Tuesday, November 13, 2018

Crowley’s fellow adventurers part 2

Continuing to work on the party members, I did some cleanup on the bard, adding in some skin highlights with Tanned Flesh Highlight, and lightening up the hair with Earth Brown with some Dirty Bone. While I think it’s looking fairly good, my bride thinks he looks jaundiced.

The armor and sword were painted with Blade Steel and Cursed Gold. I brightened the red with some pure Fresh Blood, and added some yellow stripes on his pants. I also put a red stripe in the yellow of the sleeve, though I find myself thinking he needs some blue in his outfit. Given that he’s a bard, the only party member who might out bling him would be the paladin, and even then, the paladin likely won’t be as flamboyant!

The warlock I cleaned up the blocked colors, highlighted the flesh, realized that the hand holding the sword was actually gloved so then painted over the freshly painted flesh with Earth Brown. The sword and flame were based in Nightmare black, and then lightened up with Eldritch Purple. The boots were painted with Dungeon Grey and then highlighted with Stone Grey. I brought up the blue again, adding in more highlights, and then used some of the same blue to work on the feathers. I still don’t think I’ve got it, but I’m not sure what else I can do.

The bases for both were dry brushed with Dungeon Grey, then Stone Grey, then a Stone Grey and Sepia Wash mix to give it a brown tint. That didn’t really give me the color I wanted, so I went back and reread what I did for Fulhoff and Thorin, and pulled out my redbrick shadow.

The monk’s cloak was painted with Earth Brown, and then Pine Green over it to represent the Cloak of Elvenkind. I decided to keep the robes neutral in color, with the pants dark grey, and the top a light grey, almost white. After cleaning up the skin some, and painting the eyes Blade Steel I painted the hair with a base of Earth Brown, then Pumpkin Orange, Fiery Orange, and finally Sun Yellow highlights. The belt got the same colors, except for the yellow. I haven’t decided what color the wrist and ankle wrapping should be.

I’ve gotten feedback from all 3 players, and they’re thrilled with how they’re coming out! So now I just need to keep on, and finish them up.

Monday, November 12, 2018

Stonehell: Hothouse Blues

Session 82 was played on 10/28

Eiric, wizard 7 (Kat)
- men at arms (Mulligan)
- linkman (Nolmar)
Brie, wizard 4 (Apprentice to Eiric)
A-A-Ron, Thief 6 (Henchman)
Orpheus, Human Fighter 6 (Henchman)
Darryl, Cleric 6 (Henchman)
Karl, Dwarf 7 (Julia)
- Hobart (dog)
- men at arms (Dar, Lorman, Cadwell)
Lex the Cheeseman, Fighter 4 (Henchman)
Koltic, Cleric 3 (Chris)
- Grishnaz, Goblin
Blix, Fighter 1 (henchman)
Kili, Dwarf Cleric 3 (Matt)

Heading into the Hothouse, the party keeps to the west and south, following the long hallway. The weird light makes all of the vegetation seem more vibrantly colored than it does on the surface, and the smell of growing and rotting plants overwhelms any other smells. Disturbingly there are occasional bones that can be seen sticking out of the thick loam.

Off in the far end of one room they spy a hive of giant bees. Avoiding that, they turn into what was once a large dining hall. Long tables and benches, now covered with moss and small plants run the length of the room. 3 thorny bushes uproot themselves and scurry toward the party. THeir spiky branches scratch ineffectively against the armor and shields of the front of the party, and they’re quickly hacked apart.

Beyond the dining hall is a kitchen with a bush growing out of the sink. Nolmar collects some berries from it. The pantry door is wedged stuck, but Karl forces it open. The smell of rotting flesh blows over everyone and all of the newer hirelings are overcome with nausea. Everyone else manages to keep their lunches down. Karl, Orpheus, and A-A-Ron, head in, and make sure it’s safe. The pantry is free of dirt and vegetation, but among the slowly rotting hunks of meat hanging from hooks is the body of a former adventurer. The armor and equipment of the warrior long rotted was of no interest, but the small pouch of coins and jewels were snagged. The next room over is a dry pantry, and another dead adventurer. This leather clad thief was wearing a fancy hat and hair pin that had survived the years(?) since her death. Karl put on the hat. The rest of the party rushed through the stink of the meat pantry to catch up.

The next room was another kitchen. This one covered in large dandelion like plants. One of them puffed out a cloud of fluff that stung like mosquitoes. Nolmar and Lex took the brunt of the fluff, and tried to brush it away, but where it touched skin, it stuck! Karl sprayed them down with PowerThirst and lit them both up. Lex suffered through it, but Nolmar was only saved by the quick intervention of Darryl. Deciding that trying to make it through the kitchen covered in that white fluff was too dangerous, they sprayed another bottle of PowerThirst, and tossed in a torch and went back the way they came.

Bees! Swarming out as the party returned to the hallway, the bees attacked. Kili and Nolmar both dropped from anaphylactic shock, while Brie, Eiric, Orpheus, A-A-Ron, and Hobart only suffered minor swelling once the stingers were removed. Thankfully most of the bees died after stinging. Karl tried giving Kili the Badger Hammer, but the anti-poison effect didn’t help. Darryl’s curative magics weren’t effective either. Karl then remembered that he had an antidote potion. Amazingly, it worked! (25% chance of success!!)

Further down the hall, from another large room, the party catches the attention of 2 large soggy plant monsters. Thankfully they were slow, so the party just moved on. Unfortunately, the plant monsters weren’t the only things that had spotted the party. A patch of mushroom-men armed with spears were coming their way, and with the plan monsters behind them, the party was surrounded!

Karl, growling with frustration, soaks the lead plant monster with PowerThirst, but the flames don’t catch. It’s too wet. Eiric cracks a lightning bolt at them, and they both explode in a shower of rotting plant bits. The mushroom folk, rather than closing with their spears, toss terracotta balls toward the party. The first releases a blueish mist that knocks out Mulligan, Kili, and Holdred. The second sprays a sticky mucus over the party which quickly firms up trapping them in place. Karl freaks, and tells Eiric to burn them out! Drop a fireball! Anything as he flails ineffectively. The mushrooms then run off!

“Now what?”

From the south a large spider appears, silvery black and the size of a small pony. It climbs up onto the ceiling of the hallway, over the sticky mucus. It waves its front legs at Eiric, who recognizes that it’s a spell, but she isn’t sure what spell. It cocks its head, 8 eyes looking intently at Eiric, when she hears a new voice in her head…

Gains: Coins, fancy hat, jeweled comb
Kills: giant bees, sump monsters, strolling nettles, dandelion fluff
Losses: Nolmar

Friday, November 9, 2018

Stonehell: The Lady is a Vamp

Session 81 was played on 10/20

Eiric, wizard 7 (Kat)
- men at arms (Mulligan)
- linkman (Dungforth)
Brie, wizard 4 (Apprentice to Eiric)
A-A-Ron, Thief 6 (Henchman)
Orpheus, Human Fighter 6 (Henchman)
Karl, Dwarf 7 (Julia)
- Hobart (dog)
- men at arms (Dar)
Lex the Cheeseman, Fighter 4 (Henchman)
Koltic, Cleric 3 (Chris)
- Grishnaz, Goblin
Kili, Dwarf Cleric 3 (Matt)

Having survived approximately 5 days in the caves, the party was getting anxious. Not helped by the occasional visits by various vermin (bats, rats, spiders, etc) that were enough to keep everyone jumpy without actually being a threat. And then came the visit by an ogre scout. After making several rude comments he departed, saved by the truce of the commons. Some hours later a massive ogress and half a dozen ogres came into the room. Words were exchanged and threats issued, but again, no fight erupted.

Later, as the party rested, a swarm of giant ants emerged from the pit, and attacked the party. Most were sleeping when the attack started, and Dungforth was promptly torn in half. A few others took some damage before the pony sized bugs were squashed.

In revenge, Koltic pees on the ants, much to everyone else’s disgust. He then drags the corpses and piles them up in the passageway toward the east. Karma strikes later as there’s a loud long rumbling that dislodges several rocks, one of which strikes Koltic on the head.

On the 6th day (the party thinks), Reveka, wife and representative of Lord Faite arrives with annoyance at the party, their freeing of Ka-Nefer, and pointed comments about their lack of hygiene. In the darkness beyond their torchlight there is the hint of shadowy movement. Eiric conducts most of the negotiation. They first discuss Rocky’s riddles to the party about destroying the heart of Ka-Nefer and finding the heart somewhere in the hothouse. Kili asks if Reveka knows where the hot house is, and if she’ll take them there. She points the general direction of the hothouse out to them, but laughs at the idea of taking them there.

Eventually it comes down to the fact that the party wants *unspecified* help cleaning up the problem they created. Reveka wants blood for her help. Eiric offers up her arm. For her life’s blood (and a loss of 2 levels), she’s given a sword designed to slay mummies.

Needing to resupply, the party packs up and heads back to the surface. They meet some grumpy kobolds on the elevator, and then some mummy wardens in the passage between the Asylum and the Reptile House.

Back in town, they collect the mace that Eiric commissioned from Feris the Archmage, Kili commissions some full plate armor, and a few other mundane items are purchased. Eiric then goes to talk to Darryl. There was a lot of cajoling, but she was just able to convince him to return to the dungeon

Hiring on a few more meatshields (Lorman, Cadwell) linkmen (Nolmar), and taking on a new fighter (Blix), they head back down into the dungeon, heading for the hothouse. In the Asylum they again encounter more Mummy Wardens, of which Darryl turns 2 and the other 3 are slaughtered. Down in the 3rd level, they prepare to enter the warm and humid hothouse. The hallways are choked with vines, moss, and fern-like plants, making visibility difficult in spite of the weird light.

Before going in a kobold pops up with a lavender scented letter from Reveka.

Carstahz was rather put out to find that I’d given his sword away. I probably should have asked. Oh well, I guess you’ll have to beg his forgiveness.
Good luck with Ka-Nefer!
P.S. You’re absolutely delicious. Caz really enjoyed tasting you on my lips. We’ll have to do that again sometime.

Gains: ~500gp
Kills: 6 giant ants, 9 mummy wardens
Losses: Dungforth

Wednesday, November 7, 2018

5e: Violations of Etiquette

From: Sir Fulhoff of Clan Balderk, Knight of Hawk’s Nest, Battle Mage
To: Helja and Adrik of Clan Balderk

Mother and Father:

While the pigs were probably going to get the job done, Bran makes sure to put Gua out of her misery. We summon Moog & Plak back to the village, free some prisoners who’d been captured by the giants, and take them all back to Goldenfields. With Moog installed as the new queen we’re hoping that things will quiet down.

We spend a couple of days in Goldenfields recovering, and then head to just outside the town to activate the teleportation spell embedded in the conch. The magic of the shell is beyond old, and feels different from any other teleport spell I’ve ever encountered. It deposited us far out under the trackless sea in a coral palace lit from within by bioluminescent life in a myriad of forms. The air was rich with the smell of salt water and the sounds of pipe music and singing from above.

Following the music, which Aramil began to accompany on his lute, we found ourselves witness to a spectacle that is difficult to fully express. A pair of storm giant princesses were performing before an assortment of giant nobility. One was singing, while the other was playing a giant crab, the shell encrusted with coral growths. The whale bone mallets she tapped the crab with caused it to emit the organ sounds, along with tiny sprays of water. It was hauntingly beautiful, and the way the sound carried in the chamber was impossible to put into words. Aramil was in tears.

As the music ended, the princesses addressed us, and the rest of the giants turned their attention our way. They were haughty, and insulting, and dismissed our concerns. Neither was the princess we’d come to see, and we were guarded in what we’d say. While deciding what to do with us, we were sent to a guest room. The guard outside the door was… perhaps more receptive to our words, especially when we mentioned the oricle, and explained that we absolutely had to speak with Princess Seresa. One guard went off with our message...

Princess, Mirin, having intercepted the message, came to escort us to her sister. Or so she said. We found ourselves back in the portal chamber where we’d first materialized, and there were the giant nobles. She left us with them, and ascended the stairs back toward the music room.

“We came to talk, it doesn’t have to come to blows” I cautioned them. They were unreceptive to my words, so I tapped the ground in front of me with the Astorian Gavel of the Venn Rune (aka my Hammer of Justice). A shockwave of power washed over the room, and the giants recognized the danger of attacking, knowing they’d receive a backlash of power. The Jarl Hellenhild the frost giant was impressed at our moxy and cunning, and convinced the rest of the giants to hear us out… at least until the effect of the artifact ended.

We told them a condensed version of what happened with the Eye of the Alfather, Imryth the Blue, and our adventures. The Frost Giant Jarl, in spite of not being a fan of Harshnag, and the Stone Giant Thane Braxal were convinced that we should talk to Princess Seresa. The cloud giant Count Va’Al was on the fence, and Duchess Tartha the fire giantess wanted nothing more than to squish us under her steel clad heel, and she egged on the cloud giant to help her.

Joda took the initiative, lit up, and charged toward the fire giantess. Each step she took pushed her a little higher up in the air with a flash of divine fire from her feet. Her first strike, in the center of the giantess’ breastplate, caved in the armor and knocked the breath out of her. 3 more solid strikes followed that up, concluding with a fiery kick to the giantess’ jaw.

I conjured ropes of ethereal shadow at the Fire Giantess’ feet that coiled around her legs, her weapons, and hands, tightening with the strength of my arcane power.

Hilda charged over to the cloud giant, and knocked him to his knees with 2 clean blows from her sword. Aramil and Bran shot the fire giant. Joda continued to lay into her with fists and feet, divine fire flashing against the flames of the giantess. I tossed a lightning bolt at the cloud giant, who’d stood up and landed a painful blow on Hilda. I envy her ability to take a hit like that and shrug it off. Hilda again knocked the cloud giant down, and threatened to take his family jewels if he got back up.

A couple more arrows, and the squeezing of the ethereal ropes finished off the fire giantess. She didn’t even get off a scream as the ropes had coiled around her neck. The cloud giant, still on his knees, yielded. The frost and storm giants gloated. “We told you not to underestimate them. Come, let’s go see if we can’t get you an audience with the Princess.”

Monday, November 5, 2018

Undead of October part 6

Okay, time to knock off the demi-human trio. Fairly simple work, I added a highlight on their cloaks, another highlight of splintered bone on their skulls, and then flocked their bases.

While I was highlighting the bone, I also did the same to the other skeletal figures. I also painted the bone handles in Hecklemeyer’s hands, and the minotaur’s stone hammer head.

Moving on from there, I decided to work on the dragonborn skeleton’s shield. The shape of it doesn’t really lend itself to the same iron crown, so I went with the mace design. I’m not sure who the lich lord has doing his skeleton’s shields, but it clearly isn’t anyone with any particular skill.

With that, the minotaur and dragonborn skeletons are based and done!

Next up, DEATH. Since the robe is the majority of the mini, it was time to deal with that. Nightmare black was the base, and I don’t want to brighten it up too much, though it needs highlighting, I started by adding a bit of runic purple, and then some spectral white, and then hit it all with a black wash to bring it down again.

The Dust King got some Cursed Gold accents, the fur on the robe was painted with a 50/50 Succubus Kiss+Earth Brown base coat, brought up to pure Earth Brown, and then with some Dirty Bone highlights. I decided to base him and DEATH the same as the rest of the skeletons, in part because it’s easy and it ties them all together visually. Also because I wasn’t really sure what else to do with them. Plus, as they’re tabletop pieces, I didn’t want to over focus on basing.

Of course I say that and…
The mummies got a little attention, but mostly just their bases. Unlike the rest of the undead, I don’t see these guys strolling through a grassy yard, and I don’t have anything based in the desert, so dungeon it is! A little bit of greenstuff and a sculpting tool, and they’re now on flagstone bases!

The Demi-litch also wasn’t going to cut it with some grassy turf, or even dungeon floor. I wanted to do a fancier base, so I’m gonna try for tiles. We’ll see how this works out. You can sort of see him hanging out behind the mummues.

The other mummies I did a little work on their exposed skin, painting it with Dark Flesh, but were otherwise ignored...

Sunday, November 4, 2018