Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Monday 24 January 2022

Dungeons & Dragons Miniatures - Map Tiles

Cast your mind back to 2003 when WotC released the D&D Miniatures Game.  Each set came with a 5"x8" single sided cardboard map tile.

Dungeons & Dragons Pokemon

The D&D Miniatures Game was essentially WotC's attempt tocreate a D&D miniatures Collectible Card Game and cash in on the popularity of Pokemon which was everywhere at the time.  This isn't meant as a slight, basically every games company was trying to do the same.  It was popular among regular D&D players as a cheap way to get officially licensed versions of painted miniatures for your AD&D Game (3.5 at the time) and was instrumental in introducing D&D to a whole new audience of young players.

The Map Tiles

These maps are a useful addition to the Game Master's arsenal of tools either for inspiration or for that on the fly dungeon, the one that is inexplicable and doesn't make any sense.

A complete archive of the map tiles seems nowhere to be found.  Come on internet do your thang.

Blood Rock Cave
My collection includes:  

  • Assembly Tile 3
  • Assembly Tile 4
  • Aftermath
  • Ancient Temple 
  • Blood Rock Cave 
  • Burial Chamber
  • Spike Stones Cave
  • Torture Chamber

   

If you know of anywhere that has a complete listing of the tiles which were available or you would like to share your memories of playing the Dungeons & Dragons Miniatures game please feel free to use the comments section below.

Monday 20 December 2021

Reaper Bones #39 - Human Barbarian, Goldar

By Crom this guy has an interesting pose.  It's screaming "Come and have a go if you think you're hard enuff!!"

Human Barbarian, Goldar - Matt Gubser (SKU 77047)

My first Matt Gubser miniature and looking back at his back catalogue in the Reaper Figure Finder, I can see some great sculpts.  Matt has since turned his attention to flexing his comedic muscles in stand up comedy, but there is nothing funny about Goldar.

Human Barbarian Goldar Reaper Miniatures
Human Barbarian, Goldar (SKU 77047)

Bones Progress

Sunday 10 October 2021

Out of the Abyss - Part 2: Escape from Velkynvelve

Out of the Abyss is a Dungeons and Dragons (DnD 5e) game set in the Underdark. Play takes place every Friday night at Dragons Keep Roleplay Club in Chislehurst South East London. The Dungeon Master is Joshua.

Cast of Characters

  • Janek Boone - Human Champion (Tony)
  • Targonis - Wood Elf Ranger (Steve)
  • Aur - Aarakocra Rogue (Suresh)
  • Selya Skag - Vedalken Alchemist Artificer (Daniel)
  • Sunna Mortas - Tiefling Sorceror (Jo)

The Drow Bridge

Taking the middle tunnel the motley bunch of prisoners head towards the sanctity of the Darklake. The sounds of battle recede as they they enter a large chasm.

A stagnant river cuts the cave in two barring their progress save for what looks like a bridgehead marked by a pair of stone pillars on each side. Atop the righthand pillar of each pair squats an effigy of Lolth the spiderqueen Goddess and below her a strange carved hole large enough for an arm to fit in. Flecks and smears of blood can be seen on the ring of strange runes which surround the hole. On the floor on each side lies a drow guard, butchered by the attacking demons no doubt.

After some trial and error the group work out that Sarith is the only one who can activate the strange drow bloodmagic and not a moment too soon. Emerging from the tunnel is the deposed drow leader Jorlan Duskryn, a band of drow warriors and the drow priestess Asha Vandree. Jorlan boasts to the prisoners that he aims to recapture them and in so doing reclaim his honour in the halls of Menzoberranzan.

Drow archers open fire and Janek is wounded as the braver escapees briefly consider a battle at the bridgehead, the rest run for the tunnel settling the issue. Fleeing through the tunnel at pace they can hear the sounds of their pursuers following them.

The Abandoned Camp

After a couple of hours they emerge into a large cavern, from it's roof and walls hang strange vines festooned with purple flowers which emit a bioluiminescent glow. In the middle of the cave is a small encampment of three square tents surrounding a long dead fire. The weaker escapees begin to set a fire and rest whilst Janek and others search the tents. Barrelstalk and Waterorb fungi are plentiful and the escapees refresh themselves and fill their waterskins. Janek urges them onwards, their drow captors will not be far behind.

Nightmarish Visions

After several more hours of travel through numerous caverns and tunnels they are utterly confused about which direction they are headed in. Shuu-Shar assures them that they are headed in the right direction and before long they find a large dry cave in which to sleep. Barricading the entrance with scraps of zurkhwood and one of Skag's warding concoctions they rest.

The Caverns of the Underdark - Out of The Abyss

During the night they are each visited by vivid and strange nightmares. Targonis dreams of his flight from the dark one in the Endless Chasm, Skagg is plunged into the void their only companion a foreboding giant orange eye that pierces into their very soul. Janek remembers fragments of his capture at the hands of the drow and how he utterly failed to protect his patron the wizard Marek Mardoolin butchered in front of him. Likewise Aur is visited by a nightmarish vision of his kidnapped mate Allekra whose eyes have been plucked from her skull. Sunna dreams of her missing contortionist friend from the circus who appears before her climbing the walls of her mind like a bizarre and nightmarish spider.

Awakening they all appear to have suffered these strange dreams brought on by exposure to something in the cave or during their flight through the underdark. Shuu-Shar holds a brief group meditation session to calm their fears before the group move out into the tunnels once more.

Hours later they enter another large tunnel whihc radiates with the magical energy known as faerzress. The cave is spotted with crystal outcroppings which take Skag's fancy and they pocket three specimen. Their journey is halted briefly as they emerge into a large tunnel dominated by what looks like a road. Voices can be heard from the righthand side and the group decides to follow them.

The Traders on the Road to Gracklstugh

The sounds come from a small travelling caravan consisting of a Duergar and some Quaggoth carrying a sedan chair whose occupant is an extremely wealthy merchant called Kaerthara. Aur decides to investigate but as soon as Kaethara spots the Aarakocara she is besotted and insists that she rides with her.

Velkynvelve Prisoners - Out of the Abyss

The two groups travel in safety towards the Dueregar stronghold of Gracklstugh some 20 days journey away but Janek worries about little Stool who needs to be returned to his Myconid people. The captain of the guard Gunthar Bloodhammer agrees to take them the side tunnel which leads to the Darklake.

As they travel they share stories of how they came to be in the Underdark

Aur's Tale

Aur is a dark skinned Aarakocra from the Sky Mountain dwelling Maztica tribe. A once loyal sky warden to the matriarch Asharra, Aur believes that her partner Allekra was kidnapped by the expansionist faction leader Kazra. To what end she cannot fathom but Aur has abandoned her sworn duty to protect the tribe in order to rescue her beloved. Perhaps Aur is walking into Kazra's trap, but she has decided to put love before duty and ventured into the lands below the Sky Mountain before being captured by unseen Underdark forces...

Saturday 2 October 2021

Out of The Abyss - Janek Boone's Story - Part 1

Out of the Abyss is a Dungeons and Dragons (DnD 5e) game set in the Underdark.  Play takes place  every Friday night at Dragons Keep Roleplay Club in Chislehurst South East London.  The Dungeon Master is Joshua.

Cast of Characters

  • Janek Boone - Human Champion (Tony)
  • Targonis - Wood Elf Ranger (Nero)
  • Aur - Aarakocra Rogue (Suresh)
  • Selya Skag - Vedalken Alchemist Artificer (Daniel)
  • Sunna Mortas - Tiefling Sorceror (Jo)

Captured by Drow

All that Janek remembers is that he was in the employ of the wizard Marek Mardoolin on an expedition to find rare fungi, plants and herbs for his laboratory.  They were surrounded by Drow who used their poison crossbows to subdue him.  When he woke he was in a slave pen in their underground stronghold.

Over the next couple of days more slaves were added to pen, in fact it was becoming a veritable menagerie of species.  Accompanying Janek and the others were:  

  • Bupido - A relentlessly optimistic Derro (Deep Dwarf)
  • Derendel - A Quaggoth who claimed he was an elven prince under an enchantment
  • Ront - An Orc who had run away from a battle between his clan and some Dwarves
  • Eldreth Faldren - A female Dwarf who was the focus of Ront's anger.
  • Shuu-Shar The Awakened - A Kuotoa mystic who spent most of his time in meditation
  • Stool - A Myconid child who exuded spores which enabled telepathic communication
  • Topsy & Turvy - Twin Deep Gnomes
  • Jim Jar - A Deep Gnome with a penchant for gambling
  • Sarith Kzekarit - A Drow garment merchant slung in gaol for murdering his brother

Night after night the slaves would gather in Stool's spore cloud to silently discuss their escape plans.  The following day they would try them out.  All their attempts ended in failure no matter how they tested the Gaol and the Drow's defences.  They always seemed to be out numbered or outwitted by the vicious commander of the Drow outpost and her guards and Quaggoth labourers.  

The outpost, which they learned was called Velkynvelve, consisted of a series of hollowed out stalactites hanging from the roof of a chasm.  The stalactites and caves which dotted the chasm walls were connected to each other by a series of wooden walkways.  The floor of the chasm could be accessed by a rope elevator which was always attended by two Quaggoth at the top and two at the bottom.  A fast flowing waterfall cascaded down the chasm wall into a murky pool below and three tunnels exited the chasm.  The entire chasm was filled with fine tracery of spiderwebs and their incessant chittering echoed throughout.   

After Ront was cruelly beaten and tossed over the chasm edge to become food for the giant spiders, the slaves were beginning to lose hope.  However, during the night the outpost was attacled by dark shadows.  The deposed Drow commander came to them during the attack and released them.  He told them that the outpost was being attacked by Demons and that he had unfinished business to attend to.  Their only chance of escape was to jump into the pool below.

Amid the sounds of ferocious battle from the chasm floor, they shuffled in their manacles towards the barracks where their equipment was stored.  Crossing the wooden bridge into the first stalactite they surprised three Drow donning their armour and quickly sent them to the afterlife.  Grabbing their weapons they made the short journey to the barracks.  The Drow must have all been engaged in the fight against the demons because their path was unimpeded.  

Aur used his lockpicks to release the slaves manacles and the to unlock Skag's pet ooze Nug from his tiny cage.  They donned their armour and followed the Drow's instructions jumping into the pool below.  As they emerged from the water a giant grey ooze rose out of the pool attacking them.  They valiantly battled the ooze gradually reducing it to a pool of scum floating on the water.    

With no time to spare they dashed for the first exit past a dying demon.  The tiefling engaged in a brief infernal conversation with the demon who intimated that they had picked up "the scent" and followed it to this outpost.  He died shortly after.

Shu-Shar excitedly told them that this tunnel would lead them to his home on the shores of the Dark Lake some eight days journey.  The slaves quickened their pace and it was only then that they realised that Jim Jar was missing...


Sunday 11 July 2021

Trouble in Sommerlisse - Part 5 - The Thrymstone Curse

Trouble in Somerlisse is a Savage Worlds campaign using the Hellfrost setting.  The Games Master is Mark Hamilton and play takes place every Friday night at Dragons Keep Roleplay Club.

Examining the Thrymstone

As the night and the cold draws in Vigo drinks and dances in the firelight casting strange shadows around the room. Athura and the others sit by the fire examining the stone. It is long, flat, icey blue in colour and very, very cold to the touch. Carved upon its flat side are frosttongue runes, just a single word, POISON. 

Poison cursed Thrymstone
 Historians call this is a Thrymstone a creation of the followers of Thrym the God of Frost also known as The Ice King. During the Blizzard War, the Thrympriests used Thrymstones to curse the land and the people as they spread their influence South. Athura surmises that this explains how the quarryfolk of Lier were poisoned, but not why the Ridder’s daughter, Aylsluf shares their affliction. 

Vissarel wonders if those who died at the quarry of the poison became the zombies which attacked them. It sounds plausible but a more learned opinion from some priests would no doubt say that zombies are the bodies of those who have been cursed and occupied by Demons released by Hela.

They retire to sleep their dreams filled with ancient mysteries and a sense of dark foreboding. Athura feels the connection to her Goddess strengthen and she feels as though she is being watched, her actions scrutinised. 

A Return to Somerlisse

Thingol lights a fire and cooks a small breakfast of venison and dried fruit. They need to return to Sommerlisse with haste but he wants to secure the Forge before they leave. They cross the bridge over the small river. Winter is approaching and the river is beginning to freeze. 

They search the forge and find evidence of the work of the quarrymen. Pottery in all stages of production, mostly homeware such as bowls, pots and plates. Some are raw clay others have been fired in the kilns, their lustrous green hues dance in the light.

They find tracks of the goblins who were clearly searching for something, but find none of the foul creatures. Vigo finds a cache of seven gold shields, 

“goblins don’t know where people like to hide their money, but I do” 

he chuckles brandishing his find like a prize. Athura tells him to put it back, it’s owner will need it when he recovers from sickness caused by the curse. Vigo grumbles and makes a show of returning the money to its hiding place whilst deftly transferring it into one of his many hidden pockets.

It is time to head back to Somerlisse and our heroes retrieve their horses from the barn. Vissarel takes the time to milk the goat for the journey. 

They lead their horses out of the quarry on foot and soon leave the rocky section and mount up. As they get on to the road to Somerlisse it is still very cold and with a light snow covering and by mid afternoon they arrive back at Somerlisse. 

The Saviours of Sommerlisse Return 

Athura heads immediately to the infirmary whilst the others had for the warmth and ale of the Copper Kettle Inn.

Vigo is looking for someone to sell his loot to. The last time he was here he thought he saw a couple of Engrosi. He was right and he speaks them out engaging in loud conversation whilst secretly speaking in fingerspeak to arrange a more private liaison where they can talk business.  Thingol has never seen Vigo with his own kind and notices how animated their hands are, it's as if they are having two conversations at the same time. "What a curious folk the little people are" he muses. 

Vigo the Engro

 

Vissarel and Thingol talk to the innkeeper who tells them that the people of Somerlisse had started to give up hope. Their return has really lifted the peoples spirits and their return is the talk of the town. Some have even begun to refer to the four of them as the Somerlisse Saviours.

The Infirmary

When Athura enters the infirmary she is greeted by Ydonia who inspects the Thrymstone. Athura once again tries to appeal to the Goddess to use her as a conduit to heal these people of the sickness but to no avail. 

Runa arrives shortly after and thanks for retrieving the Thrymstone. Now that they know that they are dealing with a thrym curse they can help stabilise the sick. However, the only way to lift the curse is to kill the one that put the curse on the stone. The heroes must find and kill the Thrympriest. 

Athura says that it still doesn’t explain my Aylsluf is sick. She didn’t drink the poisoned water from the well at Lier. Ydonia says that Aylsluf frequently visited her step mother's burial mound in the Somerhlaw Valley perhaps the answer lies there.

Athura returns to the inn. “Our work is not done” she tells her comrades explaining everything that Runa and Ydonia told her. 

Somerhlaw valley lies an hours ride Southeast following a less well travelled path. They leave immediately and ride out with haste.

Among the Burial Mounds 

An hour later they are overlooking a small valley dominated by 20 or so earthen mounds. The paths between the mounds are overgrown with bushes and small trees and there is a gloomy somber feel to the whole place. The people of sommerlisse have abandoned the ancient practice of burying their dead in mounds and this site hasn’t been used for nearly 20 years.

Athura explains that Penfrick's first wife and Aylsluf's mother, died in child birth and it was his second wife Friggyth who raised her as her own. Friggyth died almost 20 years ago and that it is her name which will be carved in the lintel of the tomb.

The heroes move between the mounds searching the lintels for the name Friggyth Skalsunu. they find it on one of the newer mounds. 

In Frosttongue Athura shouts “Servants of Thrym, the Ice King, reveal yourself”.

Athura repeats her cry and Thingol booming voice ads “we are waiting!”

Still no response and so Athura clears her mind and attunes herself to the sounds of the animals whispering a prayer to the goddess. Nothing. Has her Goddess abandoned her? As she ends the prayer she suddenly feels feint and staggers on her feet. 

Vissarel watches Athura intently realising that this is some form of prayer magic and she weaves a spell of mimicry. She calls out to the beasts of the valley, their voices fill her ears and a deer bellows

“undead are near”

Lying in the snow in the doorway of the mound is a Thrymstone. Athura brush the snow off of it revealing a crude flint like knife with traces of a rune for wounds carved into it. 

"Reveal yourself murderer" she cries into the sky.

Vissarel hears the restless chatter of the the birds, "The undead are here" they sqwalk, as they launching themselves into the sky with a cacophany of cawing. 

Hurriedly, the four climb up onto the mound to get to high ground. With the birds and the beasts silent all that can be heard is the cracking of branches.

Something wicked this way comes... 

Sessions

 

Trouble in Somerlisse - Part 4 - Well, Oh Well, Oh Well!!

Trouble in Somerlisse is a Savage Worlds campaign using the Hellfrost setting.  The Games Master is Mark Hamilton and play takes place every Friday night at Dragons Keep Roleplay Club. 

Aftermath of the Goblins

At the Mill, the heroes search the bodies of the 5 dead ice goblins who attacked them. They find several bags of food which have clearly been looted from the barn and six silver shields. They find no new information on why the goblins are here. Thingol decides to check out the level above and cautiously climbs the stairs to the storage area. This has been recently used by the goblins as some sort of camp and there are five bedspaces. Judging by their excreta, they have been here for more than a day, maybe two.

Athura Magnussdottir
A Sister of Mercy


Athura hypothesises that the goblins must be working for whoever killed the ranger, perhaps they are a trap left to waylay any who returned or even an investigating party like themselves. This is too organised for goblins. The prints found at the funeral pyre are too big for goblins, they must be in league with another, possibly a human, maybe even a frost mage judging by the way the ranger was slain.

Vissarel votes to investigate the world and Athura finds a vessel with a stopper to carry a sample of well water.

Athura winds down the bucket which hits the bottom with a thunk. The well is either dry or frozen over. The steads people have left a large rock tied to a rope besides the well for this specific purpose. She drops the stone-on-a-rope into the well to break the ice and it lands with a crack. She hauls it out and it's dry.

Thingol casts 3 firebolts into the well illuminating the sides as they descend. With an echoing boom a hot shockwave of steam bursts forth and immediately turns into pretty snowflakes in the icy air.

Viggo picks himself up out of the snow and Vissarel ties her rope around his waist. Thingol casts a smite spell on the engro's tiny dagger and the blade bursts into flame. "Be quick about it, the flame will not last" the paladin says. Viggo leaps over the edge of the well and disappears from sight. Thingol grabs the rope assisting Thingol. The engro comes to a sudden stop dangling inches above the surface of the water. His mission, although not an impossible one, is to retrieve the bucket.

In the daggers fire he sees that the bucket is trapped under a strangely shaped rock. However, he does not see the huge snake that lives in the bottom of the turnip shaped well chamber. The snake strikes and misses.

Athura grabs the rope and climbs over the low wall wall as Vissarel casts a deflection spell upon her. Vigo strikes at the snake but misses and Thingol is pulled towards the well edge straining with the added weight of both Vigo and Athura. The rope slips in his hands and Viggo splashes into the water.

At that moment three frost zombies burst out of their hiding places in the snow surrounding Thingol and Vissarel. "Sorry Athura '' he sighs and drops the rope needing both hands to unleash a flurry of fire bolts at the zombies. Each hits a separate target but they just are shrugged off. Vissarel responds with her own spell conjuring tiny frozen stars of air which circle the well before slamming into their targets without effect. Digging deep into her reserves she casts again and all three hit their intended targets. The spinning stars decapitate one and slice another zombie's head in twain but the third remains it's cold, evil grin haunting the elf. Thingol strikes the hellfrost with his mace but misses.

ice zombie
An ice zombie

In the well Athura with one foot in the bucket and smacks the snake in the head with a mighty blow from her mace temporarily stunning the beast. Her triumph is very short lived and the snake strikes again, it's bite parried by the Sister of Mercy. A blustering Viggo emerges from the water with and stabs the fiery blade into the soft underbelly. The flaming blade smite is extinguished as viggo repeatedly sinks the dagger into the snake. The quiet darkness is punctuated by the snick,snick,snick of his blade and the creature lets out a death rattle.

The last zombie summons its strength and punches Thingol in the chest, denting his armour and breaking his ribs. Vissarel fashions her bolt in the shape of an air demon which arches into the sky and slams into the zombie crushing its skull.

Panting with exertion, Viggo stands triumphantly atop the snake. "We have to get out of this well before we catch our death" says Sister Athura. "Wait" replies the Engro and thrusts his hand under the water retrieving the oddly shaped rock which he stuffs in the bucket. Thingol shouts "Hold on" and hauls the pair up.

Shivering they rush to a house which has not been raided. Thingol sets a roaring fire in the hearth with his firebolts and the heroes warm themselves. Athura tends to Thingol's wound. Viggo strips off and triumphantly dances in front of the fire as Vissarel conjures air currents which weave between then all.

“Who would have thought getting a bucket of water would be such an adventure”, Thingol mutters.

 

The frozen well
An innocent looking frozen well

Sessions

Trouble in Somerlisse - Part 3 - The Quarry at Lier

Trouble in Somerlisse is a Savage Worlds campaign using the Hellfrost setting. The Games Master is Mark Hamilton and play takes place every Friday night at Dragons Keep Roleplay Club.

Athura Magnusdottir - a healer - Tony
Thingol Chillblane - a paladin - Tony
Vigo - a rogue - Martin
Vissarel - a mage - Kat

The Quarry at Lier

Our heroes have been tasked with a most urgent mission. They must find the source of the poison which afflicted the Ridder's daugter Aylsluf and the quarryfolk of Lier. They don't know how long these people have and the urgency of the mission weighs heavily on their minds. Athura assembles a quick breakfast and they head out.

Passing by the gaol hut they notice that the door is ajar. They rush in to find the orc lying dead on the floor still chained to the post but with his throat slit. Someone has murdered him in the night. 

Thingol states grimly 

"Well that saved me the bother of hunting it down and killing it" 

and casts a knowing glance at Vissarel.  Athura sighs, says a quick prayer to the Goddess Eira and replies "It is done and there is naught we can do but focus ourselves on the task at hand, saving the people of Lier.  We must hurry"

Athura's words kindle a new sense of urgency and they ride out with haste on the snowy path to the quarry.  

It is not long before the path through the hills gets more rocky and they must dismount to lead their horses on foot.  By late morning they crest a hill to find the valley of Lier stretched out before them.

The Quarry at Lier

Searching the Abandoned Quarry  

200 yards outside the stead on the left hand side of the rode lies a small patch of tilled ground which must be where the quarryfolk grow food. The ground is frozen into neat littel rows and furrows but the shape of a dead body is clearly visible in the snow in the snow.

Thingol dismounts and approaches cautiously. He brushes the freshly fallen snow from the body and discovers a man lying face down in the snow, naked from the waist down.

“Thingol what do you see?” Arthura demands. He turns over the body, there are no signs of obvious wounds. his eyes are open and his face contorted in agony. One leg is frozen solid from the mid calf Down. He is missing one leg of his hose, he didn't die of exposure, he died of a sudden extreme exposure to cold.  Searching nearby Vigo find his missing clothes with some money, a travelling bag and a short bow. Vissarel thinks he has been exposed to cold fire, magic quite a powerful frost mage spell or a breath weapon from a hell frost dragon. 

Thingol and Arthura carry the corpse and place it on the large funeral pyre standing just outside of the palisade. Someone had been preparing to burn many dead here judging by the size of the pyre and the many booted prints surrounding it. Despite being covered in last night's snow they are clearly visible and could be from one or more of the quarryfolk, it is hard to say for sure.

The Barn

Vigo and the Vissarel take the horses and investigate the barn inside the pallisade. It contains some livestock, sheep, goats, chickens, sacks of grain and the body of a dead goblin. It has been beaten to death and there is plenty of blood on the ground. The animals keep their distance from the goblin and seem content to munch on spilt grains and straw. As Vissarel ties up the horses, Vigo takes the opportunity to check the dead mans travelling bag. It contains some dried meat, snares and other small items consistent with that of a woodsman trapper or hunter.

The team briefly unites at the barn and share what they have found. The quarry looks deserted and they agree to split up and cover more ground. They need to make this place safe quickly. Thingol and Sister Athura head for the first house just inside the pallisade walls. It has been ransacked by something, probably goblins. They scour the ground floor for evidence of poisoned food and collect some scraps in a sack.  

Vissarel crosses the snow to the second house. She is stopped dead in her tracks by an ice zombie who bursts out of the snow to attack her. It whirls its clawed hands at her but misses and is inceremoniously sliced to pieces by a flurry of air daggers unleashed from her hands with elemental wizardry.

Vigo checked out house number three and finds it is in good order. It has not been ransacked and he spends some time rifling through the owners precious items before uncovering a shard of fired green pot clay. "Didn't someone say this stuff is valuable?" he mutters to himself.

The sounds of conflict bring Athura and Thingol running to Vissarel's aide but as they arrive Vissarel is dusting off the remnants of the snow that showered her when the zombie attacked. She can handle herself well if need be. The Engro is nowhere to be seen.  

The Watermill 

The group approaches the water mill, outside its walls the snow has been disturbed by lots of footprints. Thingol opens the door and is surprised by five goblins who immediately attack. Vissarel kills two with a flurry of air bolts. Athura pushes past the paladin and attacks a third with her mace a solid hit which momentarily shakes the creature. 

Thingol boldly strides straight into the centre of the mill and casts a trio of fire bolts one bolt for each goblin. They all strike their targets but he only succeeds in shaking two of them who recover immediately. Athura brings her mace down on the head of one near her killing it. She apologises to the goddess.  Vissarel lets fly a trio of air stars which wheel around the big frostborne paladin and slam into their targets stunning them.

Thingol attacks the remaining goblins with his warhammer but today luck has abandoned him. Vissarel weaves the elements together into a great spear which shoots across the room impaling the pair of goblins onto one of the mills supporting wooden beams. 

As the magic dissipates they slump to the floor quite dead.

Sessions

Sunday 4 July 2021

Trouble in Somerlisse - Part 2 - What Ill has Befallen Sommerlisse

Trouble in Somerlisse is a Savage Worlds campaign using the Hellfrost setting. The Games Master is Mark Hamilton and play takes place every Friday at Dragons Keep Roleplay Club.

Athura Magnusdottir - a healer - Tony
Thingol - a paladin - Tony
Vigo - a rogue - Martin
Vissarel - a mage - Kat

The Aftermath of the Bridge Attack

On the bridge which crosses the moat our heroes try to calm the sole surviving and now captured orc. Sister Athura orders the guards to fetch The Ridder. The stunned militiamen look at each other in confusion and run off into the town. They soon return accompanied by a man who announces that he is Oswulf, the Hurscarl.

They drag the bound orc to a well built round hut, which passes for a gaol, and tie him to the central post which supports the roof. Vigo searches the orc and finds 4 silver shields. Oswulf posts a guard and orders "none may enter and if the orc tries to escape... kill it". 

Meeting The Ridder 

The heroes are led to the house of The Ridder and to the Great Hall where the are fed a hearty meal of meat stew and bread. The Ridder, Penrick, enters accompanied by a Taiga Elf who he introduces as Runa a priestess of Eostra the provider of bread.  

Penrick says that the orcs have not been this bold in over 15 years. Vigo presents Runa with the four silver shields. 

They have heard nothing from one of the outlying steads so a rider was sent to visit the Brinya Family and get them to retreat to the safety of the town. 

There was an incident at the quarry at Lear. A number of the miners became sick of a fever and died, those that could fled to Somerlisse where many have become sicker and died. Runa tends them in the infirmary.

The Ridder explains that his own daughter, Alsluf, has come down with a sickness and Runa takes Sister Athura to examine her. Despite the windows to her bedroom being wide open, Alsluf is sweating and feverish. Athura examines her and finds a fresh wound on the falm of her hand which does not appear to be healing. This must be the source of her affliction and is likely to have been inflicted by someone she knows.

The Ridder tells them that he has arranged for lodging at the Copper Kettle Inn and his Huscarl Oswulf will give them any assistance that they need. 

The Interrogation 

With Oswulf leading, they return to the gaol and interrogate the orc. In orcish, Sister Athura promises the orc that no harm will come to him if he tells them what they want to know. He will be released to return to his tribe. It is hard to say if Athura's kindly manner and soothing tongue are more persuasive than the imposing shadow of Thingol Paladin of Kenza which looms over the orc.  

With a grunt, Thingol leaves for the sanctuary of the inn and ale. The thought of aiding an agent of the Hellfrost does not sit well with him and he wrestles with his conscience as he slakes his thirst.

The orc tells them that they were paid to raid the human settlements. He does not know who paid them, he was just told to attack anyone trying to get to the town. The tribe numbers 20 to 30 orcs but he does not know where they will attack next or in what numbers.

Athura opines that attacking the steads is not normal behaviour and the incident at the quarry seems far too coincidental to be such. She suspects that the raids are a diversion and that they should strike out for the quarry in the morning. She tells the orc that he will be escorted out of the town in the morning and he can return to his tribe. The Huscarl tells the guard that he has done a fine job and that he is relieved.

The Copper Kettle Inn  

Retiring to the warmth of the Copper Kettle Inn, the group rest. Athura excuses herself from the party and goes to the infirmary to see if she can be of any use. Vigo tells tall tales to the through out the night to anyone who will listen. He gathers a crowd around him as he tells of Athura the midwife who saved the golden calf. Thingol takes this opportunity to satisfy his religious code which demands that he destroy the orc, as he cannot in good concious allow aid as agent of the Hellfrost. He sneaks out of the inn and heads to the gaol, Vissarel follows him in the shadows.

Athura meets Runa and her assistant at the infirmary. The room is full of people exhibiting the same symptoms as the Ridder's daughter. Examining them she discovers that unlike Alsluf, none show any signs of physical injury and surmises that they have ingested a poison. She tells Runa that whoever poisoned Alsluf is probably here in Somerlisse and possibly travelled with the miners. The Ridder needs to be told and if the poisoner is human then there is some other plan at work. Tomorrow they will ride out for the quarry and try to bring back samples of food and water. If they are lucky they will find the source of the poison and can treat these unfortunate people. She returns to the inn.

The Orc

Thingol approaches the unguarded gaol hut in the darkness and opens the door. The orc is slumped on the floor still tied to the post and asleep. He readies his warhammer raising it over his head to deliver a killing blow when a hand reaches out of the darkness and grasps his arm softly. 

"A quieter approach is necessary on this occasion" whispers Vissarel and she walks around the other side of the post slitting the orcs throat with her dagger. The pair close the door and walk back to the inn confident that the fresh snow fall will cover their tracks.

Thigol Chillbane - Original art by https://www.creativeuncut.com/gallery-38/sf3-human-male-armor.html
Thingol Chillblane - Original art by creativeuncut.com

Sessions

Thursday 17 June 2021

Trouble in Somerlisse - A Savage Worlds Hellfrost Campaign at Dragons Keep Roleplay Club

Trouble in Somerlisse is a Savage Worlds campaign using the Hellfrost setting. The Games Master is Mark Hamilton and play takes place every Friday at Dragons Keep Roleplay Club.

A Cold Day in Watch Gap Fort

It was a cold day in Autumn when our heroes were summoned before Sword Commander Unrock one of the most respected Hearthknights that manned the 150 strong garrison at Watch Gap Fort.

The fort is nestled in the Ice Barrier Mountains which form the last bastion of defence against the encroaching winter and the spawn of Hellfrost contained within.

Heligioland Map
Heligioland in Rassilon

Our assembled heroes are:

Athura Magnusdottir (Tony) - a Saxa (human) and member of the Sisterhood of Mercy, a reknown healer tasked by her order to bring the Goddess Eira's gift to the folk who eke a living in the winter lowlands of Heligioland.

Vigo (Martin) - An engro of varied and useful talents who has a propensity for getting himself in and out of tight places.

Vissarel Nerinen (Kat) - A Taiga Elf with some mastery of the element of air.

Thigol Chillblane (Tony) - A Frostborn Saxa and Paladin of Kenaz the Lord of Volcanoes. A stoic and fierce warrior dedicated to erradicating the agents of Hellfrost in whatever form they appear.

Commander Unrock revealed that they had received word from fastriders that the town of Somerlisse and its steads had recently been attacked by orcs. The farmers are scared and some have fled their steads to the safety of the town.

The town lies in the Southern Greenpot Hills some 3 days ride from Watch Gap. Its population number some 2,000 with a small militia ill-trained and ill-equipped to deal with an orc incursion. Our mission is to travel to the town and meet with the Ridder Penfrick Scalsooner to find out what is going on.

The Greenpot Hills are craggy and difficult terrain for horses but the ore that is mined there is an important resource of great value to the region which must be protected.

Our heroes set out on what turns out to be an uneventful journey stopping at inns and steads along the way to shelter from the bitter cold night. Winter seems to come earlier every year these days.

Arrival at Somerlisse

On the third day they reach Somerlisse which lies in a shallow valley surrounded on all sides by the Greenpot Hills. As they cross the small moat bridge and begin to enter the protection of the towns stout wooden pallisade walls an arrow thunks into the right guard tower.

They have been followed by a scouting party of 2 orcs and 3 goblins. The fight does not last long and the agents of Hellfrost are slain with the exception of an orc which Thingol successfully wrestled to the ground.

Perhaps it will divulge some useful information if it values its life.

Sessions

Monday 3 May 2021

Reaper Bones #38 - Harpy

Another Mythical Monster chalked off the list, this time it's a Harpy

Harpy - Julie Guthrie (SKU 77041)

Harpy by Julie Guthrie
Harpy by Julie Guthrie

Julie Guthrie does it again with another wicked sculpt.  The last time I painted a Harpy was 30+ years ago when I painted the one from the Citadel C18 Night Horrors line.  Judging from the mini I believe this might have been sculpted by Aly or Trish Morrison.

Citadel C18 Harpy
Citadel C18 Harpy

You can tell that things have moved on both technically and aestetically in the last 30 years.  This is a much more interesting less cartoony sculpt and doesn't have the classic overblown features or the flattop haircut.  In particular I love the inclusion of the half demonic wings which give this mini a sense of the evil rather than just being some half human half chicken monster.

Harpy Mythology

Probably the most famous Harpy story is that of King Phineas of Thrace who was granted the gift of prophecy by Zeus until he gave away the Gods secret plan. Zeus blinded him and then left him alone on an island but tormented him with Harpies who would steal all the banquet food the Gods left him.  This is most famously depicted in the movie Jason and the Argonauts (1963) where Phineas is played by the second Doctor Who Patrick Troughton.  

Needless to say Jason fights off the Harpies and saves Phineas who then tells them how to pass through the clashing rocks (Symplegedes) further angering the Gods.

Bones Progress

Monday 19 April 2021

Reaper Bones #36 - Anirion, Wood Elf Wizard

Now don't get me wrong I love a mini which is striking some highly dramatic heroic pose, but sometimes you need something that is just a big bag of subtlety.

Like Aragorn when he first meets the hobbits, he is travelling incognito as Strider.  When you are starting out on your path to magical mastery you don't want to be standing out in a crowd attracting attention screaming "look at me I'm a wizard!".  That's where Anirion comes in.

Anirion, Wood Elf Wizard - Bobby Jackson - SKU: 77068

I painted Anirion in shades of grey to accentuate the incognito feel.  only her red hair and blue crystal staff give any hint of colour and I think the combo works well.  My only criticism is that the staff is too thick, it's like she's carrying a small tree.  However, the PVC that the early bones were made in was quite bendy even at this thickness.  Life is a compromise I guess.

Anirion, Wood Elf Wizard
Anirion, Wood Elf Wizard (SKU 77068)

Bones Progress

Monday 12 April 2021

Reaper Bones #35 - Ragnaros, Evil Warrior

The last of my Reaper Bones evil warriors (for a bit), say hello to Ragnaros.

Ragnaros, Evil Warrior - Bobby Jackson (SKU: 77150)

I wasn't terribly enamoured with this sculpt to begin with.  He is basically an acre of plate and scale armour with a couple of skull motifs and a crude shield.  It wasn't until I got stuck in painting him that I decided that the shield was his best feature.

I painted it like dragon scale.  Ragnaros is so hard that after besting a huge red dragon he peeled off the side of it's face and stuck it on his shield (teeth included).  

Totally ridiculous, but then aren't the best fantasy bad guys totally ridiculous? I'm looking at you Damodar!!

Ragnaros, Evil Warrior
Ragnaros, Evil Warrior (SKU 77150)

Bones Progress

Monday 5 April 2021

Reaper Bones #34 - Mangu Timur

Big dudes wearing plate are the stock in trade of epic fantasy tabletop Role Playing Games.

Mangu Timur - Bobby Jackson (SKU 77148) 

Mangu's got a big shield which gave me the opportunity to paint some planks.  He's also wearing some weird elven looking decorative hip guard over the top of his faulds (the little skirt which does all the hip and butt protecting).  I painted this antique gold but then felt that the viewers eye was drawn to the crotch area so gilded his pauldrons as well.  

Mangu Timur - Front
Mangu Timur - Front

 
Mangu Timur - Back
Mangu Timur - Back

Bones Progress

Monday 29 March 2021

Reaper Bones #33 - Norgol, Irongrave Knight

Seems like we have found a new furrow to plough.  Badass fighter dudes.

Norgol Irongrave Knight - Bobby Jackson (SKU 77065)

Another archetypal evil head henchman.  Full plate, big axe, horns and skull motif.  He's all show but probably goes quite a bit too.

I'm treating you to two photos today (front and back) because I'm pretty pleased with how the cloak came out.

Norgol, Irongrave Knight (SKU 77065) - front
Norgol, Irongrave Knight (SKU 77065) - front

Norgol, Irongrave Knight (SKU 77065) - back
Norgol, Irongrave Knight (SKU 77065) - back

 Bones Progress

Monday 22 March 2021

Reaper Bones #32 - Kord The Destroyer

Wow!, what an amazing pose for miniature monday.

Kord The Destroyer - Bobby Jackson (SKU 77061)

Kord The Destroyer
SKU 77061 - Kord The Destroyer

There's not really much to say that Bobby Jackson's sculpt doesn't already capture perfectly.  Muscles upon muscles, a skyrim inspired horned helmet, furs, a wolfs head, dual wielding a sword and a great axe.  

If he got in a fight with Conan, "By Crom!" I don't know who would come out on top?

Bones Progress

Thursday 18 March 2021

Jessie's Prints - Episode 13 - The Chardalyn Dragon

This week, I are mostly been printing...

The Chardalyn Dragon - Migeul Zavala - Shapeways

At my regular Friday night roleplay club Dragons Keep we often have at least one Dungeons & Dragons game running and at the moment this is Icewind Dale: Rime of the Frost Maiden.

SPOILER ALERT: One of the big bad beasties you are probably going to encounter is the Chardalyn Dragon, a monstrous metallic magical construct which Wizkids have made available as an Icons of the Realm miniature

Wizkids Chardalyn Dragon
Wizkids Chardalyn Dragon - Buy one here


However, if your pockets aren't deep enough to afford that one, 3D miniature modelling guru Miguel Zavala (aka MZ4250 on Thingiverse)  has made his own for those of us who are lucky owners of 3D Printers.  You can download this for free on Shapeways.

Printing

This comes as a two piece model, a dragon with outstretched wings and a seperate flying base.  Great if you have a huge FDM printer.  However, if you are like me and restricted to a 200mm square build plate or a resin SLA printer you are going to need to cut this model up into smaller parts using meshmixer.

With the model cut into 4 parts, body, flying stand and two wings, I printed these in two batches at a fine 0.1mm layer height.  That's about 16 hours worth of printing.  I arranged the body on the bed with the legs pointing down.  From the players perspective they will be looking down on this miniature so having a metric ton of support lines hidden under the dragon was the way to go.  The wings were arranged vertically to minimise the need for support material.  

I don't know what it is with support material on my printer, it just seems to fuse itself to the model.  I don't know if this is a temperature thing, the filament I use always seems to want to print at the upper ends of the PLA temp range (200 to 220).  

I know that there is probably a setting in Cura that I can tweak, but if you have any advice please pop it in the comments below.

Assembly

I pinned the wings and glued them using 2 part epoxy.  Not my glue of choice for plastic miniatures but I had used up all my superglue on an exciting super secret mega project which I will reveal in due course when it is complete. I also opted to leave the flying base unglued so the DM can simulate a flying or landed version, the pose is a bit dual purpose unlike the wizkids version which is strictly ground based.

Note to self: when printing spindly objects with horizontal layer lines.  Remember they are fragile.  

The Kraken for King of Tokyo was exactly the same it had this bunch of octopus like leg tentacles.  They were an absolute nightmare to print and kept snapping.  Cura should invent a way to change the infill density for parts which are inherently week.  Something like and infill change at z-height or allow you to draw boxes round sections of an STL and change the infill.  

Anyway, the long and the short of it was that I broke the flying stand!!

A Chardalyn dragon in Poo brown PLA
Chardalyn Dragon in it's hot off the printer shade of brown

"Don't Panic" I thought "it was a bit short anyway" and so 10 minutes later it was sitting atop its new coat hanger wire stand.  This is a lot thinner and helps to give it that flying look which we were after in the first place.

Painting

This miniature was super easy to paint, "barely an inconvenience" a matt black primer coat and then a hit with a rattle can of "Wheel Silver".  This thing is supposed to be mechanical so I used a failed print of my 3D Printer control board cover to give it a subtle hexagonal pattern like mechanical scales.  I must invest in some fruit bags which would better conform to the shape and give a smaller pattern.

Hexagonal wing pattern
My attempt at a hexagonal wing pattern - too subtle?

The yellow details are not in the Miguel Zavala model but sometimes "You gotta fake it to make it" so I picked out the eyes and mouth in green and then overpainted in yellow to give it an alien looking vibe.

The flying base was shot in matt black as I have no idea what terrain the encounter will be using.

Chardalyn Dragon - Rime of the Frost Maiden
Chardalyn Dragon - Dungeons & Dragons - Icewind Dale: Rime of the Frost Maiden

Monday 15 March 2021

Reaper Bones #31 - Snake Kin, Medusa and a 6 Armed Snake Lady

More scaley monstrosities on Miniature Monday.

I confess, when painting my lizardmen last week I had the green pot of paint open and I just went for it.  The added bonus is that my lizardmen have at least two bad guys that they could be working for.

From left to right we have:

Vandorendra, Snakeman Warrior and Medusa

Vandorendra, Snake Demon (SKU 77117) - Julie Guthrie

Julie Guthrie knocks it out of the park again with theis crazy looking sculpt which will fit right into my Al-Quadim campaigns.  A truly frightening six bladed whirling dervish of a boss monster which looks like it just jumped out of Ray Harryhausen's sketchbook.

In Forgotten Realms these are also known as the Marilith, Type V demons who are apparently master tacticians to the Abyssal Hordes (which is nice) so all you D&Ders have a ready to use stat block thanks to the the D&D Wiki.  Apparently they made their first appearance back in 1e so they have been a feature of Dungeons & Dragons for as long as I have been a player and I have never encountered one.  A situation I must remedy immediately. 

Snakeman Warrior (SKU 77153) - Julie Guthrie

The thing that has always puzzled me about snakemen is how do they move around.  I mean they don't have the body length to form the S shape typically associated with snake locomotion.  Never mind this guy comes with two really big swords meaning he can still reach you. 

Medusa (SKU 77037) - Bobby Jackson

Of course no mythical fantasy monster collector would be seen dead without at least one medusa in their miniature collection.  Bobby Jackson nails it with this sculpt which is only made better by me stringing that naked bow with a bit of sewing thread and superglue.

Bones Progress

Wednesday 10 March 2021

Jessie's Prints - Episode 12 - Chimera

This week, I are mostly been printing...


I can't believe that I've been collecting minis for 40 years and I've never owned a Chimera especially as it is a classic monster of Greek mythology.  Well that's sorted now
 
The Chimera was a bizarre fire breathing three-headed monster which ravaged the countryside of Lykia (Lycia) in Anatolia.

From Thingiverse to Painted model in 7 steps.


I am concious that some people don't know what is involved in 3D printing so here are the basics.

1. Find your model on a 3D model warehouse site like Thingiverse.  

2. Download the STL files.

3. Open up the STL files in your slicer, I use Cura.  Plan your print by arranging the models on the bed and fine tuning your settings like supports, brim size and infill.  Save the gcode file to a removable SD Card.

4. Pop the SD card into your printer, select your file and start the print.

Cross your fingers and a few hours later (depending on the model) you will have a plastic model.  This print took 4 hours at 0.1mm layer heights (the finest detail I can get without changing out my hot end nozzle from a 0.4 to something finer like a 0.2).

Usually you only have to watch the first layer go down and any issues can be nipped in the bud early to save on plastic.  This print had small parts which wouldn't stay put on the bed so I added an 8mm brim around each part which did the trick.

Chimera - Hot off the Printer
Chimera - Hot off the Printer with lots of support material

5. Strip off any support material you added with a handy dandy pair of side cutters.  I also run a lighter over the surface to burn off any stringy hairs.


Chimera - This model had 9 parts
Chimera - This model had 9 parts


Chimera - Parts Assembled
Chimera - Parts Assembled but this model has big old gaps which need filling

6. Sand, Glue, fill and prime your model.  I normally prime with matt black and then do a Zenithal Highlight with white to give it some shadows where the sun doesn't shine.


Chimera Primed with a Zenithal Highlight
Chimera Primed with a Zenithal Highlight

7. Painting time.
 
Chimera - Painted
Chimera - Painted and ready for the games table

3D Printing is not a mature technology yet and is a hobby all to itself.