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Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle
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TOPIC: Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle
#28018
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
All

I plan to chronicle the Red Hand of Doom which my group has just started. If you want to play the game yourself I would suggest you don't carry on with this post. Otherwise - enjoy.

Later today will be our second evening - time to put up the pictures from our first session. The first session is an ambush. As my group is stronger as recommended this didn't cause too much problems for them. The first session was pretty devoid of DF (it was out doors). But I plan to use more whenever possible.

But lets start from the beginning:

Picture 1 and 2 are recently purchased Campaign Coins. I stumbled upon them just ahead of Christmas and my wife likes them a lot. The set contains a total of 120 coins in 4 different metals. They are nicely done - and just work great with DF. So instead of just saying you get x gold pieces you can hand over a bag of coins - for them to count (see picture 10)
The lay-out is in picture 3. This is the map you get with the module.
Picture 4 - the layout before the players arrive. I use Hexon II boards. I'm still looking forward to a CON in London (Salute, April) to get another box to be able to lay out 4*6 feet as well as to get some more hills as well as roads and streams. The 'road' was some packing material which looked really useful and therefore was kept.
Picture 5 - I got my Otherwold boxes (Orks and Giants) that day and there was a handy empty box. Useful for keeping my models for the game handy while I could keep it closed.
Picture 6 - unfinished business ... I had to use the latest HA molds (ruined fieldstone) as I wanted to have the building 3D. But I didn't manage to get it painted in time. Well - it will be reused for Mordheim - and eventually it will be painted.
Picture 7, 8 - the finished layout. The trees are from one of my players
Picture 9 - the game in play - and two pieces of DF.

As I said - the group had not much problems. The worst was the domination of one of the group (actually - a new member not yet part of the group but trying to become one) who is a thief and started mid-fight shooting his own comrades.

Ooops - shlight mistake from my site to mistake a clerir with a war priest. So I had one tougher as designed enemy. But it added some spice. Nearly got one of the dwarven fighters - and the new player has a lot to role play now to get the trust of the group - after turning on them.

Well - time to get the game prepared. The battery for the camera is charged right now - and I plan at least to use the MBS set tonight for the in-town encounter (roleplay).

Thod









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#28019
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
those are awesome coins...I've got a pouch too:)
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Stefan Pokorny

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#28020
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
SPOILER ALERT!



I wish my experience going through that module was as nicely "displayed"!!!

Great layout!

Can't wait to see what you do for the bridge/gorge and the runied keep in the middle of the swamp!
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#28021
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
Harneloot

I guess this will take a while. We play every two weeks - just moved our schedule from Mondays to Tuesdays.

All

After being nearly without any DF for the first session I tried to make good on it for the second one. The only non-DF scenario bits used are a few Grendel inn tables with customers. Yes - I have 2 Tavern accesory sets - but it seemed not enough to fill my inn.

Well - here is already the action from yesterday - or at least the layout. The first evening ended when the group reached Drellins Ferry and was stopped by the town patrol. Having 2 prisoners in tow - one hobgoblin as well as the new rogue who wants to join the group (but turned on them when under the influence of a spell) as well as offering all the armour and weapons for free !! to the militia paved the way for the second bit - roleplay with the authorities from Drellins Keep.
Even the kobold sorcerer as part of the group was ignored under such circumstances. Hey - as there where two plus 1 swords and a plus 1 plate mail in the donated armour and weapons I didn't even charge for the ferry and for boarding in the best inn of the town (no - the group isn't aware yet there were magic items in the loot ... no - even with a paladin in tow they are not that generous ...)

So for the evening I build up a tavern (well - needed a reason to use my MBS sets) and the group did well in regard to get information.

The only person really in trouble was the rogue. Having been thrown into a cell together with the hobgoblin he insisted on intimidating the hobgoblin to claim the straw on the floor as his. Don't think it is a good idea to try intimidation if you are without weapon, without armour and only lousy strength 7 - even if you are level 6 or 7 and you try to intimidate a 13hp hobgoblin (who has a strength of 13 and also some skill in intimidation).

We had some fun - the hobgoblin with d3+1 damage, AC 11 and a base attack of 2 against the rogue - using the chamber pot and having a d4 -2 damage thanks to his strength. I took him down to 0 hp when he finally dropped the chamber pot and asked for peace / shouted for the guards for help. A shame - I had 4 more attacks before the guards unlocked the door - but landed not a single additional hit to make his shame perfect.

He also didn't do that well when he was questioned afterwards to diffuse that he was in league with the hobgoblins. Well - the only positive of the fight was that the hobgoblin was so outraged about the 'filthy human' he was in a cell with that he pretty much convinced the authority that the rogue wasn't in league with them. So they got seperated in two cells for the reminder of the night and released and placed under watch with the group which is now leaving Drellins Ferry.

More in two weeks time. It was too late at this time to start something new - and will give me more time to prepare some nice scenery.

Thod






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#28022
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
These outside setups almost smell flowers and summer!nice job.
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#28023
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
Heeheh the Funny thing is i was a player in a game where the Gm said he was running this mod, and none of this looks familair...

I think the GM modified the Adventure to the point that it was not even the same thing....

It was three weeks into the adventure when we had an ambush, but we were ambushed by some guy riding a Slashwrath (Slashrat, what ever the things from the FF was) Like your version better.
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More Sci Fi Please, request a DEAD END for Sci Fi Passages
Classes of the Old Republic
Some RPG and mini stats including the Exodus and AAT (along with good source of a Mini scale version of the AAT).
 
#28024
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
Ghengis

I try to stay close to the adventure. As I said - in the ambush I swapped a cleric with a war priest - well - this was an accident which spiced all up a little. And off cource neither the jail nor the inn are detailed in any way. But the inn scene is part of the adventure - while the jail scene was improvisation as I had to go with the flow and the 'roleplay' aka stupidity of one of my players.


Thod
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#28025
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 2 Months ago  
Oh i'm not knocking you, i am knocking the Ex-GM (the game actually imploded around him as everyone pretty much quit).
I guess my point was yours sounded a heck of a lot more like a fun game to be in, the one i was in was pretty much a horrid affair, where every chance the DM basically shafted us and it was a pretty bad experince.

That's why our romp through the Red Hand of Doom looks nothing like yours, yours seems to make sense... ;)
Ghenghis Ska
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More Sci Fi Please, request a DEAD END for Sci Fi Passages
Classes of the Old Republic
Some RPG and mini stats including the Exodus and AAT (along with good source of a Mini scale version of the AAT).
 
#28026
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 1 Month ago  
All

The last session was two weeks ago - but as my parents dropped by for a week (the computer room doubles as guest room) I never really got around posting the session. Well - the fourth session is 90% build up downstairs - and 1 1/2 hours to spare - so time to upload the session which we already played.

So what happened - the group left the town to investigate what the hobgoblins are up to. Especially they were given some advice to meet up with Jorr - a woodcutter who lives on his own in the wilderness. To get to Jorr they knew two routes - one along the main road and another one following a small path. Also - unknown the them - further down the path a Hydra had made its lair and was laying in ambush.

Do to all this - and to really get the players by suprise but also as it takes a while to build up something I build a single basic layout of the road / track with some water nearby. The difference between the road and the track - bridges got replaced by logs to cross small streams. In addition the group went the same trail twice ahead of the encounter with Jorr (with some empty ruins on the side) to ensure that just walking along a build up road doesn't mean ambush. So spells used in preperation of the first 'walk' would be used up by the time (or needed to be cast multiple times).

To prepare this I bought in some hexon streams and water pieces and added the water/flock myself. I'm quite happy how it came out - and this also used up some pretty old resin from the ice set.

Picture 1-4 show these 'non'-encounters. Picture 5-7 show Jorrs hut. The small stream with the log actually caused a lot of problems. The paladin with his squire felt it was un-knightly to get off his horse and balance over (check of 5 and take 10 allowed) - so he ended up in the stream after a botched jump check of his horse. Well - still better as his cleric friend who also jumped into a stream earlier - and then didn't make his ride check and fall in as well. Not sure why it is more knightly to take a bath in full armour as to get off the horse ...

Well - at least the botched jump check ensured the paladin wasn't riding 3 feet full gallop in front of three jumpy huge dogs. This would have meant some Will saves - or they would have attacked - which would just have complicated issues.

Picture 8-10 are showing the ambush with the hydra. Unfortunately I didn't manage to paint the beast in time - just got some base colour and a single ink wash done the night before. I didn't manage a lot of damage with the hydra. While the attacks of the warriors were non effective (they didn't knew how actually do real damage to the beast by either cutting off a head a time or alternativly going for the body) the mage did two lighting bolts into the body. Well - don't think water will give cover in this case ...

So heavily hurt - and without a kill - the hydra fled.

Picture 11 is the map - detailing the hydra ambush. Well - there is some artistic freedom I used in building everything up ...

Well - at the end of the night I still nearly got my kill. A random encounter with a dire boar - and I managed to get the dwarf down to zero HP.

Well - enjoy - more to follow of my version of the keep

Thod










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#28027
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 1 Month ago  
Thod,

I think I remember that you posted here somewhere about the hex tiles. However doing a search I could not find it. Can you post the link again?

Shadox
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We Search our whole life never finding what we were searching for...
Over 143 Sets (Expanding), 300+ Loose Pieces (Expanding), 11,000 plastic figures (Expanding), 1,000 metal figures (350 actually painted)
 
#28028
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 1 Month ago  
Shadox

I will look up the link and also show a few photographs of the streams before / after paint and flock. Just give me a day or two.

All

This is part one of Vraath Keep. I renamed the map - so hope it will come up as the first picture.

Vraath Keep is quite big - and supposed to be on top of a rocky hillock. I felt to mimic this I wanted to give the keep some evelation. I contemplated some DF boxes - but I felt they are too high - and I don't use them in my gaming room - no good getting empty ones them down from the loft. So looking around and seeing the nice ramp on the Lego plate I opted for a Lego base. Now writing this I think - why didn't I use the cavern set. Probably would look even cooler. Fact is - this layout is part of a game. I build it up after work when I'm home. It has to be ready at 20:00 when the players arrive. Taking into account that the same table is used for meals - giving me on average 30-45 minutes max for a layout. And it has to be cleared up next morning.
Having said this - I did cheat. I was home earlier with the kids - they 'helped' me while we had to wait for my wife to come - and I decided we have some picknick in front of the DVD player instead. But I felt I just raise this issue - as part of my motivation to this thread came from a question by a new forum member - is DF used for displays or gaming?? Well - my answer was both - but pictures tend to be more often on the display side.

Having layed the foundation (yes - I even contemplated to add the secret chamber below but forgot) and covered it with some felt (yep - still unused for my second generation dice tray) I started building.

For the tower I opted for my Hirst Arts tower. Looks great and saves me lots of build up. And DF doesn't really offer a huge round wall. Not that I think you could do well enough with 4 round corners and some staight wallls. I then started to add the walls - and soon discovered that 6inch walls are really some of the most important bits for bigger layouts - and you never have enough of them.

Starting to run out of walls I used the MBS set for the stables - at least the inner part. I felt this worked quite well. Yes - you might spot some HA walls from my sewer set. Again - for a display I would have replaced them when I had some walls left in the end - having switched to MBS for the stable and added some corner bits for the internal walls. But for a game you just leave it in place if it is kind of okay.

The biggest problem I ran into was rubble and the destroyed gatehouses. I think something really useful would be some rubble pile (see my hommage to the Mad Yank - rubbish, nothing but rubbish approx. a year ago) as well as some crumbled walls. Surely this is something on my to do list for HA for the near future. I did some collapsed walls for my Ice room sets - but actually they are so much more useful for DF style walls and actually simple to do if you have the HA ruined fieldstone walls. Off course - buying from DF is easier - as you don't need to make them yourself.

For stones I used some pebbles still around from my mine project (yes - there is some progress, albeit slow - will post soon).

And then I had to find something to cover the whole lot. As I was taking pictures I felt using some DF flyers a fitting cover.

So all in all - this was the layout - 90% ready ahead of the game. There are a few more bits from the game - I will get them off my camera once this is posted.

All in all - I feel this was the best setup so far for the adventure - well - it also took the longest. And yes - is also uses most of DF pieces so far.

Thod













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#28029
Spoiler - Red Hand of Doom - A Knights of the Ladder chronicle 6 Years, 1 Month ago  
All

Now the photos shot during the game - and yes - these are ALL of them. 3+ hours of game and four photos taken. It seems a shame - but as a game master you keep the game going - making pictures is rather an afterthought.

I didn't even take a picture of the shed which I build after the early pictures ...

So how did the group do ??

There were only 5 gamers the night. The rogue was missing. He was send on a scouting tour around the keep (and spotted a crumbled wall on the site) but otherwise I left him out of the game.

Going in though that route proofed to be the ideal way to get things done. This way the group managed to hit the main force (one minotaur and four hobgoblin veterans) in a suprise. Even more important - they blocked the way for the Bugbear mage leader to gather the map with all the details from the war room and escape with it.

So they charged the minotaur whom they assumed to be a demon. This was actually quite interesting and such a misunderstanding only works if you build it up and let people decide what they think they see. As I had build it up and showed them what they saw ahead of the charge - I didn't feel I had to correct them that the demon was actually a minotaur. I think they figured it out as he was the first one down.

The hobgoblin surprisingly lasted quite a while. Again - it proofed really great that the whole lot was build up and the sorcerer insisted to stay out of the whole fight and placed himself next to the door of the tower (with the Bugbear mage inside). so he coming out of the tower and cast a deaf/blindness on the kobold sorcerer - taking him out for the rest of the evening.

But at that time it was a lost cause for the Red Hand of Doom. The manticor arrived as reinforcement - but wasn't keen to go into the room. Well - he managed a few turns later to take out one of the dwarven fighters. Hitting him 4 times (out of 6) with a shower of spikes - and causing him to fall down the stairway up the tower. I did some good dice rolls to get four hits - and the player got lucky that I missed the critical thread just by one - otherwise he would have been dead.

The manticor did some further serious damage on the second dwarf fighter - but having run out of spikes and having suffered serious damage in close combat he decided to call it a day. Well - his paymaster was down at that time and loyalty not necessarily big. The same can be said for the worg riders who tried (unsuccessfully) to lure the players out of the room into the court yard where they felt they had an advantage in regard to speed.

So for a while it was a stalemate - neither side taking the initiative. Not the two remaining work riders - and not the group - not knowing what else was still around. In the end I let the worg riders leave without a fight. Didn't roll high for loyalty and it just wouldn't have made sense for them to suicide themselves - knowing they were the last ones standing.

The luck of the group was that by starting in the middle they cut off any access to the war room and to the mother load of enemy information. While they pondered for quite a while that they didn't find anything useful it was theirs for the taking just one door away. And yes - after a while they decided to check out the 'unopened' door.

Sorry - not much more pictures. I had a printout of the map on the table (shown in the last post) and got a manticor (painted albeit my wife doesn't like the paint scheme - heck - it was cheap) from E-Bay for the game without having him on any picture. But as a game master you only realize later all the missed chances to take photos.

Hmm - maybe I get my wife to make some during the next game ...

Next game will be a wrap up - and depending on the decision of the group they will go to Skull Gorge Bridge or back to town. I will probably wrap stuff up, award XP and see what the decision is. If they go for the Skull Gorge Bridge - what I hope - I will set it up a session after the next. This should be a nice set-up - using the river pieces and the cavern wall for the gorge and classic DF for the guard towers - hmm - and yes - some of my HA bridges to span the gorge.

I will have to do some artistic freedom - no way to do four five sided guard towers just for the sake of it - but I hope it will come close enough.

Thod



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