Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers.
Peter Cushing
Showing posts with label dragonborn. Show all posts
Showing posts with label dragonborn. Show all posts

Wednesday, 18 February 2015

A Storm of Arrows

So that's the second Unit for the Percy Retinue done.



These are tabletop standard only, mainly because I could feel my interest and attention flagging. Unit painting really doesn't suit me.



However, taken as a whole, the Percy Retinue so far is looking quite striking:



The other thing is that the Dragonborn cleric is nearly done; the attempt at source lighting really didn't work but the miniature didn't cost me anything so I can feel quite sanguine about it not looking quite right.



On the plus side, the conversion work has helped to balance the oversized head, so I'm happy with that.

I have a few days of half term left (bar a funeral) so if I can get the archers unit for the Nevilles done I will take a well-deserved break from the Wars of the Roses and paint something else before I come back for the billmen and mounted knights.

Now the depressing bit:

The Pledge So far:

Bought: 189
Painted: 42

CRIPES!

Friday, 6 February 2015

Actual Progress

One of the costs of a largely intellectual job is that it's difficult to see any actual progress. So it's nice to show this:


Yes, that's the first unit for the Neville War of the Roses Retinue. The livery isn't strictly speaking accurate but it is a nice 'generic' Lancastrian scheme and contrasts well with the Percy livery. 

Proper photos will follow tomorrow. 

In other news the Dragonborn Cleric is done and ready for painting. As you can see from last time the cloak has been added to the padded collar and fastened on to the pauldrons. The hammer has been finished and the haft cut down. The final touch - given that he is a Cleric of a storm God - is some lightening flickering around his fist. 



This is the next one for the painting table shortly to be followed by the first unit of Percy longbowmen. 

Wednesday, 4 February 2015

WiPs - knights and dragons and fires, oh my...


I've been struck down by the Black Death (read: a slight cold) but I'm manfully struggling on with the various items on the workbench. 

First up is the second unit of men at arms, the first for the second retinue. The armour has been shaded and highlighted so no there's just detailing and the livery to do:


The second thing I've been working on the third of our D&D characters, a Dragonborn cleric. We couldn't find a miniature that we liked and the player in question plays WFB so I decided on a cut and shut conversion job. 

The basis is a Perry Foot Knight with a Saurus warrior head. The head is MASSIVE; so out of proportion that I've had to build up the chest and shoulders with greenstuff to help build up the upper body. I've also repositioned the shoulders into a slightly more lizardly joint arrangement and added a neck and a tail. 



Once all this work has set, I'll add a cloak which will finish off making the body look slightly larger. I'll also finish the war hammer - although I'm tempted to texture it as stone just for giggles. 

The last thing I've been doing is the fire pit to finish the 4Ground house; photos of that to follow at the weekend.  

Friday, 28 November 2014

Here be Dragons

This is part of a continuing strand of worldbuilding blogs for my nascent D&D 5th Edition game. If you're only here for the wargames, modelling and painting, feel free to skip on to the next entry. 

So, but considering money and British history, I have some details roughed out for how my world is going to work on a social level. But the big question remains - what about the dragons? This is really shorthand for how does magic effect the world.

Although, to be fair, dragons are pretty cool on their own.

On a metaphyscial level, D&D has always operated on the assumption that the world operates on normal physical laws with magic sort of laid over the top; it's easy to think of it in computer terms as being a back door that allows casters to hack the code of reality and do things that normal users can't. This is made more or less explicit in a little boxout in the 5th Edition PHB. I'm happy to work with this - after all, I want these new players to get a proper D&D experience.

So, how does magic work here? I'll cover this in a few sections.

Dragons

Ok, they're too big to ignore and they are pretty iconic, so we need to deal with them. I'm happy to have them as a sentient race - after all, I have a dragonborn cleric in the party. So let's deal with them on that basis. We know that we've got our Roman analogue elves in the backstory and they have a slave-based economy - which certainly fits with Fitz-Badger's comment under the last post about the Mirkwood influence; I can certainly imagine Thranduil putting the Dwarves to work. So that's how Dragons got here - dragon slaves were used as transport and heavy cavalry in much the same way that Claudius threw a few elephants into the British campaign. I also live the visual of ruined 'docking towers' dotting the landscape where the sky-triremes were once berthed as part of the Empire's trade routes. 

When the Fall came, some of them were left behind; and through some means that we can explore at another juncture this led to some form of interbreeding - probably some sort of cult, it usually is - which results in the dragonborn. There was probably a small number of dragons left behind which makes them rare and interesting. I'll fiddle around the edges of this concept to come up with a reason for wyverns - after all, what is my Wales analogue without a red dragon? - but this gives me a way to have them around but without taking the world too far from our basis.

Halflings and Gnomes

Yeah, I'm going to go with the Jewish Mediaeval model here. Not the purges and the discrimination - although that might produce some good story seeds if I decide to play that card - but by having them as dispersed populations without a homeland. They'll need some sort of service or goods that they can provide, analogous to the moneylending of the middle ages, but I might leave that until I've got a handle on religion. Whatever it is will be cultural rather than race-based as there's nothing in the PHB that jumps out at me as a big enough hook.

Magic Users

Yeah, this is the big one. I'll deal with clerics in another post as that requires me to get to grips with religion which is a bigger question than we have here.

The Wizard player has already mentioned in play the 'Head of [his] Order' so I know there must be more than one order of casters. Normally I could flail around for a while with that but the nice thing about working with D&D is that rules presuppose certain things about every setting. To whit:


  • There are three types of arcane Spellcaster: Wizards, Sorcerers and Warlocks. So that's my orders sorted out.
  • Magic items can be created - interestingly, in 5th, non-magic users can create certain potions if they are proficient in the apothecary skill. I see no reason why non-spellcasting smiths couldn't make magical weapons or armour - after all, if it's good enough for Mime in the Ring Cycle, it's good enough for me. 
  • Teleportation Gates can be made permanent quite simply. This has, I think, a far reaching effect on the game world, unless it is strictly controlled. Thankfully, by skipping forward slightly in my pillaging from history, I can quite easily put in a method of social control for such power - I'll put it under the control of a Guild. I can't take full credit for this idea - after all, it's pretty much the same solution Frank Herbert came up with. 

So, for my world, I can quite comfortably add the following:

The Guild of Journeymen: controls teleportation gates in ever major city. Only Guild casters know the sigil keys for these gates and these are the main trade routes for major merchants. This had a brilliant knock on effect - it leaves the roads and rivers as the only routes affordable by minor merchants and so is ripe for smuggling and wilderness adventures. After all, if most of the King's taxes are collected at the Journeymen's Gate, he has no need to pay for expensive patrols on the roads out and about the place.

There will be three main orders of casters; the Witan (Wizards), with the name stolen from the Old English for 'to know'; the Trowe/Faithbreakers (the first being what they call themselves, as in true to Things with which they have made pacts, and the latter being the literal translation of Warlock); and finally the Scinlaecan (middle english for Sorceress). For this to work practically, we're looking at a Guild-type system again, a closed shop of magic users in which unapproved magic is frowned upon. I imagine some people employed by the Orders as witchfinders, whose job it is to find magic users and bring them 'in from the cold'. I can't imagine these being anything other than figures of fear, sweeping into villages and hauling away talented children. I've always preferred innocuous names for bad guys, so lets call them Gatherers.

Horror

I'm actually incapable of running a game without some horror elements. As I alluded to in the last post, I ran Call of Cthulhu for more years than I can comfortably count on a weekly basis. So, where can I slip in some horror? Well, we'll obviously have some Grendel-influenced trolls and other beasties in the fens and moors, but that's just a case of presentation rather than content. It's not Lovecraftian by any means.

Baked into the rules system of the Warlock is the idea of the pact with an Other - be it a fiend, an Old One or the Fey. But what is all magic was simply accessing the powers of unknowable Things From Before Time? What if, every time magic was used, the fabric of our current reality which keeps them at bay was weakened? And that pretty much gives me a cosmological reason to start introducing Arboleths, Beholders and Ithilids into the milieu. At some point, our Wizard will have to realise that every piffly little Magic Missile he casts brings the destruction of the entire world one step closer, until he realises that he has almost unlimited power but is too afraid to use it... And that's Lovecraftian horror.

That's pretty much it for the moment - the next couple of posts will be miniatures based while I wait for the next game session. By seeing how the characters play I'll gain a bit more cultural information about their races and classes.

As aways, let me know in the comments what you think and I'll nick the best ideas.

Saturday, 22 November 2014

Interregnum - A Review of Dungeons and Dragons: The Lost Mines of Phandelvar

Just a quick note in two parts about my first go at running a roleplaying game in a decade.


Part the First: the game


The new edition of D&D is lovely. It's jettisoned a large amount of clutter from the rules; although it's kept that awful class and level system - although that does have a certain retro charm - the rest of it very much feels like a game that's taken  notice of the evolution of rulessets over the last twenty years.

The use of a D20 makes the odds very unpredictable - there's a huge amount of swing in combats and skills checks; the advantage mechanism - which is a bloody brilliant bit of design - mitigates this somewhat but I've added to that with allowing players to use Inspiration for rerolls.

And Inspiration - we're dealing with an edition of D&D which mechanically rewards players for playing their characters. We're through the looking glass, here.

The Lost Mines is an adventure that comes in the starter box. It's neat, well structured and has a good balance of set-pieces and sandbox freedom that is an excellent introduction to the concept of roleplaying for novices. I can imagine a new GM being a touch overwhelmed by it as I've already had to go quite fast and loose with some elements to make it flow. There is one encounter about halfway through that is going to kill any party that rushes in where angels fear to tread -- which I'm all in favour of.

Basically, if anyone is umm-ing and ahh-ing about buying this new edition, go for it. You won't be disappointed.

Part the Second: the play's the thing


So, we have 3 players. A female Religious Studies teacher; a male RS teacher; and a male IT Network Manager and Web Designer. Respectively, they created a Dwarf Fighter, a Dragonborn Cleric and a Human Wizard. As they hadn't had any RPGs under their belt before, I decided to give them the full experience and have them meet in a tavern.

It didn't go well.

The dwarf threw nuts at the head of the dragonborn; when the cleric went over to batter the 'shortarse runt', the wizard tripped him up -- with a crit, no less. Things went rapidly downhill from there.

I actually missed a trick here - I should have locked them all up and played it as The Usual Suspects; but alas I am rusty and missed the chance. Anyway, by an NPC resorting to bribery, I managed to get them escorting a wagonload of supplies up north.

They traveled for a day without speaking to each other.

They camped the night without speaking to each other (and didn't post a piquet - if that happens again I shall destroy them with a wandering beastie of some description).

The dwarf seems to be developing a drinking problem.

Thankfully, a goblin ambush provided something of a common enemy; party relationships were not helped by the fact that the wizard took out more than the Cleric who is operating under the assumption that he is an effective warrior - he's yet to see the Dwarf fighter go The Full Gimli.

Anyway, we left it where they were heading into the Goblin hideout in pursuit of that most noble of all adventurers - loot.

So basically it took them three hours to go from never having played D&D to breaking into someone's home to nick their stuff. I'd say that counts as a success, wouldn't you?

So my question is - I need some good miniatures for the characters. Any suggestions for the following (and you know I'm happy to convert and sculpt as required):


  • A male human wizard, aged and bearded, robed, quarterstaff and with a pointy hat - no brim. 
  • A male dwarf with a two-handed warhammer, slung shield and chainmail. Flagon of ale would be nice but not essential.
  • A male dragonborn cleric in chainmail with a two-handed warhammer, slung shield. Wings would be nice but not a dealbreaker.


Any thoughts gratefully appreciated.

I promise I'll stop the D&D posts soon and get back to the wargaming - I have another WFB match coming up.