Monday, June 26, 2017

Horrors of the Tundra: Scenario 3

Horrors Of The Tundra
A Lovecraftian Adventure for Frostgrave

Written by Jeremy Olsen

3 - What Gods Hath Wrought?

After clearing out the ungodly flock of winged beasts, your party advances deeper into the vast trackless wastes of the icy tundra. When you make camp each night, you study the artifacts the carrion birds were protecting finding them impossibly ancient and inscrutable, pulsing with an inner light that betrays an almost organic sentience. Your apprentice grows increasingly obsessed with the artifacts and when you happen upon a group of  cyclopean ruins, he runs mad into them…

Set up as normal. Terrain should consist of dense ruins - the odder, the better.

Special Rules


At the start of the scenario, do not deploy Apprentices or Captains as normal. Instead, when a monster would normally be deployed per a random encounter, deploy an Apprentice or Captain instead until all have been deployed, then proceed with deploying monsters as normal.

Once deployed, each Apprentice/Captain is unhinged by their newfound knowledge and will attack anyone, even members of their own warband. Members of the same warband will do their best to not fatally injure the crazed model - if taken out of action by a member of its own warband, the controlling player may roll twice on the injury chart and apply either result.

Additionally, such are the soporific effects of the treasure in these ruins, that if the Apprentice/Captain comes into contact with any of the treasures in this scenario, they immediately receive +1 Fight and suffer -1 Will for each treasure token they pick up. These effects last until the end of the scenario. If, for whatever reason, any Apprentice/Captain is still living at the end of the scenario, they run screaming into the cyclopean ruins, never to be seen or heard from again. Remove that model from the warband roster.

Treasure & Experience

Treasure and Experience are gained as normal. If an Apprentice/Captain is incapacitated and survives the ordeal, they gain 10 Experience and gains the “Mark of the Chain” Burning Mark.

Sunday, June 18, 2017

Horrors Of The Tundra: Scenario 2


Horrors Of The Tundra
A Lovecraftian Adventure for Frostgrave
Written by Jeremy Olsen

2 - Come, Follow Me...

Your party gets little sleep in the following days, hounded by whispers and murmurs from the deep woods, but nothing comes close enough to the illumination of fire or  torchlight. Eventually, the woods clear to reveal the vastness of the frozen tundra that falls away into the distance. As oppressive as the woods were, you now feel exposed, watched by unseen eyes. In the distance, the air shimmers faintly, the effect seemingly moving closer and closer, until nauseously the air forms shapes - a great flock of gibbering, one-legged winged creatures that attack.

Setup as normal. For each treasure placed, randomly place up to 3 Fishers in contact with that treasure. The total amount of Fishers on the board may never exceed the number of models in the largest warband.

Special Rules

Treasures are picked up and moved off the board as normal. However, when a model picks up a treasure it realizes the object is impossibly ancient and festooned with hideous characters and must make an immediate Will check. If this check is passed, the model is fine. If failed, make a note and after this scenario ends, the model suffers the Psychological Scars injury. Chronomancers and Chronomancer Apprentices are unaffected.

After each treasure is picked up, do not roll on the Random Encounters table. Instead, a Fisher appears on the board like any other creature. Remember that the total amount of Fishers on the board may never exceed the number of models in the largest warband.

Fisher From Outside
M
F
S
A
W
H
Notes
6
+1
+0
10
+0
4
Chameleonic, Flying

If a Reveal Invisible spell is cast within 24” of any Fisher, its Chameleonic ability is removed for the remainder of the scenario.

Treasure & Experience

Treasure and Experience are gained as normal

Saturday, June 17, 2017

Horrors Of The Tundra: Scenario 1



Horrors Of The Tundra A Lovecraftian Adventure for Frostgrave
Written by Jeremy Olsen
Far to the north of the ancient city of Frostgrave, in the frozen arctic expanse of Felstad, legend tells of a even more ancient city of massive cyclopean architecture built by long dead, inhuman hands. Said to house dark arcane knowledge and unimaginable terrors alike, only the most foolhardy...or possibly the most unhinged wizards seek it out, for the city lies past vast leagues of wilderness, where neither man nor beast lives.

1 - The Thing In The Woods

Your parties hear tales of a strange beast that stalks the forests outside the city, a horrifying humanoid deer with putrified flesh that tries to mimic the voices of men in the dead of night. It calls to them. It pleads to be let in to cabins or stands at the flap of tents, waiting. Those unfortunate enough to be fooled by it disappear into the inky blackness of the deep forests. And one night….it calls for you.

Set up the board as normal, but place at least 5 sections of dense woods at least 8” apart. Instead of placing treasure, place one token in each section of woods.

Special Rules

This scenario takes place on an almost moonless night. As such, when any model wishes to target another model for an effect, spell, or attack that is not in base to base contact, roll one D20. This is the distance that model can see in inches. If the target is beyond this, it cannot be targeted however, the model may choose another target it can see.

Each time a model enters one of the dense woods, roll D20 and add the number of tokens that have been flipped over. If the total is 10 or more, place the Skinwalker in that wood. If not, flip the token over and continue as normal. If there is only one token left, the Skinwalker is immediately placed in that woods.

Skinwalker
M
F
S
A
W
H
Notes
8
+2
+0
12
+3
10
Horns, Horrific, Magic Vulnerability


Treasure & Experience

Treasure and Experience are gained as normal, with the following additions:
  • 20 Experience for killing the Skinwalker HOWEVER that model suffers a permanent -1 to its Will value upon witnessing the true nature of the beast unless that model is Undead or a Necromancer/Witch


Friday, June 16, 2017

Commission Work: Soviet Lend-Lease Armoured Company

Here's my work on a very large commission project for Flames of War representing a Soviet Lend-Lease Armoured Company. This includes nine M3 White Scout Cars, four M4 halftracks, three BA-64 armoured cars, and sixteen (!) M4 Shermans with both 75mm and 76mm turrets. The pics don't show any .30 & .50 cal machineguns simply because they remain on the sprue during shipment to prevent breakage.

The BA-64s (being domestic AFVs) are basecoated in Testors Russian Armor Green, highlighted with a mix of 50/50 Russian Armor Green & White, then washed with GW Green Wash. Crew are painted in Vallejo Russian Uniform. One of the unique features is the White outlined wheelwells - a feature sometimes found on armoured cars in the early parts of WW2.

All the remaining Lend-Lease AFVs are basecoated in Tamiya Olive Drab, highlighted in a 50/50 mix of Tamiya Olive Drab & Olive Green, and edge highlighted with Tamiya Olive Green with a little White added, then the entire vehicle is washed with Vallejo Olive Green Wash. The Shermans were kind of a bear to paint, simply because they had part rubber, part steel tracks. All rubber (including tires) is Pavement washed with P3 Armor Wash. The Sherman command tanks each have a crew member, painted in Royal Blue with a heavy wash of P3 Armor Wash to simulate the dark blue coveralls of Soviet AFV crew.

Decals are a mix of BF and I-94. 





Thursday, June 15, 2017

Frostwallon Monsters - Reaper Bones Batch 1

In a further attempt to clear out my backlog of miniatures, here's another batch of monsters for the sewers of Frostwallon, this time all part of the Reaper Bones line of miniatures I picked up at Adepticon this year. These are 77016 Rats, 77187 Tiik Champion, and two 77259 Fly Demons. These are the first Bones miniatures I'e ever painted, having previously had some bad experiences with this type of plastic. On the advice of a friend, this time I primed in Vallejo Acrylic Black Primer using an airbrush and did not seal them, which seemed to do the job nicely enough. I based all these on various sizes of lasercut MDF bases and added texture using acrylic spackle and my sand/model talus basing mix.

Being generic monsters that likely won't get much table time, all of these miniatures were painted fairly quickly for me, in about the span of a week. There's a lot of drybrushing and washes to achieve quick results. The rats are painted in various shades of browns, tans, and greys (really I just grabbed whatever paint pot was closest at hand), then washed with Vallejo Grey Wash, and finally having noses/ears/tails picked out in Tentacle Pink and teeth in Antique White. The giant flies are overall Moss Green with a lot of light highlights drybrushed on, mouths and eye sockets picked out in a Moss Green/Tentacle Pink 50/50 mix, then washed with Vallejo Olive Green Wash, and finally the wings painted in Pewter Grey. The fishman I painted overall AP Wolf Grey, highlighted that with various mixes of AP Wolf Grey/Antique White. I then painted the bottom torso and fins in Moss Green and highlighted that with a 50/50 Moss Green/King's Gold. The gills, around the eye sockets and mouth, and the hands and feet were painted with a AP Wolf Grey/Tentacle Pink mix.