Friday, April 24, 2020

Alternative Rules for Solo Frostgrave: It's Open Ended and your Warband Hates You


My friend bought Perilous Dark and we were playing through the campaign cooperatively before the pandemic. We didn’t love it for many of the reasons other people have pointed out. The difficulty level seemed out of whack unless you tailored your spell list to the missions. The monsters were immune to a lot of our spells. It felt bad. And so on...

I don’t have the book anyway and I am stuck at home. I want to play a solo game that felt more like open ended old school Dungeons and Dragons. I’ve got my very old school Heritage Miniatures. I’ve got a bunch of terrain made from junk. So, Here’s what I came up with.

This table was much too big for my single player game. Also
yes my terrain has a brutalist garbage aesthetic.

Step One: Pick a Random School of Magic for your Wizard


No real Reason to do this, but I felt like it so I made this chart.

Roll
School
1-2
Chronomancy
3-4
Elementalism
5-6
Enchantment
7-8
Illusion
9-10
Necromancy
11-12
Sigilism
13-14
Divination/Soothsaying
15-16
Summoning
17-18
Thaumaturgy
19-20
Witchcraft

I rolled a 4 so I got a Elementalist. I named him Beebler Boyden

Step Two: Roll for Starting Gold
 

I decided that having a random amount of gold at the beginning of the game would better suit the vibe I was going for. I decided to roll 2d20 * 10 instead of the traditional 3d6 * 10.

I got a 3 and a 2 for a total of 50gc. Beebler did not have a lot of money. Yikes.

Step Three:  Roll to Recruit Hirelings.


I wanted to further limit Beebler’s choices and create the feeling of going into the tavern and paying the town crier to help you recruit mercenaries. The amount of money you pay the town crier determines what table you roll on to see which soldier responds to your request. You can choose to take that soldier into your warband or pay and roll again.


5gc
15gc
45gc
1-2
Thug
Thug
Thug
3-4
Thug
Thug
Thief
5-6
Thug
Thief
Infantry
7-8
Thief
Thief
Man-at-Arms
9-10
Thief
Treasure Hunter
Treasure Hunter
11-12
Treasure Hunter
Barbarian
Barbarian
13-14
Treasure Hunter
Man-at-Arms
Archer
15-16
Barbarian
Archer
Tracker
17-18
Man-at-Arms
Tracker
Templar
19-20
Tracker
Templar
Apothecary

Beebler spends 15gc to roll 3 times on the first column and get two thieves and a tracker. If you play Frostgrave you are probably noticing that Beebler cannot afford to hire two thieves and a tracker; he only has 35gc left. There are new rules for that and some other things. Beebler has his warband together let’s look at the new rules.

New Rules:


Upkeep: You do not pay the price of a soldier when you recruit them. Instead you pay the price of the soldier after each adventure as upkeep or the soldier leaves your warband to find someone who hill pay him. If you a soldier’s upkeep their loyalty increases by one point.

Loyalty: Soldiers will not always do what you wizard wants them to do. There will be times when a soldier must make a loyalty roll. To pass a loyalty roll the character must roll a d20 and add its loyalty score and get higher then 10. Loyalty: starts the same a will. Wizards do not need to make loyalty rolls. Here are the situations when a soldier must make a loyalty roll so far:
i)      When a model finds a treasure and the wizard is more than 6” away. It must make a loyalty roll, failure means it starts heading to the edge of the table to retire with its ill gotten gains.
ii)    When a model falls into a trap and survives it must pass a loyalty roll or head towards a table edge. It will still be in the warband
Finally, Soldiers will not attack a fleeing member. If a wizard attacks a fleeing warband member, All soldiers’ loyalty will decrease by one. But, if a wizard kills a fleeing warband member all members make a loyalty roll. A failure means their loyalty decreases by one.  A pass means loyalty increases by 3.

Do not Place Treasure Tokens: This is pretty self explanatory

Searching:  Instead of getting treasure tokens and moving off the board with them, the war band is searching the terrain to see what treasures they can find. A warband member that is in contact with a terrain piece may spend an action to search. They roll a die, and if they number they roll is higher than the Trap number, consult the Search table. After a successful search roll, check to see if monsters spawn as if a treasure token was picked up for the first time.

Here is the Search Table:
1
A roll of 1 Always a trap Even with bonuses
2
A monster emerges from the opposite end of the table: roll on the encounter table and place the monster opposite the warband’s starting position.
3
A premonition of danger. Pick a terrain piece no soldier will search that terrain piece or move within 6” of it.
4
Foreboding, -2 to the next search roll
5
Dreariness, -2 to the next loyalty check
6
Only the cold, -1 to the next loyalty check
7
A long dead cat, -1 to the next search roll
8
A long dead child
9
A long dead peasant
10
Just dust and debris
11
1 gc
12
A hungry but friendly dog. Place a neutral war hound on the table by the ruin. The war hound will try to eat imps and giant rats.
13
A vague notion, a hint of a clue, pick an unsearched terrain piece add 1 to the search roll when searching that piece.
14
Ancient Graffiti with a vague clue, pick an unsearched terrain piece, add 3 to the search roll when searching that piece.
15
A clue, pick an unsearched terrain piece, add 5 to the search roll when searching that piece.
16
D20 gc
17
D20 * 2 gc
18
Roll on treasure table
19
Roll on treasure table add 1 to roll
20+
Roll on treasure table add 2 to roll

Traps and Trap Number: At the beginning of a game the trap number is 1. You must roll higher than the trap number when searching or the warband member performing the search action has sprung a trap. After a successful search action, trap number becomes the number rolled for the search action. After a failed search action the trap number resets back to one unless the base trap number is modified by some other rule I haven’t come up with yet. Don’t worry I have recorded a full example of play below. Also, Here is the Trap Table:

1
Struck down by deadly arcane magic, reduced to 0 hit points
2
Arcane bolts of fury from a broken magic device, +10 shooting attack. Model is moved back 1” for each point of damage suffered.
3
KABOOM, Model suffers a + 10 shooting attack, instead of taking damage model is launched 1” directly up into the air for each point of damage that would be taken. Then the model takes whatever fall damage they would normally take.
4
Vampire Hovel, The model has stumbled upon the resting place of a vampire. Place a vampire in base-to-base contact with the model
5
Deep hole, The model falls into a 12” hole. Later gator.
6
Imp Ruin, a decaying ruin that kept imps imprisoned, now it’s broken. Summon 1-5 imps place them 1” away from the model but within line of sight
7
Monster bait. The model is now cursed to attract all monsters. Monsters will use their actions to move towards this model even without line of sight.
8
Possessed by a ghost demon, model suffers a +5 will attack. If the model fails that model is affected as if by a possession spell and becomes hostile to the party acting as an uncontrolled monster.
9
Arms switched, some crazy magic has switched the models left and right arms. -2 to fight and shoot scores, until fixed (who knows how that will be accomplished).
10
Something heard you, place a random monster 1d20” away in a random direction
11
Sticky Goop explosion, all models within a 3” radius suffer a +10 melee attack. For every point of damage a model would take they lose 1 action.
12
Lesser Arcane bolt, model suffers a +5 shooting attack
13
Disturbing voices from beyond, model’s will score is reduced by 2
14
Rat hovel, model is surrounded by 1-4 giant rats
15
Ghost of a union organizer, model’s loyalty score is reduced by 2
16
Falling debris, model suffers a +0 shooting attack
17
A very spooky ghost, model moves 6” in a random direction and loses its next turn
18
A sexy ghost, model suffers a +4 will attack, if it fails it loses its next turn
19
Coated with an ancient hallucinogen, model moves randomly during its turn until it passes a will +0 check
20
SMOKE BOMB! Fog as the fog spell surrounds the model in a 5” radius. Search actions cannot be performed in the fog. The fog moves 6” randomly each turn

Special Soldier Traits: So this is a work in progress. I am coming up with special traits for some of the soldiers for solo play:
1.     Thieves and lower Treasure Hunters lower the Trap Number by 5 each time they perform a search action.
2.     Trackers get +1 to their next search roll if they find a dead thing.
3.     If a model is within 3” of a friendly war hound when performing a search they get lower the trap number by 3 (I promise to add war hounds in later).

Example of Play


Pregame:

Beebler fails to reveal a secret and fails to animate a construct bummer (this is the only way I can think of to get a normal treasure token on the board so far).
The party consists of: Beebler Boyden (Elementalist), Harriet (Tracker), Barry the Bagman (Thief), and Plumb Bob (Thief).

Turn one (Trap number is 1): The warband moves to different terrain pieces one thief peels off alone (Barry the Bagman) the other (Plumb Bob) stays close to the wizard. My wizard moves with the tracker into a ruined section of building and rolls an 18 for search. He gets a treasure! 20 gc and a cloak of protection! I start marking searched terrain with dice.
Next I am going to have a thief (Barry the Bagman) search. The trap number is now 18 but the thief will only need to roll a 13 or higher to avoid a trap because of his special rule. Barry the Bagman rolls a 13 and triggers a trap. He has found a rat hovel and 3 rats surround him! And by rats I mean evil penguins. Barry the Bagman passes his loyalty test but he is in trouble. The other soldiers move closer to try and rescue him.
Monster phase: Barry kills a rat but is brought down to 4hp.

The penguins are horrified by Barry the Bagman's Face.
It looks like deformed blob of lead. That's why he wears a hood.
If I ever figure out where his eyes are supposed to be I will paint them.
Turn two (Trap number is 1 again because a trap was found): The wizard searches and finds dust and debris(rolled a 10).
Harriet moves in and kills a rat. Plumb bob does not fare as well and gets taken down to 4hp. Barry the Bagman holds his own
Monster Phase: The last penguin is felled by Barry.

You go first.
Turn 3 (Trap number is 10): The party groups up to search an ancient furnace. Barry rolls a 19 on his search. 20gc and a grimoire.

Turn 4 (Trap number is now 19, yikes). The party approaches the giant ruin in the middle of the table.

Turn 5 (Trap number still 19): Flanked by the rest of the warband Plumb Bob makes it to the entrance and searches. He rolls a 14. With his thief skill he does not fall into a trap. Lowers the trap number to 14 and finds ancient graffiti with a clue. I choose a nearby monolith as the piece of terrain alluded to in the clue.  A monster spawns to the east. It’s a worm. Not good. The worm can see the party so extra bad news.
Monster phase: The worm heads towards the party luckily it is fat and has trouble squeezing through the terrain.

I needed to use a very high shutter speed to capture this image.
That worm was moving really fast.
Turn 6 (Trap number is back down to 14): the party heads towards the monolith while shooting at the worm. Beebler fires off an elemental bolt that does 13 points of damage. Harriet misses.
Monster Phase: the worm charges into combat with Beebler and Harriet

Turn7: Beebler wishes he had found the time to cast elemental shield or elemental hammer. He let’s Harriet attack first. She is hit and down to 4hp. Beebler lashes out and rolls a 20. The worm is dead. He moves towards the monolith. Plumb Bob rolls a 21 searching the monolith and finds 30gc and 3 scrolls. No monster appears.

Turn 8 (Trap Number is now 21, yikes).
The party is injuried accept for the wizard. They decide it is time to stop pushing their luck and head home.

Post Game:

Beebler fails to create a grimoire.
He has a chance to look at the scrolls and Grimoire he got and adds up his GC 70 total.
Scrolls
Enchant armor
Telekenesis
Create Grimoire
Grimoire:
Brew Potion
He also has a cloak of protection.
Experience: The party found 3 treasures tokens for 150xp and the killed 3 rats and worm for 20 xp.
Beebler gets 170xp.
Upkeep: Beebler has some tough decisions to make. Each thief is going to cost 20gc and Harriet tracker is going to cost 80gc. That’s 120 gc and he only has 105 Gc on hand. He decides to sell his scroll of create grimoire to cover the rest. Well fed his warband each gains +1 loyalty and he is left with 85gp. Beebler spends his point making it easier to cast reveal secret.

Post Mortem


I had fun. There were times I felt that I had to adapt to unexpected emergent situations. I was concerned about my warband dying but also not being able to afford keeping them. It felt good that monetarily I started out just a little ahead of where I started and that I had to sell something to pay for everybody. Thieves might be over-powered. I might need to tinker with their special ability. I may want to make it so that if a wizard does not attack first in melee it triggers a loyalty check. I may also want to make monsters spawn more often. The rule for trackers probably needs a buff.


Tuesday, April 21, 2020

Power is the Inverse of Horniness The Definitive Paladin Class.

Part I: The Source Material


Here is the Book the Fantasy Terrain Around it Represents the Wreckage of Toxic Masculinity

A lot of lies have been written about Poul Anderson’s novella, Three Hearts and Three Lions. One of the most enduring lies is that it is a good book. It actually sucks. I read some other lies on the Internet too, mostly about how it was a relatively chaste book. This book is calcification terminal postwar nerd horniness. Despite being a poorly written manifestation of the writer’s sexual pathology, it is still an important touchstone in the history of rpgs because it is the inspiration for the paladin class.

I know some of you are going to have a hard time accepting my position on this seminal work in our hobby. That is why I am now going to give you, dear reader, my synopsis of the book after not having read it in a couple years and without going back to the book to refresh my memory. 

The book starts out, and almost everything I have read about this book leaves this out, not in the fantasy land of Roland, or wherever, and not even in Denmark fighting Nazis, but in New England. The story is not delivered by omniscient third party narration but an American engineer, who went to grad school with the hero. Before we hear about any heroic deeds, we hear about how this Danish dude got laid a lot in America and the narrator hardly got laid at all. We hear about how handsome he is and about how is not that smart or intellectual but has a physicality and sexuality that seems to intoxicate the narrator. It gets pretty homoerotic. The narrator has this vicarious excitement for the hero’s conquests that really give the impression that he himself has been seduced.

You may be thinking, “Herman, that is ridiculous. It’s not gay at all to obsess over how a bunch of chicks are attracted to a tall blond Danish man and about how his muscles ripple and such. Also, I think the Conan stories have no homoerotic overtones.” Sorry dear reader. You are wrong. It’s ok. You can read homoerotic adventure fiction and not be gay. Just stop being a baby about it and admit that it’s a little gay.

Anyway, after some talk about the hero was never political, just hot and such. We are informed of his supreme sacrifice; he gives up the nubile coeds of America to travel back to Europe to fight Nazis. Our narrator impresses upon us that he rose to challenge of history and chose fighting evil over getting laid (a lot). But, Our hero gets wrecked by Nazis and gets sent to fairyland.

When he wakes up in fairyland or wherever, he is next to his armor and has a magic horse. He has taken no oath nor become part of any holy order. Our narrator spent a good portion of a short book impressing upon us that our hero is not chaste and that we should either aspire to be him or be bedded by him.

Then he meets an underage virgin (who is hot by the way) and a dwarf. The dwarf is one of the few characters in the book that seem to not be trying to have sex with anything. He is almost instantly loyal to the hero along with the sexy underage girl who can turn into a swan. Also the underage girl is a creature of nature, who has no concept of marriage or statutory rape. She is down to bone.

Our hero however understands looking at her that once he bones her, he will be unable to bone other babes because he will develop actual feelings. So he goes on a quest to bone some evil babes/get a magic sword or something.

By this point if you are still reading and thinking, “this is ridiculous; this is not what this book is like at all. It is not about grooming underage swan virgins while going on a fantasy sex spree” I want you to know that you are wrong and I am right.

Let’s talk about the source of the hero’s paladin power, resisting the desire to have sex with evil women and monsters. We see this first when he is with the elf queen (yes, this is another source besides Tolkien of the bangable elf as opposed to the Santa’s slave elf). Any way the hero totally has sex with the elf queen. The elf king is kind of into and kind of pissed I think. The point is elves are libertines. The hero is about to be taken into the elf hole, or mound or whatever it’s called to be part of some opium infused interminable orgy when he realizes that he actually is in love with the underage girl. This underage girl love is pure enough due, said underage girl’s virginity that he is able to break free from the spell of the older woman who is definitely not a virgin and save himself.

A similar thing happens when the hero decides later on in the book that he wants to bang another sexy monster. It’s Nixie or a sea hag or something. He goes down in the water with her and is about to be trapped/defeated/killed by sex with a woman who is not an underage virgin when he remembers that he must save the virgin and by this point I think he has some desire to defeat the other woman who is not a virgin, Morgan Lefay by getting a magic sword. He uses this internal righteousness to escape the clutches of the forces of chaos/women who aren’t virgins.

Finally, there is a scene where the party of the hero, the virgin, and the dwarf (who has sort of an asexual father figure role) are in a cave and they are beset by trolls. The hero makes an impenetrable circle of protection. The trolls cannot cross. But, then something happens. Our hero begins to get horny. The hornier he gets the weaker the circle. The more he thinks about Morgan Lefay the closer the trolls get. He gets a boner!!!! He has let the virgin down!!! Don’t worry they kill the trolls anyway. I think a fantasy Muslim guy shows up? He does some model minority stuff that isn’t really central to the point of this synopsis. So, let’s skip past the part where the hero gets the sword.

Ok, our hero has now come to terms with the fact that he is in love with the underage swan. We get to the scene were they are having implied paperback sex. He says something like, “wow you sure don’t act like a virgin in bed!” She says something to the effect of, “I am pure yet some consumed by desire for you that it turns me into a freak and also I know a lot about sex despite never having had it I am both pure and sexually experienced and also very young. I am the ideal mate. That can only exist in male fantasies” He answers something to the effect of, “Nice, I guess you have now earned the right to possess me.” She says, “I now possess and control your mighty sexuality, the end”

The book actually sounds pretty awesome when I describe it and it is a fascinating look into the warped sexual politics of.... Well let’s not limit it you see this wild shit everywhere.

Part II: Here is the Most Authentic Paladin Character Class


Now that I have made my case I can now present the most authentic Paladin Class ever:


Fighting-men who have a charisma of at least 16 and a wisdom of no higher than 9 may become paladins. Paladins have the following special rules:

1.     Alignment: Paladins must be lawful good.

2.     Magic Horse: All paladins get a magic horse that can appear anywhere. It will always seem to come from behind some conveniently placed tree or pillar, when called. Under any circumstances where the horse would be killed it disappears in some implausible but dramatic fashion and can be called again 24 hours later.

3.     Henchmen: All paladins get one free henchmen who is absolutely loyal no matter what. This henchmen is the primary PC for the player controlling the paladin whenever the paladin is off having monster orgies.

4.     Horniness: Whenever the paladin encounters a monster/monsters he/she must roll under his wisdom + his level to avoid wanting to have sex with the monster/monsters. Monster sex and gender does not matter here our paladins are free from the oppressive heteronormativity of the novel. If this “horniness test” succeeds the paladin may act normally. If it fails the paladin leaves the party along with the monsters for 1d4 hours per hit die of monsters in the encounter. The paladin player can control his hencheman during this time. After the time has passed the Paladin shows up disheveled with tousled hair but otherwise not worse for wear.

5.     Circle of Protection: The paladin can create a circle of protection with a 10’ radius that no evil or chaotic being can cross. The circle is impenetrable to all spells, missile weapons, and other attacks except for charm spells. The barrier lasts as long as the paladin is not horny. Beings on the other side can collectively gyrate to induce a horniness test. Failing a horniness test under these circumstances does not lead to the paladin abandoning the party along with the monsters, but merely to the failure of the circle.

6.     Lay on hands: Once per day the paladin can lay on hands and cure 2 hp per level.

7.     At level 9 the paladin finds a partner, who is way too young and settles down.

Friday, April 10, 2020

Please Read my Review of The Witcher Netflix Show, Which I Should Probably Edit but Won't

A Still From The Witcher 
Many of us who aren't currently dying are stuck inside. Some of still have to go outside an risk infection to keep society sort of running. Those people have real shit to worry about. For the rest of us there are a bunch of articles about nonsense written by assholes, who haven't even done the basic research on inane crap they're writing about. Here is my blog post in that vein.

I have made it through one and a half episodes of The Witcher and it sucks. All the people who like it are wrong. Here is my review.

Now, I assume that a competent reviewer sits down with a note pad or something and pays full attention to a show and even takes some notes in addition to the doodles they make on the notepad. They probably look up the actors so they can say some stuff about other shows they have been in. That's a suckers game. I hate shows that demand my full attention. I don't know if The Witcher is one of those shows that demands my full attention because I wasn't really paying attention but, I doubt it because for the moments when I was looking at the screen, I was looking at crap.

First of all I had to turn on subtitles cause Brendan Frasier or whoever it was kept mumbling. Now Brendan used mumbling to great effect in Encino Man but here it really falls flat. Brendan's character displays the same physical superiority and sexual magnetism that he had in Encino Man but with the self seriousness of The Witcher it really falls flat.

Wait hold on I think I actually made it through 2 and a half episodes maybe. Anyway

The second episode even has some lute player guy who, and I never thought I would write this sentence in my entire life, is kind of a poor man's Pauly Shore. Instead of 'weazing the juice' he 'weazes' the truth to maintain the hegemony of the dominant class. That's right he's a reactionary lumpen closer to Rob Schneider's character in Judge Dredd than any charismatic lovable imp played by Pauly Shore. Also I am pretty sure that Rob Schneider is a reactionary in real life.

Also if you like looking at pretty stuff. The Witcher is a grey brown dull blob with dull muddy sound.

Now, I am going to spend a paragraph or two talking about Gerald the Witcher's politics, which are terrible. Let me check my notes, which are a series of unhinged texts I sent:


"The Witcher is sanctimonious reactionary(sic). Everyone mumbles on the show. The show looks like mud. It's humorless"
"Yeah i. said it. sanctimonious reactionary(sic)"
"SANCTIMONIOUS REACTIONARY"

Ok, I thought he was a sanctimonious reactionary. I wonder if I explain why.


"He defends people in power.  And the status quo. He would be a guest commentator on CNN."
"In the episode I'm watching he just told some workers not to overthrow their king. bad look."
"In the first episode he tells a hot chick not to get revenge on a murderous wizard. Tells her he won't get involved because killing some dude that vivisected young girls and tried to murder you is just as bad as murdering and vivisecting young girls"
"Then he intervenes to kill her and save the wizard who is in a position of privilege in society"
"after he said he wouldn't intervene."
"He is a liberal and the liberals always side with the fascists when push comes to shove"

HMMMMMMM. I am starting to wonder if my hatred of The Witcher has deeper routes.

"The second episode is even wilder. Some elves are trying to retake their land after being genocided and he gives them money to fuck off. A d(sic) they are like ok. Fighting for our land and culture would make us us as bad as the humans who killed us and took our land."

Then There is this Whole Other Plot, Which is Slightly More Compelling but Still Bad

No, I am not talking about the part with the witch school. That part is completely incomprehensible. I am talking about the princess whose whole city gets destroyed by some other people who I don't have any context for. Maybe making the whole war so inscrutable was an attempt to make the audience curious to know more but when everything is a jumble mess there is nothing to hold on  to. Anyway this part is tolerable because it shows class resentment, and people cursing the monarchy, which is good. The problem is you know it is going to wind up being lame. You can tell that the class politics are going to be used to educate the surviving monarch in how to be a enlightened ruler instead of a basis for societal change. Oh yeah, this plot is about the destiny of a young heir to a throne who must flee her kingdom to blah blah blah etc. My writing here is muddled and confused because frankly it was boring confusing and who cares. 

Anyway this show sucks. I could compare it to a bad overwritten rpg campaign since this is supposed to by a Dungeons and Dragons blog. So, yeah it is like that blah blah blah 5th edition sucks. 



Wednesday, April 8, 2020

More Quarantine Cuties


In contrast to my last post these guys are new. Even the dwarf is pretty new. My brother in law bought him with his bar mitzvah money around 1994, primed him and never painted him. He will finally hit the table top after social distancing is over although I'm not sure in what capacity.

The Penguins and the tentacle brain thing are Reaper Bones Black. I bough the penguins because I love penguins and I was thinking about doing an homage to At the Mountains of Madness in a game (Frostgrave and/or DnD).

Tentacle Brain started in my mind as a Grell Replacement but I am starting to think about theming a floor of my dungeon around him. Before I started collecting miniatures I thought they were limiting because you would feel constrained by what you owned, but now I've been discovering if I buy weird minis I get thinking about my dungeon in more creative/unorthodox ways. 

Monday, April 6, 2020

Quarantine Miniatures

 Back in 1990 I inherited some miniatures from my uncle (Heritage Miniatures appropriately.) They have sat unpainted for decades. I finally got around to painting them while quarantined.
Here is an overview.


Here is a closeup. The lantern is my first attempt at scratchbuilding
It's a little rough but so is the whole sculpt. I rate it a 'meh' for a first effort.
The hand holding the lantern is from a different kit.

Lantern boy all alone. Maybe this picture is a little too dark.
Sorry

Here we see Barry the Bagman. My favorite mini of the group

I like him even more than the wizard with the owl-like thing background of his picture.


Here you can see my first attempt at object source lighting on the torch boy.
His face was so miscast I figured the best thing to do would be to have it in shadow

so I could paint the part that was featureless lead blob pure black. If this cast hadn't been such a mess I never would have attempted the OSL.

Here is the shield. I tried to get a nice blend going

The druid in the middle of the back row was so misaligned I had to sculpt half of the back of his head. So here is a look at the resculpted head.

Dungeon Meshi for Dungeons and Dragons: Ape to Bear

 I was talking to a friend on twitter. This is my one internet friend I have who I met in person at a con. He wanted a supplement based on s...