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Author Topic: Marek's Adventuring Service  (Read 2462 times)

Offline Spinal Tap

  • Mastermind
  • Posts: 1042
Marek's Adventuring Service
« on: May 22, 2024, 06:50:04 PM »
This is a very long thread and pic heavy, I'm afraid.


The first ever game I played solo was Sellswords and Spellslingers with Marek then being a budding adventurer; now he is largest provider of independent adventurers in all of An-Mor from his premises in Dorantia.

I have returned again and again to this setting and this ruleset and here I go again.

I spotted 3 figures at Otherworld Miniatures called Mongrelfolk and fell in love with them.

Once bought and painted I decided to kitbash my own from the bits box and play them in SS and SS, increasing my force to around 10 Mongrelfolk.

Whilst these will form the backbone of my stories there are also Snakemen, Humans, Dwarves, Orcs and Ogres to name a few in Marek’s employ who will move in and out of the tales.

I have also been watching The Joy of Wargaming on YouTube who plays a lot of campaign linked games using various rulesets, although obviously for larger battles rather than skirmish.

However, the concept of Marek's different crews travelling around the world having random(ish) adventures really appealed to me so I have been taking on board travel, randomised maps, scenarios and enemies – I will attempt to highlight how these are done for anyone interested but my main aim is to tell the story.

I will most likely add more complexity such as weather and fatigue later but have enough for now I think.

For those who want to know more about the world of Norindaal where Andrea Sfiligoi sets all his works:

https://sites.google.com/site/norindaal/




Mongrelfolk – the ancestry and history of these peoples is a mystery to the others races of Norindaal, but not to the Mongrelfolk themselves, who have detailed genealogical records and histories.

The first Mongrelfolk became so as a punishment by the Great Sorcerers of Doran Kell, often for menial crimes or imagined offence against their rulers. Later many were cursed simply for amusement of the magic users, some being so hideously deformed that they did not live for long.

Once the time of the Great Sorcerers was ended, the remaining Mongrelfolk moved  to the unnamed island and established small communities there, naming it Freedom Isle.

They maintain meticulous breeding records to ensure mutations which could not possibly survive are avoided, and planned marriages are commonplace to facilitate this.

Mongrelfolk are surprisingly welcoming of all other races and are one of the most tolerant peoples of Norindaal.

However, as they have migrated to An-Mor they have found themselves unwelcome at times, despite being skilled artisans, miners and traders; the latter of which is a labour of love for many Mongrelfolk who desire a life on the road more than any other.

Consequently, many Mongrelfolk operate the trade caravans which traverse the Isle or work as jobbing adventurers.

Some towns and villages, especially to the South of the river, can be mistrustful and antagonistic towards them, but they still welcome the trade that the caravans bring.

Mongrelfolk dislike Sorcery but some of their number are ‘Talkers’ who can forge empathetic links with the Fae. This allows Talkers to encourage spirits to inhabit the land and create Golems of earth, stone, plants, trees, flesh and bone, referred to as Fen Beasts.



Some Mongrelfolk are in Marek's direct employ whilst others, such as Logan Roe, are self employed but may complete contracts that are mutually beneficial.

Logan is currently taking medicines to the port of Seaton to the West and Marek has asked that he carry a number of goods for Marek to the same location.

A small group of Marek's employees, lead by Maelgwn Hawkfoot, are to accompany Logan's caravan to the Bridge Inn as brigands are currently running amok on the High Route.

Once the two parties have reached the Inn the adventures truly begin.



Party Members of Logan Roe's Caravan


20240522_174238 by markndebs, on Flickr


Logan Roe -  A merchant and current employer of Taran, Mostyn and Amphis.

 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.

He is relatively wealthy but seems to have other motivations for being involved in his trade as money holds no interest to him; the truth is he loves life on the road and would struggle to settle in one place.

Logan is a good employer and so his guards have been with him some time and have become more friends than employees.


20240522_173812 by markndebs, on Flickr



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.

He is currently in the employ of Logan Roe but intends to leave once the caravan reaches Dorantia, to seek work with Marek Adamis’ Adventuring Service.


20240522_173937 by markndebs, on Flickr



Taran Drust – Powerful and quick to anger, Taran has worked as a guard on the merchant caravans and baggage trails across Albion.

Not very talkative at the best of times he is a dour companion yet respected and liked by those he works for and with.


20240522_173847 by markndebs, on Flickr



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 Doran Kell, 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.


20240522_173917 by markndebs, on Flickr



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 of Norindaal, 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.

She now works for Marek and has agreed to accompany Logan Roe’s caravan to ensure that Marek’s goods are delivered intact.


20240522_174022 by markndebs, on Flickr




Maelgwn's Band



20240522_174338 by markndebs, on Flickr



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.


20240522_174005 by markndebs, 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.


20240522_174046 by markndebs, on Flickr



Uri Moti – a strange individual who always seems to be grinning but rarely speaks. Although he has some unusual features and deformities he is most definitely not a Mongrelman. However, given their nature, they are the only folk who accept him for what he is, especially Maelgwn and Lain who appreciate the long range cover the archer offers them.


20240522_174309 by markndebs, on Flickr









Offline fred

  • Galactic Brain
  • Posts: 4419
    • Miniature Gaming
Re: Marek's Adventuring Service
« Reply #1 on: May 22, 2024, 07:02:30 PM »
Great looking figures, and really different from typical fantasy stuff.

Don’t apologise for lots of photos, photos are good!

Offline Tactalvanic

  • Mastermind
  • Posts: 1591
Re: Marek's Adventuring Service
« Reply #2 on: May 22, 2024, 07:48:24 PM »
Nice narrative and interesting ideas for the mongrel-men.

Keep both narrative and pictures coming its all good.

Offline Pattus Magnus

  • Scatterbrained Genius
  • Posts: 2229
Re: Marek's Adventuring Service
« Reply #3 on: May 22, 2024, 07:51:38 PM »
Those are fascinating models, really well done! It’s interesting just looking at each of them, and the background information is a great addition.

Offline Spinal Tap

  • Mastermind
  • Posts: 1042
Re: Marek's Adventuring Service
« Reply #4 on: May 23, 2024, 08:49:07 PM »
Thanks all, I'm really looking forward to this campaign and the stories I'm going to find.


The campaign is randomised in a number of ways, the map outline was drawn to represent the area of Norindaal with the coastline, Seaton and inn placed.

All other details were randomly added by assigning different types of settlement and terrain features  a coloured dice – these were then shook up and dropped randomly of the outline map before drawing in the detail.

Day Zero was the first night the 2 different parties stayed at the Inn.

Logan’s caravan has a predetermined path to Seaton but Maelgwn’s team were free agents at this point.

I imagine 3 different paths of action, namely accompanying Logan, returning to Dorantia or taking a job, rolled on a D3 dice.

Travel distances, chance of being waylaid and what enemies attack whist travelling are listed and used to show on the map where the parties are at any given time.

At any point such as village, town, farm etc. I will imagine 3 options from what is on the map then allow the party leader to choose via the D3 dice.

Once rough details are decided then I will put together a skirmish for them to fight; assuming they’re not waylaid and killed/injured.

I’ve included some pics of my fledgling campaign diary to support the description.




Day 1 –

Logan’s caravan sets out early and camps early too – Not Waylaid.

Maelgwn has accepted the Innkeepers offer of payment to rescue his daughter and his party travel late to head towards the Yarling Woods to the North, first on a well made road then cross country – Not waylaid.


Day 2 -

Logan continues heading South – West, again with no events.

Maelgwn enjoys an incident free day following the tracks of what appears to be insects?
No incidents either day or night.


Day 3 -

Logan’s caravan is nearing the village of Durst but it seems they might fall short of reaching it before nightfall, so they push the animals to their limit to arrive just as the sun falls below the horizon.

Once their stock are settled for the night the caravan members enjoy good food and rest at a tiny guest house.

Maelgwn’s party continues to follow the tracks, eventually reaching a clearing about an hour before sunset where some ritual is going on; 6 tied bodies, obviously still alive and likely including the Innkeeper’s daughter, are laid on a circular dais of bones over strange looking pits whilst a grotesque figures chants and a multitude of giant insects surround and protect him.

Maelgwn, Uri and Lain quickly make a plan.



20240522_092452 by markndebs, on Flickr

20240522_092421 by markndebs, on Flickr


20240522_092436 by markndebs, on Flickr


20240522_092427 by markndebs, on Flickr



Offline Freddy

  • Mastermind
  • Posts: 1149
    • My blog
Re: Marek's Adventuring Service
« Reply #5 on: May 23, 2024, 09:24:24 PM »
Great looking project!

Offline Tactalvanic

  • Mastermind
  • Posts: 1591
Re: Marek's Adventuring Service
« Reply #6 on: May 23, 2024, 11:02:09 PM »
+1 great stuff, and far better organised than I have managed in years!


Offline DeafNala

  • Supporting Adventurer
  • Elder God
  • *
  • Posts: 10154
Re: Marek's Adventuring Service
« Reply #7 on: May 23, 2024, 11:42:26 PM »
OUTSTANDING! They are all such imaginative creations AND beautifully painted.
I'd NEVER join a club that would have me as a member.  G.Marx

Offline Tom Dulski

  • Mad Scientist
  • Posts: 743
  • BOOKWORM
Re: Marek's Adventuring Service
« Reply #8 on: May 24, 2024, 12:18:50 PM »

 That's a gruesomely disturbing group of figures.

Offline Spinal Tap

  • Mastermind
  • Posts: 1042
Re: Marek's Adventuring Service
« Reply #9 on: May 24, 2024, 04:19:54 PM »
Thank you all for such kind comments, I've really enjoyed the very slow process of creating these - if you are interested I have a thread in the Workbench section about the builds and other stuff.

https://leadadventureforum.com/index.php?topic=139036.0


I mentioned that Maelgwn is a Talker, able to raise Golem type creatures called Fenbeasts.

I got the idea for Fenbeasts from a Warhammer Old World supplement called Albion and I loved the images. However, on researching the actual miniatures I found they were rare, expensive and pretty poor.

Looking elsewhere I found Mierce did some similar beasts that were resin and expensive, so I decided to try my hand at sculpting/kitbashing

Again the details of the builds is in the Workbench thread but here's a couple of pictures to show them off.

One will be appearing in the battle I've just fought - the report should be up tomorrow and then I can start looking at what Day 4 might bring for both the parties.


20240524_133628 by markndebs, on Flickr

20240524_133706 by markndebs, on Flickr

Offline Freddy

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  • Posts: 1149
    • My blog
Re: Marek's Adventuring Service
« Reply #10 on: May 24, 2024, 09:34:43 PM »
The fenbeasts look great too!

Offline Tom Dulski

  • Mad Scientist
  • Posts: 743
  • BOOKWORM
Re: Marek's Adventuring Service
« Reply #11 on: May 25, 2024, 12:45:53 PM »

 Agreed, amazing work

Offline Spinal Tap

  • Mastermind
  • Posts: 1042
Re: Marek's Adventuring Service
« Reply #12 on: May 26, 2024, 07:24:42 AM »
Rescue

Set Up: A clearing in the woods with a Bone Wheel placed in it’s centre and 6 bound bodies on the outstretched arms.

Next to them is a Maggotkin Magemother chanting a vile spell protected by a number of giant centipedes; also, to the North East of the Wheel is a stand of trees containing 3 giant spiders.

Sellswords and Spellslingers Stats for the enemies:

Centipedes  DL5   HP1   DMG1

                   Difficult Target  DL7 for ranged attacks

                   No Treasure

Spiders  DL7   HP1   DMG1

              Ambush Specialists: DL10 when they start their turn in cover

              Snap to cover: Will move 4” towards cover when deployed

              Treasure –  Carapace worth 1xD6 Silver

Magemother   DL14     HP3     DMG1

                       Impervious: Roll on a D6 when hit, on a 5 or 6 the damage is reduced by 1.

                       Treasure – Skin worth 2xD6 Silver

Each activation missed by the party members results in a D20 advancing by 1. For each multiple of 3 a body will scream in agony as it is absorbed into the Bone Wheel.

Roll a D12 and add the number of bodies absorbed to the result – if this reaches 12 or more then Mari, the Innkeepers daughter, has been killed.

Eg D20 reaches 9 so 3 bodies have been absorbed – D12 rolls a 10 plus the 3 equals 13 – that was the Innkeepers daughter.

Maelgwn can pass some or all of his positive activations to the Fenbeast who will use then during Maelgwn’s turn; it will also perform a single action of it’s own after all the party have acted.

No traps or scenario events – remove the cards.

Wandering Monster or Reinforcements card– 1 Spider enters from a random edge.

They are at our backs – D3 Centipedes appear at the point the party entered the field of play.

Mana Flux will affect the counter either increasing or decreasing the effect on a 1-2 or 5-6.

Morale – once the Magemother is killed then at any time that the party number exceeds that of the enemies then the enemies will flee.

Winning the scenario – Rescue the Innkeeper’s daughter before she is sacrificed.

2XP for taking part in the attempt
2XP for killing the Maggotkin Magemother
4XP for rescuing the Innkeeper’s Daughter





6 tied bodies, obviously still alive and probably including the Innkeeper’s daughter, are laid on a Bone Wheel whilst a Maggotkin Magemother chants.

Surrounding the Bone Wheel are around a dozen Giant Centipedes, protecting the Magemother, while a small group of Giant Spiders watch on from the cover of nearby trees.


20240524_102549 by markndebs, on Flickr


20240524_102446 by markndebs, on Flickr


20240524_102439 by markndebs, on Flickr


1. Maelgwn summons a Fenbeast and they move forward together whilst Uri Moti shoots and kills 2 Centipedes.

Lain advances a short distance as 2 Spiders appear, one to the North East and the other to the South – both run into the cover of nearby clumps of trees.


20240524_120342 by markndebs, on Flickr


20240524_120437 by markndebs, on Flickr



2. Maelgwn enables the Fenbeast to advance towards the Bone Wheel as a hideous scream erupts from one of the bound, then the body seems to liquify and be absorbed into the Wheel.

It is not Mari.

Lain rushes forwards and kills a Centipede as Uri aims and misses – another body seeps into the bones bit, again, it is not the Innkeeper’s daughter.

The Fenbeast moves towards with the Magemother as the turn ends.


20240524_121217 by markndebs, on Flickr



3. It starts to rain making any ranged attacks more difficult. Maelgwn empowers the Fenbeast who makes 2 attacks on the Magemother, missing both time and taking wounds itself.

Another screaming body melts into the Wheel – again not Mari, as a 3 Spider horde rushes at Lain and inflict a wound despite his speedy retreat into his shell.

Uri advances, shoots a Centipede then targets the melee between the Maggotkin Magemother and the Fenbeast. Although he is on target the arrow merely bounces from the hardened skin of the creature.

The Fenbeast makes another attack and this time inflicts 2 wounds.


20240524_122744 by markndebs, on Flickr


4. As Maelgwn empowers his Fenbeast to attack again, as all the monster’s activate at once, the Spiders inflict another wound on Lain and 3 Centipedes appear at the entry point of the party right behind Maelgwn.

The Fenbeast receives another wound from the Magemother but also inflicts a final killing blow on the bloated beast, stopping the Bone Wheel spell.

Uri shoots 3 times into the Spiders attacking Lain and kills all three.


20240524_123419 by markndebs, on Flickr


20240524_124415 by markndebs, on Flickr


The party now have the options of either trying to reach and carry off the three bodies while fending off attacks or go offensive, try to reduce the animal number to less than 4 and cause them to flee.

They choose the latter as the easier option which proves to be a good call.


5. Lain fails to move as the Centipede horde attack Maelgwn who makes a critical hit and 2 fall dead.

The Fenbeast kills another Centipede leaving only 3 enemies remaining who quickly flee.


20240524_124344 by markndebs, on Flickr


Once the prisoners have been released from the Bone Wheel, the Spider Carapaces and Maggotkin Pelt are harvested for sale in town.

As the party and Mari make camp a short distance away, the 2 grateful but penniless farmers leave, heading back to the farm to the East of the Wood.

Before they leave they tell Maelgwn that if he wishes reward for their rescue then he should visit their farmstead.

6XP earned in total – 2 each for the band.


20240524_133438 by markndebs, on Flickr







Both Maelgwn's party and the Roe Caravan will have options to consider as Day 4 of the adventure dawns.




Online Sunjester

  • Mastermind
  • Posts: 1558
Re: Marek's Adventuring Service
« Reply #13 on: May 26, 2024, 04:31:08 PM »
Absolutely brilliant Mark. Great painted figures and really different. A very imaginative campaign, I look forward to reading more!

Offline Burgundavia

  • Mad Scientist
  • Posts: 813
    • Coreyburger.ca
Re: Marek's Adventuring Service
« Reply #14 on: May 27, 2024, 01:16:09 AM »
Nice stuff and I love the minis. Always keen on seeing what others are doing with Sellswords. Are you using the variant character creation rules?

 

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