Saturday, 30 August 2025

Elves for Fantastic Battles

 Between work and everything else, I have run out of steam and not done much hobby stuff recently, so I have not managed to carry on Broneslav's adventures and may have to consider not trying to map everything myself. Still, a little progress om game-related things has happened and I hope to have more time in the near future. Mind you, that's adult life, isn't it? "I'll have time for the thing I want to do next week, once I just get these fifty urgent tasks out of the way." Repeat ad nauseam.

I've been wanting to do something with the 6mm figures from our Talomir Tales campaign for a while now, but have not really been sure what. You can see the National Elf Service as it was on the Talomir Tales blog. Originally I planned to rebase them all to 60mm frontage bases from 40mm and make up fantasy equivalents of historical armies for Impetus. In tandem with this, I have carried on collecting rules sets, because, you know, you can never have too many fantasy wargame rules sets. One of those sets is Fantastic Battles, which I have not tried yet, but which reads well and offers a lot of flexibility, so I have high hopes.

Enough Elves to give an Orc a bad day

So with all these thoughts in my brain, I decided to rebase the Elves first onto 30mm x 30mm bases. Fantastic Battles states 40mm x 40 mm bases, but all my 6mm ancient and medieval armies are on 60mm x 30mm bases, so this would mean I could shove two bases together to make an opponent for a historical army using other rules. With a bit of fudging, I could also use the historical armies with Fantastic Battles, although I'll be restricted to companies with an even number of bases, unless I paint up some smaller bases to use to make change, which need not be too onerous a task.

The Elven infantry with archers in front and spears behind. The general is mounted in the centre and flanked by a druid and the famed bard Elvish, with two heroes on the outer flanks.

I could have left the Elves as they were on their 40mm frontage bases, but rebasing builds in compatibility with other parts of my collection, and I do find the 30mm/60mm base more aesthetically pleasing for no rational reason that I can think of. Also, if I ever play someone else, whose army follows the official basing, I can always use a sabot base for my own troops, so no worries there either. One thing I did consider was rebasing to 1" square bases, because Fantastic Battles uses base widths as the main measurement. As such, it would have been more convenient for game play and require a much smaller table, but it could lead to issues with larger fantastic monsters and war machines not fitting on the standard base.

A full company of Elven knights

In addition to rebasing the existing figures, I painted up the Elven knights who had languished in the Pile of Possibility (aka the Pile of Shame) for far too long. I also found some more spearelves in that pile and quickly slapped paint on them too. I like how the whole army looks. Once I have rebased the goblins, I can set up a game and test the rules properly.

In the spirit of using what I already have, the Elves are supported by a detachment of Centaur light cavalry

It's a simple army with just the core elements and can easily be expanded in the future. When I am back in the UK at Christmas, I shall dig out the Goblins and see if I can get them rebased. Who knows? I might even manage to set up and play a game.

Saturday, 23 August 2025

Through the Badlands (Sellswords and Spellslingers)

Returning to Sellswords and Spellslingers, I decided to play the same scenario again, but this time with more focus on what the actual goal of the scenario was. The PCs start on one table edge and must escape off the other. Between them and safety lie four Orc Brutes and a Troll.

The baddies are all set up randomly, which resulted, once more, in the PCs being surrounded at set-up. Three Orc Brutes were within or close to charge range even before the heroes had tried to move. The other Orc Brute and the Troll were across the far side of the table, probably hoping to pick off exhausted PCs and eat them.

As our heroes moved out, Wizard tried to cast a fireball but failed, while Scout moved out yelling, "I'll find a path for you all!"

As Fighter tried to work out which way she was meant to be going, another Orc Brute appeared beside her. Cleric was so stunned she failed to move, but all of the monsters decided that this would be the best time to charge. Unfortunately, the plucky Elven Scout quickly found himself being assaulted by an Orc Brute, but he managed to wound it.  Fighter had the better of the Orc attacking her, while Cleric hammered the one facing her. Then some Orc minions wandered up, wondering what all the brouhaha was about.

The heroes fought bravely as an Orc minion leapt out of the bushes near Cleric, only to be cut down without Cleric even pausing for a breath. However, she was wounded now. Scout discovered the better part of valour, but took a wound to his back as he raced off. Wizard hid in some bushes.

Seeing her chance, Wizard launched a fireball at the group of Orc minions, burning three of them to a crisp. Distracted by the cries of their feeble companions, the Orc Brutes let down their guard. Two were slain and one was wounded again. The odds were looking better for our heroes. Swiftly dealing with her opponent, Fighter turned to aid Cleric, only to see her fall to an Orc blade. Ahead of her, Fighter could see Scout and Wizard racing across the badlands and within sight of their goal. Meanwhile, the Troll was wandering around aimlessly.

Fighter sprinted off as more Orc Brutes arrived on the battlefield. An Orc minion leapt out of a bush and thrust a spear through Scout, just as he was within an ace of his goal. The poor Elf collapsed to the ground as Wizard raced past him to safety. Fighter followed as fast as she could. It was just fast enough for her to outdistance and dodge the Orcs, and she was soon in the pub with Wizard toasting their fallen comrades.

Conclusions

This game went better than the last, mainly because I focused on the objective and not on slaughtering Orcs. However, my heroes still faced a massive number of wandering monsters. The first five times I drew an event card, it was a wandering monster! And then there were others later. In total, the five starting monsters were reinforced by 5 more Orc Brutes and 10 more Orc Warriors/Minions!

"Inconceivable!" I hear you cry, although I think that word does not mean what you think it means.

It was certainly wildly improbable, as was having the heroes surrounded at the start again. To add to the improbability, the main reason Wizard escaped so easily was rolling two 20s for activation in successive turns, so she got a massive number of actions for running. Unfortunately for Fighter and the others, they got more than their fare share of failed activations with Cleric and Fighter both suffering a couple of turns where they did not pass any activations at all.

In some ways, the whole game was gloriously random, and it was good fun, but, as I noted in the previous post on this game, I got the same feeling from it that I did from A Song of Blades and Heroes (unsurprisingly, I suppose). I am not convinced that I would want to play it as a campaign because of the randomness. It seems hard to check the fallen and rescue them with the way the activation die rolls go, and that could lead to too high a death toll of PCs. I want deaths in the party to mean something, not just be minor speed bumps along the way. I could house-rule it to create greater continuity, but I have other games that don't require that. On the other hand, I could completely see picking up Sellswords and Spellslingers for an occasional single game or maybe for a mini-campaign of a few scenarios, and I shall keep a record of Fighter and Wizard so that they can return if the mood does.

Saturday, 16 August 2025

11 Ambyrmont - Ever Onwards, Ever Upwards

 Thankful for an undisturbed night's sleep, Broneslav packed up his camp and set out at first light. His experience of ranging wildernesses came in handy as he picked his way up the steep cliffs and hillsides of the volcano. It was difficult going, but he was able to find a stable path that did not slide out from under his feet as he climbed. He cursed the volcanic ash that got into his every orifice as he climbed and that made the climbing all the harder because it was soft and gave underfoot, but he made good progress.

Balancing tentatively on a boulder outcrop, he ate his lunch and looked out over the plateau back the way he had come. The mountains he had crossed before were dwarfed by the volcano he now climbed. Just a little further and he might even see over them to the jungles beyond. As he did this, he kept a wary eye out for the pteranodons and pterodactyls that he had seen before, but they resolutely circled much higher than he was. He praised the immortals and asked their blessing that the beasts might not consider him a morsel worth plucking off this barren hillside.

The volcano got rockier!

After lunch he carried on picking his way slowly and carefully up the volcano. By late evening, he had to put on his warmer clothes from his pack. The hillside was getting icy and snow lay in patches across it. Further up Broneslav could see that the snow and ice lay thicker upon the hillside. He soldiered on. The snow actually made the climb slightly easier. It was hard frozen and gave firmer footing than the volcanic ash, but he had to watch out for sheet ice that would treachously trip him. Still, shortly before dark, he reached the summit. From here, he could see across most of the island. Though the sun had set on the land below, up here it would shine a while longer. He used that to his advantage to dig his camp into the snow and to light a fire to keep warm. It was fortunate that he had brought wood with him for this purpose, because there was none up here. He settled in for the night and prepared himself for the hard climb down, that would, at least be shorter if not easier, but getting a good night's sleep.

It is fortunate that Broneslav has wilderness skills and that I rolled well for him to see if he made the right preparations. Had I not done so, he would be suffering frostbite now!

Saturday, 9 August 2025

Trying out Sellswords and Spellslingers

 It's been on the cards for a very long time, but I finally found the inspiration and energy to try out Sellswords and Spellslingers. I think it has taken so long because I know it is based around a similar system to Song of Blades and Heroes, which I did not get on with despite really wanting to. I mean, who would not want to like a simple and quick-to-play fantasy game? However, I took the effort to make the cards needed for play, because I love preparing for games, and finally sat down to read the rule book.

Five minutes later I was ready to play. I exaggerate, but it's a short rulebook and a little focus will see you finishing it super quick. Then I sat down to create my warband. I opted for the traditional mix of 1 fighter, 1 magic-user, 1 cleric and 1 thief scout. With 60 XP to divide between them, you really don't get a lot to spend on each figure. The magic-user cost nearly half of that just to have the ability to cast spells and their first spell. Thankfully, there were disadvantages that I could use to ensure they had skills enough to fulfil their roles. I gave the fighter the Impulsive disadvantage, the thief scout got Greedy, while the magic-user was Weak. That sorted my points out. On to set-up.

The scenario required my heroes to get from one side of the board to the other. Simple enough, thinks I. They started at the bottom of the above photo and would attempt to get to the top.

That is when the trouble started. Random placement of enemies resulted in too many of them being right next to my heroes. Then I rolled for activation. The magic-user fired a fireball at the troll. The fireball fizzled and the magic-user was out of magic for the rest of the game (a 1 on 1d20 will do that to you). The scout shot at the nearest orc. The monsters all charged and the melee began. The cleric and the fighter charged in and dealt out a few solid blows. More orcs started to turn up. The heroes advanced slowly through the bushes, but they not got more than a quarter of the way before the magic-user found herself beset by baddies, and expired messily. The cleric checked her. Yup, dead as a doornail. The heroes continued to advance slowly.

As our heroes made slow progress, the cleric fell next. Checking her money pouch, the scout found that she was still alive but limping badly. He helped her to her feet and lightened her load so that she could move more quickly. Pushing on, the scout suddenly found himself ambushed by an orc minion, who leapt out of a nearby bush and cut him down. The minion then took the cleric out of the fight before being cut down in turn by the fighter. By now the fighter was thoroughly confused and just stood there turning circles on the spot as the orcs charged. She defended as well as she could, but her armour did not hold, her shield got shattered and it was not long before she too lay on the ground with the rest of her party. They had failed.

Conclusions

Well, that was a trifle chaotic and really did not take that long at all. If I were more experienced with the rules, it would have been an even quicker defeat, but I spent a lot of time checking the rules. I made mistakes throughout the game, but the dice did not help. When your entire party fails their activation rolls so the monsters get multiple turns, you soon get overfaced. It's the same issue I faced with A Song of Blades and Heroes. I like games where you do not have total control of your troops, but this was too chaotic for my poor warband to survive.

So, what needs to happen next is that I play the game and make sure I get all the rules right. Then I can see if experience makes a difference to how well my party does. Understanding the interaction of the system and the dice in a practical way should help me decide how best to approach any given scenario. For this scenario, for example, I really should have focused on moving my troops instead of fighting the bad guys. The fewer turns my troops are on the table, the fewer opportunities there will be for the bad guys to activate.

This was fun, and relatively quick despite my inexperience, so I do want to try again. Assuming that all the games are this chaotic though, I am not sure if using Sellswords and Spellslingers as a campaign engine will be right for me. We shall see.

On the other hand, I could totally see using this as a simple system for a quick, cooperative, pick-up game with a friend, so there is that.

Saturday, 2 August 2025

10 Ambyrmont - The Plateau

 Waking early, Broneslav packed his things together and set out towards the ruins. It was easier going across the plateau which was strewn with small rocks and boulders and scrubby brush, but nothing to hold him up like the jungle had.

Detail will be added to this map as Broneslav explores.

The journey went faster than he had thought it would. By midday he had reached a river that crossed the plateau. He slaked his thirst, filled his waterskin and waded across it. The river was not deep, but the cooler air on the plateau made the water feel colder than he liked. Climbing out on the other side, he shivered a little in the breeze, but it dried him quickly too as he pressed on.

By mid-afternoon, Broneslav was standing at the base of the volcano staring up at it. It had looked smaller and less intimidating before. Now he could clearly see that it would be a steep, rocky and difficult climb. Worse yet, more of those giant birds were circling in the air far above. He could just make out their raucous screeches far overhead. It would be hard work both climbing and fighting if he had to do both at the same time.

Broneslav decided that the climb would take too long and that he would not make enough progress to warrant starting now, so he sat down near the river and got out his fishing line. Later that evening, he was cooking fresh fish over his fire and feeling quite pleased with himself. With a full belly, he lay down and went to sleep. Tomorrow would be a hard climb and he wanted to be well rested for it.

Saturday, 26 July 2025

Galtor 3025: One Last Push? (Battletech: Alpha Strike)

 Jennie was in the control trailer cursing the damage her Battlemaster had taken in the last engagement. She should have been with her people. Beside her, Eileen Dover was in a similarly frustrated funk. However, there was not time to repair their mechs. The Lemmings needed to drive through the gap that Alpha Team had made. Morale among the other Lemmings was high because the Kurita Atlas and their commander had been taken out in the last engagement. Scuttlebutt said that Kurita morale was commensurately low.

"Lemmings," announced Jennie, "You are going to take the fight to the enemy. Blow their base and we should be rid of those Kurita goons once and for all. That is why you are going in as an ad hoc battlegroup. Your mechs are all we have until we can get the parts we need for the ones destroyed or damaged in the diversionary action. You have been briefed. You know your mission. Identify the key structures and demolish them. We are throwing everything we have at them. Make it count because we might not get a second chance!"

Barb Dwyer led the ad hoc lances out. Her Awesome was the heaviest mech here and would be relied on to be the door opener. Beside her were the rest of Bravo Team plus Theresa Green in her Griffin from Alpha Team. Gamma Team had lost Mike Hunt's Wolverine, but Tim Burr's Blackjack had come through the last action unscathed, so Tim would be fighting alongside the rest of Gamma Team. It was not clear what Kurita had salvaged from their own lances to throw straight back into the fray, but at least they knew the Atlas would not be part of that.

The Mission

The Lemmings have the objective Find the Target. They place three objective markers. To find the target they must have a mech within 6" of the objective marker and must roll 7+ on 2d6 to successfully scan it. Once scanned, the target can be attacked in future combat phases. Destroying 2 identified targets is an automatic victory for the Lemmings, assuming the Kurita forces have not achieved their victory goal.

The 8th Sword of Light have the objective Hold the Fort. They have two objective markers and score victory points from Turn 3 onwards by having uncontested control of them. If they score 10 VPs before the Lemmings achieve their objective, then they win.

The Forced Withdrawal rules are in play, because neither side is totally suicidal.

Both sides start off table as they rally to the operations zone from their previous deployments.

Both sides have 250 PV of mechs.

Forward to Death

True to their name, the Lemmings raced forward with their throttles wide open. The earth shook as seven medium and heavy mechs thundered over the plains and fields at full speed.

"Lemmings, this is Lemming 4," Barb announced, "Confirm comms."

The Lemmings squawked their comms to confirm that all was in order.

"Lemming 4 to all teams. Don't forget the plan. Bravo Team, swing left. Gamma Team, swing right. Both teams must find and destroy their objective before converging on the central objective. Last one to the central objective will buy everyone beer for the rest of the month."

Both Lemmings teams confirmed that they understood. As they reached the ops zone, they swung apart towards their primary objectives.

"Kurita goons in force on left flank!"

"Roger that. Right flank is weakened. Gamma Team moving in."

The Sword of Light mechs were gathered around the objective on the left flank, using the buildings as cover. Bravo Team knew it was in for a fight now. Gamma Team was facing fewer mechs and all medium or light. This meant that their job would be more straightforward. Well, they hoped, anyway.

The view from the Kurita lines. Blue objectives are the Lemmings' targets. Brown objectives are the points that Kurita must defend.

As the Lemmings raced forward, the Kurita mechs held their ground and aimed to keep their ground crew safe. Barb could see the Kurita ground crew streaming out of the target points and mounting up in whatever vehicles they could find. As they did this, the Lemmings poured fire at the Kurita mechs. The Kurita mechs fired back. As crimson fire blasted across the fields and missiles rained down around the objectives, fewer ground crew emerged and more hunkered down inside.

"Take that ya muddy funster!" yelled Paige as she hit a Phoenix Hawk. Huge chunks blasted off the lighter mech. Theresa Crowd and Tim Burr joined in. The Phoenix Hawk's armour melted off its frame. it was an almost naked Phoenix Hawk that quickly fled the field after that.

On the left flank, Theresa Green's Griffin had taken an absolute hammering, so she jumped behind the Kurita mechs to scan the targets and lock them down. The left flank building was confirmed as a target so Ophelia opened up with her LRMs. Huge clouds of concrete dust billowed around the structure as missile after missile tore chunks out of it.

Meanwhile, Theresa had spotted an Archer fleeing the field. Even with half her weapons destroyed and an arm hanging off her mech, she still had enough firepower to cut the Archer down.

"You'll not be back to bother us," she snarled as she headed toward the central objective. Her Griffin was a mess, but her scanners were still working.

The Lemmings push aggressively forward into the town, and a bit more carefully over the open ground on the right flank. Meanwhile, Barb is giving the Kurita Wolverine a kicking in the woods on the left.

With the fight moving into the city, a Wolverine suddenly raced out to attack from the woods. Barb immediately charged it, smashing its leg actuators and ripping its right arm off. The Wolverine raced past Barb's Awesome and got behind Ophelia's Catapult, letting rip a horrendous blast of fire into the missile mech. Ophelia's head rang and blood dripped from her face as she spun her mech around the Wolverine and gave it a massive kick in the jump jets. The weight of her mech crushed the Wolverine and its auto-eject sent its pilot skywards.

"I'll teach you to sneak up behind me and scratch my paintwork!" growled Ophelia as she kicked the Wolverine to the ground and stomped all over it.

"Come on, scumbag, I got a present for you!" Barb advanced towards the town and the Battlemaster that was carving chunks off every Lemming it could see. She pounded her firing button as fast as her weapons recharged and reloaded. Armour melted off the Battlemaster, but it returned the favour and her own panel started lighting up with warning lights all over.

The dance of death. The enemy Battlemaster is surrounded and outnumbered.

Meanwhile, Andy Peacock had jumped his Wolverine over the objective and was sneaking around behind the Battlemaster. A couple of shots in its back soon killed its ardour and it started manoeuvring to cover. But it was surrounded and there was really nowhere to go. It pulled back to try to get away.

Another dance of death as the two Shadow Hawks take turns to run rings round each other after the Kurita Stinger was smashed up by Theresa Crowd.

"I'm red lights all over," yelled Tim, "Gotta skedaddle! My engine and fire control are trashed. Pulling back now."

On the right flank, Tim's Blackjack had taken the worst of the hammering from the Warhammer, Shadow Hawk and Stinger that were holding the objective and giving their people time to flee with critical gear.

Gamma Team pushed in hard and blasted the Warhammer which soon fled. In doing so they locked down the objective and prevented more critical materiel from being removed. However, the Shadow Hawk and Stinger were holding on still. Theresa's Shadow Hawk charged in and crushed the Stinger as it tried to dodge within the woods. The Kurita Shadow Hawk dived into the melee and both mechs circled each other for a while until Theresa got behind the Kurita goon and hammered it with her mech's fists. She ripped critical panels off the enemy mech and tore into its innards.

Suddenly the Kurita pilot turned and sprinted away at full speed. The right flank objective was now in Lemming hands.

Ophelia got cocky and jumped into the ruins of the building she had just destroyed, not realising that the Kurita Battlemaster was ready for her. Both mechs fired simultaneously and both mechs fell.

Over on the left flank, Theresa Green had identified the central objective and was pouring as much fire as her damaged mech could into it. The left flank objective had been destroyed. Barb pushed her Awesome through the buildings after the retreating Battlemaster.

"I got it," called Ophelia through comms to her commander. She fired up her jump jets and landed amid the wreckage of the objective with a clear shot at the Battlemaster. Hitting the firing stud, the last of her LRMs flew from the pods and the area around the Battlemaster erupted in showers of dirt and stone and dust. The Battlemaster disappeared from view in the firestorm.

Unfortunately, as Ophelia did this, the Battlemaster's pilot opened up on her Catapult with everything it had, redlining the entire fire control system. Laser fire poured from the assault mech and smashed into the Catapult. The auto-eject powered Ophelia into the air. As she drifted down, she saw the Battlemaster exploding into a thousand plasteel shards as her missiles hit its engine and detonated the fusion turbine that powered it.

Epilogue

"Congratulations, Lemmings. We took this sector. Kurita has pulled back and another company will be cycled into this sector, so it's R&R time for us. Better yet, the ticket has hit our bank accounts, so you will all be paid as soon as Anna has reconciled the accounts."

Jennie was pleased. Although their mechs were battered, the salvage and the paid invoice would cover it all and quite a bit more too. As she looked around at her team, she thought back to the early days and was proud of what she and Anna had achieved with this team. They were all misfits, but that was why they all fitted in here. Yes, they might be battered and bruised, and that bandage on Ophelia's head looked ridiculous, but they had done a good job and worked well together.

"Ok, you lot, you have a week's leave, then I need you all back here. We've a new ticket starting next month and we need to make the jump ship in good time. Anyone not here before departure will find themselves stranded on Galtor without their mech!"

The Lemmings cheered. They knew it was an empty threat, but they would pretend to believe her.

"Oh, and the drinks are on Ophelia. She lost her mech, so she has to pay the forfeit."

The Lemmings cheered twice as hard and raced to the bar.

Conclusions

Campaign over and no permanent losses is not bad. It was fun trying out all the different rules with this mini-campaign.

I like Alpha Strike and am keen to introduce the additional rules from the Commander's Edition book, so that is a plan for another time. It would also be fun to introduce the battlefield support rules. I did not use them this time around, but feel like they will introduce a new dimension to my games. Love the idea of air strikes on mechs!

Battle Suit Alpha worked really well, but I also feel like it will work better with an opponent than solo. 

5150: Mecha Combat is fun and works really well solo, but it lacked a bit of crunch for me, and light mechs felt way too fragile. That said, the campaign system in it is brilliant and easy to combine with whichever rules I choose to use.

All three rules sets are good in their own way, so each is likely to see my table every so often, according to my mood and whims. Now, what should I play next?

The Full Throttle Lemmings

Campaign Morale: 6

Alpha Team:

  1. Commander Jennie Raytor (Rep 5) - Battlemaster (Class 1)
  2. Eileen Dover (Rep 5) - Marauder (Class 2)
  3. Theresa Green (Rep 5) - Griffin (Class 3)

Bravo Team:

  1. Barbara Dwyer (Rep 5) - Awesome (Class 2)
  2. Andrew Peacock (Rep 4) - Wolverine (Class 3)
  3. Ophelia Paine (Rep 4) - Catapult (Class 3)

Gamma Team:

  1. Mike Hunt (Rep 4) - Wolverine (Class 3)
  2. Paige Turner (Rep 4) - Thunderbolt (Class 3)
  3. Theresa Crowd (Rep 3) - Shadow Hawk (Class 3)

Delta Team:

  1. Timothy Burr (Rep 5) - Blackjack (Class 4)
  2. Joseph King (Rep 5) - Commando (Class 5)
  3. Paul Bearer (Rep 4) - Locust (Class 5)

House Kurita

Campaign Morale: 0 (1 at start)

The Kurita mechs are not organised into teams for this campaign. I have made a deck of stat cards and draw the appropriate number of cards as needed when they are encountered. The mechs available are:

  • Atlas (Class 1)
  • Battlemaster (Class 1)
  • Archer (Class 2)
  • Orion (Class 2)
  • Warhammer (Class 2)
  • Shadowhawk (Class 3)
  • Griffin (Class 3)
  • Wolverine (Class 3)
  • Phoenix Hawk (Class 4)
  • Valkyrie (Class 5)
  • Wasp (Class 5)
  • Stinger (Class 5)

All mechs on both sides are Battletech figures, so I have listed them with the names they have in Battletech.

Saturday, 19 July 2025

9 Ambyrmont - Pteranodon Pterror!

 The next morning, Broneslav gathered his things together and set out to cross the rope bridge onto the plateau. Its presence indicated that intelligent creatures lived in this area, but there was no guarantee that they would be friendly, so he was wary as he approached it and took time to survey his surroundings. He noted giant birds circling in the sky at a distance, and their coarse cries wafted to him on the breeze. There was no sign of other activity here, beyond the usual small birds and animals that scattered from the area as he approached.


He was halfway across the bridge when several piercing shrieks rang out in quick succession. A trio of the giant birds swooped at him. He was startled, but their cries alerted him to the attack. He swiftly drew his sword and grabbed his shield, ready to defend himself. As he did so, he became excessively aware of the ricketiness of the bridge he stood on. There was no time to run to the end and get onto solid land, so he would just have to watch his footing.

As the first pteranodon swooped in, Broneslav cut towards its neck with his sword. The blade bit just behind the creature's crest and sliced on through to decapitate it. The follow through nicked the following pteranodon, causing it to flinch away from him, missing its chance to strike at the young warrior. The third one struck towards Broneslav, but he ducked under it.

As it flew past him, his blade struck true again and the pteranodon screeched its pain as blood flowed freely from a deep wound. Once more, Broneslav ducked and weaved on the wobbly bridge, just barely keeping his footing, as one of the pteranodons bit through a gap in his armour, and his own blood started to flow. He was startled but still managed to evade the attack of the other one.

Bracing himself once more, Broneslav swung wildly at the nearest swooping pteranodon, just barely cutting it again, but it was enough. The birds innards sprayed outwards and it plummeted to the ground far below. Undismayed, the final pteranodon struck for Broneslav, but with only one remaining, he was able to focus properly on it and block its attack. As it swooped in for another go at the heroic lad, he thrust hard with his blade. It struck in the creature's sternum and the dinobird's own momentum carried the razor sharp edge through its own body, tearing it open from stem to tail. Blood and bile sprayed everywhere as it followed its fellows on the long fall to the ground.

The whole plateau (A very basic map!). At its centre is a volcano.

Broneslav quickly bound his wounds and crossed the bridge to the plateau beyond. It was weirdly flat and steppe-like. Grass blew like waves in the breeze and there were woods all around. Ahead, he could see the volcano that the city must be within. Its sides were steep and would take a long while to climb.  Thin wisps of smoke rose from its top, just barely visible, but clearly not an imminent eruption. If he carried on, he could reach the volcano late in the evening, but it would be dark by then, so he sought shelter in a small woods ahead of him instead. He would sleep first, and march to the volcano in the morning, so that he would arrive in daylight with plenty of time to explore and see how he might get up it.