Friday, July 22, 2016

A Time to Harvest Session 6: The Hallowed Halls of Miskatonic

I don't know if I'm even technically running "A Time to Harvest" any more.  That's how far afield from the anticipated campaign we've gone.  We were down two of our regular players this week, but had a guest player (my friend Greg, in town for work for the next month or so), so it balanced out.

Dramatis Personae:
  • Darren Gray (played by Mike), engineering major and member of the fencing team 
  •  Perry Webster (played by Dan), journalism major, on assignment for the Miskatonic Crier 
  •  Oliver Goss (played by Dave), anthropology major 
  • Nathanlie Wingate Peaslee (played by Kai), folklore major, daughter of psychology professor Wingate Peaslee, granddaughter of economics professor Nathaniel Wingate Peaslee 
  • Nick Jackson (played by Greg), private investigator

Nick was employed to investigate the apparent suicide of Robert Blaine, found dead in his room with a pistol in his hand, surrounded by empty whiskey bottles.  His investigation quickly led him to Orne Library, where he soon met Nathanlie, Oliver, Darren and Perry.  While initially skeptical of their story, he found himself uneasily convinced once they began to talk to the other students who had been on the Cobb's Corners trip, and heard one of them say that Blaine had been a "weak link in the plan," and that he "had to be eliminated."

A great deal of discussion followed, and the investigators managed, astonishingly, to convince the agents to divulge what they knew and why they were in Miskatonic, inhabiting student bodies.  They learned that the agents were sent to find and destroy any books that might allow others to discover the outpost of the "Outer Ones" in the Vermont hills, as well as to discourage further investigation of a unique mineral sample found in those hills on a previous expedition.

Playing on the unhappiness of agents Keith Clark (his family having been killed by the Outer Ones after he'd bargained for their safe release) and the man, Wesley, whose brain had been placed in Clarissa's body, the investigators managed to successfully argue the majority of the agents into abandoning their mission and going off and living new lives in fresh, young, healthy bodies.

That's when Nick noticed a heavy book rising into the air, seemingly unaided.  Recalling having heard about the invisible assassin inhabiting Terry Laslow's body, he threw Nathanlie's sack of flour at where he thought the assassin was (managing instead to cover himself in flour), then lunged, successfully tackling Laslow to the floor and smearing enough flour on him to render him visible.

Having seen what Laslow was capable of, Perry jumped forward, placing the barrel of the gun he'd previously taken from Laslow against the assassin's forehead and pulled the trigger.  Nathanlie raced, arms full of books, to begin dropping them on the stairs leading up from the library basement to disguise the sound.

Oliver went a little mad at the sight of this, blocking out all memory of who these people he'd just witnessed commit murder were.  He tried to flee, but was stopped by Darren and Nathanlie, the latter of whom ordered him to just sit down and stay quiet.

When campus police showed up, Nick calmly showed them his PI license, explaining that he'd been tracking this man on suspicion of murder and he was shot while resisting a citizen's arrest.  The student investigators escaped into the Arkham tunnels, old smuggler's passages excavated under the city - as an engineering student, Darren knew the tunnels under Miskatonic fairly well, having assisted in the construction of an engineering students-only subterranean lounge in them.

From here, the students considered their options, finally settling on writing a letter to the "Outer Ones" and leaving it for them to find in an abandoned farmhouse that the agents had told them was to be their rendezvous after the library was on fire.  In the letter, they outlined a compromise - in exchange for letting the library stand, Outer One-approved guardians would be appointed to watch over the library and control access to certain books (most of which were already locked away in the restricted section).  The letter drafted and placed, the investigators settled in to await response.

The response came two days later in the form of a letter wrapped around a brick thrown through Nathanlie's bedroom window.  "Your terms are acceptable," was all that was written, in exceedingly neat block capitals.  That same day, it was learned that a fire had swept through the Geology department, with the sole casualty being Professor Learmonth, who had been involved in financing the Cobb's Corners expedition.

Saturday, July 16, 2016

General Life and Hobby Updates

Gina, my better half, had a total of three job interviews last week, and should be hearing back soon regarding employment - the nice thing is, if she gets this job, we'll be working in the same building, simplifying our morning commute substantially and cutting down on the amount of gas I'm burning and the number of miles I'm putting on my odometer.

Additionally, this morning she took her RHIT (Registered Health Information Technology) exam, which is what she's been going to school for for two years - she got a degree in Health Information Technology as a prerequisite for sitting for this exam.  And graduated in the top 5% of her class, I should note.  She was terrified going into the exam and halfway through convinced herself she'd already failed it, and rage-finished the exam, absolutely convinced she'd have to shell out another $250 and wait a penalty period of 45 days before taking it again.  The test is graded right there and then, and the results presented - AND SHE PASSED! She's now certified to work any number of medical coding and billing careers.

While she was in her test, I sat in the car outside with a couple RPG books and got some reading done.  I've been reading my PDFs of the game Astonishing Swordsmen & Sorcerers of Hyperborea lately, and have my eye on ordering physical copies through my Friendly Local Gaming Store, Just Games in the near future.  Today, however, the Imp of the Perverse drove me to revisit the 2011 Lamentations of the Flame Princess edition of Carcosa.

Carcosa is a very dark fantasy supplement, detailing a world 153 light-years from Earth, infested with Cthulhu-monsters, mutant dinosaurs and giant insects.  13 Crayola-colored races of Men (including three colors outside the normal human visible spectrum) fight over scavenged alien technology and to defend their crapsack settlements from the depredations of monsters and cruel sorcerers alike.  The magic-system is ritual based, instead of D&D's usual "fire-and-forget" method of spellcasting, and the rituals almost all require varying degrees of human sacrifice - magic is supposed to be inhuman, alien, uncomfortable in Carcosa, and gamers are still throwing fits about this book in certain corners of the Internet.

I had been thinking that I need to have a back-up game prepared for situations where less than four players show up for my biweekly Cthulhu campaign - I normally have six players, so four is the quorum - below that, we don't run the campaign.  And it occurred to me that a session of Carcosa - with the more usual LotFP spellcasting system in place, since we do play in public - might be a nice change of pace and would be something good to have handy.  So in the two hours Gina was in her exam, I had the Carcosa book open in my lap and the Notes app open in my phone, typing out notes for a quick one-shot with a little bit of overland travel and a small dungeon-crawl (with the above-ground sections of the Moat House from the Village of Hommlet repurposed into an alien stronghold).

Getting home, I retyped it into Word as a document I can actually run a session from.  Tomorrow I'll make a stack of pre-generated characters.

Keep in mind this is all "back up" work on the off-chance I only have three players show up.  Oh well, I'll run it as a stand-alone one-shot at some point later on.

Sunday, July 10, 2016

Short Notice Sanity Loss: "Dead Light"

Wednesday I got word that a friend of mine was going to be in town for a month on a job, and was looking to play some Cthulhu at Just Games.  I quickly got something set up, deciding on the survival horror scenario "Dead Light," the first release for 7th edition Call of Cthulhu, as a prep-light adventure that could generate a lot of fun.  I'd run it previously at Running GAGG a while back, and recalled it working well.

The group I ran it for at Running GAGG, having been given the opportunity to roll up their own characters, made a group of bootleggers moving product down the Aylesbury Pike.  For this time around, I decided that a set of gangsters, members of Danny O'Bannion's Irish mob out of Arkham, would be an entertaining change of pace.  I decided they'd gone north to Bolton to shut down the operations of a bootlegger unwilling to join the O'Bannion Gang and confiscate his product and sales ledgers.

So I rolled up two drivers (with six players, I decided to space them between two vehicles - a Ford Model T and a Model AA pickup truck), a crooked accountant, a hitman, an undercover Treasury Agent collecting evidence against the O'Bannion Gang, and a trigger-happy girlfriend of O'Bannion's, a blonde sociopath who enjoyed killing as much as she enjoyed the fineries O'Bannion's attention allowed her lifestyle.

So they accidentally hit Emilia Webb with the Model T while driving in a horrible thunderstorm and the scenario begins - and begins to unravel.  I had failed to consider that the gangsters would be much less scrupulous in their deals with NPCs than another group of investigators might be, as their initial plan was to splash some liquor on the poor girl and dump her at the nearest gas station and be on their way.  They learn when she comes to that burglars broke into her grandfather's cottage, and there was a strange, silvery light.  A drunken hog farmer at the cafe attached to the gas station also swears he saw a strange, silvery light, and as his truck, sunk in the mud, is blocking the road, the PCs are forced to go with Emilia to her grandfather's cottage, as it's on a detour they can take.

They find the cottage dark, the door wide open.  The two drivers get the generator in the basement going, and a quick glance turns up the grandfather, dead, seemingly from blood loss, having been shot in the shoulder.  On the ground was the partially-incinerated body of a burglar, and an empty iron cask, like a big jewelry box, on the floor between them.

Outside, the Boss' Girlfriend waited in the car, reapplying her lipstick, when a crazed young man came running out of the woods, screaming about a strange, silvery light.  The Hitman quickly took the young man aside and executed him with a single shot to the back of the head.

Shortly thereafter, the Hitman is attacked by the Light - a slithering, flowing thing, like mercury pouring through the air, flickering like moonlight in the storm.  He's unable to move, enraptured by the sight of the thing, until he flicks a tendril across his chest, almost killing him with a single touch.  He began to spray bullets from his Thompson at the thing, and the rest of the party comes running, guns blazing, to which the thing barely reacts.  A chance flash of lightning sent the thing skittering off, and the gangsters said, "Screw this, this is someone else's problem!"

Shooting Emilia Webb (she was a witness) and looting the house (carrying off $600 cash and a bank account book for $19,000), they pile back into the cars and take off back to Arkham.

So clearly, this scenario didn't go quite as I intended.  Everyone had fun, which was what was important.  But I think next time I'll create a group of investigators with a much stronger drive to investigate and a greater sense of empathy for NPCs - or at least less of a reason to shoot them and drive away.

Sunday, July 3, 2016

Monthly Madness: "The Derelict"

There is a ton of demand for Call of Cthulhu at my FLGS.  So much so that, since my biweekly game is a campaign, I decided to add a monthly one-shot to my schedule, set for the first Saturday of every month.  Last night was the first of these events, and I decided I wanted to run the adventure put out by Chaosium for Free RPG Day, "The Derelict." I had been fortunate enough to score one at my store before they ran out, plus I got the PDF version for being a member of the Cult of Chaos - which had appended six pregenerated characters that were, frankly, better integrated with each other and with the adventure than the ones I'd come up with, so thanks to Ron McClung for providing those to Chaosium.

Despite a few people being forced to change their plans at the last minute (life happens, I get it), I still had four players at the table for this session, which worked out very well for me - I'd been afraid that I'd get two people showing up and be forced to try and adapt the adventure on the fly.  Two of the players last night, if I recall correctly, had never played Call of Cthulhu before, and one hadn't played in 20 years, so I got the honor of being the introduction and re-introduction to the game for three-quarters of the table last night; the fourth player had played once before, in the Parsonsville Horror one-shot I ran in February.

Our Dramatis Personae for this adventure:


  • Charles "Mac" McQuinlan (played by Chris), a Navy sailor-turned-author fallen on hard times, driven to sell his beloved yacht the Delilah.  Information passed to him by his mother, an agent of a shadowy Naval Intelligence group, has him on the lookout for a missing cargo ship and specifically, the safe in the captain's quarters.  
  • Daniel van Hollisander (played by Matt), an ex-cop-turned-lawyer who handles many of Mac's business interests.  Along to facilitate the sale of the Delilah.  
  • Matthew "Dodge" Grantham (played by Brandon), an athlete, diver, party animal and friend of Mac's, along on this voyage to meet a contact in Liverpool to learn some secrets from his past.  
  • Dennis McCrane (played by Nick), a former bodyguard and general "fixer" for Mac, he is escorting Liz Hill home to her parents in the UK.
NPCs:

  • Ashley May Bethell, an actress and ex-girlfriend of Mac's, he's trying to rekindle the romance without success.
  • Elizabeth "Liz" Hill, a dancer and model living on borrowed funds, being escorted home to her family by Dennis.
  • Captain Carson Brentwood, captain of the Delilah.
  • First Mate Ray Folke, first mate on the Delilah.  
Around mid-afternoon, several days into their voyage from Boston, Massachusetts to Liverpool, UK to sell the yacht Delilah, Mac spotted something red and white on the horizon - the red-painted refrigerated cargo ship the Groenland Tropisch, beached on an iceberg.  Informing Captain Brentwood, they changed course to investigate, in keeping with Maritime Law.  

Asking the ladies to stay aboard the Delilah, the men went aboard to investigate, finding the ship silent, without power, and covered in a thin layer of ice.  "Dodge" swiftly found a severed hand frozen to the deck, which appeared to have been chewed off the arm it had once been attached to.  

Mac wanted to focus on finding the captain's quarters and the safe therein, while Van Hollisander and Dodge also wanted to try to restore power to the ship.  They soon found that the wiring had been torn apart and the paneling beaten to pieces.  They also found a six foot long "harpoon" of some sort of glass or crystal, radiating an unearthly cold, embedded in a steel bulkhead.  "Dodge" pulled it loose and, after suffering some minor frostbite from handling it, zip-tied a towel around the haft to give himself a safer grip, carrying it with him.  

The captain's quarters contained no safe, but they did find the captain's log (the adventure lists the log as being in both the captain's quarters and the captain's office; I chose to have it here), and managed to translate a bit of the Norwegian text with the help of their iPhones, learning that the radio operator had gone insane, destroyed the radio room with an axe, and been confined to his cabin.  Investigating revealed the radio operator dead by his own hand, a silver-handled straightrazor having been used to slash his throat.  The radio room and wheelhouse had both been destroyed, though "Dodge" and Van Hollisander soon noticed that while there was blood in the radio room, there was none in the wheelhouse.  

Hearing a scream of horror and a loud splash coming from the Delilah, they raced back to discover the captain and first mate in pieces, scattered across the cabin in a morass of blood.  Ashley May was pinned to one of the beds by another crystalline harpoon, driven completely through her, the mattress and into the floor below, her limbs having been badly mangled by what appeared to be large teeth.  And only Liz's severed legs were found, floating in the bloody hot tub.  

Pulling on his SCUBA gear, "Dodge" went over the side to investigate the loud splashing, and after being missed by two crystalline harpoons that seemed to come from nowhere, he took his own and made a swimming charge in the direction he thought they came from.  He felt two enormous, unseen webbed hands close over his upper body and was then torn in half.  

Discovering the controls and radio on the Delilah destroyed, Mac, McCrane and Van Hollisander decided they had to make a final stand against whatever was picking off humans in the North Atlantic.  Using bedsheets for wicks, they drew fuel from the yacht's tanks, smearing it across the floors and staircases, and rolling out the propane tanks to serve as makeshift bombs (Brandon actually works for a company that provides equipment for restaurant use, so he was able to offer some insight on what the galley on the Delilah would have), they huddled together atop the sun deck, ready to release the dinghy and ignite the fuel with a flaregun should whatever was out there show its face.  

Hearing a splash and feeling the ship lurch hard - as if something large and heavy was pulling itself up out of the water onto the deck - and hearing the sound of something heavy dragging itself across the deck, Mac and McCrane released the dinghy into the water and jumped in, and Van Hollisander shot the fuel-trail with a flare gun before diving over the side, landing safely in the dinghy.  

As they sped away from the burning ship, Mac lamented his lost opportunity to regain financial solvency.  Van Hollisander, glancing back, saw something large and on fire hurl itself off the deck into the sea.  

***

had the use of the store's back room, and its eight-foot table,
for a change yesterday.  Here's my set-up.  
All in all, it was a great session - I would rank this as one of the top five sessions of Call of Cthulhu I have ever run, and I have to give a lot of credit to Sandy Petersen and Mike Mason for their top-notch adventure for that.  Other than the issue of the captain's log being in two places and it not being real clear how the Investigators are supposed to get from the Delilah to the Groenland Tropisch, (we ended up having the gangway of the Tropisch being almost level with the top of the sun deck of the Delilah) I think this is a near-flawless adventure.  

Noteworthy is that, except for Dodge, the Investigators never actually encountered the monster, just its traces - drag-marks where it had pulled itself through the ice on the cargo ship, smeared blood (they missed a bloody, three-fingered, webbed handprint on the wall in the Delilah's cabin), scattered human remains and the crystalline harpoons.  From these, the players built up a mental image of what they were facing that was perhaps far scarier than the actual monster would have been.  The invisibility of the creature definitely amped up the fear factor - and interestingly, from my perspective, seemed to do so better than the invisibility of the Star Vampire.  

I think what I'm proudest of was the way the ship lurched when the creature pulled itself on deck; no physical dimensions are given for the creature, but I gauged from the illustration that it was probably close to ten feet tall, and I pegged it's weight at three quarters of a ton.  So having the boat shift as it pulled itself on board...I think that, more than anything else, was what triggered the players to say "screw it, let's set the boat on fire.  No, I don't need to see what we're up against."

It was kind of a short session - we got a little bit of a late start, and then around the time Dodge got torn apart I got the head's up from Matt, the store owner, that the store would be closing in 15 minutes.  Not having time to run a full-fledged last stand, and deeming it cheap to have the creature swim under their dinghy and sink it, I decided the best ending would be a THE THING-style pyrrhic victory; they have escaped with their lives, but are stranded in the freezing North Atlantic - and the thing may still be out there.

The best part of this session was hearing Brandon voice an interest in running Cthulhu - he's been a Shadowrun GM for years, and is one of the big wargaming voices at the store, but Call of Cthulhu has really captured him.  I gave him my physical copy of the 7e Quick Start Rules, and he'll be buying the actual rulebooks when they arrive in store, hopefully in time for "Gen-Can't," an event being put on in-store for people who can't make it to GenCon.  So far 14 people have RSVP'd that they would like to play Cthulhu at Gen-Can't, so I'm going to need all the help I can get.  

Saturday, July 2, 2016

Planning Ahead; a D&D Campaign for the Future

I've been running Call of Cthulhu exclusively for months now, and love it.  I really feel good about the campaign I'm running and the additional single-shot games I'm running both at the store and at conventions.  But I also know that sooner or later I'm going to want a palate-cleanser from the unspeakable cosmic horror I'm hip-deep in.  And to tell the truth, because right now I'm not writing scenarios but running published ones, I'm not exercising my creativity *that* much on the gaming front right now.  So I've begun thinking about a D&D campaign for once "A Time to Harvest" wraps, probably mid-autumn.

Here's what I know I want:


  • More "traditional" D&D than my last campaign; fewer rayguns, more Western European fantasy tropes and Arthuriana.  I'm likely to replace some of the D&D humanoids with critters like Sciapods, Blemmyes and the like from medieval manuscripts.  How is it Blemmyes never made it into any of the Monster Manuals?
  • Sandbox adventuring.  "A Time to Harvest" is very plot-centric, and I'd like a break from leading the players from clue to clue and let them decide where they want to go and what they're going to break when they get there.  
  • Rules-lighter mechanics.  Swords & Wizardry, B/X retroclones, and 5e are all possibilities here.  3.x/Pathfinder are not.  
  • A sense that the world does not exist for the PCs, that there are constantly things going on in the setting that they aren't interacting with.  
Here's what I'm pretty sure I want:

  • Early Modern tech levels; gunpowder and early firearms exist, though will not always be easy to get, with a matchlock musket being as "high tech" in this campaign as the X-Ray Pulse Rifle was in Devil's Canyon.  This has me somewhat leaning towards using the Lamentations of the Flame Princess rules.  Longbows, crossbows, and armored warriors will be much more common.  
  • Strongly humanocentric setting.
  • A solid mix of exploration/dungeoneering adventures and castle intrigue/stuff going on in town adventures.  A number of castles within the sandbox controlled by various wizards and warriors who feel very different from one another, so visiting Castle B isn't a cookie-cutter of having visited Castle A.  Likewise, different towns have different problems.  
  • No reusing monsters; if there are orcs besieging Castle Blackstone, those are the only orcs in the sandbox.  There may be Chaotic-aligned, 1HD humanoids elsewhere in the sandbox, but they'll be, as mentioned above, Sciapods or something like that.  Mixed in with the Ogres, Harpies and Dragons will be the occasional weirder critter drawn from the Random Esoteric Creature Generator.
  • A tracker akin to Chris Kutalik's Chaos Index tracking the ebb and flow and Magic and Mundanity in the sandbox.  
And here are some of the resources I intend to be using:

Wednesday, June 29, 2016

A Time to Harvest Session 5: "Going Mad at Miskatonic"

We had a smaller group than usual this week, but still achieved a quorum so we still played, and I think had a very good session.

Our Dramatis Personae for this session:
  • Nathanlie Wingate Peaslee (played by Kai), folklore major, daughter of psychology professor Wingate Peaslee, granddaughter of economics professor Nathaniel Wingate Peaslee (See Lovecraft's The Shadow Out of Time for more on the Peaslees - I made the canonical Peaslees ten years older to allow for a college age descendant)
  •  Perry Webster (played by Dan), journalism major, on assignment for the Miskatonic Crier 
  •  Roni (played by Katie), Finnish-born history major and member of the swim team 
  •  Randall Vhloche (played by Sean), geography major 

When we last left our heroes, Nathanlie Peaslee was steeling herself to torture "Clarissa Thurber," her roommate suddenly displaying strange behaviors, for information, convinced that this was a case of the same strange fugue state that her grandfather had experienced in 1908.  She was stopped by the combined efforts of her father, Wingate Peaslee, and fellow investigator Perry Webster, who together talked her down from the idea of torture.  As they discussed other possible causes of "Clarissa's" strange behavior and whether some such causes could be found via blood test, "Clarissa" finally spoke:

"If you give me what I want, I'll tell you what you want to know."

"Clarissa" revealed that she was actually "Wesley," a chemist and body-builder taken by "the Old Ones" more than a decade earlier.  Unhappy about having his brain placed in a woman's body, he was willing to explain what he knew - that the Old Ones, alien crustaceans, had been visiting Earth for millions of years in search of minerals unavailable on their homeworld, Incredibly advanced, they can remove a still-living brain and preserve it for as long as they please in a sealed canister, even able to transplant it into a different head years or even centuries later.  The students on the Cobb's Corners trip had all had their brains removed and the brains of conditioned operatives placed in their heads, with the goal of collecting information on the Old Ones from various sources in the school's library, setting the library on fire, and stealing samples of a certain ultraheavy ore from the geology lab - ore that had precipitated the geology side of the Cobb's Corners trip.  

In exchange for this information, Wesley wanted to die with dignity; he understood there was no possibility of returning to his own body, and he was uncomfortable with living out his life as a woman.  

A shot rang out; a scarlet blossom erupted on "Wesley's" forehead, and Perry got a glimpse of the rat-like face of Terry Laslow, disappearing into the shadow.  Thinking quickly, Perry hurled a handy mason jar at the fading apparition, nailing him in the forehead.  Snapping into visibility and stunned by the attack, Laslow managed to shoot the boiler and douse the investigators in hot steam, but undeterred, Perry tackled him and Nathanlie lunged with the fireplace poker.  Holding the point inches from his face, Nathanlie demanded he stand down, which he did, calming down and going silent - and then he began to change.

A third eye opened in his forehead, his neck and arms elongating, his hands becoming claws; In a moment, Nathanlie was confronted with the monster that haunted her own nightmares almost as vividly as it did her grandfather's - one of the vast, cone-shaped beings that was somehow connected to Nathaniel Peaslee's experiences from 1908 to 1913.  Panicking, she lunged for the creature's head, embedding the poker in the floor of the basement.  Perry saw none of this, and Laslow used the confusion to kick free, though Perry managed to seize the gun and turn it on Laslow.  

Cornered, Laslow allowed the investigators some information - that he was in fact Lawrence Jarvis, he'd been in the service of the Old Ones for close to three hundred years, and that he would kill them for this.  Disappearing from view, Perry and Nathanlie heard footsteps running up the stairs and, trying to judge the location of the invisible assassin, Perry squeezed off a shot, apparently without success.  

Collecting their wits, Nathanlie and Perry met up with Roni and Randall and discussed what they'd learned.  Randall confirmed with information he'd gathered - attempting to quiz his friend Roderick "Little Rod" Block about the trip had earned him a savage punch in the nose.  Together, they made plans to arm themselves and find a way to protect the library from these strange invaders.  

To that end, Randall bought himself a golf club, Roni a knife, and Nathanlie a knife, a lever-action rifle (with attendant golf bag and club sleeve to disguise the weapon on campus) and a pint of kerosene.  

Casing the library, Roni encountered Jason Trent, the shy folklorist from the field trip, cursing in a broad cockney accent over a book on the American Revolution, and was belittled for his Scandinavian accent by Trent.  

Randall encountered Louis Gibbons, the former pre-med turned botany major, who was seemingly returning to the study of medicine, reading textbooks well above what should have been his level of expertise.  

Perry witnessed Dr. Armitage denying William Noakes, another folklore student, access to the Restricted Section, despite a note from Professor Harrold authorizing Noakes to review passages from the Necronomicon.  Perry delivered a warning to Armitage that certain students had begun acting strangely, and would likely make other attempts on the Restricted Section.  Armitage agreed to work on enhancing security.  

Nathanlie, looking into the possibility of using the library boiler room to encourage students to leave the library and thus shield them from the arson planned by the altered students, found the door locked.  She splashed some kerosene along the bottom of the door to see if it would wick under, before noticing "Little Rod," aka "Keith Clark," studying old periodicals.  Using the "real" name given to her by Clarissa/Wesley, she addressed Keith and spoke sympathetically, hoping to find another unhappy soul and potential ally.  

In response, Keith handed her a newspaper clipping from 1921, covering the discovery of the bodies of Lou Ann Clark and their two children and his own disappearance.  He explained that he'd made a deal with the Old Ones after accidentally stumbling across them on a family vacation; he gave himself to them in exchange for his wife and children's freedom and safety.  

Saturday, June 25, 2016

Aboleth Progress

"Goroloth," excuse me.  It's an Aboleth to me!

I got a lot of progress in on this figure, not least by keeping the color scheme simple.  A deep turquoise body (basecoat of Reaper Deep Ocean, highlighted Marine Teal, final highlight Aqua Surf) with fleshy undersides to the tentacles (Dusty Rose Red, drybrushed Fair Highlight) and around the mouth, and bright orange membranes to the pectoral and pelvic fins (basecoat Phoenix Red, highlighted Fire Orange) - similar, though brighter, than the 3.5 edition illustration that is the default Aboleth in my mind.   There's still a little bit of work to be done on this figure - picking out the claws on the fins and some touch-up work mostly - and then I need to figure out what I want to do about a base for him.  I would love to not have to buy an entire bag of Games Workshop flying bases to have one to mount him on for a "swimming" display; I might sculpt some coral or a strange obelisk on to a base and prop him on top of that.

I also remembered to actually take step-by-step photos this time, so here we go!

The first round of body highlights - Reaper Marine Teal brushed over the Deep Ocean basecoat.

Second round of body highlights - Aqua Surf brushed lightly over, to pick up the detail.

Basecoat of Phoenix Red applied to the fins.

Dusty Rose Red applied to the tentacles and mouth.

Fins highlighted with Fire Orange.

Picked out the eyes (all 11 of them!) in Pale Green.

Detailing the mouth and suckers with Fair Highlight.
There's a chance I'll finish him today and be able to begin work on the base; I also treated myself at the game store last night (and I left the Aboleth on the table while I was gone to prove how well-behaved Atticus is!) and picked up Reaper's Jabberwock, from their Pathfinder miniatures line, as my next project.  I just need a beamish boy to oppose him...