Mini from Arbiter miniatures, scaled down to 15mm. ELEGOO PLA Pro Purple. Bambu Labs A1 mini with 0.2mm nozzle. 0.06mm layer height.
So back to basics I got a new ELEGOO PLA Pro to test versus my ELEGOO PLA basic. After doing all relevant calibrations I tried using it with the highly fine tuned settings I had for basic (0.03mm layer height, low speeds, etc).
The results I got were disheartening at least. I got really fine stringing like hair which would cause minor imperfections. I tried adjusting temperatures, retractions, z-hop, drying the filament. Nothing worked 100%.
Then I remembered a lesson I had learned when starting 3d printing: back to basics. Whenever something doesn’t work, reset to default settings.
I switched to the Bambu default presets for 0.06mm layer height High Quality. The results were amazing. Rigid printing minimal layers, no imperfections.
My theory is that the different properties of Pro are more rigid, so it doesn’t allow the squishing of my other settings I was using for basic. However it works really well with default settings perhaps it fixes itself better together with no curling, stringing or gaps.
I was aiming for running this session last weekend, but with Strep and Flu B in the family two weeks in a row, I just didn’t have the energy to do it. The day came though, and I set a game up for the third Field Exercise of Forgotten Ruin. It took me an entire week though to write it down and post it.
This one has the entire Squad (both Fire Teams AND the Squad Leader), but no Platoon officers, so pretty much the regular team that I’ll be taking with me during the campaign.
The enemy force is just two Orc Mobs (Warriors + Archers) of Five orcs each, which sounds easier than last battle, especially considering how I’ll have double the firepower with me this time.
However, the objective is not to eliminate the enemy, but have a troop of mine go to the center of the battlefield and spend an action there. This sounds way more dangerous than sitting in the safety of long range. I can, of course game the game and sit back and let the orcs come to me, but where would the fun be in that!?
Distance conversions Since the game is focused for a 3×3 table, and I’m going with 15mm miniatures on a 2×2 table (with the new 15mm base size, yay!), I’ll do a subtle conversion to gain a bit more room to play, but without being too fiddly to use. I’ll double the values, but measure in centimeters instead of inches, so a Speed of 5″, would convert to 10 cm.
Champions: 1,2 No Champions
The two Fire teams met, and Sergeant First Class Nielsen arrived and took command from Master Sergeant Frank Lee. “Squad is yours Nielsen, I have to get back to Platoon HQ. Tangos are 2 klicks NNE, they seem to be guarding a tower. You are to investigate and eliminate any opposition.” Lee gave the orders and left, M16 strapped on his shoulder. A short while later the 9 soldiers arrived at the point of interest. Two mobs of orcs were visible in the distance, archers sitting behind cover in some ruins. A tower in the middle of the battlefield. Nielsen gathered the squad. “Fire Team 1 take the West Side, Fire Team 2 take the East side, you’ll provide cover against the enemy. I’ll rush in to investigate and dash back to you.”
Pvt. Mays shoots his M70 at the orc archers in cover: 6+1: Great hit: 1+1/1+1: No Damage Pvt. Gibson shoots his M60 at the orc archers in cover: 3,3,4,4: Miss Sgt. Mayer shoots his M16 at the orc archers in cover: 2: Miss
Enemy Phase
The Orc archers suffer from War rage, and they move out of cover The Orc warriors move in a flanking motion from the other side
Slow Phase
SFC Nielsen dashes to the objective tower Pvt Huff shoots his M16 at the Orc archers out of cover: 4: Hit: 2: No Damage Fire team 1 moves to the rock formation
Round 1
Fire Team 2 opens a volley of fire at the orc archers in the ruined gatehouse, however the orcs are in cover, and most of the shots miss, except one aimed shot by Pvt. Mays’ sharpshooter rifle, which grazes an orc, without wounding it. Furious that they’re being shot at, the orc archers jump down from the gatehouse and out of cover, screaming war cries at the soldiers. The other group of orcs, stay in cover and proceed in a flanking movement from the west. With the enemy busy, SFC Nielsen runs in a straight line towards the tower. Pvt. Huff takes an extra shot at the orc archers, but misses, while Fire Team 1 moves in ready position waiting for the enemy to come to them, and keeping overwatch of the open ground at the west side of the tower.
Pvt. Gibson shoots his M60 at the orc archers out of cover:6,2,2,1: Great Hit: 4,1: One orc archer is down Pvt. Mays shoots his M70 at the orc archers out of cover: 4+1: Hit: 1+1: No Damage Cpl. Mayer shoots his M16 at the orc archers out of cover: 5: Hit: 6: Orc archer down Pvt. Huff shoots hiss M16 at the orc archers out of cover: 5: Hit: 1: No Damage SFC Nielsen moves into the tower: Interact: 5+1/4: Success Sgt. Welch Delays Pfc. Shaffer Delays Orc Archers Morale: 2,4: Orc Archers Stay
Enemy Phase
Orc Archers shoot at SFC Nielsen (in cover): 1,5,3: Miss Orc Warriors War rage forwards SFC Nielsen
Slow Phase
PFC Shaffer shoots his M60 at the Orc Warriors: 1,2,3,4: Hit: 6: Orc Warrior is down Sgt Welch shoots his M16 at the Orc Warriors: 5: Hit: 5: Orc Warrior is down Pvt Murphy shoots his M16 at the Orc Warriors: 5: Hit: 4: Orc Warrior is down Pvt. Franks shoots his M16 at the Orc Warriors: 3: Miss Orc Warriors Morale: 2,4,6: Orcs Warriors Stay
Round 2
Fire team 2 keeps shooting at the enemy, who are now carelessly out of cover. Two orc archers are down. SFC Nielsen enters the ruined tower. As he scouts around he sees weird markings of a ritualistic nature. He notes some of them down in his notepad, before noticing the orc archers through the rubble at the dilapidated north wall, aiming at shooting at him. The arrows all strike at the masonry, Nielsen is safe for a few moments, but he knows he has to get out of there. The Orc group from the west, enraged at their enemy in the tower, rush towards him, hoping to get there soon, but they’re now out of cover. Fire team 1 blasts at them with all their guns, killing three of them.
SFC Nielsen moves out of the tower back towards the squad Cpl Mayer shoots his M16 at the Orc Archers: 6: Great Hit: Damage: 5,5: Orc Archer is down Sgt Welch shoots his M16 at the Orc Warriors: 3: Miss Pvt Gibson shoots his M60 at the Orc Archers: 5,5,3,2: 2 Hits: 6,2: Orc Archer is down Pfc Shaffer shoots his M60 at the Orc Warriors: 2,3,3,4: Hit: 5: Orc Warrior is down Morale: Orc Archers: 3,3: Orc Archers Stay Morale Orc Warriors: 2: Orc Warrior Stays
Enemy Phase
Orc archer moves forward and shoots SFC Nielsen: 5: Hit: Damage: 1 SFC Nielsen is stunned Orc Warrior is with war rage and dashes towards Nielsen
Slow Phase
Pvt Mays shoots his M70 at the Orc Archer: 4+1: Hit: 6+1: Orc Archer is down Pvt. Murphy shoots his M16 at the Orc Warrior: 5: Hit: 6: Orc Warrior is down
Battle is over.
Round 3
SFC Nielsen is not going to stay and find out if he can defeat the orcs in close combat. He dashes out of the tower back towards the safety of his own men. In the meantime, the Fire teams don’t stop shooting. 2 more orc archers are down, and another orc warrior. Despite their severe losses, the humanoids stick to fight to the end. The last remaining orc archer has a clear shot at the squad leader and takes it, the arrow hitting the Sergeant. From the west another orc closes at him, screaming with rage and brandishing his weapons. They don’t get a chance to hurt the sergeant again though. A careful shot from Private Mays, takes out the archer, and one from Private Murphy takes out the warrior. The day is victorious, without any casualties, but they need to head back and report to HQ what they found.
Summary
As expected, the player side was victorious. I felt like the odds were in our favor right from the start. We were facing against fewer enemies, and we had more men than in the previous exercise. Perhaps if the table was more busy with terrain it could have been a bit different. During the regular campaign, terrain placement is more random from what I’ve read, and not left up to the player as in the exercises. It is my understanding that this (and of course the Aggression rule) will have severe impact to the flow of battle, but I’ll have to play it out and see for myself. The battle ended quickly and I didn’t even have to (or rather forgot because it was going so well) use the Leadership tactics. For the beginning of the campaign in next session, I’ll write down and finalize my own theme of the world, and perhaps spend a Story point to bring in Athen Smarte from my solo RPG sessions.
Some adventurers and their hirelings, that I printed in the last batch (just one set left to post)
Adventurers and hirelingsAdventurer with torchHireling with torchHireling with torch and bow Thief with sackAuroraAlice with great swordMaiden with sword
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.
NPCsRanger with crossbow HighwaymanOld bardMedicExplorerMerchantNorse maiden
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.
ThugsBandit with sword and shieldBandit with spearThug with club and bottleWitch hunterRat catcherPirateRanger
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.
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 printsBlack PE primer – smooths out the print and helps paint adherence Black drybrush – this fills in the gaps layer linesWhite drybrush – sideways to not enhance any remaining layer linesBasecoats- thick paint in thin layersMetallicsBases paintedWashes application in light layers Varnished – satin on metallics and leather and matte on clothing, shields and fleshBasing 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.
Yellow knightRed knight with daggers heraldry Sir Bedevere – went with movie photo reference Green crusader knight Blue and Red knight Dark knight with horns
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.
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.
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.
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.
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.
HovelBlacksmithBrick HouseHalf Timber HouseHalf Timber HouseCruck HouseSmall Church FrontSmall Church SideSmall Church RearSmall Church Lighted SideSmall Church Lighted RearSmall Church lighted also in ambient lightWIP of hovelWIP of brick houseWIP of half timber houseWIP of Small church – the LEDs, CR2032 batteries and magnetic tape are visibleWIP of blacksmithWIP of Cruck House – the internal beams and doors are visible
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.
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