Old Dwarven Forge Pictures-Misc

Another repost with pictures… This was probably the biggest layout I had made up until that point. I had been collecting DF for a several years, but didn’t really have chances to use it reguarly or often until then.

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[Originally posted on Dwarven Forge forums 2007 Dec 15. Game date 2007 Jan 27.]

More random pics from the days before that Star Wars game…

This was taken during a Living Greyhawk mod I was running

1) The two parts (i didn’t have enough room to connect them): The abandoned mines the goblins were using as a hideout (in the background) which led to the underground pool slightly lower (in the foreground)

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2) Even before entering into the mines, the PC’s have discovered the goblins’ penchant for traps…

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3) … especially for Stump, the dwarvedn rogue/fighter who manages to fail something like 15 Reflex saves in a row.

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4) Fighting one of the goblin shaman’s and his pet

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5&6) The pool room which even the goblins avoid…

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7) … because of the Otyugh that lives there!! (well… ok, so i didn’t have to correct mini… 😎

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8) AJ having fun with the DF afterwards

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Old Dwarven Forge Pictures–Fane of Tiamat

This was originally posted on the Dwarven Forge forums. At the time I had been playing a lot of Living Greyhawk, and they had allowed some of the commerical products to be used in home LG games. The Red Hand of Doom was a well written, and quite fun module that I ran my home group through. Looking for the pictures to repost, hard to imagine that was almost 10 years ago now!

There was also a project undertaken by the forum folks to build a mapping program by taking pictures of the tiles from above and make renderings from them. It was called TileMapper and worked very well. Its not in development anymore as there is a DF produced version with the successful kickstarters now.

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Hey guys! Sorry I haven’t been around – been having a great gaming since I got a regular group together…

For the past 9 months, I’ve been running them through Red Hand of Doom as a Living Greyhawk campaign. It’s been a blast, and now they’re about ready to head off to the BBEG’s HQ, so it’s my chance to show off some more DF once again!

Thanks the TileMapper crew, I’ve been able to preplan the map and I wanted to get some feedback about it before we play in a couple of week. Rater than try to recreate the map exactly, I went for a similar feel while making it doable with DF. Specifically, are there any suggestions for the hallway between room 3 and 4?

Fane of Tiamat level 1

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Old Dwarven Forge Pictures–Call to Arms: Den of Evil

[Pictures originally posted on Dwarven Forge forums 2006 May 29]

An introductory Hackmaster adventure I wrote for a FLGS game day.

I first laid out the dungeon using pfwork’s TileSystem program, then used that as a guide for the pieces to bring.

Three sets of pictures: the first, the PC’s defending Riverbend’s western ford against oncoming Orc attack

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Second set, the PCs face off against the Orc chieftain and his remaining bodyguards (very reduced in number as the PCs arrive shortly after a failed coup attempt).

“The Orcs are defeated. The Chieftain and his followers are now dead and the immediate threat to Riversbend vanquished! Even the unexpected appearance of a shaman at the Chieftain’s side proved insufficient to overcome your battlemight!
Yet, even as the enemies are overcome – and perhaps even more so, a strange unease fills your hearts. Almost as one, you turn and instinctively look towards the hidden door from whence the leaders entered…

At your approach, this door – if it may be called such, has been so finely worked that were it have remain closed, it would have appeared just as the remainder of the wall! But now it stands open – and just beyond it, an eerie glow of red light emanates.

Peering within, the chamber beyond this secret door appears much different than the rest of the natural cave system – for it is worked to an astonishing degree. Tiles of ebony stone cover the floors, walls, and even ceiling! Along the walls, torches are crowned with unflickering red flames. And centered on the far wall, an altar of dull brass stained crimson with the blood of countless victims through the ages…”

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These last few pictures are what the TileSystem map came up with; I didn’t have enough time to set up the whole dungeon, so had just put together the final portion.

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(Zoomed in view of the last room on the far right)

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Old Dwarven Forge Pictures–First Battle

I’ve been going through my old Dwarven Forge posts on the forums and remembered that a lot of the old pictures were deleted during a software error around 3 years ago. I have many of them still, so decided to repost them to my blog for future interest. This was also incentive for me to go through my old pictures and files to clean up my hard drive and organize.

[Originally posted on the Dwarven Forge forums 2004 Nov 24]

My first real use of the Dwarven Forge stuff in my home D&D game. I didn’t have enough floor pieces to really re-create the large cavern, so I used the battlemat as the base and the DF stuff for walls and a raised area.

This was for our first and longest running D&D 3.0 game – the Frozen North. They PCs had ended up in Wallachia, Ravenloft, after tracking down the “funny man” – a Vampire that was kidnapping children. He lived in a cavern that was made of pourous volcanic rock. His “coffin” was inside the raised porous rock, and when reduced to 0 hp and turned into gaseous form, he retreated under it, making it quite an ordeal for them to get to his body before he regenerates.

Pictures Taken 2004 Aug 28

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Dark*Matter – Part 1.2

Examing the various items found, the agents follow the lead on the napkin and head to Happy’s Place. They arrive mid-day in Berry, Florida at a mostly empty biker bar, with only a few patrons inside.

Questioning the bartender, they learn that a man matching Hearst’s description – whom he refers to a “the bald guy” was part of a bike gang that started showing up and hanging around the bar about 2 months previous. During the conversation, the agents see some pictures of a young woman behind the bar who has a parrot tattoo on her should – a parrort identical to the one drawn on the napkin found on Hearst. The bartender tells them that she was the best waitress he ever had, by the name of Lorene Foster. She was the object of the bald guy’sflirtations, and packed her bags and went with the gang when they left town a few weeks prior. He too had heard the rumors that she had been murdered by the gang, and sadly believes them to be true.

The agent’s questions draw the attention of a trio of biker’s that were playing pool in the bar, who attempt to disuade them – with their fists. The first blow sends Maverick to the ground and rather than reciprocating with his fists, Lester pulls out a pair of pistols and ends the fight – by way of acute lead poisioning.

In the violent aftermath of the conflict, the agents fled back to Miami; fortunately for them, the deaths did not attract too much law enforcement attention – the two suviviing bikers refused to cooperate with investigators, and the dead biker had quite a rap sheet accumulated.

At the Miami office, they begin the process of trying to locate Lorene Foster in hopes of getting a lead on what had happened to Agent Hearst. But it appeared that a week after her departure from Berry, there was no further trace of her. Credit card and cell phone use tied to her all stopped, having traveled no further north than Hollywood, Florida; neither were there any recent law enforcement records. A call to Field Director Jones at the NY headquarters prompts them to follow on the rumors of her death, and a search of Jane Doe’s leads to a body of a young woman with a parrot tattoo on the shoulder. Maverick was able to convince the eager coroner’s assistant to provide the autopsy report.

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Of particular interest, the barrel she was placed in was still in at the morgue and had a partial label which he helpfully read to the them: “Under the serial number it says ‘Eagle Storage,’ something, ‘—ade City, FL.’ And there’s a partial number: —5-0414.” A quick search internet search returned an address for a Eagle Chemical Waste Storage located in Dade City, Florida – ~40 miles north of Berry.

[This ended the first session of the new campaign. Each character received 2 XP.]

Dark*Matter – Part 1.1

The day is coming to a close when the phone in the office rings. On the other end is a harried voice – “I’m Hearst! Benjamin D. ! Look, just punch it into your computer! Red Baron eight one eight! Come on, hurry! I’m in Picnic!… Oh, please don’t tell me I got the wrong num—”

Not hearing the responses from Markov, the phone is cut off. Calling their supervisor Field Director Calvin Jones in New York when their computer files noted extra-secure security, they learn that the Hearst is an Hoffman agent who has been considered deceased after 16 years of no contact; he had been investigating a death cult thought to be behind a series of murders in the Florida area that the local law enforcement had attributed to drug gangs. Hearst had gone deep undercover to infiltrate a group he tracked down, but then all communications stopped. He tasks the group with rendezvousing with Hearst while he contacts the re-surfaced agents’ supervisor.

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The agents trace the call to a pay phone at a gas station in Picnic, Florida and the 4 hour drive from Miami gives them plenty of time to mull the many questions that remain open. Where has Hearst been? How was there no sign of him anywhere in such a connected world?

Upon arriving at the address, they are greeted by the flashing lights of an ambulance and Sheriff’s patrol car. The attention is focused on a middle-aged man sitting on the paramedic gurney; although now shaved bald, heavier-set and aged, he still bears resemblance to the man in their file. As they approach, the Sheriff half-heartedly waves them off before Markov informs him that the confused man is his acquaintance – one Ben Richards.

The sheriff informs the agents that they were called about an hour prior from the neighbors reporting a near-naked man wandering about the houses in the area. They had arrived to find him in the similar state in a backyard treehouse of a house whose property abutted the gas station. Although uncommunicative, they were able to talk him down and for the most part, he appeared to be healthy.

They successfully convince Sheriff Miller (who was coming to the end of his shift and just wanting to head home) to release him into their care. Yet, Hearst is not of much help – he wears only torn jeans and is now rocking back and forth, arms hugging his chest. He is unresponsive to questions, but Isaac is able to lead him back to the van while the others went to gather more information.

In the treehouse, they found a necklace with a silver inverted cross. As the agents left, Sheriff Miller also stopped them and handed over a clear plastic baggie with a few coins wrapped inside a cocktail napkin, the latter with a doodle of a parrot from a “Happy’s Place” in Berry, Florida.

On the way back to the Hoffman office in Miami, Hearst remains in his uncommunicative state. The agents reach back out to Field Director Jones, who by that time, has gotten Hearst’s supervisor Intelligence Department Chief John Randall on the phone. He tells them that “Ben got us pretty far inside the Temple of Ashes, but he suspected there was another cult calling the shots. He was going to look for the connection when we lost him. If he found it, we need to know what he knows.

For support, Randall sends over the limited electronic files he has and tells them that the Institute will gather as much information from the archives as they can get together.

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Dark*Matter – Part 0, Background

I started by the players all making characters for the setting. Rather than start from a complete surprise about the paranormal, I opted to dive right in. This was essentially the introduction I gave them all.

You are all members of the Hoffman Institute – publically, a not-for-profit privately funded think tank with a focus on public policy (foreign and domestic), technology, and history. (Something like the Rand Corporation, McKinsey, or Deloitte). Privately however, it spends much of its energy and resources on research of the supernatural, paranormal, extraterrestrial. You are all members of the Hoffman Institute because of your past experience with, or belief in it; governments and corporations have their own interests at hand, and can’t be trusted – and have shown signs of actively acting against the interests of the people they are supposed to serve.

Dark matter and dark energy are the hypothetic stuff that make up more than 95% of the total mass-energy in the universe. It is responsible for the acceleration of the expansion of the known universe, and has been around since the Big Bang. Unable to be directly observed or measured, it is not even know what physical properties it has – even as it permeates the known universe. But as the levels of dark matter crest and fall, it interacts with the very fabric of the laws of reality.

Much of the investigations and research that Hoffman pursues is nothing more paranormal than the coincidental intersections of low-quality video, skilled street performers, manipulative sadistic sociopaths, the willingly delusional, or many of the above. Occasionally however…

Character generation is easy in this system. The main thing to do first is to think of a character concept. For inspiration, think of a gritty cross between X-Files, Grimm, Marvel Agents of Shield (Season 1 especially), Bourne, Mission Impossible, James Bond, Homeland. Main restrictions are 1) Only human race, and 2) No Arcane Background (ie. supernatural abilities). So far, the PCs are:

1) Markov (Ari): Former FSB field agent. On a mission, witnessed the apparent wreckage of an alien UFO. He was subsequently sideways transferred multiple times until he was pushed out and then recruited by the Hoffman Institute.

2) Isaac "Maverick" Lee (David): Graduate student in history that became convinced of the existence of centuries-old non-governmental entities that manipulated world events and stayed in the shadows. Turns out some of those conspiracy theories aren’t just wacko ideas. The Institute brought him onboard to put his investigative and analytical skills to work.

3) Lester (AJ): Brought in by Hoffman to create a new identity. He is wanted for felony murder after killing a cashier at a Dunkin Donuts… then saw him alive and well the next day – a man that Hoffman was also investigating.

4) Angus "Pug" McGillicuty (Thor): Crossed paths with the Hoffman Institute when he began searching for his mother. She was a Wiccan priest, and he grew up with her going to various Ren Faires and such; upon returning from an Army deployment, all trace of her was gone when her bed and breakfast was burned to the ground; the Institute was looking for her help when it found rumors of the return of witch-burnings.

5) William “Bill” Thulson (Lawrence): Orphaned at a young age when his house exploded while his parents were inside. A Hoffman agent looking into the mysterious circumstances after the police closed the case as a gas line eruption took pity on the boy and brought him into the care of the Institute. He has since trained to be an agent.

New Savage Worlds Dark*Matter campaign

Dark*Matter has been one of my favorite settings for many years – however, other than a very short one-off game some 15 years ago, I haven’t really gotten a chance to run it. D&D 3.x (and then Pathfinder) took us back into a lot of fantasy gaming. I’ve been itching to get back into running a longer modern or sci-fi game for several months now, and a few of my players were wanting the same.

So a few months ago, I brushed my Dark*Matter stuff off to finally run a game, but only played an aborted hour or so… and realized that while I used to love running the Alternity system, it no longer had the same appeal for me. But it was more than just prolonged disuse leading to unfamiliarity… my GM’ing style (and playing style if I think about it as well) has changed. And so, it was shelved again as another GM took over and has been continuing our Shadowrun campaign. And as much as I like playing – especially in the Shadowrun universe with all the recent excellent Harebrained Schemes Shadowrun video games being released, I still always have the itch to GM on a regular basis.

While mulling what to run, I came across a post at ENWorld saying that a new version of TORG was coming out in 2016. I went down the rabbit hole a bit and came across a Savage World’s version of TORG – which seemed to work very well. I’d played a Deadlands Reloaded campaign with the Savage Worlds rules a few years ago, and had a very good time of it (playing Joshue Rivera, a vacquero who uses his Cow-Chip Dynashot to take on zombie cows!). It was then that several ideas for games I’ve been wanting to run began to coalesce in my head. I had been looking for a system that was flexible as well as quick and easier to run; a system that also had modernish settings, was easy to convert material to, or both would be a plus as the amount of published adventure materials for Dark*Matter was extremely limited. Savage Worlds was it! And so last week , the campaign began in earnest.

AD&D A2 – Stockyards of the Slavelords, Part 2.1

My group wanted to finish playing A2, so this past holiday weekend, I continued where we left off last. As the party recuperated from the battle with the goblins, the Cleric/Magic-User and Paladin left to summon more help. In their stead, a human dual-classed Monk/Magic-User, a dwarven Fighter/Thief, a half-orc Fighter/Cleric and a human Ranger joined the group from among the rescued slaves. (The Paladin’s player couldn’t make it and the other wanted to switch PCs; three other players also joined – 2 first time AD&D players and 1 new to RPGs!)
 
Having rested up, the reinforced group opened the secret door concealed in the back of the surprisingly clean iron maiden. The rough worked stone passageway slowly filled with a mist as they worked their way forward. Some dozen yards later, it ended in a steep falloff to a new floor some 30 feet down. The scouts had no problem descending, and re-ascending 50 feet further ahead where the passageway continued.
 
As the group proceeded forward again, they unworked stone corridor began to once again show signs of having been worked.
 
Turning the corner and proceeding, a sudden horn blast echoed toward them from ahead as a net dropped onto the middle of the group. With only a moment to catch their breath, the forward guards raise their defenses just in time to see a group of wolf-riding goblins charge from around the bend into the entangled midst!
 
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Falling net trap!
 
A frantic battle ensued, leading to a defeat of the goblins, but not without casualties on the side of the heroes. The newly rescued Dwarven Fighter/Thief and Monk/Magic-User were amongst the dead; the former claiming some vengeance on his captors before this fall, but the latter falling to the charging goblins before he had a chance to act.
 
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Fallen heroes

Shadowrun: San Bernardino Barrens 2053

One of the regulars of our group couldn’t make our holiday game last weekend, so we decided to play another game for the day. Recently, I’d been playing Shadowrun Returns on the recommendation of the other guys in the group, so I offered up running a quick Shadowrun game.

All of them had just played / were playing SRR as well, so it was an enthusiastic yes!

I opened up my old files, and realized, yup, it has been 10 years since I ran or played in a SR game; and more than 5 years since I’d even looked at the rules (2004 April and 2009 Feb in fact)! Nonetheless, I remembered the basics enough that I felt fine muddling through the mechanics portion of it. Plus, one of the guys ran two campaigns for us, and another was a player with me in those games. As I knew 3rd edition best, and haven’t even looked at 4th or 5th, I decided on that rule set.

I had the BeCKs character creation files on hand, so they all quickly generated some characters (I wanted to keep it low level, so 225 Karma creation – that was something that always didn’t sit right with me about standard SR, PCs started pretty well off and experienced). I had an Excel sheet I made 10 years ago that randomly generated stats for low level characters and a old Word document with some Shadowrun adventures ideas that I used. We had a lot of fun, and may continue it as a side game for days when the whole group can’t get together.

Here is their tale:

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Date: 2014 Nov 30

Player Characters:

  1. Hellboy/John – Troll melee: His parents worked in Redlands, and when they gave birth to Troll, they left that insular society rather than give him up. Moved to the Barrens where he grew up. His father was killed when young while looking for work, and mother descended into substance abuse. He is left alone by the gangs due to his size and takes occasional labor work.
  2. ?? – Dwarf shaman: He had a comfortable life working as a wage mage for Bourne Industries in the Barton area when he underwent goblinization later in life. One area of R&D for the company was the study of metahuman genetics, and his sudden change propelled him into being a very valuable resource for the company. Getting confirmation of his suspicions, he fled to the Barrens before he could be entered into the project.
  3. Gruumsh – Ork samurai: Redlands was a wonderful place to grow up as a popular gifted young boy that was destined to be an Allstar baseball/football/wrestler. Goblinizing at puberty, all those plans were dashed and his parents moved to save the family from embarassement. Through friends, they were able to get him into a vocational security training program for Ilumina, who trained the innately atheletic young man and fitted him with cyberware. Those plans for a comfortable corporate job were dashed when a meta go-gang led a raid into a warehouse he was tasked to guard. They made off with valuable equipment, and knowing that he would be held to blame, fled into the Barrens to track down the thieves.
  4. ?? – Elf conjuring samurai: Growing up in the Morongo tribe, he heard from the spirits that the elders were betraying the tribe. When looking into the accusations of the tribal casinos being sold to LA megacorps, he suddenly found that he was being regarded as a threat by the leadership. Fleeing west to the Barrens, he met up with his acquaintance.

 

Hellboy welcomed the newcomers to the Barrens in exchange for some cred. In the first week, they found the body of a salariman who had succumbed to his addictions in the Barrens where he sought his next hit. They find an unsecured cred stick with 186 nuyen on his body, which they bury in the cemetery. Deciding to celebrate, they head to the nearby Stuffer Shack at Foothill and Baseline, but are attacked by some go-gangers who mistakenly saw them as easy targets. The group dispatch the gangers and return to the cemetery home to lick their wounds.

Needing healing, Hellboy leads them to Father Oscar who asks for their help in return. An acolyte training under him, Paco, had recently showed that he possessed the gift of healing. The Falcons kidnapped him when he was visiting his mother in their territory as the Falcon’s new young leader Miguel sees him as the key to expanding their territory. Until now, Father Oscar was the only healer in the area, and his warehouse church was a neutral zone where the surrounding gangs – the Falcons to the northwest, the Metas to the east, and the Stripes to the south – put aside their differences to heal. Miguel was keeping Paco secured at the Falcon base of operations – a converted Walmart strip mall, and the implicit threat to his mother kept him there.

The group decide to try getting the mother to safety first, and take their mopeds into Falcon territory. They are stopped by some Falcon go-gangers, and tell them that they are trying to join the gang; they are told that they need to collect sufficient "taxes" to buy their way to see Miguel – 2,000 for them, and 5,000 for Miguel.

Hiding their bikes, they make their way on foot stealthily to her domicile and convince her to go with them to Father Oscar’s house, for the safety of her son. They sneak back in, and reach the Walmart, where several dozen of the gang are milling about or resting in the strip mall.

Peeking into the Astral, the dwarf glimpses another in the front of the store who likewise is watching the Astral. Rather than attempt the sneak through the well-lit parking lot full of humans, they head around back where the dwarf calls an urban spirit to conceal all but the troll. They fail the bluff the 3 youngsters guarding the back door, and when the oldest goes in to ask Miguel for guidance, they pounce. The troll rushes in and turns off power at the fuse box, breaking the handle in the process, while Gruumsh and the dwarf incapacitates the other two guards in the back. In the confusion, the elf severely wounds the shaman with several well placed AK-97 rounds. As the gangers begin getting a light on the ork, the troll and elf rush in and carry off the confused Paco. The dwarf’s manabolts takes care of the remaining guards in the back and grabs their keys to the two scooters in back.

The ork, desperate to finish off Miguel barely limped out of the back door, bleeding from a dozen wounds that would have fallen a man. As they zip off in the stolen bikes, the dwarf summons another urban spirit to grant him speed and concealment, appearing as a dog running alongside the bikes.

Upon returning to Father Oscar’s, they hid in the back as they hear the Falcon’s bikes pulling up. Peeking through the holes in the wall, they see the Falcon’s bringing the wounded to Father Oscar – among them, a barely breathing Miguel. "My boy, my boy, what have you done?" the older man softly says to him, even as he moves amongst the others, soothing the wounds of some and closing the eyes of others.