whose name is CAN VONG.  He said "No VC" and "very happy".  I think my interpreter is a VC because he said way less than the mayor, but I don't speak Vietnamese and it could be very long.  His name is BIN TRANG.  The troops were reacting to my direction and I told them to search the huts in the village.  The village has about 100 people, some of who might be VC simpathisers because of the hole, see below.  I found a hole with 2 Fireteam.  It was in the floor.  I immediately sent a SITREP and led Fireteam 1 into the tunnel by directing SGT THOMAS down the hole.  He found VC, and retreated from them.  So I pulled back Fireteam 1 and ordered a smoke grenade into the hole.  Also SGT MOLONE found an airhole inthe trail and threw a smoke into it.  As a result of the platoons brave actions and calm leadership I took 4 VC prisoners, which were loaded into a helicopter and turned over to the MPs for interrorgating.  It must be noted that SGT MOLONE was the one who found the hole as well as the other hole and smoked it too.  I have commanded him for his good behavior and if he keeps it up he may win a medal as well.  The engineers found 230 pounds of rice and some ammuntiotn and four rifles and no int.  And a lamp.  The mayor CAN VONG told BIM TRANG that the VC made them host the hole and give them some rice, but he said "No VC" so I believe that he is a VC presence in the area, but I gave him some rations anyway, and he said "very happy" from BIN TRANG.  Oh yes, a boy ran away into the jungle, but I was able to miss him, for which I am glad.

7.  Reccomendations - I reccomend that AMERICAN forces regularly patrol BIEN GWA and look for VD and holes.  Also, BIM TRANG is maybe a VC and should be interrorgated, or learn more AMERICAN.  Also, I reecommend that ENGINEER asets be att to every patrol that might encounter a VC holee.
        a.  Patrols should carry more flashlights and pistols for tunnel fighting.
        b.    It would be useful to carry field phones on patrol for hole useage.
        c    Also, gas grenades.
        d.    It is clear that the VC is conducting operations on the AO of the patrol area, and therefore we should try and americanize the population of local Vietnamese locals. 
        e.  I suggest that the Veitnamese kids be taught football in their schools, so they will be more AMERICAN.  If directed, I will lazon with the local teachers and.  For this I will require more footballs.  I will talk to the QUARTER MASTER.

7.  Also, FAP DONG and KIM DONG do not seem to be VC and are nice to AMERICANS, they can be trusted so far.  The VC seem to be using the jungle to dig tunnels.  We should look for more holes in the jungle and smoke them.

8.  In closing, I believe that 1 PLATOON is the example of AIRBORNE spirit, and I will continue to lead them down the field for the big win so we can follow GEN WILLIAMSONS orders to be home by CHRISTMAS.

9.  Thanks.


BILL HAVERFORD

WR HAVERFORD IV
2LT
1 BN 503 PIR
BEN HO AIRFIELD
VIETMAN


Coming soon on Savage Timmy’s Playhouse Blog:

Perhaps some character backgrounds for Cpl. Gerry “Gums” Malone, Cpl. Jerome Thomas, and 2Lt. Haverford… and then a report of next week’s activities….? 

Sunday, October 27, 2013

In Country


I started a new Savage Worlds campaign… sort of… I’m running the Savage Worlds Tour of Darkness campaign, and we made a couple of Savage Worlds characters, but I’m going to be using Force on Force/Ambush Valley for playing out the skirmish battles that arise. Characters will use the appropriate dice for their characters traits when making tests and checks, where as their squadmates will just check against their Troop Quality or Morale die.

This evening we made characters and I introduced the setting and set up a quick little skirmish to try it out. Dave and Patrick showed up and both made Fireteam leaders.

SITUATION

America’s increasing it’s involvement in the escalating conflict in the Republic of Vietnam. General Westmorland has been calling for more ground troops and the first of the Army’s troops have arrived in the form of the 173rd Airborne Brigade from Okinawa. One battalion had been tasked to defend Bien Hoa airbase. After a few days of building barracks and bunkers the troops are taking patrols out into the area around the base.

SCENARIO

On a Patrol the Players squad is asked to search a couple of buildings that look abandoned on the edge of a rice paddy field.

If contact is made additional squads from the platoon are available as reinforcements – at the beginning of each turn the players roll a TQ die (d8) and a success means that another fire team from the platoon will arrive from the north edge of the table.



FORCES

Cpl. Gerry “Gums” Malone – Wild Card (Dave)
Ag d6, Sm d6, Sp d6, St d4, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6, Repair d4, Tracking d6, Driving d4, Swimming d4
Edges: Jump Qualified, Rank: NCO, Alertness, Arcane Resistance.
Hindrances: Ugly, Quirk (Bull-shitter), Vengeful (Major)
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,

Fireteam 1 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Cpl. Jerome Thomas
Ag d6, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Persuasion d6, Healing d6, Gambling d4, Knowledge (demolitions) d4
Edges: Jump Qualified, Rank: NCO, Command
Hindrances: Habit (minor, smoking), Quirk (always has to have a cigarette in his mouth during combat)
Gear: Fatigues, Load Bearing Equipment, Helmet, Flak Vest, M16 Rifle, Grenades, Fighting Knife, Deck of Cards, Cigarettes, Lighter

Fireteam 2 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
2x Riflemen – M16 Rifle


Local Force Viet Cong Troop Quality: D6/Morale: D8

6x Local Force Viet Cong – Rifles



THE GAME

(Remember: click on the pictures for a bigger version)


The two fireteams approach the buildings.


Cpl. Jerome Thomas’ fireteam sloshing through knee deep rice paddies.


The two teams converge on the buildings


As part of Cpl. Gerry “Gums” Malone team dashed from cover they started taking fire from the treeline.


The Americans return fire.


Reinforcements arrive as the detached part of Cpl. Gerry “Gums” Malone team makes it into one of the buildings and Cpl. Jerome Thomas’ fireteam rushes the other building.


Cpl. Malone’s team pours fire down on the enemy positions.


As soon as they stopped taking fire from the treeline, Cpl. Thomas’ fireteam rushed the enemy position to discover a number of seriously injured Local Force Viet Cong.

Five Local Force Viet Cong were captured, four of which were seriously wounded. There were no American casualties.


Coming soon on Savage Timmy’s Playhouse Blog:

Perhaps some character backgrounds for Cpl. Gerry “Gums” Malone and Cpl. Jerome Thomas… and then a report of next week’s activites….? 

Sunday, November 11, 2012

At Your Door Session 5 & 6 – Dawn Biozyme


It’s been a busy fall….  All through October there was never more that one (or maybe two) players available on any given weekend, so we haven’t played this campaign since mid-September (At Your Door – Session 4)?! I have to admit, I’d totally forgotten what was going on and what was to happen next and didn’t have a lot of time to reread the entire campaign module… Nevertheless we forged ahead! Amanda (Dr. Sarah Berenstain), Rick (Lord Stang),  Patrick (Joey Roberts),  and Dave (Leonard Tipple) were all able to make it out the past two evenings….

WARNING: SPOILERS CONTAINED WITHIN - If ever you think you might play the Cthulhu Now adventure At Your Door, read no further! 

Saturday Afternoon – 21 July 2012

After their meeting with Det. Sgt. Joe Macklin, Agent Van Alden was called away on some other business and the rest decided to follow up on some leads involving Peter Tait’s ex-girlfriend and co-worker, Jenny Armbruster. They went by the address they had listed for her to find it had been rented out for the last couple months. They also checked out the gym where she worked out and found they hadn’t seen her either for a few months.

Next they planned to see if they could get a tour of the Dawn Biozyme facility on Monday and took Sunday off.

Monday morning Dr. Sarah Berenstain phoned up DBZ to see if they could get a tour of the facility and after being switched around a few times and sitting on hold for a while she was eventually told they could have a tour on Wednesday. With a very (VERY) successful (unskilled) persuasion roll she was able to get in Monday afternoon.

Before heading over to DBZ they checked in with Det. Sgt. Bolling to see if he had any leads on Jenny Armbruster – perhaps through the DMV? a new address?

In the afternoon they drove out to the DBZ facility and had a rather extensive tour (though they were not allowed into the P7 Lab area – for safety reasons). They also got to meet Dr. Howard Finely and asked some very pointed questions about the nature of the nature of the “Special Projects” going on in the P7 facility – including asking about the missing tentacle creature from the lab. When he denied knowing anything about any tentacle creatures, they showed him pictures they had taken of it. He explained matter-of-factly that he head no idea what they were talking about and asked where they had found the creature and who had indicated that it had come from his facility. They told them that it had come from Peter Tait. He told them that Peter Tait had never been involved in the P7 facility and was likely disgruntled after have been given notice a couple weeks back and trying to get back at DBZ with this elaborate hoax.

Afterwards they convinced their tour guide to show them the warehouses where they discovered some odd stuff. A foul-smelling, large room that had a chain-link fence within in closing over the central area that was covered with a tarpaulin… rooms full of foul-smelling carboys and drums all labeled with biohazard symbols… A locked room at the back…

They decided they must break in that night…

Without much planning or forethought they drove off a highway across the field from the rear of the facility and hid their truck among some bushes. They hoofed it across the field and went over the wall cutting the wire and disarming the alarms.

They broke into warehouse two and went directly to the locked room at the back. Within they discovered more of the tentacle creatures in the same Plexiglas containment cylinders they had see the previous one in. There was some large equipment that was determined to be some sort of large electromagnetic filed generator and a computer that operated in and seemed to be running some automated timing program.

Then the cops arrived.

Then the field generator sparked up on its own and some other automated machined kicked, lights came on in the big room, video cameras monitoring the room showed they tarpualin being rolled up exposing a large cylindrical pit.

The investigators tried to pass themselves off as researchers running an experiment and told the police to come in and shut the door as they suspected bad stuff was about to go down in the next room. Unfortunately the players with the most convincing arguments had NO PERSUASION SKILL and they were so busy trying to talk to the cops that the player WITH persuasion couldn’t get a word in edgewise… They were unconvincing.

Then some other automated deviced kicked in and Shub-Nigguarth appeared in the other room. Leonard Tipple had a heart attack, Lord Stang was terrorized and suffered a new Major Phobia (Darkness… MWA-HA-HA-Ha-Ha-ha-ha-haaaaa…). Joey Roberts was unfazed – he’d seen scarier stuff in video games. Dr. Sarah Berenstain was also unfazed. The cops, however completely lost their shit…

At this point we had to call it a night.


The following week we started "in media res"…


As things were at the beginning of Session 6; Leonard Tipple on the ground suffereing from a heart attack. Lord Stang shaken and suddenly not liking the dark any more. All the  cops shaken (except one).

We’ve started using the Adventure Deck. It just so happened that Dave was dealt a card that allowed him to immediately heal one wound – but suffer some permanent scar – so I said he pounded himself in the chest and got his heart started but was no longer incapacitated – but still suffering three wounds. Someone else had a Rally card that allowed all allies to no longer be shaken…

The Dr. Finley appeared with a whole bunch of short Asian guys (Tcho Tcho) armed with assault rifles.

I forgot to take pictures of the action. I meant to at least get a picture of when Finley bustred in with the Tcho Tcho… alas… Here’s what it all looked like at the very end:


To make a long story very short there was some resistance, but in the end everyone ended up having their hand zip-tied behind their backs with bags over their heads – then they were jabbed with a needle…

Roberts, Stang, and Tipple awoke some time later, individually, and alone in a cell of some sort. A windowless room with a concrete floor (which they were laying on) with a drain in the middle. A single bulb in the ceiling dimly lit the room. The only entry/exit was a large heavy steel door. Roberts was missing a leg, Stand was missing his left arm below the elbow and Tipple no longer had any toes…. The wounds were roughly sewed up and bandaged – soaked with blood and smelling terribly.

Dr. Sarah Berenstain woke up in the woods… naked… covered in blood and vomit… with a whole bunch of new deep horrific-looking scars…

Aaaaaaand that’s where we left it….

Hopefully Sheriff Carter Jones and Agent Van Alden will be able to return to the case next week to figure out what exactly has happened to these guys!? 

Thursday, October 25, 2012

Expedition To Timbogo


Last week we were finally feeling better (or at least well enough to be playing games again...) but our friends who had joined the Greek Mythology Campaign were heading out of town. Rather than forge on ahead without them, we decided to try something a little different...

I set up a game set in the fictional African nation (or region, in this case) of Timbogo – the setting of many more modern wargames and adventures on the “Dark Continent”.

The scenario gave me the opportunity to explain foreign exploitation of African resources and colonization by Europeans. After that the kids decided they wanted to play the “good guys” (the African natives).


Central African region of Timbogo, Late Nineteenth Century.

SITUATION

The Lederhosen/Schnapps Expedition arrives in one of the last regions of Africa to be explored by Europeans. The region has thus far thought to be mostly devoid of desirable resources to be plundered combined with the fact that the area is so far from the coast or, until recently, any trains as to make exploitation of any resources not economically feasible. Also the rumours of the combative nature of the occupying tribes have thus far kept Europeans at bay. But as the map quickly gets gobbled up and colonies established the race for even the most desolate regions has picked up in pace…

SCENARIO

Lederhosen/Schnapps Expedition has to press through off the other side of the table with all of their expedition gear.

The Timbos must kill or capture the Europeans and/or their expedition gear/porters…

I had come up with a system of victory points for the scenario, but I forget what they were…

FORCES

Lederhosen/Schnapps Expedition
Heinrich von Lederhosen – Wild Card Explorer
Eric von Schnapps – Wild Card Big Game Hunter

African Porters
African Mercenaries

Local Tribesman

Kulumbo Ngonk – Wild Card Tribal Chiefan
Tribal Warriors
Young Warriors
Archers

THE GAME

(Remember: click on the pictures for a bigger version)


The Africans make their first moves.


Kulumbo Ngonk leading the Timbo Tribal Warriors. The Young Warriors can be seen behind them.


The Lederhosen/Schnapps Expedition


The Lederhosen/Schnapps Expedition enters the jungle.


Unsure if the movement in the bushes is angry natives or angry wild animals Lederhosen and Schnapps don’t take chances and open fire!


The Timbo Archers ruch out of the bush and pin-cushion the African Mercenaries.


The Timbo Warriors move out!


Wait… what are these guys doing…?


Point blank fire fails to stop the charge!


The last African mercenary goes down in a hail of arrows.


The warriors contact Lederhosen and Schnapps.


Things go from bad to worse: the Young Warriors arrive to plunder the baggage train!


Lederhosen and Schnapps attempt to surrender… for some reason Kulumbo Ngonk accepts their surrender and spares their lives. Later Lederhosen and Schnapps secure their release with promises of fire arms for the Timbos with which they can overcome their tribal rivals the Bongos.

And things have been going downhill in Timbogo ever since….