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 Maudeheim & Environs Part I: Updated 10/29/13

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DeafNala
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeMon 13 May 2013 - 21:18

Thanks for the kind comments, JoaoS! What a Face
I'm sure you've noticed with your own FINE works that pieces tend to gain details as you progress. I try not to rush things too much as the longer it takes the more intricate it becomes. I'm taking a break now to remove a rather thick patch of super glued Woodland Scenics turf & a layer of skin from a finger tip...one must suffer for one's art, no?! clown
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theomar pius
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 14 May 2013 - 5:02

Trees equal woodland fingers. That is truth.
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Von Kurst
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 14 May 2013 - 11:40

Quote :
Trees equal woodland fingers. That is truth.
Amen.

Great update Al. The board is progressing by heaps and fungi.
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Quase
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 14 May 2013 - 12:16

Niiiiiiice

You know what this board needs?

Some square tiles, so you can cover it all up.

Then have a small warband of figures move along the board, and as they advance, they start to 'see' where they're going, so you can take away tile per tile.
As the tiles are removed, all kinds of nasties appear which they'll have to overcome.

A bit like those PC RPGs from back in the days (Icewind dale, anyone?)

Extra rules can be triggered, like e.g. a spell cast from/to within X inches from a mushroom might just accidentally summon extra nasties, or someone dying in the vicinity of a mushroom, and so on.

The downside will be finding tiles that fit, what with all those trees and different heights
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 14 May 2013 - 14:04

Thanks for the comments, Guys! They make waking up a less negative experience...to a degree. What a Face

@Quase: I once ran a Ravenloft game with the room darkened. The only illumination was a small penlight suspended above the Adventurers to simulate the torch light efect. The result was pretty cool & quite suspenseful, but it eventually lost out to the need to find the chips & dips. clown
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 14 May 2013 - 18:32

DeafNala wrote:
but it eventually lost out to the need to find the chips & dips. clown

And so we see, that in wargaming, just as in real life, it is all about getting your priorities straight

Laughing Laughing Laughing
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DeafNala
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 21 May 2013 - 19:15

The first of a couple of Spooky Woods Boards is mostly done...there's always something to add. OH BABY!
To celebrate the Joyous Occasion, HERE FOR YOUR EDIFICATION & ENTERTAINMENT ARE A GALLERY OF TRULY MEDIOCRE PHOTOS OF NO PARTICULAR ARTISTIC WORTH:

Combo Heep was here just a moment ago to show you around...Oh Well:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1696

The Long View:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1693

It's a Long, Long Road...
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1708
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1702
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1694
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1697

Some Vulture Views:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1700
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1703
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1704
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1705

Tomorrow, unless you object strenuously enough, I'll try to post some closeups.
In the interim, your kind commentary is once more requested. clown
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Von Kurst
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 21 May 2013 - 19:44

NO! NO! The trees have eyes! And MOUTHS! AAAAIIIIEEEE!affraid

Wonderous creations, I eagerly await the close-ups. bounce
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeTue 21 May 2013 - 20:07

Thanks, V.K.! I'm glad you're enjoying the project. What a Face
Whenever I think of "the project", I envision a low income housing construction in a slum area...this is a scarier form of that idea. clown
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 22 May 2013 - 8:17

Awesome work as always Alan - it looks amazing now that you can't see the wood for the trees Wink
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 22 May 2013 - 11:10

Dazzlingly fantastic!

Nothing much more to say than what I said already!
My favourite pic is the one of the long road, where you see nothing but your table.

Any chance of having people/creatures populate the table for when you'll be taking those close-ups?
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 22 May 2013 - 14:46

Thanks for the kind commentary, Guys! That's a FINE way to start the day. What a Face

Quase wrote:
My favorite pic is the one of the long road, where you see nothing but your table.

I agree; the shots that exclude the area surrounding the board are the most atmospheric...arty is good.

Quase wrote:
Any chance of having people/creatures populate the table for when you'll be taking those close-ups?

That is an EXCELLENT suggestion...I'll pick out some appropriate minis. clown
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 22 May 2013 - 16:12

Quase : Grabs a bag of popcorn, opens up a can of sweet beverage, sits back, relaxes and starts hitting the <Refresh> button
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 22 May 2013 - 19:15

Sorry to keep you waiting, Quase...I'll try to get the new photos up soon! What a Face
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theomar pius
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 22 May 2013 - 23:57

That stone path looks brilliant, well done.
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeThu 23 May 2013 - 0:14

Thanks, theomar...glad you like it. I'm happy I resisted the yellow brick thing. What a Face
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeThu 23 May 2013 - 16:14

As promised, or threatened if you prefer, I have the first photos of a Group of Hunters braving the Perils of the Spooky Woods...it really should have a proper name...like Spooky Woods in German...names in German seems to sound ominous for some reason or other.

Zooming in on The Hunters entering The Woods:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1729

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1731

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1732

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1727

Bringing up the rear has dangers of its own:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1726

Last seen leaving The Road:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1720

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1721

I think that The Woods may prove to be a major source of entertainment...at least for moi. That aside, your kind comments would be most welcome..or you can break an Old Man's heart. clown

ADDENDUM: for the Folk that don't visit the Scenery Section, I started a Thread that will feature my Little Rogues in the Spooky Woods & other settings:

https://boringmordheimforum.forumieren.com/t7211-wandering-the-spooky-woods-other-areas-of-my-imagination#104560


Last edited by DeafNala on Thu 23 May 2013 - 19:28; edited 1 time in total
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeThu 23 May 2013 - 19:14

SPOOKY!

I've visited both threads just to make sure I see all the details.affraid
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeThu 23 May 2013 - 19:29

Thanks, V.K.! What a Face
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeFri 24 May 2013 - 10:24

Nice!

That fellowship of the schrooms don't know what they're in for.

Now these pictures really make the table come alive
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeFri 24 May 2013 - 14:39

Thanks for the kind comments & the original idea, Quase. Miniatures & appropriate terrain do seen to feed off each other, making each better than they would be separately. I now have the urge to produce yet more scenes & the characters to inhabit them...feedback & motivation feed off each other as well. What a Face
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeThu 30 May 2013 - 19:40

For The O'Leary Project or rather my friend, Anne O'Leary's Diorama, a new & hitherto unclassified Mushroom has been discovered...well fabricated out of Green Stuff & stuff is you want to get picky. SO without further ado, the sentient Mycoleria:

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1754

AND some Sentient Toadstools that claim to be part of The Project:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1756

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1755

Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 DSCN1753

As always your kind commentary is requested...kind of. clown
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeMon 3 Jun 2013 - 5:27

The new guys have kind of a Magnificent Seven vibe to them. Especially the ones with caps. Very interesting...Suspect
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeMon 3 Jun 2013 - 13:28

Thanks, V.K.! What a Face
Now that you mention it, the wide caps do look like sombreros..."we don't have to show you any stinking badges". Okay that's The Treasure of Sierra Madre, but you get the idea. Suspect
The diorama involves some Ballerinas chasing a Goblin around the Mushroom Patch/Garden. The minis are from Tom Meier's Thunderbolt Mountain line. clown
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PostSubject: Re: Maudeheim & Environs Part I: Updated 10/29/13   Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Icon_minitimeWed 5 Jun 2013 - 17:49

The ULTIMATE Destination for the Mycolearia & Friends is the Garden O'Learys shown here, courtesy of Lady Anne O'Leary Herself:

A W.I.P. Photo:
Maudeheim & Environs Part I: Updated 10/29/13 - Page 37 Mushrooms1-001_zps0bf6cb01

If you'd like to follow her progress, here is a link to her L.A.F. thread:

http://www.lead-adventure.de/index.php?topic=53703.0
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