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  • Unknown's avatar

    giorgis 2:58 pm on November 19, 2024 Permalink | Reply
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    Miniatures pt120 – Adventurers 

    Some adventurers and their hirelings, that I printed in the last batch (just one set left to post)

    Adventurers and hirelings
    Adventurer with torch
    Hireling with torch
    Hireling with torch and bow
    Thief with sack
    Aurora
    Alice with great sword
    Maiden with sword
     
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    giorgis 1:19 pm on November 15, 2024 Permalink | Reply
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    Miniatures pt119 – NPCs 

    Not sure about the title. As I said in my previous post I had made a batch painting of 28 minis, and it’s not like they can be grouped together easily. So here are a medic, an old bard, a merchant, an explorer, a crossbow ranger, a highwayman and a Norse maiden.

    NPCs
    Ranger with crossbow
    Highwayman
    Old bard
    Medic
    Explorer
    Merchant
    Norse maiden
     
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    giorgis 9:25 pm on November 13, 2024 Permalink | Reply
    Tags: , , fantasy, ,   

    Miniatures pt118 – Thugs 

    Having settled on my print settings, I went on a roll, and now I’m slowly eating away at my newly generated printed pile of shame.

    I went ahead and primed a batch of 28 fantasy miniatures I’ve printed from Brite Minis freebies – fantastic supportless sculpts by the way, that scale down to 15mm nicely, in the meantime I went ahead and subscribed to their patreon – and I’ll be posting them here. Painting 28 minis in a single batch is faster on a per mini basis, but it’s tiresome as it adds up. I don’t know what came over me and I did this, I usually go at my sweet spot which is about a handful at a time.

    Whatever the case, I will not put them all in a single post, but rather divide them in 4 batches of seven. Here’s my first set, that if I could group together, I’d say are thugs, scoundrels and lowlifes from fantasy settings.

    Thugs
    Bandit with sword and shield
    Bandit with spear
    Thug with club and bottle
    Witch hunter
    Rat catcher
    Pirate
    Ranger
     
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    giorgis 3:00 pm on November 3, 2024 Permalink | Reply
    Tags: , , fantasy, FDM, ,   

    Miniatures pt117 – Knights (FDM) 

    I continued with my experiments on 3d printing 15mm in FDM, using my lessons learned and new things I’ve accumulated along the way.

    As a recap, I’m using a Bambu Labs A1 mini with 0.2 mm nozzle and Bambu PLA.

    Some key points:

    • I did a “reset” on my print profiles, and worked from a preset as a basis, with the following key modifications: 0.04mm layer height, Arachne wall generator, 0.16mm outer wall width, lower speeds.
    • I batch printed 4-6 minis at a time along with a prime tower to allow for cooling.
    • Reduced nozzle temperature to 210 Celsius as the Bambu defaults are too high.
    • Used support free miniatures, as I’m not entirely confident with my support settings and 15mm are more fiddly.

    You can find the print profile here: 004 GA v003 Slow

    This ensured that layer lines are minimal.

    With a good basis, I went on to the next step, painting, again using techniques to minimise layer lines.

    Materials used are Vallejo Polyethylene-Acrylic airbrush Primer (Black), Army Painter Washes. Army Painter Black & White Paints. Royal Talens Amsterdam Artist Acrylics Paints and Inks. Basing materials and static grass for finish.

    My workflow was as follows:

    • Prime black (unthinned primer)
    • Drybrush Black (top down)
    • Drybrush White (sideways)
    • Basecoat with unthinned paint but in thin layers
    • Washes with careful application (not glob over the mini)
    • Varnish and basing

    You can see the core steps here, using Brite Minis 28mm support free miniatures, scaled down by 60% to be at my 15mm scale.

    Naked prints
    Black PE primer – smooths out the print and helps paint adherence
    Black drybrush – this fills in the gaps layer lines
    White drybrush – sideways to not enhance any remaining layer lines
    Basecoats- thick paint in thin layers
    Metallics
    Bases painted
    Washes application in light layers
    Varnished – satin on metallics and leather and matte on clothing, shields and flesh
    Basing complete

    I still had some failures, but they were few and far between. Mainly with printing too thin legs that broke – let’s not forget that the miniatures I used now were 28mm scaled down 60%. I resolved this with reprinting or adding extra parts under the leg for support. Also in some cases I didn’t bother to reprint as I didn’t consider the issue much worse than a pewter sculpt failure (see the crusader sword for example).

    Each mini took around 1 hour to print.

    Here you can see the finished painted prints, overall and in close up.

    Overall I’m enthused with their finished quality. As these were freebies that I used to test, I’ve subscribed to Brite Minis and will print more of their sculpts in the future. That’s going to be a lot of printing and painting which I’m looking forward to.

     
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    giorgis 6:15 pm on September 8, 2024 Permalink | Reply
    Tags: fantasy, ,   

    Ranger of the North S01E02 

    Trying to get back into solo roleplaying, I’ll continue with Targon’s adventure. I had a session half-done, but only have my handwritten notes, so I’ll clean it up, write it down, and continue from there. I need to freshen up on the rulebook as well, as it’s been several months since then.

    Targon: Travel. Since it’s a 2 hex minimum, Targon reaches his destination (Rivendell). I don’t have the Rivendell Compendium, and it’s come to my knowledge that it describes how to access the site, however I’ll freestyle it with the information I have available.
    Targon: Travel (Fatigue): 14/13: Success. A 21 day journey is complete.
    He earns 2 Skill Points for completing a Meaningful Journey.

    He gets 4 days of rest for full recovery. 2 Fellowship Points -> Hope +2

    Still strong from his long journey, Targon reaches Rivendell. The hospitable elves take care of him, and give him a place to rest, along with some healing herbs. He spends a few days talking to them, letting them know of the news of the land, before requesting an audience as to his quest.

    Time to try the Council mechanics.
    Targon will make a Simple Request to the Council: “Is there a weaver who can fix the banner?”

    Introduction Phase

    Awe: 13/11: Success: The Council will last 4 Turns

    “My name is Targon, Ranger of the North, son of Galator. I speak to you as warden of the north lands, protecting them against the enemy. Balin, son of Fundin, is a close friend, and I come with a request.” Targon makes his introduction.

    Turn 1

    Q: Is the audience Friendly? (doubtful)
    A: Yes
    Insight: 18+: Special Success: 2

    “Speak, Targon, son of Galator. A ranger of the North is a friend of ours.” responds the elf.
    “We have a common cause” Targon can see the elves listening with attention. “The Enemy was pushed back years ago, but now goblins and trolls roam the lands again, and the people need to see a symbol of hope”

    Turn 2

    Persuade: 12/15: Failure

    “Years ago elf tailors had woven the Banner of Fornost, and I would require the skilled hands of the tailor once more.” Targon continues.
    “Do you not have skilled tailors among your people ranger? What requires elves to meddle in your emblems?” the elf seems unamused.

    Turn 3

    Persuade: 17/15: Success+

    Targon brings out the tattered banner. “It’s not just any banner that I need. It is the one that struck fear into the heart of the enemy. Men do not possess the skill or essence to repair it. Elven hands weaved the threads, and Elven hands are needed to repair them.”
    The elf ponders for a moment. “We do not shy away from our task when called. We shall do our part, and you will do yours.”

    Q: Can the elves repair it?
    A: Yes
    Q: Do they need anything else to repair it?
    A: No

    Targon is awarded 1 Skill Point for the successful Council.

    On hindsight, perhaps Targon could have asked for more substantial assistance.

    I’m turning to PUM now get a driver to help the story move, as I don’t feel like the quest should end here.
    PUM: Random Prompt: Place or refer to a thing to be found
    Place: Magical or advanced technology
    Reason: A matter of culture or religion
    Thing: Noise/Sound

    Several days layer, the elves have repaired the threads, washed the dirt out of the banner. “The banner of your people is repaired Targon, however one last thing remains, for now it has lost it’s essence.” The elf continues. “It must be taken to the site of its last battle and be reminded of the brave war cries of the men and women that stand against the shadows. This will be a perilous journey.”

    Travel: 10/13: Failure
    An event occurs 2 hexes NW.
    Shortcut: Secluded Path: 19+/15. +1 Fatigue, 1 day less to travel.
    Event: An enemy inadvertently reveals their position: Orc/Warg/Troll: Warg. It’s 2 Wargs, Targon doesn’t engage and lets them pass.

    Perhaps I should have switched gears here and made a Stealth check. Something to consider for the future.

    It’s been only a couple days northwest, when Targon sees fresh paw prints. But these are larger than normal wolves, and Targon quickly realizes they belong to wargs. He notices their direction, and taking under consideration of the wind, he changes his approach. It might take him longer to reach his destination, but fighting wargs that early in his journey doesn’t seem sound to him.

    Travel: 13/13: Success
    An event occurs 3 hexes NW
    Joyful Sight: Ancient Monuments.
    Awareness: 18+/11: Special Success. Build Advantage: +1 Hope.

    Three days later, he finds the opportunity to rest under the shade of a large boulder. On second look, the boulder is a set of three. Scratching under the overgrowth, he sees Numenorean scripts. These used to be travelling stones, marking the way. Targon feels a glimmer of hope, seeing that even in these unwelcoming lands, his ancestors found a way to help him.

    Travel: 12/13: Failure.
    An event occurs 2 hexes NW.
    Event: Mishap: Rough Terrain.
    Explore: 12/15: Failure. +1 day to travel time, +1 Fatigue, +2 Fatigue.

    The ground quickly gives room to a very rocky and muddy soil. Traversing it is really difficult and Targon has to pay attention to ensure his boots aren’t dislodged from his feet, and that he doesn’t hurt a knee on the big rocks. It slows him down immensely.

    Travel: 4/13: Failure.
    An event occurs 2 hexes NW (day 9 from Rivendell).
    Event: Mishap: Wandering Enemies.
    Awareness: 16/11: Success. +2 Fatigue Points.
    Enemies: 3 Orcs.

    Reading through some material about the Battle of Fornost and checking my notes and the map, I realize I had miscalculated the journey. Targon is currently heading towards Angmar, whereas he should go a further 10+ hexes W, therefore despite the extra effort, since he hasn't reached his destination, I'll pick up from here and continue.

    Setting up the scene, the orcs are wandering, and Targon isn’t stealthy or anything, so I rule that there’s no ambush on either side.
    Since day or night plays a role for orcs, I roll a d24 and get that it’s 9 in the morning.

    Pacing around a hillside near the Ettenmoors, Targon sees 3 figures in the distance, from their crawling and rushed walk avoiding direct sunlight, he immediately realizes these are orcs! He looks around for a spot to hide, but it’s too late. They growl and curse pointing at him. An engagement with the enemy is inevitable.

    Rolling randomly (1-5: Goblin Archer, 6: Orc Soldier), the result is 3 Goblin Archers.

    Annotations for results rolled.
    The + sign is for Special Success. G is for Gandalf’s rune, E is for Eye of Sauron, P is for Piercing Blow.

    Opening Volleys Phase

    Targon shoots at the orcs: 19++/11: Heavy Blow x 2: Damage 19: Goblin 1 is down.
    Goblin 2 shoots at Targon: 9/18: Miss
    Goblin 3 shoots at Targon: 19/18: Hit: 3 Damage. Targon’s Endurance is at 22.
    Since the Goblins are in daylight, their Hate is reduced by 1, reaching 1.

    Close Combat Phase 1

    Targon chooses an Open Stance against Goblin 2.
    Goblin 3 is not engaged and will fire arrows from a distance.
    Targon attacks Goblin 2: 23+P/11: Heavy Blow: Damage 12. Goblin 2 is down (and possibly Wounded, but that doesn’t matter now.)
    Goblin 3 shoots at Targon: 23++P/18: Heavy Blow x 2: Damage 7. Targon’s Endurance is at 15. Targon Protection roll: 6/14: Failure. Targon is Wounded for: 4 days. Also the Goblin Archer arrows are Poisoned (severe).
    Since his Endurance is low, Targon is also Weary. The Goblin’s Hate reaches 0, and is also Weary.

    Close Combat Phase 2

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 13/11: Hit: 3 Damage. Goblin 3 is at 5 Endurance.
    Goblin 3 attacks Targon: 14+/18: Miss.

    Close Combat Phase 3

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 8/11: Miss.
    Goblin 3 attacks Targon: 6/18: Miss.

    Close Combat Phase 4

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 6/11: Miss.
    Goblin 3 attacks Targon: 10+/18: Miss.

    Close Combat Phase 5

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 15+P/11: Heavy Blow: 12 Damage. Goblin 3 is down.
    Targon earns 1 Adventure Point for surviving a dangerous combat.

    As quickly as he can, he draws his bow and pulls an arrow from his quiver. His aim is true, and with a quick release, the first arrow pierces a goblins throat. The other two goblins shoot back, but they both miss Targon who changes positioning to avoid their shots.
    Seeing as his opponents are armed with bows as well, Targon decides to close in and fight them with his blade. He makes way around some rocks and trees, and quickly comes face to face with the next goblin, while the last one takes aim from a few steps back. Targon’s skill with his keen blade is apparent, and with a dour handed strike, the goblin’s head rolls down. This movement has left his flank exposed though, and a black arrow finds its mark in his ribs, piercing through his leather corslet. Groaning, he steps forward, as the goblin draws a jagged knife. Despite his wound, Targon exchanges a few blows, and finally brings his last adversary down.

    It’s unclear to me if I can attempt a Healing roll for the poison right away. I decide that there isn’t enough information to do so yet, he can’t know if the arrow was poisoned. Retrospectively (at the time of writing this) I realize that this was the right choice, as I went ahead with first aid for the wound, and perhaps a special success there could be used to deduce this information.

    Targon applies First Aid to the Wound. Healing: 18/13: Success. Wounded duration is reduced by 1 day.
    At the end of the day, the Poison takes hold. Damage: 10 Endurance. Targon has only 5 Endurance left.

    Travel: 6/13: Failure The Event will happen after 2 hexes. But before that I need to see what happens with the Poison.

    Morning of Day 10, Targon realizes he’s been poisoned and will attempt Healing. I’ll spend 1 point of Hope, for 2d bonus as Targon is Inspired according to Strider mode. The poison is severe, so he loses 1d from that.

    Targon: Healing: 28++G/13: Success, Build Advantage, Go Quietly.
    G: May bypass a threat without attracting notice.
    Prolonged Rest: +11 Endurance. Targon is no longer Weary.

    Day 11: Event (see Travel roll above): Mishap: +2 Fatigue: Elusive Quarry: Hunting: 8/11: Failure. +1 day travel, +1 Fatigue Point.
    Prolonged Rest: Endurance is back to full.

    Day 12: still on same hex (see Event roll above).
    Targon is no longer Wounded.

    The ranger cleans and dresses his wound, then, wounded and weary, he continues on his journey. As he sleeps through the night, he can’t get a good sleep. He turns and tumbles, burning with a fever, then feeling a chilling cold.
    Come morning, exhausted, he takes a look at his wound. A black web-like pattern starts spreading from where the arrow stroke. ‘Orc poison’ he thinks, and immediately sets forth to prepare a healing salve. He forages to gather the necessary herbs. After a few hours, he’s found what he needs. He starts making a pulp out of it, and slowly simmer it over a fire. He collects the extract and lets it cool down. It’s become a greasy salve, that he puts around his wound, and onto a bandage, then he dresses the wound again. He remains hopeful that it will combat the orc poison.
    During his foraging he managed to be stealthy as a mountain lion, and also had the opportunity to see the land from a greater vantage point. He is certain to avoid any foe that will come his way.
    The next day, Targon is already feeling better. He feels like he cut it really close during his last fight, and continues his journey west, towards Fornost.
    With supplies dwindling, Targon is excited as he finds some deer prints in the dirt. Though, despite his ranger skills, the deer has proven to be more elusive than he thought. He spent a whole day chasing down his quarry. Tired, he continues on his journey the day after. At least, time is a great healer, and his wound has now closed.

    Travel: 11/13: Failure
    An event occurs 2 hexes W (day 14 from Rivendell).
    Event: Chance Meeting: Discreet watcher: Awareness: 14/11: Success. +1. +1 Fatigue.
    Telling table: What is the nature of the watcher?: Cold Memory.
    This would probably be an old man, perhaps from the people who once lived in Rhudaur. Distant and harsh from the years living alone in this land.
    I cannot see how Targon would need to interact with him, but perhaps there could be something the stranger needs.
    Targon will attempt to approach the stranger.
    Q: Does the stranger approach too? (doubtful)
    A: No

    Targon’s journey through Rhudaur is solitary. A couple of days walk through the plains, he notices a figure in the distance. Targon’s eyesight is keen, and he can discern an old man, probably a local, from the lack of travelling gear. He sits atop a boulder on a jagged edge, overseeing the entire field. Targon changes his course and moves towards him, but the man quickly moves away and disappears. Whoever he was he didn’t want any confrontation.

    Travel: 11/13: Failure
    An event occurs 2 hexes W (day 16 from Rivendell).
    Event: Mishap: Sparse Wildlife: Hunting: 15+/11: Success: Build Advantage. +2 Fatigue Points.

    Targon continues Westwards, aiming for the opening between the Northdowns and the Weatherhills. His supplies are low, and the wildlife is sparse, but he manages to set a few traps and capture a couple of rabbits, which made a nice warm stew. While setting the traps, he found an old abandoned path heading west, that should help him on his next days journey.

    Travel: 16+/13: Success.
    An event occurs 4 hexes W-SW (day 20 from Rivendell).
    Event (ill-favoured): Mishap: Elusive Quarry: Hunting: 14/11: Success. +2 Fatigue Points.

    Targon has entered the woods between the hills. The lands here are perilous and the ranger takes care not to make his presence evident. The long journey has taken it’s toll on the ranger, and supplies are low, but again, he manages to camp with a full belly, after a day’s successful hunt.

    Travel: 11+/13: Failure
    An event occurs 2 hexes W (day 23 from Rivendell).
    Event (ill-favoured): Ill Choices: Overlooked hazard: Awareness: 13/11: Success. +2 Fatigue Points.
    Lore Table: What was the hazard?
    A: Concealed War. Eye Awareness +1 (10).

    Targon’s journey takes him deep in the dark lands. Peril is everywhere. From crow-spies of the dark lord, to goblin raiding parties. And also to his footing. Concealed, under a layer of leaves, is a thin string. Following the thread with his gaze, Targon notices a big log, ready to come down and smash whoever would be unfortunate enough to trip it. With only a few travelers in these lands nowadays, and the rot in the log, the ranger concludes that it’s a leftover trap from when the war raged in these lands. He must be close to finishing his quest. He’s tired from his journey, but this makes him breathe a sigh of relief, as he carefully avoids the trap. He doesn’t set it off either, as he wants to avoid leaving traces of his presence behind.

    According to RAW, Fatigue is accumulated during a journey, but it's effectsmust be applied at the end of the journey. However, a very long journey (>20 hexes) must be split in legs. I realize that this is meant in order to apply fatigue in the meantime. There's a houserule that Fatigue is applied after each event, as it is accumulated, and there is no need to split the journey in legs. Makes it easier to monitor and bookkeep, but it's a bit harsher for my hero. I will continue with RAW, and split the journey leg as Targon reaches Fornost.

    Targon is really close to Fornost. Perhaps he’ll find a ranger hideout before continuing to the plains between Fornost and Annuminas, where the Battle of Fornost took place. That will be a chance for him to rest a bit recover.

    Travel: 7/13: Failure. An event occurs 2 hexes W (day 26 from Rivendell)
    Event: (ill-favoured): Terrible Misfortune: Dangerous Terrain: Explore (Spend 1 Hope): 20/15: Success. +3 Fatigue. +1 Eye Awareness.

    Targon will also need a successful Explore roll to find the rangers, if he has any chance to rest and recover.
    Explore: 14/15: Failure

    Entering the ruins of Fornost, Targon paces carefully. As he reaches a bridge to cross a small chasm, he stops short. The bridge is crumbling, and even a small step could lead to his death. Targon has to carefully climb down and then up. Without any proper climbing gear, and only a rope, this endeavor takes it’s toll on his endurance. He crosses across, but it’s dusk, already, and any chance he might have had to find other rangers camping in Fornost has now disappeared.

    Journey leg ends.
    Targon: Travel (Spend 1 Hope): 17++: Fatigue reduced by 3. Fatigue applied 18.

    Travel: 9/13: Failure. An event occurs 2 hexes W (day 3 from Fornost)
    Event: (ill-favoured): Mishap: Rough Terrain: Explore (Spend 1 Hope): 20/15: Success: +2 Fatigue.

    A Lore skill test is required to find the site of the battle.
    Lore: 6/15: Failure. Eye Awareness +1. Ill-Fortune: An old injury or stress, resurfaces. Targon’s wound reopens. I’ll trade the Simple Failure for Success with Woe.
    What is the Woe: Lore Table: Share Cheerless Curse.
    It’s a cursed item of Ill Omen. I haven’t decided if it’s going to be a Marvelous Artifact
    Item: Brooch, Ruby, Elven (Eregion).

    The ranger has left Fornost, and after carefully navigating around rough badlands, is now walking the dreaded plains where ages ago the battle of Fornost was fought. He recalls from tales that the battle was on a field, so he searches, but can’t find anything to hint that a battle was fought. As he searches desperately, he moves a large stone slab, hoping to find the memorial site carvings on it. But he’s not careful. The extreme stress, reopens his recent arrow wound.
    What he finds though is worth it. Under the slab is a ruby brooch. The craftsmanship is elven. As he picks it, a faint red light burns inside the ruby, just enough to illuminate his hand, glowing brighter as he moves in a specific direction. Guided by the brooch, Targon reaches an eerie site. Broken spear shafts protrude from the ground. Rusty arms and armor litter the ground. There are a few skulls and bones as well. ‘This must be it’ Targon thinks, the site of the Battle of Fornost, where the armies of men and elves defeated the witch king so many years ago.

    Targon is Wounded, and so close to becoming Weary, but this is the place and this is the time and this is the place.
    Targon: Hunting (Orcs): 19/11: Success.
    Q: Time: 8 AM: Dusk. Neither orcs will have Hate reduction, nor will Targon suffer from darkness.
    Adversary Table: 6,10: It’s Orcs: 1 Orc. I’ll make a Feat die roll, to find out what orc is it.
    E: Orc Chieftain
    1-5: Orc Guard
    6-10: Orc Soldier
    G: Goblin Archer
    The roll is an Orc Guard.
    What could the Orc Guard be protecting: Desolate Curse.
    He’s guarding a polluted stream. Orcs have planted poisonous herbs that seep into the source of the stream, and it’s killing any source of life that drinks from it.

    Targon picks up, heavy orc tracks, a set of footprints. He unearths a spear shaft that is in good condition, and hoists the banner on it. He draws his sword, and follows the footprints. They run on the side of a stream. No sign of life is to the either side of it. As it if it died off. The water of the stream is black and gooey. As he moves upwards, he finally encounters the owner of the tracks. A big orc, taking care of a poisonous garden. Mushrooms and pests abound. The banner held by the ranger leaves no room for stealth. As dusk falls, the orc addresses the ranger’s arrival with a growl, and a curse in black speech.
    “You shall meet your ancestors. This land will be free from the Witch King’s grasp, now as it was before!” Targon shouts and charges into the fray.

    There are no Opening Volleys Phase, we head directly to Close Combat.

    Close Combat Phase 1

    Targon: Open Stance
    Targon attacks the Orc Guard with his sword: 20+P/13: Heavy Blow: Damage 12. Orc’s Endurance is at 4. Piercing Blow: Orc Armor Protection: G: Success. The Orc is not Wounded.
    Orc attacks Targon with his scimitar: 13/18: Miss

    Close Combat Phase 2

    Targon: Forward Stance
    Targon: Intimidate Foe (Spend 1 Hope): 20/11: Success. Orc is Weary.
    Orc attacks Targon with his scimitar: 8+/18: Miss

    Close Combat Phase 3

    Targon: Open Stance
    Targon attacks the Orc Guard with his sword: 19+P/13: Heavy Blow: Damage 12. Orc is Down. Piercing Blow does not need to be resolved.
    Targon earns 1 Adventure Point for the combat.

    Swiftly, Targon strikes the Orc, avoiding it’s shield, and deflecting the counterattack from it’s curved blade. He then takes a deep breath and shouts a warcry, that echoes in the land. His eyes burn with bravery. The banner floats proudly, and almost waves to the sounds of heroism. The orc withers, and almost steps back. It tries a weak blow against Targon, but has lost any confidence, and fails to land it. Then Targon, thrusts his blade into the belly of the humanoid. Black blood spews out. As he pulls out his sword, his opponent drops lifeless to the ground.
    Targon then spends some time to gather firewood, dry branches, and sets fire to the dark grove that pollutes the land.

    I must only assume that his war cry and fire at dusk, may make Targon’s position likely to be detected by more enemies.
    Q (Doubtful): Does Targon’s remain undetected to nearby enemies?
    A: Yes, with an extreme twist.
    A ranger patrol has found him instead. He’s safe for now.

    As Targon increases the distance between the flames and himself, he comes face to face with friendly faces. Rangers. Based out of Fornost. They exchanged news. He didn’t find them a few days back, but they did, and tracked him.
    They’ll stay together for the night, and then, they’ll continue to patrol towards Annuminas and head back. They helped him with his wound, so he should be safe on the trip back.

    With this result, I decide that I don’t need to roll anymore for the return trip to Bree, and he can conclude his mission.
    He will earn 2 Skill Points for Completing a Meaningful Journey, and 1 Adventure Point and 1 Skill Point for Completing a Patron’s Mission.

    Back in Bree, Targon delivers the repaired and emboldened Banner of Fornost to Balin. He gives it to him, folded well.
    “The banner has been restored to its original glory.” He says as he gives it with care.
    “It shall be placed where it’s most needed, Targon. Thank you.” Balin responds.

    Fellowship Phase

    For the Fellowship Phase I will spend 8 Adventuring Points to gain a rank in Wisdom, and the Virtue Endurance of the Rangers. I’m keeping the Skill Points for later.
    As a Fellowship Phase undertaking, Targon will use the Meet Patron undertaking to learn more about the Brooch, see if it has any properties.
    Also he’ll take the Gather Rumours free undertaking as a Warden.
    He will recover 3 Hope Points and back to 9, and Fatigue will go to Zero. The Shadow Points are reduced by 1, to 2 total, as his actions have at least marginally interfered with the return of the Shadow.
    Eye Awareness rating has been reset to 3 from 12.
    He stores the (6) Treasure he has found, and is ready to continue.

    Q: Does the brooch have any magical properties? (Likely)
    A: No, it’s just a pretty, expensive brooch. Still cursed though.
    What Rumors does Targon learn: Surrender, Stricken, Greed
    I won’t decipher the rumor now. I’ll let it sit in the back of my head to come up perhaps with something interesting for the next adventure.

    Targon spends a week in Bree, relaxing, talking to friends, and spending time with the community. The despair of what he saw up north still lingers in the back of his mind, but a good puff of pipeweed and chill ale helps alleviate it. Summer comes, and he’s talked to his friend Balin about the elven brooch he found in Fornost. Balin can’t recall any particular stories about this item. Most likely it was the possession of an elf captain who fought there back in the day. Targon could sell it, but for some reason he still keeps onto it.
    His long journey to Rivendell, and circling back from the north of Rhudaur, has toughened his ranger skills, and he feels ready to jump back into adventuring. Not before asking about any ongoing rumors.

    Session Summary

    Getting back into the hobby, couldn’t have gone better. The One Ring is a unique RPG, and Strider Mode is heavily molded onto it. What I loved about it is how I didn’t need to turn to the Oracle for answers (with a few exceptions). That sets it apart from the standard RPG + GME combo that is required in most RPGs. On the other hand, this gives a more boardgame like feel than roleplaying. Comes pretty close to Five Leagues from the Borderlands skirmish game phases (preparation/adventure-travel/rest). The Strider tables are so well integrated in TOR, that you rarely feel the need to go to the Telling table. Of course, nothing stops you from doing so and getting more detail out of each situation, but why should I?
    For example, I could have asked the Oracle if Targon had realized he was poisoned, but why should I, since the First Aid Healing roll could provide this with a Special Success. Or I could have asked about the setup of the battlefield against the orcs, or some more information about the wargs, and delved into details about hunting the deer, and breaking it down into segments, or exploring to find herbs for healing. But I didn’t need to. It’s similar to how a CRPG behaves. Do you stick to the main quest, or do you spend time to undertake every other side quest that appears. Asking more things on the oracle would be the second choice. Nevertheless, I had enough information on my hands to fill in a decent narrative that will populate my journey.
    Again, I did a few mistakes (for example, I don’t recall taking under consideration that the goblins where weary, and I failed to make my journey Event rolls ill-favoured in some Dark Lands, as well as failing to apply Build Advantage), but nothing too serious. What has been mostly time consuming and hard to follow up is some proper map-notation. I’ll need to be more thorough about it, either through printing a section of the map, and writing on it, or by going digital. On the other hand this vague, fuzzy location, could be considered quite realistic, given the era.
    I did make a few choices to simplify things (as I said, it’s been a while since I solo roleplayed, so this helps), and decided for example that the orcs wouldn’t carry any treasure. They’re wandering enemies after all, despite Targon coming close to dying.
    With that in mind, in spite of Targon’s martial prowess, keen blade, dour handed strikes, and the Strider mode balancing, TOR can be a lethal ruleset. Again the choice of words given to game terms, brings out the tolkienesque feeling. Targon had to spend Hope as a currency to get a good result on his Healing roll to combat the poison. Makes sense that after surviving, he has less to hope for, slowly becoming hopeless, unless he recuperates first. Fatigue again is piling up, and despite being in good health, it does take its toll.
    There wasn’t a very dramatic closure or scale up of the adventure. It was a short adventure, with 2 sessions worth. Yet, it included everything, journey, combat, council.
    On the other hand it was a good starting adventure. Not everything needs to be high in scope or overly complicated. Targon was tasked with repairing the banner, and he managed to do so. Fighting undead, bandits and orcs along the way. Deliberating with elves to persuade them. Travelling on road and in the wild dark lands. He barely returned before the Eye turned it’s attention to him, and returned with some experience along the way.
    I’m not entirely certain about how the whole cursed brooch thing played out. On one hand Marvellous Artifacts should be unique, and it’s good that it doesn’t have any capabilities so early in the game. On the other hand, according to TOR, cursed items are magical items that are beneficial, but for some reason, the shadow has tainted them. So one should have a reason to keep onto them, despite their darkness. I’ll either consider more on this, or just let it be without a further curse and without overthinking it. Perhaps a future Oracle roll will bring some more explanations.

     
  • Unknown's avatar

    giorgis 1:00 pm on July 26, 2024 Permalink | Reply
    Tags: fantasy, , ,   

    Terrain pt8 – Hamlet 

    Continuing yet again with medieval dwelings, this is a Hamlet set from a Kickstarter by Ral Partha Europe. It’s 3mm Plywood, the buildings are based, and also have cardstock details. The set included 3 Medium Buildings (a brick and two half timber), a large Cruck house, a Blacksmith’s, a Small Church, and as an Early Bird it also had a Hovel.

    First of all I’d like to say, I was just amazed at the amount of detail these had. They’re so detailed that at times I wished there were instructions, as despite my careful planning, I made some minor errors (one side of the roof of the Cruck house, I didn’t alternate the roof tiles the correct way, and at top the last row isn’t alternated).

    Also Plywood behaves a lot different than MDF, but I hadn’t tried it before. With MDF you had to Glue -> Prime -> Paint. Because it soaks paint (and primer) like crazy and you usually can’t assemble and glue them after paint. With plywood, while it soaks, it doesn’t expand the same way, and it really helped painting the pieces on the sprues before assembly and finishing the paint. This way some hard to reach spots could have been painted better and more easily. I hadn’t realized it from the very beginning so my work was harder at start (and some corners on the interior are not so well painted).

    This ties to my previous point. The details. These buildings have been meticulously planned, and the roofs have got even a plywood beam set to glue the cardstock roof tiles on top. The half timber houses and the Cruck house have cardstock to provide depth for the half timber, and the brick house uses cardstock brick faces to avoid the rough plywood texture or perhaps the over burning of all these tiny etched bricks.

    All the Houses (Brick, Half Timber, Cruck) have removable roofs, and the Cruck house has even got cardstock to show details on the interior. It took me around a week or more to complete the set because as soon as I realized the detail and the proper steps, I slowed down to do it properly and not a rush job.

    So for the Hovel, I went with a simple stone gray and slate tiles. I messed up a tiny bit the washes because I wanted the etched tiles to pop more, so I got some weird effect that I kinda covered it up with drybrushing.

    For the Brick House, I went with red brick and slate tiles. Due to the 15mm scale, the brick mortar doesn’t pop as much as I’d like, but still, I think it gives the effect.

    The blacksmith took me a while to paint as there were a lot of tiny spots in the (quite flimsly if I may add) wooden beams that support it. Blue wooden shingles and gray stone masonry for the furnace.

    Going forward with the half timber Houses, I slowed down a bit and painted the (assembled and glued unfortunately) plywood first before applying the (painted) cardstock. I went with white walls, aged wood (as per my previous posts) and sienna for the ceramic tiles.

    On the Cruck House, I painted everything on the sprues before assembly and gluing. Of course I also painted the sides after removing them from the sprues. White walls, aged wood, and yellow wood shingles.

    Finally, the Small Church. Here I gave it my all. This one had instructions, which really helped, as it also included some points and ideas like adding LED lighting and stained glass. Paul from RPE suggested using coloured acetate sheets, which I don’t have, but I have some hard transparent plastic (acrylic perhaps) which I cut to rectangular shapes, and freehand painted with transparent acrylic inks (red, yellow, blue) with black outlines, and sealed in gloss varnish.

    From my DIY raspberry days I have a set of like 100 cheap LEDs, and after fumbling a bit with resistors and 12V A23 batteries, I found the easy way, described here https://makezine.com/projects/extreme-led-throwies/. However my design is even simpler. I glued a magnet on the wall under each window of the church. The CR2032 battery is magnetic, so I just sheathed it with the correct polarity in the LED, and put it on the magnet inside the church. I have some example photos with the LED lights to show.

    As for the painting part, stone gray with drybrushing, and blue wooden shingles. The door wasn’t etched, and I wanted the wood lines, so I used my hobby knife to do it. Damping the plywood first made it less likely to crack during this process.

    Having gone all this extra way, I couldn’t stop here. I added brick rubbles to the base, dirt, used Sarissa Stencils for some stone floor tiles, and of course rocks, static grass and grass tufts. Washes here and there to give this weathered feel.

    Before closing and continuing with the photos, there’s a couple things more I’d like to share. One is that RPE shared their plans to include them in their standard shop once the kickstarter items are done, so I guess there’s going to be availability.

    Two is my impression and tips with working with Plywood. I loved it way more than MDF. First and foremost it doesn’t have that toxic burning smell that sits in your throat when opening the package and when doing the first coats. Secondly as I said, it behaves better and you can paint on the sprue. Some extra care when removing from the sprue is needed perhaps. Plywood though does have a slight texture, which can be good in some cases, but not desired in others, depending on the purpose of the build. Also washes tend to apply better to MDF, as Plywood will soak them faster due to the more porous and rough nature of the surface. As I paint with brushes and not spray, I found it hard to get the paint into the laser etched parts. What worked was pass the piece quickly with a wet brush, and before it dries, but after it soaks the water in, do the pass with the paint. This helps the paint flow into the nooks and crannies of the etching.

    Now with the photos.

    Hovel
    Blacksmith
    Brick House
    Half Timber House
    Half Timber House
    Cruck House
    Small Church Front
    Small Church Side
    Small Church Rear

     
  • Unknown's avatar

    giorgis 1:00 pm on July 25, 2024 Permalink | Reply
    Tags: fantasy, , ,   

    Terrain pt7 – Empire Ruins 

    I’ve gotten a ruins set and several walls and doors and stuff to make my own ruins from Iliada Game Studio. Again, 3mm MDF. These are not based, they included a stone tiles set which I used to base the ruins, and they look great.

    This can work for any medieval or fantasy set, and expands the use case from skirmish gaming even to RPGs., as you can make the ruins open enough to manoeuvre, not just a nice prop on the table.

    To bring the bare stone feel (shades of gray progressively drybrushed) to life, I added spot washes, brick rubbles, rocks, piles of dirt, static grass and grass tufts. All the variety I could think of.

    I really enjoyed putting different types of walls together to make my own ruins, so much that I’m looking forward to trying another one if the future allows.

    Empire Ruins set – front
    Empire Ruins set – Rear
    Custom gate ruin front
    Custom gate ruin rear
    Custom Tower ruin front
    Custom Tower ruin rear
    Custom Wall ruin front
    Custom wall ruin rear
     
  • Unknown's avatar

    giorgis 1:52 pm on July 24, 2024 Permalink | Reply
    Tags: fantasy, , ,   

    Terrain pt6 – Village Set 

    Continuing with a Village Set from Iliada Game Studio, across the Aegean, in Turkey. This, belonging to the Kingdom Forgotten range has larger doors, closer to 18mm range, but the difference is not evident between buildings as with miniatures. All my 15mm/18mm buildings fit together on the table fine.

    These are 3mm MDF, very finely detailed, with the roofs on thinner 1mm stock.The set is medieval fantasy, and they have great detail, with separate windows, doors, and big external chimneys. The set includes 2 dwellings, a workshop, and 2 outbuildings that can be attached on the dwellings at whichever side you want for some variety.

    Went with a simpler aged wood approach with brown basecoat, gray drybrush, dark wash and white drybrush.

    Workshop
    Small dwelling
    Large dwelling (with small outbuilding at side covering one of three windows)
    Workshop (rear side showing the large outbuilding)

     
  • Unknown's avatar

    giorgis 11:57 pm on June 23, 2024 Permalink | Reply
    Tags: fantasy, , ,   

    Miniatures pt115 – Non-human adventurers (2/2) 

    For the rest of the non human adventurers (dragon kin, turtle guy, goliath), I went with green tones. They can double as lizard people and the goliath can work as a big orc that will fit nicely with my white orc warband.

    Dragon kin warrior
    Dragon kin mage
    Turtle kin
    Goliath
     
  • Unknown's avatar

    giorgis 6:06 pm on June 10, 2024 Permalink | Reply
    Tags: fantasy, , ,   

    Miniatures pt114 – Peasants 

    Real life got so busy that hobby time (or to be more specific, energy for hobby time) got reduced to a pulp. Nevertheless I managed to steal away some time to finish some 15mm mens. These are some peasants from Khurasan miniatures.

    I used earth tones mainly. I wasn’t too careful with the wash and they turned out a bit dirtier than I was aiming for.

    Peasant with scythe
    Peasant with flail
    Peasant with pitchfork
    Peasant with polearm
    Peasant with quarterstaff
    Peasant with axe
     
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