Gaming notes, maps, artwork, and my rules hacks for WFRP, BRP, and the OSR, plus occasional updates of my webcomic, Licheville.
Saturday, December 31, 2016
Wednesday, December 28, 2016
Wednesday, December 21, 2016
So, haven't posted in a while. I'm sure you've heard it all before: moved, new job, etc, etc. I always need some sort of creative outlet, whether it's drawing, writing, or running the game. But I haven't been doing much of any of those. What have I been doing?
I haven't painted minis is years, as I had moved away from all my gaming buddies and evolved into doing our gaming online. But now that I'm back on home ground, the very chance that we could get together to physically game has sent me into an orgy of figure painting.
I've collected so many figures over the years, I can probably paint for the rest of my life and not need to buy another mini. As far as to what I like to paint has changed over the years, but I still have a soft spot in my heart for the early chunky Grenadier and Ral Partha minis, but as you can see from the pics, I have GW/Citadel and the newer Reaper Bones figs, too.
I promise more gaming posts are coming up, including my ridiculous even Grimmer Hack rules, plus more Licheville.
-Mick
I haven't painted minis is years, as I had moved away from all my gaming buddies and evolved into doing our gaming online. But now that I'm back on home ground, the very chance that we could get together to physically game has sent me into an orgy of figure painting.
I've collected so many figures over the years, I can probably paint for the rest of my life and not need to buy another mini. As far as to what I like to paint has changed over the years, but I still have a soft spot in my heart for the early chunky Grenadier and Ral Partha minis, but as you can see from the pics, I have GW/Citadel and the newer Reaper Bones figs, too.
I promise more gaming posts are coming up, including my ridiculous even Grimmer Hack rules, plus more Licheville.
-Mick
Saturday, November 19, 2016
Saturday, November 12, 2016
Play Report from 8 Nov 16.
11/8/16 Crown’s Hold Play
Report
Anatoly, Initiate of the
Sciences (Dale)
Hurst, Adventurer
Extraordinaire (Dave)
Klaus, Initiate/Disciple of
the Flesh (John)
With
Zachariah still out on his Intel mission for the Inquisition, and Halbert
snoring in an alcoholic stupor under a table in the Slut and Brew, the rest of
the party mulled over their various options to assuage their anger after the
assault on both Crown’s Hold and Crown’s Stead.
Anatoly and Hurst want to solve the mystery of the un-openable vault
beneath the West Anglypur Company’s headquarters, while Klaus just wants to
eliminate the personal thorn in the party’s side: the beautiful and insidious
Lenora Hatley. They all agreed that descending into the sewers would be their first
step in accomplishing their mutual goals.
After the
city-wide attack on the Stead, gaping holes were left open throughout town, so
our intrepid adventures dropped in to a convenient one just outside of the Slut
& Brew.
They
immediately noticed something was amiss. Throughout the tunnels, they could see
wide swaths had been cut through the muck and grimes leaving only the bare
ancient stone used to construct the sewers. Sometimes the clean areas were on
the floor, then shift to a wall, then the ceiling. The party didn’t know what
could have done it, but just that it had to be huge as the width of the trail
was at least five foot. They followed the northwest tunnel up and up, as that
way led to the sewers under the Hold itself.
Then they
found the crushed and shattered space helmet.
Anatoly
filled the others in. They hadn’t entered into the locked down chamber in the
buried space ship. They hadn’t seen the thing inside the suit begin to grow and
burst apart its seams as the party had re-locked the bulkhead just before
something battered against the metal door repeatedly, shaking the entire craft.
Klaus
shuddered. He knew. Shoggoth…
Moving even
more cautiously, the team arrived to where they assumed the West Anglypur
Company Headquarters was located far above them. After some efforts in
searching, they found a loose stone, and behind it, a large pull-ring. A door
in the sewer walls swung open, leading to a short stairwell down, then to a
beautifully crafted marble room. They placed their torches in the wall sconces
and searched again, finding nothing but a foot wide circular brass plate seated
into the wall opposite the stairs. Klaus could tell the plate held magic, but
couldn’t decipher its use. Frustrated, they knew this must be the back entrance
into the sealed vault under the W.A.C. HQ, but they could find nothing.
Then, noises
were heard on the stairs.
Hurst and
Anatoly hid in the corners off to the side of the stairs, while Klaus calmly
waited.
A woman’s
voice could be heard in the background as three toughs descended the stairs.
Recognition crossed Klaus’ mind as he saw the man in the fore. The former
Legionnaire who’d quit to serve Lenora Hatley. After a brief attempt at deceit
upon both sides, blades were drawn. The assault by the enemy leader was brutal
and savage. Mighty blow after mighty blow hacked into Klaus, who crashed to the
ground, unconscious, a new scar to add to his body, mind, and soul (- Fate
pt.).
Anatoly and
Hurst, after some give and take with their enemies, finally began getting the
upper hand, particularly after Hurst hamstringed one of the combatants who
crawled up the stairway. The ex-Legionnaire, after taking some wounds and seeing
the battle turn, pushed his other trooper in front of himself and sprinted up
the stairs.
The abandoned
thug only half-heartedly fought for a moment before surrendering, then spilling
all he knew about the vault. He’d had enough betrayal, and vengeance on his
recent employer was foremost on his mind. Lenora Hatley had indeed been
accessing the vault from that very room. He didn’t know exactly how she did it,
other than laying her palm against the plate. After some discussion on which
hand, and if there was jewelry on that hand, the adventurers thought they may
be on the precipice of solving the mystery of the vault, but also gained a new
ally. Important for the fact that Kyle was may be laid up for some time, and
they had no one to guard the party’s hidden (well, not so hidden now) manse.
Heading back
to the surface, they entered the W.A.C. headquarters to talk to the new boss, Lady
Norah, who promised to get any rings that the disgraced (and executed) Sir
Edmund may have had in his possession to the party.
If any of Edmunds worn rings didn’t open the
fault, they’d just have to use Hatley’s hand. Whether it will be still attached
to her when they use it, the party members seemed not to care at all.Tuesday, November 8, 2016
Klaus' downtime tale.
Explanation: whenever the cancellation of the game is
my fault and lasts more than a single missed session, I like to whip up a
little narrative on what has happened to their characters, and depending on a
dice roll each player makes, I access a random table I’ve made up (and expanded
significantly over the campaign). This table can contain Faction points, EP
(though I post about my Grim Hack rules, we still haven’t converted over except
in one-shots), skills, characteristics, equipment, contacts, cash gains (or
losses), new adventure locations, and just some bizarre shit. Most of the
results are actually a combination of these things, with a scattered big gain
for a single thing.
I usually just pass it on through group texts, but
others may find some interest in this, if not mechanically, then for
entertainment purposes.
Will post these as I finish them.
This time around since we had such a big break, I asked
the players what their characters were attempting to do along with the result
from their die roll, and tried to integrate, with the following results:
Klaus, Initiate/Disciple of the Flesh (John) – Klaus spits into the dust of the faint trail that he
and the team have made over time travelling to their secret manse in the
mountains northwest of Crown’s Hold. He’d been planning on getting here before
this, but his studies into the nature of magic and particularly the mysteries
of Hypergeometry. He knew he was close to cracking it. Just one piece was
missing, and he was sure it was just within his grasp. When he’d gotten too
frustrated, he’d gotten some satisfaction from tracking Lenora Hatley’s doings.
He’d tracked her multiple times entering a heavily residence in the
northeastern part of town. She’d be there for a couple hours at a stretch, then
emerge with her dress soiled with dirt, and a servant with a bag. He was
itching to get in there, but the rest of his compatriots have been
incommunicado of late.
Something’s wrong with
Kyle.
You start running towards
the trail, the hired hands you‘d acquired stop in shock, then begin walking
after you faster, but they’re laden down with paint and masonry repair
equipment. As you scramble up the trail towards the manse, everything seems the
same as you’d last seen it, but you’re tie with Kyle says otherwise. You slow
as you enter the large foyer, hands held in front of you, the Rend spell ever ready to be unleashed.
You find Kyle in the middle
of the theater. He barely breathes, his armor cracked and shattered next to
him. A message has been carved deep into his chest.
“GO BACK TO YOUR EMPIRE”
Kyle’s eyes flicker open,
trying to focus on you. “Just missed ‘em, boss. They’re hitting yer town, now.”
He fades in and out of consciousness. “I’ll be alright, boss. Just find some
strippers-” His eyes close as he falls into a stupor. You work your spells upon
the fallen Siddich. Once you figure he’s stable, you give some terse orders to
the laborers and leave, your teeth gritting in anger.
From the summit of the
trail, you can see flashes of light on the horizon in the direction of the
Hold.
Someone is going to pay.
You catch them just north
of the Hold. A Mageregime sorcerer gestures and the ancient bars guarding a
sewer overflow in the side of the mountain begin to change shape, fade into
mist, and disappear. Of course. He’s
calling and folding open elsewhere.
You know you should write that down, but you’d rather Rend them instead.
Later you wipe the dripping
gore from your face. They hadn’t expected you. You know you were lucky this
time, but the victory still tastes sweet. You look down and notice that some of
the blood is, indeed, yours. A lot, in fact. No magic left in you, you rip some
rough bandages from the cloak of the enemy wizard. You pick up the piece of
paper that falls out. Well, well, well.
+
Arcane language: Hypergeometric Formulae, + Map of the Crown’s Hold sewers (not to be confused with the map for the Stead’s
sewers)
Sunday, November 6, 2016
Halbert's downtime tale.
Explanation: whenever the cancellation of the game is
my fault and lasts more than a single missed session, I like to whip up a
little narrative on what has happened to their characters, and depending on a
dice roll each player makes, I access a random table I’ve made up (and expanded
significantly over the campaign). This table can contain Faction points, EP
(though I post about my Grim Hack rules, we still haven’t converted over except
in one-shots), skills, characteristics, equipment, contacts, cash gains (or
losses), new adventure locations, and just some bizarre shit. Most of the
results are actually a combination of these things, with a scattered big gain
for a single thing.
I usually just pass it on through group texts, but
others may find some interest in this, if not mechanically, then for
entertainment purposes.
Will post these as I finish them.
This time around since we had such a big break, I asked
the players what their characters were attempting to do along with the result
from their die roll, and tried to integrate, with the following results:
Halbert, Legionnaire
2nd Class (Doug) – One
day after practicing his sword-play with the new Legionnaires in Crown’s Hold,
Halbert, sweaty and sore, wandered back into the Legion barracks. Legion
Commander Tarrant Bradwyr passed by. “Halbert, watched you in the courtyard,
there. You’re becoming quite formidable. I was wondering if you’d like to join
us for a few libations at the Slut and Brew in town. It’s an important day for
us, the 51st anniversary of the Legion Founding.”
Visions of alcohol, dancing
women, and even more alcohol floated before his eyes. “Sounds great!”
“Did you want to wait for
any of your friends?”
“Nah, more for us.” Bradwyr
laughed as they headed to the Slut and Brew.
After the fourth or fifth
drink, the tavern shook to sounds of laughter and revelry and the sound of an
explosion just outside. Glasses rattled and fell off the tables, shattering the
sudden silence. The Slut and Brew’s thick leaded glass windows crack into crude
and ugly spider-webs.
As one, you and the
Legionnaires draw your swords and head outside.
The street before you has
collapsed, thick smoke and dirt billow up out of the chasm. Terrorist refugees? Some sort of gas build-up
in the newly opened sewers? Klaus drunk again?
Men in blackened Anglypur
armor pour out of the chasm. Another man floats above them, laughing. His
tongue is split like a serpents, his eyes are also severed in half,
hemispherical pupils spinning madly in their sockets. Other explosions are
heard elsewhere in the vicinity, shaking the ground.
“Kill the wizard,” someone
screams, but the press of the purple and black shod troopers is too heavy. You
find your attention divided by two of them wielding spears that have been drawn
to you, while reality-bending magics howl overhead, screams erupting behind
you.
After long minutes of
dodging and parrying, a lucky stab from your blade sinks deep into the throat
of one of your attackers, while one of the Legionnaires grapples with the
other. The laughter from the Mageregime wizard suddenly changes tone. You look
up to see non-descript people in non-descript clothing, shooting a not so
non-descript quantity of arrows, bolts, knives, and shuriken into the now
cursing mage. Down the street, blue and green alchemical fires show the Monks
have also entered the fray.
The sound of a peeling bell
rings from the Cathedral, and a mage in the distance falls to the ground into
the reaping greatsword of Inquisitor Varus.
The Mageregime wizard howls
in fresh laughter and reality shifts, the Anglypur troopers and their master
drop back into the pit and simply disappear.
Commander Gladwyr’s hand on
your shoulder makes you jump, and you realize just how tired you are. “It was
coordinated,” says Tarrant. “I’ve had runners come from the keep. The Guildsmen
were able to hold them off. The Guildmistress herself tore a whole cadre of the
bastards apart, I hear.” He shudders, then shakes his head. “I think they were
only testing us. This is bad. The Mageregime war must be finally over. Emperor
save us all.”
You sheathe your sword
after wiping it on the corpse of the man you killed. Definitely have some drinking to do.
+Legion, Hidden, and Town faction. +Consume Alcohol
skill. +Free Ale whenever drinking in the presence of more than 2 Legionnaires.
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