Monday, 19 September 2011

The Men of Redwald: Thegn and Dreng

Drengas(The Young Warriors)
The Drengas are young men of the Thegn caste who are unmarried and unproven. They live in their Lord’s longhall and attend him wherever he goes. In return for this service they can expect gold rings, feasts, and a roof over their head. When they prove themselves in the service of their lord they are gifted land, allowed to marry, and join the ranks of the Thegns.


Drangas: Armour Class: 3[16]; Hit Dice: 3; Attacks:1 Gár (1d6)or Wælseax (1d3+2); Special: Boasters and Brawlers; Move: 10; HDE/XP: 3/70.


Gear: Leðeren Cæppe, Plegscield, Leðeren Serc, Gár, Wælseax, 1d3 gold rings, 1d6 silver rings, ornate mead cup.
In order to gain their lord’s notice the Drangas boast, often and loudly, trying to ensure their lord is aware how willing and ready they are to slay his enemies or die in the attempt. As such they’re eager to make good on these boasts and are fearless to the point of recklessness. They often charge without orders. When charging they gain +1 to hit and +1 to morale.


They also tend to fight amongst themselves and are experienced mead hall brawlers gaining +2 to hit and do +2 damage in unarmed combat.


Ðegn (Thegn)
The Thegns are the backbone of the warband, shieldwall, and army. These are experienced, disciplined, well trained, well armed men. Men who have proved themselves loyal in battle, service, and wise counsel. In return for this service they have been gifted gold rings, land, armour, and most prized of all gifts: a sword.


Ðegn: Armour Class: 0[19]; Hit Dice: 4+2; Attacks:1 Gár (1d6), Broadsword (1d6+2)or Wælseax (1d3+2); Special: Warwise,; Move: 10; HIDE/XP: 3/70.


Gear: Irenhelm, Leðeren Scæglod Serc, Scield, Gár Broadsword, Wælseax, silver armband, 2d6 silver rings, silver belt buckle, 1d6 gold rings.


The warwise Thegns are disciplined and well drilled. When four or Thegns more fight in formation gain +2 to their movement score, and +2 to morale. When fighting in a shield wall they gain +2 to hit.

Wednesday, 14 September 2011

Google+ Games?

Anyone have any experience with Google+ for game sessions? How'd it go? Is it a good tool for online Pen & Paper gaming? How does it work? Do I have to be all Facebooky on G+ or can I just use it to run a game?

There is also Group Chat  from OnLive which might work well for games. Although it's voice only so dice might be a prob.

Anyway, thoughts and experiences with G+, let me know. By the way, I'm not actually thinking about G+ for a Redwald playtest at the moment. I've got the itch to GM a Judges Game Wilderlands game.

Monday, 12 September 2011

Saxon Sellswords!

Hýransweord (Hired Swords)
The Hýransweord are foreign warriors: Friscans and Wildlings, or warriors from other kingdoms who serve in expectation of generous gifts. A sign of a powerful warlord is one who can attract warriors, yet lose few of his own.

Some choose to leave their homeland because of what they consider the meekness, or meanness of their own lord. Others because they have feuded with, or plotted against their lord. Some can never be trusted, others eventually earn a place of honour in service, a few enjoy wondering from court to court seeking service and adventure in new lands.

As the name Hýransweord suggests these are not lowly spearmen, but men with names and swords, even if they own little else.

Hýransweord: Armour Class: 3[16]; Hit Dice:4+1 ; Attacks:1 Brádsweord (1d6+2); Special: Sword Men; Move: 10; HDE/XP: 5/500.

Gear: Leðeren Cæppe, Leðeren Serc, Plegscield, Brádsweord, 1d6 gold rings, 3 wooden gaming die.

These men are particularly good individual fighters and gain +2 to hit and an AC bonus of -1[+1] when not fighting in formation.

Héafodbryceas (Skull Crushers)

The Skull Crushers are a band of fearsome (some say rabid) Geatish mercenaries. Originally there were twenty of them, but now only twelve remain. They earned their name fighting with hand axes, and leaving a trail of crushed and cloven skulls in their wake. Individuals gain status within the band by trying to cleave more skulls than their comrades.

They cause as much trouble as they solve, and no lord would ever hire them to serve in his own lands, but for pitched battles, or as raiders they are worth every coin and ring.

Héafodbryceas: Armour Class: 6[13]; Hit Dice:3+1 ; Attacks: 2 Gebyrdæx (1d6-1); Special: Rabid Rep, Axe Attack, Sly Speed; Move: 12; HDE/XP: 4/475.

GearGebyrdæx, Scield, Bag of skull fragments.

The Skull Crushers are armed only with axe and shield, and go into battle bare-chested. They consider anyone wearing armour to be cowards, and never miss an opportunity to tell them so. Their reputation is such that their foes suffer a -2 penalty to morale.

Lightly armed they are fast and have two attacks per combat round and move and fight as skirmishers rather than melee fighters in the combat sequence which often takes enemy warriors by surprise. They are also single-minded in their brutality: once they pick a foe they won’t cease their attack until they’ve crushed his skull or have died trying.

Monday, 5 September 2011

Sperebrógan (Spear Terrors)


The Spear Terrors are noble youths, the sons of Thegns, Eoldormen, and Kings, who serve in the war band as skirmishers. Armed with javelins and wattle shields they move fast to harass the enemy, and screen the formation and movements of their own warband.
Although, lightly armed, and no match for hardened warriors in a toe to toe melee, they can still prove deadly. Especially, as they are prideful, vainglorious, and always mindful of how their actions on the battlefield reflect on them and their family.

Sperebrógan: Armour Class: 7[12]; Hit Dice: 2; Attacks: 2 Ætgár(x3) (1d6-1)or Anga (1d6+1); Special: Dart Dance, Anga Anger ; Move: 14; HDE/XP: 2/60.

The Sperebrógan are fleet of foot and so used to skirmishing that they are able to dodge or dance out of the way of enemy darts, and any other thrown weapons. This is represented with a -2 [+2] AC Bonus against all thrown weapons.

Using their Anga they are also able to target enemy shields rather than the enemy. Such successful attacks only cause 2 points of damage but the enemy must spend two combat rounds removing the javelin from their shield or discard it.