Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Topic started by: Spinal Tap on April 15, 2025, 03:15:47 PM
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After a number of false starts last year where I was unhappy with the world and/or mechanics I finally got things to work how I wanted them in the past few months.
I've created my continent, Aumera, split into 4 countries, of which my parties are currently adventuring in Alban. I have diaried all their adventures in a journal to date but am now happy to commit to posting AAR's without fear of the whole project collapsing.
Ruleset is predominantly Sellswords and Spellslingers with bits bolted (or even gaffer taped) on.
Aumera:
(https://live.staticflickr.com/65535/53951397255_cc6bafca4d_b.jpg) (https://www.flickr.com/gp/41874623@N00/j8s077fCoB)20240821_165712 (https://www.flickr.com/gp/41874623@N00/j8s077fCoB) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Alban:
(https://live.staticflickr.com/65535/54037130487_de1ca638f4_b.jpg) (https://flic.kr/p/2qk5qgz)20240927_120601 (https://flic.kr/p/2qk5qgz) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54452774827_32b099afe2_b.jpg) (https://flic.kr/p/2qXNGRi)20250415_142002 (https://flic.kr/p/2qXNGRi) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
I'm using the random procedurally rules for the world as detailed in this thread-
https://leadadventureforum.com/index.php?topic=148368.0
Apologies to those who have seen these miniatures in another thread of mine.
Currently my warband consists of L to R:
(https://live.staticflickr.com/65535/53738304847_4061e1a9db_b.jpg) (https://flic.kr/p/2pSERPn)20240522_174238 (https://flic.kr/p/2pSERPn) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Taran Drust – Powerful and quick to anger, Taran has worked as a guard on the merchant caravans and baggage trails across Aumera.
Not very talkative at the best of times he is a dour companion yet respected and liked by those he works for and with.
Logan Roe - A merchant and adventurer, employer of Taran and Mostyn.
Roe not only carries his own goods for sale but will transport for others, either selling their wares for a commission or simply delivering them as contracted.
However, his preference is adventuring jobs as they offer not only better reward but more excitement.
Mostyn Non – Mostyn is from an affluent and well educated background. His father was a rich merchant and his mother an accomplished Talker able to improve the fertility of land and encourage crops to grow both speedily and fruitfully.
When his parents were murdered traveling to Lindisfarna Mostyn was only 10 years old and he was raised by the family’s loyal housekeeper, Mared Drust.
As Mostyn grew he wanted nothing more than to hunt down his parent’s killers and would have set off alone, with few skills, into the wilds.
Mared, fearful of Mostyn’s fate, persuaded her younger brother, Taran, to take him under his wing, teach him the necessary skills and protect him until he was proficient.
Dorganna Verlin – daughter of a farmer, Dorganna is skilled in growing things, raising stock and some healing arts with herbs. She is also an exceptionally good shot with her bow and also excels at hand to hand fighting; much to the surprise of many a young man.
Despite her prowess in farming and healing her greatest desire is to travel the world, seeking fortune where she can.
The farm will, once her father cannot manage any longer, pass to her brother, Deson, so, reluctantly, he has given her leave to approach an adventuring company.
Amphis Baena – Works as a hunter, messenger and, occasionally, bodyguard. He is fleet of foot with his equine legs and would be even quicker if one wasn’t fore and the other hind.
He has two heads, one snake and the other gnomic in appearance, who bicker and argue constantly but still work together extremely well when the situation requires.
As well as:
Maelgwn Hawkfoot – for many years Maelgwn worked the mines to the Northern edge of the Bleakmoor before realising his skills as a Talker.
He eventually gave up the toil of mining to work as a travelling adventurer specialising in clearing out undesirable creatures and beasts, whether mortal or magical.
(https://live.staticflickr.com/65535/53739556769_60da950300_b.jpg) (https://flic.kr/p/2pSMgYe)20240522_174005 (https://flic.kr/p/2pSMgYe) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Lain- A maturing Mongrelman who met with Maelgwn a few years previous and has worked with him since. He is deceptively quick, handy with his Glaive and can pull into his armoured shell quickly to avoid harm.
(https://live.staticflickr.com/65535/53738300327_18ed8f9266_b.jpg) (https://flic.kr/p/2pSEQtr)20240522_174046 (https://flic.kr/p/2pSEQtr) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
The party finds itself at the city of Umber, the capitol of Alban, set on the East coast, after nearly a half season of travel, again seeking employment and quests.
Local Map of the area (again created as per my worldbuilding rules - https://leadadventureforum.com/index.php?topic=148368.0
(https://live.staticflickr.com/65535/54453847973_1fd37162e7_h.jpg) (https://flic.kr/p/2qXUcRP)20250415_141505 (https://flic.kr/p/2qXUcRP) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
After scouring the city they are offered a job clearing a witch from the High Tower of Umber, aid a village to the North with a Swampfolk problem and transporting a wealthy merchant to the City of Tyr.
Maelgwn, always eager to help those in need, chose to aid the village; Logan convinced him they should take the merchant to Tyr as the village of Little Spyte was on route.
Setting out on the 27th day of Lesser Aweaxe they arrived at the town of Helgrym 2 days later; they were offered 2 quests in Helgrym but decided not to pursue them at this time - they have promised to reconsider the tasks when they next pass through the town.
Another three days of uninterupted travel find them approaching the outskirts of Little Spyte, and hearing yells and screams from the village.
Quickly hiding the merchant and his cart they prepare to enter the village and deal with the attacking Swampfolk.
AAR to follow.
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I completely forgot about your mongrel men! They are still lovely to behold.
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Fascinating stuff. I wish I had invented my own world for our campaign. I used to do so, in the 80s, and should have stuck with it!
Excuse my ignorance, but 'AAR' means ?????
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Excuse my ignorance, but 'AAR' means ?????
After Action Report I think - it's battle reports is how I've always taken it.
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Those are some really cool miniatures! I look forward to reading about their adventures. What is your system for them being offered quests and jobs? Do you make it up based on what seems most likely, or do you have a system of rolling (kind of like Five Leagues from the Borderlands)?
More SS&SS AARs -- woo-hoo! Tossing in more abbreviations than the DOD! :D lol
Mike Demana
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After Action Report I think - it's battle reports is how I've always taken it.
Yes, just a battle report really.
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Those are some really cool miniatures! I look forward to reading about their adventures. What is your system for them being offered quests and jobs? Do you make it up based on what seems most likely, or do you have a system of rolling (kind of like Five Leagues from the Borderlands)?
More SS&SS AARs -- woo-hoo! Tossing in more abbreviations than the DOD! :D lol
Mike Demana
Thanks Mike.
I use a homebred system for where the party travels and the quests they are offered and accepted.
It seems a bit convoluted but is actually simple, and fun, to use.
Means my solo games are as random as possible, makes narrative really interesting.
I explain the system on this thread:
https://leadadventureforum.com/index.php?topic=148368.0
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Awesome work! Love those mashed-up minis. And maps. Maps are so fun. I had a bit of a breakthrough with maps a while back in our campaign when I realized maps didn't have to be accurate- for us the maps are "in world" so can be full of inaccuracies. This was quite liberating!
Looking forward to seeing more!
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The 'actual' map, the accurate map, for our campaign is seen by the GM, covered in coloured pins. The players have an accurate map of their own realm and the surroundings, a general 'game' map of elsewhere and an 'in world' version. As rulers, generals (etc) if the PCs ask for more information, then their clerks/servants/officers will found out more, although that is an 'in world' exercise and so is not guaranteed to be fully authentic.
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The 'actual' map, the accurate map, for our campaign is seen by the GM, covered in coloured pins. The players have an accurate map of their own realm and the surroundings, a general 'game' map of elsewhere and an 'in world' version. As rulers, generals (etc) if the PCs ask for more information, then their clerks/servants/officers will found out more, although that is an 'in world' exercise and so is not gauranteed to to fully authentic.
Your worldbuilding is on another level and is part of why went looking on how to do a little of it myself.
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Little Spyte
(https://live.staticflickr.com/65535/54460609190_1c9962b240_b.jpg) (https://flic.kr/p/2qYuRJw)20250418_141045 (https://flic.kr/p/2qYuRJw) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54453792779_8ef475482f_b.jpg) (https://flic.kr/p/2qXTVsc)20250415_142120 (https://flic.kr/p/2qXTVsc) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54465041482_333d72d77b_b.jpg) (https://flic.kr/p/2qYTzim)20250421_134216 (https://flic.kr/p/2qYTzim) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
As the screaming of the villagers intensifies Maelgwn and Logan’s crews enter from the Eastern side of the village, close to a raised house defended by three archers.
They also become aware of numerous Silures (Swampmen) running into the village from all sides, some obviously Talkers, as they too have Fenbeasts of the lesser sort Silures can summon.
An archer yells that they will hold the building while the Mongrelfolk move forward and save as many villagers as possibly, guiding or ordering them to the safehouse.
(https://live.staticflickr.com/65535/54460252381_8684dc0c25_b.jpg) (https://flic.kr/p/2qYt2ED)20250418_141053 (https://flic.kr/p/2qYt2ED) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54459409397_b66a0a841a_b.jpg) (https://flic.kr/p/2qYoH5r)20250418_142630 (https://flic.kr/p/2qYoH5r) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54459409797_14c3e38331_b.jpg) (https://flic.kr/p/2qYoHck)20250418_143353 (https://flic.kr/p/2qYoHck) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Maelgwn summons a tall Fenbeast and orders it to advance on a nearby Silures warrior which falls to the first blow delivered. As that Silures falls Dorganna advances, nocking an arrow and killing another.
Lain does not follow Dorganna but starts to move towards the village centre then gasps as even more Swampfolk enter the village from all sides.
As all the foes act in unison, advancing and attacking, Logan, Taran and Mostyn start towards them and the villagers. Amphis fires an aimed shot and kills a Silures dangerously close to one of the villagers. Flushed with success he makes a hurried shot, merely resulting in his bowstring snapping; fortunately he is carrying spares and will be able to restring it when he gets a moment.
Whilst the sound of the snap still reverberates in the air a Fenbeast rushes Maelgwn from behind and inflicts a wound. Two others, already summoned rush into two villagers, snarling and biting. Surprisingly, these villagers are fairly tough and fight back, each delivering a wound to their attackers.
The village archers are unable to get a shot off and move to a slightly more favourable position while Maelgwn’s Fenbeast moves to aid it’s master.
(https://live.staticflickr.com/65535/54460609160_1ae343e935_b.jpg) (https://flic.kr/p/2qYuRJ1)20250418_141411 (https://flic.kr/p/2qYuRJ1) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460609685_7c54525bd6_b.jpg) (https://flic.kr/p/2qYuRT4)20250418_141513 (https://flic.kr/p/2qYuRT4) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460253206_e534bc40f8_b.jpg) (https://flic.kr/p/2qYt2US)20250418_143339 (https://flic.kr/p/2qYt2US) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460511138_fb3aa4bd3e_b.jpg) (https://flic.kr/p/2qYumzY)20250418_144237 (https://flic.kr/p/2qYumzY) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460253446_8da3b07d1a_b.jpg) (https://flic.kr/p/2qYt2Z1)20250418_145408 (https://flic.kr/p/2qYt2Z1) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Maelgwn commands his Fenbeast to attack and it swiftly destroys the lesser beast of the Silures, allowing Maelgwn to move towards the villagers. Dorganna is of a similar mind and despatches two Silures before moving towards a stranded villager, Lain merely moves forwards as the mana fields intensify (+2) and an Ogre enters from the North.
Logan and Taran advance slowly, Logan attracting an ambusher who is dealt with swiftly. The two Silures Fenbeasts to the South West both attack the villages again and, miracle of miracles, the villagers slay them both.
Amphis declines to repair his bow as he sees a chance to run a great distance to aid a villager, giving them instructions to head towards the raised house.
Mostyn also move forward, engages a villager and shout for them to move to the house.
While the village archers cause two wounds to the encroaching Ogre, Maelgwn’s Fenbeast moves to intercept it and the two villagers follow their commands and move towards safety.
(https://live.staticflickr.com/65535/54460442044_4a4dd5bc2b_b.jpg) (https://flic.kr/p/2qYu13G)20250418_144945 (https://flic.kr/p/2qYu13G) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460511523_880f49a9ce_b.jpg) (https://flic.kr/p/2qYumGB)20250418_145730 (https://flic.kr/p/2qYumGB) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460253766_95e779a27e_b.jpg) (https://flic.kr/p/2qYt35w)20250418_150700 (https://flic.kr/p/2qYt35w) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
The battle rages on between Fenbeast and Ogre as Maelgwn cautiously advances, with Dorganna running towards another villager. Lain, seeing that Amphis is exposed and has still not restrung his bow, moves around the chicken hut to cover him.
Mostyn moves into contact with two panicking villages and orders them to start moving towards the stronghold as all the foes attack in unison, a Fenbeast attacking Amphis is killed despite inflicting a wound on him. Two hordes of Silures attack other fleeing villagers, again the villagers surprise both their attackers and the party by killing two each. Taran and Logan take up station on the route to the stronghold to defend villagers as they move by.
The Ogre is finally felled by the roaring Fenbeast as a Swampman kills a villager. He, in turn, is shot by the village archers along with another three of his kind, and four villagers run towards the safehouse.
At this point the village is clear of enemy Fenbeasts and the Silures number only four; their morale is now so low that they flee the field.
(https://live.staticflickr.com/65535/54460611175_41b898e406_b.jpg) (https://flic.kr/p/2qYuSjK)20250418_151800 (https://flic.kr/p/2qYuSjK) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460610200_f9ca62a7f2_b.jpg) (https://flic.kr/p/2qYuS2W)20250418_142635 (https://flic.kr/p/2qYuS2W) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54461606803_4200cd000e_b.jpg) (https://flic.kr/p/2qYzYhK)2025-04-19_07-03-14 (https://flic.kr/p/2qYzYhK) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54460442669_db26f0e6a9_b.jpg) (https://flic.kr/p/2qYu1et)20250418_152452 (https://flic.kr/p/2qYu1et) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
(https://live.staticflickr.com/65535/54459410902_928e495794_b.jpg) (https://flic.kr/p/2qYoHwo)20250418_151635 (https://flic.kr/p/2qYoHwo) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Despite being a short battle, and the majority of killing being done by the villagers, the village elder thanks the party and offers them a healing scroll worth 50 Silver in reward. They are also offered bed and board for the night allowing them to recover from their minor wounds before continuing on.
Mostyn runs to find the merchant, still hidden on the outskirts of town and returns shortly with him and his cart.
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That is a fun reskinning of Last Stand at Mistham and a lovely table. I do like the swamp things.
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Those miniatures are amazing! I love the world you've created...
Mike Demana
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Those miniatures are amazing! I love the world you've created...
Mike Demana
Agreed - you have created a fabulous world here. I know you mentioned elsewhere that some of the minis are your own work, but where do the Silures/swampmen and giant four-legged skeleton beasts come from?
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Thank you all for the comments.
Agreed - you have created a fabulous world here. I know you mentioned elsewhere that some of the minis are your own work, but where do the Silures/swampmen and giant four-legged skeleton beasts come from?
The Silures are Games Workshop Hobgrots whilst the skeleton beasts were converted from some cheap plastic toys.
(https://live.staticflickr.com/65535/52761947714_87b15a1987_c.jpg) (https://flic.kr/p/2oooLRG)20230321_122222 (https://flic.kr/p/2oooLRG) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
Also the large Fenbeast was also sculpted by me onto cheap ogre miniatures.
(https://live.staticflickr.com/65535/53322128331_c2a40a018e_c.jpg) (https://flic.kr/p/2peTR3c)20231110_105646 (https://flic.kr/p/2peTR3c) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
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If you get bored then I have a long thread on here detailing all my work from late 2022 except my Wizards Mobile Home which is currently viewable in the Build Something Comp alongside some spectacular pieces from many LAF regulars.
Link to my Workbench thread: https://leadadventureforum.com/index.php?topic=139036.0
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Absolutely brilliant! A great example of world building, I really enjoy your unique take on things.
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Wow! Great stuff. I love the repurposing of the toys and the fenbeast especially- you nailed the "swamp creature" look! Keep it up!
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Thank you so much for sharing - I will now toddle off to read your Workbench thread on how you built your world over a nice cup of tea.
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Thank you so much for sharing - I will now toddle off to read your Workbench thread on how you built your world over a nice cup of tea.
There's much more than just this world in there so you'll have to do some skimming.
I've been looking at your blog the past few hours and was surprised with Leeds and Castleford in your Doggerland world.
I was brought up around Normanton and my mum and dad lived in Cas until recently.
I'm over in the Halifax/Huddersfield area now but know Padrisimus on here is local too, somewhere near Ponte iirc.
Back to world building I've definitely got some way to go compared to what you've done, it's amazing.
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I love the conversions on this thread! Those skeleton beasts look incredible, really great stuff.
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This adventure is different as not only am I using my random room and foe generation, but also Frostgrave rules with the Perilous Dark solo activations.
34th Day of Lesser Aweaxe
One
The party start to rush through the Inn’s main entrance and immediately spot the golden portal; they also see four huge spiders readying their attacks.
Maelgwn, aided by some brave villagers kill two, while the other pair are killed by the remaining party.
(https://live.staticflickr.com/65535/54489232099_9e741ca0ce_c.jpg) (https://flic.kr/p/2r22yjX)20250501_125000 (https://flic.kr/p/2r22yjX) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
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Two
Flushed with success Maelgwn and Dorganna move into the portal to a partially flooded room, slowing them to half their normal speed.
The room contains some useful looking potion and a chest of treasure. It also contains three more spiders and a Ratman, as per the random room and foe system I use.
Dorganna wounds the Ratman, but only a little, it does not stop the creature attacking and heavily wounding Maelgwn, who is obviously out of action as he staggers back through the portal to the Inn.
Logan emerges from the portal and kills a spider but takes a heavy wound in the process whilst the remainder of the party finally overcome the resilient Ratman and remaining spider.
(https://live.staticflickr.com/65535/54489032321_a4a4c50fe9_c.jpg) (https://flic.kr/p/2r21wWv)20250501_132312 (https://flic.kr/p/2r21wWv) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
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Three
The next room is a largish storeroom with just a couple of spiders which are easily killed, Logan takes the opportunity to take a healing potion found in the previous room.
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Four
This is a large room with metal cells, a guillotine, and a bridge over the deep water at the furthest side.
Three new creatures, glowing yellow grubs, slowly advanced towards the heroes, these were slower than the spiders but also much tougher.
Also a Ratman instantly attacked one of the townsmen as he entered, but is, in turn, killed by Lain and another townsman.
Dorganna and Amphis rain arrows into the two maggots on the bridge but only Amphis hits.
The remainder of the party enter the room and, after an extended battle, kill the grubs and head out of the room.
(https://live.staticflickr.com/65535/54489403761_6b0ccbfaaa_c.jpg) (https://flic.kr/p/2r23rmD)20250501_135942 (https://flic.kr/p/2r23rmD) by markndebs (https://www.flickr.com/photos/41874623@N00/), on Flickr
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Five
The party find themselves in a small cramped corridor with 4 spiders which are all quickly killed.
They try to door to the West but this only leads to an empty storeroom; the Eastern door is next and reveals a huge room with altars, magical items and a sarcophagus full of skulls, one of which glows with a light not unlike the portal. It seems obvious that this skull is the key to the portal and it is guarded by two Ratmen; Ratmen who are even more powerful and dangerous than their brethren already seen.
Logan and the three townsmen attack the nearby spiders and a grub. The spiders are killed but one of the townsmen is wounded. Even worse, Logan falls to the ground, out of action and possibly dead.
The Ratmen guards move and attack the townsmen as the remainder of the party enter the room, killing another spider but struggling the harm the Ratmen significantly.
Another Ratman appears through a grate and the battle intensifies; eventually the Ratmen fall as does the final grub.
Although most of the party are wounded none of them are serious, except, of course, Logan.
Taran grabs the magical glowing skull and then lifts his friend and employer from the ground and heads back.
The party rush to the portal, pass through and destroy the skull, the portal winking out of existence as they do.
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After the Battle
Maelgwn and Logan are both checked at this point; Maelgwn will fully recover but Logan is dead (used Frostgrave injury rolls).
The party have gained treasure and potions but none useful for this situation.
They have three choices: accept the death and bury Logan in Glissom; Return to Umber 3 days away but lose the contract with the Merchant they are escorting to Tyr, seek a healer and pay 500 silver to resurrect Logan or; continue to Tyr (5 days away) for resurrection, checking at the next town, Temorr, for a healer as they pass through.
Resurrection will need to be done within 7 days to be successful.
The party choose to press on to Tyr and start their journey early on the 35th, knowing that arriving later than the 41st means their efforts were in vain.
Meanwhile, on the very same day of the 35th of Lesser Aweaxe, a ship from Ekaerand berths in the city of Umber, despatching trade goods and three passengers, the Wizard Trystan Dimera, his apprentice, Heulwen Tarse and Rondheim, Captain of the Guard of Castellen School of Wizardry.
Both stories to be continued.
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Really lovely set up and an interesting read!
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Great terrain -- sounds like fun! Why did you switch rules sets? Just curious...
Mike Demana
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A great set up.
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Thank you folks.
Great terrain -- sounds like fun! Why did you switch rules sets? Just curious...
Mike Demana
Sometimes the scenario just doesn't fit the ruleset. In this case Sellswords and Spellslingers doesn't work, you can clear rooms or get through them without the enemy getting any activations.
The story I want to tell for the new group will usually be using Frostgrave rules but the Mongrelfolk will be back to Sellswords.
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Looks like a really fun game and a great set-up! Thanks for sharing!
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35th Day of lesser Aweaxe.
While Maelgwn and his party are loading their friend's body onto to cart in Glissom, the Misthaven, a privateer trading vessel from Ekaerand, is approaching the docks of Umber.
Aboard are three adventurers, Trystan Dimera, Heulwen Tarse and Captain Rondheim.
Trystan Dimera is a recently accepted wizard of the Castellan School on the shore of Ekaerand. The School has given Trystan his first assignment: to travel to Aumera, raise a small force and recover the components which can be reassembled as the Cross of Fintabulos, a powerful relic from the days before.
The relic was broken and hidden during those days by persons unknown and clues to it's whereabouts have been collated by the School for many years.
Trystan has been provided with a map identifying these locations, as well as the aid of a young apprentice and the Captain of the Guard.
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Heulwen Tarse, an Innkeeper's daughter, showed her Talent at the age of 22 whilst it is more normal for it to appear around 10-12 years of age. Despite the late arrival her abilities have developed at such a rate that she has been deemed suitable to accompany her master of this quest.
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Rondheim, Captain of the Guard, is a skilled fighter and negotiator. He accompanies the two Thaumaturge wizards in order to recruit and control a supporting levy of fighters.
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The Map
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Notes
This party will be travelling Aumera using the same timeline as the Mongrelfolk; their stories are separate but may clash if the happen to meet at some point.
They have been given a diary of their own for me to record on paper but their adventures will form Tales of Aumera on here along with their fellow adventurers.
I will be using the Frostgrave rules along with some from the supplements as well as some bits from Stargrave and The Silver Bayonet, however, the travel and weather rules will remain as per the Mongrelfolk - the only difference will be that this party is large and well armed so with only be waylaid during travel on a D10 roll of 10 rather than the D6 used elsewhere. Similarly they will only accept a side quest with a D10 roll of 10.
Above map was created by random dice drop, moving them only as far a necessary to fix them to a on land feature. The number on the dice will work as follows:
The treasure found during each game will be checked to see if it is part of the relic, this will be determined by rolling on or under the D6 amount on a D10, so some locations are more desirable than others, if not then it will be rolled on the Frostgrave tables as usual to help the wizards progress.
36th Day of Lesser Aweaxe
Maelgwn's party arrive at the Temorr but the town has no healer and they are forced to push on.
Meanwhile Captain Rondheim has assembled a motley group of troops and is preparing them to travel; they will visit the ruins to the West of Umber, there is little chance of finding a section of the relic but, seeing as it is on their way, they might as well check.
37th Day of Lesser Aweaxe
Trystan's party are camped outside the ruins by the evening of the 37th and will enter in daylight. There have been some signs of life in the place and a night time expedition is considered unwise.
Maelgwn and his party have just settled for the night when they hear groans and stumbling in the forest around them - Zombies. (Probably the best random foe roll for this scenario).
They must clear the area of Zombies or last until the end of the night (Turn 8 )
To Be Continued.
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Multiple stories being juggled! Sounds like fun...
Mike Demana
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Using Sellsword and Spellslinger rules, the foes were rolled randomly along with their numbers and starting location. The party will need to either destroy all Zombies on the field of battle or survive until morning (8 turns). Destroying the foes will grant most of a good nights sleep but holding out until dawn will half the distance they can travel to following day.
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The Mongrelfolk – night of the 37th Day of Lesser Aweaxe
‘Awake, awake’ cries Dorganna who’d taken first watch ‘ there’s Undead abroad in the woods and they are all heading towards us’.
In moments all the party have grabbed their weapons and are preparing to defend the camp. The merchant hides under his cart, next to the body of Logan Roe.
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Maelgwn performs the Talker ritual and raises a Fenbeast on his second attempt to harness the magics involved; he orders the creature to move out and defend the group. As the beast lumbers forwards Dorganna heads North West and attempts to fire off an arrow at a group of slow moving Zombies, unfortunately snapping her bowstring in the process.
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Amphis has more luck, moving out and killing a lone fast moving Zombie Runner. Now the battle becomes more difficult as all the Undead rush forward as one. Mostyn is attacked by a small horde of three Zombie Walkers but manages to destroy one, whilst Taran holds his position, guarding Logan.
Small but fierce episodes of hand to hand fighting occur resulting in more Zombie deaths but no wounds to party members.
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At Maelgwn’s command the Fenbeast attacks the large horde near Dorganna while she replaces her bowstring, but only kills one. Surprisingly it takes a wound itself in the melee. Lain moves towards a Fatty Zombie but is ambushed as he moves by a Runner which inflicts a nasty wound to him.
Mostyn despatches another walker aided by Amphis who, in turn, destroys the final one in that horde. The remaining two hordes combine in their assault of the Fenbeast but inflict no damage whilst losing another of their number. Taran joins the beast in it’s battle and also kills a Zombie. Taking it’s independent attack the Fenbeast reduces the horde number to five.
The Runner who attacked Lain is ended by an attack from Maelgwn who then moves to the Fatty and splits it’s skull in two. Amphis and Dorganna both fail to hit and then Amphis is again ambushed by a Runner. Making no mistakes this time he fires off a rushed shot and embeds his arrow in the creatures brain.
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As Mostyn hurries to help Taran and the Fenbeast the two, in extended battle, destroy all the five remaining Zombies and the battle is won in short order, allowing the party to regather by their fire, tend their slight wounds and return to a good nights sleep.
The following morning the party were sufficiently refreshed and were soon prepared to hurry to Tyr to save Logan.
This battle ended up a little easier than anticipated as the dice and cards were so kind. However, the next five cards were all spawn cards so the party may well have been overwhelmed with just a few bad rolls. Apologies for the lack of pictures for the later actions but I got a bit carried away with the game.
Search for the Cross of Fintabulus - 38th Day of Lesser Aweaxe
Trystan’s warband move from the road into the ruins early in the morning and spot a number of skeletons with bags which may contain treasures. They also see strange ghoul like creatures who, on spotting the party, howl, bringing forth guards from underground in three locations.
Trystan orders the group to advance towards to skeletons as quickly as possible as he’s sure the howling will call more and more guards.
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Essentially this is a bastardisation of a standard Frostgrave game with the overall mechanics of Isher’s Weapons Shop from Perilous Dark. The table is set up but it will be a couple of days before I get to fight the battle.
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Good stuff! Looking forward to the next battle, as well...
Mike Demana
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Some great stuff there. Nice to see the Dungeons and Sewers set getting an outing.
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38th Day of Lesser Aweaxe
1. The overall plan is that once the central and Southern treasures are secured Trystan will decide on whether the one to the North is obtainable; if so, he will move to recover it while the rest will keep a path clear to the road.
Trystan heads towards the nearest treasure in the centre of the ruins with a few soldiers while the remaining members of the party hurry along the road towards the treasure near the exit road.
A distant Fiend sets up a howling yell to summon his brethren and cultist troops from the catacombs beneath the old buildings causing all the enemies on the field to start advancing towards the heroes.
The plan rests very much on the Mages creating safe corridors with magical fog banks and to this end Trystan casts the spell. He fails catastrophically and suffers wounds in the process. As Heulwen successfully summons the fog, he gives her a grin and a shrug.
As the party advance along the road the Arquebusier, Floren, takes a long shot at the Fiend and kills it.
However, the calls of the creature had not gone in vain as two cultists emerge from beneath the central building.
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2. As the first treasure is secured Trystan is forced to use his magic to leap the little thief to safety, away from the advancing cultists. She gives a grateful nod at this and two soldiers also move to aid her retreat.
Cultists swarm towards the centre of the field, desperate to heed the calls and the remaining Fiend and hunt down the party.
Heulwen casts Blinding Light on a nearby cultist as a small group engage Rondheim and his men and more appear from the catacombs.
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3. Trystan desperately casts another fog bank to protect the path to the exit as battles commence around the field. The Man at Arms, Grond, is severely wounded whilst his companion is taken out of action.
A large group of foes gather by the central stone, unable to see any of the party due to the fog banks, the ones already engaged in battle with Rondheim strike together and the Captain is also OOA. Heulwen responds by casting blinding light on a further cultist, allowing her party to kill two more foes.
As another fiend emerges from underground, this time to the North, magics fail and both fog banks dissipate – the battle has just taken a very bad turn.
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4. Trystan teleports towards the treasure near the exit but is spotted by the large group of enemies who move towards him and the others. Small battles continue as Grond kills another cultist and wounds the other, Floren shoots and kills another Fiend before carefully reloading and the group continue to move along the road to safety.
The Demonic Cult Leader appears just to the North of Trystan who attempts to cast fog to block it’s line of sight but, again, he fails. The Leader spots a young thief rushing to and grabbing another treasure and heads towards her. Floren shoots again, hitting the Leader and almost, but not quite, killing him.
Heulwen’s cast is more successful and temporary cover is again provided by the fog, however another soldiers falls and Grond, who has fought since the start with only one remaining Health finally kills his last adversary and bravely moves to attack in the centre, hopefully allowing his friends to escape.
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5. Grond finally falls by a shot from a nearby crossbowman, the Cult Leader overcomes the brave little thief and another Man at Arms is also taken out of the battle.
Floren carefully reloads his Arquebus, takes careful aim, and fires at the Leader, who screams and falls dead.
However, the time has come to leave and the depleted party drag themselves and their solitary treasure off the board.
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Captain Rondheim is found to be less injured than expected and makes a full recovery but one soldier, the Infantryman, is pronounced dead after the battle. The others are merely badly wounded and will either miss the next battle before rejoining the fray or be healed (at their recruitment cost) when they next enter alocation with a healer.
When finally checked the treasure is not part of the relic but is a Vampiric Arquebus granting an extra point of damage at the cost of blood (2 health); it is offered to Floren who gladly takes it.
The party continue their journey to Arlech to seek aid for the wounded.
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nice, I like the fog bank markers
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nice, I like the fog bank markers
Thanks, they're just card with an image printed on paper and glued in place.
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Between battle events
The Mongrelfolk arrive in the city of Tyr mid-afternoon of the 39th and waste no time in seeking resurrection for Logan at a cost of 500 Silver. He rejoins the party on the 40th and the party spend the day collecting their reward from the merchant they aided travelling from Umber, selling unwanted goods, making some small purchases and improving their skills.
They seek work whilst traversing the city and accept a job of escorting Lady Aracelle to Arlech for a reward of 100 Silver. This is the least exciting and lucrative of the quests offered but something so simple and untaxing may be just what the party need.
They decide to enjoy the forthcoming Mid Aweaxe celebrations in Tyr and intend to commence the journey to Arlech on the First Day of Greater Aweaxe.
Meanwhile Trystan’s band have travelled to Arlech without interference and have been able to secure free healing for the minor wounds of some in the party; however, Grond’s injuries are more severe and they group do not have the required monies to pay for his healing (I have decided that healing occurs either by missing a battle or paying half the soldiers cost when in a location with a healer).
The lack of ready cash has also made it impossible to replace the Infantryman with an equivalent soldier. Rondheim has managed to persuade a ‘gentleman’ from the docks to join for the promise of future riches.
The party arrive at Odersfelt Abbey on the 1st of Greater Aweaxe and agree to undertake a quest for the monks.
EDIT Following their departure they are never seen again on the Isle of Aumera and the map was lost.
I didn't feel the party and the rules used really fit into my vision for Aumera so it's back to just Sellswords, Spellslingers and Mongrelfolk for now.
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1st Day of Greater Aweaxe
With slightly sore heads from the previous nights festivities the Lady Aracelle and the party set out for Arlech. As they approach the Southern Guard Tower they find a badly wounded guard who tells them that a band of Brigands, comprising of Snakemen and Lizardmen, have taken the Tower.
The party bid Lady Aracelle to remain with the guard while they recce the area. On their return they find the guard slain and Lady Aracelle missing. It is no mystery as reptile prints are all around and lead away to the tower. They spot the Lady held in the ground floor of the Guard Tower and, once a rescue plan is formulated, the party set out to rescue their charge from the evil grip of the Cold-blooded Brigands.
It is decided Maelgwn should lead the rescue attempt supported by Amphis and Dorganna; he can use a Fenbeast to draw away enemies while the other two use their bows
Random roll selected the event along with the enemy to be faced.
Complications are as follows:
6XP for this scenario.
The enemy are powerful in melee so this is best avoided, any hand to hand fight will reduce the possible XP by 1.
At the end of each turn a DL12 burrowing creature will randomly emerge and attack the nearest figure, whether friend or foe, before heading back underground (these do not count towards the XP reducing melee).
When a Snakeman or Lizardman are hit, a roll of a 6 on D6 means the wound was deflected by it’s scales.
Note; as I want to continue these stories for a long while I use Frostgrave’s rules for Out of Action figures to lessen the impact. As the past adventures have shown this still results in deaths; Uri and Eleth died early in the campaign on the same adventure, rolling a 1 and 2 on D20 respectively. Logan was also killed a few turns back but the party had, between them, the 500 Silver to pay for his resurrection in Tyr.
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As they enter the area near the tower Maelgwn moves towards the road and considers raising a Fenbeast to try to lead the Coldbloods away from the party. He concentrates his mind to make the attempt but his connection with the life-force of Aumera is poor and he fails. Meanwhile Amphis and Dorganna loose off arrows at the nearby Lizardman, Amphis misses but Dorganna scores a direct hit; unfortunately, this is deflected by the Lizardman’s scales. The pair move forward to join Maelgwn just as a huge burrowing insect, not unlike a Millipede, erupts from the ground and attacks Dorganna. Her martial skills allow her to deflect it’s jaws and the creature reburies itself in moments.
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Maelgwn continues his rush to the tower, again attempting to raise a Fenbeast and, again, failing, due to an encounter with a Scorpion. Amphis finally kills one of the pursuing Lizardmen as Dorganna is ambushed by one of they who rushed from nearby rocks to attack her. Despite possessing no melee weapon, Dorganna’s martial skills allow her to kill her attacker, scales or no.
At the feet of a Lizardman guarding the tower the ground churns before a giant Millipede emerges, tearing the Lizardman in two then dragging his lower half back down it’s tunnel.
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Maelgwn continues towards the tower’s main door under the covering fire of Amphis. Although his arrows distract the Lizardman the only one that hit merely bounced off it’s scaley hide. Dorganna follows slowly, horrified as all the enemies on the field of battle advance as one. Dorganna is the subject of another attack from below ground, this time the beast causes her injury before retreating to safety.
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Maelgwn finally reaches the tower, finding the Lady Aracelle bound with rope and surrounded by the mutilated remains of the tower guards. As he cuts her bonds Amphis looses a shot at the nearest Lizardman but misses; it grins and advances towards him. Dorganna almost fails to spot a fast moving Snakeman rushing from behind her but, at the last moment, she does and speeds away. Pausing to catch her breath she is again attacked by a subterranean Millipede and takes yet another wound – this is starting to feel personal.
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As Maelgwn and Lady Aracelle make a run for safety, he quickly attempts to raise a Fenbeast to aid in Amphis and Dorganna’s escape. Not only does this fail but his connection to the life force is severed; he will be unable to use his talent again this day. Amphis kills the Lizardman at last, just in time for a Snakeman to appear close behind it. Enemy reinforcements appear to all side, lots of them, but only one is really problematic – the one attempting to block Maelgwn and Aracelle’s exit to the South. At least Dorganna is spared attack this time and a Lizardman to the East falls victim to a giant insect.
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Maelgwn and the Lady manage to navigate a way past the Lizardman and exit the field to safety, not really able to assist the two archers in any way. Amphis and Dorganna rush to follow but she is ambushed by a Lizardman and falls to the ground. Another Millipede emerges near to a Horde of Lizardmen but fails to harm them and is forced to retreat.
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Amphis uses his fire into melee skill to kill the Lizardman then administers a Potion of Healing to Dorganna. She stands and continues to try to get to safety. A Snakeman is attacked but kills the Millipede with ease.
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Using the last of their energy, and with enemies closing from all sides, both the archers manage to escape the field, rendezvousing with Maelgwn, Lady Aracelle and the rest of the party. After moving a safe distance from the tower the party discuss their options. They must report that the tower has fallen but doing to as quickly as possible means they will need to return to Tyr, only a day away, rather that continuing to Arlech to complete their quest. In the end they agree that the Lady should make the decision as she is most affected. She ponders the question then announces that the right thing is to return to Tyr; her needs are not as important as ensuring the route is made safe as soon as possible.
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Note that this decision was made by random dice roll with story added to support the outcome.
After a short rest the party skirt around the tower area and make haste to Tyr, arriving on the evening of the 2nd of Greater Aweaxe. The City Guards were quickly informed of the fall of the tower and a large contingent of soldiers were ordered to prepare to leave.
The party had 2 melee engagements, both Ambushes, reducing the final XP to 4. They were in such a rush that they did not collect any loot from their fallen enemies. However, the increase in XP brings Maelgwn closer to increasing his Hero status and has allowed Amphis to advance in his Archery skill.
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Marvellous stuff!
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Sounds like a lot of fun! I, for one, would not live in an area in which icky giant bugs burrow out of the ground to attack me with such regularity... :D lol
Everyone that I have introduced to Sellswords & Spellslingers has really liked the game!
Mike Demana