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NEWS: Totally Pawsome Policies for Interviews and Reviews - Thundermouser

  Hail Mighty Readers and Rollers of the Maths Rocks, We love to interview people in the TTRPG scene so if you are in one of the following r...

Wednesday, 10 May 2023

INDEPENDENT TTRPG SYSTEM REVIEW: Weirdspace - Paul Cat

RELEASE DATE:  29/07/2021

PUBLISHER:  Lulu

SYNOPSIS:

When it became apparent that Earth was on its last legs with pollution, zombie viruses, running out of resources, conflicting ideologies and wars over all the above, some of the greatest minds and richest corporations built terraforming machines to turn uninhabitable planets into somewhere that Humans could settle and, you know… not go extinct.

Knowing this wouldn’t be a short process, they opted to test out a couple of hundred such devices in a small cluster of space so they could see which ones worked and which didn’t, that way future generations or those frozen in stasis could use the ones that worked best to terraform a much larger world as a second stage. (Terraforming or terraformation of a planet, moon, or other body is the process of deliberately modifying its atmosphere, temperature, surface topography and/or ecology to be similar to the environment of Earth to make it habitable by Earth-like life.) The small rocks chosen were those in the rings of Saturn, relatively local to Earth in grand scheme of things and once Humans reached it with conventional space travel, the machines would have had time to do their thing, so the destination would be somewhere with flora and fauna.

The good news is that most of these worked and the system of small 50-300 km2 planetoids are indeed habitable, the bad news is that by the time Humans arrived they were not exactly the dominant species like they were back on Earth, leading to this curved bit of the universe becoming known to them as Weirdspace.

It also didn’t help that some of these machines hit odd space phenomena on their way to these strange little worlds, which only made them more even more abnormal and may have been the start of some of the Gods and Godlike entities here.

The core rulebook is set approximately 100 years after the Humans arrival, with most now having being born and growing up in this system and these devices being lost to time. There are still groups searching for the terraforming devices, but as with anything over time some of the information as to why these are being sought have been confused, mistranslated, or recorded in now corrupted databanks. There are corporations and religious organisations wanting the tech for themselves to start new worlds in their own image, and still large planets that have yet to be tapped for their resources. These groups often hire independent contractors to seek these devices, and map the system in the guise of producing a guidebook for travellers and tourists. If a device is located these can sell on the black market for thousands, potentially hundreds of thousands if found on a successful world.


REVIEW:

I was lucky enough to be sent a copy of this ttrpg (and its additional books, Ganzo, Vampire Vending Machine) in exchange for an honest review.  Ok, now that we have the disclaimer out of the way lets get down to facts, what is weird space?  


Well to be blunt, as the name would imply its a futuristic ttrpg set in space and nothing that can happen can ever account to how weird the players are.  (I'm not joking, this is a TTRPG for people who love to create memorable PC's who can be as twisted or as mentally challenged as you like.  For example, you can be a Space pilot like Howling Mad Murdoch (with the skills being offset by the fact that he's technically insane), as tough as BA Baracus with a habit of losing your temper etc. or something so unique that no one has thought of it yet.)


What makes this fun is that there are various ways of generating your character, for example you can be a young person out in space on their own for the first time, learning first hand that its a messed up universe and thus learning through experience, or you can be a jaded adventurer who has seen some hell and knows enough to look at getting the hell out of dodge while the going is good.


The system is a pretty simple one to follow for character design, doesn't require a ton of dice for each player (D6's and D10's mainly) and above all else really has had a lot of careful thought added to how you advance and level as well as giving you idea's that you can implement into your game or completely ignore and create your own version of the Weird.


It is fun, players will get confused and wonder whats happening and with the addition of Space Vamps and Were's if you find yourself on a certain planet you'll either be a slurpee or a steak dinner.  


That said, there are multiple ways to introduce characters, be they a player getting a new character because their last one didn't listen and got munched, stomped, sucked into space or even dissolved into a pile of space goo by looking down the wrong end of an unknown machine or a new person to the ttrpg scene who has a penchant for space opera and can't wait to hear the fat lady sing whilst looking for strange people in extremely spangly bikini's.


It is, as the name ensures us weird, it is space and when you throw in all sorts of chaos that not just the DM throws in, we all know how crazy players can be, really will lead to an experience that will entertain all of you for quite some time, whether its laughing at Mongo for eating the dodgy alien curry and getting xenomorphed or watching Dirk getting covered in latrine contents as he's in there whilst the ship goes to hyperspace.  (Someone forgot to flush beforehand.)  


All round, it is a really cool experience and with so much freedom being granted within the rules, really means that the only limit is the teams imagination.  Can't find a rule, invent one and make a note.  Its all for the good of the team and I suspect that a followup with contingencies will be forthcoming as more people allow the author to know about the chaos they've caused.  This really is a game that I can see a whole host of people who don't like to take things too seriously enjoying and if you get the right DM, a game that will create many lasting comedy memories.


Tuesday, 9 May 2023

INDEPENDENT TTRPG CREATOR INTERVIEW: Adventure Slang


Finding a team of creators who support each other is a wonderful thing, and here in their world of Nuovarden (loosely translates as New Garden) is a world that is not only a blast to explore but can add so much more to your own adventures (you can visit at their own website here.)  With a firm belief in supporting the community with regular podcasts, as well as appearing at conventions (see list later in the article) they're well placed to bring many a new player to the hobby.

We were lucky enough to grab a word with Dungeon Misterly who let us know quite a bit more about Nuovarden and a live twitch stream from the 10th April 2023 through to 1st May here...


Totally Pawsome:  As a creator of modules for TTRPG's, what inspired you to write the one you're most proud of?

Dungeon Misterly:  As modules go I wrote a number of separate adventures for Dragon Turtle Press and their Carbon 2185 line. The one I’m most proud of is called “Transcendent Nouveau” (part of the Legacy Rising series). I was inspired to explore a bit into transhumanism, a disturbing and fascinating theory about how humanity might change with the direct integration of technology into our bodies. Since the genre is cyberpunk, it was the prefect opportunity to give it a shot, and Robert Dodds (the owner of Dragon Turtle and the Carbon line) was kind enough to give me carte blanche on my ideas. Cyberpunk is one of my favorite genres because it crosses so many borders between what is and what might be. We’re really living an early cyberpunk reality right now, and it’s evolving all the time.


TP:  What would you say is the best selling point of your TTRPG's?

DM:  For sure it’s my storytelling. I’ve been obsessed with fiction my whole life, and when I finally went to college my goal was to be a fantasy writer. I ended up going down the literary fiction rabbit hole, and I also learned and practiced just about every other kind of writing, but I always come back to story. When I write anything for TTRPGs I think hard about story: why are the characters here? What are their motivations? What is the plot and is it tight?


TP:  Why the TTRPG space?

DM:  I took the infamous 25-year hiatus from TTRPGs in the early 90s and went on with college, family, and career. At the end of the hiatus, I didn’t think I would get back into these games, so I gave away all my stuff, haha. Six months later, on a whim, I sat down for my first game of 5e and was immediately transported back to the early days of my gaming obsession. After playing for about a year (and creating my own adventures for a friends and family campaign) I started branching out into playtesting for companies when they advertised it, and I joined Discord servers where I met creators. My years of writing experience ended up serving me as a freelance editor, design consultant, and eventually writer. It was a perfect venue for me to write things that actually saw an audience.


TP:  What is your favourite product that you produce and why?

DM:  Without question my favorite product is my Nuovarden setting and associated Fortunes d4 System. I knew one day I wanted to have my own line of products, and I figured it would be something I would pick up later in life, maybe after retirement (I’m a long way from that in any formal sense). But after I moved, I ended up in a home game, and through some pretty heavy discussions with my friend Mike, ended up dreaming about a game where player agency was as much a part of the game as any mechanic. I woke up and started writing, and I’ve been working on it non-stop for the better part of two years. It’s my favorite for many reasons, one of which is because it came out of that dream, and the other because it gives me that old feeling back to when I was a kid and first discovered TTRPGS.


TP:  What is your current work in progress and what can you tell us about it?

DM:  As mentioned, I am still at work on Nuovarden. Pretty quickly after I got working on it, I started a company called Adventure Slang Productions. My daughter has a great mind for games and is a designer herself, and together we’ve been doing the gritty work of fine-tuning things and making it look nice. The setting is a non-medieval garden dimension where a cataclysmic event changed the dimension in wildly dynamic ways. The original people, called Lanplac, and a visiting trans-dimensional people called Starnam, found themselves sharing the world with six other peoples that manifested overnight thanks to the release of manifesting energy into the dimension by the Starnam. The result trapped the Starnam in the garden along with all of the other people, and the change also affected the flora and fauna in strange ways that, even 100 years later, the people are trying to learn about. The setting has flavor elements that might appeal to fans of Avatar: the Last Airbender, Castlevania, Monster Hunter, and other high adventure media. Technology in Nuovarden is loosely Bronze Age, though rumors of lost technology abound. Players choose from eight “cultures” and seven subcultures, and each is attached to a specific discipline. There are no classes in the traditional sense, rather the characters use mastery of their discipline (referred to as Primacy) to manifesting the things they need. There are eight core disciplines: Body/Mind, Song/Silence, Element/Technology, and Lore/Mystery. As characters evolve, they gain new disciplines to help them control the environment they live in.


The system is also unique. We use a d4 system that offers a robust series of mechanics that carry the simulation of reality without interfering with the narrative. Players make one or two actions, and may apply one to two dice per action, based on a limited pool. To help increase the percentage chance to hit the mark (usually ‘4’), the characters also have a pool of points representing primacy in their discipline(s). There are several other mechanics, but one of the most popular is our Assist Roll mechanic. During an active player’s turn, any other player may, if they have dice available in their pool, throw in on the active player’s turn once per roll. The Assist die is compared with the other di(c)e in the roll to determine a variety of outcomes. It’s a very cool feature of the game because it keeps the table engaged regardless of whose turn it is.


TP:  Who do you think would love to play your TTRPGs and why?

DM:  Our games genuinely strive to create a new experience, in setting, system, or both. With Nuovarden it’s definitely both. Erin and I agree that Nuovarden offers appeal to players looking for something different from medieval fantasy in particular. It also appeals to veteran players looking for that elusive “early experience” where the players truly don’t know what’s around the next corner. As mentioned, the system also encourages player agency and creativity – no spell slots or limits on ability beyond resource points and discipline primacy. If a player think it up (and it fits within their discipline) they can try it.


Anecdotally, our play testers say that Nuovarden feels truly original, and they tell us it’s “fun.” We’re also proud of the speediness of the game. Combat is legitimately quick, despite a virtually infinite number of options for PCs to explore.


TP:  Where do you see your TTRPG writing career taking you in 5 years?

DM:  My hope in five years is to have several Nuovarden products available for players, in addition to a couple of other “secret” projects currently on the horizon. I’ve had an amazing career path in my life, from education to science, and now game design. Every job I’ve ever had involved writing, so I can say I’ve not only achieved my personal goal, but I continue to use my education. If things go all right, in five years lots of people will be playing Nuovarden and discovering our other games along the way. I continue to do freelance work here and there, but I plan to be writing and designing exclusively for my own projects by that time.


TP:  If you were given the time and opportunity to develop something unique, what would it be and why?

DM:  Fait accompli! Now I just have to perfect it. But I am always thinking about how to make unique things – I’m not much for tropes and other cliches.


TP:  Who do you admire in the Independent TTRPG writing space and why?

DM:  I have a lot of friends in the space, and while not all of them are writers, they are all creators. I really appreciate the work and insight that Brandish Gilhelm (Runehammer) brings. He has a philosophical angle and great sense of humor that both appeal to me. I also have a lot of respect for Matt Mercer for being an old school DM, but also a seemingly genuine, and genuinely good, person. I also think Deborah Ann Woll is outstanding as a writer/creator. Others that come to mind are Connor Alexander, B. Dave Walters, Tanya DePass. There are so many awesome people, and not just writers but creatives all around.


TP:  What got you into TTRPG's in the first place?

DM:  My introduction to TTRPGs came as a request from my friends in 1983 middle school. They had heard about this Dungeons and Dragons game and told me to go meet a kid in the library (Mike W.) that would explain it to me. So, I learned the rules, taught my friends, and continued as a forever DM until about 2016 or 2017 when I made new friends who also liked to run games. But, man, I am grateful that my middle school friends got me to check it all out.


If you're out and about, Adventure Slang will be appearing at the following Cons:

May 26 - May 28 2023 - KublaCon - Burlingame, CA

June 30 - July 2, 2023 - RageCon Reno, NV

I

Thursday, 4 May 2023

INDEPENDENT TTRPG CREATOR INTERVIEW: Skies of Fortune - Dread Priate Syzer, Hipster Cthulhu

TTRPG's really do bring people together and whilst you usually tend to think about independent creators as individuals games like Skies of Fortune has two from opposite sides of the world.  Dread Pirate Syzer and Hipster Cthulhu, met through a well known anime youtubers discord.


Bouncing idea's off of each other from Iowa and London (UK), they're bringing Skies of Fortune to the TTRPG space in 2024 where players can take their adventures to the air...  Here they tell us about their rich environment that will spark many an adventure where pirating pays off well...


Totally Pawsome:  What would you say is the best selling point of your TTRPG's? 

Skies of Fortune:  Our lore-rich setting and emphasis on pirates as adventurers helps us stand out! 


TP:  Why the TTRPG space?

Skies of Fortune:  As two people who were the forever GMs amongst our friend groups, we’ve always enjoyed giving people all the tools we can to tell their own stories. And creating a ttrpg is the ultimate form of that. 


TP:  What is your current work in progress and what can you tell us about it?

SoF:  Skies of Fortune is an independent, semi-crunchy, lore-rich setting in which players take on the role of sky pirates, making their fortunes while keeping the tyrannical imperial powers off their backs. It has 10 unique classes, classic fantasy ancestries alongside a whole pet shop of anthro ancestries, and a cooperative and fun airship combat system. 


TP:  Who do you think would love to play your TTRPG's and why?

SoF:  Fans of DnD will feel right at home in the Skies as the combat and skill systems have similar feels. Also, anyone who wants to cast aside the surly shackles of gravity and the strictures of polite society should enjoy their time as a rebellious sky pirate. 


TP:  Where do you see your TTRPG writing career taking you in 5 years?

SoF:  It all depends on how well the Kickstarter goes lol. But potentially adding expansions to Skies of Fortune and even producing brand new settings! 


TP:  If you were given the time and opportunity to develop something unique, what would it be and why?

SoF:  We would still be making Skies of Fortune! This is THE project, the one that we’re putting our all into! 


TP:  Who do you admire in the Independent TTRPG writing space and why?

SoF:  Dread Pirate Syzer’s answer: Ever since my first DnD adventure in Sigil, I’ve been a fan of Monte Cook, one of the chief designers of Planescape and creative lead at Monte Cook Games. He produces unique and engaging settings. 


TP:  What got you into TTRPG's in the first place?

Dread Pirate Syzer’s answer: Games I used to play with my childhood best friend, that were just a step up from pretend, based on Mega Man and Star Wars.

Hipster Cthulhu’s answer: Futurama – Bender’s Game. I went out and bought a DnD Homes basic set that day.


Twitter Art credits: Logo : @LostHavenArt Leviaspawn: @artcher_artwork Savin the Sky Witch: @TheHoly_Bro The Sirocco Airship: @RossySculpts

Letter Writer by Jennifer Brown (no Twitter)

Wednesday, 3 May 2023

INDEPENDENT TTRPG MODULE REVIEW: D&D 5E: Path of the Chieftain - Hellezoic Creations

 

Publisher: Hellezoic Creations

Date:  Already Out

Synopsis:

Have you ever wanted to play a barbarian that makes their allies stronger with just their aura? A barbarian that inspires your allies to be great and rallies them to your cause just when you thought you were down and out? Look no further than Path of the Chieftain!!


REVIEW:  

I was lucky enough to be sent a copy of this fan addition to D&D 5th Edition from Hellezoic Creations, in exchange for an honest review. Whilst a lot of Barbarian Classes are there just purely for combat additions, this one is designed to make the best of all worlds and allows the barbarian to take centre stage as a champion that not only draws the agro from his friends but also bolsters them. Its well thought out, pretty balanced and all round gives the player the opportunity to play more of a Conan type of character who's skills draw the foes to them. It has options for protection, it has the ability to be adaptable and really means that you get the most from utilising your rage backing up the standard additions to really round the character out. All round a good bit of fun and I can see this option being popular. I look forward to seeing what other options Hellezoic comes up with.

Tuesday, 2 May 2023

INDEPENDENT MODULE CREATOR: Kickstarting: It All Started in a Tavern - Bea DnD

 


Hail Mighty Readers and Followers of the Maths Dice,
Our friends at Bea DnD have launched their kickstarter to fund their Module Book, It All Started in a Tavern, which is a book that is full of adventure Hooks, NPC's, Encounters, Loot and Magic Items for your games.

For more information and to help fund the project please go here.


Thundermouser


INDEPENDENT TTRPG CREATOR INTERVIEW: Kai Medina

The best thing about the TTRPG community, is that there's always an independent creator out there that makes something that not only players can get behind, but create it out of love with some wonderfully quirky options.  Kia Medina, an ecologist as well as photographer in New Jersey has dug deep and created quite a few independent titles that not only give you something different but also allows a whole heap of fun on his Itch.io site.  

Here we were lucky enough to be able to ask him some questions to learn all about what he brought to the table to amuse as well as fascinate....


Totally Pawsome:  As a creator of modules for TTRPG's, what inspired you to write the one you're most proud of?

Kai Medina:  The game I'm most proud of is "The Goblin Thought", where you play as a goblin collecting items for their hoard, but each item represents their memory of that day. As you collect and lose items, you tell a wonderful story, encounter change and loss, and practice skills relating to mindfulness, having a growth mindset, and being in a hive-mind.


I had the idea to write this a while back, but "A Thousand Year Old Vampire" gave me some more ideas for the mechanics that could let it run, and books like "The Last Human" by Zack Jordan helped me out when it came to flavor. As I put it all together, I ended up pouring into  it with my autistic experience, in a way that helped provide a strong platform for personal understanding and growth. I wanted people to see that the goblin's experience isn't lesser, it's just different. Being a goblin in this world can be tougher for some more than others, but it’s something certainly worth getting to know. As an educator, I tried to build in an equal amount of adventure/fantasy/intrigue as well as real life topics of stress management, neuro-diversity, and the idea of a day where everything went right, it can still feel sad sometimes, and that’s ok.


TP:  What would you say is the best selling point of your TTRPG's?

KM:  My tabletop games all revolve around understanding. They’re meant to both be entertaining, but offer a new lense and perspective. ‘The Last Step’ asks the player to understand other alien civilizations, while combining with real topics of having multiple identities. ‘To Care is to Cairn’ has you worldbuild a town out of reflections of ordinary objects that shape and are shaped by history, while growing on the idea that items and symbols of the past can have real-world power in the present. ‘BeHoRo’ has you tower-defending your dwarven base from crazy things like pitch-rain and meteorite monsters, but also says that we can’t always act perfectly when we’re out here trying to survive.


TP:  Why the TTRPG space?

KM:  A good monument lets you approach it, and engage with it. You get to see the reliefs on it (carvings / sculpted pieces bonded to it) and learn about the history, stand at a point and look out from the perspective of historical figures, and feel something. It’s a conversation. Games provide a means of conversation; facilitation, where we can escape and have fun in a fantasy world, while also encountering interesting topics we don’t always seek out in real life. It lets me convey what I have to say, and the player gets to hold and explore it without accepting it as fact or fiction. As they play they slowly bringing their own thoughts into physical being, like holding a piece of clay. It’s not forceful and lets them mold it, but has bounds that keep it from falling apart or wandering, giving specifics to engage with. Games allow for a kind of connection with others, even when they’re not fully with you. I’ve been playing dungeons and dragons for the past eight years, and managed to find community everywhere I’ve been - from Boston to Quito, I could find my group of friends, which can be  difficult otherwise.


TP:  What is your favourite product that you produce and why?

KM:  Definitely ‘The Goblin Thought’. It’s the least bulky (The Last Step is fun but isn’t wholly my own and takes quite a bit of reading), most entertaining (To Care is to Cairn is really great to play, if you fit that little boring niche that I reside in), and puts in the most of my personal life. Playtesting this game worked well with so many different people, and we created such interesting worlds within five turns. It takes a moment to get into, but once you get past the first turn, it’s smooth sailing.


TP:  What is your current work in progress and what can you tell us about it?

KM:  I’m toying with a goblin expansion, where a part of your hoard acts as a raft on the ocean. With lifelines (physically and mentally) holding you to it, you can choose to peacefully fish, or dive deep into yourself and the depths where lovecraftian beasts roam. The point of the game will be to add more direct adventure, as well as scaling up the threats for those ready for it. Plus I love throwing in some good fish flavor - I got my B.A. in ecology after all.


TP:  Who do you think would love to play your TTRPG's and why?

KM:  I think anyone can get into The Goblin Thought. When I resigned from a job, doing a couple rounds of it quickly each morning helped me cope. When I was playing with friends we had a goofy, battle filled time as we messed about and caused hissing shenanigans. The core of the game is to meet people where they are. When it comes to my other games, if the premise calls to you, it’ll be good. If not, fair enough.


TP:  Where do you see your TTRPG writing career taking you in 5 years?

KM:  I still see myself working on it as a hobby, but I’m hopeful to get something in a game store one day. Heck one of these is already up online on Barnes and Noble. That’s crazy.


TP:  If you were given the time and opportunity to develop something unique, what would it be and why?

KM:  More of what I do. I am thankful to have the time and opportunity now, so I use what I can and wait for more inspiration to strike.


TP:  Who do you admire in the Independent TTRPG writing space and why?

KM:   I love a shared table. Weird fantastic art pieces like “A Collection of Improving Exercises” by Tim Hutchings that really push the genre past the normal monopoly borders. Places that revitalize history like assets ‘Rabbits & Demons’ traced by Exeunt Press (not to mention their great Exclusion Zone two-pager). Stories that are continually advancing classroom STEAM topics and cultural discussion in places such as “Kampala Yénkya”, and others that provide players with a physical product to look at, take home, and admire like in BlackwellWriter’s ‘DELVE’. Finally the fact that a community where the same $5 get’s passed around managed to raise over $250k for Trans Rights in Florida from a $5 bundle. That’s something incredible.


TP:  What got you into TTRPG's in the first place?

KM:  I listened to ‘The Adventure Zone’. Nobody around me wanted to try D&D but my friend Connor. So the two of us had fun with it. Then, over time, we brought more and more onboard. Real heart is found when sharing a meal with others, and so having some dragons to kill in the meanwhile adds some spice. Always make sure to bring snacks for the table and especially for the host.


Monday, 1 May 2023

MINIATURE PAINTING: Zombies - Warhammer

OK, so I've been promising this for quite a long time so I finally felt brave enough, having gotten some models I was in love with, alongside getting as paint set to take pictures as I went along, but forgot in various stages, so I'll explain what I did.  (Doh!  Hence why I need to invest in a good camera to film it.)


So having bought the miniatures I firstly had to think about what sort of zombies did I want.  Did I want zombies that had just been dug up having been rotting for a while or did I want super fresh just palid ones?


Now as some people like to do, as a TTRPG'er I asked myself some questions:  

What is the story for my zombies?  

Where did they come from?

Who is controlling them?

What is the nature of the zombie?


Right, so this might seem a bit exaggerated but for me, what was important was this would influence my choice of colours.  So the story I came up with was:


Having crossed a good part of the world and having been challenged, the necromancer went to the nearest cemetery of a large town, the dead of the poor were buried close to the surface, the dead of the rich in either a mausaleum or protective cages to stop them being robbed.  The poor being easier to get to were raised and dug themselves up, so that meant being poor they didn't have fancy clothes, no purples or other colours that required expensive dyes so that limited it to a fair selection of browns, some tans and of course yellows (as we all know that a lot of clothing was washed in urine.)  So that was my clothing palette.  


Right, so how long had they been there, well only being a small town they could only have been there a matter of a couple of years/months and so they weren't going to look their best and with the skull and other bones poking through alongside wood that had been growing through their peaceful rest, they were going to be extremely unnaturally white with the dirt of muck covering them.


So that gave us this palette of colours to utilise.



Each of these paints I know has good coverage after a good shaking so that really helped as to be honest I've not really got to grips with a wet palette choosing to use the old tried and tested bathroom tile in the way I used all those years ago.  (You can pick one up from your local DIY store as a sample tile for about £1, if you have none in your home currently or a cheap side plate from your local supermarket.)  (I am referring to Army Painter colours for the rest of this article as they're the only paints I have currently.)


Now that has been sorted I had to decide how to undercoat, whilst some like to spray paint black and zenithal highlight with white, I decided just to go with white to start with as they were going to end up pretty dark and sometimes the darkness does hide some details that you might miss.


My first job was to cover the skin with as really pallid colour, so for that I used Mummy Robes to begin with, once that was done, I coloured the clothes and wood with a desert yellow and then allowed to dry.  Once this was done, I used the elven flesh to highlight and finished with a flesh wash over the skin.  After that I dry brushed with the necrotic flesh and left as it was.  The clothes were dry brushed with Elven Flesh and then an incredibly light touch of the demonic yellow (which was also used for the female zombies hair.  The wood was given a highlight of Oak brown (which sadly wasn't as thick as I really wanted, dry brushed with a little mummy robes.  With the male zombies hair being coloured necromancer grey.


Then finally after painting the female zombies shovel head with a matt black, dry brushed with a shining silver with some dots of Lava Orange for rust.  They were then coated in Vallejo's Black Wash.  

Hopefully in future we'll have additional paints but until I need to purchase more, my painting will be based using Army Painter unless otherwise stated.  Thank you for visiting.


Thunder Mouser.