Wednesday, 24 January 2018

CLV. Monstrous Births: Act II



In the days after the encounter at the cave, the Countess learns of more cases of monstrous wildlife. Not just that;  a rumour gets to her that in villages and farms neighbouring Volovska Weald, there has been an alarming amount of monstrous births among livestock in the past month. The horror does not end there, either. She visits some peasants with her men, and talks to the pastor and local woodsmen. The Countess learns that not only have the farm animals and wild game been birthing monstrous young, but several women, too. And people say their pregnancies are unbelievably short, lasting no more than a few weeks. Many were stillborn, but even those that survived were quietly disposed of by the family out of fear or shame or mercy. 

With great difficulty the Countess manages to find a girl who gave birth to a deformed child and is willing to talk to her. She tells her that she went to the woods one day to gather herbs and she believes she was assaulted there by some kind monster. She has no memory of the event itself, but she knows where it occurred and gives that information to the Countess. The peasants are growing increasingly scared and irritable, and wild theories abound of the cause of all this. Eager to solve this unnatural problem in her domain, the Countess decides to investigate further. 

The village Volovo.
The very morning after she has learnt of the attack, she sends a small contingent of spirits to search the crime scene for possible clues on what fiend violated the girl. Perhaps something can be found. From the safety of Castle Waywode, the Countess will lead the spirits seeing through the eyes of the Beast.


The Beast and her henchmen arrive to the spot in Volovska Weald where the heinous assault had occurred. Fortune is on their side, they have the cover of thick autumn fog to conceal them. On the other hand, it makes it more difficult to search the area. The spirits begin spreading out to cover more ground.


There is movement in the distance. A large shape bolts across a fairy ring and disappears into the trees and the mist. Might just be a common deer, but that recent experience puts the crew on alert.


A Crimson Sphynx first spots something on the ground a distance away, and stalks towards it...


... but it is surprised by a monstrous deer. As grotesque and sad as the one we saw lunge down a well the other day. Unfortunately for the Sphynx, this one is much more aggressive in nature.


The deer rams into the Sphynx and then immediately charges at the nearest Custodian, who was examining a set of tracks on the forest floor. Before the Sphynx can react, another misshapen deer appears from the fog behind it.


A bloody battle starts. Not much of those tracks will remain if the ground gets trampled by the fighters...


A bit further off, a Bloodfiend sniffed out something interesting, but it too is jumped by a monstrosity.


The Countess is getting more and more irate. She summons some backup for her spirit host, and the Beast gets full on into the fray. But just as one deer is killed or driven away, another appears from the woods...


Eventually they stop coming. The ground is littered with bodies of deer. Mounds of tortured flesh, tangles of crooked legs and overgrown antlers...
  

Four potential clues are discovered by the crew. There are tracks on the forest ground. On several bushes there are clumps of hair. A decaying corpse of a boar lies by a tree. Several piles of animal droppings can be seen on the leaf-covered ground. The Countess examines them one by one through the Beast's eyes. 


The prints do not look like deer tracks, but more like unshod horse hoofs. The hair is pale and fine, and feels like it came from a tail or a mane. The boar is a male, and was lanced a few days ago with some kind of piercing weapon, judging by the mortal wound. Some of the droppings indicate a larger herbivore, but, interestingly, contain bone fragments.


The spirits' mission is complete, and they are dismissed. The Countess now has a pretty good idea of what this attacker can be. And an even better idea for what to do with it...
     

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Just like Act I, this game used Malifaux rules with a few tweaks and with custom stats for my characters. Tomislav Rac again played the Countess, and I directed the Misshapen Deer. In the second act the goal was to secure the four clue markers that weer placed on the table. A Misshapen Deer spawned whenever one of the spirits approached a clue. Tomislav managed to control all four markers at the end of the game, which means he will get some useful information on what he is up against in the third and final game. 

This encounter was played without the Countess on the table. But she was able to use her activations, in which she could cast spells using the Beast for measuring range and line of sight.

The fog that was present on the battlefield had its own rules. The line of sight was limited to 10'' on the first turn, and each subsequent turn I randomly determined whether the fog becomes denser or starts clearing up. The fog's thickness varied throughout the game. It did not have much impact, mostly because there are very few ranged attacks in these two crews, plus the fog decided to go heavily in the direction of dispersing. But had it gone the other way it could have caused visibility problems for both our crews. The fog in the photos was my first attempt to photoshop it. I worked from this tutorial I found after a quick search.  

This is the atmospheric soundtrack we used for game two: most tracks from Aokigahara (2015) by Flowers for Bodysnatchers, Primordial (2015) by Paleowolf, and The Witch (2015) OST again.

Sunday, 21 January 2018

CLIV. Shadespire: Sepulchral Guard

Second warband I painted for Shadespire: the skeletons. These are actually for my brother to play with. Very nice sculpts overall. The fact I only indulged in a few minor conversions across the warband is a testament to that. Good job, GW. There are seven of them in total, which makes them the most populous warband in the game. Let's take a look at each individual model.

Sepulchral Warden


The leader of this danse macabre. The best model in the box, in my book. Nonetheless, I had something to add and take away. The bare head works, but I wanted to use this helmeted head on something for a while. The cape was an actual issue for me, since I did not like how overly long it was. I think he is a bit less cartoony now that it's cut shorter.

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Prince of Dust


This one was my least favourite original sculpt of the bunch. The weapon really bugged me; I thought the mace head was too large, especially for that thin shaft. I had a feeling it would snap in two if he were to whack somebody with it. I replaced the mace head with a hammer from Knights of the White Wolf. the whole weapon is much shorter now, as well. The other thing I changed was the Prince's head. The diadem was not to my liking. After trying out several alternate heads, I ended up sculpting a ring of wild hair. It can be argued he looks sort of goofy now, but I like him much better than before.

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The Champion

The Champion was barely tampered with at all. The only thing I did here was scraping of some detail off the sides of his helmet. The sword is lovely, and it made me want to do NMM on it. So I did.

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The Harvester



Or as he is known now: The Executioner. The scythe got replaced with an axe because I thought the silhouette of the model was not working. The rest is as it was. I love the manacles.

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Petitioners


Trio of nameless expendable skeletons. Not much needed to be changed. One just had his arm repositioned because I did not fancy how it was originally posed. 

I even like the artwork on the box. Art style used on the cards within the game is pretty good, too.
*   *   *

Apart from serving their original purpose of a Shadespire band, these Sepulchral Guard will make excellent monsters for my games of Frostgrave. On top of that, I decided to expand the group with a few more models and custom backstory, and make it a warband for Dark AoS skirmish. Their Lich is already in the works.

Thursday, 18 January 2018

CLIII. Tutorial: Sculpting Chainmail


Got another request for a tutorial weeks ago, now I finally sat down to make it. Rebecca of Greenstuff Gretchin wanted to know how I sculpt chainmail on my conversions. Well, here it is:


Tools used. Clay shaper, wax carver, metal ball stylus. The tin contains hand cream, with which I lubricate my tools so putty doesn't stick to them.


For this task I mixed green stuff with Milliput 1:1. The resulting material allows for sharper edges than green stuff does. I do this by first mixing each putty from its components separately, and then mix them together like in the above photo.


I'll demonstrate on this spare Liberator. First I filed down the existing scale mail to prepare the surface for sculpting.


Using my clay shaper and wax carver tools, I defined and smoothed out the cloth and future chainmail surface. It's best to give the putty 10-15 minutes to start curing a little bit, so it becomes less soft and easier to work with (holds detail better).


This is the important bit. I sculpt chainmail in alternating vertical lines of holes. Start from the bottom and poke holes one above the other, pulling each slightly downward before moving onto the next. This is how links of the chainmail are formed. Metal ball stylus is what I used here, but even a toothpick can do this job if you don't have sculpting tools around.


When you get to the top, start the next line in the opposite direction: from top to bottom, holes one below the other, each pulled slightly upwards.


When the whole surface is thus rendered, let it rest for some 15 minutes for the putty to cure a bit more.  


Then it's time to tidy it all up and fix mistakes. Go back through the mail and try to make all the links as similar in size and shape as you can. The links on the bottom need special attention, defining the line where chainmail stops.

So, this is the principle. It takes practice to get good at it (I myself am not yet satisfied with my result half the time).