Showing posts with label Adventures in Jimland. Show all posts
Showing posts with label Adventures in Jimland. Show all posts

Friday, December 16, 2011

The Return of the Ballyfoole Expedition

The Illustrated Ballyfoole Gazette
"Where we never let the facts get in the way of a good story"
Second Expedition Explores the Interior of Afrodesia

Yet again those intrepid Ballyfoole Explorers set off into the wilds of Afrodesia. Lead, as always, by Captain Flynn, with O'Ryan the hunter and Maggie O'Hara, and joined by their new scout, McGonigle, who replaces McGillicuddy who perished during the last exploration. The balance of the expedition included two soldiers of the Gunderland Highlanders, four loyal askaris and 12 bearers. Their starting point this time is an area of savanna they explored during previous outings.

Day 1 they head off into the savanna. Except for some ancient ruins where they find loads of loot the area is deserted. (since they are just starting out they have no empty bearers, so I'm not sure if the others can carry the loot or if it has to be left where it is)

Day 2 they march farther into the savanna. During the march a rockslide nearly takes out one of the askaris, but quick action saves him. Still no natives are encountered

Day 3 they continue to march into the savanna and discover a new plant species - a large poisonous yellow savanna rose. They also encounter some natives. The expedition gives the natives some trade goods. The natives are friendly.

Day 4 they march eastward into more savanna, where they encounter a survivor from some lost expedition. Just a lone empty bearer. (this was an even I added to the mix; rolled on the same chart used to find who succumbs to events to find out who it was the expedition found. This individual will only stay with the expedition until they return home. So, even if it turned out to be an explorer he would not stay with the expedition for future journeys.) No natives encountered.

Day 5 they march south into more savanna and discover another new plant species - a large poisonous herb (maybe hyenasbane?). They come across a river and meet up with some natives. After offering them some trade goods the natives appear friendly and the expedition buys a couple of days worth of food with some of their remaining money.

Day 6 they march east, losing sight of the river. Later 2 of the bearers succumb to bad water, 1 trade bearer and 1 food bearer. They encounter more friendly natives and buy 2 loads of trade goods from them.

Day 7 They march south into more savanna, but suddenly they are ambushed by natives. 3 natives with rifles fire from a stand of trees on one side, while 4 more natives armed with swords and other hand weapons charge from the other side, but no casualties are inflicted. 
The expedition returns fire, killing 1 rifle armed native and 1 native armed with a hand weapon. All of this commotion stirs up a lion who springs forth and attacks a bearer, but the bearer fights back.

The natives fire again and miss again, the natives armed with hand weapons charge hit, but cause no hits, and the lion continues to struggle with the feisty bearer.
The expedition fires at the rifle armed natives, killing both of them. While one of the Highlanders dispatches one of the hand weapon natives. The struggle between the lion and the bearer is still inconclusive.
At this point the remaining natives flee (and, as that ends the encounter, I also figured the lion gave up on the bearer, maybe to chase after one of the fleeing natives.)

Day 8 they start to march, but the day proves to be filled with oppressive heat. So they decide to recuperate from yesterday's ambush and try to relax in what shade they can find.

Day 9 lost

Day 10 they march on and into desert; sometime during the day the last man in the expedition, an askari, disappears. Later they encounter some natives, the expedition give them some trade goods, and the natives are friendly.

Day 11 they continue to march through the desert and discover a lake. No natives are encountered.

Day 12 the march back to their starting point.

Another successful bit of exploration, if fairly uneventful this time, helped by bringing along trade goods to pacify and placate the natives they encountered. It just goes to show that although, in Afrodesia (or Jimland), anything can happen, sometimes it doesn't.

This was the second game I played in honor of Solo Wargaming Day back on 11/11/11.

Tuesday, May 3, 2011

Ballyfoole Expedition to Afrodesia Marches Again

The Illustrated Ballyfoole Gazette
"Where we never let the facts get in the way of a good story"
Second Expedition Explores the Interior of Afrodesia
Using funds raised after their first, and very successful expedition, the Ballyfoole contingent once again set out to further explore the interior of Afrodesia. The jumping off point this time was from the edge of previously explored territory. The expedition was once again led by Captain Flynn, with O'Ryan the hunter and McGillicuddy the scout. They were joined by crack shot, Maggie O'Hara. Two soldiers from the Gunderland Highlanders, 4 askaris and 14 bearers were also present.

Day 1 they head west into the jungle and discover a new animal species. They also come across a village of friendly natives.

The column, seen here marching along near a stream.

Day 2 the terrain turns mountainous and they discover a new plant species. They encounter 8 hostile slavers. The first indication they had was a round of shots fired towards the rear of the column, killing 1 askari. The noise stirred up a huge crocodile in the nearby stream and a lion in a nearby patch of jungle. Both beasts charged towards the slavers, who were close by.
Things heat up quickly! Slavers and a lion and a crocodile!
The Highlanders fire back at the slavers, killing one of them. Meanwhile the explorers and askaris at the head of the column swing around to the rear to face their attackers.
While 1 slaver struggles against the crocodile and another fights the lion the rest of the slavers fire again. This time striking and killing one of the Highlander soldiers and narrowly missing Maggie. The expedition members, now in position, return fire. Flynn and Maggie each kill one slaver. The remaining slavers fire back, but don't hit anyone this time. Could be they're getting a bit shaken up between the beasts and the expedition's accurate fire. The expedition fires again, with the remaining Highlander soldier avenging the death of his comrade and 1 askari doing the same. The few remaining slavers decide they've had enough and make a run for it.
The expedition buries the dead soldier and askari.
The slavers are slowly whittled down

Day 3 is pleasant and uneventful, but McGillicuddy, the scout, is having difficulty finding a way through the mountainous terrain.

Day 4 while unsuccessfully searching for a way through the mountains the expedition encounters some treacherous quicksand. One askari, a trade bearer and an empty bearer are sucked under before they can be rescued.

Day 5 another quiet day while McGillicuddy still searches for a way through the seemingly impassable mountains.

Day 6 Drums in the Night. The morning reveals 3 trade bearers, 1 food bearer and 2 empty bearers have deserted. Finally McGillicuddy finds a way through the mountains, into more mountains.

Day 7 they discover a high mountain. They also encounter a village, but the natives eye them suspiciously and no trading takes place.

Day 8 monkeys get into the baggage destroying one food load. Stuck in the mountains again!

Day 9 while searching fruitlessly for a way through the mountains the expedition comes across an ancient ruined temple and gather up 5 loads of loot. All of their food has been eaten, lost or damaged, but O'Ryan the hunter manages to bag enough game to feed the party.

Day 10 they discover a new plant species
McGillicuddy finds a way through the mountains into more mountains. The party is attacked from the rear by a small band of 4 hostile tribal warriors armed with thrusting spears and clubs. 
Hostile native warriors attack a reduced column!

As the hostile warriors approach the rear of the column the Highlander turns and fires a shot, killing 1 of the warriors. Meanwhile the explorers and askaris move to face the attack.
The warriors charge towards the column, but the combined fire of the explorers, soldier and askaris wipes out the remaining warriors.
Hostile native warriors dispatched
No food today. One empty bearer succumbs.

Day 11 while searching unsuccessfully for a way out of the mountains the party encounters a sinkhole, nearly losing a bearer, the Highlander soldier and Maggie, who were all saved at the last moment.
Still out of food and no game to be found. McGillicuddy succumbs to starvation. Looks like luck wasn't with him on this trip. That's the way things go in Afrodesia sometimes.

Day 12 still looking for a way through the mountains. No luck. Bad water kills 1 askari and 2 loot bearers. O'Ryan manages to bag enough game to feed the remaining party members.

Day 13 Quiet day, nothing happens. Still stuck in the mountains, but O'Ryan bags more game so the party is well-fed.

Day 14 they discover a lake and a way through the mountains and a much reduced expedition returns to their jumping off point.

This expedition spent several more days out in the field than the previous one, but only covered about half the ground, with much time taken up trying to navigate their way through torturous mountain terrain. Sadly, it was the last trip for several expedition members. They will be mourned in city and native village.

Monday, January 17, 2011

Ballyfoole Expedition to Afrodesia

The Illustrated Ballyfoole Gazette
"Where we never let the facts get in the way of a good story"
First Expedition Explores the Interior of Afrodesia
Sponsored by the country of Ballyfoole, the first expedition to explore the interior of Afrodesia recently set out from the capital of the Sultanate of Marzbar on the east coast. The expedition was led by Captain Flynn, with O'Ryan the hunter and McGillicuddy the scout. They were joined by 2 soldiers from the Gunderland Highlanders, 4 askaris and 12 bearers.
The expedition sets off. At the head of the column, from left to right, are O'Ryan, Flynn, and McGillicuddy
Day 1: They march forth and north into the jungle. They discover a mountain. No villages found. McGillicuddy spots some hostile natives, armed with hand weapons and rifles. The expedition prepares to meet their attack. The expedition fires and kills 2 natives. The rifle-armed natives return fire, but score no hits. The natives with hand weapons move forwards. The expedition fires and kills 2 more natives. The remaining natives decide to run away.
First encounter with hostile natives (apologies for the fuzzy picture! For some reason the battle shots came out a bit unfocused)
Day 2: They discover a new animal species. The terrain is still jungle, no villages found. They encounter friendly natives.

Day 3. They discover a new plant species. The terrain has changed to savannah, no villages found. They encounter 10 potentially hostile headhunters, but after giving the headhunters some trade goods the headhunters ignore the expedition.

Day 4: They come across a sinkhole. 1 askari falls in. The terrain is still savannah, no villages found. They encounter 8 slavers, but the slavers remain neutral towards the expedition.

Day 5: 1 food load has turned bad. They turn eastwards. The terrain is still savannah, a village is found. 8 tribal warriors are encountered. The expedition gives them 1 trade good, but the natives become hostile. McGillicuddy spots their attempt to ambush the expedition, which arrays itself for battle.
The expedition arrayed for battle against hostile natives
As the natives approach shots ring out from the expedition, killing 4 natives. The rest of the natives decide to flee. But the noise has aroused a dire crocodile, which apparently had been laying in wait in the tall grass. More shots ring out as the crocodile charges towards one of the askaris. The expedition turns to face this new threat and Flynn manages to score 1 hit on the huge beast. The crocodile fights the askari, while 1 of the Highlanders tries to help. More shots are fired, with Flynn scoring another hit and the Highlander finishing off the beast.
Day 6: Fever strikes down 1 askari. Apparently he had not gone unscathed in the previous day's fight with the dire croc. The expedition turns south. The terrain is still savannah, no villages found. Natives are encountered but they are friendly. Perhaps they heard of the expedition's dispatching of the dire croc.

Day 7: Strange drums in the night. Morning reveals 3 bearers have run off (1 trade good, 1 food, and 1 empty). The terrain has turned to jungle again, no villages found. No natives encountered.

Day 8: They discover a waterfall. The terrain is still jungle, no villages found. They encounter friendly natives and buy 1 food load for 5 dollars to get them through the day.

Day 9: They discover the ruins of an ancient city. They turn west and return to their starting point with tales to tell and discoveries to reveal.

It appears the expedition was blessed with the luck of the Irish and beginner's luck all at once. With the discoveries made and encounters had the next time they head out to explore further they can be even better equipped and with some experience under their belts.

Game played with the Adventures in Jimland rules. I actually played twice because the first time through I had forgotten to keep an eye out for animals during the fighting against hostile natives. The rules make for a fun game, not too complex, and yet very versatile. Much of the game is played out with pencil and paper. The encounters are played out on the tabletop (on a 30 inch by 30 inch space). Counters are provided with the rules, but I preferred to use miniatures. The rules also provide several charts for rolling up natives, animals, and events. Knowing the original game used cards I made up my own cards based on the charts, so I was able to add in an event or 2 of my own, as well as several animals not in the charts, while dropping some that are in the charts, but not in my collection. Further cards can be added as I get more figures painted up or have more ideas for events.
Total play time was probably about 2 hours, with some time spent consulting the rules, trying to take pictures and writing stuff down.