Tuesday, July 3, 2018

Drake's Perch: First Game of Fur-grave

A Silver Drake perches atop the ruins hiding one of the central treasures in our first game of Frostgrave: Ghost Archipelago
When I first floated out the idea of running Frostgrave: Ghost Archipelago for my friends on our Sunday evening game night, quite a few seemed interested. I wanted to use my collection of Splintered Light Miniatures animals as crews, so I merrily began painting away. You've possibly seen me charting my progress on this blog, to include creating additional terrain beyond what I'd already made for my SE Asian Pulp games. Last night, though, was the big night -- our first game of "Fur-grave!" I had 8 players show up and compete, so I did not play and ran it as GM, instead. I split my host's 8'x4' table into two 4'x4' boards, with four players each.
All eight of my players gathered around the two boards - from left, Joel (Squirrels), Mike W (Pine Martens), Brett (Satyrs), Keith (Raccoons), Andy (Badgers), Mike S (Mice), Allen (Jungle Rats), Brian (Weasels)
One player needed to be done a bit early for work Monday morning, so I had an "early" starting group at 6pm and the other four at our normal 7:30pm start time. The rules explanation seemed to go easily enough, and by and large all the players picked up the mechanics quickly. I am sure we made some mistakes here and there, but everything seemed to flow very well. Since my jungle-pattern battle mat I'd recently purchased is only about seven feet wide, I had a river section on the end of the one board. I placed some hill pieces each side of the river material rectangle to create a winding river, with little islands and bridges across it.
Brett's Satyrs hurry towards a treasure they've spotted nestled behind a row of ancient statues
I used the "four corners" style deployment suggested in the rules for 4 players, with two central treasures in the middle of the each 4'x4' board. Eight ordinary treasures were spaced out relatively evenly between the central treasures and the board edges. I want to simplify the setup and have everything ready for my players when they arrived. Most treasure locations were semi-ruined temple sections or piles of rubble. Thankfully, I'd painted so many treasure tokens up that I had more than enough for two games simultaneously!
Andy's Badgers split up to grab multiple treasures -- with one crewman about to search a semi-ruined temple
In the first game, I had Andy's Badger crew vying against Keith Raccoons, Brett's Satyrs, and the Mice belonging to Mike S (who had painted his own crew). I think initially the players thought they would be nice and not attack each other. However, that cooperation soon went by the wayside as players deployed creatures generated from random encounters to attack their opponents and began snatching up treasures others coveted. Andy's Badgers, in particular, took it on the chin as he tried to quietly slip off the board with treasures in hand. I have asked each player to send me an account so I can give more details in each game. The big winner on the first board seemed to be Brett's Satyrs, who snagged a central treasure and three minor ones with no losses.
The Jungle Rats' Heritor in combat with a Large Snake -- one of the many random encounters that plagued this crew
The second game saw Joel's Squirrel Crew (painted for him by Keith), Brian's Weasels, Allen's Jungle Rats, and the Pine Marten Crew of Mike W. I actually "spaced it" and swapped the Weasel and Pine Marten figures, so I may have to rectify that in the second game! In the second game, random encounters quickly began to fill up the table. What was very interesting was that Mike W won most of the rolls to place them, which he did to thwart the advance of the Jungle Rats across the table. First, Allen's rats came under attack by a Large Snake, which the Heritor eventually dispatched with one mighty swing. Next, a pair of Rat Tribal Warriors caught sight of their Jungle rivals and charged. The rats knocked out the Heritor and grievously wounded the crew's Warden (one health point left!). Allen was given some unintentional help when the Weasel Warden slung a magical projectile into combat and accidentally took out one of the tribal warriors. Allen's crew was able to rally and kill off the final warrior, and escape with one treasure, dragging their unconscious leader with them.
Soon after the snake was slain, a pair of Rat Warriors (my "Dricheans" in Fur-grave) spot their Jungle rivals an charge
Meanwhile, by the river, Joel's squirrels crossed the bridges to snag a treasure on the island. They tried to block the Weasels' Heritor from crossing another bridge to grab a treasure on a nearby island. However, the Weasel leader, and a crewmen who had looted the other central treasure, both surmounted the obstacle and escaped off-board. The Pine Martens, meanwhile, took their time and grabbed both a central treasure and a nearby minor one. All the while, Mike W dispatched random encounters (Drakes, Gargoyles, Baboons) to hem in the Jungle Rats and keep them from contesting the center of the table with his Pine Marten crew.
The Weasel Crew (alas, I gave Brian the Pine Marten figs!) advances to contest the riverside treasures with the Squirrels
When most of the treasures had been seized, the players on the second table decided to call it a halt. The looming showdown between the Pine Marten Heritor and the Squirrel Warden was not to be, as darkness falls suddenly in the tropics (apparently). Interestingly, my Southeast Asian location was felt in person as a violent rainstorm actually knocked out the power at my host's house for about five minutes. The players watched wide-eyed as winds hurled his rattan deck furniture around, outside. More than one cocked their head and wondered if they'd left the windows of their cars open...ha, ha! Life in the summer tropics of Columbus, Ohio!

A Pine Marten crewman (Alas, I gave Mike the Weasel figs!) escapes with a treasure found on a ruined staircase
Stay tuned for the accounts of the players, which will follow this entry. I've received accounts already from the Mice, Badgers, and Squirrels, and will hopefully receive the others, as well! I was gratified that all eight took the time to say they enjoyed the game and thank me for all the work that went into getting this campaign ready for the tabletop. I expect we will run Fur-grave sequels every 3-4 weeks, depending on player availability. So, stay tuned for more...!

Wednesday, June 27, 2018

The Foxes!

The Fox crewmen for my Ghost Archipelago campaign (Splintered Light Miniatures)
I thought I was done with my Ghost Archipelago crews for my players, but then another friend expressed interest in playing, as well. I sorted through my Splintered Light Miniatures animals, slapped my head with a "Doh!" when I found four more unpainted crews already sorted out, and picked the foxes to paint. When I was looking through the unpainted lead bag, I was surprised how few poses there really were. I would end up having to use the same figure pose two of the five-man crews. Not to worry, though, as one of them would be the Warden and he would be substantially modified.
The Fox crew's leader, or Heritor,  in Ghost Archipelago terms
Starting with the figure I picked out to be the crew's Heritor, there really wasn't much choice. He was so obviously a leader figure, from the cape to the heavier armor, to the pointing, commanding arm. Since he was leader, I had to give him a purple cloak in my favorite Ral Partha "Tongue Purple" color, and dry brushed in a lighter shade. The detail in the figure's chainmail made it easy to paint. I spiced it up a bit with a bronze helmet, and some gold armbands. Although there is not a lot of "fox" showing on this fig, I really liked the way her turned out.
The Fox crew's modified Warden, or spellcaster. I added an Iron Wind 25mm fox to the base as a familiar
This figure is the same pose as the middle one below (and at top - sorry for the repeat photograph). The big modification was to cut out the large sword from his left hand and replace it with a banded staff. I used some beads from another project to build the staff, gluing the top half under the hand and the top half onto the fist. I was pretty happy with how it turned out. It may be a tad chunky, but what the heck? I actually had another photo of the front half of the Warden, but it was so out of focus I just couldn't bring myself to use it. As a final touch, I added an Iron Wind Metals 25mm fox to the base as a familiar. I have done this with a lot of the crews. If nothing else, it makes it easier to pick out which fig is the Warden!
Deja vu? Yep, these guys again...
I forgot to do a "crew assembled" photograph for the first photo. So, you have to look at this one again -- ha, ha! I did not come up with a fancy theme for this crew -- no medieval quartering, or stripes, or whatever. I figured that the foxes coloring is distinctive enough I really didn't want to compete with that. Once cool touch on the middle figure was how the hair coming off of his face is tied up into locks or braids with ribbons. The sash around the waist also kind of makes him pirate or reggae looking, so maybe I missed an opportunity here. The other two were done in plain tunics with a base color and dry brush. They were all molded with armbands, which I did in copper for this bunch to set off the reddish tone of their fur. Speaking of which, I used Iron Wind metals Red Brown for the base coat, then did a light drybrush of Howard Hues Middle East Flesh for their coloring. I always look up Google images of the creatures I am painting so I can get the fur patterns as correct as possible.

So, will there be yet another crew to be painted? Perhaps. I kicked myself when I found the box where I had pre-sorted figures for another 3-4 warbands. I certainly have the unpainted lead. And who knows? Maybe another friend will jump in and want to play!

Tuesday, June 26, 2018

Ghost Archipelago scenics - walls, pits, and such

A Mouse Vine Warden surrounds himself with barriers of Brambles in  Frostgrave: Ghost Archipelago
 The last things I needed to get done before this coming Sunday's first Frostgrave: Ghost Archipelago game were various small, scenic bits. The rules allow for characters to magically create pits or walls made of stone, earth, or plants. Rather than set up a (hopefully) beautiful tabletop and then throw down pieces of felt for these things, I set out to create them in flocked, 3-D.
I created four Brambles - the core of which were hedges from JTT Scenery Products, with copious clump flocking added
First up, my favorite: Brambles - a spell cast by Vine Wardens. This creates a 6" long, 1" high and wide barrier of vegetation. I made four of them, and was really happy with how they turned out. I started out with some purchased product -- one package of Long Hedges, 2/pack, by JTT Scenery Products. I bought mine at Hobby Lobby, but I've seen this line carried at a number of hobby and model railroad shops. The hedges are rectangular, green-dyed foam, which I cut and attached to appropriate sized bases of styrene plastic. To help them stay put, I stuck two straight pins through the bottom of the styrene base, impaling the curving piece of foam to hold it in place while the Tacky Glue dried. Next, I flocked the base - first with brown fine ballast, then Earth Turk and Blended Green Grass from Woodland Scenics.
I could have stopped at this point, but they would have looked very plain. I then put on three different tones of Woodland Scenics green clump foliage with white glue. After the first batch of clumps, I actually went back and added more to make it look more wild and overgrown. As a final touch, I took some JTT Scenery Products flowers and glued one on each side to give it a splash of color. These were definitely my favorite of the magical walls I created.
Two Earthen Walls cast by a Satyr Earth Warden, created by flocking atop Hirst Arts plaster molds
Next up, were Earthen Walls. In Ghost Archipelago, Earth Wardens can create a 3" long, by 2" high, and 1" wide wall of earth to block enemies. For this, I dug up some unused plaster castings from Hirst Arts molds given to me long ago by my friend Zeke. As it turned out, a half dozen of them arranged in a 2x3 rectangle were the perfect size. I glued these in place with Tacky Glue, once again onto the correct size of styrene plastic. Next, I coated them just as I do my standard base flocking. I begin by painting the base with a mix of white glue and brown paint. This is coated with brown, fine ballast. Once dry, I paint the ballast with a 50/50 mix of white glue and water, and sprinkle on Woodland Scenics Earth Turf. Finally, once dry again, I paint it with white glue and sprinkle on Woodland Scenics Blended Grass.
A Pine Marten Earth Warden shelters amid four Parapets he has cast, also created from Hirst Arts molds
The third magical wall is a Parapet, also created by the Earth Warden. This stone barrier is the smallest, at 2" long, and 1/2" in height. It is intended (I believe) to be a place to shoot from cover, whereas the other barriers are meant to block line of sight. For this, I once again dug out some unused Hirst Arts plaster castings, and glued them to a base. All the bases also have magnetic material underneath for my storage system. This stone I painted black, then drybrushed a darker then lighter gray. Flocking was done as above, and these were complete, as well.
A Weasel Earth Warden amidst four Pits cast earlier to entrap enemy characters or monsters
The final scenic item was four Pits - another Earth Warden spell meant to be cast underneath a player, hopefully forcing them to all into it and spend time climbing back out again. The size of these was driven by my figures' bases. So, I cut four squares that would leave room for one of my bases and scenic buildup all around it. As the core of the ring of built up area are small stones glued in a rough circle around an area slightly larger than my hexagonal bases. I covered these with the same mixture of ballast and turf detailed above. Finally, the inner circular area was painted in three darkening shades of brown. Nothing spectacular, but nevertheless better than a piece of felt.

I also created "Blood burn" markers from wooden cubes. I painted then dark red, then speckled them in a brighter red pattern to evoke blood. On each cube, I numbered in black Sharpie #1-#6 (for how many times that Heritor has attempted to use an ability on that turn), along with the appropriate modifier for casting/utilizing it next time. I even placed a small arrow showing what direction to rotate the cube...! They are functional looking -- nothing spectacular.

With that, I am all set for next week's game! It has been a long time coming, but I am finally ready to begin running my Ghost Archipelago campaign!!

Monday, June 18, 2018

Aquarium Pieces as Ruined Temples

An Aquarium piece from Blue Ribbon representing Cambodia's famous Bayon Temple at Angkor Wat
One of the perks of the long hours and hectic schedule of teaching in a public school is that I often receive gift cards for Christmas or at the end of the school year, as thanks from appreciative parents. I'd accumulated a few Amazon ones this year, so decided to finally pick up some aquarium pieces I'd seen others using and I had been wanting for a long time. Specifically, the Blue Ribbon Angkor Wat pieces. My Frostgrave: Ghost Archipelago campaign will be set in a post-Apocalyptic Southeast Asia, so they will go great with the scratch-built temples I made for my Pulp games a couple years ago.
The ruined Bayon Temple looms out of the jungle, encrusted in vegetation
I was able to get three of them. Number one on my list was the Bayon Temple -- the famous ruin with the heads which look out in four directions. The piece is fairly large -- 9 1/2 inches tall by 6 inches wide. The first thing I noticed about these pieces is how well painted they actually are. I had assumed it would be a cheap, assembly line paint job and that I would be repainting them. Instead, I decided to keep the paint jobs as is.
I was surprised by how good the "out of the box" paint job was, so decided to keep it, adding only flocking
The only thing I did was re-flock the vegetation on them. In this temple's case, I added quite a bit. First, I painted select parts of the temple with white glue, then I flocked that glue with Woodland Scenics mixed green. Once that was dry, I blobbed on white glue on top of the flocking and applied darker clump foliage by Woodland Scenics. This gives it more of a three dimensional effect, as well as makes it look more encrusted in jungle vegetation.
A giant Khmer head rises up out of the jungle
 The next piece I purchased was a giant statue of a Khmer head. All of the vines you see are part of the terrain piece -- the only thing I did was to apply actual flocking to the piece. I thought the factory artists did a decent job of dry brushing the brown of the vines over a black base coat. I really like how this one has a tumbled column in front of it. The size is fairly massive, too -- 7 inches tall by about 6 inches wide. The back face of it (not shown), is simply carved into stone blocks. 
A close up of the statue, showing the clump foliage and flocking I applied.
I thought they did a good job creating this statue, realistically showing the seams in the stones that were used to create the massive face. They also got the thick, Khmer lips and drooping ear lobes right, as well. Good research and nice sculpting.
A Kneeling Buddha rises out of the jungle, a relic of lost civilizations
The third and final piece is a kneeling Buddha statue, holding a broken column in its cupped hands. Strangely, this one was already covered in the factory's poor attempt at flocking. They used a tall, green static grass that looked very odd and unrealistic. I painted over all of this with white glue and re-flocked it all. This piece definitely required the most reworking. However, it fits well with the Southeast Asian theme for my archipelago.

All in all, a great addition to my terrain for my games. I can't wait to see my table layed out with all of the temples! Should be fairly striking...

Friday, June 1, 2018

A Monster Named "Kevin"

On the hunt for chocolate - a "Kevin" prowls the jungle
I posted my first Prehistoric Bird picture awhile back, but I had two more unpainted that I wanted to get around to being ready for the tabletop. Because with my luck, the first random encounter with one of these in my Frostgrave: Ghost Archipelago games, will be followed up by an identical roll on the table and a second one will appear. So, I now have three "Kevins!"
I painted two more of these 28mm Prehistoric birds from Iron Wind Metals to go with the one I'd finished awhile back
As I explained in my earlier post, I am a huge fan of the animated movie, "Up." One of the characters is a South American prehistoric bird that is adopted by a boy who shows up and promptly names him (actually her) Kevin. I even painted the miniature to look as much like the bird in the movie as I could. Some may scoff at this, but how do we really know what color schemes are appropriate for prehistoric creatures...?
Color scheme inspired by my favorite animated movie of all time - "Up."
This post is also from Iron Wind Metals, formerly Ral Partha. It is a bit more aggressive than the first (but taller) one I painted. It reminds me of the scene when the main character is trying to shoo away the bird and it closes in on him menacingly. Anyway, one good side not of getting ready to run this game is I am painting up a LOT of creatures I have had sitting in my bins unpainted for a looong time.
"Oh, please be my prisoner!" Kevin and Doug from the movie Up
Next up? For deer stags and a wraith. And then I will begin on a new breed of Splintered Light Miniatures animal crews for players to choose from, since mine are now officially all selected.

Wednesday, May 30, 2018

Head West for a Western Game


Mike's MDF buildings that were our town we had to defend from claim jumpers
One of our regular Sunday night gamers, Mike S, drives over from Springfield, OH, pretty much every weekend. So, we thought it was time to return the favor and headed west out to his place this past Sunday. I think most having Memorial Day off the next day convinced them that the extra drive time to get home was okay, but we started early to be on the safe side.
My leader Dakota (spitting image and grandfather of the Pulp character in our games) peeks around a building
Mike has been wanting to do Westerns for awhile, and has been collecting and painting 28mm characters. Still he asked Keith and I to bring along some of ours, so we had plenty. Each player had two gunfighters -- one was the leader type who had two action cards in the deck, and the other was the follower type, with only one. Mike was using Gunfighters Ball -- the intro version being a free download from Knuckleduster Miniatures. We had played games with it the previous weekend at Drums at the Rapids in the Toledo area. Mike adopted the rules modifications that two GMs there recommended. In hindsight, we decided to back off the modifications next time and play the rules "as is."
Joel's man in black also peeks around a building to take a shot at Steve's claim jumpers taking cover in the trees
There were eight players, three of which (Joel, Allen, and myself) were the townies -- defending our settlement from claim jumpers, who accused us of cheating them out of their proceeds. Things looked bleak for us when a couple random deadeye "head shots" from Steve V and Jason S took out one each of Allen and my characters. At that point, the other five must have felt sorry for us and began shooting at each other. This turned it into a free-for-all on their side, while us three never took a pot shot at each other. In the end, with bodies laying all over the table, the claim jumpers skulked off into the woods and we had held onto our (ill-gotten or otherwise) gains.

Monday, May 28, 2018

Rats! More "monster" progress...

Splintered Light Miniatures Rats -- who will be taking on the role of "Dricheans" in my Frostgrave: Ghost Archipelago
My upcoming Frostgrave: Ghost Archipelago campaign is taking a slight spin-off from the worldview that the creators of the game envisioned. Instead of human adventurers exploring the South Seas, I am using the Splintered Light Miniatures animals as my races. So, my players have chosen from among my Badgers, Mice, Bears, etc., to fill out their crews. Similarly, I am modifying the "monsters" they will encounter. One of the races said to inhabit the Ghost Archipelago's islands are called Drichean -- essentially Bronze Age humans. I decided to substitute these out, as well, and make the islands "rat-infested."
My favorite rat is the one in the center here - the dark gray with light gray drybrush fur came out best, I thought
Here is what should be the last of the monster I have to paint up to be ready to game -- my Dricheans, Splintered Light Rats. I painted them in a variety of fur colors, with a tendency towards dark gray. So, in that way, they are not a whole lot different than my Splintered Light mice that I've painted up. However, they certainly look nastier, which is on whole the difference between a mouse and a rat...ha, ha! I gave them solid but dull colored clothes, and primitive looking shield designs. For decoration, they have copper rather than bronze or gold.
Rats guarding a treasure token somewhere on a "rat-infested isle" in the South Seas
Also pictured in each is one of the dozen resin chests that I painted up as treasure tokens for Frostgrave. One of the main objectives in games of Frostgrave for the adventuring parties are scrambling for (and fighting over) treasures located on the board. One of my friends had given me a bunch of these that he had cast up from Hirst Arts molds, and I also had a couple Acheson Creations ones. I also painted up some with stone floor bases (not pictured) for those that I'll tuck inside ruined temples and such.

At this stage, I just have the odd monster or two to paint up, in case my players encounter multiples of the same monster. So, look for me to actually run my first game in a month or so. I still want to create player aids - such as cards for the monsters and spells. Not everyone has rushed out and bought the rules, so I think having these will move the game along much better.

Saturday, May 5, 2018

Toob Lizards!

Touched up giant lizards from the clear plastic "Toob" creatures that you can find at craft and toy stores
I apologize for the very short update, but I wanted to post a photo of some more monsters I finished for my upcoming Ghost Archipelago games. When going through the list of wandering monsters, I saw the "Giant Lizard" category. I have one painted 25mm Iron Wind Metals Komodo dragon, but I hadn't thought to stock up. So, I needed more, in case more than one makes it way onto a board. I don't buy them very often, but the craft store Toob creatures can sometimes come in handy for miniature gamers. In this case, they had some that looked good, and would fit the bill.

I touched them up by dry-brushing them (light green for the green lizards, and pink for the red ones). I re-applied the speckled pattern, and touched up the eyes and mouth. Finally, I gave them a black wash and epoxied them onto a base and flocked them. I think they look pretty good for a little over $1 each.

Next up: Splintered Light Rats (which will be taking the place of the "Dricheans" on my South Seas Islands).

Monday, April 30, 2018

Little Wars 2018 - War-torn Village in Angola

The climax of one of the games at Little Wars 2018, as South African armor and troops burst into the Cuban-held village
 From the first weekend of March through the last weekend in April, I attended three conventions and ran my Wars of Insurgency game seven times. Getting all the troops ready for the big show in Chicago has consumed most of my painting and modeling time. I swore to myself that I would have my resin Ratel-20s for my South African Defense Force squads ready by Little Wars. And just to prove how much I enjoy deadline pressure (haha...!), I vowed to get another 16 20mm Cuban figures ready, too.
The calm before the storm -- the village supply depot that the South Africans and UNITA will be assaulting
Well, I made it...barely! I finished packing my freshly Dullcoated Cubans at 1 am on Thursday morning, about 8 hours before I'd be leaving for the show. What is it about running games for conventions that bring out the drive to get stuff ready? Maybe it's the P.T. Barnum in me wanting to put on the best show that I can. Or maybe it's just masochism! Either way, this seems to happen more than once with me, where I put a deadline on myself for a project that ends up being to have it ready in time for a convention. And guess what? My next show is Drums at the Rapids in three weeks -- and I just pulled out six more SADF figures that I want painted up in time for that convention!
The Cuban defenders guard the perimeter in depth, awaiting the assault on their supply depot
Anyway, the venue for Little Wars was amazing. The Westin Hotel in Lombard, IL, is swanky and four star. The ballroom that held all the events was spacious, incredibly well lit, and had nice carpet which made standing most of the day less uncomfortable. There was quite a few empty tables except at peak times (Friday evening, Saturday morning/afternoon), which meant noise was much more bearable than you often encounter at gaming conventions.
A FAPLA force (Cuban-trained Angolans) is redirected by the Cubans to guard the village's left flank
Every single spot was full all four games, which made me really happy. Plus, many seemed to be friends of people who'd played previously, so Smokin' Some Cubans must have been getting good word of mouth. My players were a great group, and most seemed to clearly have fun. I didn't have any pissy or whiny players that you sometimes encounter at conventions or club meetings. They were polite and showed good sportsmanship, deferring to their opponents. In my opinion, nothing can ruin a game than the one jerk who's criticizing everything that happens, seeming to announce to the world why his troops are not having the success they obviously should be. Instead, my players were great, and their fun became my fun, as well.
Enthusiastic Cuban defenders deploy forward, eager to finally engage the hated South Africans!
Inspired by their Marxist brethren, the FAPLA force advances to meet the South Africans on the left
The games all fought to a conclusion, with no draws where we ran out of time and the outcome was a tossup. The South Africans won big in two of the games, the Angolans in another, and the final game seemed to lean towards a SADF victory, as well. More troops and armored cars entered inside the village than I'd had in any previous running of the game.
The South African force, supported by two Ratel-20 armored vehicles, advances through the brush towards the village
I hope you enjoy the photos. I took more photos early in the convention, and seemed to encounter photojournalist fatigue later. My new iPhone takes nice pictures, I feel, and these are definitely some of my favorites I have of the scenario.
A contingent of UNITA Angolan guerrillas moves towards the village center, supported by a SADF Ratel-20
After Drums, where I will run it twice on Saturday, I will put Smokin' Some Cubans away until October. Who knows? Maybe I'll even design a totally new scenario for our HMGS Great Lakes flagship convention! It all depends on how much free time I have this summer, and how motivated I am, of course!
Jonas Savimbi's UNITA troops close in on the village, using the armor and village fields as cover
A squad of Cubans flees back towards the village as the fire from the SADF/UNITA assault becomes intense
One of the South African players points out a target inside the village in my Saturday evening game
The South Africans, with two squads of UNITA guerrillas following, overwhelm the Cuban defenders



Monday, April 16, 2018

Ghost Archipelago monsters & creatures

Iron Wind Metals 25mm Prehistoric Bird, which will wander the Ghost Archipelago as a random encounter
 I don't want to look to see how long it has been since I updated Lead Legionaries last. Some real life problems intruded in a major way, and I have spent much of the last three months helping my parents out, and staying at their place. Life is slowly returning to normal, and with that, painting and getting things ready for my Frostgrave: Ghost Archipelago campaign.
15mm Drakes, which will replace Giant Wasps as a danger in my Ghost Archipelago campaign
I have been working on my stock of monsters and creatures to be ready when they are called upon with the system's random encounters. I am taking a bit of a shortcut, though, and heavily revising the chart. Part of my changes are to align it more with my Fur-grave theme. Snakemen, for example, are replaced by my already painted up Frogmen. Similarly, the Dricheans will become Splintered Light Miniatures Wildcats, and Tribals are my Pygmy Cannibals from my Pulp games.
These 25mm Iron Wind Metals Lions are a natural stand-in for Tigers on my islands
Other changes are simply to use my current collection of miniatures and substitute something similar. For example, the Screamer Monkeys become Baboons, Tigers are morphed into Lions, and the Mountain Goat will become Stags.
Don't tell them, but Baboons have a nasty enough disposition to take the place of Screamer Monkeys in my games
Finally, there are simply some things I don't want on my tabletop and I would rather have more fantasy creatures for them to fight. Giant Ticks? Nah! Giant Wasps? How about a bunch of colorful Drakes, instead? Yes, I know I can go out and buy those Toobz plastic figures at the craft store (and did for my giant lizards, which DO make sense for this island and fit my aesthetic sense). However, it simply makes sense to use the figures I have collected over the years for random monsters, rather than those that were in the creators collection. I mean, if they're going to GIVE them to me...ha, ha!
Some things on the encounter chart don't change...gorillas will always be gorillas!
So, look for more monsters on this page in the future -- and certainly more promptly than this last update!
These 15mm Gargoyles will take the place of Giant Bats in my campaign





This figure will be what I use if my players encounter a Spirit Warrior or similar Undead
And Balrogs are demons, and demons are Soul Stealers...right?