Monthly Archives: September 2016

Snakeman Warrior: Figure 249 of 266

Chris Palmer

     This week I painted up the Snakeman Warrior from the Swamp Things set.   I prepped the figure in the usual way; soaking it in a dish of water with a couple drops of dish- soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying it.  I then glued the figure to a black-primed 1" fender washer with Aleene’s Tacky glue, and then glued the washer-mounted figure to a tongue depressor with a couple drops of the Elmer’s glue.
     I forgot to take a picture before I started applying paint, so here is the stock one from the Reaper website.

     I began by painting the scales with Nicole’s “Brown”, and the underbelly and arms with Americana “Sable Brown”.

     Next, I painted some large oval blotches running down its back, and some smaller ones running down the sides, using Americana “Bittersweet Chocolate”, Then I painted edges around the large blotches using Reaper MSP Bones “Cinnamon Red”.  After that, I painted the leather harness and straps as well as the large pouch on its back with Citadel “Snakebite Leather”.  Then I painted his armor, wrist braces, buckles, sword hilts and bow fittings, all with Accent Mustard Seed".

     I followed that with painting the main part of his quiver with Apple Barrel “Burnt Sienna”, and the top part with Ceramcoat “Territorial Beige”.  Next, I painted his bow with Folk Art “Gray Green”, and then painted the grip with Crafter’s Acrylic “Cinnamon Brown”.  I painted the arrow shafts with Crfater’s Edition “Taupe, and the fletchings with Americana "Buttermilk”.

     Next, I re-painted all the armor, wrist braces, buckles, sword hilts, and bow fittings with Ceramcoat “Bronze”.  I let everything dry for a while, and then came back and applied a wash of Citadel “Agrax Earthshade” wash using a wet brush".   When the wash was dry, I painted his eyes with Crafter’s Acrylic “Daffodil Yellow”, and then gave them Black slit pupils.  I then highlighted his underbelly scales with Americana “Khaki Tan”.

     I then did a little highlighting of his head using the “Sable Brown” and did highlights on all the leather parts using a mix of the base “Snakebite Leather” and Ceramcoat “Maple Syrup Tan”.  Next, I highlighted the body of his quiver with Americana “Georgia Clay”, and the top part with the “Taupe”.  I highlighted the fletchings with Americana “Bleached Sand”, and the bow with the base “Gray Green”.  Next, I painted the sword blades with Americana “Zinc”.   I then highlighted all the “Bronze” areas with Ceramcoat “14K Gold”.  I then went back and painted the sword blades with Folk Art Metallics “Gunmetal Grey”, followed with highlights using Folk Art “Silver Sterling”.
   I then worked on painting the gem in his left wrist guard.  I first painted it with Crafter’s Acrylic “Christmas Red”, and then did a shadow area with Ceramcoat “Black Cherry”.  I then did a little highlight area with Ceramcoat “Opaque Red” followed with some White highlights.  Lastly, I painted his integral base with Ceramcoat “Walnut”.
           I let the figure dry over night and the next day I gave it a coat of Ceramcoat “Matte Varnish”. When dry, I flocked the base. Another overnight dry, and I sprayed it with Testor’s Dullcote".

     I like how the figure came out.  He got a little bit of a rush treatment, as I was short of time this week; but I think he still looks good for tabletop use.

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Marsh Troll: Figure 248 of 266

Chris Palmer

     This past week I started the Swamp Things set and painted the Marsh Troll figure.
      I prepped the figure in the usual way; soaking it in a dish of water with a couple drops of dish-soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying.  I then glued the troll to a 2" black-primed fender washer with Aleene’s Tacky glue.  The 2" washer was big enough to just hand hold, so I didn’t glue it to a tongue depressor.

     I began by painting his belly and the underside of chin, legs and arms with Americana “Bleached Sand”.  I then painted the rest of his skin with Nicole’s “Brown”, and the scales on his back, arms and legs with Apple Barrel “Apple Black Green”.    Next, I painted his rear loin cloth fur with Americana “Asphaltum, and the front loin cloth with Americana "Zinc”.  On the back one, I painted the part that was folded down using Ceramcoat “Territorial Beige”.  I painted his pouch with Americana “Terra Cotta”, and the shrunken head or skull (whatever it is) with Folk Art “Butter Pecan”. The cord around his waist I painted with Folk Art “Gray Green”.  I followed that with painting his club with Americana “Mississippi Mud”.

          I then used the “Gray Green” again to paint the cord on the club. After that I painted his wrist wraps with Folk Art Barn Wood", and then did his teeth with Americana “Buttermilk”.  I then painted his claws with Apple Barrel “Rock Grey”.

   Next, I painted his front loin cloth to look like fish scales by using some  Folk Art Pearl “Aqua Moire”.  I then let everything dry for a while and then gave the entire figure a wash with Citadel “Nuln Oil” wash using a wet brush.   When the wash was dry, I painted his eyes, and then highlighted his teeth with Crafter’s Acrylic “Light Antique White”.

     Next, I highlighted his skin with Americana “Sable Brown”, and then highlighted his underbelly with the base “Bleached Sand”. I then drybrushed his scales with Duncan “Olive Green”.   After that, I drybrushed his fur loincloth with Americana “Khaki Tan”, and then used that color to highlight the edges of the underside flap that hangs over the top.  I then moved around to the front and highlighted the overhang flap on the top of the fish scales with Crafter’s Acrylic “Storm Cloud Grey”.  While doing that, I noticed that there was a bag tucked into his belt at the corner of the fish scale flap, so I took a moment and pointed hit with Accent “Golden Harvest” and then highlighted it with the “Butter Pecan”.  I also highlighted the other pouch with the base “Terra Cotta, and the Skull/shrunken head with the "Khaki Tan”.  The wrist wraps I highlighted with the base “Barn Wood”, and his claws I highlighted with the base “Rock Grey”.
     I then moved to the club and carefully drybrushed the tips of the thorn spikes with Black.  Then as carefully as I could I tried to drybrush the base wood of the club with some of the “Barn Wood” color.  I then highlighted the cord wrapped around the club, as well as the cord at his waist with the base “Gray Green”.   I finished up by drybrushing the fish scales with Folk Art “Silver Sterling”,  then I painted his integral base with Ceramcoat “Walnut”.
           I let the figure dry over night and the next day I gave it a coat of Ceramcoat “Matte Varnish”. When dry, I flocked the base then glued on a small stick and some grass tufts. Another overnight dry, and I sprayed it with Testor’s Dullcote".    

    I’m happy with how this big fella came out.  He won’t win any contests, as it was a busy week and I ended up cutting some corners; but for the most part I think he is a very serviceable tabletop figure.

Figure 248 of 266: Complete

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Frostgrave Campaign: Game 8

Chris Palmer   This past Saturday we got together for out monthly Frostgrave Campaign game.  We had 7 of our 8 participants, so with 7 wizards in play we used the big 12’x3’ table.    We were doing one of the book scenarios this time: The Keep; and one of our own devising: The Invasion of the Frost Giants.
   For The Keep we made a few changes to suit our number of players and our preferences.  Each player provided one Teleport Pad and one treasure to put on it.  We also added an eighth pad that had no treasure, and then numbered the pads 1 to 8.  Whenever anyone stepped on a pad, we rolled a d8, and that told the player which pad they ended up on.   We also allowed the pads to be set up on and in structures.  Another rule we used was that the pads were null fields (Like the Silent Tower), which prevented wizards with Telekinesis and Teleportation from getting an upper hand.
   For our Invasion of the Frost Giants scenario we assembled 14 Frost Giant models, and then numbered each 1 to 14.  We then had my wife make a list that none of us saw, numbered 1 -14, with seven of the numbers marked “Yes”, and seven marked “No”.  This list was sealed in an envelope and saved for the end of the game.  The purpose of this was that only 7 of the Giants were carrying real treasure, and the other 7 were carrying worthless objects.  When a player killed a giant, he took a turn to loot the body, and got a treasure token numbered the same as the Giant he killed, but the player didn’t now whether he had a box of gold coins or worthless tin flatware (and there was no time to check in the heat of battle).  Players also got experience points for their warband killing a giant based on their wizard’s level: Wizards level 1-10 got 100 XP, wizards 11-20 got 50 XP, and wizards 20+ got 25 XP
  We took turns placing the Teleport Pads, then the Giants, using the standard treasure placement rules.  Then each player placed one piece of normal treasure in the ruins.  We then let the player with the lowest level wizard pick which corner of the table they wanted to start from, and  worked our way seating players down the table by ranking of wizard, ending with the highest level wizard at the far end of the table from the lowest.
  For a report on the previous game, please see: Game 7

A view of the table at the start of the game.  Kodak and his party entered along the edge near the bottom center of the photo. 

     With the seating assigned by level, my Illusionist, Kodak, once again found himself across from his old nemesis Knabe the Druid, and next to that wiley Chronomancer known as the Doctor.   With his keen elvish sense of smell the old Illusionist could tell there was a troop of Giants near them in the ruins almost as soon as he and his warband entered the outskirts of city.  They’re probably  a raiding party, he thought to himself.  He knew this might be a good opportunity to learn a little more about the Frost Giants, as well as obtain any treasure that they themselves may have looted.   He  paused amidst the ruins, and divided his party into three groups.  With him he took Riessa the Templar, Danlin the Marksman, and Weiss the Archer .  Kodak assigned to his Apprentice, Leighlyndana: Edel the Archer, Bash the Man-at-Arms, and the new Treasure Hunter Connisyn Marcus.    That left the Treasure Hunter Mellily Ising, the Thieves Linesse and Cadwalleter, and Kinddrif the War Hound to act under their own initiative.  The Illusionist took a moment to try to cast a new spell he had learned, Illusionary Soldier, but failed to produce little more than a slight shadow upon the snowy ground.  Frowning, he looked over at Leighlyndana as if to say, “Well, can you do better?” The young half-elf looked a bit startled, but not one to back down from a challenge she too tried; but had similar poor results.  "We’ll both need to practice that one", Kodak said gruffly, and pointed to the group to move forward.

Kodak’s warband as they prepare to enter the city.

     The party climbed over a tall pile of rubble to suddenly find a Frost Giant about a dozen yards away staring up perplexedly and shouting at the bronze statue of an Elf warrior.  Another giant was a about a hundred yards further away rooting through his knapsack as if looking for something.   Kodak turned to Riessa, Danlin, and Weiss and quickly formulated a plan;  a plan Kodak would soon regret.
     Quietly and precisely, the group advanced.  Kodak rushed passed the Giant, and from just a few yards away attempted a Mind Control spell.  Despite the Illusionist successfully casting the spell, the Giant merely looked up as if annoyed by flies.  Meanwhile, Danlin had moved to a position of cover beside a ruined hut, and seeing the Wizard’s spell fail to have an effect, let loose with a crossbow bolt.  The giant moved at just that moment, and the bolt clanged against the bronze statue behind the giant as it ricocheted away in a harmless direction.  Kodak quickly turned to see Weiss, who had also taken up position in another ruin, pull back her powerful bowstring and let fly a deadly arrow. It stuck harmlessly in the Giant’s shield.  Things were looking dire now, but Sister Riessa stood at the ready and charged at the Giant, her mighty magic sword, Elessa raised high.

A perfect plan goes horribly wrong.  As Kodak’s Mind Control attempt fails, and both Danlin and Weiss miss, the job of subduing the Giant falls to Riessa.

        She swung mightily at the Giant, but he blocked with his huge shield and the sword deflected; but on the backswing the tip caught the Giant’s leg making a small slice in his right thigh.  Realizing things could go badly very quick, Mellily the Treasure Hunter raced forward, as did Linesse the Thief.  Mellily just reached the fight and stood poised with her sword and knife next to Riessa, as the Giant raised his short-handled battle axe and brought it down with a diagonal slice.  Riessa braced herself, and brought up Elessa to block the blow.  But, before she knew what was happening, the Giant also swung out with his shield with his other arm, catching the Templar in the left shoulder.  It was enough to unbalance her, and as the Giant’s axe came down the Templar’s sword was angled so that the axe hit the sword at the hilt with a  mighty clang and knocked it back with such force that it caught Elessa in her own shoulder right above her armor cutting deeply. The axe head sliced down, off the sword, cleaving the Templar’s breast plate in two and cutting deep into Elessa’s chest. She crumpled to the snow as the rest of the party looked on in horror. (Giant rolled 20 + 5 Fight)
    Mellily now faced the Giant alone.

The death of Riessa.  Kodak disappears and suddenly Mellily feels very alone.

       Kodak was beyond horrified.  He had to get away from the scene before him.  Flashbacks of seeing the Templar’s twin sister, Elessa, his oldest and dearest friend, laying in the snow dead, killed by a Wraith’s cursed sword,  came flooding back to him.   He turned and ran; and seeing one of the ancient magical Teleport Pads that were an old legend of Frostgrave,  he jumped upon it and let fate dictate what would happen to him.  In a blink he was gone. Mellily didn’t have time to worry about where Kodak had gone as she stood bravely before the Giant.  She had not known the Templar Riessa well, having just joined the group a couple months ago, and the Treasure Hunter knew that there would be time for mourning the fallen later: she had a Giant to deal with now. Mellily knew the Giant’s method of attack now, but he didn’t now hers; and as he stood there grinning dully at the destruction he had just caused, the Treasure Hunter pounced.  She sprang up, and fully blocking the shield with her body, she held her sword up to block  his axe, as she shoved her knife deep into his shoulder. She landed gracefully again, as he howled with pain; but he was far from dead.
      She quickly positioned herself and poised for another attack when her ears heard the distant twang of a crossbow being fired.  She reflexively ducked and she then heard the dull sound of the bolt hitting flesh.  Expecting to suddenly feel the pain shoot through her, she was surprised to see the Giant fall forward, dead, next to the Templar, a bolt sticking from his back.  She looked up and peered into the distance to see a stocky Dwarf standing near a pile of old empty and rotting chests.  He lowered his weapon, and touched his hat in salute. Still stunned, Mellily gave a half wave of recognition back.  She quickly regained herself, and bent down to search the Giant’s body for treasure.  She found a small sack of what felt like gold coins, and grabbing it, quickly tied it to her belt.  As she turned to go, she saw the Templar’s sword laying nearby in the blood stained snow. She reached over grabbed it, then used her knife to cut the Templar’s cloak loose to wrap the weapon in.  She tucked the weapon under her arm, and made her way towards the edge of the city.

Kodak lands on an old Viaduct.

     Meanwhile, Leighlyndana was surveying the city, and seeing very few places where treasure might be hidden.  It appeared that most of the treasure had been taken by the city’s inhabitants to the Teleport Pads as the Cataclysm was hitting and the populace tried to make an escape.  Time now showed how futile these attempts to flee had been, as treasure was now left scattered on the Teleport Pads along with the scattered bones of it’s original owners.
   As Leigh was scanning the nearby ruins, her eye was caught by movement, and she saw one of the Druid Knabe’s Dwarves entering a two story tower a few hundred yards away.  Sensing that he must be going after a treasure. She began to chant the words of the Teleportation spell in the proper cadence that Kodak had taught her, and in a blink with a spinning of the head and turning of the stomach she stood in the doorway of the tower facing the Druid’s Owlmaster, who was indeed holding a small treasure chest.  The old Owlmaster called out in fright, and almost immediately, the Druid’s Snow Leopard  was propelled by a Leap spell up into the roofless tower and landed gracefully to the Illusionist Apprentice’s right.  No stranger to the occasional outnumbered street fight in her past life,  Leighlyndana smiled to herself as she gripped her staff and prepared to strike.  With a swift blow she struck at the Owlmaster, but she had little experience fighting Dwarves, and he was able to duck out of the way of her staff.  The Leopard then pounced, but Leigh was prepared for that and caught the big cat with a strong upward blow that sent it flying into the wall of the tower where it slid to the floor and lay motionless. (Leigh rolled a 20 + Fight 3) The Owlmaster charged at her too, but Leigh was able to use the momentum of her backswing to bring her staff around and catch the Dwarf upside his large head. The Dwarf staggered as blood flowed from a large head wound.  Quickly the Apprentice swung again before the Druid’s man could regain his footing, and brought him down.  He lay on the ground motionless next to the Leopard.

Leighlyndana takes on all comers.  The Leopard is down and out, and the Apprentice delivers the final blow to the Owlmaster, as Bobo the bear comes flying over the wall.

     Leigh was getting tired now having fought and defeated two foes. She didn’t even have time to wipe the sweat from her brow though, before the Druid’s huge Bear, Bobo, came flying over the wall of the tower propelled by a Leap spell.  The bear didn’t land as gracefully as the Leopard had, and he was already a bit battered and bloodied from having fought a Giant, but he still presented a formidable foe.  Nonetheless, the Apprentice mustered her last bit of strength and jabbed at the beast, catching him squarely in the chest. With a short half-growl half-yelp, the bear joined the pile of lifeless bodies on the floor. (Roll of 18 + 3 Fight)
   Leigh caught her breath and leaned on her staff, but got no rest as suddenly a shadow filled the door.  She looked up to see the Druid’s Treasure Hunter, who had just climbed up the tower, enter the room.  With a deep breath she stepped forward and prepared to strike, but the Treasure Hunter was able to deflect the blow and sliced at the Apprentice with his dagger, cutting clean across her gut. Bleeding, Leigh staggered backward, but almost immediately the Dwarf was upon her again, and with a quick backward slice with his sword caught her on the side of the head with the hilt. Leighlyndana felt the room spin, and her legs go out from under her; and as the room went black, she dropped to join the rest of the bodies on the floor.

Connisyn retrieves a treasure from atop the old tower.

     Kodak, in the meantime, had ended up across the city on a Teleport Pad located on a ruined viaduct which crossed over the city.  On the pad lay a treasure chest which had fallen over and spilled it’s contents across the teleportation device.  Kodak quickly scooped everything back into the chest and picked it up.  He stood up and peered out over the city.  Beneath him he could see elements from four different warbands fighting in the ruins below.  He knew it would only be a matter of time until someone noticed him up on the span, and sure enough an arrow clattered against the roadbed of the viaduct near his feet.  He began to make his way down the viaduct away from the fighting, but was not fast enough, as another arrow hit him in the shoulder.  The old Elf winced in pain, and almost dropped the chest he was carrying.  He moved over to the side of the viaduct and tried to spot the location of the rest of his group.   He took his bearing off a large ruined tower on a hill which he could see in the distance, and saw a spot he could safely Teleport himself too under his own power.  Chanting the words of the Teleportation spell he blinked once and found himself back near where he had entered the city.  He caught his breath, moved to a position where he was sure he was in cover, and cast a Heal spell on himself.

And Bash gets a treasure from the nearby smaller tower.  The old warrior has no time to puzzle over the ice wall standing there, and what might be behind it (Elsa the Elementalist wizard) The Man-at-Arms isn’t sure, but as picks up the treasure, he thinks he hears a faint voice sing out,  "Let it go…“

      Other members of the Illusionist’s warband had realized on their own initiative that the only way to gain any treasure was to risk the fate of the  city’s Teleportation system.  So both Connisyn the Treasure Hunter, and Bash the Man-at-Arms, tempted their fate on the nearby pad.  Connisyn had landed on a pad near a treasure atop the old ruined tower that Kodak had used to get his bearings.  Bash landed on a nearby smaller tower also with a treasure. The dead body of a Thug lay by the treasure, and a magical wall of ice stood astride one corner of the tower.  The old warrior didn’t puzzle over these objects for long, but instead grabbed the treasure and began to make his way down the tower.  Likewise Connisyn was climbing down with her treasure too; being sure to stay in the shadows, out of sight of any crossbowman’s or archer’s eyes.
   The sun was fading now, and the Illusionist and his band knew it was time to start heading back to the Inn.  Each member of the party slowly began to make their way out of the city.  On the trip back Kodak was very quiet, and those members of the group who walked near him could have sworn there was a shadow cast on him that had no source.  
   The old Illusionist reached the Inn to find Mellily Ising was already there, standing in the doorway looking at him expressionless.  He could not meet her gaze, as inside he was a cauldron of mixed roiling emotions.  He was ashamed for having run off the way he did, and horrified and crushed at Riessa’s death.  Not only that but he was frantic with worry as on the trip back he had heard from the others that Leighlyndana had teleported herself away and had not been seen or heard from again.  Her dog, Kinddriff had been killed by one of the Druid’s men as well.   What could have happened to his Apprentice? If he lost both of them today….
    Perhaps, he thought, he was not cut out for this life of magical pursuit in the frozen city.  It was a harsh cruel life; and were the rewards, both financial and magical, worth the sacrifice.   He bowed his head and pushed by the young Treasure Hunter and went into the Inn.
     Once inside, he looked up and let his eyes adjust to the dim candlelight.   He stepped forward then stopped suddenly as if he had walked into a wall, as there on one of the tables he saw Riessa’s blood-soaked cloak laying in an apparent heap.  There was also an old well-worn leather bag on the table.  He turned and looked puzzled at Mellily, who in turn pushed past the old Elf and strode to the table. He followed her part way, as the rest of the warband piled into the Inn’s great room behind Kodak, but not daring to go past him. Mellily upended the leather bag and 40 gold coins spilled out on the table.  Then she reached for the cloak and pulled back the top folds revealing the Templar’s magic two-handed sword.   Kodak was drawn to it, and walked to the table, where he peered down at the blade, black in spots from Riessa’s own dried blood.   The others stared silently as he instinctively reached out to touch it. As his forefinger made contact with the metal he flinched as if shocked and withdraw his hand.  "It’s different.” he said in a hushed whisper, “the sword Elessa has changed”.  He reached out again, this time gripping the sword by the hilt purposefully and raising it.  He closed his eyes and held the sword close as if listening to it.  He had heard tales of magic swords changing their nature under extreme circumstances, but this was the first he had ever felt it himself.
   "It has become vengeful.“ he said solemnly. "While before it was imbued with the spirit and power of it’s namesake, Elessa, to bring The Light to the city (+1 Fight);  it has changed now, and seeks to revenge both their deaths. ”   The old Elf added in a hushed tone,  "It wishes to do harm.“ (+1 damage)
   He set the sword back on the table and re-covered it with Riessa’s cloak.  Pausing  a moment to look at the bloodstains and collect his thoughts, he then turned to face his warband and began to say It has been a long day…”.    Then, suddenly, there was movement at the door of the inn, and Leighlyndana, stumbled in and fell on the floor with a groan and lay in a pool of candlelight.  She was as white as a ghost, but still among the living.  Kodak could not believe it, and rushed forward to kneel by the young elf. He pressed a hand to her forehead and breathed a sigh of relief as he sensed that, though badly injured, she would recover.  To himself, he thought, “It wasn’t both of them. I didn’t lose both.”
   Epilogue: Leignlyndana recovered quickly.  Kodak waited until she was strong again to tell her about Riessa and Kinddriff, and the Apprentice took both losses hard. There were many days she spent alone in her room staring out the window.  Kodak did not know what she was thinking about on the days of solitude, and he had the decency not to use any magic to find out.   Treasure wise it had been a good trip with 4 treasures recovered.  Though in his heart he knew no amount of gold could replace Riessa, the warband had recovered 460 GC; plus a Staff of Casting:Awareness, (which was a useless magic toy in Kodak’s opinion),  that Kodak had sold for 300 GC.  That gave him a total of 760 GC to put in the vault.  There had also been a Grimoire of Bone Dart, which the old Illusionist started studying immediately.   The Sword of the Sisters, as he had started to call the transformed sword, was in the vault.  He wasn’t sure yet what to do with it.   He and his Apprentice had only managed 6 spells, but he had learned a fair amount on his trip through the Teleport system (50XP), and he had been able to quickly study the teleport’s control features before he left the one he landed on, giving him extra insight on it’s workings (End-of-Game cast Absorb Knowledge successfully for 50 XP)  

Author’s Note: I am aware of the rule that any magic items that are carried by a character that is killed are lost. And so I assumed was the fate of the magic sword Elessa; until, by chance, while rolling for treasure after the game I got a magic weapon/armor result (Roll of 9: 40 GC and Magic weapon/armor roll) . I then went to the magic weapon/armor table and rolled; and was surprised as could be when I rolled a 5: two-handed weapon +1 dam.  I knew it had to be fate that I rolled almost the exact weapon I had lost, with a slight exception: I rolled a +1 damage 2-handed weapon, where as Elessa had been a +1 fight 2-handed weapon.  Almost immediately my imagination kicked in and I started weaving the narrative of how the sword had come to change.  So, technically in terms of the game the sword was left behind, and was replaced by the one I rolled for on the treasure table, but from a narrative senseI made it the same sword.
    It has to be one of the most exciting and memorable games I’ve played in.  From Riessa’s death on turn 1, to Leighlyndana’s fighting and dispatching 3 of the Druid’s warband in a multi-turn slugfest before being taken out herself, to the unpredictability of the Teleport Pads, and soldiers from different warbands ending up all over the table; it was a real nail-biter through and through.  It was also one of the most frustrating games as we all soon realized that there was hardly any treasure to be had easily, and riding the Teleport Pad system turned out to be the best way to get treasure…if you could survive it.

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Local Game Store Frostgrave Campaign Game 3

Don Hogge
Over the weekend, we had another Frostgrave session at the local game shop – Critical Hit Games, Abingdon, MD.  Our play date this month ended up on a Saturday which caused some of our wizards to miss the outing.  We ended up with three wizards – a Necromancer, an Enchanter, and yours truly – a Summoner.  So we set-up a 4×4 table with the game store’s terrain and decided to play the scenario Well of Dreams and Sorrows with the well in the dead center of the table.  We rolled off for choosing starting positions and got ready to play.  Hope you enjoy the story…..

Zauber’s Warband ready for action

Zauber pulled his robes a little tighter around himself as he gazed into the blustery snow falling around him.  He was still upset with himself and his apprentice for failing to brew any potions before heading out.  He noticed the wind was picking up a bit, causing the snow flakes to swirl around in mesmerizing patterns.  The wind and reduced visibility would prove to make things difficult for his ranger’s bow shots as well as his magic based shooting spells.  Hopefully the other wizards would fare worst from the weather effects (light blizzard – max LOS reduced to 24", all shooting attacks receive a -3 modifier).

Necromancer’s Warband
Enchanter’s Warband

 Rumors had been circulating of a mystical well that granted those brave enough to take a draught from its depths some kind of magical insight or knowledge.  This in itself had been enough to draw him to the ruins today, in spite of the weather conditions.

View of the table with the well in the middle

As Zauber moved his warband forward into the frosty ruins, he cast Leap on his Templar to move him closer to a treasure.  His apprentice Gretz cast Leap on a treasure hunter to provide him with back-up support.  It would prove to be a futile effort as the Enchanter’s warband beat him to the prize.  Using Telekinesis, the Enchanter’s apprentice moved the bag of treasure into the arms of one of his thugs.  Other members of Zauber’s warband moved forward, their heads low to wards off the effects of the driving snow.

In an attempt to delay the Enchanter’s minions, both Zauber and Gretz made dismal miscasts, causing damage to themselves.  One of Zauber’s thieves managed to grab a nearby treasure chest and a thug killed the Enchanter’s mutt.  And another thief started climbing up the ruins of an old collapsed tower.

Off in the hazy distance, Zauber could see the Necromancer slowly making his was through the snow fall.  He was surrounded by his undead creatures.  As he watched, Zauber saw the Necromancer stop and lean over.  He must have found the magic well.  Zauber tried to cast Bone Dart at the Necro… and again miscast… and again damaged himself.

Gretz flung an Imp towards the Necromancer’s group in an attempt to hinder their movement.  The Imp didn’t prove to be much of a deterrent as it almost immediately died at the hands of the Necromancer’s warband.

Zauber’s other thief finally made it to the top of the ruined tower but found himself exposed to lots of bow fire.  Fortunately, the snow and wind combined to thwart the Necromancer’s bowmen.

The red-shirt thieves move forward

Two of Zauber’s thugs saw the Enchanter creeping along behind a wall.  So they charged into combat with him hoping to finish him off.  One thug was killed by the Enchanter’s treasure hunter who came to the wizard’s rescue.  A Woman at Arms joined the combat as well – things were not looking well.
Zauber successfully Leaped the remaining thug out of the mismatched combat (The thug was down to one health).  Gretz cast Fog to protect the thief in his exposed position on top of the tower ruins where he had pick up a piece of treasure.  Zauber’s dawg joined in to help the thief by attacking one of the Necro’s archers.  That didn’t work out too well for the dawg.

Zauber once again tried to cast Bone Dart at the Necromancer; once again he miscast; once again he caused damage to himself (For the third time).  To add insult to injury, first the Enchanter’s crossbowman was able to hit him with a glancing shot for some additional damage.  This was followed by the Necromancer successfully casting Reveal Death on Zauber who was unable to resist the effects of the spell (And losing his next activation).

Meanwhile, Gretz cast Telekinesis on a treasure that ended up being moved around by all three warbands’ magic users until finally Zauber’s Ranger grabbed it.  Gretz was able to cast Leap on the ranger with the treasure just yards ahead of the Necro’s henchmen tackling him to the ground.  Zauber then had to cast Leap on Gretz to save her from the Necro’s treasure hunter and several bowmen.

The Necromancer’s apprentice attempted to cast a spell on Zauber.  She miscast badly, killing herself in the process (This got lots of laughs from around the table, even the Necromancer had to chuckle at that).  Zauber then killed one the Necro’s treasure hunter with a successfully cast Bone Dart (The Necromancer didn’t chuckle at that).

Templar finishes off a Treasure Hunter

A second Necromancer Treasure Hunter tried to intercept Zauber’s Ranger as he headed towards safety with a treasure chest in his hands.  Fortunately the Templar was able to intercede, killing the Treasure Hunter.

It was about this time that all three warbands decided to break contact and head back to the safety, and warmth, of their lairs.

Now for the day’s tally:
One of the Thug’s will have to be retired from service but the dawg made a full recovery.
The warband managed to get back with four treasures consisting of 780 gold, a Grimoire of Embed Enchantment, and a Ring of Power (1).

Rumor has it the Necro made off with three treasures and the Enchanter with two treasures.

Not many pictures but hope you enjoyed the story.

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Falklands Supplement for Combat Patrol(TM): WWII


Greg Priebe just completed his Combat Patrol™ supplement for the Falklands. It includes some optional rules, stats for new equipment and vehicles, and unit organizations.  It is available for FREE download on the Sally 4th page and also on the Combat Patrol™ Web page.


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Kyra, Iconic Cleric: Figure 247 of 266

Chris Palmer

     This week I also painted Kyra, Iconic Cleric, from the Iconics II Pathfinder Miniatures set.  The painting of her completes that set.  It now joins the list of completed sets over on the right.
      She looked to me to be suitably clothed for adventures in a cold environment, so since I am short on Templar type figures for Frostgrave, I decided to paint her as such a figure for my Frostgrave collection.   She would have also made a good Thaumaturge wizard or apprentice; but since I already had a set of those in my collection, I chose to stick with the Templar plan.
     Unfortunately, this is one of the figures from the Bones I Kickstarter that ended up with nose issues. For gaming purposes this doesn’t bother me too much, and I crossed my fingers and hoped a nice heavily highlighted nose paint job would hide the fact that she barely had one.
     I prepped the figure in the usual way; soaking it in a dish of water with a couple drops of dish- soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying it.  I then glued the figure to a white-primed 1" fender washer with Aleene’s Tacky glue, and then glued the washer-mounted figure to a tongue depressor with a couple drops of the Elmer’s glue.

     I began by giving the figure a wash with Reaper “Brown Liner” using a wet brush.  This was to help bring out the details so I could see them better.   When that was dry, I painted all the chainmail Black.   When that was dry, I drybrushed the chainmail with Folk Art Metallics “Gunmetal Grey”.  Next, I painted her face and hands with Accent “Mustard Seed”.  Then I painted her long sleeves with Aleene’s “Deep Khaki”, and the one odd short sleeve on her right arm with  Americana “Terra Cotta”.

     Next, I painted her robes, pants, and turban with Crafter’s Acrylic “Light Antique White”.   I then painted her short sleeves, sash, and head scarf with Crafter’s Acrylic “Christmas Red” and her scabbard with Apple Barrel “Apple Maroon”.   After that, I painted her shoes, pouches, and belt with Apple Barrel “Burnt Sienna”.  I then painted everything I planned to paint gold with a base coat of Accent “Golden Harvest”.

     When the “Golden Harvest” was dry, I painted over it with Ceramcoat “Bronze”.  I also painted the sword blade with the “Gunmetal Grey”.  I let those dry for a while, and then gave the entire figure a wash with Citadel “Agrax Earthshade” wash using a wet brush.

     When the wash was dry, I painted her eyes, and then highlighted her skin with a mix of the “Mustard Seed”, and Crafter’s Acrylic “Flesh”. I then highlighted her short sleeves, sash, and head scarf with Americana “Cadmium Red”.

     Next, I highlighted her robes, pants, and turban with White. I then highlighted the scabbard with Ceramcoat “Bright Red”, and her shoes, belt and pouches with some of the “Burnt Sienna” mixed with some White.   After that I highlighted all the parts I had painted with the “Bronze” using Ceramcoat “14K Gold”.  I then highlighted her sword blade, and the chainmail with some Folk Art “Silver Sterling”.  Lastly, I painted the figure’s integral base with White.
    When everything had overnight to dry, I gave the figure a coat of Ceramcoat “Matte Varnish” early the next morning.  Midday, I flocked the white areas with Woodland Scenics “Snow” flock and the next day I sprayed the figure with Testor’s Dullcote.

     I like how she turned out.   You can still tell the nose isn’t quite right, but I think the rest of her makes up for it.  And on the tabletop, who will notice?

Figure 247 of 266: Complete

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Ruined Wizard’s Tower for Frostgrave From Dollar Tree Gift Boxes

Chris Palmer      Over the past couple weeks I have been working on making a Ruined Wizard’s Tower out of 3 hexagonal gift boxes that I bought at the local Dollar Tree store.  For a while I had been contemplating how to make a traditionally cylindrical wizards tower out of the cork tiles I’ve been using to make my Frostgrave buildings; and all attempts at bending the cork into a tightly curved shape had been unsuccessful.  Then it hit me that I could possibly use a multi-sided geometric shape to give the idea of a circular tower without it actually bring curved.  I just needed to find a form to work from, as doing such a complicated structure freehand, making all the sides, angles, and measurements come out right with my measuring and cutting skills, would be difficult.
    And then I found these boxes…

     I began by cutting the boxes into a rough ruined tower shape, and then glued the lids of each box to the underside of the box above it, so the tower could be easily taken apart and reassembled. I also glued the “ground floor” box to a cork base.

    I then began covering  the sides of each “floor” of the tower with sections of cork tile.

 Since the box lids stuck out a little further than the walls of each box, I covered the edges of the lids with sections of pink insulation foam carved to look like rows of stone blocks. I also cut sections of dowels to fit in the joints between the cork wall sections.
     I glued some old plaster window frames I had into holes I cut in one of the walls on each floor.   On the top floor I build the framework of an old roof using balsa wood and shingles cut from cardboard.
          Inside the tower, I cut cardboard flagstones for the ground floor, and used balsa strips to make floor planks for the other three floors.

   On the ground floor I also added some interior walls, and the ruins of a wood stair case.

   My last construction step was to add rubble and debris all over the base of the tower, and a little on each floor.

   After all the glue was dry, I sprayed the entire thing with black spray paint.  When that was dry, I began drybrushing the stonework with dark grey paint.

     I did two more successively lighter shades of grey drybrushing on the stonework, and then did three levels of brown drybrushing on the wood parts.  Lastly, I painted the shingles and the metal bits.

   And here is the end result, shown with a Reaper 28mm figure for scale:

    I’m really happy with how this turned out, and look forward to using it in this Saturday’s Frostgrave game.

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Lem, Iconic Bard: Figure 246 of 266

Chris Palmer

     Over the weekend I finished up Lem, Iconic Bard, from the Iconics II Pathfinder Miniatures set. I’m happy to say that completing this figure marks the 20 figures remaining point of my goal. It also means just one figure remaining in the Iconics II Pathfinder Miniatures set.
        I prepped the figure in the usual way; soaking it in a dish of water with a couple drops of dish- soap added, then giving it a light scrub with a soft toothbrush, and then rinsing and drying it.  I then glued the figure to a black-primed 1" fender washer with Aleene’s Tacky glue, and then glued the washer-mounted figure to a tongue depressor with a couple drops of the Elmer’s glue.

     I began by giving the figure a wash with Reaper “Brown Liner” using a wet brush.  This was to help bring out the details so I could see them better.   When that was dry, I painted all his skin with Americana “Mocha”.  Next, I painted his pants with Americana “Sable Brown”, and then painted his shirt with Americana “Dove Grey”, and his coat with Ceramcoat “Black Cherry”.

      Next, I painted the lining and facings on his coat with Accent “Golden Harvest”, and then painted his sash with Crafter’s Acrylic “Purple Passion”. After that I painted his large pouch with Crafter’s Edition “Spice Brown”, and the smaller pouch next to it with Apple Barrel “Burnt Sienna”.  I also painted the knife handle with Accent “Raw Umber”. and his bandaged hand with Americana “Bleached Sand”.   At that point I realized he had bare feet, and I painted those with the “Mocha”.

            I pulled out the “Purple Passion” again and gave him spats that matched his sash; then I painted his hair with Folk Art “Dark Brown”.  Next, I painted the knife blade and flute with Folk Art “Silver Sterling”.   I then hit his necklace with some Ceramcoat “Bronze”.    Then, after everything had a while to dry, I experimented with giving the figure a wash again with the “Brown Liner” applied with a wet brush, instead of my usual Citadel “Agrax Earthshade”.    I wasn’t very happy with how it dried, as it ended up making the figure look really dirty.

    Next, I painted his eyes, and then highlighted his skin with the base “Mocha”; and followed up by highlighting his hair with  the “Sable Brown”.  I then highlighted his shirt with White, and his coat with a mix of Americana “Burgundy Wine” and Crafters Acrylic “Tutti Frutti”.  Then I highlighted his pants and large pouch with Americana “Khaki Tan”, and his jacket lining and facings with Apple Barrel “Yellow”.  After that I did his sash and spats with Apple Barrel “Apple Lavender” and then did his bandaged hand with Crafter’s Acrylic “Light Antique White”.  Lastly, I highlighted his flute and knife blade with the Silver Sterling", then painted his integral base with Ceramcoat “Walnut”.
           I let the figure dry over night and the next day I gave it a coat of Ceramcoat “Matte Varnish” and, when dry, flocked the base.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

     Well, he’s not my best or favorite figure, but he’s serviceable for gaming purposes.  It’s such an odd little figure, it will be interesting to see if I ever have cause to use him in a game.

Figure 246 of 266: Complete

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Ma’k Morin’s Fantasy Rules


To culminate gaming weekend to commemorate Ma’k Morin’s visit to the Aberdeen area, Mark ran a test of his fantasy rules at Wood’s Hole (Dave’s basement).  It involved “bad guys,” like Orcs, insect men, fire-spitting salamanders, goblins, and others, attempting to capture the tower from the “good” guys, composed of humans, dwarves, elves, and Roomans.

You can see a lot of cards around the table.  Each unit in Mark’s game has a card with all its attributes, characteristics, and special abilities.  Mark wasn’t sure how many players we would have, so he planned for eight.  With only four players, we had a lot of figures to control, and it was hard to find the right card.  When players have the right number of units, I think managing the cards would be easier.

Roomans in the defense

Roomans in the defense

In this picture you can see Mark’s Roomans (with reddish fur) and my Roomans (in green) preparing to defend a strong position against the bad guys.  Both Dave and Eric sent forces to attack this position.  I managed to fend off the succubus and the first fire-breathing salamander, but by the end of the game, Eric’s second salamander was approach and his Elite Death Guard Cavalry was about to get behind me.

Don's dwarves defending a series of cheveaux de fris

Don’s dwarves defending a series of cheveaux de fris

There are a few things that can be done to streamline and improve the rules, but it went pretty well as a first test.

My largely ineffective "automatic" ballista atop the tower we were defending

My largely ineffective “automatic” ballista atop the tower we were defending

We had been gaming since Friday evening, and we had to quit this game around 1400, so we didn’t fight the battle to a conclusion.  I think the outcome remained in doubt when we quit.    It was a fun game, and it was fun to see a lot of Mark’s troops on the table for the first time in 30 years.

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War of 1812 with Combat Patrol


Long shot of the War of 1812 game

Long shot of the War of 1812 game

This weekend our club got together for a series of game in my war room.  The second game of the day was Duncan’s War of 1812 skirmish game using Combat Patrol™.  Duncan has been working on an adaptation of the Combat Patrol™: World War II for the Napoleonic era for some months.  A purpose of this play test was to work through Duncan’s artillery rules.  While we think that artillery doesn’t really have a place in a black powder skirmish game, since its effects are sort of “nuclear” in a game with just a handful of figures, several Combat Patrol™ players have asked for artillery rules.

This skirmish game involved several British units converging on an American supply dump in the upper Niagara area.  The British and Canadians had to gather supplies from the cabins and wagons while we Americans had to stop them.

American artillery position

American artillery position

Because we wanted to test the artillery rules, part of the Canadian objective was to capture this American gun emplacement.  The story was that the Canadians could bring a small ship to the dock to haul away supplies if the gun was silenced.  I was on the other end of the table, betting slapped around by Canadians, but I understand that the two shots of canister that were fired had a devastating effect.

The action begins to heat up

The action begins to heat up

A couple of my defenders facing off against the Canadians in the woods in the distance

A couple of my defenders facing off against the Canadians in the woods in the distance

One of the things that is different between this set of rules and the base WWII rules is that between shots, figures must spend an action to reload.  You can see some white pipe cleaners in the pictures.  Those were used to mark when a musket had been fired and needed to be reloaded.  In this picture you can also see a white rubber band around one figure (marking him as wounded) and a black rubber band (marking him as stunned).

There was a lot of fighting around this field.

With the small modifications that Duncan has made, Combat Patrol™ is working very well for the black powder era.  We have accounted for the differences between close order and open order units, cavalry, and now artillery.  This supplement is getting very close to being releasable.  Stay tuned.

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