The Lich – a Hip-Hopera of Extraordinary Magnitude

The Lich is an epic tale of one wizard’s shot at immortality. Mayhem ensues. Give it a listen and get your copy over at Damp Heat’s bandcamp site:

http://dampheat.bandcamp.com/album/lich

Credits
released 30 March 2013
Story, Lyrics, Beats, Art, Engineering, and Mixing (what’s mastering?) by Daniel P. Smith
Lyrical tweaks and fixes by W. Ryan Willingham and Christopher Terry Leone
Clarinet on Forest by Adam A. Thompson
Guitars on Copy of a Map by Dan Lavoie
Guitars on Guild by Joe Madden

Voice Credits
Dot Smith – Narrator
Emily Summerfield – Narrator, Farm Girl
Cee Monstah – Immir, a Wizard; Positive Energy Elemental; and the Butler
Dirty Dub – Corsair, a Warrior; and Dock Worker
Damp Heat – Paul, a Woodsman; Mage Guildsman; Tavern patron
Bad Barry – a Manticore
Stormshadow – another Manticore
Emcee Eats – Vampire Lord
Jomo – Master of the Mage’s GuildChorus (Tavern patrons, Vampire Spawn, Corpse Golem, Other Dock Workers, Guild Members):
Adam A. Thompson
Frank J. Kim
Cindie Jones
John Wayne Akin
Ethan Schrupp
Ryan Gardner


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Sea Currents of Findor

At the farthest north-eastern reaches of Soralia, this region is marked on old maps as Findor. The land is more popularly known among the travelers of the day as The Pirate Kingdoms – named after the area’s sea-raiders, a plague of the Soral Sea. Strongholds, towns and villages dot the landscape alongside temples and ruins, marks of lineages and creeds both extant and extinct.

The ocean currents rule this land and shape its people’s ways. A general counter-clockwise current brings cold air southwest from the arctic above the pirate kingdoms down south within fifty miles of Setheria Isle, home of the archmages, which tower provides the marker for the shift in course from southwest to southeast. Continuing southward, the current skirts the Princedoms of Ogham, providing the first opportunities for those who rise this circuit for trade and plunder. From there it meets warm southern winds from the plains and deserts that form the southern bound of the eastern Soral Sea. The winds cool the southerly plains as raiders from the north trade and plunder as they will. The current then proceeds along with the prevailing wind and carries warm air west and then north across the Great Gulf, as the captains of the Pirate Kingdoms call it, seeing as there are no lands east of there. Careful, always keeping the shadows of their masts at their shortest on the left shoulder of the steersman as a guide for their return to Grimsport and the lands of their birth, lest they be carried into the northeastern sea and the isles of ice there. They return along with the warm spring rains from the south, which temper the chill pouring south over the peaks of the Barrier Mountains and water the springs, rivers, plains, woods, hills and valleys of this rough northern land.


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Claw Claw Bite Paints – Happy Little Figures

We here at Claw Claw Bite love using visual aids in our games. Whether it’s handouts, maps, illustrations, models, tiles, intricate model terrain, lego creations, or dungeon-building blocks, for some of us gamers lots of fun and enjoyment comes from the props we use in our games. In that spirit, here’s a little painting guide I put together for big, textured figures such as elementals. Personally, I have always wanted good figures for all of the classic elementals, but have never found a collection of them that I really liked until a fairly recent set of sculpts from Reaper Miniatures. I got the large water and earth elementals first, and then, several years later, got the large air and fire elementals. And now that I have them, I want them to look good, so I put some paint on them. Here’s what I did.

The figures used here are from Reaper’s line, but the guidelines explained here could be used for any similar miniature, or could be used for painting stone terrain. It’s an easy, fun project for beginning painters or veterans alike.

Both the fire elemental and the air elemental started with a base coat of spray model primer. In the past I would prime by hand but eventually found that a careful spray of primer gives a thinner coat and therefore diminishes the details of the figure less. I always use a respirator (gas mask) because those VOCs will give you the cancer, so whatever you do, don’t inhale those fumes. Stand upwind or whatever.

For both of these figures I planned a paint scheme of simple gradients through the appropriate colors. For the fire elemental I wanted a base of red in the crevasses, then a big slow dry coat of orange, then a highlight of yellow. The air elemental will go from base purple, through a progression of lighter blues and a top coat of white. Well, turns out that with figures this big and a paint scheme like this you can do very well by turning your usual dry-brushing into slightly-wet-brushing. The paint gets on the big figure faster and the scale of the details doesn’t suffer from a broad stroke. Feel it out as you usually would – try a small amount of paint on an inconspicuous spot and see what you think of the results.

These figures turn out to be very fun to paint because of their large size and the nature of the figures. There are no careful touch-ups to do because you accidentally got a drop of green on the figure’s white scroll. You just go from the valleys to the peaks of the sculpture with a darker to lighter gradient of colors and get a very dynamic figure (with all due credit to the talented sculptors over at Reaper).

So, here are the step-by-step pictures from this painting exercise. Get the dark color in the depressions, then wet-brush the highlights with the middle color, then dry-brush the highlights on the top ridges.

The models used here were from the Reaper Miniatures line here:

http://www.reapermini.com/OnlineStore/elemental/latest/02251

http://www.reapermini.com/OnlineStore/elemental/latest/02252

http://www.reapermini.com/OnlineStore/elemental/latest/02780

http://www.reapermini.com/OnlineStore/elemental/latest/02777

Happy painting,

Adam A. Thompson


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ChupacabraCon starting up in Austin

chupacabra-259x300Lamenting the lack of gaming cons in Austin? Find MillenniumCon too devoted to historical minis?  It will be interesting to see what the next ten months brings in the run up to ChupacabraCon, which is scheduled for Jan 17-19 at the Hilton Austin Airport!

We are hoping they have a slew of board games and rpgs on the schedule, and a few of us will be signing up to run some of our classic and novel adventures.

Follow the developments at the ChupacabraCon website.

And stay tuned for more info around this year’s UniCon.


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Staff of Nightmares

This thick staff of unworked oak is topped by a goat skull with ruby eyes. Created by Rixlog, middle brother of the three goblin wizards of the wastes, to strike fear into his tribesmen and foes.

It can be used to evoke the following effects:

  • Phantasmal Killer (2 charges)
  • Nightmare (1 charge)
  • Deep Slumber (1 charge)
  • Cause Fear (0 charges)

Aura moderate necromancy, illusion & enchantment; CL 9th
Slot none; Price 27,000 gold; Weight 5 lbs.

Construction Requirements Craft Staff, Phantasmal Killer, Nightmare, Deep Slumber, Cause Fear; Cost 13,500 gold.


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Minecraft.L2play.org is Online

This is a public post to announce that the Minecraft server that I have been building on is back up online and ready for adventurers. The server is a dungeon-filled homage to the Ultima games, but you don’t have to care about that to enjoy the first-person fantasy horror-survival experience that awaits you if you point your Minecraft client at multiplayer server minecraft.l2play.org.

monster-filled dungeons await the bold

It should be noted that this server is “adventure mode” only, which is necessary for the proper enjoyment of the difficult dungeons I’ve devised.

I’ll have more to say about the server and my vision for the Ultima IV tribute I’m building here in a later blog post.

Thanks,
Adam


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The Sword of Storms

This gleaming blue-steel blade is tied to the power of the storms, and in addition to it’s +2 enhancement bonus, deals an extra 1d6 points of lightning damage on a hit. Those who wield it resist 5 points of lightning damage from any source. Additionally, the weapon can strike with the power of a thunderclap – once per day, upon a successful blow, the wielder can force an opponent to succeed on a DC 15 Constitution, Fortitude, or Petrify/Polymorph saving throw, or be pushed back 10 feet and stunned for one round.


Posted in 1st edition D&D, 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, 5th edition Dungeons & Dragons, Equipment, Magic Item and tagged by with no comments yet.

UniCON 2012 Recap

Thanks to everyone who came out and made UniCON 2012 such a great weekend of gaming. Here’s a quick recap with some photos of the fun.

Even though we had to scale it back from our original aspirations I, at least, got the complete convention experience – playing old and new games all weekend with old and new friends. That’s what it’s all about for me when I go to a convention.

I had a lot of fun running an impromptu game of Gamma World, teaching some people my board game Vampyre Women of Venus, and playing Mille Bourne, Flashpoint, Epic Spell Wars, The Official Dealer McDope Deling Game, Quarriors, Fall of Pompei, and Ra. A special thanks goes out to Jonathan Leistiko of Invisible City Games, Daniel Smith, and Stephen Hildebrand for bringing and running games.


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Demos Magen

Demos Magen Level 6 Brute
medium construct XP 250


HP 80;
AC 20; Fortitude 17, Reflex 15, Will 17
Speed 1, climb 1
Initiative -1
Senses Perception +9

Powers

Bite ✦ At-Will, Standard, Melee 1
+2 vs AC, 1d4+2 damage.

Pierced! ✦ Encounter, Immediate Reaction, Melee 1
One of the stalagtites drops from the ceiling towards your companion’s exposed back!
+6 vs. Reflex, 3d10+4 damage and the target is grabbed.


Alignment neutral Languages none
Skills Stealth +11 Perception +9
Str 10 (+2) Dex 4 (-1) Wis 15 (+4)
Con 15 (+4) Int 18 (+6) Cha 6 (+9)



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The Curse of Castle Stieglitz

stieglitz_cover-300x206We are happy to announce a new, updated release of The Curse of Castle Stieglitz, a ready-to-play adventure for 4-6 questers of 10th-12th level.

Rumor has it that in his isolation, Baron Stieglitz has allowed himself to become corrupted by dark, sinister, undead forces. His greed led him down a path of self-ruin until he himself became a wight. Wretched and sinister, the villagers of Talook have begun to fear for their lives. He is so corrupted, he has not left his bed chamber in months. The allegiances of his men have splintered, and four rival factions have set up their own mini-baronies within his lands.

As the questers travel the road to Castle Stieglitz they encounter groups of men collecting tolls.  These groups are from the different factions of the Baron’s splintered army.  Once they reach the Talook they will encounter Anna, the most respectable of the Baron’s commanders, and a visiting clergyman who ask them to confront the Baron and help put things right.  Within the castle they can either convince the Baron to atone and right his fief or they can extinguish his unlife and help establish a new ruler.  Either way the questers must deal with the bands of freebooters now roaming the area.  The leaders of the three bands must be convinced to work with the new ruler, or be eliminated.  Only then can peace return to the lands of Northbay, the Great Marsh and the Cyrűk Mountains.


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