Monday, October 20, 2014

Zombies! #6MMRPC

This week's minimal update is brought to you by Star Wars Knights of the Old Republic. However, in spite of the dark side's temptations, I did manage to get some paint on some minis.

I made a little progress with the Death Knight and the Ghost King. I'm still working on making the runes on the sword awesome. Not sure how it's going. This is attempt 2 in progress.


I also worked on some of the Mantic zombies. This is the blond squad.


They look a little less purple in person. I still need to gore them up some more, and dirty up their clothing. The ones in orange look like escaped convicts whose prison outfits are rotting away.

My goal for this next week is to finish these 12 figures, the grave wraith and maybe even Mr. Bones.

Friday, October 17, 2014

Ancient Sagas of Everlance: Cam! There’s no place like it!

This report covers sessions played between 9/14 - 10/12

Cast of Characters:
Kelmar - ½ Elf Ranger
Beska - Human Mage
Myshkin - Human Paladin
Gifilte - Human Monk of Love
Arkane - Human Paladin
Lorain - Human Bard

After recovering from the mud and rats of the previous sessions the party continued on, reaching the final stop on the trip before arriving at the city of Cam, the Three Sisters Trading Post. Kelmar’s hunting skills brought in 3 large deer, which he traded for some smoked meats, a new instrument for the bard, and a deal on a bulk buy of meats to trade/sell in Cam, as well as a job to purchase some good in Cam for the trading post.

Pressing on, the party arrived in Cam half a day ahead of the caravan. They checked in with the market authority to let them know the caravan was on it’s way, then headed immediately to the Temple of Gloriana to confer with Kelmar’s mother about the Eye of Night. She wasn’t directly helpful on that score, but she did put the party in touch with a wizard who could help us figure out what it actually did.

While in the wizards shop (not a magic shop!) the party did a bit of shopping. Bargained about the price of identifying the Eye of Night’s properties. Decided that the shop’s price was worth it. Spent some time wandering around the city and saw:
  • Ax-beak racing through the streets
  • a carnivorous plant next to a public fountain.
  • a variety of weird shops
  • lots of prostitutes
  • ruffians/cutpurses
  • a brothel (we thought it was more of a shop for adventuring gear… boy were we wrong...)

Dinner found almost everyone drunk, and gambling, while our monk of love tried to seduce Kelmar’s mom.

At dinner and around town we heard people talking about:
  • giant bees building a hive in the lighthouse
  • a sunken tower that’s about to be revealed by a once every 10 year low tide. The brothel madam wants the pearl that’s said to be in the tower.
  • trapped adventurers beyond an underground river.

We decided to try to rescue the lost adventurers first since the power wouldn’t be accessable for a couple of days, so we headed to the adventurer’s guildhall for info, and in search of potions of water breathing. Got the info, and were sent to the local druid for the potion. The druid was willing to sell us potions, but at a rather high price… unless we got him some royal jelly.



The last 3 sessions have been almost entirely role playing within the city. We’ve got a lot we’re doing in town, and all getting itchy to start rolling some dice again!

Wednesday, October 15, 2014

Whispers from the Well 10/12

Your weekly update of the goings on in Stonehell
As reported by the tavernkeepers of the Ogre Face Inn


Able still unable

It’s been weeks now since Cain and company went down into Stonehell with still no sign of where they might be. Focus seems to be on the well known, and oft avoided Quiet Halls, and while plenty of bodies have been checked, none match the description of the party Able is looking for. As before Able was accompanied by the rangers Varis and Zook, and a masked sailor going by the name “Captain Nob-Eared” according to some and “Captain No-Beard” by others. Neither comes close to topping the strangest moniker we’ve seen here at the Well.

Trolls?

Dan the Golden and his company The Lions report seeing and avoiding a troll on the second level of the dungeon during their most recent expedition. The creature seemed uninterested in tackling the well armed group, but beware to any who delve the halls. It is worth pointing out that The Lions did return to the surface with an impressive coffer. No word yet on what the coffer contained, but the call for “A drink for everyone!” as Dan emerged seems to suggest it was something worth having!

Whispers from the Well

Dark robed figures chanting quietly marched through the kobold market this week. Who are they? Where are they going? No one seems to know…

The Open Sore Orcs seem to be making progress against the Howling Wolf Goblins. Desperate looking goblins were seen talking to Chairman Smee. Could an alliance between the kobolds and the goblin be in the works?

Classifieds

Knoffler The Alchemist seeks dragon dung. Must be fresh.

Rentak One-Eye, spearman seeks employment as torchbearer. See Christa at the bar.

Drake Stonehand is looking for his cousin Snori. A reward of 200gp is offered for his safe return.

Tuesday, October 14, 2014

Ghost Kings and Death Knights #6MMRPC Week 6

This really should have gone live yesterday, but last week was a busy week, and weekend was even more nuts. No complaints though... In spite of the lack of blogging I actually have gotten in a TON of gaming. Unfortunately as a consequence I'm now that much more behind on my session reports.

As with the blogging, I didn't get very much done this week on the mountain reduction painting challenge.I didn't touch any of the Mantic minis, but I did work on a number of the Bones undead.


Here you can see the minis getting their base colors blocked out. From left to right: ghast, night spectre, grave wraith, Mr. Bones, Ghost King, Skeleton Champion.


I used an awful lot of the same brown here...


And this was as far as I got with these gents. A bit more work to do on both. The skeleton champion/death knight's cloak will be more maroon, and the armor and sword will have much more detail picked out. I'm going to try to make the runes glow... or maybe make the blade glow around the runes?

The ghost king's cloak needs some cleaning up, and some details on the armor picked out. I'm trying to decide if I want the skull in the helmet bone colored or if it should match the cloak's ghostly green?

My goal for this week is to wrap up the ghost king, death knight, Mr. Bones, grave wraith, and start work on the Mantic Zombies.

Friday, October 10, 2014

GallowsGaunt 5e monster

The body had hung for days, swinging from the tree branch, rotting away. Of course, this wasn't where he died. After being driven from the village, chained and hobbled, beaten the whole way, he was stretched apart, his limbs torn from his body, and what was left had been strung up from the gallows tree, out near the squash fields. He'd deserved no less for his crimes. The only witness to what happened next was the scarecrow, and a black feathered bird.

The body was cut down under a sickly noontime sun, and all through the day, and into the night the worker of dark arts performed his foul ritual. As the new day dawned a ghastly abomination shakily rose up. It's sickly legs wobbled like a newly fowled calf, and it's sightless eyes looked around in malevolent astonishment. With not a word, it's creator sent it forth to terrorize the villagers in death as he had in life.



GallowsGaunt
Large undead, chaotic evil

Armor Class 13 (natural armor)
Hit Points 58 (9d8+18)
Speed 40 ft.

STR
DEX
CON
INT
WIS
CHA
12 (+1)
16  (+3)
15 (+2)
6 (-2)
10
11

Damage Immunities necrotic, poison
Damage Resistances piercing from non-magical weapons, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can’t speak
Challenge 3 (700XP)

ACTIONS
Multiattack. The gallowgaunt makes two attacks: one with it’s chains and one with it’s blades

Chains. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 10: (2d6+3) bludgeoning damage, and target creature must make a DC 15 Dexterity Saving Throw or be Restrained.

Blades. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 10: (2d6+3) slashing damage.

Death Clatter. All non-undead non-deafened creatures within 30 feet of the gallowgaunt must succeed on a DC 12 Wisdom Saving Throw or gain a level of exhaustion.

Scream of the Damned (1/Day): All non-undead non-deafened creatures within 30’ of the gallowsgaunt must make a DC 13 Constitution saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much on a successful one.



This revisits the GallowsGaunt I'd written up back in the early days of my blog for both Rules Cyclopedia, M20, and 4e.