Gaming notes, maps, artwork, and my rules hacks for WFRP, BRP, and the OSR, plus occasional updates of my webcomic, Licheville.
Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts
Tuesday, August 28, 2018
The Long War.
There's a few of you out there that know I'm a figure owning maniac. I seem to have a bit of a love affair with a lot of the old stuff, like early Grenadier and Ral Parthas, but I also have a lot of the Warhammer figs, too, despite being much more of a roleplayer than a wargamer. After all the terrain I've been doing, it'd be a shame not to have a bunch of stuff painted up for it, right?
Even though I do have a significant amount of figures painted, the great majority are not. So begins the great Painting Campaign of 2018. My idea is to just grab all the figures of a certain type that will have similar color themes and do them all at the same damn time.
First up: the GreenSkins. Every orc, troll, gobbo, etc I could find got gathered up and base coated black.
Note, some figures were done or started previously so I brought them along to for color reference and/or completion.
Then the painting begins:
As I have sooooo many minis, I'm not shooting for 'eavy metal quality, just decent looking on the table results:
As you can see from the first pic, I'm done with the greenies. Sure there's some banners and shields looking awful blank and perhaps some questionable color choices, but they're finished damn it!
So, what's next? What I call my Vermin. Pretty much all the hairy stuff: Minotaurs, beast men, skaven, lycanthropes, and giant rats, spiders, and bats. Completing these will mean my Warhammer Quest boxed set is fully painted, too!
Then: Undead, scaly stuff (lizard men mostly, think all my snakes and snakemen are already done), and chaos warriors/chaos dwarves, which will complete a butt-ton of figures.
Afterwards I may attempt to work on sci-fi stuff, especially ones that would work in a fantasy rpg. Imagine yourself deep in a megadungeon when suddenly: Genestealers! Lictor! Tyranids!
Or... deep beneath the pyramids you hear a fine hum of machinery and a Necron Spider-Wraith Terminator thingy floats towards you! Roll for initiative!
Saturday, April 8, 2017
The Boys
My regular gaming group who are currently adventuring through Quasqueton and the Caves of Chaos (depicted through a Licheville lens). We each have 2 characters a piece at this time, thus the doubled features. Also included are Dave, who's computer isn't letting him game with us right now, and John, the DM (hidden by the mace head on the left).
Thursday, July 28, 2016
Into the Seas, Darkly
Water, water, everywhere...
So when it
comes to playtesting new rules, I like to come up with something unique just to
give my players some fresh air and to kind of push the new rules in the background
to see if they can fly without being too overly conspicuous. Our first try was
the infamous Star Wars one shot that I hope to bring to the play report to the
blog sooner or later.
Here is an
example I thought up, but thought it was more appropriate as a campaign and since
my players have been fairly entertained by the current Crown’s Hold campaign, I
figured I’d share this in case anyone else might find use for it.
Into the Seas, Darkly
Premise:
Sometime in the past, the modern world experienced a holocaust of an unleashed
fury of bio-engineered plagues and rampant nuclear exchanges. The dry land has
been contaminated with radiation and plague carrying mutants. The survivors of
the apocalypse have immigrated to the seas to survive.
The few
shattered survivors in battered flotillas of bound together small craft,
massive cruise liners, freighters, and a few of the remaining military vessels
that were not destroyed by the war. GPS satellites are no longer functioning,
amount of settlements with someone who can navigate by the stars are slim. Fuel
for the larger ships is long gone so other forms of traveling the seas have
been developed. Massive sails and slave manned oar decks are common. Still,
rumors of abandon off shore refineries that still produce fuel are abundant,
yet no one seems to know exactly where they are.
Weapons: Bosses and their elite bodyguards are
usually the only one with the ammunition available to carry guns, so make shift
bows, spears, axes etc. are the norm.
Players’ Home vessel:
1.
Cruise liner
2.
Bound flotilla
settlement
3.
Flotilla of
smaller craft
4.
Former military
vessel
5.
Cargo freighter
6.
Small merchant
vessel
Home vessel community:
1.
Feudal
2.
Theocracy
3.
Anarchy
4.
Monarchy
Encounters:
1.
Off-shore refinery
(d6: 1 operable, 2 repairable, 3-6 irreparable; d4: 1-2 abandoned, 3-4 occupied
)
2.
Flotilla
settlement (d6: 1-2 abandoned, 3 temporarily vacant, 4-6 occupied)
3.
Single survivor in
tiny craft
4.
Mutated Sea life
5.
Land
6.
Submarine raiders
7.
Whirlpool
8.
Bad weather
9.
Shipwreck
10.
Pirate Flotilla
11.
Vessel
12.
Iceberg
Mutated sea life:
1.
Mega-whales
2.
Kraken
3.
Mermen (Deep Ones)
4.
Sentient fungal
blooms
5.
Shark swarm
(aggressive)
6.
Aggressive
pigeons/ernes
Land:
1.
Atoll (unoccupied)
2.
Atoll (occupied)
3.
Island
(unoccupied)
4.
Island
(unoccupied)
5.
Archipelago
(occupied)
6.
Archipelago
(abandon)
7.
Continental shore
8.
Ice floe
Occupied by:
1.
Pirates
2.
Survivor community
3.
Plague-bearers
(mindless fast zombies)
4.
Mutants (Victims
of both the plague and radiation, most have kept their mental faculties)
5.
A secret refuge
for the rich and powerful from the modern age
6.
Devolved survivors
who are now cannibals
7.
Religious fanatics
8.
Mermen (Deep Ones
and their hybrids).
Single survivors:
1.
Religious zealot
2.
Assassin/bounty
hunter
3.
Spy for another
settlement
4.
Plague bearer
(infectious fast zombies)
5.
Mutant
6.
Exile
7.
Cannibal
8.
Pirate
9.
Madman
10.
Herald for another
community
11.
Trader
12.
Wreck survivor
Things settlements are looking for:
1.
Trade
2.
Ammunition
3.
Converts
4.
Navigator
5.
Mechanic
6.
Electrician
7.
Gunsmith
8.
Agriculture
experts
9.
Slaves
10.
Slaves
11.
Women
12.
Women
13.
Doctor
14.
Engineer
15.
Food
16.
Fuel
17.
Freshwater
18.
Medical supplies
19.
Repair materials
20.
Construction/repair
materials
A few
examples of what can be encountered at sea:
Cathedral of St. Neptune: The Black Cardinal Joseph Celeste
runs his oar propelled oil tanker turned house of worship with an iron fist.
Any survivors rescued by his minions are bound for the Holy Breeding Chambers
if female, and males to the oars for ‘conversion.’ Any order, no matter how
‘sinful,’ is immediately performed by his elite guard of “Red Robes” who
control the members of the congregation with unholy fear and the only working
firearms on board. The Cardinal’s primary needs are for technological savvy
‘converts’ to keep his sea-borne cathedral running, and fuel to keep the
electrical generators running. He has no desire to get the engines running, as
the conversion of his rowers is an integral piece of their path to God and
conversion into zealotry.
The Venture: One of the modern mega-cruise
liners, plague broke out while far out at sea. A crew of mutants led by Eric
Seven-eyes run the massive ship, using the hordes of mindless plague-bearers to
overwhelm any opposition as they raid any occupied boat or settlement they come
across. Having heard rumors of an operational off-shore refinery, he and his
crew desperately hunt for it.
Fish Town: A conglomeration of almost a hundred
sea vessels, from anything to dinghies to a small yacht, the float tied, taped,
nailed, and glued together. The inhabitants all have an odd degenerate look to
them, but those who mention they look a bit like the strange mermen that
occasionally attack ships at sea, are quickly silenced. Operating as a peaceful trading village on the
high seas, it is also known as a place where baser services can be found,
including drugs, alcohol, and prostitution.
While visitors are always welcome, it isn’t unheard of for a few to not
make it back to their ship before they cast off. It is a recognized cost of
doing business with the strange people. When Fish Town is encountered, the sea
is always strangely still.
Friday, July 15, 2016
More maps!?!
Alright, that's it for the maps for a while. Just something I needed to get out of my system. Made myself a big repository of the elements in these maps so I can whip up a town/location map in a few hours. Anything specific I need that I don't have I can just draw it up.
Thursday, July 7, 2016
Wednesday, July 6, 2016
Town Map!
Aww... What a quaint little town.
Just experimenting with my town mapping, and thought the results could be useful to someone out there on the interwebs.
Wednesday, May 11, 2016
Warhammer Fantasy Roleplay - the Grim Hack - My history with WFRP
Death rules the underworld, or so the rumors say.
I still remember picking up WFRP for the first time, sometime in the late '80s at my (now defunct) local hobby shop (I'd later pick up both RoC hardcovers there, too). My mind had been recently blown by the Realms of Chaos miniatures with their thick baroque detail, so I was keeping my eye out for anything Warhammer related. I'd recently been (honorably) discharged from the Marines, and I think the grim perilousness of the world spoke to my post-military state of mind at the time. I flipped through that thick soft-cover, the illustrations, the careers (Marine!!!), the actually effective Necromancer (I'm glaring at you, TSR), all these had me hooked.
I would end up running 4 WFRP campaigns of varying length throughout the years, including the one I'm running now. I'd ran various adventures for our gaming group through the decades (we'd often trade off who ran our D&D campaigns) including Queen of the Demon-Web Pits, and I ran a few Call of Cthulhu adventures (but the boys never really dug it, being more action-oriented players at the time), but I keep coming back to WFRP. The combat system seems so natural to me. Percentiles to hit, damage reducing armor, gore-laden crit tables, and evocative magic system, particularly the necro raise skeleton and demonic power spells, equals deliciousness!
However, WFRP, particularly my beloved first edition is not without it's faults. To be continued...
However, WFRP, particularly my beloved first edition is not without it's faults. To be continued...
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