I thought I'd better start putting some paint of the Blacklist Games minis from the Kickstarter boxes (that have been sitting on the side for a few weeks now!). I quite impressed with the plastic figures, most of them a good, usable poses and they take paint well.
Thursday, 23 December 2021
Started painting my first Kickstarter minis
Thursday, 4 November 2021
Sellswords and Spellslingers in Jotunheim 2
I had the chance to fit in another game in my new Sellswords campaign, technicaly it's game three as I didn't have a camera to hand for the second game.
Book Three – Crossing the Land of the Dead
Basic Scenario: 5 XP per player plus individual XP rewards
The mystical runes gained so far have enabled the party to decipher the ancient map that leads to the Lost Horde of the Dokkalfar King. Unfortunately, it shows that the map is actually incomplete!
On consulting a wise Seer, the party learn that there are in fact two more parts to the map. The Seer has ascertained the location of the two parts, one is in the lands of the Frost Giant, far to the North, the other is closer, in the Haunted Lands to the West.
The party decide to travel west first. Once they have secured the map fragment they will continue beyond the Haunted Lands to the coast and find a ship to carry them north.
After many days travelling they finally enter the Haunted Lands. The area is a cursed place, the site of a war between rival Necromancers eons ago. The spirits of lost souls haunt the land, nursing a deep hatred for the living. The party must journey deep into the Haunted Lands to reach the cavern identified by the Seer.
Terrain: An area of icy wilderness with 6 randomly placed pits. PCs start along the Southern table edge.
Foes:
2 Ice Wraiths
3 hordes of 3 Draugr
Ambush: 1 Draugr emerges from the nearest pit to the active PC.
Reinforcements: 3 Draugr enter from a randon table edge.
They are at our Backs: 4 Dokkalfar enter on the Southern edge.
Traps: A pit opens at the PC’s feet. The PC falls down, hurting legs (-1” to movement until healed) if he fails a DL 10 Dodge roll. A friend can help him out or he must pass a DL 10 climbing roll. The pit will act as an ambush point.
Complications: none
Wandering Monster: enter from random table edge.
1-4 - 1 Ice Wraith
5 – Ice Troll*
6 - Ice Worm*
*Ignore these rolls if already in play.
Foes Interacting:
Undead ignore monsters and Dokkalafr (who carry talismans to protect them).
Dokkalfar and monsters will ignore each other and concentrate on the adventurers.
Dokkalfar avoid the Undead and will not move with 4” of any undead.
Victory Conditions: Leave from the northern edge.
Other individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP. Killing a Troll/Worm gains 1 XP.
Thorbjorg blasted the monster with her icy magic as Verborg moved up to support her and throw an axe at the foe. She hurt the undead, but it charged them before Thorbjorg could cast a second spell.
Fortunately, Greta and Harald were close enough to join in the melee. Harald cut the foe down with a mighy blow of this axe. Verborg was aware that Wraiths often accumulated interesting objects from their victims and quickly looted the remains.
It seemed a narrow escape as we played it, with some tough fighting, but looking back only Thorstein suffered any damage (he had been reduced to 1HP again by the time he got off the table). We were lucky in that we failed a lot of activations early on, when the foes were mainly Draugr and had better dice once the stronger foes had started making an appearance.
The PC's had picked up three useful items, a magical sword that inflicted an extra point of DAM, a potion of Spider Climbing and a Luckstone with allows the wearer to reroll any die roll, once per game.
Thursday, 23 September 2021
Sellswords and Spellslingers in Jotunheim
I finally managed to get a game with a "new" project I've been working on throughout the lockdowns. It's a setting for Sellswords and Spellslingers games loosely based on Norse mythology.
I was inspired by some old Heartbreaker dwarf minis, sculpted by Phil Lewis some 30-odd years ago. I liked the character of these minis but they really didn't fit in with any dwarfs in my collection (which are very much based in Tolkien's Middle Earth). So I decided to use them as Norse Dark Elves, or Dokkalfar. I then decided to use other Phil Lewis sculpts from the same Heartbreaker range for Alfar (elves) Sveltalfar (black elves, which I am interpreting as orc/goblin types) and Draugr (undead/zombies). I have had to resort to other manufacturers for some of the characters/creatures, but the bulk are Phil's Heatbreaker sculpts.
So here is my first outing in this new world! I didn't want to make the scenarios too basic, so I created a more experienced party of heroes. They are two groups with in the part. A Rune Priest (spells: Enhance Others and Knockdown) and a Sorceress (spells: Frost Blast, Death Cloud and Teleport Friend), each accomponied by a Huscarl and a Shield Maiden (I will start naming the characters if any survive the scenario).
Book One - Runestones.
Experienced Scenario: 5 XP per player plus
individual XP rewards
The adventurers are tasked with obtaining 5 mystical runes, which will unlock the secret of the ancient map that leads to the Lost Horde of the Dokkalfar King. The runes were inscribed into 5 stones in an icy valley, on the edge of the Hnitbjorg (The Clashing Mountains). They were placed there by a Dokkalfar sorcerer, who cursed the stones with dark magic and raised guardians to protect them.
On the journey the adventurers were pursued by Dokkalfar warbands, determined to keep the location of the horde a secret. To add to the danger, the valley is deep in the territory infested by Greater and Lesser Sveltalfar.
Terrain: An area of icy wilderness with 5 standing stones, 2 on the south side of the river and 3 to the north. PCs start along the Southern table edge.
Foes:
2 Greater
Svelalfar
3 hordes of
3 Lesser Sveltalfar (1 horde has bows)
Ambush: 1 Draugr emerges from the ground in front of the nearest stone.
Reinforcements: 3 Lesser Sveltalfar (1-3) or 1 Greater Svelalfar (4-6)
They are at our Backs: 4 Dokkalfar enter on the Southern edge.
Traps: No traps in this scenario.
Complications: The first time a Complication card is drawn 1d6 skeleton archers enter from the southern edge.
Wandering Monster: A Guardian is summoned to protect the stones. It will appear at a random stone.
1-3 - 3 Draugr
4 – Ice
Troll*
5 – Snow
Ogre*
6 Ice Worm*
*Ignore
these rolls if already in play.
Foes
Interacting:
Dokkalafr
and summoned Guardians (Draugr etc) will ignore each other and concentrate on
the adventurers.
Guardians
ignore Svelalfar, who are frighted by the summoned Guardians and will not move
with 4” of any guardians.
Dokkalfar
and Sveltalfar will attack each other, if they are activated within 4” of the
other, and fight until one side is exterminated. Each time the fight is
activated, roll 1d20 for each foe in the fight, on a roll of 11+ it is killed.
Victory
Conditions: Leave
from any edge with all as many runes as possible.
Other
individual rewards: A PC carrying an out-of-action PC off the table gains 1 XP.
Killing a Troll/Ogre/Worm gains 1 XP.
The table after the first couple of turns. On the hill in the botton right of the picture, a Shield maiden has reached the first runestone.
The other Huscarl finds his way to the second runestone blocked by a Greater Sveltalfar, but he takes the beast down.
To speed things up the Sorceress teleports a Huscarl to the second runestone, unfortunatly he fails his constitution roll and lands in an ungainly heap.
The party reach the bridge. The Huscarl having regained his wits and read the runestone, they now have 2 of the secret runes.
What's that large shape running towards the bridge? It's an Snow Troll! The Sorceress finds herself surrounded by foes, but eliminates most of the with her Deathcloud (lucky she made the roll!) and a Shield maiden knocks off the last Dokkalfar with a well aimed axe.
In the meantime the Huscarl makes his way towards the next runestone, drawing the attention of a bunch of Sveltalfar.
Wednesday, 15 September 2021
Starstones Campaign Chapter 9
Chapter Nine
In
a cloud of sawdust, the professor pulled out a metal tank with straps. In his
other hand he clutched a strange, gun-like device that was joined to the tank
with a flexible tube.
Set
Up: A graveyard with a Mausoleum in the N/W
corner. Scattered within the tombstones are 6 table tombs, these are the
initial spawning points for ambushes. The PCs must locate the vampire and
destroy it.
Deployment:
Deploy all PCs along the S/E, then deploy foes randomly but not closer than 8”
to any PC (if a foe appears closer than 8” from a PC, place it 8” away).
Foes:
3
x hordes of 4 Ice Revenants
2
x Ice Revenant Wolves
Trap: A pit opens up at the PCs feet and an Ice Revenant emerges and attacks.
Mark the spot as a future ambush point. Replace the card in the deck.
Ambush: An Ice Revenant emerges from the
nearest table tomb/pit and attacks.
Reinforcements: 1-6 Ice Revenants enter
from a random table edge or by a table tomb.
Roll 1d6 for location, 1-4= table edge, 5-6 =
random table tomb.
At Our Back: 1-6 Ice Revenants enter
along the southern edge (or 12” behind the rearmost PC).
Complications:
Pack of 6 Ice Revenant Wolves enter from a random table edge.
That
will come in handy: Nothing
Wandering
Monster
Roll 1d6 for location, 1-4= table edge, 5-6 = nearest cover
to centre of table.
1-2:
3 x Ice Revenants
3-5:
An Ice Revenant Cossack
6:
An ice Revenant Creature
Game
Event: A Lesser Vampire enters from a random table edge or by a table tomb.
Roll
1d6 for location, 1-4= table edge, 5-6 = random table tomb.
Mausoleum
If
a PC moves within 4” of the entrance and the vampire is not yet in play, the
vampire will emerge from the mausoleum and attack the PC.
Victory
The
game ends all PCs have left the table or are dead.
5
XP plus 1XP for killing the lesser vampire or carrying a comrade’s body
off-table.
And more shambling undead enter behind them.
In fact the western side of the table looks decidedly unhealthy.
With the Vampire destroyed the party can withdraw, but on the way the Professor is ambushed and wounded before he can use his Free Disengage ability and escape.
Seeing his plight, Jack rushes up, his revolver blazing.