Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Monday, 16 February 2026

Exploring Kal-Arath - Episode 4 - The First Chamber

 Hi Everyone,

                     Here is episode four of  Mal-Shui's wanderings about Kal-Arath, the setting authored by Castle Grief. It does seem rather popular in YouTuber circles, and I can see why. 

Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1
Male Human. Age = 24. Brown eyes and hair, 6'1" tall. Hp = 6 out of 7. Xp=0.

Equipment
Longsword, (Att +1, Dam +1), Staff, Dagger.
7 1/2 days' rations in a sack. Tarnak Berries (Sc=3),  Waterskin.
 Rough blue tunic, an animal fur cloak.
 Terradon Tooth necklace with Tribal Totem carving.
 Eggshell cooking bowl. Tinder and flint. 
Silver Coins = 4. Xp=0.

Threads
 1)S or G Village Member, 2)Wizard - Jis-Kel, 3)Treasure seekers,
 4)Khainar Yak Folk, 5)Yamil-Torl.

Yamil-Torl Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1
Male Human. Age =34. Green eyes, Black hair.  5'11" tall
Hp.  = 4 out of 6. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage). Rough clothes. Silver Coins =0.

Threads
Previous Tribe members.

Episode 4 - The First Chamber 

 They step around the opening gingerly and look into the open space before them. When nothing charges at them, they move further into the opening space. They look around and see a rusty old machine of some sort and an old waterskin. They move further in so that they can see more of the chamber with their torch. Next, they see an abandoned helmet with dents in it and a burnt-out torch. Mal picks up the stump, and it crumbles in his hand, rotten. 

Mal tries the helmet on; it wobbles loosely, he puts it on Yamil, and it is solid. "It fits, at least we have found something of use in here," chuckles Yamil.

"It's been a while since anybody worked in here, but it may have had other uses," Mal said.

Yamil nodded, "Let's keep going a bit further at least."

"Right, lead on".

They moved onwards into the gloom, stepping over planks and pointed stones. The chamber bent round to the right. They saw a makeshift table with four plates on it. Six-foot-long timber beams and boards were stacked against the wall, ready for use.

A hole appeared in the left wall, but the chamber carried on curving to the right. "We might as well finish searching this part of the cave before we go anywhere else". suggested Yamil.

There were four rough cots in the corner; a leg had given way on one of them, giving it a decided droop. "It would get stuffy in here after a bit", said Yamil.

"Maybe that rusty thing helped somehow."

(Y Perception =5 + 5 =10).

As Yamil got closer to the beds, he saw a tiny gleam in the soil. He bent down and poked about with a twig, and out popped three silver coins. He rubbed off the dirt. 

"I cannot make out who's the Sultan on this, so it may be old. Did this fall out of his pouch, or did he bury it for safekeeping?"

Mal replied, "Well, we will never know if we don't look".

"Well, be careful of snakes and stuff in there".

(M Perception =1 and 1, Critical fail = Triggered a falling rock trap).

He grabbed the makeshift cot branches and dragged them to one side. As he did so, a slab on the wall started to move. He leapt to the side, narrowly missing injury.

(M Agility 5+5+1 = OK)

They propped the rock back up,  then he scraped the dirt with his sword, seeing if he could find any more depressions. 

He stopped when he heard a clink. Another silver coin. He kept searching, two more coins, then three coins, but no more under the bunk.

He held the torch while Yamil searched the next two areas. Nothing in the first, but twelve in the second. Mal had the final hunt around and came up with one gold coin.

"The fates are smiling on us today, Yamil"

 "Yes, we have not been forgotten, I will.."

Just then, it got noticeably dimmer. "The torch, all that waving about has loosened the bindings, grab the next one." 

He turned his back so Yamil could get at his straps, where he had looped them through. He felt the rough bark of the wood as it was taken out.

Yamil thrust it into the weakening flames until it caught alight."A close call, as I was saying, I will dance for the Gods tonight." 

The flames grew strong and steady.

"1 will join you in that dance, my friend", affirmed Mal, "But first, we have another tunnel, with the fates on our side," pointing into the blackness. 

"Then, let us not keep them waiting a moment longer".

The passageway veered 40 degrees to the right and was lower than the previous one, about 4 and a half feet. Occasionally, the rock ceiling would ping off Yamil's helmet when he grazed the roof. It curved to the right, then left.

About 60 paces into the tunnels, they came to a circular crossroads, one veering slightly to the left and two going east and southeast. The southeast one is curving back the way we came, or so we think.

Yamil pondered, "Which way should we go?"

             Entrance                    Mine Map 1.

End of part 4.

Please feel free to give me some feedback in the comments section below.

Notes: I rolled up the coins randomly for each bed. 


Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1
Male Human. Age = 24. Brown eyes and hair, 6'1" tall. Hp = 6 out of 7. Xp=0.

Equipment
Longsword, (Att +1, Dam +1), Staff, Dagger.
7 1/2 days' rations in a sack. Tarnak Berries (Sc=3),  Waterskin.
 Rough blue tunic, an animal fur cloak.
 Terradon Tooth necklace with Tribal Totem carving.
 Eggshell cooking bowl. Tinder and flint. 2 Torches unlit, 1 just lit.
In pouch - Gold Coins = 1. Silver Coins = 10.

Threads
 1)Scaleel or Goritan Village Member, 2)Wizard - Jis-Kel, 3)Treasure seekers,
 4)Khainar Yak Folk, 5)Yamil-Torl.


Yamil-Torl Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1
Male Human. Age =34. Green eyes, Black hair.  5'11" tall
Hp.  = 4 out of 6. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage). Rough clothes. Bronze helmet.
 Silver Coins in pouch = 15.

Threads
Previous Tribe members.

Regards all,


Ivor Cogdell

Kal-Arath (C) Copyright 2023 Castle Grief. Permission to copy for personal use.

Exploring Kal-Arath (C) Copyright 2026 Ivor Cogdell.
Map 1a and Mine Map 1 Artwork (C) Copyright 2026 Ivor Cogdell.
I am using "Wilderness Encounters" from drivethruRPG.com. No copyright visible.

100 Items Found In An Abandoned Mine From (C) Copyright: the GM Mastery list.


Saturday, 14 February 2026

Exploring Kal-Arath - Episode 3 - The Red Mountain

Hi Everyone,

                     Here is episode three of  Mal-Shui's wanderings about Kal-Arath, the setting authored by Castle Grief. It does seem rather popular in YouTuber circles, and I can see why. Easy game mechanics and interesting story generation.


Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1
Male Human. Age = 24. Brown eyes and hair, 6'1" tall. Hp = 6 out of 7. Xp=0.

Equipment
Longsword, (Att +1, Dam +1), Staff, Dagger.
9 days' rations in a sack. Waterskin. Rough blue tunic, an animal fur
cloak. Terradon Tooth necklace with Tribal Totem carving. Tinder and flint. 
Silver Coins = 4. Xp=0.

Threads
 1)S or G Village Member, 2)Wizard -  , 3)Treasure seekers - 4)Ka Yak Folk.
,5)Yamil-Torl

Yamil-Torl Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1
Male Human. Age =34. Green eyes, Black hair.  5'11" tall
Hp. Max = 6, Current = 4. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage). Rough clothes. Silver Coins =0.


Episode 3 - The Red Mountain

 At the sound of Yamil's voice, quiet as it was, the Eukarya's head swivels towards them, honey dribbling from its mouth, as its beak drops slightly to display an array of sharp teeth. It paused for a moment, sensing our lack of threat, then its head swivelled back to the bees. It had a few more slurps of hiney and then gracefully moved away from us down the track. (I had rolled friendly for its disposition). We breathed a sigh of relief.

"So the stories the Yak folk told me around the fire were true then. I thought they were entertaining folk tales, but they were warnings being passed on. I shall take more heed in future. They called these the Red Mountains; now we know why."

"Ya, they were real enough to kill skinny folk like us. It must have eaten a substantial meal recently."

They started a small fire, and deflected the swarm of bees away from the hive nest with the smoke, then helped themselves to some of the remaining honey that the Eukarya had left behind. After warming themselves for a while and drying their furs, they put the fire out and set out again, being more watchful of their surroundings this time.

The birds in the trees kept up a merry chorus, hooting and tweeting, flitting among the branches, but not too close to be worth taking aim at. The honey had boosted their spirits a bit, but the newfound dangers were always lingering at the back of their minds. They always checked for creatures before breaking cover and going into the open. It was slower, but safer.

They were approaching the point where the trees died out due to the altitude, and decided this would be a good place to stop for the night, still having cover, and the woodland was a good source of food. Mal decided he would forage for a bit while Yamil prepared the fire and made a rough lean-to shelter to block the wind and keep the two of them off the wet ground; that way, they would be warmer than just with a fire going. Yamil started gathering dead wood so they would not need to use the bundles they had made earlier. (I rolled a 3, so I called it half a ration for the short time of searching.)

Mal comes back to Yamil carrying some scruffy roots and tubers, "We struck lucky tonight".

Looking up, Yamil replied, "I don't think so, those won't go very far between the two of us."

"No, I don't mean these stringy things. I found a cave! " (I rolled 4 on the Point of Interest table.)

"What did you say!"

"It's either a cave entrance, an old abandoned mine shaft or something like that. We could be rich!. The entrance is all overgrown, about 8 feet high, with a gradual slope going down and then flat. I suppose there could be better, well-used entrances somewhere else. It was only because some Tarnak berries were growing through the other plants, and I bent down to pick them, that I found it.  It's not far from here, come and have a look. If nothing else, we should be dry tonight."

"Unless it's already got something living in it."

They walk over to the concealed entrance. "We can get in it easy enough, just hack a few plants out of the way"

"It would be best if we let them do their job of hiding the entrance and just squeeze past them without disturbance, if we can. We may want to come back here, and the less visible it is, the better."

"Ya, that's true. But, I want to get in there now".

"We might need rope later, but at least we can make a few crude torches from some branches. At least we would know more about it than we do now. There is a little stream around the rock, too."

"Let's get at it."

They fashioned four torches out of what was available in the area, not wanting to take too much time on the task. They lit the first one and poked it into the entrance, listening for any reaction from inside. Nothing. The entrance was four feet wide and four to five feet high, mainly limestone but with white veins going through it.

"It seems fine", said Mel.

 Yamil nodded, and Mel advanced into the opening. There was a small rodent nest at the entrance wall. Mel put the torch low to the ground, but he could not see any recent tracks or imprints of anything. They kept checking the ceiling for loose rocks or spiders, and movement on the ground for rats and the like.

The tunnel went straight forward into the mountain. They could only see about six feet in front of the torch. Yamil was using his staff as a probe on the floor, where there was room, but it was taking too long. "You go ahead with the staff and torch, if you see anything coming, you can either poke them or burn them, and I will have my sword ready".

"Ya, makes sense".

They swapped positions in a slightly wider spot and continued onwards into the blackness. They were coughing with the smoke, so if there was anything in there, it would know they were coming, the smoke would alert them too. "I should have brought my water bag with us. My throat is getting dry".

Mel looked back, and the entrance was no longer visible. He was not sure whether there was a faint breeze, as the cave's size kept changing.

Yamil pointed to the walls getting wider, "Maybe something up ahead". 

They advanced cautiously towards the opening....

End of part three.

The black dotted line shows the route Mal has taken. The cave is halfway up the mountain.

I have not rolled to see what they are facing myself yet. We will find out in the next episode.

Mal-Shui (PC) - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre = 1
Male Human. Age = 24. Brown eyes and hair, 6'1" tall. Hp = 6 out of 7. Xp=0.

Equipment
Longsword, (Att +1, Dam +1), Staff, Dagger.
7 1/2 days' rations in a sack. Tarnak Berries (Sc=3),  Waterskin.
 Rough blue tunic, an animal fur
cloak. Terradon Tooth necklace with Tribal Totem carving. Tinder and flint. 
Silver Coins = 4. Xp=0.

Threads
 1)S or G Village Member, 2)Wizard -  , 3)Treasure seekers - 4)Ka Yak Folk.
,5)Yamil-Torl

Yamil-Torl Str = 1, Tou = 1, Agi = -1, Int = 2, Presence = 1
Male Human. Age =34. Green eyes, Black hair.  5'11" tall
Hp.  = 4 out of 6. Xp=0.

Equipment
Sling, Staff, Club, (Att+0, Damage d6/disadvantage). Rough clothes. Silver Coins =0.


Regards,

Ivor Cogdell

Kal-Arath (C) Copyright 2023 Castle Grief.
Permission to copy for personal use.

Map 1a Artwork and Exploring Kal-Arath (C) Copyright 2026 Ivor Cogdell.
I am using "Wilderness Encounters" from drivethruRPG.com. No copyright visible.

Wednesday, 11 February 2026

Exploring Kal-Arath - Episode 2 - The Stranger

Hi everyone, 

                     This was a quick one, as I have been trying to get into my Jimdofree website account and failing miserably. Then I had problems finding this website again. What is going on with Google? I may try to see if they have a verification page again. I cannot see one, apart from business ones.

Episode 2 - The Stranger

Mal-Shui - Strength = 1, Toughness = 2, Agility = 1, Intelligence = -1, Presence = 1
Male Human. Age =24. Brown eyes, 6'1" tall. Longsword, (Attack +1, Damage +1)
Hp. Max =7, Current =6.
Equipment
Longsword, Staff (Homebrew Item = Easy to find and make.) Dagger.
9 days' rations in a sack. Waterskin. Eggdhell cooking bowl, Rough blue tunic, an animal fur
cloak, Terradon Tooth necklace. Tinder and flint. Silver Coins = 4.

Day two - The weather is going to be stormy, with the wind coming from the south. He makes his farewells early and is soon on his way. He enters a thick wood and loses the track. Later, he comes out to some open ground and a stream, which gradually turns to the east and then back north again.

He sees a stout fellow emerge from the tree line, carrying a makeshift staff and a club. The figure comes towards him, limping slightly on his left leg. He stops a few paces to one side, "Can you spare some food ?"

Mal nods, "I am Mal-Shui," he motioned towards a fallen tree among others that would shelter them from the wind, "Let's get comfortable."

The stranger replies," Ya, I am Yamil-Torl, Chi...", he stutters, "Well," he paused, "I was chief of the Remiki clan, over in the hills."

Yamil-Torl Strength = 1, Toughness = 1, Agility = -1, Intelligence = 2, Presence = 1
Male Human. Age =34. Brown eyes, 5'11" tall. Staff, Club, (Attack, Damage d6)
Hp. Max = 6, Current = 4.

Equipment
Club, sling, Staff (Homebrew Item = Easy to find and make.) 
Rough clothes. Silver Coins =0.

He continued over lunch, "I was challenged by one of the younger warriors, who had some fancy new ideas about raiding other clans. I don't mind raiding, but not when the other clan has not done anything to deserve it. That's how your people and their people die for no reason." 

Mal agreed, "You are a wise man, there are always hotheads who are only too willing to lead others into trouble. That is not your worry now; you are free of them and their desires for riches and power. Others will see their folly in choosing a bad leader, and then they will depose him, or worse. For now, the Fates have decided to set you on another path, like myself", he drank from his waterskin and offered it to Yamil-Torl, "The saying is two are better than one when you are out on the grasslands, at least until we find another settlement? Agreed?"

"Ya, tis a good omen meeting you this day. Agreed. I will get wood for tonight."

They soon had two bundles of sticks tied with twigs and bushes. Mal toppedup his waterskin, and they set off towards the rolling mountains about three miles away. The storm blew itself out, and the afternoon turned sunny, if not exactly warm, and their steady pace thawed them out. They did not make good time because of Yamil's wounded leg, slowing him down, but the staff helped.

In the foothills, they came across a lone large mantis-like creature with yellow stripes on a smooth red skin. Yamil whispered, "It's an Eucarya, but I've never seen one that big before or marked like that".


It was eating some honey from a bee's nest, and the attacking bees did not seem to be bothering it in the least. Its slim, green tongue whipped out and caught a few more bees for good measure. But at the sound of Yamil's voice, quiet as it was, its head swivels towards them, honey dribbling from its mouth, as its beak drops slightly, to display a long array of sharp teeth.

Mal-Shui - Str = 1, Tou = 2, Agi = 1, Int = -1, Pre =1.
Male Human. Age =24. Brown eyes, 6'1" tall. Longsword, (Attack +1, Damage +1)
Hp. Max =7, Current =6.

Equipment
Longsword, Staff (Homebrew Item = Easy to find and make.) Dagger.
9 days' rations in a sack. Waterskin. Rough blue tunic, an animal fur
cloak, Terradon Tooth necklace with Tribal Totem carving. Tinder and flint. 
Silver Coins = 4. Xp=0.

Threads
 1)Village Member
2)Wizard - 
3)Treasure seekers - 
4)Ka Yak Folk.
5)Yamil-Torl.

End of part two.

(Apologies, map is missing during edit.)
 
The villagers' tents are shown in black. SE from Mal's village is a river, fading into a marsh and further out, a long curving lake. The mountains are to the north-east of Mal's campsite in the hills. He got lost at the boundary and went NW when he thought he was going NE. The stream is curving to the right, between a few trees and then back north towards the plain to the north. He covered about six miles in eight hours, due to the storm's effects on him, before he met Yamil. 

Regards,

Ivor Cogdell

Kal-Arath (C) Copyright 2023 Castle Grief.
Permission to copy for personal use.
Mantis Photo by oktavianus mulyadi on Unsplash
Map 1a Artwork and Exploring Kal-Arath (C) Copyright 2026 Ivor Cogdell.
I am using "Wilderness Encounters" from drivethruRPG.com. No copyright visible.
 

Tuesday, 10 February 2026

Exploring Kal-Arath -SOLO RPG Actual Play - Character Creation and Episode 1 - First Blood.

 Hi Everyone,

                       I have just purchased the Kal-Arath compendium rules #1 (Kal-Arath, The Valley of the Black Ziggurat, Lords of the Pit) from Lulu.com, and this is my first solo mission, setting out into the world. I like it, I will be buying the supplements.


Episode 1 - First Blood.

Meet Mal-Shui, Our hero.

Mal-Shui - Strength = 1, Toughness = 2, Agility = 1, Intelligence = -1, Presence = 1
Male Human. Age =24. Brown eyes, 6'1" tall. Longsword, (Attack +1, Damage +1)
Hp. Max =7, Current =6.
Equipment
Longsword, Staff (Homebrew Item = Easy to find and make.) Dagger.
5 days' rations in a sack. Waterskin. Rough blue tunic, an animal fur
cloak, tinder and flint. Silver Coins = 4.

Resolution=2d6+STAT.
8+= Standard success.
If the task is very difficult = roll 2d6 and pick the lowest.
Two 6's= Critical Success. Two 1's= Critical failure.
Initiative = d6+ADI. 4+ They go first.
Range Attack= 2d6+agi>8.
Melee Attack=2d6+str +(Longsword+1)>8
Encumbrance = 9 items.



Episode 1 - First Blood. You are in your home village of Scaleel, a depressing village in the middle of the grasslands, which is in decline. It is on high ground at the edge of a marsh. You have heard from travellers that the city of Thraz is somewhere far to the east. Your goal is to join the Black Legion by winning in the fighting Pits in Thraz. You have made up your mind that you are not going to wait around any longer. Today, you are actually going to do it. You say farewell to your friends in the village and set out on your journey.

Season - Autumn. Weather - Early snow flurries. 

You make time plodding through the local marsh, where you have fished your whole life. You see a wizard, Jis-Kel, probably coming from the next village over, Goritan to the east, but he missed the usual path. He is friendly, and I confirm the path back to Scaleel for him. He thanks me and starts on his way. I skirt the main body of water ahead and head NE.
             I meet a party of treasure seekers, who nod to me as they pass by (neutral). They do not seem to be in the mood to chat, so I do not enquire what lies ahead. Later, I pass into hillier foothills and stop for a break where I have a good view, or at least I would have, if the snow-filled clouds would lift a bit. I gather some branches off some dry bushes and break them up into a bundle, just in case there is nothing where I have to make camp.
            I met some Khainar yak herders coming down from the higher plains. I mention that I have seen a terradun nesting on the cliff, which would be too fearsome to face alone, but together we can take it down. We discuss the problem and decide to shoot it at range from the clifftop, and I will dispatch it, if needed, with my sword.
Terradum = 40 HP.  

The archers are very good, 5 shots hit it, and it is mortally wounded. I climb down a rope to finish it off, along with the chicks. I slip partway and get friction burns on my hands. 1 damage. It lunges at me with its beak, but I can tell that it is weak through its wounds. It tries to peck me again, I bat the beak away again with my sword, and I slash its throat, getting a wet spray of blood and a gurgling cry. I stand back and let the blood loss do its work. It is soon dead, and the chicks are covered in their mother's blood. I dispatch them with a quick twist of their necks.


 Then we haul up the carcass, the chicks and the egg in a sack. Then break out the firewood to have a feast. I have now bonded with the Kainar tribesfolk. They give me a Terradon tooth on a necklace with the tribal symbol carved on it. They tell tall tales of giant red and yellow stick beasts which hunt lone travellers who dare go into the Red Mountains. They sing the praises of the plains and the joys of the simple life. He replied that he wanted to see some of the world before he settled down with a family. They laughed and agreed. I salute their brave warriors. I gain 6 rations from the feast, together with part of an egg shell to use as a cooking bowl. now 9 rations in total. We dance into the night, as it is not often that a Terradum is killed, so to get four in one go is a great achievement. We have no night encounters. 

 The end of day 1.

Map 1a- Day 1.

A Hex is 6 miles wide. Mal's home village is on the left edge. Mal foraged in the first marsh hex to the east and found nothing apart from the wizard and the treasure seekers. NE is the hills with the Yak folk. Mal has covered about 15 miles and eaten 2 rations on the move
.
I am using "Wilderness Encounters" from drivethruRPG.com to give me more setting information.
isode
There is more to come in episodes 2 - 4 (with episode 5 in draft).

Regards all,

Ivor Cogdell

Kal-Arath (C) Copyright 2023 Castle Grief.
Permission to copy for personal use.
Terradon pictures (C) Copyright? Meta.AI.

"The Warrior" Artwork # 0276 (C) Copyright 19 May 2008 Ivor Cogdell.
Map 1a Artwork and Exploring Kal-Arath (C) Copyright 2026 Ivor Cogdell.

I am using "Wilderness Encounters" from drivethruRPG.com. No copyright visible.



Thursday, 17 April 2025

Flag - New Battle Report Published

 Hi Everyone,

                  Just a quick note to let you know that I have published a battle report that has been in the works for a while in draft mode. I thought it would put it here at the top, but it has just changed the published date. If you would like to take a look, it is called "Nations Battle Report 1 part 2." I hope part three does not take as long to do.

             One of my wargaming mates is in a bit of a jam at the moment, so things are on hold on here, while we swap his stuff from his old place to where some mates are going to store stuff for him until he gets himself together, or rather when social services get their act together. Good luck on that one.

UPDATE - See Thoughts On - Busy Bunny. (4 August 2025).


Regards,

Ivor Cogdell


Sunday, 11 February 2024

Warhammer Mighty Empires Turn1 Month 00 - Generating Tribes and 01b - Updated 09.03.2024.

 Hi everyone,

                      I am trying out Warhammer Mighty Empires, (C) Copyright 1990 Games Workshop, to flesh out one of my early "Nations" continents Bjantfass. I may mix in with it the "Countrycraft" rules, from Dragon Magazine # 293, (C) Copyright Wizards of the Coast. I tried to load a spreadsheet with my info in, but it was no good. I will just have to be descriptive.

                      I was using a 29 tall x 18 wide Hex map to begin with, but decided to use a 62 x 56 hex map instead to get finer detail. This works out to 50 miles across the face of a hex. I have a rough map to give me an idea of the general large-scale contents of the landscape, as shown in the preview. I plan to colour a second Hex map to show the conquests of each tribe over time.

House Rule - I have introduced Bandits, Pirates and Monsters to inhabit wasteland areas and some of the islands. Their territory will be a d4 or d6 depending on intelligence.

The army represents a quarter of the population of the tribe.

Map Key - I have split each Hex into 6 to represent the resources of the land and then added any features that may be generated by the game. Each Capital has a castle, except Bandits which have a fort.

Br = Bridge or Ford, C = City, D = Desert Tile, F = Forest Tile, Fo = Fortress, HA = Harbour, H = Hill, L= Lake,

J = Jungle, MG = Mine Gold, M = Mountain, N = Necropolis, Number = Tribe number Capital,   PL = Plain, PT = Plateau, S (1-6) = Ships in Port, T = Temple, Vo = Volcano, W = Wizard's Tower.

                    NW        NE

              W            1           E

                    SW         SE

Turn 0 Setup.


Tribe 01 Skularn Dark Elves. Alignment - Chaotic Neutral.

Resources = Capital, Built on a Ruin. (x = 25, y = 27) M5 D1 (e.g Mountain 5 Desert 1) - River, NW = F1 H5 - Barren, 

NE = PT5 D1 - Barren, E = M3 D3 - Barren, SE = H2 D4 - Village in a Cave, SW = H2 D4 -Village, W = PT3 H3 - Fort & Lookout Tower.

Army = 588 Total. (Not sorted into Banners yet.)

Tribe  3 Halflings. Alignment - Neutral Good.

Resources = Capital ( x = 28, y = 33) PL3 L3 , NW = PL3 F3 - Village, NE = PL2 L4 - Barren, E = L6  - Barren, SE =  M2 H2 L2 - Village & Necropolis, SW = M2 H4 - Fort, W = H6 - City.

Total Army = 633.

I have been adding monster lairs and bandits randomly over the map and two of them have landed close to some of our tribes already generated, so there will soon be friction in the air. Such as this one coming next.  Unless they talk it out and have a party.

Tribe  3a Lizard Folk Alignment - Neutral.

Resources = Capital ( x = 31, y = 30) PL6, NW = PL3 L3 - Fort, NE = PL3 L3 - Fort, E = PL6  - Village, SE = M1 PL3 H2 - Village, SW = PL4 F2 - Barren, W = PL6 - Village River.

Total Army = 648.

Tribe 7 Hobgoblin Raiders. Alignment - Chaotic Evil.

Resources (1d4 Hex) = Capital, actually it's just a Large Fort. ( x = 24, y = 34) F6 - Hot Spring. E = PL5 F1 - Village, SE = PL4 F2 - Village.

Total Army = 377.

Tribe 14 Elves - Alignment - Chaotic Good.

Resources = Capital (x = 29, y = 17) PL6 R, NW = H6 - Village,  NE = H4 J1 L1 - Village, E = H2 L4 - Fort, SE = H6 - Fort River, SW = H2 J4 - Village, W = H2 J4 - City.

Total Army = 909.

Tribe 16 Elves - Alignment - Chaotic Good.

Resources = Capital ( x = 31, y = 30) M2 PL4 Necropolis, NW = M2 PL2 F2 Fort Barren, NE = PL6 - Fort Hot Spring, E = M3 H3 Village River, SE = H3 L3- Village in a Cave, SW = M4 H2 - Village Lookout Tower, W = M2 L4 - Fort.

Total Army = 636.

Tribe 22 Human Bandits - Alignment - Chaotic Good.

Resources  = Large Fort. (x = 26, y = 11) PL3 F2 S1 River. NW = PL6 - Fort, NE = H4 F2 Village Lookout Tower,  E = PL4 F2 Village, SE =  M3 H2 F1 City & Lookout Tower.

Total Army = 649.

Tribe 30 Bosh Goblins - Alignment - Chaotic Evil.

Resources = Capital (x = 21, y = 06) H6 Built on Ruined City Lookout Tower, NW = P6 - Village  & Necropolis,  NE = PL3 F3 City, E =C4  City Port (No ships), SE = Lowland 5 F1 Castle, SW = C4 Village, W = PL5 F1 Village.

Total Army = 1197.

Tribe 34 Snotlings - Alignment -Neutral.

Resources = Capital (x = 19, y = 13) Lowland 4 Lake 2 , NW = PL6 - Fort,  NE = PL6 

Village & Temple to Neptune, E =PL3 L3 Village, SE = Lowland 1 Lake 5 Barren, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 35 Bash Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 26, y = 07) Lowland 6 Wizard, NW = PL5 F1 - Fort & Necropolis,  NE = PL5 F1 Castle & Road NE, E =PL4 F2 Village, SE = Lowland 5 F1 Castle & Wizard, SW = C4 Fort, W =PL6 Ruin.

Army = ____ Total.

Tribe 62 Orks - Alignment - Chaotic Evil.

Resources = Capital (x = 46, y = 20) C6 Built on a Ruined town -  W, NW = PL6 - City,  NE = PL6 -  Village, E = H2 L4 - Fort, SE = L3 F3 - Fort, SW = C4 - Barren Port, W = H3 F3 -Village.

Army = ____ Total.

There are armies to add next and then I will start them off scouting in nearby Hexes.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. (C) Copyright 1990 Games Workshop Ltd. All Rights Reserved

Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

Web Page Copyright (C) 2024 Ivor Cogdell.



Warhammer Mighty Empires (C) Project Preview

 Hi Everyone,

                       I have just started my draft of  Warhammer Mighty Empires (C) Campaign Turn One, set on my continent of Bjantfass, roughly 2571 years ago. The idea is to work out the kingdoms and provinces, put a name to some locations and battles, flesh out my timeline and work out who were the dominant players in history. This will be my first time using Mighty Empires.

Warhammer Mighty Empires by Rick Priestley and Nigel Stillman. is Copyright (C) 1990 Games Workshop Ltd. All Rights Reserved. 

Here is a look at the continent of Bjantfass. Copyright (C) 2024 Ivor Cogdell. It may not be geographically accurate and subject to change, but that's why it's a fantasy.



Some of the names are the current sector colour designations and other countries. I may be tweaking the border of Ellrostanne and other Sectors as events unfold. I may add settlements to the left and right areas too, as my timeline unfolds.

The continent of  Drennas is to the West, Jelv, Bretonia and Cathay are to the East. I have no plans to expand into those areas as yet.

I have not made up my mind whether to just use the ME points system to resolve battles on all conflicts or occasionally convert to Warhammer Fantasy Battle (C) armies and fight it out on the tabletop.


Warhammer Fantasy Battle Original Game Design by Rick Priestley, Richard Halliwell and Bryan Ansel. 

Third Edition:  by Rick Priestley and Jim Bambra. 

Additional Material: Richard Halliwell and Bryan Ansel. 

Copyright (C) 1987 Games Workshop Ltd and Citadel Miniatures.


Regards all,


Ivor Cogdell

 Copyright (C) 2024 Ivor Cogdell


Tuesday, 21 November 2023

Thoughts On - The Free "Stargazer" App for the "Starforged" Rules system.

  Hi everyone,

                      Thanks for stopping by today. I was just digging about in "Netland", wondering if the "Ironsworn: Delve supplement" was suitable for use with "Ironsworn: Starforged" or if it had been superseded with the Explore mechanic in the rules.

                      As it turns out, "The Stargazer" is a Virtual Table Top App made specifically for the Starforged RPG. It has the Moves, Combat, etc., enabled for the Starforged game engine in drop-down menus. You can paste dice results and text into your campaign journal. It is hex-based and can auto-generate planetary surfaces, planets, ships in orbit, maps of ships, dungeons, robots, NPCS, etc.  

It is currently at https://nboughton.uk/apps/stargazer/#/campaign

Donations are accepted but not obligatory.

It looks well worth your consideration if you use these rules. I am running a campaign on it for myself. You need to keep a note of the file name of the character that you generate, as it autoloads a new character and database on bootup. Type in your character name in the load database section, and it will load your campaign database. Then you are ready to continue on your adventure. Enjoy.

Regards,

Ivor Cogdell

Friday, 18 August 2023

Thoughts On - The Augur VTT

 Hi everyone,

                      Thanks for stopping by today. I was just digging about in "Netland", wondering if the "Ironsworn: Delve supplement" was suitable for use with "Ironsworn: Starforged" or if it had been superseded with the Explore mechanic in the rules. I found a couple of comments on Reddit and one of them mentioned "Augur". I just thought it was an oracle that someone had made for exploring. I decided to click on the link and find out more.

                      As it turns out "The Augur" is a Virtual Table Top setting for Starforged, Ironsworn and other Sci-fi and fantasy games. It has the Moves, Combat etc. enabled for the Starforged game engine. It is hex-based and can auto-generate planetary surfaces, planets, ships in orbit, maps of ships, dungeons, robots, NPCs etc. Another feature is that ChatGPT is built into the text area so that it can generate relevant content in response to what has gone before. 

It is currently priced at $24.99, as of 18th August 2023. There is also a free mode that you can try out too. I plan to dig into that later.

https://www.augurvtt.com/

It looks well worth your consideration if you use these rules or if you play solo games in general.


Ivor Cogdell

Monday, 17 April 2023

5P - House Rules for Five Parsecs From Home 3rd Edition.

 Hi all,

          Here is my list of Five Parsecs 3rd Edition House Rules, they are not very long at the moment.

Scoring First Blood - Xp = 1.5.

Hit a target - Xp = 1.

Causing a Knock Down - Xp = 0.5.

Becoming a Casualty - Xp = 1

Giving assistance to PC / NPC after the battle (e.g. Medic) - Xp = 0.5.
Exploring / Trading / Decoy / Finding a Patron / Training before the battle etc. - Xp = 0.5.

Using a skill - Xp = 0.5.

I hope the give you some ideas for your game.

Regards all,

Ivor Cogdell

Thursday, 6 April 2023

5P - Character Reginald "Pinky" Farnsworth - 3rd Edition Update

 Hi Everybody,

                      Here are the new stats for Reginald "Pinky" Farnsworth.



Background - He grew up on one of the many military bases on Gefan. His mom was a mechanic in the motor pool. His father was away a lot, in the transport section, shipping supplies to where they were needed, but there was lots of support from the other soldiers families. Since he likes traveling, he became a tour guide, but when the market flopped he lost his business, so he went back to what he knew best, the army. Now he is back on the street again.

Motivation - Originally, to be the best. Now, to do what needs doing.

Character Class - Soldier.

Military Service - Trained with the 2035th Regiment. Private.
Boot Camp - Camp Robson, planet Pinto.
Zero G - Station Fort Worth, orbiting  planet Pinto.
Low G - Camp Fortitude, on Pinto's moon Pegasus.

Active Duty - Mastrecct Campaign - (wounded - left little finger shot off, replaced by prosthetic one).
                               - Resupply Station Raleigh, orbiting Faraday. - Shuttle loader.
                               - Science Outpost Tesla, orbiting Doppleganger.- Quartermaster.

Decorated - Regimental Medal (Unity 2035). Army Star and Bars (Mastrecct.)(Wound), Fleet Medal (General Service) and Bar (Raleigh), Science Medal (General Service) and Bar (Tesla).

Discharge - Medical. (Now exempt from call up.) Army Pension - Credits -98.

Medical Record
Reactions = 1    Speed = 4   Combat = 3    Tough = 4    Savvy = 0    Experience = 3.0   Luck = 0
Special Circumstances - Slightly Unhinged. In need of counselling.

If the Event roll = 6, he will move 1d6" in a random direction, but he can act normally.

Kit - Uniform, Auto Rifle, Hunting Rifle and Stim Pack. Travel clothes.

The details will change according to how the campaign evolves.

Ivor Cogdell

5P - Five Parsecs From Home 3rd Edition - NPC List 2

 Hi Everyone,

                     Here is an NPC list for my "Five Parsecs From Home" campaign. It's just a bit of flavour to add to the setting. 

Planet Hougemonte  - Port Rudolfus 

Roger Harris, Philleas Basin News Broadcaster.

Rowan Purlen, the Agriculture Minister - Blamed for crop growing problem.

Chris Don Royton, Freelance Reporter. Going to KR 16 on the Magic Carpet.

Eric Vickers, Cameraman.    

The Admiral's Table - Restaurant.

                       Pilot's Bar.

Rostof Mines

Joe Murphy - Rostof Mine 1, Liason Officer.

Gaz Brartson - Rostof Mine 2, Liason Officer.

Spaceport - Rudolfus

Air / Space Traffic Control - George Polanski.

blogger Maintenance, Depot 3 - Director Miss Alex Hanson.

Security - Pat Clark. Officer Benson. Officer King.

Veteran's Motel - Bell Droid 437, Room Interface 798.

Companies

Ace Couriers

Carrington Warp Engines. Carrington Spacecraft Museum.

Med Flyers


Unity

Unity Bio Lab - Reception -  James Dobson.
Minny Pook - Security Liason.

Hilton Stayright - Tax Inspector.


Gangs

Hammerheads
Jays
Odins
Reileys
Scum of the Planet - See Entry.

        Pete, The Poacher - Xp = 3.5. In custody, Med-block with a broken wrist, awaiting charges.

        Suzy, The Slasher -  Xp = 3.0.  In custody, Med-block with head wounds, awaiting charges.

        Jessica, The Pony -  Xp = 3.0. In custody, awaiting psyche evaluation and charges.

        Simon Bannister, Alias Specs.  Xp = 3.0 - Wanted for Attempted Armed robbery, Property damage, and Disturbing the Peace. Bounty Reward = 2 Credits.

Tramps
Tigers

Underworld 

"Fence" - "Rusty".

"Safe House" - Slinky -  Xp = 0.5.  and Frank -  Xp = 0.5 

(House Rule - Assistance after the battle - Xp = 0.5). 

That's got the people straight.

Regards,

Ivor Cogdell


Monday, 3 April 2023

5P - Five Parsec From Home Character Upgrade For 3rd Edition

Hello Everyone,

I am doing a Character upgrade from Version One to Edition Three of Five Parsecs from Home by Nordic Weasel Games. Ivan Sorensen still does a blog for his work. I have pasted the original stats here and then modify as I roll.

5 Core Rules,

5 Parsec From Home V1.0 by Ivan Sorensen, plus expansions. 

Every star is an opportunity supplement.
Version 2 of Five Parsecs From Home is available from Nordic Weasel Games.

"Five Parsecs From Home Third Edition" and two supplements are available from  https://www.modiphius.net/en-us/collections/all/five-parsecs-from-home_all-products

My Five Parsecs From Home Campaign

Characters

Captain Martin Taggart

Background - He was brought up by Brent Farlane, the First Officer on The Rising Tide, a deep-space survey vessel after his parents were killed in a gravity sledge accident. His first job was in the Laundry, which at first he thought was pure drudgery, but it built up his muscles and he could see the benefits of it. He was later helped by a buddy who had a cargo haulier, The Big Fist. He was able to sign on with him and learn the trade from the inside, what to do and not to do. He found out that the cook was smuggling diamonds via some of the food crates. He spent most of the reward buying The Magic Carpet. He likes the spacer way of life.

Petty Criminal - He has bent the law on occasion to earn enough credits to get by. So long as no one gets hurt, he is willing to be flexible with the law when it suits him. Now he has his own ship he is trying to tread a straight path. 

(House Rule - Reinstate 1st Edition rule - When arriving on a planet Petty Criminals get free roll on Trade Table. Also knows one Criminal NPC, not a patron).

Motivation - Political. He is sick of the corruption in the world. He wants to help the little man.

Character Class - Starship Crew. 

Medical Record
Reactions = 1    Speed = 4   Combat = 0    Tough = 3    Savvy = 1    Experience = 3.5   Luck = 1

Current Status -  Mental - Shock (Killed an attacker) - Rest, limited duties. Counselling is to be given by Lucy and David.

Weapon - Blast Pistol - Range = 8". Shots = 1. Damage = 1. Notes - Pistol.

Dave "Shorty" Muldoon (Mercenary)

Background - He is from the Blue Bandana Tech Guild, on Hougemont. His family are merchants. He scavenges old equipment and turns them into items people can use again. He has been caught up in assorted skirmishes, which taught him how to take care of himself and his friends. He likes to go hunting alien life forms, not that he gets much chance to do so.

Motivation - Glory.  He believes in a supreme being that is out there somewhere, laughing at the rest of us.

Character Class - Nomad.

Rocker - He wears his hair short and plays oldie rock music loudly in his cabin, soundproofed naturally.

Medical Record
Reactions = 1    Speed = 4   Combat = 1    Tough = 3    Savvy = 0    Experience =4.0   Luck = 0

Recovered - (Plant reaction) Jellytosis. Symptoms - a loss of balance and uncontrollable shaking. Severe forms can last for three days.
Current Status - Fit for Duty. He is contributing to Martin's counselling sessions.

Commendation (Hougemont) - He tracked down a child who had gotten lost in the bush.

True Believer - A true fanatic with a cause, "we are in the right, so don't mess with us".
If a Bail result is applied against this figure, immediately move 6” towards the nearest enemy and attempt to initiate a Brawl.

Weapon - Hand Cannon. - Range = 8. Shots = 2. Damage = 1. Notes - Pistol.

Rose "Spike" Sharpe (Pilot) - 2nd in Command
Alien Screand


Background -She is from Purgalis, an isolationist planet. A member of the wealthy Sharpe family, merchants who transport Unity gear about the systems. She is a survivalist and wants to make her own way in life. She was arrested for underage flying, but Daddy's money made the charge go away. She is a very good pilot. She has not seen any of her family for three years.

Scoundrel - She has falsified information about rivals in the past, to get where she is now, just to make sure the job would be hers. She likes to keep an eye on what other pilots in the area are doing. Planting rumours here and there, nothing specific or anything that could be traced back to her. She has a contact in the control tower who feeds her any interesting information he comes across.

Motivation - Loyalty. She wants to make up for her past deeds by being loyal to this new crew.

Character Class - Scavenger.

Medical Record
Reactions = 1    Speed = 4   Combat = 0    Tough = 3    Savvy = 0    Experience =0   Luck = 0
Current Status - Fit for Duty.

Weapon - Hand Gun. - Range = 12". Shots = 1. Damage = 0. Notes - Pistol.


Ted "Cracker" Greene (Tech expert)
Alien Orakkg

Background - It is from the continent of Tremis on the planet Craagie, which has been classed as a Primitive level. It is currently in the "Wanderlust " stage of its development. It is another of the Blue Bandana Tech Guild graduates. It uses a variety of Martial Arts to keep fit. It fell out with the rest of its family, who do not work, sitting about playing holo games.

Motivation - Truth.  It believes that Order is the way forward for mankind and that things, in general, are getting worse rather than better.

Character Class - Soldier.

Medical Record
Reactions = 1    Speed = 4   Combat = 1    Tough = 4    Savvy = 0    Experience =3.5   Luck = 0
It was refused permission to Bond with a female because it had poor prospects for advancement. It aims to prove them wrong on that point.
Current Status -  Wounded right arm - Light duties. (It is not suffering from any shock for killing another being - It sees it as bringing Order to mankind, weeding out the defective units.)

Traits

Primitive - The old ways were best. It likes dishing out justice personally. It took a personal survival course, living off the bush with no modern technology, it passed with no problems.  It collects old ceremonial knives for the cabin wall.

Terrifying - Roll a Shock die against each enemy when approaching within 4”.

Peculiar habits (Loud Singing) - No game effects but can be uncomfortable for the rest of the crew. Extra soundproofing has been requested for his quarters.

Weapon - Engraved Blast Rifle - Range = 16". Shots = 1. Damage = 1. Notes - 
Weapon - Blade. Range = Brawl  Damage = 0.  Notes - Melee. 
 
Lucy Ronin (Nurse)

Background - She comes from the overcrowded planet of Mastrect. It also holds Isolationist views. She grew up in the gang wars that plagued the planet. She was trained in the 4078th M.A.S.H unit. She saved a patient's life by giving her a dose of an expensive drug intended for a rich senator. (The hospital had to get another dose for the Senator). She was sacked for Gross Misconduct. The unions fought her case and she won ("Treat everyone equally") and with her compensation money, she bought a ticket off-planet.
Motivated by what she had missed out on in her earlier life, wanting a slice of adventure, she came to the frontier planets.

Working class - Has done quite a few jobs. Has a wide skill set.

Motivation - Fame. She wants her deeds to be known across the planets. She is keeping a diary that she is sure one day will become a best-selling book.

Character Class - Ganger. Scythe tattoo on her left arm. Three drops of blood dripped from the blade.

Medical Service -   Unity Mobile Base (Mastrect 4078) - 2 years service.
Dishonourable Discharge - Gross misconduct (Not Guilty). Damages Awarded - Credits 50.

Medical Record
Reactions = 2    Speed = 4   Combat = 0    Tough = 3    Savvy = 0    Experience =0.5   Luck = 0
Current Status - Fit for Duty.
Traits 

Stalker - No one is sure where this breed came from. Likely a mutation or military experiment, Stalkers have spread throughout the Fringes. They have dark blue, crimson or purple skin tones with gleaming, unnatural eyes.
On any event roll of a 6, the Stalker may teleport to another location within 3”. This does not prevent its normal activation.

People Skills - One other figure in the group may ignore 1 Shock die result per game.

Lack of initiative -
If more than 4” away from friendly figures, she may not move except to seek cover. She will only fire if an enemy is within 12” or if returning fire.

Counter Attack - If attacked in Brawl, may re-roll dice roll. She has been taking martial arts lessons from Ted, she is a natural at it.

Weapon - Blast Pistol - Range = 8". Shots = 1. Damage = 1. Notes - Pistol.
Weapon - Hand Lazer. - Range = 12. Shots = 1. Damage = 0. Notes - Snap Shot, Pistol.

First Contact

They all met on a rainy evening in a starport bar, "The Light Show", on the planet Hugemont. They were taking part in the regular quiz night. They won, celebrated and realized that they all got on well together. Martin saw an opportunity since he needed a crew and they were all looking for work, so they decided to see how things worked out by doing a contract together on the Magic Carpet.

See also - Reginald "Pinky" Farnsworth.

The Magic Carpet is an alien vessel that the Used Transport dealer thought was haunted, so he was willing to sell it at a knockdown price just to get rid of it. It was a troop transport in a former alien war. In fact, the ghost was the ship's Artificial Intelligence malfunctioning and producing a holo-image of itself, it is now repaired and called Melody.

See also - The Magic Carpet information.

Droids 834 and 811.

Droid 834 has now been fitted with an upgraded memory and operating system, plus override commands from Melody. Droid 834 is now doing light maintenance tasks, getting to know the ship operations.  

Droid 811 is being worked on by Pinky in his spare time.

STATUS

Passenger Information

 Chris Don Roytona -  A freelance news reporter.
 Eric Vickers - his cameraman.

Reactions = 1    Speed = 4   Combat = 0    Tough = 3    Savvy = 0    Experience =0   Luck = 0

Equipment

Analyser. - Add +1 to see if Rumours result in a quest and when rolling for quest resolution.
Dazzle grenade - Range = 6". Shots = 1. Damage - Nil. Notes - Area effect, Stun, Single use.
Scanbot. - Add +1 to Seize the Initiative rolls.

Trade Goods
Alien shiny bits.
500 Copper Bar Ingots.
13 Humanoid Droids.

Credits Current  9.
Bounty                8
Air filter Repairs -6.
Passengers x2      ?
-----------------------
Total =               11

Planet                                Patrons                            Rivals
Hougemont                             2                                     0

Quest Log
Roumours = 3.
Quest Roumours = 3. 
1). Recover a Data File.
2). Recover a transmission.

Story Points = 7.


The Episode List

Ship Log 1 - Out and About.
Ship Log 2 - A Guest Arrives.
Job 1 - Droids Part 1.
(Here is the news 1) insert.
Job 1 - Droids Part 2.
Job 1 - Droids Part 3.
Job 1 - Interlude.
Job 1 - Departure for CL.
Job 1 - Trouble Pts 1 + 2.
Job 1 - Holo-game Pts. 1 - 4.
Job 1 - Holo-game Pt. 5.

An NPC List.

Regards all and stay safe,

Ivor Cogdell