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Our funding level wizards sculpted, cast and ready to buy! Kronos of Kree does battle with Marina the Water Mage Emilia the Promethean Sorceress takes on Zeph the Majestic!
The world of Alberon, as ancient and unknowable as its timeless depths are, has few certainties for those that live in it, but ruin and corruption awaits all but a blessed few. Halflings are, of course, no exception...
The Western Wastelands beyond Midlam are a harsh unforgiving environment, that breeds a fierceness through necessity for survival alone. It is thought that the first halflings to enter the Wastelands, did so unwillingly, captured by Hobgoblin Raiders some several hundred years ago.
It is reported that the Hogoblins thought that their small size would make them useful servants for all manner of tasks, but when the monstrous and unstoppable nature of their appetites became apparent, the halflings were stranded in the middle of the wasteland and left them to die.
That they didn't is some testament to the hidden reserves and ingenuity of these small folk, but they have not survived unscathed. Their souls, often forsaken to unknowable gods, have changed as much as their bodies and minds.
As a counterpoint to the Wasteland halflings, those that inhabit the town have found unusual niches, whether that be as criminal masterminds, pirates, anarchists, grave robbers and the somewhat cliched, but ever problematical, burglars.
An Excerpt from 'The Robbit' by The Wizard R.R.R. Gudgrief
Welcome to Halflings Gone Bad - Volume One!
A collection of sixteen 28mm scale halflings from the wrong side of the elven forest tracks, for all of your fantasy miniature games.
Welcome to our second Kickstarter to cover some of the more nefarious occupations and depths that halflings have stooped to.
The worrying nature of the appearance of wasteland halflings, something seen as a threat to all halfling civilisation, combined with the new depths of depravity of halflings in Midlam has called for a new town council to be convened from amongst the artisans and workers of Halftown.
So I am currently running my group (we've been playing since the Red Box or 2nd depending on the players and have dabbled through multiple other RP systems over the years) through a mixed campaign of the Lost Mine of Phandelver and Out of the Abyss (Players were contacted to help find the lost Mine and were kidnapped by the red cape-wearing bandits while in town who turned out to be working for the Drow and they end up in the Underdark in Out of the Abyss. They are almost out of the Underdark which should lead them back to resolve the Phandelver mess before they get the summons to return to the Dark).
This is my group's second foray into 5e with our first being a painful run through Hoard of the Dragon Queen (we forced the one guy who has never DMed to DM and got what I expected) and when I read the powers/abilities for most monsters I find them boring/flat. Even elementals and non-humanoid creatures slam, bash, poke, bite once, maybe twice a turn and then sit there. Greater deamons and other powerful beings do pretty much the same with huge hit point numbers. Very few have reactive or AoE abilities, or "meta" abilities that control the battlefield, move the PCs... I've picked up a number of other collections of beasties (Tome of Beasts, Monster Manual Expanded vol I & II, Creature Codex), some of which offer some very cool ideas for fluff, but the abilities still, for the most part, fall under the "I move and then hit you 1 or 2 times. I reskin things all the time and ad-lib a fair bit during my sessions and try to flavour up the descriptions of whatever the creatures/enemies are doing to my poor PCs, but even then, having a tested base makes it easier to go off-script when I know the numbers and math underneath is sound. So far adding additional creature types, often using the old 4th minion rules has helped, but not every encounter should consist of a battalion of foes.
I'm just wondering if I'm missing something...
Tried to get the word out by word of mouth, and decided on here might be a good way to go about it as well. The tables for gaming had to be altered from what was on the printed schedule due to some logistics issues. (Logic?! At a con?! Say it isn't so.)
Games on GrowTix should reflect accurate locations (and hopefully always reflected accurate times). Also, there are printed schedules available on the table just beside registration. ALSO, ALSO, I attached the Xcel spreadsheet of the schedule if anyone wants to peruse.
Joseph Wolf's Dreadmere games are still at Table 1 - under the big Dredmere banner. Tables 2 ,3, and 10 are various Roleplaying games, as per the schedule Table 4 is an all-day, every-day Freeblades demo - drop by and check it out! Tables 6 thru 9 are for Gamers looking for Pathfinder/Starfinder D&D Adventure League is now tables 11 thru 23, but Gamers taking part in DDAL are encouraged to head to Table 18, where Colby (and crew) will be marshaling GMs, getting players into games, and generally just controlling the madness of League events. Tables 24 thru 28 are going to host Frog God Games (in the Arabian rooms) ReaperCon 2019 Gaming.xlsx
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