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jay@vanishingtowerpress.com

Tuesday, November 7

Wellington's Victory House Rules

 I love almost everything about the TSR monster wargame Wellington's Victory. Except the ability to stack 9 skirmish units together and bulldoze through formed infantry. I, for some time, did not believe this issue actually existed and were just so much grognard grumblings. But then I found it, the rule in the book which allows this. I had missed this rule all these years. Probably because it isn't how I envision skirmish units being used in a Napoleon-era battle. 

The discussions and variants are legion on solving this niggling stone in the shoe of an otherwise great game. Last I had the game on the table was this time last year. Well, Vassal actually (it is a 'monster' game) because it is the only reasonable way for me to keep a game set up over a long period of time. And I couldn't move very far into the game with this issue weighing on my mind. 

Another year, as I have pointed out, has passed by as fast as summer in the Rockies, and I have a set of "house" rules I am going to try out and see how it modifies the game. The rules are as such:

Still playing the game right now RAW. I have some morale check questions for skirmish units I need to parse out answers for. Until then I cannot try variants because there as yet not be a "problem" needing fixing.

Wednesday, October 25

Super Simple Death Save for Dungeons & Dragons

 This is an old-school take and most likely not relevant to 5e of the worlds most popular board game. But for your OSR game it fits the tropes of early play. Also, someone has probably already thought of this and has put it out there. I just haven't seen it yet. 


When the PC reaches zero Hit Points, instead of death they may choose to reduce their Hit Die to the next smaller die size. Only have a d4 Hit Die? To bad, no death save for you.

This means Magic-User and Thief class do not get a death save, they follow the standard zero Hit Points and you are dead. Outside of the Fighter, all other classes have a d6 Hit Die, so these classes get to cheat death once. With the Fighter having a d8 Hit Die they get to save from death twice. 

It should be noted the save is automatic, there is no roll to make. And just to be clear, this does mean, moving forward, the PC rolls this new lower die for all additional levels reached.

Monday, October 23

Even Heroes Bleed is Back!


 The “Even Heroes Bleed” (EHB for those legions of fans) campaign has been revived, with the possibility of new heroes! 

Continuing my road trip through old school games, EHB uses the BoHSE (Blood of Heroes Special Edition) rules, which is a 2000 retroclone of DC Heroes 3rd Edition from the now defunct Mayfair Games.

It has come to be my super hero game of choice. It does so much which modern claim to offer as new, such as narrative control, meta-currency, rules for social interaction and simple resolution mechanics. I have used it for over 2 years in regular play. Until schedules changed, and it stopped.... May, June I think. 

But now it has resumed with a lead-off solo session with the indomitable Olympian. This adventure falls right after the conclusion of “The Sinister Secrets of Starhold”, and featured Olympian turning his attention to the continued attacks by magically -embued EE’s running riot in Capitol City. Not being magically inclined, the Kordarian Paragon of Power stopped at the last scene of a serious magical attack; the Hunniford Library. There is a librarian knowledgeable in the occult at the library. He hopes to get answers which will help him track down these threats. 

But first he checks in on Donna Hannah, the late Dr Avery’s granddaughter, and now a living elemental of air. She is no longer staying at the mansion, preferring to lead a “normal” life back at CCSU. Everything being all good on the home front, the librarian and super hero concoct a means to track the “Lance of Unending Pain”, the artifact stolen by Black Paladin. But it is going to take a bag of cats....



I love the fully realized campaign games I have been playing since returning to ttrpgs. Without one the blog and podcast seem relatively pointless. Because the general purpose of this blog is to chronicle my journeys into fully realized campaign games I never managed as a kid. Counting them off they are pulp sword & sorcery, age of sail, black powder Cthulhu, B/X D&D, Traveller/Space Opera, and now supers. 

The line up appears to be the Olympian, Mettle, and Pirlvag. Mr. Zoozoo and Bug have scheduling conflicts, and a new player in Vietnam is hungry to join in. The dooms which stalk the peace of Capitol City is about to go to 11!