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Author Topic: A Company of Fools - Blog  (Read 204810 times)
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« Reply #285 on: 11 August 2014, 19:30:16 »

Coradwin and Relimir charactor sheets

Introduction

In the case of Coradwin I have tried this before and the Pdf character sheet did my head as there was too much to fill in even though in some ways, particularly lay out,  its a nicer one than the Spreadsheet based one I use normally that has the benefit of auto filling stuff and being on only two pages. The sheets are for Coradwin at level three and Relemir at level one

Coradwin
 is now done but I have not posted it as I may have messed up on his spells need to check them before I do so page one will have to wait

I had messed up with the spells as I had forgotten that Coradwin with his low for a mage intelligence of 13 can only learn three spells per level and  he already knows three Apprentice level ones as you start with two which is where I tripped up - So he can not learn his bet noir the fire finger spell until he raises his intelligence to 16 and can then know four spells per level. it can be done and would be advantageous in other ways but would cost him most of his build points for 3-4 levels to do.


Here is Page 1


Here is page 2



Relimir
took some time, much more than I had intended  but I finally got down and did it

Here is Page 1
















Here is Page 2















































Source: Coradwin and Relimir charactor sheets
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« Reply #286 on: 11 August 2014, 19:30:19 »

Relemir - Leveling first to second level

Inspired by finally getting his character sheet sorted out and bearing in mind that Coradwin has had him out helping out around the edges of the adventure to the point he is beginning to pick up some experience so may level in the foreseeable future I have decided to run through the levelling up process in readiness for that time

Attributes 
STR d8                                                      roll 4   >14/33
INT d10                                                    roll 1    > 11/58
WIS d6                                                     roll 4    > 13/08
CON d20                                                 roll 3    >  13/62
DEX d12                                                  roll 1    >  10/69
CHA d4                                                   roll 6    >   02/37

that the Charisma roll exploded is just cruel - evil electronic dice

Hit Point Re roll 4 as it was 9 last time no change

Fighters get no other automatic increases on levelling up

so to spend the fifteen Build points

Decided that he is a skill monkey or will be until he becomes my player character as his role is that of Coradwin's servant

First Aid                                        ML1                                               4BP   Roll d8+1  so +5 skill
Observation                                   ML1                                               4BP   Roll d12+1 so +7 skill
Hunting                                          ML 1                                              4BP   Roll d12+1 so +6 skill
Cooking Baking                             ML 1                                              1BP   Roll d12+1 so +6 skill
Fire Building                                  ML1                                               2BP   Roll d12+1 so +12 skill






Source: Relemir - Leveling first to second level
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« Reply #287 on: 11 August 2014, 23:00:05 »

A strange world of Random Doom - episode Nine

Preamble 

In the end  I  managed to make it home in time to join in after all as there was no magic tournament and our cadre of board gamers had bought all they wanted early enough that I could make a sharp exit and leave them playing till the boss got back form his race at Donnington

the region 

On with the game


  • we started at the Port - shown in purple on the map      on the coast  in the gap in the mountains the and having decided that      we needed to be in the swamp of Gorundy by the time all the moons where      full at the same time we rode taking Relemir to hold the horses and act as      camp servant.
  • We also decided we had time to check on the state      of more of the villages in the north lands on  on our way, this the      Gnome moaned about as he was wanting to get it over with or just not      liking so much time on pony back. As is traditional in the company now we      ignored him. 
  • We rode under overcast skies with the air full      of acidic drizzle and the smell of burning low grade coal. Through      untended crop fields slowly dying form neglect and the exposure to acid      rain. 
  • our first night out we camped not far form the lake      in the dying crop lands where last time we had seen the shadows flying      over head. This time the night passed without incident and we pressed on      the the nearest village on the map we had taken from the bandits fort.
  • We found the first settlement a village as far as      we could tell form the little that remained of it, the one marked      with the group icon a backpack had been scorched to the foundations.      Investigating this revealed that it had been done by ritual magic and the      ritualists or some one had gone west and perhaps north from there but we      lost the trail very quickly and where unable to follow.
  • After completing what investigations we could at      the scorched village we had still day light and we reckoned we had the      time to we should check out another settlement on the way choosing the      nearest one marked within the boundaries of the woods in which the burned      bandit fort stood.
  • This village proved to be more intact and we sent      Faz the gnome in to scout it out with the aid of Coradwin’s magic which      enhanced the gnomes considerable stealth skills by rendering him silent,      this also had the hilarious side effect of rendering unable to speak and      gave the company the first time free of gnomish banter since they had met      up. Oddly Faz found this unfunny well gnomes have odd senses of humour      don’t they
  • The gnome’s report suggested that the village was      uninhabited but apart from one collapsed building it was safe so it was      decided that we could investigate more closely once the magic had worn off      faz.

Source: A strange world of Random Doom - episode Nine
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« Reply #288 on: 11 August 2014, 23:00:05 »

Tanner's account  - Strange world of random Doom episode nine

Reposted form the Kenzer co forum

With the three full moons approaching, the party set off towards the  swamp with a planned stop at a couple more of the villages marked on our  map.  The first was completely burned to the ground, apparently by some  sort of magical ritual as evidenced by arcane runes surrounding the  circular burn pattern.  With a few days remaining, we went north to yet  another of the unknown villages.  This one too had been hit by a shadowy  evil that left massive clawed gouges in the earth.  A water spirit  living there helped with our wounds and told us of the attack and how at  the end she was able to fight them off, but not before the village was  deserted.  Our conversation with the enchanted creature was stopped  short when the gnome somehow managed to offend it.  A strange cold black  aura remains over some of the fallen timbers.  A mine there resembled  climbing in to a geode.  It was beautiful!  Our light resonated on the  crystals creating the most harmonious sounds!  It was extremely  soothing.  With time nearly out, we headed for the swamp proper.
At the swamp, we dared to enter the village of the children where we  learned there were being taken care of by "Mother".  We would learn that  Mother was the dryad of this area.  Something was wrong with her  though, for when she was angered she turned green and an evil red anger  flared in her eyes.  When she calmed, we offered to help her by riding  the swamp of the bullywug invaders that were stealing her fruit.   Suspect of her intentions, we met with the bullywugs and found them to  be the displaced ones, and that something evil had befallen this area  that had once been a great lake.  We asked them to leave for their own  safety, telling them we would take credit for defeating them in order to  gain favor with the dryad.  We returned to the children's village, but  the dryad was not there.  After waiting a few hours with nothing, we  decided to go investigate the tree that now loomed far above the swamp.
After being nearly wiped out by three more of the vine-lizard beasts, we  found little option but to press on, despite losing our newest party  member, Jon, who had fallen to the beasts vicious attacks.  The massive  tree nearly pulsed with evil that the pixie-fairie could feel.  Its red  hue was unnatural.  Catching a glimpse of shiny about the trunk of the  tree we approached cautiously.  What looked like a silver chain had been  wrapped about the tree apparently years ago, for it was now embedded in  the bark.  Seeking to free the tree from the evil and thinking the  chain might be the source of the pain, we moved in closer as saw the  face of a woman seemingly frozen in the wood.  Magic was used to try  melt the chain, but succeeded only in awakening the tree's defenses.  As  the vines attacked us the pixe-fairy pointed out the pain seemed to  come from the face in the wood.  As we chipped away at the face, the  dryad (in green scary evil mode) came out from the tree and summoned  more of the giant lizards.  It we could not solve this puzzle in the  next minute or so those beasts would make short work of us.  The face in  the tree screamed in rage as the wood was broken away to reveal that of  some sort of ghostly witch apparition.  The screams sent a couple of us  fleeing in terror, but a few well placed blows and sling bullets  finished the task with seconds to spare.  As the evil apparition was  destroyed, the lizard-beasts reverted to what looked kind of like small  alligators.  More importantly, the dryad fell to the ground, the green  tint leaving her.  She thanked us for freeing her as she melted into the  ground.
Back in the village, the children were confused, having no recollection  of their time here.  We took them to the water spirit and told her what  had happened.  She has offered to watch over them as she sees them as  her charge while her cousin, the dryad, recovers.  She told us of a Cult  of the Blood that might be responsible for what happened in the swamp.   We will have to seek them out and add them to the list with the  were-rats of things to exterminate from this isle.       

.........

Source: Tanner's account  - Strange world of random Doom episode nine
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« Reply #289 on: 11 August 2014, 23:00:05 »

Screen shots from Episode Nine of A strange worlo of Random Doom

 Gleaning Information form the Nyiad

A peaceful interlude

The End Game



The tree of Doom


Source: Screen shots from Episode Nine of A strange worlo of Random Doom
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« Reply #290 on: 12 August 2014, 02:30:05 »

Plans for tommorow

I am intending to get stuck into finishing the session reports for Episodes twenty and twenty one as well as going back and filling in any articles I have missed or left incomplete in a general attempt to get things under control before the next episode of a Company of Fools runs on Thursday this week 

I am also intending to do some more urban Maps as a lot of the action of the next few Sessions will take place in the besieged town of Vayham and in the Goblins siege lines around the town.

Finally off line work continues on the Black Craig where in much may happen as the situation there which I am going to say nothing about is left to develop unhindered.

Source: Plans for tommorow
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« Reply #291 on: 12 August 2014, 09:30:07 »

A strange world of Random Doom - episode Nine

Preamble 

In the end  I  managed to make it home in time to join in after all as there was no magic tournament and our cadre of board gamers had bought all they wanted early enough that I could make a sharp exit and leave them playing till the boss got back form his race at Donnington

the region 

On with the game



  • we started at the Port - shown in purple on the map      on the coast  in the gap in the mountains the and having decided that      we needed to be in the swamp of Gorundy by the time all the moons where      full at the same time we rode taking Relemir to hold the horses and act as      camp servant.
  • We also decided we had time to check on the state      of more of the villages in the north lands on  on our way, this the      Gnome moaned about as he was wanting to get it over with or just not      liking so much time on pony back. As is traditional in the company now we      ignored him. 
  • We rode under overcast skies with the air full      of acidic drizzle and the smell of burning low grade coal. Through      untended crop fields slowly dying form neglect and the exposure to acid      rain. 
  • our first night out we camped not far form the lake      in the dying crop lands where last time we had seen the shadows flying      over head. This time the night passed without incident and we pressed on      to the nearest village on the map we had taken from the bandit’s fort.
  • We found the first settlement a village as far as      we could tell form the little that remained of it, the one marked      with the group icon a backpack had been scorched to the foundations.      Investigating this revealed that it had been done by ritual magic and the      ritualists or some one had gone west and perhaps north from there but we      lost the trail very quickly and where unable to follow.
  • After completing what investigations we could at      the scorched village we had still day light and we reckoned we had the      time to we should check out another settlement on the way choosing the      nearest one marked within the boundaries of the woods in which the burned      bandit fort stood.
  • This village proved to be more intact and we sent      Faz the gnome in to scout it out with the aid of Coradwin’s magic which      enhanced the gnomes considerable stealth skills by rendering him silent,      this also had the hilarious side effect of rendering unable to speak and      gave the company the first time free of gnomish banter since they had met      up. Oddly Faz found this unfunny well gnomes have odd senses of humour      don’t they
  • The gnome’s report suggested that the village was      uninhabited but apart from one collapsed building, which radiated what the      gnome felt to be evil, it was safe so it was decided that we could      investigate more closely once the magic had worn off Faz.
  • The company approached the little settlement and      found it not quite uninhabited but its one inhabitant a naiad was friendly      and hospitable


Source: A strange world of Random Doom - episode Nine
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« Reply #292 on: 12 August 2014, 13:00:06 »

A review in planning



I plan on reviewing this latter

Source: A review in planning
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« Reply #293 on: 12 August 2014, 16:30:07 »

A review in planning



I plan on reviewing this latter.

Initial view
It is now downloaded and it took its time over the local steam powered internet ,I have skim read it and when I have given it a through read I will report back in detail however the initial skim read looks more than promising and the maps in the appendix in particular are more than worth it on their own.

Indeed when I have a chance to study them just the thing I need to tie the Company of Fools Campaign into the official setting  which is something I had wanted to do form the start, but couldn't get a clear enough map to tie it down in any of the published sources I had at the time.

Source: A review in planning
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« Reply #294 on: 12 August 2014, 20:00:09 »

A strange world of Random Doom - episode Nine

Preamble 

In the end  I  managed to make it home in time to join in after all as there was no magic tournament and our cadre of board gamers had bought all they wanted early enough that I could make a sharp exit and leave them playing till the boss got back form his race at Donnington

the region 
On with the game



  • we started at the Port - shown in purple on the map      on the coast  in the gap in the mountains the and having decided that      we needed to be in the swamp of Gorundy by the time all the moons where      full at the same time we rode taking Relemir to hold the horses and act as      camp servant.
  • We also decided we had time to check on the state      of more of the villages in the north lands on  on our way, this the      Gnome moaned about as he was wanting to get it over with or just not      liking so much time on pony back. As is traditional in the company now we      ignored him. 
  • We rode under overcast skies with the air full      of acidic drizzle and the smell of burning low grade coal. Through      untended crop fields slowly dying form neglect and the exposure to acid      rain. 
  • our first night out we camped not far form the lake      in the dying crop lands where last time we had seen the shadows flying      over head. This time the night passed without incident and we pressed on      to the nearest village on the map we had taken from the bandit’s fort.
  • We found the first settlement a village as far as      we could tell form the little that remained of it, the one marked      with the group icon a backpack had been scorched to the foundations.      Investigating this revealed that it had been done by ritual magic and the      ritualists or some one had gone west and perhaps north from there but we      lost the trail very quickly and where unable to follow.
  • After completing what investigations we could at      the scorched village we had still day light and we reckoned we had the      time to we should check out another settlement on the way choosing the      nearest one marked within the boundaries of the woods in which the burned      bandit fort stood.
  • This village proved to be more intact and we sent      Faz the gnome in to scout it out with the aid of Coradwin’s magic which      enhanced the gnomes considerable stealth skills by rendering him silent,      this also had the hilarious side effect of rendering unable to speak and      gave the company the first time free of gnomish banter since they had met      up. Oddly Faz found this unfunny well gnomes have odd senses of humour      don’t they
  • The gnome’s report suggested that the village was      uninhabited but apart from one collapsed building, which radiated what the      gnome felt to be evil, it was safe so it was decided that we could      investigate more closely once the magic had worn off Faz.


    Naiad's Pool
  • The company approached the little settlement and      found it not quite uninhabited but its one inhabitant a naiad was friendly      and hospitable, sadly the Gnomes lack of any residue of tact offended her      and she left. However before that we found out about the fate of the villagers      here they had fled after a wraith attack which the naiad had driven off      because they felt unsafe even so. More about the Dryad Gorundy and her      habits including her buying children of the slavers which explained something      which we had seen the first time on the way to the swamp and of a blood      cult which had dwelt in and possibly built the bandits fort in the first      place. We also learned who had put out the fire; it was the Naiad who did      not want her woods burning if it spread.
  • After talking to the Naiad we investigated the rest      of the village avoiding the collapsed building which Faz had reported as      being in some way evil, however out new recruit was fascinated by the      place and poked about in it regardless of instructions and Faz bodily dragging      him away on one occasion. He appeared to stir up the lingering evil but escaped      with out immediate ill effects.
  • The rest of us found a crystal grotto which radiated      good peace and well being and even though Faz wanted to sample the crystal      incase it might be of use powering one of the infernal contraptions he is      always planning
  •  Having      partaken of the Naiads hospitality found we needed no rest but spent the      night in a warded sanctuary possibly a temple of the wayfarer or on of the      other faiths that worships in the open air.
  • In the Morning we rode directly to the swamp approaching from the north as we had learned that this was the easiest way in.
  • On arrival at the swamp we left Relamir in charge of the horses and continued on foot through the increasingly wet and difficult going as we headed for the village of the children which was  at the centre of the swamp
Approaching the children's Village


  • On reaching the vicinity of the village the      majority of the company took cover as best as they where able and sent Max      forward to scout out the village as we considered that the children would      find him the least threatening and did not want any stand up fights with      the vine lizards which we knew to be in the village with the children if      we could avoid them. Most especially not in front of the children who we      knew treated them like pets
  • Max caused quite a stir
  • In the centre of the swamp we took shelter at the      warded stones and planed what to do next





Source: A strange world of Random Doom - episode Nine
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« Reply #295 on: 12 August 2014, 23:30:07 »

Coradwin and Relimir charactor sheets

Introduction

In the case of Coradwin I have tried this before and the Pdf character sheet did my head as there was too much to fill in even though in some ways, particularly lay out,  its a nicer one than the Spreadsheet based one I use normally that has the benefit of auto filling stuff and being on only two pages. The sheets are for Coradwin at level three and Relemir at level one

Coradwin
is now done but I have not posted it as I may have messed up on his spells need to check them before I do so page one will have to wait

I had messed up with the spells as I had forgotten that Coradwin with his low for a mage intelligence of 13 can only learn three spells per level and  he already knows three Apprentice level ones as you start with two which is where I tripped up - So he can not learn his bet noir the fire finger spell until he raises his intelligence to 16 and can then know four spells per level. it can be done and would be advantageous in other ways but would cost him most of his build points for 3-4 levels to do.


Here is Page 1


Here is page 2



Relimir
took some time, much more than I had intended  but I finally got down and did it

Here is Page 1






Here is Page 2




Source: Coradwin and Relimir charactor sheets
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« Reply #296 on: 12 August 2014, 23:30:07 »

Start of a new Relemir token

Second level 

A work in progress using HeroMachine 3 as the origional was done using the more basic 2.5 and I felt with his approaching levelling up he deserved a new token



Source: Start of a new Relemir token
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« Reply #297 on: 13 August 2014, 03:00:09 »

Start of a new Relemir token

Second level 

A work in progress using HeroMachine 3 as the original was done using the more basic 2.5 and I felt with his approaching levelling up he deserved a new token





and the finished article, I could do more work to it but given the size of a Roll 20 token I don't see the need for it, I will do more on the matching portrait but that can be a job for another time 

Source: Start of a new Relemir token
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« Reply #298 on: 13 August 2014, 10:00:08 »

Animated KODT Strips

 Blog author reminder

 Re Animated KODT strips
These will be linked in here latter and I will put a link to the kenzer forum in the comments after each

Source: Animated KODT Strips
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« Reply #299 on: 13 August 2014, 13:30:09 »

Animated KODT Strips

The ones done by Jolly posted in 2006


The Fan Created ones from 2008 -hoody whoo

Episode 1


Episode 2



Episode 3



Episode 4

 


Episode 5


Episode 6



Episode 7


Episode 8 

Episode 9 

no recording for this one I have not missed it out honest I suspect it might have got deleted or misnumbered

Episode 10

Episode 11 


and that is the lot

for thoughts comments etcetera join the discussion here on the Kenzer forums



















Source: Animated KODT Strips
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