Thursday, August 6, 2015

MERCs WIP, Malifaux Gaming and Gencon Goodies!

Hi all!

So it's been a busy week in the gaming department! Lets categorize:

MERCs

First Model Primed

I got working on my first MERCs model, a House Member. I glued some sand and a big piece of slate on his base. I also took a piece of round sprue and cut it down to size, then glued it on top of the sand. My goal is to create a realistic city fight scene with their bases, and I plan on painting it up like a can of soup!

Here is his current stage...

So far I've sprayed on his main color, olive. Lately I've been in love with this color and it suits this model well as a guerrilla fighter. Only now have I just realized that he's wearing green fatigues in a city fight, but a ragtag group like House 9 don't have matching outfits for every outing lol. I'll see where it takes me!

Yesterday I purchased some green tufts for basing along with razor wire to create more of an urban war zone feel. I plan on trying out a new recipe for skin tone on him too, as this house is centered in the Middle East as well as having a multi-ethnic population. And he has a handlebar mustache, so that's a win!


I also got a 36"x36" game mat yesterday. It's basically a big mouse pad, but with the urban image it works perfectly for MERCs. It can also moonlight as a mat for Malifaux since it has the right dimensions, the aesthetic just doesn't belong. It's still better than unpainted hardboard and masking tape, which is what we usually play on.

Reuben and I also got to play our first game this week!

This game is EPIC.

I've tried to hold back my enthusiasm for the first game, I didn't want another harsh disappointment like I did with Deadzone. This game, however, just rocked my socks. In less than two hours we played 3 games and hardly ever had to use any reference. The rules are clear enough where they don't get in the way of the fun or strategy, and the game flows so well. We only used one of the advanced rules (Bounding), but it's still a hoot within the basic game. I got to use all the models I currently own to see how they operated, and see how the rules interact in real time rather than in theory. I like how mobile the House Member is, and the Chem Engineer's weapon is just brutal. The Boomer was a sad disappointment, though. Not because it didn't perform like I thought it would, it's only because he only rolled one successful attack ever, and he only had to hit on 3s! My first shots of the game required 10s, and my House Member got both his shots through!!

It's a great game, and it begs to have terrain built for it. I showed a few of mine, and Reuben got bit by the bug and printed out a 3'x2' mat along with making his own barriers. I have a few more plans of my own, but I'm going to concentrate on painting my current force before anything else.

Malifaux

First off, the goodies!


One of the players here went to Gencon and was gracious enough to pick up models for us. I got the Shenlong starter, a Lone Swordsman and the Gencon Exclusive Miss Anne Thrope (who counts as a Wastrel). It's all Ten Thunders stuff, and it wouldn't normally be released any time soon (Shenlong isn't even scheduled yet as far as I know, so that's at least until after November). I have plans (where have I heard that before?) for Shenlong's model, and I hope it goes to what I imagine. It's funny that I haven't even finished his proxy, although it was definitely table top ready. Overall though I think that I'll just build the rest of his crew, then only paint Shenlong because he's the only one I'm excited to paint.

Lately I've been trying to game regularly with the guys at Montag's for Malifaux. Their crew is extremely skilled and I'm hoping to learn a thing or two by playing them consistently. Well it's starting to pay off, because I got my first legitimate win last night!

I played my typical Viktoria crew due to my model limitations, and he played a Lynch crew. The Strategy was Reconnoiter, which I hate since I don't have a high model count, with the schemes Plant Evidence, Assassinate, Protect territory, ALITS and take prisoner. I know my crew rather well now, at least enough to know their capabilities. I chose Protect Territory and Assassinate and kept them hidden.

The main event was on turn one. I deployed the Viks and the Student in the center, the Convict Gunslinger on the left by himself and Johana with a Ronin on the right. The plan was to kill models to deny the Strategy, while capitalizing on Assassinate. The end game would be my flank models popping schemes and sitting on them while claiming two quarters for Reconnoiter. Johana and the Ronin are capable of sitting on schemes and the quarter, both having hard to kill, and the Convict can kill models quite well. Well first turn he moved the Hungering Darkness and two young Nephilim to the center of the board, directly in front of my Viks and Student. I teleported Ashes, who then teleported Blood and buffed her up. In three attacks all three of his models evaporated. I knew this would then trade with his Nekima, but I felt it was a good trade being that I killed almost half his army - including a heavy hitter - for my one model, who then popped out Killjoy!

In the end I got 4vp to his 2 before calling it on turn 4. I only had 2 models left to his 1 doppelganger, so it was looking like there was no way out for him.

I'm hoping that this is my first step toward being a consistent competitor in games. I'm knowing my Vik crew more and finally have a grasp on using them effectively. I just wish I had a second Outcast master that I can use well - Misaki is not gelling with me at the moment.

Anyway, that's just an update on what I've been up to. Hopefully next time I'll have some completed pics for you to enjoy!

Friday, July 31, 2015

My newest obsession: MERCS!

Hello folks!

So in the short span of time since my last post my gaming ADD decided to kick in, and long story short I got into yet another miniatures game.

MERCS!


There are plenty of reviews out there, so I won't go into much detail. Essentially it's a small scale near future sci-fi skirmish war game that pits 5 man squads against each other in a firefight. It really appealed to me because I love Infinity, but man is that game dense. I can still play it, but it's definitely taken a back seat due to the amount of rules you encounter. It's not like I don't understand it, I'm just a huge fan of simple mechanics making a deeper game like Malifaux does.

Well, these rules are as simple as it gets for a fully operational war game. Now don't mistake simplicity for being shallow, because once you implement the rules a whole new world opens up. It did what Infinity did - it created a skirmish game to reflect how important positioning is in a firefight and attempted to be as realistic as the medium allows. Granted, I still firmly believe that Infinity gets it as real as possible due to the ARO system. However I feel that MERCs does one thing so much better: their system makes it easy to grasp as a game with its mechanics. It's so much simpler to understand how to utilize your models to achieve superiority than it is at first for Infinity. Infinity is not a newbie-friendly game. Some may be able to argue that its core rules are simple enough, and that is true. When I demo the game and keep it to simple duplicated line troops and one leader that's a HI then yes, the game is easy and fun. Once you reach the competitive scene it's a lot more to swallow, and my eyes will glaze over and sheer number of options and meta preparation you will need.

Another comparison can be made for their similarities. There's a famous line on the Infinity forums that states, "It's not your list - it's you." What they mean is that your list isn't what makes you win, unlike most other games out there where your army composition can make or break your win. Profiles are similar across the board in Infinity, it's how you utilize your options that grab the win. MERCs is exactly the same, where assault troopers generally act the same across the board and victory goes to the one who utilizes movement and positions the best. Also, list rarely becomes an issue considering that the squad size caps at 5 models with no duplicates, and to date there are only 7 different models per faction.

On paper MERCs may sound limited or gimmicky, but it is definitely not. I think that it's one of those games you'll have to truly research and participate in before you see the value it has. Oh, and value? The rules are free (sans three - yes three - rules, which are easily obtained after watching a YouTube video or two) online and the starters are available for as low as $40 on Amazon ($64 retail). It comes with literally everything you need and then some - all the cards, all the dice, and 6 models of which you only utilize 5, along with the quick start rules and 2 reference cards. It even comes with terrain cards since the game can be played on 2D terrain (which they offer free online as well!). I've never seen a complete starter kit for players in the war game scene, and this one does it and then gives you an extra model to boot.



I bought the FCC House 9 faction set and the rules. All it took was a passing mention to my friend Reuben and he was sold! Immediately he got the CCC and we are all in. If we were so inclined to, we could actually not spend another dime on the game and still play a complete and enjoyable game. No other game does that. But that probably won't stop me from getting more anyway.



Anyway, enough with the drooling!

So with this game pounding my brain every second I started working on a few things for my first games. It turns out the game usually plays on a 3x2 or 2x2 board. Well I finally get an excuse to roll out the Deadzone 2x2 mat! (I wish I liked that game more, see my review and find out why!)


I put on some other unfinished terrain projects and presto! We have a fully functioning table for MERCs!


I've been working on the crate set I bought off Reuben a while back, pictured behind my unpainted FCC squad.


In the spirit of portability I wanted to make scatter terrain for the MERCs to snap to (an awesome mechanic from the game!). I got some old GW bases that are very flat, split some cork up and added barrels from GW and Tamiya for cover. I made it where all of them have room on any side to fit a base on, either when next to it or on the actual terrain. The only one that was a problem was the wall piece, which I started with it being fine but then decided to add cork for the floor and now it's harder for back heavy models to stand on it, but on the flatter side it's no big deal.






Later I'm going to add sand for more texture and to fill in gaps. Painting shouldn't be too hard with an airbrush and drybrush.

With all the terrain I've placed on the table it looks like it will be plenty enough for a game - I'm actually worried about it being too much. But we'll see how it goes. I definitely don't want to make it where any shooting will be impossible due to so much cover, but then again if you do a good enough job at flanking all the available cover can be negated (it's not like they're in bunkers or anything).

I'm very excited for this game!

Wednesday, July 15, 2015

Convict Gunslinger!

Here is my completed Convict Gunslinger!




I had to take the pics on my phone again since my normal camera was doing something that added white dots to the pics. It made those weird lines again, I've gotta figure out how to get those out. Once I do I may stick to using my phone exclusively for photos, since it has a sharper quality and is easier to upload.

I've been knocking out work lately due to actually being motivated for painting! For this guy I started out with a white basecoat since I was going to be painting orange and wanted the color to pop. In my previous experience of air brushing orange I knew that mixing my red and yellow airbrush paints was not going to cut it. When I tried to do it on Shenlong it turned out way too neon and I ended up stripping the model. This time I tried out my mixes on a palette to view the results before spraying it on the model, also keeping in mind that it will be even brighter on a white base coat. After several combinations I found that a 1:1 mix of my bright yellow and red ink made a sufficient color. It was still very bright but I had ideas on how to knock it back a bit.

I sprayed an even 2-3 light coats of this bright orange on the model. I normally only need 1-2, but over a white base coat it wasn't consistent in color until you get several layers. I then added white to make it about 50/50 white/orange. This turned out to be really light and looked very pastel - but I expected that. I then took Vallejo Burnt Umber and shaded very lightly on the inside of the legs and various other heavier shaded areas.

Now came the "knocking back" part. I took a few test swatches of various inks/washes on the base to see what a heavy wash would do. I initially thought a light sepia would work, but it turned it from bright orange to light brown, which is not what I wanted. I ended up using GW Cassandora Yellow wash and heavily applied it to the orange. I've found that using a wash that is very close to the base coat color is a quick way to blend all your colors by filtering your highlights to match your bascoat, darken your base coat and shade certain folds/areas, while leaving the shade color - in this case, Umber - alone. This knocked the orange-white highlights from salmon looking to light orange. For heavy washes like this you need to make sure that no significant pooling occurs on flat areas and by using a larger brush to apply the wash you lessen the chances of brush strokes showing. If I had used a heavier brown to wash it would have shown a lot of imperfections, but by using a closer color match you create a heavy filter/glaze that's hard to recognize had been done at all.

Lastly I took a mix of orange/GW Doombull Brown at about 1:1 to blackline the shading in the harsh areas and folds. I've covered this technique before with Killjoy and Viktoria of Ashes, and I'm really starting to like the results. This is a quick and dirty way to create style and works marvelously on Malifaux models considering their delicate values in shading. The next time I try it I'm going to use a softer mix, about 3:1 Orange/Brown for a lighter touch, then increase the Brown for harsher shadows.

The skin is my usual recipe. I put a smooth basecoat of GW's old line of Foundation Paints (Tallarn Flesh) so that the actual basecoat of skin wasn't on White. This makes it much more of a consistent color and helps block in where your skin tones go. I then put on two layers of GW's old Dwarf Flesh. This is one of my favorite flesh tones that is really hard to emulate with mixing, as it gives a sort of tan/red tint to the flesh. I then gradually mix in GW Elf Flesh until it's only Elf Flesh, then gradually add White until it's about 1:1 for the final highlights.

The last touches were the hair and metal parts. I knew I wanted the hair to be jet black. I've always had a problem with straight black hair and cloth. But my last paintjob gave me a bit more insight on how to paint hair, so I use the same techniques on this guy and I feel it did the job. It's still a chore and isn't up to what I'd like it to be, but it does the trick. The NMM grey for the guns and shackles gave me huge problems, as up until now all my NMM grey has been done via Airbrush and hasn't been exactly brushed on traditionally. I did my best and how it is now is basically just me setting the model down and saying it's fine. I've still got a long way to go before I'm happy with my NMM technique (although my brush-on NMM gold has somehow been much easier).

I'm particularly proud of the eyes, as I made it look like he is looking down the sights of his gun. My normal techniques for eyes did well here, I just wish these guys didn't have such tiny peepers, because I've been eager to try a new technique for a while and it doesn't work well with true-scale models as they are tiny!

I've lately been very motivated to paint. My wife and I have been setting aside time nightly to paint together and watch a bit of TV and I am loving the quality time with her. I get to paint while not abandoning her to my Man Cave for hours at a time, and we've been motivating each other creatively. I'm really hoping this becomes regular because I miss painting with others around, it keeps me focused and I don't end up just sitting at my desk not having accomplished anything for hours.

Another motivation of mine is actually playing! I've figured out that I can get regular games in during the week down at Montag's. I've known that there is a great group there that plays regularly, but figured that due to work hours and distance I would get there too late to do anything. Turns out they play late there anyway, I just have to make sure I get back home at a decent hour. 

There's also going to be a tournament up in North Houston with $1000 prize support, including one for Hobby (I'm assuming painting). Although I know I don't stand a chance against these guys in games, I'm hoping my efforts net me some painting kudos. It's stiff competition, as these Malifaux guys have some real chops when it comes to the brush, but I'm willing to put my models on the line.

Back to the Gunslinger!

This model is fast becoming one of my staples in the Viktoria crew. He's got some raw damage output. With his points starting at 7 he's only one point higher than a Ronin. My last game with the group helped me realize that the Ronin aren't exactly efficient on their points. Being in the 6 point range there are many other models at equal costs that specialize better. I've always wondered why on paper they look great but in game they are lackluster. They kind of have a jack-of-trades quality, where you don't really partake in all their abilities fully at all times. Now granted, should a melee model with armor come around they shine, as they ignore Armor and can dance circles around him. But for one point less you get the incredibly efficient Freikorpsmenn, and for one point you get this sweet Convict Gunslinger (a bit more on top if you give him upgrades, which is hard not to).

The Convict sports a very accurate gunshot with a built in positive flip, which can be used in Melee as well. He also sports very good triggers, which can cause slow or can generate another shot. With the Scramble upgrade he can get up to 6 shots with perfect conditions, although expect about 3-4 usually. With a decent damage spread that ends up with a lot of damage. Should you get 6 shots thats 12 damage minimum!

The only down side is that he's very slow at Walk 4/Charge 6. With the scramble upgrade it makes him slightly more mobile, but for only one activation. Ideally what happens is that you run him up the center of the board until he's in range, and he doesn't usually have to leave that spot to get some damage in.

That's it for now, enjoy!

Wednesday, July 8, 2015

Finished Viktoria of Blood!

Here she is!





I don't know how I feel about her, she certainly didn't live up to what I pictured she'd look like. Technically she's not finished yet, but I figured the finishing touch will take me a long time to work up to so I'll post her as is. I actually redid her hair and the wrappings on her scabbards. I also repainted the face, and in doing so I think the eyes turned all anime on me. She's nothing like her sister, which I was more than happy with. This one made me go... meh.

On the bright side I'm about halfway done with the crew! The problem with that is with Malifaux the crew gets changed around a lot depending on the game, so really I'll only have one version of possible crews done. But one nonetheless!

Peace out!

Monday, June 22, 2015

Works in Progress: Viktoria of Blood and Garden of Morr; New Trollblood List

Hello all!

I've been slowly chipping away at my paint log, although I'm still keeping in mind my mantra for 2015 and only painting what fancies me in the moment. Last week (or was it the week before?) I started painting Viktoria of Blood. I don't know what struck me, but I really wanted to paint some skin tones and do more work with Non Metallic Metal. I did, however, realize why I always put her off on the side - because I have some big plans with her model. I don't want to give it away, but it's something I've never tried before. I'm eager to take another step in my painting and modeling knowledge, and hopefully it doesn't prove too difficult or impossible to pull off. If it turns out the way I hope, then it's gonna blow minds. Or just look cool. Whatevs.

Anyway, here's my work in progress. I'll post a sort of step-by-step of how it's gotten here.


I started with my airbrush of course. After priming black (airbrush primer is one of the best things in life) I got a dark blue-grey and worked in my blocks of color for the NMM silver. I've always liked the way a blue-grey worked for metal, and when the model's fully painted you can hardly tell the blue tone is in there. It's a pretty versatile color as well. I've used it to shade white, I've used it to lighten up olive, and in this case I've used it for a blue tone of grey. It's a great way of achieving a neutral color like grey but making it visually interesting. It's one of my go-to colors, much like red or olive is now.

Once I block in the dark tones, leaving some of the darkest shades black, I lock in the highlights by airbrushing a light grey-blue mixed with the basecoat. Although airbrush can afford to paint light colors over dark and create a smooth gradient I still find it best to mix your steps together so you don't create an extreme change, although that technique also has its place. I wanted her shine to be more subtle. Once that highlight was in I added white to the mix and did a fine spray line where the light source would hit the armor directly. I took the basecoat grey-blue and lined the shading using blacklining techniques to create a deeper contrast where the overspray from the airbrush went. Then I edge highlighted with the lightest shade mix followed by pure white. You always want your edge highlight to be brighter than your highest highlight if you want to achieve a "pop" quality to your paintjob. You also want to use your mixes to create a gradual edge highlight, so the grey-blue basecoat highlights to edge the black, the midtone to edge the basecoat, etc. This helps with a realistic reflection of your light source.

I also experimented with the brown pants. In all my years of painting there are two things that always stumped me: black cloth and brown everything. I've still got to figure out black cloth. I joke with a friend that every time I've painted brown it has been a completely different recipe, and I've yet to find one I truly like. Well, this one is close!

I did a GW Doombull Brown basecoat, leaving no black. I gradually mixed in Elf Flesh and highlighted until i was at maybe 50/50. Then I did a heavy GW Devlan Mud wash. I like it alot, but I fear it will only work with heavily folded cloth, I don't know how it will look on any flat surfaces as I don't like to end with a wash too much anymore. I'm still searching for that perfect brown recipe, because I'm always running across leather on models!


At this step I've blocked in the colors for the hair and vest, and finished the skin tone. The vest is going to be a lot brighter, and I don't work with blond hair too often. The skin is my usual recipe that I have developed over the years. Over a black basecoat I use my GW Foundation Paint of Tallarn Flesh to get a good even coverage. The old Foundation Paints are some of my favorite in the range and it's a shame it's out of production. Because my skin tones are really light and I thin the paints very much I use this step to eliminate tedious layers of painting my actual tones. I usually have to do the same over a white basecoat as well, as flesh is one of those colors that goes on patchy and you can see all the overlapping layers until you've done about 3 coats.

Once that coat is on I paint about 2-3 coats of old GW Dwarf Flesh until the coverage is even. This is a kind of peachy/orange skin tone, like a sunburn or something. I then gradually mix in GW Elf Flesh to work the highlights until I get to 100% Elf Flesh. I then start adding in small amounts of white to get a good amount of highlight.

When painting skin it's important to do a very gradual succession of highlights. Skin doesn't reflect light like most surfaces do. It already has a tone itself, light just reveals it in different ways. So you cant just block in parts of the skin, which makes it look like an anime or cartoon. I see this a lot, especially around the faces or muscles, where it's essentially a blackline. Now, I still do this from time to time (see my Killjoy as an example) so I'm the first to break my rules. But I find that a subtle blend tends to be more successful than only using 2 or 3 layers.


Here I started doing the hair. I won't talk much about it, as I hate it. It looks like a porcupine. I think I'm going to paint over it. In the next step I tried fixing a spot on the bangs and got my color mix all wrong and now it haunts me. I hate painting blonde!



Here's where I'm at right now. I've painted NMM Gold on the sword and scabbard. I've painted the hilt with a purple/blue mix. I originally painted the scabbard with the same purple/blue mix, but I didn't like the way it turned out so I painted over it with my olive mix standard, which is dark olive gradually highlighted with light grey in the mix. NMM Gold is kind of like my new Brown and I haven't painted it the same once since I started it. I also painted the white cloth flowing from the hilt and on the scabbard.

I've got a few tidbits left for her, including my new technique, but I'm holding off on her right now until I get the mojo back.

Another WIP:


The Garden of Morr!

I've had this terrain piece for a while, and the kit is beautiful. It's pretty versatile too, and the modular footprint is good for several games. I started painting it on a whim, and just airbrushed grey over black and drybrushed white. The roof was basecoated a dark blue the I added white for a light blue, I may add more for a highlight. I stopped there, but really it's about done. I just need to pick out some details and paint the rust on the metal.

Well, that's about where I'm at in the hobby life. I'm still working on more things creatively, including some Malifaux-centric videos. I've been playing a lot lately, mostly Warmachine with a few buddies. I've made a new Trollblood Beast list on accident when I played a few weeks ago and I'm discovering that it's actually really good. Out of 5 games I've played with it I've gotten top of turn 2 assassinations twice, and I've won all the games with it so far. I'm sure it has some glaring weaknesses. 

  • Epic Doomshaper
    • Mulg
    • Earthborn Dire Troll
    • Dire Troll Mauler
    • Troll Axer
  • Champions
  • Min sized Krielstone
    • UA
  • Whelps
  • Janissa Stonetide
I'm sure it's been tread before. Essentially it's a Mulg Delivery System - or Mulg Missile. eDoomy can get him a minimum of 12" charge with reach. If Mulg gets hurt, 14". If he charges something and kills it, 16"+ per fury. I've gone over a lot of it in the much earlier log of beast tactics.

What I changed was putting Janissa in it with the EBDT. Troll players love this combo, I had just never done it yet due to not having an EBDT. Well, this is actually the first time I played with it even though I got one months ago. It's awesome.

The beasts are in the front blocking most fire to the brick with Armor 22, and Mulg Armor 23. If the wall is in front of them then their def gets a bump up to 14, not too shabby. Behind them is Doom with a bodyguard of Arm 20 Champs. I usually keep Doom on the side behind Mulg to bait out Protective Fit, but also so that when he needs to pop his feat he is free to go first without screwing up the order of operations, and usually the feat turn is on turn 2 when the opponent is caught off guard thinking he's safe. I've done a permutation of this before, but adding Janissa really changed things up for me.

In a list like this it's easy to get dependent on the one trick pony. This one is a turn two assassination. Most of the Meta is going to be ready for it, it's just that if I go first it will be hard to avoid - much like the Molik Missile lists out there. The turn two game ender is mostly there for those who don't know about Mulg and eDoomy together. But for those that do, Janissa can be the wrench in the plans for them. People can block tramples with big bases, or hide their casters out of range. Janissa can open up those lanes as well as provide cover and armor. I played a friend in 3 back to back games, and on the last one when he thought the trample was completely blocked by two Khador jacks, I cleared a way for Janissa and she popped in the gap to slide those jacks over and Mulg trampled past them to the caster. It was beautiful!

Problems with this list: It's tiny. I will be outnumbered. Hopefully the high armor and sheer amount of wounds will mitigate incoming damage, but I've played a game where he killed my axer first and I lost a lot of speed because of it, not to mention pathfinder. I'll have to make sure he's behind the three heavies now. Also, people who ignore LOS can target Janissa and the stone bearers, which is no bueno. Lastly, slippery casters like Ashlynn or Caine may stop Mulg in his tracks. We'll see how this list pans out.

One last negative, I no longer can have Janissa in my Madrak list, so my def 16/18 arm 20 champs got knocked down a peg to just def 14. I also have to fill that gap. It's a problem for later.

Well, this post went in all kinds of directions. Hopefully I'll finish Vik soon and post the pics!

Monday, June 8, 2015

Khador vs. Mercenaries Battle Report


Hey All!

Last weekend my good friend Reuben and I played some Warmachine for a Battle Report! Take a look and like it.

I contributed with sliding track shots, but he did all the hard work as usual with editing. Man, he really makes me want to get on the ball with recording my own stuff!

The game was really fun, and for the most part I thought I had it in the bag. But a combination of time constraints as well as not knowing that Karchev had reach gave me overconfidence on my last turn. I should have gone with my gut and used my feat to hinder the counter attack, but hind sight is always 20/20.

All in all it was a great battle and it looks awesome.

Tuesday, May 5, 2015

Eye for an Eye - A WHFRP Log Part 1

A Chaos Cult Revealed

Welcome, internet!

This is a log for our first adventure using the Warhammer Fantasy Roleplay 3rd Edition system. I've raved about how much I love this system before, and this is strictly our campaign notes and the events that took place before the upcoming campaign.

This adventure comprises of three Reikland adventurers - An off duty Roadwarden who may lack investigative skills but surely makes up for it with shield and sword, a resourceful Coachman whose suspicions both save lives and endangers them, and a Barber-Surgeon who's just interested in making it through one day at a time (and money to make it to the next).

Our intrepid heroes begin in the city of Altdorf and notice several postings for a job paying good money. They arrive at an empty tavern early in the morning for the job met only by a noticeably squirrly man, obviously in a class above them yet not quite nobility. He favors an injured hand, which he states he received during a beastman raid on the nearby lodge where he and others reside. He presents them with his problem, stating that his lord requests outsiders to investigate strange happenings at the manor and suspects that his servants may be responsible. With very few details but the promise of honest pay and then some the party agrees to leave in the morning.

The Path to Grunwald

In the morning a packed coach awaits them at the tavern. The noble-servant paid for their tabs and rooms and headed off to Grunwald Lodge, where the investigation awaits. The Coachman decides to utilize his experience and assist the other coachman who drove the carriage. He attempts to strike simple conversation as well as ask about the lodge, but the grizzled driver answers only in grunts and monosyllabic, monotone words providing no real information at all. The noble-servant attempts to provide more information to the party in the coach, but it's clear that he doesn't know much at all. He states that the staff is acting peculiar and there have been increased beastman attacks on the lodge, but no specifics.

The further from Altdorf they travel and the closer they approach Reikwald Forest, the less that the servant speaks. Eventually they see the lodge in the distance, and the servant stops talking altogether. He's noticeably nervous, and the Grunwald Coachman also breaks a sweat - but not his nerve. Our party's Coachman asks about the matter, and the Grunwald Coachman just mutters, "This forest here speaks danger."

Our Coachman decides to take action with that ominous declaration. He arms himself with his blackpowder handgun and walks alongside the slow moving carriage. He instructs the Roadwarden and Barber-Surgeon to hang on the outside of the carriage and keep an eye on the treeline on each flank of the road. The Coachman jogs from the rear, keeping an eye on the road behind and swivels his head to either side of the road to scan the surrounding forest for any threats.

He notices a brush move, and a branch crackle. He lets the carriage continue and stops to investigate the forest line for tracks. He finds the broken branch, but no tracks nearby that he could see. After a moment to pause and focus he continues back on the road, walking evermore cautious and scanning the treelines.

The Roadwarden stays vigilant to the flank he's responsible for. What was that? He thinks to himself. Squinting his eyes he doesn't see anything, but for a moment he thought he saw red dots glinting in the green canopy of the forest. The carriage is moving too much to get a solid picture of what he thought he saw.

The Coachman hears what he thinks is a snort, but instead of the sound originating behind him like the branch did he hears it further ahead, close to the carriage. He begins to jog faster and tries to warn the travelers ahead.

The Surgeon hears the man behind them, but the noise from the carriage and his distance drowns out specifics in tone and inflection to where it sounds like a yell, but only that. Did he say "No Master?"

There it is again! Thinks the Roadwarden. This time he was looking for it, and this time he sees them for what they are: red eyes.



The running Coachman continues to scream "Go Faster!" but it's too late - angry beastmen emerge from the forest on the sides of the carriage, some even heading in front of them. With guttural bellows and waving axes they dart to the carriage, eager to spill blood for Chaos' sake. The driving Coachman instinctively whips the horses to a full gallop directly toward the Lodge's drawbridge. They're not too far now, they can make it with a good effort.

Without hesitation the Roadwarden jumps off the speeding carriage. Upon landing he unsheathes his sword and readies his shield, taunting the beasts into attacking him rather than the others. The Barber gathers his courage and reluctantly follows suit, loading a bolt into his crossbow.

The coachman uses this distraction to line up his handgun. It's a great distance, but with no distractions and no attention from the beastmen he easily takes down a henchman with a round.

The carriage makes it to the Lodge's drawbridge. The noble-servant screams to have it lowered and to open the gate. The driver keeps his reserve much better, but even he manages to mutter, "Better get that gate open soon."

The beasts keep attacking the lawman, but find it difficult to escape his well placed block and counter attack. The attacks that get through seem to be stopped by his armor and shield. The beastmen who break ranks to attack the caravan find themselves being shot by bolts by the Surgeon, but all it takes is one to live and strike back and the back-alley doctor for him to be in trouble. The handgun-toting Coachman uses his experience-driven discipline to close the distance between him and the beasts, but such maneuvering still places its toll on the body and he can feel the fatigue setting in. All their efforts aren't for naught, as a beastman is felled with every strike they make.

While the fighting ensues the Servant pleads for them to hurry and open the gate. The party can't help but notice how long it's taking, and even see that a lethargic response from the guard is what's keeping the gate from opening sooner. 

Through keen tactics the party eliminates the beastman threat. No sooner than that the gate finally opens and the carriage is safely through. The party follows suit and regroups within the safety of the lodge's walls. After the servant wipes his tears he instructs the group to follow him to meet with Lord Aschaffenberg for further assignments. They are also instructed to take a few chests and boxes from the carriage to take into the Manor - they are, after all, investigating the staff. What better way to discourage unwanted notice than to be new members of staff? Well, at least that's the best he could think up.

Exploring Grunwald Lodge

The party is escorted through the courtyard and on the way to the manor. They notice that the guard isn't the only one with lethargic reactions - the majority of the staff seem to shamble through their duties, and hardly notice the party themselves. A few stare at them and share a few covered whispers with one another before being sharply told to go back to their duties by the Servant.


When they make their way inside they notice a man who also directs orders to the staff. He's covered in bandages around his face and right eye, yet maintains a noble posture and a stern voice. This man takes notice of the new arrivals, then quickly reverts back to barking orders to the staff saying something about dust.

Walking upstairs they take their belongings to the guest room and the remaining chests to the master bedroom. In here awaits a boisterous man with a long beard, dressed in the trappings properly fitting of the nobility - unlike the Servant's attempts at fitting them.

He is introduced as Lord Aschaffenberg. He apologizes for treating his guests as laborers, but feels it is necessary to conduct the investigation without giving it away to potential traitors. He explains the increased frequency of activity from Reikwald Forest and the beastman attacks, along with the staff acting odd. The most recent event involved a servant going missing, which is when he directed his underling to recruit help. He hopes it's all a misunderstanding of some sort but gives the crew leeway to perform whatever is necessary to get to the bottom of the mystery. Aschaffenberg also lets them know when dinner is served, and suggests the venison over the goose as the cook is especially good with the venison recipe (it's his favorite!).

They leave Aschaffenberg's room to attend to their personal belongings and injuries. The Roadwarden himself is in bad shape after grabbing the bulk of the beastmen's attention. The Servant follows them and gives them the lay of the land, including names of the staff and their relevant locations. He explains that he simply attends to the Lord's needs, and should they need any detailed information they should ask Gregor Piersson, the head of staff. He can easily be identified by his bandages covering most of his face - this was due to one of the first beastman incidents.

The Coachman and the Surgeon assist the Roadwarden into the next room, which has been made into a makeshift Hospice. A blind priestess of Shallya is attending several wounded staff members, including a dwarf blabbering nonsense and a annoying gardener. The Coachman interrogates the blind priestess to find out more about the staff. He doesn't get much out of her other than the gardener being terrible at his job, and his concentration keeps getting interrupted by the dwarf's screams of an all-seeing eye and oaths of hammer smashing.

A doctor then comes in to check on the patients. The Barber-Surgeon lends his expertise to look after his comrade but notices a faint earthy smell emanating from the doctor. The Coachman and Barber decide to head out and explore the grounds while their ally recuperates, and also tell him to keep an eye out for any suspicious behavior.

Upon walking out of the room they take note of their surroundings and find that the nearby rooms are dorms for the staff. All are open except for one directly across from the hospice, which is locked. They go downstairs through the kitchen to reach the hall leading to the entrance when they are given dirty looks by the cook and a few of the kitchen staff.

On the grounds they notice that the plants and the lawn are very unkempt. Although they allude to the fact that the gardener is in the hospice they recall that he didn't have any serious wounds to warrant special attention, and even if he did the grounds wouldn't be in the shape they are in now - it seems that there hasn't been care for the outside in quite some time.

They decide to start asking with the Carriage Coachman and find him in the stables talking quietly with another young man. They immediately stop talking once approached by the outsiders, although the Stableman becomes warm to their discussion. He mentions that he has noticed strange things, like missing items and most notably his missing blunderbuss. He admits that he doesn't very well pay much attention to things outside the stable, keeping to himself and tending to the horses. The Driver isn't very much of a talkative person from their journey to the lodge, and keeps his reputation by simply stating, "Strange things happen all the time in Reikland," in between draws from his pipe.

Upon hearing loud barks they walk toward a shack and are met with a large man training with two dogs. They begin talking and find that he is the most forward staff member they've talked with yet. He too agrees that something is going on that's bigger than a few simple incidents. Suspicious with the peculiar behavior the other staff members have displayed recently and missing items (now persons) coupled with the increased frequency of beastman attacks prompted this Houndsman to increase his patrols through the surrounding forest and investigate around the lodge. He hasn't come up with anything yet, however. The Coachman is glad to hear that someone has taken an interest in figuring out what has been going on rather than put it off as a strange happening and has inducted the Houndsman into joint efforts of the investigation as an ally. Upon leaving their meeting, however, both the Coachman and Surgeion notice large slabs of hanging, raw meat through the slightly open door of the Houndsman's shack. The Surgeon states his wariness to openly trust him to the Coachman.

Back in the Hospice the Roadwarden is recovering from his wounds while enduring the Gardener's pleas of attention for his pain - although he searches the man for serious wounds he fails to see anything of note that should garner any medical aid. While getting very close to scolding at the lazy Gardener to shut his trap two young men come in to tidy up the room. The Priestess berates them for doing a bad job at cleaning previously, commentating that she still can smell the must and dirt from yesterday. These men roll their eyes and begin to wipe down the furniture and clean the floors (sloppily).While reaching for the bucket they brought to clean with a piece of paper fell from one of the cleaners' pocket. Unfazed the two cleaners left the room. The Gardener was too busy with his eyes winced in pain and hands over his ears to have noticed, while the blind lady stared right at its general direction!

Cautiously the Roadwarden picked up the parchment. Luckily no one noticed. He opened it when he returned to his bed.

"Goose is Good."

He had no idea what it meant.

His comrades were making their way back to the manor when the Barber noticed something familiar. He sensed an earthy smell coming from near one of the unkempt gardens. He followed it until it got stronger and stronger, then stumbled on the source. The overgrown bushes covered up a small herb garden, keeping its discovery from prying eyes unless one was looking for it. The earthy smell was extremely potent here, and the two adventurer's deduced that the herb connected the doctor with the gardener in some way - they just don't know how.

Once they realized that the gardener is still in the hospice they concluded that he is faking his ailments, probably to keep in communication with the doctor. Upon that realization they rush back to the hospice to talk with their injured comrade, and to perhaps gain intel on how the gardener has been behaving while they were away.

They arrive back in the makeshift hospice room to find the doctor checking up on the gardener. The adventures see the two discussing things quietly while the physician inspects would-be injuries, then he leaves the room for the gardener to recuperate. The Coachman asks the Roadwarden if he's well enough to take a brisk walk in the hallway and he obliges.

In the hall they consolidate their findings. The two that explored the grounds informed the lawman of the grounds, their potential ally, the missing weapon and the herbs. The Roadwarden then tells them of the dropped note. They still don't have enough information to make a full picture of what's going on, so they decide to split up and investigate further. The Barber-Surgeon decided to look in the Library for further sources of identifying the herb, while the other two decided to try and get into the doctor's room to investigate his involvement.

The Coachman and the Warden saw the doctor go into his room when he left the hospice. In a fit of impulse the Roadwarden decided to press his ear against the door to hear if anything was going on. Not two seconds after he had his face on the door did the Doctor open it. 

"What are you doing?" The doctor asked. There was a tense air filled with awkwardness, and what was a few seconds of silence seemed like an eternity as the three stared blankly at each other.

"Please excuse my very retarded friend here," the Coachman said. The Roadwarden then began to make a moan, and the doctor stared strangely back, confused by the encounter. He chalked it up to a concussion from the day's battle and went on his way, but not before locking his door and giving one last glare at the two weirdos.

After scolding his partner for recklessness the Coachman decided they should meet up with their unaccredited surgeon. When they turn around the bandaged man named Piersson was up the stairs and right behind them, surprising them. He stated that he hopes that they haven't been disturbing their important staff members, and that if he were to recall correctly they were supposed to be laborers on staff. The Coachman told him that Aschaffenberg gave them the day off to recuperate from the earlier battle. Piersson smirked and walked away.

Meanwhile the Surgeon went to the library to attempt to identify the herb. He has worked with medicinal herbs before and could reference them through research even if he was unfamiliar with the specific plant. He entered the quiet library to find only one man there, sitting behind a desk that faced the door, who was preoccupied with an entry in his journal that he was writing. As he walked closer and made his presence known the Librarian quickly closed his book before the guest could see what was being entered. He then happily told him where the books that he's looking for should be, but then eagerly went back to his journal without a second glance.

The Surgeon explored the area of reference books. He noticed it was dusty and not a lot of books get read in the manor. He found an herb catalog and quickly identified the herb to be schlaf, an herb that created side effects such as sleepiness, lethargy, and docility. He concludes that this is what is being used to make the staff act they way that they did, and it extended to the soldiers on guard at the gate. Before leaving he noticed that although all the books around him were dusty, nearby there was a shelf whose dust had recently been wiped off, indicating that a book was taken. Using his knowledge of the Empire Dewey Decibel System (alphabet...) he discovered that the books that moved the dust were out of place, and that one was missing. Upon reading their titles he saw that not only did these books not belong, but they are banned books by the Empire telling tales of sympathy for demons and Chaos!

He then heard footsteps approaching, and in a dash of wit decided to shred out pages from one of the books before placing them back on the shelf. The Librarian came around the corner just in time for the Surgeon to place the herb book in his hand and leaf through it. After soliciting his aid in his search for more books the Librarian left to go back to his desk, but not before shooting one more curious look at the Surgeon. In a glance he looked past the Surgeon to the shelf containing the profane scriptures. His eyes widened slightly and pupils dilated. When they made eye contact once more both of them knew the truth of what happened, but neither acknowledged it.

(Somewhere in between this the Roadwarden snuck into the library behind a shelf overlooking the Librarian's desk while the Coachman kept lookout. While the Surgeon was off reading books, the Warden watched the Librarian and his journal. Sneaking closer and closer - and almost getting caught - he finally was able to see the Librarian drawing grotesque creatures, with mixed body parts of different animals and man! The Warden stepped back out once the Librarian left his desk to check on Dr. Pepper.)

The Warden and Coachman pretended to walk in the library looking for Dr. Phil, intending to tell him to get ready for dinner. They all met up and left for the hall, noticing a nervous Librarian attempt to converse with them about food without sweating. Before the door fully closed the Roadwarden looked one last time back inside and saw the Librarian speedily walking toward a large carpet and bend down.

Dinner with the Cultists

The group walked back upstairs to the hallway in front of their room to discuss their findings when they heard the dinner bell go off. Staff members began trickling out to the hall to attend dinner and the group moved to their room. They had about 4 minutes before their absence would go noticed so they had only moments to figure out a plan.

The Doctor had the schlaf identified and the evidence of Chaos influence. The Roadwarden had the note. The Coachman put all the evidence together to deduce that the staff  were involved with Chaos and are drugging non-members for some plan. The delivery system was the food, specifically the goose.

"The note said Goose is Good, so they must mean that their plan to poison the goose was successful! We need to stop them from serving that food any way we can."

They were so busy discussing (loudly) about their findings they barely were able to contain their words when they noticed Piersson approaching them. He raised suspicion as to why they weren't downstairs yet, but the group covered their bases and Piersson went to overlook dinner services.

The Coachman decided that he needed to warn Lord Aschaffenberg of the plot. The other two decided to stop the goose from being served.

The two dinner deviants go down the stairs that lead to the kitchen. Since they were upstairs for a bit the dinner was already plated and ready to serve, walking out in hands above the wait staff's shoulders. The two adventurers hastily try to get through the kitchen to stop the dishes from getting out, which easily draws the attention of the cook - who is not too happy that these two strangers are attempting to ruin the dinner she's been working on all damn day. When she finds out what they're trying to do she pulls out a butcher knife and threatens to cut them where they stand should they try anything.

Being that it's two against one they decide to split up. The cook stays with the Surgeon while the Warden gets away and bolts straight toward the wait staff holding goose dishes - who are steps away from the dining hall.

The Coachman reaches Aschaffenberg, who is shadowed at the head of the table by both the Nobel-Servant and Piersson. Attempting to alert the Lord of the devious plan without anyone else knowing was going to be difficult and asked to speak with the Lord in private. That's when he heard loud crashes from the kitchen.

The Warden managed to spill over a few dishes and enrage the kitchen staff. Piersson, in a fit of rage, demanded to know the reasoning of this. The two adventurers in the kitchen came out with the cook right behind, who screamed about madmen ruining her work.

The Coachman had no choice but to explain their actions to Aschaffenberg with both Piersson and Noble-Servant present. He explained their discoveries and how they're linked to the staff's strange behavior, as well as how they're possibly linked to the missing weapons and now staff members. He withholds naming the doctor or librarian, however, as they were present and had no hard evidence at hand that they were involved.

"So you're saying the goose is poisoned?" Asked Aschaffenberg quietly.
"I find that preposterous! You've no real proof, and you've only been here half a day!" declared Piersson.

The Coachman asked to not serve the remaining goose just as a precaution and serve something else alongside the venison. The cook begrudgingly said she can whip up soup rather quickly for the remaining guests. Aschaffenberg reassured the staff that sat there bewildered that nothing was wrong, and that those who were to be served the goose can choose either venison or soup instead.

The cook hurried back to the kitchen to prepare the soup as fast as possible while wait staff took last minute orders. Being guests at the table Aschaffenberg offered the adventurers to order first. The Coachman said that he'll just eat bread, and the other two followed his lead. The Noble-Servant was confused as to what was or wasn't possibly poisoned, so opted to follow their lead as well. Aschaffenberg went with his original order of Venison as it was his favorite anyway (boy, he's glad the newcomers found it wasn't poisoned!). Piersson ordered the soup. When asked, he said he never put his original order in as he always waits until the staff receives their dinner first before taking his dinner order to make sure the staff get what they want.

The Coachman found this suspicious. He wondered why he was always around the party at peculiar times asking about their whereabouts and generally gets a creepy bad guy vibe from him. He confronted Piersson about the dinner order and how he could be involved with the poisoning. Piersson, of course, denies any knowledge of tampering with dinner. The Coachman then dares him to prove it and to eat the goose.

Piersson obliges. He orders the waiter to bring a plate of goose to him. He stares directly at the accuser while he cuts into the goose, never breaking his gaze. The party watches him as he eats the food without hesitation.

(The Coachman PC then screams "I knew it!" lol... if you're familiar with the module then you'd know that "Goose is Good" means that it's good to eat, not that it's poisoned!)

To Be Continued...

After Dinner Massacre

The staff finish dinner and Aschaffenberg heartily grabs his stomach to state how delicious it was. He mentions getting tired and dismisses the staff from dinner, then quietly asks the party to visit his room before going to bed.

Everyone that's not kitchen staff go to retire. The party notices that those who ate the venison are moving much slower than those who ate the soup. The Noble-Servant complains about not being satisfied with just bread.