Showing posts with label halflings. Show all posts
Showing posts with label halflings. Show all posts

Tuesday, October 21, 2025

To Seek the Grail: A Pathfinder Quest

Halfling Hero

These are the true and just writings of Alton Goodbarrel halfling extraordinaire and really sneaky Guy.

10/1212
It was just after dawn when Aramil of Hornwood, and I sailed into Bright-talon. The morning was filled with a mist and light rain that gently soaked our gear. We knew we had a long walk ahead of us, so bid our captain farewell. After a quick bite at the tavern, we headed west through the Silver Moon woods to meet the rest of our party at River Run.

Our day's travel was easy and we arrived in River Run before dark. Aramil is a quite jovial wizard, especially for a half-elf. We were glad there were no troubles through silver Moon woods.

At the tavern we found Sir Ferrik, a beast of a Paladin who radiates holiness, and Ollum Hammersong, Mace of Smiting in hand, waiting for us. Aramil has known both of them longer than I have, but they are beginning to grow on me. After our last couple of adventures I've come to like Ollum and the way he constantly plucks the strings of his lute and sings his dirges. He's also the best dwarf cleric I've ever met.

A Quest begins
Ferrick actually troubles me deeply. I find that I have a hard time with my language around him. I also feel bad picking pockets when he's nearby. It's those stern looks that he gives me. But I also wouldn't go into any dungeon without him. He has a magical lion shield that bites people.

After catching up with the two of them. We retired for the night and hoped that Shamysh would get there early enough for following day for us to make plans.

12/1212
Well it took an extra day, but he arrived. Shamysh always gives me the creeps. Those clawed feet and the beak, still can't get used to traveling with a tengu. And those beady eyes, like they were staring right through you. He says as a ranger it really gives him keen eyesight. I still think he's creepy. Also have to remember to stand back when he's swinging that battle ax, he sometimes gets carried away. 

Grail Quest Map
In the meantime, we've heard a lot of talk from the locals about some trouble that could be happening at Greencrest. We had planned on heading north to the mountains to try to track down some old monk near the peaks of Sunfield. Anyway, from what we gather, there haven't been any deliveries for the last week from Greencrest. Nobody else seems to want to go see what could be wrong. Apparently, there would be at least three or four deliveries of goods from Greencrest every week. 

I've talked to the village elders myself, and it seems possible there might be some type of reward. If we could go figure out what's happening for them. They won't commit to anything specific. Shamysh feels that the road to Greencrest would be a much easier trip for all of us rather than traipsing through rivers, streams, woods and mountains to get to Sunfield. His screeching laugh is also creepy.

13/1212

Well it looks like we're headed to Greencrest. I've secured a small fee for our troubles. And they assure us that the elders in Greencrest and the Earl of the Manor would probably be very generous if we were to help them with any troubles. Aramil seems to remember a story of some type of magical item that peasants take pilgrimages to Greencrest to see. Sounds promising.

14/1212
Camped on the edge of the Silver Moon woods last night. Really nice trees. Should reach Greencrest by this evening. I sure hope the ale is good there. 

Fight over the bridge
14.6/1212
Great Gorum! What a night. So much for ale. A mile or so outside of town, we could see wisps of smoke. Fires must have been burning for a while. When we got to the outskirts of town we could see the devastation. Once we crossed the bridge into town, we were immediately attacked by a band of hyena like dog people. Shamysh called them kholo, Ferrik called them gnolls. I just call him ugly. 

We killed all but one of them, who ran and locked himself into the town's Tower. We left Ollum keeping an eye on him well we examined the rest of the town.

Fight in Greencrest
Every building was burned out and every corpse we found was pretty similar. We did manage to find
villager with a bit of life left in him. Thanks to Ollum and Sir Ferrik they got him conscious. He describes some terrors and a billowy floating creature. I don't know that I want to meet that. But he did also inform us that there was a magical relic at The Manor House. Unfortunately, the house was burned out. I was able to locate a secret compartment that had a very intricate mechanism, the kind that I would only pay for if I had something very valuable.

Tower escape
While we were at the manor house, Ollum Saw the last Kholo run from the tower and head west out of town. The tower is still intact, but filled with dead militia and another creature that does not appear to be human. So we will bar the door and try to get some rest. No ale anywhere 




15/1212
Shamysh told us on the third watch he saw the shape of a horse and rider head out of town, also in the general direction of west. 

Guess where we are going. Did I already mention that We'll be traveling along the marshes of dread.

16/1212
Camped beside the road near a stream for the night. Lots of strange noises. Glad we didn't get to meet whatever was making them. Should make it to the town of Brightrest before the end of the day.

16.7/1212

Guards at Brightrest
Made it! Guards were surprised to see anybody coming from Greencrest. There hasn't been anyone visiting Brightrest from that direction. Filled the guards in on the devastation. We'll be meeting with the town elder tomorrow morning. Tavern is comfortable, pheasant was overcooked, meade mediocre

17/1212
Met with Rymond Sunsera, village elder and floppy hat wearer. He's going to organize a relief/scouting expedition to Greencrest. He was very helpful with all our questions and knew of a tower or keep type ruin in the woods North West of town. Said it wasn't as far as the mountains and is a couple days march. He also sent for a guide who has actually seen the place. Woodsman dwarf known as Olaf Greybeard. Rymond also verified the existence of a holy relic that used to reside at the Earl's Mansion back in Bright rest. If it were to be found, he believes one of the main temples in Galmoth would pay handsomely for its return.

17.2/1212
Met Olaf. He doesn't sound like he wants to visit the place. He saw an ethereal black billowy thing float from tower to tower, no bridge. Just floated across. Could be what the villager saw. After questioning other townsfolk, seems like everybody knows someone that went to find this place and never returned. We'll stock up on provisions and yep you guessed it go where no one comes back from. 

18/1212
We have joined an entourage of town guard and what appears to be a cleric from town. They have a wagon loaded with provisions and other helpful items for whatever they might find in Greencrest. We'll travel with them until Olaf takes us off into the woods.

Camping north of the Marshes of Dread

18.6/1212
Set up camp for the night. We'll be setting off on a trail through the woods in the morning.

19/1212
Well, can't say I never saw a skeleton riding a skeletal horse again. What a nightmare. Fortunately, Ferrik and Shamysh were able to dispatch him. Ollum got a few hits on him and Aramil’s magic missles hit too.

Olaf tells us we should try and get a good night's rest. We will need it tomorrow.

20/1212
Overlooking the valley. There is a very ominous looking tower structure down there, two side towers and several other buildings scattered about. All the buildings are in a state of disrepair. We will have to plan our steps carefully. Olaf is going to wait back at our previous campsite. Hopefully I'll get to write more later. 

21/1212
That was a wild ride. We all made it, thanks to my skillful location of enemies! Once in the valley, we approached cautiously. As we maneuvered, we were set upon by creatures known as ghouls. I've never seen a dead thing. Move so fast. Sir Ferrik was able to bless them into oblivion! And Aramil use a good bit of fire and magic missiles to keep them at Bay. Most of them attacked us with claws and Jaws. There were several used wicked looking two-handed swords. These seemed a little bit tougher. I was able to sneak around behind them and locate several additional ghouls the guys to take care of.

Once the ghouls were cleared out, I was able to locate several skeleton archers in the towers. They were a little tougher to deal with. Sir Ferrik and Shamysh were able to bless some arrows, and set about finding good spots to shoot back. I led Aramil and Ollum up around one of the side towers where we thought we saw an entrance. we did find the entrance. It just happened to be guarded by two armored skeletons. My blade seemed ineffectual.

Ollum's Mace on the other hand, did a fine job at knocking their blocks off. Aramil was able to lend a hand with a few more magic missiles. It was touch and go so I snuck around the other side of the Tower and climbed up to the second floor. By the time I got back down inside, Shamysh and Sir Ferrik had gotten there and helped Ollum finish them off.

Crossing the bridge

After searching the area, we moved up two floors and found the bridge leading to the main tower. We carefully approached what used to be the entrance on the other side. I was able to sneak in to scout the area out. Nothing else seemed to be moving. Ollum had noticed that the stonework appeared to be Master craftsmanship, better than even some dwarves could do. It does lead us to wonder who could have created this place and worse than that who could have destroyed it?

We worked our way down to the main floor. There we found a hatch into a lower level. It was pretty dark but all he could see writing on the floor below with torch in hand. We dropped down and found magical inscriptions scrawled up on the floor. Aramil did that magic stuff that he does and before we knew it there was a glowing ring where a secret stone in the floor was located with the help of Shamysh's adamantium battle ax, we were able to pry it open. 

It was a tight spiral staircase leading down. And it was dark. Nice to know that Ollum can see in the dark! He was able to scout and let us know that there was an empty chamber at the bottom with doors leading out in opposite directions. Aramil was able to conjure up a flame that he put on the end of his staff. This was able to light the way for the rest of us. 

What was actually at the bottom was a main chamber with a series of rooms to the right and left. Some with locked doors, some with hidden doors and several sarcophagi. It felt like the kind of place you would expect to find more dead things. We started with the rooms to our right.

At a dead end, Ollum noticed stonework with an indentation. And it just so happens that I had located a key and a small pool of water in the corner of a nondescript room. Turns out the indentation was a keyhole. Inside the secret chamber we found a pedestal containing a small chest. Once I cleared it for traps, we were able to pry it open and found several items of value, including an amulet and a ring.

Cave Troll fight!

After heading back to the main chamber, we moved in the opposite direction and found a similar setup of rooms but this time there were sarcophagi. We left the first one be so we wouldn't make noise in removing the stone lid. Especially when Sir Ferrik and Ollum both detected evil emanating from the hallway to our left. Down the hallway to our right, at the end of the series of rooms, there was a large double door. Sir Ferrik and Shamysh were able to muscle it open where we discovered another sarcophagus. We decided to try to open this one and attracted the attention of two large cave trolls. Fortunately, the first one was almost wounded by the time the second one arrived. It was a team effort to finally slay them. Once dispatched, we were able to get the sarcophagus open and found the remains of a knight. Ollum stood on the edge of the sarcophagus, mace in hand, in case the thing might become animated. We carefully extracted anything of value and stowed it amongst our gear.

Wraith encounter
Finally, we were back at the other sarcophagus and decided to try “quietly” removing the stone lid. Didn’t work. Sir Ferrick raised the alarm as a floating billowy black form advanced down the hallway towards us. Never met a wraith before and I never want to meet one again! It was a hard fight, a hit paralyzed Ollum and Shamysh was knocked out of his wits. On the other hand, Aramil’s magic struck home and Sir Ferrick’s aura seemed to protect him and his attacks were devastating. It died at his sword stroke and it’s departing shriek will chill my bones for days.


Dungeon of the wraith

Sir Ferrick and Ollum used their healing magic on all of us. After feeling better we did find a couple objects of value in the sarcophagus. We then cautiously moved down the hall from where the wraith came. We discovered it’s lair with a few items of interest but still had not found the missing relic. In the ante chamber Ollum, thanks to his keen site of stonework, noticed another “indentation” in the wall. Sure enough the key I still had opened a second hidden chamber!

There it was, a dais on which sat an ornate box. Unfortunately, there was no apparent way to open it. No lock and no hinges. Using my expert analysis, I was able to find the opening mechanism and also a poison trap, which I disarmed. When the lid popped open, we found the Holy Relic, some jewels and a decent amount of coinage. Aramil encouraged us to vacate the premises.

24/1212
We found our way back to camp and reconnected there with Olaf. He was relieved to see us. We rested for an entire day and then headed back to town. We were warmly welcomed and given a celebratory feast. It was kind of just a small meal. Anyway, Rymond was in awe of our success and gave Ollum the name of a Senior Cleric in Galmoth who would “reward” us for the return of their holy relic. Aramil knows a shop there that can help us identify some of the magical items we cannot figure out.

All the posh folk took up a collection in thanks of ridding the town of such a terrible place. All in all we had a great adventure, our names are getting around and at Galmoth, who knows what could happen!

 


Saturday, March 21, 2020

Build A Dragon Rampant Halfling Army Quick and Cheap!

Let's build a Halfling army for Dragon Rampant on the cheap! We are always looking for inexpensive ways to field an army on any war game table and Dragon Rampant is a grand game for doing that! We'll show you how to get a halfling army on the table for as little as 46 USD.

Wargames Atlantic has put out a Halfling Militia box set that contains 40, yes we said 40, of the brave folk of the Shire for only 34.95 plus shipping. With it as our starting point we will put together a 24 point Dragon Rampant army. This hard plastic box set allows you to build Halfling Militiamen equipped with bow, sling, halberd, or pike and with options for full command.

In Dragon Rampant a unit of 12 infantry is standard. The box set gives you eight sprues with 5 figures each, 15 different heads and all the equipment seen here.

Let's start with a unit of archers or Light Missile troops for some ranged attacks. You can build up to 16 but only need to field 12. The Robin Hood cap and bare head options would do well on these chaps. We will add the Sharpshooter special rule to give them a better chance of hitting on their rolls.

Next is a core of Heavy Foot. These guys don't attack strong but will give you a solid defensive unit to stay stuck in! There are enough options to build plenty of pike, spear and halberd wielding halflings and we only need 12 for our army so have plenty to spare. For our army we'll use the spear halberds for our heavies! Getting two on each sprue will make us the quantity we need for our unit. Sticking with the kettle hat, or brimmed helmet, will add consistency to the unit

Next we will take a unit of Bellicose Foot which will pack a punch on the attack but are considered to have no armor so defense is low. We'll use the sword and spear options and use the various skull cap helmets. That will give you the third infantry squad for your army

With the remaining four models we'd make a command unit with our general, musician, standard bearer and a hero. These will be a reduced model unit of Elite Foot We'll use the sugar loaf helmets on three of them and the crested helm for our general. You could mix and match anything you really wanted for this unit.

Lastly we'll add some additional muscle in the form of a Lesser War Beast. Northstar Military Figures Rangers of Shadows Deep line has a sweet Ogre for around 10.00. "While not inherently evil, they have a tendency towards violence and cruelty which makes them extremely susceptible to the corrupting influence of the Shadow Deep." For our purposes we can use the old lion and the mouse fable and assume a nice hobbit pulled a large splinter from his foot and now he works with the halflings.

There are a lot of other variations you could use like making 6 slingers to use as a unit of Scouts. Another would be to pick up a special general figure like this halfling hero on his pony, with three accompanying halflings from Copplestone Castings for around 11.00.

Warlord Games now offers halfling cavalry in the form of goat riders and heavy pig riders! You can get  5 goat riders for 28.00 and a command unit for about 25.00.

Options are only limited by what you can find out there on the internet.
So get building something!!

Have a Great Battle!!
The Old Crow



Friday, May 30, 2014

Warhammer Fantasy Dogs of War - Lumpin Croop

Lumpin Croop and The Fighting Cocks
Today we throw the unmistakable halfling troop of Lumpin Croop and his Fighting Cocks at you. A few years back we talked about The Dogs of War for Warhammer Fantasy. They were my army of choice when you could field the entire lot and not just a regiment here or there. We shared a couple Regiments of Renown, Beorg Bearstruck and the Bearmen of Urslo and Voland's Venators! We even showed you how to build your own Ruglud's Armoured Orcs

Lumpin Croop and The Fighting Cocks
The figures themselves are what caught my attention in years gone by. The many details are wonderfully added to these half-pint heroes.

Lumpin Croop and The Fighting Cocks
Starting with Lumpin himself, he's just overflowing with extras like the loaf of bread, bottle of wine and his cook pot helmet.

Lumpin Croop and The Fighting Cocks
The best part is his Dart Board Shield taken from the "Old Pig and Bucket" inn where the Fighting Cocks got their start.

Lumpin Croop and The Fighting Cocks
The company standard bearer is Ned Hamfist who proudly carries the weather vane from the same establishment. Lumpin and his halflings use the vane as their rally point along with their battle cry “Hurray! Hurray! The Moot! The Moot!”

Lumpin Croop and The Fighting Cocks
This stems from an occasion in a particularly nasty battle when Lumpin Croop attempted to give his troops new orders. What he actually shouted was, “Run away! Run away… to the Moot… to the Moot!” but his words were lost upon the wind and his lads charged ferociously upon the enemy, screaming their now instantly recognizable battle-cry.

Lumpin Croop and The Fighting Cocks
Every figure is replete with a bevy of miscellaneous items to gaze upon. The halflings are stuffed with sacks and satchels. They even carry their cookware and mugs.

Lumpin Croop and The Fighting Cocks
Extra bundles of arrows, firewood, backpacks bottles and trusty pipes stuck in the brim of a few hats can all be found.

Lumpin Croop and The Fighting Cocks
The Fighting Cocks defend a hamlet
The story of Lumpin goes something like this: Young Lumpin was forced to work long hours in the family forge. His grandfather set him to arduous and demeaning tasks such as poking the fire and straightening horseshoes. Not surprisingly Lumpin ran away from home as soon as he could. By this time he had already fallen into a life of pick-pocketing and bunk-artistry. These were talents doubtlessly inherited from his father along with his passion for root vegetables.

Lumpin Croop became a poacher. His extraordinarily acute night vision proved a great advantage on dark, moonless evenings. Lumpin soon learned to support himself from the surrounding farms and estates. This was an annoyance to the many gamekeepers who found their game stocks and reputations plummeting fast.

Lumpin Croop and The Fighting Cocks
Early morning defense of a castle
One day Lumpin happened to visit the Old Pig and Bucket, a shady hostelry in the otherwise attractive village of Beggar’s End. The inn’s landlord, Raggo Barrelgut, had been an eager buyer of poached rabbit in the past. On this occasion, however, rabbit pie was noticeably absent from the menu. Instead, the snug was brimming with angry gamekeepers led by the notoriously crazed Ned Hamfist. The gamekeepers were all armed with cudgels. Raggo was hiding in a corner looking embarrassed and a bit frightened.

Anticipating a sound beating, Lumpin immediately launched into a long and complicated story. Once he had begun he soon found himself spinning a yarn of excitement, treasure and vast banquets waiting to be had in the lands over the mountains. The gamekeepers were taken aback by the young poacher’s tirade and soon put all thoughts of vengeance aside. Eagerly they found themselves signing up to join Lumpin in his bright and exciting quest to the land of Tilea. Ned Hamfist bought drinks to toast their bold venture and some bright spark came up with a name for their band – Lumpin Croop’s Fighting Cocks.

Lumpin Croop and The Fighting CocksFrom that day to this, Lumpin has tried very hard to give the Fighting cocks the slip. However, the gamekeepers are even better trackers than Lumpin and always manage to find him and insist that he takes them along on his adventure. Lumpin’s regular attempts to escape are thought to be ‘training exercises’ by his admirers. Similarly, his efforts to misdirect the Fighting Cocks away from Tilea and any chance of fighting are considered to be ‘initiative tests’. Unfortunately for Lumpin, the Fighting Cocks are extraordinarily good at direction finding, being experts at navigating their way around quietly in the dark. Their faith in Lumpin and their belief in his adventure is unshaken.

The truth is that Lukpin and the Fighting Cocks are really rather good. All the ‘training exercises’ and ‘initiative test’ have honed their natural skills to a point where they are expert trackers and woodsmen. Their marksmanship is, as you would expect, second to none. Their woodsman’s clothing and pelt-caps adorned with feathers are memorable to say the least.

Lumpin Croop and The Fighting Cocks
Lumpin Croop leading his men on to fame and riches!
Thanks to several remarkable battles, they have acquired a well-deserved reputation, and their services are now in great demand. On one occasion Lumpin was credited with saving an entire army. An enemy force had worked its way behind the army’s lines and was preparing to launch a devastating attack. At the same moment Lumpin happened to be leading the Fighting Cocks directly away from the sound of fighting. Unknown to him, his route was taking the Halflings straight towards the encircling enemy. In the ensuing clash the Fighting Cocks fought with great enthusiasm and the enemy was soon scattered. Everyone was very impressed by Lumpins foresight, not the least Lumpin himself, and his merry men were showered with offers of employment.

Indeed, money has started to flow into the band’s coffers, and Lumpin’s impromptu tale of fame and riches is starting to come true. His troops believe in him utterly and take great pride in their leader’s growing reputation. Lumpin himself is learning to live with his sudden change of fortune. He is becoming unexpectedly fond of the Fighting Cocks. Such is his dedication that even on the eve of battle he can be found in his tent working hard on devising new ‘training exercises’.

So, Have a Great Battle!
The Old Crow