Painting Zombicide: Green Horde #2

Painting these six survivors started well, and turned into a struggle at the end. I had three done within two weeks of buying the game, then got side-tracked with the Necromancer and Abomination. Then I think it became a case of too many other things to do – my wife and I were involved in something pretty much every weekend from Easter for about six weeks, it started getting dark early (I like painting in daylight when possible), and the weather went very cold. I’ve been a bit focused on my MERP game too… so painting time suffered.

These are the six survivors for Green Horde. Four are melee focused, one ranged, and one magic. Three of them have a skill that didn’t appear in Black Plague, which is fun. After using only these in the first couple of quests, we have mixed them in with the other survivor cards and gone back to random draws for games. They still show up very regularly. I now have 56 survivors, which includes two that can also be Necromancers. In our games, each player is randomly dealt one more card than the number of survivors they will run (so 3 cards if you play 2 survivors) to choose from.

I stuck close to the card art for four of them, adding more colour for Seli than she is shown with, and kept changing my mind with Johannes trying to get some contrast with his gear. Having photos of them all now, suggests that I should repaint Megan’s eye, but I’m not sure I can be bothered.

Asim – Starts with Taunt, and gains lots of Melee skills.

Berin – Dwarf, starts with Shove, and also gains lots of Melee skills. I like that he is holding a vault weapon, the ‘Dwarven Axe’.

Rolf – Starts with Bloodlust: Melee, and has general Melee/Combat options as well as Jump and Shove. He has the new skill “Battle Rage” at red – if you kill at least 1 zombie with a melee action, gain +1 die to Melee, cumulative for that activation.

Seli – An elf, starts with Jump. Can gain various melee, combat and movement skills. Her figure holds two of the games Vault weapons. (Bone kukri, Bone sword) Her card art has grey-white arm-wraps (?) and stockings, an orange-brown top, and black rags round her waist. I wanted colours to stand out from her flesh and not blend with her hair. I haven’t seen any painted examples that stuck with the card art.

Megan – Starts with Double Casting. Can get mostly magic skills and a couple of melee. Double Casting is a great new skill – when you cast an Enchantment you choose an additional target. (Eg: Speed/Heal two survivors at once!)

Johannes – Starts with Transmutation, after that all his options are Ranged skills. Transmutation uses 1 action to discard any one equipment card and draw another. Unlike the Transmutation enchantment from Wulfsburg, this can be repeated! Card art has a cloak that’s red at the top and nearly black at the bottom, with a red/pink jacket. I have a few survivors with red cloaks already, so went with a pink-purple with brown shading. His jacket/vest went from red-brown to darker brown, to almost dirty-white while I tried to get something to stand out from the cloak, crossbow and all the stuff around his waist – which includes a sword, dagger, scrolls, at least three bags/pouches and a t-square? I’ve only realised while typing this that one item is an hour-glass, so maybe I should repaint that too…

As game figures that will be used a lot (and not closely examined) I’m very happy with the final result. I’m seeing a lot of high quality painting for figures like these (and these six specifically) on the internet now. As great as some of those are, my painting isn’t at that standard, and also it doesn’t need to be for something so small, that’s used in a table top game. I’m not entering painting competitions. It’s easy to forget about stuff like that – I shouldn’t compare myself to someone else with different amounts of time, money, skill, equipment and better eyesight.

So, unless your getting paid to do it – paint for yourself!

MERP – Session Two “Darker than Darkness”

Second session with one player not available. Unlike the first session, rolls didn’t always go the way of the players. After I rolled a nasty critical on the Ranger in the first combat, one of the players remarked “This is the MERP I remember!” Without the magic (Power points and high level healing spells) they had little choice except to return to Bree to give him a chance to recover.

This adventure is the first half of LR1. Much of the adventure is simply updated to MERP, though I added a few minor encounters, such as the boar and the crows. The last encounter here was written with two options – one if the players are doing well, and another if they need help. After 6 bad rounds, I was about to bring in the assistance when they suddenly got a few great dice rolls and turned everything around on their own.

6th May: The last few days have not been what was expected. Yes, there were of invitations to elevenses, afternoon tea, supper and requests to retell the story of the trolls under the bridge. Many of these invitations were also been accompanied by requests to entertain children, find lost toys or missing pets, and investigate strange noises in attics and cellars (just in case of hidden goblins). Different versions of the tale are also making their way through Bree, plus a grumble from one or two ne’er-do-wells that there weren’t any trolls until people started exploring, and rumours of chests of gold being brought out of the forest.

The troll chest has been opened: in addition to a fair number of coins (mostly Gondorian stamped copper and bronze) it contained a Rune Scroll with a spell to damage undead (Héreheort), a magical elven sword (Héreheort) and a magical Dwarf axe (Broheim). The horn recovered can inspire allies for a short time when sounded (Filencë) and the Belt can enhance strength (Broheim).

Shirrif Bunce meets with the group in his home. He and the Mayor would like them to go out looking for the bandits that Nat and Gil were in league with and see what they can discover, before the townsfolk start to worry about new threats. If at all possible,  they’d like the bandits eliminated.

Questioning Nat and Gil has led to some useful details: the bandits are led by a man called Inledair, who attacks travellers on the Great East Road. They pass on details of possible targets, and would occasionally bring stolen goods into Bree to sell. The bandit hide-out is thought to be south and east of the road. The pair had found the troll lair by accident, but were told to encourage the trolls to bother Bree, and hoped to store goods in the lair. They met regularly on Storch Hill, just to the south, to pass on messages and coin, while receiving loot. The hill is suggested as a good starting point.

A weeks rations, an apple pie, some torches and rope are supplied. It’s mid-morning when the group are cautiously making their way up the highest of the hills close to Bree. At the top there is no-one to be seen, though a small clearing has shrubs and rocks that provide cover as well as an excellent view of the south gate to Bree and the road. A horseshoe nail is found near the ashes of an old fire, and a few hoof-prints. Héreheort thinks there were two full sized horses here a few days ago. Heading down the hill, they hear the sound of something moving towards them, and sight movement in nearby bushes. Most ready bows and fire as something charges out. The boar takes minor wounds from arrows, and Celeblason is gored by its tusks. Filencë casts a sleep spell on the boar, while Héreheort uses herb and magical healing to save Broheim from major organ damage. There is then a debate on whether to leave the boar (likely bleeding to death), or strike while it is incapacitated hoping to kill it outright. The choose to strike, and the boar is dying before it awakes. Since the Dwarf requires a few days bed-rest to fully recover they return to Bree, and seek out Mrs Heathertoes, the wife of the old Mayor, who is both herbalist and healer (Animist). Under her care, Broheim is soon considered able to return to adventuring.

9th: Heading back around Storch Hill, they head south to check the first watch-tower just off the Greenway. There are signs that people have been here recently, but the shell of the tower isn’t being inhabited. They head north-east across the hills, and are pleased to locate some healing herbs when the rest for lunch. As they get moving again, they sight a figure in the distance, who appears to hurriedly move away over a hilltop, hundreds of yards ahead. They sight him again as they reach a good viewpoint, riding away on a brown horse. Celeblason and Filencë note that he is tall and young, with light brown hair. The horse has saddlebags. When they reach the point where he was seen, they note cropped grass, and prints from both man and horse. Héreheort observes that the horse is missing a nail from one shoe. The horseman has mostly stayed on the trail south of the East Road, skirting the southern Chetwood.

As they check for tracks, they hear the sound of crows. Celeblason sees a number of crows rising and falling near to the south. The hills are shallow, with many dips between the crests, often dropping sharply in small cliff sides. Moving for a better view, the Ranger sights something in the grass that has the crows attention, and they decide to investigate. There is a humanoid corpse being pecked over by a half dozen of the small greyish crows, while perhaps a dozen circle or retreat to rocks and a dead tree. There are signs that the body was disturbed by larger creatures. They decide the male elf (from height, slimness and clothing) was shot with arrows, and eventually died here. Aglann spots the glint of metal amid the rocks where the crows have gathered. Filencë tries to climb up to pick out the crows pickings, and is attacked. The crows inflict mostly scratches, before a few a struck down and a number of them magically slept. The remainder fly off and the group recover a belt buckle, some bronze coins and a ring. They return to the path and continue east. Filencë is very pleased when his study reveals the ring to enhance spell-casting ability. (PP multiplier)

The sky is darkening in the afternoon as clouds roll across from the west. The path is less distinct over the rather rocky ground. Some of the group note a figure at the side of the path before it calls out to them, stepping forward with hands out and away from weapons. The man who introduces himself as Anorath is known to the elves, though not well. He is heading west, but saw signs of a horse near a tall stone earlier. He points the direction, and warns them to find shelter soon as it looks to be a wet evening. He also mentions a sheltered spot nearby where stone was once quarried.

Moving on hurriedly, they find the tall stone and signs of a horse galloping north-east. It is getting dark and difficult to track. They find the rocky outcrop with split stones, that blocks the wind and rain that is beginning to fall. All feel tired, and make camp… Broheim wakes with a start and his leg feel uncomfortable. He is puzzled to see that his pants are damp, and the stone beside him is not the one he sat down by. The rumble of thunder seems comforting, and he fights against his eyes closing. A ray of the setting sun outlines a row of broken standing stones and he tries to recall something Anorath mentioned. He seems to hear a distant chant…

All awake to a faint greenish glow, and a chill. Cold stone is all about them, including overhead, and much of their gear is missing. They appear to be in a narrow hall that turns both ahead and behind them. At one corner there is a pile of what looks like packs, weapons, and other gear. Aglann is not with them!

Two skeletons appear at the corner behind them; the first raises a sword, and they hear in their mind “Waking wrong, Dargar kill!”. While Celeblason and Broheim try to hold them off, Héreheort and Filencë scrabble in the pile of gear for swords and shields to pass to the others. Filencë finds the magic horn and blows it. The fight is slow and difficult, as the undead do not bleed, and take minor damage from blows that would have felled something living. Eventually numbers make the difference and they foes lay shattered. Celeblason searches the bones and finds a key stuck under the ragged leather jerkin of the first skeleton. They quickly recover the remainder of their gear from the pile of what is mostly old stuff of little value. They fear they are in a barrow, and Héreheort notes an odd patch of wall which might be an entrance, but can’t find a way to open it. There are drag marks in the dust which they follow, taking them round to the other end of the square hallway to a locked door. The key opens the door, and there is another, smaller, square hallway decorated with rotting tapestries. This brings them to another skeleton sitting at an old loom. This one doesn’t move. After much examination, they realise that the loom is affixed to the wall, not standing on the floor. Héreheort tries moving the shuttle on the loom, and they realise it is part of a counterweight. The loom swings aside revealing a marrow hole to the central chamber of the barrow.

A suit of armour lies on a cloth draped bier, and Aglann lies at its base. A ghostly form appears within the armour as it pulls itself upright and stands, raising an old sword. A cold shiver sweeps the group, and initially Celeblason finds he cannot advance from fear. The others fight it off, stepping in to loose arrows at the wight. This fight is initially as bad as the skeletons, with the wight ignoring most of the blows against it, while wounding the group members. Héreheort recalls the rune he has and casts it against the wight. Filencë encourages all to use shields and melee weapons – half defending while others strike and the fight turns against the wight. Eventually it drops, and Aglann shakes of the fear that kept her frozen. They realise that the tomb is brightening… a faint blue light glows from atop a staff held by a old man standing at the doorway. “Greetings and well met,” announces the visitor. “What brings you to this chill hole?” He looks about and peers closely at you checking for wounds. “A Wight is a fearsome opponent. You have had a narrow escape. I felt the presence of something foul and came to investigate…” He raises his staff and calls out strange words; the ceiling cracks, and moonlight illuminates the crypt.

The elves recognise Mithrandir (Gandalf). He checks that none are badly wounded, and states that Aglann will recover from the weakness she feels. (CON drain) He looks about the crypt and guides the group in sorting the many items piled about it. He warns them that a curse lies on much of what is here and that it needs to be scattered or buried away from the touch of shadow, so that the power of darkness is broken or the Wight will return. There are just over a score of items – mostly jewellery and weapons that Gandalf says hold no harm. He suggests they each take two that appeal to them and he will see that everything else is scattered or passed out to those who could benefit from them. While they consider, Filencë asks the Wizard if any of the items hold power that he can detect. After a few words and a gesture, Gandalf points out those that are not mundane. Of those deemed magical, Celeblason chooses a reddish bow, and a hummingbird brooch, Filencë takes a silver diadem, and a staff carved with the head of a dragon, Héreheort likes a copper rod, and a platinum ring, while Aglann takes a worn looking cloak and a silver bracelet. She studies the bracelet as she puts it on, and becomes suddenly subdued. With amusement they realise that it is cursed, probably to calm someone who is stressed. She puts it back, and instead settles on a scarab brooch. <Broheim’s choices to be made later>

Leaving the barrow, Gandalf directs scattering items from it around the hillside. Calling a word of power, a bolt of lightning crashes down, stones fall, and the barrow collapses. Gandalf leads everyone north, to the shelter of a huge boulder near the road and builds a fire. He will stay the night with them.

10th: In the morning Gandalf sits by the campfire, looking like a harmless old man blowing smoke rings into sky. He shows them a map of the region. “We are just off the old road, not far from the Forsaken Inn. To the north is the Midgewater. The southern Chetwood would be a good ambush point where the road passes through it, but a poor camp. It makes no sense for the bandits to be further East than Amon Sul – Weathertop. I believe this bandit group shouldn’t be based more than a few days out from Bree.” . He suggests they travel another few days east along the road, watching for trails, old roads and signs of horses. There are many small forts and watchtowers, all ruined, in the hills just north and south of the road. Many would have had a good view of the road, as this was the border of Cardolan and Rhudaur. He passes a scroll to Filencë, saying that he might find it of interest. “I meant to return this to Erestor of Rivendell. Please pass it on for me if you have the chance.” The scroll is written in Elvish, and concerns Celebrimbor, a Noldorin prince of the Second Age. Then Gandalf calls his horse and heads east for a meeting near Buckland.

Painting Zombicide: Green Horde #1

In a sense I’ve already had a Green Horde #0 with the trebuchet. Now I’m getting into the survivor and zombie figures. My painting of the six survivors in the main box hasn’t been consistent, and I wanted to be able to recognise some of the other figures on the board easily.

The ‘goblin runners’ have two poses and neither really is an obvious run pose, unlike the original zombie runners from Black Plague. The goblins are thinner with distinctly different heads – but when there’s a bunch of mixed orc zombies in one square during a game, they don’t stand out. So like my standard zombie runners, these all got a red base.

Smile for the camera!

The Orc Necromancer suffers from the same problem as the runners, though he’s slightly taller with a very different pose, but lots of orcs on the board is just a sea of green! I haven’t really followed the art for the necromancer, and painted examples I’ve seen have a lot of variation too. It shows him with purple skin and a reddish brown robe. I used light olive as my base for both figures (it’s very close to the original green of the orc zombies) and then a purple wash over that. His robe got a very fluid ultramarine blue, then a similar red over the top. Neither colour was applied uniformly and has a very interesting red/purple/blue splotching. Lots of small jewellery – rings, pendants, a chin cover ( or fake, metal beard?) and some tattoos.

The Abomination started with the base light olive, a black wash, then some flesh dry-brushed in places to lighten/highlight musculature. The other bits – spikes, armour bits, straps, skulls, etc were all pretty easy to get to and pretty straightforward to paint. The head starts to blend in with a thick neck and the bony ridges and spikes that come up behind it. Unpainted, it was very hard to distinguish head-neck-spikes. It’s not looking much better in the front-on image, but is clearer IRL. I’m not happy with the spikes coming out of the arms and shoulders. I’d like to do more to make them stand out. Either a black like my original abominations, or more white like bone growths. (I was focused on getting the figure done for the table-top, and forgot to go back to them.)

We played two games last night (Quests 4 & 5 in the Rulebook) and the first game was very hard all the way through – with lots of figures on the board and extra activation triggers because we couldn’t place a specific zombie. The second game was very tough to start with, but by the end we had moved an awkward spawn location and had a clear zone around the final objective. Having the runners clearly marked, as well as the painted Necro made planning and targeting much easier! We are getting used to dealing with these in different ways to standard zombies.