Monthly Archives: February 2018

A Pair of Ghasts Painted up as Ghouls for Ghost Archipelago.

Chris Palmer

    This past week I painted up a pair of Ghasts to represent some Ghouls for Ghost Archipelago.   These figures were from the Bones 2, 24 Bonus Figure Set.
     I prepped these figures in the usual way; soaking them in a dish of water with a couple drops of dish-soap added, then giving them a light scrub with a soft toothbrush, and then rinsing and drying them.   I then did some conversion work on one of them, turning his head, and repositioning his left arm.  Afterward, I glued the figures to black-primed 1" fender washers with Aleene’s Tacky glue, and then glued the washer-mounted figures to a tongue depressor with a couple drops of the Elmer’s glue under each washer.   

     I began by painting the entire body with Folk Art “Grey Green”.  I then painted the scraps of remaining tunic on the left one with Ceramcoat “Territorial Beige”, and on the right one with Crafter’s Acrylic “Navy Blue”.   After that, I painted their belts with Americana “Raw Umber”.

Next, I painted their teeth with Americana “Antique White”, and their tongues with Black.  Then, when everything had time to dry, I gave the entire figure a wash with Citadel “Agrax Earthshade” wash.  When the wash was dry, I painted their eyes with Crafter’s Acrylic “Light Antique White”, and highlighted their teeth with Americana “Bleached Sand”. 

    I decided I didn’t like the plain white eyes, so I added pupils with Crafter’s Acrylic “Storm Cloud Grey”.   I then highlighted their skin with Folk Art “Porcelain White”.  After that, I highlighted the left tunic with Reaper MSP “Ginger Cookie”, and the one on the right with Ceramcoat “Denim Blue”.   Next, I highlighted their belts with Americana “Sable Brown”, and painted the belt buckles with Americana “Terra Cotta”.  Lastly, I painted the figures’ bases with Americana “Bittersweet Chocolate”.
     I let the figures dry overnight and the next day I gave them a coat of Americana “DuraClear Matte” varnish.    Then, when  the varnish was dry, I used some white glue to flock the bases.  Another overnight dry, and I sprayed them with Testor’s Dullcote".

     They’re nothing wonderful, but will serve well in their rolls as Ghouls for Ghost Archipelago.  I’m not convinced I like how the milky eyes turned out, and may try something else next time.

via All Bones About It
from Tumblr


Women’s Land Army


Bad Squiddo Games makes figures of “heroines in sensible shoes.”  These are meant to be figures of realistically proportioned (and clothed) women.  They recently released these figures of the Women’s Land Army from WWII.  I didn’t even know what the Women’s Land Army was until I saw these figures.

I plan to put them into a hypothetical scenario involving a downed German bomber, the Home Guard, and some Fifth Columnists.  Of course this game will use Combat Patrol™: WWII.

from Buck’s Blog


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The characters from The Princess Bride from Antedeluvian Miniatures

I found these figures recently and couldn’t resist ordering them.  These are the characters from the classic Princess Bride.  Inconceivable!  I now need to find an opportunity to get them on the table.

from Buck’s Blog
from Tumblr


Combat Patrol at JJ Con


A bunch of us participated in “JJ Con” in January.  My laptop died the next day, so it has taken me a while to get the pictures off my camera and post a few.  JJ Con is an annual gaming event, hosted by my high school buddy JJ.  It has become a three day gaming weekend / reunion of buddies.  In addition to some X-Wing, chariot racing, a fantasy variant of Blood and Swash, and the old Flying Buffalo card game, Nuclear War, we played several games using Combat Patrol™.  Not only is Combat Patrol™ the best set of rules ever written, but running five games using the same set of rules was easier for the guys who only game once a year.  This way, they didn’t have to learn a new set of rules with each game.

Poland 1939

Early in the game, the Germans were still mostly hidden.

JJ ran a Combat Patrol™ scenario from the Skirmish Campaigns book based in Poland in 1939.  I was on the Polish side, and we were attacking.  Our objective was to capture two of the three buildings or knock out all the German vehicles.  The Germans began the game mostly hidden, and then a bunch of tanks arrived as reinforcements.

The scrum in the woods on the Polish right.

I advanced with three tankettes and an armored car (represented by the light tank in this picture) to outflank one of the German-held buildings, but I ran smack into a German AT gun and some infantry.  The Germans kept trying to toss grenades into the tankettes while I kept trying to maneuver and machine-gun the infantry. In the end, Duncan’s infantry and AT crew knocked out all but one of my tankettes.

Two German tanks advance out of the woodline.

The armored car was able to get off a couple of shots, knocking out an advancing German tank.  In the picture above, the yarn was denoted woods.  When the German tanks came out of the woods, I took a reaction shot.  In Combat Patrol™, there is not opportunity fire rule, per se.  Instead, figures have a reaction number.  A figure may attempt to interrupt enemy movement by drawing an Action card, looking for a result lower than his reaction number.  In this case, I succeeded and hit the Pz II with a 37mm shell and knocked it out.

In the end, the game was a German victory.  We Poles were advancing steadily, but we had no hope of capturing two of the three buildings — we just didn’t have enough infantry — or knocking out the last German vehicle.

Boer War

The next game was a Boer War game.  Dave Wood has been working on a Boer War supplement for Combat Patrol™: WWII for a couple of years.  This scenario, which he’ll re-run at Cold Wars in March, is based on the raid that is discussed in the movie Breaker Morant, in which Morant’s commander is killed.

British advancing across open ground against Boers in defensive positions.

Dave had to take heavy license with the historical battle.  We British were advancing through the open at dawn to capture the Boer commander.  All of us failed out player morale after about two turns as were were getting slaughtered by long-range rifle fire, and there appeared to be no hope of success.  Unbeknownst to us, Dave had a surprise.  British irregulars, some of whom were Boer deserters, entered the table behind the Boer position.  This provided the support we needed to give us hope of success.

The forces on the British left advanced as far as the last bits of cover and then became hopelessly pinned down.

In the end, we British still lost, but there we made a fight of it.

Dave really only made a few changes to the rules.  Most had to do with how he handles command and control, since the units of this day were quite large, not organized into small squads like in WWII.

War of 1812

War of 1812 game using the Napoleonic supplement to Combat Patrol™: WWII

The next game involved American sailors landing to seize supplies from a British port in the Caribbean during the War of 1812.  Duncan has run this game before, and it is always fun.  Many of the British begin the game asleep, which gives the Americans an early advantage, but they quickly awake and put up a stiff defense.

American sailors landing on the shore

The battle hinged on fight in the compound where the supplies were being stored.  The British were asleep in the compound when the Americans arrived.  The Americans attacked.  Then the British reinforced, and so on.  The battle seesawed back and forth throughout the game, with melees and short range fire.

The scrum in the supply compound.

Melee in Combat Patrol uses essentially an “opposed die roll.”  The British and American forces had essentially the same abilities.  The outcome was in doubt until the end.  When the smoke cleared, it was declared a British victory.  We still held the supplies.

Moros in the Philippines

Early in the Moro game

We used the same terrain from the Napoleonic game to run a similar Moro game.  In this case, a band of Moros was advancing from the jungle to seize the supplies in the compound.  The Americans and Filipinos began with a few units near the supplies, but many were out in the town and had to race back toward the compound and safety.

Moro constabulary try to slow down the onslaught

I made a mistake in the scenario by not making the male train protected by Americans move a little slower than the infantry.  This made it difficult for the Moros to catch them in the open.   As usual, the Moro players feel disadvantaged by their small number of firearms.  The Moros had 50% troops than the Americans, and they could afford to lose a few in charges, but players don’t seem to like to have to play that way.

A Moro datu strikes down an American officer

For the Moros, I use the Japanese Action Deck from the South Pacific supplement.  The only difference between these decks and the original Combat Patrol ™ Action decks are the morale results.  To represent Japanese morale in the South Pacific, these cards have more unit morale results and fewer individual results. There are a number of cases where on the original Action Deck one or two figures would sprint toward the enemy, but on the South Pacific decks, the entire unit conducts a Banzai charge.  This seems to work very well for the Moros in the Philippines.

I also added a rule for juramantado.  These were Moro assassins who conducted suicidal charges.  Taking the idea from the movie The Real Glory, I gave each of the four Moro players one juramantado figure.  This figure had an increased Endurance attribute and enjoyed the benefits of the Banzai charge rules from the South Pacific supplement .  They had to charge toward the American overall leader to try to kill him.

This was the second time I ran this scenario.  The first time it was a swirling melee and a running retreat across the table.  This time the Americans raced to the compound and then went into Fort Apache mode.  In the end, it was a narrow Moro victory, which was ironic, since the Moro players felt like they were losing the entire game.


I think that using one set of rules for most of the games worked well.  It made it very easy for the folks who game once a year at JJ Con.  By the end of the second game, they infrequent gamers had mastered the basics of the rules and could focus on the game.  All of them were able to easily grasp even the nuances of Combat Patrol™, and they really enjoyed the rules.

from Buck’s Blog
from Tumblr


Saproling Warrior: Bones 3 Figure, as Ghost Archipelago Cortiki

Chris Palmer

     Along with the Shadow figure I posted last Thursday, I also painted this past week the Saproling Warrior from the Bones 3 Stoneskull Expansion.     I painted this to use as a Cortiki for Ghost Archipelago.  The rules describe the Cortiki as a demon resembling the crude figure of a man carved into a log.  So, this doesn’t quite capture the “carved” aspect, but covers the log-man aspect. 
     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, when the glue was dry,  I put it in my Citadel painting grip.

      I began by painting the entire figure with Americana “Charcoal Grey”.  When dry, I gave the entire figure a wash with Citadel “Nuln Oil” wash.

    When the wash was dry, I drybrushed the entire figure with Folk Art “Barn Wood”.  Next, I painted his eyes with Crafter’s Acrylic “Wild Green”.  I then painted the centers of the eyes with Reaper MSP “Dungeon Slime”, and then added pupils with White. 
       Lastly, I painted the figure’s base with Americana “Raw Umber”.
     I let the figure dry overnight and the next day I gave it a coat of Americana “DuraClear Matte” varnish.    Then, when  the varnish was dry, I used some white glue to flock the base.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

   While not the perfect Cortiki, I like how this figure turned out; and it was a nice simple one to paint up that responded well to drybrushing.  

via All Bones About It
from Tumblr


Shadow Painted as a Ghost Archipelago Souldweller

Chris Palmer

   I thought I’d throw in a bonus Thursday figure since it ended up being a really quick one to complete.    I just finished painting up one of the Reaper purple translucent “Shadow” figures to represent a Souldweller from the Ghost Archipelago rules.  This figure was originally released as part of the Bones 2, Expansion 2, set; though I got mine via a regular order from Reaper.   A Souldweller is an immaterial demon, described in the rules as a human form made up of black smoke.  I thought the translucent figure would be perfect for representing this.
     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, when the glue was dry,  I put it in my Citadel painting grip.

      I began by giving the enitre figure a coating of Black ink.

     Then when the ink was dry, I lightly drybrushed the figure with a 50/50 mix of Crafter’s Acrylic “Storm Cloud Grey” and Apple Barrel “Apple Lavender”. Next, I painted it’s eyes with Reaper MSP “Holly Berry”, and then added pupils with Reaper MSP “Golden Glow”. 
     Lastly, I painted the figure’s base with Ceramcoat “Walnut”.
     I let the figure dry overnight and the next day I gave it a coat of Americana “DuraClear Matte” varnish.    Then, when  the varnish was dry, I used some white glue to flock the base.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

I really like how this turned out.   It’s probably too “material” looking to truly look like a demon made of smoke, but I think it comes as near as you can, and still use a solid figure.  It might not look smokey, but it does sure looks spooky, in my opinion!

via All Bones About It
from Tumblr


Ghost Archipelago Campaign ’18, Game 2: The X’s Mark the Spots

Chris Palmer      This past Saturday we got together for the second game in our Ghost Archipelago Campaign. We started playing the scenarios from the Core Rulebook this month, beginning with the fist one: X Marks the Spot.   We, of course, modified it because of having all 7 of our players present, to: The X’s Mark the Spots.     We used an 8’x3’ table, with three Central Treasures evenly spaced along the center line of the table.
     I was terribly unlucky on my draw for starting position (We draw numbered chips from a bag), and ended up with last choice.  This meant I didn’t get to chose, but was left with the last spot that nobody else wanted.   So it was a bit treasure sparse, and sandwiched between two other players on the 4-player side of the table.
     Directly across from me and a bit to the right was the Heritor,  Lady Katheryne of House Coldvaughn* and her Storm Warden, Sigmaul Windshadow; and to my front left was Skorri Drakenberg, and his Wave Warden, Anemone.   Directly on my left was the Heritor, Herndon, and his Wave Warden, Arwhine; and directly on my right was the strange Duckman Heritor, Robin Duck, and his Duckman Vine Warden, Friar Duck.
      * I’ll just note here that Lady Katheryne and her crew were one of the bands I made up for last month’s convention game, and were being used by Rob just this one time since he had been unable to put together his own crew in time for the game.  This meant that she and her crew were only going to be in this one game, so had nothing to live for….

A view of the whole table, the Central Treasure locations, and the entry spot that was left for me.  

The Report

        Lord Fortrywn stood on the beach with the ancient book in his hand staring at the open page.  He flipped back a page, then forward again; looked up at the tree line a few yards away, then back at the book.  The small tome, a diary, had seen better days.  It was over 200 years old, had survived flood, fire, and war; and looked it.  The brown leather cover was black in some areas, and a mildew white in others.    It had belonged to a crewman aboard the ship of a pirate who had prowled the Archipelago back when it last appeared; had gotten rich off of plundering the ships of foolhardy adventures, and had buried his treasure on this very island.  While the old pirate had taken the location to his grave, a few of the less loyal crewman had written about it in their diaries; the spoils had been divided up and buried under a series of large stones all marked by a large chiseled X.   The Elf Heritor hoped some of the treasure locations still remained untouched, and that there might be a clue or two to the location of the Crystal Pool buried in with the treasure.
         Satisfied that he had his bearings, Lord Fortrywn shut the book, placed it into his pouch, and strode back to his waiting landing party.  His thoughts returned to the campaign in which he had obtained the diary.  A barren land, and savage people.  There had been a few small villages, and one such had had a monastery with a library. How the diary had ended up there he couldn’t fathom.
     The group marched through the sweltering heat of the jungle.  The Elf’s eyes scanned the tree tops, whenever there was enough of a clearing to see in the distance.  He was looking for a large ruined temple that stood tall on a low mound.  The Heritor would need the building to get his bearings.
     Then, at last, it’s crumbling top came into view, so Lord Fortrywn stopped the crew and gathered them near.  He called his niece, and Warden, Marnilyne to him, and looking down his long nose at her he frowned for a few seconds as if considering something displeasing.  The Elf gave his head a slight shake to clear his thoughts and then  instructed the girl to take with her the Archer Randilas, and two of the crewmen, Arbyn and Vilkse, and explore a bit off to the left.  The Heritor then instructed his Hunter, Gwynwater, and Pearl Diver, Salin, to join him along with the other Archer, Quinlere, in the search for one of the treasure marking stones.   The two other crewmen, Dirkand (replacing the wounded Lurlin) and Bry, were instructed to stay within earshot of both groups and help where needed.  As usual, The Heritor had seen other sails around the island as they had approached earlier that morning, so he knew they would not be alone.

The groups are divided.
     The party advanced only a short time further before they broke into a more open part of the jungle.  A short way off Lord Fortrywn saw what he was sure was one of the Treasure Stones, next to a small pond.  Unfortunately, the Elf also saw there was a large Crocodile sunning itself atop the large flat rock.  He also saw a small ruined outbuilding for the temple off to the left, with what looked like a treasure chest sitting half buried in it’s crumbling ruins.   Gwyn the Hunter, and Quinlere, jogged forward, both drew their bows, and fired at the Crocodile.  They both missed.   Lord Fortrywn strode forward as well, but held back a little to let the bow-armed soldiers do their job.  He cursed in frustration as they missed, but was then distracted as almost immediately two arrows whizzed past him.  He looked to his right, and there was the strange Duckman Heritor, Robin Duck, and another Duckman, an Archer, a little further up to the left of the feathery Heritor.  
   The Elf Lord called out to his Warden, his voice booming, “Niece! I need cover now!"  Marny’s head shot around, and she quickly appraised the situation her Uncle now found himself.   Summoning her powers, she waved her hands gently back and forth in the air  in front of her and chanted the spell for Plant Walk.  Nothing happened.  The girl started to panic, and quickly she renewed the chant, closing her eyes and willing the vegetation to move with all her mental strength. A fire began in the center of her brain and spread outward, but the trees, bushes and vines started to rock back and forth, and slowly began to crawl along the earth.  (Pushed spell for -3 HP)
     The skies began to cloud over as somewhere on the island a Storm Warden worked their magic.  (Cloud Cover cast, LOS becomes 16”).  This did not stop Robin Duck, however, from moving a little left to get a better view around the newly relocated jungle, and aiming at Lord Fortrywn again.  Using his Heritor abilities (Trick Shot) the Duckman, as able to still easily target the Elf Heritor, even with his being mostly obscured by the recently-moved vegetation.   Like a knife, the arrow sliced through the underbrush and found its target, striking Lord Fortrywn in the upper arm. (-5 HP). The Elf General had been hit with arrows numerous times in his life, and this was little more than an annoyance.  He pulled the arrow from his arm, barely breaking stride, as all his focus was on the Treasure Stone. 
A large Crocodile suns itself on the Treasure Stone by a small pond.
      The Crocodile had now noticed the two Elves who had fired arrows at it.   The large creature slid from the Treasure Stone and advanced on it’s short legs, gliding through the pond a short way, and rose again on the near bank.   Gwynwater the Hunter stowed her bow, and drew her long sword. The  beast lunged and snapped at her with his mighty jaws, but the the agile Elf was able to dodge and bring her sword down on the animal’s back.  The blade hit, but did not cut that deeply into the hard armor on the Crocodile’s scaly back. (-4 HP) The monster was enraged now and backed up a few steps as it prepared to attack again.
    While the Hunter battled the Crocodile.  Salin, the Pearl Diver had advanced and easily swam the pond, reaching the Treasure Stone.  Quinlere, the Archer, advanced a little further, but stopped and fired at the Duckman archer.  Marny, from her position on the left, seeing her uncle get hit by the arrow, tried to draw forth the healing waters from the nearby pond to help him, but was too exhausted from her exertions at Plant Walk and failed in the attempt. (Tries casting Waters of Life, rolled a 3) 
Lord Fortrywn advances on the right, as the Pearl Diver, Salin, has reached the stone on the far side of the pond.  On the left, Quinlere fires at the Duckman Archer who is just beyond Salin; and in the foreground, Gwyn battles the Crocodile.

      Back on the left, the two crewman from The Silver Sword, Arbyn and Vilkse, with Randilas the Archer in support, moved to investigate a ancient section of a giant fallen tree. It looked like the ideal place someone might secret away a treasure.   Suddenly from a nearby patch of jungle, a hail of missile fire erupted, Arbyn was immediately struck by an arrow and crossbow bolt and fell down, unmoving, into the tall grass.   The others, seeing their fellow crewman drop, came to a shocked halt.  A deep voice boomed out, unseen from the within the darkness of the trees. A voice which they recognized as the Heritor, Herndon, “Stay away!"  Leave now, and I’ll let the rest of you go unharmed.”
       Quickly the Archer and Crewman looked at each other, and decided discretion was the better part of valor, and backed away slowly.  They ran into crewman Bry who was moving up to investigate an old abandoned hut which stood next to a rickety wooden watch tower.
     Bry moved around to the hut’s door, and was surprised to find the Heritor Skorri Drakenberg standing there within, holding a small chest.  Quickly, he lept out a nearby window, and instinctively Bry followed the running opponent as she called desperately for help.  Drakenberg was waiting for her just outside the window of the hut, and it was too late when the Elf sailor realized what she had gotten herself into.  The Heritor didn’t even bother to use the blade of his sword, but merely swung mightily with is fist wrapped around  the metal grip of the sword, and with one solid punch he dropped the young Elf like a stone.
     As Skorri turned, Vilkse and Randilas were there, and charged at him.  Drakenberg grew impatient now, and was not so gentlemanly anymore.  Vilkse got the pointy end of the sword, and fell with a gash in his left side; and then using his Back Swing ability, the Heritor brought the blade back against Randilas who tried to dodge, but got a nasty gash on the arm. The archer stumbled backwards.  Skorri pointed the tip of his sword at the Archer and glared at him as a warning, then turned and was off at a run with his treasure around the base of the watchtower.

Arbyn, Vilkse, and Randilas move to explore the large fallen tree. Just past it is the abandoned hut and watchtower.

     As Gwyn battled the Crocodile, another local inhabitant was attracted to the sound of new visitors to the island; a mighty Gorilla.  This one was different though, as he wore the armor trappings of some ancient civilization.  Was he a remaining guardian of the long gone temple?  The beast appeared on top of the stump of a once-mighty tree, where he stood and surveyed the intruders.  He then proceeded to climb down and head for the Elven Hunter at a slow lumbering pace.  It only took Gwynwater’s single second of distraction, as she noticed this new arrival approaching, for the Crocodile to see it’s opportunity; and springing forward with more energy then belied the low short legs, the large reptile was upon the Elf, and it’s mighty jaws clamped down upon her leg.  She screamed out as she fell, and went down hard on her back. She could feel the bone crack in her leg as the monster clamped down, and the pain radiated through her whole body.  With what remaining strength she had, the Hunter quickly curled forward and plunged her sword, tip first, into the base of the animal’s head.  The sharpened metal cut all the way through and a few inches into the ground.  The beast writhed for a few seconds and then lay there motionless, its jaws still locked around the Hunter’s leg.  (Both Gwynwater and the Crocodile score a Fight roll total of 20)  Quickly, Gwyn worked at freeing herself, as the huge Gorilla approached.  Desperate, she called to Marny for help.  The girl Warden ran over, and chanted the spell for Waters of Life.  Water bubbled up from the edge  of the pond and trickled through the grass in tiny rivulets, making it’s way to the injured Hunter.  It pooled around where Gwyn rested her hand on the ground, and almost immediately, the Hunter felt a tingling go up her arm, and the throbbing pain in her leg subsided a little.  Standing, the Elf-woman looked over at the Warden and said solemnly, “Thank you, girl, but I think I will need more than your magical help in this fight.  Come here. Stand with me, and draw your sword."  The Hunter could at least walk now, but knew her leg was still bleeding badly within her shredded pants; and it wouldn’t take any prolonged stress.  Gwynwater braced herself, and flexed her fingers on the grip of her sword, as the mighty ape was almost upon them.

In the foreground, Gwyn desperately tries to deal with the Crocodile, as the huge Gorilla approaches from the left.

         The group’s Hunter was not the only one who faced a rapidly deteriorating predicament.   Using his Surge ability, Lord Fortrywn had quickly crossed the last few yards to the Treasure Stone.  Unfortunately, he was not alone.  The Heritor, Katheryne of House Coldvaughn, also approached with her Freebooter.   The Duckman Archer was also there, and the Freebooter charged the feathered creature.  Lady Katheryne was a step ahead of Lord Fortrywn, and she laid into Salin the Pearl Diver.   The Elf Heritor hoped he had the chance he needed as the two opponents were engaged in fighting, and without pausing he ran up and put his shoulder right into the treasure stone.  It did not budge.  Shocked, Lord Fortrywn shook his head in disbelief, and putting his shoulder into it agin, redoubled his efforts.  Again nothing.  (I rolled an 8 and a 2. ) 
      Over to the Heritor’s left, both Dirkand the Crewman, and the Archer, Quinlere,  had moved up.  Drikand quickly recovered the long narrow chest from the temple outbuilding’s pile of crumbling stonework, and turned to head back to the beach.    Quinlere raised his bow, and fired upon one of Katheryne’s Crewmen who approached the Treasure Stone fight, dropping the man with a single arrow.
    Lady Katheryne’s Freebooter, easily bested the Duckman Archer, and seeing two Heritors already around the treasure stone, Robin Duck recalled his wounded Archer, and the  pair went to search for better opportunities.

The battle at the Tresure Stone begins.

     Lord Fortrywn heaved at the stone a third time, calling upon all his Heritor’s strength, and it finally moved.  Beneath it lay a shallow hole, and within the hole was a chest. The Elf’s eyes glinted at the prospect of what it contained; but there was no time now.  Salin called to him, "Help, my Lord!”, as he was no match for Katheryne’s skills and power.  In a bound, the tall Heritor was there to assist, but it was a moment to late, as the lady Heritor blocked the Pearl Diver’s  untrained attack, and came back with a slice of her own that cut deeply into the Sea-Elf’s side.  Salin slumped backwards, falling to the grass, his head half in the water at the edge of the pond.
     With her Heritor’s skill, Katheryne used her Back Swing, to launch a powerful stroke at Lord Fortrwyn.  But the old warrior was ready for it, and skillfully he locked his blade in hers, twisted his arm around in a circle, and the Heritor woman’s ancestral sword broke free from her grip and spun lose in the air,  landing far away behind the shattered temple outbuilding.  He had Disarmed her.  Katheryne hissed at the Elf, “How dare you!”
    A  patronizing smile, came over Lord Fortrywn’s thin lips.  “Please, girl, I fought and defeated your Grandfather in the Northern Border War when you were but a babe.  You think you could be a match for me?"  The Elf struck again, as Katheryne quickly drew a small secondary sword.  It wasn’t quick enough though, as the tall Heritor’s blade hit it’s target putting a gash in the woman’s side.  Blood dripped down onto her tartan skirt.
    But the battle was not over yet, as Quinlere could see more of Lady Katheryne’s crew moving up.  He shot an arrow at an approaching Infantryman, but missed.   Marnilyne, the Warden, also saw the approaching support for the enemy Heritor.   As she rushed to help Gwynwater the Hunter with the Gorilla, she chanted her Bramble spell on the move. Within a second, thick ropey vines were pushing up out of the earth, sealing off the gap between the ruined temple outbuilding, and a patch of nearby jungle.
     Marny arrived at Gwyn’s side just as the Gorilla reached the Hunter.  Her small sword seemed so useless, as she looked up at the beast that towered above her.  But the Hunter was more confident, and before one of the big ape’s mighty clawed hands could make contact, the agile Elf was up and under with her two handed sword; and with a hard thrust stabbed it up and into the animal’s torso.  (Gwyn rolls a 17 + 2 Fight + 2 Hunter vs Animal = 21 + 2 damage for 2-Handed Sword =23) Surely, the beast was dead the Hunter thought; but she was wrong.  It bellowed in fury, and staggered backwards, bleeding heavily from the wound in it’s gut.  Staggering, it came back at the pair of Elf-women again, fire in it’s eyes.  Gwyn was not sure if her leg could hold her much longer.  She and Marny both lunged forward at the creature, momentarily confusing it.  The Hunter’s sword hit true once again.  This time the Gorilla had had enough, and it let out a final wheezing grunt, and fell heavily to the earth.

At the height of the battle. (Note: I mislabeled the photo. That is Quinlere standing by the temple outbuilding ruin, not Randilas.  Randilas had not arrived yet.)

      Back at the Treasure Stone, Lord Fortrywn prepared to, once and for all, end the line of House Coldvaughn.  As the Elf Warrior began to circled for the kill, Katheryne smiled despite her weakened state; for she saw that behind the Elf her Freebooter had come up to help her now that the threat of the Duckmen was gone,   And her Infantryman also had now run around the Bramble obstacle and pushed through the jungle to join the fight as well. Lord Fortrywn suddenly realized he was now facing three opponents.   "You old fool,” Katheryne laughed, “Never underestimate the Northfolk!” She lunged at the Elf Heritor, as did her compatriots.  Lord Fortrywn had faced worse odds, and even now he was confident.  But he stood upon the rim of the treasure hole, and in maneuvering to block his assailants, he took a misstep, and for a second stumbled.  It was all a Heritor like Lady Katheryne needed; she lunged with her blood-gift strength, and her sword hit home and sliced through the Efl’s armor like it was paper. (Lady K. player rolls a 20 + 4 Fight + 4 for two assistants= 28.  Lord Fortrywn’s face flashed with surprise and then anger, as a blackness overtook his mind, and like tall oak, he toppled to the ground.  Lady Katheryne, exhaled and wiped the sweat from her brow. Tearing her shirt, she tried as best she could to bandage the wound.   Looking at her Freebooter, she simply said “Get the treasure.”
    With the Gorilla dead, Gwyn felt ready to collapse.  Turning though, she caught sight of Lord Fortrywn’s body lying in the tall grasses by the pond.  The Elf froze, horrified.  Slowly, the Hunter felt an anger growing in her soul, and the anger fueled a new energy in her.  She quickly prepared to rush off and punish whoever had done this.  Marnilyne saw her Uncle too, and choked back a half-scream half-sob.    The Hunter adjusted the straps crisscrossing her chest, and readied herself to avenge Lord Fortrywn and reclaim the treasure.  “Wait!” cried Marny, “You’re in no condition."  And as Gwynwater paused, the Warden once again chanted the spell for Waters of Life.  The bubbling liquid from the pond, again pooled around Gwyn and a small trickle ran up her boot and began to soak into the fabric of her shredded pants.  Then, as quickly as the water had appeared, it receded back to the pond.  The Hunter nodded at Marny in thanks and, feeling better, headed off.  As she ran, she caught sight of Dirkand dragging his treasure chest, and ordered him, "Drop that for the Warden to take; and come with me."  Dirkland did as he was told, and went jogging after the Hunter, trying to catch up.  Marny moved to pick up the treasure.
     Quinlere shot again at the enemy Infantryman, this time hitting him squarely.  But the big man did not fall.  Instead he turned and charged at the Archer in fury, with his big axe raised high.  The Archer felt a bit of relief though, as he could see that Gwyn was fast approaching, and as if out of nowhere his fellow Archer, Randilas, appeared around the side of the ruined outbuilding. (Returning from his encounter with the Heritor, Skorri Drakenberg.)  But these two new arrivals had their own trouble soon enough; as, with her Northern warrior’s blood stirred by her encounter with Lord Fortrywn, Lady Katheryne turned and charged at both the newcomers.

Lady Katheryne finds the tables turned.

     Randilas bravely stabbed with his dagger, but the Northland Heritor had the momentum of her charge behind her, and swung mightily at the Archer, blocking his dagger, and slicing a long but shallow gash right below his rib cage.  Randilas stumbled backwards.  Gwyn, however, was no dagger-armed young Archer, but a seasoned veteran with a two-handed sword; and as Katheryne repositioned from her strike at the Archer, the Hunter skillfully struck with a downswing, cutting deeply into her opponent’s leg.  As they fought, Dirkand arrived on Gwyn’s right, ready to help. 
     Behind this fight, the Infantryman had reached Quinlere, who like Randilas, attacked bravely; but all he had too was a dagger.  It hardly reached the big Infantryman before his opponent brought the axe down hard, cleaving deeply into the Archer’s chest.  Quinlere crumpled down against the ruined building, his leather armor split wide.
        The big man then turned and moved over to help his Heritor, arriving  in just a few strides at Lady Katheryne’s side, facing Dirkand, and happy to see a new target for his axe, once again cleaved hard at his enemy.   Dirkand dodged, missing the full strength of the blow, but instead caught the long  handle of the axe across his shoulder which was like being hit with a big club.  He felt his shoulder separate, and lights flashed before his eyes as the pain radiated, and a blackness overcame him, as he fell backwards to lay in the shallow water along the edge of the pond. Lady Katheryne also attacked, and swung her blade with superhuman strength at the Hunter.  Gwyn thrust her blade forward and caught the Heritor’s.    For a second there was stalemate, as the two blades were interlocked, thrusting into the air.  Then, out of the corner of her eye,  the Elf caught sight of Lord Fortwyn’s cape lying sky blue on the grass by the pond, and her resolve strengthened to be the match for any Heritor’s.  "For Lord Fortrywn!” Gwynwater proclaimed through gritted teeth, and in the seconds before her leg might crumbled beneath her, she pushed forward with the full weight of her body while simultaneously pulling her weapon backwards.  She spun, and brought the weapon back up slicing hard across the side of Katheryne’s head, cutting a wound from her chin to above her ear.  The Northwoman’s head jerked back with the blow, and loosing her balance, Katheryne fell backwards and landed hard on the ground, where she lay unmoving.

Last man standing.  As Gwyn takes down Lady Katheryne, Randilas prepares to bering down the Infantyman. 

   Despite his serious wound, Randy had redrawn his bow in the intervening seconds, and he planted a second arrow squarely in the chest of the Infantryman.   This second hit took what remaining strength the big man had, and he fell too, into the weeds by his Heritor.     Gwyn quickly looked for the treasure that had come from under the stone, and caught sight of the Freebooter carrying it about a hundred yards away.   She turned to Randilas, and said, “Come on.” and the two set off in pursuit.   But the gloom from the cloud cover made it hard for the Archer to get a good shot, and despite Gwyn’s burning desire to recover the treasure, she knew she wouldn’t get far with her leg in such bad shape.  After a few minutes she called off the pursuit, and the two turned instead to helping the wounded. 
    Back on the ship, The Silver Sword, the mood was somber.  Lord Fortrywn recovered quickly from his wounds thanks to his Heritor’s blood; a lesser man would be dead.    He stayed in his cabin not wishing to be disturbed.  This suited the rest of the crew just fine, as no one wanted to be subject to his temper when he was in bad mood; and Lord Fortrywn was in  bad mood.   Gwynwater was the only one who dared go see him, and she passed on all his orders and information.  They had recovered a magic sword (+1 Fight), and 30 gold, from the chest they had claimed.    The Heritor gave the sword to Gwyn as a thank you for taking charge when he no longer could command, and for cutting down Lady Katheryne. The only part of the day’s events to bring him any satisfaction.
   Quinlere the Archer was already dead by the time the Hunter and Randilas got to him there on the island.  They laid him out peacefully by the ruins of the temple outbuilding and the pond.  And Gwyn said a few simple soldier’s words to mark his passing.    Crewman Vilkse was badly wounded by his encounter with Skoori Drakenburg, and would need a  couple months of recovery before he would be fit again.  The rest who had gone down during the battle, Salin, Arbyn, Dirkand, and Bry, would all be well again once their wounds were tended to by the ship’s healer, and they had some rest.   
    Later that night, Lord Fortwryn  stared out the windows of his cabin.   It had been a disaster.  He feared the gods were against him, and he wondered why.   The day’s expedition had seemed cursed from the start.  He would need to figure a better plan if they were going to succeed next time. His mind tossed through ideas like the choppy waves outside his window.  The one thing he did know, is there would be a next time; and next time it would go better.

The day’s toll.


     What a brutal game!   At one point the player next to me jokingly asked if my d20 only had single digit numbers on it!  This is not a game for folks who can’t roll dice well.
     In retrospect, knowing my luck with dice, I probably shouldn’t have gone after the Heritor, Skorri Drakenberg, with only crewmen.  But I was getting a little desperate for treasure, and am an optimist (It could work, it might work…if I just roll really good, and he rolls really bad…); a dangerous combination for this game. 
    I can’t say it wasn’t an exciting game from start to finish, and afterwards I felt as exhausted as if I had been there myself.  And certainly there were highlights; wounded Gwyn’s and brave Marny’s stand against the Gorilla, and Gwyn finally taking down Lady Katheryne when the odds seemed stacked against her, were two of them. 
    But I need a better strategy.  The lack of treasure forced me to roam too far afield.  In the end I had soldiers injured by four different players. I need to try better to stay consolidated.   Also, I need to find a way to deal with all the archery in play.
    I have some ideas.  Only time will tell.

via One More Gaming Project
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Gruff Grimecleaver, Dwarf Pirate Conversion

Chris Palmer

    A friend was getting rid of some of his extra Bones Kickstarter figures, so I was able to pick up a few extra copies of some of the old favorites I already had.   One of the ones I got, was the Gruff Grimecleaver, Dwarf Pirate, figure from the Bones 1 Pirates set.    I’m in need of a few more height-challenged crew members for the Halfling crew I’m working on, and I figured with a little conversion work I might be bale to have this fellow fitting in as some sort of half-Dwarf and half-Halfling  (Quaterling? 🙂   ) character.  (Hey, why should Elves and Orcs have all the interspecies fun! 🙂  ) Maybe his Dad was a sailing Dwarf working one of the beer barges, and mom was a Halfling waitress working in one of the dockside taverns. Who knows where true love will blossom! 🙂

      Anyway, first thing I needed to do was make him a little more pre-gunpowder in his technology level; so that mean I had to remove the gun.  I decided since Halflings and Dwarves are both notorious eaters, the simplest thing I could do with the gun was to convert it into a drumstick by using a little greenstuff.  I also, trimmed his large mustache way back, since I don’t think Halflings are quite as known for large facial hair as dwarves are.  I also tried to trim his boot a little to make it look more like a sandal with bare toes sticking out.  (Assuming he would still have a little of the Halfling urge to have his feet free to the open air.
  Of course, before I did any of the conversion work, I prepped the figure in the usual way; soaking it in a dish of water with a couple drops of dish-soap added, then I gave it a light scrub with a soft toothbrush, and then rinsed and dried it.  Then, after the converting was done, I glued the figure to a black-primed 1" fender washer with Aleene’s Tacky glue, and when dry, put it into my Citadel painting grip.

      I began by painting his head, arms, and leg with Reaper MSP “Tanned Skin”.  I then painted his shirt with Crafter’s Acrylic “Navy Blue”, and his pants with Ceramcoat “Territorial Beige”.

    Next, I painted his beard and hair with Crafter’s Edition “Spice Brown”, and then did his bandana with Apple Barrel “Apple Maple Syrup”.  I then painted his apron with Americana

“Neutral  Grey”, and then did his belts and pouch with Nicole’s “Brown”.  After that, I painted his sandal with Folk Art “Teddy Bear Brown”, and then did his wooden leg and cleaver handle with Americana “Asphaltum”.  I also did his pipe using Americana “Dove Grey”.

      I then painted polka dots on his bandana with “Deep Tomato Red”, and then painted his knife handles and spice pouch with Americana “Raw Umber.  Next, I painted the top of the drumstick with Reaper MSP "Turkey Brown”, and the bone part with Americana “Bleached Sand”.  After that, I painted the cleaver blade, belt buckle, sharpener(?) hanging from his belt, and knife hardware with Americana “Zinc”; and also painted his wristband and bracelet withAmericana “Terra Cotta”.   I let everything dry for a while, and then I gave the entire figure a wash with Citadel “Agrax Earthshade” wash.

      When the wash was dry, I painted his eyes, and then highlighted his skin with Reaper MSP “Tanned Highlight”. I then highlighted his beard and hair with Americana “Sable Brown”, then highlighted his bandana with Apple Barrel “Apple Parchment”.  After that, I added a little highlight to the dots on the bandana with Reaper MSP “Holly Berry”.  I then highlighted the pipe with the base “Dove Grey”, and highlighted the top of the drumstick with Accent “Mustard Seed”, and the bone with the base “Bleached Sand”.

     Next, I highlighted his shirt with Americana “True Blue”, and highlighted his pants with Folk Art “Butter Pecan”.   I then highlighted his apron with the base “Neutral Grey”, and his belt, pouch and sandal with the"Teddy Bear Brown".   I highlighted the axe handle with Americana “Mississippi Mud”.
    I then painted the axe, belt buckle, knife fittings and knife sharpener(?) hanging from his belt all with “Gunmetal Grey”, and when dry, highlighted those pieces with  Ceramcoat “Metallic Silver”.
     Lastly, I painted the figure’s base with Ceramcoat “Walnut”.
     I let the figure dry overnight and the next day I gave it a coat of Americana “DuraClear Matte” varnish.    Then, when  the varnish was dry, I used some white glue to flock the base.  Another overnight dry, and I sprayed it with Testor’s Dullcote".

      I like how the figure turned out.   I can just hear him saying, “Now, here’s some treasure!”, as he eyes the big drumstick! 🙂

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Mad Maximillian, Gaslands, and Car Racing


The “Green Death” is from Eureka Miniatures.

Zeb Cook and I are planning to run a car race game on Sunday at Cold Wars in a couple of weeks.  Months ago I got my hands on the Pulp 1930’s race cars from Eureka Miniatures, and Zeb did as well.  So we thought that a short game on Sunday morning would be fun.

The +/- PI car is also from Eureka Miniatures.

I saw a video play through of Gaslands and ordered the rules.  They weren’t supposed to have arrived until a day or two prior to Cold Wars, but they arrived this week with all the plastic templates, skid dice, and markers.  This weekend, after our monthly Ghost Archipelago game, I put a couple of cars on the table to try to figure out how the rules worked.

This is the Number 9 car from Eureka Miniatures. I think this one is called Mad Maximillian in their catalog.

The game is pretty fun.  It’s not awesome, but it is a light game that will work great on a convention Sunday, like chariot races.

The Number 3 car was very painful to paint. Yellow is very hard.

This provided the impetus for me to finish these cards that have been base sprayed for a couple of months and have been sitting on my painting table taunting me.

The Number 12 car started as a $5 car from the grocery store checkout stand.

I have four of the Eureka cars (which is all they make, I think), but I felt like I needed more of them, so I tried to make one from the cheap cars often found at the supermarket checkout line.  They are slightly out of scale, but I think they look pretty good next to the Eureka ones.  I used some Dixson seated gangster to drive.  I have a few guns and plan to make one or two more before Cold Wars if I can, but I am running out of time.  Thankfully Zeb has four as well, so we have enough for the convention.

from Buck’s Blog
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Ghost Archipelago Campaign – The First Outing

Don Hogge
A few weeks back we played our first 2018 campaign game of Ghost Archipelago.  Five of our regular group were able play.  Since this was the initial game, the scenario was a straight up treasure grab.  We placed treasures and then drew for starting positions.  Additional information about the set-up and another game report can be found here:  Ghost Archipelago Campaign ‘18, Game 1.

The Report

Skorri Drakenberg observes the ocean swells as his ship gracefully sails towards a distant island.  Could it be true?  Have the islands of the Ghost Archipelago returned?  Or is this just another wild goose chase?  The Lost Isles have been the topic of speculation for many years.  False sighting arise every 10 years of so, sending adventurers, freebooters, fortune hunters and heritors sailing the ocean in hope of finding riches and the infamous Crystal Pool.

A view of the table

While he would prefer to be standing on the deck of a graceful longship, the dhow that he currently commands would suffice for now.  The oriental crew was efficient and most importantly, loyal.  He had managed to recruit some additional help in the form of two elven bowmen (Amras and Amrod), an elf who claimed he was an excellent swimmer and diver (Tiefer), and a hunter/tracker (Kukala) who said he was familiar with the wildlife typically found inhabiting the islands of the southern ocean.  As luck would have it, he had also picked up a spell caster.  The young warden who calls herself Anemone and swore she could manipulate the waves and call forth wild beasts.  All untested claims.  No doubt she’ll probably end up fertilizing some desolate island jungle.  However, she was down on her luck and appeared to sincerely want to assist with his quest – and he had a soft spot for damsels in distress of any kind.  Only time would tell if he had made a good decision.

Meet the Crew

It is said the crystal Pool can not be found without first finding and deciphering 10 map stones.  There is a rumor that such a map stone might be located on Tikki Isle beneath one of the many statues dotting the jungle that has sent Skorri on this trip.

Another view of the table

The ship’s master anchored just offshore.  A couple other ship’s masts could be seen in the distance.  Other adventurers, and probably other heritors, would be searching the island.  Skorri quickly got his crew into the row boats and headed to the sandy shore.

The duckmen move forward

Skorri and his crew moved forward through the jungle.  In the distance he spots a toppled statue of a tikki warrior.  Hopefully the rumors about location of the map stones was true.  Skorri moved forward with the two bowmen.  Through the foliage and trees, he saw that another crew was moving around across a small river, and heading towards the same statue.  It appeared that at least one other was investigating the same rumor as himself.  Blue Boy moved toward an old lookout tower.  He thought he could see something concealed on the upper platform.

A tikki statue and a hidden treasure chest

Anemone (Wave Warden) spotted a duckman moving through the brush near a small river.  She quickly spoke the words to have the river smite the creature.  The water from the river rose up in the shape of a fist and swung towards the duckman but broke apart as it struck.  The duckman got wet but did not suffer any damage (successfully cast Wrath of the Waves).  Anemone struck a nearby tree in frustration.  She wanted to prove her worth to Skorri.

The duckmen moved closer to the river’s edge, heading towards the fallen statue.  Skorri closed his eyes and he called forth one of his abilities.  He could feel the energy surge through his body; along with the usual twinge of pain.  He quickly moved forward in a blur and snatched the chest from under the feet of a fallen statue (Successfully triggered Surge to move twice and pick up the treasure).  He then quickly ducked as an arrow came flying his way.

Skorri claims a treasure

The two bowmen (Amras and Amrod) accompanying Skorri fired arrows at the duck heritor across the river but the dense vegetation caused the shots to miss.  Or maybe he “ducked”.

Tiefer and Wu move forward to contest a treasure

Tiefer (Pearl Diver) had moved up to the edge of the river and crouched behind some bushes to observe the duckmen’s movements.  Suddenly, the bushes uprooted themselves and slowly inched away from him.  Before he could move, Tiefer found himself struck in the shoulder with an arrow (9 points of damage).  Wu (Crewman) moved up crossed the river to challenge the duckmen for a pile of treasure hidden in the bushes.  Wu is quickly set upon by the duckman and is quickly taken down.  The duckman grabs the treasure.

Hat Chet dives in to recover a treasure

Anemone decided to try a different spell this time.  She spotted Hat Chet at the edge of a deep pool of water.  He was pointing at something at the bottom.  Anemone thought he would benefit from being able to breath underwater so she quickly prepared her Amphipibious spell. In her haste, she jumbled the words and the spell failed.  She was worried because Hat Chet dove into the pool anyway.  He swam down and grabbed a chest.

Kukala had moved forward and spotted movement through the brush.  He notched an arrow, aimed, and let it fly.  The arrow struck a duckman but didn’t take it out action.  He then noticed Tiefer take another arrow and drop into the vegetation.  Kukala didn’t see him get back up.

The sky was starting to darken, unusual for the time of day.  There must be some sorcery at play.  The weather would reduce visibility making it harder to spot targets but would also provide cover from arrows.

Skorri easily takes down a duckman

Skorri found himself swarmed by duckmen.  Skorri used Surge and easily dispatched one of the duckmen.  The other duckman wisely chose to withdraw.  He was covered by a duck bowman who took a shot at Skorri, barely nicking him (1 point of damage).

Anenome cast Amphibious on Hat Chet. It was just in time as carrying the treasure would have made for a harder swim check.  With the amphibious ability, Hat Chet easily made it out of the deep pool and moved into cover.  Kukala takes careful aim at the Duck Warden peering out from some palm fronds.  The arrow flew straight and impacted with a cloud of feathers (5 points of damage).  That made him duck (pun intended).

Blue Boy climbing the lookout tower

Blue Boy finally made it to the top of the lookout tower.  The item he spotted did appear to be a treasure so he quickly picked it up.  While up top he had a good view of the jungle area, even though it was somewhat hampered by the incoming clouds.  Off in the distance he could hear the sounds of swords hitting swords.  Someone was having a hard fight.  Though blurry, he could just make out the combatants.

Some of the other heritors’ crews
Some heavy casualties were incurred by the other heritors

Covering Skorri’s withdrawal, Amrod fires an arrow at a duckman bowman.  He doesn’t cause any damage but the duckman does decide to move back.  The cloud cover thickens again, greatly reducing line of sight (visibility is reduced to 12 inches).  This was helpful if you were trying to get away with some treasure but at the same time, hindered your ability to stop other crews from doing the same.  Skorri slowly withdraws, moving from cover to cover to avoid the duck bowmen.  It doesn’t take long before he is beyond their line of sight.

The duckmen that took out Wu was attempting to make off with a treasure.  Anemone cast Wrath of Water but only by straining so hard that blood oozed from her ears (pushed the spell for 5 points of damage).  Unfortunately that was the only damage the spell caused as the duckman was not harmed (water off a duck’s back and all that stuff….). 

Over at the old lookout tower, Blue Boy dropped the treasure to Chen Lee and began to climb down.  Chen Lee picked it up and began to fall back.  Once he had climbed down, Blue Boy followed him.

Chen Lee picks up the dropped treasure

Anemone cast Wrath of Water on the duckman with the treasure once more.  This time the water hits him hard (caused 8 points of damage) but he remained standing, and holding the treasure.  Kukala took aim and shot an arrow towards the treasure carrying duckman.  Once again, the heavy jungle vegetation deflected his shot.

Seeing that his crew had collected three treasures, Skorri calls for them to withdraw.  Anemone pauses to cast Wrath of Water one last time.  With the sky being so overcast, she could just barely make out her target dashing through the trees.  She called forth to the river to reach out and smite the duckman but the fumbled her casting.  Kukala pauses beside Anemone to take a final shoot.  The reduced visibility and the vegetation once again causes his shot to fly wide of his target.  With a sigh, Kukala watches as the duckman, and the treasure, fades out sight.  Disappointed in himself, he slowly turns to head towards the beach.  As the crew is withdrawing, Anemone manages to cast Amphibious on two more of the crew just in case it is needed.

All things considered, Skorri was extremely pleased with the performance of his crew.  Sure the bowmen could have hit more targets and Anemone could have had better luck with her casting – but he did end up securing three treasures.  Back aboard his ship, Skorri examines the day’s take.  The treasure chest he had found under the idol did indeed contain a map stone – just nine more to collect.  Chen Lee’s treasure contained 10 gold coins and a sword that glowed with magic energy (Magic hand weapon +1 Fight which Skorri claimed for himself).  Hat Chet’s treasure contained 10 gold coins and a potion – Water of Life.

 Fortunately for Skorri, Tiefer recovers with no negative effects.  With only 20 gold, it’ll take a while to amass the necessary payment to head back to port to recruit another specialist.  Crewman Wu also managed to recover.  Skorri garnered 185 experience points while Anemone managed to gain 120.


A great first game.  Ghost Archipelago plays much differently then Frostgrave.  It seems to have a much more combat focus – both melee and ranged.  Only time will tell if this is really true.

from Wargaming Notes
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