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Like most people minus a few games here and there with my wife I haven't played a proper wargame or skirmish game in quite awhile. My wife and I did start a Frostgrave Ghost Archipelago campaign awhile back but instead of an ongoing campaign it halted after a single game. As she usually steamrolls me in most games I understand why she prefers to wait until our usual group finally starts getting together again. I guess she just knows me too well, making me an easy opponent. As for myself I'd rather be playing, even if I always lose, but I can see how always winning could get boring (Not that I'd actually know). The need to play finally brought me around to solo games which I'd never tried before and here we are. On many recommendations I ended up with Rangers of Shadow Deep, which makes sense as its only a modified Frostgrave system with a bit more meat to it. Before writing up my first experiences with the game however there is one problem I've found. Its nothing to do with the system itself instead it has to do with my own shortcomings. Apparently my terrain and miniature collection (especially when it comes to monsters) is amazingly lacking. Up until playing this first game I thought I had a fairly decent collection but I guess I was just fooling myself. My warband didn't even escape this oversight and ended up being the most ramshackle bunch of any of my armies/squads. With that warning out of the way here is my first game... The first mission begins just after the destruction of a neighboring kingdom and the appearance of the Shadow Deep itself. The book describes this as a realm permanently covered in black clouds and filled with evil creatures. With the entire kingdom on high alert you are tasked with locating a missing Ranger that was investigating attacks on a nearby village. As you approach the village you feel that something is wrong. Everything is too quiet and the village itself smells of recent death. You pass bodies lying in the dirt as you move into the village proper. As your group reaches the village square and is beginning to form search parties you hear a horrible moaning sound surrounding you. Seems like a great place to start the actual game right, but there are still a couple last pieces of bookkeeping. First up is introducing my actual warband (you were warned they were an odd lot). Missing almost all of the necessary monsters I had to improvise. The modern zombies are filling in for fantasy zombies. The kobolds are filling in for giant rats. The skeletons are filling in for giant spiders. The three adventurers will be filling in for the village survivors. As if that wasn't enough proxying I also had to proxy buildings with small wall sections. With the scenario needing houses with doors I selected center of the open area on each wall to act as the door. Starting out your warband is deployed in the center of the village represented here with the well. There are six different points of interest that may act as clues to the missing rangers whereabouts. As you can see four zombies and two giant rats are deployed around the village. Clue 1 was moved 6" closer to my Ranger as he passed a perception check prior to the game. With my first turn I started pairing my warband off attempting to reach all the clues. Going clockwise starting with my ranger (I'll be doing this going forward), he easily reached the first clue and managed to find a survivor (represented by the red wizard). Recruit 2 (The Ninja) managed to kill a zombie right off the bat. My arcanist (Oswald the overladen) started moving toward the clue inside the "house" while my knight (female half Orc) and hound (dog from a quarter machine) killed a giant rat. The archer (high elf archer) almost completely hidden by the well shot the zombie in front of him and brought it down to half health. Meanwhile my templar (old pikeman) and recruit 1 (villager with torch) were having trouble with their giant rat as the templar went down to only four health. That rat really did a number on him. Finally before the turn ended the event deck brought two more zombies onto the board. On turn two my Ranger started working his way over to the other clue "house" and killed a zombie. The survivor made a beeline to the center of the village. Recruit 2 was knocked out fighting a zombie and the arcanist had to finish the job. The knight and the hound managed to defeat their first zombie while recruit 1 had to step in and save the archer after he was nearly killed. The templar slowly made his way closer to another clue. Then the event deck spawned another two zombies. Turn three my ranger entered into his second combat. The survivor reached the well and the arcanist finally reached the door. The door requires either a Pick Lock or Strength roll (TN8) to enter, he tried to pick the lock but failed. Using a double move the knight went around the building getting closer to the second clue. Also using a double move recruit 2 started moving toward clue five. The archer shot at another zombie almost killing it but came up short. Meanwhile the hound tore across the board with it's double move and the templar reached the third clue. The third clue ended up being a mutilated body and with a very lucky survival roll he was able to determine the nature of the bite marks. Finally the event deck caused one of the buildings to collapse (Going forward it received a die on top of it), recruit 1 was too close and was nearly crushed. Fortunately he came away unscathed. Turn four found my ranger and hound struggling to kill a zombie with my hound taking a hit. The survivor was content to hold his ground at the fountain while the arcanist continued to struggle with the door. The knight made it to the second clue but all she found was a zombie. The archer finally one shotted a zombie while recruit 1 finished off another. Recruit 1 also made it to clue five and found a potion of Wraithwalk. Try as he might the templar was still too far away to help the ranger and hound but he did close the distance. The event deck even spawned a zombie beside one of the clues inside a "house". Turn five my ranger killed his second zombie with an assist from the hound. Again the survivor was content and the arcanist struggled with the door. Poor guy just couldn't get a decent roll. The knight began trading blows with a zombie and after just one turn they were both down to half health. Recruit 1 used a double move to start heading down to the arcanist hoping to put his +3 lockpicking skill to use. Obviously I should have sent him there in the first place but I really underestimated that simple TN8 roll. The archer like the survivor was content to stay where he was as he was very close to death. Last but not least the templar reached the "door" of the second clue "house", unfortunately he missed his strength roll. Finally thanks to the event deck my hound was struck with terror completely incapacitating him for a turn. Turn six the ranger opened the door (after the templar failed during a group activation) and found strange tracks at the fourth clue. Using his tracking skill he was even able to determine their nature. The hound remained where it was frozen in fear while the survivor chose again to stay at the well. Recruit 1 used a double move again trying to get to the sixth clue. The arcanist continued to struggle with the door while the knight finished off her zombie and moved in to assist. The archer again stayed at the well. Then event deck then spawned four more zombies at the same location as the starting enemies. Turn seven found my ranger, templar, and hound stuck fighting two zombies and managing to only kill one. The survivor and archer finally moved away from the well and closer to their allies. This didn't work out to well for the survivor as you see. The arcanist left the door and positioned himself between the archer and the incoming zombie. Recruit 1 killed another zombie and the knight opened the door. Instead of a clue as to the whereabouts of the missing ranger she found a treasure token (represented here by an old scatter die). The event deck had one more surprise in store for me however, it spawned two more giant rats. As you can see in the picture I initially placed them incorrectly and forgot to take another picture after discovering my mistake. They are supposed to spawn out of line of sight beside a random building but if that's not possible they must spawn beside the building as close as they can to an enemy. In this case I could spawn only one out of line of sight (the one on the left) but the other one was clearly visible to my knight no matter where I placed him behind the building. The photo doesn't give this justice but believe me my laser pointer had the last word on the matter. So instead of spawning behind the building they spawned almost right on top of the survivor as the altered picture shows. As you can imagine turn eight was quite a melee. The survivor was killed by the giant rats before I could intervene. I did however manage to kill one of them. My arcanist even got his hands dirty again at the end but only managed to lose two health for his trouble. Things were a bit better with my ranger's group as they killed their last zombie. They didn't exactly achieve their goal of finding the missing ranger but that wasn't due to lack of trying, that's just the way the dice rolled. Securing a treasure wasn't bad though as it turned out to be a Herb Pouch which in this system is a pretty good "magic item". The ranger received almost enough XP to level up while all his companions received two progression points, minus recruit 2 of course. As for recruit 2's injuries I'm happy to say he'll make a full recovery. As far as a first game goes this actually went pretty smoothly, already knowing most of the system certainly helped though. I've got to say I really appreciate the way the scenario system handles monsters, knowing everything you need ahead of time for a mission is great. I know that comes at the sacrifice of a table of random encounters but it certainly makes it easier to plan for (even though I just proxied everything, you know what I mean). Also the number of each monster that it suggests was spot on, I really thought I'd have to grab some extra zombies or "rats" but I didn't. I really think this system might be the perfect fit for me. Even before lockdown and everything that came with it I had trouble finding anyone interested in playing Frostgrave or Ghost Archipelago (which I prefer). So a system that expands upon that and offers solo play is right up my alley. With any luck I'd like to play this once a week for at least the foreseeable future. I'm a little rusty with writing battle reports and honestly I haven't written that may to begin with but with practice I hope to get better. I can already see that my notes need to be way better if for no other reason than to make writing the report quicker and less tedious. I had to look up so many things that could have been avoided had I just taken better notes.
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Last year PingosHusband, after noodling around Exalted (2nd edition) and World of Darkness rulebooks (Vampire the Masquerade 2nd edition, Werewolf the Apocalypse, Mage the Ascension, etc.), announced that he'd like to run an Exalted game set in the World of Darkness. We, his friends and loved ones, said “What, are you crazy? Have we not long joked about how unplayable and internally inconsistent the World of Darkness is; how its timeline makes no sense and its rules and worldbuilding are buried and often mutually contradictory; how foolish and suicidally incurious the various groups are regarding each other; and how so many of its many tragic angsty world-destroying problems could be solved if only each isolated group got its head out of its backside and actually talked to one of the others?” He said, “Hear me out,” and since we have long experience of his keen ability to run entertaining campaigns, we heard him out. See, PingosHusband has a knack rather like Alan Moore's ability to take unpromising old third rate comic book series and turn them into fascinating multifaceted mythic dynamos, or Neil Gaiman's ability to mine world mythology to create astounding and consistent and multilayered worlds, or James Burke or Kenneth Hite’s ability to take fascinating historical and technological developments and spin them into stories of human interconnectivity or disturbingly deep illuminati conspiracies for game use, respectively. More than once PingosHusband has taken historical oddments, played “What happens if this is taken seriously and assumed to make sense somehow?” and produced some wonderful story or game setting or world. (One of them won awards.) So apparently he did this with Exalted and World of Darkness, getting under the hood, finding the core of what worked and what didn’t, seeing what could be connected to what else and what made sense, what was clearly absurd, what needed tweaking, what could be fun, what couldn’t be possible, why things happened, and who could have done them. He looked keenly at characters, places and situations, saw potential for fun in a campaign, wrote up background, and presented us with an introductory players’ handout. I’ll get to particulars later. The simple version is that the world looks basically like the World of Darkness, except that all of a sudden a tiny number of people have Exalted with memories of the world of Exalted (“Creation”) and powers derived from it. There are five to begin with (the PCs), although more will come soon enough. I have to say, this game has so far been tremendous fun. Our group has been playing together for over thirty years and I have rarely seen all of us this excited about a game. Our teenage / adult children are also involved and we have been having vivid family conversations over meals about history, strategy, and characters. I’ve (of course) been painting up miniatures for the game. I’m having a lot of fun with these too. I’ll put links to Show Off threads when I have them up.
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"Starting with the latest expansion to the GURPS Action series (see Warehouse 23), your pledge of $3 secures you a PDF copy of GURPS Action 8 - Twists. This 10-page PDF, written by Sean Punch, aims to shake things up. " https://www.kickstarter.com/projects/warehouse23/steve-jackson-games-gurps-2021-pdf-challenge? 10 PDFs for as little as $3 seems like a deal.
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Since before all this craziness started my wife and I have been saying how we should start gaming again. This of course led to the question of, what to play? After some discussion and explanation (not to mention some gentle nudging) we decided to start a Ghost Archipelago campaign seeing as it ticked the most boxes. Its fantasy based, not too complicated or hard to learn, plays quickly, and the combat/general gameplay is enjoyable. I'll be the first to admit this discussion and decision occurred at the beginning of the lockdown and our first game was last Saturday. Why the long delay between deciding and starting? A good and valid question, which basically boils down to home repairs, relearning the system, and creating two identical (stat wise at least) crews. So as the lockdowns start to lift in some places our lockdown campaign finally begins. Before I forget to mention it this was my wife's first game and only my second. So we opted to ignore Heritor and Warden abilities/spells altogether. I know this takes a lot away from the game but we figured it was better to get the basics down first. Our next game will certainly include these however. By simple luck of the die our first scenario just happened to be X Marks the Spot, the first scenario in the book. We placed all the treasures and deployed our crews. My deployment. My wife's orks. That's when I noticed I hadn't rolled for the creature/creatures defending the central treasure. It almost didn't matter as it ended up being a skeleton that my archer killed on turn one. I'd call it the play of the day. Placement after turn one or two. I honestly lost track. As you can see we're both positioned to grab two regular treasures apiece while a melee is brewing at the central treasure. It was around this time that we both really got into the game and subsequently forgot to take any pictures. Not a bad thing, just not great for a battle report, I'll try my best to report everything missed however. 1.)The central treasure had become quite a melee involving both our Heritors and Wardens. I managed to knock out her Heritor just before mine went down. In the picture you can see the two Wardens squaring off for the treasure afterwards. 2.)At bottom center you can see one of my crewmen getting ready to escape with a treasure. 3.)Top right corner you can see one of my archers getting ready to escape with another treasure. I managed a very lucky shot which outright killed one of her crewmen that had nearly escaped with that treasure. 4.)Middle right my goblin crewmen is almost off table with a treasure. 5.) Not pictured my wife's orks secured a treasure on the left side of the board. The next turn I secured three regular treasures and the desperate fight began for the central treasure. With only my Warden and mercenary remaining I squared off against her Warden, mercenary, infantryman, two archers, and a regular crewman. Though I came close to taking out her warden mere inches from table edge and safety it wasn't meant to be. Both my Warden and mercenary were knocked out and she secured the central treasure. Her final positions after removing my last two figures. My casulties and treasure. Final results: My mercenary was killed outright while everyone else made a full recovery. Treasure: Fury Leaves +30gc 50gc Smoke glass and Lingle berry Heritor XP: 185 With my level up I increased my movement to 7. Warden XP: 60 Her casulties and treasure (including the central treasure). Final results: Her Heritor took psychological scars subtracting 1 from her Will, while everyone else made a full recovery. Treasure: Stinkwort and Farlight Leaf Fury Leaves + 30gc Heritor XP: 160 With her level up she reduced a heritor abilities utilization number by 1. Warden XP: 60 All in all it was a ton of fun and neither of us can wait for the next game. This game did however show me just how little fantasy terrain I actually have, so I guess I know what my next project is.
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We kicked off this year's campaign season, with our first Ghost Archipelago game this past Saturday. Since it was the first game, and the first time with the rules for a couple of the guys, we played just a simple battle and not one of the scenarios. My Heritor's report can be found here: First Foray onto Fantastic Shores "...As the Elf leaned over to reach into the pedestal, he caught sight of the Heritor Gregorius for the first time, emerging from a patch of jungle on his left. The other Heritor clutched a grime-covered urn to his chest, and as he turned he likewise caught sight of Lord Fortrywn. Gregorius' eyes narrowed as he quickly apprised what Lord Fortrywn was doing. The old Elf could see the turmoil in his opponent's eyes as greed flashed across them. The human Heritor looked at his urn then back at the newly smashed hole in the idol's pedestal, his mind calculating..."
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ATTENTION TABLE TOP RPGers! It's been a while, so time to start up a group of gamers again. I will be starting a Game Session ... once a month for 4, 6 or more hours at a session starting the week of my birth ... March's fourth week somewhere between the 19th and the 25th. So this is an open invitation to any within driving range of Seneca Falls/Waterloo, NY area who are interested in participating in a month-to-month campaign. This will be a Roleplaying Game with emphasis on the story and roleplaying. Naturally there will be some fighting, adventuring, exploring, thieving, and the like depending on the system chosen. I have two systems that I would like to run .. the first is one I have been sitting on for sometime and features a much more reasonable method of gaming than any system I've played and the second I have just acquired that is also a new style of system for me. DUNGEON WORLD Regardless of your rolls, the story moves forward ... it just might be more complicated than it was a moment before. Fantasy setting with D&D like characters. MOUSE GUARD Based on the comic/graphic novels of the same name. You are mice. Yup, standard size, like in the cover image of the book. But you are one of the Mouse Guard and sworn to protect Lockhaven and the Mouse Territories. The game uses a success dice (d6) system from Burning Wheel. So, if you are interested in joining this gaming adventure, reply or message me to get an invite to the Facebook Group.
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Hello, we'd like to share our Campaign rules, that we use every winter to run a Warlord campaign in a local wargame club. Around 120 games in total were played using this engine. I've already posted the previous variant a couple of years ago. The new version introduces skills instead of cards, partially fixed army roster as well as some corrections and re-balancing. We encourage the Warlord community to use our scenarios - they add a new level to this great, but unfortunately nearly dead, game. Download version 1 We currently use a simple webpage as a database (only partially on English) of a running event.
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With our upcoming Ghost Archipelago campaign less than two months away, I thought I would start introducing the crew I plan to use, as I get the figures painted up. I'll start with are my Heritor (Reaper 77044 Turanil, Male Elf paladin) and Warden (03415 Lanura Windsong, Elf Wizard). We decided for our initial GA test game, which we are having after our December Frostgrave campaign game, that we would roll randomly for Heritor abilities. I got an interesting assortment, and depending on how things go during the test game, I just may keep them. For the Wardens we choose whatever Branch and Spells we wanted. I've had in mind wanting to use these two figures, so I decided to go with a crew of Elves. The figures I'm using for my Heritor and Warden were already painted, so given the color scheme I had used for Warden's figure I deiced to go with a Vine Warden. Heritor: Lord Hytieral Fortrywn- Retired from a lengthy military career to enjoy his wealth and his laurels. Powerful. Landholder. Doesn’t tolerate fools. Not happy that his younger step-sister has out-maneuvered him into taking her daughter, his niece, along with him to act as his Warden. She says it will be good for the girl to have experience in the world; he finds the young magic-user barely tolerable, and the fact she isn’t a true wizard is an embarrassment. Daze- 3 Evade-5 Stand Firm- 5 Surge- 5 Disarm-5 So I think the Daze is going to be interesting as the main ability. Apparently this guy is so formidable looking as he twirls his sword around acrobatically, that enemies just kind of freeze up when they see him. The other abilities I think fall in nicely with someone who was a professional soldier. Warden: Marnilyne Dewdrisane- Young. Impetuous. Curious. Argumentative. Naïve. In awe of her uncle, and a little scared of him; but also terribly excited to be a part of the adventure ahead. Brambles Plant Walk Warp Weapon Summon Animal Changed to: Water of Life after the test game we played. I chose Summon Animal as my out-of-school spell, as I've learned from Frostgrave that having an extra figure to command can make a real difference. Also, I saw this Warden as being generally loving, and being connected to, all living things, plant or animal. During our test game, I became aware of how beneficial having Water of Life was when I watched as my opponent constantly was able to heal his Heritor during the battle, while mine slowly was worn down to half strength.
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I saw this posted on another forum and thought folks here might find this useful. This free generator creates a simple map of a city, in either small, medium, or large size. It also labels each sector as to what type of buildings are there (when you scroll your mouse over each sector) While it doesn't have options to customize, it would be great for folks just needing a quick city design to work with. https://watabou.itch.io/medieval-fantasy-city-generator
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So, I've finally found a friend who is interested in Frostgrave and we've got a campaign going! We played several "practice" games with other warbands, but now we're ready to really enact a campaign. We, of course, waited until we'd received our copies of The Frostgrave Folio so we could include captains. I decided that the captain is my warband's actual leader and the brains behind the operation for the sake of the narrative. First off, let's meet the warband! "This had better be worth what I'm paying," the auburn-haired warrior said to the odd fellow with the foppish hat. "Oh good heavens yes!" the foppishly-hatted fellow said waving his arms flamboyantly around. "Felstad! City of wonders, mystery, enchantment...and other adjectives! It's thawing! If you can get there before other looters...I mean...historians, the treasures and riches of a past civilization of magical mavericks is yours!" Branna sighed to herself, and handed over the bag of coin. She hated to part with such a sum, but tried to consider it an investment: pay money to make money. She knew she'd need a band of followers to share in the excursion, and she'd already started her recruiting. Reliq Burrows, pirate-turned-thug-for-hire, and Dell Furth, the skittish archer, were already on board and were sitting a table away as she secured the map. After all, it's always smart to have back-up around in case deals like this go south. Next, Branna needed more hands to carry off loot they'd find. She knew exactly who she wanted to target for this. "Hmm, sounds dangerous," said Jaffy Lightfoot, the Halfling thief. "Yes, much too dangerous. I prefer my safe, urban setting where plenty of pockets make themselves available for the picking. Yes. I say no." "Huh, coward," chuckled his taller companion, Ella Shar. "Good luck getting out of your next scrape when someone catches your hand in their pocket and I'm not there to bail you out. I'm going with Branna." At this, the Halfling started making some odd sound at the back of his throat. It wasn't quite a gagging sound, nor did it entirely sound like whining. Ella had gotten used to it, and gave Branna a wink as she knew this sound indicated that Jaffy was weighing the options, but would ultimately side with her: as always. "Fine," he said with a sigh, "but I'm going to regret this, I'm sure." "Of course you will," Ella replied. "Regret is one of your many great skills!" With a couple of treasure grabbers on board, Branna knew she'd need some magic. After all, one does not wander into a land of wizards without bringing one or two of your own. She'd known some great and impressive wizards in her day. Unfortunately, the only ones available, were...well...these ones. "So, hot stuff, come to take me up on my offer?" the obviously fiendishly blooded fellow said, his voice dripping with self-confidence. "No," Branna replied, and launched into a quick explanation of the quest before he had time to try throwing yet another of his bad pick-up lines her way. V'Roth Forcahl had quite the reputation as an overly-confident ladies' man. Strangely, his meek and timid apprentice, Sylvania Efilbrooke, never seemed to be one of those ladies. In his interactions with her, he seemed caring and almost fatherly. Strange qualities compared to his usual gusto and bravado. At length, she finished her explanation. Sylvania looked at V'Roth to see how they'd respond. The tiefling laughed and said, "You know this is just your coy game to get in more time with me, Branna, but I'll play along." "Excellent," Branna replied, then added, "it'll be cold where we're going. You should find a shirt." V'Roth simply laughed in reply and then flexed. Branna was fairly happy with the band she'd gathered thus far. However, a single archer and her own bow would surely not be enough. Realistically, she could use another treasure grabber while she was at it. That settled it, she was going to bring in the twins. Venna, the sharpshooter with the crossbow, and Vesienne, the rogue, were quite a capable duo. The drawback, they were excessively co-dependent. A warband is ideally composed of members who will look out for each other. Branna knew full well that either of the DeMoir sisters would forsake the rest of the warband for her sister. Still, as long as she deployed them together so that looking out for each other worked out in the band's best interests, she was certain she could use their devotion to her own advantage. Branna was, indeed, skilled at war, but she also knew a thing or two about managing people. With the rest of the band in place, she approached the one member she truly trusted and the only one she saw as her peer. "They're a jumbled mess of outcasts, but I think we can use them to our advantage," she said. Then she leaned in and gave her warhound, Fang, a scratch behind the ear. "Just stick with me, big guy," she said, "and we'll finally hit our big payday." And with the band assembled, the only thing left was for Branna to give them a name: Branna's Brigands. V'Roth, Sylvania, and Jaffy are unaltered Bones minis. Branna and the twins are HeroClix minis I've altered (Branna was a gender-swapped version of Valeros, the iconic fighter from Pathfinder). Fang and Ella are rebased minis from MageKnight and HeroClix respectively. Dell is a Bones skeletal archer that I converted by adding Green Stuff. In terms of additional characters, the barmaids are minis I sculpted. The foppishly-hatted fellow is the result of some kit-bashing I did and arms I sculpted (he's the mini for one of my Pathfinder characters named The Traveler). I made all the terrain pieces including the bar tables (and I still need to finish painting them).
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Greetings! I'm a DM with an obsession for Bones/Reaper minis and after backing the first kickstarter figured I should use them. I had grand ideas for a campaign so I ended up using these minis as inspiration! The campaign was called The Crucible of Storms. There were lots of memorable moments for me and the players: - Orphaned rogue found their father - a miserable alcoholic guardsman - Paladin was taken over by a vilkacis (werewolf ghost) - Dwarven stonelord created a new colony of refugee dwarves - Tripple 1's for the sorceror - Elven warpriest through skill increases and a strange randomised mutation ended up having +50 to Perception - Paladin killed an aasimar child...to buy everyone time to help kill the Tarrasque (his god was unhappy despite the greater good vibe) - The Tarrasque! Such a momentous fight! The final battle was held in a cthulu-esque god-laboratory where the gods invented humanoid races. A portal to the Maelstrom was unlocked and sucked in the Tarrasque, killing it...forever! Here are some photos from the campaign - sorry in advance for some poor quality photos. Cheers! http://imgur.com/a/0YoqA
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I am currently running DND5E OOTA and these are some of the minis I've painted. The only spoilers are character & place names. I have posted 1 or 2 of these minis before but I have reshot or touched up. Most of these are new. The Players! My players have a mix of DND experience some played as kids, some read the drizzt novels some no experience at all Background: Ulus, a war priest from the Stonetoe dwarf clan. Though good by nature, betrayal has left him cynical and angry. The absence of war left Ulus to find solace in masonry, but the Drow have snatched him back into and adversity and now the Underdark. Hill Dwarf War Cleric. Miniature: Eastern Front, Dwarf Gladiator KS. Interesting fact: I added the shield after he picked one up early on and only added the warhammer when he finally got to Gracklstugh. Background: Parker Lewis the human fighter. Menacing and calm. Has never lost a fight. Hates thiefs. Human Battlermaster Fighter Miniature: Action Games, Drake KS Interesting fact: This was a multipart mini and I added a weapon swap as he was pursuing getting an axe that was until he got the sentient sword Dawnbringer who argues with his sentient cursed demonic helmet.. Background: Balazar Scallion my friends call my Rat. I am Dragonborn the off spring of a Humanoid and a Red Dragon. I live by the Lawful code of the Red Dragons but temptation sometimes gets in my way. Dragonborn Rogue Swashbuckler. Miniature: Stonehaven, Half-Orc Adventurers KS Interesting fact: This character was built around the mini which was a different approach to how the other players made there characters. Also the player does a great pirate accent! Background: Naivara Oakenheel a wood elf hunter native of the Ancient forest of Neverwinter. I've been captured by the Drow and taken to their deep under world. Wood Elf Ranger Deep Stalker. Miniature: Stonehaven, Elf KS Interesting fact: This was my favourite miniature out of the players to paint, also to photograph. Background: Lander Brightwood. Young naive half elf out to bring light to the darkness. This earth bound paladin has entered the trials of his faith, now that he is in his own darkness...... The drow have left their mark. Half-Elf Paladin Oathbreaker. Miniature: Stonehaven, Elven Adventurers KS Interesting fact: I had this miniature already painted for another campaign but it seemed to suit the char at level1 but now level4 that isnt the case. I showed him another mini very fish villainous type (Reaper Bones II 92620) and now I am painting up a four armed sea creature (Reaper Bones II 92617) and I have told the player IF they kill it that he should skin it and wear it as armor. It also didnt photograph well. Background: Rafaella "Fey" Blackling. A wizard from the Eladrin race. She fell down a tunnel in search of crystals and natural resources to conjure her spells, and ended up trapped in the hell hole that is the Underdark prison... She's hardworking and fair, and she has no time for dodgy folk... She'll be a good addition to the adventuring team when her damn spells start working! Eladrin Transmutation Wizard. Miniature: Reaper Special Interesting fact: The axe doesnt suit the Wizard but suits the way the Player plays her! Background: Eldeen Moonsmoke. A Far Traveler from the lands of the Elves. On my journey I was given a choice to die in a watery grave or swear allegiance to Cthulhu, the god of the dark trenches. A contract was made and I was speared and given great power, now I am trapped in the Underdark with these.. commoners. How drab. High Elf Warlock. Miniature: Stonehaven, Elven Adventurers KS Interesting fact: One of my favourite faces I've painted.
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Thalia is the third Extra-solar Human colony. Humanity had found a precious treasure. And endless problems. I arrived to Thalia by accident. It would be my crucible, my home, my fight... "Where there is richness we'll find greed. Where there is greed we'll find war." - Sunder C Class Wardroid - Free Citizen
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- The World of Thalia
- Warlord
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I need a bit of help. I am planning on running a game based upon the Bottle of the Bound. For those of you who do not know what that is, it is a bottle that contains 666 Fiendish creatures. What I need is 222 each of devil (LE), demons (CE), and daemons (NE) or sub species of each. I will be starting the players off at level one. They will be working their way up through the ranks, so they will start off at CR 1 opponents. The following table is per alignment (CE, NE, LE) of the monsters I need CR: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Extra Amount 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 12 Now, I do not want to just sick 20 of the same creature at my players at level one. That would end up feeling like too much of a grind. I want each and every fiend to be unique. So, they will have personalities, names, and (hopefully) different stats. The players will also, among themselves, have a few special items to help them since they will need to deal with this army in as small amount of time as possible. Because after the first CR1 creature comes out, there will be only 11 hours till the last creature comes out. Now, the big thing I need help with is just getting a bunch of individual CR1 to CR5 fiends. Luckily, the fiendish template is a zero change to CR with creatures of 5 hit die or less, so I can just have a bunch of level two to level five characters to fill in the majority of the CR1 to CR4 group. So, if anyone reading this could help by coming up with short stat sheets (like the kind found in the monster manuals, not full blown character sheets) for a bunch of fiends that look to have been sealed up during Ancient Egypt (the equivalent of where they were actually sealed), I would be very greatful. Also, I would like a short bio (just a brief glimps at the personality, name, and description of the looks would be good). No need for full on backstories, but I want to have enough to help make each enemy further unique.
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- Pathfinder
- Bottle of the Bound
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