Friday, November 24, 2017

Splintered Deck in Ghost Archipelago

After reading through my copy of Frostgrave Ghost Archipelago, I knew that I'd be starting my warband soon... And not the mythical "I'll get to that soon" but actually soon.

Actually I knew I'd be doing it before I even had the book. So much so, that at ReaperCon one of the few actual purchases I made was for a Splintered Deck texture stamp from Happy Seppuku.



I usually don't focus too much on bases. In fact I tend to make them fairly bland and generic so that they'll fit in whatever game or RPG. For Frostgrave I was a little more focused on making winter themed bases for the minis that I was painting explicitly for it, but since I was using a lot of re-purposed minis, it wasn't consistent. For Ghost Archipelago, It will be! My entire warband will all have the splintered deck bases.

Oh, and soon is NOW!

Of course using the texture stamp means that I'm cutting a lot of minis off of their integrated bases. With the plastics, that's easy. The metal minis? That's a little more effort. On the other hand, it does mean a more scrap for the melt table! Once I had the minis ready, I mixed up a batch of greenstuff, stuck it on the bases and then pressed it into the stamp. After pulling it off, I then stuck the feet into the greenstuff. This warped the stamp's texture a bit so I went in and fixed that with my sculpting blade.



In addition to the Warden and Heritor, I also did up the bases for 5 crewmen using the 5 bodies from a sprue of the crewman plastic boxed set. Of course I need to figure out what these 5 guys are actually going to be. Probably all base crewmen for this batch...

So this is where I'm at now. Next step is to finish building at least these 5 the crewmen, and then get them painted.

Thursday, November 23, 2017

Cranberry Jelly

Here's a little holiday re-heat from 2013. Happy Thanksgiving!


The cylinder of crimson jiggled toward the adventurers, leaving a wet smear along the stone floor. It smelled cloyingly sweet.

Nimble launched a bolt into it. "Nothing" he said, backing away.

"Any suggestions?" Allianora asked.

"Burn it?" Rathgar offered.

"I like that idea" Nimble pulled a bottle of oil out of his pack, broke the wax seal, pulled the cork and stuffed the rag into the hole. "Anyone have a light?"

Feris pointed at the rag, and a small flame sparked into being.

Nimble tossed the bottle at the slowly approaching jelly.



Cranberry Jelly
Armor Class: 9
Hit Dice: 4* (L)
Move: 30' (10')
Attacks: 1
Damage: 2d4
No. Appearing 1 (0)
Save As: F3
Morale: 12
Treasure Type: none
Intelligence: 0
Alignment: Chaotic
XP Value:125

Monster Type: Lowlife (uncommon)
A cranberry jelly is the unfortunate result of an alchemical accident. It is nearly invulnerable to physical attacks, taking only a single point of damage from any successful hit. Fire causes full damage, and cold damage allows the following physical attack to cause full damage.

Wednesday, November 22, 2017

Ghost Archipelago Plans!

I already have my Herator and Warden figures, but I need a crew. The plastic boxed set will take care of my basic crew needs, and I can probably squeeze out a good chunk of specialists too, though I should probably dig through my Bones to see what else I can cover. And then there's the credit with Reaper I'm sitting on to use in December during the 12 days event.

For now though, here's my plan, Heritor with the following abilities:
  • Crushing Blow
  • Iron Skin
  • Leap
  • Steel Heart
  • Surge

Storm Warden with the following spells:
  • Cloud Cover
  • Lightning Strike
  • Wind Walk
  • Water of Life


Speaking of, the official minis for the Heritor and Warden, while nice, have some issues. Mold lines aren't bad, but there's a lot of flash. Also the Heritor's swords came very bent. I'm worried about them snapping off. Also the tsuba (hand guard) on both is a little bent, and I'm not sure if that's intentional or not. The Warden's hand looks weird. I don't think it's miscast, but... I wish I was a better sculptor. I'd redo the fingers. I'd also remove the quiver from her back. They didn't give her a bow, so... WTF?



Anyway, for the crew, this is my plan:
4 standard crew w/ hand weapon and shields
2 standard crew with hand weapon
2 archer specialists
2 crossbow specialists
1 Guide
2 Tomb Robbers
2 Scouts
1 Hunter

That should leave me with 4 figures from the box that I can play with later.

Tuesday, November 21, 2017

Carousing in my Stonehell game

I've decided to tweak my house rules a bit. I decided that the carousing rules we're okay, but a little flat. Basically I've been running it so that PCs can roll a die and multiply the result by 100, and spend that much of carousing for XP. If they rolled over their level, something bad happened. As they gained levels, they moved up the dice chart, so that there would always be a chance of failure. It worked, but wasn't great.

This is the new rule going forward, though the mishap chart will vary depending on what type of carousing the players choose.

Carousing: Holy Orders
Cost = 75gp*1d4 (neighborhood event) 125*1d6 (Parish event) 200*1d8 (district/quarter-wide event) 300*1d10 (city wide)


If you roll either the maximum amount, or above your level, make a saving throw vs . On a failure, only half of the money spent gives XP, and roll on the chart below for the blunder!


1. Host a Feast Day - Even priests like to party! Sometimes too much…
  1. Bit too much of the sacramental wine. Either (1-3) you, or (4) High Priest, (5) civic official/ local celebrity (6) everyone gets totally wasted and causes a scene.
  2. Not enough for everyone. Minor riot spoils the event
  3. Uninvited Guests - rival temple crashes the party
  4. Sacrificial animal objects and gets loose.


2. Parade - Loud, festive and fun! Everyone comes out to enjoy it but…
  1. Trampled an orphan
  2. Drunken revelers trash the town
  3. Bad timing. Someone important dies the morning of the parade
  4. Funds are embezzled, and you get blamed


3. Special Service
  1. Too many candles, and you set the temple on fire, minor damage.
  2. Too many candles, and you burned the temple down!
  3. Squirrel in the holiday bush
  4. Shrimp is banned for a reason. GI issues… in front of everyone


4. Public Works
  1. Feed the Poor - Rotten food, everyone gets sick - make a saving throw vs poison or suffer a -2 to all rolls on your next adventure
  2. Clean the streets - Displace a bunch of people into another district, upsetting important people!
  3. Restore an old graveyard - Upset a restless spirit
  4. Tend the sick - And now there’s a plague. Everyone in the party must make a saving throw vs Dragon's Breath or Suffer a -1 to all rolls in the next adventure.


5. Sponsor Initiates
  1. 1d4 new novice nuns/monks
  2. 1d6 temple workers (gardeners/cleaners/cooks/etc.)
  3. 1d2 Temple Guards
  4. 1d10 missionaries
Complications!
  1. Infiltration by a member of a rival faith
  2. Scandalous behavior revealed after initiation
  3. Thieves!
  4. Morons, you just can’t find good help these days


6. Commission Artwork
  1. Mural/Painting
  2. Statue
  3. Song/Score
  4. Illuminated Manuscript
  5. Play
Complications!
  1. Sacrilegious
  2. Insulting to someone important/you
  3. Stolen/Vandalized
  4. Left unfinished because
    1. The artist is a flake
    2. The artist is a drunk
    3. The artist dies

Monday, November 20, 2017

Stonehell: Into the Hobgoblin Redoubt

Session 48 was played on 9/26

Eiric, wizard 6 (Kat)
- men at arms (Lindal the Elf, E)
- Naideen(dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Karl, Dwarf 4 (Julia)
- Hobart (dog)
- men at arms (Kanye, Barr)
Daryll (NPC Cleric 6)
Brie, wizard 1 (Apprentice to Eiric) - Stayed in town researching

Having caught their breath, the party notices that a troop of lizardmen have taken an interest in them. Various times throughout the ‘night’ they see the lizardmen poke their heads around. Otherwise they take no other action.

After resting the party gears up, and with kobolds in tow, head back toward the hobgoblin occupied areas. First is checking out the rooms occupied by the hobgoblins in the reptile house. They manage to avoid a simple trap, a bucket of hobgoblin shit in a bucket. Karl claims the bucket, and makes Kanye carry it. Kanye demands 15gp for the honor. Karl uses the poop to smear all over the beds of the hobgoblins.

Eiric has everyone dress up in hobgoblin outfits from the chests in the barracks. Karl has to do some serious tailoring to get it to even vaguely fit.

Moving into the main halls of the redoubt, the party comes across a hobgoblin barricade, and Karl uses his pick-ax to bring it down. A-A-Ron scouts ahead, and discovers a strange tiled room of colored lights that emerge from large mirrored balls that shine all over.

The kobolds are assigned construction duty to ensure that nothing comes around from behind.

Karl then heads into the room, and is hit by a beam of light that burns him, and then shot at by hobgoblins lurking beyond the disco room. Yelling the equivalent of “bullshit!” in dwarven, he charges toward the hobgoblins while Orpheus mutters “Shit, come on!” and charges after him. Naideen and Hobart follow along with Kanye and Barr. The disco lights are all avoided or have no effect on those they hit.

From the other side of the hall, more hobgoblins start shooting at those who didn’t charge across the disco room. Limdal and E both drop, but Daryll uses his magic to get them back up on their feet.

Karl and Orpheus (and hirelings) wade into the hobgoblins, mowing most of them down in a single swing each. The first half dozen are reinforced by another half dozen along with a champion. Orpheus calls him out, and cuts him down in a single mighty blow (another critical!).

Standing among the fallen hobgoblins, Karl and Orpheus can hear more coming from multiple directions…

Kills: 32 hobgoblins, 1 hobgoblin Lt.
Gains: none
Losses: none

Sunday, November 19, 2017

Sunday Inspirational Image: Altair

The sounds of the vendors hawking their wares was subdued in the mid-morning, as the day settled into it's slower rhythm.  The alleyways thinned of men as they took time in the cafes and smoke shops to discuss the latest happenings either in the palaces, the temples, or the streets. Lately, there's been more from the temples and palaces than usual.


The smell of sweet strong coffee mingled with nutmeg and cumin in the slow moving air, and tinging it all, harder to nail down, the smell of trouble stirring.

Image by Klaus Wittman

Saturday, November 18, 2017

Painting at work: Week 2


Okay, 2 weeks in, and I think things are going well. I've managed to apply paint 8/10 of the past work day lunchtimes.

Progress:
Lady mage is coming along. Trying to do some decent shading using Burgundy Wine and then I'll be highlighting the dress blending up with some Linen White. I'm not convinced by the lavender bit in the middle. I'm generally happy with how her face is coming along. She does need a bit more work there, and her hair just looks too muddy. I wish the detail with the hairnet she's wearing was a little sharper. Thinking about adding pearls to it. So far it's progressing pretty well. In looking back over it, most of the stuff with detail work is on what I painted yellow. I should have done that in blue so that the gold would stand out better. Ah well.

He's coming along nicely. Now that I've base coated the armor, he's looking much better. Face is still a little soft. The shield arm is really in the way.

I'll probably not be able to finish them off this week unless I bring them home to work on. Which I might, simply because of the detail work to do on them, and then start in with the lizardmen after Thanksgiving.



Thoughts
Need to bring in a pin to unclog bottles. Paperclips don't do it.
Leather brown doesn't cover all that well by itself
Don't bring different minis in the future. You've only got minutes to paint, it divides your focus.
Not having my magnifier is a pain. I keep expecting it to be there