Welcome to "Adventures in Lead", a blog dedicated to the hobby of miniature wargaming. The figures and terrain on this site are mainly for a campaign set in exotic "Indostan", a distant land bearing remarkable similarities to 18th century India during the Seven Years War. Bits and pieces from other projects may pop up here as well from time to time, including colonials, gladiators, pirates, dinosaur-hunting and even some RPG'ing.
The actual campaign journal and after action reports for the Indostan campaign can be found on their own blog - "Indostan: The Jewel in the Crown", the link to which is found by clicking the small image below-left.
If you do find anything remotely interesting on this blog please leave a comment, it's what keeps these sites going and their authors motivated - Thanks for looking.

Thursday, September 13, 2012

Spotlight on "Decius Germanicus"


I present to you Decius Germanicus, the bodyguard, played by Big Dave in our "The Legacy of Arrius Lurco" Cthulhu Invictus campaign. (Right click on the character sheet and select "Open Link in New Window" for a larger, more readable view.)

Born somewhere in Germania Magna, Decius Germanicus was sold into slavery at a very young age and eventually brought to Rome. His large, strong frame and great stamina marked him as a farm laborer. His luck did change when he was purchased by the equestrian, Lucius Decius Caldus, who needed a replacement bearer for his litter, a job much less taxing than laboring. Although a kind dominus, Decius Caldus was a poor businessman and squandered his wealth often, leading him on occasion to money troubles.
On one such occasion a rival sent a thug to teach Decius Caldus a harsh lesson and tried to have the equestrian knifed while travelling to the baths. It was Germanicus who stood between the assailant and his master, getting viciously stabbed himself, yet saving his dominus from injury. Decius Caldus rewarded the brave young Germanicus by making him his personal bodyguard, a position that the German took very seriously. Germanicus proved a great choice for a protector, but in the end he could not save Decius Caldus from excess. The equestrian died of a heart attack after a particularly long bout of bingeing. Decius Germanicus was granted manumission, being decreed a freedman in the will of the late Lucius Decius Caldus. Unfortunately he was granted a pittance and although free, was much worse off. To survive, Germanicus fell in with the wrong crowd and came to the attention of Sextus Plinius Catonius, a moneylender of ill repute.
Plinius Catonius needed tough men like Germanicus to assist him during his business transactions. He took the German in, gave him food, a place to stay and introduced him to like minded companions. Germanicus has since remained in the employ of Plinius Catonius, working out of the Subura and watching for the many enemies that plague the money lender. On occasion he is lent to anyone who requires some cheap hired muscle or a protector.
Germanicus is tall, well muscled, and square of jaw, with a tanned complexion. He has the look of a wrestler about him, accredited to many hours in the gymnasium. He has adopted the Roman ways, wearing his hair short and is mostly clean shaven. He resides in a tiny loft room, which he shares with the rats and pigeons, in one of the countless shabby insulae of the Subara.

 

Tuesday, September 11, 2012

The Legacy of Arrius Lurco - RPG Session 5

The great man Arrius Lurco is dead and his body is finally laid to rest, but the adventure is just beginning. Things are starting to hot up for the investigators and the omens are bad, what with Pluto at the gates and propositions in graveyards - things are about to turn weird. Can the investigators press on against the forces of Eihort without a patron, can they survive another night in Fabius Albinus' tenement apartment? Can there be a game lurking somewhere amongst all the giggling. Unlikely.

No list of slighted parties this time around (we were on our best behavior), but if we have still somehow managed to offend someone please accept our humble apologies, no offense was intended.
Please note you can click on the link to stream the audio or right click to save it locally.

If you do download and listen we would love you to leave your comments below. Thanks and enjoy.





Previous session can be found here.

Tuesday, August 28, 2012

The Legacy of Arrius Lurco - RPG Session 4

Finally our stalwart investigators get a glimpse of what has actually been going on over the last three sessions of play and realise they are not playing D&D. The truth surrounding the grizzly death of Arrius Lurco is clearly spelled out for them, but how will they proceed, now knowing what fate lies ahead for them. Can they continue their quest without managing to piss more people off? Can they avoid catching worms? Highly unlikely.
Please allow me to apologise, in no particular order, in advance to the following slighted parties:- train perverts, Rupert Holmes, Darth Vader, accountants, sufferers of exma and/or peanut allergies, Mexicans, opiate users, Bonnie Tyler, nursing home residents, people with speech impediments, Michael Jackson, recreational anal probers and Hannibal Lecter.
Please accept our humble apologies, no offense was intended.
Please note you can click on the link to stream the audio or right click to save it locally.

If you do download and listen we would love you to leave your comments below. Enjoy.


Previous session can be found here.

Tuesday, July 17, 2012

The Legacy of Arrius Lurco - RPG Session 3

A long over due post of the 3rd session in our "The Legacy of Arrius Lurco" Cthulhu campaign, with all players present. Ray has a new baby girl (congrats mate!), so we've had to hold off a little but are due to play the 4th session this Friday and hopefully will have that audio up quicker than this one.
Unfortunately we don't have our normal voice over lady available so the intro's a little short, but this is Episode 5 - The Death of Arrius Lurco. The brave investigators return to Roma and rejoin Varus in the search for clues. They encounter their first brush with the supernatural and it is a rude and horrifying shock, but the truth is finally within their grasp. Will they be able to continue in their task?
Please allow me to apologise, in no particular order, in advance to the following slighted parties:- small boys, bastards, Tom Jones, residents of Roselands, The Phantom, whores, wife beaters, snuggie wearers, the people of Greece, the people of France, the people of Germany, Al Gore, followers of the Jewish faith, followers of the Muslim faith and cobblers.
Please accept our humble apologies, no offense was intended.
Please note you can click on the link to stream the audio or right click to save it locally. Enjoy.

The Legacy of Arrius Lurco - Episode 5 - The Death of Arrius Lurco

Previous session can be found here

Sunday, May 6, 2012

Force on Force - Rules Test Run

On Saturday I had the chance to test out Ambush Alley Games' Force on Force Modern Wargaming Rules. I have never had any real desire to do a modern conflict wargame, but Christian (from ... an inconvenience rightly considered) kindly asked if I'd be interested and I was more than happy to give it a go. Besides, Christian had a good selection of  miniatures and between us both we already had a lot of appropriate terrain. (Click the images to enlarge)
We got together at Christian's house and planned out the game. I was pretty much in the dark when it came to the rules and Christian had only played once,but I had heard very good things about FoF. We decided on an Asymmetric Engagement, that is some US soldiers Vs some Insurgents. Next came a fun part as we laid out the terrain and tried to make a good play area with some tactical choices. Christian provided the 2' by 2' board which was very nicely done. I was so surprised that the game worked in such a small area, considering our Indostan games are played on a 4' by 6' table, but I didn't really notice the tight confinement. Our table ended up looking like this:-

Table setup with Entry Zone and Hot Spots.
Another layout view.
The red numbered dots are "Hot Spots", basically spawn points for the Insurgents and the US Army symbol represented the "Entry Zone" for the US Fireteam. We cobbled together a very basic story that went something like, "A US patrol has been ordered to check a small village for the enemy." Pretty original - well we thought so.
The modern figures Christian has are from Eureka Miniatures and they are all very nice figures, full of details and character. He managed to convert one US soldier into a Medic and has done some basic head-swaps on the Insurgents. Unfortunately they aren't painted yet, but as this was a trial game that really didn't bother us (well much...). He would play the single US Fireteam and I'd have a go with the Insurgents. Christian quickly detailed the two forces by writing their stats down, with the US soldiers being a Troop Quality of D8 and the Insurgents D6.

The US Fireteam entering the village.
A slightly different angle and a peek at the heavily laden Medic conversion in the rear.
 An Asymmetric Operation will generally be Insurgent heavy and at this time we could only field about 15 figures, so we decided to tone down the Hot Spot table that generated the random forces. For some unknown reason we gave the Insurgents the first Initiative, but I believe I have since read that Irregular forces never have the Initiative.We pretty much blindly launched into the game from here and rolled for some Insurgents. In hind sight there probably should have been some already present somewhere on the board.

Two Insurgents appear on the building to West.
The Hot Spot table produced two Insurgent from "HS1" and I chose to keep them hidden, which meant little as the US soldiers quickly spotted them. Another roll on the Hot Spot table produced a substantial force that appeared where I wanted them to - in the large building to the North, directly in front of the US Fireteam.

An Insurgent leader and his henchmen appear - one has a SAW - Yeah!!
Dicing for the Initiative, I managed to win again and this is where all hell broke loose. We quickly found out that FoF is a game of "Reacting" to the actions of the other player and this process can get a little confusing. The US team manged to avoid being shot by either Insurgent group and made its way into the cover of the nearby low wall.
The Insurgents open fire on the US Fireteam.
The Americans move into the cover of the low wall.


I did not manage to field any more reinforcements for quite some time after that, we having ruled that there was a 50% chance more would show up each turn, which did prove problematic for the Insurgents. I did keep managing to win most Initiatives and I poured fire on the enemy. The Yanks managed to easily hold their own against this paltry force, and even when one of the Fireteam was wounded, Christian rolled a 6 on the First Aid Check and the wound proved totally superficial. The Insurgents on the other hand were outmatched and a number were seriously wounded. Ranged combat did flow quite well after a while and most of the simple modifiers were easily remembered, being a reduction or addition of whole dice, rather than pluses or minuses to die results.
Eventually I did roll more Insurgents which appeared at "HS1" again, adjacent to the US team. I had them pop out into the street to the North of "HS1", which promptly saw them mowed down by the Americans at optimal range. They were not all killed outright and some did manage to open fire on the enemy, but were ineffective even at this close range.

More Insurgents arrive, only to be mowed down by the Americans.
Even this close the Insurgents can't wound the Americans.
We next tried an example of a Close Assault that did not end well for the two Insurgents involved. They leaped the low wall screaming for blood and promptly got shot to pieces, leaving the Americans an opportunity to try and capture "HS1". Two of them climbed the ladder to the roof in an attempt to hunt down the remaining wounded Insurgents up there. They managed to kill the enemy, but did take a wound in the process. As luck would have it Christian rolled another 6 and the US soldier got straight back up, unharmed. We unfortunately had to call it quits at this stage, but with little in the way of a scenario the game could have gone on all night.

A Close Assault ends poorly for the Insurgents.
The last Insurgent at "HS1" is killed and a US soldier is brought down.
All in all I had a really good time and thoroughly enjoyed my FoF experience. We were both definitely under prepared when it came to knowing the rules and a great portion of the game was spent frantically shuffling through pages in an attempt to find the rule we were after. I can see the game flowing much more easier when we master Initiative and the Reaction orders, which make up a large part of the complexity of the rules. I look forward to another game soon and writing a less "static and technical" AAR.