Tuesday 27 October 2015

Barracks


Added a few bits to my barracks to make it a bit more interactive, and repainted it. That's nearly all of Moedlhafen repainted, now. Not really sure why they designed a barracks like this, right next to the city walls but in plain sight of any attackers. I guess we will just never have proper insight into the strategic and tactical thinking of your average fantasy city garrison captain.





Monday 26 October 2015

Tower Gate (Part One)



Getting into Frostgrave, I decided to do another module for Moedlhafen. I'm trying to get them a little bit more interactive, with more platforms and walkable bits for a bit more of that mad Mordheim scenery feel.

This is gonna be two buildings made from old stone towers, with, for some reason, a walkway between them, like it used to be an old city gate, or something. I've been using lots of left-over bits from my Zvezda castle.







Sunday 18 October 2015

Watergrave: For Whom the Bell Tolls



Finished my Watergrave table and played a four-player game on it. I think it played quite well. Used a homebrew scenario printed below.











Scenario: For Whom the Bell Tolls

Many stories are told of how a legendary ghostship still haunts Watergrave. Sometimes it can be seen sailing through the misty skies above the city on its eternal journey. It is also said there is a magical bell, the ship’s original bell, that if rung, will impel the ghostship to take you, magically, anywhere you want to go.

Set-Up

Set up the tallest structure in the centre of the board. This building should hold the ghostship’s bell at its highest point. Access to the bell should be roughly equal from all the starting positions.

Once the starting positions are determined, before any figures are placed, in initiative order, each player must place one rowing boat anywhere on the water.

Special Rules

Water

Any warband figure going in the water leaves the game immediately. This also provokes a random monster appearance (on a roll of 16-20).

The Bell

The bell at the centre of the board is not treasure, but it can be rung by any figure capable of picking up treasure. This requires an action. The bell can only be rung once during the game. If it is rung, then that figure’s warband receives 50 xp bonus.

As soon as the bell is rung, the entire warband that rang the bell is removed from play together with all the treasure they are carrying, carried aloft the mysterious ghost ship. The other warbands must leave the arena by more conventional means.

Marsh Trolls

Marsh Trolls are the only random monster in the scenario. They can appear whenever treasure is picked up (on a roll of 16-20), whenever a treasure or body falls into the water (16-20), whenever an activation involves crossing a bridge (20 only), whenever a boat is moved (20 only).

To determine where the Troll appears, note a point d20 inches in a random direction from the event that caused the appearance (if this is off table use the point closest to the edge of the table). The troll will then appear in the closest bit of water to that point.

Marsh Troll
M
F
S
A
W
H
Notes
6
+4
+0
12
+2
14
Large, Huge Weapon,
Treats water as normal terrain,
Vomit*

*Vomit: Before a Marsh Troll attacks, roll a d20. If it rolls 16+ then it Vomits instead: Every figure even slightly within a 5” diameter circle centred on the Troll is attacked with a F +0 attack (roll each attack individually).

Sea Mist

Playing on a water-themed table could mean a bit less scenery and more open spaces. To prevent the Line of Sight spells becoming unbalanced, it might be worth considering having a Sea Mist roll in and limit invisibility to 18”, or something like that.

Bridges

Crossing a bridge can provoke the appearance of a Marsh Troll (on a roll of 20). Decide which bits of terrain constitute bridges before you start.

Boats

Rowing boats travel at 4”/2”. They can carry up to 4 figures. Every figure in the boat must use its move action, to make the boat move. And they must all use their second action as a move to gain the second move.

Moving the boat provokes a random monster appearance (on a roll of 20)


Friday 16 October 2015

Wednesday 14 October 2015

Stilt Slum



Finally went back to finish my Moedlhafen stilt slum stuff in preparation for some Frostgrave. I'm quite pleased with how it turned out, and it's quite an original sort of setting for a skirmish game. Plainly, this one is based on the Red Sea.








Saturday 10 October 2015

Watergrave: Wreckage



We've been playing a lot of Frostgrave so I decided to turn some of my Moedlhafen dockside bits and pieces into a Watergrave table. The frost isn't really necessary, and we've effectively been playing Sandgrave, Steppegrave, Deciduousforestgrave, and Whathaveyougrave.

So, I've started on some pieces of wreckage that simply work as rough ground, under the Frostgrave rules. The stuff should come in just as handy for 7th Voyage and pirate games, too.




Another thing that will come in handy for Frostgrave is a shed load of treasure/objective markers.




Saturday 3 October 2015

Federation Base




Built some more Federation base. I built a few bits of this a coupe of years ago, and it always looked a bit half-arsed. But I came back to it a couple of weeks ago, and it looks better now it's been filled out a bit.