If things have slowed down on the blog, its because Ive been working. On what you ask?
Work continues on writing my rules set - Hammer of Thee Olde Gods. Ive finished the core rules, the monsters, and Im now working on the campaigns. And when that is all done, I will have to playtest and polish them up a bit. But there will be 25 scenarios in total which chronicle the fluff of this very blog.
Thanks goes to LordOdo from Lead Adventure Forum who helped encourage me to continue writing the rules. And he has provided some old school art to help out. And what better encouragement can I ask for than some nice little illustrations.
Love that Gobbo with the flower pot helmet and the knight with moon iconography. Or it he a magic user? Not sure. You know what... he can be whatever you want him to be. Thats the beauty of him! Oh, he has a tabard with diamond symbols. Ok, from this point on, to me, he is the Sir Luna, Knight of Diamonds. and the goblin is Flowerpot the Gobbo.
Im sure Ive shared this before, but here is the introduction (manifesto) to the rules.
THE BASICS
Hammer Of Thee Olde Gods is a simple set of rules for fantasy miniature wargaming. It is a scenario driven ruleset for a dwarf beer and goblin pretzels experience that has a minimum of fuss and fiddliness. During play, it contains no charts, no cards, only uses d6 dice, uses an "I-Go-You-Go" turn system, and a roster page of unit stats per player. The game is skirmish based and can be played on any living room table. The focus of the rules is on mighty heroes defeating hordes of monsters. The game can be played Co-op, Solo, or PVP. Scenarios are one shot games. Or they can be linked together to form a campaign where the results of a previous battle can affect a future one. An adventuring party consists of 4 heroes with each hero having 4 followers each. Warriors and Thieves get 1 ability and 1 piece of equipment each. Magic Users get 2 spells - the first one is random, the 2nd is players choice. There are four Wizard Schools, each with their own set of unique spells. Clerics get to build up to 2 shrines (out of 6 types) per game. Shrines have an area of effect that lasts the whole scenario. Morale rules are always different and are provided per scenario. Pre-measuring is allowed. Charges dont do double movement and dont have to go in a straight line. Figures do stop movement once they are in base contact with an enemy figure. There is no bonus to flanking or rear attacks. The basics of a players turn is to move all their figures, fire all their ranged weapons or cast spells, and finally attack in melee with all their figures. Play then passes to the opposing player.
The default campaign setting included in these rules are about the reclamation of the Mines of Kazamordia. This ancient dwarven realm is a menacing and haunted ruins. Once, it was a glorious underground city where flowed the trade routes of not only precious metals and gems... but beer! The mountain distilleries were crafted with such precision as to not be replicated any place else. But with the release of the demon lord from his prison, the realm was lost for millenia and the dwarven race became a scattered and forlorn people without proper home and beercraft. But nothing is lost forever. A new generation of heroes gather to test their mettle against the forces of darkness. Will they reclaim Kazamordia for glory and riches? Or like so many other heroes before, become mere food delivery for the monsters under the mountain?
~~~
There is a very probable chance this will be published by a good friend. I was just going to release it for free. Its a work of love for me afterall. Perhaps the free version will have a little bit of art. But the published one, will have lots more.
Cheers,
Mar