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Gailbraithe

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Everything posted by Gailbraithe

  1. I'll be running Rage for Jake and Joey, and I'll bring 200 points of Infinity.
  2. The mesh on the front is one of my favorite products. It's a sculpture form mesh sold in art stores that comes in a silver color. It's thin enough that you can cut it with scissors, but holds its shape really well, especially when given a little bit of support. With the diamond pattern, I think it looks great as scale chainlink fencing. I think my favorite detail, which I doubt most people even noticed, is that the metal barricades and reinforcements are all from a scrapped Burlington-Northern boxcar.
  3. I finished exterior painting on the Biker HQ, still have the roof and interior to do. Here's the front: The back: This shot of the side shows off the peeling brickwork, which I'm really proud of. Never tried anything like it before, did an experiment, and am very pleased with the results.
  4. Thanks Sherbert! I finished exterior painting on the Biker HQ, still have the roof and interior to do. Here's the front: The back: This shot of the side shows off the peeling brickwork, which I'm really proud of. Never tried anything like it before, did an experiment, and am very pleased with the results.
  5. This evening the players were Mite, Rutger, Sihyaa al-Ni and Ulfgar. Winter comes to Rhûne and leaves once again, and the cold months pass quietly. Rutger finds his new position as Captain of the Guard stifling, keeping him trapped behind a desk, buried in paperwork and far from the action, while Sihyaa al-Ni finds himself struggling with the transition to freelance wizard, bored by the trite desires of those who can afford his services. Mite continues to haunt the streets of Magath, wandering through the minds of its inhabitants. The three of them meet up occasionally and swap news of their doings, but as winter deepens these visit come less frequently as each finds himself with less and less to say -- except for latest gossip on the escapades of Hannewig Marcellous, who has disappeared from Magath after the mysterious death of Masa Zadi, Master of the House Yak-Ilat. His death coincided with the fall of House Bijan to a whisper campaign, with a shamed Fatima Lan and her father fleeing into exile, leaving Yak-Ilat's new Mistress, Seeta Zadi, one of the most powerful nobles in the Free Cities. Yet these rumors are poor substitutes for adventures, and with winter comes melancholy. Things are not going much better for Ulfgar in his homeland of Jaegerland. He arrives home only a few awkward days before his father passes, and finds himself confronted by his younger brother, who has grown to resent him powerfully in his absence. Finding little welcome at the family farm, he spends the winter visiting friends in distant villages and drinking to excess. In his travels he begins to hear rumors and stories of black riders in the night and girls disappearing from their homes. The girls all share a common attribute, for they were all fegurðísblóm -- an Iscendi term meaning "beauty of the ice flower," denoting hair finer than gold and eyes bluer than glacial ice, traits that are powerfully associated with frost giant ancestry and thus a direct connection to the Frozen Lord. At first Ulfgar ignores the stories, as he knows his people will entertain any nonsense if it makes the long winter less tedious, but he hears the rumors more and more often, and begins to worry about his own youngest sister, Signi Sokkadottir, who is the same age as the missing girls, and fegurðísblóm as well. However Ulfgar finds that he knows little of running an investigation and gathering information, and as he struggles to find clues and put them together he finds himself wishing he could call on Rutger or Hannewig, even Mite, certain they would make more progress than he can. When he chances upon a young man bragging about the position he's just secured on the crew of a new design of icebreaker being launched from Stormport, he presses on the sailor to deliver a message to Rutger in Magath. The messages finds its way south, and a month later Ulfgar meets Rutger, Mite and the wizard Siyaa on the docks of Jaegerland's only port, Hakonarhella. Ulfgar invites his friends to join him for a drink, but all three insist on buying new warmer clothes first, as their "winter garb," designed for Magath's mild winters, is next to useless against the bitter cold of the Jaegerland. After securing appropriate garb, the heroes retire to a tavern, where they are greeted by Iceborn hospitality as a quartet of warriors tries to pick a fight by flinging insults. What could have been a friendly brawl threatens to turn into a blood bath when Mite unleashes his power on the offending warrior. Fortunately they manage to avoid any bloodshed. In the morning they head out on the road to Ulfgar's family home is Skarfanes, a route that will take them past Selfors and Groenavatn, two towns that both have experienced disappearances. In Selfors they visit a farm where a young farmer's wife disappeared while he was away drinking. Expecting to find nothing, Sihyaa uses his mage's sight to examine the area. The sight reveals toxic smears of the blackest magic, an evil blend of ice and shadow. In Groenavatn they find more of the same, and also reports of dark riders clad in black spotted outside of town just before the girl vanished. They also stop to visit a aged blind seiðer in Groenavatn, and he tries to warn Ulfgar off his mission, insisting that the "road you set out upon leads to frozen hells you cannot comprehend, and you are not ready to travel that path" and tells him that the dark riders are reavers -- powerful undead berzerkers who served as the Frozen Lord's elite soldiers and who have not been seen in the Stormlands in nearly four hundred years, not since Simon Rex lead his armies against the Iceborn and slew the Frozen Lord. When Ulfgar will not be swayed by these ominous warnings, the seiðer demands a gold coin for the answer to one question. Ulfgar asks how to find the parties responsible for the disappearances, to which the seiðer responds "Seek the calm at the eye of the storm, there you will find your enemy," a typical seiðer answer which answers nothing. The party continues on to Skarfanes, where they learn that Ulfgar's fears have been realized -- in his absense, dark riders descended on the farm and absconded with Signi Ulfgar's sister has become the latest victim. Sihyaa is able to detect more of the magic, and they follow it to edge of the forest where they are forced to turn back. Ulfgar resolves to leave at dawn, hoping the trail will still be fresh enough to follow in the light of day. That night Ulfgar has a dream in which he sees all of the Jaegerland from a tremendous height, as if on the wings of a bird. He looks down and sees the small towns and hamlets that dot the countryside. One by one the villages burst into flames and Ulfgar realizes that each flame is the disappearance of one of the fegurðísblóm. He sees the fires spreading from town to town, one after another, until the countryside is consumed in a raging storm of fire. And at the center of the storm, untouched by the fire, is a single town: Hagagaror. Ulfgar wakes from his dream certain he has understood the seiðer's riddle. Mite, Rutger, and Sihyaa al-Ni receive 1 experience point. Ulfgar receives 2 experience points.
  6. Okay, so finished up the last bits of the Militia HQ, which meant fixing the flag, finishing the garage door, and weathering the chimney topper: And now when you open the garage, there is a surprise inside: a Bate's Digester, which converts animal waste into methane gas and provides power to the HQ and its vehicles. And some interior detailing: fireplace, comfy chair, and an office for the Militia Commander. I also finished a trailer home. The set comes with three, and this is the first I finished. This one is someone's home:
  7. Okay, so finished up the last bits of the Militia HQ, which meant fixing the flag, finishing the garage door, and weathering the chimney topper: And now when you open the garage, there is a surprise inside: a Bate's Digester, which converts animal waste into methane gas and provides power to the HQ and its vehicles. And some interior detailing: fireplace, comfy chair, and an office for the Militia Commander. I also finished a trailer home. The set comes with three, and this is the first I finished. This one is someone's home:
  8. The buildings are O Scale, though a lot of what I've read online says they are S Scale with O Scale doors and windows. They work very well with 28mm miniatures. Here are some pics with models included for scale:
  9. As long as there is a rule against currently supported GW games I'm down.
  10. Militia HQ exterior painting finished:
  11. Yeah, I saw that and passed. That stuff is crazy expensive for punched cardboard that only covers a quarter of a 4x4 table. To do a full table would be close to $500. And be cardboard. My table is going to work out to about the same cost, and have far more depth.
  12. This is a C&P of a post I made to Lead Adventure, and that Jim suggest I post here: I'm building a post-apocalyptic town! I'm playtesting a set of post-apocalyptic rules I've written, and to help set the mood for games I need a board full of post-apocalyptic collapse. I'm loosely basing the town, Last Exit, on some of the small farming towns around me. I've started with a bunch of Plasticville o Scale scenics. First up is the local watering hole, a neutral ground where different factions can meet to negotiate and settle differences. It's the Plasticville Diner with some pipe doodads from the Pegasus Chemical Plant set. It still needs new signage, some more paint and basing. Second is the Hanger, which is going to be part of a ruined airfield on the outskirts of town, and the headquarters of Burners faction. The Burners are neo-primitives who have reverted to a tribal lifestyle. This one is easy, it's just the Plasticville Hanger with a paint job. Third is Militia HQ, a Plasticville Split-Level House converted into a fortified bunker for the New Cascadia Militia. The NCM is the closest thing to a government in the area, and tries its best to keep any of the gangs of marauders from destroying what's left of Last Exit. I've included some pre-priming photos as well. Front: Back: Interior, Upper-Level: Unprimed: Fourth is the Blockhouse, a Plasticville Apartment converted into another fortified bunker -- complete with machine gun nest -- that is used as the headquarters of the Sons of the Apocalypse, a biker gang that operates out of Last Exit. Front: Back: Unprimed: Fifth, the Homestead, representing one of the many small family farms that struggles to eke out an existence in the dying soil of the post-apocalypse. It's the Plasticville Two Story House with some more bits from the chemical plant box. There's even more to come:
  13. Oh yeah, there's more to this board than this forum...
  14. This is a C&P of a post I just made to Lead Adventure: I'm building a post-apocalyptic town! I'm playtesting a set of post-apocalyptic rules I've written, and to help set the mood for games I need a board full of post-apocalyptic collapse. I'm loosely basing the town, Last Exit, on some of the small farming towns around me. I've started with a bunch of Plasticville o Scale scenics. First up is the local watering hole, a neutral ground where different factions can meet to negotiate and settle differences. It's the Plasticville Diner with some pipe doodads from the Pegasus Chemical Plant set. It still needs new signage, some more paint and basing. Second is the Hanger, which is going to be part of a ruined airfield on the outskirts of town, and the headquarters of Burners faction. The Burners are neo-primitives who have reverted to a tribal lifestyle. This one is easy, it's just the Plasticville Hanger with a paint job. Third is Militia HQ, a Plasticville Split-Level House converted into a fortified bunker for the New Cascadia Militia. The NCM is the closest thing to a government in the area, and tries its best to keep any of the gangs of marauders from destroying what's left of Last Exit. I've included some pre-priming photos as well. Front: Back: Interior, Upper-Level: Unprimed: Fourth is the Blockhouse, a Plasticville Apartment converted into another fortified bunker -- complete with machine gun nest -- that is used as the headquarters of the Sons of the Apocalypse, a biker gang that operates out of Last Exit. Front: Back: Unprimed: Fifth, the Homestead, representing one of the many small family farms that struggles to eke out an existence in the dying soil of the post-apocalypse. It's the Plasticville Two Story House with some more bits from the chemical plant box. There's even more to come:
  15. I'm definitely going to limit them to one per starting crew.
  16. So after Brad and Jim's game I'm going to be making some major revision to crew creation. I'm going to take some steps to streamline the process, like rolling for total Crew goodies rather than having each survivor roll their own goodies. I'm also going to remove Murder Machines from the starting equipment, as they're clearly unbalancing in the early game. I'll post the revised rules in a day or two. I also just learned that Andrew May, one of my favorite sculptors, is available and I'm going to commission a few miniatures for the game.
  17. Joey's back! However, I was not expecting this at all, so there will still be no game tomorrow -- but NEXT WEEK there will be a game. So pencil in 10/8/15 for the resumption of the campaign.
  18. I might be down to bust out the Knights of Oceanus from cold storage for that.
  19. Maybe I can get you and Brad to play it next week. I think I may just stay home this week unless someone wants to Warlands.
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