Jump to content


Popular Content

Showing content with the highest reputation on 07/19/14 in all areas

  1. 10 points
    In order to continue to push my abilities as a painter, as with any artist, I decided to try and step things up a bit with this figure and do something I generally don't feel comfortable doing...OSL. I'm happy with many things I did, and not happy with a few others but I'm continuing to learn! As a DM, my idea was that this was once a powerful king who's favored weapon (his sword) had been sundered upon his defeat. As with Viking tradition, this dishonor was met with such rage that the dead king arose as a powerful spirit who's own ethereal energy completes his shattered blade. C&C always welcome.
  2. 10 points
    If we could just run a wash over the picture, I'm sure we'd be able to see so much more detail... *squirts Brown Liner ineffectively at the screen*
  3. 9 points
    I painted Netikerti for my son's Nefsokar Army
  4. 8 points
    So, it's back to school in another month, and that means back to the two games I DM. At the end of last semester, my players all decided that they wanted to reroll their characters. My games are heavily roleplay based, and unfortunately, most of them chose very one-dimensional character ideas that had nowhere to develop beyond their current point, so they were getting bored. Needless to say, I didn't mind - I look forward to seeing what they come up with over the summer! But that means that I, too, must apply myself - and by apply myself, I mean churn out a crapton of maps. Now, I use lots of handouts in my games. And most weeks, I spend 2-5 hours just working on them, getting things pulled together, rehearsing names and memorizing key points of that week's story. But maps... maps occupy a special place in my heart. Making them is a time-consuming effort, however, so I do it all over the summer - and now, the first of my labors have born fruit! Behold, the map of Tell's Howe (the nation, not the city of the same name...)!: This took me about 5 hours; it's about 2/3 of the way done. All that's left is to soften the writing to 'black walnut' from 'true black' and add a compass rose and milesign... and perhaps some waves and dragons and such to the water. But this is almost all of the actual mapwork! All of the locations are fleshed out, too, although some areas aren't on the map - it wouldn't do for the party to know about the witch living in Grenneth's Deeps, for example, or the shard of crystalized electrical energy at the bottom of Halter pond, guarded by a water weird... This map is designed to look like something the party might be given in-universe, perhaps a watercolor map drawn by a wandering cleric with a more artistic bent. Some locations of note: Tell's Howe (nation) - More of a city-state, really. About 60% of the population lives in the city of Tell's Howe, which is a trade powerhouse - the rest are hunters, farmers, fishemen, and charcoal loggers in the woods to the north and south. Tell's Howe (city) - The largest city in the world. On the edge between the North and South Continents, Tell's Howe is a blustering center of trade and commerce. Though it was destroyed during the Mortal Wars, it has since been rebuilt by the combined efforts of the half-dragon Naii Uuishi, her lover Liir, and the dark elves who live in the ancient remains of the older, forgotten city over which Tell's Howe was originally built. The Dawnway - The ancient road leading north from Tell's Howe, mirrored to the south by the Duskway. A flat, broad road, it travels up northward to Raahlsheim in the far north before splitting off and heading east to Tenumbrae. Weptman's Hill - A steep hill, collapsed away, overlooking the Dawnway. At the top stands an ancient gibbet, long-empty. Once, this was where traitors and spies against the 'Howe were left, hung as a warning to all who entered of the penalties that would be visited upon those who threatened the city; now it hangs as a grim reminder of the worst years of the Mortal Wars. At the base of the scrape is a pile of bones, many now nearly dust, from where the rotted bodies were tossed, festering, to be replaced - at night, some tell of the dead rising up to seek vengeance or mercy, and few will ride past this point after dark. Endel - A quiet town one day's ride from Tell's Howe. It's a popular stop for people entering and leaving the city - most choose to spend the night here, rather than try to deal with the hassle of the gates on an empty stomach and tired temper. Endel has a strained but friendly relationship with the goblins of Ogden's Heath, to the south. Ogden's Heath - A twisting cave network to the south of Endel, inhabited by a goblin clan. The goblins get on alright with the people of Endel, trading game, wild herbs from the marshes, and firewood for grain, metalworking, and leather - still, there is always a bit of suspicion when sheep go missing, and it's not always unwarranted... Halter Pond (and Halter Marsh, surrounding) - A wide, flat marsh, at the center of which is a deep pond. Skaldi (tiny lizard-fairies) colonize the marsh, while a water-weird, Ziekern, guards an ancient shard of electrical magic at the bottom of the pond. Jem's Crick - A small river flowing from the Vernon Mountains to the northwest through the Driebeck Woods. It is home to the naiad Xenion, and her lover, the kelpie Kyros. Driebeck Wald - a dense woodland of white birch and maple trees. In it's middle is a split stone, through which can be reached the court of Tyrciel, the Winter King of Faery, and his immortal human lover, Arcien. Jovell - A fishing village on the west coast of Tell's Howe. It conducts little trade, despite it's nearness to the Howe, because it lacks any sort of bay or deepwater port. They also make a lot of fine charcoal, and do a limited trade in peat coal and peat oil to wizardy types and artificers. Grenneth's Deeps - A thick forest to the east of Endel. It is inhabited by many strange and savage animals, warped by elven magics or faery powers, and at it's heart lives the druid-witch Hiata, with her familiar, the stag Andollian. Illorein - An elven village, reclusive and not entirely welcoming to outsiders. Comprised of a holt of elves forced to flee their southern homeland during the Mortal Wars and their descendants, the elves who dwell here prefer to keep to themselves, preserving their own culture and living according to their ancient ways. Nevertheless, they aren't hostile, and maintain friendly trade relations with Endel, their primary contact with the outside world. Innemurn Wald - Once an extension of Grenneth's Deeps, Innemurn has been magically shaped to be more like the woods of the Southern Continent than any found in the north. Many rare birds and exotic species dwell here, and the trees and flowers are unfamiliar to most northerners. Fort Thaumtach - An ancient, abandoned fortress from the Mortal Wars, destroyed by the same advancing army that eventually took Tell's Howe. A wall, now in ruins, runs from one side of the peninsula to the other past Thaumtach - sparks and shards of the magic that bound and reinforced the wall still sometimes flaring out amongst the shattered stones. The Arisan Fields - Great wide fields of grain to the north of Tell's Howe. These are mostly in Andarres, the country to the north of Tell's Howe. Marris - A small city in southern Andarres. It is a hub of grain production - the Zelbuma River, running just to the north, allows easy access to the Great Inner Sea, which in turn allows trade access to the rest of the world. Weee! So many things! Just... Twenty more or so of these to go? But, of course, it's easier to do the rest once you've done the first, since you have a styles reference and colorsheet. None of this 'trying a bunch of colors to see which one works' BS. Feel free to use this if you like it - if people want, I'll post the next one when it's done... This was done via Paint Tool SAI, btw, with paint.net for the text. I used a Bamboo Tablet for drawing.
  5. 4 points
    Oh.... ARTED a map. Well, in that case it's awesome rather than disturbing!
  6. 4 points
    On to the next project. While I prep my bones Kord to join the open WIP for him, I decided to finish LTPK4 by paint Rasia. Not much done on her except the start of her base, primer and a base coat on her skin.
  7. 4 points
    I'm starting to get the fine tremors in my painting appendages that herald the onset of Boneschosis.
  8. 3 points
    I am running my group through the D&D Starter Set so I figured I can share the adventure here. Needless to say, spoilers abound, so if you want to be an unspoiled player for the starter module, I recommend a different thread. My current group is made up primarily of very experienced players, a couple of whom are serious optimizers. We also have a very casual player and a couple more middle of the road players. Conveniently for the starter module, there are five players plus myself. Three of the players had run through an early playtest packet last year. A couple players grumbled about using pregens, preferring to make their own chars. I told them they could make their replacement characters, because I expect a fair level of lethality. Within a very short time the group was looking at how to optimize their characters. They noticed none of the characters are using the best armour available to them, and everyone except the wizard plans to upgrade as soon as they can afford it. The ranged fighter wants the biggest upgrade, he wants to go from leather armour and a 14 ac to a breastplate and a 16 ac. Even though a couple players looked through the basic rules online, I told them they could only upgrade to armour and weapons from the starter set. The simplified rules for dual wielding made the rogue and wizard want to be dual wielders. I think we will need some new miniatures, especially for wizards. Dwarven wizards will be armoured, and with cantrips, wizards don't need ranged weapons. Instead, they are likely to be dual wielding daggers, or for elves, dual wielding short swords. The ranged fighter started calling himself a ranger, so the melee fighter/noble decided he would be a paladin, only without all that pesky good business getting in his way. He embraced his quirks and flaws, and had earned inspiration before the first encounter. Of course he paid for that inspiration with the first encounter. He didn't want to get dirty near the oxen, so he was walking 30' ahead of the rest of the group. Since he was the party tank, no one figured this would be particularly dangerous. The first encounter is an ambush by four goblins hiding beside a couple dead horses. I rolled their stealth, they are quite stealthy so no one's passive perception spotted them. The 'paladin' decided to poke the dead horses, only the 'ranger' mentioned scanning the bushes, but he also failed to spot the goblins on an active roll. As a result, the party was surprised. Two goblins shot their bows, one hit the 'paladin' for 4 damage. The other two goblins charged him, one hit with a 20 roll. the critical roll of 2d6+2 came up with 10 more points of damage, so down went the 'paladin'. Then we rolled for initiative. At this point, the party was a bit panicky. After all, the tank was down before anyone had a chance to react. As a result, they over-reacted a bit. The cleric, with the highest ac in the group, ran behind the oxen to get a +2 cover bonus. He then blew a first level spell, casting shield of faith to crank his ac up to 22! Against 4 goblins. The rogue shot and killed a goblin, then ran behind the cart to hide. Not to be outdone, the wizard also used a first level spell, blowing up a goblin with 3d4+3 magic missiles. He didn't want to risk splitting attacks, so a single one took all three missiles. Then, he ran behind the cart to hide with the rogue. The ranger shot and killed a goblin, leaving one. The goblin fired back and missed the archer. The cleric then threw a handaxe at long range, giving the group an introduction to disadvantage, as one d20 came up 20, and the other came up 5, so the axe missed. The rogue then dispatched the last goblin. At this point, the 'paladin' had only had to make one death save, a fail. Then, the party scanned scanned their char sheets looking for a healing kit but found none. The cleric used his medicine skill successfully, though it brought up an interesting question. If you fail the medicine check to stabilize, can you try again? Can another character try at the same time? Do you make separate checks, or would a second person give advantage to the check? That is what I would have probably done, though I doubt it will be a problem after they reach civilization and resupply. The wizard grabbed At this point, the wizard cast mage armour on himself and used his ability to regain a spell slot during a short rest. The cleric refused to 'waste' his last spell on the 'paladin', so they waited for him to recover (2hrs) and use his hit dice to recover 4 hps. The party then found the goblin trail, tied off the cart and wandered down the trail. The 'ranger' led, and passively spotted the first trap. They bypassed it, then the 'ranger' started actively searching, still failed to spot the pit, but made his save to avoid falling in. They came upon the cave, the three stealthy chars (wizard, 'ranger' and rogue) decided to scout ahead. The rogue spotted the goblins hiding in the bushes. He asked if he could sneak up on them, but I mentioned the water would make noise, so he decided to try and wuxia his way across by stealthily running up one side of the cave mouth and leaping silently across the stream. I told him he'd need a DC 15 acrobatics check, and a stealth check with disadvantage. He rolled a 20 on the acrobatics, and goblins aren't very observant. As a result, he succeeded, and I gave him inspiration. As he snuck up behind the goblins, the wizard decided he could do the same thing, and amazingly succeeded as well. As soon as the wizard reached the goblins, they attacked, killing them both. Facing the dark cave, they realized the big downside of a halfling rogue, who until now had been acting like a rock star. No darkvision, so it's a little hard to sneak through a cave. The wizard though was feeling cocky, so he scouted the entrance, finding the wolves. The cleric used a light cantrip, and while the 'ranger' tried to use his +3 animal handling on the wolves, failing miserably, the halfling dismembered a goblin, taking pieces to feed the wolves. Then, he used his 0 animal handling on them, and thanks to feeding them, only needed a 10 to succeed. He then decided to release two of them, and try to keep the third as a pet and eventual mount. The wizard continued scouting, spotting the goblin on the bridge. He then hid the coin the cleric used for light in his pocket, and led the stealthy types toward the bridge. He cast an offensive cantrip, then pulled the light out of his pocket so they could all see the goblin. He died quickly. Still sneaking, the wizard wandered into the room with six goblins, and failed his stealth roll. Fortunately, the party was quick with their initiative, so they managed to come to his aid before he got overwhelmed. On his turn, the halfling ordered his new pet to attack. I told him it would be a dc 15 and he would have disadvantage since he doesn't really know what he's doing and he hasn't had the pet long. He decided to use his inspiration to cancel the disadvantage, and promptly rolled another 20. Apparently he took the lucky trait to heart. The wolf knocked down a couple goblins, their trip ability is alive and well. The party made short work of the main group, only the wolf was hurt, and then the leader threatened the npc they were looking for. The party kept him talking while the halfling snuck up behind him, and managed to gain most of the info goblins had during the discussion. Thanks to the rogues surprise sneak attack and good initiative, he was dead before he could hurt the npc. We called it a night there, with two rooms left in the dungeon. They did discover all they needed to continue on, but they are a group who rarely leaves a door unopened nor a bugbear unslain, so they are sure to finish the dungeon before leaving. The players were all very positive on the system, and we didn't get too bogged down over the new rules. We couldn't find any flanking references, it seems like it should grant advantage, but I'm guessing rules won't be available until the phb. Opportunity attacks seem very nice, when you succeed on one you don't just do damage, it stops further movement so melees can do at least some battlefield control and protect casters. Hopefully something similar to combat reflexes will be in the phb as well.
  9. 3 points
    This is a sad story, kind of... About 4 years ago I was just getting into Warhammer 40k and I was the Tau army... I decided to make a piece of terrain I could (justifiably) put in almost every scenario as a fall back point. The story behind it was that the Tau would drop it from orbit and would automatically provide cover and intel., etc. Its was only allow in large scale skirmishes - counting as points in my army. Worked great, I could fall back behind it and shoot through the one way windows and it had a drone that could detach from it and follow around if things got too harry. Alas, I never finished it, what you see here is the last of it... I had to sell it... But I hope it inspires somebody! Materials: A vitamin bottle, a cap to a pill bottle, top half of an antenna, a paper clip, sand, rocks, left over spurs, left over tau mech command antenna's, and Green Stuff. I acutally carved out a Spur pole to fit and entire rack of guns. Above is a place for pistols. Here is the War Map and the concept I had in mind. To the right is a helmet. I actually took a Tau head and carved it out so it looked liked a Commander took his helmet off and placed it there. Took forever to carver it out! I hope you have enjoyed my blast from the past! I THOROUGHLY enjoyed making this. Wish I had some pictures of my Cardboard City stuff I made.
  10. 3 points
    Mmm, paint. I did some of that, this evening. Finished up my bikini-babe warrior-chick and nearing finished on my Necromancer. I'd watch another Dune. I also like that that's a hot-button issue in this thread, lol. Oh, that David Lynch.
  11. 3 points
    You'd think with the stockpile I have that I'd never run out of paint. But it happened. It's all Coat d'Arms I'm out of. When I replace I should get 2 of each, at least.
  12. 3 points
    Cool story!! Sorry to hear about the game sore spat, MissMelons, at least it sounds as though something good might come out of it, though. (fingers crossed for you) Real books FTW!!!! I mostly game at home. Wargaming I do at the FLCS (comics) though. I think the last time I RP'ed in public was at school during recess and lunch (and if I'm honest at least half the time the teacher was talking about whatever she was talking about...)
  13. 3 points
    How to throw off a 3 year old #132: Ask him what sound does a cow make. What sound does a dog make? What sound does a frog make? What sound do you make? /giggle at confused panic expression. I'm a terrible person. @_@
  14. 3 points
    Apparently yelling at store managers can also get you commission work. @_@ yeah I yelled that I painted our players minis, now apparently I'm painting 5 tie fighters for someone, a wizard mage for someone else and someone considering having me paint a low score warhammer army............ @_@ I took the tie fighter one as the wizard mage doesn't have his mini yet and the warhammer one is terrifying. Apparently for that one, I don't have to paint to regulation standards though. Its a start. o_o
  15. 3 points
    Libraries who don't adapt to their community and changing times, sure. But you could say that about almost anything, reference the gaming store discussion. We've been setting record numbers in traffic and usage across the board for years on end now and we've only seen budget cuts despite putting out two significant referendums that passed public vote. Our current mayor has held our budget steady since he's been in office, but the last mayor wanted to close the library. Our budget is the same as it was in 2001, not adjusted for inflation. How many places do you know that can offer more services to more people and do it better than they did in 2001...with less money and staffing? Could your business do the same? Could you, personally, live on what you were making in 2001 without making some serious sacrifices? It's nice that you have the resources to afford a device that can read an ebook, can afford to buy ebooks, are technologically adept enough to use aforementioned device. Don't make those assumptions about the rest of the public. Anyway. I'll leave off here because I don't want to devolve into political or idealogical discussion, I'm uninterested in such things. But the reduction in b&m book stores has more to do with Amazon than with a lack of buyers. More relevantly, our library has both a board gaming and rpg gaming night.
  16. 3 points
    SHANTY # 1...This is the completed shanty...... For tabletop game play...it is detailed and will look nice on the game table...but at the same time...very simple, with no real outside clutter to be cumbersome to figures...inside clean, open and solid black (as requested by club) for figure placement...Piece has easy movement ability (handle by tree) and roof has easy removal ability (handle by smokestack). PROJECT...The whole shanty town project will contain (6) assorted shanty shack buildings...(1) shanty tower of some kind...and a few extra small terrain pieces that fit the theme. Please advise if you wish to see additional pieces as I build them for this commission project. If there is no real interest...I will not post my on going work on this shanty village/outpost. Paul (Catdancer)
  17. 3 points
  18. 3 points
    Warhammer Dwarves, mostly from the newer sets.
  19. 3 points
    Finally everything is finished. I now covered all sides with styrene and the top of the module matches now the cavern walls. Quite some work and to be honest, I should have started doing this stuff, but I did not have the materials at hand at the time. The final part of the tutorial as always on my blog with more pictures, material list and step-by-step instructions. The finished module: Not entirely perfect, but I guess the next module will look better. Finally a nice group shot of my crypt dwellers:
  20. 3 points
    I spent most of my hobby time during the past three weeks creating a proper Dungeon terrain piece. Using the experience I was able to gain through my earlier experiments with more or less 3D-Dungeon tiles I made myself a Dwarven Forge style Dungeon Module. I took some inspiration from Skyrim's underground burial mounds. The plan is to have an entire Crypt section where the players can game in, maybe even 4 by 4 tiles. On my blog you find a three part tutorial covering all aspects of the creation process. Part I covers the basic layout, Part II the vegetation adn Part III all man-made elements. Each tile is 27ccm by 27cm, so easy to store. The only thing still missing are styrene covers for the sides and the top. However, enough talk and time for some pictures.More pictures as always on my blog.
  21. 2 points
    Indeed, I would like to see this through to completion. As always I find your work to be fanciful, evocative, and very well done. Please keep posting.
  22. 2 points
    K, I'll put in a spoiler so people can see if they want or just skip it if they don't care. Here's the back-story.
  23. 2 points
    Hey what's up? I painted a Cthulhu! It was a bit daunting, but I posted some WIP pics and thoughts on my blog in case it proved to be helpful to anyone else preparing to tackle ol' SquidFace.
  24. 2 points
    And finally, of recently finished works, some random stuff.
  25. 2 points
    I repainted the bases, here is every painted Survivor and Zombivor I have. (Derek is missing) Wanda, Kim, Amy Raoul, Shannon, Rose Neema, Belle, Adriana Lea, Dakota, Brad Joshua, Rick, Ralph Josh, Thaissa, Kirk Grindlock, Watts, Ned Elsa, Phil, Doug Season 2 Wave 2 Survivors and Zombivors: I started friday evening painting them, until the next morning. 20 have already a base coat of paint on them. Next step are washes and highlights.