Thursday, March 5, 2026

Fistful of Robin Hood at EWG

Last night Bruce ran his modified Fistful of Lead system at the club. There were 6 of us playing, while Jonathan & Scott played a Command & Colours game.


The scenario was that Robin's Men were attempting to thwart the hanging of 'an innocent man' by the Sherriff. Up to the top right by the errant ruler, can be seen Locksley, Little John & Will Scarlett arriving. There was also a group of Robins men hidden within the crowd in front of the Gibbet.


My group, were 4 of the Merry Men led by Mordred. Mainly Archer types who arrived at the end of the table on one of the roads. All of Robins men would appear disguised as townsfolk unless 'detected' by the Sherriff's men. As it turned out, that happened immediately as Robin, Little John & Scarlet walked down the centre of the street.



With the alarm raised, the group hidden within the crowd began launching arrows at the gibbet guards. The Merry Men are denoted by the blue name tabs on their bases.



As my group was advancing, they were beset upon by one of the Sherriff's guards. Mordred was the quicker & was able to cause some damage to the guard.



And that guard was followed up by Sir Guy, the Sherriff & another guard riding down my band.



The battle at the gibbet was heating up, with Friar Tuck wading into melee with one of the guards.



My group was quickly mauled by the mounted Sherriff, though I had caused some damage to each.



The Hugh & Cry from the Gibbets was drawing the Sherriff's attention.



Leading to the Sherriff riding off to assist. This left my 1 lone man who was able to launch one last arrow before they rode out of range. Other guards had also arrived near the crowd & were wading through them, dispatching other Merry Men (controlled by Craig)



Little John finally got into the thick of things. Sir Guy leading the Sherriff's entourage is almost there.



With a brutal assault, Little John finished Roger Lancaster (The Gibbet Commander)



This was followed by the battering of Sir Guy, now also taken down. The bodies were seriously piling up from Will's insane rolls.



The Sherriff seeing his chance (& wanting to avoid Little John) rode at Locksley, but was unable to take him out, even with the support of one of the guards. 



At this point, as Little John had no opponents, it was decided that the wrongly accused was rescued & that Robin Hoods band, had carried the day!

Thanks Bruce for a fantastically fun game & to Will for turning the tide for Robins side with the killer dice rolls when they were needed most!


Shadows of Brimstone Campaign

Last Sunday we had our latest Shadows of Brimstone Campaign game. As we have cleared the eastern side of the map, it was time to head Westward. After visiting the nearest town (which was luckily large) we bought some gear & headed off to the Hellmouth Mine.


Our first chamber entered resulted in an attack!



In which we were swarmed by Hellbats.



The next chamber provided our first clue. Once we found the 2nd clue, it would reveal the portal to Other Worlds. Unfortunately we also had some Growing Dread & an Encounter.



We pushed further into the mines, but were becoming a bit spread out. Seems our Bandit was being reticent.



As we were waiting for the laggards to catch up, The Drunk looked down another passage just to see what was there.



Finding the 2nd clue, we discovered the portal.



We then found ourselves in the Belly of the Beast. 



We needed to find 2 further clues to engage the end creature for the scenario. Here was the first.



As we prepared to continue, we were ambushed by a Trederran Raiding Party. This group was a lot of trouble & they killed both our Rangehand & Hound. I was also near death after this fight.



As I had discovered the next corridor, I managed to level up & was able to fully heal & dispose of the stress. Well, we then discovered the Sphincter, which of course became the butt of our jokes.



It was the lair of the final critters.



As they rushed the party, we made the decision to beat a hasty retreat. This 'running away' required us to make injury rolls. I rolled a 66 which was the best you can roll & earned an additional permanent Grit!



Guess we will need to return with our absent member to bolster our group. May need a couple more NPC's to tag along too! Until next time!