Jump to content
Sign in to follow this  
Chris Palmer

My Ghost Archipelago Crew

Recommended Posts

   With our upcoming Ghost Archipelago campaign less than two months away, I thought I would start introducing the crew I plan to use, as I get the figures painted up.  

   I'll  start with are my Heritor (Reaper 77044 Turanil, Male Elf paladin) and Warden (03415 Lanura Windsong, Elf Wizard).    We decided for our initial GA test game, which we are having after our December Frostgrave campaign game, that we would roll randomly for Heritor abilities.  I got an interesting assortment, and depending on how things go during the test game, I just may keep them.  For the Wardens we choose whatever Branch and Spells we wanted.   

 

I've had in mind wanting to use these two figures, so I decided to go with a crew of Elves.  The figures I'm using for my Heritor and Warden were already painted, so given the color scheme I had used for Warden's figure I deiced to go with a Vine Warden.

 

fullsizeoutput_2383.jpeg

 

Heritor:  Lord Hytieral Fortrywn-   Retired from a lengthy military career to enjoy his wealth and his laurels. Powerful. Landholder. Doesn’t tolerate fools.  Not happy that his younger step-sister has out-maneuvered him into taking her daughter,  his niece, along with him to act as his Warden.  She says it will be good for the girl to have experience in the world; he finds the young magic-user barely tolerable, and the fact she isn’t a true wizard is an embarrassment.  

 

Daze- 3

Evade-5

Stand Firm- 5

Surge- 5

Disarm-5

 

So I think the Daze is going to be interesting as the main ability.  Apparently this guy is so formidable looking as he twirls his sword around acrobatically, that enemies just kind of freeze up when they see him. The other abilities I think fall in nicely with someone who was a professional soldier.

 

 

Warden: Marnilyne Dewdrisane-  Young. Impetuous. Curious. Argumentative. Naïve. In awe of her uncle, and a little scared of him; but also terribly excited to be a part of the adventure ahead.  

 

Brambles

Plant Walk

Warp Weapon

Summon Animal  Changed to: Water of Life after the test game we played.

 

I chose Summon Animal as my out-of-school spell, as I've learned from Frostgrave that having an extra figure to command can make a real difference.  Also, I saw this Warden as being generally loving, and being connected to, all living things, plant or animal.  

   During our test game, I became aware of how beneficial having Water of Life was when I watched as my opponent constantly was able to heal his Heritor during the battle, while mine slowly was worn down to half strength.
 

  

Edited by Chris Palmer
  • Like 17

Share this post


Link to post
Share on other sites
7 hours ago, Harrocks said:

great stuff. will probably follow your lead in randomising Heritor abilities etc.

look foward to seeing the rest of the crew.

 

 

Thanks!

Well, we're still undecided on how we're going to proceed for the actual campaign as far as Heritor abilities.  Some folks want to be able to pick theirs, and others (like me) like the randomness of the roll of the die.  In the end we will probably do a hybrid of rolling randomly and then allowing folks to change one of two of the random rolls for something they want.

 

 

I'll now start showing the Specialists in my crew.  Each group is allowed up to 4 Specialists which you have to hire for gold.  (As opposed to regular scurvy dog crew which comes along on the trip for free.)

 

First is the Hunter, which is a repurposed figure I originally painted for Frostgrave use, and just repainted the base to be more jungle-friendly.

 

fullsizeoutput_2549.jpeg

 

Hunter: Gwynwater Lighteye-  Elf.  At the peak of her abilities.  Served as a Captain of Archers under Lord Fortrywn for many years; now she manages the game on his main estate.  Competent and Loyal.  Prefers the out of doors and the company of animals to that of others of her kind.  An introvert that is often mistaken for arrogant.   She dreads the thought of weeks at sea, but eagerly awaits the chance to match her skills against beasts she has only heard about in legends.
 

Edited by Chris Palmer
  • Like 10

Share this post


Link to post
Share on other sites

So looking forward to your Ghost Archipelago campaign!

I'm glad that you're using the iconic half-orc inquisitor that you so wonderfully converted into an elf for this crew.  I actually got that mini specifically so I could steal...I mean...borrow your idea  ;=)

Looking forward to meeting the rest of the crew!

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, Pippin said:

So looking forward to your Ghost Archipelago campaign!

I'm glad that you're using the iconic half-orc inquisitor that you so wonderfully converted into an elf for this crew.  I actually got that mini specifically so I could steal...I mean...borrow your idea  ;=)

Looking forward to meeting the rest of the crew!

 

Thanks, Pippin!  I’m glad to finally have a chance to use her, and I’m always happy to share ideas. ::):

   I’m about halfway through painting my second specialist, so should be able to post a photo sometime later this week.  

  • Like 1

Share this post


Link to post
Share on other sites

I just finished the next figure this morning!   This is my Pearl Diver.  It is an old Foundry Elf that I got in the BOGW earlier this year; and when I saw him without a shirt, I knew I'd be able to fit him into a tropical adventure somehow. .  He actually came empty handed, so I added a GW Wood Elf sword.  
 

fullsizeoutput_25d6.jpeg

 

Pearl Diver:  Salin-  Elf.   From the Southern Island Kingdoms.  Found by Lord Fortrywn’s ship on their voyage south; half dead after he spent weeks adrift at sea, alone in a small wooden canoe.  Apparently, the simple pearl hunter was the only survivor of a small island village wiped out in a raid.  His wife and children presumed dead or taken, he vows vengance. The Southern Elf agrees to sign on for the journey as payment for saving his life, and with the understanding that he will receive expert training in combat.  Lord Fortrywn can see no weakling could survive the harsh seas here alone for weeks without some skill in the water and an extreme will to live. And someone with swimming skills, who won’t give up easily, might be useful to the Lord’s purpose in the Archipelago.

 

 

Edited by Chris Palmer
  • Like 8
  • Thanks 1

Share this post


Link to post
Share on other sites

I finished up my next figure, an Archer, this weekend.  Back when my Bones 3 Kickstarter shipment arrived I wanted to play around with some of the weapons from the weapon sprues I got in the Kickstarter, and chose this figure as one of the ones I  swapped weapons on, not knowing he was destined to join my Ghost Archipelago crew.  I don't mind it that much even though he won't be armed with a magic bow, but who knows, maybe I'll find or buy him one during the campaign. :)

 

fullsizeoutput_2637.jpeg

 

Archer: Randilas Windway- Elf.  First on the short list of Archers that Gwynwater Lighteye sent for when Lord Fortrywn requested two to join his quest to the Archipelago. Once a member of Lighteye’s Company, the young archer had always been a disciplinary problem, but Captain Lighteye had always known he was the most skilled among the troop.  Since the company disbanded, he has roamed from one mercenary band to another, never lasting long.  Restless.  Egotistical.  He looks forward to the great adventure ahead and the chance to once again serve with the Captain, for whom he always carried a small flame. 

Edited by Chris Palmer
  • Like 11

Share this post


Link to post
Share on other sites

     As I rush to get everybody done for this Saturday's kick-off campaign game, I just finished my second archer.  This completes the four specialist figures you are allowed as per the rules.   I now have just one more regular crewman (of the 4 total I have) to paint in order to complete the whole group.
 

fullsizeoutput_2a71.jpeg

 

Archer: Quinlere Silvervine- Elf.  Another expert Archer that Gwynwater sent for when Lord Fortwyn instructed her to hire two archers for the expedition.  He is vain and arrogant; often aggravating other because he actually has the talent to back it up.   Knows others have trouble getting along with him, and considers it part of the burden someone of his abilities must bear.  However, he’s a good soldier, level headed, follows orders, and can be counted on when the going gets hard. 

 

 

Edited by Chris Palmer
  • Like 9

Share this post


Link to post
Share on other sites
On 21/11/2017 at 10:44 PM, Chris Palmer said:

I just finished the next figure this morning!   This is my Pearl Diver.  It is an old Foundry Elf that I got in the BOGW earlier this year; and when I saw him without a shirt, I knew I'd be able to fit him into a tropical adventure somehow. .  He actually came empty handed, so I added a GW Wood Elf sword.  
 

fullsizeoutput_25d6.jpeg

 

Pearl Diver:  Salin-  Elf.   From the Southern Island Kingdoms.  Found by Lord Fortrywn’s ship on their voyage south; half dead after he spent weeks adrift at sea, alone in a small wooden canoe.  Apparently, the simple pearl hunter was the only survivor of a small island village wiped out in a raid.  His wife and children presumed dead or taken, he vows vengance. The Southern Elf agrees to sign on for the journey as payment for saving his life, and with the understanding that he will receive expert training in combat.  Lord Fortrywn can see no weakling could survive the harsh seas here alone for weeks without some skill in the water and an extreme will to live. And someone with swimming skills, who won’t give up easily, might be useful to the Lord’s purpose in the Archipelago.

 

 

I think this is the best out of the lot because it's so perfectly 80's sword and sorcery cheesecake and it makes decent sense as a pearl diver who's been given some starting fighter gear. I also like the subdued pink hair contrasted with the blue pants.

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites
1 hour ago, Twalrus said:

I think this is the best out of the lot because it's so perfectly 80's sword and sorcery cheesecake and it makes decent sense as a pearl diver who's been given some starting fighter gear. I also like the subdued pink hair contrasted with the blue pants.

 

Thanks!  I have to say this figure is one of my favorites too.

 

 You're comment is a revelation to me, as I didn't realize there was pinkish hue to the hair! I painted it a s blond, but there definitely is a slight reddish tinge from the brown wash, and sure enough it left a pink tone to it that I hadn't even noticed. :lol: 

I like it!

  • Like 2
  • Haha 1

Share this post


Link to post
Share on other sites

Finally finished the last missing crewman today!  So, here are the four Standard Crewmen that are part of my crew: Arbyn, Vilkse, Lurlin, and Bry.

fullsizeoutput_2abd.jpeg

 

And here's the whole crew together.  Ready to set sail aboard The Silver Sword to high adventure on Saturday!fullsizeoutput_2ab5.jpeg

Edited by Chris Palmer
  • Like 12

Share this post


Link to post
Share on other sites

Congrats on finishing your crew in time, they look great together!

I'm happy to see that that foundry elf found a good home, too.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
22 hours ago, Chaoswolf said:

Congrats on finishing your crew in time, they look great together!

I'm happy to see that that foundry elf found a good home, too.

 

Thanks, Chaoswolf!  And thanks too if you were the one who donated the Foundry Elf to the BOGW! I couldn’t have asked for a more perfect figure to represent someone who is a skilled swimmer!

 

And for any of you who would like to follow their adventures, here is the link to their campaign thread:  Ghost Archipelago Campaign

Edited by Chris Palmer
  • Like 2

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By R2ED
      I love me some weekend painting! 
       
      Got another one from the 90's batch of Ral Partha's.  This one is a Drow Elf.  Was feeling like trying some of the darker skin tones after watching another RVE on it.  Feels pretty good!
       
      BATTLE REPORT!
       
      Wins:
      * Skin combo: Black Brown, Black Red, Orange Red.  Used in conjunction with one another.  The highlights are still on the darker side, but you can still make out muscle and shape.  Win!
      *  Used copper/brown combo to bring this guy to life.  Feels very warm, but still needs some kind of "pop" color somewhere.  I tried to make that happen on the fletchings on the bolts, but feels like it needs more.
      *  Gradient work on the weapon.  I was trying to think of it radiating heat, since this is the underdark afterall.  I wasn't able to pull off a glowing effect or OSL, but it seems like it works.  
      *  The face - getting the mustache, side burns, and eyes to really pop was fun.  I feel VERY happy about the eyes.  
       
       
      Misses:
      *  Not wild about the accessories colors.  
      *  Questioning the color chosen for the sword.
      *  Was messing around a few times on what parts were wood, metal, or otherwise on the crossbow.  Meh.
      *  Hair is still an area I struggle with.  I did 3 layers on this one.  Deep grey, light grey, white.  I feel it comes out strong, but not super good on showing definition or volume in the hair. 
       
      Always open to any feedback anyone has.
      I'm also curious to think of what kind of base to put this guy on.  Any thoughts?


    • By Rat13
      Like most people minus a few games here and there with my wife I haven't played a proper wargame or skirmish game in quite awhile. My wife and I did start a Frostgrave Ghost Archipelago campaign awhile back but instead of an ongoing campaign it halted after a single game. As she usually steamrolls me in most games I understand why she prefers to wait until our usual group finally starts getting together again. I guess she just knows me too well, making me an easy opponent. As for myself I'd rather be playing, even if I always lose, but I can see how always winning could get boring (Not that I'd actually know). The need to play finally brought me around to solo games which I'd never tried before and here we are. On many recommendations I ended up with Rangers of Shadow Deep, which makes sense as its only a modified Frostgrave system with a bit more meat to it.
       
      Before writing up my first experiences with the game however there is one problem I've found. Its nothing to do with the system itself instead it has to do with my own shortcomings. Apparently my terrain and miniature collection (especially when it comes to monsters) is amazingly lacking. Up until playing this first game I thought I had a fairly decent collection but I guess I was just fooling myself. My warband didn't even escape this oversight and ended up being the most ramshackle bunch of any of my armies/squads. With that warning out of the way here is my first game...
       
      The first mission begins just after the destruction of a neighboring kingdom and the appearance of the Shadow Deep itself. The book describes this as a realm permanently covered in black clouds and filled with evil creatures. With the entire kingdom on high alert you are tasked with locating a missing Ranger that was investigating attacks on a nearby village.
       
      As you approach the village you feel that something is wrong. Everything is too quiet and the village itself smells of recent death. You pass bodies lying in the dirt as you move into the village proper. As your group reaches the village square and is beginning to form search parties you hear a horrible moaning sound surrounding you.
       
      Seems like a great place to start the actual game right, but there are still a couple last pieces of bookkeeping. First up is introducing my actual warband (you were warned they were an odd lot). 


      Missing almost all of the necessary monsters I had to improvise.
      The modern zombies are filling in for fantasy zombies.
      The kobolds are filling in for giant rats.
      The skeletons are filling in for giant spiders.
      The three adventurers will be filling in for the village survivors.
       
      As if that wasn't enough proxying I also had to proxy buildings with small wall sections. With the scenario needing houses with doors I selected center of the open area on each wall to act as the door. 

      Starting out your warband is deployed in the center of the village represented here with the well. There are six different points of interest that may act as clues to the missing rangers whereabouts. As you can see four zombies and two giant rats are deployed around the village. Clue 1 was moved 6" closer to my Ranger as he passed a perception check prior to the game. 
       

      With my first turn I started pairing my warband off attempting to reach all the clues. Going clockwise starting with my ranger (I'll be doing this going forward), he easily reached the first clue and managed to find a survivor (represented by the red wizard). Recruit 2 (The Ninja) managed to kill a zombie right off the bat. My arcanist (Oswald the overladen) started moving toward the clue inside the "house" while my knight (female half Orc) and hound (dog from a quarter machine) killed a giant rat. The archer (high elf archer) almost completely hidden by the well shot the zombie in front of him and brought it down to half health. Meanwhile my templar (old pikeman) and recruit 1 (villager with torch) were having trouble with their giant rat as the templar went down to only four health. That rat really did a number on him. Finally before the turn ended the event deck brought two more zombies onto the board.
       
      On turn two my Ranger started working his way over to the other clue "house" and killed a zombie. The survivor made a beeline to the center of the village. Recruit 2 was knocked out fighting a zombie and the arcanist had to finish the job. The knight and the hound managed to defeat their first zombie while recruit 1 had to step in and save the archer after he was nearly killed. The templar slowly made his way closer to another clue. Then the event deck spawned another two zombies. 
       

      Turn three my ranger entered into his second combat. The survivor reached the well and the arcanist finally reached the door. The door requires either a Pick Lock or Strength roll (TN8) to enter, he tried to pick the lock but failed. Using a double move the knight went around the building getting closer to the second clue. Also using a double move recruit 2 started moving toward clue five. The archer shot at another zombie almost killing it but came up short. Meanwhile the hound tore across the board with it's double move and the templar reached the third clue. The third clue ended up being a mutilated body and with a very lucky survival roll he was able to determine the nature of the bite marks. Finally the event deck caused one of the buildings to collapse (Going forward it received a die on top of it), recruit 1 was too close and was nearly crushed. Fortunately he came away unscathed.
       
      Turn four found my ranger and hound struggling to kill a zombie with my hound taking a hit. The survivor was content to hold his ground at the fountain while the arcanist continued to struggle with the door. The knight made it to the second clue but all she found was a zombie. The archer finally one shotted a zombie while recruit 1 finished off another. Recruit 1 also made it to clue five and found a potion of Wraithwalk. Try as he might the templar was still too far away to help the ranger and hound but he did close the distance. The event deck even spawned a zombie beside one of the clues inside a "house". 
       
      Turn five my ranger killed his second zombie with an assist from the hound. Again the survivor was content and the arcanist struggled with the door. Poor guy just couldn't get a decent roll. The knight began trading blows with a zombie and after just one turn they were both down to half health. Recruit 1 used a double move to start heading down to the arcanist hoping to put his +3 lockpicking skill to use. Obviously I should have sent him there in the first place but I really underestimated that simple TN8 roll. The archer like the survivor was content to stay where he was as he was very close to death. Last but not least the templar reached the "door" of the second clue "house", unfortunately he missed his strength roll. Finally thanks to the event deck my hound was struck with terror completely incapacitating him for a turn.     
       

      Turn six the ranger opened the door (after the templar failed during a group activation) and found strange tracks at the fourth clue. Using his tracking skill he was even able to determine their nature. The hound remained where it was frozen in fear while the survivor chose again to stay at the well. Recruit 1 used a double move again trying to get to the sixth clue. The arcanist continued to struggle with the door while the knight finished off her zombie and moved in to assist. The archer again stayed at the well. Then event deck then spawned four more zombies at the same location as the starting enemies.
       
      Turn seven found my ranger, templar, and hound stuck fighting two zombies and managing to only kill one. The survivor and archer finally moved away from the well and closer to their allies. This didn't work out to well for the survivor as you see. The arcanist left the door and positioned himself between the archer and the incoming zombie. Recruit 1 killed another zombie and the knight opened the door. Instead of a clue as to the whereabouts of the missing ranger she found a treasure token (represented here by an old scatter die). The event deck had one more surprise in store for me however, it spawned two more giant rats.
       
      As you can see in the picture I initially placed them incorrectly and forgot to take another picture after discovering my mistake. They are supposed to spawn out of line of sight beside a random building but if that's not possible they must spawn beside the building as close as they can to an enemy. In this case I could spawn only one out of line of sight (the one on the left) but the other one was clearly visible to my knight no matter where I placed him behind the building. The photo doesn't give this justice but believe me my laser pointer had the last word on the matter. So instead of spawning behind the building they spawned almost right on top of the survivor as the altered picture shows.
       

      As you can imagine turn eight was quite a melee. The survivor was killed by the giant rats before I could intervene. I did however manage to kill one of them. My arcanist even got his hands dirty again at the end but only managed to lose two health for his trouble. 

      Things were a bit better with my ranger's group as they killed their last zombie.
       
      They didn't exactly achieve their goal of finding the missing ranger but that wasn't due to lack of trying, that's just the way the dice rolled. Securing a treasure wasn't bad though as it turned out to be a Herb Pouch which in this system is a pretty good "magic item". The ranger received almost enough XP to level up while all his companions received two progression points, minus recruit 2 of course. As for recruit 2's injuries I'm happy to say he'll make a full recovery.   
       
      As far as a first game goes this actually went pretty smoothly, already knowing most of the system certainly helped though. I've got to say I really appreciate the way the scenario system handles monsters, knowing everything you need ahead of time for a mission is great. I know that comes at the sacrifice of a table of random encounters but it certainly makes it easier to plan for (even though I just proxied everything, you know what I mean). Also the number of each monster that it suggests was spot on, I really thought I'd have to grab some extra zombies or "rats" but I didn't. I really think this system might be the perfect fit for me. Even before lockdown and everything that came with it I had trouble finding anyone interested in playing Frostgrave or Ghost Archipelago (which I prefer). So a system that expands upon that and offers solo play is right up my alley. 
       
      With any luck I'd like to play this once a week for at least the foreseeable future. I'm a little rusty with writing battle reports and honestly I haven't written that may to begin with but with practice I hope to get better. I can already see that my notes need to be way better if for no other reason than to make writing the report quicker and less tedious. I had to look up so many things that could have been avoided had I just taken better notes. 
    • By Werkrobotwerk
      I had started this meaning to use it for the reapercon quad color clash. But I took too long and then decided it need another 3 colors. So technically it's 7 color. Mint green vampire mist, dungeon grey, some old hd blue who's label fell off, carbon grey, shadowed stone, golden glow. 
       




    • By Conan the Painter
      I already have the human blacksmith, but I wanted another blacksmith.  Unfortunately I applied the paint to thick at parts (which didn't really help the fact that her face was kinda just a tiny glob already) but Ive got a wet palette that Ill be trying to use next time.  I'm also absolutely awful at painting female faces, they always look ridiculous once I paint them haha.  Anyways, and criticisms and advice are always welcome


    • By 72moonglum
      So some times you just done get things finished with the deadline you have imposed on yourself and this elf was one of those self-imposed deadlines. I wanted to have her done by Christmas, but just got too busy with other miniatures and other things.  I got this figure if I recall last Christmas when I won her with some others on a Reaper Christmas Giveaway on Twitch.  
       
      Here she is:
       

       
      Always thought she was a cute little figure.  The other ones I want but they haven't sold them for a few Christmasses now are the two elves, naughty and nice.  But one of these days I'm sure they will pop up again.
       
      Anyhoos, enjoy, happy belated Christmas and New Year!
       
  • Who's Online   11 Members, 0 Anonymous, 34 Guests (See full list)

×
×
  • Create New...