Now that I have my core Draugr force paint, I had to create the setting! I had the Nord Tomb basic wall set from the Elder Scrolls “Call to Arms” game and some generic fantasy graveyard bits from someplace else.
They are resin, not 3D prints so after washing and drying, I primed them black and started to lay down layers of color. I went from darker to lighter – a charcoal stone heavy dry-brush, then a layer of Cocoa-Bean/Slate Grey wash, then a light stone/ light grey light drybrush. Pretty happy with it, though the walls aren’t as “aged limestone” looking like I’d hope with more hints of deep tan/brown.
Primed Terrain
Draugr Defenders stand ready to protect the Barrow!
Getting ready to delve into the Barrow of the Frost King Solo adventure for Warrior Heroes (Two Hour Wargames). It’s a combination standard WHAT dungeon crawl with a strong link to the new Luck of the Draw series games in which card draws determine what your next room is, what you encounter and what your loot is.
So being a typical “shiny objects” gamer I have been assembling the terrain and figures needed. On ebay I found some Call to Arms terrain from Skyrim barrows, and then some fantastic Draugr minis from Gripping Beast’s “Ragnarok Line” (sculpted by Colin Patten).
First up are *part* of the Draugr (yes, why buy a few when you can buy an army!). I wanted to give them the feel of being in a dungeon as opposed to basing them on stones and grass like I normally would. Since the figures are all cast on a support base and then glued and primed on MDF bases, I couldn’t place them on a dungeon base. I happened to have some model train stone work contact paper left over from another project, and so experimented with cutting and gluing them to fit.
Contact paper used for base toppers
Defenders of the Frost King’s Barrow!
I’m pretty happy with the bases, could use some touch ups and it saved me from having to clip the figures and then drill & pin them to dungeon bases.
This marks the first game in the Dux Arda campaign, an adaptation of the Dux Britanniarum ruleset for the world of Middle-earth. The campaign is set in the Iron Hills and the surrounding eastern marches—where the stoic Dwarves of Durin’s Folk defend their trade roads against encroaching Easterling clans.
The system blends the narrative campaign structure and leader progression of Dux Britanniarum with the mythic flavor of The Lord of the Rings. From this first engagement, the groundwork is being laid for a companion Easterlings Campaign Book, chronicling the rise of the Rider-Lords of the East and their wars with the Iron Hills.
The Setting – The Eastern Marches of the Iron Hills
(Map from Dux Arda: Durin’s Folk & Easterlings– Campaign Books)
Key Locations
Emyn Engrin: Mountainous border shielding the Dwarven forges.
Azag-Bund: A fortified Dwarven holding and focus of many battles
Carnen Vales: Gateway valley through which Dwarven caravans travel westward and south to Dorwinion.
Scarn: Easterling seat of power; source of many raids.
Zarnakh & Orvagash: Rival chieftainates vying for dominance on the plains.
Grasdarda: Southern stronghold of the Rider-Lords; center of cavalry power.
Campaign Focus: The first battles occur along the trade roads near Orvagash where the Dwarves escort caravans bound for the Iron Hills.
Commander Profile – Anaar Ironfist, Son of Mjodvitnr
(Generated using Dux Arda and the “Durin’s Folk – Dwarves of the Iron Hills” campaign book)
Ethnicity: Dwarf Family/Faction: Ironfist of the Iron Hills Background: Son of a Respected Craftsman Rank: Warlader Reputation: “Madman”
Age: 160 Physique: Tall and strong (for a Dwarf) Attributes: Dutiful King: Borin II of the Iron Hills (Age 220)
Wealth: Third-tier holdings Important Item: Superior Weapon
Married: No Children: None Important Relations: None recorded Provincial Holdings: None yet established
Achievements & History
He is an older Dwarf, a competent leader but whose abrasivness has limited his advancement, but he also has a reputation for defying the odds and is considered a bit mad by his fellows
Possesses a superior weapon and high combat skill.
2980 (August): Defeated an Easterling raid on a trade caravan – the Battle of the Hill of Ruins.
2980 (August): Promoted to Warlader; attracted a Dwarven healer to his retinue.
Commander’s Notes
“The Iron Hills breed no cowards. Let the East come again — we’ll stack their lances in piles as tall as their pride. I am Anaarr Ironfist, called Madman, and my hammer speaks clearer than any diplomat.”
Dwarven Force Roster – Company of Anaar Ironfist
(Recorded for Dux Arda: Durin’s Folk Campaign)
Lord or Noble: Anaar Ironfist Sobriquet: “The Madman” Status & Rank: 3 Characteristics: Dutiful Champion: Rank 2 Victories: 1
Group
Class
Number of Men
Notes
1
Elite
8
—
2
Elite
6
—
3
Warrior
6
—
4
Warrior
6
—
5
Warrior
6
—
6
Missile
4
—
Province: — Current Wealth: Tribune’s Tribute, Holds Superior Weapon Improvements: None recorded Notes & History: Victory at the Hill of Ruins; Dwarves of Durin’s Watch now guard the trade road to Bizar-bar.
Scenario I – The Road to Bizar-bar
Dux Arda Dwarves & Easterlings Campaign
Prelude: The Baggage Train
The caravans of Khazad-dûm made good time across the rolling plains of the east. Laden with ironwork, tools, and casks of ale for the frontier forts, they followed the ancient road through the long grasslands—territory now whispered to be prowled by Easterling raiders.
The Dwarves marched with confidence nonetheless. Two companies of warriors guarded the baggage wagons, with crossbowmen screening the flanks and a Dwarven lord of noble lineage commanding from horseback. The ruins of an old watchtower on a nearby hill marked the midpoint of their journey—a place to rest, or perhaps to stand and fight.
Across the plains, the banners of the Easterlings appeared—scarlet and gold under the morning sun. Raiders, horse archers, and armored lancers all converging to cut off the Dwarves before they could reach the mountains.
The Road to Bizar-bar — Dwarves escort the supply train through the open steppe.
A Dwarven detachment seizes the hilltop ruins to cover the main road.
Easterling raiders assemble for their first attack on the Dwarven right.
Opening Moves
The Dwarven captain ordered the lead company to advance along the road while the second secured the baggage wagons. Scouts on the right climbed the low hill and took position among the ancient ruins, crossbows ready.
Dwarves Advance!
The Easterlings responded swiftly. Their light horse archers spread wide, galloping through the tall grass to flank the Dwarves, while the heavy lancers massed at the center—ready to charge the moment the Dwarves committed to the hill.
The first volleys rang out. Dwarven crossbow bolts thudded into the advancing riders, felling a few mounts but not slowing their approach.
The crossbows open fire as the Easterlings close in.
The first exchange of arrows finds its mark in the tall grass.
Clash on the Road
The Easterlings struck first. Their heavy cavalry thundered down the center of the board, aiming straight for the Dwarven main line. The Dwarves wheeled to meet them—but the maneuver opened a gap between the lead company and the baggage guard.
Dwarves Formation Loses The Line
Through that gap the lancers charged, smashing into the forward unit before the Dwarves could lock shields. The first ranks broke under the impact, but the second company stepped in and met the blow with unyielding resolve.
Eastelings Charge Home!
Steel clanged and the air filled with dust and shouted war-cries. The Dwarves fought shoulder to shoulder, axes biting into mail and horseflesh alike. The Easterling charge faltered, and the survivors fell back in disorder.
Easterlings Fall Back!
On the hill, Easterling horse archers encircled the ruins and rained arrows down, forcing the crossbowmen to take cover behind the old stonework.
The Dwarves Counterattack
Just as the Easterlings tried to regroup, fate intervened. The Dwarven command cards appeared first, and a well-timed Fleet of Foot event spurred the warriors into a rare burst of speed.
The Dwarven lord bellowed an order, and the line surged forward—breaking formation and charging down the road like an iron avalanche. The Easterling cavalry, caught mid-reform, were slammed headlong.
At the height of the melee, the Dwarven lord met the Easterling leader in single combat. The clash was brief but decisive—the Easterling chieftain toppled from his saddle, and his retinue broke.
The Easterling Commander Falls!
From the hilltop, the Dwarves guarding the ruins descended in a furious charge, scattering the light cavalry that had encircled them. By the time the dust settled, the surviving raiders were fleeing in all directions.
Dwarven Warriors Change into the Easterlings!
The baggage train stood intact. The road was secure. The Dwarves had won the day!
Aftermath: The Cost of Victory
When the dust cleared, the field was strewn with broken lances and spent bolts. The Dwarves had held firm, though several wagons bore arrow scars and many shields were splintered.
The Easterlings had lost their leader, much of their cavalry, and their will to fight. The survivors fled east, leaving their dead and wounded behind.
The Dwarves raised their banner over the old ruins, naming the place Durin’s Watch, and resumed their march at dusk. Word of their stand would soon reach the mountain halls—a victory carved in valor and steel.
🏁 Campaign Log
Scenario Type: Convoy / Ambush Defense
Result: Dwarven Victory
Casualties: Dwarves moderate; Easterlings heavy
Raid Results: +4 (+7 for enemy losses, -3 for Dwarem losses) =
Loot / Plunder: Thief’s Horder, attaract enough followers to replace all losses and +2 ne Warriors join
Dwarf Campaign Action: +5 total wealth of A Prefect’s Riches (+3 for Tribune’s Tribute and +2 from Thief’s Horde). The player spends it all on:
+3 to Gain rank within Dwarven society to a Kazak Rikkin (Warleader)
+2 to attract a attract a Dushuk (or Healer) to his service
Next Scenario Hook: Easterling vengeance raid or pursuit action – player will generate an Easterling Leader for the next game
I’ve written a number of adventures and scenario books for tabletop miniatures systems, only dabbled with writing for tabletop RPGs (wrote some stuff for HERO Games….they never paid…). But in addition to the Two Hour Wargames adventures I play solo and with my son, we’ve also done Dungeons & Dragons 5e adventures and some OSR gaming. If you’re not aware of it, “OSR” stands for “Old School Rennaissance” or “Old School Revival” is a genre of indie Roleplaying Games that are patterned after the RPGs of the 1970s and 1980s.
Why, you might ask? Because more recent game editions, specifically D&D 5e can be fun, but have a totally different design basis from their roots. OSR games tend to be less heavy on mechanics, more direct and more deadly. In other words, OSR games tend to be gritty and grimdark, where your PC has to earn everything the hard way and you develop your PC’s backstory as you game.
In contrast, many current games like D&D 5e are aimed at more a high fantasy heroic scale, where the PCs already start out with feats and advantages and a formed backstory that provides a lot of in-game advantages. The game can be challenging but is overall usually much less lethal and gritty.
As a “Stranger Things” generation kid, when we played D&D, most of the time we wrote up our character on a 3×5 index card. Who needed detail when you probably wouldn’t survive to 3rd level? Don’t get too attached to your PC, you’ll need a new one next game session! Backstory? You developed that as you played….if you lived long enough!
So Old School games can be fun, and there’s been an explosion of indie TTRPGs using OSR style and D&D 3.5 edition Open Gaming License as the core mechanics.
Well, now to the point – an OSR author launched an OSR Supplement Jam on Itch.io, so I decided to turn an adventure I played with my son in the Dark Albion setting (think Warhammer set in England during the War of the Roses kinda vibe) into a one-shot adventure called “Milk and Blood.”
Milk and Blood is a low level, introductory adventure for play in Dark Albion: The Rose War. It is intended for 1st (or possibly 2nd) level characters, and occurs mostly in the village of Bacton in Herefordshire. The PCs are called upon to investigate the disappearance of a child amidst a rising tide of pranks and odd goings-on that has caused the local priest to beg for help.
Milk & Blood is more of an investigation, involving mostly non-confrontational interactions with various NPCs, until solving the mystery. Then, at the conclusion of the adventure, the PCs should be able to uncover what has been happening — possibly aiding one powerful faction, and alienating another. Either path may provide useful plot hooks for future adventures.
So if you have an OSR game you’ve been playing and want to try turning your adventures, special characters, settings and monsters into something — write it up and submit it!
One side of the tile is Winter themed, the other is base coated pending completion to a Summer themed tile. For the Winter tile I didn’t want to inscribe hexes or a grid pattern, so I skipped that step, but did scribe the basic areas of the tile into place — the Far distance, Middle (or approach distance) and a circle for close action. I did carve a cracked ice looking pattern in the center circle, but didn’t take it as far as Professor Dungeonmaster did on his build, had a game schedule to keep! And of course, using a ball of tinfoil to create a distressed pattern across the surface.
I used a lighter to melt in some depressions and carved out a channel for what will be an icy stream or gap in the ice. Following the most excellent video from Dungeoncraft, I first used Mod Podge mixed with black paint to coat both sides, and after allowing it to thoroughly dry I then went over the Winter side with a blue/green Teal acrylic paint from the local Michaels (on sale at $0.90/bottle). From there I built up additional layers of successively lighter blues to give it an “old ice” look, followed off by a light drybrush of white and a light dusting of artificial “basing” snow from Army Painter.
For the “stream” I first painted it from the bottom up, with the darkest shades were it is supposed to be deep and lightening at the edges. I realized I didn’t have any resin “liquid water” on hand, so I decided to use clear Elmer’s Glue that I had on hand. This will dry clear, like the resin water, and give you a ncie water effect. The only downside to it is that as it dries it will contract, so you will have to touch it up a few times to complete this effect.
Then I bashed together a few winter terrain pieces out of pinkstuff foam, and got the figures onto the tile to explore the arctic dangers of Icewind Dale!
Well, since I’m running the Rime of the Frostmaiden (5e campaign) set in the snowy Icewind Dale area of faerun, I decided to make an Arctic themed UDT. While this will eventually be double sided with grassy terrain theme, I rushed this into production as a single sided tile for the next game session. Which you should not do. Unless you have to.
I followed Dungeon Craft’s tile video ((5223) Ultimate Arctic Terrain for Frostgrave/ Warhammer/ D&D – YouTube) with a few changes. I liked the idea of designing the board with an inner area for melee, and outer areas for ranged and distanced areas. But I wanted to make it a little different, so I also carved out a channel in the pink stuff that would represent an icy stream or perhaps a crack in the icepack showing some ocean gleaming through.
After carving in my patterns, and using a lighter to create some hollows and dips in the terrain, I painted the surface with black mod podge (mod podge with some black paint).
After drying, I painted the center icy area a teal blue.
Then I dry brushed the center area with white paint, followed by a layer of turquoise highlights.
Then another layer of drybrushing, and then I put on a layer of snow.
The video uses a commercial snow mix from Games Workshop, but I didn’t want to go to the hobby store (and I’ve heard that the SnowTex textured craft paint is better), so I mixed my own.
1 Part texture putty
3 parts mod podge
2 parts scenic effects snow
This homemade snow came out a little too thick and obscured some of the details of the center icy area, but worked out OK on the whole.
Then I painted the rest of the surface in a grey-blue (grey + aquamarine) followed by drybrushing, and the rest of the home made snow.
For the water effect I just used clear Elmer’s glue. This is less expensive than a water effects kit, but dries more slowly. I always paint the area where I’ll put the glue whatever color pattern I want to reflect the type of water.
Then I made some smaller terrain pieces, though I made the mistake of drybrushing too early – some patches of teal base coat were still wet, which caused some delay and less of the effect I wanted.
But in any event, welcome to the icy northlands!!
The Northern Warband are 28mm Inuit Warriors from Eureka Minatures, modified for a fantasy theme. The Polar Bear is from my son’s old toy chest, and the other animals retouched from D&D pre-painted miniatures I had.
Since this is the 20th anniversary of the release of the movies “The Fellowship of the Ring,” I’ve finally moved my Middle Earth project onto the front burner. It is my goal this year to paint and field several Middle Earth factions and get some games in using the Dux Arda fan mod rules for the Dux Britanniarum Dark Ages rules from Too Fat Lardies. I completed my first faction, the Dwarves, and decided next up would be some Middle Earth appropriate terrain.
I had some aquarium terrain I picked up at a garage sale, and some friends and family printed up some more iconic fantasy terrain that more clearly say – this is Middle Earth.
Terrain on the workbench – a fallen great statue of the 2nd Age, a fantasy Dolmen, a Dwarven watch beacon and temple ruins
I found 3D print files of a giant fallen statue head, perhaps left from some great work of the 2nd Age, on Thingiverse. A fantasy Dolmen and some smaller statues of kings I sourced from MyMiniFactory, and the Dwarven forge from DrivethruRPG. My nephew and a friend printed these for me. I also had some aquarium temple ruins I picked up from a garage sale.
The Dwarven beacon. (I made a small hill out of pink stuff to better position the Dwarven terrain piece.
A long forgotten King of the 2nd Age
Dwarves examine Dolmen frequented by a hidden tribe
Ruins from the Fall of Cardolan
Next on the workbench – Orcs of the Misty Mountains, using classic Ral Partha figures.
So this is the 20th anniversary of the release of the movies “The Fellowship of the Ring,” so I finally moved my Middle Earth project onto the front burner. It is my goal this year to paint and field several Middle Earth factions and get some games in using the Dux Arda fan mod rules for the Dux Britanniarum Dark Ages rules from Too Fat Lardies. The factions I have on hand to paint up and field include:
The Dwarves of Erebor and the Iron Hills: Dark Ages dwarves from Conqueror Models and older Vendel (Thistle and Rose) miniatures.
Men of the West: Various Romano-British and Saxon figures (Gripping Beast and Artizan) to assemble the Fyrd of Bree and the Greenways, including some Dunadain Rangers and Hobbit archers.
Orcs of the Misty Mountains: Primarily an collection of nice sculpts from Ral Partha that have been sitting around needing some paint and love. I’ll use some Wargames Factory 28mm plastic Orcs for the more “organized” Orcs of Gundabad, Mordor and Isengard.
Dunledings: I would prefer 28mm Dark Ages Picts, but happen to have some 28mm Ancient Germanics from Wargames Foundry that will do nicely.
Custom decals I made up in Photoshop, and then printed by Little Metal Spaceships.
Combo of MDF and 3D printed terrain for villages and Middle Earth ruins and such.
The first completed faction is Durin’s Folk – the Dwarves of Erebor and the Iron Hills (with painting help from Russell Levy!). This force is designed around a Shield Wall of heavy Spear, supported by units of one-hand and two-hand weapons, and some Crossbow figures for missile support.
The Dwarven warband arrayed for battleThe King stands ready!
The Dwarven warriors of Erebor, the Lonely Mountain, hold the right flank
A contingent from the Iron Hills holds the Left FlankSkilled crossbow units harass the foe with deadly fire
The overall warband is about 50 figures strong, and I’ll add some extra figures as well, including a Dwarven Sage figure (basically a Wizard) from the Oathmark game line. I was going to use Oathmark shield decals, but then decided I wanted shield designs from Middle Earth, so I put them together in Photoshop (along with other factions) and had Brent Dietrich at Little Metal Spaceships print them out for me.
Custom made shield decals, using a 3mm hole punch to place a hole for a shield boss
And that completes my first faction for Middle Earth! Next up will be the Orcs of the Misty Mountains.
I really liked how the “Mesmerizing Morel Mushroom Trees” 3D printed underground terrain from Dungeon Artifacts turned out, that and the scatter terrain. So now I needed to paint up some cavern walls terrain. These 3D prints are also from Dungeon Artifacts, the “Grotto Walls” terrain kit. I poked around looking at images of caverns from around the world and then thought of my own experiences with casual caving (not spelunking mind you, just going to the touristy caverns!). Living caves are not just grey — they have all sorts of tan and beige colors from water pulling minerals out of the rock to form stalactites and stalagmites and other formations. Then I found a great video from Fat Dragon games on painting cavern terrain, and it was an ideal fit for my research.
Cavern walls terrain in use on my Ultimate Dungeon Terrain tile
I base coated the cavern walls with dark grey, then built up layers of other color – tans, browns, beiges.
The party explores the caverns of the Underdark!
After some highlights using a Mocha color, I gave the walls a dark wash treatment. When the wash had dried I finished it off with a coat of clear Matte spray.
The party fights a Umberhulk in my brand new caverns!
The final result looked very much what I’d hoped for!
You know what would also be great terrain for the Underdeeps? An abandoned mine! Luckily I have just the terrain in mind from Mantic!
Now that I have an Ultimate Dungeon Tile, I need stuff to go on top. Since the current DND 5e game is going to the Underground, I thought — let’s do some tabletop terrain to match! Brian at Weird War 2 has picked up some sponsors for his channel and using a discount code got some 3D printed underground terrain from Dungeon Artifacts — some “Mesmerizing Morel Mushroom Trees” and cave walls.
I based the terrain, and then added some detail bits inspired by a video by Wyloch’s Amory – clever things like using pushpins and brass tacks as mushrooms.
The Magic Morels are Based
Since this really didn’t seem like enough, I made some additional scatter terrain using odds and ends, including a cavern pool (foamcore base and DAZ Clay rim), a giant skull from a broken dinosaur toy and so on.
The scatter terrain coming along nicely
For the cavern pool I experimented with a water effect made from clear Elmer’s Glue. This should be the last treatment on this piece, since if you spray it with a Clear Matte sealant it will dull the surface and it won’t look like water. I painted the alien cave plant things in bright colors, but kept it within the family of Blue-Green paints. I didn’t have any really bright paints, so I made do with what I had on hand.
The finished Underdark Morel Trees
I was pleased with the end result. Maybe I’ll experiment in future with brighter neon style pigments. These Morel trees will end up pulling double duty as alien trees for my 5150 scifi games.
Here’s my UDT tile covered with the new Cavern terrain with some figures for scale.