Monday, July 1, 2024

June review and July goals

June's gone and lots happened.

D&D went down the drain, even the ever faithful Dungeon of the Mad Mage campaign. I grew tired of lack of interest and punctuality. We are doing boardgames now instead, and I think a break will do us good.

The Golden Vault campaign is also on hold, and we started to play Call of Cthulhu 7E instead. It's terrific, I love it, hoping that my character survives the intro adventure. I will start publishing that soon as well.

Wargames went along nicely, though this is 40k and ASOIAF only. Nobody seems to want to play AoS with the new edition looming, and I forgot about the 1500 points local event last weekend. Alas, not much lost, I think. An ASOIAF tournament is coming along, which I'll attend for fun. Free Folk infantry hordes are quite enjoyable to play.

Hobby wise, I'm done with another batch of ASOIAF commissions, Free Folk this time. I'm also nearing completion with a squad or two of Chaos Marines - something new to try out during the next game. I'm just a couple squads away to accomplishing my yearly goal - in July!

But the biggest news is a rudimentary mastery over my airbrush. Whether a fluke or just accumulated experience, but I finally got it working almost as well as I hoped for priming and varnishing. I'm still mulling over whether I should pause painting and do mass priming instead, in preparation for the literal rainy days when spraying won't work.

Maybe.

Dungeon of the Mad Mage: Boss fight

Antrius allowed himself to be possessed by the ghost of Fidelio, paladin of Tyr. In exchange for killing the death tyrant Netherskull lurking in the middle of the level, Fidelio shared everything he knew about the level. As soon as Antrius rejoined his fellow adventurers[1], they recovered Brienne's magic hammer and headed straight towards the adamantium doors. With no way to breach them, the players then stalled, awaiting Ireth to enter the game. To give them something to do, I made them hear the moans of the 40 zombies hanging around the caverns. The zombies were quickly slaughtered.


Dungeon of the Mad Mage: Teleported... and burned

We continued down in the obstacle course, but now that I've read the level's rules again, I realized that 1) you can't continuously teleport and 2) there's a voiceover whenever something happens. So more footslogging this time.

Dungeon of the Mad Mage: Teleported!

Last time, I had set up a pretty good twist (or at least I'd like to think so). The goblins led the adventurers down to the next level, where they were greeted by Fire Giants sworn to Myrkul building a giant mecha-Halaster. The goblins gave over the ring, and the Fire Giant boss lady was excited to have control of the robots, possibly to speed up the construction process. I fully expected the party to battle the giants because Myrkul is our long-running mover/shaker of all evil in the realms. Instead, they... ran away. Sigh.