Gaming Groups => Hackmaster => Topic started by: EvilGinger on 01 July 2014, 13:18:38
Title: A Company of Fools - Blog
Post by: EvilGinger on 01 July 2014, 13:18:38
Posts from the Company of Fools Blog:
A Company of Fools - The Blog (http://hackmasterinburton.blogspot.co.uk/)
Title: EG: Episode Eighteen write up
Post by: EvilGinger on 01 July 2014, 16:30:06
Episode Eighteen write up
An Urban interlude Part 5 -Rats attrition and an evil cult confronted
Dramatis Personae
Leon – a Brandobian Human Fighter & self styled hero
Nyadryn – a Brandobian Human, fighter
Esme– a Brandobian human, a loud over enthusiastic person, Nyadryn’s girl friend
Siskin – a Halfling Cleric of Chance
Larifus – a Gnome,
Quelsteine– a Gnome
Lori – a Gnome, rescued captive
Briana – a Half Elven fighter magic user
Aeneste – a Brandobian? Human rescued captive
Varill – a Brandobian Human the tanners apprentice and rescued captive
Location
Some where in the sewers under the new town of Vayham
Events
(These take place during episode XV of the main story and they follow on exactly from the end of the previous session)
The company continued its increasingly desperate search for a way out in the room of stenches. Lori, Larifus and Leon turned to examine the slime covered walls every ones eyes where stinging heads spinning, Nyadryn and Esme inspected the floor with Nyadryn going down on hands and knees to look at the sections she pointed out if only to stop her doing it herself and she grew increasingly exasperated. Siskin started to peer under the edge of the slimy wooden lids finding nothing but more slime encrusting the stone lip beneath. Every one joined in With only Brianne and Quelsteine standing aloof from the search. Nothing was found apart from clear slime yellow slime, odd discoloured incrustations and stains, algae growths and small pieces of unidentifiable detritus, all damp and mostly quite slimy.
Then across the room Larifus noticed that under the slime and the encrustations there was a decorative band of low bass relief going around the room at head just above his head height. It was a strip of “brocade” for want of a better description carved into the stone blocks which covered the wall that looked like a necklace of skulls threaded with worms through the eye sockets and holes in the cheek and broken toothed gaping mouths. He also noticed that there was another similar strip about his height again further up but he was too shortsighted to tell if it was the same as he could not pick out any detail. He pointed this out to every one else and they joined in the examination of it Esme confirmed that the higher strip was the same as the lower and was as she put it gross and down right morbid. However she and Siskin fell to examining this detail looking for a switch which would open a concealed door through which unconscious bodies might be carried.As they examined the strip it dawned on Siskin that the decoration was an adaption of one of the many unholy symbols of the rot lord, suggesting that not only was the place occupied by that foul cult as they had already discovered but that it might have been built for that purpose rather than just commandeered by them at a later date.
However before they could finish there examination of meditate too much on what they had found the door at the end of the short passage leading to the chamber opened with a creak and there was the sound of men coming along it men with a violent purpose. Turning from the examination of the relief the company saw half a dozen burly fellows dressed in the same way as the beggars they had met before coming down the sort corridors clubs, or rather knobby sticks, in hand. From the far in the rear they hear the familiar voice of one of the beggars they had met before, “that’s them beat ‘em good they killed Eggil”The men who had all the look of some sort of beggars guild enforcers made no reply but came on in silence but with increasing speed. As every one in the company gathered their wits they reacted but not before the bullies had fallen on the nearest of the company Two fell on the apparently unarmed Lori and Aeneste and two descended on Brianne, Quelsteine even surprised had the whit to dodge behind his larger colleague, who dodged the bullies flailing clubs with an arrogant ease, these might frighten common scum but not her a half elf of the best lineage. Across the room Lori and Aeneste where as successful the thugs where unused to fighting those with the wit to fight back and had only encountered these two before when in a drugged stupor and even them Lori had even then not quieted till they dumped her in a sack. Weapons where drawn and Esme unleashed a what she thought was a wild war cry and charged Nyadryn secretly terrified she should come to harm followed her in trying all the way to outpace the girl so he could put himself between her and danger. Varill it has to be said was afraid having been beaten severely a couple of days before by these self same thugs made a dash for the far corner.
A wild fight followed, during which Aeneste was savagely clubbed around the head, staggered back and then righted her self and then forgetting her art plunged back into the fray fists flying alongside Nyadryn and Esme. Lori took a winding blow which sent her reeling but left her attackers triumph rather short lived as the blow left him wide open to Leon’s sword and Leon duly extracted the cost of this foolhardiness, with a perfectly executed stop thrust. Larifus danced around the edge of the fight and threw both of his throwing knives before closing one missed entirely and one clipped Siskin as it passed. Siskin was less than amused by this and shouted at Larifus to stop that and join in. He did but weather it was Siskin’s outrage or his running out of knives which was the cause who is to know. Lori got up and rejoined the fight pausing only briefly to groin stomp the now fallen thug that had hurt her and pick up his club. Lori was disgusted at the weapon it was a blasted stick not even a club, still it might be better than a half blunt belt knife. She rounded on the second of the pair of bullies who was now backing off under an expert flurry of sword blows from Leon. However it was not all going the companies way the stunned Aeneste was now down properly and whilst wounded both of the bullies fightingEsme and Nyadryn where still up but not for long as Larifus joined the fight with them.
Mean while Leon and Lori backed the one bully they where engaged with almost on the point of Siskin’s waiting sword and he turned to flee over the slippery wooden lid fell and stunned himself
The bullies where no match for people who could match their numbers and stood their ground and one by one they went down even so it was not over for just as the surviving where considering flight the group of beggars in the hall at the end of the entry passage who had taken no part in the fight having been thought better of it by the Company earlier when they rescued Lori Aeneste and Varill and gave them a sound hiding doing it, acted on much the same thought releasing the starving rats which unable to turn on their carriers as the beggars had been wise enough to block the passage with the large cages before slamming the door shut behind them and making themselves scarce. The Rats hared down the passage into the room beyond where they smelt fresh blood and the scent of human fear which they had come to associate with food and they where so very hungry.
Hearing the Rats coming and well aware that the rats would go for them as much as they would those they where fighting attempted to break off and put their enemies between then and the Rats. Trying to flee proved unwise as first Lori and Leon took advantage of it to cut down and then viciously groin stomp the one wounded bully fighting them, and the one still fighting Nyadryn and Esme was unable to pass their impromptu shield wall and was trapped and torn down when the rats decided the best and easiest source of food was his fallen comrade and the unconscious Aeneste behind them. All the one fighting Brianne could manage was to back against the wall to keep Quelsteine to his front as the little shite had managed to stab him in the back a couple of times already, however a crude club wielded by a terrified thug is no match for elf wrought steel and Brianne contemptuously flicked the mere stick away and effortlessly carved him open, he slid down the wall as Quelsteine made short work of finishing him off.
The fight then converged on the centre and the rats still being fended off by Nyadryn and Esme a fight made a bit easier buy the rats being just as interested in eating the two fallen bullies as attacking people who could fight back. Even so and with the company taking care not to distract the rats from their feeding and a show of amazing skill, with a shield by Esme people got bitten and before the fight was over Esme’s luck had run out and she had fallen to a savage bite. Nyadryn went berserk hacking at the remaining rat savagely screaming all the while that the foul beast had killed her and swearing that it would pay and by the SPEAKER so would all of them even their foul god. Then it was over and the last of the rats died hacked by down Nyadryn and impaled on Siskin, Leon and Brianne’s swords. In the silence that followed both Esme and Aeneste groaned and began to rouse.
Every one looked at Brianne, and she thought to herself why always me can no one else here bind wounds? Before falling to the task of dealing with the worst wounded as best she could given she had no clean bandages or clean water little practice and less taste for this sort of work.Mean while those who where not wounded or had been seen too searched the bodies of the fallen foe and found little save for a good leather sack some what ruined by a dagger thrust in the fight by Larifus which contained around three hundred useable trade coins as well as a fair number of small bits of brass which might once have been trade coins but which where now too worn and damaged to be ought but scrap brass.
With such first aid that could be done finished the Company halted to review its position and found it not to be at all good most of them where wounded Lori and Aeneste very badly though each where trying to be brave for there own reasons. Esme was being fussed over by Nyadryn despite her vehemently asserting that she was not that hurt and that it had only bowled her over and she had banged her head on the floor. None the less the blood drying on her brother old tunic was not all from a rat or a thug either. Further to that every one except Siskin was feeling a little feverish and unwell. Not to mention that the enemy knew the company where there and where no doubt preparing the next nasty surprise for them, Nyadryn was the foremost supporter of this suggestion as Esme getting hurt had thrown him into a low mood.
It was decided that the company needed to get out or failing that get to some where safe where they could rest at least over night and work out what to do as they could only see death staring them in the face if they pressed on as they where doing. They had been lied to and fallen for the trick and been ambushed. The problem being was that there was no safe place to rest. Where they where was out of the question, so was further in as Siskin and Larifus had found more large rats in that direction when they had first explored the place and since it was apparent that rats where more awake now who could say there where not more now. They had seen the first room they had cleared of rats refilled and in any event the room was full of rotting corpses same went for the composting room as that had even more rotting matter in it as well as Quelsteine gnome eating red worms. The only place any one could think of was the old smugglers hide out but that required traversing the rat tunnels and whilst they had managed that twice who was to say they could a third time given that the rats where more active at the present. However it seemed to be quite the best of the bad options they had before them. So grimly they set off to do as planed
As the company approached the composting room again fighters to the fore and wounded and their attendants to the rear Esme who kept saying she was not as wounded as he thought being assisted by a still half distraught Nyadryn and Aeneste held up by Varill the rescued tanner turned torch bearer. Only Lori of the wounded stayed at the front mumbling all the while about the lack of a decent weapon and her gear, as all she had was one of the bullies knobby sticks as a club and a half blunt beggars knife.
The compost pile was the most active any had seen it so far, Quelsteine cringed as he spotted the first red worm and the Company began the edge into the room along the north edge of the pile. As they did so a huge centipede erupted from the surface scattering red worms and rotted vegetation as it did so the fighters at the front recoiled behind shields those who had them, whilst wearily drawing weapons.The fight was fortunately soon over and no one involved was further wounded before the foul thing twitched its last. Alarmingly as it did so its corpse was dragged back into the pile by half a dozen similar if smaller creatures of the same kind
After the encounter with the vast centipede, the company edged its way cautiously around the compost pile, backs to the wall torches forward fending off the apparent myriad of similar if smaller creatures which writhed and hunted over its surface and scattering small, well normal sized, rats, that nipped around the edge, before them until they made it to the exit to the rat tunnels which they had entered by. Quelsteine was by this point frankly terrified and only able to pass at all because the red worms had been in part obscured by the centipedes which where swarming all over them as they in turn fell on thelayer of fresh vegetable waste which had been freshly dumped there and Briana dragged him with main force when he froze. At the entrance the company halted and formed a ring around its wounded, peering uncertainly into the dark tunnel yet still seeming determined to traverse it. Lori her own wounds smarting peered into the tunnel and despite being told that there where rats nests all round could see no presence of rats and crouching and relying on her gnomish night vision she took a few steps down the tunnel wishing she had her faithful sword with her, shortsightedly she did not notice the huge rat ahead until she ran in to it. It turned, snarling teeth bared and she tried to dodge in the narrow confines of the passage, but its fangs found there aim and Lori went down drowning in a sea of pain before every thing faded to black.
Seconds latter the rest of the company where surprised by the eruption of a massive rat from the mouth of the tunnel. Tired hands reached for weapons as the frenzied creature hurled itself at the nearest of them. The fight was short and vicious but Company triumphed as they had numbers on their side if nothing else, there was a lull as the foul scabrous beast twitched and breathed its last after the final strike of Siskin’s sword and every one drew breath, only then wondering what had become of Lori in some desperation recovering her almost lifeless body from a few steps inside the tunnel without further incident, Brianne who was nearest quickly worked out that Lori was actually still alive but almost certainly not for very long as she was hurt beyond her skill to aid. At which point Aeneste who had been staggering along in a daze since the beating she had taken when trying to take on two of the beggar bullies with nothing but her fists roused herself and confessing to knowing something about this sort of thing fell to helping as she could, thought it was largely Brianne who did the work on instruction as Aeneste was herself sore wounded.
Here again the focus of our tale moves else where for a while though it will be returning here but there is far more a foot in the region than that which just the one tale can encompass though the treads of these tale are interlinked and may well cross merge and divide again as the story unfolds further.
Source: Episode Eighteen write up (http://hackmasterinburton.blogspot.com/2014/06/episode-eighteen-write-up.html)
Title: EG: Its been quiet around here again
Post by: EvilGinger on 01 July 2014, 16:30:07
Its been quiet around here again
Its been quiet around here again
Sorry not to have been about since Sunday, but I have been off the internet completely since some idiot in a 4X4 managed to mount the curb and total the local exchange switch box for my area. My auxiliary means of connection did not work either as I was unable to put any credit on my mobile dongle owing to the provider doing system maintenance at the time. Any way I am back and Have lots to post when I have recovered a bit from my recent six hour constitutional walk about.
Be back soon with all the articles I wrote off line whilst waiting to be reconnected, got a lot done strangely enough..
Source: Its been quiet around here again (http://hackmasterinburton.blogspot.com/2014/06/its-been-quiet-around-here-again.html)
Title: EG: Religion In Vaynam
Post by: EvilGinger on 01 July 2014, 16:30:07
Religion In Vaynam
Religion in Vayham
Known churches and temples
The Temple of Justice
There is only one temple of the True in the town. This is a the keep where it acts a s a magistrates court for the county for whilst the Count sits as judge magistrate in the criminal courts being the ranking noble he is ably supported in dispensing justice by the staff of the temple, including three priests and three knights and several anointed servants who act as the rest of the staff of the court and by tradition act to prosecute or defend any who are too poor to provide there own advocates as justice must be done not bought.
The Temple of Vayham
Also within the walls of the keep and more to the Counts taste than the True it has to be said is a small temple of the founder dedicated to the foundation of the town and the county in the aftermath of the Brandobian Civil war. It also acts as a barracks for the four knights of the order of Vayham part of the order of Cosdol sworn to the Count and has a staff of one priest and a pair of anointed acolytes. The count and his family are anointed of this cult and take their duty as ruling nobles and the faith which backs it very seriously.
The Temple of the fruitful coin
Is the richest and the most obvious faith in the town, it has a large temple at the main market with a smaller one near the beast market as well as running the civil courts for the town. Something which annoys bother the local guilds, and the church of industry which backs them and the church of the true since both have commented that to the church of the coin lord justice and fair trade are just more commodities to be bought and sold. The Church of the coin lord also administers the town’s two markets and provides a force of guard to police them and dispense summary justice to thieves caught within the markets typically a fine and a ban form entering them for a first offence. They are supposed to transfer repeat offenders over to the counts justicebut are believed not always to do so as they get to keep the fines they levyThe church also runs the majority of the inns in town and a lot of the taverns and gaming houses. This causes friction with the Church of risk as it is known that the games are fixed to favour the house. The cult of Risk is officially prohibited, see below, and the temple of the fruitful coin is the usual target for the thefts which make up the monthly sacrifice for that faith. As well as with the Church of life’s fire which runs a lot of the taverns and supplies the beer to nearly all of them and the Church of Stars which sees this as exploiting travellers and impeding free travel.
The Brotherhood of industry
Has no temple but small shrines are to be found in every one of the many craft workshops in the town as well as in the guild houses of the towns guilds. These being the Weavers guild, The Tanners Guild, the Dyers Guild and the Clothiers guild, other guilds are present in the town but only these have local guild houses. There is strife between the brotherhood and the Coin lord over the formers wish for regulation of who can practice a given trade and the latter’s rather aggressive free market position. This is an old struggle and one which the Coin lord currently has rather the upper hand.
The Church of the eternal lantern
Has no temple in town and no priest but there are shrines in the two watch houses used by the counts night watch and the captain of the night watch is an anointed member as are several of night watches senior members. At need a priest is dispatched from the nearest temple which in Neffaria to the north
Temple of the Caregiver
Has the large temple at the great hospital as well as a number of shrines in the rest of the town where it runs drop in clinics for the ill and the needy especially in the poorer sections of town, however it is to be noted that several of the shrines in or near the new town have been vandalised in recent years. These are often run in conjunction with Temple of life’s fire which runs soup kitchens alongside these clinics. The Temple has a large staff including the magically the most powerful clerics in the region several hundred anointed nurses, doctors and hospital ancillary staff.
The Church of Life’s fire
Has a small temple attached to the poor house which opposite the Great Hospital, across the road in fact as well as small shrines at the soup kitchens it runs else where in the city, often close to the walk in clinics run by the church of the caregiver. There is only one priest up until recently when more a couple of junior priests came in with the refugees from the goblin raids but a couple of dozen anointed members ran the whole show, with the resident priest being a avuncular figurehead, and now rather resent that so many people what there say in an already well run organisation. There is tension between the services the temple offers both at the poor house and in its soup kitchens with the Cult of the Coin lord who says that such services encourage idleness and draw in the indigent who would other wise move on to find work elsewhere.
The Temple of the Wayfarer
One priest and a small temple next to the travellers rest inn as usual the resident priest is free to move on whenever they wish but etiquette generally requires that they stay until they can hand the role over to another priest.
Prohibited churches and temples
All the evil and chaotic faiths are banned by town ordinances, it being a hanging offence to be an anointed member of any such a faith, but in practice the non evil ones are tolerated provided they do not cause a public nuisance. If they do they will be generally only prosecuted for a public order offence, or theft or whatever as appropriate, rather than for being a member of a prohibited faith, as happened when a priest of the free passing through organised a spontaneous protest when a Kalamarian traveller tried to sell two of his servants, actually slaves in the beast market twenty years ago and the priest was fined for causing a breach of the markets peace, and shown the gates, and the current chief priest of risk got caught robbing the temple of the coin lord in the beast market last year, when he got flogged as a common thief in the keep’s yard. Even so practitioners of the evil one are not actively hunted but evidence of membership of one will get you the unwanted attention of the watch and a day in the counts court, ending in a jig at the ropes end the following morning should the case be proved.
Even so there are rumours of a hidden cult of the Rot lord skulking some where in town and the recent anti dwarf riots are seen as evidence by some in the Gnomish community in particular of the presence of a hidden temple of the Scornful ones. Others see it as Eldarian meddling as that nation is known to be interested in the reunification of Brandobia under its standard as well as the distrust of demihumans of any kind. These same conspiracy theorists see them as being behind the recent Goblin raids as well.
Source: Religion In Vaynam (http://hackmasterinburton.blogspot.com/2014/06/religion-in-vaynam.html)
Title: EG: Vayham the personalities
Post by: EvilGinger on 01 July 2014, 16:30:07
Vayham the personalities
Vayham the personalities
Senior priest of Risk and proprietor of the Lucky copper tavern
A lawyer and anointed member of the face of the free
Esme’s father and notable Master craftsman
Larifus’s uncle the Gnome meat merchant
Captain of the Market Guard
Senior Healer at the Hospital
This is a stub article at the moment but one I will be finishing very soon - as I had written it on line only I rather missed it when I was catching up off line during my recent internet outage.
Watch this space
Source: Vayham the personalities (http://hackmasterinburton.blogspot.com/2014/06/vayham-personalities.html)
Title: EG: Minor Milestone
Post by: EvilGinger on 01 July 2014, 20:00:11
Minor Milestone
Minor Milestone
Just to note whilst I was off line this month became the Blogs busiest month so far in terms of Page views so far and that will still several days to go in June as well
Source: Minor Milestone (http://hackmasterinburton.blogspot.com/2014/06/minnor-milestone.html)
Title: EG: The military of Vayham county
Post by: EvilGinger on 01 July 2014, 20:00:11
The military of Vayham county
The military of Vayham county
Introduction
The Count has a wide variety of military forces available at need but as is the case with any feudal nation or part of a nation, as it is in this case, few of them are regular standing forces as we would understand them in modern terms and many even of those are by nature of police or other paramilitary security forces rather than being strictly military.
Standing forces (Under the Counts direct command)
The counts Household
This consists of the three knights of the Founder form the Cosdolan order of Vayham six sergeants of that order who collectively are in theory the Counts life guard. In addition to this are twelve more men at arms who are the security force for the keep itself as well as variable number of apprentices at arms but typically less than a dozen who are learning the trade.
The town guard
Sixty men at arms organised into two companies of thirty under the command of a Captain they are responsible for security at the towns gates and for the patrolling of the towns walls at night to prevent miscreants sneaking into town over the walls, something which would be otherwise quite easy to do, given that any one able bodied could scramble up the bank and the wall at the fence at the top is only six feet at the most. They are equipped with studded armour short swords daggers small shields and spears, at least half of them may be armed with heavy crossbows. In wartime they merge with the town Militia and form a stiffening element and leadership cadre for this combined organisation.
The town watch
Actually two organizations the Day watch which has a Captain and a company of eighteen men at arms, they are armed with and equipped as the town guard above but seldom carry either their spears or shields relying on short swords and heavy hard wood clubs they are responsible for patrolling the streets outside the markets and the maintenance of good order in general they have powers of arrest and are more a police than a military force, the day watch is split into two patrols commanded by a Lieutenant and a sergeant. This might seem a little excessive but the day watch used to be as big as the Night if not larger before the Temple of the Fruitful coin took over the policing of the Markets. The night watch is four companies of eighteen men at arms are responsible for patrolling all the streets and the market areas after the markets have closed and for the maintenance of good order in general during the hours of darkness. The organization is commanded by a Capitan and each company by a Lieutenant and a sergeant who as with the day watch command a patrol of nine men each. In wartime the town watch are not frontline fighters but will likely be responsible for the martial law that is imposed within the town. This has never happened in the whole history of the town so far.
Auxiliary forces
In addition to this since the first encounter with the Goblins ended so badly the Count is employing a company of mercenaries to bolster his forces this being twenty crossbowmen and twenty pole arm equipped infantry as well as a further twenty mixed medium horse and Mounted crossbowmen. Out of interest this is the company which Sondan previously served in as a foot crossbow man.
The town Militia
In time of war or similar threat the Count can also call out the town Militia which comes in two parts the first is the permanent levy, this is mandated by town ordinances which require one person per house to make themselves available to train for three days a year and for ninety days at the Counts command. These are issued with short spears and small shields and expected to provide a side arm, at least a dagger and a set of armour typically padded.
Training concentrates on refreshers on phalanx fighting and for those with no talent for that archery or sling work; the net result of the call up of the permanent levy is about two hundred spearmen and a score or so archers and slingers. The general levy which can only be called in dire emergencies and has never in the history of Vayham so far been needed, consists of every able bodied male in the town, but they are not issued with weapons or equipment and have had no training beyond that which they might have as individuals. The organization of such a force is also rather sketchy as it’s never been raised so no one has practiced using it or thought that much about how it might be used.
Indirectly commanded forces.
Feudal Levy
In addition to this the Count has the following forces feudally obligated to serve him as a result of him also being the Land holder of the “manor of Vayham” and a couple of adjacent manors to the west of the county.
As Land holder of Vayham manor the count has eight tenants obligated to serve as horse, or provide a mounted man at arms and twenty three tenants obligated to serve as infantry provide a foot man at arms. This number has been expanded some what by the more wealthy tenants bringing along numbers of servants under arms so the count has around forty fighters from this Manor all told about half of whom are front line fighters either mounted or afoot and the rest of which are at best light infantry or missile troops armed with slings and short bows, some of these have horses but are not by any means soldiers, much less cavalry. The direct command of these troops goes to the manor’s Steward
As Land holder the manors of the Redwoods and Paga’s hold the Count has four and seven tenants obligated to serve as horse, or provide a mounted man at arms and fourteen and twenty eight respectively tenants obligated to serve as infantry provide a foot man at arms. This number has been expanded some what by the more wealthy tenants bringing along numbers of servants under arms to twenty five and forty eight, but the servants under arms are not front line fighters.
The feudal levies of the rest of the county from the manors not held directly by the count amount to one hundred and sixty mounted, four hundred and nine foot and three hundred servants under arms about a third of which can ride and have a horse to ride, this would have been more by a third over all but the Land holders in the south of the county partitioned the Count to hold onto their levy as they had their own pressing problems with goblins and the forces provided by the land holders east of the M’Alvern stream where mauled badly by the initial fighting with the goblins and indeed one of the Landholders was slain in the same ambush as the Counts heir. Even so there remain around a hundred troops from the east march holding as the two surviving land holders and the count acting for the minor heir of the deceased one have seen fit to levy the entire surviving able bodied male populating of those now over run land holds. Some of the Land holders in the west of the county have also sent some of their own household troops or have come themselves which again bolsters the number especially of horsemen even if it aggravates command and control difficulties as they all want to be consulted about the use of their people.
Other Supporting forces
Not under the counts control except in the loosest sense are the following forces
Knights of the True
There are three actual knights of this order at the temple as well as eight men at arms, mostly fighters in training to be knights and the Clerical staff at the temple all of whom are experienced combatants and equipped as well as the men at arms at least. In all there are around twenty determined combatants who can serve as heavy cavalry or heavy foot as needed.
Market Guard
Acting a town watch but only by day and in the areas of the markets the Temple of the fruitful coin commands forty soldiers mostly experienced mercenaries looking for a more comfortable billet than fighting Humanoids in the north or escorting east west caravans across the mountains between Brandobia and Kalamaria. Quite what their role would be in the event of a war is unclear but it is expected they would fight to defend the Coin Lords assets if nothing else.
The Guild Guard
Having a role guarding the towns guild buildings under the egis of the Brotherhood of industry to which most of the guilds are connected they are largely seen as counter muscle to the Market Guard but again they have no official war role. There are again around forty former mercenaries or Neffarian miners’ guild trouble shooters or guards the latter are much more trusted than former who come from the same pool as the Market guard.
Source: The military of Vayham county (http://hackmasterinburton.blogspot.com/2014/06/the-military-of-vayham-county.html)
Title: EG: Pod Casting
Post by: EvilGinger on 01 July 2014, 20:00:11
Pod Casting
Pod Casting
It has been suggested that given all of the players in the Company of Fools Game have faces for radio, yes even Becca, well according to her any way., that instead of Videoing the occasional session we record all of them and turn them into a biweekly podcast. I am thinking about this one and was in any event considering getting multiple microphones to improve sound quality on the next Video which was frankly awful in the last video. The image quality would not be an issue any more either, it being only as poor as it was because the Video camera which John used was unable to run for a whole session on its internal battery, and unable to operate whilst charging either, so only had the endurance when connected to a laptop acting as a web camera, however this seriously degraded the image as you can see by comparing the recording of the two session. the first when the Camera was stand alone and the second when the same camera was used as a webcam. Uploading the results should be quicker and the editing before that more straightforward.
I don't think we will have this in place for episode Nineteen next week but I very much hope to manage it for the following episode twenty. I will also get my lovely niece who has a beautiful speaking voice to record the story so far by way of a setting of the scene piece. .
Source: Pod Casting (http://hackmasterinburton.blogspot.com/2014/06/pod-casting.html)
Title: EG: Have to share this with you
Post by: EvilGinger on 01 July 2014, 20:00:11
Have to share this with you
Red Dice Diaries Video article repost
Not HackMaster or any thing to do with a Company of fools but I have to share my friend John's piece on Character deaths as Player death is a very HackMaster topic as is reminiscing about it, long after wards.
Source: Have to share this with you (http://hackmasterinburton.blogspot.com/2014/06/have-to-share-this-with-you.html)
Title: EG: A quick Picture
Post by: EvilGinger on 01 July 2014, 23:30:07
A quick Picture
Livery colours of Vayham
A Small round centre grip shield
The showing the basic arming colours of Vayham as used by the Counts personal forces with variations depending on the force involved. the shield shown is for the town Militia but those used by the city guard are similar as are those used by the watch and the counts household even if the last tend to use heater shaped medium shields rather than the round ones. This is also the sort of shield Esme borrowed form one of her brothers to go adventuring with
Source: A quick Picture (http://hackmasterinburton.blogspot.com/2014/06/a-quick-picture.html)
Title: EG: Some More Liverry colours
Post by: EvilGinger on 01 July 2014, 23:30:07
Some More Liverry colours
Being the Livery of Alinor's company whilst in the service of the Count of Vayham the Patch on the right breast are the colours of the Count of Vayham
Source: Some More Liverry colours (http://hackmasterinburton.blogspot.com/2014/06/some-more-liverry-colours.html)
Title: EG: A Rural Map
Post by: EvilGinger on 01 July 2014, 23:30:07
A Rural Map
Little Thorpe a an isolated settlement
Something of a work in progress for the next Company of Fools game where we return to the woods this is another A3 Map with when finished a quarter or eighth of an inch grid overlay haven't decided yet and may do both
Source: A Rural Map (http://hackmasterinburton.blogspot.com/2014/06/a-rural-map.html)
Title: EG: More religion in Vayham
Post by: EvilGinger on 01 July 2014, 23:30:07
More religion in Vayham
Minor faiths
Some of these faiths are technically outlawed but tolerated unless they make trouble; refer to the final section for the details on the general prohibition of chaotic and evil faiths
The Raconteur
Has no permanent temple and very few in the town even acknowledge the faith but regular groups of strolling players pass through the townmostly on the way to Neffaria where the real coin is to be made entertaining the miners. The largest presence of the faith generally appear at the independent taverns about town on other faiths high days and holidays
The Free
Has a small cell in the town which raise funds for the activities of the faith in freeing slaves, mostly in Kalamaria and improving the rights and freedoms of the unfree groups locally. There is no permanent priest though one does pass through quietly from time to time and the faith is maintained by a trio of anointed members. The faith has more or less no influence here and in many ways needs none
Risk
Has a temple and two priests thought officially the temple is a tavern which is known as a gaming house, which the priest won in a game of dice around ten years back and decided to keep and repurpose on the quiet .The senior priests was caught thieving a year ago and is looking to move on.
Source: More religion in Vayham (http://hackmasterinburton.blogspot.com/2014/06/more-religion-in-vayham.html)
Title: EG: Little Thorpe
Post by: EvilGinger on 02 July 2014, 03:00:11
Little Thorpe
Little Thorpe Maps
With 1/4 inch grid
With 1/8 inch grid
Same map with a quarter inch and an eighth of an inch grid the base maps being done to A3 size the idea being that they could be enlarged to A1 and A0 and printed as battle mats with one inch square grids. Note that apart from the size of the Grids used both maps are identical
Source: Little Thorpe (http://hackmasterinburton.blogspot.com/2014/06/little-thorpe.html)
Title: EG: Minor Mile stone
Post by: EvilGinger on 02 July 2014, 03:00:11
Minor Mile stone
Minor Mile stone
Just noticed that the page views have passed 1700 so far this month and that this is the busiest month so far even allowing for the internet outage last week end and earlier on in the week.
I find this really encouraging as its nice to know some one is at least glancing at your efforts
Source: Minor Mile stone (http://hackmasterinburton.blogspot.com/2014/06/minor-mile-stone_28.html)
Title: EG: Episode Eighteen a Mater of honour
Post by: EvilGinger on 02 July 2014, 03:00:11
Episode Eighteen a Mater of honour
Episode Eighteen a Mater of honour
An urban interlude Part V
Name
Starting honour
Gained
Spent
Change
Final honour **
Leon
27
+5
0
+5
32
Siskin
37 *
+7
??
??
??
Brianna
19
-2
0
-2
17
Larifus
35
-4
0
-4
31
Quelsteine
25
-2
0
-2
23
Lori
??
+9
??
??
??
Aeneste
7
+4
-2
+2
9
Esme
26
+2
0
+2
28
Nyadryn
37
-3
0
-3
35
* Subjectto whatever was spent over the last two sessions
**Subjectto whatever was spent over the last session & calculating the base value
I now will be keeping much better track of expenditures thanks to the use of this in which I will log them as they happen
Source: Episode Eighteen a Mater of honour (http://hackmasterinburton.blogspot.com/2014/06/episode-eighteen-mater-of-honour.html)
Title: EG: A Future darkens Part I
Post by: EvilGinger on 02 July 2014, 03:00:11
A Future darkens Part I
Myrinaris is little More than a child really and a very confused one at that. she was adopted by a band ofwanderersas a babe in arms and lived amongst them as one of them until she turned fifteen or so when along with all the other changes which a normal human puberty brings she grew claws, large prominent ones on her feet and smaller but no less obvious ones on the hands. Her previously loving adoptive extended family being as most of the travelling folk are rather superstitious to put it mildly came to the conclusion that she was demon or devil kin and chased her out with instructions not to return on pain of death. It was plain that they where terrified of her and it was only the love for the child they had raised which stopped them slaying her there and then.
She fled with what she had and finding that word quickly spread of her evil and fearing that others might turn their hand against her more strongly she fled, living off her wits and hiding her true nature, something which scared her quite as much as it did every one else . In the end she fell in with another traveller also an outcast from her adopted people a half elf priest of the Judge of the dead and undead hunter a grim fellow to be sure but one with not an ounce of superstition in him and together they shared several adventures and travelled to the city of the Crusaders beside the Blight Scar intending to find a company of Crusaders to join up with indeed she was in the square before the great temple for the great festival when the city fell under an unexpected attack. During which she was apparently stunned, or knocked out briefly and found herself in a great cave with no recollection of how she got there apparently unharmed.
However it was some where her other curse that of being able to see in total darkness served her quite well, and she explored finding her dropped equipment and to be honest looting the bodies of those who had apparently fallen to their deaths as she had not. Not it is to be understood that she was in any way ungrateful to whatever fate had saved her. Eventually she turned to the task of trying to find a way back to the city from where ever it was that she was now and this is where things got even stranger.
First she noticed that she was not the only one alive in this huge cavern and that the others seemed to be an organised group of crusaders. She determined to approach them with a view to joining them, but whilst she was doing so they where attacked by demons which they fought off successfully and moved on. Even better she thought they knew what they where doing. Which was even better and she moved towards them and would have joined them but as she approached each time they where beset with more demons and fought them off as the attacks did not seem to be at all organised it was just that the demons who where she noted universally capable of flying seemed to have survived the fall better than the people who where not. Though the attacks where heavy she noticed with approval that they where dealt with in a methodical and practiced manner even if the frequency stopped her breaking cover and joining the group.
Unfortunately in paying all this attention to what this group where doing she managed not to pay proper attention to other things going on in the cavern around her, and just as the small group was assailed by the largest group of demons yet something or some one grabbed her from behind, whispering in her ear in Elvish that they could watch the show together .
To be continued….
Source: A Future darkens Part I (http://hackmasterinburton.blogspot.com/2014/06/a-future-darkens-part-i.html)
Title: EG: Jobs for today
Post by: EvilGinger on 02 July 2014, 10:00:11
Jobs for today
Jobs for today
Finish and post a mater of honour for Episode Eighteen
Finish and Post "Personalities of Vayham"
Finish and post Part II of a future darkens
episode three of the on-line game I am playing in
Source: Jobs for today (http://hackmasterinburton.blogspot.com/2014/06/jobs-for-today.html)
Title: EG: The Future Darkens Part II
Post by: EvilGinger on 02 July 2014, 10:00:11
The Future Darkens Part II
The Future Darkens Part II
So in the firm embrace of the something Myrinaris, watched as the little company was all but over run by demons even thought they made good account of themselves it was apparent that numbers would tell sooner or latter and likely sooner as the demons veritably thronged to the raised ring on the floor which the group was making its stand. None the less the small group of a Dwarf, a Halfling Mage a tall elf and a man invoking the power of the gods themselves against the demons held its own and the demons fell blasted by mage fire or the flashing blades of the dwarves axe or elves cruelly curved sword, and all the time the priest chanted and the very power of good held them back, and they fought as if swimming in syrup. Then her attention was drawn by her captor to the a patch of darkness even her cursed eyes could not penetrate though they could tell that it was in the vague shape of a larger than man sized humanoid with great bat like wings the patch divided once then twice and then four of them moved forward slowed only by the priests chant over the dismembered bodies of their more corporeal predecessors. This should be more interesting her captor whispered in her ear. One of the surviving demon soldiers caught the dwarf with its own axe and dragged her off balance as the Halfling discharged a bolt of mage fire into its face killing it and sending its corpse cart wheeling The dwarf toppled forward as the elf noticed elf noticed the deeper darkness struggling forward against the priests chant and said a word from the high tongue of elves she could only understand as out of here. The raised ring on which the group where making a stand shimmered and was surrounded by a nimbus of arcane flaring, her captor spoke as well something in rasping abyssal which dripped fear and they where in an instant some where totally different yet the same it had the raised ring upon which the group made its stand the dismembered bits of dead demons, the shadow demons where there too still pressing forward but in the fading arcane flare it was also different the Dwarf was gone and the Halfling too replaced by a taller slimmer figure, the cave was gone too replaced by a vast underground hall man made and not mostly natural formation . Her captor was about to say something when a figure stepped forward a dwarf dressed in the garb of a common citizen, yet she did not see from whence this common place dwarf came. It spoke one word a word so terrible it burned in Myrinaris blood and she smelt fear form her captor before she was again some where else, her last image was of the four shadow demons suddenly being go as if they had never been
to be continued....
Source: The Future Darkens Part II (http://hackmasterinburton.blogspot.com/2014/06/the-future-darkens-part-ii.html)
Title: EG: Some screen shots form the Strange World of Random Doom
Post by: EvilGinger on 02 July 2014, 10:00:11
Some screen shots form the Strange World of Random Doom
Some screen shots form the Strange World of Random Doom
Mid way through the Spider fight
The aftermath of the spider fight exploring the Alter
Rather an experiment but I have discovered that I can take screen shots of the on line game I am in and with the aid of Gimp turn them into images I can post here. I will do this more systematically next time & try to make notes for a proper write up
Source: Some screen shots form the Strange World of Random Doom (http://hackmasterinburton.blogspot.com/2014/06/some-screen-shots-form-strange-world-of.html)
Title: EG: Online game administration
Post by: EvilGinger on 02 July 2014, 10:00:11
Online game administration
On-line game administration
Things I need to do before next sunday
Level up Coradwin as he hit level 2 at the end of the last session and has a chance to train
Roll up his Protoge as all I know he is is a half hobgoblin warrior
Sort out an off line character sheet for both as its easier to refer to these than the in game ones on roll d20
Source: Online game administration (http://hackmasterinburton.blogspot.com/2014/06/online-game-administration.html)
Title: EG: Levelling up Coradwin
Post by: EvilGinger on 02 July 2014, 13:30:11
Levelling up Coradwin
Levelling up Coradwin
First the Attribute increases
STR d10 Rolled a 5 so the increase was +5 INT d12 Rolled a 12 and then a 2 so the increase was +13 WIS d4 Rolled a 2 so the increase was +2 CON d8 Rolled a 1 so the increase was +1 DEX d20 Rolled a 3 so the increase was +3 CHA d6 Rolled a 5 so the increase was +5
I allocated these this way not because they are the "best" for a Magic user but because I felt this reflected the attributes he had exercised during the previous two adventures.
Re rolled his hit points getting a four when I had got a two before so his hit points went up by +2 over all which is to be honest more like it especialy given how physical he tends to be.
Then I rolled for a spell and got "summon warrior Avatar"which I thought really did not fit him so I spent a precious build point and got "Illusionary leather armour" which I felt did as Coradwin is quite likely to get stuck in and mix it with his sword
On the subject of Spells I also need to roll and see if his levelling up has given him any more insight into "Fire Finger" which he got from the gnome tinkerer and has now seen in actionduring his last adventure.
Spending the build points Had a real struggle about what to do with this one and for a while I was going to spend most of them on Attribute increases indeed I even did this on the Roll d20 character sheet until I retired hurt my fatigue and my dyslexia making continuation impossible as I could not type coherently, let alone think.
Having slept on it now I have decided to go with the plan I came up with at work this morning. Which is to say let the dice sort the Attributes out as he levels up for now and to concentrate on improving the things he relies on whilst adventuring. So this is what we get.
first level of specialisation with Broadsword - Speed I agonised over this and it could just as easily gone on any of them , However in the end the quicker you strike the better especially given Coradwin tends to be slow on realizing there is a fight on ie he has a whopping +5 initiative mod and once he hits Coradwin does a fairly acceptable amount of damage as a broadsword is a viscous weapon
the rest go on Artistry - sketching and drawing 2bp Craft Calligrapher 1bp and Gambling 1bp all skills he used and practised over the recent adventures. First the roll for Spell cognition for Fire finger -well its a 97! when I needed 50 or less so another level before I can try again
then for the Master Levels we have
Artistry sketching and drawing - base 9 (Dex) roll 11 on a d12 so with the -1 penalty having a nine base Attribute imposes on the roll that ends up as a 10 so the final skill is 19 so not bad for a begginer
Craft Calligrapher - base 9 again for the same reason roll 3 on a d12 and with so with the -1 penalty having a nine base Attribute imposes on the roll that ends up as a 2 so a final skill of 11
Gambling - which I only took because I had a spare Build point if I had not had felt pressed to spend on re rolling the spell earlier it would have gone on improving his language Kalamarian with that one if I am honest. but even so it started at 24 so improvement die was a d12 still just with no bonuses or penalties. Rolled a d12 - got a 12 so +12 rolled again got a 12 so +11 so I rolled again and got a 3 so +2 all of which added up to a masive +25 to Coradwin's Gambling skill and thats it done
Source: Levelling up Coradwin (http://hackmasterinburton.blogspot.com/2014/06/levelling-up-coradwin.html)
Title: EG: Going shopping
Post by: EvilGinger on 02 July 2014, 13:30:12
Going shopping
Going shopping
Given that Coradwin made a good haul form the last expedition and rather than spend all of it in the temple of RISK which he might even thought he is a mage of higher standing than he was and has to start being able to look the part especially as he now has a servant the half hobgoblin Relemir he really ought not to.
Recent experience and his continued failure to grasp a mere apprentice spell has pricked his honour so at least in town he feels the need to comport himself more like the free journey man mage he is than the near vagabond he has often been to this end he wants to expand his arcane knowledge and whilst continued perusal of the notes his former master gifted him with may help eventually but he feels he needs more than this. To this end he is going looking for any works he can reasonably afford on matters arcane not necessarily spells but more the theory of magic so he can increase his grasp more generally, he is also some what interested in work on divine magic since any aspiring expert on magic should really have some understanding of that as well. Whilst he is doing this he is also after a decent set of Mages robes, not that he would ever wear them adventuring but he is a mage and feels he needs to own a set now he is in the money.
On a more Practical note he is also after the following.
A blank spell book or similar he can use as a field note book
Making up a Rubbing's kit so he can make rubbing's of carvings and inscriptions in the field for latter study
A couple of large sturdy scroll cases for storing rubbing's in the field so they can be returned to the city in good order.
A second set of clothes since he has only those he stands up in at the moment.
of course he will still manage to spend at least two gold gambling at the temple of RISK whilst doing all of this and expects to lose a gold or two in the process. He will also pay for some reasonable lodgings for his servant whilst they are in town.
Title: EG: Relemir the horse holder
Post by: EvilGinger on 02 July 2014, 13:30:12
Relemir the horse holder
Relemir
Who has been on the island a little longer then Coradwin but not even so not found his feet having been getting by helping to load and unload ships in the port and doing minor labouring jobs via the Adventurers guild. Unable to join any of the few organized companies because they wouldn't allow a Hobgoblin as they put it to join them.
the beginnings of the background for Coradwin's Protege, servant more to follow in the morning
Source: Relemir the horse holder (http://hackmasterinburton.blogspot.com/2014/06/relemir-horse-holder.html)
Title: EG: Minor Mile stone reached
Post by: EvilGinger on 02 July 2014, 13:30:12
Minor Mile stone reached
Minor Mile stone reached
last month broke all records so far with regards to Page views on the blog and would have been even higher if not for the internet outage for three days at the start of the last week of the month. I can only wonder what this month may bring.
Source: Minor Mile stone reached (http://hackmasterinburton.blogspot.com/2014/07/minor-mile-stone-reached.html)
Title: EG: Things to do
Post by: EvilGinger on 02 July 2014, 16:53:39
Things to do
Things to do
I need to knuckle down to making sure I have every thing in order for Episode Nineteen which is Thursday the third and will see a return to the company in the woods above The Hidden Dell.
I need to make sure I have all the character sheets updated and printed out as well as the latest honour values and I will be trying to work out the characters fatigue factors properly so I can use that rule as intended I have sort of improvised so far using the basic ones that the Character Spreadsheet I use gives. The scenario is done, being player generated in the most part though I have a couple of surprise elements set up the company could run into or not depending on what they do which could lead them astray or just add complications to their lives.
I may also be introducing a couple of new characters thought for the start my two new players will be playing the two NPC - protoge's who are with the party at the moment again that will be driven by player actions.
I am looking forward to it & its on Thursday the 3rd of July and post session write ups will follow in the usual way, so watch this space.
Source: Things to do (http://hackmasterinburton.blogspot.com/2014/07/things-to-do.html)
Title: EG: The Horror that came to Little Thorpe
Post by: EvilGinger on 02 July 2014, 16:53:39
The Horror that came to Little Thorpe
The Horror that came to Little Thorpe
Little Thorpe has lived in happy isolation since it was settled by Brandobians fleeing the initial Kalamarian invasion, generations have passed without a stranger coming across the place and apart form becoming more than a little inbred, though the worst of that has largely passed now. The the place has been a rural idle even a pastoral halfling would envy, until late last year when a company of men rode out of the east. which was unusual in itself as most of the few who have come to Little Thorpe over the centuries have been on foot and often lost or fleeing something in the wider world and almost always in ones or twos.
The mounted company where none the less greeted as one might guests according to Ancient Brandobian cu8stom. However strangers did not react as guests at all drawing weapons and surrounding the villagers who had come out to see the strangers, out of curiosity. They then sorted the villagers into two groups adults of both sexes and children and the elders the former they striped of there belt knives ans roped together by the neck an the latter they corralled with weapon points. and both where made to watch as they flogged old Mindori the village priest to death for worshipping a false god, he was as one might expect a priest of life's fire as had his father before him. Then they dragged his brother, Brensen, the only other man in the village who could read, out and made him stab the corpse with his knife before the leader a fellow called Dvorn, the villagers where too terrified to recall if he gave surname but he was a Brandobian they believe, publicly initiated Brensen as a priest of the Lord of Shackles, saying he was the true gods slave and would teach them the true religion and that they where all slaves. The strangers defiled the village chapel and stayed to reconsecrate it to The Lord of Shackles. Before riding off with practically the whole able bodied adult population of the village on a chorfe of slaves.
The next day Brenson who had been left with a copy of the Lord Of Shackles prayer book was found hanged by the scourge the strangers had given him as his symbol of office, he had written something on the prayer books frontice page but no one in the village could read it. . Over the next few days the half dozen or so adults who had been out hunting at the time of the visit drifted back to their horrified and traumatized kinsfolk They buried Mindori and Brensen and attempted to shape a life out of the ruins of the old.
It however was not over for about a month ago a strange woman who spoke an unknown language but who did not seem to be Kalamaran or have any thing to do with the terrible Lord of Shackles or its murderous followers arrived and with time and by dumb show she told the still traumatised villagers that a demon had taken up residence to the north. A couple of the hunters went out to look and the one who returned told the tale of terrible monsters seen distantly in some ancient over grown ruins.
How could it get worse.....
Source: The Horror that came to Little Thorpe (http://hackmasterinburton.blogspot.com/2014/07/the-horror-that-came-to-little-thorpe.html)
Title: EG: Stange World of Random Doom sessions 2-&3
Post by: EvilGinger on 02 July 2014, 16:53:39
Stange World of Random Doom sessions 2-&3
Strange World of Random Doom sessions 2&3
Session 2
After the events of the previous session Coradwin went outside to brief the Halfling and the waggoner's about the problem inside the house so far as the
Halfling gave him a hard time over the time the company where wasting messing about when they should be loading wagons as they where being paid to.
So missed the encounter with the new owner entirely whilst trying to explain this lack of progress to the, Halfling ungrateful little git
He took no part until called back in when he was involved in the clearing of the house and helping to make it secure before the company left for the return to town
He was paid off grudgingly by the ungrateful Halfling with every one else in the end
Session 3
After a week mostly spent gambling away the proceeds of the previous adventure at the temple of Risk thought he did invest at least some of it in a good broadsword he went to the Raven and the adventurers guild where he met up with every one else
Here they discussed the aftermath of the previous adventure and in particular what to do with the deeds to the house which had been dumped on them in effect by the departing prince and the annoying Halfling flunky.
They decided to hold the ownership of the house in common and also to set themselves up as a formal adventuring company.
They also discussed the rumours going round the town and other things they had come across in the intervening week and the current festival of storms, Coradwin had typically picked up nothing in this line as he had spent all of his free time in the Temple of risk
This was interrupted by the rude arrival of the livery stable master wanting the bill for stabling the horses they had thought the Dejji prince had lent them to rid to the house. It turned out that these had been dumped on them as well.
Faz paid the stable masters bill which was good as Coradwin had spent all the takings form the last adventure on the broad sword and gambling in the temple of Risk
This did however focus them on getting the next job as the stay at the Raven which they had got the prince to pay for was running out and so was the companies coin with all these unexpected expenses, swindling alleged noble Dejji
After some discussion the company settled on going to explore an ancient temple for the local company of explorers which turned out to be about a days ride inland and promised something without too many complications.
It was decided to start out for the temple in the morning
Given that they now had horses to look after and to keep safe whilst they where adventuring in the temple Coradwin decided that he needed a servant so he went looking for one and found a fairly desperate Half Hobgoblin labourer who he persuaded with offers of becoming a protégé
The journey to the temple the following day was uneventful but took most of the day in the saddle so they decided to camp near the entrance and enter the temple in the morning
The intervening night passed without event and in the morning leaving the Half Hobgoblin as horse holder the company entered the temple, which appeared to be in a cave in the side of a nearby hill after spending time producing tracings of the ancient entry arch which was covered with obscure pictograms.
Inside the place was defiantly not your common sort of cave as it was lit by a massive raised blue light stone and appeared to be carved out of smooth black volcanic glass rather than the expected local rock.
Coradwin's initial Sketch
Pressing on they discovered the place was in the rough shape of a ring with a cross super imposed over it seemingly each quadrant had a door which initial supposition suggested lead to a chamber of some sort
They also discovered a block of floor slabs at the centre of the cross which depressed as if they where pressure plates of some sort but had no apparent effect beyond giving the company pause
Deciding to go left at the cross roads the company came upon the first door which was massive marked with the same sort of pictograms the gate arch has been
Source: Stange World of Random Doom sessions 2-&3 (http://hackmasterinburton.blogspot.com/2014/07/stange-world-of-random-doom-sessions-2.html)
Title: EG: Coradwin at level 2
Post by: EvilGinger on 02 July 2014, 16:53:39
Title: EG: Strange World of Random doom Episode 3 write up part II
Post by: EvilGinger on 02 July 2014, 20:00:15
Strange World of Random doom Episode 3 write up part II
Strange World of Random doom Episode 3 write up part II
done in two parts as Bloger is being annoying about the bullet points and there alignment I cant get it to stop nesting them when I add more on the end of the post - I suspect fixing it would involve fiddling with the HTML and I don't have the time for that at the moment.
The Door had no apparent hinges and appeared to be solid gold, Faz in particular was a bit fixated by this and Coradwin had to shoo him off to get a tracing of the doors pictograms which depicted spiders coming down form the moon and enveloping a temple in web and processions of hooded men approaching the temple it did not make too much sense however it seemed to duplicate the symbololgy on the arch outside but was much clearer naturally.
Having made the tracing it was decided to open the door which after some experimentation was found to pivot about its central point. The door was a couple of feet thick and seemed to be solid gold as it had appeared when unopened
This discovery sent the gnome and others into a brief ecstasy of greed
The room visible beyond the door was dark, beyond the light of the company’s lanterns but skittering noises could be heard from the dark. Faz the gnome peered into the dark but whatever it was beyond the range of even his night vision, though it might just be that he was just too short sighted or still distracted by the massive great gold door next to him.
It was decided to throw a torch in to give a bit more light, which they did revealing that the room was largely full of web and that the skittering noises where due to some really massive web shooting spiders on of which came and put out the torch with its web.
A Plan formed here especially when it became apparent that there was more than the one spider in the room that we had seen. Faz produced the bomb he ahs prepared earlier but only after teasing and joking with Coradwin nearly to the point that he got a belt round the head about Coradwin fire balling the room. The plan being that since the Spiders seemed drawn to light he should toss this bomb thing in and we should shut the door – the spiders would be drawn to the light form the bomb and then killed when it exploded- worked out that the thing is some sort of alchemical fire ball sounds a bit lame but its better than the one Coradwin cant cast yet.
The bomb was lit and tossed in and the door was closed and there was a muffled boom
to be continued.....
Source: Strange World of Random doom Episode 3 write up part II (http://hackmasterinburton.blogspot.com/2014/07/strange-world-of-random-doom-episode-3.html)
Title: EG: Strange World of Random doom Episode 3 write up part II
Post by: EvilGinger on 02 July 2014, 23:30:15
Strange World of Random doom Episode 3 write up part II
Strange World of Random doom Episode 3 write up part II
done in two parts as Bloger is being annoying about the bullet points and there alignment I cant get it to stop nesting them when I add more on the end of the post - I suspect fixing it would involve fiddling with the HTML and I don't have the time for that at the moment.
The Door had no apparent hinges and appeared to be solid gold, Faz in particular was a bit fixated by this and Coradwin had to shoo him off to get a tracing of the doors pictograms which depicted spiders coming down form the moon and enveloping a temple in web and processions of hooded men approaching the temple it did not make too much sense however it seemed to duplicate the symbololgy on the arch outside but was much clearer naturally.
Having made the tracing it was decided to open the door which after some experimentation was found to pivot about its central point. The door was a couple of feet thick and seemed to be solid gold as it had appeared when unopened
This discovery sent the gnome and others into a brief ecstasy of greed
The room visible beyond the door was dark, beyond the light of the company’s lanterns but skittering noises could be heard from the dark. Faz the gnome peered into the dark but whatever it was beyond the range of even his night vision, though it might just be that he was just too short sighted or still distracted by the massive great gold door next to him.
It was decided to throw a torch in to give a bit more light, which they did revealing that the room was largely full of web and that the skittering noises where due to some really massive web shooting spiders on of which came and put out the torch with its web.
A Plan formed here especially when it became apparent that there was more than the one spider in the room that we had seen. Faz produced the bomb he ahs prepared earlier but only after teasing and joking with Coradwin nearly to the point that he got a belt round the head about Coradwin fire balling the room. The plan being that since the Spiders seemed drawn to light he should toss this bomb thing in and we should shut the door – the spiders would be drawn to the light form the bomb and then killed when it exploded- worked out that the thing is some sort of alchemical fire ball sounds a bit lame but its better than the one Coradwin cant cast yet.
The bomb was lit and tossed in and the door was closed and there was a muffled boom from behind the thick door and when it was opened again the spiders all four of them where charred and dead and most of the web had been cleared from the room as well.
Clearing the web away revealed a strange looking structure resembling a sort of castle keep a lage central pillar about waist height with a smaller pillar in each corner, these when touched withdrew into the floor, and indeed disappeared without leaving any trace
Coradwin stopped and made detailed notes and sketches of the structure once this was discovered before cautiously as suggested by the pictographs and carvings on the door touching each in turn such that they too disappeared into the floor again without trace, just like the first one had.
When all the side pillars had so disappeared the top or the central one inverted creating a sort of bowl which Coradwin dripped blood into from the finger of his left hand on the third drop the central pillar descended as well an those of the company who where looking that way saw the door sink slowly into the floor, locking it into place open
At the same time other noises could be heard off stage and on investigation these where proved to be the other door they had glimpsed dead ahead from the cross roads as they turned to investigate the door to this room disappearing into the floor without trace.
to be continued.....
Source: Strange World of Random doom Episode 3 write up part II (http://hackmasterinburton.blogspot.com/2014/07/strange-world-of-random-doom-episode-3.html)
Title: EG: Company of Fools NPC & protégés list
Post by: EvilGinger on 02 July 2014, 23:30:15
Company of Fools NPC & protégés list
NPC's & protégés
I was sure I had posted this already but I cant find it sore here it is again and I have added it to the end of the NPC page listing.
NPC protégés
These are minor characters who are or who are available to adventure with the Company. They are presented in a little more detail than chance encountered NPC’s
Sondan - the crossbowman
The sort of man you want by your side in crisis calm unflappable soldierly, trained from an early age by one of the small mercenary companies which operator in the lawless lands along the northern Cosolen border. He came south when he began to become uncomfortable with the sort of jobs the Mercenary companies newest proprietor was getting them and was until recently hoping to become a caravan guard.
Dvorn the Axe
Every thing Dvorn will tell you about his background is a tissue of lies, the truth being that he was a foundling raised in an orphanage not far form Cosolen. However he will tell you that he is the natural son of the captain of the Kalamarian emperor’s personal foloki guards and a Cosolen princess and he will frequently brag of doing the deeds of others and be the first to propose a fight as the way to solve a problem. He is however less than brave and likely to be the first to break the line and run when the battle turns against his side.
Fawlit the Half ork
Portrays the savage half ork barbarian and often shouts abuse in orkish, but is in truth not being the result of a scheme to breed "tame orks" for the pit fighting circuit in Northern Cosdol. He escaped due to his keepers getting drunk as the result of celebration a good win and fled south to escape them.
Here he found a cold welcome and being despite appearances a sensitive soul turned to drink to ease the pain and to doing the jobs no one wanted to do to pay for that drink. All he wants is a company of comrades who will stand with him and not hold his birth against him.
Liamar- priest of the free
A charming young man from the eastern borders of Kalamar only & much loved son of a poor shoe maker who was apprenticed to a wizard as he was a bright lad, but when he proved to have no talent for magic at all the Wizard who wanted an apprentice more than a servant, grew angry and sold him into slavery to recover the cost of keeping the useless bugger as he called Liamar.
He was rescued by being bought at auction by the previous champion of the free using false coin. The former champion found the personable young lad a foster home in the Hidden Dell where he has lived ever since slowly training as a priest of the free but afflicted badly by migraines bought about by his former master trying to force him to learn arcane magic, he is a little paranoid about these migraines and engages in a number of elaborate yet ineffective rituals to ward them off.
The Company of Strangers
Nyassor A stranger from a far world drawn to the gate on the king’s road by forgotten magic. An elf warrior of considerable height and formidable build who watches and listens much and says very little he seems to have had a hard life which has made him hard in return
Americ A stranger from a far world drawn to the gate on the kings road by forgotten magic A Priest of a goddess of liberation and currently bereft as his link with his divine mistress has been severed so he is without her aid and support. He is normally the talkative member of his company and will often take the lead but he is presently quite unusually lacking confidence
Nesbit A stranger from a far world who was in the company of the others when they made their stand would appear not to have come with them a Halfling wizard who is much given to playing the fool and apparent good humour but shows their rather angry true self through their warlike magic, currently trapped in Aeltred’s head thanks to an unfortunate side effect of several powerful magic’s interacting. However he is beginning to win free or at least get some control as a result of Telec hitting Aeltred around the head with Groin seeker, otherwise Aeltred occasionally dreams Nesbit’s memories.
Meanor Arvol
A stranger from a far world drawn to the gate on the kings road by forgotten magic or at least her leg was as she was cut down fighting off demons and fell forward out of the circle as the magic carried them all away and is in all likelihood dead. A Dwarven warrior with a rather untypical taste for bright colours.
At Vayham
Esme
The youngest child of a wealthy joiner & cabinet maker in Vayham who did not get quite the education he father intended at the expensive finishing school she went to in Cosdolan and who is trying to break away from family’s plans to marry her of the a local land holder. She has rather decided that she is going to marry her father’s new labourer the warrior Nyadryn and that she is going to make him a knight.
Nyadryn
A Brandobian warrior who hails from the northlands of Cosdol where he learned his trade as a mercenary soldier helping to hold Cosdol’s wild northern frontier, when he grew tired of that he left his company and came south to work as a freelance body guard and occasional adventurer. An adventurelast summer with Goblins east of the river lead him to Vayham where he took up his fathers trade of carpenter until he fell in with more adventurers. He is almost entirely unaware of Esme’s plot thought he is in love with her and fiercely protective of her, he believes that they will never marry as he is not rich enough and not does he have sufficient status to win her fathers approval
Varill
A tanners apprentice until he was kidnapped by the cult of the Rot lord on the way home form work and then when rescued fell in with the group of adventurers not a brave man but a good one and one you can rely on even when he is terrified half to death.
Source: Company of Fools NPC & protégés list (http://hackmasterinburton.blogspot.com/2014/07/company-of-fools-npc-proteges-list.html)
Title: EG: Strange World of Random doom Episode 3 write up part II
Post by: EvilGinger on 03 July 2014, 03:00:17
Strange World of Random doom Episode 3 write up part II
Strange World of Random doom Episode 3 write up part II
done in two parts as Bloger is being annoying about the bullet points and there alignment I cant get it to stop nesting them when I add more on the end of the post - I suspect fixing it would involve fiddling with the HTML and I don't have the time for that at the moment.
The Door had no apparent hinges and appeared to be solid gold, Faz in particular was a bit fixated by this and Coradwin had to shoo him off to get a tracing of the doors pictograms which depicted spiders coming down form the moon and enveloping a temple in web and processions of hooded men approaching the temple it did not make too much sense however it seemed to duplicate the symbololgy on the arch outside but was much clearer naturally.
Having made the tracing it was decided to open the door which after some experimentation was found to pivot about its central point. The door was a couple of feet thick and seemed to be solid gold as it had appeared when unopened
This discovery sent the gnome and others into a brief ecstasy of greed
The room visible beyond the door was dark, beyond the light of the company’s lanterns but skittering noises could be heard from the dark. Faz the gnome peered into the dark but whatever it was beyond the range of even his night vision, though it might just be that he was just too short sighted or still distracted by the massive great gold door next to him.
It was decided to throw a torch in to give a bit more light, which they did revealing that the room was largely full of web and that the skittering noises where due to some really massive web shooting spiders on of which came and put out the torch with its web.
A Plan formed here especially when it became apparent that there was more than the one spider in the room that we had seen. Faz produced the bomb he ahs prepared earlier but only after teasing and joking with Coradwin nearly to the point that he got a belt round the head about Coradwin fire balling the room. The plan being that since the Spiders seemed drawn to light he should toss this bomb thing in and we should shut the door – the spiders would be drawn to the light form the bomb and then killed when it exploded- worked out that the thing is some sort of alchemical fire ball sounds a bit lame but its better than the one Coradwin cant cast yet.
The bomb was lit and tossed in and the door was closed and there was a lot of skitteringthen a muffled boomand after there was no sign of any skittering noise at all, the company reopened the door and found four badly scorched and dead massive spiders and the room largely clear of web.
to be continued.....
Source: Strange World of Random doom Episode 3 write up part II (http://hackmasterinburton.blogspot.com/2014/07/strange-world-of-random-doom-episode-3.html)
Title: EG: Episode Nineteen - write up
Post by: EvilGinger on 03 July 2014, 10:00:17
Episode Nineteen - write up
Episode Nineteen
Dramatis Persanae
Telec - Kalamarian Human Priest of the Wanderer Aeltred - Half Elf Ranger
Lalia - Halfling Thief Thans – Dwarf Fighter thief Heradin- Dwarf Fighter mage Dvorn the Axe- Fhokki Human Fighter Sondan – Brandobian, Human Fighter Fawlit – Half Ork Fighter
Nyassor- Elven, Fighter from Elsewhere
Americ – Human Cleric form Elsewhere
Liamar – Kalamarian Human Cleric of the free from the Hidden Dell
Nyasse - Kalamarian Human girl from the Hidden Dell Myranis - A human woman with a really wild tale to tell Garvan Hawks Eye- Brandobian Hunter from Little Thorpe
Location
(In the woods above the Hidden Dell and to the west in Little Thorpe and in the surrounding regions)
Events
(The events of this episode follow on directly from the end of Episode Thirteen and the skirmish in the woods above the Hidden Dell. They take place on the same night as Episode Eighteen but start perhaps a few hours earlier than when we left the company in the unexpected sewer under Vayham)
Source: Episode Nineteen - write up (http://hackmasterinburton.blogspot.com/2014/07/episode-nineteen.html)
Title: EG: Crossbows
Post by: EvilGinger on 03 July 2014, 10:00:17
Crossbows
Crossbows
Introduction
This will expand the rules for cross bows for HackMaster, for Telene and introduce some of the types of repeating crossbows which are quite common in "Elsewhere" but which are not unique to there by any means
Nomenclature
Latches - very light crossbows which are hand drawn and include the classic drow type pistol cross bow as well as a range of weapons designed for hunting particularly foul and small game.
Light crossbows - standard in game light crossbows may be hand drawn but usually use a leaver commonly known as a goats foot on occasion this may be built in but its usually detachable
Heavy Crossbows - standard in game heavy crossbows may be leaver drawn but are more usually cranked either with a detachable or built in winding mechanism
Arbalests - extra heavy crossbows not found on Telene as they use sprung steel spans for power and are as slow to load as heaves's if not slower using a similar sort of winding system. for the most part, they are designed to have the power to punch through the heaviest armour or beast hide and historically rivalled early fire arms in this regard.
Double crossbows - can be of any of the above types and has two strings and spans, built into the same weapon which allows it to be fired twice in quick succession, slow and fiddly to reload but capable of a massive rate of fire initially which may justify this
Repeating crossbows - can be of any of the above types, but are most often light crossbows and whilst it only has one span and string it has a magazine of 3-6 bolts which allow it to be reloaded as it it drawn considerably speeding rates of fire this can be further speeded as the Gabissi (orcs) of Elsewhere do by using clock work to draw the span and some times magic as the wicked Gnomes of Elsewhere do, though fortunately most of the gnomish terror bows are effectively light crossbows, due to the small stature of the wielders.
Title: EG: The Future Darkens Part II
Post by: EvilGinger on 03 July 2014, 17:00:16
The Future Darkens Part II
The Future Darkens Part II
So in the firm embrace of the something Myrinaris, watched as the little company was all but over run by demons even thought they made good account of themselves it was apparent that numbers would tell sooner or latter and likely sooner as the demons veritably thronged to the raised ring on the floor which the group was making its stand. None the less the small group of a Dwarf, a Halfling Mage a tall elf and a man invoking the power of the gods themselves against the demons held its own and the demons fell blasted by mage fire or the flashing blades of the dwarves axe or elves cruelly curved sword, and all the time the priest chanted and the very power of good held them back, and they fought as if swimming in syrup. Then her attention was drawn by her captor to the a patch of darkness even her cursed eyes could not penetrate though they could tell that it was in the vague shape of a larger than man sized humanoid with great bat like wings the patch divided once then twice and then four of them moved forward slowed only by the priests chant over the dismembered bodies of their more corporeal predecessors.
This should be more interesting her captor whispered in her ear. One of the surviving demon soldiers caught the dwarf with its own axe and dragged her off balance as the Halfling discharged a bolt of mage fire into its face killing it and sending its corpse cart wheeling The dwarf toppled forward as the elf noticed the deeper darkness struggling forward against the priests chant and said a word from the high tongue of elves she could only understand as meaning out of here.
The raised ring on which the group where making a stand shimmered and was surrounded by a nimbus of arcane flaring, her captor spoke as well something in rasping abyssal which dripped fear into her ears she was the captive of a demon and they where in an instant some where totally different yet the same it had the raised ring upon which the group made its stand the dismembered bits of dead demons, the shadow demons where there too still pressing forward but in the fading arcane flare it was also different the Dwarf was gone and the Halfling too replaced by a taller slimmer figure, the cave was gone too replaced by a vast underground hall man made and not mostly natural formation .
Her captor was about to say something when a figure stepped forward a dwarf dressed in the garb of a common citizen, yet she did not see from whence this common place dwarf came. It spoke one word a word so terrible it burned in Myrinaris blood and she smelt fear from her captor before she was again some where else, her last image was of the four shadow demons suddenly being go as if they had never been, the ancient hall echoing to a power greater than she had ever dreamed of
Source: The Future Darkens Part II (http://hackmasterinburton.blogspot.com/2014/06/the-future-darkens-part-ii.html)
Title: EG: The Future Darkens part III
Post by: EvilGinger on 03 July 2014, 17:00:16
The Future Darkens part III
The Future Darkens part III
The some where else they ended up this time was much more mundane it seemed to be a cellar or underground store of some sort apparently one which had not been used for some time and was empty here her Captor first revealed it’s self as it released Myrinaris form its grasp before binding her with magic into immobility and dumping her rather unceremoniously in a corner before striping off all the gear that Myrinaris had collected as she had explored the huge underground cavern and looted the bodies of those who had not survived the fall.
This did allow Myrinaris to see her captor for the first time since being grabbed; as her captor inspected the gear very carefully tossing some into the corner with what Myrinaris imagined was a curse. It was hard to be sure for all she could do was to identify the language as Abyssal.
Her captor appeared to be a
to be continued.......
Source: The Future Darkens part III (http://hackmasterinburton.blogspot.com/2014/07/the-future-darkens-part-iii.html)
Title: EG: RSS feed Set up
Post by: EvilGinger on 04 July 2014, 00:00:15
RSS feed Set up
RSS feed Set up
Just to announce that my good friend Paul "Zarni" Roberts of the Big Bang Burger bar Forum has now set up an RSS feet form this blog to that forum which is idea for those wanting to view content with limited band width.
Thank you very much old chap Bravo
Source: RSS feed Set up (http://hackmasterinburton.blogspot.com/2014/07/rss-feed-set-up.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 04 July 2014, 05:51:45
This is even cooler for me since I can recover stuff I deleted in error - lots more to follow & the Stub and some other articles will be expanded.
>:DGinger
Title: EG: Quiet day here - a Warning
Post by: EvilGinger on 04 July 2014, 10:00:16
Quiet day here - a Warning
Quiet day here - a Warning
Its likely to be a bit quiet around here to day as I will be working at Spirit Games quite a bit today and I am likely to be in no fit state to post any thing once I stagger back. I will do what I can but the man himself is off Motorcycle racing
Phil will be racing this one which is in a more complete state than it was in May of this year when this picture was taken in the front room at the main man lair
Source: Quiet day here - a Warning (http://hackmasterinburton.blogspot.com/2014/07/quiet-day-here-warning-its-likely-to-be.html)
Title: EG: Pod Casting game sessions - update
Post by: EvilGinger on 04 July 2014, 10:00:17
Pod Casting game sessions - update
Pod Casting game sessions - update
I will be setting up for a test Pod Cast this Sunday morning so the plan of Pod casting Games sessions from a Company of Fools is going a head thus far as planed. More on this on Sunday morning when I will be streaming sound with a bit of luck.
Source: Pod Casting game sessions - update (http://hackmasterinburton.blogspot.com/2014/07/pod-casting-game-sessions-update.html)
Title: EG: That took longer than expected
Post by: EvilGinger on 05 July 2014, 00:00:13
That took longer than expected
That took longer than expected
Just back from Spirit Games as I ended up having to stay till the end of Friday Night Magic so I will get on with the thing I had intended to do tonight in the morning and tomorrow. I would do a bit now but even with the unholy amount of caffeine and sugar running round in my blood stream am still barely awake and not at all with it.
Source: That took longer than expected (http://hackmasterinburton.blogspot.com/2014/07/that-took-longer-than-expected.html)
Title: EG: Strange World of Random Doom write ups
Post by: EvilGinger on 06 July 2014, 00:00:15
Strange World of Random Doom write ups
Episode 3
I will be redoing this as I have I think made rather a mess of it mostly by writing it whilst very tired and not at all coherent, however owing to the kind work of Paul "Zarni" Roberts of the Big Bang Burger Bar who has set up an RSS freed I have all the different versions of it I have posted recently so I will be able to sort the mess out into a better narrative and add the bits I have missed out. However I will likely have to wait to do that till after tomorrows session. Which I will be taking notes of during the game as well as more and defiantly more systematic screen shots of the game to go with it.
It is there fore almost certain that the write up for Strange World of Random Doom 4 will be done before the revised version of the write up of the Strange World of Random Doom 3 appologies for any confusion this might cause but I have been rather over doing it and It has caught up with me
However I will recover and be back on at it soon enough.
Source: Strange World of Random Doom write ups (http://hackmasterinburton.blogspot.com/2014/07/strange-world-of-random-doom-write-ups.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 06 July 2014, 06:00:56
Bravo Zarni
>:DGinger
Title: EG: Getting on with it
Post by: EvilGinger on 06 July 2014, 10:30:18
Getting on with it
Getting on with it
This will be limited as I will be working this morning as always and Episode 4 for A Strange World of Random Doom is on this evening so that will put an end to doing any useful work other than making notes about that game & Screen shots.
I will however try to get something published to day from Thursday's session for whilst I did some work in that direction yesterday off line I am not entirety sure on reading it I was actually as recovered form the recent bout of over work now I read it back again.
Things to expect if not today then soon
Write up of episode Nineteen - with Than's Maps and diagrams
Master Spread sheet for Episode Ninteen
Experience honour and fame awards for Episode Nineteen
Updating of the Story So far, Experience, Honour and Fame pages
Some play mats for the encounters in Episode Nineteen
Finishing off Coradwin's of line character sheet
Source: Getting on with it (http://hackmasterinburton.blogspot.com/2014/07/getting-on-with-it.html)
Title: EG: Experiance Awards for Episode Nineteen
Post by: EvilGinger on 06 July 2014, 17:30:19
Experiance Awards for Episode Nineteen
Session XVI –The Road to Vayham Part I
As ever the awards are per individual
Experience
Honour
Fame
The aftermath of the Fight
A Nesbit Moment (Aeltred)
5
-2
+0
A moment of control (Nesbit)
100
+0
+0
Aeltred diagnosing Dvorn
15
+1
+0
First aid on others (Aeltred, Lalia)
5
+0
+0
Sondan building the travois
10
+1
+0
Investigating the dead goblins and dogs
5
+0
+0
Scouting beyond the ambush (Lalia & Thans)
10
+0
+0
Telec undoing his error
5
+0
+0
Getting the patient home
5
0
+0
Back to the Holdfast
Liamar confirming the diagnosis
10
+0
+0
Taking a day of rest
5
+0
+0
Nyasse and Heradin and things magical
10
+0
+0
The Day After
Preparing for the Journey
5
+0
+0
Trying to Persuade Heradin to come along(Aeltred)
10
+1
+0
Persuading Heradin to come along (Telec succeeded )
15
+0
+0
The Way West
Cross country travel
5
+0
+0
Aeltred (scouting ahead)
5
+0
+0
Its strangely quiet out here (Sondan)
5
+0
+0
Little Thorpe
Spotting the smoke (Aeltred)
5
+0
+0
Subsequent discussion of what to do
10
+0
+0
Telec following his curiosity
10
+1
+0
Aeltred sticking to his guns
10
+1
+0
Meeting the people form little Thorpe (all except Aeltred)
5
+0
+0
The sad tale of woe over dinner (all except Aeltred)
10
+0
+0
Meeting Myrinaris (people who can speak low Elven)
10
+0
+0
Meeting Myrinaris every one else (except Aeltred)
5
+0
+0
Meeting Myrinaris (Nyassor)
15
+0
+0
Discussions about what to do after hearing Myrinaris’s tale & the examination of her evidence (all except Aeltred)
20
+0
+0
The decision to carry on west (all except Aeltred)
5
-1
+0
Travelling Further West
Seeing every one alive the next day (Aeltred)
15
+0
+0
Myrinaris sneaking into the group
15
+0
+0
Spotting the Goblin tracks (Aeltred)
5
+0
+0
Aeltred & Lalia scouting
5
+0
+0
The Skirmishes with Goblins
Spotting the goblins (Aeltred Lalia)
5
+1
+0
Coming up with a plan
5
Getting into a position to ambush them successfully
5
+0
+0
Fighting the goblins with the loot wagons
(Sondan, Telec Aeltred, Lalia, Fawlit & Nyassor)
22
+0
+0
Every one else following up
5
+0
+0
Sondan Taking the Arrow
10
+0
+0
Wanting to get even (Sondan)
10
+1
+0
Finishing off the Toped ones (Lalia)
5
+1
+0
Looting the Bodies (Lalia)
5
+1
+0
Realizing the goblin activities where all interconnected some how
5
+1
+0
Examining the carts after the goblins where driven off
5
+0
+0
Sondan’s grim discovery
5
-1
+0
Persuading Nyasse and Heradin to use their precious horses and ponies to haul the carts
5
+0
+0
Fighting the Goblins at the ford (Sondan, Fawlit, Telec, Lalia, Aeltred)
13
+0
+0
Looting the bodies (Lalia and Thans)
5
+1
+0
Crossing the M’Alvern stream at the little ford
10
+0
+0
Surveying the scene & realising it was going to take more to get into town than paying the toll and striding through the gates
5
-5
+0
The first Sight of the town
Scouting ahead ( Lalia, Aeltred)
5
+1
+0
Moving up on the resting goblins without alerting them
5
+0
+0
Planning the attack
5
+0
+0
Misc awards
Aeltred being Sceptical & pessimistic thought out
10
+0
+0
Nursing Dvorn (Aeltred, Lalia, Nyasse)
15/10/5
+0
+0
Sondan being a good soldier
5
+0
+0
Pushing up Telec’s reputation (Aeltred)
5
+0
+0
Ignoring Aeltred (all)
5
+0
+0
Nyassor & Myrinaris
5
+0
+0
Source: Experiance Awards for Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/experiance-awards-for-episode-nineteen.html)
Title: EG: Episode Twenty Preview
Post by: EvilGinger on 06 July 2014, 17:30:20
Episode Twenty Preview
Episode Twenty Preview
For this Episode we switch back to a few days earlier and the poor rat beset trapped souls under the new and see if they can win free, which if they do will be just in time as we now know to discover that there town is besieged by hordes of foul goblins and no doubt worse. For surely stupid lazy creatures like goblins could never besiege a town and much less do so with any prospect of success, unless some greater power motivated them......
Watch this space for further developments and mean while a full write up of Episode Nineteen and a veritable raft supporting posts in the mean time.
Title: EG: A Strange world of Random Doom 4 - Live write up
Post by: EvilGinger on 06 July 2014, 17:30:20
A Strange world of Random Doom 4 - Live write up
A Strange world of Random Doom 4
I intend to do this as we play as far as I can so watch this space for developments
Source: A Strange world of Random Doom 4 - Live write up (http://hackmasterinburton.blogspot.com/2014/07/a-strange-world-of-random-doom-4-live.html)
Title: EG: Experiance Awards for Episode Nineteen
Post by: EvilGinger on 06 July 2014, 21:00:16
Experiance Awards for Episode Nineteen
Session XVI –The Road to Vayham Part I
As ever the awards are per individual
Experience
Honour
Fame
The aftermath of the Fight
A Nesbit Moment (Aeltred)
5
-2
+0
A moment of control (Nesbit)
100
+0
+0
Aeltred diagnosing Dvorn
15
+1
+0
First aid on others (Aeltred, Lalia)
5
+0
+0
Sondan building the travois
10
+1
+0
Investigating the dead goblins and dogs
5
+0
+0
Scouting beyond the ambush (Lalia & Thans)
10
+0
+0
Telec undoing his error
5
+0
+0
Getting the patient home
5
0
+0
Back to the Holdfast
Liamar confirming the diagnosis
10
+0
+0
Taking a day of rest
5
+0
+0
Nyasse and Heradin and things magical
10
+0
+0
The Day After
Preparing for the Journey
5
+0
+0
Trying to Persuade Heradin to come along(Aeltred)
10
+1
+0
Persuading Heradin to come along (Telec succeeded )
15
+0
+0
The Way West
Cross country travel
5
+0
+0
Aeltred (scouting ahead)
5
+0
+0
Its strangely quiet out here (Sondan)
5
+0
+0
Little Thorpe
Spotting the smoke (Aeltred)
5
+0
+0
Subsequent discussion of what to do
10
+0
+0
Telec following his curiosity
10
+1
+0
Aeltred sticking to his guns
10
+1
+0
Meeting the people form little Thorpe (all except Aeltred)
5
+0
+0
The sad tale of woe over dinner (all except Aeltred)
10
+0
+0
Meeting Myrinaris (people who can speak low Elven)
10
+0
+0
Meeting Myrinaris every one else (except Aeltred)
5
+0
+0
Meeting Myrinaris (Nyassor)
15
+0
+0
Discussions about what to do after hearing Myrinaris’s tale & the examination of her evidence (all except Aeltred)
20
+0
+0
The decision to carry on west (all except Aeltred)
5
-1
+0
Travelling Further West
Seeing every one alive the next day (Aeltred)
15
+0
+0
Myrinaris sneaking into the group
15
+0
+0
Spotting the Goblin tracks (Aeltred)
5
+0
+0
Aeltred & Lalia scouting
5
+0
+0
The Skirmishes with Goblins
Spotting the goblins (Aeltred Lalia)
5
+1
+0
Coming up with a plan
5
Getting into a position to ambush them successfully
5
+0
+0
Fighting the goblins with the loot wagons
(Sondan, Telec Aeltred, Lalia, Fawlit & Nyassor)
22
+0
+0
Every one else following up
5
+0
+0
Sondan Taking the Arrow
10
+0
+0
Wanting to get even (Sondan)
10
+1
+0
Finishing off the Toped ones (Lalia)
5
+1
+0
Looting the Bodies (Lalia)
5
+1
+0
Realizing the goblin activities where all interconnected some how
5
+1
+0
Examining the carts after the goblins where driven off
5
+0
+0
Sondan’s grim discovery
5
-1
+0
Persuading Nyasse and Heradin to use their precious horses and ponies to haul the carts
5
+0
+0
Fighting the Goblins at the ford (Sondan, Fawlit, Telec, Lalia, Aeltred)
13
+0
+0
Looting the bodies (Lalia and Thans)
5
+1
+0
Crossing the M’Alvern stream at the little ford
10
+0
+0
Surveying the scene & realising it was going to take more to get into town than paying the toll and striding through the gates
5
-5
+0
The first Sight of the town
Scouting ahead ( Lalia, Aeltred)
5
+1
+0
Moving up on the resting goblins without alerting them
5
+0
+0
Planning the attack
5
+0
+0
Misc awards
Aeltred being Sceptical & pessimistic thought out
10
+0
+0
Nursing Dvorn (Aeltred, Lalia, Nyasse)
15/10/5
+0
+0
Sondan being a good soldier
5
+0
+0
Pushing up Telec’s reputation (Aeltred)
5
+0
+0
Ignoring Aeltred (all)
5
+0
+0
Nyassor & Myrinaris
5
+0
+0
after all of which both Telec & Aeltred have hit the exalted heights of Level four! with the other PC's likely to do so next time as are the NPC proterge's with the company going to hit Third during the same session
Source: Experiance Awards for Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/experiance-awards-for-episode-nineteen.html)
Title: EG: Master Spreadsheet for Episode Nineteen
Post by: EvilGinger on 07 July 2014, 00:30:21
Master Spreadsheet for Episode Nineteen
Master Spreadsheet for Episode Nineteen
Source: Master Spreadsheet for Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/master-spreadsheet-for-episode-nineteen.html)
Title: EG: Master Spreadsheet for Episode Nineteen
Post by: EvilGinger on 07 July 2014, 10:30:19
Master Spreadsheet for Episode Nineteen
Master Spreadsheet for Episode Nineteen
The Whole Thing
including D'rek who retired and is now at A'rakham, his player is training as a paramedic, but he still features and does cameo's & Nameless and Melias who disappeared into the mountains when it became apparent their players had wandered off.
Sabrina is a spare propoge & I cant recall why I did not use here when I introduced Fawlit, Sondan & Dvorn
The Player Characters in more detail
Telec
Aelthred
Lalia
Heraldrin
Thans
human
half elf
halfling
dwarf
dwarf
Cleric
Ranger
Thief
Fighter Mage
Fighter Thief
PC
PC
PC
PC
PC
15
15
0
0
0
145
145
0
0
0
51
51
25
0
0
0
0
311
311
0
168
193
183
0
0
0
0
0
0
65
70
60
15
0
0
0
0
0
55
90
125
50
75
0
0
0
0
0
0
75
100
75
45
80
0
0
0
0
187
50
65
30
40
78
95
95
110
80
120
90
66
65
45
279
156
129
172
89
162
167
197
137
167
152
410
320
280
395
335
130
155
145
130
120
193
148
113
75
113
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
195
230
210
135
140
2095
2104
1966
1602
1821
1305
1296
34
398
179
The colour of the shading coding gives the level as I have mentioned before
Nothing Level 1
pale turquoise Level 2
Pale blue Level 3
Pale purple Level 4
all the player characters are level 3 as they have had no opportunity to train yet
I will do the NPC's and NPC Protoge's as a separate post latter
Source: Master Spreadsheet for Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/master-spreadsheet-for-episode-nineteen.html)
Title: EG: Master spread sheet in more detail - NPC Protoge's
Post by: EvilGinger on 07 July 2014, 10:30:19
Master spread sheet in more detail - NPC Protoge's
Master spread sheet in more detail - NPC Protoge's
as updated at the end of episode Nineteen
Fawlit
Sondon
Dvorn
Liamar
half orc
human
human
human
Fighter
Fighter
Fighter
cleric
NPC-protégé
NPC-protégé
NPC-protégé
NPC-protégé
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
55
45
45
0
0
0
0
0
35
35
55
0
0
0
0
0
62
35
35
0
55
55
55
0
90
65
101
0
135
132
113
15
104
132
117
90
230
255
205
210
100
105
100
15
88
108
128
70
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
155
205
15
15
1109
1172
969
415
91
28
231
785
The colour of the shading coding gives the level as I have mentioned before
Nothing Level 1
pale turquoise Level 2
Pale blue Level 3
Pale purple Level 4
Source: Master spread sheet in more detail - NPC Protoge's (http://hackmasterinburton.blogspot.com/2014/07/master-spread-sheet-in-more-detail-npc.html)
Title: EG: Master Spread sheet Personality NPCs
Post by: EvilGinger on 07 July 2014, 10:30:19
Master Spread sheet Personality NPCs
Personality NPCs
In more detail and updated to the end of Episode nineteen
Nyassor
Americ
Myrinaris
Nyasse
Violet
elf
human
human
human
tiefling
Fighter
Cleric
Thief
Other
Paladin
Personality NPC
Personality NPC
Personality NPC
Personality NPC
Personality NPC
2000
2000
400
0
21650
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
50
0
0
0
0
0
0
0
0
0
40
45
0
0
0
0
0
0
0
0
10
69
0
0
0
0
0
0
0
0
0
0
0
0
0
0
185
15
15
0
0
112
235
235
0
30
170
20
10
0
5
30
108
50
0
15
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
162
15
20
125
0
2540
2325
420
275
22261
860
1075
780
4139
The colour of the shading coding gives the level as I have mentioned before
Title: EG: Strange World of Random Doom - Regional Map
Post by: EvilGinger on 07 July 2014, 10:30:19
Strange World of Random Doom - Regional Map
Strange World of Random Doom - Regional Map
The island
as we know it at the end of Session four
Source: Strange World of Random Doom - Regional Map (http://hackmasterinburton.blogspot.com/2014/07/strange-world-of-random-doom-regional.html)
Title: EG: A Strange world of Random Doom 4 - write up
Post by: EvilGinger on 07 July 2014, 14:00:22
A Strange world of Random Doom 4 - write up
A Strange world of Random Doom 4
All right so the live write up idea was a flop because I got engrossed in the game and forgot to do the bullet points as we went along so its going to be a normal bullet point write up with lots of screen shots taken during the game
The Raided Hamlet
End of the session back at the Adventurers guild inn The Ravem
Source: A Strange world of Random Doom 4 - write up (http://hackmasterinburton.blogspot.com/2014/07/a-strange-world-of-random-doom-4-live.html)
Title: EG: A Strange world of Random Doom 4 - write up
Post by: EvilGinger on 07 July 2014, 21:00:19
A Strange world of Random Doom 4 - write up
A Strange world of Random Doom 4
All right so the live write up idea was a flop because I got engrossed in the game and forgot to do the bullet points as we went along so its going to be a normal bullet point write up with lots of screen shots taken during the game
Down the cellar & the trouble begins
The Cellar at the end of the fight with the Beatles
Upstairs checking the areas we missed during Episode I &II
In the Library with the Spider Bats Part I fighting tinny creatures in the dark
House clearing in the library with the Spider bats Part II
Trouble with Ants Part I on the way to the lake
Trouble with ants Part II on the way to the Lake
The Raided Hamlet on the lake shore
End of the session back at the Adventurers guild inn The Raven
Source: A Strange world of Random Doom 4 - write up (http://hackmasterinburton.blogspot.com/2014/07/a-strange-world-of-random-doom-4-live.html)
Title: EG: Fame update for recent Episodes
Post by: EvilGinger on 07 July 2014, 21:00:19
Fame update for recent Episodes
Update
not done this fro a while as there have been relatively little to note on this front but have done this update largely to remind my self that I need to keep track of this
Episode XVIAgain no real change though the fame of the company is fading it has not actually done so yet, only amongst the Goblins is their reputation holding up as associates of the wielder of thedreaded Groin Seeker & Ogre Bane continue to attempt to spread fear of themselves amongst their foes Urban Interlude Part IV&V
No change to the situation with regard to fame for this one as the majority of the company are still trapped in the unexpected sewers and not enough time has passed for Quirrel’s recently acquired fame to begin to fade
Source: Fame update for recent Episodes (http://hackmasterinburton.blogspot.com/2014/07/fame-update-for-recent-episodes.html)
Title: EG: Thans Map of the skirmisahes with goblins at the M'Alvern crossings
Post by: EvilGinger on 07 July 2014, 21:00:19
Thans Map of the skirmisahes with goblins at the M'Alvern crossings
Thans Map of the skirmishes with goblins at the M'Alvern crossings
The first of this style I have done since upgrading GIMP not entirely happy least of all that I am going to have to hunt down the font I used on all the previous maps as its not one which comes with GIMP any more I hope it does in an add on pack
From a practical point of View this was don on an A3 canvas and could therefore be used as a battle mat even if that's not the initial intent.
Source: Thans Map of the skirmisahes with goblins at the M'Alvern crossings (http://hackmasterinburton.blogspot.com/2014/07/thans-map-of-skirmisahes-with-goblins.html)
Title: EG: A Matter of Honour - Episode Nineteen
Post by: EvilGinger on 07 July 2014, 21:00:19
A Matter of Honour - Episode Nineteen
A Matter of Honour - Episode Nineteen
Source: A Matter of Honour - Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/a-matter-of-honour-episode-nineteen.html)
Title: EG: A Matter of Honour - Episode Nineteen
Post by: EvilGinger on 08 July 2014, 00:30:18
A Matter of Honour - Episode Nineteen
A Matter of Honour - Episode Nineteen
To be completed tomorrow
Source: A Matter of Honour - Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/a-matter-of-honour-episode-nineteen.html)
Title: EG: Updated & expanded version of Thans Regional Map
Post by: EvilGinger on 08 July 2014, 00:30:18
Updated & expanded version of Thans Regional Map
Updated & expanded version of Thans Regional Map
Not getting this to work at the moment will try it again latter
Source: Updated & expanded version of Thans Regional Map (http://hackmasterinburton.blogspot.com/2014/07/updated-expanded-version-of-thans.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 08 July 2014, 05:53:34
Sorry about the slew of Work in progress posts was very tired & hit the publish button not the save as draft one +:bandhead=+::banghead: +:cussing=+::cussing: They will get finished probably today
>:DGinger
Title: EG: A Matter of Honour - Episode Nineteen
Post by: EvilGinger on 08 July 2014, 10:30:17
A Matter of Honour - Episode Nineteen
A Matter of Honour - Episode Nineteen
Episode XVI
Name
Start
Gains/losses
Averaging effect
Aetlred
53
-2
Telic
74
-4
Lalia
55
0
Thans
70
-4
Heradin
46
-5
Fawlit
48
-5
Sondan
53
-4
Dvorn
47
0
Nyassor
35
-5
Americ
34
0
Nyasse
21
-5
Liamar
22
0
Dvorn was semi concious thought the session owing to the pain of his wound & so beyond the humiliation of being helpless was not really involved, Americ and Liamar had at best bit parts & the mysterious stranger Myranaris has been with the company too short a time to bond as yet so her honour will not impact that of the group yet.
To be completed latter
Source: A Matter of Honour - Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/a-matter-of-honour-episode-nineteen.html)
Title: EG: Kodt web strip Update
Post by: EvilGinger on 08 July 2014, 10:30:17
Kodt web strip Update
Kodt web strip Update
some might say about time too however still cool dispute the hiatus & don't forget that this is just a teaser read the rest of the tale & catch up with the story so far HERE
Source: Kodt web strip Update (http://hackmasterinburton.blogspot.com/2014/07/kodt-web-strip-update.html)
Title: EG: A Matter of Honour - Episode Nineteen
Post by: EvilGinger on 08 July 2014, 17:30:27
A Matter of Honour - Episode Nineteen
A Matter of Honour - Episode Nineteen
Episode XVI
Name
Start
Gains/losses
Averaging effect
Aetlred
53
52 (-2)
51 (-1)
Telic
74
70 (-4)
69 (-1)
Lalia
55
55(+0)
54 (-1)
Thans
70
66(-4)
65 (-1)
Heradin
46
41(-5)
42 (+1)
Fawlit
48
43(-5)
44 (+1)
Sondan
53
49(-4)
48 (-1)
Dvorn
47
47(+0)
46 (-1)
Nyassor
35
30(-5)
31 (+1)
Americ
34
34(+0)
NA
Nyasse
21
16(-5)
22 (+1)
Liamar
22
22(+0)
NA
Final Average 46
Dvorn was semi concious thought the session owing to the pain of his wound & so beyond the humiliation of being helpless was not really involved, Americ and Liamar had at best bit parts & the mysterious stranger Myranaris has been with the company too short a time to bond as yet so her honour will not impact that of the group yet.
Myaranis Honour is 20 dropping to 19 as she is drawn away from her objective by the Company
Source: A Matter of Honour - Episode Nineteen (http://hackmasterinburton.blogspot.com/2014/07/a-matter-of-honour-episode-nineteen.html)
Title: EG: Updated & expanded version of Thans Regional Map
Post by: EvilGinger on 08 July 2014, 21:00:21
Updated & expanded version of Thans Regional Map
Updated & expanded version of Thans Regional Map
Right I will be going back to GIMP 2.4 to do this as I am having no luck geting this to work the way I would like it to with Version 2.8 not to mention not being able to find the Yasgsidil font which I used on all of Thans' sketch maps which requires the firing up of the old XP machine and producing it off line. However this is not something I am going to manage before the week end so I will be doing a similar map in the newer style as well
Source: Updated & expanded version of Thans Regional Map (http://hackmasterinburton.blogspot.com/2014/07/updated-expanded-version-of-thans.html)
Title: EG: Crossbows
Post by: EvilGinger on 09 July 2014, 00:30:15
Crossbows
Crossbows
Heavy Crossbow with parts labelled
Introduction
This will expand the rules for cross bows for HackMaster, for Telene and introduce some of the types of repeating crossbows which are quite common in "Elsewhere" but which are not unique to there by any means
Nomenclature
Latches - very light crossbows which are hand drawn and include the classic drow type pistol cross bow as well as a range of weapons designed for hunting particularly foul and small game.
Typical Fowler's Latch
Light crossbows - standard in game light crossbows may be hand drawn but usually use a leaver commonly known as a goats foot on occasion this may be built in but its usually detachable
Light crossbow demonstrating the use of a cocking leaver
Heavy Crossbows - standard in game heavy crossbows may be leaver drawn but are more usually cranked either with a detachable or built in winding mechanism, if drawn with a leaver the bow was normally fitted with a styrup as in the illustration at the top of the page
Heavy crossbow
Arbalests - extra heavy crossbows not found on Telene as they use sprung steel spans for power and are as slow to load as heaves's if not slower using a similar sort of winding system. for the most part, they are designed to have the power to punch through the heaviest armour or beast hide and historically rivalled early fire arms in this regard.
Arbalest or Heavy crossbow with Detachable winding mechanism for drawing the bow
Double crossbows - can be of any of the above types and has two strings and spans, built into the same weapon which allows it to be fired twice in quick succession, slow and fiddly to reload but capable of a massive rate of fire initially which may justify this
Rather elaborate heavy double crossbow
Repeating crossbows - can be of any of the above types, but are most often light crossbows and whilst it only has one span and string it has a magazine of 3-6 bolts which allow it to be reloaded as it it drawn considerably speeding rates of fire this can be further speeded as the Gabissi (orcs) of Elsewhere do by using clock work to draw the span and some times magic as the wicked Gnomes of Elsewhere do, though fortunately most of the gnomish terror bows are effectively light crossbows, due to the small stature of the wielders.
The box structure on top is the magazine & the built in leaver both draws the bow and drops the next bolt into place
Title: EG: Things I need to do
Post by: EvilGinger on 09 July 2014, 00:30:15
Things I need to do
Things I need to do
I am posting this because I am losing track a bit & these articles are invaluable to keep me on track and doing stuff I need to to I refer back to them
Part II of the "That Fateful Night" noises off Article
Finish Part three of " The Future Darkens" in character piece
Write Part four of " The Future Darkens" in character piece
Finish The Article I posted on Crossbows
Finish the Write up of Episode Nineteen
Add the Bullet points to the write up of A strange world of Random Doom part IV
Sort out the Mess which is the write up A strange world of Random Doom part III
Finish off and Post Coradwin's character sheet & Relemir the horse holder's Character Generation and sheet for a strange world of Random Doom
I will be working throught these over the next few days with a bit of luck and no more non gaming Alarms and Excretions
Source: Things I need to do (http://hackmasterinburton.blogspot.com/2014/07/things-i-need-to-do.html)
Title: EG: Myrinaris's Map
Post by: EvilGinger on 09 July 2014, 00:30:15
Myrinaris's Map
Myrinaris's Map
Myranaris's map annotated to show her travels
I have added additional information based on the knowledge the hunters form Little Thorpe in order to give the map context as Myranaris knowledge of this area is very sparse, she know the track she took after escaping from the Black Crag and that she and the Company took
Title: EG: The Goblin encampment access the ford
Post by: EvilGinger on 09 July 2014, 00:30:15
The Goblin encampment access the ford
The Goblin encampment access the ford
Showing the position of the Company at the end of Episode Nineteen as the contemplated their attack on the sleeping goblins down slope of them
Source: The Goblin encampment access the ford (http://hackmasterinburton.blogspot.com/2014/07/the-goblin-encampment-access-ford.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 09 July 2014, 05:35:12
This is saving me many hours of work & a whole bucket load of guilt for not supporting a friends project as I should
>:DGinger
Title: EG: Crossbows
Post by: EvilGinger on 09 July 2014, 11:00:16
Crossbows
Crossbows
Heavy Crossbow with parts labelled
Introduction
This will expand the rules for cross bows for HackMaster, for Telene and introduce some of the types of repeating crossbows which are quite common in "Elsewhere" but which are not unique to there by any means
Nomenclature
Pistol crossbow - a less powerful version of the latch below which can at need be fired one handed, it is drawn by hand slightly heavier versions are treated as Latches
Latches - very light crossbows which are hand drawn and include the classic drow type pistol cross bow as well as a range of weapons designed for hunting particularly foul and small game.
Typical Fowler's Latch
Light crossbows - standard in game light crossbows may be hand drawn but usually use a leaver commonly known as a goats foot on occasion this may be built in but its usually detachable
Light crossbow demonstrating the use of a cocking leaver
Medium crossbow -either aslightly more powerful than the in game light crossbows or Lighter version of the in game heavy crossbow favoured by mounted crossbowmen who don't have the leverage of their infantry counterparts and so find true heavies unwheildy. May be hand drawn but usually use a leaver commonly known as a goats foot on occasion this may be built in but its usually detachable
Heavy Crossbows - standard in game heavy crossbows may be leaver drawn but are more usually cranked either with a detachable or built in winding mechanism, if drawn with a leaver the bow was normally fitted with a styrup as in the illustration at the top of the page
Heavy crossbow
Arbalests - extra heavy crossbows not found on Telene as they use sprung steel spans for power and are as slow to load as heaves's if not slower using a similar sort of winding system. for the most part, they are designed to have the power to punch through the heaviest armour or beast hide and historically rivalled early fire arms in this regard.
Arbalest or Heavy crossbow with Detachable winding mechanism for drawing the bow
Double crossbows - can be of any of the above types and has two strings and spans, built into the same weapon which allows it to be fired twice in quick succession, slow and fiddly to reload but capable of a massive rate of fire initially which may justify this
Rather elaborate heavy double crossbow
Repeating crossbows - can be of any of the above types, but are most often light crossbows and whilst it only has one span and string it has a magazine of 3-6 bolts which allow it to be reloaded as it it drawn considerably speeding rates of fire this can be further speeded as the Gabissi (orcs) of Elsewhere do by using clock work to draw the span and some times magic as the wicked Gnomes of Elsewhere do, though fortunately most of the gnomish terror bows are effectively light crossbows, due to the small stature of the wielders.
The box structure on top is the magazine & the built in leaver both draws the bow and drops the next bolt into place
Game stats
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
Pistol *
4
low
1d8p
1
5s
S
120
Punching
Latch
4
low
2d4p
1
10s
M
150
Punching
Light Crossbow
6**
low
2d6p
1
20s
M
180
Punching
Medium
Crossbow
8**
low
2d8p
1
20s
M
220
Punching
Heavy Crossbow
10***
low
2d10p
1
60s
L
250
Punching
Arbalest
15***
low
2d12p
1
90s
L
250
Punching
Can be fired one handed at an accuracy penalty of -2
** required strength -2 with a leaver but +5s to RoF
*** required strength -3 with a winder but +20s to RoF
more to follow with detailed breakdowns of RoF for the advanced rule
Title: EG: Crossbow Game stats - repeated
Post by: EvilGinger on 09 July 2014, 11:00:16
Crossbow Game stats - repeated
Crossbow Game stats - repeated
Standard crossbows
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
Pistol *
4
low
1d8p
1
5s
S
120
Punching
Latch
4
low
2d4p
1
10s
M
150
Punching
Light Crossbow
6**
low
2d6p
1
20s
M
180
Punching
Medium
Crossbow
8**
low
2d8p
1
20s
M
220
Punching
Heavy Crossbow
10***
low
2d10p
1
60s
L
250
Punching
Arbalest
15***
low
2d12p
1
90s
L
250
Punching
Can be fired one handed at an accuracy penalty of -2
** required strength -2 with a leaver but +5s to RoF
*** required strength -3 with a winder but +20s to RoF
Double, Repeating & exotic crossbows to follow
Source: Crossbow Game stats - repeated (http://hackmasterinburton.blogspot.com/2014/07/crossbow-game-stats-repeated.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 09 July 2014, 19:44:01
Lots more to follow folks as I update stuff & post even More.
>:DGinger
Title: EG: Crossbow Game stats - repeated
Post by: EvilGinger on 09 July 2014, 21:30:23
Crossbow Game stats - repeated
Crossbow Game stats - repeated
Standard Crossbows
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
Pistol *
4
low
1d8p
1
5s
S
120
Punching
Latch
4
low
2d4p
1
10s
M
150
Punching
Light Crossbow
6**
low
2d6p
1
20s
M
180
Punching
Medium
Crossbow
8**
low
2d8p
1
20s
M
220
Punching
Heavy Crossbow
10***
low
2d10p
1
60s
L
250
Punching 1
Arbalest
15***
low
2d12p
1
90s
L
250
Punching 2
* Can be fired one handed at an accuracy penalty of -2
** required strength -2 with a leaver but +5s to RoF or -4 required with a winder but +10s to RoF
*** required strength -3 with a winder but +20s to RoF
1 DR of Heavy or natural armour of DR5+ is at penalty of -1
2 DR of Heavy or natural armour of DR5+ is at penalty of -2
Note Medium or heavier crossbows will generally go straight though shields doing very little damage to the shield itselfbut suffering a decrease of damage equal to twice the shields DR should they subsequently hit the bearer of the shield.
Double crossbows
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire *
Weapon
Size
Max
range
Damage type
Latch
5
low
2d4p
1
1s/30s
M
150
Punching
Light Crossbow
7**
low
2d6p
1
1s/50s
M
180
Punching
Medium Crossbow
9**
low
2d8p
1
1s/50s
M
220
Punching
Heavy Crossbow
12***
low
2d10p
1
1s/100s
L
250
Punching 1
* Rate of fire Loaded/unloaded, Loaded which is for two shots and the unloaded is to reload and draw both spans if you only want to reload & draw one for speed you naturally use the least fiddly to do which is the top one and the reload time to do that is the same as a single crossbow of the same power.
** required strength -2 with a leaver but +5s to RoF or -4 required with a winder but +10s to RoF
*** required strength -3 with a winder but +20s to RoF
1 DR of Heavy or natural armour of DR5+ is at penalty of -1
Repeating crossbows
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire *
Magazine
size
Weapon
Size
Max
range
Damage type
Latch
8
Low
2d4p
1
8s/50s
6
L
150
Punching
Light Crossbow
10**
Low
2d6p
1
10s/60s
5
L
180
Punching
Medium Crossbow
12**
Low
2d8p
1
15s/75s
4
L
220
Punching
Heavy Crossbow
14**
Low
2d10p
1
20s/80s
4
L
250
Punching 1
* The first figure in the RoF column is the rate firing from the magazine where you are just drawing & feeding a new bolt the second is to reload the magazine completely and draw the bow for the first shot. NB in the manner of bolt action rifles it’s quite possible to have “one up the spout” so adding one to the effective magazine capacity
** Assumes the use of a built in leaver system as the various winder systems are unsuitable to both draw the span and cycle the magazine to reload
More exotic stuff to follow
Source: Crossbow Game stats - repeated (http://hackmasterinburton.blogspot.com/2014/07/crossbow-game-stats-repeated.html)
Title: EG: Missile weapon Stats Format
Post by: EvilGinger on 09 July 2014, 21:30:23
Missile weapon Stats Format
Missile weapon Stats Format
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
I did this for my article on crossbows but it occurred to me that it might be more widely useful and so I am posting the base format all of the tables of stats in the crossbow article are based on this
Source: Missile weapon Stats Format (http://hackmasterinburton.blogspot.com/2014/07/missile-weapon-stats-format.html)
Title: EG: The Big Bang Burger Bar
Post by: EvilGinger on 09 July 2014, 21:30:23
The Big Bang Burger Bar
The Big Bang Burger Bar
Quite the friendliest local & most eclectic local Games Forum with full facilities to run Play by post games on as well, its also the place to follow this and a number of other Blogs if you have bandwidth issues or are using a mobile device, as an RSS feed exists to here form this blog and others.
The calender is also where all the local events are scheduled including the bimonthly Company of fools games
Source: The Big Bang Burger Bar (http://hackmasterinburton.blogspot.com/2014/07/the-big-bang-burger-bar.html)
Title: EG: Things I need to do updated
Post by: EvilGinger on 09 July 2014, 21:30:23
Things I need to do updated
Things I need to do updated
I am posting this because I am losing track a bit & these articles are invaluable to keep me on track and doing stuff I need to to I refer back to them
Part II of the "That Fateful Night" noises off Article
Finish Part three of " The Future Darkens" in character piece
Write Part four of " The Future Darkens" in character piece
Finish The Article I posted on Crossbows
Finish the Write up of Episode Nineteen
Add the Bullet points to the write up of A strange world of Random Doom part IV
Sort out the Mess which is the write up A strange world of Random Doom part III
Finish off and Post Coradwin's character sheet & Relemir the horse holder's Character Generation and sheet for a strange world of Random Doom
I will be working throught these over the next few days with a bit of luck and no more non gaming Alarms and Excretions
I am making some progress even if the Alarms and excretions continue annoyingly my next attack will be on the two Future darkens articles
Source: Things I need to do updated (http://hackmasterinburton.blogspot.com/2014/07/things-i-need-to-do-updated.html)
Title: EG: Things I need to do updated
Post by: EvilGinger on 10 July 2014, 01:00:19
Things I need to do updated
Things I need to do updated
I am posting this because I am losing track a bit & these articles are invaluable to keep me on track and doing stuff I need to to I refer back to them
Part II of the "That Fateful Night" noises off Article
Finish Part three of " The Future Darkens" in character piece
Write Part four of " The Future Darkens" in character piece
Finish The Article I posted on Crossbows
Finish the Write up of Episode Nineteen
Add the Bullet points to the write up of A strange world of Random Doom part IV
Sort out the Mess which is the write up A strange world of Random Doom part III
Finish off and Post Coradwin's character sheet &Relemir the horse holder's Character Generation and sheet for a strange world of Random Doom
I will be working throught these over the next few days with a bit of luck and no more non gaming Alarms and Excretions
I am making some progress even if the Alarms and excretions continue annoyingly my next attack will be on the two Future darkens articles
Source: Things I need to do updated (http://hackmasterinburton.blogspot.com/2014/07/things-i-need-to-do-updated.html)
Title: EG: Relamir the horse holder Charactor generation
Post by: EvilGinger on 10 July 2014, 01:00:19
Relamir the horse holder Charactor generation
I already knew he was a fighter and a half hobgoblin before I rolled any dice
Starting with attributes and getting
Str 14 -29
Int 11- 57
Wis 12 -94
Dex 7 -31
Con 10 -68
Lks 5 - 72
Cha 12 -59
Ok if I swap his Cha & Dex I get
Str 14 -29
Int 11- 57
Wis 12 -94
Dex 12 -59
Con 10 -68
Lks 5 - 72
Cha 7 -31
And it loses me 25 BP giving him a starting number of 65
Str 14 -29
Int 11- 57
Wis 12 -94
Dex 13 -59
Con 10 -68
Lks 3 - 72
Cha 6 -31
He is a half hobgoblin which does this to his appalling Stats
His LKS then does this to his Cha – 1.31
Ending up with
Str 14 -29
Int 11- 57
Wis 12 -94
Dex 13 -59
Con 10 -68
Lks 3 - 72
Cha 1-31
Before spending build points
Spending 3bp would increase his looks to 4-04 which would increase his charisma to 2-31 spending 2bp on his wisdom would increase it to 13-04
Leaving him 40bp after paying for his class
P&P
Height 71 inches
Bmi 25
Wt 179 lb
Birth family illegitimate child of rape
Rape - nasty likely disowned by his family and any half siblings - however had a loving parental figure so raised by the Church of Silver linings
Will not bother with half siblings at this point as its clear they would want little to do with him
Quirks and flaws
Quirks and flaws - roll d1000 got 583 Which is spendthrift and gets him 20bp & I will leave that there
Build points - 60
Talents
Fast Healer 5bp
Pain tolerant 10bp
Tough as nails 10bp
Proficiencies
Hand axe 1bp
Spear 1bp
Knife 1bp
Short bow2Bp
Class and racial proficiencies (free)
Labourer
Hiking road marching
Phalanx fighting
Skills
Cooking and Baking L1 181bp
Religion – Everlasting hopeL1212bp
Ride L1154bp
Animal heading (pack animals)L1211bp
Hunting L1231bp
First Aid L3 3412bp
SurvivalL1175bp
Literacy Kalamarian L1214bp
Class and racial skills (free)
Listening L118
Appraisal (weapons and armour)L115
Attribute specific Build points
Intelligence1bpBotany L120
Wisdom3bpResist persuasion L1 21
Native language
Kalamarian 37+22+13 = 72
Starting coin
38 sp because despite getting a good roll it was halved owing to his being illegitimate
starting Gear
Travellers kit 6sp
Short bow 30sp
Arrows x3
Knife
cash in hand 1cp
All done his background which I started earlier needs to be fished off & all of this tidied on t a charactor sheet
Source: Relamir the horse holder Charactor generation (http://hackmasterinburton.blogspot.com/2014/07/relamir-horse-holder-char-gen.html)
Title: EG: A future Dadkens part IV
Post by: EvilGinger on 10 July 2014, 01:00:19
A future Dadkens part IV
A future Darkens part IV
to follow when I have finished Part III
Source: A future Dadkens part IV (http://hackmasterinburton.blogspot.com/2014/07/a-future-dadkens-part-iv.html)
Title: EG: A future Dadkens part IV
Post by: EvilGinger on 10 July 2014, 11:30:22
A future Dadkens part IV
A future Darkens part IV
When Myrinaris came back to her senses she was not in the JUDGES halls at all but she was defiantly some where else yet again some sort of cell in a dark stone room, so dark she was grateful for her cursed vision. A room with a window through which a gale blew or so it seemed, the magical holding had worn off but she was stiff and rather sore form having been held so for so long. Stretching and generally loosening up took some time and in the end she felt considerably more comfortable. By that time she noticed that there was now light as well as a breeze coming in through the window. The window was high up and appeared to be small however the room was narrow enough and the weather had got to the other wise smooth black stone that there where hand holds enough to make it easy for an experienced climber
Source: A future Dadkens part IV (http://hackmasterinburton.blogspot.com/2014/07/a-future-dadkens-part-iv.html)
Title: EG: That Fateful night Part II
Post by: EvilGinger on 10 July 2014, 11:30:23
That Fateful night Part II
That Fateful night Part II
Expect this to develop over the day
Source: That Fateful night Part II (http://hackmasterinburton.blogspot.com/2014/07/that-fateful-night-part-ii.html)
Title: EG: A future Dadkens part IV
Post by: EvilGinger on 10 July 2014, 18:30:17
A future Dadkens part IV
A future Darkens part IV
When Myrinaris came back to her senses she was not in the JUDGES halls at all but she was defiantly some where else yet again some sort of cell in a dark stone room, so dark she was grateful for her cursed vision. A room however with a window through which a gale blew or so it seemed, the magical holding had worn off but she was stiff and rather sore form having been held so for so long. Stretching and generally loosening up took some time and in the end she felt considerably more comfortable. By that time she noticed that there was now some light as well as a breeze coming in through the window. The window was high up and appeared to be small however the room was narrow enough and the weather had got to the other wise smooth black stone that there where hand holds enough to make it easy for an experienced climber which she was.
However best to take stock first doing so did not take that long and Myrinaris quickly found that she still had most of her personal gear but no supplies and no weapons beyond the small knife which she had concealed under her armour which was hardly a weapon any more than the two emergency lock picks with it.
Source: A future Dadkens part IV (http://hackmasterinburton.blogspot.com/2014/07/a-future-dadkens-part-iv.html)
Title: EG: Things I need to do updated again
Post by: EvilGinger on 10 July 2014, 18:30:17
Things I need to do updated again
Things I need to do updated
I am posting this because I am losing track a bit & these articles are invaluable to keep me on track and doing stuff I need to to I refer back to them
Part II of the "That Fateful Night" noises off Article
Finish Part three of " The Future Darkens" in character piece
Write Part four of " The Future Darkens" in character piece
Finish The Article I posted on Crossbows
Finish the Write up of Episode Nineteen
Add the Bullet points to the write up of A strange world of Random Doom part IV
Sort out the Mess which is the write up A strange world of Random Doom part III
Finish off and Post Coradwin's character sheet &Relemir the horse holder's Character Generation and sheet for a strange world of Random Doom
I will be working throught these over the next few days with a bit of luck and no more non gaming Alarms and Excretions
I am making some progress even if the Alarms and excretions continue annoyingly my next attack will be on the two Future darkens article.
An attack which is in progress as I hope you can see the intensity of Alarms and excertions has abated a bit but I still have loads to do to catch up
Source: Things I need to do updated again (http://hackmasterinburton.blogspot.com/2014/07/things-i-need-to-do-updated-again.html)
Title: EG: A future Dadkens part IV
Post by: EvilGinger on 10 July 2014, 22:00:26
A future Dadkens part IV
A future Darkens part IV
When Myrinaris came back to her senses she was not in the JUDGES halls at all but she was defiantly some where else yet again some sort of cell in a dark stone room, so dark she was grateful for her cursed vision. A room however with a window through which a gale blew or so it seemed, the magical holding had worn off but she was stiff and rather sore form having been held so for so long. Stretching and generally loosening up took some time and in the end she felt considerably more comfortable. By that time she noticed that there was now some light as well as a breeze coming in through the window. The window was high up and appeared to be small however the room was narrow enough and the weather had got to the other wise smooth black stone that there where hand holds enough to make it easy for an experienced climber which she was.
However best to take stock first doing so did not take that long and Myrinaris quickly found that she still had most of her personal gear but no supplies and no weapons beyond the small knife which she had concealed under her armour which was hardly a weapon any more than the two emergency lock picks with it. Beyond that the room appeared to be a quadrant of a tower high roofed with a stone floor there was a door facing into the core of the tower which seemed to b made of stone and which was on further investigation not locked. Myrinaris, using as much caution and stealth as she could manage slipped through the door and began to explore
Source: A future Dadkens part IV (http://hackmasterinburton.blogspot.com/2014/07/a-future-dadkens-part-iv.html)
Title: EG: A Contour Map - Wip
Post by: EvilGinger on 10 July 2014, 22:00:26
A Contour Map - Wip
A Contour Map - Wip
Something which I am working on which may feature in the game at some point, the image requires some work yet but its a beginning and took my mind off doing other things which where becoming a bit of a chore to be honest
Source: A Contour Map - Wip (http://hackmasterinburton.blogspot.com/2014/07/a-contour-map-wip.html)
Title: EG: my original regional Map
Post by: EvilGinger on 11 July 2014, 01:30:22
my original regional Map
my original regional Map
Which I have posted before but which could do with some tarting up now I have a newer version of GIMP and a lot more practice at this sort of thing. It could also do with a bit of expanding which should be easy as it was done on an A4 format canvas & I can now do bigger
Source: my original regional Map (http://hackmasterinburton.blogspot.com/2014/07/my-original-regional-map.html)
Title: EG: More on Crossbows
Post by: EvilGinger on 11 July 2014, 12:00:14
More on Crossbows
More on Crossbows
Just a stub article to remind me I need to do something on exotic crossbows & crossbow type weapons like the prod and perhaps the torsion type small field artillery
Source: More on Crossbows (http://hackmasterinburton.blogspot.com/2014/07/more-on-crossbows.html)
Title: EG: A really lovely blog
Post by: EvilGinger on 11 July 2014, 12:00:14
A really lovely blog
A really lovely blog
A wonderful gem of a blog & written by some one who comes across as utterly lovely and effortlessly charming do follow it & pass it on.for others to appreciate.
Source: A really lovely blog (http://hackmasterinburton.blogspot.com/2014/07/a-really-lovely-blog.html)
Title: EG: Updated and expanded regional map based on ht origiopnal
Post by: EvilGinger on 11 July 2014, 12:00:14
Updated and expanded regional map based on ht origiopnal
Updated and expanded regional map based on the original
This is in process and it all Jolly Blackburn's fault for distracting me
Source: Updated and expanded regional map based on ht origiopnal (http://hackmasterinburton.blogspot.com/2014/07/updated-and-expanded-regional-map-based.html)
Title: EG: More on Crossbows
Post by: EvilGinger on 11 July 2014, 15:30:19
More on Crossbows
More on Crossbows
Just a stub article to remind me I need to do something on exotic crossbows & crossbow type weapons like the prod and perhaps the torsion type small field artillery
Source: More on Crossbows (http://hackmasterinburton.blogspot.com/2014/07/more-on-crossbows.html)
Title: EG: Updated and expanded regional map based on the original
Post by: EvilGinger on 11 July 2014, 15:30:19
Updated and expanded regional map based on the original
Regional Contour Map
Updated and expanded regional map based on the original one I posted the other day
This is in work process and it all Jolly Blackburn's fault for distracting on face book with his annoyingly gorgeous maps its not by any means finished. Most obviously some of the information on the original needs to be put back in after it got removed whilst cleaning the image up
Source: Updated and expanded regional map based on the original (http://hackmasterinburton.blogspot.com/2014/07/updated-and-expanded-regional-map-based.html)
Title: EG: More on Crossbows
Post by: EvilGinger on 11 July 2014, 19:00:16
More on Crossbows
More on Crossbows
and a European version
and the very similar torsion weapons
Just a stub article to remind me I need to do something on exotic crossbows & crossbow type weapons like the prod and perhaps the torsion type small field artillery
Source: More on Crossbows (http://hackmasterinburton.blogspot.com/2014/07/more-on-crossbows.html)
Title: EG: more work on the Map shown in the previus post
Post by: EvilGinger on 11 July 2014, 19:00:17
more work on the Map shown in the previus post
Even Further Updated
more work done on this indeed its fairly well cone I just need to get the labels on the settlements but I am still trying to work out weather I should put any texture in the wooded areas as I did with the original or weather I prefer the crispness of the flat areas of colour. I am also considering actually putting a scale on the map as well
Source: more work on the Map shown in the previus post (http://hackmasterinburton.blogspot.com/2014/07/more-work-on-map-shown-in-previus-post.html)
Title: EG: One of the reasons I love Hackmaster
Post by: EvilGinger on 11 July 2014, 19:00:17
One of the reasons I love Hackmaster
One of the reasons I love Hackmaster
the following was reposted form the Kenzer & co forums here because I think its cool & sums up one of my favourite things about the game original is here with all the replys
"Sidekicks...
It's funny how the dice can surprise you--and yet, on reflection, the results make total sense. My PC is a mage, and quite a formidable one; he's just recently hit 13th level. Up until now, though, I haven't had a sidekick. After some thought and consultation with my GM, we agreed that it would make sense for his sidekick to come from a group of Dwarves he helped rescue from slavery and protected. The stats turned out VERY nice--two 17's, one of them in the high 90's and just ripe for bumping up to 18, and a run of solid 10's, 11's, and 12's. The 17's wound up in Strength and Dexterity, so I started thinking Fighter/Thief. His first Quirk was Obsessive (Security,) which got me picturing him as a taciturn "Troubleshooter" type--a no-nonsense bodyguard who always has his eye out for potential threats. That led me to focus on skills related to that sort of job: Observation, Scrutiny, Detect Traps, and so forth. The roles for Observation were VERY nice; for a first level character, he has the eyes of an eagle. And that's when it hit me. You see, my mage's main flaw is Myopia--much to the dismay and concern of his adventuring companions. He hasn't Fireballed a friendly target yet, but it's just a matter of time. And all of a sudden, it makes sense: The other Dwarves and the character's wife, concerned by his tendency to walk into things--ambushes, traps, trees--have gotten together and assigned him his very own seeing-eye Dwarf."
Great stuff
Source: One of the reasons I love Hackmaster (http://hackmasterinburton.blogspot.com/2014/07/one-of-reasons-i-love-hackmaster.html)
Title: EG: That Fateful night Part II
Post by: EvilGinger on 12 July 2014, 22:00:10
That Fateful night Part II
That Fateful night Part II
Having recovered a large quantity of abandoned loot from the Goblins after breaking the resistance at first encountered as the Goblin fought to hold on to their loot Crindar decides to split his force sending all the second levy under the command of the chief priest of the True back towards the town whist bolstering his forces with those of the northern land holders households the majority of whom are a horse before pressing on with his pursuit of the Goblin main force
In the small Rural inn in Southern Neffaria chief of D'rek Hielax wakes in the middle of the night and wonders if he should take the very amenable inn wench he entertained himself with tonight with him to the new posting as Goblins are hardly likely to have such comforts even for honoured guests
The reconnaissance in force from the Goblin caves arrives at the Fair and spotting the new defences to the north side of the road quietly move around in a broad ark to the south unseen.
In the north of the County the Goblins stop retreating as they have reached a set of fields and small stone built animal enclosures that they have made into something of a redoubt for themselves. Initially charges by the mounted men of Vayham drive off the screening wolves and dog riders who scatter east un pursued for fear of a trap
In the centre the forces of the Goblin warlord Benaxerak, break first through their own screening forces and then the overstretched defenders of the main ford across the M’Alvern Stream, most of whom they ride down before they can make it to the relative safety of the town.
In the south the Goblins besieging Sir Dalan’s men and the last of the counts mobile reserve seem content to surround them and contain them in the half burned abandoned Thorpe of Erinhanam.
Crindar the tall launches an attack on the goblin redoubt, believing that this will be the decisive battle he has been seeking all night. He surrounds it and assails it from all sides, even dug in Goblins are no match for well equipped me at arms.
The Goblin King of Ghul Dvax, unleashes his own trap as he leads his personal bodyguard into the fray armed end equipped with the best of the dwarf made gear his predecessors looted from the strong rooms of the Dwarf city the fight is bloody but the king closes his elite well they are all proven fighters and the arms of Men are no match for the finest that Goblins can steal.
The Goblin reconnaissance force strikes into the Faire from the unprotected south causing considerable damage to the faire before the defenders can be mustered and they flee triumphant before the threat of retribution.
Goblin warlord Benaxerak throws a screen of forces around the town and the Count who was snatching a few hours sleep is awakened and calls out the militia to the walls. The goblins do not launch an assault but are content to surround the place out of bow shot.
Violet who caught up with the raiders before they arrived at the north wall and has been following them as they swung around to the south acts as they flee after their raid having positioned herself in a tree in their likely line of retreat, she shoots until her quiver is empty and there are no living goblins form the raid then she takes the ears of all of the ones she slew and recovers her arrows this will buy her a word with the innkeeper she thinks.
The convoy of recovered loot wagons gains the sight of Vayham and seeing the town beset the chief priest of the True rallies the tired northern militiamen escorting it to attack the Goblins and allow them to gain the safety of the town
A very few of the men of Vayham manage to cut there way out of The King of Ghul Dvax’s ambush and none unwounded or with honour intact for all left friends and allies dead or wounded on the field to the mercies of these strange Dwarf armoured Goblins and most now believe the stories circulating in Vayham of a Dwarf having roused up the goblins to be true.
Benaxerak’s Siege artillery and the company of Hobgoblin siege engineers cross the now cleared main ford over the M’Alvern Stream as more of his foot forces move forward to reinforce the forming encirclement.
The Attack by the force lead by the Chief priest of the True breaks through to the north gate, which the defenders open to allow them and the carts to enter only to be forced to slam them shut again when more dog mounted goblins arrive and almost ride in thought the open gate under a hail of arrows some of which punch thought even the palisade atop the wall let alone the poor armour of the defenders and the escort. The Goblins recover the majority oftheir loot dragging the abandoned carts back out of bow shot whooping with triumph
As the Goblin attacks begin to abate with the approach of dawn. The remains of Sir Dalan’s men and those he came to relive bed down in the houses of the Thorpe before working out what to do next
Dawn begins to rise on a grimmer day after a grim night
In his comfortable bed in the small rural town inn in southern Neffaria countyD'rek Hielax muses on the conundrum to bring true order one has to spread a little chaos first and considers what to have for breakfast
be continued……….
Source: That Fateful night Part II (http://hackmasterinburton.blogspot.com/2014/07/that-fateful-night-part-ii.html)
Title: EG: Countour Map - the Finished article
Post by: EvilGinger on 12 July 2014, 22:00:11
Countour Map - the Finished article
Contour Map - the Finished article
The Finished article even if it may need some more updating as things go on as with any map in a living campaign. The Original was done on an A3 Canvas using as ever GIMP
Source: Countour Map - the Finished article (http://hackmasterinburton.blogspot.com/2014/07/countour-map-finished-article.html)
Title: EG: Updated and expanded regional map
Post by: EvilGinger on 12 July 2014, 22:00:11
Updated and expanded regional map
Updated and expanded regional map
based on the original- finished
Source: Updated and expanded regional map (http://hackmasterinburton.blogspot.com/2014/07/updated-and-expanded-regional-map-based_12.html)
Title: EG: A3 Dungeon Map
Post by: EvilGinger on 12 July 2014, 22:00:11
A3 Dungeon Map
Inside the Base of the Black Crag
A traditional Black an White Dungeon map the canvas is A3 and the grid half inch
Title: EG: more progress on the things I need to do
Post by: EvilGinger on 13 July 2014, 01:30:12
more progress on the things I need to do
hings I need to do updated
I am posting this because I am losing track a bit & these articles are invaluable to keep me on track and doing stuff I need to to I refer back to them
Part II of the "That Fateful Night" noises off Article
Finish Part three of " The Future Darkens" in character piece
Write Part four of " The Future Darkens" in character piece
Finish The Article I posted on Crossbows
Finish the Write up of Episode Nineteen
Add the Bullet points to the write up of A strange world of Random Doom part IV
Sort out the Mess which is the write up A strange world of Random Doom part III
Finish off and Post Coradwin's character sheet &Relemir the horse holder's Character Generation and sheet for a strange world of Random Doom
I will be working throught these over the next few days with a bit of luck and no more non gaming Alarms and Excretions
I am making some progress even if the Alarms and excretions continue annoyingly my next attack will be on the two Future darkens article.
An attack which is in progress as I hope you can see the intensity of Alarms and excertions has abated a bit but I still have loads to do to catch up
As it turns out the fourth Future darkens article sent me off on a rather creative by way but I will return to it soon
Source: more progress on the things I need to do (http://hackmasterinburton.blogspot.com/2014/07/hings-i-need-to-do-updated-i-am-posting.html)
Title: EG: New Monsters and Monster conversions
Post by: EvilGinger on 13 July 2014, 01:30:12
New Monsters and Monster conversions
This is intended as something of a preview as if the game goes in one of the possible directions the players are going to come across a lot of weird and wonderful new creatures as possible antagonists the like of which Telene has not seen in an age if ever. Some of these will be conversions or adaptations of existing some completely new all I can say is watch this space
Some of the earlier ones I may need are distinctly outsiders as far as Telene is concerned and sinister ones at that
to give a bit of a hint
Source: New Monsters and Monster conversions (http://hackmasterinburton.blogspot.com/2014/07/new-monsters-and-monster-conversions.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 13 July 2014, 04:15:07
The Picture is not one of mine its been borrowed form Deviant art
>:DGinger
Title: EG: Tally of loot recovered form the Goblins
Post by: EvilGinger on 13 July 2014, 12:00:08
Tally of loot recovered form the Goblins
Tally of loot recovered form the Goblins
Mostly from the two wagon loads taken after the first skirmish but also form the coin pouches of slain foes
Wagon one
Wagon two
from the goblin escorts bodies
from the goblins at the ford
More to follow on this
Source: Tally of loot recovered form the Goblins (http://hackmasterinburton.blogspot.com/2014/07/tally-of-loot-recovered-form-goblins.html)
Title: EG: Tally of loot recovered form the Goblins
Post by: EvilGinger on 13 July 2014, 15:30:10
Tally of loot recovered form the Goblins
Tally of loot recovered form the Goblins
Mostly from the two wagon loads taken after the first skirmish but also form the coin pouches of slain foes
Wagon one
Wagon two
From the goblin escorts bodies
From the goblins at the ford
More to follow on this
Source: Tally of loot recovered form the Goblins (http://hackmasterinburton.blogspot.com/2014/07/tally-of-loot-recovered-form-goblins.html)
Title: EG: New Monster concepts
Post by: EvilGinger on 13 July 2014, 19:00:10
New Monster concepts
The Gleb
Demon of Petty spite
The Ereshenge
Demon of Violent frustrated lust
The Amerigaeus
Demon of deliberate cruelty
The Szarenge
Demon of Unjustified Rage
Just foe a Start more detail and more Demons to follow
Copy right all text is my own work but the images are curtsey of Deviant Art and are used with thanks to the Artists who produced them
Source: New Monster concepts (http://hackmasterinburton.blogspot.com/2014/07/new-monster-concepts.html)
Title: EG: World of Random doom Episode 5
Post by: EvilGinger on 14 July 2014, 02:00:08
World of Random doom Episode 5
lots of screen shots taken in game to follow in the morning
Source: World of Random doom Episode 5 (http://hackmasterinburton.blogspot.com/2014/07/world-of-random-doom-episode-5.html)
Title: EG: New Monster concepts
Post by: EvilGinger on 14 July 2014, 12:30:09
New Monster concepts
The Gleb
Demon of Petty spite
Gleb Alignment: Chaotic evil Initiative: -1 Speed: 6 Reach: Short Attack: +2 Damage 1d3+1 p claws : Special Attack: claw strikes always cause a minimum one point of damage unless the target is protected by magic or magical armour
Defence: +4 Special Defence:Dr Doubled vrs non silvered or non magical weapons Damage Reduction: 3 Hit Points: 13+1d4 ToP Save: N/a Size: Small Move: 5 feet/second can run up walls and accross celings at will EPV: 50 Special abilities: night vision to 30 feet and immunity to fear
Gleb delight in all things spiteful they like destroying or damaging things to which people are emotionally attached, they pick on the
NB the stat line for the Gleb is adapted from the one for the Kobald form HMB+
The Ereshenge
Demon of Violent frustrated lust
The Amerigaeus
Demon of deliberate cruelty
The Szarenge
Demon of Unjustified Rage
Just foe a Start more detail and more Demons to follow
Copy right all text is my own work but the images are curtsey of Deviant Art and are used with thanks to the Artists who produced them
Source: New Monster concepts (http://hackmasterinburton.blogspot.com/2014/07/new-monster-concepts.html)
Title: EG: World of Random doom Episode 5
Post by: EvilGinger on 14 July 2014, 12:30:09
World of Random doom Episode 5
More House clearing and some trouble in the sewers
Nothing to see here yet
The Session started with the completion of the house clearing exercise began in the previous session with the Company starting off at The Raven inn in town before returning to the house to collect the loot we had collected last time including the monster parts which we had taken back to then house and had had our protoge's clean up . Which we wanted to sell as well as returning the spell book we had found in the library to the mages guild
Whilst we where at the house we took some time to investigate some of the books we found in the library particularly two we could not read one of which proved to be an anthology of folk lore called the old sin and was written in Brandobian as it turned out. The other was about the strange demonic spider beings which we had encountered in the strange temple under the hill and was written in no known language. With limited power and spell components all we managed to do was get an over view of both books. we considered taking the first to a scribe to have a translated copy produced. Finally not wishing to spend more coin than we had to we spent the night at the house and returned to town on foot.
We sold the loot for a good haul as well as returning the spell book we had found in the library to the mages guild for which as Coradwin was a member we got a hefty finders fee.
After that we where rather at a lose end as all we had planed involved waiting for the mercenaries and house hold staff we had put up an advertisement at the Raven for to turn up. There was some discussion of what to do next but in the end we all decided to humour Brennan and investigate some sewers and disappearances he had been carping on about more or less since we met up and which where as far as Coradwin was concerned becoming annoying
lots of screen shots taken in game to follow in the morning
Source: World of Random doom Episode 5 (http://hackmasterinburton.blogspot.com/2014/07/world-of-random-doom-episode-5.html)
Title: EG: Things to add to the to do list
Post by: EvilGinger on 14 July 2014, 12:30:09
Things to add to the to do list
Just one item get the articles that I started yesterday finished or at least make some progress with them. Then go back and deal with the unfinished items on the rest of the list
This is going to be quite an effort as I have very large amount of non gaming work on and the weather is less than ideal for prolonged effort as its hot and very close locally still I will press on and do what I can.The Priority is getting the off line Character Sheets for Coradwin and Relemir done and or updated as the online one is proving to be rather unstable to put it mildly. I will probably move both of them to my usual spread sheet for despite the PDF being better its quicker to use the spreadsheet even with the extra work needed to get it postable here.
Source: Things to add to the to do list (http://hackmasterinburton.blogspot.com/2014/07/things-to-add-to-to-do-list.html)
Title: EG: World of Random doom Episode 5
Post by: EvilGinger on 14 July 2014, 19:30:05
World of Random doom Episode 5
More House clearing and some trouble in the sewers
Nothing to see here yet
The Session started with the completion of the house clearing exercise began in the previous session with the Company starting off at The Raven inn in town before returning to the house to collect the loot we had collected last time including the monster parts which we had taken back to then house and had had our protoge's clean up . Which we wanted to sell as well as returning the spell book we had found in the library to the mages guild
In the Library
Whilst we where at the house we took some time to investigate some of the books we found in the library particularly two we could not read one of which proved to be an anthology of folk lore called the old sin and was written in Brandobian as it turned out. The other was about the strange demonic spider beings which we had encountered in the strange temple under the hill and was written in no known language. With limited power and spell components all we managed to do was get an over view of both books. we considered taking the first to a scribe to have a translated copy produced. Finally not wishing to spend more coin than we had to we spent the night at the house and returned to town on foot.
Mooching around Town
We sold the loot for a good haul as well as returning the spell book we had found in the library to the mages guild for which as Coradwin was a member we got a hefty finders fee.
After that we where rather at a lose end as all we had planed involved waiting for the mercenaries and house hold staff we had put up an advertisement at the Raven for to turn up. There was some discussion of what to do next but in the end we all decided to humour Brennan and investigate some sewers and disappearances he had been carping on about more or less since we met up and which where as far as Coradwin was concerned becoming annoying
lots of screen shots taken in game to follow in the morning
Source: World of Random doom Episode 5 (http://hackmasterinburton.blogspot.com/2014/07/world-of-random-doom-episode-5.html)
Title: EG: Adventures Elsewhere
Post by: EvilGinger on 14 July 2014, 19:30:06
Adventures Elsewhere
Adventures Elsewhere
Place holder image Cooler one in progress
This is a solo on line game designed to fill out some of the aspects the World of Elsewhere and encourage an otherwise reluctant player into the wonderful world of on line gaming. As it develop I will post more but at the moment it is still largely a Concept forming.
Title: EG: Adventures Elsewhere
Post by: EvilGinger on 14 July 2014, 23:00:07
Adventures Elsewhere
Adventures Elsewhere
Place holder image Cooler one in progress
This is a solo on line game designed to fill out some of the aspects the World of Elsewhere and encourage an otherwise reluctant player into the wonderful world of on line gaming. As it develop I will post more but at the moment it is still largely a Concept forming.
and here beginning to solidify into something with a shape
what I have so far ........
Introduction They come to the outcaste they all know as Zen for one reason, because some one who was not going to be easy to kill needed killing. They came usually because they had sent their best after them and failed or they needed the death to be unattributable to them or the trail was so cold they felt they had lost it. However whatever variation on the tale it boiled down to one thing in the end Zen hunting down the mark and killing them. Zen was very good at this and they knew it, she was also their last resort and if she failed well it was acknowledged it could not be done at all. Except so far Zen had never failed.
So it was that the Elf queen came to the ruins in the swamp where Zen laired currently and came with as little ceremony as one so mighty could manage with a score of guards through the fringes of the lands of men not always friendly to elves and always afraid and the start of an area map
Title: EG: New HackPrincess Post
Post by: EvilGinger on 15 July 2014, 12:00:10
New HackPrincess Post
A gem of an update
Another lovely post on the loveliest blog on the internet and quite thought provoking to boot read all about it
Source: New HackPrincess Post (http://hackmasterinburton.blogspot.com/2014/07/new-hackprincess-post.html)
Title: EG: A cool image or few
Post by: EvilGinger on 15 July 2014, 12:00:10
A cool image or few
Looking for stuff for the Elsewhere game
Wandering around on Deviant art not finding what I am looking for but finding lots of Cool stuff none the less here are some particularly fine ones I may have a use for latter
Source: A cool image or few (http://hackmasterinburton.blogspot.com/2014/07/a-cool-image-or-few.html)
Title: EG: Tally of loot recovered form the Goblins
Post by: EvilGinger on 15 July 2014, 22:30:07
Tally of loot recovered form the Goblins
Tally of loot recovered form the Goblins
Mostly from the two wagon loads taken after the first skirmish but also form the coin pouches of slain foes
Wagon one
The lead wagon contained a lot of fixtures and fittings of the sort you would expect to be found at a moderately prosperous farm stead. in particular it contained three unlocked tool chests, containing a tinkers tool kit. A set of saddler's tools with a couple of shoe forms mixed in and a set of carpentry tools which on inspection by some one who knows like Sondan are revealed to be mostly those useful in repair and maintenance of carts or wagons, also in the cart are a selection of farm tools, mostly those not immediately obliviously usable as weapons, including a selection of wood and metal pry and crow bars, five rakes a wooden hoe, two hafted splitting wedges and a couple of builders tools of some sort, and a selection of tool handles of various sizes .
If the wagon is emptied a small leather bag containing some scraps of leather will also be found an a child's toy orc some small nails and about six trade coins which seem to have fallen out of the other stuff stacked on top.
Wagon two
The second wagon contained battlefield loot its main contents are twenty three sets of human sized padded armour all with some damage and blood stains the hard parts of around three sets of leather armour marked with the property mark of Sondan's old company a couple of metal framed leather helmets a dozen hard leather caps a proper pot helm. As well as about thirty goblin made small shields half a dozen broken spears of mixed goblin or human make, a light cross bow but no bolts several empty goblin quivers
From the goblin escorts bodies
From the goblins at the ford
More to follow on this
Source: Tally of loot recovered form the Goblins (http://hackmasterinburton.blogspot.com/2014/07/tally-of-loot-recovered-form-goblins.html)
Title: EG: Geting on with the blog
Post by: EvilGinger on 15 July 2014, 22:30:07
Geting on with the blog
Having for now beaten work & life into somthing I can delude my self constitutes being under control its time to Knucle down and get some serous bloging done which means catgching up with the to do lists and filling out incompete blog articles and that sort of thing.
The next Company of Fools game which is this Thursday is already prepared for as its going to be part Six of an Urban Interlude with our heroes still seeking an escape form the unexpected sewer whilst trying not to get killed & possibly eaten by its inhabitants
Source: Geting on with the blog (http://hackmasterinburton.blogspot.com/2014/07/geting-on-with-blog.html)
Title: EG: New Hack Princess post
Post by: EvilGinger on 16 July 2014, 19:30:05
New Hack Princess post
Maping the World The way we all should do it
A new post form my favourite HackMaster Blogger read it here
Source: New Hack Princess post (http://hackmasterinburton.blogspot.com/2014/07/maping-world.html)
Title: EG: Adventures Elsewhere starting Map and introduction
Post by: EvilGinger on 16 July 2014, 19:30:05
Adventures Elsewhere starting Map and introduction
The Region around Zen's Lair
Like most of my maps for games this starts with much less detail than will latter be needed as I will add that as I need it and the game progresses. It Shows what the Protagonist Zen knows at the beginning and which she discovered in the pursuit and subsequent slaying of the Necromancer of Torval
Back story
Zen came to the ruins in which she now lairs in pursuit of the human necromancer Alerigiwil who she was paid to hunt down by the merchants guild of Zerin far to the east because he had reneged on a deal to provide them with undead labour for their fire stone mines and had stolen upwards of ten thousand gold marks form them over and above the payment he had asked for and got for the labour he had not in the end provided.
It had been a long chase which had led Zen away from her accustomed range but the Guilds of Zerin where rich and none more so that the Merchants guild. That the man had seemingly easily defeated the assassins sent after him by the powerful and feared assassin’s guild of Zerin also rather piqued her interest as the assassins of Zerin where by way of being professional rivals. In the end however after a six month chase she had found his bolt hole and confronted him there and beaten him. The Merchants had paid and Zen had decided that the Necromancers lair would make an ideal base of operations and if one remained away from the areas where he conducted his foul necromantic researches a quite comfortable one for the late Alerigiwil liked his creature comforts and had lavished much coin and time making sure he was able to live a life of luxury at his secret base.
It was here as spring began to come to the north lands that the elf queen Uilastoquen came with her escort to hire Zen to hunt down and kill her traitor general Nyassor vilr Imgash-rak. Who had been last seen in one of the Human towns in the petty kingdom to the west of here but who had disappeared then, The Kingdom was in some turmoil and it seemed to the queens trackers that the willy general used this to evade them and cloud his path
Source: Adventures Elsewhere starting Map and introduction (http://hackmasterinburton.blogspot.com/2014/07/adventures-elsewhere-starting-map-and.html)
Title: EG: This Needs to be in HoB II
Post by: EvilGinger on 16 July 2014, 19:30:05
This Needs to be in HoB II
A small very feathered dinosaur which absolutely cries out for a set of Stats and an inclusion in the next volume of the HoB indeed I may well give it a go for use in the Company of Fools game at some point
Source: This Needs to be in HoB II (http://hackmasterinburton.blogspot.com/2014/07/this-needs-to-be-in-hob-ii.html)
Title: EG: A cool image or few
Post by: EvilGinger on 16 July 2014, 23:00:05
A cool image or few
Looking for stuff for the Elsewhere game
Wandering around on Deviant art not finding what I am looking for but finding lots of Cool stuff none the less here are some particularly fine ones I may have a use for latter
Source: A cool image or few (http://hackmasterinburton.blogspot.com/2014/07/a-cool-image-or-few.html)
Title: EG: Adventures Elsewhere starting Map and introduction
Post by: EvilGinger on 16 July 2014, 23:00:05
Adventures Elsewhere starting Map and introduction
The Region around Zen's Lair
Like most of my maps for games this starts with much less detail than will latter be needed as I will add that as I need it and the game progresses. It Shows what the Protagonist Zen knows at the beginning and which she discovered in the pursuit and subsequent slaying of the Necromancer of Torval
Back story
Zen came to the ruins in which she now lairs in pursuit of the human necromancer Alerigiwil who she was paid to hunt down by the merchants guild of Zerin far to the east because he had reneged on a deal to provide them with undead labour for their fire stone mines and had stolen upwards of ten thousand gold marks form them over and above the payment he had asked for and got for the labour he had not in the end provided.
It had been a long chase which had led Zen away from her accustomed range but the Guilds of Zerin where rich and none more so that the Merchants guild. That the man had seemingly easily defeated the assassins sent after him by the powerful and feared assassin’s guild of Zerin also rather piqued her interest as the assassins of Zerin where by way of being professional rivals. In the end however after a six month chase she had found his bolt hole and confronted him there and beaten him. The Merchants had paid and Zen had decided that the Necromancers lair would make an ideal base of operations and if one remained away from the areas where he conducted his foul necromantic researches a quite comfortable one for the late Alerigiwil liked his creature comforts and had lavished much coin and time making sure he was able to live a life of luxury at his secret base.
It was here as spring began to come to the north lands that the elf queen Uilastoquen came with her escort to hire Zen to hunt down and kill her traitor general Nyassor vilr Imgash-rak. Who had been last seen in one of the Human towns in the petty kingdom to the west of here but who had disappeared then, The Kingdom was in some turmoil and it seemed to the queens trackers that the willy general used this to evade them and cloud his path
Introduction They who come to the outcaste they all know as Zen for one reason, because some one who was not going to be easy to kill needed killing. They came usually because they had sent their best after them and failed or they needed the death to be unattributable to them or the trail was so cold they felt they had lost it. However whatever variation on the tale it boiled down to one thing in the end Zen hunting down the mark and killing them. Zen was very good at this and they knew it, she was also their last resort and if she failed well it was acknowledged it could not be done at all. Except so far Zen had never failed.
So it was that the Elf queen Uilastoquen came to the ruins in the swamp where Zen laired currently and came with as little ceremony as one so mighty could manage with a score of guards through the fringes of the lands of men not always friendly to elves and always afraid to offer Zen a great prize for hunting down and slaying her former general Nyassor vilr Imgash-rak who had betrayed her to the hated gnomes of Thrune and abandoned the field when the battle hung on a knife edge leaving his underling s to deal with the situation as best they could . That day the gnomes had had a great victory and only not a final one because the leaders the general had trained had managed to thwart that though at considerable cost. It had cost her more to discover that there was far more to the betrayal than simply going over to the enemy and to have him tracked as he ran west ever west away form the lands in which elves are strong through the mannish kingdoms where elves are not that welcome in the company of a half elf slave to the petty kingdom to the west of here where last autumn they lost him. (About the same time that the Necromancer was being confronted by Zen) The queen’s trackers did so in the confusion of a revolt in the kingdom by the commoners against a weak unpopular and tyrannical ruler.
here our story starts.......
Source: Adventures Elsewhere starting Map and introduction (http://hackmasterinburton.blogspot.com/2014/07/adventures-elsewhere-starting-map-and.html)
Title: EG: Adventures Elsewhere
Post by: EvilGinger on 16 July 2014, 23:00:05
Adventures Elsewhere
a close up local map of the area around Zen's lair expanded from the regional map
The starting area
Showing part of the Iron Falcon duchy to the south and the west as well as the human village of Ricnethgate and the town of Werdcartowne to the south east of it, names which I have yet to add to the map but will do
Indeed this is the same map with a bit more detail as allowed for by the increase of scale but like all game maps its a living document and things will get added as the game needs them.
Title: EG: Fantasy name generator
Post by: EvilGinger on 16 July 2014, 23:00:05
Fantasy name generator
a useful GM aid
I found this and its a quite a useful resource for names when one is frankly stuck for one. You have to pick and choose but it helps & I have used it for the recent maps for Adventures Elsewhere.
Source: Fantasy name generator (http://hackmasterinburton.blogspot.com/2014/07/fantasy-name-generator.html)
Title: EG: Demonic Images for future use
Post by: EvilGinger on 17 July 2014, 02:00:27
Demonic Images for future use
Potential Demon Lord
not sure what to use this one for but I think its cool
Half Tyrannosaur Demon
Frenzied Goat Minotaur demon
all art work curtsey of Deviant Art
Source: Demonic Images for future use (http://hackmasterinburton.blogspot.com/2014/07/demonic-images-for-future-use.html)
Title: EG: Maps of Zen's Island in the swamp
Post by: EvilGinger on 17 July 2014, 02:00:28
Maps of Zen's Island in the swamp
First a work in progress shot of the upper works first level
More to follow as they get done and completed but this is the basic outline the buildings with the white fill still have over head cover at this level. those in the same grey as the surrounding island either dot now as with the structure at the base of the tower or never did as with the courtyard by the gate. Lots more detail to go on yet but this is also the template so I will copy it for that role before I do.
did a bit more work on it after saving the above as a template for the next floor up mostly adding texture to the external works and some interior detail internally
The final item for now at least with texture added inside and around the crevasse in the courtyard
Source: Maps of Zen's Island in the swamp (http://hackmasterinburton.blogspot.com/2014/07/maps-of-zens-island-in-swamp.html)
Title: EG: Maps of zens Islamd in the swamp upper floors
Post by: EvilGinger on 17 July 2014, 02:00:29
Maps of zens Islamd in the swamp upper floors
Starting off with the base ground floor image I first decided how many upper floor there where going to be
Source: Maps of zens Islamd in the swamp upper floors (http://hackmasterinburton.blogspot.com/2014/07/maps-of-zens-islamd-in-swamp-upper.html)
Title: EG: Maps of Zen's Island in the swamp
Post by: EvilGinger on 17 July 2014, 12:30:04
Maps of Zen's Island in the swamp
First a work in progress shot of the upper works first level
More to follow as they get done and completed but this is the basic outline the buildings with the white fill still have over head cover at this level. those in the same grey as the surrounding island either dot now as with the structure at the base of the tower or never did as with the courtyard by the gate. Lots more detail to go on yet but this is also the template so I will copy it for that role before I do.
did a bit more work on it after saving the above as a template for the next floor up mostly adding texture to the external works and some interior detail internally
The final item for now at least with texture added inside and around the crevasse in the courtyard
Having started work on the next level I came to realise two things that I had missed off a set of stairs which was easily fixed and second that I had put the entrance steps to the tower at a cool but non the less very awkward angle to transpose onto level two. having put the grid in before does impose difficulties latter I find and this is typical of them
Source: Maps of Zen's Island in the swamp (http://hackmasterinburton.blogspot.com/2014/07/maps-of-zens-island-in-swamp.html)
Title: EG: Maps of zens Islamd in the swamp upper floors
Post by: EvilGinger on 17 July 2014, 12:30:04
Maps of zens Islamd in the swamp upper floors
Starting off with the base ground floor image I first decided how many upper floor there where going to be. I then started off working on the first one whilst considering repositioning the tower grand entry stair as its at a rather awkward angle as it is
I also added some internal details walls doorways and the like whilst considering just how ruined the ruins where and how to depict that on the maps
However in the end I decided to have one more go before I redrew the map and got it to work I also greyed out the areas of the walls of the ruin I decided where below this level in the same way I did the courtyard walls earlier & added some more internal details to both maps
Source: Maps of zens Islamd in the swamp upper floors (http://hackmasterinburton.blogspot.com/2014/07/maps-of-zens-islamd-in-swamp-upper.html)
Title: EG: Episode Twenty - Final Preview
Post by: EvilGinger on 17 July 2014, 12:30:04
Episode Twenty - Final Preview
An Urban Interlude part Six
We will be returning to that fateful night and to the company of adventurers currently trapped in the unexpected sewer sore wounded and beset by foes on all sides. Will they endure, will they survive will they stop bickering and become a company of adventurers in truth all this is yet to be determined. However it will be over the course of tonight's game session.
moving on to Pod casting I still intend to introduce this but I have not yet had time to get set up for it and perhaps do a trial run to see how it works but the plan is still there its just taking longer than I had hoped to get it into action.
Source: Episode Twenty - Final Preview (http://hackmasterinburton.blogspot.com/2014/07/episode-twenty-final-preview.html)
Title: EG: More Trawling of Deviant Art
Post by: EvilGinger on 17 July 2014, 12:30:04
More Trawling of Deviant Art
A possible Lalia
what me steal stuff, never, I am honestly shocked you could even think that.......
Source: More Trawling of Deviant Art (http://hackmasterinburton.blogspot.com/2014/07/more-trawling-of-deviant-art.html)
Title: EG: Adventures Elswhere - online
Post by: EvilGinger on 18 July 2014, 16:30:07
Adventures Elswhere - online
I am going to be dipping my feet in the waters of online gaming by running a solo game for my eviller niece's favourite character Zen an a possible pair of cohorts. I now have a Paid for Roll d20 Account so I will be developing stuff form there.
I will report back on developments and may at a later date be looking for other players to join in but that's a way off at the moment.
Title: EG: New and terrible disease
Post by: EvilGinger on 18 July 2014, 23:30:05
New and terrible disease
Wasting Sweats
Communicability: 12/8 bite/contact with fluids or contaminated water Severity:18 Where is the disease found?
This disease is very very rare outside certain parts of the Volven jungle where it is so endemic, and the local population at least have some resistance to it , it is carried by a variety of animals, particularly rats and small howler monkeys who are little effected by it beyond making them fearless and extremely aggressive so much so that it is often mistaken for rabies.
It is also communicable between people via bodily fluids and requires very little to be exchanged indeed contact with the increasingly profuse sweats it causes in its early stages are enough and through contact with water in which victims have contaminated with them. However this is a slightly less contagious this way.
Minor Effect: Shortly after contracting the disease the victim develops a fever which increases over the next five to seven days as the victim becomes reckless and finds it harder and harder to concentrate (-1/10% penalty per day on all skill rolls and intelligence rolls after the first day or so the level of confusion also effects initiative, to hit and defence rolls at half this value and adds double this to the chances of spell failure.
Major Effect: After five to seven days the victim reaches a crisis and either lapses into a coma for a further 5-7 days, generally the same time as the disease took to reach this point or the fever breaks and the penalties are reduced to nothing over the same time period as they came on. At this point the victim is no longer infectious. If the victim survives the coma and the disease its self is not fatal but being in a coma in the wrong place will kill by other means they suffer a permanent reduction of 1d3p whole points to Strength Dexterity Constitution and Looks to a minimum of one as it causes the victim to waste away to almost nothing.
It can only be treated effectively before the crisis occurs and it is best treated by clerical disease curing magic but good care and herbal remedies will help a bit prior to the crisis after all that they will do is to ensure that the victim survives the coma and does not die form other causes. during the coma. Either way survivors are some what resistant to a further episode (-2 communicability & severity per previous bout) Natives to the Volven in the parts where it is endemic halve the base severity
Source: New and terrible disease (http://hackmasterinburton.blogspot.com/2014/07/new-and-terrible-disease.html)
Title: EG: The Underground Kitchen & Beyond
Post by: EvilGinger on 18 July 2014, 23:30:05
The Underground Kitchen & Beyond
Where the company found respite and eventually a way to escape even if they trashed the place to do so
Source: The Underground Kitchen & Beyond (http://hackmasterinburton.blogspot.com/2014/07/the-underground-kitchen-beyond.html)
Title: EG: Experience awards for Episode Twenty
Post by: EvilGinger on 19 July 2014, 09:30:09
Experience awards for Episode Twenty
work is under way on this
Source: Experience awards for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/experience-awards-for-episode-twenty.html)
Title: EG: Fame update for Episode Twenty
Post by: EvilGinger on 19 July 2014, 09:30:09
Fame update for Episode Twenty
Work is under way here as well
Source: Fame update for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/fame-update-for-episode-twenty.html)
Title: EG: Honour awwards for Episode Twenty
Post by: EvilGinger on 19 July 2014, 09:30:09
Honour awwards for Episode Twenty
work under way & I now have a base line figure so I can correct for those who have burned honour in this group
Source: Honour awwards for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/honour-awwards-for-episode-twenty.html)
Title: EG: Area of the Unexpected sewer so far explored
Post by: EvilGinger on 19 July 2014, 09:30:09
Area of the Unexpected sewer so far explored
as of the end of Episode Twenty
Quite a bit more left largely unexplored but the achievement of getting out alive was quite enough for the moment
Source: Area of the Unexpected sewer so far explored (http://hackmasterinburton.blogspot.com/2014/07/area-of-unexpected-sewer-so-far-explored.html)
Title: EG: Episode Twenty Write up
Post by: EvilGinger on 19 July 2014, 13:00:07
Episode Twenty Write up
An Urban Interlude Part 6- Rats a Respite and Escape
Dramatis Personae
Leon – a Brandobian Human Fighter & self styled hero
Nyadryn – a Brandobian Human, fighter
Esme– a Brandobian human, a loud over enthusiastic person, Nyadryn’s girl friend
Siskin – a Halfling Cleric of Chance
Larifus – a Gnome,
Quelsteine– a Gnome
Lori – a Gnome, rescued captive
Briana – a Half Elven fighter magic user
Aeneste – a Brandobian? Human rescued captive
Varill – a Brandobian Human the tanners apprentice and rescued captive
Location
Some where in the sewers under the new town of Vayham, across Vayham town finishing off in the containment cells under the Temple of the Caregiver at the Great Hospital
Events
(These take place during episode XV of the main story and they follow on exactly from the end of the previous session of an Urban Interlude)
Gap to fill
Detained at the Great Hospital the company had the chance to reflect on their recent experience and also discover the unpleasant fact that Quirrel had doubly dropped them in the mire. First as they had already worked out by being at least in part responsible for them getting trapped in the smugglers lair and associated areas which was in truth something they already suspected but worse by the reasons that he had given for having this done. Reasons which came back to the company via the lesser temple staff and trainee priests who where tending to them in their isolation as extremely damaging to the companies reputation. The tale which came back painted the Company as traitors one and all and Quirrel as quite the hero in the tale as he had single handedly thwarted their evil plots, though details of what exactly those might have been did vary according to the teller. Further variations on the tale and the rumor mill in the frenzied atmosphere of the siege had quite gone to town on it, it had them in the pay of the same Dwarven Sorcerer who was behind the goblins and said that they where going to open a secret passage and allow the goblins in under the walls to murder every one in their beds or worse. It probably did not help here that when Aeneste had finally been tracked down about a day after every one else she had resisted arrest by trying to cast a spell either even if she had by this point been so delirious that the spell had failed and she had collapsed from the effort. So some versions of the tale had her down as one of the Dwarf’s apprentices.
The rumors also on occasion implicated both Larifus’s uncle whose house had been attacked by the mob again on the strength of this thought given that most of the able bodied where too involved in the defense of the town to take part so the mob had been smaller and this riot had been less dangerous with no one was killed on either side, several windows where broken and the house front door sustained some damage when the mob tried to force it. However Larifus’s uncle’s family sought refuge in the keep and according to rumors at least all swore terrible oaths to the true that they and Larifus had had no part in this. Esme’s father and brothers where also implicated in the plot which caused them to fume some what impotently as the chief priest of the Caregiver would not allow them out of the temple bounds any more than he would those of the company itself. However no one was about to attack the house of quite such a prominent man especially when the Guilds guard where deployed to protect it and several of his loyal apprentices and journeymen where quite prepared to break heads of the romour mongers for the defense of their master’s honour and made this widely known.
None the less it was defiantly true that a warrant had been issued for the arrest of all present in the company by the Count even if the only ones named in it where Leon, Siskin, Larifus, Nyadryn and Esme all the rest where included as unnamed associates. Further the Chief priest of the true had made representations to the Chief priest of the caregiver about handing the company over to his custardy for questioning; thus far he had got no where. That the two men had quite a history of not agreeing on most matters as well as having a lot of other things to deal with at the moment with the siege had likely contributed to this.
To the good there was no outbreak of the wasting sweats in the town with all the cases being confined to the company ant their immediate contacts, there was sickness in the Shambles part of the New Town but it was the lesser black rash which the company learned from their nurse geolers any way is self limiting even if its likely from the same source as the Wasting Sweats as its one of the many deceases to be caught from being around giant rats.
Source: Episode Twenty Write up (http://hackmasterinburton.blogspot.com/2014/07/episode-twenty-write-up.html)
Title: EG: Experience awards for Episode Twenty
Post by: EvilGinger on 19 July 2014, 20:00:10
Experience awards for Episode Twenty
An Urban Interlude part 6 – an unexpected safe haven and an escape but the danger is not over nor is it even truly averted.
Experience
Honour
Fame
In the Compost yet room again
First aiding Lori’s other wounds (Aeneste)
5
+1
+0
Discussing what to do next
5
+0
+0
Getting out of the composting room without a further fight
5
+0
+0
Looking for the way out
Back past the fighting pit
5
+0
+0
Looking for tracks & traces (all)
5
+0
+0
Looking for tracks & traces (Leon)
10
+1
+0
Looking for tracks & traces (Siskin, Larifus)
10
+0
+0
Siskin’s “good luck” in finding the secret door
0
+1
+0
Examining the door & working out how it opens
5
+0
+0
The Underground Kitchen and beyond
Shutting the secret door behind them
5
+0
+0
Investigating the passage way
5
+0
+0
Discussing the what to do next (except Esme)
5
+0
+0
Esme finding the key
10
+1
+0
Siskin getting the key off Esme
5
+0
+0
Investigating the Kitchen
5
+0
+0
Investigating the chimney as a way out
5
+0
+0
Quirilstine obsessing about the chimney as an escape route
5
+1
+0
Larifus being demur about his limited knowledge of mining
5
+1
+0
Siskin pointing out the larger kitchen Knives are almost short sword sized.
5
+0
+0
Lori’s daft antics
15
+1
+0
Into the bedroom (all)
5
+0
+0
Lori’s breaking and entering
5
+0
+0
Into the library (all, except Siskin)
5
+0
+0
Finding the way out (Siskin)
20
+1
+0
Looking around in the library all except (siskin & Aeneste)
5
+0
+0
Finding the trove of arcane lore (Aeneste)
20
+1
+0
Being sensible with the torches (Leon)
5
+0
+0
Digging themselves out
Doing the mining (Lori)
30
+3
+0
Assisting (Esme, Nyadryn)
10
+1
+0
Studying the books in the library (Aeneste)
10
+1
+0
Taking the chance to rest and recover (all)
5
+0
+0
Esme’s house
Being thanked for rescuing Esme
5
+1
+0
Socialising with Esme & her father and family (all)
5
+0
+0
Socialising with Esme & her father and family (Brianne)
0
+3
+0
Socialising with Esme & her father and family (Querilsteine)
0
+1
+0
Esme talking her father into funding an adventuring company
10
+1
+0
Visiting the “Magic Shop”
Lori & selling the parts of the book armour
10
+0
+0
Siskin going and selling his book
5
+0
+0
To The Great hospital willingly or not
Leon going the to the hospital & persuading the to heal him
10
+0
+0
Aeneste returning to the library
100
+3
+0
Lorri going to the hospital to be healed
10
+0
+0
Every one else except Aeneste getting arrested & going quietly
5
+0
+0
Aeneste resisting arrest
15
+1
+0
Aeneste being incarcerated in the Caregivers temple
15
-5
+0
Whilst at the temple
Discovering they are all wanted criminals
20
-5
+20
Quirrel’s betrayal (Siskin)
20
-5
+0
Quirrel’s betrayal (Leon, Larifus)
10
-3
+0
Quirrel’s betrayal (every one else)
5
-1
+0
Being right about the Jumped up clerk (Brianne / Querilstine)
15/10
+3/+1
+0
A chance to learn from the caregivers staff (all except Aeneste)
20
+0
+0
Misc
Being at the session in player (all Pc’s)
10
+1
+0
Lori – being a good Titan gnome
5
+1
+0
Source: Experience awards for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/experience-awards-for-episode-twenty.html)
Title: EG: Master Spread sheet updated to Episode Twenty
Post by: EvilGinger on 19 July 2014, 20:00:10
Master Spread sheet updated to Episode Twenty
Leon
Siskin
Larifus
Quelsteine
Brianne
Lori
Aeneste
Nyadryn
Esme
Human
Halfling
Gnome
Gnome
Half elf
Gnome
Human
Human
Human
Fighter
Cleric
Rogue
Spy
Fighter Mage
Fighter
Mage
Fighter
Rogue
PC
PC
PC
PC
PC
PC
PC
NPC-
protégé
NPC
protégé
0
0
0
0
0
0
0
55
0
0
0
0
0
0
0
0
172
0
15
0
0
0
0
0
0
15
0
130
165
110
60
75
0
0
95
85
123
263
165
115
65
0
0
78
108
134
134
144
144
129
20
20
124
124
166
181
77
52
171
175
57
47
47
170
190
160
155
155
210
265
140
155
738
933
656
526
595
405
342
726
519
462
267
544
674
605
795
58
474
681
Every one has reached level two and as they have been incarcerated in the temple of the caregiver had a chance to train - except for Aeneste who spent most of her time trying to escape as being locked up in a temple under the care of priests is the nearest thing to hell she can imagine
Source: Master Spread sheet updated to Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/master-spread-sheet-updated-to-episode.html)
Title: EG: Fame update for Episode Twenty
Post by: EvilGinger on 19 July 2014, 23:30:11
Fame update for Episode Twenty
This is quite simple really as as a result of all the people in the company being reported as traitors and enemies of the count by Quirrel every one has become quite famous for all the wrong reasons and gained a base twenty points of fame
Further every one who was actually named on the arrest warrant - Siskin, Larifus, Leon, & Nyadryn rather than counted as associates in crime gain an additional five points of fame. Indeed the only thing which saved the company form arrest so far was that the where not known to be at large in the town until after they had all been rounded up and taken to the Temple of the Caregiver at the great hospital where they are by custom and practice under the protection of the chief priest and have sanctuary.
Source: Fame update for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/fame-update-for-episode-twenty.html)
Title: EG: Minor Milestone reached
Post by: EvilGinger on 19 July 2014, 23:30:11
Minor Milestone reached
I have just realised I have lodged over Five hundred posts on this blog already, nice to know that my plan to contaminate the whole internet with my waffle about the best FRPG is proceeding so well
Source: Minor Milestone reached (http://hackmasterinburton.blogspot.com/2014/07/minor-milestone-reached.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 20 July 2014, 00:11:15
still cant get over quite how cool this is so thank you again Zarni
>:DGinger
Title: EG: Honour awwards for Episode Twenty
Post by: EvilGinger on 20 July 2014, 09:30:21
Honour awwards for Episode Twenty
An urban interlude Part VI
Name
Starting honour
Gained
Spent
Change
Final honour **
Leon
27
+5
0
+5
32
Siskin
37 *
+7
??
??
??
Brianna
19
-2
0
-2
17
Larifus
35
-4
0
-4
31
Quelsteine
25
-2
0
-2
23
Lori
??
+9
??
??
??
Aeneste
7
+4
-2
+2
9
Esme
26
+2
0
+2
28
Nyadryn
37
-3
0
-3
35
the gains for the session are as follows
Leon -5 Siskin -7 Larifus-5 Quelsteine -1 Brianna +2 Lori +1 Aeneste-3 Esme -2 Nyadryn -3
and I will correct the table with these when I have sorted out the base line form the session before
work under way & I now have a base line figure so I can correct for those who have burned honour in this group- note that at the moment this is the table from part V that I am using as a base and for the format.
Source: Honour awwards for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/honour-awwards-for-episode-twenty.html)
Title: EG: Episode Twenty Write up
Post by: EvilGinger on 20 July 2014, 09:30:22
Episode Twenty Write up
An Urban Interlude Part 6- Rats a Respite and Escape
Dramatis Personae
Leon – a Brandobian Human Fighter & self styled hero
Nyadryn – a Brandobian Human, fighter
Esme– a Brandobian human, a loud over enthusiastic person, Nyadryn’s girl friend
Siskin – a Halfling Cleric of Chance
Larifus – a Gnome,
Quelsteine– a Gnome
Lori – a Gnome, rescued captive
Briana – a Half Elven fighter magic user
Aeneste – a Brandobian? Human rescued captive
Varill – a Brandobian Human the tanners apprentice and rescued captive
Location
Some where in the sewers under the new town of Vayham, across Vayham town finishing off in the containment cells under the Temple of the Caregiver at the Great Hospital
Events
(These take place during episode XV of the main story and they follow on exactly from the end of the previous session of an Urban Interlude)
They had dragged Lori’s nerveless body out of the rat hole and she lay on the floor breathing weakly as Brianne knelt by her and tried to think what she could do, and was at a loss she had never seen anyone this cut up before as she had at least three other wounds besides the rat bite which had finally taken her down it was miracle enough that she was still breathing at all. Whilst all that was stopping them being swamped by carrion eatingcentipedes from the Compost heap was the flaming torches being brandished at them by Leon and the tanners apprentice. Every one else almost cowered in the corner of the room inside the circle of protective fire and all where beginning to feel quite ill and almost feverish, perhaps it was the present danger and the cloying smell of the rotting vegetable scraps and the presence of the flaming brands so close. Nyadryn was fussing over Esme who now she was actually hurt was not protesting quite so avidly as before and Siskin who was the only one present who did not feel in the least rough was starting to get a bit bored the thrill of striking the killing blow on the rat was fading. Up till now silent in the back Aeneste who had been focused on not succumbing to her own wounds spoke up I can help her she said to Brianne but you will have to be my hands as I am in no fit state to be crouching down working on anyone quite so wounded as I think the she gnome is. Brianne agreed even latter she was not sure why but for all the woman was a filthy street wretch she had the quiet confident tones of one who knows what she is talking about. Brianne followed Aeneste’s instructions to the letter and shortly Lori’s breathing became easier and she began to rouse a little and after she had looked over and dressed her wounds she came round entirely puling herself unsteadily to her feet with the aid of the wall and kicking the dead rat with some feeling whilst cursing in gnomish using words that Quelsteine seldom had occasion to even when curled up into a ball for fear of the red worms and which Larifus with his good upbringing and expensive education had never even heard before though he could clearly imagine his mother or his aunt wanting his mouth washed out with soap & lyre if he did.
Siskin decided to throw the dead rat on the compost pile and did so with a little difficulty, fortunately the beast seemed less heavy than he had expected so he managed to heave it into the midst of the hissing snapping hungry centipedes successfully and they descended upon it with savagery.
Gap to fill
They moved south past the entrances to the Abattoir room and the room where fighting pit was with the cells beyond and moved further down the passage which continued beyond. The did so with some caution expecting attack at any time and knowing that their being surprised could be fatal for them all. Siskin found this slow pace boring, where was the risk? So he idly trailed his fingers along the lower decorative strip
Gap to fill
Detained at the Great Hospital the company had the chance to reflect on their recent experience and also discover the unpleasant fact that Quirrel had doubly dropped them in the mire. First as they had already worked out by being at least in part responsible for them getting trapped in the smugglers lair and associated areas which was in truth something they already suspected but worse by the reasons that he had given for having this done. Reasons which came back to the company via the lesser temple staff and trainee priests who where tending to them in their isolation as extremely damaging to the companies reputation. The tale which came back painted the Company as traitors one and all and Quirrel as quite the hero in the tale as he had single handedly thwarted their evil plots, though details of what exactly those might have been did vary according to the teller. Further variations on the tale and the rumor mill in the frenzied atmosphere of the siege had quite gone to town on it, it had them in the pay of the same Dwarven Sorcerer who was behind the goblins and said that they where going to open a secret passage and allow the goblins in under the walls to murder every one in their beds or worse. It probably did not help here that when Aeneste had finally been tracked down about a day after every one else she had resisted arrest by trying to cast a spell either even if she had by this point been so delirious that the spell had failed and she had collapsed from the effort. So some versions of the tale had her down as one of the Dwarf’s apprentices.
The rumors also on occasion implicated both Larifus’s uncle whose house had been attacked by the mob again on the strength of this thought given that most of the able bodied where too involved in the defense of the town to take part so the mob had been smaller and this riot had been less dangerous with no one was killed on either side, several windows where broken and the house front door sustained some damage when the mob tried to force it. However Larifus’s uncle’s family sought refuge in the keep and according to rumors at least all swore terrible oaths to the true that they and Larifus had had no part in this. Esme’s father and brothers where also implicated in the plot which caused them to fume some what impotently as the chief priest of the Caregiver would not allow them out of the temple bounds any more than he would those of the company itself. However no one was about to attack the house of quite such a prominent man especially when the Guilds guard where deployed to protect it and several of his loyal apprentices and journeymen where quite prepared to break heads of the romour mongers for the defense of their master’s honour and made this widely known.
None the less it was defiantly true that a warrant had been issued for the arrest of all present in the company by the Count even if the only ones named in it where Leon, Siskin, Larifus, Nyadryn and Esme all the rest where included as unnamed associates. Further the Chief priest of the true had made representations to the Chief priest of the caregiver about handing the company over to his custardy for questioning; thus far he had got no where. That the two men had quite a history of not agreeing on most matters as well as having a lot of other things to deal with at the moment with the siege had likely contributed to this.
To the good there was no outbreak of the wasting sweats in the town with all the cases being confined to the company ant their immediate contacts, there was sickness in the Shambles part of the New Town but it was the lesser black rash which the company learned from their nurse geolers any way is self limiting even if its likely from the same source as the Wasting Sweats as its one of the many deceases to be caught from being around giant rats.
Source: Episode Twenty Write up (http://hackmasterinburton.blogspot.com/2014/07/episode-twenty-write-up.html)
Title: EG: Holy Symbol of the PALADIN
Post by: EvilGinger on 20 July 2014, 09:30:22
Holy Symbol of the PALADIN
being one of the principle deities of Elsewhere
Source: Holy Symbol of the PALADIN (http://hackmasterinburton.blogspot.com/2014/07/holy-symbol-of-paladin.html)
Title: EG: That Fateful Night Part III
Post by: EvilGinger on 20 July 2014, 09:30:22
That Fateful Night Part III
The morning of the following day
something else for the morning
Source: That Fateful Night Part III (http://hackmasterinburton.blogspot.com/2014/07/that-fateful-night-part-iii.html)
Title: EG: Honour awards for Episode Twenty
Post by: EvilGinger on 20 July 2014, 13:00:11
Honour awards for Episode Twenty
An urban interlude Part VI
Name
Starting honour
Gained
Spent
Change
Final honour
Leon
26
-5
0
-5
21
Siskin
31
-7
0
-7
24
Brianna
14
+2
0
+2
16
Larifus
35
-5
0
-5
30
Quelsteine
23
-1
0
-1
22
Lori
11
1
0
+1
12
Aeneste
7
-3
0
-3
4
Esme
26
-2
0
-2
24
Nyadryn
37
-3
0
-3
35
Every one took quite a hit as a result of Quirrel's tale of them all being traitors - there being an arrest warent out for all of them for a hanging crime,did quite a bit of damage & those who where Quirrel's friends and relations took a worse hit largely as a result of the personal element of betrayal
The group is however going to be considered a group from now on so honour will begin to average around the town they are being called the Dracton Lane Gang after the lane in which the house that the smugglers tunnel started off in was on
Source: Honour awards for Episode Twenty (http://hackmasterinburton.blogspot.com/2014/07/honour-awwards-for-episode-twenty.html)
Title: EG: Episode Twenty Write up
Post by: EvilGinger on 20 July 2014, 16:30:07
Episode Twenty Write up
An Urban Interlude Part 6- Rats a Respite and Escape
Dramatis Personae
Leon – a Brandobian Human Fighter & self styled hero
Nyadryn – a Brandobian Human, fighter
Esme– a Brandobian human, a loud over enthusiastic person, Nyadryn’s girl friend
Siskin – a Halfling Cleric of Chance
Larifus – a Gnome,
Quelsteine– a Gnome
Lori – a Gnome, rescued captive
Briana – a Half Elven fighter magic user
Aeneste – a Brandobian? Human rescued captive
Varill – a Brandobian Human the tanners apprentice and rescued captive
Location
Some where in the sewers under the new town of Vayham, across Vayham town finishing off in the containment cells under the Temple of the Caregiver at the Great Hospital
Events
(These take place during episode XV of the main story and they follow on exactly from the end of the previous session of an Urban Interlude)
They had dragged Lori’s nerveless body out of the rat hole and she lay on the floor breathing weakly as Brianne knelt by her and tried to think what she could do, and was at a loss she had never seen anyone this cut up before as she had at least three other wounds besides the rat bite which had finally taken her down it was miracle enough that she was still breathing at all. Whilst all that was stopping them being swamped by carrion eatingcentipedes from the Compost heap was the flaming torches being brandished at them by Leon and the tanners apprentice. Every one else almost cowered in the corner of the room inside the circle of protective fire and all where beginning to feel quite ill and almost feverish, perhaps it was the present danger and the cloying smell of the rotting vegetable scraps and the presence of the flaming brands so close. Nyadryn was fussing over Esme who now she was actually hurt was not protesting quite so avidly as before and Siskin who was the only one present who did not feel in the least rough was starting to get a bit bored the thrill of striking the killing blow on the rat was fading. Up till now silent in the back Aeneste who had been focused on not succumbing to her own wounds spoke up I can help her she said to Brianne but you will have to be my hands as I am in no fit state to be crouching down working on anyone quite so wounded as I think the she gnome is. Brianne agreed even latter she was not sure why but for all the woman was a filthy street wretch she had the quiet confident tones of one who knows what she is talking about. Brianne followed Aeneste’s instructions to the letter and shortly Lori’s breathing became easier and she began to rouse a little and after she had looked over and dressed her wounds she came round entirely puling herself unsteadily to her feet with the aid of the wall and kicking the dead rat with some feeling whilst cursing in gnomish using words that Quelsteine seldom had occasion to even when curled up into a ball for fear of the red worms and which Larifus with his good upbringing and expensive education had never even heard before though he could clearly imagine his mother or his aunt wanting his mouth washed out with soap & lyre if he did.
Siskin decided to throw the dead rat on the compost pile and did so with a little difficulty, fortunately the beast seemed less heavy than he had expected so he managed to heave it into the midst of the hissing snapping hungry centipedes successfully and they descended upon it with savagery. This distracted the smaller but none the less giant sufficiently to allow the company to make its way around the top of the compost pile and onto the safe route that Larifus and Siskin had stumbled upon but not recognised for what it was when they had first entered the room and which the company had used in all of its previous passages through the room also without realizing it. From there and still not sure why the centipedes had not come at them again once they had devoured the rats body as they must have done in short order, given their number and their feeding frenzy, even if understandably no one in the company paused to watch and confirm this. It was a batter of moments to be thought the door and into the relative safety of the corridor beyond. Here the company drew breath and Quelsteine collapsed in a heap and simply shook for several minutes as the terror of the red worms passed.
Taking stock at this point, did not paint a great and inspiring picture as most of the company was wounded including all of its most effective fighters and all of them except oddly Siskin where feeling decidedly hot as if they where in an oven rather than in the cool dank if not actuality damp sewers and some where beginning to feel the ill effects of a long hard day and feeling distinctly weary and hungry, even if the environment was not one any sane person or even an adventurer would wish to eat in. They needed food they needed rest, they needed healing and some of the company those rescued from the cells or the fighting pit needed even basic gear and there was no opportunity for any of those and all they could press on in the uncertain hope that as Leon said the way out was down the way that the beggars had notwanted them to go, if only some mumbles they had not paid quite such a price to learn that your enemies do not generally have your best interests at heart nor should what they say be trusted.
Gap to fill
They moved south past the entrances to the Abattoir room and the room where fighting pit was with the cells beyond and moved further down the passage which continued beyond. The did so with some caution expecting attack at any time and knowing that their being surprised could be fatal for them all. Siskin found this slow pace boring, where was the risk? So he idly trailed his fingers along the lower decorative strip
Gap to fill
Detained at the Great Hospital the company had the chance to reflect on their recent experience and also discover the unpleasant fact that Quirrel had doubly dropped them in the mire. First as they had already worked out by being at least in part responsible for them getting trapped in the smugglers lair and associated areas which was in truth something they already suspected but worse by the reasons that he had given for having this done. Reasons which came back to the company via the lesser temple staff and trainee priests who where tending to them in their isolation as extremely damaging to the companies reputation. The tale which came back painted the Company as traitors one and all and Quirrel as quite the hero in the tale as he had single handedly thwarted their evil plots, though details of what exactly those might have been did vary according to the teller. Further variations on the tale and the rumor mill in the frenzied atmosphere of the siege had quite gone to town on it, it had them in the pay of the same Dwarven Sorcerer who was behind the goblins and said that they where going to open a secret passage and allow the goblins in under the walls to murder every one in their beds or worse. It probably did not help here that when Aeneste had finally been tracked down about a day after every one else she had resisted arrest by trying to cast a spell either even if she had by this point been so delirious that the spell had failed and she had collapsed from the effort. So some versions of the tale had her down as one of the Dwarf’s apprentices.
The rumors also on occasion implicated both Larifus’s uncle whose house had been attacked by the mob again on the strength of this thought given that most of the able bodied where too involved in the defense of the town to take part so the mob had been smaller and this riot had been less dangerous with no one was killed on either side, several windows where broken and the house front door sustained some damage when the mob tried to force it. However Larifus’s uncle’s family sought refuge in the keep and according to rumors at least all swore terrible oaths to the true that they and Larifus had had no part in this. Esme’s father and brothers where also implicated in the plot which caused them to fume some what impotently as the chief priest of the Caregiver would not allow them out of the temple bounds any more than he would those of the company itself. However no one was about to attack the house of quite such a prominent man especially when the Guilds guard where deployed to protect it and several of his loyal apprentices and journeymen where quite prepared to break heads of the romour mongers for the defense of their master’s honour and made this widely known.
None the less it was defiantly true that a warrant had been issued for the arrest of all present in the company by the Count even if the only ones named in it where Leon, Siskin, Larifus, Nyadryn and Esme all the rest where included as unnamed associates. Further the Chief priest of the true had made representations to the Chief priest of the caregiver about handing the company over to his custardy for questioning; thus far he had got no where. That the two men had quite a history of not agreeing on most matters as well as having a lot of other things to deal with at the moment with the siege had likely contributed to this.
To the good there was no outbreak of the wasting sweats in the town with all the cases being confined to the company ant their immediate contacts, there was sickness in the Shambles part of the New Town but it was the lesser black rash which the company learned from their nurse geolers any way is self limiting even if its likely from the same source as the Wasting Sweats as its one of the many deceases to be caught from being around giant rats.
Source: Episode Twenty Write up (http://hackmasterinburton.blogspot.com/2014/07/episode-twenty-write-up.html)
Title: EG: Episode Twenty Write up
Post by: EvilGinger on 20 July 2014, 20:00:12
Episode Twenty Write up
An Urban Interlude Part 6- Rats a Respite and Escape
Dramatis Personae
Leon – a Brandobian Human Fighter & self styled hero
Nyadryn – a Brandobian Human, fighter
Esme– a Brandobian human, a loud over enthusiastic person, Nyadryn’s girl friend
Siskin – a Halfling Cleric of Chance
Larifus – a Gnome,
Quelsteine– a Gnome
Lori – a Gnome, rescued captive
Briana – a Half Elven fighter magic user
Aeneste – a Brandobian? Human rescued captive
Varill – a Brandobian Human the tanners apprentice and rescued captive
Location
Some where in the sewers under the new town of Vayham, across Vayham town finishing off in the containment cells under the Temple of the Caregiver at the Great Hospital
Events
(These take place during episode XV of the main story and they follow on exactly from the end of the previous session of an Urban Interlude)
They had dragged Lori’s nerveless body out of the rat hole and she lay on the floor breathing weakly as Brianne knelt by her and tried to think what she could do, and was at a loss she had never seen anyone this cut up before as she had at least three other wounds besides the rat bite which had finally taken her down it was miracle enough that she was still breathing at all. Whilst all that was stopping them being swamped by carrion eatingcentipedes from the Compost heap was the flaming torches being brandished at them by Leon and the tanners apprentice. Every one else almost cowered in the corner of the room inside the circle of protective fire and all where beginning to feel quite ill and almost feverish, perhaps it was the present danger and the cloying smell of the rotting vegetable scraps and the presence of the flaming brands so close. Nyadryn was fussing over Esme who now she was actually hurt was not protesting quite so avidly as before and Siskin who was the only one present who did not feel in the least rough was starting to get a bit bored the thrill of striking the killing blow on the rat was fading. Up till now silent in the back Aeneste who had been focused on not succumbing to her own wounds spoke up I can help her she said to Brianne but you will have to be my hands as I am in no fit state to be crouching down working on anyone quite so wounded as I think the she gnome is. Brianne agreed even latter she was not sure why but for all the woman was a filthy street wretch she had the quiet confident tones of one who knows what she is talking about. Brianne followed Aeneste’s instructions to the letter and shortly Lori’s breathing became easier and she began to rouse a little and after she had looked over and dressed her wounds she came round entirely puling herself unsteadily to her feet with the aid of the wall and kicking the dead rat with some feeling whilst cursing in gnomish using words that Quelsteine seldom had occasion to even when curled up into a ball for fear of the red worms and which Larifus with his good upbringing and expensive education had never even heard before though he could clearly imagine his mother or his aunt wanting his mouth washed out with soap & lyre if he did.
Siskin decided to throw the dead rat on the compost pile and did so with a little difficulty, fortunately the beast seemed less heavy than he had expected so he managed to heave it into the midst of the hissing snapping hungry centipedes successfully and they descended upon it with savagery. This distracted the smaller but none the less giant sufficiently to allow the company to make its way around the top of the compost pile and onto the safe route that Larifus and Siskin had stumbled upon but not recognised for what it was when they had first entered the room and which the company had used in all of its previous passages through the room also without realizing it. From there and still not sure why the centipedes had not come at them again once they had devoured the rats body as they must have done in short order, given their number and their feeding frenzy, even if understandably no one in the company paused to watch and confirm this. It was a batter of moments to be thought the door and into the relative safety of the corridor beyond. Here the company drew breath and Quelsteine collapsed in a heap and simply shook for several minutes as the terror of the red worms passed.
Taking stock at this point, did not paint a great and inspiring picture as most of the company was wounded including all of its most effective fighters and all of them except oddly Siskin where feeling decidedly hot as if they where in an oven rather than in the cool dank if not actuality damp sewers and some where beginning to feel the ill effects of a long hard day and feeling distinctly weary and hungry, even if the environment was not one any sane person or even an adventurer would wish to eat in. They needed food they needed rest, they needed healing and some of the company those rescued from the cells or the fighting pit needed even basic gear and there was no opportunity for any of those and all they could press on in the uncertain hope that as Leon said the way out was down the way that the beggars had notwanted them to go, if only some mumbles they had not paid quite such a price to learn that your enemies do not generally have your best interests at heart nor should what they say be trusted. To make matters worse it was apparent that the numerous torches the company had looted from the complex as they had passed through the first time where beginning to burn low and worse had not been replaced where they had taken them from by their foes. So they faced being plunged into total darkness when they burned out as well.
Gap to fill
They moved south past the entrances to the Abattoir room and the room where fighting pit was with the cells beyond and moved further down the passage which continued beyond. The did so with some caution expecting attack at any time and knowing that their being surprised could be fatal for them all. Siskin found this slow pace boring, where was the risk? So he idly trailed his fingers along the lower decorative strip
Gap to fill
Detained at the Great Hospital the company had the chance to reflect on their recent experience and also discover the unpleasant fact that Quirrel had doubly dropped them in the mire. First as they had already worked out by being at least in part responsible for them getting trapped in the smugglers lair and associated areas which was in truth something they already suspected but worse by the reasons that he had given for having this done. Reasons which came back to the company via the lesser temple staff and trainee priests who where tending to them in their isolation as extremely damaging to the companies reputation. The tale which came back painted the Company as traitors one and all and Quirrel as quite the hero in the tale as he had single handedly thwarted their evil plots, though details of what exactly those might have been did vary according to the teller. Further variations on the tale and the rumor mill in the frenzied atmosphere of the siege had quite gone to town on it, it had them in the pay of the same Dwarven Sorcerer who was behind the goblins and said that they where going to open a secret passage and allow the goblins in under the walls to murder every one in their beds or worse. It probably did not help here that when Aeneste had finally been tracked down about a day after every one else she had resisted arrest by trying to cast a spell either even if she had by this point been so delirious that the spell had failed and she had collapsed from the effort. So some versions of the tale had her down as one of the Dwarf’s apprentices.
The rumors also on occasion implicated both Larifus’s uncle whose house had been attacked by the mob again on the strength of this thought given that most of the able bodied where too involved in the defense of the town to take part so the mob had been smaller and this riot had been less dangerous with no one was killed on either side, several windows where broken and the house front door sustained some damage when the mob tried to force it. However Larifus’s uncle’s family sought refuge in the keep and according to rumors at least all swore terrible oaths to the true that they and Larifus had had no part in this. Esme’s father and brothers where also implicated in the plot which caused them to fume some what impotently as the chief priest of the Caregiver would not allow them out of the temple bounds any more than he would those of the company itself. However no one was about to attack the house of quite such a prominent man especially when the Guilds guard where deployed to protect it and several of his loyal apprentices and journeymen where quite prepared to break heads of the romour mongers for the defense of their master’s honour and made this widely known.
None the less it was defiantly true that a warrant had been issued for the arrest of all present in the company by the Count even if the only ones named in it where Leon, Siskin, Larifus, Nyadryn and Esme all the rest where included as unnamed associates. Further the Chief priest of the true had made representations to the Chief priest of the caregiver about handing the company over to his custardy for questioning; thus far he had got no where. That the two men had quite a history of not agreeing on most matters as well as having a lot of other things to deal with at the moment with the siege had likely contributed to this.
To the good there was no outbreak of the wasting sweats in the town with all the cases being confined to the company ant their immediate contacts, there was sickness in the Shambles part of the New Town but it was the lesser black rash which the company learned from their nurse geolers any way is self limiting even if its likely from the same source as the Wasting Sweats as its one of the many deceases to be caught from being around giant rats.
Source: Episode Twenty Write up (http://hackmasterinburton.blogspot.com/2014/07/episode-twenty-write-up.html)
Title: EG: A bit quiet here yesterday
Post by: EvilGinger on 21 July 2014, 06:30:11
A bit quiet here yesterday
I was plodding on though
I still however got quite a bit done but between work & the very splendid Strange World of Random Doom game in the evening I had relativity little time for bloging but I did get quite a bit done on the write up of Episode Twenty and finished off the accompanying articles. The pace will pick up and there will be developments.
I would also recommend any of the games run by Jaberwoky of the Kenzer Forum of which the Strange world of Random Doom is the one I am in & is likely full but the his Saturday and Monday games will be as good & still have places, find Jaberwoky is here on Google plus
Source: A bit quiet here yesterday (http://hackmasterinburton.blogspot.com/2014/07/a-bit-quiet-here-yesterday.html)
Title: EG: The detail form the wall of the unexpected sewer
Post by: EvilGinger on 21 July 2014, 17:00:10
The detail form the wall of the unexpected sewer
a work in progress
two bands of this design in bass relief on the walls about 2 1/2 & 5 feet off the ground being a variation of one of the Rot lords sacred symbols - needs more work on the worms but also some on the skulls but I hope the idea is coming accoss
Source: The detail form the wall of the unexpected sewer (http://hackmasterinburton.blogspot.com/2014/07/the-detail-form-wall-of-unexpected-sewer.html)
Title: EG: A Strange world of Random Doom Screen shots - episode six
Post by: EvilGinger on 21 July 2014, 17:00:10
A Strange world of Random Doom Screen shots - episode six
No write up and I got rather too involved in the game to take as many as I would have liked to but this is the start of the game up until just before we decided to leave the ant problem till after we had a re think on the tactics we where using before they got us all killed.
red and surprise
what looks like a Total Party Kill in the offing
Pressing on with some reservations
The bandits sounded so much more straight forward after that
Source: A Strange world of Random Doom Screen shots - episode six (http://hackmasterinburton.blogspot.com/2014/07/a-strange-world-of-random-doom-screen.html)
Title: EG: Building Dungeons
Post by: EvilGinger on 21 July 2014, 17:00:10
Building Dungeons
My way
being a distillation of my accumulated prejudices and experience of may years of doing this
Source: Building Dungeons (http://hackmasterinburton.blogspot.com/2014/07/building-dungeons.html)
Title: EG: D&D 5e
Post by: EvilGinger on 21 July 2014, 20:30:15
D&D 5e
Some thoughts
Introduction
What follows may be a little off topic as this bolg is first and foremost about a particular HackMaster 5e and started off being about one particular game and has spread to several others and associated topics. I did however start playing D&D with the pale blue starter box in 1976 & got My first copy of an AD&D book the soft cover players hand book for Christmas that year and moved to running AD&D first edition in early 1977 as the GMG and then the Monster Manual came out and continued to be a player and a GM for some considerable time there after even if Traveller and particularly Runequest became my games of choice as both where less constraining character wise than the strictly class based Basic and Advanced D&D . I have played every other version of D&D/AD&D since even if I have not run a game with all of them and I liked the recent fourth edition up until the whole essentials fiasco and the killing of the stand alone character support programs which rather put me off with what I considered rather unnecessary rules changes indeed the only negative thing I could say about AD&D 4e was that it departed from the mechanics and the path of development which had started with AD&D 1e indeed it was even easier for a new player to grasp than previous editions and the core tier structure was rather nicely implemented and the introductory adventure Keep on the Shadow fell was fun from a player prospective. Indeed its on my list of adventures I would like to run for HM5e.
AD&D 5e
I have as yet not played this thought I am due to be playing a trial game at spirit Games on Tuesday which is tomorrow as I write this article and I have downloaded and browsed through the Basic download rules these I have to say did not grip me as the game felt more than a little bland and a bit limited but that might be just my reading of what are when all said and done a set of starter rules and when I did the same a couple or three years back with the HackMaster Basic PDF it grabbed me by the collar and dragged me down Spirit Games to go on a hard copy hunt and I have been an increasing HackMaster fan ever since This didn't I have to say but I am more than prepared to see how it works in practice even if I have this feeling its not going to knock HackMaster of its pedestal for me
Source: D&D 5e (http://hackmasterinburton.blogspot.com/2014/07/d-5e.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 21 July 2014, 20:42:14
There is an open invite to the Trial game at Spirit Games just so you know
>:DGinger
Title: EG: Building Dungeons
Post by: EvilGinger on 22 July 2014, 00:00:10
Building Dungeons
My way
Being a distillation of my accumulated prejudices and experience of many years of doing this
Preamble
I learned a lot form the advice articles published in the early role playing games I read particularly those by Greg Stafford then of Chaosisum for Runequest and Ed Simblast for Chivalry and Sorcery, as well as articles in the first edition AD&D Games Masters Guide most of this was about things other than directly dungeon design indeed much of it was about how best to run games and how to present believable monsters and NPC’s which where not pots of experience points to be claimed at the risk of character death. The stuff by Judges Guild for D&D was something I read a lot of and can even now recall it as a prime example of how I did not want to write adventures.
I ran and read even more modules and adventures mostly by TSR, Chaosisum and GDW but also by others who I can’t at this point recall the names of and magazines such as Dragon, White Dwarf, before it became what it later became, Imagine and others many of which where very short lived and I absorbed it all into the creative stew. To this I added influences from the how to articles in the story telling type games when Ars Magica first edition surfaced and in subsequent iterations and variations I like exalted and the first three editions of the world of Darkness (OWD). Though I do think you can take story telling style games too far which is why I am not a fan of such things as the burning wheel based ones and FATE & its derivatives
To all of this as I am an avid reader blended in the all sorts of influences from life and form literature on how and how not to tell a story which draws you in and keeps you interested.
That however is more general how does it all boil down to how I write dungeons?
Well this is it
The Dungeon should never be inescapably deadly.
The Dungeon needs to tell a story even if the players don’t ever realise it or work out what it is
The Dungeon needs to have a theme or themes to give it a feeling of verisimilitude
Dungeons should have a history and clues to this should be left for the players to find and puzzle over
Dungeons and indeed every other element in the game must be believable with in the context of the game
The Dungeon and its inhabitants should serve a specific role within the larger game and each encounter within the whole should be a part of that
The Inhabitants should make sense and there needs to be reasons for them to be where they are and doing what they are doing they have a life beyond being sword & spell fodder or at least seem to have
The structural features of a Dungeon should also make sense, i.e. traps in inhabited or heavily travelled areas should be able to be turned off for the most part or have a way round them the inhabitants are aware of.
They should not be too big even Mega dungeons I think are best built in smaller sections the same way you should I believe build a campaign world
Big Dungeons should have relatively quiet sections the party can hole up in for a while when wounded or out of rechargeable assets such as spells or spell points.
That said there should not be so many of these that the dungeon does not stretch the party’s abilities and resources.
The Dungeon should challenge the characters in ways in keeping with the themeand the story of the place
The Dungeon should give the players a chance to role play their characters
The Dungeon should generally should allow multiple bites at the cherry & normally players should not be trapped in them for prolonged periods
The Dungeon may change if the party take multiple bites at the cherry as this is not a computer game and the inhabitants at least should get the chance to adapt to the limit of their abilities as much as the players do.
I hope that makes some sort of sense in the end
Source: Building Dungeons (http://hackmasterinburton.blogspot.com/2014/07/building-dungeons.html)
Title: EG: Ars Medicae - a treatise on dealing with battlefield injury's
Post by: EvilGinger on 22 July 2014, 00:00:10
Ars Medicae - a treatise on dealing with battlefield injury's
and how to apply it to HackMaster
Had this sitting around in my head for a while must get it done
Source: Ars Medicae - a treatise on dealing with battlefield injury's (http://hackmasterinburton.blogspot.com/2014/07/ars-medicae-treatise-on-dealing-with.html)
Title: EG: An overview of Salvery in Telene Part II
Post by: EvilGinger on 22 July 2014, 00:00:10
An overview of Salvery in Telene Part II
An overview of Slavery in Telene Part II
A consideration of slave trading
Gap to fill
Regional analysis
Pel Brolenon
Is as might be expected rather a law unto itself.
The Wild lands
Source: An overview of Salvery in Telene Part II (http://hackmasterinburton.blogspot.com/2014/07/an-overview-of-salvery-in-telene-part-ii.html)
Title: EG: Leveling Coradwin to level 3
Post by: EvilGinger on 22 July 2014, 00:00:10
Leveling Coradwin to level 3
note he is still short of this by around a hundred and fifty experience points however this does mean at present rate of progress he will do so after the next session provided that the session does not kill him. however one can only live in hope
Attribute increases
Str d8 +2 ----->13/87 Int d12 +2 ------>13/20 Wis d4 +1 ------>10/94 Dex d20 +8 ------>09/24 Con d10 +7 ------>10/12 Cha d6 +5 ------>12/20
not wonderful
Now hit points +2
Automatic increases +1point arcane lore to 32
now to spend his build points
always a hard set of choices to be honest
+1 damage specialisation with broadsword 10 build points +5 intelligence 1 build point ------> 13/25 Literacy Kalemarian + L1 4 build points +7 to 28
at which point he may spare some for his poor protoge/servant
Source: Leveling Coradwin to level 3 (http://hackmasterinburton.blogspot.com/2014/07/leveling-coradwin-to-level-3.html)
Title: EG: Leveling Coradwin to level 3
Post by: EvilGinger on 22 July 2014, 03:30:13
Leveling Coradwin to level 3
note he is still short of this by around a hundred and fifty experience points however this does mean at present rate of progress he will do so after the next session provided that the session does not kill him. however one can only live in hope
Attribute increases
Str d8 +2 ----->13/87 Int d12 +2 ------>13/20 Wis d4 +1 ------>10/94 Dex d20 +8 ------>09/24 Con d10 +7 ------>10/12 Cha d6 +5 ------>12/20
not wonderful
Now hit points +2
Automatic increases +1point arcane lore to 32 spell gained Inaudibility
now to spend his build points
always a hard set of choices to be honest
+1 damage specialisation with broadsword 10 build points +5 intelligence 1 build point ------> 13/25 Literacy Kalemarian + L1 4 build points +7 to 28
at which point he may spare some for his poor protoge/servant
rolls for spells in his book he needs so re check on
A Fire Finger Failed A Illusionary Mural not tried J Freeze Water not tried J Candlelight Failed 1 Throw Voice not tried 1 Wall Walk not tried 2 Magic Projectile Failed 2 Shocking Touch not tried 3 Flaming Missiles Failed 3 White Hot Metal Learned 4Skipping Betty Fireball - cant learn yet
that went so very well
Source: Leveling Coradwin to level 3 (http://hackmasterinburton.blogspot.com/2014/07/leveling-coradwin-to-level-3.html)
Title: EG: Relemir the horse holder
Post by: EvilGinger on 22 July 2014, 03:30:13
Relemir the horse holder
Picture of the Hobgoblin its self
Roughed out with Hero Machine & copied into GIMP to be worked up - I need to add a weapon and tidy up the croping of the screen shot as well as put some shoes on and other bits & pieces
same image with the edges cleaned up a bit & starting to be coloured and shaded thought I have missed a bit on the edge
Source: Relemir the horse holder (http://hackmasterinburton.blogspot.com/2014/07/relemir-horse-holder.html)
Title: EG: My first ever Hackmaster game into from november 2012
Post by: EvilGinger on 22 July 2014, 03:30:13
My first ever Hackmaster game into from november 2012
This is the tale of a desperate group of desperately impoverished individuals who become adventurers, mercenaries & perhaps heroes, if the Goblins in the woods dont get them first. In attempt to get enough silver not to sleep on the streets. It should be noted that none of them are in any way pretty enough to attempt the other oldest profession with any success.
as I thought it might amuse & I am too tired to type but still cant sleep
Source: My first ever Hackmaster game into from november 2012 (http://hackmasterinburton.blogspot.com/2014/07/fmy-first-ever-hackmaster-game-into.html)
Title: EG: Building encounters & Random Encounters
Post by: EvilGinger on 22 July 2014, 13:30:07
Building encounters & Random Encounters
some thoughts opinions and suggestions
more to follow in a similar vein to the dungeon article
Source: Building encounters & Random Encounters (http://hackmasterinburton.blogspot.com/2014/07/building-encounters-random-encounters.html)
Title: EG: AD&D 5e after action report
Post by: EvilGinger on 22 July 2014, 13:30:07
AD&D 5e after action report
The session is this evening and I will be reporting back as soon as I get back form it at More to follow after the session
Source: AD&D 5e after action report (http://hackmasterinburton.blogspot.com/2014/07/ad-5e-after-action-report.html)
Title: EG: Adventures Elsewhere game launched
Post by: EvilGinger on 22 July 2014, 13:30:07
Adventures Elsewhere game launched
I have now launched the adventures elsewhere game on Roll D20 so I can start building the environment to play in
I will be teaching myself the basics of the system form a GM point of view
Source: Adventures Elsewhere game launched (http://hackmasterinburton.blogspot.com/2014/07/adventures-elsewhere-game-launched.html)
Title: EG: A Minor Mile stone
Post by: EvilGinger on 22 July 2014, 17:00:08
A Minor Mile stone
Just noticed that the post count yesterday reached a new daily record so I feel I have to comment on that - thank you folks its nice to know my waffle gets read.
Source: A Minor Mile stone (http://hackmasterinburton.blogspot.com/2014/07/a-minor-mile-stone.html)
Title: EG: Areas of swamp for Adventures Elsewhere on roll d20
Post by: EvilGinger on 22 July 2014, 20:30:07
Areas of swamp for Adventures Elsewhere on roll d20
get in the most out of one map
Basic map
One pattern of tracks
And a different pattern
& I have several others which rotate or alter small details on the map to give a different environment to fight over with minimal gm effort which I will post latter but I hope you get the idea
Source: Areas of swamp for Adventures Elsewhere on roll d20 (http://hackmasterinburton.blogspot.com/2014/07/areas-of-swamp-for-adventures-elsewhere.html)
Title: EG: Areas of swamp for Adventures Elsewhere on roll d20
Post by: EvilGinger on 23 July 2014, 00:00:09
Areas of swamp for Adventures Elsewhere on roll d20
get in the most out of one map
Basic map
One pattern of tracks
And a different pattern
and a third patten
& I have several others which rotate or alter small details on the map to give a different environment to fight over with minimal gm effort which I will post latter but I hope you get the idea
Source: Areas of swamp for Adventures Elsewhere on roll d20 (http://hackmasterinburton.blogspot.com/2014/07/areas-of-swamp-for-adventures-elsewhere.html)
Title: EG: Relemir - the horse holder
Post by: EvilGinger on 23 July 2014, 00:00:09
Relemir - the horse holder
final image
I may do some alterations to this yet mostly in turns of adding a weapon and perhaps a shield but this is good enough for the moment and whilst I don't like Heromachine 3 as much as 2.5 it can produce something I like with some tweaking via GIMP.
Source: Relemir - the horse holder (http://hackmasterinburton.blogspot.com/2014/07/relemir-horse-holder_22.html)
Title: EG: AD&D 5e after action report
Post by: EvilGinger on 23 July 2014, 03:30:06
AD&D 5e after action report
The session is this evening and I will be reporting back as soon as I get back form it at
Have now been to the session and to be honest I had a great time, but then I often do when I am not the one being the GM as its nice to be a cat not a cat herder for a chance but that aside the meat of the matter is what do I think of the system.
Source: AD&D 5e after action report (http://hackmasterinburton.blogspot.com/2014/07/ad-5e-after-action-report.html)
Title: Re: A Company of Fools - Blog
Post by: Zarniwoop on 23 July 2014, 07:50:20
Come on your being especially evil >:D Sir stopping short of your thoughts and making us wait.
;)
so spill the beans for us poor souls who could not get down for this.
Title: EG: AD&D 5e after action report
Post by: EvilGinger on 24 July 2014, 00:30:08
AD&D 5e after action report
Have now been to the session and to be honest I had a great time, but then I often do when I am not the one being the GM as its nice to be a cat not a cat herder for a change but that aside the meat of the matter is what do I think of the system.
First things first I find the proof of a system is often in the character generation as it gives you a feel for how all the basic and core stuff inter relates, however as we where playing the starter scenario in the new starter box and this did not feature any character generation rules we did not do this instead playing three of the pregens the box includes The pregens seemed to be an interesting and fair selection allowing for plenty of choice we ended up playing as a fighter a thief and a cleric irritatingly they still call thieves rogues but that's a minor peeve of mine and not a flaw in this particular version.
The first things I noticed are the skill set is a little thin and is even more generic than 4e but there is one so its not back to 1e/2e the core mechanic for most game actions is roll a d20 & add to beat a GM determined target or a pre set value such as the enemies armour class critical successes and fumbles appear but neither are major in effect as far as I could tell there where some nice die roll mechanics such as the concept of advantage and disadvantage where you roll two d20's and must pick the best of the worst respectively.
Hit points are back to pre 4e levels and fighters are rather vanilla as is traditional so none of this fighter being interesting nonsense that 4e introduced and made them at least as fun as the rest of the character classes, especially the spell using ones but in a different way.
Thieves seemed to be equally vanilla beyond possessing the expected thief abilities however I was not the one playing it so I could not really be sure. The thinness of the skill set seemed to be of a particular issue to thieves as most of their traditional skills boiled down to a stat roll with a fixed “proficiency bonus” this is something every one gets in a small subset of class skills and abilities.
None of the concepts in the mechanics seemed all that complex, or in many cases that innovative if I am honest and the most interesting ones seemed to be related to spell casters which as I was playing the fighter I did not get that much of a look at the cleric however seemed to have a good range of spells and the ability to cast quite often form a preselected pool how often he could cast his major spells was limited by his concentration which meant that once he fluffed a roll he lost his levelled spells until he had at least an hours rest he had a fair selection of minor spells which where not so limited and which seemed to be of a higher power level than previously. Changing ones spell selection entirely required a long rest and prayer rituals amounting to the traditional eight hours as far as I can tell.
The game which was part one of the adventures in the starter box flowed well and was reminiscent of a well written D&D4e encounter in that it was largely combat orientated with minimal role playing style interactions though we made an effort to role play our socks off I have to say as its just more fun that way. It ended in a near perfect TPK which only the thief survived and only after cheating death by a whisker and backstabbing to death the wounded boss before running off with the loot intended for all of us.
This is where the one major flaw I found in the game was discovered. He levelled to second level as a result of one session of four combat encounters and a similar number of other challenges and this is not just because he survived we would all have levelled had we also survived, levelling is cool however I don’t feel that we earned it. Levelling is also of the Ping your levelled type but that it was so easy was the major issue especially as the game appears to be planed to have the same level cap as 4e It did address the moaning about the limited role playing systems in 4e, mostly from the lowest sort of bottom feeding power gaming rules lawyer types who couldn’t role play there way out of a wet paper bag with comprehensive instructions, and there would seem to be a wealth of choices in character generation which would give you a good feel for the character you are building however as I said we did not get to experience this first hand just read the text derived form it on the Pregen character sheet.
All in all I would have to say so far it’s a good game rather than a great one and I think not as good as 4e when it came out as a lot of the system has the taint of the essentials fiasco about it, that however might just be another of my peeves.
Would I play again yes particularly if I got to roll up my own character, would I ditch any of my current games for it no I wouldn’t .
Source: AD&D 5e after action report (http://hackmasterinburton.blogspot.com/2014/07/ad-5e-after-action-report.html)
Title: EG: Heromachine - building tokens
Post by: EvilGinger on 24 July 2014, 00:30:08
Heromachine - building tokens
This is something for the morning now but I have been playing with both versions of heromachine to generate custom tokens & am begging to get the hang of them watch this space for examples
I will be using Hero Machine 3 for button tokens and Hero machine 2.5 for the full figure ones
Source: Heromachine - building tokens (http://hackmasterinburton.blogspot.com/2014/07/heromachine-building-tokens.html)
Title: EG: Building encounters & Random Encounters
Post by: EvilGinger on 24 July 2014, 04:00:08
Building encounters & Random Encounters
some thoughts opinions and suggestions
Random encounters
first of I am not a fan of random encounters in the traditional sense as I feel that all encounters must serve as a part of the story you and your players are jointly creating so even of they have a random chance of happening, such as a hostile patrol being in the area, they had better have some thought put into them and be a bit more than some extra experience to pick up on the way to the main event.
more to follow in a similar vein to the dungeon article
Source: Building encounters & Random Encounters (http://hackmasterinburton.blogspot.com/2014/07/building-encounters-random-encounters.html)
Title: EG: Heromachine - building tokens
Post by: EvilGinger on 24 July 2014, 04:00:08
Heromachine - building tokens
This is something for the morning now but I have been playing with both versions of heromachine to generate custom tokens & am begging to get the hang of them watch this space for examples
I will be using Hero Machine 3 for button tokens and Hero machine 2.5 for the full figure ones
as its back up here is a start
hero machine 2.5 full body female magic user with spear base image
hero machine 3
Barbarian warrior with axe and shield - the axe needs fixing so its in his hand and the background needs to be cleaned up more
Source: Heromachine - building tokens (http://hackmasterinburton.blogspot.com/2014/07/heromachine-building-tokens.html)
Title: EG: Work gets in the way
Post by: EvilGinger on 24 July 2014, 21:00:08
Work gets in the way
With apologies for not getting any thing much done on outstanding projects today and I hope to reassure you that I am still going to be working on them so keep watching this space. I have I hope to get things some what under control some time tomorrow at which point I will turn my full efforts to bogging away like mad again.
Current projects on the go include
Finishing all the Stub articles I posted recently in the belief that I was going to be able to do them the following day or soon after
More work on Adventures Elsewhere and related material which would include going back thought the blog and updating the Consolidated Elsewhere posts page and sorting the blog layout so that it appears on the Pages Menu and cleaning up that menu as there is at least one broken link on it to get rid of
Stating up the demonic monsters I started work on earlier
finishing the second crossbow article which I have noticed is just a stub Grrrr
I will also be going into spirit games with my Web Camera and actually setting it up so that we can do a Pod Cast of a Company of Fools Episode 21 next Thursday evening, I have an evil plan where I will have the players identify them selves and say who they are playing.
I will also be generating or modifying an existing character sheet for use on line as the current Roll d20 one is I find having used it quite a bit not all that Dyslexic friendly and working out haw to do macro's for Roll d20 this is a daunting prospect as there is a very good reason I gave up coding many years ago.
Source: Work gets in the way (http://hackmasterinburton.blogspot.com/2014/07/work-gets-in-way.html)
Title: EG: Some other sorts of Encounter
Post by: EvilGinger on 24 July 2014, 21:00:08
Some other sorts of Encounter
posted by CEBrown based on an original post by Jtolman which is here I would suggest categorizing this into sections:
Distractions (no true threat or challenge intended (yeah, PCs can always "force an escalation" ) - just odd occurances like a flock of birds suddenly taking flight for no apparent reason, odd rustling in the brush which proves to just be a rabbit or maybe just the wind)
Inconveniences (run out of some non-essential (e.g. clean bandages, luxury items, cooking utensils) supplies, raided by raccoons, fire keeps dying out or threatening to go out of control), which would probably be the most common results.
Threats (poisonous animals slipping into camp - like the spider or scorpion examples, or PCs find they built their camp near where a hunter set up some traps, run out of essential supplies like food or clean water) - about as common as "distractions"; together slightly more common than "Inconveniences".
Encounters (shift to regular random encounter stuff).
Reposted form the Kenzer Forums and something that I will be taking into consideration when I am finishing off my encounter building Article
Source: Some other sorts of Encounter (http://hackmasterinburton.blogspot.com/2014/07/posted-by-cebrown-based-on-original.html)
Title: EG: Full to bulging point
Post by: EvilGinger on 25 July 2014, 04:00:08
Full to bulging point
I had a pleasant surprise this evening I spent the first half of the evening which should have been all the Alternate weeks Deus Vault game generation a replacement character for Larifus who as a rogue the player decided was too complicated to play until he got more familiarity with the game, he will become a protégé and he will be replaced by a Brandobian Human fighter with an equestrian bent as well as two completely new characters for new players which turned out to be a Gnome Titan Fighter Thief of minimal intellect and lower wisdom and a junior Priest of the Caregiver so the group is now eight Player characters.
I am beginning to have to consider what to do with all the NPC protégé’s I created to fill out the roster when the where fewer players in the group and who by dint of being with the group so long have become important if secondary characters in their own right. However for now the major ones will I think remain even if they don’t play quite such a role in the story as they had to in the past.
Source: Full to bulging point (http://hackmasterinburton.blogspot.com/2014/07/full-to-bulging-point.html)
Title: EG: Adventures Elsewhere Zen token and Portrait
Post by: EvilGinger on 25 July 2014, 21:00:06
Adventures Elsewhere Zen token and Portrait
In the full knowledge that these will be all wrong I did these with Hero machine as a base for the Protagonist in my forthcoming on line solo game
These are the base images almost direct form HeroMachine
Token
Portrait
still need to be coloured and shaded but its a start I feel
Source: Adventures Elsewhere Zen token and Portrait (http://hackmasterinburton.blogspot.com/2014/07/adventures-elsewhere-zen-token-and.html)
Title: EG: Adventures Elsewhere Zen Token
Post by: EvilGinger on 26 July 2014, 00:30:05
Adventures Elsewhere Zen Token
Stating the process of colouring the token image
Its still at the early stages & I am regretting the choice of the elaborate cuirass of scales as its a pain to shade properly and the underlying mail shirt needs a texture which I now know you can add with HeroMachine but did not when I generated this image - you live and learn
Source: Adventures Elsewhere Zen Token (http://hackmasterinburton.blogspot.com/2014/07/adventures-elsewhere-zen-token.html)
Title: EG: Adventures Elsewhere Zen Token
Post by: EvilGinger on 26 July 2014, 21:30:07
Adventures Elsewhere Zen Token
Stating the process of colouring the token image
Its still at the early stages & I am regretting the choice of the elaborate cuirass of scales as its a pain to shade properly and the underlying mail shirt needs a texture which I now know you can add with HeroMachine but did not when I generated this image - you live and learn
Had another look at this one this morning and was not entirely happy with it to be honest so I went back to the original image which I had saved on HeroMachine unlike most of them and had a go at seeing what hppened if I used the built in colour it in feature at least as a base
I got this
and then I fiddled about with it for a bit in GIMP and ended up with this which I actually like enough to use
I do still think the colours are a bit too primary but I have a plan for sorting that one out in future
Source: Adventures Elsewhere Zen Token (http://hackmasterinburton.blogspot.com/2014/07/adventures-elsewhere-zen-token.html)
Title: EG: Coradwin token for level 5 +
Post by: EvilGinger on 26 July 2014, 21:30:07
Coradwin token for level 5 +
following on from working on Zen
Taking the idea of toning down an image by placing a new layer on top of it and lightly washing it out with an overall bucket fill of low opacity and then going back and adding the intensity where I wanted it in the same step as I did all the other shading I got this which I think is rather cool and probably guarantees that poor Coradwin never reaches 5th level or learns the bouncing Betty fire ball he is shown casting either
It does however mean I can make all my PC and NPC tokens for on line gaming and to illustrate things like the Significant NPC listings here as the transparency tool is a piece of cake on GIMP now I have found it
Source: Coradwin token for level 5 + (http://hackmasterinburton.blogspot.com/2014/07/coradwin-token-fro-level-5.html)
Title: EG: A bit of an update
Post by: EvilGinger on 27 July 2014, 01:00:07
A bit of an update
what have I been up to
Local area map for Adventures Elsewhere
I have spent much of the day messing about with all things on line and generally using it as a lame excuse to avoid getting on with the blog as I should. However on the positive side I now know a lot more about roll20 & associated matters and I am nearer to being able to run something myself. & I also have the first couple of encounters set up for Adventures Elsewhere on Roll 20
I would post screen shots but i don't want to post spoilers
Source: A bit of an update (http://hackmasterinburton.blogspot.com/2014/07/a-bit-of-update.html)
Title: EG: Elf Queen of Elsewhere
Post by: EvilGinger on 27 July 2014, 01:00:07
Elf Queen of Elsewhere
The initial quest giver for adventures elsewhere - a great and powerful elf of considerable age despite her seeming youth and her simple attire. it is the custom of those great amongst elven kind to effect such disdaining the status symbols so beloved of other an to them lesser races
The image was produces and base coloured using HeroMachine 3 & then imported into GIMP for further work
Source: Elf Queen of Elsewhere (http://hackmasterinburton.blogspot.com/2014/07/elf-queen-of-elsewhere.html)
Title: EG: Back to Bloging in thew morming
Post by: EvilGinger on 27 July 2014, 01:00:07
Back to Bloging in thew morming
I will be back at actualy writing articles in the morning
Source: Back to Bloging in thew morming (http://hackmasterinburton.blogspot.com/2014/07/back-to-bloging-in-thew-morming.html)
Title: EG: screen shot of First encounter map for Adventures Elsewhere
Post by: EvilGinger on 27 July 2014, 01:00:07
screen shot of First encounter map for Adventures Elsewhere
just to show you I have done something today
The base image which is one of the many swamp maplets I have got has been enhanced by token trees and bushes to give it more of a 3d feel
Source: screen shot of First encounter map for Adventures Elsewhere (http://hackmasterinburton.blogspot.com/2014/07/screen-shot-of-first-encounter-map-for.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 27 July 2014, 06:30:10
will be spending the day hunting down and finishing off the incomplete articles on the blog as far as I can so expect very litle new stuff just older stuff actually finished ::)
>:DGinger
Title: EG: Adventures Elsewhere
Post by: EvilGinger on 27 July 2014, 11:30:04
Adventures Elsewhere
Character creation rules - Zen
Attributes
In order roll 4d6 & take the score highest three for the following
Str
Int
Wis
Con
Dex
App
Cha
Also roll a d100 for each in the same order and record it as
D6 roll/d100 roll in each case
You then have 40 build points +50 if you leave the results as rolled +25 if you just swap a pair & +0 if you rearrange the lot however you like
You also get to add the following adjustments as Zen is an Elsewhere High elf
Stat adjustment
Str+1
Int+2
Dex+4
Lks +2
Cha-3
You may also buy additional increments for the d100 part of the attribute at 1build point per 10 is the attribute is less than 9/100 and goes no higher than 10/09 between then and 16/04 the its one build point per 5 and above that its one build point per 3
However build points get used on lots of stuff that’s useful so consider what to spend them on, however it’s defiantly worth rounding attributes up to the next whole number and some times also over the xx/50 as well
Once that is done we need to determine Priors and Particulars
Elsewhere elves are as tall as humans and use the human height table in HackMaster – however they are still slimmer and more lithe so their BMI is determined from the elf table. `
Zen is for political reasons at least illegitimate her father is dead and her mother and half siblings chose to disown her – her up bringing was neither particularly loving nor unusually cruel by Elsewhere high Elven standards so that applies no alterations
Zen can chose to be cruel – for an additionalxx build points & can roll a d1000 to determine additional quirks and flaws resulting form that roll
Then we come onto class – Zen is a Hunter which is a variant of ranger
Title: EG: Strange Wortld ofg Random Doom - Episode Seven
Post by: EvilGinger on 28 July 2014, 12:00:04
Strange Wortld ofg Random Doom - Episode Seven
what happened
Sadly I forgot to get any screen shots of the game this time my excuse being that it was such a tense and involving session I completely forgot to do so as we had our hearts in our mouths most of the time waiting for our commando tactics to fail
Starting from outside the bandits fort we waited for night fall then worked our way in using stealth and tactics climb the walls unseen and to neutralise all the guards around the outside wall except for those guarding the gates as those where backed up by an ogre which we did not much want to fight if it could be avoided.
Then we scaled the keep unseen and entered it through the roof and continuing as stealthily as we could we neutralized the off duty ogre guard and broke in on the bands leader and his guards. The guards common orcs fell easily enough but their leader proved to be our old foe from episode 1&2 the were rat. he was less than pleased to see us again and was put to flight by slung silver coins and the fear of more silver'd weapons but not before he had bitten the companies priest badly and raised the alarm.
A desperate fight followed where we defeated the other ogre and two more bandits however the sleeping off shift despite being alerted seems fortunately for us to have mostly fled along with their master. We subsequently looted the place and found and released around half the towns folk form the town by the lake. Before we burned the fort to render it uninhabitable by returning or future bandits we recovered news that the bandits had taken most of the captives north to put them on boats as slaves an a lot of paper work which Coradwin was going to study and try to work out what was going on and if it was linked to any larger organisation.
We returned the released captives to their town before retiring to recover form our wounds at the manor where we reflected on our experience and planed the next phase of operations.
by the end of which we had all levelled up but our incautious priest who was savagely bitten by the were rat
succumbed to the same disease and will need to be hunted down in his turn.as we can not let another such threat stand
Source: Strange Wortld ofg Random Doom - Episode Seven (http://hackmasterinburton.blogspot.com/2014/07/strange-wortld-ofg-random-doom-episode.html)
Title: EG: Very little posted yesterday
Post by: EvilGinger on 28 July 2014, 12:00:04
Very little posted yesterday
an apology
Sadly by the time I had got work under control and was ready to get stuck into the blog it was time for the next episode of the Strange World of Random Doom so I got next to nothing done here yesterday despite intentions my intentions being otherwise. I will work permitting get back on with stuff again latter and try to catch up with things I should have done yesterday.
Source: Very little posted yesterday (http://hackmasterinburton.blogspot.com/2014/07/very-little-posted-yesterday.html)
Title: EG: A Quick Picture
Post by: EvilGinger on 28 July 2014, 19:00:04
A Quick Picture
a portrait of Zildor the Archmage
A bit more messing about with a portrait created using HeroMachine 3 and further manipulated by GIMP possibly needs some more work on the hat brim but good enough to publish as is without largely as I am still considering this and have other stuff to do for the forth coming Company of fools game on Thursday
Quick tip if you use Heromachine to do a base colour scheme then do this its easier if you change the line colour to dark brown or one in the colour range you have chosen for that area as black is hard to blend in I find I left the lines on this image in black and they where more work than they needed to be or would have been otherwise.
a couple of other points 1 you can move images up and down the stack & put multiples of the same kind on an area but the default is one which means adding a second removes the first. I mean to do a bit of a tutorial article on this useful tool if I get the chance as its whilst not perfect the best thing I have found so far for the person who cant draw people & has not got the time to practice
Same picture with some more work on the cap and a decorative band around the base
The cap as a mater of interest is supposed to be one of there
even if its ridicule to see the characteristic shape front on as it is
Source: A Quick Picture (http://hackmasterinburton.blogspot.com/2014/07/a-quick-picture.html)
Title: EG: Elsewhere Elven starting Spell like abillities
Post by: EvilGinger on 28 July 2014, 22:30:06
Elsewhere Elven starting Spell like abillities
All of these are apprentice level for the purposes of purchasing additional uses and whilst very similar to arcane magic only fail with the loss of the use if the caster is struck during the casting time
Diminish illumination
Casting time 1 second Duration 2d12p seconds range 60'
effect
halves the radius of illumination of one light source within range by causing it to effectively brown out
Pass in silence
Casting time 1 second Duration 2d12p seconds range self
effect
adds a bonus of +50 to the casters effective sneak skill for its duration and is cumulative with the casters natural abilities to hide in natural surroundings or the dark
Dark fire
Casting time 1 second Duration 2d12p seconds range 60'
effect
paints a target with a brief aura of light visible only to those with low light vision or true dark vision which adds a +1 to hit it with missile weapons if you have low light vision double that if you have dark vision there is no save and most of its targets are unaware they have even been lit up by it
Give pause
Casting time 1 second Duration 1d3 seconds range 60'
effect
The target cannot act for the next few seconds and behaves as if subject to surprise expect it is not possible to mitigate it there is no save but it is easily foiled by minor magic warding spells and charms which defend against it are common amongst the enemies of elves
Spark of enchantment
Casting time 2 seconds Duration 2d12p seconds range weapon held
effect
The casters weapon in hand becomes -weakly magical for a short while fro the purposes of what it can hurt and any reductions of DR of the target this requires the user makes a pass over the weapon with an open hand and has no effect on already magical weapons
Dark light
Casting time 1 second Duration 1d4+1 hours range item held
effect
The chosen item counts as a candle except it only aids low light vision and is invisible to those without it or dark vision offten cast on stones to make an invisible illuminated perimiter or used in the manner of a flare
Source: Elsewhere Elven starting Spell like abillities (http://hackmasterinburton.blogspot.com/2014/07/elsewhere-elven-starting-spell-like.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 29 July 2014, 00:41:02
part of an exercise in world building
>:DGinger
Title: EG: Episode Twenty One a preview
Post by: EvilGinger on 29 July 2014, 02:00:04
Episode Twenty One a preview
The game has at least in the terms of episodes if not years come of age and out story threads are beginning to converge whilst at the same time a new element has entered ad that is were we will begin in the cellar and under the burned grain store of a small farm not far from the M'Alvern stream here we have a Gnome form a wild clan in the north lands seeking to add to his family and clan glory. Mean while unbeknown to him a couple of refugees one recently badly wounded in the recent fighting and the other an itinerant healer travelling form the care givers temple in Neffaria to the Great Hospital at Vayham and who had met up in the aftermath of the events of that fateful night and unable to enter the town because of the goblin siege.
where every one is
Mean while on the edge of the woods the company plans its attack on the sleeping goblin camp below them
Source: Episode Twenty One a preview (http://hackmasterinburton.blogspot.com/2014/07/episode-twenty-one-preview.html)
Title: EG: More Tokens
Post by: EvilGinger on 29 July 2014, 02:00:04
More Tokens
I did warn you this was addictive
This is a work in progress shot of a token or standee I have in mind for one of the characters in the game and something of a test for the suitability of the more interesting poses
Source: More Tokens (http://hackmasterinburton.blogspot.com/2014/07/more-tokens.html)
Title: EG: Minor Milestone
Post by: EvilGinger on 29 July 2014, 09:00:07
Minor Milestone
Just noticed that we have had more page views this month than ever before in a given month already and we look set to break the two thousand barrier for the first time ever. As I always say its nice to know I have an audience for this
Source: Minor Milestone (http://hackmasterinburton.blogspot.com/2014/07/minor-milestone.html)
Title: EG: Blog update
Post by: EvilGinger on 29 July 2014, 23:00:06
Blog update
Reader advisory note
I am currently mostly working on stuff for the Thursday Company of fools game which I sadly cant post for fear of spoilers before the players have encountered it. However there will still be stuff to read here just not as much of it as I might like.
I also don't really have the time or the creative reserves to spare to go back and do more work on the other articles which need work doing on them. However this is not to say I am not going to just a way of pointing out that this blog is and will always be very much a work in progress piece rather like the games it supports which are not done developing until the final wrap.
In the cases of all of them I am hoping that that is not something which will occur for many years hence
Source: Blog update (http://hackmasterinburton.blogspot.com/2014/07/blog-update.html)
Title: EG: Coradwin's plans
Post by: EvilGinger on 29 July 2014, 23:00:06
Coradwin's plans
From the time of arriving back a at the manor
Immediate actions
Find out form Relemir what the ant situation is like are they encroaching on the house or not and if they are at what sort of a rate
Send Relemir into town with a notice to put up in the Raven the notice is an employment advertisement for a priest of the true to act as Coradwin's personal chaplain and a fighter or similar to act as his bodyguard, Coradwin is looking for some one human in both cases and much more presentable than the Hobgoblin
The Hobgoblin is also to go to the Mages guild and pick up a supply of spell components for the translate spell an decent number as Coradwin wants to look at the books in the Manor library particularly the one about folk lore (the Old Sin)
over the next few weeks
Reflect upon his recent experience and see what he can make of it (level up to level3)
Spar with the Hobgoblin as often as he can
Study the unknown spells in his spell book in the light of his new experience (try to learn them)
Get Tanner to order a pro-grade silvered dagger in town - this will become more urgent when Poatarr goes rat & he will add a score of proper silver sling bullets to the order.
Research the folklore book as best he can for references to things like the swamp and what was found there
Find out how much the hire of a company of mercenary men at arms would cost as Coradwin is intending to develop the lands around the lake into a small but well ordered realm
Advertise for settlers to repopulate the town he is already calling Bet Corad in his private journal and the raided villages around and beyond the lake
Plans for the future
Return to the Swamp and deal with the situation there
Return to the mine and deal with the situation there
Try to develop a well governed little state around the lake and when he can afford it move his residence to the town on the north shore.
Find some one to marry as Coradwin intends to found a dynasty
Title: EG: More Tokens
Post by: EvilGinger on 30 July 2014, 02:30:04
More Tokens
I did warn you this was addictive
This is a work in progress shot of a token or standee I have in mind for one of the characters in the game and something of a test for the suitability of the more interesting pose
a bit further work done mostly on shading and toning down the black lines which I again forgot to remove, I should read and act on my own advice
And a bit more mostly to the trousers where I noticed the lowe parts had a heavy seam like a pai of jeans which was not on the upper part so I fixed this with a little copy and paste work followed by some redrawing to make the trouser legs look all of a piece
Source: More Tokens (http://hackmasterinburton.blogspot.com/2014/07/more-tokens.html)
Title: EG: Coradwins Livery
Post by: EvilGinger on 30 July 2014, 02:30:05
Coradwins Livery
going to do this on Heromachine but it seems to be down at the moment I hoe for an upgrade
This is a conceptual design for a man at arms in the Livery of Lord Coradwin and another of the megalomaniac mages projects
Title: EG: The Original Company
Post by: EvilGinger on 30 July 2014, 09:30:04
The Original Company
Here are images of all the NPC's & NPC Protégé’s associated with the Original Company
Sondan
Dvorn the Axe
Fawlit
Liamar
Nyasse
Nyassor
Americ
Myranaris
or rather there will be as I do them
Source: The Original Company (http://hackmasterinburton.blogspot.com/2014/07/the-original-company.html)
Title: EG: The Vayham Company
Post by: EvilGinger on 30 July 2014, 09:30:04
The Vayham Company
Here are images of all the NPC's & NPC Protégé’s associated with the Company in Vayham
Esme
Nyadryn
Varill
Source: The Vayham Company (http://hackmasterinburton.blogspot.com/2014/07/the-vayham-company.html)
Title: EG: Strange Wortld of Random Doom - Episode Seven
Post by: EvilGinger on 30 July 2014, 13:00:05
Strange Wortld of Random Doom - Episode Seven
what happened
Sadly I forgot to get any screen shots of the game this time my excuse being that it was such a tense and involving session I completely forgot to do so as we had our hearts in our mouths most of the time waiting for our commando tactics to fail
Starting from outside the bandits fort we waited for night fall then worked our way in using stealth and tactics climb the walls unseen and to neutralise all the guards around the outside wall except for those guarding the gates as those where backed up by an ogre which we did not much want to fight if it could be avoided.
Then we scaled the keep unseen and entered it through the roof and continuing as stealthily as we could we neutralized the off duty ogre guard and broke in on the bands leader and his guards. The guards common orcs fell easily enough but their leader proved to be our old foe from episode 1&2 the were rat. he was less than pleased to see us again and was put to flight by slung silver coins and the fear of more silver'd weapons but not before he had bitten the companies priest badly and raised the alarm.
A desperate fight followed where we defeated the other ogre and two more bandits however the sleeping off shift despite being alerted seems fortunately for us to have mostly fled along with their master. We subsequently looted the place and found and released around half the towns folk form the town by the lake. Before we burned the fort to render it uninhabitable by returning or future bandits we recovered news that the bandits had taken most of the captives north to put them on boats as slaves an a lot of paper work which Coradwin was going to study and try to work out what was going on and if it was linked to any larger organisation.
We returned the released captives to their town before retiring to recover form our wounds at the manor where we reflected on our experience and planed the next phase of operations.
by the end of which we had all levelled up but our incautious priest who was savagely bitten by the were rat
succumbed to the same disease and will need to be hunted down in his turn.as we can not let another such threat stand
Source: Strange Wortld of Random Doom - Episode Seven (http://hackmasterinburton.blogspot.com/2014/07/strange-wortld-ofg-random-doom-episode.html)
Title: EG: Coradwins Livery
Post by: EvilGinger on 30 July 2014, 13:00:05
Coradwins Livery
This is a conceptual design for a man at arms in the Livery of Lord Coradwin and another of the megalomaniac mages project. The image is taken straight from Heromachine 3 with no modification other than taking it into GIMP and blowing it up to fit on an A4 canvas
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 30 July 2014, 18:52:39
I am working on all the needed images at the moment pausing only to go off and do my work. they should feed through to here some time today
>:DGinger
Title: EG: Fawlit a Work in progress
Post by: EvilGinger on 30 July 2014, 20:00:07
Fawlit a Work in progress
just a start the raw Hero Machine image
I a even at this stage quite pleased with the face in particular the rest of the torso need quite some work as the overlay of the parts is not perfect but the face gets Fawlit's eagerness across I think at least
The finished image will be added to the Original Company post I did this morning along with the others
Source: Fawlit a Work in progress (http://hackmasterinburton.blogspot.com/2014/07/fawlit-work-in-progress.html)
Title: EG: Nyassor
Post by: EvilGinger on 30 July 2014, 20:00:07
Nyassor
another one started
Probably going to go back and use HeroMachine to colour the image rather than working directly form this but after much fiddling about we have a Nyassor with which I am happy. How fidling about when I only started this this morning well Nyassor features in Adventures Elsewhere and I have been trying to get the image the way I wanted it since just after I started the Zen & elf queen ones I posted some time ago
Title: EG: Nyassor
Post by: EvilGinger on 30 July 2014, 23:30:03
Nyassor
another one started
Probably going to go back and use HeroMachine to colour the image rather than working directly form this but after much fiddling about we have a Nyassor with which I am happy. How fidling about when I only started this this morning well Nyassor features in Adventures Elsewhere and I have been trying to get the image the way I wanted it since just after I started the Zen & elf queen ones I posted some time ago
The coloured in version of the same image which will form the base and which I feel needs quite a lot of work especially with the dark skin tone
Title: EG: Pod Casting the show tonight
Post by: EvilGinger on 31 July 2014, 12:30:05
Pod Casting the show tonight
Has been delayed
I had planed to be all set up to pod cast tonight's episode of the Company of Fools but I have regretfully to say that this is another of the many things I have not got done in time this week so there will still be pod casting just not pod casting tonight I am sad to say. I an going to make the attempt to get set up for the next session and we shall have to see I am afraid if I actually manage it.
Source: Pod Casting the show tonight (http://hackmasterinburton.blogspot.com/2014/07/pod-casting-show-tonight.html)
Title: EG: Minor Mile stone
Post by: EvilGinger on 31 July 2014, 12:30:05
Minor Mile stone
Has been reached and Must I feel be commented on - the Blog passed passed two thousand page views in a month for the first time today. Its nice to see progress continues to be made, I just wish I had the time to get more done to be honest as I would like this blog and the game it supports to really take of. Its that good
Source: Minor Mile stone (http://hackmasterinburton.blogspot.com/2014/07/minor-mile-stone.html)
Title: EG: Last Call for A Company of fools Episode Twenty one
Post by: EvilGinger on 31 July 2014, 19:30:03
Last Call for A Company of fools Episode Twenty one
Preamble
Whilst one group of Hero's languish in the care of the great hospital of Vayham our tale returns to another currently waiting on the edge of a cultivated wood looking down hill at the ruins of a burned out farm and its surrounding fields and a goblin camp huddled behind a crude low stockade fence where a company of up till now unaware goblins rest form their labours in besieging the town.
In the cellar of that ruined farm hide a pair of humans a young priest if the caregiver, sent down from the temple in Neffaria in the north and a up till recently sore wounded house guard of one of the northern land holders who was rescued from under his slain horse by the priest the day after that fateful night when the goblins over ran the north of Vayham county and nursed back to health with the caregivers magic.
Whilst in the root cellar an eager young gnome from the far north sleeps of the fatigue of the one Gnome war he has been waging against the goblins since he crossed the border from Neffaria county and found the lands to the south plagued with the creatures. not entirely unlike home though in the gnome holds the goblins where never about in these numbers no as brazen.
However our resting travellers are not alone at the farm it would seem......
Source: Last Call for A Company of fools Episode Twenty one (http://hackmasterinburton.blogspot.com/2014/07/last-call-fro-company-of-fools-episode.html)
Title: EG: Session twenty one synopsis
Post by: EvilGinger on 01 August 2014, 02:30:05
Session twenty one synopsis
Well a quick over view of the session every one is in Vayham despite that looking rather touch and go for a while and the new players and characters have been introduced and every one will have levelled up by the next time they sally forth.
Things are not however all roses, Fawlit got forcibly converted to the faith of the True and the temple of the True have the two dwarves in Protective Custardy as they may well get lynched if let out on the street.and the High Priest of the Caregiver has a very dirty job he needs done.
All this and more in Episode Twenty Two
Source: Session twenty one synopsis (http://hackmasterinburton.blogspot.com/2014/07/session-twenty-one-synopsis.html)
Title: EG: Sondan
Post by: EvilGinger on 01 August 2014, 18:30:06
Sondan
yet another one
Another work in progress portrait, however I think I need to go back into HeroMachine and resize the helmet a bit as they are never that close fitting I also I think need to add some hair perhaps ans the obviously missing ears and do a couple of tweaks of that sort then start form that base.However more progress is being made and I could also take the opportunity to tone down some of the black lines as very dark brown or a dark end of the colour is easier to work with I find and this is always something that I forget
Title: EG: The Original Company
Post by: EvilGinger on 01 August 2014, 22:00:05
The Original Company
Here are images of all the NPC's & NPC Protégé’s associated with the Original Company
Sondan
I am quite happy with that as I feel it gets over the image of the clan cut soldier he is and quite how young he is as well which is always the thing which sticks in my mind about soldiers when you see pictures of them
Dvorn the Axe
Fawlit
Liamar
Nyasse
Nyassor
Americ
Myranaris
or rather there will be as I do them
Source: The Original Company (http://hackmasterinburton.blogspot.com/2014/07/the-original-company.html)
Title: EG: Fawlit a Work in progress
Post by: EvilGinger on 02 August 2014, 01:30:04
Fawlit a Work in progress
just a start the raw Hero Machine image
I a even at this stage quite pleased with the face in particular the rest of the torso need quite some work as the overlay of the parts is not perfect but the face gets Fawlit's eagerness across I think at least
The finished image will be added to the Original Company post I did this morning along with the others
Work is under way principally adding additional subtleties of shading and fading out or removing the black lines I forgot to with HeroMachine I have also been trying to build on the basic expression a bit more I am not sure quite how successfully and done some general tidying up around the image
Source: Fawlit a Work in progress (http://hackmasterinburton.blogspot.com/2014/07/fawlit-work-in-progress.html)
Title: EG: Americ
Post by: EvilGinger on 02 August 2014, 01:30:04
Americ
and another
A simple base image for a change direct form HeroMachine for further work
Not being completely happy with this when I went back to work on it I took it back to Heromachine where the basic image was saved and I messed about with the settings until I got this second image which I like better especially the fit of the helmet and the toned down background texture
Title: EG: Levelling up the Protégés
Post by: EvilGinger on 02 August 2014, 12:00:05
Levelling up the Protégés
Character advancement examples
There is a lot of this to do as several of the ones with the original Company have levelled and so have the two with the Vayham company
Source: Levelling up the Protégés (http://hackmasterinburton.blogspot.com/2014/08/levelling-up-proteges.html)
Title: EG: Levelling My player characters
Post by: EvilGinger on 02 August 2014, 12:00:05
Levelling My player characters
An example of the process
There is less of this to do thankfully as I got ahead of my self a bit on this and only one of the two levelled up .
Source: Levelling My player characters (http://hackmasterinburton.blogspot.com/2014/08/levelling-my-player-characters.html)
Title: EG: Experiance Awards Episode Twenty One
Post by: EvilGinger on 02 August 2014, 22:00:23
Experiance Awards Episode Twenty One
Episode XVII –The Road to Vayham Part II, Vayham or bust and afterwards.
Note the parts shaded apply only to the Gnome the Fighter and the healer and the parts not shaded to the main company until a Rendezvous at the great hospital
Experience
Honour
Fame
Down in the ruined farm
Enter the gnome
10
+0
+0
Enter the healer
10
+0
+0
Enter the soldier
10
+0
+0
What’s all that noise arrival of the Hobgoblins
5
+0
+0
Deciding to attack (gnome)
5
+1
+0
Coming down the hill
Aeltred getting annoyed about dithering
5
+0
+0
Further planning discussions
5
+0
+0
Deciding to go round the sleeping goblins
5
+0
+0
Unpacking and repacking the wagons(Heradin)
5
+0
+0
Moving down the hill as stealthily as you can with two wagons
5
+0
+0
Driving the wagons Nyasse & Heradin
5
+0
+0
The battle in the farm yard
Starting a fight the Gnome Titan way
10
+1
+0
Joining in ( soldier and healer )
5
+0
+0
Striking Mighty blows (Gnome Titan )
25
+5
+0
Taking it like a gnome (passing a critical ToP check)
10
+3
+0
Slaying six hobgoblin Sappers
134
+1
+0
Meeting up in the aftermath of the fight
5
+0
+0
Healer swiftly first aiding
5
+0
+0
Gnomes are also thievish gits – looting the dead hobgoblins
10
+1
+0
Breaching the siege lines
Skirmishing passing the Goblin camp
5
+0
+0
Slaying the goblins their passage woke up
7
+0
+0
Out distancing the pursuit (Heradin & Nyasse)
5
+0
+0
Quickly scouting the barrier on the road
5
+0
+0
Coming up with a plan quickly (Telec)
5
+1
+0
Executing the plan
( Fawlit & Thans)
10
+0
+0
The bolt shooter (Telec)
5
+1
+0
Objective reached
50
+1
+0
Following Them in
Stealing the Wagons (fighter & healer)
10
+0
+0
Stealing the Wagons (Gnome)
15
+1
+0
Dashing past the roused goblin camp (fighter)
5
+1
+0
Down the road & into town
5
+0
+0
An Unexpected Arrest
Events inside the gate
5
+0
+0
Breaking the siege
0
+0
+5
Being associated with a dwarf (all non dwarves)
0
-3
+1
& a Half Ork (all except Fawlit)
0
-3
+1
Getting arrested
10
-1
+1
To the Hospital
Reporting in to the gate guard
5
+1
+10
On to the Hospital
5
+1
+0
A warm welcome (healer)
15
+1
+0
A warm welcome every one else
5
+0
+0
The Temple of Truth
Discussions with the deputy chief priest
5
+1
+0
Discussions with the Chief Priest
5
+1
+0
The issue of Thans and Heradin
5
+0
+0
The issue of Fawlit
5
+0
+0
Nyasse getting annoyed at the chief priest
10
+1
+0
Fawlit being forced to convert (Fawlit)
10
+1
+0
Fawlit being forced to convert (Nyasse & Nyassor)
15
-3/-1
+0
Sticking with your comrades
5
+1
+0
Rendezvous at the Great Hospital
Getting Dvorn to the hospital (objective)(all except the fighter the healer and the Gnome)
50
+1
+0
Getting healed up (all wounded)
10
+0
+0
Down Time
Every one becoming acquainted
5
+0
+0
Sondan – seeking out and reporting to his old sergeant
25
+1
+0
Sondan - Hanging around with his old comrades
5
+0
+0
Exploring the town all (except Fawlit and the Dwarves)
5
+0
+0
Finding the travellers rest and talking to the current Priest (Telec)
5
+0
+0
Nyasse - Going to see the chief priest of the True & challenging him to an honour duel over Fawlit and the Dwarves
25
+1
+0
Nyasse -composing and singing ribald and insulting songs about the temple hierarchy of the True in the market place having been told not to go away.
15
+1
+0
Nyasse – Making friends with the Market Guards
5
+0
+0
Working at the Hospital (Healer)
10
+0
+0
Dvorn spreading his legend (Dvorn)
10
+1
+5
Dvorn coincidently spreading the Companies Legend) all except Dvorn)
0
+0
+1
Myrinaris & Nyassor
10
+1
+0
After all of which - Telec, Aelrtred & Lalia are now fourth & the NPC Protoge's Sondan and Fawlit are third no one else levelled but a couple are very close
Source: Experiance Awards Episode Twenty One (http://hackmasterinburton.blogspot.com/2014/08/experiance-awards-episode-twenty-one.html)
Title: EG: Master spreadsheet - Episode Twenty one - Player charactors
Post by: EvilGinger on 02 August 2014, 22:00:27
Master spreadsheet - Episode Twenty one - Player charactors
Telec
Aelthred
Lalia
Heraldrin
Thans
Fighter
Healer
Gnome
human
half elf
halfling
dwarf
dwarf
human
human
gnome titan
Cleric
Ranger
Thief
Fighter Mage
Fighter Thief
Fighter
Cleric
Fighter Thief
PC
PC
PC
PC
PC
PC
PC
PC
15
15
0
0
0
0
0
0
145
145
0
0
0
0
0
0
51
51
25
0
0
0
0
0
0
0
311
311
0
0
0
0
168
193
183
0
0
0
0
0
0
0
0
0
0
0
0
65
70
60
15
0
0
0
0
0
0
0
0
55
0
0
0
90
125
50
75
0
0
0
0
0
0
0
0
0
0
0
0
75
100
75
45
80
0
0
0
0
0
0
0
187
0
0
0
50
65
30
40
78
0
0
0
95
95
110
80
120
0
0
0
90
66
65
45
279
0
0
0
156
129
172
89
162
0
0
0
167
197
137
167
152
0
0
0
410
320
280
395
335
0
0
0
130
155
145
130
120
0
0
0
193
148
113
75
113
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
195
230
210
135
140
0
0
0
0
0
0
0
0
0
0
0
197
182
177
142
167
239
259
289
2095
2286
2143
1744
1988
239
259
289
Source: Master spreadsheet - Episode Twenty one - Player charactors (http://hackmasterinburton.blogspot.com/2014/08/master-spreadsheet-episode-twenty-one.html)
Title: EG: Master Spreadsheet for Episode Twenty One NPC - Protoge's
Post by: EvilGinger on 02 August 2014, 22:00:30
Master Spreadsheet for Episode Twenty One NPC - Protoge's
Fawlit
Sondan
Dvorn
Liamar
half orc
human
human
human
Fighter
Fighter
Fighter
cleric
NPC-protégé
NPC-protégé
NPC-protégé
NPC-protégé
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
55
45
45
0
0
0
0
0
35
35
55
0
0
0
0
0
62
35
35
0
55
55
55
0
90
65
101
0
135
132
113
15
104
132
117
90
230
255
205
210
100
105
100
15
88
108
128
70
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
155
205
15
15
0
0
0
0
167
192
35
0
1276
1364
1004
415
724
636
196
785
Source: Master Spreadsheet for Episode Twenty One NPC - Protoge's (http://hackmasterinburton.blogspot.com/2014/08/master-spreadsheet-for-episode-twenty.html)
Title: EG: Master Spreadsheet Episode Twenty One - NPC's
Post by: EvilGinger on 02 August 2014, 22:00:31
Master Spreadsheet Episode Twenty One - NPC's
Nyassor
Americ
Myrinaris
Nyasse
elf
human
human
human
Fighter
Cleric
Thief
Other
Personality NPC
Personality NPC
Personality NPC
Personality NPC
2000
2000
400
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
50
0
0
0
0
0
0
0
40
0
0
0
0
0
0
0
10
0
0
0
0
0
0
0
0
0
0
0
0
15
15
0
0
235
235
0
30
20
10
0
5
108
50
0
15
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
162
15
20
125
0
0
0
0
197
0
182
247
2737
2325
602
522
663
1075
598
Source: Master Spreadsheet Episode Twenty One - NPC's (http://hackmasterinburton.blogspot.com/2014/08/master-spreadsheet-episode-twenty-one_2.html)
Title: EG: Levelling up the Protégés
Post by: EvilGinger on 03 August 2014, 01:30:13
Levelling up the Protégés
Character advancement examples
There is a lot of this to do as several of the ones with the original Company have levelled and so have the two with the Vayham company
Update Having just sorted out the experience form Episode Twenty one I know know that
Sondan and Fawlit with the original company have hit third level as well as Esme and
Nyadryn from the company in Vayham who have hit second
I have already levelled Esme to second level here I just need to adjust her character sheet accordingly and the same is true for Nyadryn here who also only needs his character sheet updating
This leaves us with Fawlit & Sondan to do from 2-3rd level
Fawlit
Str 1d8 +6 to 19/19
Int 1d4 +3 to 7/60
Wis 1d10 +17 to 6/05
Con 1d20 +19 to 15/32
Dex 1d12 +3 to 12/42
Cha 1d6 +4 to 5/24
Hit points +7
Fighters get no automatic skills so its straight onto spending those build points
Spending the build points
Proficiency - Bardiche 1BP To hit specialization Bardiche 5BP Damage Specialisation with Bardiche 5 BP Religion - the True L1 2BP roll 8 -2 for Wisdom +6 skill 14 Intimidate L1 2BP Roll 8, 3 -3 for charisma +7 skill 33
and that's the lot spent and as I did it as I went the character sheet up dated
Sondan
has been played by one of the players who did not have a character with the Original company so I will talk to him about what to do on levelling ling him up
Source: Levelling up the Protégés (http://hackmasterinburton.blogspot.com/2014/08/levelling-up-proteges.html)
Title: EG: Levelling My player characters
Post by: EvilGinger on 03 August 2014, 01:30:14
Levelling My player characters
An example of the process
Digging into this further I find neither Heradin or Aeneste actually levelled up after all, I am to busy GMing for them to take a great part in the game and this slows progress down considerably.
I do however have to finish Heradin's training for level three as I managed not to spend any of his build points. The plan had been to leave him at the Hidden Dell to do this but the players decided otherwise and that he was essential to the success of the trip to Vayham and talked him in to coming along. He is now imprisoned along with Than's at the Keep under guard by the priests of the TRUE as a suspected Even Dwarven Sorcerer.
This means he really can't be seen to study magic too much in case his captors get the wrong idea.
So here is what he spends them on
Language- Kalamaran L2 4bp
Literacy - Dwarven L2 8bp
Craft - Wagoner Teamster L2 2bp
Animal herding (pack animals) L1 1bp
reasoning
Language- Kalamaran as he has been studying with Nyasse and the translate spell really helps out
Literacy - Dwarven lots for reading his spell book , until he got to Vayham any way
Craft - Wagoner Teamster - as this seems to be his role in the company
Animal herding (pack animals) - as this seems to be his role in the company.
Source: Levelling My player characters (http://hackmasterinburton.blogspot.com/2014/08/levelling-my-player-characters.html)
Title: EG: Levelling My player characters
Post by: EvilGinger on 03 August 2014, 11:30:15
Levelling My player characters
An example of the process
Digging into this further I find neither Heradin or Aeneste actually levelled up after all, I am to busy GMing for them to take a great part in the game and this slows progress down considerably.
I do however have to finish Heradin's training for level three as I managed not to spend any of his build points. The plan had been to leave him at the Hidden Dell to do this but the players decided otherwise and that he was essential to the success of the trip to Vayham and talked him in to coming along. He is now imprisoned along with Than's at the Keep under guard by the priests of the TRUE as a suspected Even Dwarven Sorcerer.
This means he really can't be seen to study magic too much in case his captors get the wrong idea.
So here is what he spends them on
Language- Kalamaran L2 4bp first roll d12+2 roll 11 = 25 second roll d12+2 roll 6=31
Literacy - Dwarven L2 8bp First roll d12 +2 roll 4 =22 second roll d12+2 roll 9 =31
Craft - Wagoner Teamster L2 2bp First roll D12 roll 4 =15 Second Roll 9 = 24
Animal herding (pack animals) L1 1bp First roll d12 roll 2 = 15
reasoning
Language- Kalamaran as he has been studying with Nyasse and the translate spell really helps out
Literacy - Dwarven lots for reading his spell book , until he got to Vayham any way
Craft - Wagoner Teamster - as this seems to be his role in the company
Animal herding (pack animals) - as this seems to be his role in the company.
Source: Levelling My player characters (http://hackmasterinburton.blogspot.com/2014/08/levelling-my-player-characters.html)
Title: EG: A Bit of Admin
Post by: EvilGinger on 03 August 2014, 11:30:18
A Bit of Admin
Computers -grrrr
Owing to my being unable to update COGS and Gears, introduction and experience with the Table for Episode Twenty one this has been replaced by Cogs and gears a matter of experience which has all the same information on it as the old one but I can update it to cover future episodes. I have replaced the former with the latter on the pages menu at the side of the page
I would add that the odd page URL is due to me not filling in the title line before publishing the new version of the page.
I apologise if this causes you any problems
Source: A Bit of Admin (http://hackmasterinburton.blogspot.com/2014/08/a-bit-of-admin.html)
Title: EG: Episode Twenty one A mater of honour
Post by: EvilGinger on 03 August 2014, 11:30:19
Episode Twenty one A mater of honour
A Place holder
will get done when I get back form work
Source: Episode Twenty one A mater of honour (http://hackmasterinburton.blogspot.com/2014/08/episode-twenty-one-mater-of-honour.html)
Title: EG: A Mater of Fame for Episode Twenty One
Post by: EvilGinger on 03 August 2014, 11:30:20
A Mater of Fame for Episode Twenty One
This gets interesting
Whilst adding up the figures will have to wait till I get back form work there was quite a bit of fame garnered during this episode an Dvorn was round the inns telling his story as well so every ones legend grows even if its only his intent to grow his own.
Source: A Mater of Fame for Episode Twenty One (http://hackmasterinburton.blogspot.com/2014/08/a-mater-of-fame-for-episode-twenty-one.html)
Title: EG: A Mater of Fame for Episode Twenty One
Post by: EvilGinger on 03 August 2014, 15:00:15
A Mater of Fame for Episode Twenty One
This gets interesting
Whilst adding up the figures will have to wait till I get back form work there was quite a bit of fame garnered during this episode an Dvorn was round the inns telling his story as well so every ones legend grows even if its only his intent to grow his own.
Now back form work so here goes
The Company who have always been in Vayham and who are currently languishing in the isolation cells under the temple of the care giver at the great hospital remain with the fame they got at the end of Episode Twenty
Source: A Mater of Fame for Episode Twenty One (http://hackmasterinburton.blogspot.com/2014/08/a-mater-of-fame-for-episode-twenty-one.html)
Title: EG: Episode Twenty one A mater of honour
Post by: EvilGinger on 03 August 2014, 18:30:15
Episode Twenty one A mater of honour
First the Original company
Which includes the individual who joined them at Little Thorpe and excludes all who did not make the trip to Vayham
Name
Start
Gains/losses
Averaging effect
Aetlred
51
+0
Telic
69
-2
Lalia
54
+1
Thans
65
+1
Heradin
42
+1
Fawlit
44
+0
Sondan
48
-1
Dvorn
46
-4
Nyassor
31
-2
Myrinaris
-1
Nyasse
22
-2
Source: Episode Twenty one A mater of honour (http://hackmasterinburton.blogspot.com/2014/08/episode-twenty-one-mater-of-honour.html)
Title: EG: A Mater of Fame for Episode Twenty One
Post by: EvilGinger on 03 August 2014, 18:30:15
A Mater of Fame for Episode Twenty One
This gets interesting
Whilst adding up the figures will have to wait till I get back form work there was quite a bit of fame garnered during this episode as Dvorn was round the inns telling his story as well so every ones legend grows even if it’s only his intent to grow his own.
Now back form work so here goes
The Company who have always been in Vayham and who are currently languishing in the isolation cells under the temple of the care giver at the great hospital remain with the fame they got at the end of Episode Twenty, which I have clarified in the first table below.
The Original Company fame changes are described in the table below, note that the two at the bottom, in blue have no starting fame but have gained some by association with what people are calling variously Dvorn’s company of Telec’s company
The new people gain a base fame of 10 as they also broke thought the siege lines and so get talked about the story of them taking out the goblins artillery park is also doing the rounds.
The Company in Vayham
Character
name
Starting
Fame
Fame
awarded
Finishing
Fame
Siskin
25
+0
25
Leon
25
+0
25
Larifus
25
+0
25
Nyadryn
25
+0
25
Esme
20
+0
20
Briana
20
+0
20
Aeneste
20
+0
20
Lori
20
+0
20
Quelsteine
20
+0
20
Varill
20
+0
20
The Original Company
Character
name
Starting
Fame
Fame
awarded
Finishing
Fame
Telec
16
+9
25
Aeltred
15
+9
24
Lalia
16
+9
25
Thans
15
+8
23
Heradin
15
+8
23
Dvorn the Axe
16
+13
29
Sondan
15
+9
24
Fawlit
15
+8
23
Nyassor
9
+9
18
Nyasse
0
+9
9
Myrinaris
0
+9
9
Source: A Mater of Fame for Episode Twenty One (http://hackmasterinburton.blogspot.com/2014/08/a-mater-of-fame-for-episode-twenty-one.html)
Title: EG: A strange world of Random doom is upon us
Post by: EvilGinger on 03 August 2014, 18:30:15
A strange world of Random doom is upon us
That is your lot for the moment as I am afraid I have run out of time and the Strange World of Random Doom game is just about to start
Source: A strange world of Random doom is upon us (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-is-upon.html)
Title: EG: Strange World of Random Doom Episode Eight
Post by: EvilGinger on 04 August 2014, 11:30:25
Strange World of Random Doom Episode Eight
Going after the Ant Problem
Entering the Mine again
After some finishing off of the plots and plans implemented whist we where all training up we fell to deciding what to deal with next.
Our choices where the Giant red ants in the nearby coal mine which we technically owned but where not in possession of owing to the ants – the ants were encroaching on the house and the hill a scant few miles off was getting bigger suggesting that it was turning into a giant ant heap
The other was to return to the Swamp and try to rescue the children we had seen their
We decided that both needed to be done but argued about the order
In the end it came down to the Ants being a more immediate threat in both senses of the word so we decided to deal with them first.
We had tried this before and got to be frank a bloody nose and had to withdraw, however confident in our new found skills we decided to try again.
Emboldened by meeting no foraging warriors on the approach to the mine we entered it lit lamps and torches and pressed on
We did not get as far as last time before Brenin in the lead heard noises ahead, we braced for an attack but had almost no time before a large number of ant warriors fell upon us.
It quickly became apparent that we where not going to win a stand up fight with them especially with our best fighter Brenin flailing about like a rank beginner
So we tried to break off but they where far too fast and we where forced into a fighting retreat in which we where rather encumbered by the gnomes short legs, there was some desperate fighting all the way back down the tunnel to the entrance during which Faz lit and hurled his fire bombs doing no damage to the ants, damn gnomish short sightedness, but setting fire to the coal behind them
The mine began to fill with acrid smoke
In the end the majority of the group made the lift and Max cranked it up whilst Coradwin hacked using his broadsword in wild two handed swings at the encroaching ants aided by the gnome who had run out of fire bombs
Brenin had been separated from us and found himself alone on the surface having been driven up the ramp fighting ants he continued tom hack wildly and the ant used him as a gnawing post
In the end he was rescued by the rest of us who had come up on the mines lift charging in and then finishing off the lone ant which had come up the mines ramp latter.
By this time the mine was billowing acrid smoke out of both the shaft and the drift entrance And as we where all badly wounded and exhausted and without a cleric we decided to return to the house after Max the uncanny fey had rendered first aid
Back at the house it became apparent that there was a risk the whole hill might burn and the fire spread to engulf the house so we loaded up every portable valuable on the few carts we had.
In the morning the fire on the hill had got worse and spread such that the hill looked like an erupting volcano and the air around the house was thick with acrid coal smoke.
The company split with Faz and Brenin going to town and every one else setting off with the goods to the town north of the lake where it was planed to take over the inn
Source: Strange World of Random Doom Episode Eight (http://hackmasterinburton.blogspot.com/2014/08/strange-world-of-random-doom-episode.html)
Title: EG: Levelling up the Protégés
Post by: EvilGinger on 04 August 2014, 15:00:15
Levelling up the Protégés
Character advancement examples
There is a lot of this to do as several of the ones with the original Company have levelled and so have the two with the Vayham company
Update Having just sorted out the experience form Episode Twenty one I know know that
Sondan and Fawlit with the original company have hit third level as well as Esme and
Nyadryn from the company in Vayham who have hit second
I have already levelled Esme to second level here I just need to adjust her character sheet accordingly and the same is true for Nyadryn here who also only needs his character sheet updating
This leaves us with Fawlit & Sondan to do from 2-3rd level
Fawlit
Str 1d8 +6 to 19/19
Int 1d4 +3 to 7/60
Wis 1d10 +17 to 6/05
Con 1d20 +19 to 15/32
Dex 1d12 +3 to 12/42
Cha 1d6 +4 to 5/24
Hit points +7
Fighters get no automatic skills so its straight onto spending those build points
Spending the build points
Proficiency - Bardiche 1BP To hit specialization Bardiche 5BP Damage Specialisation with Bardiche 5 BP Religion - the True L1 2BP roll 8 -2 for Wisdom +6 skill 14 Intimidate L1 2BP Roll 8, 3 -3 for charisma +7 skill 33
and that's the lot spent and as I did it as I went the character sheet up dated
Sondan
has been played by one of the players who did not have a character with the Original company so I will talk to him about what to do on levelling ling him up
having done that I will now level Sondon up bearing in mind the suggestion he get a better mellee weapon than a short sword
Str 1d4 - roll 1 > 13/08
Int 1d8 - roll 4 > 11/45
Wis 1d6 - roll 5 > 15/09
Con1d12 - roll 7 > 11/86
Dex 1d20 - roll 15 > 13/51
Cha1d10 - roll 8 > 10/15
Hit points +10
Fighters get no automatic skills so its straight onto spending those build points
Spending the build points
Proficiency Scimitar 2bp Specialization to hit level 1 Scimitar 5bp Specialization damage level 1 Scimitar 5bp Language - Low elven +1 Mastery level 2bp roll 2 so skill goes to 21
and we are done and the character sheet is updated.
Source: Levelling up the Protégés (http://hackmasterinburton.blogspot.com/2014/08/levelling-up-proteges.html)
Title: EG: Nyassors sword
Post by: EvilGinger on 04 August 2014, 18:30:09
Nyassors sword
an Elven limb lopper
This weapon based on a real world one is the favoured blade of the Elsewhere elf Nyassor and has been adopted by Sondan who was looking for a heavier sword to replace the shot sword he has been using so far and in game it uses the same stat line as a scimitar thought I am tempted to give it a flat +1 on damage as it is a heavier sword and more axe like in use.
Title: EG: Fawlet Charactor sheet - Level three
Post by: EvilGinger on 04 August 2014, 22:00:16
Fawlet Charactor sheet - Level three
Page One
Page Two
Source: Fawlet Charactor sheet - Level three (http://hackmasterinburton.blogspot.com/2014/08/fawlet-charactor-sheet-level-three.html)
Title: EG: Episode Twenty one A mater of honour
Post by: EvilGinger on 05 August 2014, 01:30:15
Episode Twenty one A mater of honour
I have started & I will complete it as I unpack and sort through the games bag and can fill in the missing information
Original Company
Name
Start
Gains/losses
Averaging effect
Aetlred
51
+0
Telic
69
-2
Lalia
54
+1
Thans
65
+1
Heradin
42
+1
Fawlit
44
+0
Sondan
48
-1
Dvorn
46
-4
Nyassor
31
-2
Myrinaris
20
-1
Nyasse
22
-2
The New Recruits
Name
Start
Gains/losses
Averaging effect
Fighter
14
+4
18
Healer
+4
Gnome
16
+15
Source: Episode Twenty one A mater of honour (http://hackmasterinburton.blogspot.com/2014/08/episode-twenty-one-mater-of-honour.html)
Title: EG: Strange World of Random Doom Episode Eight Part One
Post by: EvilGinger on 05 August 2014, 01:30:15
Strange World of Random Doom Episode Eight Part One
Going after the Ant Problem
Entering the Mine again
After some finishing off of the plots and plans implemented whist we where all training up we fell to deciding what to deal with next.
Our choices where the Giant red ants in the nearby coal mine which we technically owned but where not in possession of owing to the ants – the ants were encroaching on the house and the hill a scant few miles off was getting bigger suggesting that it was turning into a giant ant heap
The other was to return to the Swamp and try to rescue the children we had seen their
We decided that both needed to be done but argued about the order
In the end it came down to the Ants being a more immediate threat in both senses of the word so we decided to deal with them first.
We had tried this before and got to be frank a bloody nose and had to withdraw, however confident in our new found skills we decided to try again.
Emboldened by meeting no foraging warriors on the approach to the mine we entered it lit lamps and torches and pressed on
We did not get as far as last time before Brenin in the lead heard noises ahead, we braced for an attack but had almost no time before a large number of ant warriors fell upon us.
It quickly became apparent that we where not going to win a stand up fight with them especially with our best fighter Brenin flailing about like a rank beginner
So we tried to break off but they where far too fast and we where forced into a fighting retreat in which we where rather encumbered by the gnomes short legs, there was some desperate fighting all the way back down the tunnel to the entrance during which Faz lit and hurled his fire bombs doing no damage to the ants, damn gnomish short sightedness, but setting fire to the coal behind them
The mine began to fill with acrid smoke
In the end the majority of the group made the lift and Max cranked it up whilst Coradwin hacked using his broadsword in wild two handed swings at the encroaching ants aided by the gnome who had run out of fire bombs
Brenin had been separated from us and found himself alone on the surface having been driven up the ramp fighting ants he continued tom hack wildly and the ant used him as a gnawing post
In the end he was rescued by the rest of us who had come up on the mines lift charging in and then finishing off the lone ant which had come up the mines ramp latter.
By this time the mine was billowing acrid smoke out of both the shaft and the drift entrance And as we where all badly wounded and exhausted and without a cleric we decided to return to the house after Max the uncanny fey had rendered first aid
Back at the house it became apparent that there was a risk the whole hill might burn and the fire spread to engulf the house so we loaded up every portable valuable on the few carts we had.
In the morning the fire on the hill had got worse and spread such that the hill looked like an erupting volcano and the air around the house was thick with acrid coal smoke.
The company split with Faz and Brenin going to town and every one else setting off with the goods to the town north of the lake where it was planed to take over the inn
Source: Strange World of Random Doom Episode Eight Part One (http://hackmasterinburton.blogspot.com/2014/08/strange-world-of-random-doom-episode.html)
Title: EG: Strange World Of randome doom Episode Eight Part 2
Post by: EvilGinger on 05 August 2014, 01:30:15
Strange World Of randome doom Episode Eight Part 2
Map of the isle
Note the map is now some what out of date but it does give the lie of the land which the company covered during the second half of the session
The company having split the group lead by Coradwin proceeded around the lake with all their worldly goods
Arriving at the town which Coradwin in his plans already saw as his capital they found it apparently deserted as it had been when they had first visited on the way north to deal with the swamp and ultimately the bandits at the fort
The company investigated the inn first as they intended to use it as a base of operations. The inn was found to be good order but locked and completely empty.
Source: Strange World Of randome doom Episode Eight Part 2 (http://hackmasterinburton.blogspot.com/2014/08/strange-world-of-randome-doom-episode.html)
Title: EG: Esme & Nyadryn at Second level
Post by: EvilGinger on 05 August 2014, 01:30:15
Esme & Nyadryn at Second level
Updated character sheets
Source: Esme & Nyadryn at Second level (http://hackmasterinburton.blogspot.com/2014/08/esme-nyadryn-at-second-level.html)
Title: EG: Strange World Of randome doom Episode Eight Part 2
Post by: EvilGinger on 05 August 2014, 19:00:17
Strange World Of randome doom Episode Eight Part 2
Map of the isle
Note the map is now some what out of date but it does give the lie of the land which the company covered during the second half of the session
The company having split the group lead by Coradwin proceeded around the lake with all their worldly goods
Arriving at the town which Coradwin in his plans already saw as his capital they found it apparently deserted as it had been when they had first visited on the way north to deal with the swamp and ultimately the bandits at the fort
The company investigated the inn first as they intended to use it as a base of operations. The inn was found to be good order but locked and completely empty.
Sensing something very WRONG about the whole place the company stowed its stuff in the inn and decided to systematically search the town form end to end
There was once again no sign of any recent occupation beyond the odd cold meal but the beds where made the fires laid and the place like the inn was in immaculate order just there where no people or that much trace of people. More over there where no insects no flies around the occasional bowl of cols stew
All of this freaked the Company out and it was decided to move on else where
After repacking all the carts and pack horses they choose to move to a little lake side town or village they knew only from the map in the bandit’s fort.
Arriving there this was found to be a native Dedji/Svimohzian style lake dwelling.
However it quickly became apparent that some evil had befallen here as well as on entering the town the smell of death and rotting fish was in the air and after the briefest investigation it became apparent that the occupants of this town had been murdered mostly in their sleep and possibly by supernatural means,
Every hut was full of corpses and there where untouched weapons to hand, however there appeared to be no dead children which was both odd and linked the incident back to whatever was going on in the mystical swamp to the north.
Increasingly concerned by this turn of events the Company decided to make for the port and regroup there
Coradwin however insisted that they call in at the little village he had adopted south of the lake which meant that they had to camp out amongst the wilds.
The night passed quietly but large creatures where seen flying over head by at least two of the watches
Arriving at the village produced more gloom and despondency as the place had been raided and burned to the ground worse all the inhabitants had bee horribly and ritually murdered.
Investigations suggested that the bandits and the wererat might be responsible and that he might be rather more than just a bandit who happened to have a form of lycanthropy
Coradwin insisted they stop and give the murdered villagers a decent burial and it was whilst doing this that the rest of the party coming from the port city arrived
The gnome said something unfortunate as he will and got punched on the nose by Coradwin who much less than amused.
Then the company in a grim mood returned to The port sorted out lodgings and did what they could to investigate what had gone on.
They largely drew a blank or produced cryptic fragments which did not make a whole and various of the company became despondent as they could see no road ahead.
However several wanted revenge on the were rat
Source: Strange World Of randome doom Episode Eight Part 2 (http://hackmasterinburton.blogspot.com/2014/08/strange-world-of-randome-doom-episode.html)
Title: EG: Esme & Nyadryn at Second level
Post by: EvilGinger on 05 August 2014, 19:00:18
Esme & Nyadryn at Second level
Updated character sheets
Nyadryn
Page 1
Page 2
Esme
Page 1
Page 2
Source: Esme & Nyadryn at Second level (http://hackmasterinburton.blogspot.com/2014/08/esme-nyadryn-at-second-level.html)
Title: EG: Hack Princess update
Post by: EvilGinger on 05 August 2014, 19:00:18
Hack Princess update
Another post on the loveliest blog I have come across and ita about HackMaster which makes it as near perfect as you can get as far as I am concerned
"Burton Wildlife Rescue and Animal Centre was founded in March 2008 in memory of Joyce and Bill Barlow who were tragically murdered in October 2007. Their love of animals and the countryside inspired the founder to establish the centre in their honour. Lindsay (founder) is a qualified veterinary nurse and when not at work likes to spend all her spare time caring for the animals.
The sanctuary is located in Etwall with the hospital being located in Burton on Trent. We provide a 24 hour emergency cover for british wildlife in the staffordshire and derbyshire areas and also other areas (see coverage areas below).
The rescue also take in unwanted, injured and abandoned poultry and small domestic animals. We assist the police with wildlife issues and emergencies as well as working with other rescues around the UK. We rescue ALL wildlife regardless of species or status including foxes, squirrels, pigeons, swans, rabbits, birds and canada geese. It is run from my home and is entirely self funded. I am a qualified Veterinary nurse with over 12 years experience in caring for and rehabilitating wildlife, as well as caring for domestic animals.
*We are an independant sanctuary and the day to day costs are funded by my wages and donations. We are not part of or funded by The Staffordshire Wildlife Trust, St Tiggywinkles, RSPCA or any other charity. If you are leaving an animal with us, if you can, please leave a donation however small to help our rescue centre function*
COVERAGE AREAS: Derbyshire, Staffordshire, Birmingham, Nottingham, Leicestershire - most places within a 30 mile radius -- will go further for emergencies"
Source: Advertising on this blog (http://hackmasterinburton.blogspot.com/2014/08/advertising-on-this-blog.html)
Title: EG: Strange World Of random doom Episode Eight Part 2
Post by: EvilGinger on 06 August 2014, 22:30:17
Strange World Of random doom Episode Eight Part 2
Map of the isle
Note the map is now some what out of date but it does give the lie of the land which the company covered during the second half of the session
The company having split the group lead by Coradwin proceeded around the lake with all their worldly goods
Arriving at the town which Coradwin in his plans already saw as his capital they found it apparently deserted as it had been when they had first visited on the way north to deal with the swamp and ultimately the bandits at the fort
The company investigated the inn first as they intended to use it as a base of operations. The inn was found to be good order but locked and completely empty.
Sensing something very WRONG about the whole place the company stowed its stuff in the inn and decided to systematically search the town form end to end
There was once again no sign of any recent occupation beyond the odd cold meal but the beds where made the fires laid and the place like the inn was in immaculate order just there where no people or that much trace of people. More over there where no insects no flies around the occasional bowl of cols stew
All of this freaked the Company out and it was decided to move on else where
After repacking all the carts and pack horses they choose to move to a little lake side town or village they knew only from the map in the bandit’s fort.
Arriving there this was found to be a native Dedji/Svimohzian style lake dwelling.
However it quickly became apparent that some evil had befallen here as well as on entering the town the smell of death and rotting fish was in the air and after the briefest investigation it became apparent that the occupants of this town had been murdered mostly in their sleep and possibly by supernatural means,
Every hut was full of corpses and there where untouched weapons to hand, however there appeared to be no dead children which was both odd and linked the incident back to whatever was going on in the mystical swamp to the north.
Increasingly concerned by this turn of events the Company decided to make for the port and regroup there
Coradwin however insisted that they call in at the little village he had adopted south of the lake which meant that they had to camp out amongst the wilds.
The night passed quietly but large creatures where seen flying over head by at least two of the watches
Arriving at the village produced more gloom and despondency as the place had been raided and burned to the ground worse all the inhabitants had bee horribly and ritually murdered.
Investigations suggested that the bandits and the wererat might be responsible and that he might be rather more than just a bandit who happened to have a form of lycanthropy
Coradwin insisted they stop and give the murdered villagers a decent burial and it was whilst doing this that the rest of the party coming from the port city arrived
The gnome said something unfortunate as he will and got punched on the nose by Coradwin who much less than amused.
Then the company in a grim mood returned to The port sorted out lodgings and did what they could to investigate what had gone on.
They largely drew a blank or produced cryptic fragments which did not make a whole and various of the company became despondent as they could see no road ahead.
However several wanted revenge on the were rat
Source: Strange World Of random doom Episode Eight Part 2 (http://hackmasterinburton.blogspot.com/2014/08/strange-world-of-randome-doom-episode.html)
Title: EG: Esme a work in progress
Post by: EvilGinger on 06 August 2014, 22:30:17
Esme a work in progress
Initial image from HeroMachine - with some slight additions
The changes from the base image which I did not save being entirely the addition of the short tunic sleeve below the leather under armour
work started on the face and the hair mostly as the rest is as generated by HeroMachine
Source: Esme a work in progress (http://hackmasterinburton.blogspot.com/2014/08/esme-work-in-progress.html)
Title: EG: Nyasse - a work in Progress
Post by: EvilGinger on 07 August 2014, 02:00:13
Nyasse - a work in Progress
Base image
apart form some infilling on the flesh in the neck area this is the image straight from HeroMachine
Started shading the cloak and the tunic an I notice I still have a frame line at the bottom of the picture I need to crop however that will be a job for latter as I want to start working on the flesh tones next
Not finished by any means yet but I have cone further shading on the cloak and tunic and began to work on the areas of flesh tones and want to move onto the hair and fittings after that.
Source: Nyasse - a work in Progress (http://hackmasterinburton.blogspot.com/2014/08/nyasse-work-in-progress.html)
Title: EG: Dvvorn the AXE - Wip
Post by: EvilGinger on 07 August 2014, 02:00:14
Dvvorn the AXE - Wip
almost the base image
The only work done at this point is to infill a gap between the sleeves and the armour on the base image no actual work other than that has be done
Source: Dvvorn the AXE - Wip (http://hackmasterinburton.blogspot.com/2014/08/dvvorn-axe-wip.html)
Title: EG: Nyasse - a work in Progress
Post by: EvilGinger on 07 August 2014, 12:30:11
Nyasse - a work in Progress
Base image
apart form some infilling on the flesh in the neck area this is the image straight from HeroMachine
Started shading the cloak and the tunic an I notice I still have a frame line at the bottom of the picture I need to crop however that will be a job for latter as I want to start working on the flesh tones next
Not finished by any means yet but I have cone further shading on the cloak and tunic and began to work on the areas of flesh tones and want to move onto the hair and fittings after that.
The finished article
Source: Nyasse - a work in Progress (http://hackmasterinburton.blogspot.com/2014/08/nyasse-work-in-progress.html)
Title: EG: Dvvorn the AXE - Wip
Post by: EvilGinger on 07 August 2014, 12:30:11
Dvvorn the AXE - Wip
almost the base image
The only work done at this point is to infill a gap between the sleeves and the armour on the base image no actual work other than that has be done
More advanced
The process of shading started and the colouring in of some areas which HeroMachine did not I also notice I need to extend the cloak back do it looks like it goes behind his neck
Source: Dvvorn the AXE - Wip (http://hackmasterinburton.blogspot.com/2014/08/dvvorn-axe-wip.html)
Title: EG: Liamar - Work in progress
Post by: EvilGinger on 07 August 2014, 12:30:11
Liamar - Work in progress
watch this space
Source: Liamar - Work in progress (http://hackmasterinburton.blogspot.com/2014/08/liamar-work-in-progress.html)
Title: EG: Liamar - Work in progress
Post by: EvilGinger on 07 August 2014, 16:00:19
Liamar - Work in progress
Slightly modified base image
added the short sleeve to the tunic and started work shaping the cloak to the left shoulder more closely as well as fading out the black lines in the folds of his cloak. Once again getting the facial expression to suit the charactor was the longest and most fidly part of the operation. more work on this image to follow
Source: Liamar - Work in progress (http://hackmasterinburton.blogspot.com/2014/08/liamar-work-in-progress.html)
Title: EG: Myrinaris - Work in progress
Post by: EvilGinger on 07 August 2014, 16:00:19
Myrinaris - Work in progress
I am having rather more trouble than normal getting something I like from HeroMachine but this image is being worked on
Source: Myrinaris - Work in progress (http://hackmasterinburton.blogspot.com/2014/08/myrinaris-work-in-progress.html)
Title: EG: Liamar - Work in progress
Post by: EvilGinger on 07 August 2014, 19:30:10
Liamar - Work in progress
Slightly modified base image
added the short sleeve to the tunic and started work shaping the cloak to the left shoulder more closely as well as fading out the black lines in the folds of his cloak. Once again getting the facial expression to suit the character was the longest and most fiddly part of the operation. more work on this image to follow
more work done
After some shading on the tunic collar and flesh areas, more to do on the cloak and on the hair and perhaps leaving a hint of stubble on the face
Source: Liamar - Work in progress (http://hackmasterinburton.blogspot.com/2014/08/liamar-work-in-progress.html)
Title: EG: Admin update
Post by: EvilGinger on 08 August 2014, 02:30:10
Admin update
I will be laying off the pictures in the morning and getting on with the write ups for Sessions Twenty & Twenty one and background articles in preparation for Episode Twenty two which is on Thursday next
Title: EG: Admin update
Post by: EvilGinger on 08 August 2014, 12:30:15
Admin update
I will be laying off the pictures in the morning and getting on with the write ups for Sessions Twenty & Twenty one and background articles in preparation for Episode Twenty two which is on Thursday next and will be in significant part a character levelling up session.as many of the Player characters have levelled and a couple of weeks respite in Vayham will give them a chance to learn form recent experiences. A number of the NPC & NPC protoges have also but I have already levelled them up and posted the results on here.
It would also appear that the Advertising account is now live so I will be outing a discrete add on my blog in support of Burton Wildlife Rescue when I work out how the Gadget works so remember that the adds are in support of a good cause and cute furry animals.
I apologise if any one finds these adds to be annoying but the Cute fury animals will eat you out of house and home given the chance and its a good way of insuring that a small registered charity gets a revenue stream
Title: EG: Blog Layout changes
Post by: EvilGinger on 08 August 2014, 12:30:15
Blog Layout changes
I will also be doing some fiddling about with some of the Blog layout over the week end as I need to fix a couple of things which are beginning to niggle if I can and I hope make the blog more prominent and a more fun experience to read and follow.
I would like to apologise in advance for any odd inconvenience that this might cause I hope that the end result will make it all worth it.
Source: Blog Layout changes (http://hackmasterinburton.blogspot.com/2014/08/blog-layout-changes.html)
Title: EG: That fateful night Part IV
Post by: EvilGinger on 08 August 2014, 23:00:13
That fateful night Part IV
Over the next several nights and days following.
·Several stragglers from the fighting in the north of the county are shot down trying to break trough the Goblin siege lines around dawn
·Telec and his company arrive east of the M’Alvern stream and the subsequently break through the goblin siege line followed shortly after by a smaller group of refugees who come with a disturbing tale aboutthe Goblins having some rather professional looking Hobgoblin artillerists in their employ.
·Merchants who have abandoned the fair at A’Rakham arriving at the Village of Three Elms report that the fair was attacked by goblins and that they have seen goblin scouts and burned out farms along the kings road on the P’Baparan side of the border they also met patrols from the B’Paran villages south of the road out after goblins who have raided settlements south of the road in some numbers. The Merchants say that the patrols are lead by a veteran fighter who owing to an injury which makes walking difficult seldom dismounts and a portly priest of some sort.
·In Vayham the discussions between Corwinthe Chief priest of the Hospital and the Chief priest of the True regarding the persons that the former has in custody and has granted sanctuary to an the latter would very much like to talk to as they are all on a warrant to be arrested as traitors to the town being conspirators in a plot of some sort involving some old tunnels
·Subsequent to the breaching of the Goblin siege line around Vayham by Telec’s company and the others who followed, they are visibly very much reinforced, most notably a second trench and stockade line is built to protect them from behind and roads previously left intact are cut by a trench rather than just the spiked log barrier which Telec’s men just lifted out of the way. The artillery which the second group spoke off comes into action. Its catapults capable of hurling stones on a low enough arc that they will hit the town’s wooden walls and cause them and the men defending them some damage and injury.
·The council of southern land holders at Three Elms is more than happy to accept the Merchants council idea and given that they have Sir Dalan’s company are more than happy to drive east at least as far as A’Rakham manor. It is also proposed that they should link up with the B’parans as reports seem to indicate that they and them have a shared problem.
·In Vayham the count moves the rest of thetowns few siege engines, some aging bolt shooters from the keep to the town walls as the one deployed on each gate already has proved effective in discouraging the goblins stone throwers. This move is made all the more effective by the strange elf Nyassor attaching himself to the crews and it becoming apparent that he is quite adept with such weapons, even if he has to give his advice through a translator.
·In the Village of Three Elms a force to clear the kings road to the east is formed based around Sir Dalan’s company and that of T’lec’s escort Captain the half hobgoblinVelikas a few of the locals and guards form the other merchants volunteer to join the expedition.
·In Vayham very annoyed by the detention of her friends Thans and Heradin and more so by the forced conversion of her friend Fawlit the Half OrkNyasse goes into see the head of the temple of the True to demand that he releases then and allows Fawlit a better choice than convert or hang. A row developed as they have entirely opposite views on the matter and she ended up challenging the chief priest of the, His deputy and then a knight of the True who was involved in throwing her out of the temple after the first pair of challenges to a duel to the death over the matter as they had no honour. She continued to rant in Kalamarian outside the temple until physically removed by a pair of the counts guards who said the where really letting her off on the account of her age and sex because she should really be flogged for causing a breach of the peace else.
·It is also decided to send a pair of messengers west and raise the king’s aid to deal with what is certainly a major goblin invasion, and something needing the Kings attention.
·More goblins drawn by the success and the loot gained by the Warlords Akakabul and Benaxerak join them at the goblin caves and Vayham respectively. Not wanting to be out manned the king of Ghul Dvax sends for more of his followers and ambitious goblins from the goblin city of Ghul Dvax turn warlord and spread the war into the southlands of the very rich Neffaria County to the north of Vayham County.
·Nyasse has taken to standing in the Great market reciting poetry in Kalamarian and as she is good at this has developed quite an audience however any one who can speak Kalamarian is aware that they are actually poems insulting the priesthood of the True in Vayham as principle amongst the poems is the lyric of a well known Bassarioan bawdy song about a lady who marries five brothers but has to take a lover in the end, oddly the names of the brothers are those of the priests of the true.
·At Vayham the increased goblin force lead by Benaxerak bully Zangrebul launch a major assault on the west gate of Vayham which is only repulsed when the strange elf Nyassor and the Neffarian Oliver and the gnome intervened the former slaying Zangrebul with a bolt shooter before charging into the fight like some one possessed. The now leaderless goblins where driven from the gate house. However the gate nearly fell and the county is very worried especially as he has not been able to alert the King or his neighbours of the situation
·In his hidden halls deep under the Mountains the Great Goblin gets the first reports of his minions success and is well pleased
Source: That fateful night Part IV (http://hackmasterinburton.blogspot.com/2014/08/that-fateful-night-part-iv.html)
Title: EG: Write Up Epoisode Twenty One
Post by: EvilGinger on 08 August 2014, 23:00:14
Write Up Epoisode Twenty One
Episode XVII – A Wild Ride to Vayham Town
Dramatis Personae Telec - Kalamarian Human Priest of the Wanderer Aeltred - Half Elf Ranger Lalia - Halfling Thief Thans – Dwarf Fighter thief Heradin- Dwarf Fighter mage Dvorn the Axe- “Fhokki” Human Fighter Sondan – Brandobian, Human Fighter Fawlit – Half Ork Fighter
Nyassor- Elven, Fighter from Elsewhere
Americ – Human Cleric form Elsewhere
Myrinaris – Human from Elsewhere
Liamar – Kalamarian Human Cleric of the free from the Hidden Dell
Nyasse - Kalamarian Human girl from the Hidden Dell
Angard – Gnome warrior from the north known as the younger flail
Oliver – Brandobian Human Fighter and refugee from the north of the county
Estand – Brandobian Priest of the caregiver form Neffaria city Bill – Heradin’s pack pony and pet
Benjamina- the companies pack pony
Shadow – Nyasse’s horse
Nesbit – Halfling Wizard form Elsewhere currently resident in Aeltred’s mind some how
Location The goblin held lands east of and west the M’Alvern stream, around and across the Goblin siege lines to the Town of Vayham, The keep and the Temple of the True and The Great hospital
Events
(These follow directly from the end of Episode XVI)
To be Continued......
Source: Write Up Epoisode Twenty One (http://hackmasterinburton.blogspot.com/2014/08/write-up-epoisode-twenty-one.html)
Title: EG: Coradwin and Relimir charactor sheets
Post by: EvilGinger on 08 August 2014, 23:00:14
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.
I may also eventually add Coradwin's other protoge's as I generate them as with his massive charisma he can have three I believe
Source: Coradwin and Relimir charactor sheets (http://hackmasterinburton.blogspot.com/2014/08/coradwin-and-relimir-charactor-sheets.html)
Title: EG: Blog Layout changes
Post by: EvilGinger on 09 August 2014, 02:30:09
Blog Layout changes
I will also be doing some fiddling about with some of the Blog layout over the week end as I need to fix a couple of things which are beginning to niggle if I can and I hope make the blog more prominent and a more fun experience to read and follow.
I would like to apologise in advance for any odd inconvenience that this might cause I hope that the end result will make it all worth it.
22.23 8th August
This is in process at the moment please comment if you see any thing odd as I have not yet
Source: Blog Layout changes (http://hackmasterinburton.blogspot.com/2014/08/blog-layout-changes.html)
Title: EG: Coradwin and Relimir charactor sheets
Post by: EvilGinger on 09 August 2014, 02:30:09
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
Here will be Page 1
Here is page 2
I will do Relemir in the morning
Source: Coradwin and Relimir charactor sheets (http://hackmasterinburton.blogspot.com/2014/08/coradwin-and-relimir-charactor-sheets.html)
Title: EG: Have The adds gone live yet?
Post by: EvilGinger on 09 August 2014, 02:30:09
Have The adds gone live yet?
I need a bit of help
I am informed that my add account has gone live but I can't see any change in the blog and I was wondering if you could the add is supposed to appear on the right hand side of the blog above the page list. so I would aprechiate it if you could report back.
Of course if there is an advertisement there click on it as it will be helping Burton Wildlife Rescue and the more clicks on the adds the more that gets donated to a very good cause.
Source: Have The adds gone live yet? (http://hackmasterinburton.blogspot.com/2014/08/have-adds-gone-live-yet.html)
Title: Re: A Company of Fools - Blog
Post by: Snakes in the Tiki Lounge on 09 August 2014, 03:40:07
I tried disabling my ad-blocking stuff and taking a look. There did seem to be an advert on the top right, something about a wet room in this case. So, looks like it's working?
Title: EG: Have The adds gone live yet?
Post by: EvilGinger on 09 August 2014, 09:30:12
Have The adds gone live yet?
I need a bit of help
I am informed that my add account has gone live but I can't see any change in the blog and I was wondering if you could the add is supposed to appear on the right hand side of the blog above the page list. so I would aprechiate it if you could report back.
Of course if there is an advertisement there and it interests you click on it as it will be helping Burton Wildlife Rescue and the more clicks on the adds the more that gets donated to a very good cause.
I have just checked the Blog and there now seem to be adverts showing where I expected them so I think I can crawl into bed now
Source: Have The adds gone live yet? (http://hackmasterinburton.blogspot.com/2014/08/have-adds-gone-live-yet.html)
Title: EG: Adverts on the Blog and related matters
Post by: EvilGinger on 09 August 2014, 23:30:07
Adverts on the Blog and related matters
Adverts
The account is now live and I am going to say very little more about it, I do know such adverts irritate some folks but I have tried to keep them from unduly impacting the look and feel of the blog however in the final analysis please remember its for the animals not me and even the evil ones, like Dexter the Psycho attack goose are so cute really
Blog changes
The main change I am trying to implement is to make the Pages Menu more readable and it very much looks like I am going to have to brush up my HTML to do so. I want a parchment scroll image to appear behind it ideally or at the very least a panel with better contrast with the text than the map which is in the background of the blog.
I know I could get rid of the Map but I rather like it and don't really want to do that and a solid plain background for the whole page is rather boring in my opinion and as its my blog that what matters. Not that I will not take reader feed back on board, its just that I haven't had any and I am the one lumbered with the final decision.
now back to the gaming content
Source: Adverts on the Blog and related matters (http://hackmasterinburton.blogspot.com/2014/08/adverts-on-blog-and-related-matters.html)
Title: EG: Coradwin and Relimir charactor sheets
Post by: EvilGinger on 10 August 2014, 09:30:07
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
I will do Relemir latter as he needs to be transferred to an on line character sheet on roll20 as well and work keeps getting in the way as dose this thing called sleep.
Source: Coradwin and Relimir charactor sheets (http://hackmasterinburton.blogspot.com/2014/08/coradwin-and-relimir-charactor-sheets.html)
Title: EG: It may be a bit quiet around here today
Post by: EvilGinger on 10 August 2014, 09:30:07
It may be a bit quiet around here today
Possible quiet day alert
I might not get much done today as I am going to be at Spirit Games for the monthly Sunday games day and there is also a magic tournament at the same time, and if I get back in time to do so there is also the latest episode of a Strange world of Random doom which I really don't want to miss if I can avoid it.
I am however intending tom keep things ticking over here and get more done tomorrow in order to make up for it.
Source: It may be a bit quiet around here today (http://hackmasterinburton.blogspot.com/2014/08/it-may-be-bit-quiet-around-here-today.html)
Title: EG: A strange world of Random Doom - episode Nine
Post by: EvilGinger on 10 August 2014, 20:00:05
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
Source: A strange world of Random Doom - episode Nine (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode.html)
Title: EG: A strange world of Random Doom - episode Nine
Post by: EvilGinger on 10 August 2014, 23:30:07
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
Source: A strange world of Random Doom - episode Nine (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode.html)
Title: EG: Leveling Coiradwin up to fourth level
Post by: EvilGinger on 11 August 2014, 09:30:07
Leveling Coiradwin up to fourth level
After an epic game session yesterday Coradwin managed to garner sufficient experience to ascend the lofty heights of fourth level. He naturally still needs to spend the time reflecting on his experience and may not get the chance to do this immediately but I feel entitled to Doom him utterly by doing the levelling up here.
Attribute increases STR d12 roll 1 >13/88 INT d20 roll 3 > 13/28 WIS d10 roll 6 > 10/100 CON d6 roll 1 > 10/13 DEX d8 roll 1 > 9/25 CHA d4 roll 3 > 12/23
after yesterdays Critical Madness the dice prove they where only taunting me
Hit point re roll 1 so as previous roll 2 no change
Automatic increases Skills - +1 skill point to Arcane lore
Spell roll four fourth level rolled 8 for pre recorded Audio massage - re rolled 1BP re roll 10 this turns out to be Shadow Skin which sounds cool so I will keep it
Rolling for spell cognition for the spells in his spell book which he has not learned
Spending the 14 build points
Specialization level one to hit with Broadsword 10BP
Work calls so I will finish this latter
Source: Leveling Coiradwin up to fourth level (http://hackmasterinburton.blogspot.com/2014/08/leveling-coiradwin-up-to-fourth-level.html)
Title: EG: Leveling Coiradwin up to fourth level
Post by: EvilGinger on 11 August 2014, 13:00:06
Leveling Coiradwin up to fourth level
After an epic game session yesterday Coradwin managed to garner sufficient experience to ascend the lofty heights of fourth level. He naturally still needs to spend the time reflecting on his experience and may not get the chance to do this immediately but I feel entitled to Doom him utterly by doing the levelling up here.
Attribute increases STR d12 roll 1 >13/88 INT d20 roll 3 > 13/28 WIS d10 roll 6 > 10/100 CON d6 roll 1 > 10/13 DEX d8 roll 1 > 9/25 CHA d4 roll 3 > 12/23
after yesterdays Critical Madness the dice prove they where only taunting me
Hit point re roll 1 so as previous roll 2 no change
Automatic increases Skills - +1 skill point to Arcane lore
Spell roll for fourth level rolled 8 for pre recorded Audio massage - re rolled 1BP re roll 10 this turns out to be Shadow Skin which sounds cool so I will keep as it sounds cool
Next Rolling for spell cognition for the spells in his spell book which he has not learned
A Illusionary Mura l- cant learn Maximum spells already known A Fire finger - cant learn Maximum spells already known J Freeze Water - Not tried J Candlelight - Failed 1 Throw Voice - Not tried 1 Wall Walk - Not tried 2 Magic Projectile - Succeeded 2 Shocking Touch 3 Flaming Missiles - Failed 4 Skipping Betty Fireball - Failed
Spending the 14 build points
Specialization level one to hit with Broadsword 10BP
What to spend the other four build points on is a bit of a brain burner as I was very tempted to spend them pushing some of the border line Attributes over the edge especially the Wisdom which is so very close. In the end I decided to leave that till latter as some will and the others may fix themselves when he gets to Fifth level
so after much further consideration I decided do this with the other
four on this
Scrutiny ML1 roll 3 so skill now 13
it coming down to a choice between that and observation
Source: Leveling Coiradwin up to fourth level (http://hackmasterinburton.blogspot.com/2014/08/leveling-coiradwin-up-to-fourth-level.html)
Title: EG: Leveling Coiradwin up to fourth level
Post by: EvilGinger on 11 August 2014, 16:30:06
Leveling Coiradwin up to fourth level
After an epic game session yesterday Coradwin managed to garner sufficient experience to ascend the lofty heights of fourth level. He naturally still needs to spend the time reflecting on his experience and may not get the chance to do this immediately but I feel entitled to Doom him utterly by doing the levelling up here.
Attribute increases STR d12 roll 1 >13/88 INT d20 roll 3 > 13/28 WIS d10 roll 6 > 10/100 CON d6 roll 1 > 10/13 DEX d8 roll 1 > 9/25 CHA d4 roll 3 > 12/23
after yesterdays Critical Madness the dice prove they where only taunting me
Hit point re roll 1 so as previous roll 2 no change
Automatic increases Skills - +1 skill point to Arcane lore
Spell roll for fourth level rolled 8 for pre recorded Audio massage - re rolled 1BP re roll 10
this turns out to be Shadow Skin which sounds cool so I will keep it and having now read the spell description I realise it is cool and I a coming to realize that the spell set I am gaining on levelling up is every thing a Magic user thief might want even the Illusory leather armour fits with this
Next Rolling for spell cognition for the spells in his spell book which he has not learned
A Illusionary Mural- cant learn Maximum spells already known A Fire finger - cant learn Maximum spells already known J Freeze Water - Not tried J Candlelight - Failed 1 Throw Voice - Not tried 1 Wall Walk - Not tried 2 Magic Projectile - Succeeded 2 Shocking Touch 3 Flaming Missiles - Failed 4 Skipping Betty Fireball - Failed
Spending the 14 build points
Specialization level one to hit with Broadsword 10BP
What to spend the other four build points on is a bit of a brain burner as I was very tempted to spend them pushing some of the border line Attributes over the edge especially the Wisdom which is so very close. In the end I decided to leave that till latter as some will and the others may fix themselves when he gets to Fifth level
so after much further consideration I decided do this with the other
four on this
Scrutiny ML1 roll 3 so skill now 13
it coming down to a choice between that and observation
Source: Leveling Coiradwin up to fourth level (http://hackmasterinburton.blogspot.com/2014/08/leveling-coiradwin-up-to-fourth-level.html)
Title: EG: Coradwin and Relimir charactor sheets
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/coradwin-and-relimir-charactor-sheets.html)
Title: EG: Relemir - Leveling first to second level
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/relemir-leveling-first-to-second-level.html)
Title: EG: A strange world of Random Doom - episode Nine
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode.html)
Title: EG: Tanner's account - Strange world of random Doom episode nine
Post by: EvilGinger on 11 August 2014, 23:00:05
Tanner's account - Strange world of random Doom episode nine
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 (http://hackmasterinburton.blogspot.com/2014/08/tanners-account-strange-worl-of-random.html)
Title: EG: Screen shots from Episode Nine of A strange worlo of Random Doom
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/screen-shots-from-episode-nine-of.html)
Title: EG: Plans for tommorow
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/plans-for-tommorow.html)
Title: EG: A strange world of Random Doom - episode Nine
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode.html)
Title: EG: A review in planning
Post by: EvilGinger on 12 August 2014, 13:00:06
A review in planning
I plan on reviewing this latter
Source: A review in planning (http://hackmasterinburton.blogspot.com/2014/08/a-review-in-planning.html)
Title: EG: A review in planning
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/a-review-in-planning.html)
Title: EG: A strange world of Random Doom - episode Nine
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode.html)
Title: EG: Coradwin and Relimir charactor sheets
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/coradwin-and-relimir-charactor-sheets.html)
Title: EG: Start of a new Relemir token
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/start-of-new-reeimir-token.html)
Title: EG: Start of a new Relemir token
Post by: EvilGinger 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 (http://hackmasterinburton.blogspot.com/2014/08/start-of-new-reeimir-token.html)
Title: EG: Animated KODT Strips
Post by: EvilGinger 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
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 13 August 2014, 21:39:05
unfortunately the embedded Vidio sequence links did not survive the RSS feed - sorry about that but the best thing is to follow the link to the blog post where they do and join in the RPG satirised hilarity.
>:DGinger
Title: EG: A strange world of Random Doom - episode Nine
Post by: EvilGinger on 14 August 2014, 00:00:06
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 on his arrival at the village but he didn’t scare the children and managed to report back with useful information and based on which we decided to risk all visiting the village
This produced more information about the swamp Gorundy and the children
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 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode.html)
Title: EG: Animated KODT Strips
Post by: EvilGinger on 14 August 2014, 00:00:06
Animated KODT Strips
Once again the embedded Video did not survive the RSS feed - but it works on the blog so follow the link and view it from there, This post was cause by my doing a minor fix as two of the links pointed at the same video and I fixed that
Title: EG: Episoded Twenty two Preview
Post by: EvilGinger on 14 August 2014, 10:00:10
Episoded Twenty two Preview
Situation report
Two weeks have passed since every one arrived in the besieged town of Vayham and things have gone form bad to worse in all honesty. That the first serous attempt at storming the town was beaten off
Source: Episoded Twenty two Preview (http://hackmasterinburton.blogspot.com/2014/08/episoded-twenty-two-preview.html)
Title: EG: Episoded Twenty two Preview
Post by: EvilGinger on 14 August 2014, 13:30:08
Episoded Twenty two Preview
Situation report
Two weeks have passed since every one arrived in the besieged town of Vayham and things have gone form bad to worse in all honesty. That the first serous attempt at storming the town was beaten off but food is getting expensive and the citizens in the town increasingly restive
Source: Episoded Twenty two Preview (http://hackmasterinburton.blogspot.com/2014/08/episoded-twenty-two-preview.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 14 August 2014, 17:12:12
sorry about the lack of blog updates today I am trying to catch up with a lot of stuff and also prepare for tonight's game - need to slot a week of time between now and then to catch up
>:DGinger
Title: EG: Review of Kingdoms of Kalamar - Fantasy campaing setting
Post by: EvilGinger on 14 August 2014, 20:30:06
Review of Kingdoms of Kalamar - Fantasy campaing setting
The Original version
the cover
Initial impressions the book comes as a PDF of the original work and would seem to be natively a PDF rather than a scan of the herd copy as may PDF's of books this age are. The pages are clear and easy to read as a result and are devoid of annoying scan artefacts.
It comes in two parts book one which is in black and white covers the Geography of the Sovereign lands both political and physical and the first impression at least is that unsurprisingly quite a bit of this material found its way into later source books, such as the D&D 3e Kingdoms of Kalimar - Campaign setting Source book.. The PDF is navigable and you will be familiar with this if you have any other Kenzer and Co PDF's Book two is in colour and covers a grid of large scale relief maps of the whole area again much of this was likely reused in latter products but the lay out here makes it much more usable than say the large map jolly did for roll20 or the fold out maps form Kingdoms of Kalimar - Campaign setting Source book.
There will be a proper review here very soon but at the moment this is more of a reminder for the blog Author to get on with stuff as soon as he can. I will also be including a couple of sample screen shots of the product to give the reader an idea what the thing is like inside
Source: Review of Kingdoms of Kalamar - Fantasy campaing setting (http://hackmasterinburton.blogspot.com/2014/08/review-of-kingdoms-of-kalamar-fantasy.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 15 August 2014, 01:00:39
I am going to sort the Blog out over the next week & I hope get caught up a bit
>:DGinger
Title: EG: Episode Twenty two Preview
Post by: EvilGinger on 15 August 2014, 10:30:07
Episode Twenty two Preview
Situation report
Two weeks have passed since every one arrived in the besieged town of Vayham and things have gone form bad to worse in all honesty. That the first serous attempt at storming the town was beaten off but food is getting expensive and the citizens in the town increasingly restive
as a game session is is the first in which all the Player characters in the game where present in the same general area and the first time meeting for the new ones.
We also needed to level most of the characters in the game I had already done the NPC's but some people have a couple of player characters to do and one three
Source: Episode Twenty two Preview (http://hackmasterinburton.blogspot.com/2014/08/episoded-twenty-two-preview.html)
Title: EG: Review of Kingdoms of Kalamar - Fantasy campaing setting
Post by: EvilGinger on 15 August 2014, 10:30:07
Review of Kingdoms of Kalamar - Fantasy campaing setting
The Original version
the cover
Initial impressions the book comes as a PDF of the original work and would seem to be natively a PDF rather than a scan of the herd copy as may PDF's of books this age are. The pages are clear and easy to read as a result and are devoid of annoying scan artefacts.
It comes in two parts book one which is in black and white covers the Geography of the Sovereign lands both political and physical and the first impression at least is that unsurprisingly quite a bit of this material found its way into later source books, such as the D&D 3e Kingdoms of Kalimar - Campaign setting Source book.. The PDF is navigable and you will be familiar with this if you have any other Kenzer and Co PDF's Book two is in colour and covers a grid of large scale relief maps of the whole area again much of this was likely reused in latter products but the lay out here makes it much more usable than say the large map jolly did for roll20 or the fold out maps form Kingdoms of Kalimar - Campaign setting Source book.
In more detail book one
Sample page form book one
The sample illustrates the points I mad about book one in the preamble and allows me to continue in more detail here the The book starts with a brief introduction to the world of Telene and its history focusing on the events which occurred from the Migrations of the human ethnicities from Svimohzia to the northern continent in particular the period from the formations of the precursors of the current nations to the present day. Most of the gist of this material will be familiar to any one who has any of the latter d&d source books as it seems formed a basis for similar sections in those.
There will be a proper review here very soon but at the moment this is more of a reminder for the blog Author to get on with stuff as soon as he can. I will also be including a couple of sample screen shots of the product to give the reader an idea what the thing is like inside
Source: Review of Kingdoms of Kalamar - Fantasy campaing setting (http://hackmasterinburton.blogspot.com/2014/08/review-of-kingdoms-of-kalamar-fantasy.html)
Title: EG: Session twenty two - an over view
Post by: EvilGinger on 15 August 2014, 10:30:07
Session twenty two - an over view
Briefly
A Lot of this session was taken up by levelling up several characters so very little got done in game terms but the two new players had some role playing chances as did every one else as they appeared from under the levelling paper work Most importantly both parties or the majority of them ended up at the great hospital and had a chance to meet each other
They also collectivity learned of the deteriorating situation ion Vayham from experiencing it and talking to the residents and they learned of the plan the High Priest of the caregiver had to help which was that the Original company and Siskin should clear the Rot lords temple and destroy its plague pits and also allow the Vayham company to escape the town and alert the kings forces in Crandolen or Cosdolen or those of the Duke the counts over lord in Napilido. this would also score points for the high priest of the Caregiver in an ongoing feud he had with the high priest of the True
There where however flaws in the plan as the company leader Telec failed to persuade the High Priest of the True to release either of the two dwarves he was holding, allegedly now for their own protection or the half orc Fawlit who had been persuaded to convert as half orcs are illegal in the town, and without the protection of the true he should have been hung on entry.
Source: Session twenty two - an over view (http://hackmasterinburton.blogspot.com/2014/08/session-twenty-two-over-view.html)
Title: EG: Screen shots from Episode Nine of A strange world of Random Doom
Post by: EvilGinger on 16 August 2014, 00:30:05
Screen shots from Episode Nine of A strange world 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 world of Random Doom (http://hackmasterinburton.blogspot.com/2014/08/screen-shots-from-episode-nine-of.html)
Title: EG: Session twenty two - an over view
Post by: EvilGinger on 16 August 2014, 00:30:05
Session twenty two - an over view
Briefly
A Lot of this session was taken up by levelling up several characters so very little got done in game terms but the two new players had some role playing chances as did every one else as they appeared from under the levelling paper work Most importantly both parties or the majority of them ended up at the great hospital and had a chance to meet each other
They also collectivity learned of the deteriorating situation in Vayham from experiencing it and talking to the residents and they learned of the plan the High Priest of the caregiver had to help which was that the Original company and Siskin should clear the Rot lords temple and destroy its plague pits and also allow the Vayham company to escape the town and alert the kings forces in Crandolen or Cosdolen or those of the Duke the counts over lord in Napilido. this would also score points for the high priest of the Caregiver in an ongoing feud he had with the high priest of the True
There where however flaws in the plan as the company leader Telec failed to persuade the High Priest of the True to release either of the two dwarves he was holding, allegedly now for their own protection or the half orc Fawlit who had been persuaded to convert as half orcs are illegal in the town, and without the protection of the true he should have been hung on entry.
Source: Session twenty two - an over view (http://hackmasterinburton.blogspot.com/2014/08/session-twenty-two-over-view.html)
Title: EG: Experience awards for Episode Twenty two
Post by: EvilGinger on 16 August 2014, 00:30:05
Experience awards for Episode Twenty two
Introduction
Not that much got done largely as the session time got consumed in the administration of levelling up and in any event much of the session gaming was going to be consumed in setting things in place for the next session however stuff got done and experience honour and fame needs to be handed out for that
Table off awards to follow as I am working on it
Source: Experience awards for Episode Twenty two (http://hackmasterinburton.blogspot.com/2014/08/experience-awards-for-episode-twenty-two.html)
Title: EG: A word from the people we support
Post by: EvilGinger on 16 August 2014, 00:30:05
A word from the people we support
a sad tale
Family Destroyed...
This beautiful cygnet is Grace. She was hatched by her mother along with two siblings six weeks ago on a pond located in Midway, Swadlincote. Sadly these ponds seem to attract a few yobs and over the past couple years we have been rescuing animals from these ponds that have been injured as a result of appalling behaviour and cruelty. Today we were called by a lady who regularly keeps an eye on the waterfowl that live on the ponds which include ducks, swans and Canadian geese. She had noticed the little cygnet sitting alone on the grass near to the roadside and when approached she struggled to stand and walk. The parents were nowhere to be seen but when we arrived they had returned back to the cygnet and they were in the water. It was immediately obvious that the left leg was causing the youngster discomfort. She was holding it up, out of the water, and was struggling to swim and navigate. We lured her to the edge with bread and managed to catch her, much to the dismay of the parents who immediately started to try and attack. We took the little cygnet to the van and placed her into a carrier whilst we talked to the lady who had reported it.
We found out that, according to neighbours in the area, that the two other cygnets had disappeared shortly after being attacked by a gang of youths, armed with catapults and bricks, a week earlier. There was also rumours that they may of been taken by the youths to keep as pets. Little Grace has a very swollen left leg and extensive scabbing. Given the history of the behaviour of a few individuals, this may of been caused by a brick or slab being launched at the youngster. The cygnet was seen to be well a few days ago and was feeding with her parents. Another heartbreaking moment during this rescue was when her mother followed us to the van, trying to get her baby back. Grace's current condition means she needed to be taken into captivity for treatment and it is unlikely she will see her parents again as it may take her a long while to recover.
It is illegal, under the Wildlife And Countryside Act to take, disturb or intentionally injure a swan and it's family, destroy a nest or harm the young. This applies for other waterfowl too. If you are aware of people taking part in this behaviour, observe them in the act or know of people taking animals from the wild as pets, we strongly recommend you call the local police force immediately on 101 and ask for a wildlife crime officer. If the animal is being attacked or targeted police have the power to intervene and arrest those responsible.
We will continue to rear Grace and when she is older she will be relocated to a lake with other youngsters. For now she has a teddy to cuddle up to so she can feel safe. reposted with permission of Burton Wildlife Rescue
And that's why I put adverts on the Blog because treating the cruelties the orc minded inflict on animals still costs money and this is a small independent charity which depends soley on donations to do its work
Source: A word from the people we support (http://hackmasterinburton.blogspot.com/2014/08/a-word-from-people-we-support.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 16 August 2014, 06:03:57
There will be a number of Stub articles appearing here shortly for which I apologise, and will in my defence say that they will be turning into full articles as soon as possible I hope over the course of the day.
>:DGinger
Title: EG: A Matter of Honour - Episode twenty two
Post by: EvilGinger on 16 August 2014, 11:00:06
A Matter of Honour - Episode twenty two
article to follow
Source: A Matter of Honour - Episode twenty two (http://hackmasterinburton.blogspot.com/2014/08/a-matter-of-honour-episode-twenty-two.html)
Title: EG: A Matter of fame - Episode twenty two
Post by: EvilGinger on 16 August 2014, 11:00:06
A Matter of fame - Episode twenty two
Article to follow
Source: A Matter of fame - Episode twenty two (http://hackmasterinburton.blogspot.com/2014/08/a-matter-of-fame-episode-twenty-two.html)
Title: EG: A History of the Shambles
Post by: EvilGinger on 16 August 2014, 11:00:06
A History of the Shambles
Introduction & history
In the new town of Vayham there is a district which is known as the Shambles it has an interesting origin around a century ago after the building of the dye works its builder decided to build a fine house up wind of his works and the adjacent tannery's but on the cheap land outside the then town walls. There followed a period of economic boom forth and the whole area which is now the Newtown grew considerably. In due course the builder of the dye works died and his heirs who had grown even richer from the income form the works amongst other things decided that grand as the stone house was they did not want to live adjacent to what was now a relative slum as the second tannery had been built by this time and workers houses for it and the exiting tannery and growing dye works clustered thickly about them. They moved closer to the north gate where all the other wealthy towns’ folk lived and still live to this day.
The sold the old house to the Kalamarian engineer who had been bought in by the then Count to deal with the problem of the growing effluent from the Tannery’s and dye works not to mention the water run off from the regular rain. There was a fear that this run off might contaminate the water supplies for the whole town and poison every one. The Engineer lived in the house during the building of the new town drains though the area was not called that then as this was before the walls where built. He continued to live here and use it as a base of operations as he worked in other towns in the region after the drains where built and the wall was extended until he did not return form one of his trips. His staff dispersed when he did not come back and he seemed to have no heirs.
The abandoned house was shortly inhabited by squatters and more squatters’ moved into and built shacks in the houses gardens forming the beginnings of the area now know as the shambles. At some point in the intervening sixty or so years the old house succumbed to neglect and collapsed, but the ruins where quickly mined for building materials and then over built by more huts and shacks until in the current day no surface trace of the house remains except perhaps a bit of a mound in the middle of the shambles.
The shambles today
The Shambles today is a warren of single story hovels, huts sheds and lean-tos’ with no road or even lane penetrating it just an ever changing maze of the narrowest of alleys which allow its residents access to their often squalid hovels
Source: A History of the Shambles (http://hackmasterinburton.blogspot.com/2014/08/a-history-of-shambles.html)
Title: EG: The Stange world of Random Doom is upon us
Post by: EvilGinger on 17 August 2014, 21:00:09
The Stange world of Random Doom is upon us
Life gets in the Gamers way successfully
Not got much done yesterday I popped into Spirit Games for a quick look through the new stuff in a work lull and as ever I had trouble escaping I spent most of the day playing Legend of the Five rings the Card game at Spirit Games having been Gamenaped by the owner Philip Bootherstone to support some lads who had driven down form Manchester and got no takers, as often happens at spirit Demo's. It proved to be remarkably good and kept me distracted all day. I then crawled home and having been up since four am was quickly asleep. Even Coffee had failed me at this point and I fear always will do till I get my espresso machine, so I can dose myself with Iranian coffee. Which is very something like a triple or quadruple espresso with enough sugar in it that the last of it floats on the surface and will not dissolve the liquor, wonderful stuff which will keep me awake and working for days, but I digress .
I woke at an ungodly hour even for me full of energy and fell to sorting out the off line admin and paper work form last Thursdays game - Loads of people levelled and the two Parties I had been running met so and mixed, I had much to do to get things up to date.
However when I had got some order to that chaos I went on line to check up on what had gone on between 6pm & 2.30am and found my delightful niece, the one who I am doing Adventures Elsewhere for was having an insomniac phase and I spent more time being harassed by her until work arrived and got very little more done. After work all the energy had gone and even the normal power nap failed to oblige so I got nothing at all useful done and now the Strange world of Random Doom is upon us and I probably won't get any thing else done today here either
I will try to get back on track again tomorrow and avoid things known to distract me is all I can offer by way of an further action plan
Source: The Stange world of Random Doom is upon us (http://hackmasterinburton.blogspot.com/2014/08/the-stange-world-of-random-doom-is-upon.html)
Title: EG: A Strange World of Random Doom - Episode 10
Post by: EvilGinger on 18 August 2014, 00:30:07
A Strange World of Random Doom - Episode 10
write up to follow
Source: A Strange World of Random Doom - Episode 10 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode_17.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 18 August 2014, 06:08:00
The great catch up with the blog begins today
>:DGinger
Title: EG: A Strange World of Random Doom - Episode 10
Post by: EvilGinger on 18 August 2014, 10:30:04
A Strange World of Random Doom - Episode 10
This week we where unexpectedly down to three players none of whom are fighters so our long suffering GM had to improvise but it was a good session none the less and we got to clash indirectly at least with our old enemy the Were Rat and discover more about the Port and its politics much of it quite unsavoury to be honest.
Sadly no new screen shots this time as the action all took place in port after we had done our training so the map above will have to suffice as all the locations involved are on it.
Session write up to follow
Source: A Strange World of Random Doom - Episode 10 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode_17.html)
Title: EG: A Strange World of Random Doom - Episode 10
Post by: EvilGinger on 18 August 2014, 21:00:08
A Strange World of Random Doom - Episode 10
This week we where unexpectedly down to three players none of whom are fighters so our long suffering GM had to improvise but it was a good session none the less and we got to clash indirectly at least with our old enemy the Were Rat and discover more about the Port and its politics much of it quite unsavoury to be honest.
Sadly no new screen shots this time as the action all took place in port after we had done our training so the map above will have to suffice as all the locations involved are on it.
The episode started quietly enough with the Company in Port having just finished a period of training and reflection on prior experience.
It was supposed to be a religious or civic festival but the pall of smog which now lay over the city and the accompanying acrid rain rather put a dampener on that and all the public events where cancelled
It had also become apparent that the supplys of fresh fruit and vegetables all of which where locally grown rather than imported had become rather low as most of the farming villages had been depopulated and the continual acid rain and smog which was worse over the main farming area which was closer to the burning coal seam which was the cause of all the smog was bad for the crops, causing them to wither or at least fail to thrive even on the few farms which did survive.
Food was getting increasingly expensive and every ones diet more monotonous in content,
That the island seemed to have moved a long way north and a long way off shore of whatever the mainland was made imported goods expensive across the board, due to the sheer distance the few long range trade ships had to go, especially as the location and tracking the movements of the isle was the monopoly of the former pirate lord who ran the city's council.
That the summer was as a result of being so far north cold added to the gloom
People where leaving and returning to whatever part of the mainland was nearest to the isle.
Then some one started collapsing buildings, at first no one noticed particularly as building collapses in a hastily built city, the whole place was built in the last ten years or so, with no building regulations are not unexpected. However the next night another one collapsed and the night after a third.
The last was a Dwarf built building and those just don't collapse, well not without help That it was also the shop of the best weapon smith in the city and friend or at least an acquaintance of the company drew the companies attention.
The company arrived to find the local dwarf community still digging its way through the rouble of a stone building which the members of the company who had visited it recalled as being a free standing fairly splendidly appointed court yard house incorporating a shop the owners house a foundry and smithy it was at least two stories high possibly three as none of the company had been much beyond the shop and forge no one was sure
Asking round the local dwarves the company discovered the shop owner was the local dwarf clan lord and he was missing as despite clearing the rouble for some hours no body had been found.
The collapse had happened late in the night and had initially drawn the last few dwarves still in the local Tavern's who had heard the place come down with a crash.
None of the first arrivals had seen any one leaving the area and none of the locals had seen any one out of the ordinary visit Fargard or behave suspiciously all where at a loss.
It did occur to the company that the three collapses might be linked, they had no evidence but decided the hunch deserved further investigation and besides Fargard was a fine fellow who deserved better than whatever fate had befallen him.
After some discussion the company decided to investigate the site of the first collapse which was the other side of the town
More Session write up to follow
Source: A Strange World of Random Doom - Episode 10 (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom-episode_17.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 18 August 2014, 22:10:28
Been a bit bogged down with off line paper work on the game today but progress is being made
>:DGinger
Title: EG: A new Protégé?
Post by: EvilGinger on 19 August 2014, 10:30:06
A new Protégé?
a Roll 20 Character
Attribute rolls
STR 12-33
INT 15-76
WIS 12-07
CON 09-76
DEX16-29
LKS 07-43
CHA 14-51
A good set which I will not rearrange so 90 build points
I will however spend 3 build points to bring the con to 10/06 and 26! To take it up to 10/03
Kalamarian human fighter mage – costs 20 Build points
This leaves me with 40 build points without quirks and flaws, that I will do next getting the following
058 – First – Animal Phobia- canines30
795 – Second – HackFrenzy 19
Other Priors and particulars
Gender female
Age
Height 66”
Bmi = 19.5
Wt 120lb
Handedness - Right handed
Family
Birth – legitimate with two loving parents +4BP
Two Siblings – sisters both alive not twins
Youngest of three
One devoted
One natural
More on this an on
Source: A new Protégé? (http://hackmasterinburton.blogspot.com/2014/08/a-new-protege.html)
Title: EG: Coradwin Leveling Upto level Five
Post by: EvilGinger on 19 August 2014, 23:30:07
Coradwin Leveling Upto level Five
Tempting fate again
as he is a good 2-3 sessions form doing this
Attribute increases STR d12 roll 10 >13/98 INT d20 roll 12 > 13/40 WIS d4 roll 1 > 11/01 CON d6 roll 2 > 10/15 DEX d8 roll 4 > 9/29 CHA d10 roll 3 > 12/26
Hit point roll 1d4 Roll 2 so HIT POINTS go to 28 Lovely Automatic increases Skills - +1 skill point to Arcane lore to 34
Spell roll for fifth level Rolled a 3 & got Entrancing light show and I am not spending Build points on a re roll so sticking with that
Next Rolling for spell cognition for the spells in his spell book which he has not learned
A Illusionary Mural- cant learn Maximum spells already known A Fire finger - cant learn Maximum spells already known J Freeze Water - Not tried J Candlelight - Failed 1 Throw Voice - Not tried 1 Wall Walk - Not tried 2 Shocking Touch - Not Tried 3 Flaming Missiles - Not Tried 4 Skipping Betty Fireball - Failed
all of which results in the typical blank - Coradwin needs more intelligence but that's something for another level if he makes it
Spending the 15 build points
First off Coradwin rounds out his Broads sword Specialisation getting +1 defence so he has now got specialization +1
That leaves him with five to spend one he spends on tripping his strength over to 14/03 all this sword swinging is doing him some good
Leaving him with four and as ever some hard choices as he has used a lot of skills between levels and it would be quite useful to increase almost any of them. however in the end it came down to
Oration - +1 Mastery level roll d12+1 result +12 skill it however failed to penetrate as I rolled an 11grrr Glean information +1 Mastery level dice roll d12+0 result +2 skill Reasoning he got some actual practice addressing a crowd and getting their attention under difficult circumstances hence the Oration and he did quite a bit of information gathering in the Port whilst tracking the Rats plots
and that's it done till next level when he will have more Build points to spend as he will not be spending any more for a while on Broad sword specialization.
Source: Coradwin Leveling Upto level Five (http://hackmasterinburton.blogspot.com/2014/08/coradwin-leveling-upto-level-five.html)
Title: EG: From The People we Support
Post by: EvilGinger on 22 August 2014, 17:30:10
From The People we Support
Catch The Pigeon...
The Rescued Pigeons
what happened
Approximately eight weeks ago we rescued a badly injured dove from a lady in Loughborough after it had been shot with an air rifle. The lady owned a horse and it was kept at a yard where a flock of pigeons was residing, the injured pigeon being one of them. Unfortunately the pigeon was too badly injured and lost her fight for life.
We arranged to take in and offer the remaining birds a home. The lady managed to convince the yard owner to stop the shooting and allow us to capture the remaining birds. We attended two weeks ago to assess the area and come up with a plan, then last night we returned to catch them.
As it was dark the pigeons had gone to roost in the top of the barn which made it easier for us to locate them. Using a ladder we climbed into the hay loft and began by locating nests. There were quite a few babies and eggs including fertile ones. Once we had collected the squabs and fertile eggs we began catching the adults and older youngsters. This involved a lot of team work, with one person catching them using a net and the other using a pole to push them from their perching areas. We managed to catch 31 out of 34 that were roosting, as well as taking 7 babies and 9 fertile eggs. Unfortunately there were a few dead youngsters and adults within the roosting area, some mummified, with one having dried blood on the feathers so we suspect this may be a parent bird that was killed in the shootings previously. We also took a racer and a very young wood pigeon squab that another lady at the yard had brought so in total we rescued 40 birds.
We plan to return within the next two weeks to attempt to capture the escapees that evaded us last night and any others that may turn up. The babies will be hand reared as they will most likely be rejected. If anyone can donate any hand rearing formula we would be grateful. We are currently using the kaytee extract formula.
These pigeons are now safe in a converted shed where they will be confined for at least four weeks. This is so they get used to roosting within the shed, meaning they will return to roost at night. Eventually they will be allowed free flight of the sanctuary along with our other pigeons. We have placed rings into the legs of all the birds with the rescues number so that if they should ever get lost they can always be collected and provided with treatment if needed.
Ringing
flock from a different angle
Thank you to Claire and the pigeon rescue community who donated towards the new shed for these beautiful birds.
Source: From The People we Support (http://hackmasterinburton.blogspot.com/2014/08/from-people-we-support.html)
Title: EG: Sorry about the Lull in posting
Post by: EvilGinger on 22 August 2014, 17:30:10
Sorry about the Lull in posting
I am afraid
I have been rather mad busy in my off line life and have not been catching up with things as I had hoped however I am now I believe in the position to catch up and get posting again as at as furious a rate as I can.
I won't set myself any public targets I will just plough on and advise you to watch this space, stuff will happen and not least because the next company of fools Session, number Twenty Three, is less than a week away.
Source: Sorry about the Lull in posting (http://hackmasterinburton.blogspot.com/2014/08/sorry-about-lull-in-posting.html)
Title: EG: A not entirly random new map
Post by: EvilGinger on 23 August 2014, 00:30:06
A not entirly random new map
Kethia
The purpose of this map will become apparent and its not a work in progress well not in the normal way its the players map at the start of a game based off the Pathfinder adventure Path Iron Gods but it will be Gingerfied so as to make metagaming suicidal as required as I have never yet played a published module as written they just become unique just by me running them it would seem. I am planing on running this as a roll20 game and I am currently recruiting.
I am posting this as I am aware I have been doing lots of work off line with company of fools write ups and related stuff but not been able to post all that much so this is quick and I hope it whets the appetite and keep the blog turning over
Source: A not entirly random new map (http://hackmasterinburton.blogspot.com/2014/08/a-not-entirly-random-new-map.html)
Title: EG: Pregenerated charactors first level charactors no one the Squire
Post by: EvilGinger on 23 August 2014, 00:30:06
Pregenerated charactors first level charactors no one the Squire
Name Ranjazar Epaliren
Varazzan human fighter
Attribute rolls
STR 12-33
INT 15-76
WIS 12-07
CON 09-76
DEX16-29
LKS 07-43
CHA 14-51
A good set which I will not rearrange so 90 build points
I will however spend 3 build points to bring the con to 10/06 and 26! To take LKS up to 10/03
Human fighter – costs 20 Build points
This leaves me with 40 build points without quirks and flaws, that I will do next getting the following
058 – First – Animal Phobia- canines30
795 – Second – HackFrenzy 19
Other Priors and particulars
Gender female
Age 19
Height 66”
Bmi = 19.5
Wt 120lb
Handedness - Right handed
Family
Birth – legitimate with two loving parents +4BP
Two Siblings – sisters both alive not twins
Youngest of three
One devoted
One natural
Build points – 93
Weapons
Long sword2
Horseman’s pick 2
Lance 2
Dagger1
Bare handed0
Club0
86
Ride – horseML 312 roll 2+7+1 skill 22
DiplomacyML 2 8 roll 3+5skill 22
RecruitingML 1 3 roll 10skill 24
Resist persuasion ML 1 3 roll 6skill 18
Etiquette and manners(Varazzarus) 5
55
Weapon specializations
Long sword +1 all specializations20
Horseman’s pick +1 all specialization20
+ 2 speed10
+1 speed dagger05
Bonus Build points from stats
Int – 10 bp
Literate Varazzan ML2roll 10+9 skill348
Language KethianML1roll 19skill 342
Wis – 2bp
Current affairs ML1roll 22 skill 342
Cha -6 bp
Persuasion ML2 roll 10+4skill 286
Free fighter skill
Appraise weapons & armour ML1 roll 11 skill 25free
Native language Varazzan37 +15+15 +roll of 12 skill 79
Finally Hit points roll 7so hp =27
Source: Pregenerated charactors first level charactors no one the Squire (http://hackmasterinburton.blogspot.com/2014/08/a-couple-of-pregenerated-charactors.html)
Title: EG: Pregenerated Charactors at first level no two the sneak
Post by: EvilGinger on 23 August 2014, 00:30:06
Pregenerated Charactors at first level no two the sneak
Sellanirio Dajari
Varazzan human thief
STR 13-34
INT 14-15
WIS 09-09
CON 08-24
DEX 14-04
LKS 07-69
CHA 14-25
A good set which I will not rearrange so 90 build points
I will however spend 24 build points to get the looks to 10/09 as 07-69 is ugly enough to be memorable which not a good thing is for a thief; it also rather damages his very decent Charisma. I did think about fixing the wisdom a bit but its not that bad it’s a major problem and I have found Thieves tend not to get surprised all that much as they are the ones who initiate the action in many cases
Human Thief– costs 20 Build points
So that gives 46 build points to spend before doing priors and particulars and quirks and flaws
Quirks and flaws
321 Foul Mouthedgives five build points
Other priors and particulars
Gender male
Age 18
Height66”
Bmi 23
Wt 142 lb
Handedness Right
Family
Birth – Legitimate, two loving parents +4 BP
Siblings five youngest of them
Male – dead
Female – live – devoted
Male – live – devoted
Male – dead
Female – dead
Build points 55
Short bow proficiency 3bp
Knife free
Dagger free
Bilingual 5bp
Hiking load marching4bp
Skinning and tanning 2bp
Labourer1bp
Maintenance upkeep5bp20
Observation ML1Roll1d12-1= 8 so skill = 174bp
Hiding ML1 Roll1d12+2 = 23 so skill =376bp
Sneaking ML1Roll1d12+2 = 6 so skill =208bp
Hunting ML1Roll1d12-1 = 8 so Skill = 174bp
Survival ML1Roll1d12-1 = 4 so skill =135bp
Direction sense ML1Roll1d12 -1 = 9 so skill = 182bp
Scrutiny ML1Roll1d12+3 = 5 so skill =144bp
Fire building ML1 Roll1d12-1=2 so skill = 112bp
Free skills as a thief
HidingML1roll 1d8+2 =3 so skill =40
SneakingML 1roll 1d12+2=10 so skill = 30
Identify trapML 1roll 1d12-1 =1 so skill = 10
Lock picking ML1roll 1d12+2 =5 so skill = 19
Bonus build points
Int -6BP
Ancient History ML1roll 1d12+2 =13 so skill = 27
Botany ML1 roll 1d12+2 = 12 so skill =26
Literacy (Varazzan) ML1roll 1d12+2 = 11 so skill =25
Wis – are you kidding?
Cha-6 bp
Persuasion ML1 roll 1d12+2 =12 so skill = 26
Recruiting ML1roll 1d12+2 = 12 so skill = 26
Native language Varazzan37 +14+14 +roll of 18 skill = 83
Native language Kethian37 +14+14 +roll of 3 skill = 68
Finally Hit points roll 3so hp =21
Source: Pregenerated Charactors at first level no two the sneak (http://hackmasterinburton.blogspot.com/2014/08/pregenerated-first-level-charactors-no.html)
Title: EG: Pregenerated charactors at first level charactors no one the Squire
Post by: EvilGinger on 23 August 2014, 10:30:19
Pregenerated charactors at first level charactors no one the Squire
Name Ranjazar Epaliren
Varazzan human fighter
Attribute rolls
STR 12-33
INT 15-76
WIS 12-07
CON 09-76
DEX16-29
LKS 07-43
CHA 14-51
A good set which I will not rearrange so 90 build points
I will however spend 3 build points to bring the con to 10/06 and 26! To take LKS up to 10/03
Human fighter – costs 20 Build points
This leaves me with 40 build points without quirks and flaws, that I will do next getting the following
058 – First – Animal Phobia- canines30
795 – Second – HackFrenzy 19
Other Priors and particulars
Gender female
Age 19
Height 66”
Bmi = 19.5
Wt 120lb
Handedness - Right handed
Family
Birth – legitimate with two loving parents +4BP
Two Siblings – sisters both alive not twins
Youngest of three
One devoted
One natural
Build points – 93
Weapons
Long sword2
Horseman’s pick 2
Lance 2
Dagger1
Bare handed0
Club0
86
Ride – horseML 312 roll 2+7+1 skill 22
DiplomacyML 2 8 roll 3+5skill 22
RecruitingML 1 3 roll 10skill 24
Resist persuasion ML 1 3 roll 6skill 18
Etiquette and manners(Varazzarus) 5
55
Weapon specializations
Long sword +1 all specializations20
Horseman’s pick +1 all specialization20
+ 2 speed10
+1 speed dagger05
Bonus Build points from stats
Int – 10 bp
Literate Varazzan ML2roll 10+9 skill348
Language KethianML1roll 19skill 342
Wis – 2bp
Current affairs ML1roll 22 skill 342
Cha -6 bp
Persuasion ML2 roll 10+4skill 286
Free fighter skill
Appraise weapons & armour ML1 roll 11 skill 25free
Native language Varazzan37 +15+15 +roll of 12 skill 79
Finally Hit points roll 7so hp =27
Source: Pregenerated charactors at first level charactors no one the Squire (http://hackmasterinburton.blogspot.com/2014/08/a-couple-of-pregenerated-charactors.html)
Title: EG: lead in to adventure
Post by: EvilGinger on 23 August 2014, 10:30:21
lead in to adventure
Group Background
The company was founded late last summer by the last surviving hero of the Giant wars of a generation ago the many storied Erened Varnia as he felt that a threat was coming to the northlands as it had had when the giants and their allies or as the now liberated half giants would have it slave soldiers had come down from the ice and mountains in the utmost north scattering the Kethian tribes and invading civilized lands, with much slaughter. They had only been stopped when after many tribulations and great deeds and his companions who amongst other things had started a revolt amongst the Half Giants, rallied at least some of the intensely superstitious and often xenophobic Kethians tribes and clans to the cause and finally located and bested the Jalakirr king of the giants in his iron halls.After that the small band of heroes that survived largely settled down and with all of them being human and with time taking its inevitable toll they are reduced to the crippled Erened Varnia in Torn hold.
The company has known each other since then and have trained together under the tuition of Erened Varnia since and are familiar with each others strengths and weaknesses and favoured approaches to problems. The Company are aware that Erened Varnia had some fairly strict recruitment criteria and that more than they came to Torn hold and attempted to join and some of these would be members still linger about the town.
Now with the coming of spring he deems them ready and has sent them all to Angrad, a couple of days ride north and west of Torn hold where the master smith Khonnir will craft them an item of equipment or weapon as a reward for reaching this level of acquirement in the demanding old mans eyes. The plan then is for them to return for further training, before commencing on whatever task he has in mind, what this task might be is something he has so far kept secret. That those of the company given to such nonsense are speculating about it has not elicited any answers.
Source: lead in to adventure (http://hackmasterinburton.blogspot.com/2014/08/lead-in-to-adventure.html)
Title: EG: Pregenerated Charactors at first level no three the sword master
Post by: EvilGinger on 23 August 2014, 21:00:07
Pregenerated Charactors at first level no three the sword master
Name Azikiri Mori
Varazzan human fighter
STR 16- 91
INT 10-18
WIS 08-41
CON 14-41
DEX 10-26
LKS 12-57
CHA 12-87
This is a very good set especially for a fighter so I am not going to rearrange them so get a base of 90 build points.
I am rather tempted to roll his Strength over to 17/01 but that can solve itself in a level or two for free and sixteen is good any way. The stat that needs sorting out is his wisdom as the last thing you want is a fighter who is slow to react; especially given the lethality of the system raising it to 10/01 costs 16 build points
Human Fighter costs 20 Build points
So that gives 54 build points to spend before doing priors and particulars and quirks and flaws
Quirks and flaws
662 Superstitious – roll 4, about the dead and death grants 15bp
Other priors and particulars
Gender male
Age – 20
Height– 68”
Bmi – 24
Wt – 157lb
Handedness – Right
Family
Birth – illegitimate – child of a rape – Abusive Parent – disowned by family
Additional flaw as a result of upbringing 933 Pocking and acne scaring on face and neck which reduces his LKS to 11/57
Build points 69
Two Handed Sword 2bp
Long Sword2bp
Dagger1bp
Short bow 2bp
Talents
Level one specialization great sword20bp
Level two Specialization great sword40bp
Skills
Survival urban ML1roll 1d12 gives a 5 so skill = 152bp
Free Skills and proficiencies gained as a Fighter
Appraisal weapons and armour ML1 roll 1d12 gives 4 so the skill is 14
Weapon Proficiency – club and bare handed
Bonus build points
INT None
WISNone
CHA1 bp
Distraction ML1the roll of 1d12 +1 gives 4 so the skill is 16
Native language Varazzan 37 +10+10 + 4, roll of d20, = 61
And finally Hit points 14+10 +1d10 (5) =29
Source: Pregenerated Charactors at first level no three the sword master (http://hackmasterinburton.blogspot.com/2014/08/pregenerated-charactors-at-first-level_23.html)
Title: EG: Pregenerated Charactors at first level no four the priest
Post by: EvilGinger on 23 August 2014, 21:00:08
Pregenerated Charactors at first level no four the priest
Doleshimir
Dwarven cleric of the BRIGHT ONE
STR 13-94
INT 12-53
WIS 11-100
CON 15-79
DEX 15-98
LKS 15-38
CHA 13-50
Good set of stats again so no need to rearrange things I feel so a full 90 build points, granted I could have swapped something higher into his wisdom but on the final analysis did not think it worth the Build points the swap would cost. I did however roll his Dex over to 16/03 at the cost of one build point his wisdom to 12/05 at the cost of one build point and his strength to 14/04 at the cost of two build points and his Con to 16/04 at the cost of five build points. Applying these and the modifications for being a dwarf gives
STR 14/04
INT 12-53
WIS 12/05
CON 20/04
DEX 16/03
LKS 12-38
CHA 11-50
In the end I spent 11 build points on attributes and with the 35 being a cleric as a dwarf costs that leaves me with 44 to spend before Priors and Particulars
Quirks and flaws
113 chatterbox 10bp
Other priors and particulars
Gender male
Age 58
Height54”
Bmi 38.5
Wt 159lb
Handedness – ambidextrous
Family
Birth legitimate abusive mother and ill-equipped father – fear of heights as a result
Siblings two, both younger than him
Female – alive – very close
Male – alive – natural
Build points 44
Weapons
Dagger2bp
Cross bow4bp
Talents
Extra hit points 20bp
Illusion resistant 10bp
Poison resistant +2 8bp
Free skills and proficiencies gained as a cleric & dwarf
Weapon – Mace
Armour – heavy and shield
Skills
Fire building ML1 roll 1d12 of 5 so skill =17
First aid ML1roll 1d12 of 8 so skill =20
Literacy (Dwarven) ML1 roll 1d12 of 8 so skill =20
Mining ML1 roll 1d12 of 3 so skill =15
Religion (Bright One) ML 1 roll 1d12 of 1 so skill = 13
Devine Lore ML1 roll 1d12 of 19 as it penetrated so skill = 31
Bonus Build points
INT – 2bp
Language (Varazzan) ML 1
WIS –2 bp
Fire Building ML1
CHA – none
Native language – Dwarven roll 37+12+12 +1d20 rolled 10 so the skill is 70
Hit points 10 size +20 con +1d8 +1d4 becomes 30+2+3 =35
Source: Pregenerated Charactors at first level no four the priest (http://hackmasterinburton.blogspot.com/2014/08/pregenerated-charactors-at-first-level.html)
Title: EG: A History of the Shambles
Post by: EvilGinger on 24 August 2014, 17:30:16
A History of the Shambles
Introduction & history
In the new town of Vayham there is a district which is known as the Shambles it has an interesting origin around a century ago after the building of the dye works its builder decided to build a fine house up wind of his works and the adjacent tannery's but on the cheap land outside the then town walls. There followed a period of economic boom forth and the whole area which is now the Newtown grew considerably. In due course the builder of the dye works died and his heirs who had grown even richer from the income form the works amongst other things decided that grand as the stone house was they did not want to live adjacent to what was now a relative slum as the second tannery had been built by this time and workers houses for it and the exiting tannery and growing dye works clustered thickly about them. They moved closer to the north gate where all the other wealthy towns’ folk lived and still live to this day.
The sold the old house to the Kalamarian engineer who had been bought in by the then Count to deal with the problem of the growing effluent from the Tannery’s and dye works not to mention the water run off from the regular rain. There was a fear that this run off might contaminate the water supplies for the whole town and poison every one. The Engineer lived in the house during the building of the new town drains though the area was not called that then as this was before the walls where built. He continued to live here and use it as a base of operations as he worked in other towns in the region after the drains where built and the wall was extended until he did not return form one of his trips. His staff dispersed when he did not come back and he seemed to have no heirs.
The abandoned house was shortly inhabited by squatters and more squatters’ moved into and built shacks in the houses gardens forming the beginnings of the area now know as the shambles. At some point in the intervening sixty or so years the old house succumbed to neglect and collapsed, but the ruins where quickly mined for building materials and then over built by more huts and shacks until in the current day no surface trace of the house remains except perhaps a bit of a mound in the middle of the shambles.
The shambles today
The Shambles today is a warren of single story huts sheds and lean-tos’ with no road or even lane penetrating it just an ever changing maze of the narrowest of alleys so as to allow its residents access to their usialy squalid hovels. Life here where the poorest of Vayham’s poor dwell was never easy and its inhabitants where afflicted with near starvation chronic unemployment and poverty even in the best of times with the coming of the goblin troubles and the towns population being more than doubled in a very short time. The wealth refugees displaced the poorer townsfolk form the better lodgings elsewhere in town as they could now no longer afford inflated rents and the poorer refugees once the poor house was full where forced to find shelter where they could, many so displaced found their way to the Shambles and swelled its population disproportionately. The area which was already over crowded and a breeding spot for disease has become more of one and the occurrence of large and aggressive rats on its alleys at night is becoming more frequent. To make matters worse when the goblin siege started the goblins crude siege engines made the area within a hundred feet of the town wall uninhabitable as the first fire pots caused a severe fire the town militia where hard pressed to deal with and burned down almost a third of the place and only the most daring or desperate have rebuilt in this areaas the goblins are still dropping bags of flints and fire pots over the wall into the area and such rebuilding is even more ramshackle than before being mostly crude tents.
Source: A History of the Shambles (http://hackmasterinburton.blogspot.com/2014/08/a-history-of-shambles.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 24 August 2014, 19:04:44
more is on its way folks
>:DGinger
Title: EG: Experience awards for Episode Twenty two
Post by: EvilGinger on 24 August 2014, 21:00:06
Experience awards for Episode Twenty two
Introduction
Not that much got done largely as the session time got consumed in the administration of levelling up and in any event much of the session gaming was going to be consumed in setting things in place for the next session however stuff got done and experience honour and fame needs to be handed out for that
Episode XVIII – a merging of ways
In which the two companies form Vayham and from outside meet for the first time
Experience
Honour
Fame
The fight at the west Gate
(I had intended to role play this in detail, but did not get a chance to in the end )
Oliver
10
+0
+1
Nyassor
15
+1
+2
Sondan
15
+1
+2
Coradoc
10
+2
+0
At the Hospital
Coradoc scrounging
15
+1
+0
Healer and Siskin
10
+0
+0
Oliver dropping in
5
+0
+0
Out and about town
Dvorn spreading his legend (Dvorn)
15
+3
+3
Rest of the original company
0
+1
+1
Lalia around town
5
+0
+0
Telec around town
5
+0
+0
Aeltred around town
15
+1
+0
Aeltred gathering up the strays
5
+1
+0
Aeltred Succeeding & being a smug git about it
+0
+1
+0
At the Temple of the True
Fawlit Being a good Guard
5
+1
+0
Telec arguing with the assistant priest
15
+1
+0
Telec good use of clerical magic
15
+1
+0
Arguing with the high priest of the true
5
+0
+0
Failing in his objective
10
-1
+0
The Meeting at the Hospital and the high priests Briefing
All the original company except Telec
5
+0
+0
Siskin
10
+1
+0
Telec for being late
0
-1
+0
In group discussions and planning
5
+0
+0
Miscellaneous role playing
All characters whose player was present
+5
+1
+0
Original company being loyal to their friends
+5
+3
+0
Original company being associated with undesirables, the dwarves and the Half Orc
+5
-3
+0
Doing stuff off camera
Heradin & Thans
10
-1
+0
Doing stuff off camera Nyasse
30
+5
+0
Siskin, Healer and Coradog for amusing the GMin assorted ways
10
+0
+0
Source: Experience awards for Episode Twenty two (http://hackmasterinburton.blogspot.com/2014/08/experience-awards-for-episode-twenty-two.html)
Title: EG: Against the Robots
Post by: EvilGinger on 24 August 2014, 21:00:06
Against the Robots
As my proposed solo Adventures elsewhere on line game is taking rather a long time to take off owing to my Darling Nieces ailments and myriad of distractions and I have been paying Roll20 for a mentors subscription and not using it . I decided to bite the bullet and try to get another game off the ground on Roll 20 and as I am often taken by the quality of Paizio's Pathfinder game and have been a fan of Science Fantasy since I got over the Vegapigmies eating my favourite character to date in the module S3
As I never owned a copy of this module but I have since acquiring Pathfinders Wrath of the Righteous adventure path become a fan of the Adventure path concept
I decided to use Pathfinders newly started adventure path Iron Gods as at least a launch point for the game as I liked the idea and fancied the challenge of building a lot of home brewed monsters, which is all John Belmonte's fault as I have been having such fun with his in the Strange world of Random Doom something which I am sure I have had occasion to mention on here.
I quickly sketched out a bit of background, to replace Numeria the Pathfinder setting for this and have the beginnings of a home brewed world and am now ready to run at leas a character generation session. and I hope see where it goes for there. I don't know how close to the original story arc we will stick but there will be a lot of fun to be had finding out.
Source: Against the Robots (http://hackmasterinburton.blogspot.com/2014/08/against-robots.html)
Title: EG: More annoyances
Post by: EvilGinger on 24 August 2014, 21:00:06
More annoyances
Computers Grrr... once again my consolidated experience page is refusing to update when I try to update it and if it continues to do so I am going to have to work out an alternative way of hosting what are becoming rather large documents ... Computers Grrrr....
Source: More annoyances (http://hackmasterinburton.blogspot.com/2014/08/more-annoyances.html)
Title: EG: More annoyances
Post by: EvilGinger on 25 August 2014, 00:30:13
More annoyances
Computers Grrr...
Once again my consolidated experience page is refusing to update when I try to update it and if it continues to do so I am going to have to work out an alternative way of hosting what are becoming rather large documents ...
All of which using valuable time when I should be working on articles and posting more stuff here
Computers Grrrr....
Source: More annoyances (http://hackmasterinburton.blogspot.com/2014/08/more-annoyances.html)
Title: EG: on a positive point
Post by: EvilGinger on 25 August 2014, 00:30:13
Source: on a positive point (http://hackmasterinburton.blogspot.com/2014/08/on-positive-point.html)
Title: EG: I need help
Post by: EvilGinger on 25 August 2014, 10:30:10
I need help
I have signed up for Twitter, as EvilRpgGMI think I may well have completely lost the plot but the intent is to raise the profile of this blog and promote and fund raise for Burton Wildlife Rescue, which as you should know I sport here hence amongst other things the Adverts and the posts with pictures of rescued animals in which I will alos be tweeting about or whatever its called
I have also added a twitter gadget to my blog so re-tweet the cools stuff as well
Source: I need help (http://hackmasterinburton.blogspot.com/2014/08/i-need-help.html)
Title: EG: Review - Legacy of the Elm King Adventure
Post by: EvilGinger on 25 August 2014, 10:30:10
Review - Legacy of the Elm King Adventure
A review of the Legacy of the Elm King reposted form the Kenzer forums
PDF Cover
"I'm gonna be pretty purposefully vague so as not to give away too much info as spoilers, but still if you're not remotely likely to GM this, and much more likely to just play it, probably don't read any further. Just know that you can recommend this adventure to your GM unreservedly. It'll be a lot of fun to work through from both sides of the table. If you are a GM this adventure will fit in perfectly with a story set in the Frandor's Keep area. It's built upon a previous adventure "In the Realm of the Elm King" but can be run without any problems by parties that missed that first leg. It can also be imported without any problem into much any other setting, as long as there's a likelihood of Kobolds living around and a somewhat pastoral farming community. It'd probably take a pretty long session or 2-3 smaller sessions to get through. Generally, this adventure is fun and easy to read. Important for GM's! Stats are laid out in a precise and easily understood manner, and I rarely found myself confused or flipping back and forth to remind myself of what was what. Fun to read, should be pretty straight forward to run. I don't usually look for straight dungeon crawls because I often find them rather one dimensional, repetitive and rather broken from a story-telling perspective (I often find myself asking "why are these creatures even here in the first-place and why the heck is there all this valuable loot lying around unattended?"). LoEK does a great job of building homegrown plausibility that fits right into its regional setting (Vew, near Frandor's Keep). From the hooks to the setting descriptions, I found myself right in the lay of the land, believing what I was hearing and ready for more. In now way did I feel the setup to be contrived or out of place, as hooks sometimes can feel. That's important to me cause I try to keep players involved in a consistent setting-feel, which can be broken, and thus belief unsuspended, so to speak, if setup is "off." While the dungeon crawl itself is "just another Kobold lair" for me it wasn't "just another Kobold lair." It had a really neat unique feel to it, largely thanks to the well thought-out layout of the warren and the interesting little descriptions (rocking-chair thrones and a scepter fashioned out of a yarn-festooned ladle is awesome). From a technical encounter standpoint, this crawl (literally) will likely have your players feeling claustrophobic and paranoid (with a little bit of skilled delivery) and ready to get through the dam thing so they can get the erf out. The layout makes this crawl a potential meat-grinder. Complacent players and those expecting "just another Kobold lair" will find themselves in some tight spots, and pay some penalties. I wouldn't be surprised to see a PC kill or two. Awards are pretty straightforward and pretty generous too for parties able to take full advantage. That's another cool aspect, as there's lots of stuff that PCs might easily miss if they're just running through rough-shod (or scared). My only constructive criticism is that there were a few sections where I wasn't totally clear on what Kobolds should be where in certain circumstances (want to leave this vague ala spoilers) ... for example, should there be 6 behind the barricades if A happens, or none? If none, then where are they and what are they doing? But really, these details should be pretty easy for the GM to extrapolate and make decision on without exact guidance. I'm quite looking forward to hooking my table in the mouth with this little adventure! I'm thinking I might even offer it as a detour to their present mission, though I doubt they'll bite right now cause what they're after is vitally important and they know it. Still, some day! Cheers"
Source: Review - Legacy of the Elm King Adventure (http://hackmasterinburton.blogspot.com/2014/08/review-legacy-of-elm-king-adventure.html)
Title: EG: On catching up duty
Post by: EvilGinger on 25 August 2014, 21:00:09
On catching up duty
I will be mostly playing catch up and preparation for Episode Twenty Three of the Company of but I am also working on developing things for Against the Robots my soon to start on line game. In any event I hope to maintain a good work rate in posting on the blog so there will be new content to look at and keep the reader interested.
Source: On catching up duty (http://hackmasterinburton.blogspot.com/2014/08/on-catching-up-duty.html)
Title: EG: Regional history for Against the Robots
Post by: EvilGinger on 26 August 2014, 00:30:06
Regional history for Against the Robots
History
The area has been on the periphery of several significant empires in the past but most recently that of the island based Varazzan Empire which conquered and absorbed the area south of the Gap around three hundred years ago. They did not advance through the gap into Kethian lands until significantly later as they had learned from the dwarves of the southern edge of the Barrier Peaks and by the local Ammrenmd and Solmari tribes, who dwelt in the relatively fertile lands south of the gap and which they had incorporated into the empire of the extreme inhospitability of the lands north of the gap and how beyond a scattering of extreme primitives not one lived there and there where no resources worth trading up there either.
However with the development of the new Satrapial capital at Iranariz and its growth based on trade with the nearby and allied dwarf kingdom intrepid explorers pressed the frontier further west at first in to the lands of the Barbarian Jehenghii triggering a series of border wars with them and then after the discovery of the odd ore deposits at what is now Zebregan, and which is now exhausted, followed then the sighting of the odd purple flare further north several years latter where it was found the ore or rather metal mined could be worked rather than traded to the dwarves in its unworked form and Angard was founded. It subsequently became quite an industrial centre and remains so to this day even with the much reduced supplies of the strange grey Kethian steel as since the depletion of the Zebregan lode all that is to be had has to be scavenged form deep inside the barrens to the north where it is found on the surface in small quantities.
Further settlers moved north and a trade route was established through Torn Hold, itself a small abandoned Dwarven hold with the dwarves through Dulkariz mostly for food for whilst the Dwarves farmed and indeed Dulkariz was their farming hub they quickly became enamoured of the quality and variety that humans could grow
Source: Regional history for Against the Robots (http://hackmasterinburton.blogspot.com/2014/08/regional-history-for-against-robots.html)
Title: EG: Updated Players Map
Post by: EvilGinger on 26 August 2014, 00:30:06
Updated Players Map
This is the latest version of the players map for the game
I originally intended it a a GM's map but having added a lot of information to it I realized that there was nothing on it that would do the players any harm knowing at the moment and as we all like Maps I though I would post it in addition it supports the regional history I am also posting. both of which are a change form slogging through the catching up work I am doing in between times
Technically its a GIMP generated A3 Canvas which has been exported as a JPEG to be posted here.
Title: EG: Human Ethnicities and other Races for against the Robots
Post by: EvilGinger on 26 August 2014, 00:30:06
Human Ethnicities and other Races for against the Robots
Ethnicities in the area
Varazzan
Averagely built humans with dark hair and pale eyes rare this far west and outside the larger cities they resemble our worlds Japanese physically in many but have round eyes ways but are not shorter than surrounding people in the way the medieval Japanese where. There culture is old sophisticated and mostly a maritime based mercantile one. The imperial phase they are currently in started with them expanding on a trade basis into the lands of the failing Arran Empire some five to six century’s before and they prefer to expand by trade and assimilation than conquest. However those who dismiss them as a nation of shopkeepers should be aware that they are more than able to fight when required.
Ammrenmd
Solmari
Jehenghii
Kethian
Source: Human Ethnicities and other Races for against the Robots (http://hackmasterinburton.blogspot.com/2014/08/human-ethnicities-and-other-races-for.html)
Title: EG: Languages - for Against the Robots
Post by: EvilGinger on 26 August 2014, 00:30:06
Languages - for Against the Robots
by way of a reminder that I need to do this
Source: Languages - for Against the Robots (http://hackmasterinburton.blogspot.com/2014/08/languages-for-against-robots.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 26 August 2014, 08:30:23
Many more updates are on the way - still working on them
>:DGinger
Title: EG: Human Ethnicities and other Races for against the Robots
Post by: EvilGinger on 26 August 2014, 11:00:13
Human Ethnicities and other Races for against the Robots
Ethnicities in the area
Humans
Varazzan
Averagely built humans with dark hair and pale eyes rare this far west and outside the larger cities they resemble our worlds Japanese physically in many but have round eyesways but are not shorter thansurrounding people in the way the medieval Japanese where. There culture is old sophisticated and mostly a maritime based mercantile one. The imperial phase they are currently in started with them expanding on a trade basis into the lands of the failing Arran Empire some five to six century’s before and they prefer to expand by trade and assimilation than conquest. However those who dismiss them as a nation of shopkeepers should be aware that they are more than able to fight when required.
Ammrenmd
Solmari
Jehenghii
Kethian
The tribes who live north of the gap and which are actually mixes of similar cultures all are small slightly built compared to the peoples from the south of the gap universally blue eyed blonde and very fair skinned. Culturally
Non Humans
Dwarves
Mountain folk with a large mostly subterranean kingdom under the barrier peaks to the east of the gap. Who have been stanch allies of the Varazzans since they met as both seem to be mercantile peoples
Half giants
Massive hulking folk who where the foot soldiers for the giants in the war thirty years ago but who had not been heard of at all before, unlike the giants themselves who feature commonly in Kethian folk lore as evil antagonists. They appeared to have dwelt with the giants and in the lands immediately south of the northern mountain range where the giants originate. Those who now dwell in the south are the survivors of an uprising provoked by Gialia silver tongue of Vania’s old band and their descendants.They tend to live either in small communities and farm or work as labour for humans especially around Zebregan where there massive strength and hardiness lead to a reopening of the mines as they could prize more metal form the load than humans even if the mine tunnels needed to be widened in most cases tom let them in
Source: Human Ethnicities and other Races for against the Robots (http://hackmasterinburton.blogspot.com/2014/08/human-ethnicities-and-other-races-for.html)
Title: EG: Languages - for Against the Robots
Post by: EvilGinger on 26 August 2014, 11:00:17
Languages - for Against the Robots
Local languages
Human
Varazzan
The imperial language and the common tongue of the empires subject tribes even where they speak another as a native tongue it is also the only written human language as it is the language of governance and officialdom
Ammrenmd
The declining language of the region south and west of the gap, not commonly written and if it is it uses an adapted Varazzan script, it is seen as a peasant language as the peoples who spoke it have been long assimilated by the empire.
Solmari
Also declining it is the language of the tribes in the south central area below the gap it did stretch further west but it has been over run in that part of its range by Jehenghii and by Varazzan as the border wars or of the last centaury drove it back and caused the plantation of Varazzan speakers in military settlements along the border to reinforce it. It is seen as less rustic than Ammrenmd and many in its core area are still bilingual. It did have a written form once but as it was pictograms more like an advanced version of geasee it has been superseded by the more useful Varazzan alphabetand is now extinct
Jehenghii
The language of the empires local rivals who are a fierce mountain and woodland people who are themselves seeking to expand and pressing hard against the empires border.
Kethian
More a family of related languages spoken by the tribes north of the Gap, common versions are Sulimirog and Ulimorg, which are spoken by the tribes who fled the Giants and rebelled against them respectively but every family group on the barrens speaks its own variation and no one knows how may of them there are.
Non human
Dwarf
The only friendly non humans present in the area in any numbers with a distinct language are the hill dwarves who have there own spoken and written tongue but as is the custom of their kind keeps this very much to themselves with all discourse with others being conducted in the languages of those others.
The half giants
Tend to speak the tongue of their masters either the Varazzans or the giants or a dialect of Kethian
Source: Languages - for Against the Robots (http://hackmasterinburton.blogspot.com/2014/08/languages-for-against-robots.html)
Title: EG: Against the robots Benefits of being in the Company of Varnia
Post by: EvilGinger on 26 August 2014, 11:00:17
Against the robots Benefits of being in the Company of Varnia
Benefits of being in the Company of Varnia
Starting gear
All get an additional suit of clothes and the choice of either +1 studded leather armour or +1 leather armour and a tabard in Varnia's colours, none of the armour is lighter or less bulky than the normal sort because it is based on quilted leather armour a favourite for the area’s often bitterly cold climate rather than the types in the PHB and the sheepskins stitched facing fur side in and packed with wool are if any thing more bulky that the standard sort
Whilst wearing the tabard players will have a minimum of ten points of fame since Varnia is a known local hero and they are associated with him even if no one has heard of them in particular before. There are other benefits but they will be revealedas time goes on
Source: Against the robots Benefits of being in the Company of Varnia (http://hackmasterinburton.blogspot.com/2014/08/against-robots-benefits-of-being-in.html)
Title: EG: Admin jobs to do
Post by: EvilGinger on 26 August 2014, 11:00:17
Admin jobs to do
set up a twitter feed form this blog so all of the new stuff gets tweeted as its posted
Source: Admin jobs to do (http://hackmasterinburton.blogspot.com/2014/08/admin-jobs-to-do.html)
Title: EG: Human Ethnicities and other Races for against the Robots
Post by: EvilGinger on 26 August 2014, 21:30:09
Human Ethnicities and other Races for against the Robots
Ethnicities in the area
Humans
Varazzan
Averagely built humans with dark hair and pale eyes rare this far west and outside the larger cities they resemble our worlds Japanese physically in many but have round eyesways but are not shorter thansurrounding people in the way the medieval Japanese where. There culture is old sophisticated and mostly a maritime based mercantile one. The imperial phase they are currently in started with them expanding on a trade basis into the lands of the failing Arran Empire some five to six century’s before and they prefer to expand by trade and assimilation than conquest. However those who dismiss them as a nation of shopkeepers should be aware that they are more than able to fight when required.
Ammrenmd
Are almost completely Varazzan in culture these days with the odd remnant of the culture they had prior to conquest and assimilation being found in rustic backwaters. They are physically of average size for humans and generally of a European appearance though both ginger hair and blonde are quite rare and due to long contact with the Varazzans long dark or black hair is common in the larger towns.
Solmari
Still have a distinct culture which makes them different from both the Varazzans and there neighbours are a vigorous people taller than the average human by a good couple of inches but noticeably slimmer. They are mostly farmers and even those that live in the cities the Varazzan’s built tend to follow the agricultural calendar rather than the Varazzan one which is more commercial and perhaps maritime. In general appearance they are a lot like their Ammrenmd neighbours except that straight hair is unknown and many have African type hair, and adopt similar practices of oiling and braiding it though they are much more likely to be either blondes or redheads as those with darker hair tend to have more Eurasian type hair. They are strongly religious and worship various agricultural deities as well as the Bright One a cult they seem to have adopted form the Dwarves with whom they have been in long contact. It is from them that the local nobility even those of Varazzan descent adopted the practice of a married couple holding the title between them
Jehenghii
They came from the west out of the dense temperate jungles beyond the Solmari lands, seemingly absorbing displacing bands of primitive forest hunter gatherers as they did so. A fierce warrior culture which considers trade beneath it and the province of slaves, they warred with the west most Solmari tribes and drove them out before being stopped by an alliance of Solmari and the dwarves. After the Varazzans came and began to dominate the Solmari lands and press on into those they considered theirs they chanced there arm again against the week easterners andlearned to their cost that they where not so weak
Kethian
The tribes who live north of the gap and which are actually a mixture of related groups of varying size ranging from small family groups of hunter gatherers eking a living on the barrens, to the larger tribes around the south and west edges of the region where some agriculture is possible an where game is to be had all be it very little especially by the standards of the more fertile and warmer lands south of the gap. All are small slightly built compared to the peoples from the south of the gap universally blue eyed blonde and very fair skinned. They are a Stone Age culture with a strong fear of technology especially worked metals and a complex web of taboos particularly about certain mounds mostly in the barrens which they hold to hold evil spirits. They have little fear oddly enough of magic but being an illiterate culture arcane magic is limited to what can be thought by rote and there religion is based around nature spirits the most powerful of which the Elk and the Eagle have something like an over arching inter group organization. As with arcane magic the priests of the Elk and the Eagle are limited as all knowledge has to be transmitted orally and learned by rote. There are similarities between these people’s cultures and those of the Laps and Siberians for the larger groups and of the precontact Inuit for the smaller ones on the barrens.
Other human ethnicities
The Varazzan Empire is as is typical of ancient and medieval empires a multi ethnic entity so pretty much every imaginable human appearance and culture can be found with in its broad boarders or with in those of the similar empires who are its neighbours to the south and south west, it is just that by the time you get to the empires north west corner there are very few of them to be seen on the street, sufficiently so as to draw curious stares and the interest of small children. The Varazzan’s are not how ever racist on the whole and have a pragmatic all encompassing attitude to foreigners whilst still considering being Varazzan to be the height of human achievement.
Non Humans
Dwarves
Mountain folk with a large mostly subterranean kingdom under the barrier peaks to the east of the gap. Who have been stanch allies of the Varazzans since they met as both seem to be mercantile peoples
Half giants
Massive hulking folk who where the foot soldiers for the giants in the war thirty years ago but who had not been heard of at all before, unlike the giants themselves who feature commonly in Kethian folk lore as evil antagonists. They appeared to have dwelt with the giants and in the lands immediately south of the northern mountain range where the giants originate. Those who now dwell in the south are the survivors of an uprising provoked by Gialia silver tongue of Vania’s old band and their descendants.They tend to live either in small communities and farm or work as labour for humans especially around Zebregan where there massive strength and hardiness lead to a reopening of the mines as they could prize more metal form the load than humans even if the mine tunnels needed to be widened in most cases tom let them in
Source: Human Ethnicities and other Races for against the Robots (http://hackmasterinburton.blogspot.com/2014/08/human-ethnicities-and-other-races-for.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 26 August 2014, 22:02:02
Need to go back and finish the regional history article & write on on the war against the Giants but I need more +:coffee=+::coffee: +:coffee=+::coffee: first I think. I also need to turn on the Company of Fools back log and reduce that
>:DGinger
Title: EG: The War against the Giants
Post by: EvilGinger on 27 August 2014, 11:00:07
The War against the Giants
A history
A stub article intended to detail the regions most important event of the last generation
Source: The War against the Giants (http://hackmasterinburton.blogspot.com/2014/08/the-war-against-giants.html)
Title: EG: Against the Giants House rules
Post by: EvilGinger on 27 August 2014, 11:00:08
Against the Giants House rules
A stub article intended to detail the changes I have made to the hackmaster ruloes to fit my vision of the setting
Source: Against the Giants House rules (http://hackmasterinburton.blogspot.com/2014/08/against-giants-house-rules.html)
Title: EG: The Differences between the world of Against the Robots & the standard setting
Post by: EvilGinger on 27 August 2014, 11:00:08
The Differences between the world of Against the Robots & the standard setting
Even more Humanocentric than normal
No humanoids none of the standard humanoid races are included
Fewer demihumans than are standard and no half races
Fewer intelligent races all round this includes intelligent non humanoid monsters
A different set of Gawds and associated priests even if some of them are quite similar such as the Bright One of the Dwarves and the Solmari and the Elk and the Eagle of the Kethians who are the Cathedral of Light, The Conventicle of the Great tree and the temple of the patient arrow, respectively with minor changes
Illiterate arcane spell users
Illiterate priests
A much less benign environment mother nature is also your foe
Source: The Differences between the world of Against the Robots & the standard setting (http://hackmasterinburton.blogspot.com/2014/08/the-diferences-betwean-world-of-against.html)
Title: EG: Pathfinder
Post by: EvilGinger on 27 August 2014, 11:00:08
Pathfinder
Given that I have quantities of pathfinder adventures
Title: EG: Things I need to do for the blog
Post by: EvilGinger on 27 August 2014, 14:30:15
Things I need to do for the blog
Learn how to clean up Microsoft word generated HTML without losing all the format or find out what the equivalent of TAB is in HTML as tab separated columns are fine by me.
This would fix the bottle neck I have with the write ups for company of Fools amongst other things
Source: Things I need to do for the blog (http://hackmasterinburton.blogspot.com/2014/08/things-i-need-to-do-for-blog.html)
Title: EG: Against the Robots NPC list
Post by: EvilGinger on 27 August 2014, 14:30:17
Against the Robots NPC list
Something I need to do tomorrow
Source: Against the Robots NPC list (http://hackmasterinburton.blogspot.com/2014/08/against-robots-npc-list.html)
Title: EG: A Map Of Torn hold
Post by: EvilGinger on 27 August 2014, 14:30:17
A Map Of Torn hold
Also on my things to do list
Source: A Map Of Torn hold (http://hackmasterinburton.blogspot.com/2014/08/a-map-of-torn-hold.html)
Title: EG: A Map Of Torn hold
Post by: EvilGinger on 27 August 2014, 18:00:17
A Map Of Torn hold
A Bit of Background
Torn hold was initially founded by dwarves almost five hundred years ago as an extension to their surface farming enterprise in the vales around Drulkariz dwarf hold but dwarves are competent rather than gifted farmers and whilst it did not fail as such when the dwarves made trading contact with the Varazzan’s its days where numbered. As the amount and variety of food the Varazzans would trade for dwarf made finished goods made it more sensible to just buy the more exotic stuff than grow it themselves.
As the Varazzans began to expand north through the gap and discovered a large supply of the wonder metal at Zebregan the Dwarf king decided to sell the hold to the Varazzan’s for a large quantity of the metal which until the flare up of the purple flame at the site of what is now Angrad several years latter the Varazzans could not work. The dwarves had been aware of the metal as it is to be found in small quantities scattered about the area north of the Gap and where able to work it with difficulty in their sophisticated forges they valued it greatly and where always eager to get hold of more such as that the Varazzan miners could prize form the lode at Zebregan or latter hack from it with tools made from the reforged metal either by the dwarves or in the foundries at Angrad even if the reworked metal seemed to lack some of the hardness and toughness of the original and the tools made form it where whilst able to hack lumps from the mother lode soon broken and blunted by doing so.
So Torn hold passed peacefully from Dwarven hands to Varazzan hands and is now the centre of the most sophisticated farming enterprise north of the gap further human settlers founded a network of smaller holds in the relatively fertile valleys around in many cases taking over the farming centres the dwarves had built but soon expanding beyond that and producing fine crops form land which the dwarves had thought barren
The actual map is in process
Source: A Map Of Torn hold (http://hackmasterinburton.blogspot.com/2014/08/a-map-of-torn-hold.html)
Title: EG: The Differences between the world of Against the Robots & the standard setting
Post by: EvilGinger on 27 August 2014, 21:30:06
The Differences between the world of Against the Robots & the standard setting
Even more Humanocentric than normal
No humanoids none of the standard humanoid races are included
Fewer demihumans than are standard and no half races
Fewer intelligent races all round this includes intelligent non humanoid monsters
A different set of Gawds and associated priests even if some of them are quite similar such as the Bright One of the Dwarves and the Solmari and the Elk and the Eagle of the Kethians who are the Cathedral of Light, The Conventicle of the Great tree and the temple of the patient arrow, respectively with minor changes
Illiterate arcane spell users
Illiterate priests
A much less benign environment mother nature is also your foe and having survival skill and proper gear is vital
Barbarians who are more superstitious about technology worked metals in particular than magic
More variation between human ethnicities in some game mechanics
Source: The Differences between the world of Against the Robots & the standard setting (http://hackmasterinburton.blogspot.com/2014/08/the-diferences-betwean-world-of-against.html)
Title: EG: Players local Map
Post by: EvilGinger on 27 August 2014, 21:30:07
Players local Map
A Regional Map
Something of a work in progress, isn't every thing connected with a game whilst its running but this will build to show the detail of the area close to the players current base of Torn Hold and where the adventure starts Angrad
Key
Red areas are Varazaran lands
Purple areas are Dwarf land
Green areas heavy forest
Finally a bit of linguistic information on names - Varazzan place names ending in Grad are fortresses or at the least indicative of the presence of fortifications those Ariz are whilst often walled for protection largely civilian settlements with no major military presence. Torn and Zebregan are non standard with the former being a version of the original dwarven name and the latter being probably Solmori in origin
Source: Players local Map (http://hackmasterinburton.blogspot.com/2014/08/players-local-map.html)
Title: EG: Torn Hold Map in progress
Post by: EvilGinger on 27 August 2014, 21:30:07
Torn Hold Map in progress
Still at the early stages and I am thinking how best to do the houses and other buildings as I don't want to have to draw each one individually I was wondering if I could get a house or building brush for GIMP and use that. This is why its taking quite so long to be honest
Source: Torn Hold Map in progress (http://hackmasterinburton.blogspot.com/2014/08/torn-hold-map-in-progress.html)
Title: EG: A Map Of Torn hold
Post by: EvilGinger on 28 August 2014, 11:00:06
A Map Of Torn hold
A Bit of Background
T
Torn hold was initially founded by dwarves almost five hundred years ago as an extension to their surface farming enterprise in the vales around Drulkariz dwarf hold but dwarves are competent rather than gifted farmers and whilst it did not fail as such when the dwarves made trading contact with the Varazzan’s its days where numbered. As the amount and variety of food the Varazzans would trade for dwarf made finished goods made it more sensible to just buy the more exotic stuff than grow it themselves.
As the Varazzans began to expand north through the gap and discovered a large supply of the wonder metal at Zebregan the Dwarf king decided to sell the hold to the Varazzan’s for a large quantity of the metal which until the flare up of the purple flame at the site of what is now Angrad several years latter the Varazzans could not work. The dwarves had been aware of the metal as it is to be found in small quantities scattered about the area north of the Gap and where able to work it with difficulty in their sophisticated forges they valued it greatly and where always eager to get hold of more such as that the Varazzan miners could prize form the lode at Zebregan or latter hack from it with tools made from the reforged metal either by the dwarves or in the foundries at Angrad even if the reworked metal seemed to lack some of the hardness and toughness ofthe original and the tools made form it where whilst able to hack lumps from the mother lode soon broken and blunted by doing so.
So Torn hold passed peacefully from Dwarven hands to Varazzan hands and is now the centre of the most sophisticated farming enterprise north of the gap further human settlers founded a network of smaller holds in the relatively fertile valleys around in many cases taking over the farming centres the dwarves had built but soon expanding beyond that and producing fine crops form land which the dwarves had thought barren.
This was a pattern which continued for nearly fifty years until the giants came down out of Kethian folk lore into the real world
The actual map is in process
Source: A Map Of Torn hold (http://hackmasterinburton.blogspot.com/2014/08/a-map-of-torn-hold.html)
Title: EG: Episode Twenty three of a company of Fools a Preview
Post by: EvilGinger on 28 August 2014, 11:00:06
Episode Twenty three of a company of Fools a Preview
Whilst I have been delinquent in posting all that much about the Company of fools for a while because I fear I am rather getting demoralised by the amount I have not done and its given me a sort of writers block on the subject. However the game goes on none the less and all it will take is a cracking good session to recharge my enthusiasium banks and send me affter the back log and dealing with it
Episode twenty three will do just that so as a challenge to may players to night's the night you need to role play for your lives, characters any way, to amuse an jaded gm.
Tonight will concentrate on the party clearing out the Rot lords temple and cleansing the festering pits so up and at em....
Source: Episode Twenty three of a company of Fools a Preview (http://hackmasterinburton.blogspot.com/2014/08/episode-twenty-three-of-company-of.html)
Title: EG: Plan for the day
Post by: EvilGinger on 28 August 2014, 14:30:05
Plan for the day
From the Blog point of view its going to be a bit quiet as I will be spending most of my available time sorting out things for tonight's Company of Fools game however I am very much hoping that a good session will reinvigorate my motivation to do a proper post session bloging frenzy.
On the other games a Strange World of Random Doom is rather on hold until the GM's computer gets Resurected which I hope will be soon but should there be another missed session I will have to console myself by geting on with other things on the blog as I did last Sunday.
Against the Robots is ready to go and I don't think there will be all that much more to be done initially beyond completing the Stub articles I have already posted and double checking I have all the tokens and so forth in place for the first session of course as has already happened more work may be revealed as being needed in the process of doing that.
Lots to come and if I run out of that I shall brows back down the blog and do more on any sadly neglected articles I come accress.
Of line there is of course the whole Dungeon at Black Craig which grows as the company leaves it to fester.
Source: Plan for the day (http://hackmasterinburton.blogspot.com/2014/08/plan-for-day.html)
Title: EG: A Strange World of Random Doom
Post by: EvilGinger on 28 August 2014, 18:00:07
A Strange World of Random Doom
Tomorrow night some I will be preforming the Rite of Ashkente in a effort to find out quite what is going on here all we know is that the GM's computer has died and he has as a result gone off line and disappeared into the wilds of the internet for a while.
I hope this is the case but as the only communication is via his character slaughtering teenage nephew who like teenagers all over has the curse of the Butterfly mind to put it mildly I am beginning to worry that we may have driven him off the edge we are a pretty intense bunch of folks.
So please call in old chap we are worried now
Source: A Strange World of Random Doom (http://hackmasterinburton.blogspot.com/2014/08/a-strange-world-of-random-doom.html)
Title: EG: Major Mile stone
Post by: EvilGinger on 28 August 2014, 21:30:06
Major Mile stone
a myriad views
Not had a mile stone in quite some time but now we have a real big one
The blog has just passed ten thousand page views so I have to comment on it and say thank you to may gentle readers I am quite chuffed and will do my best to keep it going and interesting into the future
Source: Major Mile stone (http://hackmasterinburton.blogspot.com/2014/08/major-mile-stone.html)
Title: EG: A Map Of Torn hold
Post by: EvilGinger on 29 August 2014, 11:00:03
A Map Of Torn hold
A Bit of Background
Torn hold was initially founded by dwarves almost five hundred years ago as an extension to their surface farming enterprise in the vales around Drulkariz dwarf hold but dwarves are competent rather than gifted farmers and whilst it did not fail as such when the dwarves made trading contact with the Varazzan’s its days where numbered. As the amount and variety of food the Varazzans would trade for dwarf made finished goods made it more sensible to just buy the more exotic stuff than grow it themselves.
As the Varazzans began to expand north through the gap and discovered a large supply of the wonder metal at Zebregan the Dwarf king decided to sell the hold to the Varazzan’s for a large quantity of the metal which until the flare up of the purple flame at the site of what is now Angrad several years latter the Varazzans could not work. The dwarves had been aware of the metal as it is to be found in small quantities scattered about the area north of the Gap and where able to work it with difficulty in their sophisticated forges they valued it greatly and where always eager to get hold of more such as that the Varazzan miners could prize form the lode at Zebregan or latter hack from it with tools made from the reforged metal either by the dwarves or in the foundries at Angrad even if the reworked metal seemed to lack some of the hardness and toughness ofthe original and the tools made form it where whilst able to hack lumps from the mother lode soon broken and blunted by doing so.
So Torn hold passed peacefully from Dwarven hands to Varazzan hands and is now the centre of the most sophisticated farming enterprise north of the gap further human settlers founded a network of smaller holds in the relatively fertile valleys around in many cases taking over the farming centres the dwarves had built but soon expanding beyond that and producing fine crops form land which the dwarves had thought barren.
This was a pattern which continued for nearly fifty years until the giants came down out of Kethian folk lore into the real world
The actual map is in process
Source: A Map Of Torn hold (http://hackmasterinburton.blogspot.com/2014/08/a-map-of-torn-hold.html)
Title: EG: A Company of Fools Episode Twenty Three in brief
Post by: EvilGinger on 29 August 2014, 11:00:03
A Company of Fools Episode Twenty Three in brief
In the early hours of the morning following the briefing session the combined adventuring groups some of whom where heavily disguised as adherents of the temple of the care giver as they where wanted men and women made there way to the quarantine cordon around the Shambles and thence to down the tunnel that Lori dug into the strange underground kitchen where they sorted themselves out into an escape group who where lead into the adjacent library and an assault group who would clear the temple of the Rot lord.
The assault group left the underground kitchen where the care givers set up a dressing station into the complex and after some tentative scouting decided to first divest themselves of the two volatile bombs they had been given to destroy the festering pits before working their way through the rest of the place. This they managed to do over coming a cross bow trap and some sort of pit trap they never investigated this in too much detail.. Before being confronted by a small horde of shambling axe wielding skeleton. These they fended off until, the young priest of the care giver with them managed to focus his divine gift and send them off in flight as the company hacked at them.
Pushing on with haste, especially when they saw the siege crossbow had been removed form the trap. They entered a room at the end of the passage via a hastily shut door and confronted six of the massive harbour rats and a lone humanoid figure in a ragged poncho style cloak crouched franticly cranking the heavy bow.
Having some small element of surprise the company rushed into action. the charge being lead by Aeltred who dashed through the startled rats to confront their presumed master only to find him protected by some sort of magic shield and a general fight ensued... to be continued and concluded in episode twenty four in two weeks time.
a full write up and other supporting articles should follow over the week end
Source: A Company of Fools Episode Twenty Three in brief (http://hackmasterinburton.blogspot.com/2014/08/a-company-of-fools-episode-twenty-three.html)
Title: Re: EG: Pathfinder
Post by: EvilGinger on 29 August 2014, 21:06:31
<div dir="ltr" style="text-align: left;"><span style="color: red;"><b><span style="color: black;">Given that I have quantities of pathfinder adventures </span>
another stub article for the moment </b></span></div>
Title: EG: Against the Robots NPC list
Post by: EvilGinger on 29 August 2014, 21:30:05
Against the Robots NPC list
At Torn hold Erened Varnia – Crippled hero of the war against the giants Alikizior Durtajior – Mayor of Torn hold Jojokir Varnia – The dutiful nephew and steward
At Angard Dolga – Town councillor Khonnir Baine – Town councillor master smith and scholar of Kethian folk lore Val Baine – The teenage ward of Khonnir councillor and master smith Sanvil Trett – Scholar of Kethian folk lore and scholar of the arcane and divine Garmen Ulreth – An inn keeper Gundremmor Alinzor – Garrison Commander
Other persons of interest Rekkit - a half giant tinker
As ever with these lists it will expand as needed
note that some of the names of the personalities are taken from the Pathfinder adventure path book Fires of creation on which the game is initially at least based
Source: Against the Robots NPC list (http://hackmasterinburton.blogspot.com/2014/08/against-robots-npc-list.html)
Title: EG: Charactor Generation session and related matters
Post by: EvilGinger on 29 August 2014, 21:30:05
Charactor Generation session and related matters
I am rather hoping after having the sort of day at work best described as interesting in the sense that the Chinese proverb uses it I get to spend a relaxing evening doing some character generation with the last two of my players for the on line Game Against the Robots. Especially as it is raining again and the outside work I need tod is best not done in the rain.
I will also if I can order my scattered wits start work on the aftermath of a Company of Fools episode twenty three almost certainly starting with the experience award page as that will as it always does form a basis for the subsequent write up as well as several other associated articles.on honour and fame.
Source: Charactor Generation session and related matters (http://hackmasterinburton.blogspot.com/2014/08/charactor-generation-session-and.html)
Title: EG: Against the Robots House rules
Post by: EvilGinger on 30 August 2014, 01:00:07
Against the Robots House rules
These are in addition to the changes mentioned in the other articles in this series
Races available to play A stub article intended to detail the changes I have made to the hackmaster ruloes to fit my vision of the setting
Source: Against the Robots House rules (http://hackmasterinburton.blogspot.com/2014/08/against-giants-house-rules.html)
Title: EG: Pathfinder
Post by: EvilGinger on 30 August 2014, 01:00:07
Pathfinder
Introduction Whilst I liked 4e D&D even if it was not what was expected by the fan community I never saw it as an either or situation and I was happy also to give Pathfinder a look as well and snaffled a slightly damaged core rule book early on. I got quite in to Pathfinder after playing in a campaign at Spirit Games on Thursday nights same night and slot as the HackMaster runs in but before the shop move so very much antebellum and whilst the campaign ended badly I react badly to being rail roaded and forced to role play the way the gm wants me to especially when very very tired but that enough of one of my less glorious gaming moments. I found that I enjoyed it and liked the system especially for high and very high fantasy settings.
Then some time after I had been drawn into HackMaster I started playing Pathfinder the rise of the Rune lords board game.
I found this to be the best simulation of a role playing game I have yet played and would highly recommend it.however it got me back into buying pathfinder stuff and adventure paths in particular as the game was derived form one of the early ones as I understand it
Title: EG: Admin job for tommorow
Post by: EvilGinger on 30 August 2014, 01:00:07
Admin job for tommorow
Fix the broken Html on the consolidated pages - having another go at this with new cleaning software.
Source: Admin job for tommorow (http://hackmasterinburton.blogspot.com/2014/08/admin-job-for-tommorow.html)
Title: EG: Removing junk HTML tags
Post by: EvilGinger on 30 August 2014, 11:00:06
Removing junk HTML tags
Grrr.... Computers Grrr
I am having a problem saving the large consolidated post pages when I update them.
This I am advised is due to junk HTML takes left on it by Microsoft Word which I have been using to compose the posts. This I can get away with in the individual posts but in the large ones such as the pages its too much and the pages stop saving which makes updating them impossible.
I am dyslexic and the thought of manually cleaning up a large messy file is a bit daunting to put it mildly
I don't have much experience or knowledge of the Black art of HTML coding so beyond removing the explicit Word tags on a hunch wouldn't know where to go next.
I have been looking for a HTML cleaner to automate the process
Those I have found so far have been either excuses for downloading Spam applications or the equivalent of cutting and pasting the text into Notepad and I lose all the formatting and am left with a jumble of text
Suggestions would be useful but the next plan is to use open office a program I don't actually like all that much and see if it will produce a cleaner file form the copied and pasted text form the blog
Source: Removing junk HTML tags (http://hackmasterinburton.blogspot.com/2014/08/removing-junk-html-tags.html)
Title: EG: more skirmishing With HTML
Post by: EvilGinger on 30 August 2014, 11:00:06
more skirmishing With HTML
Grrr.... Computers
The simple method using Open office dose not work as Blogger still chokes on updating the page however it does suggest a work around which I will try latter.I would really rather be thinking about cool content for this blog and writing the same than fighting with the technicalities
However on the positive side I now have an admin post icon
Source: more skirmishing With HTML (http://hackmasterinburton.blogspot.com/2014/08/more-skirmishing-with-html.html)
Title: EG: Back at the Grind stone
Post by: EvilGinger on 30 August 2014, 21:00:15
Back at the Grind stone
I am going to leave the fighting with all things HTML for a bit and get on with producing and don't be shocked here more game related content for the blog as well finishing off the things I have already stared.As I have a lot of things to put up on here.
well enough of that lets get on with it and get posting
Source: Back at the Grind stone (http://hackmasterinburton.blogspot.com/2014/08/back-at-grinde-stone.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 30 August 2014, 23:45:29
More Character Generation done for Against the Robots we now have three player characters done more will be done in the morning
>:DGinger
Title: EG: Charactors for against the Robots
Post by: EvilGinger on 31 August 2014, 10:00:09
Charactors for against the Robots
We now have four rolled up for which background and the like will follow but in brief we have
A Male Dwarf Fighter
A Male Human Priest of the Eagle
A Female Fey Ranger
A Female Human fighter
Backed up by Male Human Fighter, Male Human Thief and a Dwarf Cleric as npc-protoges
Source: Charactors for against the Robots (http://hackmasterinburton.blogspot.com/2014/08/charactors-for-against-robots.html)
Title: EG: Half Giants
Post by: EvilGinger on 31 August 2014, 20:30:05
Half Giants
A new Playable race in against the giants
Strength +3
Intelligence -3
Wisdom -3
Constitution +3
Looks -3
Charisma -3
Half Giant Pros
Acute eyes sight +20 to all observation rolls involving sight
One free purchase of the Observation skill
Size large for the purposes of hit points (15+Con+Class roll) They have a long reach add an additional foot to a weapons reach
They do +1 point of damage with any medium or bigger weapon
They cause +1 level additional knock back with two handed crushing and hacking weapons
Large for the purposes of knock back
A free talent chosen from -Tough hide, Fast healer, Pain tolerant
Free Labourer proficiency
Native language Kethian and Giant
Half Giant Cons
Most of the locals are a bit uneasy around them especially those who are old enough the remember the war when they formed the backbone of the Giantish Army’s but they are not hated any more since all the ones locally are descended form the ones who mutinied against their masters during the war.
They are whilst still technically medium sized still around Seven feet tall and heavily built with it so can have problems with the narrow andlow doors and low ceilings on many human buildings.
They are universally regarded as stupid and unsuitable for fine work so tend to get lumbered with simple manual labour amongst humans and dwarves.
They are frequently the subject of mildly derogatory humour.
All their gear and clothes has to be specially made for them outside of their own communities, and especially with the tools it adds to the reputation they have of being clumsy as well as stupid.
They suffer a -10 penalty if they are using tools not made for them and -1 penalty all round if using weapons not made for them.
They get a defence penalty of -2 due to size and bulk
All literacy skills cost double at first level as they are seen as too stupid to learn to write.
Fighters don’t get Phalanx fighting for free.
Preferential talent access
All at 50% cost
Tough Hide
Extra Tough Hide
Additional hit points up to three levels
All weapons talents with any large or medium low skill two handed weapons
Disadvantageous access
All cost 150%
Forgettable face
Dodge
All weapons talents with any large or medium or high skill one handed weapons and bows
Phalanx fighting.
Classes
Fighter 20bpFighter Mage 60bpMage N/A
Ranger 30bpMage Thief75bp
Fighter Thief 30bp RogueN/A
Cleric 40bpBarbarianN/A
Thief 50bpAssassin N/A
Oddly enough whilst the majority of the Half Giants where in effect barbarians originally and those who remained loyal to the Giants still are they made a cultural decision since the revolt to reject their former ways and now copy much from the settled humans.It would not be impossible to have a half giant rogue, assassin or even mage there is as yet no one who will take seriously any who expressed an interest in that direction as they are seen as stupid foolish and clumsyand don’t have those professions within their own ranks.
Title: EG: Charactors for against the Robots
Post by: EvilGinger on 01 September 2014, 00:00:05
Charactors for against the Robots
We now have four rolled up for which background and the like will follow but in brief we have
A Male Dwarf Fighter
A Male Human Priest of the Eagle
A Female Fey Ranger
A Female Human fighter
A Male Human Fighter Magic user half rolled up
Backed up by Male Human Fighter, Male Human Thief and a Dwarf Cleric as npc-protoges
Source: Charactors for against the Robots (http://hackmasterinburton.blogspot.com/2014/08/charactors-for-against-robots.html)
Title: EG: Half Giants
Post by: EvilGinger on 01 September 2014, 03:30:07
Half Giants
A new Playable race in against the giants
Strength +3
Intelligence -3
Wisdom -3
Constitution +3
Looks -3
Charisma -3
Half Giant Pros
Acute eyes sight +20 to all observation rolls involving sight
One free purchase of the Observation skill
Size large for the purposes of hit points (15+Con+Class roll) They have a long reach add an additional foot to a weapons reach
They do +1 point of damage with any medium or bigger weapon
They cause +1 level additional knock back with two handed crushing and hacking weapons
Large for the purposes of knock back
A free talent chosen from -Tough hide, Fast healer, Pain tolerant
Free Labourer proficiency
Native language Kethian and Giant
Half Giant Cons
Most of the locals are a bit uneasy around them especially those who are old enough the remember the war when they formed the backbone of the Giantish Army’s but they are not hated any more since all the ones locally are descended form the ones who mutinied against their masters during the war.
They are whilst still technically medium sized still around Seven feet tall and heavily built with it so can have problems with the narrow andlow doors and low ceilings on many human buildings.
They are universally regarded as stupid and unsuitable for fine work so tend to get lumbered with simple manual labour amongst humans and dwarves.
They are frequently the subject of mildly derogatory humour.
All their gear and clothes has to be specially made for them outside of their own communities, and especially with the tools it adds to the reputation they have of being clumsy as well as stupid.
They suffer a -10 penalty if they are using tools not made for them and -1 penalty all round if using weapons not made for them.
They get a defence penalty of -2 due to size and bulk
All literacy skills cost double at first level as they are seen as too stupid to learn to write.
Fighters don’t get Phalanx fighting for free. Count as giants for the purposes of dwarven combat ability against giants
Preferential talent access
All at 50% cost
Tough Hide
Extra Tough Hide
Additional hit points up to three levels
All weapons talents with any large or medium low skill two handed weapons
Disadvantageous access
All cost 150%
Forgettable face
Dodge
All weapons talents with any large or medium or high skill one handed weapons and bows
Phalanx fighting.
Classes
Fighter 20bpFighter Mage 60bpMage N/A
Ranger 30bpMage Thief75bp
Fighter Thief 30bp RogueN/A
Cleric 40bpBarbarianN/A
Thief 50bpAssassin N/A
Oddly enough whilst the majority of the Half Giants where in effect barbarians originally and those who remained loyal to the Giants still are they made a cultural decision since the revolt to reject their former ways and now copy much from the settled humans.It would not be impossible to have a half giant rogue, assassin or even mage there is as yet no one who will take seriously any who expressed an interest in that direction as they are seen as stupid foolish and clumsyand don’t have those professions within their own ranks.
Source: Job for the day (http://hackmasterinburton.blogspot.com/2014/09/job-for-day.html)
Title: EG: Release the Foxes
Post by: EvilGinger on 01 September 2014, 10:00:14
Release the Foxes
From the People we Support here
Reposted form the Burton Wildlife Face Book page
Release - Fox Cubs Part One...
need to insert video clip
Tonight we released four of our fox cubs to a lovely location with woodlands and plenty of food sources. We will not disclose the location due to the safety of the cubs. This is part one of the video we took as some of the cubs were reluctant to leave the carrier at first.
The first fox cub on this video is a dog fox called Mask. He came in from another rescue as they did not have the facilities to rear and rehabilitate him for release. He wasted no time in getting out of the carrier and he was very interested in his surroundings. We watched him as he disappeared into some bushes.
The second fox cub seen on this video is a vixen called Vixie. She is the cub we are most proud of as when we rescued her she was completely paralysed from the neck down. We told her story about six weeks ago but the short of it is, after lots of hard work, medication, hydrotherapy and physiotherapy, she regained full use of her legs. It was a long process but it was worth it as you see her in the video jump into the undergrowth.
Good Luck Mask and Vixie.
Release - Fox Cubs Part Two...
need to insert video clip
This is the follow on video from the first one we posted.
The first fox cub to be released on this video is a vixen called Grace. She came in as a three week old baby and was very ill. We treated her for toxoplasmosis as she was observed having a seizure, which was successful. She was also hand reared by ourselves. She was always the wildest of the bunch and very lively.
The second fox cub is also a vixen and her name is Inara. Again she was brought to us as a very young cub from another rescue who did not have experience hand rearing a cub or the facilities to rehabilitate them back to the wild. She was hand reared with Zenko and Mask by the same member of staff.
Good Luck Inara and Grace. Back to the wild where they belong. :-)
Source: Release the Foxes (http://hackmasterinburton.blogspot.com/2014/09/release-foxes.html)
Title: EG: Against the Robots House rules
Post by: EvilGinger on 02 September 2014, 00:00:06
Against the Robots House rules
These are in addition to the changes mentioned in the other articles in this series
Races available to play Fey - same as elves in the standard game main difference being that they are remarkable enough to develop a base fame of 10 from the beginning and are seen as almost as much a curiosity as the Pixie faeries of the standard setting Humans - may be Generic humans which are straight out of the book and are likely Ammrenmd or Varazzan or of a mixed heritage or from an ethnic group to be found outside of the region. Solmari who are standard humans but they tend to be of slimmer builds so their rolled BMI is reduced by .5 from what ever is rolled or Kethian who are shorter than standard humans so their rolled height is reduced by 2" or even Jehenghii who are the enemies of the empire and barbarians from beyond its western frontier an who are taller than standard humans so their rolled height is increased by 2" and their rolled strength is increased by 0/25 as they are known for their physical prowess. on the down side they are the empires enemies and before that the enemies of the Solmari so are generally distrusted in the empire and gain a -10 reaction roll with all imperials -20 with ethnic Solmari Half giants - detailed else where the former slave race of the true giants who revolted during the giants war Fortekki - forest folk driven out from the dense western woods by the encroaching Jehenghii and settled amongst the Solmari these are very similar to Halflings in the standard game but are taller and even more stealthy in the woods ( superior hiding and sneaking in natural surroundings +65% as Grell in the standard game) an which I will expand on it their own article
Rules changes
Source: Against the Robots House rules (http://hackmasterinburton.blogspot.com/2014/08/against-giants-house-rules.html)
Title: EG: The Differences between the world of Against the Robots & the standard setting
Post by: EvilGinger on 02 September 2014, 00:00:07
The Differences between the world of Against the Robots & the standard setting
Even more Humanocentric than normal
No humanoids none of the standard humanoid races are included
Fewer demihumans than are standard and no half races
Fewer intelligent races all round this includes intelligent non humanoid monsters
A different set of Gawds and associated priests even if some of them are quite similar such as the Bright One of the Dwarves and the Solmari and the Elk and the Eagle of the Kethians who are the Cathedral of Light, The Conventicle of the Great tree and the temple of the patient arrow, respectively with minor changes as well as a whole new set of Gawds I am developing for the setting
Illiterate arcane spell users
Illiterate priests
A much less benign environment mother nature is also your foe and having survival skill and proper gear is vital
Barbarians who are more superstitious about technology worked metals in particular than magic
More variation between human ethnicities in some game mechanics
There is no slavery within the Varazzan empire and it only exists beyond its borders amongst the larger Kethian tribes and the Jehenghii
The Varazzan culture is not fully feudal it is more like that of the late Roman empire with nobles being land holders rather than warriors and the Empire does have a well trained standing army mostly Pole arm armed backed up with archers armed with powerful recurved bows. These are in turn backed up by local nobles household troops on the borders, where the noble title requires the retention of a number of trained warriors and civic and rural militias who will defended there patch.
The more martial Religions of the Empire have fighting orders with the Bright order being the most prominent locally - The elite these fighting orders are the equivalent of knights and generally fight as heavy cavalry the rest as light cavalry or mounted infantry.
The Chief religions of the Empire as a whole are The Maker the Gawd of crafts and industry The Merchant the Gawd of local Commerce and The Trader the Gawd of roads and long distance commerce. The Emperor is the patron of the empire itself and is impart the deified version of the last Varazzan king and first emperor as well as in part a personification of the spirit of the empire as a whole
In addition to these there are numerous local religions particularly strong in this area are the Bright One which has a Dwarven and a Solmari cult the main difference being that the Solmari one is also the judge of the dead and the Dwarven version is not as well as theElk of the Kethians and theEagle of the Solmari and the Kethians Most farmsteads have a shrine to the Ploughman the Solmari Ammmarend agricultural Gawd but there are very few priests
Source: The Differences between the world of Against the Robots & the standard setting (http://hackmasterinburton.blogspot.com/2014/08/the-diferences-betwean-world-of-against.html)
Title: EG: Inside Against the Robots A sneak peak
Post by: EvilGinger on 02 September 2014, 00:00:07
Inside Against the Robots A sneak peak
A couple of scree shots I took on Roll20 whilst working on the game
Section of the travel map the scale is five miles to the hex
A Section of the Map of Torch showing the characters tokens and the GM's view of characters and articles in the handouts section
Just so you know I have not been slacking
Source: Inside Against the Robots A sneak peak (http://hackmasterinburton.blogspot.com/2014/09/inside-against-robots-sneak-peak.html)
Title: EG: Does my nose look big in this
Post by: EvilGinger on 02 September 2014, 00:00:07
Does my nose look big in this
A rabbit Selfie
one of the resident rabbits at Burton Wildlife Rescue in its run being nosey
Source: Does my nose look big in this (http://hackmasterinburton.blogspot.com/2014/09/does-my-nose-look-big-in-this.html)
Title: EG: The Forest Folk
Post by: EvilGinger on 02 September 2014, 03:30:05
The Forest Folk
Fortekki
Intended as another playable race for the Against the Robots game they are loosely based on Halflings in the same way that Half Giants where loosely based on Half Orks. I was going to do no more than mention them in the history of the area briefly but as I was working on the games background tonight I came to the conclusion that I needed to do a proper write up as I did for the Half Giants.
Abbilities
STR -3
DEX +2
CON +1
Fortekki Pro's
two free levels of purchase of the Sneaking skill
two free levels of purchase of the Hiding skill
Harder to hit +2 defence bonus
Superior hiding and sneaking in natural surroundings +65%
-1 initiative bonus
Native Language Fortekki and Solmari
Fortekki Con's
Poor reach -1 foot
movement faster than a walk at half speed
Small for the purpues of hitpoints
Small for the purposes of knock back
tend to be ignored in mixed company and assumed to be children
Have to learn a mainstream human language and do so at double cost
never get armour proficiencies above light as free as a result of class
Suffer an additional -1 defence penalty when wearing medium or heavy armour
preferential talent access all at 50% cost Crack shot and greased lightning with crossbows Defence and Speed with short spear Dodge One level of extra hit points Shield Mastery
Source: The Forest Folk (http://hackmasterinburton.blogspot.com/2014/09/the-forest-folk.html)
Title: EG: Against the Robots House rules
Post by: EvilGinger on 02 September 2014, 10:00:06
Against the Robots House rules
These are in addition to the changes mentioned in the other articles in this series
Races available to play Fey - same as elves in the standard game main difference being that they are remarkable enough to develop a base fame of 10 from the beginning and are seen as almost as much a curiosity as the Pixie faeries of the standard setting Humans - may be Generic humans which are straight out of the book and are likely Ammrenmd or Varazzan or of a mixed heritage or from an ethnic group to be found outside of the region. Solmari who are standard humans but they tend to be of slimmer builds so their rolled BMI is reduced by .5 from what ever is rolled or Kethian who are shorter than standard humans so their rolled height is reduced by 2" or even Jehenghii who are the enemies of the empire and barbarians from beyond its western frontier an who are taller than standard humans so their rolled height is increased by 2" and their rolled strength is increased by 0/25 as they are known for their physical prowess. on the down side they are the empires enemies and before that the enemies of the Solmari so are generally distrusted in the empire and gain a -10 reaction roll with all imperials -20 with ethnic Solmari Half giants - detailed else where the former slave race of the true giants who revolted during the giants war Fortekki - forest folk driven out from the dense western woods by the encroaching Jehenghii and settled amongst the Solmari these are very similar to Halflings in the standard game but are taller and even more stealthy in the woods ( superior hiding and sneaking in natural surroundings +65% as Grell in the standard game) an which I will expand on it their own article
Rules changes Not necessary in order at the moment but I will sort them into a better one when I have got them all down. Priors and Particulars The number of siblings rolled for all Fey and all Dwarves are halved form the standard table as both seem to me to have smaller families than humans
Source: Against the Robots House rules (http://hackmasterinburton.blogspot.com/2014/08/against-giants-house-rules.html)
Title: EG: Torn Hold Map in progress
Post by: EvilGinger on 02 September 2014, 10:00:07
Torn Hold Map in progress
Still at the early stages and I am thinking how best to do the houses and other buildings as I don't want to have to draw each one individually I was wondering if I could get a house or building brush for GIMP and use that. This is why its taking quite so long to be honest
Have decided what to do now and made some progress as I have added the upper works of the hold but not yet added the houses using the set of brushes I made with the aid of GIMP ans a source image found using the roll20 search tool. The walls ans the hold need further detailing as do the roads and surrounding country but I have broken the mind block now.
Source: Torn Hold Map in progress (http://hackmasterinburton.blogspot.com/2014/08/torn-hold-map-in-progress.html)
Title: EG: The Forest Folk
Post by: EvilGinger on 02 September 2014, 17:00:06
The Forest Folk
Fortekki
Intended as another playable race for the Against the Robots game they are loosely based on Halflings in the same way that Half Giants where loosely based on Half Orks. I was going to do no more than mention them in the history of the area briefly but as I was working on the games background tonight I came to the conclusion that I needed to do a proper write up as I did for the Half Giants.
Abbilities
STR -3
DEX +2
CON +1
Fortekki Pro's
two free levels of purchase of the Sneaking skill
two free levels of purchase of the Hiding skill
Harder to hit +2 defence bonus
Superior hiding and sneaking in natural surroundings +65%
-1 initiative bonus
Native Language Fortekki and Solmari
Fortekki Con's
Poor reach -1 foot
movement faster than a walk at half speed
Small for the purposes of hit points
Small for the purposes of knock back
tend to be ignored in mixed company and assumed to be children
Have to learn a mainstream human language and do so at double cost
never get armour proficiencies above light as free as a result of class
Suffer an additional -1 defence penalty when wearing medium or heavy armour
preferential talent access all at 50% cost Crack shot and greased lightning with crossbows Defence and Speed with short spear Dodge One level of extra hit points Shield Mastery
Class costs
Source: The Forest Folk (http://hackmasterinburton.blogspot.com/2014/09/the-forest-folk.html)
Title: EG: Against the Robots House rules
Post by: EvilGinger on 02 September 2014, 20:30:06
Against the Robots House rules
These are in addition to the changes mentioned in the other articles in this series
Races available to play Fey - same as elves in the standard game main difference being that they are remarkable enough to develop a base fame of 10 from the beginning and are seen as almost as much a curiosity as the Pixie faeries of the standard setting Humans - may be Generic humans which are straight out of the book and are likely Ammrenmd or Varazzan or of a mixed heritage or from an ethnic group to be found outside of the region. Solmari who are standard humans but they tend to be of slimmer builds so their rolled BMI is reduced by .5 from what ever is rolled or Kethian who are shorter than standard humans so their rolled height is reduced by 2" or even Jehenghii who are the enemies of the empire and barbarians from beyond its western frontier an who are taller than standard humans so their rolled height is increased by 2" and their rolled strength is increased by 0/25 as they are known for their physical prowess. on the down side they are the empires enemies and before that the enemies of the Solmari so are generally distrusted in the empire and gain a -10 reaction roll with all imperials -20 with ethnic Solmari Half giants - detailed else where the former slave race of the true giants who revolted during the giants war Fortekki - forest folk driven out from the dense western woods by the encroaching Jehenghii and settled amongst the Solmari these are very similar to Halflings in the standard game but are taller and even more stealthy in the woods ( superior hiding and sneaking in natural surroundings +65% as Grell in the standard game) an which I will expand on it their own article
Rules changes Not necessary in order at the moment but I will sort them into a better one when I have got them all down.
Changes to classes Most are unchanged however the following are
Rangers bonus damage applies to any living bipedal humanoid opponent as humanoids are largely missing from the setting.
Some of the elite fighting orders, knight equivalents, require the use of the bow by their members but by no means all
Barbarians vary considerably depending on their ethnic origin Jehenghii are closest to the standard barbarian as they are militant monotheists whose ill understood religion seems to teach the racial superiority of the Jehenghii over all other cultures, and hates rather than fears magic as a culture but individual members are superstitious of all matters of the arcane. The Kethian barbarians are fine around arcane magic and are polytheistic, however they are very wary of worked metal and especially of metal artefacts which don't have an obvious function.. The Half Giant barbarians who are still in service of the true giants don't have a problem with worked metal and magic though they do not practice it and seem like there giant masters to have a religion which worships their ancestors and appeases certain powerful elemental forces, of which they can have a superstitious dread especial of lightning and thunder which is uncommon in their homelands amongst the foot hills of the giant's mountains.
Illiterate spell casters not all spell casters in the setting can read either because they where never taught to in a culture which has a written language or are form one like the Kethians who don't have one and neither do they have sufficient contact with one that does to take that and modify it to their own use.This is not much of a limitation to clerics as they are generally part of some sort of a larger organisation and will have the secrets of the faith passed to them by a senior priest as they are required it does mean however that they need some training on levelling right from the start and whilst they can learn divine lore and use it to work out much about divine magic they are unable to use normal scrolls and are limited to culturally specific items like the Kethian worry beads which encode their spell by the size shape and composition of the beads on a thong.
Illiterate arcane spell users have a greater limit posed by this as they must learn every thing by rote and are limited to what there master can teach them as they advance, further they are unable to memorise spells in the normal way and cast all they know as such further they are unable to use scrolls as they cant read normal ones and no equivalent of the worry beads exists. They can not learn Arcane lore and are limited to the base starting amount with the only increases being by practical experience as they advance in level.
Priors and Particulars The number of siblings rolled for all Fey and all Dwarves are halved form the standard table as both seem to me to have smaller families than humans
Most of the other rules changes have been noted else where in this blog and wont have an effect if any until the game the game is played and I decide to use them when I do I will be sure to add them to this article as they come up.
Source: Against the Robots House rules (http://hackmasterinburton.blogspot.com/2014/08/against-giants-house-rules.html)
Title: EG: The Forest Folk
Post by: EvilGinger on 02 September 2014, 20:30:07
The Forest Folk
Fortekki
Intended as another playable race for the Against the Robots game they are loosely based on Halflings in the same way that Half Giants where loosely based on Half Orks. I was going to do no more than mention them in the history of the area briefly but as I was working on the games background tonight I came to the conclusion that I needed to do a proper write up as I did for the Half Giants.
Abbilities
STR -3
DEX +2
CON +1
Fortekki Pro's
two free levels of purchase of the Sneaking skill
two free levels of purchase of the Hiding skill
Harder to hit +2 defence bonus
Superior hiding and sneaking in natural surroundings +65%
-1 initiative bonus
Native Language Fortekki and Solmari
Fortekki Con's
Poor reach -1 foot
movement faster than a walk at half speed
Small for the purposes of hit points
Small for the purposes of knock back
tend to be ignored in mixed company and assumed to be children
Have to learn a mainstream human language and do so at double cost
never get armour proficiencies above light as free as a result of class
Suffer an additional -1 defence penalty when wearing medium or heavy armour
preferential talent access all at 50% cost Crack shot and greased lightning with crossbows Defence and Speed with short spear Dodge One level of extra hit points Shield Mastery
BMI table as the standard halfling however with a -2 modifier on the roll as they are less likely to be very over weight or obese having only recently taken up a more sedentary agricultural life style.
all the other tables are unchanged and the character is treated as a halfling where this is specific to a halfling
Source: The Forest Folk (http://hackmasterinburton.blogspot.com/2014/09/the-forest-folk.html)
Title: EG: Charactors for against the Robots
Post by: EvilGinger on 03 September 2014, 00:00:09
Charactors for against the Robots
We now have five rolled up for which background and the like will follow but in brief we have
A Male Dwarf Fighter
A Male Human Priest of the Eagle
A Male Human Priest of the Eagle
A Female Fey Ranger
A Female Human fighter
A Male Human Fighter Magic user half rolled up
Backed up by Male Human Fighter, Male Human Thief and a Dwarf Cleric as npc-protoges
and as a result of tonight's character generation session we are now at our full compliment
Source: Charactors for against the Robots (http://hackmasterinburton.blogspot.com/2014/08/charactors-for-against-robots.html)
Title: EG: Job for the day
Post by: EvilGinger on 03 September 2014, 00:00:09
Job for the day
The job for the day is to go and back and finish off the partial articles I have done for Against the Robots
Source: Job for the day (http://hackmasterinburton.blogspot.com/2014/09/job-for-day.html)
Title: EG: Jobs for today
Post by: EvilGinger on 03 September 2014, 10:00:10
Jobs for today
a to do list because frankly I am losing track
Go through the articles for Against the Robots and work out if I have missed any thing out and if I have add it to the list
Now I have worked out how to clean up the Word junk html tags I need to bite the bullet and do this for all the consolidated pages even if its going to be a massive pain
That done I need to get on with catching up with the Company of Fools write ups and associated stuff.
Finish off the Against the Robots articles already started
Source: Jobs for today (http://hackmasterinburton.blogspot.com/2014/09/jobs-for-today.html)
Title: EG: Torn Hold Map in progress
Post by: EvilGinger on 03 September 2014, 23:30:05
Torn Hold Map in progress
Still at the early stages and I am thinking how best to do the houses and other buildings as I don't want to have to draw each one individually I was wondering if I could get a house or building brush for GIMP and use that. This is why its taking quite so long to be honest
Have decided what to do now and made some progress as I have added the upper works of the hold but not yet added the houses using the set of brushes I made with the aid of GIMP ans a source image found using the roll20 search tool. The walls ans the hold need further detailing as do the roads and surrounding country but I have broken the mind block now.
I have now done considerable cleaning up and corrections on the image though that might not be immediately visible from the picture. It should however be apparent that I have started to add buildings to the town using a brush I made with GIMP it also sould be apparent that the additional houses have rather more detail than the rest of the map which has sent me of looking for ways to add this level to all the other map elements.
I would also recommend this Google community to the aspiring map maker as well as the Cartographers Guild
Source: Torn Hold Map in progress (http://hackmasterinburton.blogspot.com/2014/08/torn-hold-map-in-progress.html)
Title: EG: An Epic tale form another part of Tellene
Post by: EvilGinger on 03 September 2014, 23:30:05
a company of adventurers start out- it is interesting to not that the rules set used to run this was AD&D5e rather than HackMaster 5e but it just goes to show that good background is universal
Death an Taxes
As the sun begins to set behind the Kakidela Mountains, a weary group of travelers make their way into the small farming community of Drhyff. Some may ask where they come from, but most would say it doesn’t matter. Adventurers come from everywhere and nowhere. They’re drifters, sell-swords and brigands. Filled with a wanderlust that cannot be sated otherwise, this party has joined together in search of that spark of life found on the open road and in the dungeons of antiquity. Before we continue, let me introduce you to the party. First there’s Kalamor Aeternus, a young paladin who hopes to swear an oath to Koverr, The Pure One, should he find himself worthy. He is flanked by Jeshela Velsin, a half-elf bard just happy to be on the road. Off running ahead in the bush is Frug Timbers, a forest gnome druidic initiate. His love of the wild can be seen (and smelled) clearly. Behind Kalamor is a young brandobian monk named Malvus. His clothing marks him as a guardian of the Earth Mother. Taking up the rear a somber dwarf keeps her hood up. Ngithol is a fighter, clearly, but her eyes betray an intelligence not normally seen in the warrior caste. They are settling into the hamlet of Drhyff for the evening and hoping to find some work. Drhyff is a small community, numbering less than 700 even accounting for the migrant seasonal workers coming in from Bynarr and the eastern towns of Thybaj. The town itself is situated on the edge of the Fyban forest, where the inhabitants get the lumber required for their log homes and buildings. The heroes, if you’re inclined to call them such, quietly find themselves a bed at the Green Gryffon inn (so named from the moss and ivy that has grown wild over the log cabin) and settle in for some cabbage stew and Tharggy sausage. Jeshela provided music for the small crowd of residents. The owner, Jish, was delighted to have such company in his inn and gave up his room to the bard as thank you. The others accepted cots in the common room; all but Malvus, that is. He was happy to sleep in the barn’s loft. Before the party retired for the evening, however, Kalamor secured them some incoming funds from the town’s constable, Elmin Hersir. The annual census and Queen’s tax was upon them and the hersir sent by Jorjen Thane has gone missing. Elmin figures the young hersir took off with the taxes or was robbed on the road. Either way, he has no time to finish collecting and is willing to pay the party 1 gold each plus 1 silver per house. There were other rumors and mumblings of trouble that could have been profitable; a horse thief had made off with at least three horses in the last few weeks and Elmin Hersir was no closer to discovering who the culprit was. And an influx of wild dogs has been causing farmers some trouble killing chickens and terrorizing other farm animals. Both sounded like more work for less pay, so taxmen they became. The following day the party headed south to the furthest homesteads to count heads and collect taxes. The greater portion of the day was made up of winding paths through the forest and the occasional stop at a homestead for a quick count. Most had little issue with the taxing and were easy going. They were threatened by an old Fhokki hermit, but that’s expected of a taxman’s job. No, the real troubles came when they approached the Brovnar homestead. The Brovnar family, Brendol and Dela were immigrants from the young kingdoms, looking to start a new life in Tharggy. Until recently, they were fairly successful at getting the farm going and making some friends, including regular attendance at the sermons in the Assembly of Light church of Drhyff. No one has seen the couple or their child Granden in months. The party approached the farm with caution, as it was eerily quiet for such a large farm. When they called out the owners, Brendol appeared looking tired and ragged as a man can. Bruises and cuts marred his arms and neck; the same for his wife, Dela. Fearing they may be hiding some truth, Frug called upon his ancient druidic teachings to charm the young housewife. She happily told Frug and the party about the mass of kobolds that invaded the farm and kidnapped her boy. They dug out tunnels underneath the barn and keep wild dogs there as guards. Ngithol heard enough and walked out to approach the barn and deal with the kobolds. Dela’s concern for her son was pointless as Ngithol was certain the boy was long since dead. Had the party taken caution, they might have handled the dogs better. Unfortunately, Ngithol wrenched the barn door open to the sight of six wild animals ready to pounce. Clearly Tharggy wolfhounds, the beasts were a threat that had to be put down. When the party cleaned off the dust and shite from their clothing, they noticed a pile of hay stir before hearing the sound of a dinner bell or clanging pot below. Throwing the hay aside, they found the entrance to the Kobold lair. Kalamor went first only to find the tunnel at the bottom of the ladder to be a good foot and a half shorter than his 6’4” frame could navigate. Malvus fared no better, but the others were all short enough to move about with relative ease. Frug took point and laughed at the pitiful attempt at a pit trap before leaping into a much better disguised pit trap with spikes at the bottom. Ngithol aided Frug in getting out of the pit and helped place some boards down that the kobolds likely used to cross the hole. A kobold guard jumped out to strike Ngithol, but Jeshela’s quick use of her flute put the creature down. They were free to continue, but were very aware of the alarm. They pushed on through the small tunnel until finding a larger room (Still only 5’ tall) full of Kobolds geared up for an advancing attack. Each was armed with a spear and positioned behind broken fences they stole from the Brovnars. A couple stood at the end of the hall firing arrows at the party. There was also a kobold hidden behind a dug out arrow slit in the wall, giving the party no real cover. Kalamor went down first, attempting to defend and block the arrows with his shield, while Ngithol made for the door opposite the kobolds. Unfortunately, before she could reach the door, Malvus was also injured and the heroes realized they may need to withdraw if they wished to go on living. Frug took up a defensive point while Jeshela healed Kalamor, who in turn laid his hands upon Malvus. During the skirmish, Jeshela was brought low by arrow fire as the party began their retreat. Frug kept the kobolds from advancing with a well-placed entanglement and Malvus miraculously hit the kobold behind the arrow slit with a well-timed throwing spike. A last ditch effort by Frug killed the remaining kobolds when he lit his own entanglement on fire. There was little time to cheer, however, as Kalamor was brought low again, and the party had to drag him out of the tunnel to escape. In the barn, while the others quickly recovered, Ngithol set to preparing some torches and readied a fire to set the barn ablaze and smoke out the kobolds. None had even fully realized Jeshela bled out during the scuffle.
Reposted with the Authors permission from the site linked in via the subtitle
Source: An Epic tale form another part of Tellene (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-form-another-part-of.html)
Title: EG: The Beasts of the Wastes
Post by: EvilGinger on 04 September 2014, 03:00:06
The Beasts of the Wastes
A Short bestiary of the unique creatures of the northern wastes
This is something which will develop as the campaign does however I do have a few ideas to get it started off.
Intelligent Monsters
Half Giant Barbarians
Giants
Game animals
Predators
Wyrd and mythological creatures
Source: The Beasts of the Wastes (http://hackmasterinburton.blogspot.com/2014/09/the-beasts-of-wastes.html)
Title: EG: A very Cool digital Artist
Post by: EvilGinger on 04 September 2014, 03:00:07
A very Cool digital Artist
A friend of mine who has now joined The against the Robots Game and can do this sort of level of digital art
Source: A very Cool digital Artist (http://hackmasterinburton.blogspot.com/2014/09/a-very-cool-digital-artist.html)
Title: EG: Against the Robots NPC list
Post by: EvilGinger on 04 September 2014, 09:30:05
Against the Robots NPC list
At Torn hold Erened Varnia – Crippled hero of the war against the giants Alikizior Durtajior – Mayor of Torn hold Jojokir Varnia – The dutiful nephew and steward
At Angard Dolga – Town councillor Khonnir Baine – Town councillor master smith and scholar of Kethian folk lore Val Baine – The teenage ward of Khonnir councillor and master smith Sanvil Trett – Scholar of Kethian folk lore and scholar of the arcane and divine Garmen Ulreth – An inn keeper Gundremmor Alinzor – Garrison Commander
Other persons of interest Rekkit - a half giant tinker
Amongst the Dead These being largely famous personalties form recent history and include the leaders on both sides of the giant war as well as the members of the company who adventured with Varnia against them.
As ever with these lists it will expand as needed
note that some of the names of the personalities are taken from the Pathfinder adventure path book Fires of creation on which the game is initially at least based
Source: Against the Robots NPC list (http://hackmasterinburton.blogspot.com/2014/08/against-robots-npc-list.html)
Title: EG: The Beasts of the Wastes
Post by: EvilGinger on 04 September 2014, 09:30:06
The Beasts of the Wastes
A Short bestiary of the unique creatures of the northern wastes
This is something which will develop as the campaign does however I do have a few ideas to get it started off.
Hulking brutes from the foot hills of the mountains where there giantish masters dwell they where unknown until thirty years ago when the true giants unified under a great king for the first time known and they where sent south in large bands as a van to the giant armies and then as a support when the true giants arrived in the field. The are tall seven feet being typical thick set and heavily muscled humanoids with earth coloured flesh lumpen features and coarse black hair which grows thickly on the tops of their heads, and as beards on the males or tufts on the females.
They dress and armour themselves with layers of uncured hides but alas raiders and looters more than happy to use any thing that they loot form their victims which the find to be of use. They like large often crudely made hacking weapons such as one and two handed axes backed up with heavy javelins and a large knife like short sword. They seldom favour metal armour as it can be a liability in the frozen north lands.
Hulking brutes from the foot hills of the mountains where there giantish masters dwell they where unknown until thirty years ago when the true giants unified under a great king for the first time known and they where sent south in large bands as a van to the giant armies and then as a support when the true giants arrived in the field. The are tall seven feet being typical thick set and heavily muscled humanoids with earth coloured flesh lumpen features and coarse black hair which grows thickly on the tops of their heads, and as beards on the males or tufts on the females.
They dress and armour themselves with layers of uncured hides but alas raiders and looters more than happy to use any thing that they loot form their victims which the find to be of use. They like large often crudely made hacking weapons such as one and two handed axes backed up with heavy javelins and a large knife like short sword. They seldom favour metal armour as it can be a liability in the frozen north lands.
Hulking brutes from the foot hills of the mountains where there giantish masters dwell they where unknown until thirty years ago when the true giants unified under a great king for the first time known and they where sent south in large bands as a van to the giant armies and then as a support when the true giants arrived in the field. The are tall seven feet being typical thick set and heavily muscled humanoids with earth coloured flesh lumpen features and coarse black hair which grows thickly on the tops of their heads, and as beards on the males or tufts on the females.
They dress and armour themselves with layers of uncured hides but as raiders and looters more than happy to use any thing that they loot form their victims which the find to be of use though they are restricted some what by being significantly larger than most of there victims. They like large often crudely made hacking weapons such as one and two handed axes backed up with heavy javelins and a large knife like short sword. They seldom favour metal armour as it can be a liability in the frozen north lands.
HIT POINTS: SIZE/WEIGHT: TENACITY: INTELLIGENCE: FATIGUEFACTOR: ATTACK: DEFENSES:
MOVEMENT CRAWL: WALK: JOG: RUN: SPRINT
SAVES PHYSICAL: MENTAL: DODGE: DESCRIPTION AND HABIT
Massive hulking brutes standing on average fifteen feet tall they resemble huge thick set barbaric humans with coarse features and
Game animals The North lands does not exactly abound with game animals
Predators
Wyrd and mythological creatures
Source: The Beasts of the Wastes (http://hackmasterinburton.blogspot.com/2014/09/the-beasts-of-wastes.html)
Title: EG: as the Massacre begins
Post by: EvilGinger on 05 September 2014, 10:00:10
as the Massacre begins
The fight at the end of Episode 23
Scale one square =3 feet Key Mini dice - are Oliphant rats D6 - Acolyte of the Rot lord Every thing else is a player character including the ones still lurking outside
Source: as the Massacre begins (http://hackmasterinburton.blogspot.com/2014/09/as-massacre-begins.html)
Title: EG: Skirmishing with HTML again
Post by: EvilGinger on 05 September 2014, 10:00:10
Skirmishing with HTML again
I smell victory
Not only have I worked out how to get rid of the Junk HTML tags which Microsoft Word puts in and which appears to have been the cause of the problem one of my players has produced the HTML code for a minimalist table so I can get the effect I wanted in the first place which was standard Tab separated columns and which I used a table to do when I couldn't work out a Tab key tag for HTML or a simple equivalent its going to be a pain to retrofit this to the current document but it can be done and its not hard there is just a lot of it..
The player in question receives fifty experience points for their primary character and a get out of death free card
Source: Skirmishing with HTML again (http://hackmasterinburton.blogspot.com/2014/09/skirmishing-with-html-again.html)
Title: EG: Tommorrow I will be at Spririt Games
Post by: EvilGinger on 05 September 2014, 20:30:07
Tommorrow I will be at Spririt Games
all day
as a result the Blog may well be a bit quiet on here but I will be busy
First Spirit Games are hosting twelve folks to play AD&D5e all of whom are potential new Hack Fodder in the near future.
Second I will be playing in a Dungeon Crawl Classics funnel type adventure and again talking HackMaster with the chap that is running it with a view of at some point introducing his Old School D&D group to the wonders of the Art of the Hack
I am intending to report back on this is some detail as soon as I have recovered enough to type....
However for now I am going to see how much I can get done here tonight to make up for this future delinquency
Source: Tommorrow I will be at Spririt Games (http://hackmasterinburton.blogspot.com/2014/09/tommorrow-i-will-be-at-spririt-games.html)
Title: EG: Wiki's and other ways of Presenting Game Data or storing game information on line
Post by: EvilGinger on 05 September 2014, 20:30:07
Wiki's and other ways of Presenting Game Data or storing game information on line
Preamble I have been thinking about this for some time and weighing the pro's and cons of how to do this as an adjunct to what I post here and having been a member of obsidian Portal for quite some time due to
Source: Wiki's and other ways of Presenting Game Data or storing game information on line (http://hackmasterinburton.blogspot.com/2014/09/wikis-and-other-ways-of-presenting-game.html)
Title: EG: Wiki's and other ways of Presenting Game Data or storing game information on line
Post by: EvilGinger on 06 September 2014, 00:00:05
Wiki's and other ways of Presenting Game Data or storing game information on line
Preamble
I have been thinking about this for some time and weighing the pros and cons of how to do this as an adjunct to what I post here I considered both a Face book page for the game and a Google plus comunity as well but felt they had less utility as a way of gathering game information than this blog. In the end I realised I already had a solution to hand, having been a member of Obsidian Portal for quite some time due to A World Of Random Doom using it I finally decided to use that rather than as I had originally planed setting up a separate Wiki I am still debating about getting a paid account. I however feel that the basic free version will at least give me a chance to give the set up a test out and allow me to come to a considered decision.
The Page is here Against the Robots Obsidian Portal page at the moment doesn't have all that much information on it. However I rather intend that to change first I will be posting all the background articles I have on here for Against the Robots on there, when they are finished, so it is by way of a consolidated player reference resorce. I will also encourage players to use it to do provide some feed back on the game discuss down time actions and so forth as the game progresses.
Of course this will not make the blog obsolete as every thing will get posted here as well and also for the players benefit whilst in the game in the Handouts section of Roll20
Source: Wiki's and other ways of Presenting Game Data or storing game information on line (http://hackmasterinburton.blogspot.com/2014/09/wikis-and-other-ways-of-presenting-game.html)
Title: EG: the Blood-Clans of Jorikk
Post by: EvilGinger on 06 September 2014, 00:00:05
the Blood-Clans of Jorikk
Website update
This goes live tomorrow Saturday 6th of September see the site here and I will be posting more about it on Sunday when I have had a good nose round it
Source: the Blood-Clans of Jorikk (http://hackmasterinburton.blogspot.com/2014/09/the-blood-clans-of-jorikk.html)
Title: EG: Tomorrow I will be at Spirit Games
Post by: EvilGinger on 07 September 2014, 04:00:09
Tomorrow I will be at Spirit Games
all day
as a result the Blog may well be a bit quiet on here but I will be busy
First Spirit Games are hosting twelve folks to play AD&D5e all of whom are potential new Hack Fodder in the near future.
Second I will be playing in a Dungeon Crawl Classics funnel type adventure and again talking HackMaster with the chap that is running it with a view of at some point introducing his Old School D&D group to the wonders of the Art of the Hack
I am intending to report back on this is some detail as soon as I have recovered enough to type....
However for now I am going to see how much I can get done here tonight to make up for this future delinquency
Source: Tomorrow I will be at Spirit Games (http://hackmasterinburton.blogspot.com/2014/09/tommorrow-i-will-be-at-spririt-games.html)
Title: EG: Rubbish day
Post by: EvilGinger on 07 September 2014, 04:00:09
Rubbish day
today was a bit rubbish and my plan of being at Spirit Games role-playing all day was shanghaied by my physiology and whilst I got to Spirit Games in the end it was after the game and all I managed to do was deliver some magazines I supply them with.- Grrrr
Source: Rubbish day (http://hackmasterinburton.blogspot.com/2014/09/rubbish-day.html)
Title: EG: More foxy pictures - from the people we support
Post by: EvilGinger on 07 September 2014, 14:00:12
More foxy pictures - from the people we support
Bingo one of the resident foxes having some after supper fuss,
Because whilst Burton wildlife Rescue aims to treat rehabilitate, rewild, and release when at all possible there are those cases where this is not possible and then the sanctuary provides a permanent life time home.
Supper previously - Please note the toys and the size of the pen - foxes are rather dog like in their playfulness and every effort is made to allow them to play even if it does involve them encouraging the sanctuary managers long suffering Staffie to be naughty and we have pictures of that they are just a bit blurred as they where play fighting an chasing each others tails and not staying still enough to photograph easily
Source: More foxy pictures - from the people we support (http://hackmasterinburton.blogspot.com/2014/09/more-foxy-pictures-from-people-we.html)
Title: EG: Rubish day Part II
Post by: EvilGinger on 07 September 2014, 21:30:09
Rubish day Part II
I got all exited about going to Spirit Games yesterday and spending the day playing in a DCC classics zero level funnel game I was also getting quite exited about talking to the new group in the shop coming down to play AD&D 5e as they where newbies and where potential recruits to the art of the hack.
However I got none of that done as I got home from work to get cleaned up and changed to go out again and much to my annoyance took myself to bed on auto pilot half way through. Waking up around four in the afternoon when I was too late to get down to the shop and take part in any of the fun. Especially after I had dealt with the stuff I had messed up for work due to having been pretty much out of it whilst at work, all of which was the cause of much joy as you can no doubt imagine .
Just to aggravate even more I got back form a swift and largely work related visit to Spirit Games and still dead tired and more than a little grumpy I went back to bed only to be woken by my alarm at eleven rather that the four am the following morning I was hoping for.....
Not a good or successful day by any measure.
Source: Rubish day Part II (http://hackmasterinburton.blogspot.com/2014/09/rubish-day-part-ii.html)
Title: EG: Plodding along
Post by: EvilGinger on 08 September 2014, 01:00:05
Plodding along
Plodding along finishing off stuff and generally playing catch up . Not much new to post but quite a lot of finishing off of stuff I have already posted and left part done. so watch this space for developments.
I also now have hard copies of the first book of the Iron Gods the Pathfinder technology guide and the sea of falling stars campaign setting all of which are being read and added to the creative stew I am drawing on for Against the Robots
Source: Plodding along (http://hackmasterinburton.blogspot.com/2014/09/plodding-along.html)
Title: EG: Rubbish day Part II
Post by: EvilGinger on 08 September 2014, 18:30:06
Rubbish day Part II
I got all exited about going to Spirit Games yesterday and spending the day playing in a DCC classics zero level funnel game I was also getting quite exited about talking to the new group in the shop coming down to play AD&D 5e as they where newbies and where potential recruits to the art of the hack.
However I got none of that done as I got home from work to get cleaned up and changed to go out again and much to my annoyance took myself to bed on auto pilot half way through. Waking up around four in the afternoon when I was too late to get down to the shop and take part in any of the fun. Especially after I had dealt with the stuff I had messed up for work due to having been pretty much out of it whilst at work, all of which was the cause of much joy as you can no doubt imagine .
Just to aggravate even more I got back form a swift and largely work related visit to Spirit Games and still dead tired and more than a little grumpy I went back to bed only to be woken by my alarm at eleven rather that the four am the following morning I was hoping for.....
Not a good or successful day by any measure.
Source: Rubbish day Part II (http://hackmasterinburton.blogspot.com/2014/09/rubish-day-part-ii.html)
Title: EG: Plastic People a preview
Post by: EvilGinger on 09 September 2014, 22:00:18
Plastic People a preview
Some thoughts on the use of Historical Miniatures in general and plastic ones specifically in fantasy role playing games
Amongst others and I am looking to develop this into a full article with examples in the near future so watch this space
Source: Plastic People a preview (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-preview.html)
Title: EG: A Company of Fools Episode Twenty Four A preview
Post by: EvilGinger on 10 September 2014, 01:30:07
A Company of Fools Episode Twenty Four A preview
Some where under the streets of the Newtown of Vayham a desperate struggle takes place in a long forgotten annex to the new drains. Here the storied Traveller Telec and hi companions both new and old are literally locked in battle with the forces of the Rot lords champion. As above them a larger slower struggle between man and goblin continues. What will be the outcome of these struggles none now can tell for the disce are cast and only RISK yet knows how they will fall.
Source: A Company of Fools Episode Twenty Four A preview (http://hackmasterinburton.blogspot.com/2014/09/a-company-of-fools-episode-twenty-four.html)
Title: EG: A Wonderful resource for scripts and exotic fonts
Post by: EvilGinger on 10 September 2014, 01:30:07
Source: A Wonderful resource for scripts and exotic fonts (http://hackmasterinburton.blogspot.com/2014/09/a-wonderful-resorse-for-scripts-and.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 10 September 2014, 05:43:06
Just noticed I have missed the Calender for a while :-[- will have to go back and post the missing stuff and remind myself to keep ahead.
>:DGinger
Title: EG: Plastic People Part I
Post by: EvilGinger on 10 September 2014, 22:00:11
Plastic People Part I
Introduction
All the miniatures which I will be discussing in this article are historically accurate and intended for wargaming rather than role playing all are in the scale known as 28mm which is taken as a measurement of a standing figure from base of the foot to the eye line this is nominal around the equivalent of 5' to scale given that average heights historically for human males was 5'6"-5'10. I use the word males deliberately as most historical fighters where men or if not wore equipment such as armour which rendered it rather difficult to tell.
Most of the figures are form the pre gunpowder period or the early transitional period with a couple of exceptions which we will come onto latter as most FRPG's are completely or largely Gunpowder free zones
I would also add that the majority of the figures available are of Eurasian or Mediterranean peoples with the chief exceptions being the various Zulus, Warlord and Wargames Factory, and the Japanese Wargames factory as even the Carthaginians and the Numidians and Mauritanians being whist African are defiantly north African and more Mediterranean than classically African in appearance.
These figures are all multi part models to a greater or lesser extent and as such are very customisable often having separate arms and heads very often more than is needed and a large selection of appropriate weapons and shields. They are all made of the same Hard Plastic (polystyrene, styrene) familiar form model tanks vehicles, aircraft, and the ubiquitous games workshop figures of the last twenty years. Mostly this plastic is a shade of pale grey which is an easy colour to paint over with just about any other colour. The figures never need pinning and the bond produced by ordinary plastic cement is near perfect and in all ways superior to that produced by cyranoacyrilate based super glues with metal figures.
The figures are in general very detailed and are of a common enough scale that parts can be exchanged between them with ease though there are some times some limitations posed with this between manufactures as each has their own approach to where the separate head or torso joins the torso and legs of the figure beyond that the more adventurous can further adapt figures with care an the use of a sharp knife
What have you got to play with
I will go into more detail of who does what latter but here is an over view
Anchients Gauls Britons Early Germans and Dacians the former three in boith horse and foot from more than one manufacture are you archetypal half naked European barbarian.in several variations and for some of the Germans more than half naked.
Romans mid and late republican early imperial with the classic segmented armour Greeks every variety of their close order infantry the famous Hoplites
Source: Plastic People Part I (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-part-i.html)
Title: EG: Plastic People Part I
Post by: EvilGinger on 11 September 2014, 01:30:04
Plastic People Part I
Introduction
All the miniatures which I will be discussing in this article are historically accurate and intended for wargaming rather than role playing all are in the scale known as 28mm which is taken as a measurement of a standing figure from base of the foot to the eye line this is nominal around the equivalent of 5' to scale given that average heights historically for human males was 5'6"-5'10. I use the word males deliberately as most historical fighters where men or if not wore equipment such as armour which rendered it rather difficult to tell.
Most of the figures are form the pre gunpowder period or the early transitional period with a couple of exceptions which we will come onto latter as most FRPG's are completely or largely Gunpowder free zones
I would also add that the majority of the figures available are of Eurasian or Mediterranean peoples with the chief exceptions being the various Zulus, Warlord and Wargames Factory, and the Japanese Wargames factory as even the Carthaginians and the Numidians and Mauritanians being whist African are defiantly north African and more Mediterranean than classically African in appearance.
These figures are all multi part models to a greater or lesser extent and as such are very customisable often having separate arms and heads very often more than is needed and a large selection of appropriate weapons and shields. They are all made of the same Hard Plastic (polystyrene, styrene) familiar form model tanks vehicles, aircraft, and the ubiquitous games workshop figures of the last twenty years. Mostly this plastic is a shade of pale grey which is an easy colour to paint over with just about any other colour. The figures never need pinning and the bond produced by ordinary plastic cement is near perfect and in all ways superior to that produced by cyranoacyrilate based super glues with metal figures.
The figures are in general very detailed and are of a common enough scale that parts can be exchanged between them with ease though there are some times some limitations posed with this between manufactures as each has their own approach to where the separate head or torso joins the torso and legs of the figure beyond that the more adventurous can further adapt figures with care an the use of a sharp knife
What have you got to play with
I will go into more detail of who does what latter but here is an over view
Anchients Gauls Britons Early Germans and Dacians the former three in boith horse and foot from more than one manufacture are you archetypal half naked European barbarian.in several variations and for some of the Germans more than half naked.
Romans mid and late republican early imperial with the classic segmented armour as well as the mid republican light skirmishers the Velites and the later Auxillia infantry and cavalry Greeks every variety of their close order infantry the famous Hoplites as well as the lighter troops archers slingers and javelin men Macedonians - only the famous pike men Persians Achemaned infantry and cavalry with their distinctive tower shields and lost of bowmen the sort that beat the Spartans at Thermopolie and lost to the Athenians and their alies at Marathon
Dark ages
Medieval
Later periods
Zulu's Ansar
Source: Plastic People Part I (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-part-i.html)
Title: EG: Plastic People Part I
Post by: EvilGinger on 11 September 2014, 11:00:06
Plastic People Part I
Introduction
All the miniatures which I will be discussing in this article are historically accurate and intended for wargaming rather than role playing all are in the scale known as 28mm which is taken as a measurement of a standing figure from base of the foot to the eye line this is nominal around the equivalent of 5' to scale given that average heights historically for human males was 5'6"-5'10. I use the word males deliberately as most historical fighters where men or if not wore equipment such as armour which rendered it rather difficult to tell.
Most of the figures are form the pre gunpowder period or the early transitional period with a couple of exceptions which we will come onto latter as most FRPG's are completely or largely Gunpowder free zones
I would also add that the majority of the figures available are of Eurasian or Mediterranean peoples with the chief exceptions being the various Zulus, Warlord and Wargames Factory, and the Japanese Wargames factory as even the Carthaginians and the Numidians and Mauritanians being whist African are defiantly north African and more Mediterranean than classically African in appearance.
These figures are all multi part models to a greater or lesser extent and as such are very customisable often having separate arms and heads very often more than is needed and a large selection of appropriate weapons and shields. They are all made of the same Hard Plastic (polystyrene, styrene) familiar form model tanks vehicles, aircraft, and the ubiquitous games workshop figures of the last twenty years. Mostly this plastic is a shade of pale grey which is an easy colour to paint over with just about any other colour. The figures never need pinning and the bond produced by ordinary plastic cement is near perfect and in all ways superior to that produced by cyranoacyrilate based super glues with metal figures.
The figures are in general very detailed and are of a common enough scale that parts can be exchanged between them with ease though there are some times some limitations posed with this between manufactures as each has their own approach to where the separate head or torso joins the torso and legs of the figure beyond that the more adventurous can further adapt figures with care an the use of a sharp knife
What have you got to play with
I will go into more detail of who does what latter but here is an over view
Ancients
Gauls Britons Early Germans and Dacians the former three in boith horse and foot from more than one manufacture are you archetypal half naked European barbarian.in several variations and for some of the Germans more than half naked.
Romans mid and late republican early imperial with the classic segmented armour as well as the mid republican light skirmishers the Velites and the later Auxillia infantry and cavalry
Light troops
Armoured Hoplites
Greeks every variety of their close order infantry the famous Hoplites as well as the lighter troops archers slingers and javelin men Macedonians - only the famous pike men Persians Achemaned infantry and cavalry with their distinctive tower shields and lost of bowmen the sort that beat the Spartans at Thermopolie and lost to the Athenians and their alies at Marathon
Dark ages Saxons Vikings with and without armour Generic European dress infantry and Eastern "Arab" dress infantry
Normans knights/cavalry and infantry only close order foot
Medieval Crusaders religious orders horse and foot in several variations Feudal European same time period as the crusaders horse foot and missile troops Late Medieval a good and growing selection either badged as Wars of the Roses or as European 1450-1500 both horse and foot are available and the range is extending at a pace with figures for 1400-1450 on the way these are classic FRPG material with long bows cross bows every sort of pole arm and assorted combinations of plate chain and padded armour which would also pass for studded
Ansar- Sudanese infantry but with one of the heads available being the classic "Fuzzywuzzy" Beja warriors and one of the few distinctly African looking heads There are rifles and muskets in the box but all the figures can be made up as spear or swordsmen This is not an exclusive list There are also extensive ranges from the from other periods but these are the ones particularly useful for making figures for classic FRPG style games such as HackMaster and which are avalible or known to be on the way now
Source: Plastic People Part I (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-part-i.html)
Title: EG: Plastic People Part I
Post by: EvilGinger on 11 September 2014, 17:30:20
Plastic People Part I
Introduction
All the miniatures which I will be discussing in this article are historically accurate and intended for wargaming rather than role playing all are in the scale known as 28mm which is taken as a measurement of a standing figure from base of the foot to the eye line this is nominal around the equivalent of 5' to scale given that average heights historically for human males was 5'6"-5'10. I use the word males deliberately as most historical fighters where men or if not wore equipment such as armour which rendered it rather difficult to tell.
Most of the figures are form the pre gunpowder period or the early transitional period with a couple of exceptions which we will come onto latter as most FRPG's are completely or largely Gunpowder free zones
I would also add that the majority of the figures available are of Eurasian or Mediterranean peoples with the chief exceptions being the various Zulus, Warlord and Wargames Factory, and the Japanese Wargames factory as even the Carthaginians and the Numidians and Mauritanians being whist African are defiantly north African and more Mediterranean than classically African in appearance.
These figures are all multi part models to a greater or lesser extent and as such are very customisable often having separate arms and heads very often more than is needed and a large selection of appropriate weapons and shields. They are all made of the same Hard Plastic (polystyrene, styrene) familiar form model tanks vehicles, aircraft, and the ubiquitous games workshop figures of the last twenty years. Mostly this plastic is a shade of pale grey which is an easy colour to paint over with just about any other colour. The figures never need pinning and the bond produced by ordinary plastic cement is near perfect and in all ways superior to that produced by cyranoacyrilate based super glues with metal figures.
The figures are in general very detailed and are of a common enough scale that parts can be exchanged between them with ease though there are some times some limitations posed with this between manufactures as each has their own approach to where the separate head or torso joins the torso and legs of the figure beyond that the more adventurous can further adapt figures with care an the use of a sharp knife
What have you got to play with
I will go into more detail of who does what latter but here is an over view
Ancients
Gauls Britons Early Germans and Dacians the former three in boith horse and foot from more than one manufacture are you archetypal half naked European barbarian.in several variations and for some of the Germans more than half naked.
Romans mid and late republican early imperial with the classic segmented armour as well as the mid republican light skirmishers the Velites and the later Auxillia infantry and cavalry
Greeks every variety of their close order infantry the famous Hoplites as well as the lighter troops archers slingers and javelin men Macedonians - only the famous pike men Persians Achemaned infantry and cavalry with their distinctive tower shields and lost of bowmen the sort that beat the Spartans at Thermopolie and lost to the Athenians and their alies at Marathon
Dark ages Saxons Vikings with and without armour Generic European dress infantry and Eastern "Arab" dress infantry
Normans knights/cavalry and infantry only close order foot
Medieval Crusaders religious orders horse and foot in several variations Feudal European same time period as the crusaders horse foot and missile troops Late Medieval a good and growing selection either badged as Wars of the Roses or as European 1450-1500 both horse and foot are available and the range is extending at a pace with figures for 1400-1450 on the way these are classic FRPG material with long bows cross bows every sort of pole arm and assorted combinations of plate chain and padded armour which would also pass for studded
Whilst there are a wide range of British and European troop types for this period both horse and foot most of them are well into the use of fire arms as a primary weapon and so wouldn't fit in your classic FRPG the one exception.
Japanese all are rather late being 16th century but there are a good range of horse and foot with optional early fire arms for the infantry and these are quite the best of the historical ranges done by this particular manufacturer Later periods
Ansar- Sudanese infantry but with one of the heads available being the classic "Fuzzywuzzys" or more properly Beja warriors and one of the few distinctly African looking heads There are rifles and muskets in the box but all the figures can be made up as spear or swordsmen This is not an exclusive list There are also extensive ranges from the from other periods but these are the ones particularly useful for making figures for classic FRPG style games such as HackMaster and which are available or known to be on the way now
Source: Plastic People Part I (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-part-i.html)
Title: EG: Plastic People - Part II
Post by: EvilGinger on 11 September 2014, 17:30:23
Plastic People - Part II
Fantasy plastics Before plunging in and talking about what you can do by mixing all this together I have to at least bring up the plastic ranges of intentionally fantasy figures which have the same advantages as the historical ones with regard to construction and conversion potential and are made in the same materials. The range of manufacturers are smaller however and beyond the ubiquitous Games work shop they come down to the following
thought I really see the Orcs they do as being perfect HackMaster Hobgoblins as they have a very distinct style a sort of alien Asiatic hybrid to them and seem more subtle than the huge thuggish Manitc orcs
Half naked female warriors with a Greco- Persian theme
Mantic Miniatures
Who do a full range of plastic figures for their Kings of war fantasy wargames rules - dwarves elves humans orcs goblins ogres and undead. The core units of which are all in the hard styrene and whilst they are not strictly to scale with the historical ranges there is a lot of potential for creative mixing and matching of bits form each, To see what they do follow this link
Source: Plastic People - Part II (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-part-ii.html)
Title: EG: Plastic People - Part II
Post by: EvilGinger on 11 September 2014, 21:00:06
Plastic People - Part II
Fantasy plastics Before plunging in and talking about what you can do by mixing all this together I have to at least bring up the plastic ranges of intentionally fantasy figures which have the same advantages as the historical ones with regard to construction and conversion potential and are made in the same materials. The range of manufacturers are smaller however and beyond the ubiquitous Games work shop they come down to the following
thought I really see the Orcs they do as being perfect HackMaster Hobgoblins as they have a very distinct style a sort of alien Asiatic hybrid to them and seem more subtle than the huge thuggish Manitc orcs
Half naked female warriors with a Greco- Persian theme
Mantic Miniatures
Baasalean (fantasy Byzantine) cavalry charging the orc horde
Who do a full range of plastic figures for their Kings of war fantasy wargames rules - dwarves elves humans orcs goblins ogres and undead. The core units of which are all in the hard styrene and whilst they are not strictly to scale with the historical ranges there is a lot of potential for creative mixing and matching of bits form each, To see what they do follow this link
Source: Plastic People - Part II (http://hackmasterinburton.blogspot.com/2014/09/plastic-people-part-ii.html)
Title: EG: Episode Twenty Four Take it form here
Post by: EvilGinger on 11 September 2014, 21:00:06
Episode Twenty Four Take it form here
Tonight
it all goes down hill form here tonight folks
This is ten seconds in and the .........
Source: Episode Twenty Four Take it form here (http://hackmasterinburton.blogspot.com/2014/09/episode-twenty-four-take-it-form-here.html)
Title: EG: A Company of Fools Episode Twenty Four - in brief
Post by: EvilGinger on 12 September 2014, 18:00:05
A Company of Fools Episode Twenty Four - in brief
The battle continues
Source: A Company of Fools Episode Twenty Four - in brief (http://hackmasterinburton.blogspot.com/2014/09/a-company-of-fools-episode-twenty-four_12.html)
Title: EG: The Haitus
Post by: EvilGinger on 14 September 2014, 18:00:10
The Haitus
If it was a bit quiet around here then I am sorry but I have been over doing it on several fronts of late and it rather caught up with me to the point where coherent thought was impossible. I have as a result spent the last three days asleep including the period when I was actually working and most of it in bed. I am now beginning to feel functional so am about to work out where I am at the moment with a view to getting some more bloging done.
There is quite a lot I have to report not least of all Episode Twenty Four Of the Company of Fools and developments with Against the Robots. however first I think I need Pizza which I haven't had in months and than on with the show.
Source: The Haitus (http://hackmasterinburton.blogspot.com/2014/09/the-haitus.html)
Title: EG: The Return of the Hiatus
Post by: EvilGinger on 16 September 2014, 21:30:08
The Return of the Hiatus
The Pizza was drudged I tell you honest, as before I ate it on Sunday night I was up for writing a great load for the blog and not at all knackered just hungry but after I was back into Zombie land again Grrr...
Would have Got back to it yesterday except work and lots of it raised its ugly head again and I had to do that first and by the time I had done that I was well into the Dysfunctionally incoherent region from my normal at least semi functional incoherence.
However today I delivered the weekly television guide to the very excellentSpirit Games my local FLGS and I got got asked to cover for an hour and as is so familiar it was nearer four by the time it was all done ad I was once again well into zombie land, not that working at Spirit is ever any thing but a pleasure but it still uses up my recently rather limited endurance.
I did get to unpack lots of good stuff including KODT 210, 211,212 and can confirm that they are available in this cold damp land but I did not get a chance to look at them before they where whisked away by the mail order troll as they would be going out in the post today as can be confirmed by them being instantly out of stock .
Any way I am now back at the grindstone and have stuff to go up on the blog I just need to go and top up the coffee and caffeinated fluids so I stay out of Zombie land long enough to do it.
will be right back....
Source: The Return of the Hiatus (http://hackmasterinburton.blogspot.com/2014/09/the-return-of-hiatus.html)
Title: EG: A Company of Fools Episode Twenty Four - in brief
Post by: EvilGinger on 17 September 2014, 01:00:08
A Company of Fools Episode Twenty Four - in brief
The battle continues
The
Source: A Company of Fools Episode Twenty Four - in brief (http://hackmasterinburton.blogspot.com/2014/09/a-company-of-fools-episode-twenty-four_12.html)
Title: EG: Mean while in the Market square of Vayham (part I)
Post by: EvilGinger on 17 September 2014, 01:00:08
Mean while in the Market square of Vayham (part I)
another drama unfolds.
Just as the market was setting up for the day in the great market square of the town, not that it was going to be all that great a market considering the town had been under close siege for three weeks now and things to sell, especially food, where getting increasingly scarce and what there was to be had increasingly expensive as they became scarcer. There was always something to be had that was needed and the social function of the market had not subsided and there was always time for a moan about the town situation or same tale to tell about that nights fighting. Thought the chief topic this morning was that the Acolytes of the Great Hospital had cordoned off the shambles in the Newtown on account of some vile plague having broken out there and that a great crowd of acolytes had gone in to set up a fever hospital in its midst.
Then there was the tale of the heroes of the major attack on the Northgate of a couple of nights ago to talk, including the strange elf and his lieutenant who had lead the counter attack, about and some wondering what the company of adventurers variously called Telec’s or Dvorn’s company where going to do to lift the siege after all the tale was all around that two weeks ago they had cut there way through the goblin siege lines with great slaughter amongst the goblins and those who manned the walls told that the goblins had greatly reinforced their works to defend against a second occurrence. Finally the Kalamarian lass who had been doing performance poetry was a always worth a watch even if no one here could understand a word of it, one could not but like the lilt and style of it, not to mention that the poetess was an uncommon pretty girl and that drew enough interest form the young apprentices who had precious little else to do these days.
Then it happened, there was a massive explosion quickly followed by a fountain of flame which rose higher than the walls of the keep and hurled gobbets flame far out over the north of the town falling into thatch and starting fires. The bystanders stood stunned for a few instants and then the alarms went off at the keep,the war drum and the great gold horn of the true sounded, and Militia men tired for a nights patrolling ad skirmishing with goblins along the walls where rousted out to act as a fire brigade lest the town burn. Around the market they where joined by the market guard and even some of the traders and their customers and some amongst the counts guard and the soldiers of the true also joined in though the strange Half Ork who had been rumoured to be hiding in the temple of the true and pretending to be one of their guards was no where to be seen.
Then the demon appeared not far form the now faltering fountain of flame. It appeared with a soft pop and a whoosh of air and no one who was not looking towards the flame would have noticed it until its war cry rent the air sending a shock wave of fear through all who heard its terrifying yet inchoate howl only two did not flee the Kalamarian lass who drew her sword, a blade every one thought little more than a prop to her troubadour act and charged it out of the arch of the keep the Half Ork appeared still aping a guard of the true and ran towards the monster.
The monster was a the form of a twisted red skinned humanoid of gigantic proportions wielding a sword of prodigious size for a moment it stood and surveyed the scene before moving towards the gate of the keep sweeping abandoned market stalls before it with its great blade. The blows smashing them and scattering the goods form them to be crunched under its cloven hooves
A couple of the counts guards on the gate recovered enough from the effect of its cry and had the presence of mind to shot it with the large siege bows from the gate house the bolts shattered on its flesh like hurled icicles on granite. It ignored the two figures approaching it sniffing the air intent on the gate to the keep and beyond.
to be continued....
Source: Mean while in the Market square of Vayham (part I) (http://hackmasterinburton.blogspot.com/2014/09/mean-while-in-market-square-of-vayham.html)
Title: EG: The Demon in the square
Post by: EvilGinger on 17 September 2014, 01:00:08
The Demon in the square
I intend to do a set of stats for this but at present they are only in my note book I will write them up tomorrow
Source: The Demon in the square (http://hackmasterinburton.blogspot.com/2014/09/the-deamon-in-square.html)
Title: EG: A Company of Fools Episode Twenty Four - in brief
Post by: EvilGinger on 17 September 2014, 11:30:07
A Company of Fools Episode Twenty Four - in brief
The battle continues
The action this session was compacted into a brief sliced of time and encompassed the fight with the Acolyte of the Rot Lord and his Guardian Oliphant rats and its immediate aftermath.
Source: A Company of Fools Episode Twenty Four - in brief (http://hackmasterinburton.blogspot.com/2014/09/a-company-of-fools-episode-twenty-four_12.html)
Title: EG: The Demon in the square
Post by: EvilGinger on 17 September 2014, 11:30:08
The Demon in the square
The Demon of the Sword - Vaesehanesresics (that which delights in the slaughter of the unresisting and the terrified) Alignment: Chaotic Evil Initiative: -2 Speed: 9 Reach:+2 feet ( 8 feet with sword) Attack: +13 Damage: 2d12p + 5 Sword 2d3p + 5 with claws on hands or feet or 3d3p+ 5 bite Special Attack: Demonic battle cry (same as Grell war cry)Sweep attack can strike all in a 180 degree ark on an aggressive attack ,and causes +1d3p damage to helpless targets. Weakness: takes +5 damage form good aligned items and +5 damage from lawful ones the effects are cumulative and may be turned as undead.by any good or lawful priest regardless of them having the ability to turn undead Defence: +3 Special Defence: Teleports if on half damage or less instantly (takes one second) Damage Reduction: 12 - 4 weapons of legend Hit Points: 30+4d8 ToP Save: n/a Will Factor: 10 Size: large Move: 15 feet/second at a walk EPV: 1200 (Nb never counts as half for there only being one opponent)
More on this shortly
Source: The Demon in the square (http://hackmasterinburton.blogspot.com/2014/09/the-deamon-in-square.html)
Title: EG: Mean while in the Market square of Vayham (part II)
Post by: EvilGinger on 17 September 2014, 11:30:08
Mean while in the Market square of Vayham (part II)
The Demon unleashed its ululating cry again as it and the Half Ork clashed, which would have surprised the on lookers had there been any for fear of the demon had made all else flee or cringe in cover praying to the very gods that it not notice them. The Ork let out its on battle cry "for the True" as its axe and the demons massive sword began a deadly dance.
To be Continued.......
Source: Mean while in the Market square of Vayham (part II) (http://hackmasterinburton.blogspot.com/2014/09/mean-while-in-market-square-of-vayham_17.html)
Title: EG: A Company of Fools Episode Twenty Four - in brief
Post by: EvilGinger on 17 September 2014, 19:00:06
A Company of Fools Episode Twenty Four - in brief
The battle continues
The action this session was compacted into a brief sliced of time and encompassed the fight with the Acolyte of the Rot Lord and his Guardian Oliphant rats and its immediate aftermath.
A furious Aeltred and the Rot Lords acolyte continued to trade blows. The Acolyte is unable to land a telling blow on the half elf thwarted either by the rangers quickness on his feet or his skill fully used shield. The Ranger in his turn was thwarted by the strange mystic force which absorbed the blows from his sword in a shower of arcane sparks. Most of the rest of the company either held back in the passage way or fought the Acolytes trained attack Oliphant rats huge mangy disease ridden beasts which fought with increasing fury as the fight continued. Around the edges of the fight the young halfing Lalia lurked plying her sling with skill for the most part and darting in to apply her dagger to any rats which where temporarily out of the fight, rendering such a state permanent.
Siskin raised risks power and sent one of the rats fleeing with a prayer and a hand full of bone shards and it fled squeaking in fear. The young warrior Olivier was briefly taken down by a ferocious bite from the rat he was fighting but fortunately the rat was drawn to attack Telec who was playing his usual role of armoured shield to the whole company whilst groin seeker learned what to seek on the rats and he was rescued again by his friend of the journey the young healer from Neffaria, with a prayer to the care giver. At which point their other companion from the same journey the young gnome Coradog who had made his way around the fight and joined in with Aeltred and struck the Acolyte such a mighty blow that his flail struck sparks like a shooting star in the night from the Acolytes mysterious shield
Source: A Company of Fools Episode Twenty Four - in brief (http://hackmasterinburton.blogspot.com/2014/09/a-company-of-fools-episode-twenty-four_12.html)
Title: EG: Mean while in the Market square of Vayham (part II)
Post by: EvilGinger on 17 September 2014, 19:00:06
Mean while in the Market square of Vayham (part II)
The Demon unleashed its ululating cry again as it and the Half Ork clashed, which would have surprised the on lookers had there been any for fear of the demon had made all else flee or cringe in cover praying to the very gods that it not notice them. The Ork let out its on battle cry "for the True" as its axe and the demons massive sword began a deadly dance. In the living quarters of the temple of the True and the Temple of the Founder inside the keep their respective priests and knights where roused from their sleep by terrified guards in the Manor the Count called for his squire. The demon did not notice the girl sneaking up on it from behind her short swords blade glittering dully in the dying light of the fountain of flame.
Fawlit dodged the heavy sword for all he was worth but even so it the tip caught him and tore his golden yellow surcoat and struck sparks from his new scale armour. However he noticed the demon could not fight it swung its sword in wild arcs and quite predictable sweeps like a farmer reaping wheat or scything down long grass not like a warrior it also seemed to give little thought to its own protection. Fawlit watched and toyed with it giving ground and moving seeming to give way to the creature biding his time as it hewed at him before spinning his great axe “questions will be axed” in to an opening the beast left smashing the heavy axe into its knee with a force that would have take the leg off a lesser creature. Black stinking ichor exploded from the wound but the creature took it resolutely as if it was a mere tap and essayed a reply but being unable to brig its great blade to bear it lashed out with its great clawed foot. The move caught Fawlit who was moving to a second swing himself a bit by surprise but even so most to the not inconsiderable force of the blow was taken on his axes shaft even so it sent him sprawling back towards the gate way a good ten feet and winded him even if he did have the presence of mind to hang on to the axe. The demon let out its war cry again and raising its sword above its head followed up to finish the prone Half Ork. Inside the keep all those who heard cringed deeper in their hiding places and prayed all the harder.
Then Nyasse struck with a balletic leap she threw herself at the creature sword forward in a movement more suited to the climax of a Basirian sword dance than a fight, but the blade struck home in the small of the foul things back and cut a deep wound which caused it to cry out in pain and its stroke at Fawlit missed striking sparks off the stones of the market square instead. Nyasse completed the move with a back flip. The creature turned looking for its new assailant as the girl landed and Fawlit recovered and got back to his feet.
It took a swing at Nyasse who was perhaps a bit too elated at her beginners luck to pay attention to defending herself catching her unarmoured left arm and cleaving it to the bone. For a moment the young dancers vision greyed and she thought she was going to faint. So did the demon who let out an exultant cry and prepared to strike his hapless and soon to be helpless foe. Fawlit struck smashing “questions will be axed” into the demons unarmoured thigh, he had been aiming for the already wounded knee but the stroke went high. Once again the stroke did remarkably little damage for all it was delivered with full force and would have felled an ox. Nyasse vision cleared and despite the pain she forward rolled in under the demons swing driving her sword into the malformed muscle of its calf the sword went right through and Nyasse tore it out not that she had quite intended to but she had rolled on her gashed arm and this time the pain was too much for the girl. Fawlit laughed a strange and rather inappropriate laugh. He could see his death and it did not scare him because he knew that he would be as welcome as any in the afterlife of the true. He caught the demons uneven glowing eyes and the demon saw its own end in the Orks an end to millennia of slaughtering the defenceless and innocent of a myriad worlds an end to every thing to oblivion for no after life awaits demons and it decided it had had enough, it was gone in an instant
To be Continued.......
Source: Mean while in the Market square of Vayham (part II) (http://hackmasterinburton.blogspot.com/2014/09/mean-while-in-market-square-of-vayham_17.html)
Title: EG: The Demon in the square
Post by: EvilGinger on 17 September 2014, 22:30:07
The Demon in the square
The Demon of the Sword - Vaesehanesresics (that which delights in the slaughter of the unresisting and the terrified)
Alignment: Chaotic Evil Initiative: -2 Speed: 9 Reach:+2 feet ( 8 feet with sword) Attack: +8 Damage: 2d12p + 5 Sword 2d3p + 5 with claws on hands or feet or 3d3p+ 5 bite Special Attack: Demonic battle cry (same as Grell war cry) Sweep attack can strike all in a 180 degree ark on an aggressive attack ,and causes +1d3p damage to helpless targets. Weakness: takes +5 damage form good aligned items and +5 damage from lawful ones the effects are cumulative and may be turned as undead.by any good or lawful priest regardless of them having the ability to turn undead Defence: +2 Special Defence: Teleports if on half damage or more less instantly (takes one second) but can only do this once per day Damage Reduction: 12 - 4 weapons of legend Hit Points: 30+4d8 ToP Save: n/a Will Factor: 10 Size: large Move: 15 feet/second at a walk and can Teloport at will over long distances as many times as it likes in a day but the ritual to do so takes 3d6p minutes during which it is unable to defend itself without aborting the process and beginning again the mazumum range on such a teleport is eight days march EPV: 1200 (Nb never counts as half for there only being one opponent as its well able to deal with multiple foes)
This demon or may be type of demon for they are commonly found during the initial phases of any abyssal invasion and this may indicate that there are some numbers of the foul things. However given its ability to teleport freely over long distances and that in every reported case only one has been encountered may mean that is is indeed a unique monster.
This demon ranges ahead of the abyssal horde and is drawn to accumulations of unarmed or poorly armed non-combatants who it delights in terrifying with its abyssal war cry and then slaughtering wholes sale. Unlike many demons it is not one for property damage for its own sake however it will do so to further terrify its victims and to get to those who might be hiding in buildings etc.
As a demon it does not need to eat however it will often consume victims messily in order to further terrify its other victims
other stuff to add once I have had a look at the Hob for layout and the like
Source: The Demon in the square (http://hackmasterinburton.blogspot.com/2014/09/the-deamon-in-square.html)
Title: EG: An Oliphant Rat WIP
Post by: EvilGinger on 17 September 2014, 22:30:07
An Oliphant Rat WIP
Something I am working on
Not an original drawing but a piece of random clip art I am reworking using it as a guide as I cant draw animals half that well from scratch. Its still im the process of being cleaned up and sharpened up as its an image I expanded to A4 from much smaller which caused some pixilation I am in process of removing. I am also almost certainly going to flip the image so it faces right to left before its done.
Source: An Oliphant Rat WIP (http://hackmasterinburton.blogspot.com/2014/09/an-oliphant-rat-wip.html)
Title: EG: An Oliphant Rat WIP
Post by: EvilGinger on 18 September 2014, 19:30:06
An Oliphant Rat WIP
Something I am working on
Not an original drawing but a piece of random clip art I am reworking using it as a guide as I cant draw animals half that well from scratch. Its still im the process of being cleaned up and sharpened up as its an image I expanded to A4 from much smaller which caused some pixilation I am in process of removing. I am also almost certainly going to flip the image so it faces right to left before its done.
A bit more done on this but its rather slow progress as I am rather tired and having some difficulty concentrating
Source: An Oliphant Rat WIP (http://hackmasterinburton.blogspot.com/2014/09/an-oliphant-rat-wip.html)
Title: EG: GMG update
Post by: EvilGinger on 18 September 2014, 19:30:06
GMG update
Just a quick post to say that the GMG Beta is now updated to version 2.2
Title: EG: Mean while in the Market square of Vayham (part III)
Post by: EvilGinger on 18 September 2014, 19:30:06
Mean while in the Market square of Vayham (part III)
It left with the same soft pop and a whoosh of air as it had arrived and Fawlit was so surprised that he nearly fell over as he was in mid reverse swing and the momentum of the strike that would never land carried him of balance for an instant, there was silence in the square and the fountain of flame guttered like a candle flame drowning in its own wax and went out.
A short time latter Nyasse came round from her swoon in the arms of the stupidly grinning Half Ork, yea gawds he was ugly but Violet always said not to judge a man by his visage for much that seems fair is in truth foul and vice versa, and it meant that she was still alive as did the dull throb where her left fore arm should have been, she wondered what had happened to the creature had Fawlit slain it, had she. That Fawlit said looking at the bloody mess which was her left fore arm needs to go to the hospital. Nyasse found she could not disagree, but paused to pick up her sword and ask what had happened to the creature and did not understand Fawlit’s reply that it had just gone, adding just before he slammed his axe into it again. Then the pair walked side by side through the town where it was a hanging offence even to be a Half Ork as if they had not a care in the world, despite her gashed and still bleeding arm and his torn surcoat and shouldered axe still stained with ichor and on that morning none challenged them from the few they passed on the street going towards the great hospital.
Source: Mean while in the Market square of Vayham (part III) (http://hackmasterinburton.blogspot.com/2014/09/mean-while-in-market-square-of-vayham_18.html)
Title: EG: The Unexpected Sewer so far explored
Post by: EvilGinger on 18 September 2014, 19:30:06
The Unexpected Sewer so far explored
for the eventual write up but here it is for now
Source: The Unexpected Sewer so far explored (http://hackmasterinburton.blogspot.com/2014/09/the-unexpected-sewer-so-far-explored.html)
Title: EG: An interesting Article from one of the Blogs I read
Post by: EvilGinger on 18 September 2014, 23:00:05
An interesting Article from one of the Blogs I read
as a Gamer of similar antiquity I am afraid I have to agree whole heartedly with the following
Wading In: "Builds"
What was memorable about this guy?
Point-Buy games have had "builds" for a long time - Hero, Gurps, etc. With 3rd Edition D&D all of a sudden D&D had "builds" and one of the plagues of the modern age of gaming fully flowered and has yet to really die down.
I'd say for most players, one of the attractions of RPGs is the opportunity to play a character that does things you do not do in your normal life - sticking swords into monsters, throwing magic, or flying a spaceship. D&D 3E (and later) and Pathfinder are very good at letting us do that with tons of options and per-level multiclassing and point buy attributes - compared to the old "roll up your stats and figure out what to play" days it's a paradise for those who like to craft their character to match their specific vision. That's nothing but a positive. Well, almost...
The coal-filled stocking in this approach is that there are a lot of people who, once exposed to your vision of Abercrombie the Barbarian Prince will quickly point out all of the places it could be improved mechanically and all of the less-than-optimal choices you have made in creating him. "Why does he need a 16 Charisma - dump that to 8!" is among the kinder things you may hear. Communal min/maxing is just as annoying as individual min/maxing when it overwhelms the original concept. Much like MMO players, groups of players around the internet will quickly determine optimal approaches to specific classes and combinations whenever new rules or options come out and are often regarded as "experts".
If you're playing some kind of arena combat game against other players this may be useful.
If you're playing any other kind of game, it's of limited usefulness at best.
Sure, push your DPS way up there, that's really impressive. Hey, now we need an assist on this diplomacy check - oh, you have a negative? Ok, never mind. How about Stealth? Knowledge? Religion? Most optimized "builds' I have seen sacrifice a lot for increased efficiency in one particular area and that's not always the best answer to the things that go on in a campaign and they can get to be on the boring side when you're not slamming through one combat after another because that's a lot of what they focus on. Also it can warp the rest of the party. If we assume the tornado of steel barbarian can solo any monster in the game, the rest of the party may de-emphasize combat capability to try and shine in other phases of the game. Then the barbarian's player misses a session and suddenly combat goes horribly wrong .
Now you do get the opposite problem sometimes where someone takes a bard or a rogue type character and turns them into the jack of all trades and master of all trades too. That's not great for the rest of the party and rather than one player getting bored you have all but one player bored.
A lot of these overpowered builds rely on stitching together very specific abilities from across different classes and supplement books so one way to keep a lid on it is to limit options. Pathfinder has probably the biggest active universe for this kind of thing right now. Sure, the Technology Guide is awesome for the Iron Gods Adventure Path, but if I'm running Rise of the Runelords I probably don't need android PC's with chainsaws and laser pistols running around so the answer there at character creation is "no".
I've played and run a lot of games over the years but I have to say I've rarely seen the need for maxed out PC's. Right now the published adventures I am reading, mainly Pathfinder APs and the new D&D 5E adventures certainly do not demand apex character designs. So it's not pressure from adventure writers that drives optimized character designs.
I have found that campaigns are more enjoyable when people are playing a character they really like and that is often tied to designing it themselves. "Interesting" and "memorable" do not necessarily equal "efficient". Even when looking for power combos, if you find some combination of abilities that is particularly effective how much more satisfying is that than finding it out from some guy on the internet before the game ever starts? For Delve Night at the FLGS an internet-optimized hurricane of evocation may be fine but in an ongoing campaign it's different. Can you live with that character for a year? How about two?
Seeing it discussed online almost constantly I feel the occasional need to push back against the pressure to optimize everything. Ideally players find a balance between "fun/interesting to play" and "mechanically effective" that works for them and for the rest of the people in their group. Hopefully they take a little time and consider the non-mechanical aspects of the character to round things out.
Source: An interesting Article from one of the Blogs I read (http://hackmasterinburton.blogspot.com/2014/09/an-interesting-article-from-one-of.html)
Title: Re: A Company of Fools - Blog
Post by: Snakes in the Tiki Lounge on 19 September 2014, 01:47:50
Interesting article. On the other hand, a counter point of sorts;
Quote from: Tempest Stormwind
I still stand by the argument that this is a fundamental difference between old school (basic D&D: 1 race/class, AD&D: very limted multi-classing) vrs new school (I buy a book and there is a class in their and I want it gimmie gimmie). The trend I see is old school = roleplayers, new school = optomizers.
Note to New school people: Don't listen to what you hear, you aren't a dork if you roleplay. It is ok to indulge in what D&D is all about, roleplay. If you try it and have a good DM, I guarantee you'll have a blast and won't care so much about optomizing. Okay, that's it.
I'm hereby proposing a new logical fallacy. It's not a new idea, but maybe with a catchy name (like the Oberoni Fallacy) it will catch on.
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.
Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.
Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.
(I admit that there are some diehards on both sides -- the RP fanatics who refuse to optimize as if strong characters were the mark of the Devil and the min/max munchkins who couldn't RP their way out of a paper bag without setting it on fire -- though I see these as extreme examples. The vast majority of people are in between, and thus the generalizations hold. The key word is 'automatically')
Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.
Claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
How does this impact "builds"? Simple.
In one extreme (say, Pun-Pun), they are thought experiments. Optimization tests that are not intended to see actual gameplay. Because they do not see gameplay, they do not commit the fallacy.
In the other extreme, you get the drama queens. They could care less about the rules, and are, essentially, playing free-form RP. Because the game is not necessary to this particular character, it doesn't fall into the fallacy.
By playing D&D, you opt in to an agreement of sorts -- the rules describe the world you live in, including yourself. To get the most out of those rules, in the same way you would get the most out of yourself, you must optimize in some respect (and don't look at me funny; you do it already, you just don't like to admit it. You don't need multiclassing or splatbooks to optimize). However, because it is a role-playing game, you also agree to play a role. This is dependent completely on you, and is independent of the rules.
And no, this isn't dependent on edition, or even what roleplaying game you're doing. If you are playing a roleplaying game with any form of rules or regulation, this fallacy can apply. The only difference is the nature of the optimization (based on the rules of that game; Tri-Stat optimizes differently than d20) or the flavor of the roleplay (based on the setting; Exalted feels different from Cthulu).
Conclusion: D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.
They go hand-in-hand in this sort of game. Deal with it. And in the name of all that is good and holy, stop committing the Stormwind Fallacy in the meantime.
Note, unless I'm very much misunderstanding one or both of the above, I don't think the two points actually contradict each other, and there's a lot in the former article there I'd agree with quite strongly. :)
Title: EG: Mean while in the Market square of Vayham (part III)
Post by: EvilGinger on 19 September 2014, 12:00:04
Mean while in the Market square of Vayham (part III)
It left with the same soft pop and a whoosh of air as it had arrived and Fawlit was so surprised that he nearly fell over as he was in mid reverse swing and the momentum of the strike that would never land carried him of balance for an instant, there was silence in the square and the fountain of flame guttered like a candle flame drowning in its own wax and went out.
A short time latter Nyasse came round from her swoon in the arms of the stupidly grinning Half Ork, yea gawds he was ugly but Violet always said not to judge a man by his visage for much that seems fair is in truth foul and vice versa, and it meant that she was still alive as did the dull throb where her left fore arm should have been, she wondered what had happened to the creature had Fawlit slain it, had she. That Fawlit said looking at the bloody mess which was her left fore arm needs to go to the hospital. Nyasse found she could not disagree, but paused to pick up her sword and ask what had happened to the creature and did not understand Fawlit’s reply that it had just gone, adding just before he slammed his axe into it again. Then the pair walked side by side through the town where it was a hanging offence even to be a Half Ork as if they had not a care in the world, despite her gashed and still bleeding arm and his torn surcoat and shouldered axe still stained with ichor and on that morning none challenged them from the few they passed on the street going towards the great hospital.
to be continued......
Source: Mean while in the Market square of Vayham (part III) (http://hackmasterinburton.blogspot.com/2014/09/mean-while-in-market-square-of-vayham_18.html)
Title: EG: Mean while in the Market square of Vayham (part IV)
Post by: EvilGinger on 19 September 2014, 12:00:05
Mean while in the Market square of Vayham (part IV)
Back in the square the guards at the keep slowly recovered form there terror and snuck out to investigate now it was all over and shortly they where joined by the Count and his body guards the chief priest of the Founder and his remaining knight in full armour and the senior priests of the true and the handful of their men who where on the day watch. The leaders of the town who had not long retired after a night on the walls having been roused when the eruption of fire occurred. The market guards who had fled at the demons first terrifying war cry and some of the braver traders returned to join them. All looked at the fresh spilt blood on the stones the gauge the demons sword had left on the ground and the spilt ichor. Finally congregating around the hole which was where the flame had erupted from, finding a seemingly bottomless pit some fifteen feet across and which was beyond the first few feet lined with worked stone. It looked for all the world like a well, the count looked at the founder’s priest on his right hand and asked was there ever a well in the market square. The priest scratched his head and thought no my lord that I know of but I may have forgotten something in the temple achieves, I will need to check. With that he bustled off to do just that. Every one else stood and looked those who could see and those who could not tried to over hear what was being said by those who could, or speculated wildly whilst other just tried to catch a glimpse of what all the fuss was about.
to be continued......
Source: Mean while in the Market square of Vayham (part IV) (http://hackmasterinburton.blogspot.com/2014/09/mean-while-in-market-square-of-vayham_19.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 19 September 2014, 15:05:14
Cool Reply Tiki - Reposted it on the blog and will post my own thoughts on the subject when I have slain another small horde of jobs I need to get done by tomorrow +:whdat=+::whdat:
>:DGinger
Title: EG: An interesting Article from one of the Blogs I read
Post by: EvilGinger on 19 September 2014, 15:30:05
An interesting Article from one of the Blogs I read
as a Gamer of similar antiquity I am afraid I have to agree whole heartedly with the following
Wading In: "Builds"
What was memorable about this guy?
Point-Buy games have had "builds" for a long time - Hero, Gurps, etc. With 3rd Edition D&D all of a sudden D&D had "builds" and one of the plagues of the modern age of gaming fully flowered and has yet to really die down.
I'd say for most players, one of the attractions of RPGs is the opportunity to play a character that does things you do not do in your normal life - sticking swords into monsters, throwing magic, or flying a spaceship. D&D 3E (and later) and Pathfinder are very good at letting us do that with tons of options and per-level multiclassing and point buy attributes - compared to the old "roll up your stats and figure out what to play" days it's a paradise for those who like to craft their character to match their specific vision. That's nothing but a positive. Well, almost...
The coal-filled stocking in this approach is that there are a lot of people who, once exposed to your vision of Abercrombie the Barbarian Prince will quickly point out all of the places it could be improved mechanically and all of the less-than-optimal choices you have made in creating him. "Why does he need a 16 Charisma - dump that to 8!" is among the kinder things you may hear. Communal min/maxing is just as annoying as individual min/maxing when it overwhelms the original concept. Much like MMO players, groups of players around the internet will quickly determine optimal approaches to specific classes and combinations whenever new rules or options come out and are often regarded as "experts".
If you're playing some kind of arena combat game against other players this may be useful.
If you're playing any other kind of game, it's of limited usefulness at best.
Sure, push your DPS way up there, that's really impressive. Hey, now we need an assist on this diplomacy check - oh, you have a negative? Ok, never mind. How about Stealth? Knowledge? Religion? Most optimized "builds' I have seen sacrifice a lot for increased efficiency in one particular area and that's not always the best answer to the things that go on in a campaign and they can get to be on the boring side when you're not slamming through one combat after another because that's a lot of what they focus on. Also it can warp the rest of the party. If we assume the tornado of steel barbarian can solo any monster in the game, the rest of the party may de-emphasize combat capability to try and shine in other phases of the game. Then the barbarian's player misses a session and suddenly combat goes horribly wrong .
Now you do get the opposite problem sometimes where someone takes a bard or a rogue type character and turns them into the jack of all trades and master of all trades too. That's not great for the rest of the party and rather than one player getting bored you have all but one player bored.
A lot of these overpowered builds rely on stitching together very specific abilities from across different classes and supplement books so one way to keep a lid on it is to limit options. Pathfinder has probably the biggest active universe for this kind of thing right now. Sure, the Technology Guide is awesome for the Iron Gods Adventure Path, but if I'm running Rise of the Runelords I probably don't need android PC's with chainsaws and laser pistols running around so the answer there at character creation is "no".
I've played and run a lot of games over the years but I have to say I've rarely seen the need for maxed out PC's. Right now the published adventures I am reading, mainly Pathfinder APs and the new D&D 5E adventures certainly do not demand apex character designs. So it's not pressure from adventure writers that drives optimized character designs.
I have found that campaigns are more enjoyable when people are playing a character they really like and that is often tied to designing it themselves. "Interesting" and "memorable" do not necessarily equal "efficient". Even when looking for power combos, if you find some combination of abilities that is particularly effective how much more satisfying is that than finding it out from some guy on the internet before the game ever starts? For Delve Night at the FLGS an internet-optimized hurricane of evocation may be fine but in an ongoing campaign it's different. Can you live with that character for a year? How about two?
Seeing it discussed online almost constantly I feel the occasional need to push back against the pressure to optimize everything. Ideally players find a balance between "fun/interesting to play" and "mechanically effective" that works for them and for the rest of the people in their group. Hopefully they take a little time and consider the non-mechanical aspects of the character to round things out.
Source: An interesting Article from one of the Blogs I read (http://hackmasterinburton.blogspot.com/2014/09/an-interesting-article-from-one-of.html)
Title: EG: The Demon in the square
Post by: EvilGinger on 19 September 2014, 19:00:06
The Demon in the square
The Demon of the Sword - Vaesehanesresics (that which delights in the slaughter of the unresisting and the terrified)
Alignment: Chaotic Evil Initiative: -2 Speed: 9 Reach:+2 feet ( 8 feet with sword) Attack: +8 Damage: 2d12p + 5 Sword 2d3p + 5 with claws on hands or feet or 3d3p+ 5 bite Special Attack: Demonic battle cry (same as Grell war cry) Sweep attack can strike all in a 180 degree ark on an aggressive attack ,and causes +1d3p damage to helpless targets. Weakness: takes +5 damage form good aligned items and +5 damage from lawful ones the effects are cumulative and may be turned as undead.by any good or lawful priest regardless of them having the ability to turn undead Defence: +2 Special Defence: Teleports if on half damage or more less instantly (takes one second) but can only do this once per day Damage Reduction: 12 - 4 weapons of legend Hit Points: 30+4d8 ToP Save: n/a Will Factor: 10 Size: large Move: 15 feet/second at a walk and can Teloport at will over long distances as many times as it likes in a day but the ritual to do so takes 3d6p minutes during which it is unable to defend itself without aborting the process and beginning again the maxumum range on such a teleport is eight days march EPV: 1200 (Nb never counts as half for there only being one opponent as its well able to deal with multiple foes)
Notable skills Intimidate 50 torture 30
Description
This demon or may be type of demon for they are commonly found during the initial phases of any abyssal invasion and this may indicate that there are some numbers of the foul things. However given its ability to teleport freely over long distances and that in every reported case only one has been encountered may mean that is is indeed a unique monster.
This demon ranges ahead of the abyssal horde and is drawn to accumulations of unarmed or poorly armed non-combatants who it delights in terrifying with its abyssal war cry and then slaughtering wholes sale. Unlike many demons it is not one for property damage for its own sake however it will do so to further terrify its victims and to get to those who might be hiding in buildings etc.
As a demon it does not need to eat however it will often consume victims messily in order to further terrify its other victims
other stuff to add once I have had a look at the Hob for layout and the like
Source: The Demon in the square (http://hackmasterinburton.blogspot.com/2014/09/the-deamon-in-square.html)
Title: EG: A Reply An interesting Article from one of the Blogs I read
Post by: EvilGinger on 19 September 2014, 19:00:06
A Reply An interesting Article from one of the Blogs I read
An Reply posted to an interesting Blog Article first posted on the feed form this Blog to the Big Bang Burger bar
Posted By Forum User Snakes in the Tiki lounge
Interesting article. On the other hand, a counter point of sorts;
Quote from: Tempest Stormwind
I still stand by the argument that this is a fundamental difference between old school (basic D&D: 1 race/class, AD&D: very limted multi-classing) vrs new school (I buy a book and there is a class in their and I want it gimmie gimmie). The trend I see is old school = roleplayers, new school = optomizers.
Note to New school people: Don't listen to what you hear, you aren't a dork if you roleplay. It is ok to indulge in what D&D is all about, roleplay. If you try it and have a good DM, I guarantee you'll have a blast and won't care so much about optomizing. Okay, that's it.
I'm hereby proposing a new logical fallacy. It's not a new idea, but maybe with a catchy name (like the Oberoni Fallacy) it will catch on.
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.
Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.
Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.
(I admit that there are some diehards on both sides -- the RP fanatics who refuse to optimize as if strong characters were the mark of the Devil and the min/max munchkins who couldn't RP their way out of a paper bag without setting it on fire -- though I see these as extreme examples. The vast majority of people are in between, and thus the generalizations hold. The key word is 'automatically')
Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.
Claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
How does this impact "builds"? Simple.
In one extreme (say, Pun-Pun), they are thought experiments. Optimization tests that are not intended to see actual gameplay. Because they do not see gameplay, they do not commit the fallacy.
In the other extreme, you get the drama queens. They could care less about the rules, and are, essentially, playing free-form RP. Because the game is not necessary to this particular character, it doesn't fall into the fallacy.
By playing D&D, you opt in to an agreement of sorts -- the rules describe the world you live in, including yourself. To get the most out of those rules, in the same way you would get the most out of yourself, you must optimize in some respect (and don't look at me funny; you do it already, you just don't like to admit it. You don't need multiclassing or splatbooks to optimize). However, because it is a role-playing game, you also agree to play a role. This is dependent completely on you, and is independent of the rules.
And no, this isn't dependent on edition, or even what roleplaying game you're doing. If you are playing a roleplaying game with any form of rules or regulation, this fallacy can apply. The only difference is the nature of the optimization (based on the rules of that game; Tri-Stat optimizes differently than d20) or the flavor of the roleplay (based on the setting; Exalted feels different from Cthulu).
Conclusion: D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.
They go hand-in-hand in this sort of game. Deal with it. And in the name of all that is good and holy, stop committing the Stormwind Fallacy in the meantime.
Note, unless I'm very much misunderstanding one or both of the above, I don't think the two points actually contradict each other, and there's a lot in the former article there I'd agree with quite strongly.
Cheers old chap
Source: A Reply An interesting Article from one of the Blogs I read (http://hackmasterinburton.blogspot.com/2014/09/an-reply-interesting-article-from-one.html)
Title: EG: A Reply to An interesting Article from one of the Blogs I read
Post by: EvilGinger on 20 September 2014, 11:30:07
A Reply to An interesting Article from one of the Blogs I read
An Reply posted to an interesting Blog Article first posted on the feed form this Blog to the Big Bang Burger bar
Posted By Forum User Snakes in the Tiki lounge
Interesting article. On the other hand, a counter point of sorts;
Quote from: Tempest Stormwind
I still stand by the argument that this is a fundamental difference between old school (basic D&D: 1 race/class, AD&D: very limted multi-classing) vrs new school (I buy a book and there is a class in their and I want it gimmie gimmie). The trend I see is old school = roleplayers, new school = optomizers.
Note to New school people: Don't listen to what you hear, you aren't a dork if you roleplay. It is ok to indulge in what D&D is all about, roleplay. If you try it and have a good DM, I guarantee you'll have a blast and won't care so much about optomizing. Okay, that's it.
I'm hereby proposing a new logical fallacy. It's not a new idea, but maybe with a catchy name (like the Oberoni Fallacy) it will catch on.
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.
Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.
Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.
(I admit that there are some diehards on both sides -- the RP fanatics who refuse to optimize as if strong characters were the mark of the Devil and the min/max munchkins who couldn't RP their way out of a paper bag without setting it on fire -- though I see these as extreme examples. The vast majority of people are in between, and thus the generalizations hold. The key word is 'automatically')
Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.
Claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
How does this impact "builds"? Simple.
In one extreme (say, Pun-Pun), they are thought experiments. Optimization tests that are not intended to see actual gameplay. Because they do not see gameplay, they do not commit the fallacy.
In the other extreme, you get the drama queens. They could care less about the rules, and are, essentially, playing free-form RP. Because the game is not necessary to this particular character, it doesn't fall into the fallacy.
By playing D&D, you opt in to an agreement of sorts -- the rules describe the world you live in, including yourself. To get the most out of those rules, in the same way you would get the most out of yourself, you must optimize in some respect (and don't look at me funny; you do it already, you just don't like to admit it. You don't need multiclassing or splatbooks to optimize). However, because it is a role-playing game, you also agree to play a role. This is dependent completely on you, and is independent of the rules.
And no, this isn't dependent on edition, or even what roleplaying game you're doing. If you are playing a roleplaying game with any form of rules or regulation, this fallacy can apply. The only difference is the nature of the optimization (based on the rules of that game; Tri-Stat optimizes differently than d20) or the flavor of the roleplay (based on the setting; Exalted feels different from Cthulu).
Conclusion: D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.
They go hand-in-hand in this sort of game. Deal with it. And in the name of all that is good and holy, stop committing the Stormwind Fallacy in the meantime.
Note, unless I'm very much misunderstanding one or both of the above, I don't think the two points actually contradict each other, and there's a lot in the former article there I'd agree with quite strongly.
Cheers old chap
Source: A Reply to An interesting Article from one of the Blogs I read (http://hackmasterinburton.blogspot.com/2014/09/an-reply-interesting-article-from-one.html)
Title: EG: D - Day
Post by: EvilGinger on 20 September 2014, 11:30:07
D - Day
Buisiness expansion
In the real world today is the day when my customer base increases by 20% all at one go so the rate of blog updates may very well slow down at least for today. However I will still be doing what I can and there is life in the blog yet
Source: D - Day (http://hackmasterinburton.blogspot.com/2014/09/d-day.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 20 September 2014, 19:39:59
Sorry about the Purple above - but the full article is already on this thread above and can be linked to on the blog as well
>:DGinger
Title: EG: D - Day
Post by: EvilGinger on 20 September 2014, 22:00:05
D - Day
Business expansion
In the real world today is the day when my customer base increases by 20% all at one go so the rate of blog updates may very well slow down at least for today. However I will still be doing what I can and there is life in the blog yet
Update
Well despite the fact it could have gone better mostly a massive foul up on the part of my suppliers who had carefully ignored the changes I had painstakingly made to my order and taking the better part of an hour to sort this all out I got trough it and am as you can see now back to the Blog.
Which will take my mind off the possibility for a repeat foul up tomorrow
Source: D - Day (http://hackmasterinburton.blogspot.com/2014/09/d-day.html)
Title: EG: An Improved Unexpected Sewer explored so far
Post by: EvilGinger on 20 September 2014, 22:00:05
An Improved Unexpected Sewer explored so far
done some more work on this map to go with the write ups for episodes twenty three and four so that it tells the story of the two sessions
Source: An Improved Unexpected Sewer explored so far (http://hackmasterinburton.blogspot.com/2014/09/an-improved-unexpected-sewer-explored.html)
Title: EG: D+1 in the morning
Post by: EvilGinger on 21 September 2014, 01:00:19
D+1 in the morning
If it is a bit quiet around here tomorrow it is because I will still be dealing with work related matters left over form today I will still be posting but it may be a relatively quiet day in that regard.just so you know.
I intend to finish off things I have already posted by way of a priority rather than post new stuff however you like I will have to see what I do manage to get done.
Source: D+1 in the morning (http://hackmasterinburton.blogspot.com/2014/09/d1-in-morning.html)
Title: EG: Against the Robots Making a start
Post by: EvilGinger on 21 September 2014, 01:00:19
Against the Robots Making a start
will be posting details about session one here soon as I am almost ready to run
Source: Against the Robots Making a start (http://hackmasterinburton.blogspot.com/2014/09/against-robots-making-start.html)
Title: EG: An Oliphant Rat WIP
Post by: EvilGinger on 21 September 2014, 18:00:06
An Oliphant Rat WIP
Something I am working on
Not an original drawing but a piece of random clip art I am reworking using it as a guide as I cant draw animals half that well from scratch. Its still im the process of being cleaned up and sharpened up as its an image I expanded to A4 from much smaller which caused some pixilation I am in process of removing. I am also almost certainly going to flip the image so it faces right to left before its done.
A bit more done on this but its rather slow progress as I am rather tired and having some difficulty concentrating
almost done now just considering the finishing touches to be honest but I think that works.
Source: An Oliphant Rat WIP (http://hackmasterinburton.blogspot.com/2014/09/an-oliphant-rat-wip.html)
Title: EG: Its a rat the size of a Shetland Pony!!
Post by: EvilGinger on 21 September 2014, 18:00:06
Its a rat the size of a Shetland Pony!!
Aeltreds Rat
Its final form well one I am happy with all done with GIMP as a image manipulation of an existing clip art image of a rat I found lying about on the internet some time ago and I cant quite remember where form.
Source: Its a rat the size of a Shetland Pony!! (http://hackmasterinburton.blogspot.com/2014/09/its-rat-size-of-shetland-pony.html)
Title: EG: The Demon in the Square
Post by: EvilGinger on 21 September 2014, 21:30:06
The Demon in the Square
The Demon of the Sword - Vaesehanesresics (that which delights in the slaughter of the unresisting and the terrified)
Alignment: Chaotic Evil Initiative: -2 Speed: 9 Reach:+2 feet ( 8 feet with sword) Attack: +8 Damage: 2d12p + 5 Sword 2d3p + 5 with claws on hands or feet or 3d3p+ 5 bite Special Attack: Demonic battle cry (same as Grell war cry) Sweep attack can strike all in a 180 degree ark on an aggressive attack ,and causes +1d3p damage to helpless targets. Weakness: takes +5 damage form good aligned items and +5 damage from lawful ones the effects are cumulative and may be turned as undead.by any good or lawful priest regardless of them having the ability to turn undead Defence: +2 Special Defence: Teleports if on half damage or more less instantly (takes one second) but can only do this once per day Damage Reduction: 12 - 4 weapons of legend Hit Points: 30+4d8 ToP Save: n/a Will Factor: 10 Size: large Move: 15 feet/second at a walk and can Teloport at will over long distances as many times as it likes in a day but the ritual to do so takes 3d6p minutes during which it is unable to defend itself without aborting the process and beginning again the maxumum range on such a teleport is eight days march EPV: 1200 (Nb never counts as half for there only being one opponent as its well able to deal with multiple foes)
Notable skills Intimidate 50 torture 30
Description
This demon or may be type of demon for they are commonly found during the initial phases of any abyssal invasion and this may indicate that there are some numbers of the foul things. However given its ability to teleport freely over long distances and that in every reported case only one has been encountered at a time may mean that is is indeed a unique monster.
This demon ranges ahead of the abyssal horde and is drawn to accumulations of unarmed or poorly armed largely non-combatants who it delights in terrifying with its abyssal war cry and then slaughtering wholes sale. Unlike many demons it is not one for property damage for its own sake however it will do so to further terrify its victims and to get to those who might be hiding in buildings etc.
As a demon it does not need to eat however it will often consume victims messily in order to further terrify its other victims
General Info
Activity cycle - none preferred appears not to need sleep No Appearing - only ever one In Lair - never Frequency - Very rare as it only occurs in the proximity of an abyssal break through usually within 1-3 teleprts distance or a similar distance ahead of an abyssal army Alignment -Chaotic Evil Vision - Dark vision to 180 feet Awareness senses - +20 on listening or observation rolls & can automatically detect any thing cosmicly good or lawful within its range of vision and more common good or lawful within thirty feet. Habitat - any Diet - only eats for effect mostly to enhance its intimidating effect on its victims may subsist of the emotions of its soon to be victims Organization - Solitary Climate terrain - any
Yield
Medical - none Spell components - none but any demonic blood can be used to enhance harm spells cast by chaotic evil priests by 1d3p points per ounce killing this demon would give 2d4p ounces of such blood but there are easier sources Hide trophy - demonic material decays far to fast to be preserved without magic Edible - yes but like all demons no good will flow form eating their flesh however quite what ill flows form eating the flesh of this one is no where reported Treasure - none but a +3 magical two handed sword of unusual size may be recovered but this is probably of no use except as a trophy and is almost certainly cursed Other - Nil Experience point Value 1200 (Nb never counts as half for there only being one opponent as its well able to deal with multiple foes)
Source: The Demon in the Square (http://hackmasterinburton.blogspot.com/2014/09/the-deamon-in-square.html)
Title: EG: Against the Robots Making a start
Post by: EvilGinger on 21 September 2014, 21:30:07
Against the Robots Making a start
At last
The first Session will be on Monday 29th of September between 7pm & 11pm Central time (GMT+6) It will be run via a Google hang out so I will need to have all of you in a Google circle before Monday of next week. There is an event set up on it on Google plus but I am not sure I have not rather messed that up I will check latter as I need to clear my head a bit before re-engaging. All of you I have in any Google Circle have already been invited so if you haven't been you aren't and I need to add you.
The next session will be arranged at the end of the first but I would like to run the game at least monthly and be run on a Monday at least for the moment
Source: Against the Robots Making a start (http://hackmasterinburton.blogspot.com/2014/09/against-robots-making-start.html)
Title: EG: An Epic tale form another part of Tellene II
Post by: EvilGinger on 22 September 2014, 01:00:05
Ngithol stared at the dark hole in the ground and felt nothing but loss, a veritable void inside her where once she had felt so alive. She felt this void and genuinely mourned the loss she had suffered. Not the loss of the hippie half elf, who looked as lifely as a potato. Nor was it for the loss of the farmer's child, a child she was certain was already dead. Instead she keenly felt the loss of what she had once been.
It had been a while since she felt this way, having learned long ago that dwelling on such thoughts was unproductive. But she couldn't help but reflect upon there having been more kobolds than she thought there would've been and that if she were at her peak and not the wretched shell she is now they'd have all been chaff upon the wind. Their arms deflected by her platemail and their screams as she cleaved them apart with a blade that had slain countless others.
Instead all she could do was ignore the pain she felt throughout her entire body and resort to the universal 'backup plan' many of her clan had relied upon in time's of darkness. Burn Everything. She looked to the pile of flammable material she had gathered rapidly while the others finished getting out of the tunnel and threw some down into the tunnel before readying her flint. She hoped that if the fire didn't kill the kobolds it would at least by them time to seal the hole by burning the barn down.
Source: An Epic tale form another part of Tellene II (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-form-another-part-of_21.html)
Title: EG: An Epic tale form another part of Tellene III
Post by: EvilGinger on 22 September 2014, 01:00:05
It's name was Urze and it was pretty damned big as far as Ngithol was concerned. Big, ugly and angry; angry enough that any blows from it's club would likely be fatal. Most would've felt some form of trepidation as it approached her and Malvus, Ngithol however merely felt anticipation and... nostaliga?
Shaking her head to banish the feelings she brought her focus on readying her shield and blade and watched as Malvus deftly avoided approaching beast's attack and unleashed a rapid counter attack of his own, striking with precision and undeniable effectiveness. Urze had a mere moment to contemplate what had occured before he slumped to the ground, utterly broken. Ngithol fought to not do the same as what she had seen triggered a sudden flood of memories of Mebzuth... her dear sweet Mebzuth. Then came the memories of verdant flame that seemed to always tie themselves to any thoughts of her previous life. She marshalled herself and attempted to refocus on the fight, intent on killing a goblin to distract herself and bury the memories, only to see the remaining ones already dead or fleeing.
Ngithol ignored the smiles and cheering of her... companions and hurried out of the cave, her skin suddenly feeling aflame and her vision blurring slightly as the memories came. The pain, the loss, everything she tried not to dwell on coming back in a rush. With mute fervor she strode to the nearby creek, throwing her cloak and pack aside before desperately pulling her chainmail off, all but convinced now that the flames were upon her again. It was no sooner that she got free of her armor that she immediately began wetting the bandages she was still wreathed in with creek water and relished the feeling of it smothering a fire she knew was not there. It took only a moment for the 'flames' to go away once she had started but it was a notably longer while till Ngithol successfully steadied herself.
She quickly stood, realizing how insane she must look, and retrieved her pack before sitting on a nearby rock where she began peeling off the soaked cloth wraps covering her scarred body and setting them aside, chiding herself as she realized how dirty they'd become and the fact she'd neglected to replace them sooner. She looked at the fresh wraps in her pack and decided best to let herself dry before putting them on. As she stood there wearing only some thin cloth shorts she took a moment to try and make a note of picking up an unguent from the town when they returned, anything that might help soothe her skin. An unguent and perhaps some alcohol.
Source: An Epic tale form another part of Tellene III (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-form-another-part-of_30.html)
Title: EG: An Epic Tale form another part of Telene IV
Post by: EvilGinger on 22 September 2014, 01:00:05
The kobold identified himself as the alpha and offered up his conditions of surrender. They would return the child, unharmed, and leave if the party agreed to liberate their previous cave from a bugbear called Urze. The bugbear and his goblin minions had routed and killed the alpha's mate and hatchlings, and forced the remaining kobolds to evacuate and find an alternative haven. Reluctantly, the party agreed, mostly on Kalamor and Frug's insistence. They told Brendol, the farmer, to head into town and alert Elmin Hesir of the situation and that they would return after dealing with the bugbear. One of the kobolds would stay with them as a guide (much to Frug's chagrin). The weather Fyban was unusually quiet as they traversed the ancient paths. No far in they found the cause. A servant of the swift sword whistled along the path. He introduced himself as Darius, a Kalamaran youth on his Search. Fighting bugbears sounded fun, so he offered his great hammer in service to the party. The other reason for the silence was quickly noticed as well, when a hunting pack of mountain lions ambushed and attacked the party. They were quickly dispatched and sent running, with the dead one making a fairly tasty meal for their camp.
The kobold who failed to be a useful guide was self-named "Dragon's Blood". He wasn't particularly bright, but he did know the way to their old cave. He was fairly good at cooking up wild cat, though. And after a good nights rest, the party continued on through the day.
Malvus used his speed and stealth to scout ahead as the party followed the creek. It would have been an uneventful travel if not for one wrong turn. A giant spider dropped down from the canopy of trees and snatched up the monk, paralyzing him with poison. Because he was so far ahead, the party didn't see the signs when they arrived and were similarly assaulted. Thanks to solid armor, however, the heroes were more resistant to the spider's bites and powered through the monstrosities.
With the spiders dispatched, Malvus was freed. Frug found some other victims of the spiders and confirmed one was the tax collector. They looted the bodies of some healing potions and the tax collectors information. A reward would probably be forthcoming for confirming his death. The kobold was grateful to Darius for saving his life and, in his stupidity admitted that the alpha had lied about the death of their matron and hatchlings. This truth earned the ire of Kalamor.
Not far beyond the spiders' den, the party located the cave. A lone goblin stood watch, distracted by a trapped pixie he was torturing. The party killed the goblin and slipped into the cave quietly. The goblins inside were unprepared for a fight and caught off-guard. The party set to dispatching them quickly before the snoring Urze woke to the sounds of battle.
As the massive bugbear emerged, he laughed at the party's attempt. Calling out the monk, he drug forward with his oversized Morningstar, "soft, puny-hand man going to get squished. I going to eat your bones!" With a roar he swung the weapon at Malvus' head, only to miss as the monk struck with lightning speed. In an instant, Urze lay dead on the floor.
"Dragon's Blood" rushed forward and stabbed the dead carcass with his spear only to retreat when a dull growl of air was released as it died.
The heroes were victorious, and they found a sizable amount of coin from Urze's stash. All in all, it was a successful venture.
Source: An Epic Tale form another part of Telene IV (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-form-another-part-of_53.html)
Title: EG: An Epic tale from Another Part of Telene V
Post by: EvilGinger on 22 September 2014, 01:00:05
Malvus had difficulty containing his frustration as they approached the cave. He felt that his skills and training were inadequate to the recent events. Jeshela dying needlessly in the kobold tunnels, and himself being surprised and paralyzed by a monstrous spider, helpless to do anything but watched as his companions fought to save him. Nothing he had learned in the monastery had prepared him for this.
He managed to control himself enough to sneak up to the cave entrance with the rest of the group, their approach covered by Frug's magical fog. The startled goblin sentries were dispatched easily enough, though Malvus lost his spear in the fracas and had to fight unarmed. Then the Urze, the hulking bugbear leader of the goblins, lurched into the torchlight, along with his grizzled wolf companion and more goblins. "Who dare to invade cave of the Urze?!" he bellowed.
Suddenly everything snapped into focus for Malvus. He felt the energy flowing up through his body, from it's source in the earth below out to the ends of his limbs and beyond, as his masters had told him he would. He felt Ngithol standing at his side, stable and dependable. He saw from the Urze's stance as he approached that he had an old wound in his side that had never fully healed, which caused him to list slightly to one side and left a flaw in his defence.
"This cave is not yours. Leave now, and we will let you go in peace," Malvus replied calmly. Feeling at one with the earth and his companions and even his enemies, he saw no need for violence.
The bugbear laughed derisively. "Soft, puny-hand man going to get squished. I going to eat your bones!"
"Come then, and see how 'soft' my hands are." The bugbear's first swing was telegraphed, and Malvus dodged it easily. He never got a second. Malvus first strike went to the Urze's solar plexus, left unguarded by his reckless swing. As the air rushed from his body and he stooped over in shock, Malvus crushed his throat with a second strike. The bugbear crumpled to the ground, and the other goblins fled.
Ngithol also fled the cave; Malvus sensed that she wanted no company and didn't go after her. He allowed himself to celebrate the victory with his other companions, but a part of him was somberly reflecting on what had happened. He had mastered the basic forms of his fighting style years ago, but this had been the first time that he had truly felt the meaning behind them. He knew he would be much more formidable now, but that was no reason to rest easy. His next opponent might not be so careless and easily felled.
Source: An Epic tale from Another Part of Telene V (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-from-another-part-of.html)
Title: EG: Minor Milestone
Post by: EvilGinger on 22 September 2014, 11:00:08
Minor Milestone
Getting some where
Yesterday the page view count reached a new record of one hundred and ninety six in the day besting the last record level of one hundred and forty five by a considerable margin. Not a major mile stone but one which makes me feel the effort I put in here is appreciated and that it does have an audience beyond web indexing spiders
It also means that more money is raised by the blog for Burton Wildlife Rescue which is good.
Source: Minor Milestone (http://hackmasterinburton.blogspot.com/2014/09/minor-milestone.html)
Title: EG: D+2 today
Post by: EvilGinger on 22 September 2014, 11:00:08
D+2 today
The real test of the work expansion happens today as its the first full working day after D-day on Saturday and whilst there hasn't been as much of an effect on activity here as I was expecting this might be the day it happens.
However get today out of the way and things should start falling into place rather than apart and I should given that episode twenty five of the Company of Fools has been moved to the 9th of October I may even get a chance to catch up you never can tell.
Title: EG: Some very nice terrain
Post by: EvilGinger on 22 September 2014, 11:00:08
Some very nice terrain
from the Hits to Kill blog which I also recommend even if the rules system used is not HackMaster and indeed I am not sure quite what it is to be honest
I have to share this even though I dont get the chance to use terrain in most of my RPG's this appeals to the inner wargamer and brings back fond memories of my youthful adventures on the table top. for more detail on how it was done follow this link
Source: Some very nice terrain (http://hackmasterinburton.blogspot.com/2014/09/some-very-nice-terrain.html)
Title: EG: The Mountains of the Giants
Post by: EvilGinger on 22 September 2014, 11:00:08
The Mountains of the Giants
in the farthest north before the sea of grinding ice there are great mountains mountains from whence came the giants and their half giant warrior slaves a generation ago and where the defeated and disunited giants still lurk. No doubt plotting revenge on them as laid them low in the south lands.
Source: The Mountains of the Giants (http://hackmasterinburton.blogspot.com/2014/09/the-mountains-of-giants.html)
Title: EG: Scenes form the north
Post by: EvilGinger on 22 September 2014, 14:30:09
The Urze was slain, but rest was not yet earned by our heroes. Due to the rain, an ogre was looking for shelter and food. He saw the cave and Kalamor and gave a disease-filled toothy grin. The ogre tossed aside the corpse of the goblin guard he'd found and went after a fresher meal. He was so outclassed. While Kalamor dove for weapon and shield, Frug threw his cooking stick aside and charged the giant. To everyone's shock, the diminutive gnome altered form into that of a great brown bear, easily matching size with the ogre and stopping it cold in the entrance of the cave. Darius annd Ngithol moved to flank while Kalamor blessed his allies. The ogre never stood a chance. Sleep came quickly after that, with the regular watch assignments. In the early morning, before everyone was awake, both Kalamor and Darius were focusing on their morning prayers; Kalamor down by the creek, and Darius at the mouth of the cave. It was that momentary distraction that allowed the elves to sneak up on the servant of the swift sword. Three elves in total, all looking battle-weary, wanted to know why a group of adventurers had entered their territory, and with a kobold, no less! Kalamor and Darius explained their situation while Ngithol's flippant attitude did little to help. Their leader, Laer-Thuil, a female wood elf bearing the markings of both a ranger and the Golden Arrows, accepted their tale before requesting their aid. Her party was tracking a group of Orc through the Fyban. It had been years since any Orc dared enter the forest, and not in the numbers reported by scouts. The elves were ambushed and barely escaped with their lives. Even worse, Laer-Thuil all but confirmed the leader of these Orc was the lost Tanarukk, a demon-blooded Orc born in the blood of Orcus worshippers. He had evaded the destruction of his kin, and appears to be amassing a horde. Darius was quick to accept the quest, and the others were but a breath behind him. Orcs are no friend of the good races. Malvus offered to earn Drhyff and finish business with the Kobolds. He would meet up with them afterward. After mending some wounds, the heroes broke camp and made haste to Rurr, a small logging outpost in the middle of the forest. It would likely be their first target. There the orcs could gain much needed weapons and food. With the elves as guides and scouts, travel was only hampered by their overall speed, and not much of that, even. Before long, the heroes encountered a group of orcs on an advance scouting mission. The very same that ambushed and killed Laer-thuil's brethren. It was only fair that they return the favor. What a bloodbath it was. Darius and Kalamor took the advance charge, while the elves laid out suppressive fire. Laer-thuil loosed arrows from her bow that froze in mid-air before sinking deep into her targets. It was an impressive show of force. The Orc archers were routed by A shapeshifted Frug, and Ngithol kept anything from getting clean shots at both Kalamor and the elves. With the orcs dispatched, Laer-Thuil interrogated a survivor and confirmed her suspicions about the Tanarukk and the orcs target of Rurr. Wounds forced the party to rest, but they knew their small group would still make better time than the warband. It would only be a few more hours before they reached the outpost. The people were warned and began evacuation while the party resupplied and set out to delay the warband.
Source: An Epic Tale form another part of Kalamar VI (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-form-another-part-of_22.html)
Title: EG: the Blood-Clans of Jorikk
Post by: EvilGinger on 23 September 2014, 01:00:06
the Blood-Clans of Jorikk
a review of the project so far
to follow in the morning
Source: the Blood-Clans of Jorikk (http://hackmasterinburton.blogspot.com/2014/09/the-blood-clans-of-jorikk_22.html)
Title: EG: the Blood-Clans of Jorikk
Post by: EvilGinger on 23 September 2014, 11:30:07
the Blood-Clans of Jorikk
a review of the project so far
Introduction
Whilst this will eventually also be eventually released as a PDF or PDFs and a Hard copy background supplement at the moment the work consists of the web site alone. Which is in itself a work in progress.
In more detail
I have work to do but I will continue with this when I have the chance
Source: the Blood-Clans of Jorikk (http://hackmasterinburton.blogspot.com/2014/09/the-blood-clans-of-jorikk_22.html)
Title: EG: Minor Mile stone
Post by: EvilGinger on 23 September 2014, 11:30:08
Minor Mile stone
Yesterday the number of post views not only broke the previous days record of one hundred and ninety six but also toped two hundred for the first time ever reaching two hundred and eleven. I am feeling rather chuffed at this as its always nice to know some one is reading this.
Source: Minor Mile stone (http://hackmasterinburton.blogspot.com/2014/09/minor-mile-stone.html)
Title: EG: More evocative images of the North lands
Post by: EvilGinger on 23 September 2014, 11:30:08
More evocative images of the North lands
Rare herd of game grazing by a melt lake
Northern wastes in summer looking north
None of these are mine just mined off the internet with an image search but intended to give the players in against the Robots a feel for the environment
Source: More evocative images of the North lands (http://hackmasterinburton.blogspot.com/2014/09/more-evocative-images-of-north-lands.html)
Title: EG: Battle Map for Against the Robots
Post by: EvilGinger on 24 September 2014, 01:00:09
Battle Map for Against the Robots
Done with GIMP on an A3 canvas this is the first attempt I have made at drawing a random encounter map for the Against the robots game and I feel it needs some more tweaking but an still thinking about quite how. It is meant to show a typical small isolated rural farm probably built by southern immigrants and mostly designed for subsistence farming. It features the typical small thatched cottage tower shaped grain store couple of southern deciduous trees all surrounded by the riot of colour that is the more fertile part of the northern wastes in summer thought the plants are not the native grasses and succulent vetches found south of the gap though the farmers have attempted to plant a small meadow around the permafrost summer melt pond and their imported trees.
Be warned expect more in a similar vein as I prepare for the game which should be Monday next week I hope
Source: Battle Map for Against the Robots (http://hackmasterinburton.blogspot.com/2014/09/battle-map-for-against-robots.html)
Title: EG: More battle maps for the Against the Robots
Post by: EvilGinger on 24 September 2014, 01:00:10
More battle maps for the Against the Robots
The wilds in summer
Source: More battle maps for the Against the Robots (http://hackmasterinburton.blogspot.com/2014/09/more-battle-maps-for-against-robots.html)
Title: EG: Minor Milestone
Post by: EvilGinger on 24 September 2014, 11:00:06
Minor Milestone
No big one this time but I have to comment the daily page views being over one hundred now for four days in a run this is the first time that has ever happened and I feel quite chuffed.
Source: Minor Milestone (http://hackmasterinburton.blogspot.com/2014/09/minor-milestone_24.html)
Title: EG: Assorted Urban Maps
Post by: EvilGinger on 24 September 2014, 11:00:07
Assorted Urban Maps
I did these for write ups of the urban interlude for a Company of Fools but I am quite proud of them especially as they where frankly a swine to do and stretched my small talent at such things
First the basic lay out of the town a sketch map the sort a character might draw in the field
Then a couple of Street Maps showing the different sections of the town in more detail. I do intend to do more but I am rather pout off by the complexity of the urban map as opposed to the rural one.
Title: EG: The More Barren Parts of the Wastes
Post by: EvilGinger on 24 September 2014, 18:00:04
The More Barren Parts of the Wastes
Evocative Images
Deep in the wastes
Seasonal Melt water Stream
Central Plain
The more fertile edges of the wastes
Mostly images looted form an internet image search on Iceland but blown up larger than perhaps they should be they take on a painting like quality and evoke the hard and often forbidding lands north of the gap and that is before you reach the Mountains of the Giants of the sea of Grinding ice.
Source: The More Barren Parts of the Wastes (http://hackmasterinburton.blogspot.com/2014/09/the-more-barren-parts-of-wastes.html)
Title: EG: Minor Milestone
Post by: EvilGinger on 25 September 2014, 11:00:44
Minor Milestone
I have to comment on this because I am a bit chuffed about it to be honest that the page view count has been over a hundred a day now for the last five days now its never done that before. It also means that the blog is raising more funds for the people it supports which is also good.
Source: Minor Milestone (http://hackmasterinburton.blogspot.com/2014/09/minor-milestone_25.html)
Title: EG: Shields a consideration
Post by: EvilGinger on 25 September 2014, 17:30:09
Shields a consideration
Introduction
Some thoughts on how shields work in the real world and haw to model that in a way that works for HackMaster 5e. I wont claim to be able to cover every thing but I do hope to give the reader something to think about and add verisimilitude of not realism to their games
Basic types of shield
more to follow
Source: Shields a consideration (http://hackmasterinburton.blogspot.com/2014/09/shields-consideration.html)
Title: EG: More from the People we suport here
Post by: EvilGinger on 25 September 2014, 17:30:09
More from the People we suport here
Some more images form Burton Wildlife Rescue showing the width of their work an what the funds raised here go towards
Stuff to follow
Source: More from the People we suport here (http://hackmasterinburton.blogspot.com/2014/09/more-from-people-we-suport-here.html)
Title: EG: A Nothern Wastes Battle Mat
Post by: EvilGinger on 25 September 2014, 17:30:09
A Nothern Wastes Battle Mat
I am building up a collection of these for Against the Robots
Source: A Nothern Wastes Battle Mat (http://hackmasterinburton.blogspot.com/2014/09/a-nothern-wastes-battle-mat.html)
Title: EG: A Nothern Wastes Battle Mats
Post by: EvilGinger on 25 September 2014, 21:00:05
A Nothern Wastes Battle Mats
I am building up a collection of these for Against the Robots
This one was done in an effort to show a a bit more of the typical features of the more fertile parts of the wastes in summer the fast flowing seasonal stream in the top corner and the sink hole where the permafrost had melted differentially leaving a small deep pond. I also had a go at adding three dimensions to an other wise flat map with the small hill topped by an erratic ( stray bolder) jutting out of the otherwise fairly flat flower covered plain
Another variation on the same theme showing a bit more topography and a game trail. The nice thing about these is that they can me customised further once uploaded to Roll20 by adding map tokens and even drawing additional elements on them even thought the drawing tools in Roll20 are not as sophisticated as GIMP they are easy to use for that last minute tweak
Source: A Nothern Wastes Battle Mats (http://hackmasterinburton.blogspot.com/2014/09/a-nothern-wastes-battle-mat.html)
Title: EG: Shields a consideration
Post by: EvilGinger on 26 September 2014, 00:30:06
Shields a consideration
Introduction
Some thoughts on how shields work in the real world and haw to model that in a way that works for HackMaster 5e. I wont claim to be able to cover every thing but I do hope to give the reader something to think about and add verisimilitude of not realism to their games
Basic types of shield
Shields have been made in all shapes and sizes and of a large number of differing materials historically but the base line shield is wooden and edged with raw hide to protect the edge from blades
Source: Shields a consideration (http://hackmasterinburton.blogspot.com/2014/09/shields-consideration.html)
Title: EG: More from the People we suport here
Post by: EvilGinger on 26 September 2014, 00:30:06
More from the People we suport here
Dexter and Angel
Dexter was raised from very young and is one of the reasons that visitors are not encouraged at the centre he attacks them, he also attacks the staff including the one who pretty much hand reared him so its not personal
Snuggled Hedge hog
Assorted Birds playing with the water feature
a friendly hen
Feeding time for the youngsters
Some more images form Burton Wildlife Rescue showing the width of their work an what the funds raised here go towards
I was hoping to find the Picture of the Rescue managers long suffering Staffordshire bull terrier being hen pecked but I cant find that at the moment and the pictures of the same Staffy being lead astray by Zenko the fox are too blurred sadly but they have a great time.
Source: More from the People we suport here (http://hackmasterinburton.blogspot.com/2014/09/more-from-people-we-suport-here.html)
Title: EG: An earlier Battle mat tweaked to add some hills
Post by: EvilGinger on 26 September 2014, 00:30:06
An earlier Battle mat tweaked to add some hills
Having done this I think I prefer the new way I am doing these maps however it does add to the variety available for use. I need to do some winter ones next thought its going to be a while before they are needed.
Source: An earlier Battle mat tweaked to add some hills (http://hackmasterinburton.blogspot.com/2014/09/an-earlier-battle-mat-tweaked-to-add.html)
Title: EG: Shields a consideration
Post by: EvilGinger on 26 September 2014, 11:00:04
Shields a consideration
Introduction
Some thoughts on how shields work in the real world and haw to model that in a way that works for HackMaster 5e. I wont claim to be able to cover every thing but I do hope to give the reader something to think about and add verisimilitude of not realism to their games
Basic types of shield
Shields have been made in all shapes and sizes and of a large number of differing materials historically but the base line shield in HackMaster and indeed most similar FRPG's is wooden, often a composite resembling modern plywood, and edged with raw hide to protect the edge from blades. On better shields they may be faced with cloth or thin leather and some times even thin sheet metal and the rawhide replaced by a metal edging strip. However regardless of construction or size there are only two ways of holding a shield.
Centre grip
Forearm Grip
Both methods have their advantages and disadvantages and the prevalence of either varied considerably over history but form experience the centre grip is better for mobility of the shield thought it it the heaviest as all the shields not inconsiderable weight is supported by the off hand. its also easier to equip and do equip, but its also possible to drop the shield . The fore arm grip is less mobile but you can use heavier shields, indeed the only practical all metal shields I have seen other than truly tinny bucklers have been this type. It is also impossible to drop as even if you let go of the hand grip it hangs of the for arm
More to come but work calls
Source: Shields a consideration (http://hackmasterinburton.blogspot.com/2014/09/shields-consideration.html)
Title: EG: Nothern Wastes Battle Mats
Post by: EvilGinger on 26 September 2014, 11:00:04
Nothern Wastes Battle Mats
I am building up a collection of these for Against the Robots
This one was done in an effort to show a a bit more of the typical features of the more fertile parts of the wastes in summer the fast flowing seasonal stream in the top corner and the sink hole where the permafrost had melted differentially leaving a small deep pond. I also had a go at adding three dimensions to an other wise flat map with the small hill topped by an erratic ( stray bolder) jutting out of the otherwise fairly flat flower covered plain
Another variation on the same theme showing a bit more topography and a game trail. The nice thing about these is that they can me customised further once uploaded to Roll20 by adding map tokens and even drawing additional elements on them even thought the drawing tools in Roll20 are not as sophisticated as GIMP they are easy to use for that last minute tweak
Title: EG: Some more northen wilds encounter maps
Post by: EvilGinger on 26 September 2014, 21:30:05
Some more northen wilds encounter maps
A rural map from the north. a bit more of a civilized locale featuring a ford across a fast flowing seasonal melt water stream and one of the small banked fields typical of the area as well as some of the topography which is cool when you get it right so I am practising away at it. This to be honest is one of the reasons I have done so many of these maps when I am not I think going to need them right away.
Source: Some more northen wilds encounter maps (http://hackmasterinburton.blogspot.com/2014/09/some-more-northen-wilds-encounter-maps.html)
Title: EG: Shields a consideration
Post by: EvilGinger on 27 September 2014, 01:00:07
Shields a consideration
Introduction
Some thoughts on how shields work in the real world and haw to model that in a way that works for HackMaster 5e. I wont claim to be able to cover every thing but I do hope to give the reader something to think about and add verisimilitude of not realism to their games
Basic types of shield
Shields have been made in all shapes and sizes and of a large number of differing materials historically but the base line shield in HackMaster and indeed most similar FRPG's is wooden, often a composite resembling modern plywood, and edged with raw hide to protect the edge from blades. On better shields they may be faced with cloth or thin leather and some times even thin sheet metal and the rawhide replaced by a metal edging strip. However regardless of construction or size there are only two ways of holding a shield.
Centre grip
Forearm Grip
Both methods have their advantages and disadvantages and the prevalence of either varied considerably over history but form experience the centre grip is better for mobility of the shield thought it it the heaviest as all the shields not inconsiderable weight is supported by the off hand. its also easier to equip and de equip, but its also possible to drop the shield . The fore arm grip is less mobile but you can use heavier shields, indeed the only practical all metal shields I have seen other than truly tiny bucklers have been this type. It is also impossible to drop as even if you let go of the hand grip it hangs of the fore arm.
You find that using a centre grip shield you will actively use it to intercept or deflect an incoming blow or as a weapon to strike aside you foes weapon, with a forearm grip you find you tend to present it to your foe and keep it fairly static whilst you move around behind it. From the front centre grip shields have a raised metal boss which covers the hole in the middle where the grip is and fore arm grip shields tend to be smooth.
How to hold a shield Shields of either type are held with a bent off arm as far in front of the torso as possible. For a fore arm grip shield this is a bit more than the length of your upper arm and for a centre grip shield this is about three quarters of the length of the whole arm in action shields are never held against the body as the space between the shield and you is your defence against nasty stuff like axes which can punch holes in shields easily. flexing the arm is also a way of absorbing the energy of the weapons impact spreading it ad so reducing damage, the arm acts in some ways like a spring. Considerations of shape The basic shield is flat but more elaborate versions are curved or dished either of which make it harder to land a solid blow and more likely that any hit will be glancing this reduces damage to the shield and increases the time it will survive in a battle particularly important when you are not wearing any armour or only a helmet. Considerations of Materials and Construction Shields can be made out of a wide range of materials and have been and even the basic wooden one can be varied to improve its performance and survivability .
Fabric facing gluing stretched cloth across the front of a wooden shield will make the surface of the wood less likely to splinter or to have layers seared away by impacts it also provides a nice base for painting identification or heraldry on and it does not noticeably add to the shields weight. Leather or rawhide facing very much the same as the point made for cloth facing but it will add rather more weight to the shield makes the shield much tougher such that the thickness of the wood can be reduced sand the shield still be more robust than a thicker shield without it. it can also provide a flat surface to decorate on in the case of the particoloured animal hides with the fur left on provide a decoration in itself. Metal facing this again
Source: Shields a consideration (http://hackmasterinburton.blogspot.com/2014/09/shields-consideration.html)
Title: EG: the Blood-Clans of Jorikk
Post by: EvilGinger on 27 September 2014, 11:30:09
the Blood-Clans of Jorikk
a review of the project so far
Introduction
Whilst this will eventually also be eventually released as a PDF or PDFs and a Hard copy background supplement at the moment the work consists of the web site alone. Which is in itself a work in progress.
In more detail
The site at the moment is split into several sections which seem logical and is crammed full of beautiful evocative and mostly custom art work and maps.
The only sections which have any content in them so far are the introduction and the artist lists the three books sections are at the moment place holder pages, al be it gorgeously decorative ones. However dont be dismayed this is as I said a project in progress and more content is being added all the time, indeed during the time that I have been writing this there have been several updates, and its author is very good at passing on update information. They are posted on the Kingdom's of Kalamar Face book group the Kenzer forums and on the Google plus HackMaster community and the author maintains a face book and a Google plus page.
The content so far is beautiful, I cant stress that too much and whilst the presentation is not yet perfect the Author is taking and responding to feedback on this and tweaking it when necessary.
Screen shot of the Intro page showing menu's
Source: the Blood-Clans of Jorikk (http://hackmasterinburton.blogspot.com/2014/09/the-blood-clans-of-jorikk_22.html)
Title: EG: GMG Update
Post by: EvilGinger on 27 September 2014, 11:30:15
GMG Update
Have to announce that a GMG Beta update has been released the new version is GMG Beta 2.3
Title: EG: the Blood-Clans of Jorikk
Post by: EvilGinger on 27 September 2014, 21:30:07
the Blood-Clans of Jorikk
a review of the project so far
Introduction
Whilst this will eventually also be eventually released as a PDF or PDFs and a Hard copy background supplement at the moment the work consists of the web site alone. Which is in itself a work in progress.
In more detail
The site at the moment is split into several sections which seem logical and is crammed full of beautiful evocative and mostly custom art work and maps.
The only sections which have any content in them so far are the introduction and the artist lists the three books sections are at the moment place holder pages, al be it gorgeously decorative ones. However dont be dismayed this is as I said a project in progress and more content is being added all the time, indeed during the time that I have been writing this there have been several updates, and its author is very good at passing on update information. They are posted on the Kingdom's of Kalamar Face book group the Kenzer forums and on the Google plus HackMaster community and the author maintains a face book and a Google plus page.
The content so far is beautiful, I cant stress that too much and whilst the presentation is not yet perfect the Author is taking and responding to feedback on this and tweaking it when necessary.
Screen shot of the Intro page showing menu's
Screen shots of the menus
The Montage of screen shots showing all the menus as well as a good selection of the variation of artwork in the slide show behind themas all the screen shots thus far in this have been of what amounts to the same web page taken at different times as I have had the chance to work on this review.both the slide show and the header image cycle all equally evocative images of the region at differing rates over time.
Going beyond the into page
Here there are only there items on the menu which lead to further content at the moment the first is to a general introduction to the world of Telene, HackMaster and even role playing all of which I will pass over lightly as whilst they are well done and lavishly illustrated as the whole site is they cover as I would expect nothing new or unique and I want to concentration on the cool new stuff
The second cover the physical geography of the region with articles maps
Source: the Blood-Clans of Jorikk (http://hackmasterinburton.blogspot.com/2014/09/the-blood-clans-of-jorikk_22.html)
Title: EG: Northern Wastes Battle Mats
Post by: EvilGinger on 27 September 2014, 21:30:07
Northern Wastes Battle Mats
I am building up a collection of these for Against the Robots
This one was done in an effort to show a a bit more of the typical features of the more fertile parts of the wastes in summer the fast flowing seasonal stream in the top corner and the sink hole where the permafrost had melted differentially leaving a small deep pond. I also had a go at adding three dimensions to an other wise flat map with the small hill topped by an erratic ( stray bolder) jutting out of the otherwise fairly flat flower covered plain
Another variation on the same theme showing a bit more topography and a game trail. The nice thing about these is that they can me customised further once uploaded to Roll20 by adding map tokens and even drawing additional elements on them even thought the drawing tools in Roll20 are not as sophisticated as GIMP they are easy to use for that last minute tweak
Title: EG: Standard Vazaran Road house
Post by: EvilGinger on 27 September 2014, 21:30:07
Standard Vazaran Road house
A Summer map
The external detail of a common Vazzaran road hose variations on which are to be found around every twenty miles along any major rural thoroughfare in the north lands. The province a bed and board to weary travellers as well as the chance to restock on basic gear and supplies in winter though this one is depicted in summer stumbling upon one has been the difference between life and death for many.
Internally they are not significantly different form any in one may have encountered any where, and a map of the inside of a typical one is a future project..
Source: Standard Vazaran Road house (http://hackmasterinburton.blogspot.com/2014/09/standard-vazaran-road-house.html)
Title: EG: Standard Vazaran Road house
Post by: EvilGinger on 28 September 2014, 11:00:16
Standard Vazaran Road house
A Summer map
The external detail of a common Vazzaran road hose variations on which are to be found around every twenty miles along any major rural thoroughfare in the north lands. The province a bed and board to weary travellers as well as the chance to restock on basic gear and supplies in winter though this one is depicted in summer stumbling upon one has been the difference between life and death for many.
Internally they are not significantly different form any in one may have encountered any where, and a map of the inside of a typical one is a future project..
Source: Standard Vazaran Road house (http://hackmasterinburton.blogspot.com/2014/09/standard-vazaran-road-house.html)
Title: EG: An Epic tale from another part Of Kalamar VII
Post by: EvilGinger on 28 September 2014, 11:00:21
Malvus made a quick journey toward Dryff, even dropping off the kobold on his way. He notified Elmin Hessir of the impending orcish attack. He then set out as fast as possible (for a monk, that is very fast) to rendezvous in Rurr with the party.
Meanwhile, the townsfolk of Rurr were preparing evacuation and gearing up for a retreating battle. The two elves accompanying Laer-Thuil were desperately trying to cope with the last few hours. Battidel wanted to show his bravery and courage by attempting to compare himself favorably to Darius. The young paladin, seeing the fear, shared stories of the Swift Sword to calm his nerves. Shifyrn, however, sought solace in Frug. The little druid knew burial rites, and Shifyrn's friend Tessia was not granted a burial after the assault by the orcs. They simply didn't have the time. Frug, ever the gnome of few words, did his best to ease the elf's pain.
The others prepared in their own ways: Kalamor by performing his own last rites, and Ngithol by being insensitive and surly toward all. Once affairs were in order and Malvus had arrived it was time to go. The plan was to meet the orcs and try to harass them while buying time for the townsfolk. Unfortunately for them, the orcs were much closer than expected.
In a clearing along the path, a wagon was found overturned with its mule dead. The owners lay about, one dead, another dying. The third knelt next to her brother. She was in shock and barely able to speak. With some healing and help, they saved her brother, Tannen. Yuji, the girl pleaded with the heroes to save her mother, the fourth family member, and one taken by the raiders. Ngithol confirmed the assailants were orcs, and Malvus found blood they could track. Lawr-Thuil ordered Battidel to get the young ones to safety and the party changed direction, after this advance party of orcs.
They found the orcs easily enough, and they were too proud of their murder and looting to notice the heroes creep in. Within moments, the orcs were slain, and the mother, Jjela, was rescued. She took up a sword and offered to help fight, but in truth she was in no condition to do so. As such, she offered up an old tin pendant of the old man, in hopes he would guide them in battle. Frug, meanwhile, began to wonder if the orcs intended target was Rurr at all. Nearby was a little-known druid circle; a place of power. He led the party to the circle and communed with its caretaker, a dryad named Birch. She agreed with Frug's theory, and offered to lend aid. One of her disciples, a sprite named Sprig, guided the heroes to the warband containing the Tanarukk. He was in the company of a quasit and numerous skeletons and orcs.
The battle was fierce. Both sides knew only one would win this day. No quarter would be granted. The magical axe of the Tanarukk split armor and rent flesh. It was all moot, however. The heroes fought like warriors who've accepted death. Orcs have never been so brave. When the Tanarukk was brought low by the flailing of a berserking, wild shaped Frug, the other orcs tried to break rank and run. There was no escaping the arrows and blasts from Laer-Thuil and Ngithol.
The ranger stood victorious over the dead Tanarukk, loosing arrow after arrow into its corpse; each one freezing the flesh instantly. With her quiver empty, she sighed, "It's over".
The heroes returned to the Druidic circle hoping the orcs had not yet arrived. Instead, they were met by a centaur, Karrak. He thanked the heroes and told them Birch had requested the aid of his clan, the star hooves. The orcs were dead or running at this point.
All breathed a sigh of relief and Darius returned the pendant to Jjela. They were alive and victorious. As the sun rose across the wildlands.
Source: An Epic tale from another part Of Kalamar VII (http://hackmasterinburton.blogspot.com/2014/09/an-epic-tale-from-another-part-of_28.html)
Title: EG: Minor Milestone
Post by: EvilGinger on 28 September 2014, 11:00:23
Minor Milestone
Just have to pass comment on the fact that the page view count dropped below a hundred plus yesterday for the first time after a run of seven days when it was well over that its never done that before I am shocked people might actually be reading this and not just web indexing spiders
I have to say I am chuffed especially as it was over a hundred the day before the start of this run and at ninety seven yesterday almost made it to an eight day run.
Source: Minor Milestone (http://hackmasterinburton.blogspot.com/2014/09/minor-milestone_28.html)
Title: EG: Somthing form the people we suport
Post by: EvilGinger on 28 September 2014, 11:00:29
Somthing form the people we suport
Bundle Of Bristles...
We received a call today from a couple in the village of Lullington about a family of hedgehogs. The back garden was being tidied up and when they moved a rubbish pile, they were shocked to see a female hedgehog with youngsters.
After going to the location to assess the situation and speaking with the couple, we decided to take mum and babies as they would no longer be safe and the garden was completely enclosed meaning the food source, which was very limited, would not provide enough nutrition to support all five hedgehogs.
Mum and all five babies are now in a pen where they will be fed a good quality diet. It is likely that mum will be released soon but the babies will over winter in our heated hedgehog shed whilst they gain weight. All four babies will be released next year as hibernation time is nearly upon the hedgehog population.
If you have a hedgehog visiting your garden you can help them get ready for hibernation by leaving food out. Having a good supply of food such as cat meat or cat biscuits will allow them to gain weight faster therefore allowing them to survive the colder months. Please remember that if you see a hedgehog out in the day, there is usually something wrong. Call your nearest wildlife centre for advice.
Source: Somthing form the people we suport (http://hackmasterinburton.blogspot.com/2014/09/somthing-form-people-we-suport.html)
Title: EG: the Blood-Clans of Jorikk
Post by: EvilGinger on 28 September 2014, 18:00:06
the Blood-Clans of Jorikk
a review of the project so far
Introduction
Whilst this will eventually also be eventually released as a PDF or PDFs and a Hard copy background supplement at the moment the work consists of the web site alone. Which is in itself a work in progress.
In more detail
The site at the moment is split into several sections which seem logical and is crammed full of beautiful evocative and mostly custom art work and maps.
The only sections which have any content in them so far are the introduction and the artist lists the three books sections are at the moment place holder pages, al be it gorgeously decorative ones. However dont be dismayed this is as I said a project in progress and more content is being added all the time, indeed during the time that I have been writing this there have been several updates, and its author is very good at passing on update information. They are posted on the Kingdom's of Kalamar Face book group the Kenzer forums and on the Google plus HackMaster community and the author maintains a face book and a Google plus page.
The content so far is beautiful, I cant stress that too much and whilst the presentation is not yet perfect the Author is taking and responding to feedback on this and tweaking it when necessary.
Screen shot of the Intro page showing menu's
Screen shots of the menus
The Montage of screen shots showing all the menus as well as a good selection of the variation of artwork in the slide show behind themas all the screen shots thus far in this have been of what amounts to the same web page taken at different times as I have had the chance to work on this review.both the slide show and the header image cycle all equally evocative images of the region at differing rates over time.
Going beyond the into page
Here there are only there items on the menu which lead to further content at the moment the first is to a general introduction to the world of Telene, HackMaster and even role playing all of which I will pass over lightly as whilst they are well done and lavishly illustrated as the whole site is they cover as I would expect nothing new or unique and I want to concentration on the cool new stuff
The second cover the physical geography of the region with articles maps again there is so obviously much more to come and even with the odd layout glitch but pretty much nothing detracts form the quality of what has been posted so far and its borderline awesome potential.
By way of conclusion
Source: the Blood-Clans of Jorikk (http://hackmasterinburton.blogspot.com/2014/09/the-blood-clans-of-jorikk_22.html)
Title: EG: Swan in distress
Post by: EvilGinger on 28 September 2014, 18:00:07
Swan in distress
A plea for help form the people we support
reposted from Facebook
Urgent Appeal...
***WARNING - GRAPHIC PHOTOGRAPH***
This morning we rescued this young swan from a lake at a water sports club in Draycott, Derby.
site of rescue
Last night he was involved in a collision with a speed boat on the larger lake at the club. As it was dropping dark the driver of the boat didn't see him as he swam in front of them. As a result he was injured but disappeared into some bushes.
This morning we attended the scene and with the help of several club members and a boat, we managed to locate this poor youngster sitting on the edge of the lake next to brambles and trees. It was obvious he was in a lot of pain as he didn't move even when the boat was near him. Thanks to a kind club member, who waded across in a wet suit and caught him, the young swan was brought to the boat where we secured him in a swan bag until we got back to the docking area.
Rescued swan with mangled wing folded up
We have named this young man Drake. Due to extensive injuries to the right wing, which is both broken and mangled, the next course of action is surgery to remove the damaged portion of the wing. The operation will be done tomorrow once he is stabilised. This will cost in the region of £200 which we hope to be able to raise as it is a lot of money.
If anyone can help please donate funds for his surgery via paypal small_furries06@yahoo.co.uk.
This poor lad deserves another chance at life and it would be devastating for his life to be over when it barely has begun. He is fighting us despite his condition and didn't want to take his pain relief or antibiotics. According to the people at the location this morning he is the last of five cygnets born on this lake with his siblings mysteriously disappearing along with his parents, so he has been surviving on his own. We plan to pair Drake up with Gracie once he has recovered and we have an offer of a private lake the pair could reside on next year.
Still a baby really hence the grey colouration
Please help if you can, Thankyou. Lake photo courtesy of Wilne Church Water Sports Club
Please note that I have not posted the detailed picture of his injuries as to be honest even with the wounds cleaned up its not pretty even if survivable with the proper care which Burton Wildlife Rescue will give
Source: Swan in distress (http://hackmasterinburton.blogspot.com/2014/09/swan-in-distress.html)
Title: EG: The centre of Vaham a work in progress
Post by: EvilGinger on 28 September 2014, 21:30:06
The centre of Vaham a work in progress
The Market area
This is the start any way of the promised additional urban map set. I am doing it in the same style as the previous ones of Vayham and on an A3 canvas as they where I am however not doing every thing entirely freehand as I did before, as I have picked up a few more tricks I can use with GIMP since then and this is speeding matters up quite a bit. Even so compared with the rural maps its still slow which is why I am posting what I will admit its an early work in progress.
More will follow but I also have work to do an will be running a game tomorrow night on Roll20
Source: The centre of Vaham a work in progress (http://hackmasterinburton.blogspot.com/2014/09/the-centre-of-vaham-work-in-progress.html)
Title: EG: The centre of Vaham a work in progress
Post by: EvilGinger on 29 September 2014, 01:00:04
The centre of Vaham a work in progress
The Market area
This is the start any way of the promised additional urban map set. I am doing it in the same style as the previous ones of Vayham and on an A3 canvas as they where I am however not doing every thing entirely freehand as I did before, as I have picked up a few more tricks I can use with GIMP since then and this is speeding matters up quite a bit. Even so compared with the rural maps its still slow which is why I am posting what I will admit its an early work in progress.
More will follow but I also have work to do an will be running a game tomorrow night on Roll20
A bit more progress is made and the yellow area is the Temple of the Coin lord ant the in next door I am still debating where to put the market administration building where Quiril used to work before he got sacked for revealing the coin lords smuggling tunnels. The Guild hall also needs to be located on the square as well.
Source: The centre of Vaham a work in progress (http://hackmasterinburton.blogspot.com/2014/09/the-centre-of-vaham-work-in-progress.html)
Title: EG: Another North lansds Rural map
Post by: EvilGinger on 29 September 2014, 01:00:04
Another North lansds Rural map
Still a work in progress but I have an early start so I will have to finish it off latter
Source: Another North lansds Rural map (http://hackmasterinburton.blogspot.com/2014/09/another-north-lansds-rural-map.html)
Title: EG: Another North lansds Rural map - a work in progress
Post by: EvilGinger on 29 September 2014, 11:30:06
Another North lansds Rural map - a work in progress
Still a work in progress but I have an early start so I will have to finish it off latter
More work done adding additional paths to the fields and texture to the banked fields so its developing but there is still quite a bit more tom be done. One of the additions that I am considering is a path down to the sink hole in the north east corner made by the village live stock when they are taken to be watered and perhaps a paddock or two like the one I din on the earlier road house. I also think I need to suggest the presence of crops in the fields.
Source: Another North lansds Rural map - a work in progress (http://hackmasterinburton.blogspot.com/2014/09/another-north-lansds-rural-map.html)
Title: EG: Another North lands Rural map - a work in progress
Post by: EvilGinger on 29 September 2014, 22:00:05
Another North lands Rural map - a work in progress
Still a work in progress but I have an early start so I will have to finish it off latter
More work done adding additional paths to the fields and texture to the banked fields so its developing but there is still quite a bit more tom be done. One of the additions that I am considering is a path down to the sink hole in the north east corner made by the village live stock when they are taken to be watered and perhaps a paddock or two like the one I din on the earlier road house. I also think I need to suggest the presence of crops in the fields.
Source: Another North lands Rural map - a work in progress (http://hackmasterinburton.blogspot.com/2014/09/another-north-lansds-rural-map.html)
Title: EG: Against the Robots Episode 1
Post by: EvilGinger on 29 September 2014, 22:00:06
Against the Robots Episode 1
The Flame Flickers and dies
on the northern borders of the great Varzzaran empire the new company of Varnia rides out to the town of Angrad on a mission to see a scholar and weapon smith of their crippled masters acquaintance bearing a sealed letter to the master Weapon smith and where the road goes from there any one can guess.
Source: Against the Robots Episode 1 (http://hackmasterinburton.blogspot.com/2014/09/against-robots-episode-1.html)
Title: EG: GMG Update
Post by: EvilGinger on 29 September 2014, 22:00:06
GMG Update
Have to announce that a GMG Beta update has been released the new version is GMG Beta 2.4
Title: EG: Another North lands Rural map - a work in progress
Post by: EvilGinger on 30 September 2014, 01:30:05
Another North lands Rural map - a work in progress
Still a work in progress but I have an early start so I will have to finish it off latter
More work done adding additional paths to the fields and texture to the banked fields so its developing but there is still quite a bit more tom be done. One of the additions that I am considering is a path down to the sink hole in the north east corner made by the village live stock when they are taken to be watered and perhaps a paddock or two like the one I din on the earlier road house. I also think I need to suggest the presence of crops in the fields.
I am beginning to think that this one is almost done I need to finish of the house roves as I have only started on some and to make the banks around the fields look a bit more three dimensional but I feel its close and heading in the right direction
I am all in all increasingly chuffed with these battle mats
Source: Another North lands Rural map - a work in progress (http://hackmasterinburton.blogspot.com/2014/09/another-north-lansds-rural-map.html)
Title: EG: Last call for Episode I of Against the Robots
Post by: EvilGinger on 30 September 2014, 01:30:05
Last call for Episode I of Against the Robots
with the clock at T - one hour I am all ready to go but will be taking a quick power nap before heading on out to the hangout. and the game.
Source: Last call for Episode I of Against the Robots (http://hackmasterinburton.blogspot.com/2014/09/last-call-for-episode-i-of-against.html)
Title: EG: Another North lands Rural map - a work in progress
Post by: EvilGinger on 30 September 2014, 18:00:28
Another North lands Rural map - a work in progress
Still a work in progress but I have an early start so I will have to finish it off latter
More work done adding additional paths to the fields and texture to the banked fields so its developing but there is still quite a bit more tom be done. One of the additions that I am considering is a path down to the sink hole in the north east corner made by the village live stock when they are taken to be watered and perhaps a paddock or two like the one I din on the earlier road house. I also think I need to suggest the presence of crops in the fields.
I am beginning to think that this one is almost done I need to finish of the house roves as I have only started on some and to make the banks around the fields look a bit more three dimensional but I feel its close and heading in the right direction
I am all in all increasingly chuffed with these battle mats
This is I think now finished
Source: Another North lands Rural map - a work in progress (http://hackmasterinburton.blogspot.com/2014/09/another-north-lansds-rural-map.html)
Title: EG: A Northlands Villiage
Post by: EvilGinger on 30 September 2014, 18:00:31
A Northlands Villiage
because it deserves a post in its own right
Source: A Northlands Villiage (http://hackmasterinburton.blogspot.com/2014/09/a-northlands-villiage.html)
Title: EG: Against the Robots Episode 0ne
Post by: EvilGinger on 01 October 2014, 01:00:11
Against the Robots Episode 0ne
what happened in the session
Well the honest answer is nothing really we had just made a some what delayed start with half the players present when the GM's internet connection went down and after around an hour of trying to work out why and fix it and failing and beginning to get rather annoyed he decided that going to bed was in order it being after one am UK time at that point so this seemed a good choice.
However the pre game chat did come to the conclusion that we should perhaps run it at a more sociable time as we have people in a fair spread of time zones form GMT-6 to GMT +2 all of whom have day jobs and non gaming lives which can get in the way .
Source: Against the Robots Episode 0ne (http://hackmasterinburton.blogspot.com/2014/09/against-robots-episode-0ne.html)
Title: EG: A Minor Milestone
Post by: EvilGinger on 01 October 2014, 11:30:05
A Minor Milestone
I have to pass comment as the number of page views last month was another all time record at two thousand six hundred. I am quietly chuffed as the more page views the more that gets raised to support Burton Wildlife Rescue and its good work.
Source: A Minor Milestone (http://hackmasterinburton.blogspot.com/2014/10/a-minor-milestone.html)
Title: EG: Consolidated Nortlands Summer maps Part I
Post by: EvilGinger on 02 October 2014, 11:30:04
Consolidated Nortlands Summer maps Part I
All the Maps I have done so far and which will be going up on the Against the Robots game over the week end.
Farm
Wilds one
Wilds two
Wilds Three
Wilds four
River crossing at farms edge
The Road house
The Village
Source: Consolidated Nortlands Summer maps Part I (http://hackmasterinburton.blogspot.com/2014/10/consolidated-nortlands-summer-maps-part.html)
Title: EG: Some Maths for HackMaster
Post by: EvilGinger on 02 October 2014, 11:30:04
Some Maths for HackMaster
None of this is my work but I think its well worth making as widely available as possible so this reposting is by way of helping it along
Dice Statistics
Why Statistics matter
Most roleplaying games are played with dice, which job is to generate a random number; these random numbers represent chance, which – without initiating a philosophical discussion – is that part of life we can’t do anything about. These numbers are further modified by our skills in the different tasks are most honoured and revered Dungeon Master / Hackmaster / Game Master – the names of this esteemed individual are many, and all rightfully said with the utmost respect when uttering this magnificent individual’s title and name – sees fit to give us, the players. Now, any Dungeon Master worth his salt would cast the evil eye upon any player trying to make decisions on, say, which weapon to choose, based on the arithmetical data provided in the books, rather than making this decision based on the colourful, vivid description given by his or her highly respectable person. This is where I, a Dungeon Master and Hackmaster, provide you with the exact knowledge you – the player – need to figure out everything you need to know to make just such choices (all the more to your Dungeon Master’s distress).
Why would you do such a thing?, you’d might ask. Well, the more you know, the better you can play; the more you understand the mechanics of the game, the better you can have informed discussions with your game’s esteemed leader, when you want to contribute and make the game even better for everyone. And, of course, all such discussions are done during breaks or between sessions. Metagaming is disrespectful to players and Dungeon Master alike, who are trying to create a mood and feel for the story everyone are participating in, and should be avoided at all costs.
For your convenience, at the end of this article, I will provide you with a link to a pdf document showing the formulae and numbers for some normal die pools. The document may be shared freely, as long as it is done so in it’s entirety. Should you quote me, feel free to let me know.
Nomenclature and the mechanics of different die rolls
Let’s get things straight right away. The correct way to name these polyhedra we love to hate, is one die, many dice. If you are interested in learning everything you need and do not need to know about dice, take a look at this excellent document by Kenzer and Company, called On Dice. It discusses nomenclature, dice etiquette, the nature of dice (they are inherently evil, you know), how to choose which dice to purchase, what to do when good dice go bad, how to roll dice, and so on. Take a look at it; it’s a good read.
Shorthand for writing what kind of dice a player should roll, is quite simple: m dice, d, of n sides each, for example 2d6, means that a player should roll two six-sided dice and add the numbers. In many games, however, exploding dice are used. This means you get to keep rerolling the die as long as you get the maximum number, adding all together. In this article, i will denote this dice as mdnx, for example 3d6x. Using the above example, rolling 3, 6 and 5 on these three dice, and getting the series 6, 6, 6, 6, 4 on the mid die (= 28 – you get the full sum) would yield a total of 36. Now that is painful.
In Hackmaster, most die rolls are so-called penetrating dice. These are a special case of exploding dice, and are denoted by adding a p at the end, which means that a player should keep rolling as long as the player gets the die’s maximum, but deduct one for every roll past the first. An example notation would be 3d6p; if the player rolls these three six-sided dice, and got the same numbers as above (3, 6 and 5) on these three dice, and got the same series of numbers with the mid die as above (6, 6, 6, 6, 4), he would get the following result:
Die 1: 3. Total: 3
Die 2: 6 → penetrating roll, the whole series of rolls being 6, 6, 6, 6, 4) → resulting sum of this die is 6 + (6 − 1) + (6 − 1) + (6 − 1) + (4 − 1) = 6 + 5 + 5 + 5 + 3 = 24.
Die 3: 5
Result: 32.
It is perhaps not as painful as with the regular exploding die, but three six-sided dice yielding 32 damage still hurts like hell.
The different die rolls
Regular die rolls, dn,
rolls with a regular die, where n is the number of sides of the die
Everyone probably already know the basic formula for calculating the expected result of a standard die roll. If your die has n, numbered 1 through n, your expected result will be (n + 1) ÷ 2. For a six-sided die (from now on: d6), this yields the following: (n + 1) ÷ 2 = (6 + 1) ÷ 2 = 7 ÷ 2 = 3½ But, wait a minute? Half of 6 is 3, isn’t it? Yes, of course, but half of a d6 is not the same. Just take a look at the numbers a d6 can yield: 1, 2, 3 [halfpoint] 4, 5, 6As you can see, there are three numbers to the left of half-point, and three numbers to the right. What’s midway between 3 and 4? The number 3½ of course. To find the average for any regular n-sided die, add 1 to n and divide the sum by two.
Exploding die rolls, dnx,
where you get to keep rolling and add the numbers, for as long as you roll the maximum
Eric T. Dobbs wrote a great article about these dice a couple of years ago, in which he shows how he came to a formula correctly giving the expected result for an n-sided exploding die. Here’s his conclusion:
For any N-sided die numbered 1 to N with all sides equally likely, the exploding modifier will increase the die’s expected value by a factor of N ÷ (N − 1).
In other words, you get the following formula: ((n + 1) ÷ 2) × (n ÷ (n − 1)) (Eric Dobb’s) which may be shortened to (n² + n) ÷ (2n − 2) (by me (any mistakes are mine))
Penetrating die rolls, dnp,
where you get to keep rolling and add the numbers, for as long as you roll the maximum, but deduct 1 on every roll after the first
Surprisingly, the formula for figuring out the expected value for a penetrating die roll, is incredibly simple. Now, Mr Dobbs didn’t have the time to do it mathematically, so he did some number crunching instead, and ended up with this:
½n + 1
It’s quite beautiful in it’s simplicity, isn’t it? With this simple formula, anyone can do the math in their heads.
The special case of the thief’s backstab ability in Hackmaster
In the game Hackmaster, a thief may make a backstab if using a knife or dagger. This allows him to make damage amounting to 2d4p, but his or her dice penetrate on the maximum and second highest number. This surprisingly makes the backstab attack preferable to wielding larger weapons. A thief’s backstab is in fact better than weapons that do d12p damage, and matches weapons that do 2d6p or 2d12p+1 damage. The formula for calculating a thief’s special backstab damage, is as follows, again with courtesy of Mr Dobbs:
(n² + n − 4) ÷ (2n − 4)
Expected damage with the puny dagger is in fact 8 full points of damage; that’ just average damage…
How to abu… use this power
Finally you can figure out how to do the most damage, as effectively as possible and with mathematical precision! Are you better off going for the 1d12 og 2d6 damage weapon? Should the Hackmaster thief opt for the simple dagger, or put his wagers on something more stalwart, such as a sword? I hope the formulae provided will be benefitial in your search for the best weapons and tactics. I did the calculations, so any errors are mine. I also did the shortening of ((n + 1) ÷ 2) × ( n ÷ (n − 1)) to (n² + n) ÷ (2n − 2); if anything was wrong in how that was done, the error is mine. And here is the document i promised: Terningstatistikk – Dice Statistics
Source: Some Maths for HackMaster (http://hackmasterinburton.blogspot.com/2014/10/some-maths-for-hackmaster.html)
Title: EG: Some Maths for HackMaster
Post by: EvilGinger on 02 October 2014, 21:30:04
Some Maths for HackMaster
None of this is my work but I think its well worth making as widely available as possible so this reposting is by way of helping it along
Dice Statistics
Why Statistics matter
Most roleplaying games are played with dice, which job is to generate a random number; these random numbers represent chance, which – without initiating a philosophical discussion – is that part of life we can’t do anything about. These numbers are further modified by our skills in the different tasks are most honoured and revered Dungeon Master / Hackmaster / Game Master – the names of this esteemed individual are many, and all rightfully said with the utmost respect when uttering this magnificent individual’s title and name – sees fit to give us, the players. Now, any Dungeon Master worth his salt would cast the evil eye upon any player trying to make decisions on, say, which weapon to choose, based on the arithmetical data provided in the books, rather than making this decision based on the colourful, vivid description given by his or her highly respectable person. This is where I, a Dungeon Master and Hackmaster, provide you with the exact knowledge you – the player – need to figure out everything you need to know to make just such choices (all the more to your Dungeon Master’s distress).
Why would you do such a thing?, you’d might ask. Well, the more you know, the better you can play; the more you understand the mechanics of the game, the better you can have informed discussions with your game’s esteemed leader, when you want to contribute and make the game even better for everyone. And, of course, all such discussions are done during breaks or between sessions. Metagaming is disrespectful to players and Dungeon Master alike, who are trying to create a mood and feel for the story everyone are participating in, and should be avoided at all costs.
For your convenience, at the end of this article, I will provide you with a link to a pdf document showing the formulae and numbers for some normal die pools. The document may be shared freely, as long as it is done so in it’s entirety. Should you quote me, feel free to let me know.
Nomenclature and the mechanics of different die rolls
Let’s get things straight right away. The correct way to name these polyhedra we love to hate, is one die, many dice. If you are interested in learning everything you need and do not need to know about dice, take a look at this excellent document by Kenzer and Company, called On Dice. It discusses nomenclature, dice etiquette, the nature of dice (they are inherently evil, you know), how to choose which dice to purchase, what to do when good dice go bad, how to roll dice, and so on. Take a look at it; it’s a good read.
Shorthand for writing what kind of dice a player should roll, is quite simple: m dice, d, of n sides each, for example 2d6, means that a player should roll two six-sided dice and add the numbers. In many games, however, exploding dice are used. This means you get to keep rerolling the die as long as you get the maximum number, adding all together. In this article, i will denote this dice as mdnx, for example 3d6x. Using the above example, rolling 3, 6 and 5 on these three dice, and getting the series 6, 6, 6, 6, 4 on the mid die (= 28 – you get the full sum) would yield a total of 36. Now that is painful.
In Hackmaster, most die rolls are so-called penetrating dice. These are a special case of exploding dice, and are denoted by adding a p at the end, which means that a player should keep rolling as long as the player gets the die’s maximum, but deduct one for every roll past the first. An example notation would be 3d6p; if the player rolls these three six-sided dice, and got the same numbers as above (3, 6 and 5) on these three dice, and got the same series of numbers with the mid die as above (6, 6, 6, 6, 4), he would get the following result:
Die 1: 3. Total: 3
Die 2: 6 → penetrating roll, the whole series of rolls being 6, 6, 6, 6, 4) → resulting sum of this die is 6 + (6 − 1) + (6 − 1) + (6 − 1) + (4 − 1) = 6 + 5 + 5 + 5 + 3 = 24.
Die 3: 5
Result: 32.
It is perhaps not as painful as with the regular exploding die, but three six-sided dice yielding 32 damage still hurts like hell.
The different die rolls
Regular die rolls, dn,
rolls with a regular die, where n is the number of sides of the die
Everyone probably already know the basic formula for calculating the expected result of a standard die roll. If your die has n, numbered 1 through n, your expected result will be (n + 1) ÷ 2. For a six-sided die (from now on: d6), this yields the following: (n + 1) ÷ 2 = (6 + 1) ÷ 2 = 7 ÷ 2 = 3½ But, wait a minute? Half of 6 is 3, isn’t it? Yes, of course, but half of a d6 is not the same. Just take a look at the numbers a d6 can yield: 1, 2, 3 [halfpoint] 4, 5, 6As you can see, there are three numbers to the left of half-point, and three numbers to the right. What’s midway between 3 and 4? The number 3½ of course. To find the average for any regular n-sided die, add 1 to n and divide the sum by two.
Exploding die rolls, dnx,
where you get to keep rolling and add the numbers, for as long as you roll the maximum
Eric T. Dobbs wrote a great article about these dice a couple of years ago, in which he shows how he came to a formula correctly giving the expected result for an n-sided exploding die. Here’s his conclusion:
For any N-sided die numbered 1 to N with all sides equally likely, the exploding modifier will increase the die’s expected value by a factor of N ÷ (N − 1).
In other words, you get the following formula: ((n + 1) ÷ 2) × (n ÷ (n − 1)) (Eric Dobb’s) which may be shortened to (n² + n) ÷ (2n − 2) (by me (any mistakes are mine))
Penetrating die rolls, dnp,
where you get to keep rolling and add the numbers, for as long as you roll the maximum, but deduct 1 on every roll after the first
Surprisingly, the formula for figuring out the expected value for a penetrating die roll, is incredibly simple. Now, Mr Dobbs didn’t have the time to do it mathematically, so he did some number crunching instead, and ended up with this:
½n + 1
It’s quite beautiful in it’s simplicity, isn’t it? With this simple formula, anyone can do the math in their heads.
The special case of the thief’s backstab ability in Hackmaster
In the game Hackmaster, a thief may make a backstab if using a knife or dagger. This allows him to make damage amounting to 2d4p, but his or her dice penetrate on the maximum and second highest number. This surprisingly makes the backstab attack preferable to wielding larger weapons. A thief’s backstab is in fact better than weapons that do d12p damage, and matches weapons that do 2d6p or 2d12p+1 damage. The formula for calculating a thief’s special backstab damage, is as follows, again with courtesy of Mr Dobbs:
(n² + n − 4) ÷ (2n − 4)
Expected damage with the puny dagger is in fact 8 full points of damage; that’ just average damage…
How to abu… use this power
Finally you can figure out how to do the most damage, as effectively as possible and with mathematical precision! Are you better off going for the 1d12 og 2d6 damage weapon? Should the Hackmaster thief opt for the simple dagger, or put his wagers on something more stalwart, such as a sword? I hope the formulae provided will be benefitial in your search for the best weapons and tactics. I did the calculations, so any errors are mine. I also did the shortening of ((n + 1) ÷ 2) × ( n ÷ (n − 1)) to (n² + n) ÷ (2n − 2); if anything was wrong in how that was done, the error is mine. And here is the document i promised: Terningstatistikk – Dice Statistics
Now even I get it ;) and I hope now I have changed the colour of the text in the blocks every one can read it
Source: Some Maths for HackMaster (http://hackmasterinburton.blogspot.com/2014/10/some-maths-for-hackmaster.html)
Title: EG: If have slowed right down
Post by: EvilGinger on 02 October 2014, 21:30:04
If have slowed right down
Its because I have a stinking cold at the moment yesterday I was going down with it which is why when I sat down to do something on here I didn't and just went to sleep fro twelve hours. I fortunately woke up in time for work but with a foul cold which is just about easing off now thanks to a steady attack of over the counter drugs various and the fact is probably running its cause any way.
I am at present also occupied in getting set for next weeks company of fools game as I seem cold not withstanding have beaten work into a state of control such that I was going to be able to combine work and gaming again indeed tonight's alternate game was supposed to be something of a dress rehearsal for that. Except I have afore mentioned stinking cold and much prefer deploying psychological cruelty against my player group than the biological kind. Also as default party leader in the alternate game I actually have to thing and herd the rest of the players in something like the right direction. The Gm is almost as old twisted and evil as I am likes to keep me on my toes so I do have to be fully fit.
any way after the lull comes more stuff
Source: If have slowed right down (http://hackmasterinburton.blogspot.com/2014/10/if-have-solwed-right-down.html)
Title: EG: Somthing for the future
Post by: EvilGinger on 02 October 2014, 21:30:05
Somthing for the future
A conversion of the map for one of the parts of the second Iron Gods book
It started of as a tracing of the map from the PDF but has been adapted and indeed is still being adapted as I work it into my bespoke setting. an this has included inserting a base layer which is the same one used for most of my northern wilds battle mats
I have quite a lot more work to do on this yet and I may not be needing it for some time however I wanted to get it up here and show it off as its the first attempt I have made at such a thing.
Source: Somthing for the future (http://hackmasterinburton.blogspot.com/2014/10/somthing-for-future.html)
Title: EG: Advancing the Cause
Post by: EvilGinger on 03 October 2014, 11:00:07
Advancing the Cause
HackMaster Books incoming
PHB
HoB
In association withSpirit Games May be making Progress on the Getting HackMaster Core Rule Books back into Europe project. I will keep you updated on this.
However when the books come back into stock I will be going into Demo Frenzy and more or less any one who wants a go at HackMaster will get the chance.
I am also after a PHB & HOB as an additional copy of the books always comes in handy and a GMG when the book is published
Source: Advancing the Cause (http://hackmasterinburton.blogspot.com/2014/10/advancing-cause.html)
Title: EG: A New Kodt web strip
Post by: EvilGinger on 03 October 2014, 18:00:10
A New Kodt web strip
Just when you thought Jolly had forgotten how to draw here it comes and a new story
the rest is naturally to be found here on the Kodt site where you can also catch up with all the web strips so far .
Source: A New Kodt web strip (http://hackmasterinburton.blogspot.com/2014/10/a-new-kodt-web-strip.html)
Title: EG: More from the People we suport
Post by: EvilGinger on 03 October 2014, 18:00:10
More from the People we suport
a Wild goose chase with a happy ending
Vulnerable Goose...
Two days ago we were called out to Mercia Marina near Willington regarding a Canada goose that seemed to be partially blind. Residents were feeding her as she was being bullied by the other geese and also swans, however on Tuesday evening they became concerned for her welfare when a visiting member of the public decided to kick her, full force into the water. This upset many residents who them decided to call is for help.
When we arrived, the goose was obviously very nervous of people after her experience and took to the water quickly. Once she was in the water we noticed she was swimming around in circles and it was evident she could only see out of her left eye. We threw her some bread which she ate then we made a plan on how to capture her.
The Rescued Goose
As she was blind in her right eye, we decided to use this to our advantage. We coaxed her out of the water and further onto land with bread. We then approached her from her right side and, before she had time to process what was going on, we managed to grab her. She put up a fight but then gave in.
We took her back to the sanctuary and put her into a paddock with other geese. She should settle into the group and then she will be offered full roam of the main field and pond area.
Goose at the Sanctuary
as ever donations to support this work can be made here
Source: More from the People we suport (http://hackmasterinburton.blogspot.com/2014/10/more-from-people-we-suport.html)
Title: EG: Some thoughts on converting Pathfinder creatures to HackMater
Post by: EvilGinger on 03 October 2014, 21:30:07
Some thoughts on converting Pathfinder creatures to HackMater
Since I am doing this quite a bit a the moment I thought I would share some of my admittedly rather quick and dirty methods of doing it with you.
These rules apply to the unique stuff rather than to the creatures both systems share an Orc etc is an Orc even if you do need to adjust the numbers as an Orc in HackMaster is a nastier prospect than one in Pathfinder and I might consider swapping it out for say a goblin in low level adventures.
Starting with the Pathfinder stat block
Animated Object (Large) - created with Hero Lab®
The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners.
Animated Object (Large) CR 5
XP 1,600
Male animated object (large) (Pathfinder RPG Bestiary 14)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hardness 5 Subtract Hardness from damage done.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
The skeleton locked within rattles as this animated cage lurches forward on chain legs in search of new prisoners. -------------------- Animated Object (Large) CR 5 XP 1,600 Male animated object (large) (Pathfinder RPG Bestiary 14) N Large construct Init -1; Senses darkvision 60 ft., low-light vision; Perception -5 -------------------- Defense -------------------- AC 14, touch 8, flat-footed 14 (-1 dexterity, +6 natural, -1 size) hp 52 (4d10+30) Fort +1, Ref +0, Will -4 Defensive Abilities hardness 5; Immune construct traits -------------------- Offense -------------------- Speed 30 ft. Melee slam +9 (1d8+9) Space 10 ft.; Reach 10 ft. -------------------- Statistics -------------------- Str 22, Dex 8, Con —, Int —, Wis 1, Cha 1 Base Atk +4; CMB +11; CMD 20 -------------------- Ecology -------------------- Environment Any Organization Solitary, pair, or group (3-12) Treasure None -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Hardness 5 Subtract Hardness from damage done. Immunity to Ability Damage Immunity to ability damage Immunity to Ability Drain Immunity to ability drain Immunity to Bleeds You are immune to bleeds. Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects. Immunity to Disease You are immune to diseases. Immunity to Energy Drain Immune to energy drain Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Immunity to Non-lethal Damage You are immune to Non-Lethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
as you can see the stat block for the animated cage was taken form hero lab
Source: Some thoughts on converting Pathfinder creatures to HackMater (http://hackmasterinburton.blogspot.com/2014/10/some-thoughts-on-converting-pathfinder.html)
Title: EG: Going to Lincoln today
Post by: EvilGinger on 04 October 2014, 10:30:17
Going to Lincoln today
Complications
Today I am going to be mostly distracted by going to Lincoln to deal with the fan faecal matter event which is ongoing over there so I will almost certainly get behind with the Bloging not that I am not fully aware I am already miles behind on that score.
For its own sake
Source: Going to Lincoln today (http://hackmasterinburton.blogspot.com/2014/10/going-to-lincoln-today.html)
Title: EG: Nasty stuff from the northlands
Post by: EvilGinger on 04 October 2014, 21:00:06
Nasty stuff from the northlands
Ranged weapon Stats table format
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
Source: Nasty stuff from the northlands (http://hackmasterinburton.blogspot.com/2014/10/nasty-stuff-from-northlands.html)
Title: EG: Somthing for the future
Post by: EvilGinger on 05 October 2014, 00:30:04
Somthing for the future
A conversion of the map for one of the parts of the second Iron Gods book
WIP ONE
It started of as a tracing of the map from the PDF but has been adapted and indeed is still being adapted as I work it into my bespoke setting. an this has included inserting a base layer which is the same one used for most of my northern wilds battle mats
I have quite a lot more work to do on this yet and I may not be needing it for some time however I wanted to get it up here and show it off as its the first attempt I have made at such a thing.
WIP TWO
A bit more work done in particular trying to give the three dimensional effect that the original map I traced form had to the fortress walls in particular
Source: Somthing for the future (http://hackmasterinburton.blogspot.com/2014/10/somthing-for-future.html)
Title: EG: Somthing for the future
Post by: EvilGinger on 05 October 2014, 11:00:07
Somthing for the future
A conversion of the map for one of the parts of the second Iron Gods book
WIP ONE
It started of as a tracing of the map from the PDF but has been adapted and indeed is still being adapted as I work it into my bespoke setting. an this has included inserting a base layer which is the same one used for most of my northern wilds battle mats
I have quite a lot more work to do on this yet and I may not be needing it for some time however I wanted to get it up here and show it off as its the first attempt I have made at such a thing.
WIP TWO
A bit more work done in particular trying to give the three dimensional effect that the original map I traced form had to the fortress walls in particular
WIP THREE
I am now going to go off and work on improving some of the common map textures for a bit particularly that of the flowers so common in the north in the short summer.
Source: Somthing for the future (http://hackmasterinburton.blogspot.com/2014/10/somthing-for-future.html)
Title: EG: Nasty stuff from the northlands
Post by: EvilGinger on 05 October 2014, 11:00:08
Nasty stuff from the northlands
Artefacts recovered from the wastes
descriptions
These weapons are largely named for the noise they make when discharged all are very simple to use once mastered and fire horrendously fast compared with just about every other weapon in the game. Most are ranged and are largely assumed to be magic of an unknown type. They also have the capacity to utterly terrify even the boldest Kethian tribes man on sight and are taboo with them to a level that worked even conventional worked metal is not.The names given are either descriptive or in some way onomatopoeic based on the sound it makes when discharged.
BzzCrack
resembles a for shortened and rather stubby cross bow without a span made of some entirely of some light weight metal it is feature less externally except for an arrow shaft diameter hole in the face where the span on the cross bow if it where a cross bow would be attached. This goes about three inches into it and then stops. If is can be discharged and not all of them can it as many are either inert when found or become so after a few discharges. This seems to require a steady pressure on the place where a cross bow trigger would be ant the taking up of a shooting stance, there is no trigger and it active the device discharges with a soft buzz then a load crack. what it discharges is unclear as it is in most conditions invisible thought after several discharges the area of the hole becomes warm and some have reported that it shows as a ray of light would in a dusty or smoky environment. Whatever it is seems to burn its target and largely ignores any sort of armour beyond burning or melting a neat hole in it of similar dimensions to that of the hole in the span end of the item. One thing is certain its discharge has a devastating effect on flesh appearing to leave deeply burned locally to the strike and almost cooked beyond that. There are some reports of lightning arcing all over metal armour but those few sages who have heard of these things and Kethian folk lore discount this. There seems to be no way of reloading the thing or of telling how many times it can be discharged before becoming inert.
GM note when found the item has 2d6p charges but don't tell the player.
Fzattt
weapons table
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
BzzCrack Fzattt Spitter
8 5 5
low low low
4d10 Special Special
2 nil 1d6p
3s 5s 5s
medium small small
500 120 100
E E P
Source: Nasty stuff from the northlands (http://hackmasterinburton.blogspot.com/2014/10/nasty-stuff-from-northlands.html)
Title: EG: Nasty stuff from the northlands
Post by: EvilGinger on 05 October 2014, 14:30:08
Nasty stuff from the northlands
Artefacts recovered from the wastes
descriptions
These weapons are largely named for the noise they make when discharged all are very simple to use once mastered and fire horrendously fast compared with just about every other weapon in the game. Most are ranged and are largely assumed to be magic of an unknown type. They also have the capacity to utterly terrify even the boldest Kethian tribes man on sight and are taboo with them to a level that worked even conventional worked metal is not.The names given are either descriptive or in some way onomatopoeic based on the sound it makes when discharged.
BzzCrack
resembles a for shortened and rather stubby cross bow without a span made of some entirely of some light weight metal it is feature less externally except for an arrow shaft diameter hole in the face where the span on the cross bow if it where a cross bow would be attached. This goes about three inches into it and then stops. If is can be discharged and not all of them can it as many are either inert when found or become so after a few discharges. This seems to require a steady pressure on the place where a cross bow trigger would be ant the taking up of a shooting stance, there is no trigger and it active the device discharges with a soft buzz then a load crack. what it discharges is unclear as it is in most conditions invisible thought after several discharges the area of the hole becomes warm and some have reported that it shows as a ray of light would in a dusty or smoky environment. Whatever it is seems to burn its target and largely ignores any sort of armour beyond burning or melting a neat hole in it of similar dimensions to that of the hole in the span end of the item. One thing is certain its discharge has a devastating effect on flesh appearing to leave deeply burned locally to the strike and almost cooked beyond that. There are some reports of lightning arcing all over metal armour but those few sages who have heard of these things and Kethian folk lore discount this. There seems to be no way of reloading the thing or of telling how many times it can be discharged before becoming inert.
GM note when found the item has 2d6p charges but don't tell the player.
Fzattt a much shorter and slimmer item resembling in many ways a stubby wand with a slight asymmetric kink in it
weapons table
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
BzzCrack Fzattt Spitter
8 5 5
low low low
4d10 Special Special
2 nil 1d6p
3s 5s 5s
medium small small
500 120 100
E E P
Source: Nasty stuff from the northlands (http://hackmasterinburton.blogspot.com/2014/10/nasty-stuff-from-northlands.html)
Title: EG: An Epic tale From another Part of Kalamar VIII
Post by: EvilGinger on 05 October 2014, 14:30:08
Ngithol listened calmly to the prospect of them engaging this... 'Tanarukk' as everyone around the town of Rurr scrabbled to get themselves out of it's way. She listened and thought back to the tomes she'd thoroughly studied and tried hard to memorize. Tomes filled with knowledge of the arcane, filled with information she had hoped might lead her home and not be the product of a drug induced scribble session some writer experienced. She ran through the steps for one of the 'simpler' spells it had contained and found herself working through it as though it were some simple mechanical design. She smiled inwardly at the feeling of the various parts of the spell slotting together becoming a greater whole. That is until she came up to the part where she always failed. The part where she, a dwarf that'd faced down angry leviathans once upon a time, felt scared. To complete the spell she'd have to open herself up to energies, energies she felt firmly were responsible for the life she now lived. She sighed as she felt herself unable/unwilling to open that door at this time and watched in her minds eye all the pieces of the spell drift away like sand held in her open hands, sand that was now being replaced by tell tale signs of another 'episode' Ngithol gritted her teeth and set about busying herself with the civilians and their evacuation, determined to not lose her composure again so soon. She knew they'd most likely misunderstand her mood and demeanor but could care less, as long as it kept the flames at bay.
-----Several instances of Surliness later-----
Blood. It always intrigued her how some claimed it held mystical properties. How it could seperate and tie together groups. How it could purportedly cause some to rise to greatness and others devolve into beasts. Beasts which now lay slain at the feet of her partners. The blood of these orcs held no promise, no reason, no explanation for their savagery or brutality. It held only their life essence, an essence twisted to violence and cruelty. An essence that seemed all too ready to abandon it's liquid prison given the chance. She thought back to the children that'd been attacked by these orcs and the fact that it was only through her group's luck and timing that they'd narrowly avoided being orphaned, a fate she'd not been so lucky to avoid as a child. She thought of the others undoubtedly not as lucky as those three, the hardship that would forcibly be placed upon countless children if her group failed in their mission. She looked up at her comrades as they set out and when she believed none were looking forced herself again through the spell she'd been stymied by countless times over the years. She paused for only a heartbeat before wrenching open the 'door' she'd been afraid of, determined to no longer let her own fear prevent her from doing all she could to protect the untold innocents.
Time seemingly stretched for a moment as adrenaline flooded her body and she closed her eyes in anticipation of the flames she knew would surely engulf her. After a few heartbeats in which the flames did not come she opened her eyes and beheld a small mote of green fire dancing languidly in her hand. Hypnotically it moved around her hand, flowing against her palm before seemingly moving to caress her fingers as she flexed them. She realized it was connected to her by a thread of power, a thread she now knew was binding it's destructive potential to her will. She looked at the orc corpse at her feet and willed more power into the spell and marveled as the mote suddenly spewed forth a bolt of flame that reduced the corpse to ash in the blink of an eye. With a thought she dismissed the thread of power and watched the mote disappear leaving her hand empty and unharmed. She hurried to catch up to her party, her mind now alive and racing to recall all the information the tome had contained. She knew she might need more than flame for the things yet to come.
Ngithol felt aches and popped a few joints as she sat down to truly try and rest for the first time in what seemed like an age. It felt like an age since she'd pushed herself hard like she had to try and keep up with her group. Combining that with the battles they'd fought and that it'd been over a day since the last proper sleep made for a really strong urge to nap. A Tanarukk dead with his axe now resting in her lap, various people saved and her now having taken steps to use the arcane. All in all a good day. She looked up at Laer-Thuil as they sat in the druidic circle, noting the elves were readying for their own departure and drug herself up and approached them.
As she neared the elves she spoke out in Fhoki, "Laer-Thuil, a moment of your time perhaps?" hoping that might prevent others from thinking she intended some social faux pas. As the elves turned she pulled a few pieces of leather parchment from underneath her chainmail, they seemed old and weathered yet she obviously took great care to preserve them. As she unfolded them, it became obvious they were covered quite thoroughly in script. One intimately familiar to Ngithol as she'd penned the original parchment years ago and had periodically added to it as time went on. The script made up a letter meant for Mebzuth if ever she found a way to get it to him and detailed much of what she'd been through and experienced. It mentioned her highs, her lows and how she'd never once found as stalwart a companion in life. All this and more was on the pages she now readied to hand to the elf, yet she was willing to risk the possibility of another seeing such a side of her if it meant finding her home.
As she proffered it to Laer-Thuil she suddenly spoke in elvish, "I know elves are a long lived race and prone to remembering things forgotten by those with shorter lives. I wonder perhaps if the script on that page might seem familiar to you or your companions in any way. If so I'd greatly appreciate any information on how you might know of it. If you do not recognize it, perhaps you could indulge me in advising me on any nearby ruins that might once have been part of a fort, one built into the side of a mountain?"
Source: An Epic tale From another Part of Kalamar VIII (http://hackmasterinburton.blogspot.com/2014/10/an-epic-tale-feam-another-part-of.html)
Title: EG: Some Sage advice
Post by: EvilGinger on 05 October 2014, 18:00:07
Some Sage advice
6 Ways to Add Interest to Your Dungeon
By: Jesse C Cohoon
Many times people think of dungeons as these static things that monsters inhabit, but if viewed as an interconnected, alive system that opens up many more possibilities than would ordinarily be possible.
1.When designing dungeons, remember that enemies move around. But don’t limit their movement to just one area. Keep in mind that sound travels, and a battle in one area, attract enemies coming to the scene from different areas, and in the heat of the battle, PCs may find themselves surrounded by enemies in battle where they can neither move forward nor retreat until the situation changes.
2.Add varying types of obstacles and ways of conquering them. In the Zelda franchise games, there are lots of puzzles, many of which are solved by blowing up obstacles or fake walls, pushing blocks/ rocks, swimming, activating switches in a specific order, and accessing areas that they need some sort of protection/ alteration to enter. In each of these cases, Link had equipment to help him out: gloves to give him strength, earrings to allow him to withstand heat, special armor that allowed him to swim underwater and the like. In Zelda: Skyward Sword, the hero gets a Batman-esque grappling hook type weapon that allows him to be pulled to walls, stationary helicopter type units, and ivy covered rock facades.
But just because the players don’t have the proper equipment/ powers doesn’t mean they shouldn’t be allowed to enter such areas, but they may face difficulties in getting around / damage while in such areas. For instance in an area without the proper heat protection equipment, a person may get damage while in extremely hot or cold areas.
3.Allow different areas to be opened up as the players get more powerful. Just because a party went through an area doesn’t mean that there aren’t more secrets to be discovered. There may be hidden passages, areas blocked by monsters that they didn’t fight (or circumvented), underground areas that they have to have digging claws to get to, or areas that were previously too high for them to reach.When characters get “fly,” “passwall,” and “reduce/enlarge” abilities (either through their equipment or by spells), the dungeon has an entirely different feeling.
4.Change the dungeon in a significant way.This is a classic in video games. Some changes that you can make are: having the dungeon flood, it on fire or filled with smoke, upside down, or even portable (for instance a dungeon in a giant robot or on a dragon turtle) Other changes that you might not have thought of are: filled with quicksand, time shifted (thank you Zelda: Skyward Sword,) collapsing, overgrown, and vastly changed monsters. Even changing the climate changes the dungeon. For instance, having a previously hot area change to freezing changes the dungeon.
5.Change up the situation. Instead of seeing a dungeon as a thing where characters enter the dungeon and maim/ kill anything that is threatening, and loot their enemies, the dungeon could be a thing of a peace keeping party where negotiation rules the day, an espionage mission where the characters need to be stealthy so as not to get caught, or a rescue mission where they have to be careful who they kill, otherwise they may end up killing the party that they’re trying to save.
6.Plan in layers. The best dungeons have multiple layers: from deep underground or underwater reaching up many stories in the sky. Having puzzles that span these levels, clues for the story-behind-the-story, and boss battles the enemies of which are massive (both in terms of scope, but in terms of the number of participants), makes your dungeons truly epic!
Posted by Jesse Cohoon on the Fantasy Roleplaying planes blog
Source: Some Sage advice (http://hackmasterinburton.blogspot.com/2014/10/some-sage-advice.html)
Title: EG: Somthing for the future
Post by: EvilGinger on 05 October 2014, 21:30:08
Somthing for the future
A conversion of the map for one of the parts of the second Iron Gods book
WIP ONE
It started of as a tracing of the map from the PDF but has been adapted and indeed is still being adapted as I work it into my bespoke setting. an this has included inserting a base layer which is the same one used for most of my northern wilds battle mats
I have quite a lot more work to do on this yet and I may not be needing it for some time however I wanted to get it up here and show it off as its the first attempt I have made at such a thing.
WIP TWO
A bit more work done in particular trying to give the three dimensional effect that the original map I traced form had to the fortress walls in particular
WIP THREE
I am now going to go off and work on improving some of the common map textures for a bit particularly that of the flowers so common in the north in the short summer.
WIP FOUR
Now after some more tweaking and the addition of the ubiquitous summer flowers I think we are getting there
Source: Somthing for the future (http://hackmasterinburton.blogspot.com/2014/10/somthing-for-future.html)
Title: EG: Nasty stuff from the northlands
Post by: EvilGinger on 05 October 2014, 21:30:08
Nasty stuff from the northlands
Artefacts recovered from the wastes
Descriptions
These weapons are largely named for the noise they make when discharged all are very simple to use once mastered and fire horrendously fast compared with just about every other weapon in the game. Most are ranged and are largely assumed to be magic of an unknown type. They also have the capacity to utterly terrify even the boldest Kethian tribes man on sight and are taboo with them to a level that worked even conventional worked metal is not.The names given are either descriptive or in some way onomatopoeic based on the sound it makes when discharged.
It is also important to note that whilst these may all appear to be in some way enchanted and analogous to the wands arcane spell casters make on occasion none of them detect as in any way magical appearing entirely mundane in all such divinations, they are also to all intents and purposes indestructible in normal use much as a +5 piece of equipment is.
BzzCrack
resembles a for shortened and rather stubby cross bow without a span made of some entirely of some light weight metal it is feature less externally except for an arrow shaft diameter hole in the face where the span on the cross bow if it where a cross bow would be attached. This goes about three inches into it and then stops. If is can be discharged and not all of them can it as many are either inert when found or become so after a few discharges. This seems to require a steady pressure on the place where a cross bow trigger would be ant the taking up of a shooting stance, there is no trigger and it active the device discharges with a soft buzz then a load crack. what it discharges is unclear as it is in most conditions invisible thought after several discharges the area of the hole becomes warm and some have reported that it shows as a ray of light would in a dusty or smoky environment. Whatever it is seems to burn its target and largely ignores any sort of armour beyond burning or melting a neat hole in it of similar dimensions to that of the hole in the span end of the item. One thing is certain its discharge has a devastating effect on flesh appearing to leave deeply burned locally to the strike and almost cooked beyond that. There are some reports of lightning arcing all over metal armour but those few sages who have heard of these things and Kethian folk lore discount this. There seems to be no way of reloading the thing or of telling how many times it can be discharged before becoming inert.
These might seem low but the item has no way of sifting it except looking along its length as is as such no more accurate than a crossbow.
GM note when found the item has 2d6p charges but don't tell the player.
Fzattt a much shorter and in parts slimmer item resembling in many ways a stubby wand with a slight asymmetric kink in unlike the former it is not clear where the thing discharges from and some have reported discharging it at themselves as a result. fortunately the effects of the discharge are non lethal but do cause the target to become slowed or even stunned. As before the discharge is not visible though some with low light vision report a faint bluish flash in complete darkness as the discharge strikes its target.
The mechanical effect is to attempt to force a ToP check with the discharge causing 2d10p points of virtual damage for this purpose.the effect on the target depends on the result of the check.
Mechanically any hit add a +1 to the speed of any action in progress and may cause spell mishaps other than that the normal rule for trauma apply except that the strike is not particularly painful having a numbing effect. Multiple hits stack and can cause fatal results on rare occasions but most just increase the time to recover
Source: Nasty stuff from the northlands (http://hackmasterinburton.blogspot.com/2014/10/nasty-stuff-from-northlands.html)
Title: EG: The finalized half ruined fortress
Post by: EvilGinger on 05 October 2014, 21:30:08
The finalized half ruined fortress
The final Version
I am quite pleased with this but it has led me to realise that I need to do more maps for earlier in the story particularly I need one of the Market square at Torch before I run it again.
Source: The finalized half ruined fortress (http://hackmasterinburton.blogspot.com/2014/10/the-finalized-half-ruined-fortress.html)
Title: EG: Nasty stuff from the northlands
Post by: EvilGinger on 06 October 2014, 01:00:07
Nasty stuff from the northlands
Artefacts recovered from the wastes
Descriptions
These weapons are largely named for the noise they make when discharged all are very simple to use once mastered and fire horrendously fast compared with just about every other weapon in the game. Most are ranged and are largely assumed to be magic of an unknown type. They also have the capacity to utterly terrify even the boldest Kethian tribes man on sight and are taboo with them to a level that worked even conventional worked metal is not.The names given are either descriptive or in some way onomatopoeic based on the sound it makes when discharged.
It is also important to note that whilst these may all appear to be in some way enchanted and analogous to the wands arcane spell casters make on occasion none of them detect as in any way magical appearing entirely mundane in all such divinations, they are also to all intents and purposes indestructible in normal use much as a +5 piece of equipment is.
BzzCrack
resembles a for shortened and rather stubby cross bow without a span made of some entirely of some light weight metal it is feature less externally except for an arrow shaft diameter hole in the face where the span on the cross bow if it where a cross bow would be attached. This goes about three inches into it and then stops. If is can be discharged and not all of them can it as many are either inert when found or become so after a few discharges. This seems to require a steady pressure on the place where a cross bow trigger would be ant the taking up of a shooting stance, there is no trigger and it active the device discharges with a soft buzz then a load crack. what it discharges is unclear as it is in most conditions invisible thought after several discharges the area of the hole becomes warm and some have reported that it shows as a ray of light would in a dusty or smoky environment. Whatever it is seems to burn its target and largely ignores any sort of armour beyond burning or melting a neat hole in it of similar dimensions to that of the hole in the span end of the item. One thing is certain its discharge has a devastating effect on flesh appearing to leave deeply burned locally to the strike and almost cooked beyond that. There are some reports of lightning arcing all over metal armour but those few sages who have heard of these things and Kethian folk lore discount this. There seems to be no way of reloading the thing or of telling how many times it can be discharged before becoming inert.
These might seem low but the item has no way of sighting it except looking along its length as is as such no more accurate than a crossbow.
GM note when found the item has 2d6p charges but don't tell the player.
Fzattt a much shorter and in parts slimmer item resembling in many ways a stubby wand with a slight asymmetric kink in unlike the former it is not clear where the thing discharges from and some have reported discharging it at themselves as a result. fortunately the effects of the discharge are non lethal but do cause the target to become slowed or even stunned. As before the discharge is not visible though some with low light vision report a faint bluish flash in complete darkness as the discharge strikes its target.
The mechanical effect is to attempt to force a ToP check with the discharge causing 2d10p points of virtual damage for this purpose.the effect on the target depends on the result of the check.
Mechanically any hit add a +1 to the speed of any action in progress and may cause spell mishaps other than that the normal rule for trauma apply except that the strike is not particularly painful having a numbing effect. Multiple hits stack and can cause fatal results on rare occasions but most just increase the time to recover
Spitter Of all the Artefact weapons one is the most compensable in that it seems to shoot a projectile of very hot and possibly initially molten metal. That said the source of the metal it shoots and the method by which it shoots it are just as impenetrable as the other ones
Distance (ft) Attack Die 0 - 5 automatically its every one in the radius of 5' with a shower of hot metal droplets including the user armour does not protect and every one takes 1d4p 1 point wounds
5 - 30 d20p damage 2d6p+2d4p Dr of heavy metallic armour is doubled but the target also takes 1d4p 1 point wounds as above 31 - 50 d20p-4 damage 2d6p+1d4p 51 - 70 d20p-6 damage 1d6pp+1d4p 71 - 100 d20p-8 damage1d6p
Combined weapons table
Weapon
Name
Strength
Required
Skill Level
Damage
Shield Damage
Rate of fire
Weapon
Size
Max
range
Damage type
BzzCrack Fzattt Spitter
8 5 5
low low low
4d10 Special Special
2 nil 1d6p
3s 5s 5s
medium small small
500 120 100
E E P
Source: Nasty stuff from the northlands (http://hackmasterinburton.blogspot.com/2014/10/nasty-stuff-from-northlands.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 06 October 2014, 06:10:22
Expect more tidying up and finishing off of existing articles over the next week in the Run up for a Company of Fools Episode twenty Five on Thursday
>:DGinger
Title: EG: Some one elses EVIL GM Idea
Post by: EvilGinger on 06 October 2014, 18:00:07
Some one elses EVIL GM Idea
What Will They Do With Us?
So the party's been pursued, run down, overcome and captured. Now what? This is no time to go soft on them. What good are the Star Queen's brutal gnoll mercenaries if they go soft on their captives and allow them to reach the Place of Bright Stones?
What Will They Do With Us? (d6)
1. Kill us all 2. Eat us one by one 3. Make slaves of us 4. Mutilate us, take our stuff and let us go 5. Drag us before their leader to answer for our trespasses 6. Parlay to find out what the misunderstanding was
Brutal enemies roll twice, taking the lower result. Merciful enemies roll twice, taking the higher result.
When? (d4)
1. Immediately 2. After they catch their breath 3. After a brief confinement 4. After an eternity of confinement
Rash captors roll twice, taking the lesser result. Contemplative captors roll twice, taking the higher result.
Capricious captors invariably change their minds given enough time. Re-roll on the first table (ignore Brutal and Merciful effects). Maybe they eat three of you and merely rob the rest.
Confinement might mean being tied up near the fire, sat on, impaled through the hand on something tall and sharp, tossed in a hastily dug pit (which they made us dig), or rotting in an actual prison.
Source: Some one elses EVIL GM Idea (http://hackmasterinburton.blogspot.com/2014/10/some-one-elses-evil-gm-idea.html)
Title: EG: Ciy Cartographer a Review
Post by: EvilGinger on 06 October 2014, 21:30:08
Ciy Cartographer a Review
I have a first impression on this software in the works I was planing to get it up here tonight but sadly I have run out of steam so I will try to get it done tomorrow
Source: Ciy Cartographer a Review (http://hackmasterinburton.blogspot.com/2014/10/ciy-cartographer-review.html)
Title: EG: An Epic tale From another Part of Kalamar IX
Post by: EvilGinger on 07 October 2014, 11:00:10
An Epic tale From another Part of Kalamar IX
The Story Continues
It's a Dangerous Business
With the Tannarukk defeated, the party prepped for their return trip to Drhyff. By Frug's best guess, it would take two to three days to get back. They went wildly off course in fighting the orc. Laer-Thuil said her goodbyes and left Shifyrn to act as a secondary guide. Jjela was eager to reunite with her children.
The first day's hike was mostly uneventful, though the party was feeling the early stages of exhaustion. It was due to that exhaustion that both Frug and Shifyrn missed the tell-tale signs of danger when picking their campsite. When Kalamor cleared away some leaves to make a fire, he noticed a strange yellowish liquid on the ground. The liquid, once disturbed, immediately launched a pseudopod at the paladin, rising up to a height of six to seven feet. Kalamor shouted for help and the party set to deal with the ooze. Unfortunately, their shouting only alerted another group of dangerous creatures. Shifyrn spotted winged beasts gliding between the trees; easily the size of a giant eagle but with the head of a wolf. It even had stag horns jutting out from just above its eyes. "Peryton", screamed Shifyrn! It was not alone. Three of the monstrosities attacked from all sides, seeking an easy dinner of human heart. Frug shifted into the form of a giant spider and set to bringing the beasts down by catching them in webbing, while Shifyrn and Kalamor moved to defend Jjela. Darius had never seen an ochre jelly before, but it looked like something he could smash with a hammer, so he focused on it. Fortunately for him, the ooze is very susceptible to bludgeoning damage. It was quickly brought down. Despite the peryton's flight advantage, they were sorely outmatched, and most were restrained and poisoned by Frug. The third was almost successful in tearing through Kalamor's armor, but the quick thinking Jjela stuffed a goodberry in his mouth, bringing the paladin back into the fight. Malvus and Ngithol arrived back in camp with some firewood and no idea what had happened.
With the camp now secure, the party finally enjoyed a good night's rest. With the morning's arrival came prayers, a breakfast of rations and goodberries, and setting out on their trip. As they plodded along, Shifyrn and Frug pointed out telltale signs of goblin incursion, including the obvious; a desiccated corpse hung in a tree to ward off adventurers. Frug used his magic to disguise the heroes and their tracks, while Shifyrn tracked a path to the goblin village. There the party could see at least three still-living slaves. Darius and Kalamor would not suffer the goblins' continued atrocities and moved to strike. Malvus and Shifyrn kept Jjela defended while Darius and Ngithol struck out on the right flank. Darius and Frug took the left. It would have been an unremarkable battle, except for one detail. Ngithol used the axe.
As soon as the blade tasted blood, the diminutive dwarf lost herself in a berserk rage, striking out at any nearby target, regardless of friend or foe. Darius deflected blows and tried to calm her, before seeing Kalamor in need. He left the dwarf to deal with the goblins and hopefully regain herself. When the goblin warriors were dispatched, Ngithol's bloodlust dissipated and the heroes were able to free the slaves. Unfortunately, some of the goblins escaped, likely warning other hunting parties of their deed.
With goblins hot on their tail, the party approached Vullf's creek. With no bridge, they'd have to forge across with the wounded captives while the rest set up a defense. Darius chose to aid the captives and the others engaged the goblin hunters. Their leader, a shaman, brought forth dangerous magic, attempting to drown Darius with a hold person, while leveling the others with magic missiles and shocking grasp spells. Unfortunately for the shaman, magic missiles do little to slow a bear down, something Frug knew all too well. The goblins were dispatched and the party safely crossed the creek. Only two or three days until they're safely out of the forest.
Source: An Epic tale From another Part of Kalamar IX (http://hackmasterinburton.blogspot.com/2014/10/an-epic-tale-from-another-part-of.html)
Title: EG: Kodt Webstrip updates
Post by: EvilGinger on 08 October 2014, 21:30:09
Kodt Webstrip updates
two for the price of one
6/10
8/10
as ever this is just a taster and more is to be found on the Kodt site as well as an archive of every thing
Title: EG: Every thing is under control now
Post by: EvilGinger on 10 October 2014, 14:00:06
Every thing is under control now
Rearing to go people
Will be back at the blog face after a few days were work and minor illnesses kept me away and I have lots of stuff to post however so expect a fusillade of updates and article finishing before the end of the day.
Source: Every thing is under control now (http://hackmasterinburton.blogspot.com/2014/10/every-thing-is-under-control-now.html)
Title: EG: City Cartographer a Review correction Cityographer
Post by: EvilGinger on 10 October 2014, 17:30:08
City Cartographer a Review correction Cityographer
City Cartographer a Review correction Cityographer
I have a first impression on this software in the works I was planing to get it up here tonight but sadly I have run out of steam so I will try to get it done tomorrow
Had a dyslexic monument when reading the program's name however a first impressions review is in process
Source: City Cartographer a Review correction Cityographer (http://hackmasterinburton.blogspot.com/2014/10/ciy-cartographer-review.html)
Title: EG: Against the Robots A field of Erratics
Post by: EvilGinger on 11 October 2014, 00:30:06
Against the Robots A field of Erratics
another battle mat
Open country in the wilds showing animal trails and a cluster of large erratics
An Erratic being a large boulder deposited by a glacer or in this case an ice sheet classically found atop a mound of finer deposits or uneroded material as these are.
Also have the Market Place at Angrad (torch) in the works and had rather planed to get a WIP of it posted if not it actually done but was rather distracted by my non gaming life so that plan will have to wait a bit longer
Source: Against the Robots A field of Erratics (http://hackmasterinburton.blogspot.com/2014/10/against-robots-field-of-erratics.html)
Title: EG: A new disease
Post by: EvilGinger on 11 October 2014, 00:30:06
A new disease
something for tomorrow now
Source: A new disease (http://hackmasterinburton.blogspot.com/2014/10/a-new-disease.html)
Title: EG: A Useful concoction
Post by: EvilGinger on 11 October 2014, 00:30:06
A Useful concoction
A preventative elixir
More detail will follow
Source: A Useful concoction (http://hackmasterinburton.blogspot.com/2014/10/a-useful-concoction.html)
Title: EG: A new disease
Post by: EvilGinger on 11 October 2014, 14:30:08
A new disease
Disease format Communicability: 2 Severity: 5 Where is the disease found?
Minor effect:
Major effect:
Source: A new disease (http://hackmasterinburton.blogspot.com/2014/10/a-new-disease.html)
Title: EG: A Useful concoction
Post by: EvilGinger on 11 October 2014, 14:30:09
A Useful concoction
A preventative elixir
This is a mundane potion prepared by the herbalists of the Great Hospital in Vayham who are mostly ether junior clerics of the care giver or anointed experts. Versions of it are made in many places and are not uncommon knowledge to the wider community of herbalists beyond those associated with the caregivers cult.
I can be used as a preventative and
Source: A Useful concoction (http://hackmasterinburton.blogspot.com/2014/10/a-useful-concoction.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 11 October 2014, 14:30:09
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 11 October 2014, 21:30:06
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 12 October 2014, 10:30:17
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
More work done I have all the paths and the roads sorted and the areas water but there are a lot of hoses to do as whilst they look fine at the size shown above they break down into pixilated blobs when you zoom in and given that the image may get further manipulated when it goes up onto Roll20 this is not a good thing
Screen shot Close up
The screen shot of the image viewed at 100% rather than 18% I think gives some idea of what I am fixing and I am begging to really loathe doing urban maps even more. This is a relatively unworked area but you can see the start of my fixes on the buildings re-outlining them and then and then blocking them back in. All rather involved and time consuming.
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 12 October 2014, 14:00:10
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
More work done I have all the paths and the roads sorted and the areas water but there are a lot of hoses to do as whilst they look fine at the size shown above they break down into pixilated blobs when you zoom in and given that the image may get further manipulated when it goes up onto Roll20 this is not a good thing
Screen shot Close up
The screen shot of the image viewed at 100% rather than 18% I think gives some idea of what I am fixing and I am begging to really loathe doing urban maps even more. This is a relatively unworked area but you can see the start of my fixes on the buildings re-outlining them and then and then blocking them back in. All rather involved and time consuming.
More progress made
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 14 October 2014, 10:30:07
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
More work done I have all the paths and the roads sorted and the areas water but there are a lot of hoses to do as whilst they look fine at the size shown above they break down into pixilated blobs when you zoom in and given that the image may get further manipulated when it goes up onto Roll20 this is not a good thing
Screen shot Close up
The screen shot of the image viewed at 100% rather than 18% I think gives some idea of what I am fixing and I am begging to really loathe doing urban maps even more. This is a relatively unworked area but you can see the start of my fixes on the buildings re-outlining them and then and then blocking them back in. All rather involved and time consuming.
More progress made
Yet more progress made but its painfully slow work compared to the rural maps and I am still cleaning up the distortions caused by manipulating the original image
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 15 October 2014, 09:30:08
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
More work done I have all the paths and the roads sorted and the areas water but there are a lot of hoses to do as whilst they look fine at the size shown above they break down into pixilated blobs when you zoom in and given that the image may get further manipulated when it goes up onto Roll20 this is not a good thing
Screen shot Close up
The screen shot of the image viewed at 100% rather than 18% I think gives some idea of what I am fixing and I am begging to really loathe doing urban maps even more. This is a relatively unworked area but you can see the start of my fixes on the buildings re-outlining them and then and then blocking them back in. All rather involved and time consuming.
More progress made
Yet more progress made but its painfully slow work compared to the rural maps and I am still cleaning up the distortions caused by manipulating the original image
A screen shot of pretty much same area as the first close up image and as you cam see there is a lot less image manipulation artefacts but a lot less detail as the artefacts where a result of the break up of the detailing on the original image.
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: An Epic tale from another part of Kalamar X
Post by: EvilGinger on 15 October 2014, 09:30:08
Two more days. Doesn't seem like a long journey, but you're not exhausted, wet, cold, hampered by wounded goblin survivors, low on supplies, and still being followed by goblin hunting parties. Yeah, the heroes are having a bad week.
As tired as they were, the party kept going as long as possible. Darius looked like he might be suffering from infection, and had slowed too much to keep pace. Malvus continued scouting, ever aware that goblins continued to harass them. When a goblin was spotted on their side of the river, the spry monk chased after, only to fall into the goblin's trap.
Te little bastard threw a rock into a stirge nest and tried to make a run for it. Unfortunately, Malvus was faster and knocked the goblin out. He was too late o avoid the stirg , however. The little bloodsuckers swarmed the party causing panic among some of the women. Jjela and Shary, however were used to stirge and fought back bravely.
Now, had stirge been their only problem, this would have been over quickly. Unfortunately the commotion drew the attention of other predators in the area. From the bushes came a rust monster, hungry for the delicious taste of paladin armor. It was ineffective at the armor, but did damage Kalamor's sword, giving way to many curses at the rotlord for sending forth such a monstrosity.
While Darius continued to tear off stirge, Frug succumbed to the swarm. Fighting through his own pain, the young servant shoved a healing potion into his friend's mouth. They were starting to take control of the situation when a loud, baritone like howl shot through the forest. Kalamor shuddered. Owlbears are somewhat common in the Fyban, but usually leave adventurers alone, focusing on easier prey. Unfortunately for the heroes, stirge wee biting at the big beast, and sending it into a frenzy. It charged Neshy and Shary, but Malvus lept in the way. The stirge continued to swarm the party, but most were either dead or moving on, having had their fill. Kalamor did his best to avoid the rust monster while the owlbear made continued strikes at the monk.
A lucky stray kick from Malvus dropped the rust monster and Frug shifted into a great bear to take on the owlbear. Between maul, bear, an spear, the owlbear was quickly slain. Most were ok, save frightening amounts of blood loss. Neshy, however succumbed to her wounds during the fight. Her sister, Shary, was saddened, but showed little remorse. Chada was so distraught from the ordeal the was nearly in a catatonic state.
Onward the heroes marched, now with one goblin in tow. When he awoke, Kalamor interrogated the goblin for information. He confirmed the goblins were preparing another assault and that they were nearby. To by the party time, Kalamor took the goblin back to his people, hoping to intimidate them into giving up, or at least give the heroes time to rest. They were less than accepting of the offer, claiming they needed the girl as tribute. Kalamor countered that the girl was their tribute and they should find whatever hole they could to avoid further punishment. The ruse seemed to work as the goblins did back off. The paladin then turned and did his best to find his friends.
A couple hours later, Frug found the passed out Kalamor, lost and exhausted in the woods. They reunited with the party and got the best rest they could hope for. Around mid-day, the party awoke, feeling better, but crestfallen to find Chada and Shary missing, along with Kalamor's sword. The party debated on whether to leave them or continue onward, but it was all empty argument. They would not abandon anyone to sacrifice or tribute.
Frug found the scent and led the party back up river to a location near where the goblins had been. The trails split after that, with one human heading south, and the other with the goblins due west. The party followed the single human and found Shary hiding in the bush. She was frightened and told the tale that they tried to leave south back to their people and were caught by the goblins. She escaped but Chada was caught. Before they could decide what to do, two wood elves approached the party. Karyion and Sarif were tracking some goblins and followed the trail to the party. They had also found a group of goblins with a prisoner. It was unlike goblins and Orc to keep prisoners for tribute. Another, more sinister threat must be out there.
They agreed to get some sleep and push out early the next day to catch the goblins and try to free Chada, again. With the elves help, The party made good time and caught up with the goblins in a clearing. Most were sleeping and Chada was see tied to a stump. The heroes attacked with abandon. In mere moments, the goblins were all but destroyed. Karyion smiled and strutted up to a goblin near the tree line and put an arrow in its eye. But before he could turn to help the heroes finish them off, a great claw snatched him into the forest and ended the elf's life.
"Where is my tribute!?", the dragon roared as he entered the clearing. It's green scales shimmering in the morning sun. Fear. Not some simple nervous twitch before a fight, but genuine fear fell upon the party. The dragon was still young, but even a young green dragon is more than a match for novice adventurers. He charged Frug, nearly killing the little guy, only saved by a transformation into a great bear. Darius helped Malvus finish off the goblins, then layed hands upon Kalamor. If they wanted to survive, they needed the paladin in fighting form. In turn, Kalamor blessed his allies, while Malvus sent flurry after flurry into the flank of the dragon. Undeterred, it continued to strike Frug, though he was needing to share attention. Darius walked forward speaking the oath of the valiant, challenging and condemning the dragon. He smote the beast repeatedly, drawing the dragons attention.
Seeing the tide turn, the dragon moved to a strategic position and let blow a mighty wave of poisonous gas. Darius fell, grasping at his throat and Frug lost his concentration, shifting back into gnome form. Malvus, too, was affected, but still standing. The dragon smiled at his handiwork, oblivious to Kalamor. His blessing chant stopped, and a wrathful scream flowed from the paladin's lips as he charged, mace in hand. The dragon turned, but too late. One final blow to the temple and the beast was vanquished.
The party assessed their situation and were mostly relieved. Of the nine, only Karyion and Shary had died. Chada was rescued and confirmed what Kalamor suspected: Chada was to be used as tribute, handed to the goblins by her own people. Well, with the dragon dead, the tribute was no longer required. Darius, awake now, eyed the dragon's scales as a good replacement for his worn set. It would take a while to skin this beast...
Source: An Epic tale from another part of Kalamar X (http://hackmasterinburton.blogspot.com/2014/10/an-epic-tale-from-another-part-of_14.html)
Title: EG: An Epic tale form another part of Kalamar XI
Post by: EvilGinger on 15 October 2014, 09:30:08
Ngithol sat in silence and watched from afar as the others busied themselves with the slain green dragon. She watched the camaraderie, their faces flush with success and their bodies relishing in the brief rest they now allowed themselves. She watched... and she envied them. The bonds they shared, the ability to peaceably talk with each other and more importantly, their full control of their own faculties.
She turned away from them to step into the shadows of the nearby trees and walked over to a goblin that lay there. She'd noticed it had survived the earlier purging and had tried to crawl away unnoticed not realizing Ngithol had been trailing behind staying a ways away from the rest of the group so as to not endanger them in combat. Two days following at a distance in the forest, two days of executing any goblins that weren't yet fully dead and brutally slaying those that stumbled upon her...two days of being alone with nothing to do between the bouts of madness induced violence but to reflect on her being a liability now.
The goblin looked at her with fear as she approached. It's mouth was gagged and it tried desperately to crawl away with little success, the cauterized stump where it's left foot had been pushing ineffectually at the ground, as blood loss and shock kept it from mustering much effort. She walked to it and addressed it in dwarven unlike any other, "You know not what your kind is do you?" The goblin gibbered unintelligibly clearly in shock or more likely just not understanding. What were the odds it'd know the language of her lands? She looked into it's eyes for a moment more hoping for some spark of recognition before she twitched her fingers and pulled on an invisible thread of power.
With a flash her great axe suddenly appeared within her hands. She kicked the goblin over so it laid on it's back and held a brief flame to the edge of the axe, heat slowly building within it. She beheld the goblin's face again and saw recognition then as it knew what she intended to do. With a deliberate and fast swing she took the goblin's right foot off before holding the hot axe blade to the stump sealing it shut. Rather than scream or struggle the goblin made the right choice and simply passed out. She disregarded that fact and continued speaking, "Murderers, thieves and kidnappers. You creatures barely alive and worthy of respect. You're nothing more than pests to be exterminated."
As she spoke she continued to vent her frustrations from the past few days upon the goblin's body. Her anger at the fact that Kalamor now had validity to his beliefs she was some sociopathic invalid and the fact that the diminutive Frug likely thought her capable of little more than mindless bloodshed with Malvus probably being of similar mindset. Such frustrations compared though to the shame and regret she felt after having nearly killed Darius, the only individual she felt able to connect with in some fashion. It'd been after striking him in the back when she first used the axe that she realized the danger it represented. How much time passed as she continued her macabre act she did not know. It could've been 10 seconds or an hour. In the end there was little left to be identified as a goblin other than meat and gristle.
With a grunt she set the remains afire and used the flames to burn the blood off her axe. She sighed as she realized she was alone again and that she likely would continue to be until she was rid of the axe.
Source: An Epic tale form another part of Kalamar XI (http://hackmasterinburton.blogspot.com/2014/10/an-epic-tale-form-another-part-of.html)
Title: EG: Knight of the Diner table
Post by: EvilGinger on 15 October 2014, 09:30:08
Knight of the Diner table
The story continues
10/10
13/10
as ever these are just teasers for the whole story and what preceded it got to the KODT website
Source: Knight of the Diner table (http://hackmasterinburton.blogspot.com/2014/10/knight-of-diner-table.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 15 October 2014, 20:00:06
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
More work done I have all the paths and the roads sorted and the areas water but there are a lot of hoses to do as whilst they look fine at the size shown above they break down into pixilated blobs when you zoom in and given that the image may get further manipulated when it goes up onto Roll20 this is not a good thing
Screen shot Close up
The screen shot of the image viewed at 100% rather than 18% I think gives some idea of what I am fixing and I am begging to really loathe doing urban maps even more. This is a relatively unworked area but you can see the start of my fixes on the buildings re-outlining them and then and then blocking them back in. All rather involved and time consuming.
More progress made
Yet more progress made but its painfully slow work compared to the rural maps and I am still cleaning up the distortions caused by manipulating the original image
A screen shot of pretty much same area as the first close up image and as you cam see there is a lot less image manipulation artefacts but a lot less detail as the artefacts where a result of the break up of the detailing on the original image.
More done mostly on the trees and beginning to put down some roof details in the form of ridge lines. Three is still some unwanted image manipulation artefacts mostly on the lots around the buildings and I am trying to work out how to deal with those, as well as to decide on the level of detail I need to add to the map.
Screen shot showing the trees which I am quite pleased with as well as some of the remaining artefacts and the limited work I have done the houses
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: Angrad (torch) Market a work in progress
Post by: EvilGinger on 17 October 2014, 13:00:07
Angrad (torch) Market a work in progress
Made enough of a start to post this
A work in progress map based on an enlarged section of the map of Torch from the first Iron Gods module. This has been stretched and enlarged considerably which has causes a lot of pixilation and other artefacts form manipulating the image and automated cleaning up and sharpening of the image having not worked as I wanted it I have resorted to manually retouching the image
More of the same done whilst it might not look that different the image will be cleaner in Roll20 but its still no where near done.
More work done I have all the paths and the roads sorted and the areas water but there are a lot of hoses to do as whilst they look fine at the size shown above they break down into pixilated blobs when you zoom in and given that the image may get further manipulated when it goes up onto Roll20 this is not a good thing
Screen shot Close up
The screen shot of the image viewed at 100% rather than 18% I think gives some idea of what I am fixing and I am begging to really loathe doing urban maps even more. This is a relatively unworked area but you can see the start of my fixes on the buildings re-outlining them and then and then blocking them back in. All rather involved and time consuming.
More progress made
Yet more progress made but its painfully slow work compared to the rural maps and I am still cleaning up the distortions caused by manipulating the original image
A screen shot of pretty much same area as the first close up image and as you cam see there is a lot less image manipulation artefacts but a lot less detail as the artefacts where a result of the break up of the detailing on the original image.
More done mostly on the trees and beginning to put down some roof details in the form of ridge lines. Three is still some unwanted image manipulation artefacts mostly on the lots around the buildings and I am trying to work out how to deal with those, as well as to decide on the level of detail I need to add to the map.
Screen shot showing the trees which I am quite pleased with as well as some of the remaining artefacts and the limited work I have done the houses
More done yesterday whilst unable to post mostly house roof detail but also some other things and a few more of the remaining artefacts bit the dust. The Changes might be a bit to subtle to show clearly zoomed out this far
Source: Angrad (torch) Market a work in progress (http://hackmasterinburton.blogspot.com/2014/10/angrad-torch-market.html)
Title: EG: We Have a HackPrincess
Post by: EvilGinger on 17 October 2014, 20:00:07
We Have a HackPrincess
The coolest and cutest blog on the whole internet has moved at least in part to Tumblr which makes me sad as there is only so many internet log ins that even the evil genius can keep in mind at any given time however for those that do take a look because its well worth it.
Source: We Have a HackPrincess (http://hackmasterinburton.blogspot.com/2014/10/we-have-hackprincess.html)
Title: EG: Knights of the Diner table
Post by: EvilGinger on 18 October 2014, 12:00:38
Knights of the Diner table
The story continues
10/10
13/10
as ever these are just teasers for the whole story and what preceded it got to the KODT website
Source: Knights of the Diner table (http://hackmasterinburton.blogspot.com/2014/10/knight-of-diner-table.html)
Title: EG: Admin Announcement
Post by: EvilGinger on 18 October 2014, 12:00:38
Admin Announcement
I should perhaps have posted this earlier but I would like to apologise for the sudden loss of Blog activity yesterday just as it was ramping up again but I lost my internet connection.. I then had a bit of a busy day and decided that I should go to Spirit Games for RPG night in the evening, rather than staying in and finding and fixing the issue.
Its now fixed apparently but I am down to one router form the supply I was provided with by BT who I am no longer with so I may have to go an purchase a spare.
On the Gaming side I now have another Character for the Frandors keep game a charmless (cha 1/34 & a boor) dwarf wizard called Zugemredaes Mulmaxinalson whose attitude is I can't be arsed about any thing which isn't the acquisition of more magical knowledge or the means to do so.The bad thing is that I him or either of the other two characters I have actually at the keep a fighter - and potential paladin called Conral who is the best set of stats I have rolled in years and Alerie the magic user thief who is madly in lust with him as he has 18-70 something like that appearance an she is a lecher, until I find a place to park my Company of fools game which is going to be rather hard given the amount of stuff still going on.
I also have a character for something where you get to run mortals in the present iteration of World of Darkness which is always a nice change of pace for an alternate week game
Title: EG: A Useful concoction
Post by: EvilGinger on 18 October 2014, 18:30:58
A Useful concoction
A preventative elixir
Designed for the Company of Fools game but of wider use I would think
This is a mundane potion prepared by the herbalists’ at large temples of the Caregiver such as the Great Hospital in Vayham. These herbalists, who are mostly ether junior priests of the care giver or anointed experts produce the potion in some quantity as it is useful in their work and can be made from relatively common herbs. There are reputed to be more powerful versions made with more exotic ingredients or ones which are specific rather than general. Beyond the cult of the care giver similar potions are made in many places as making of them is not uncommon knowledge to the wider community of herbalists beyond those associated with the caregivers cult. It should be noted that independent herbalists who make these potions attract the special ire of the servants of the rot lord and being outside the protection of the care givers cult they are especially vulnerable.
It can be used as a preventative, and is often taken by Care givers working with infected patients to protect them selves, and as a treatment thought it is not that good a treatment and only works to aid at the point of crisis of the disease but it will work for all diseases.
As a preventative it adds +1d6 to the takers disease resistance for at least twelve hours after consumption, with the die being rolled individually for each potential infection. As a curative the potion ads +1 to any one roll made to determine the result of the crisis point of a disease. The potion tends to be dispensed freely as needed by the followers of the Caregiver but where it is for sale it would cost 10-20 silver per dose and a dose is a sixth of a pint in a sturdy stone ware flask sealed with wax.. Multiple doses dont stack but may cause some transitory nausea,
As a campaign note it was used to dose all the party entering the Rot Lords temple under Vayham with the intent to exterminate the cult and destroy its foul works and was given free as it was to do the Caregivers work.
Source: A Useful concoction (http://hackmasterinburton.blogspot.com/2014/10/a-useful-concoction.html)
Title: EG: A new disease
Post by: EvilGinger on 19 October 2014, 11:00:14
A new disease
Weeping Visage
Communicability: 5
Severity: 4
Where is the disease found
This seems to be a variant of the common animal disease of mange which can be passed on to humanoids, in animals it presents as mange with inflamed flesh and loss of fur or hair in patches the main difference between it and Mange is that the skin weeps a serous fluid in advanced cases and it is contact with this which causes it to spread.
In Humans Demihumans and Humanoids it causes what looks like very severe weeping eczema particularly on the face throat and chest and the backs of the hands and fore arms. It will like mange cause hair loss in races which are typically bearded such as dwarves and it is viewed as a form of leprosy by them and sufferers are often exiled.
Minor effect:
For a period of 1d6p weeks the victim’s appearance is reduced by 1d6 points as they have skin in the effected areas which looks like raw liver and seeps fluid continually and is often crusted with scabs. The disease then reaches a peak after which the victim slowly recovers generally taking about as long as the original course of the disease to clear up and the victim may be pocked especially if the duration roll penetrated
Major effect:
The disease becomes chronic and will not heal without the application of magic or if the victim is lucky medicine and the appearance loss becomes permanent until so healed. It is also likely that the victim will be treated as a leper by their community even thought the diseases are not at all connected.
Source: A new disease (http://hackmasterinburton.blogspot.com/2014/10/a-new-disease.html)
Title: EG: Wooly Gazers beasts of the Wastes
Post by: EvilGinger on 19 October 2014, 11:00:16
Wooly Gazers beasts of the Wastes
A Gazing Beast
more about these to follow
Source: Wooly Gazers beasts of the Wastes (http://hackmasterinburton.blogspot.com/2014/10/wooly-gazers-beasts-of-wastes.html)
Title: EG: Today I am taking a trip to Autumn Beer and Prezels
Post by: EvilGinger on 19 October 2014, 11:00:16
Today I am taking a trip to Autumn Beer and Prezels
In Burton on Trent
so I will have less time for the blog but I did promise myself an afternoons board gaming however it will be back to normal after and from then on and I did miss day one due to work
I would have been doing a demo of HackMaster if we had any books for the enthusiastic punters to buy afterwards
for more about this and its sponsor my local games shop- Spirit Games follow this link
Source: Today I am taking a trip to Autumn Beer and Prezels (http://hackmasterinburton.blogspot.com/2014/10/today-i-am-taking-trip-to-autumn-beer.html)
Title: EG: The First Deep Wastes Battle matt for against the Robots
Post by: EvilGinger on 19 October 2014, 14:01:06
The First Deep Wastes Battle matt for against the Robots
Source: The First Deep Wastes Battle matt for against the Robots (http://hackmasterinburton.blogspot.com/2014/10/the-first-deep-wastes-battle-matt-for.html)
Title: EG: The First Deep Wastes Battle matts for against the Robots
Post by: EvilGinger on 19 October 2014, 20:31:05
The First Deep Wastes Battle matts for against the Robots
Lone Erratic
Water hole and low hills
Both are variations on the same map in much the same way as I did those for the more fertile parts of the north the main difference between the two other than some features is that I remembered to add a faint cracked mus texture to the areas of bare earth on the second as a way of adding a bit more visual interest when zoomed in
In both cases they could be individualised by the addition of tokens once uploaded to Roll20 there will be more in this line when I have had some time to think about what to do
Source: The First Deep Wastes Battle matts for against the Robots (http://hackmasterinburton.blogspot.com/2014/10/the-first-deep-wastes-battle-matt-for.html)
Title: EG: More Battle Matts for the deep wastes
Post by: EvilGinger on 21 October 2014, 11:30:17
More Battle Matts for the deep wastes
Source: More Battle Matts for the deep wastes (http://hackmasterinburton.blogspot.com/2014/10/more-battle-matts-for-deep-wastes.html)
Title: Re: A Company of Fools - Blog
Post by: EvilGinger on 07 November 2014, 11:02:20
I will be back to this but I needed a holiday as I was getting a bit swamped by stuff