As our games often go forward fast, that question often comes up. Especially when fighting against enemies that can see in darkness, it can become important. It is often ignored, but it can become an effective combat tactic to get rid of opponent's lights.
Just a short heads-up - Heroic Maps is having a sale, giving -75%(!) off it's EXCELLENT maps! I wasn't happy to see it this late, as the sale is a christmas calendar sale, one product at a time being sold at a fraction of it's cost. Today's item is Lostwhere forest, which look to be forest terrain I tried to find before settling for D&D wildeness tiles, which are handy but far from the looks of this map!
There's a nice amount of sales here and there and also I've been browsing and doing some purchases here and there - both physical maps (or actually tiles) and printable ones. I've found good ones and also seen little disappointments.
The story starts where the previous session ended. Doris, Falchor and Godzul have been jailed for drunken hooliganism, and Tereis had been carousing elsewhere, surprisingly having not got into this big trouble. This shows an excellent example of how after adventure partying can set up the next adventure!
Today, I finally started my Beasts & Barbarians campaign. We were able to start after our little girl got to bed and played more than 4 hours. Savage Worlds wasn't that fast this time, the last fight of the night took quite long. Still, it was eventful and full of action, so I don't think a bit of slowness was a bad thing. And as everyone's getting more experience with the system, I have no doubts about the fights getting faster.
The campaign continues after a half-year party! Falchor's player has left the game and a new player has entered the game. Godzul's player wasn't present and Falchor was looking for Godzul (who apparently was arrested for Drunken hooliganism, just like Doris - together they had somehow become owners of an tavern!). The group met near the marketplace where an execution was about to take place.
Situation continues where the heroes are watching the bridge where they are supposed to give the ransom for Zira, the barmaid. Kylis's player was late, Tereis and Würful moved to the other side of the river (poorer part of the town) while Doris waited on their own side of the bridge for the midnight. Würful spent some time in tavern but made both his smart and vigor check to be at the scene in time and in a good condition. Godzul's and Sonam's players weren't present. Some of the group wondered if not-so-bright -looking Gor could really have devised Zira's kidnapping.
This post is meant for the players in my own upcoming Beasts & Barbarians campaign, but you can freely use it for your own campaign.
Session starts where the previous one ended - the group is attacked by a patrol from the mercenary fortress. A fight that was meant as a warmer took surprisingly long, due to standard start-of-session circumstances as our little girl is still up, constantly climbing to my lap and keeping my wife (who's playing Doris) occupied. Also, damage rolls were very low. You'll find the photos related to each chapter after the text.
A week ago I run the first part of Death of a Tyrant, one of GRAmel's published adventures. While I don't like published adventures much, I bought this for it's background information but liked it enough to run it. If you keep reading, be aware that this post contains some spoilers about the first part of the adventure.