Sunday, February 15, 2026

Another Patrol in Traitor's Toll

The Guards of the City Watch were patrolling om market day in the City of Traitor’s Toll. Guards of Traitor’s Toll is a skirmish adventure game set in a fantasy city and produced by Grey For Now Games

 

Brynhildr Square was bustling with merchants, customers and performers as well as some more shady characters.

 

The Brynhildr Square was so named because in it's centre was the famous mounted statue of Brynhildr, a female warrior who led the town militia to victory many eons ago.  

 

Apart from the stall keepers and merchants, the area around the statue was frequented by entertainers and performers. 

On this day there were two puppeteers, a female dwarven bard with her lute and an orientally dressed snake charmer. In addition, the Town-Crier had strategically placed himself on a crate in front of the statue and was shouting out the latest news from the town's rulers to the townsfolk in the square.

 

Master Temetum Corkwood could be found in front of his stall expounding the virtues of his wines. Little did he know that the friendly youth who was listening to him, would soon try to lift the purse of one of his customers.  

 

Prince Escalus is in Traitor's Toll with a retinue of prominent refugees from the Escalid court, forced to flee after the terrible coup last year. Escalus' uncle, the bloodthirsty Duke Bruno, had seized power and was sending assassins to Traitor's Toll to kill the Prince. 

When Second Constable Amethyst Wilberson was on patrol in the square, she noticed a suspicious looking woman whose appearance reminded her of the assassin from a week before. The fan she was holding rang warning bells for Amethyst. As she started to near the woman, a knife appeared from behind the fan and was thrust at her, a dangerous killer. 

Amethyst decided that it would be best to arrest the woman so that she could later be interrogated to she what she knew about the evil Duke Bruno. So she knocked the knife aside, seized the assassin and subdued her, using the rope that always hangs at her side to secure her. Back at the guardhouse, they found the assassin's purse full of Escalid ducats.

More assassination attempts are expected on members of the Escalid court in exile, but hopefully the interrogation will produce clues to forestall them.

 

Cries of anger and dismay could be heard from the crowd. A gang of pickpockets was working in Brynhildr Square, and people started to discover their purses were missing when they wanted to pay the merchants.

Coming from a Poor Family himself, Constable Enoch ”Enhalv” Pommel knew immediately what was afoot and easily spotted one of the gang passing in front of him. The cutpurse didn't want to argue with Enhalv and his trusty halberd, so the arrest went off without a hitch. 

 

Pussy Stephens the famous - or should it be infamous - dwarven bard had placed herself behind the statue. Accompanied by her lute, her charismatic Mezzo-Soprano voice acquainted listeners to the corruption, oppression and injustice in the city. Her lyrics about "Missy Mahina" seems to suggest that she new much about the antics of one of the rulers' daughters. 

A crowd had gathered and were getting all riled up, and Pussy had just started a new song about "The Brave Duke Bruno" when Constable Überhardt Hornisse chanced upon the scene. He accused Pussy of creating alarm and distress as well as being a public nuisance. When this didn't stop the bard, he falsely accused her of singing out-of-tune!

Pussy was arrested and Constable Hornisse threatened her with the scold's bridle if she dared to open her mouth and sing when incarcerated in the guardhouse.

 

Charles Cuterie, the butcher, was at his market stall showing off his poultry. In the pen behind his stall he kept his live geese. However, unbeknownst to Charles, three of the geese had escaped and were running loose in the market. 

 

Lasse Lykta spotted one of the errant geese and wanted to impale the goose on his faithful halberd and take it to the guardhouse mess. His clever plan was foiled by the dexterous goose and the arrival of Captain Casimir Calabrone who grabbed the goose by its neck and returned it to Charles, its rightful owner.

 

While roaming on patrol, First Constable Arthur Fielding caught sight of a female pickpocket attempting to lift the purse from a passing man. She was arrested without much of a struggle.

 

One of the market stalls belongs to the wizard Balthazar Mistmantle selling books and scrolls; some of which he claims have strange and wonderful properties, perhaps even magical. He was standing in front of his stall, as he does on every market day, when he was approached by Sigrid Runeweaver, a female dwarven novice wizard. She had a purse full of Escalid ducats, so Balthazar - against his better judgement - sold her an ancient magical tome.


Sigrid Runeweaver was so curious about the contents of the book, that she opened it as soon as she had left Balthazar's stall and was still in the middle of the marketplace. Unfortunately the magic within the tome was beyond the capabilities of a wizard who was barely a journeyman. As soon as she started browsing, pyrotechnics jumped from the pages and almost blinding her. She was heard to shout "Help, I can't control it!" as an Ice Storm streaked out from the book and right through the marketgoers.

Constable Wurtz Balester was on patrol with "Bella" his trusty crossbow nestled in his arms. Luckily for Runeweaver he recognised that it was pure incompetence rather than malice. So Balester made the decision not to shoot the wizard, but instead to arrest her. He closed from behind and grabbed her causing her to drop the tome, which fell closed to the floor

Balester arrested Runeweaver for causing an affray and unauthorized use of magic on the public highway. He also returned the tome to the safekeeping of Balthazar Mistmantle who rewarded Balester with a gold coin. 

 

Captain Wilberforth Bassington Bassington was quick of the mark. He grabbed one of the escaped geese by its beak and tucked it safely under his arm.

 

Captain Casimir Calabrone and Mister Bee chased after one of the gang of pickpockets. With the aid of a peasant on his way to market, the pickpocket was apprehended and arrested.

On searching the pickpocket, Captain Casimir Calabrone discovered a lucky dragon's fang hanging on a leather cord round the perps neck. This he appropriated "for the greater good".

 

The last of the escaped gaggle of geese was spotted by Constable Enoch ”Enhalv” Pommel. He lassoed the black goose and led it back to its pen.

 

There was no more "excitement" that day, and Brynhildr Square returned to the hustle and bustle of commerce. But still the Guards patrolled to be seen and to keep the peace.

Back at his squad's guardhouse, Gregory Greystone practiced even harder with his crossbow. He shot target practice over and over, and - inspired by the events of the day - even targeted a skein of geese flying past.

Long hours of drilling in the guardhouse courtyard to build up strength. helped Überhardt Hornisse to improve his drill with the great sword.


Sunday, November 16, 2025

Patrol Duty in the City of Traitor’s Toll

The Guards of the City Watch were patrolling om market day in the City of Traitor’s Toll. Guards of Traitor’s Toll is a skirmish adventure game set in a fantasy city and produced by Grey For Now Games

 

The central marketplace was bustling with merchants, customers and performers as well as some more shady characters.

 

 

 

The Town-Crier was shouting out the latest news from the town's rulers to the market-going townsfolk.
 


Wasted Willy, the town drunk was abusing the merchants in a loud and slurred voice, telling obscene and usually false tales about their wares. When told to calm down, and go away to sleep it off, he shouted “What’re youse lookin at? I’ll – hic – takes youse all on!”. 

Constable Enoch ”Enhalv” Pommel intervened and with the help of a passing civilian and arrested Willy for drunk and disorderly conduct.


The Town-Crier ended his monologue by shouting out the new raised tolls for market stallholders. 

The fishmonger, Vito "the Codfather" Corleone, became incensed and infuriated! “The toll is how much? That’s outrageous! You can’t expect me to pay that amount. I demand an audience with the Baron!”. 

Captain Wilberforth Bassington-Bassington mollified the annoyed merchant.


A well-dressed lady was walking through the marker, her face hidden behind a fan held in her left hand. She noticed Prince Escalus and casually strolled towards him. A blade flashed out, appearing in her free right hand, and the Prince's blood was spilled. 


Constable Wurtz Balester was on patrol with "Bella" his trusty crossbow nestled in his arms. He spotted the knife thrust and shot off a bolt that cut down the perpetrator of the stabbing before she could leave the scene. 

There is a little know fact about the stabbing of Prince Escalus, which has been kept secret from the townsfolk . It wasn't "just" a spurned mistress (as people generally believe). Prince Escalus is in Traitor's Toll with a retinue of prominent refugees from the Escalid court. They were forced to flee after the terrible coup last year, when Escalus' uncle, the bloodthirsty Duke Bruno, seized power. When the guards took the woman's body to the morgue, they found her purse full of Escalid ducats - she was an assassin sent by Duke Bruno! More assassination attempts are expected on members of the Escalid court in exile.


One of the market stalls belongs to the wizard Balthazar Mistmantle selling books and scrolls. He was standing in front of his stall, as he does on every market day, when a challenge for a duel was shouted from across the marketplace. The challenge came from Sigrid Runeweaver, a female dwarven wizard who claimed to have been sold a faulty scroll.

Sigrid loosed off the first shot, a Fireball screeched across the marketplace. Balthazar replied with an Ice Storm which hit Sigrid. The duel continued, as marketgoers dived for cover; when a magical battle breaks out, it's best not to interfere! 

Balthazar was arrested by Lieutenant Bertrand Sommerseth, but not before he had seriously wounded Sigrid who in turn was arrested by Constable Enoch ”Enhalv” Pommel.


A mugger wandering through the outskirts of the market, when he noticed a peasant farmer with a surprisingly heavy leather purse on his waist belt. The mugger gave the peasant a heavy blow to the head knocking his victim senseless to the ground. The mugger then quickly divested him of his coin.

The observant Constable Wurtz Balester saw the ruckus and once again fired off a bolt from "Bella" his trusty crossbow. This time his target was too quick for him, and dodged the bolt.

However this gave another Constable, Mr Bee, the chance to rush in and, with the aid of a passing young sorceress, arrest the mugger before he had the chance to recover. 


Two puppeteers were performing for the enjoyment and entertainment of the marketgoers. One puppet accused another puppet of doing something that no puppet should ever do! Crossed words led to flying fists and the puppeteers were at each other hammer and tongs!


Five Guards of the City Watch surrounded the brawling puppeteers as their fisticuffs was totally disrupting the business of the market. The Captains of two different guard squads made the arrests. Captain Casimir Calabrone arrested the lady puppeteer and Captain Wilberforth Bassington-Bassington made his second contribution of the day by arresting the male puppeteer.


There was no more "excitement" that day, and the market returned to the hustle and bustle of commerce. But still the Guards patrolled to be seen and to keep the peace.

When talking to the marketgoers, Constable Enoch ”Enhalv” Pommel was congratulated on his part in stopping the magic duel. He sensed that coming from a poor background, helped him communicate with the lower classes of the city.

Even Constable Gregory Greystone, who had assisted in breaking up the brawling puppeteers was remarked upon as being a silver-tongued smooth-talking devil who could charm the legs off a giant spider.

Back at his squad's guardhouse, Constable Wurtz Balester practiced even harder with his crossbow "Bella", shooting target practice over and over. He got so good that he claimed he could hit a hobbit pickpocket's big toe at twenty paces, something only a real weapon expert can do!   


Saturday, June 28, 2025

Lone Sherman - Mission 2

Lone Sherman is a wargame that puts the player in charge of a Sherman tank somewhere in France after the Normandy invasion. It has fun and challenging missions, but is not completely historical, as a Sharman would not operate alone without support. Lone Sherman was written by Mike Lambo.

The game can be played on a map using counters, but I use 12mm Minifigs models on hexes from Kallistra, houses from Total Battle Miniatures and trees from Timecast.

The Sherman was commanded by Staff Sergeant Martin Lundgren from Minnesota.

Mission 2 - Tiger Hunt

This mission requires the Sherman to eliminate the Tiger Tank and exit the board at the opposite point. There is no time limit as such, but the more time the Sherman takes, the more unfortunate events can occur. These can include such things as the arrival of more German tanks, infantry or air support.

The Sherman was moving cautiously through a small French village (at the bottom of this map) when its command, Staff Sergeant Martin Lundgren, heard the rumble of a Tiger heavy tank on the road to his left. He could also, just make out a lighter Panzer III tank in the houses down the road to his right. Although the Sherman couldn't see it, a second Panzer III was lurking in the muddy fields by a farmyard further ahead. 

Deciding that it would be easier to take out the Panzer III, rather than facing a Tiger head-on on the road, the Sherman turned right. The Panzer III advanced out of the village into the fields and opened fire on the Sherman, but did no damage. The Tiger advanced down the road, but as the commander could not get a shot at the Sherman, he fired his smoke grenades to create some cover. The second Panzer III stayed lurking in the safety of the farmyard behind a smoke screen. German infantry with a Panzerschreck were seen by the Sherman occupying the far village.

The Sherman moved further along the road and then turned towards the Panzer III to get a flanking shot. However yet again, the Sherman failed to damage the Panzer, so it put out a smoke screen for cover. The Panzer returned fire but also without success. The Tiger mover forward to the fork in the road, and even it opened fire on the Sherman without success. The tank gunners on both sides were having an unlucky day. Hearing the canon fire, the second Panzer III advanced very cautiously towards the battle. More Panzerschreck armed German infantry were seen occupying the houses near the Tiger.

When the smoke screen cleared, the Sherman opened fire yet again at the Panzer III, Firing a point blank range into its rear, the Panzer III was destroyed and went up in flames.

The Sherman then turned its gun onto the Tiger. It was a large target, so easy to hit but with more luck that skill the shot penetrated the front side armour and even the Tiger started to burn. The Sherman then renewed its smoke screen. The second Panzer III continued its cautious advance, it entered the village and opened fire on the Sherman, but could not get a hit because of the smoke screen.

The Sherman advanced into the field with the burring Panzer III and turned to face the second Pamzer III in the village. It opened fire on the Panzer without success, so it found a hull-down position and created a smoke screen. The Panzer III then advanced out of the village on the road, attempting to flank the Sherman. The Panzer III opened fire and hit the Sherman immobilizing it.

The German commander had called up support from the Luftwaffe and a nearby Stuka responded. It dived at the Sherman and Staff Sergeant Martin Lundgren opened fire with his turret mounted .50-cal machinegun. This caused the Stuka to flinch and miss its target.

The stationary Sherman opened fire on the Panzer and damaged it, but failed to knock it out. The Panzer returned fire, but as the Sherman was Hull Down, it was a small target and the Panzer missed. The Sherman's assistant driver managed to rectify the problem that had immobilized the tank, and it was now mobile again.

The Sherman opened fire on the damaged Panzer, it was an easy target at close range, and this time the shot destroyed the Panzer.

The enemy having been neutralised, the Sherman continued on its way with no further problems arising.


Wednesday, April 30, 2025

Lone Sherman - Mission 11

Lone Sherman is a wargame that puts the player in charge of a Sherman tank somewhere in France after the Normandy invasion. It has fun and challenging missions, but is not completely historical, as a Sharman would not operate alone without support. Lone Sherman was written by Mike Lambo.

The game can be played on a map using counters, but I use 12mm Minifigs models on hexes from Kallistra, houses from Total Battle Miniatures and trees from Timecast.

The Sherman was commanded by Lieutenant Michael Wilson from Minnesota.

Mission 11 - Steel Gladiators

German forces consist of a Tiger, a Panzer IV and a Panzer III. This mission requires the Sherman to destroy all the enemy tanks.  There is no time limit as such, but the more time the Sherman takes, the more unfortunate events can occur. These can include such things as roads being mined or Luftwaffe air support. The starting positions of all four tanks are determined randomly, so the mission will feel different each time it is played.

The mission started with the Sherman at the bottom of the board. The Tiger was close by, just the other side of the woods. The Panzer IV was on the road at the top of the board, and the Panzer III in a field at the top left.

The Sherman moved to another part of the field, hoping to get a better shot at the Tiger when in emerged from behind the woods.

The Tiger advanced straight ahead, ignoring the Sherman completely, the commander seemed rather confused. 

The Panzer IV charged at full speed down the road and into the village.

The Panzer III had a very cautious commander, he decided that the other two tanks were strong enough to take on a lone Sherman, and just found a safe hull-down position in the field to hide in!

A Stuka lined up on the Sherman from behind. Lieutenant Michael Wilson had been watching the Tiger and was surprised by the Stuka's attack. He grabbed the turret-mounted Browning .50 caliber machinegun and opened fire, but in his rush to turn the machinegun rearward he failed to hit the diving Stuka. However, the hail of bullets still seemed to discourage the Stuka pilot who missed the attack.

The Sherman turned to face the rear side of the Tiger and opened fire, easily hitting such a big target, but failing to penetrate even the rear side armour plate. Thinking that he might have a very annoyed Tiger to deal with, he found a safe hull-down position in the field to hide in!

The already confused Tiger commander, advanced forward while trying to locate his adversary. He the popped his head out of the hatch, trying to fire but finding no target. Finally, in desperation, he laid a smoke screen to make himself a somewhat harder target.

The Panzer IV advanced out of the village and opened fire on the Sherman, but its hull-down position made it too hard of a target, and the shot missed.

The Panzer III advanced slowly towards the noise of the gunfire, and yet again its cautious commander took up a hull-down position.

The Sherman crossed the adjacent hedge to get a good line-of-sight on the rear of the Tiger. It opened fire, but without hitting the Tiger.

The Panzer IV continued its headlong charge straight for the Sherman, straight over the hedge and into the rough terrain beyond. Closing in on the Sherman's flank.

At point-blank range, the Panzer IV fired at the Sherman. The armour-piercing projectile hit the Sherman, penetrated its front side armour plate, and destroyed the tank causing it to brew-up.

Lieutenant Michael Wilson and his crew all bailed-out of the burning tank. In a hail of machinegun bullets coming from the Panzer IV, they turned and ran for cover.

The Panzer IV returned to camp and its commander ordered another victory ring to be painted on the gun barrel.


Wednesday, April 16, 2025

Two Lone Shermans - Mission 1

What do you do if you have a game of Lone Sherman set up on your table, but two people want a game for the evening? A quick modification turns Lone Sherman into Two Lone Shermans!

Lone Sherman is a solitaire wargame that puts the player in charge of a Sherman tank somewhere in France after the Normandy invasion. It has fun and challenging missions, but is not completely historical, as a Sharman would not operate alone without support. Lone Sherman was written by Mike Lambo.

The game can be played on a map using counters, but I use 10/12mm Minifigs models on hexes from Kallistra, houses from Total Battle Miniatures and trees from Timecast.

 

Two Lone Shermans - Additional Rules

These rules allow two players to cooperate in a Lone Sherman mission fighting against the game's Artificial Intelligence.

Place a second Sherman on the same hex as the first, facing the same direction. When setting up German tanks, place two tanks on each hex, facing in the same direction. Do not increase the number of German Infantry placed.

No tank may enter a hex occupied by an enemy unit, but as the hexes each represent 100 – 150 yards it is possible for multiple friendly tanks to occupy the same hex.

Repeat phases 2 and 3 (Position Commander and Sherman Operation) for each Sherman in a random order.

When activating German tanks, determine the order randomly. German tanks will react to the nearest Sherman in their LOS, if none then to the nearest Sherman.

Both Shermans role for End of Turn Events in the same order as they performed the operation phase. Sniper and Infantry Attack events can affect both Shermans. Other events will only affect the Sherman that roles. If the result is a Panzer or Infantry unit, only one appears.

If the objectives require the map to be exited, both Shermans must do so for a victory.

If one Sherman is destroyed, the mission will be considered a draw if the other Sherman completes the mission objectives.

 

Mission 1 - The Village

This mission requires the Shermans to destroy all of the enemy units that start on the table, but not any that arrive later, and then to exit the road on the far board edge. There is no time limit as such, but the more time it takes, the more unfortunate events can occur. These can include such things as the arrival of more German tanks, infantry or air support.

I only have 3 Panzer IV models, so I used StuG III models instead.

StuG III: A Panzer IV can be replaced by a Sturmgeschütz III. Because the StuG III lacks a rotating turret, it can only fire its main gun through its front or front side facing. However this gives it a lower silhouette making it harder to spot and hit. Additionally, if it tries to perform a FIRE action with the target in its Rear Side or Rear, the StuG III will perform a TURN instead of the FIRE.

 

The mission started with the two Shermans entering on the road at the bottom of the board. The lead Sherman was commanded by Lieutenant Michael Wilson and the second by Sergeant Mitch Lee.

A Panzer IV and a StuG III entered from the board's right edge and Panzer IV and a StuG III entered from the board's left edge. 

Lieutenant Michael Wilson advanced his Sherman towards the Germans behind the hedgerow, he opened fire on the Panzer IV destroying it. 

Sergeant Mitch Lee guided his Sherman through the village and into the muddy field beyond; he opened fire on the StuG III hitting it once but without penetrating its frontal armour.  The StuG III returned fire but without success,

The second Panzer IV and StuG III seemed to have trouble locating the Shermans, and did not move into the attack. Reinforcements in the form of a Panzer III appeared.

Sergeant Mitch Lee opened fire on the StuG and damaged it. He then left the muddy field and headed towards the village.

Lieutenant Michael Wilson opened fire on the already damaged StuG, his flank shot penetration and brewing up the StuG. He then followed Lee's Sherman towards the village, laying a smoke screen to protect his advance.

The StuG advanced into the village and opened fire without success. The Panzer IV and III followed cautiously in its wake.

A Luftwaffe Ju 87 Stuka appeared over the battlefield. Despite, or perhaps because of, the smoke it spotted Lieutenant Michael Wilson's Sherman. Luckily Wilson had his head out of the hatch, and he spotted the Stuka getting ready to attack. He grabbed the turret-mounted Browning .50 caliber M2 HB Machine Gun and opened fire. The hail of bullets discouraged the Stuka causing it to miss its attack.

Lieutenant Michael Wilson opened fire on the StuG without causing damage, and decided not to move.

Even Sergeant Mitch Lee opened fire on the StuG, also without success. The low silhouette of the StuG among the houses was a tricky target. Lee order his Sherman forward and then turned so that his frontal armour faced the enemy.He laid a smoke screen to protect his advance.

The StuG III opened fire on Wilson, killing his co-driver.

The Panzer IV turned to face the treat caused by Lee's Sherman, opening fire but failing to hit through the smoke.

The Panzer III charged past Wilson's Sherman, hoping to soon get a flank shot with its low-powered gun.

Sergeant Mitch Lee advanced his Sherman towards the Panzer IV, hitting it twice but both shots failed to penetrate.

Lieutenant Michael Wilson moved his Sherman onto the road and open fire into the flank of the StuG but without success.

The StuG raced out of the village, trying to get behind the Sherman.

Even the Panzer III continues its circle to attack from behind.

The Panzer IV fired back at Lee's Sherman, also with no effect.

A second Panzer III arrived from the north, driving down the road.

Despite the hail of 50-cal bullets, the Stuka pilot hadn't given up. He had circled round and came in again for a second attempt on Lieutenant Michael Wilson's Sherman. Wilson still had his head out of the hatch, and he spotted the Stuka circling ready to attack. He grabbed his trusty turret-mounted Browning, and opened fire. The Stuka caught fire and was seen crashing into a nearby wood.

Lieutenant Michael Wilson shot at and damaged the StuG III and then moved his Sherman into the cover provided by the village.

Sergeant Mitch Lee shot at the Panzer IV, finally his luck was in, the shot penetrated and the Panzer brewed up. He them moved his Sherman to face the remaining Germans.

The StuG repaired the damage and then moved slowly forward. 

The Panzer III on the road raced towards Wilson's Sherman in the village.

The final Panzer III continued its slow cautious journey behind the wood.

Lieutenant Michael Wilson chased the StuG III, firing into its weak rear armour and destroying it. He then ordered a smoke screen.

Sergeant Mitch Lee shot at the Panzer III, firing into its weak rear armour, even that brewed up.

The final Panzer III opened fire on Wilson's Sherman, but the target was hard to see in the haze of the smoke screen, and the shot missed.

Having destroyed all the original Panzer IVs and StuG IIIs (and a Panzer III for good measure) the Shermans headed north, along the road and exited the board. 

A victory for the Two Lone Shermans!