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Verrotwood

Verrotwood

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Project Blog by ewokkebab Cult of Games Member

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About the Project

Verrotwood is a grimdark fantasy miniatures agnostic skirmish game. The game's core rules are designed to be simple to pick up and play. It uses a ten sided dice pool system that helps to speed up play by removing the need for math at the table. Available now from Wargame Vault.

This Project is Completed

Beasties -Primed and ready

Tutoring 13
Skill 13
Idea 13
3 Comments

Monsters, I tend to avoid painting monsters or leave them until last. Characters and soldiers are easier, defined articles of clothing and equipment. beasts have no such guidelines. So far the pro acryl paints have been the most enjoyable to use. Warpaints are pretty thin but alright, the scale 75 are a hot mess, they don’t know whether they are paints inks or wash and they look almost the same in the bottle by colour, ie all the greens look the same. all the blues look the same. I can see why noone talks about them.

Beasties -Primed and ready
Beasties -Primed and ready
Beasties -Primed and ready
Beasties -Primed and ready

WIP update

Tutoring 6
Skill 8
Idea 8
4 Comments
WIP update
The LeshenThe Leshen
WIP update
WIP update

The painting goes ever on

Tutoring 6
Skill 7
Idea 7
No Comments

I find myself dragging my heels over the painting at time, especially when I am making up the colours as I go. I decided to get a bunch of the figures finished and based up. I usually find that helps me focus on completing the rest when I can see what I am working towards.

You only need four cultists in a warbandYou only need four cultists in a warband

Having got ludicrously carried away with the amount of cultists, I decided to go full army for Dragon Rampant, but they could be handy for The Weald, 5 Leagues from the Borderlands, Frostgrave and so on. I will probably make that a separate project.

The finish lineThe finish line
The painting goes ever on

The first cult is the deepest

Tutoring 6
Skill 6
Idea 6
1 Comment
The first cult is the deepest

A push over the weekend let to the completion of several cults and a few extra critters, some of which are unique to the scenarios I am piecing together. I am really liking the Vallejo Express paints.

The first cult is the deepest
The first cult is the deepest

The Mini Campaign

Tutoring 4
Skill 4
Idea 4
No Comments

Leshen Leashing Lessons

A Verrotwood mini campaign

In the two rival villages of Hexeter and St. Hives the ringing of the bells brought madness and death and the inevitable early ending of the crown green bowling season. The respective of captains of both clubs in their despair found new ventures and have turned to Necromancy, which just goes to prove you shouldn’t trust anyone under forty who does crown green bowling. Noting the proliferation of small cults popping up and vying for power, Derek the Unpleasant former captain of the Hexeter Hawks CGBC has decided to reclaim the trophy won by Satanic Stuart , captain of the awful St Hives Bees CGBC at the end of last season.

Part the first: Leshen Learned

Legend tells of a cave mid way between the towns wherein a Leshen purportedly sleeps. Unfortunately the cave is infested with Urghlocks , cave dwelling bestial subhumans (rumour has it they were the remnants of the Hexeter croquet and crochet society, but you wouln’t trust these evil smelling gits with a mallet). Derek, or the Derekromancer as he calls himself has convinced a couple of cults to come and bash urghlocks heads  (and your rivals) while he performs the ritual to awake and bind the leshen.

Part the second: Cooking Leshen -nom nom nom -gnome?

As the Leshen lumbers laboriously to St. Hives the cults are summoned by Stuart, who is having something of a Satanic panic, if you will. He needs to to conduct a ritual to put the Leshen back to sleep. He needs to make gnome soup, the Leshens’ favourite meat. On the field of play are several clumps of zoom shrooms that when eaten as a free action grant and extra move, hardly fair as the gnomes have little legs to begin with, but hey, this is grimdark. Gnomes move a short distance in a straight line, if they run through a shroom patch there is a 1 in 10 chance they hulk out and become a red cap (major forest beast). It’s also fair to say gnomes can also travel a great distance in the straight line, if you push one into a quarry. So , the aim, catch gnomes, avoid red caps, put gnomes in pot. Attacking someone carrying a gnome will cause the gnome to drop. Optional 1 in 10 chance of getting a doom shroom instead of a zoom shroom, causes DoT

Part the third: Here Endeth the Leshen

The Leshen bears down on St.Hives, fortunately for Satanic Stuart and the rest of the village, there is hope in sight. Using the previously captured gnomes  as poisoned bait (use one poison terrain as starting point for the gnomes) in tandem with the three ballistae left by the Barking Pig Darts Team (this being the local hostelry, the darts team were reportedly eaten by a weregoat). Our cultists must find ammo and throw gnomes or go toe to toe-claw to sandal – with the beast itself. Again zoomshroom patches litter the area of play. Points scored for each gnome or ballistae hit. Killing the beast by your own hand is worth a lot of points. Points for taking out other cultist too. Ballistae should be  number of players +1

Zoomshrooms

Tutoring 4
Skill 4
Idea 4
No Comments
Zoomshrooms

For the scenarios detailed in the last section I needed patches of mushrooms to put on the table. I stumbled across some plastic/resin fairy garden mushrooms on Temu.. I ordered them and then set about making them look like wrong ‘uns.

I primed them black, dry brushed the stalks then added a fine flock. Once dried I added a little Nurgle rost and some AK grime. Then I topped it if using a blend of fleck I have used throughout the project. The final touch was to add a few tufts. I then sealed the whole lot with matt varnish after put some ipa on the flock.

Battle Report

Tutoring 2
Skill 3
Idea 3
1 Comment

Having waited for over a year I finally got a chance to play Verrotwood. I had rolled a couple of cults for my friends and we got stuck in.

The scenario was a relic hunt, so we scored VP for relics, enemy cultists killed and any critters killed.

Battle Report

We tried a relic hunt scenario, three teams five relics and a randomly determined piece of special terrain in the middle.

We got Wicked Terrain which lures people in and requires an intelligence check to escape from. Not sure we got the rules 100% right on these bits. But it’s not an exhaustive ruleset so a bit of common sense and house ruling is inevitable.

Combat is brutal enough in Verrotwood, but two cults ensnared made for a bloody scrum. The third cult, the Halflings became embroiled with a shambling undead critter, strong and hard to kill.

We added a house rule to increase the chances of more beasties being added. We came up with ways to keep track of things as we went along. The next game will be slicker and even more fun.

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