Not-Great RPG Adventures: Trail of the Loathsome Slime (Call of Cthulhu)

As many of you know, I am an avid roleplaying gamer; by which I mean I have played many, many roleplaying games over the last forty years of my life. When I run games, I tend to run my own adventures and campaigns rather than published modules and/or scenarios; but there are some notable exceptions, and I own many hundreds of published adventures for dozens of different game systems. While some are exceptional and fit to be run as-is or with little modifications (I’ll do posts about them, too), others are useful sources of ideas; providing inspiration for new scenarios. Failing that, one can often find characters, monsters, traps, story elements and the like to unabashedly steal for your own games.

Some, though, are just bad.

Please note that this isn’t meant to tear apart published adventures or shit on someone else’s work. Many of these adventures were written in the early years of rpgs, many were written by inexperienced writers, and some just haven’t aged well. Even the most poorly-written adventure might be salvageable; or at least may contain good elements that can be used elsewhere.

In this series of posts, I will focus on some of these bad adventures; providing a summary of the adventure as-written, why I think it sucks, and what I would do (or in some cases, have already done) to fix it. I will be highlighting adventures that have been published in hardcopy by a gaming company as opposed to the current trend of community-created content available in electronic PDF form; not because I have anything against that stuff, but because I don’t own as much of it. What you will find here mostly are classic adventures for a variety of game systems, most likely published during the 80’s, 90’s or the first ten years of the new millennium.

It goes without saying, but I’ll say it anyway: I will be spoiling the shit out of these adventures, so don’t read my post if you’re going to play in one of them or want to read it yourself.

Let’s kick things off with a pretty bad adventure for one of my favorite games: Call of Cthulhu.

Trail of the Loathsome Slime (1985); by Marcus L. Rowland, published by Games Workshop

Synopsis: The year is 1983, and the investigators are contacted by “their good friend” and occultist, Walter Corey, who says he’s found something that will blow their minds; but of course won’t tell them what it is over the phone. The investigators show up at Corey’s house to find him murdered.

The previous year an ornithological expedition ship disappeared somewhere near the Falklands and it was assumed it was a casualty of the British-Argentinian Falklands conflict. Corey started dreaming about the ship and its crazed crew and published articles on his dreams. Then he bought a diary at an auction; a diary of a cultist who was executed back in 1927, who buried a chest on an island somewhere in the south Atlantic. Apparently, the mere purchasing of a diary is a newsworthy item, because news of the purchase appears in the papers and is seen by Arnold Rothman, the grandson of a fellow cult member from way back. Rothman had been serving aboard the missing ship for years, looking for that chest every chance he got. Last time, though, he broke his leg and couldn’t make the voyage where the ship was lost, so now he’s going to join another ship. He thinks that diary might hold the clues to finding the chest once and for all, so he broke into Corey’s house and killed him for it.

The investigators are supposed to discover Corey’s notes on the deciphered diary, drop everything and immediately book passage on a new ornithological survey ship to the Falklands. This new survey ship is a replacement for the old ship, because birders gotta bird. The PCs have to interview for the positions, either as scientists or crew, and there’s a decent chance they won’t be accepted. Oh yeah; this happens to be the same ship that Arnold Rothman is now serving on as second mate, too; although the investigators have no idea he’s the murderer of their “good friend”.

On the way down to the Falklands, there is an outbreak of ergot poisoning that drives most of the crew into a homicidal rage. The science team (presumably including most of the investigators) is unaffected, but they have to fend off seven crazed and murderous crew members. There are a couple of rifles and shotguns aboard, but not much else; and many of the crazed crew will try for those. Since this is for the original version of Call of Cthulhu, there’s a pretty good chance that some investigators will die before they reach the island. Whatever the case, Rothman isn’t affected either; and he runs the ship aground on Griffon Island, the site of the lost chest. Once there, the investigators and any surviving, non-crazy NPCs soon find that someone smashed the emergency radio and all their food supplies were stolen somewhere along the journey. The island is deathly quiet and mostly deserted. The reportedly huge penguin population has been decimated, and slime trails crisscross the island.

Seems like their “good friend” Corey wasn’t dreaming about the past…he was having visions of the future!

The investigators can go exploring, either on foot or using the ship’s unarmed helicopter; but it only has a range of 160 miles. (Griffon Island is 600 miles away from the nearest land, which is the Falkland Islands, so they can’t just fly away to safety.) They can also follow Rothman, who leaves the ship on his own to go looking for the chest. Either way, they soon discover a series of caverns beneath the island that were used by the former cultists. The chest is here; it contains a blasphemous mythos tome and a couple of magic swords, not the treasure Rothman was hoping for. The caverns are filled with loathsome slime (hence the name of the module), which is a by-product of the guardians of the chest: two shoggoths.

Yes, that’s correct. Two.

The investigators are now free to leave the island. assuming they can deal with a stove boat, a crazed second mate, a mostly-dead crew, no way to radio for help, a helicopter that won’t make the flight, no food and two–yes, two– shoggoths.

Commentary (why I think it’s bad): Ok, let’s start at the beginning. There’s no reason for their “good friend” Walter Corey to be in this adventure at all. He’s there to get killed and vaguely point the way to the island. That’s it. The big reveal that his dreams are precognitive and not dreams of the past doesn’t add anything to the story.

Second, the outbreak of ergot, at least as written, carries the very real possibility of a total party kill (TPK) outcome before they even reach the island. Since it’s Call of Cthulhu, most of the investigators are likely to be academic types with poor combat skills (if any); going up against manic crewmen with limited (or no) weapons is likely to result in multiple PC deaths.

Third: Speaking of the investigators, if, in keeping with early Call of Cthulhu, they are predominantly academics and “regular people”, they really have no opportunity to use their academic skills other than the beginning of the adventure to track down clues in Corey’s apartment and find out a bit about the cult. Once they’re on the boat, there’s not much to do except get killed by the crew, or get to the island and get eaten by the shoggoths.

Finally: TWO shoggoths?! It’s official: no one is supposed to survive this. It’s just not possible. There is very little on the boat or on the island that could even significantly harm a shoggoth, never mind kill it; and once again, there are TWO of the monsters on the island.

Sandy Petersen himself did a phenomenal YouTube video on why shoggoths are so dangerous. It’s well worth a watch. To summarize: they’re fast, massive, indescribably strong, almost indestructible and they’re as smart as the average human. They’re also very capable of one-shot killing any player character (or group of investigators) with ease. Some of them even know spells. In this adventure, there are a few drums of helicopter fuel that the investigators can use to make Molotovs (or detonate the drums). Those are probably their best bet, but hardly guaranteed to work. What guns they have are effectively useless, and the magic swords, while capable of causing damage, would require someone to get close enough to a shoggoth to hit it with a sword. (Good luck with that.) Unless the players are using established investigators with access to damaging spells, they might as well just let the shoggoth roll over them and get it over with.

How I’d fix it: There are some modification suggestions included at the end of the adventure. I’ll cover them at the end.

What would I do?

  1. I’d use pregenerated characters with relevant skills, or make sure my PCs had them if they were using their own investigators.
  2. Forget the whole Corey character. He’s a useless plot device. Why not just make the investigators start on the boat, perhaps on an unrelated expedition of their own? This means no auditioning for berths aboard the ship, which is a process they can fail, grinding the adventure to a halt before it starts. One of the NPC crew (Rothman) then steers the boat off-course in pursuit of his own treasure hunt; or perhaps the rest of the crew is in on it, too. They just needed a boat, and now they have one thanks to the academic expedition they signed on as crew. “Stay out of the way, eggheads; and you won’t get hurt.”
  3. If you want to keep the ergot poisoning (I wouldn’t, but YMMV), then give the PCs a fighting chance against the crew by giving them weapons; or at least an opportunity to reverse the effects of the poison. (Yes, I know real ergot poisoning has no antidote, but real ergot poisoning doesn’t happen overnight and turn you into a crazed murderer, either.) To continue the above example, maybe the PCs can try to regain control of the ship somehow, which may result in them running aground on the island; or maybe convince the crew they can help find the treasure; maybe by reading a manuscript or map in a language none of the crew can understand.
  4. Either use a different threat entirely or lose at least one of the shoggoths. One shoggoth is more than enough challenge for ANY group of investigators, never mind a group that has poor weapons and is probably already missing a few members because they fell victim to a homicidal boat crew. I can’t imagine any group of investigators in similar circumstances who could survive an encounter with two, so unless going for the almost-certain TPK is your intent, give your players a chance.

The suggestion given at the end of the adventure is to include a crashed Argentinian fighter jet that the investigators could conceivably repair and fly, or strip for missiles to combat the shoggoths. Dumb.

Another suggestion: in the event the party is exceptionally strong and has no problem defeating the shoggoths (!), have another outbreak of ergot on the return trip, assuming they can refloat the boat, or they get rescued somehow. This seems unfairly harsh in a series of unfairly harsh events. In other words, it doesn’t sound like much fun.

Trail of the Loathsome Slime isn’t a horrible adventure; it just needs a bit of streamlining and balance. It’s worth noting that this was published in the very early years of Call of Cthulhu; and would have been seen as something of a novelty as it was a modern adventure (for the time) and not set in the 1920’s. Making it a Pulp Cthulhu adventure would increase PC survivability (by a lot); it would also be interesting to update it to the modern 21st century.

What do you think?

DriveThru RPG and the Death of Creativity; or Why Censorship is Bad

This is a long one. As such, I don’t expect it will get read by anyone born this millennium; so for those of short attention span: TLDR: I hate double standards.

Although I can’t believe anyone who reads this blog wouldn’t know this already, DriveThruRPG is one of several sites (through the parent company of OneBookShelf, Inc., or OBS) that make up a huge archive of downloadable and print-on-demand RPGs, miniature games and game aids. In addition to hosting the DM’s Guild (for all things Dungeons & Dragons) the Storyteller Vault (for all World of Darkness stuff), and Wargames Vault (for miniature wargames), DriveThruRPG allows anyone to create, market, publish and sell their own games, and/or in many cases (such as through the Miskatonic Repository) create content for established games, subject to licensing restrictions. Many, many independent creators use DTRPG to market and sell their work, and many of the most creative people in the industry rely on it to make a living. I shop there quite often.

Without question, OBS has a monopoly on electronic RPG sales and distribution. This makes them extremely powerful. Last week, DriveThruRPG has released some new product standards and publisher conduct requirements, and boy, do they suck. These new standards and practices will severely curtail creativity and will almost certainly result in many creators having their content edited, restricted or outright de-platformed based upon vague requirements put in place specifically to limit the use of the site by creators DTRPG doesn’t like. Take a look:

Neither your Work, description, nor any promotional material, including blog posts or press releases, may contain racist, homophobic, discriminatory, or other repugnant views; overt political agendas or views; depictions or descriptions of criminal violence against children; rape or other acts of criminal perversion; or other obscene material without the express written permission of OneBookShelf.

You may be thinking: sounds good! I dislike all those things! They have no place in our hobby! Right? Sure, on the surface. But think about it. Those are some pretty fucking vague product standards. What are “other repugnant views?” What is “other obscene material?” What is the definition of obscene and/or repugnant, and most of all, who decides what meets this criteria?

What if I want to make a US Civil War RPG, or even an adventure for any game that is set during the Civil War? How do I avoid “overt political agendas or views” in that work? How about racism? What about if I set it during the civil rights era? Or the Crusades? I would think racism would be a topic that would figure prominently in those settings. Can my pulp adventure have a Nazi villain? If a gay NPC gets murdered in my Call of Cthulhu investigation, is that homophobic? What about if a kid gets bullied in one of my games? Is that criminal violence against children? Apparently, I need written permission from OBS to even consider including any of these if I hope to sell on their site (which, again, is the only game in town); and I can’t even talk about it on MY OWN FUCKING BLOG.

It gets better:

Hostile Marketing: Our policy regarding potentially offensive content (see Product Standards Guidelines) reported by customers is to deactivate such titles while they are being reviewed. Publishers who deliberately court controversy by making public declarations or accusations of censorship resulting from this process in order to draw attention to their products will be considered to use hostile marketing. 

Publishers who direct or support public accusations of impropriety or censorship toward OneBookShelf when their controversial titles are rejected or removed from our marketplace will also be considered to use hostile marketing. 

This behavior will not be tolerated. We have adopted a strict one-warning policy for those who engage in hostile marketing: The first incident will prompt a warning, and after a second incident, their accounts will be removed from our site permanently and immediately.

In other words, if DTRPG pulls your stuff for review after “reports by customers”, you can’t complain about it publicly. If DTRPG bans your stuff, you can’t tell anyone about it or bitch that it’s unfair, because doing so might draw increased interest to your product, and DTRPG doesn’t want that because they think it’s bad and they don’t want you to sell it. If you think DTRPG’s policies about censorship and their arbitrary enforcement and definition of same are unfair, shut the fuck up and take it; because if you talk about it on DTRPG or anywhere else, like on your personal blog, YouTube channel or Facebook page, they’ll warn you once and then you’re out on your ass. You are officially de-platformed.

Let’s apply an example with DTRPG’s new guidelines in mind. DTRPG makes mention of “potentially offensive content reported by customers”. Let’s say I write an adventure that someone doesn’t like because it contains something they find offensive. Or, better yet: let’s say I write an adventure, and someone who doesn’t like ME (hard to believe, right?) for whatever reason (maybe I fucked their mom) finds out about it. They complain to DTRPG and say my adventure contains “repugnant views”; so DTRPG pulls my adventure for review.

Here’s what happens next: While DTRPG is reviewing my product for undefined “repugnant views”, it’s not available on the site, and it’s not getting sold. If this is in the first week of release, this probably has a catastrophic effect on my profits (most products on DTRPG sell most during their first week of release, when they’re still considered “new”), regardless of whether or not DTRPG eventually decides that it contains “repugnant views” or not. So, that sourcebook or adventure or game I spent the last 6 months or two years or decade writing might turn into wasted time and no money.

DTRPG supposedly reviews it. I have looked, but I can’t find anything anywhere about how long this takes or whether they even have to look it over in a timely manner; so I guess it takes as long as it takes. In the meantime, I can’t complain publicly about how my product was pulled or publicly question why it was pulled. I can’t protest that I’m being targeted or that DTRPG is censoring my content. I can’t even use the fact that it was pulled or rejected as a mark of infamy (i.e. “Banned from DTRPG!”; bad publicity is still publicity) to drive sales elsewhere (even if I’m selling it ON MY OWN SITE). I have to shut the fuck up and take it, or risk being de-platformed forever from the only real market in town.

Quick reminder: this decision is based on feedback as “reported by customers.” Well, let’s imagine for a moment that people are assholes, and that they do asshole things like abuse social media to review-bomb a product and/or service because they dislike the person who owns it or who is responsible for its creation. Never heard of this? Go visit Yelp and take a look around for a few minutes. I’ll wait.

These policies were allegedly created in response to a creator named Venger Satanis, who apparently espouses some right-wing stuff in his work (like anti-abortion views) and supposedly often complains about DTRPG censorship as a way to promote his material (or as DTRPG calls it, engages in “hostile marketing”). Despite him having some degree of fame in the hobby community (certainly more than what little fame I have), I am not familiar with Venger Satanis, nor do I give the smallest shit about his viewpoint on anything; but the brass at OBS seems to lean pretty far left, and thus these “anti-repugnant” policies have supposedly been enacted due, at least in part, to his purported chicanery.

Regardless, this is censorship, plain and simple; and whether Venger Satanis is guilty of what they claim or not, it affects more than just him. It affects every creator (though not equally, see below); but it’s aimed squarely at “problem” creators (like Venger Satanis) and people who write what they want, who don’t feel like they need to hold your hand if you’re an adult and who defend the right of others to do the same; guys like James Edward Raggi IV (Lamentations of the Flame Princess) and “Grim Jim” Desborough (PostMortem Studios), to name but two. Both of these guys recently and immediately took a public stand against these policies, both have a lot to lose by doing so (since criticizing DTRPG publicly is now against the rules), and both have my support and admiration (whatever that’s worth) for standing up and saying that this is bullshit, even at the risk of being excluded entirely from the DTRPG market.

Book-banning and limiting free speech has traditionally been the domain of right-wing, often evangelical assholes (at least for most of my life), but the pendulum has well and truly swung. How about that double standard? Here’s an example that’s getting a lot of traction at the moment. Thirsty Sword Lesbians is a newish game published by Evil Hat Games (creators of Blades in the Dark) about thirsty sword lesbians; and they unequivocally and unapologetically state in their book that there is no such thing as an apolitical game. I certainly agree. All games push an agenda to some extent. It sure seems like the folks at Black Hat are promoting overt political views through this game, and not the conservative, evangelical kind. But it seems they don’t have anything to fear from OBS. No one is censoring Thirsty Sword Lesbians. Why the fuck not? OBS’s new standards state clearly that any work must be free from overt political beliefs or views, and this game isn’t hiding its agenda at all. What would they say if OBS told them they COULDN’T sell Thirsty Sword Lesbians on DTRPG? I’m betting they wouldn’t be happy, and they’d likely rail against the censorship. Guess some overt political views are ok, though. Since OBS’s policy is so fucking vague, make sure to ask their permission first to make sure you hold the right ones.

Evil Hat Games goes on to say that if you don’t like their politics, don’t buy their games. Once again, I agree wholeheartedly with this sentiment. This is exactly how I would handle material made by creators who espouse beliefs I find repugnant, or people I can’t abide. I won’t support them by turning my money into their money. But I am not in favor of censoring them–that’s someone else deciding for me.

To be clear, I’m not calling for anyone to censor Thirsty Sword Lesbians. This is not an indictment or criticism of that particular game (I’ve never played it, so how can I criticize it?) or its creators, or their agenda. I won’t buy that game (or games like Monster Hearts, Tales of Equestria or Mouse Guard) because I have zero interest in playing it; not because I disagree with Evil Hat’s political views. I have nothing against lesbians, be they of the thirsty sword variety or otherwise, but neither am I interested in roleplaying a swashbuckling lesbian. I don’t disagree with Evil Hat’s political views, I disagree with OBS’s selective enforcement of their own rules to promote a one-sided agenda and exclude creators who may not agree with it.

I am all for the creation and development of independent and small press games. I think it’s a good thing that diversity, inclusion and BiPOC and LGBTQ issues (and players) are enjoying more and better representation in our shared hobby. It’s long overdue; and I should know, because I’m fucking old; but even if I disagreed with the political views of the game’s creators (which, one again, I don’t), it doesn’t mean I think the game should be censored. Who the fuck am I to say that?

Here’s what I think should be censored: anything defined as illegal; and anything that spreads misinformation that is a clear danger to society, like saying that bleach injections are a good way to fight COVID and not an absolutely certain way to kill yourself. That’s clear. That’s not vague or arbitrary. That consideration should go both ways; but that overt double standard is there, and it is hypocritical, as all double standards are. (Certain people have been trying to run Lamentations of the Flame Princess out of business for years, using actual hostile marketing, not that bullshit DTRPG defines as hostile marketing; but that’s another story that you can look up, if you want.)

Like I said, I don’t know Venger Satanis or his work; but if he’s really that far to the right in his views I likely have nothing in common with him other than the fact that we both play games. Just because I’m liberal-minded doesn’t mean I think only those of like mind should have the right to publish creative works that must reflect similar views; and just because DTRPG seems to lean the same way I do doesn’t make what they’re doing right. Censorship is the death of creativity, and arbitrary censorship is the nail in the coffin; which is something I said in a recent YouTube comment and something I firmly believe.

Would saying these things get me banned over at DTRPG? Maybe so, because someone will be offended that, although I’m supportive of “their” cause, I’m not supportive enough. Yeah, I consider myself pretty liberal; but there are fucking limits. Just because all orcs are evil in my D&D game doesn’t mean I’m a racist. That’s the stupidest fucking thing I’ve ever heard. Why? Because, at the risk of offending orcs everywhere, orcs don’t actually exist. I don’t equate fictional monsters with real-life racial groups, because THAT would be racist. Just because I would rather play Lamentations of the Flame Princess than Monster Hearts doesn’t make me anti-queer; it means I like OSR games and don’t particularly like Powered by the Apocalypse games; and that I’d rather play a gritty character like Solomon Kane than play an angst-ridden, sexually-conflicted teenager who has no control over who or what turns him on (and no, that’s not an ignorant stereotype of queer people, that’s an actual fucking game mechanic in Monster Hearts). Just because I don’t find men (other than Roger) sexually attractive does not make me homophobic, it makes me (mostly) heterosexual.

I lean pretty far to the left, sure; but everything is so polarized nowadays, you are the enemy unless you are completely on-board with someone’s viewpoint, regardless of any other common ground you may share. Example: after I posted this, a hobbyist whose work I (still) greatly admire sent me an immediate email in response. He said if I actually believe that stuff really happened as it was shown on TV, he couldn’t help me. He also said that because of my views he would never visit my blog again, despite, up until then, finding my blog entertaining and enjoying my work.

Naturally, I was devastated and cried for weeks. (Not really.) In truth, I got annoyed (it doesn’t take much) and thought: go fuck yourself, you pompous, patronizing asshole. I never asked for your help. Yes, I believe it really happened as it was shown on TV, because I have eyes. A year and a half later we’re finally having hearings about it and it was way worse than most people thought. Of course, you likely watch nothing but Fox News; so you probably don’t even know there are hearings going on. Pay attention instead to the slow death of sports due to transgender athletes and rail against the injustice of it all, because that’s the really important stuff. (And yes, because someone out there will be offended because they think that I think that transgender athletes are more important than the death of Democracy, that last sentence was fucking sarcasm.)

Sorry. Got off on a bit of a tangent there. That’s been simmering for a while. Of course, that guy doesn’t come here anymore, so he won’t see it. (Right.)

Anyway…folks may say that DTRPG is not a guaranteed free-speech forum, it’s a private company, and they can do whatever they want. They’re right. Just like Chick-fil-A and Hobby Lobby can (and do) support anti-LGBTQ legislation, as is their right. If you don’t like their politics (I sure don’t), don’t give them your money. There are other places to buy a fucking chicken sandwich and a box of crayons. In this case, though, OBS is pretty much the only game in town if you want electronic distribution for your gaming product, or if you want to buy digital RPG content. There’s no significant competitor, and they are a site whose entire business model is based upon soliciting the creativity of gamers and game designers. Now they’re saying “feel free to create, but only create what we’re ok with. We won’t concretely define what that is, so ask us first to make sure it’s ok. Make sure you don’t offend us, and God forbid you complain about us anywhere.”

They can do that, because they’re a private company. But they’re also pretty much a monopoly. They ARE the market for electronic and community-created gaming content. If you want to sell your stuff successfully, you’re gonna have to deal with them, and kiss the fucking ring.

That’s kind of bullshit.

UPDATE: So, it’s already starting. Miguel Ribeiro, a talented game creator and reviewer from Portugal and co-host of The Red Room YouTube channel has had one of his products removed from DTRPG already, because it received ONE complaint “from a customer”. Someone doesn’t like the title and/or content of his game; but they had to really go looking for it to find it in the first place, as it’s labeled as adult content already. More likely, they don’t like Miguel, as he’s a pretty opinionated guy who…surprise!…doesn’t tow the line.

He has posted this video about the DTRPG situation, and he’s effectively breaking their rules by talking about it at all. Nonetheless, he has my wholehearted support for doing so. Fair warning: Miguel may be a gifted and prolific game designer; but he needs to reign it in as a broadcaster. He has the SUPREMELY ANNOYING habit of interrupting and talking over his co-host all the time. Don’t let his message get lost.

Season of Scenery 2022: Terok Nor

Today is July 4th; and here in America we celebrate our liberation from the tyranny of the evil British with day-long festivals of song and story (i.e. your drunk uncle reminding you that “There’s NOTHING more important than family” , somehow making family a five-syllable word, and yelling for Skynrd’s Freebird). These festivities almost always include copious amounts of barbecued meat, deviled eggs and potato salad; washed down with the alcoholic beverage of your choice (i.e. cheap beer). Since we are America, there’s a better than average chance of firearms being involved, too; and not necessarily in a good way (if there is such a thing).

Note: A quick look at the news, and guess what? Fucking predictable. (Fucking preventable, too; but this is supposed to be a happy post.)

But: this is not the way of things here at the palatial estate of The Angry Piper. Sure, there’s barbecued meat and drinking involved, but here, all I’m thinking about is the Season of Scenery, and what my plans are for it.

So, what am I doing for the Season of Scenery this year? I’m making my first non-wargaming plastic model kit in decades, and it’s a good one. From 1994: the AMT official Star Trek model of space station Terok Nor, a.k.a. Deep Space Nine!

I picked up this kit a couple of years back. The box is in sad shape, but it was never opened (as the stale waft of air I got when removing the shrink wrap can attest).

I opened it up, and it’s complete and in good shape. It even has this Star Trek Fan Club card in it. Wonder if I can still join?

Now, in the interest of full disclosure, this will be my second attempt at this kit. I first tried it way back in 1995 or so; but I didn’t get very far. I put together the ring pieces, but was distressed by the gaps between them. So, I did what any modeler worth his sack would do. I used putty.

Of course, back then, this is what I had for putty: Testors modeling putty, which, like most Testors products (with the notable exception of Dullcote) SUCKS DONKEY BALLS. This has the consistency of watery toothpaste; not putty. They actually still make this shit, believe it or not. Anyway, suffice it to say that I used a lot of this and not only failed to fill any gaps, I made my model look so bad, I never wanted to touch it again and I threw the entire fucking thing in the trash. What a waste, I know. Almost 30 years later, I’ve learned a thing or two about modeling and more important; I’ve learned how to fill a fucking gap with ACTUAL, REAL putty, not whatever this shit is. I think I got this.

Also, I seem to remember that “Skill Level 2” was bullshit. This is a more advanced kit that includes the option for LED lights, should you wish to add them. I think you need to add them while you’re building it, though…I’ll have to take a look.

Deep Space Nine is probably my favorite Star Trek series (although I waffle between TNG, TOS and DS9 depending on my mood). Sadly, July 1 marked the last day the series was available for streaming on Netflix here in the US (damn you, Paramount Plus!), so I can’t watch it any time I want to any more. I thought: what better time than now to take a second crack at this kit?

Of course, Dave the Gracious (that’s a new nickname for you, Dave) gives us TWO months for this challenge; and I’d like to think I can get this done with time to spare…so I have these as a backup project: Assets and Hazards for the Alien: Another Glorious Day in the Corps board game. You know, that same board game I was so excited about that I still haven’t played, despite painting all the miniatures?

Oh, wait…that doesn’t actually narrow it down, does it?

Anyway, next time will be a full rant. I promise.

Half-Elf Ranger

For my Character of the Month and for Tom’s #paintanadventuringparty challenge on Instagram, I decided to do this half-elven ranger, sculpted by Dennis Mize for the Ral Partha AD&D Adventurers collection back in 1989.

Another old-school, metal miniature from yesteryear that’s been sitting in my pile of shame without a drop of paint on him since the day he was purchased.

I’m really happy with the way he came out, and I’m glad I chose yellow as the prominent color. I hate painting yellow, but for some reason I thought it would look good.

True to form, I waited until the last possible day to finish him up, but that still counts!

This month has been fun. Make sure to stop by Carrion Crow’s Buffet for the Forgotten Heroes blogroll and check out everyone’s fantastic submissions. Next month here at Dead Dick’s Tavern starts with a major gripe session, followed by more pop culture miniatures, another character of the month, and…oh, yeah…a little thing called the Season of Scenery, hosted by Mr. Star Wars himself: Dave Stone! This year, I have decided to merge both the Season of Scenery challenge and my own Year of Pop Culture and work on something that will satisfy both.

Character Studies: Rhin Valim (Star Trek Adventures) Part 2

The backstory for Lieutenant Junior Grade Rhin Valim, Starfleet Security Division can be found here. What follows is an explanation of his Attributes and Disciplines, his Talents, Values and Focuses: all the things that come into play quite a lot in Star Trek Adventures. Rather than get into the nitty-gritty of how these things work mechanically, I’ll just give a broad description of each and how it relates to his character; in other words, why I chose them and why I think they makes sense for this character.

Attributes and Disciplines

Attributes have a score range of 7-12, while Disciplines have a range of 1-5. Rhin Valim’s highest Attribute is Fitness at 12 (he’s in spectacular shape), and his highest Discipline is Security at 5 (not surprising, he’s been fighting all his life). His second highest Attribute is Daring at 11 (He’s used to taking risks) and his next highest Discipline is Engineering at 3 (he’s more than competent). His remaining Attributes (Control, Insight, Presence and Reason) and Disciplines (Command, Conn, Science and Medicine) are fairly average.

Attributes and Disciplines are used in combination with each other to attempt tasks. Rhin is a very physical character with a good knowledge of both combat and engineering.

Focuses

These are the things Rhin is really good at: his particular set of skills, if you like. He has a better chance of succeeding at these tasks and of achieving better results than most people. Rhin’s focuses are: Small Unit Tactics, Infiltration, Espionage, Hand to Hand Combat, Hand Phasers and Hazard Awareness. All of these focuses fit a character who grew to adulthood in the Bajoran resistance and spent most of his life waging guerilla warfare.

Talents

These are traits that give Rhin bonuses in certain situations. Once again, these are primarily a result of his work in the Bajoran resistance.

Constantly Watching: Rhin is very good at seeing threats. He’s pretty tough to ambush or blindside.

Pack Tactics: Rhin knows how to pile on when he needs to. Other characters benefit more than they normally would if Rhin assists them during combat.

Crisis Management: He can give commands in combat situations, even if he isn’t in command. This isn’t “official” command status; it’s just that he is the kind of guy who people listen to when things go south.

Fire at Will: Usually, it’s difficult to fire with accuracy the more times you shoot, but Rhin doesn’t suffer from that. Rhin is used to laying down fire.

Values

Finally, these are the things that Rhin thinks are important: his ideals and aspirations. In game terms, you can invoke (or challenge) a value in order to gain big bonuses; so when your values come into play, it’s a big deal.

For example: one of Captain Kirk’s values is “I don’t believe in a no-win situation.” People familiar with Kirk would agree he’s not the kind of guy who gives up, even in the face of overwhelming odds. When faced with a seemingly no-win situation, Kirk’s player could invoke this value to get a big bonus on his intended action. It also tells us a bit about Captain Kirk, so anyone could use this value to guide their roleplay of the character.

Rhin Valim’s values are:

Resistance Fighter: The Bajoran resistance was hardly a well-equipped force. Rhin is used to making do with whatever is available, working with what you have, not with what you wish you had. It’s great to have the right tool for the job, but sometimes you need to use a rock because you don’t have a hammer. Starfleet has all the hammers anyone could ever need. Rhin’s still not used to that.

“Put faith in yourself. It’s the only thing worth believing in.” Rhin doesn’t put faith in a higher power or the promises of politicians, because he’s seen what those amount to: nothing. If you don’t do it yourself, it won’t get done. Don’t trust anyone or anything to act in your best interests. Only you can do that.

“No one gets left behind.” This one is pretty self-explanatory. Rhin will go out of his way and risk life and limb for his fellow soldiers, even if he doesn’t particularly like them. As much as possible, the wounded get evacuated, bodies get recovered and identified, and most of all, prisoners get rescued. Otherwise, what are you really fighting for?

“Improvise. Overcome. Adapt. Or die.” Again, pretty self-explanatory. Don’t stick to a plan if it isn’t working. There’s nothing noble about getting killed because you were too stupid to zig when someone commanded you to zag. This value is probably why Rhin hasn’t advanced much in rank; he’s not afraid to buck the chain of command if it means saving lives, including his own.

As stated above, you can also challenge a value if it’s dramatically appropriate, and if successful, you can get big results just as if you had invoked it. For example, let’s say Rhin was in a situation where he was faced with trusting someone he didn’t know. Normally, because of his “put faith in yourself” value, he wouldn’t be able to do that easily, and he’d have to fend for himself. But what if I challenge it instead of invoking it? Rhin takes the chance and gets the bonus, but then I would have to cross out that value and choose a new one. People change.

Sadly, I never got to play this character. Maybe one day I will. I think he could be interesting, as he clearly lacks the mindset for Starfleet; but could be an asset to the right crew. He’s a lot like Major Kira Nerys at the beginning of Deep Space Nine, only Kira had her faith in the Prophets to guide her decisions. Rhin doesn’t. It would be fun to see how he reacts to serving alongside someone similar.

Forgotten Heroes 2022: The Hypno-Hustler!

A couple of years back, Bill Maher had a segment on his show called “I don’t know it for a fact; I just know it’s true.” He would say amusing things like “I don’t know for a fact that Justin Trudeau moonlights as a tantric yoga instructor; I just know it’s true.” See? That’s a joke, because Justin Trudeau is a good-looking youngish guy who probably gets laid a lot; but he’s also the Prime Minister of Canada.

I don’t know for a fact that Jeremy, a.k.a. Carrion Crow, sounds exactly like Lenny Mclean, a.k.a. Barry the Baptist from Lock, Stock and Two Smoking Barrels; I just know it’s true. That’s a joke, too, because lest there be any confusion, I’ve never actually heard Carrion Crow speak. Still, I find it amusing to imagine him saying things like “If you don’t wanna be countin’ the fingers you ‘aven’t got, I suggest you get those guns! Quick!”

I don’t know for a fact that Forgotten Heroes is the greatest painting challenge in the history of painting challenges, I just know it’s true; because this year it gave me the opportunity to create one of my favorite all-time villains: the Hypno-Hustler!

From Wikipedia: Antoine Desloin is the lead singer of the Mercy Killers, going by the name of Hypno-Hustler. He and his band were scheduled to perform at a nightclub called “Beyond Forever”. When the club’s manager catches Hypno-Hustler robbing his safe, Hypno-Hustler used his hypnotic equipment on the manager. When it came time to perform, Hypno-Hustler and his band used their hypnotizing equipment on the audience in a plan to rob them as well. Peter Parker was at the club at the time and changed into Spider-Man. During the fight, Spider-Man discovered that Hypno-Hustler’s headphones protected him from his own hypnotic music. Spider-Man managed to remove them from Hypno-Hustler causing him to become a victim of his own hypnosis. When the audience was free of the hypnosis, Hypno-Hustler and his Mercy Killers were webbed up and left for the police.

So: Hypno-Hustler can hypnotize people with his music; but, failing that, he can resort to the toe-spikes and knockout gas he has hidden in his big platform heels. He also plays the guitar.

Hypno-Hustler made his debut in November, 1978 in Peter Parker, the Spectacular Spider-Man #24; and then promptly vanished from comics for 24 years, until Spider-Man: Tangled Web #16 (released in November of 2002). He was created by the great Bill Mantlo; who sadly has been dealing with long-term injuries from a hit-and-run accident in the early 90’s. Bill Mantlo worked on a ton of incredible comics in the 60’s, 70’s and 80’s, and created some great characters; like Cloak and Dagger, Jack of Hearts, Rom: Spaceknight and (most famous nowadays) Rocket Raccoon; the royalties of which allowed him to finally leave the nursing facility he’d been living in for 25 years and return to home care.

Before we dive in to the miniature conversion process, please feel free to get in the mood with this sketch from Key and Peele, which still cracks me up every time I watch it.

To make Hypno-Hustler, I used this DC Hypertime Booster Gold Heroclix miniature as the base. I trimmed him off his flight disc, but kept the plastic under his feet to give him some height afforded by his KISS-esque boots.

From there it wasn’t too hard to add green stuff and Magic Sculpt to make his afro, chest speaker/amp, belt and shoulder trim. I also added his headphones and tried to define his goggles a bit. Then I gave him a microphone so he wasn’t empty-handed.

But something was conspicuously absent (and no, it wasn’t the Mercy Killers). Hypno-Hustler needed a guitar, and, not surprisingly, Booster Gold didn’t come with one. I looked for a suitable guitar I could cannibalize amongst my many miniatures and bitz. No luck.

My next step was to find a 28mm scale guitar bit somewhere else. I looked at silver charms (for charm bracelets), and found something perfect, except that it was just too big enough to look wrong. I finally looked for manufacturers that make musical instrument conversion bits. I thought for sure Reaper did, but nope. All Fantasy themed instruments, no electric guitars. Eventually, PaulCollins at The Miniatures Page pointed me to two British companies: Spellcrow and Zealot miniatures, respectively.

Although available in the USA through Amazon and Noble Knight, the Spellcrow guitars are a bit too Slaanesh Noise Marine for me (and certainly for the Hypno-Hustler). They weren’t the right shape, either.

In contrast, the Zealot miniatures guitars were awesome. Just what I needed. Unfortunately, they are only available from the company in the UK, and I’m not going to pay that much shipping for one little guitar sprue.

Which means I had to make my own. I know it sucks, but it’s for the Hypno-Hustler; so who cares? I put it on his back, anyway. I was going to sculpt the guitar strap, but it would clutter up the front of the miniature if I did, so I left it out.

And here he is, ready to funk up the place: The Hypno-Hustler! Painting him was pretty easy, as Hypno-Hustler has a limited color palette: white with purple acoutrements. I listened to a lot of Earth, Wind and Fire and Parliament-Funkadelic while I did.

I’m least happy with his base. I didn’t know what to do, so I just painted it like a spotlight. I considered adding glitter to it; but as anyone who’s ever been to a strip club knows (so I hear), glitter gets everywhere.

With Spider-man’s greatest (I said greatest, damn you!) nemesis now complete, I have no excuse not to break out the Super Mission Force any longer. It’s been way too long!

Thanks as always to Carrion Crow for hosting Forgotten Heroes. He did a member of Spidey’s Rogues Gallery himself this year: The Spot! Go check it out, along with a link to everyone else’s fun contributions!

Make Mine Forgotten Heroes!

The Pawn: Part 7

At the ops station, Commander Riker leaned on one leg, rested his elbow on his knee, and gazed at the main viewer. Enterprise had followed the quantum drive signatures to a dense asteroid field, the remains of a planetary collision eons ago. “Great,” he said. “If the Romulans are in there, we’ll never find them.”

Data glanced over his shoulder. “Not necessarily, Commander. I believe I may have a method. Are you familiar with Newton’s Third Law of Motion?”

Riker straightened uncomfortably. “It’s…uh…been a while since my academy physics classes.”

“I see.” Data frowned. He didn’t, really, He could never understand why humans thought answering a question with irrelevant information was a valid answer; but he recognized Riker’s response was meant as a negative. He continued: “Put simply, every object in space exerts gravity on every other object. I propose that we could find the cloaked vessel by tracing the patterns of gravimetric force and finding the void where the ship should be, based on the force it exerts on the other surrounding objects; namely, the asteroids.”

“If that works, why aren’t we using that method to find cloaked ships all the time?” asked Riker.

“It would not work in open space, Commander; the distances between objects and the miniscule forces exerted would make measurement functionally impossible. However, this is a unique situation. The cloaked vessel has taken refuge in the asteroid field, no doubt for the extra camouflage it offers; however such close proximity to other bodies may, paradoxically, make it easier to trace the gravimetric force patterns and pinpoint the vessel’s location.”

“That’s still a staggering number of variables to account for, Data,” said Picard, joining them. “Is the Enterprise computer even capable of that many calculations?”

“I believe so, sir; if I interface my positronic matrix to assist with the calculations.”

“Make it so,” said Picard.

Enterprise glided silently through the asteroid field, trusting in its navigational deflectors to keep the massive rocks at bay. The bridge was quiet, all eyes on Data; who sat at the operations console staring straight ahead, unblinking. Although it seemed like hours, only about ten minutes passed before the android spoke. “I believe I have located the ship, Captain.”

The viewscreen focused on an unremarkable asteroid, one among millions. “I believe the cloaked vessel is maintaining a position within 5000 km of this asteroid, sir; but I cannot be more specific than that.”

“He could hide there forever,” said Riker. “All he has to do is stay cloaked.”

“Indeed,” Picard sighed. “Suggestions?”

From the tactical station, Dresa spoke up. “Captain, I believe I have a way to reveal the Romulan vessel, but we must act quickly.”

“Explain,” said Picard.

“There’s no time,” said Dresa. “It has to be now, or we’ll lose our chance.”

Picard looked at Worf and nodded. “Proceed, Commander Dresa.”

Worf stepped back from tactical, and Dresa took his place. She glanced at the controls for a moment, then tapped a few buttons in rapid sequence. Before anyone could react, Enterprise fired at salvo of photon torpedoes at the asteroid, blowing it into chunks of space dust.

Worf sprang forward and flung Dresa away from the console as Riker shot to his feet and whirled around. “What the hell do you think you’re doing?!”

The Klingon woman said nothing, but gestured to the viewscreen, where the unmistakable outline of a Romulan Scout Vessel was flickering in and out of visibility as thousands of asteroid fragments impacted the vessel’s hull. After a moment, the cloak failed completely.

“Report!” ordered Picard.

“Captain,” said Data, “the Romulan vessel’s shields were dowin order n to engage the cloak. I am reading multiple impacts across all decks, resulting in severe damage to the Romulan ship. It is currently unable to raise shields or employ it’s cloaking device.”

“Good,” said Dresa. “They should be willing to talk now.”

Picard stared at her. “Mr. Worf. Get her the hell off my bridge.”

Worf, seething, barely gestured towards the turbolift. “Move,” he said. After a moment, Dresa complied, casting a final look at the viewscreen, where the Romulan vessel began sporadically venting plasma.

“Captain, the Romulan vessel is hailing us,” said Data.

“On screen.” On the main viewer, the image of the damaged ship was replaced by the face of an angry-looking Romulan.

“My name is Captain Jean-Luc Picard of the Federation starship Enterprise,” said Picard.

“I know who you are!” spat the Romulan. “You dare attack a vessel of the Romulan Star Empire? This is an act of war!”

“To whom am I speaking?”

“Sub-commander Mirak!” sputtered the Romulan.

“We regret the damage caused to your vessel, Sub-commander Mirak; and will certainly assist in any way we can,” said Picard. “Although you have no cause to believe me, it was accidental. We have been tracking a saboteur responsible for the destruction of a Klingon vessel. The trail led us here.”

“You’re right. I don’t believe you,” said Mirak. “I find it strange that the Federation should concern itself so deeply with Klingon affairs.”

“The Klingons are our allies, Sub-commander. Perhaps you can explain your own presence here in the Neutral Zone?”

“We were dispatched to investigate reports of a rogue Federation starship–your starship– crossing the Neutral Zone,” said Mirak. “Your presence here and your unprovoked attack is a clear violation of the treaty. As you can see, there is no saboteur here. Therefore, you should leave. Now.”

Picard turned and gestured to Lieutenant Bailey, who had taken Worf’s place at tactical. She muted communications. He turned a questioning look to Counselor Troi.

She shrugged. “I don’t need to tell you he’s angry, Captain. Very angry, most likely at being discovered. He’s vulnerable and he knows it.”

Picard nodded and signaled communications should resume. “What I find odd, Sub-commander, is that we crossed the Neutral Zone less than one hour ago, and yet here you are, far closer to the Federation side of the border than you should be able to reach in that amount of time. Unless, of course, you were already here in the Zone, or perhaps even in Federation space. That would, as you say, be in clear violation of the treaty. Perhaps we should discuss this matter further in an environment that is less hazardous.”

“There is nothing to discuss. I have already told you we had nothing to do with the destruction of the Mok’tagh.”

Picard exchanged a glance with Riker before replying. “I do not recall giving you the name of the Klingon ship that was destroyed, Sub-commander Mirak.”

“Sir,” Data warned, “I am detecting two Romulan Warbirds crossing the border to the Neutral Zone from Romulan space, headed in this direction at maximum warp. They will be within weapons range in seventeen minutes, four seconds.”

“I think this conversation is over, Captain Picard,” Mirak said with a triumphant smile. “I suggest you take my advice and leave while you still can. I will not advise you again.”

“Your vessel is severely damaged, Sub-commander. Since you have no shields,” said Picard. “we could easily transport you and every one of your crew to Enterprise, where we will ensure your comfort and safety while we continue our discussion.”

“You wouldn’t dare,” said Mirak, uncertain.

Picard let the question linger a moment. “No,” he said. “As a show of good faith, and to prove the damage to your vessel was indeed an accident, we will let things stand as they are; for now. But you have told me all I need to know, Mirak; and the Klingons will be most interested in what I have learned.”

Some Klingons, perhaps.” Mirak smiled. The viewscreen went blank as the Romulan Sub-commander cut communication.

“What the hell is that supposed to mean?” asked Riker.

Picard frowned. “I have a feeling we have been led on a snipe hunt, Number One. Ensign McKnight, set course for Varuna three. warp seven.”

Finally! I got to play a game! Unfortunately, it wasn’t very exciting, and recording it fully here wouldn’t do much; but it was a scenario where the outcome would shape the coming story, so a review is in order.

This scenario was simple. Can the USS Enterprise-D find the cloaked Romulan vessel in the asteroid field before it can slip away?

I have a bunch of Heroclix and Deep Cuts Star Trek ships I’ve been dying to use, so I decided to use Star Trek: Attack Wing as my rules set (mainly because I sold my A Call to Arms: Starfleet rules long ago, and I don’t really own any other space combat rules other than War Rocket, which isn’t suitable). I encountered a problem quickly: Attack Wing is by nature a combat simulation and has almost no rules that aren’t combat rules. That will be fine later on in the story if the Enterprise needs to slug it out with some other ships (fingers crossed), but for now, all I needed was some way to play cat-and-mouse with the Romulan vessel.

Not knowing how your opponent will move and what actions he will take is a big part of the challenge of Attack Wing. Since I was playing both sides, how could I work around this? The answer was random movement for the Romulans, to be determined after Enterprise moved each turn. I copied all the allowable movement options for a Romulan Scout ship and assigned them a number, then rolled a die to see what they would do. The Romulans would obviously not fly into an asteroid or the Enterprise herself; but otherwise their movement was determined by a roll on a random table.

In Star Trek: Attack Wing, cloaked ships are given an extra 4 Defense dice while cloaked to represent how hard it is to target them. The Romulan scout ship normally has a Agility of 3, so adding the cloaking device brings it to 7 Defense dice. Not too shabby.

The USS Enterprise-D has an Attack value of 4. I decided Data’s clever idea would give an additional +1, for a total of 5. This represents the Enterprise’s ability to scan for the cloaked vessel.

Each turn, after movement was determined, I would check the range between the ships. Assuming the ships were within firing range, I would make a scanning (attack) roll for the Enterprise-D, resisted by the Romulan defense. If the ships were ever not in range of each other, that counted as a win for the Romulan side. The first side to win three rounds would win the scenario; meaning if Enterprise wins, they detect the Romulan vessel, and if the Romulans win, they manage to slip away and avoid detection.

Well, you can see how it ultimately went. Enterprise basically chased the Romulans around an asteroid for four turns. Not even worth the setup! Even with two fewer dice, the Enterprise managed to detect the Romulan ship 3-1, with the Romulans only scoring one round. Pretty bad rolling for the Romulans, considering the advantage they had! There wasn’t any combat this time around; but you never know what can happen. I might have to break out the Attack Wing rules in earnest soon…but anyway, here’s an excuse to show off my painted Enterprise-D. (That’s a factory job on the Romulan Heroclix ship.)

Meanwhile, what’s happening on Varuna three? We’ll find out Barclay’s fate in the next AAR, which will definitely be more detailed as it will be a return to Fantastic Worlds Trek skirmishing!

Character Studies: Rhin Valim (Star Trek Adventures) Part 1

This is a character I created for an online game of Star Trek Adventures. The game never ended up happening; but I thought I’d share him here anyway. In this first post, I’ll detail the character’s back story. In the next post, I’ll discuss a bit about his Atributes, Disciplines, Talents, Values and Focuses; all of which play an important part in Star Trek Adventures.

Rhin Valim

Rhin Valim was born to artisan parents in Kendra Province on Bajor. His mother was a potter, his father a landscape architect. Perhaps Rhin Valim could have been talented in one or the other, but he never got the chance. When he was four, the Cardassians came to Bajor. Once your planet is occupied and your family is sent to a labor camp, pottery and flowers seem a lot less important.

Unlike most Bajorans, Rhin Valim is not a man of faith. He believes the Prophets, if they even exist, stopped caring about Bajor long ago. For his part, Rhin stopped caring about the Prophets when he was ten. By then, he was an orphan; and not a single prayer or appeal to the Prophets had ever done him or anyone else he knew any good. Now that their supposed “Emissary” is a Starfleet Commander in charge of a former Cardassian labor camp/mining station, he can’t understand why no other Bajorans can see the absurdity of their entire religion. The Prophets never did a damn thing for Bajor, certainly not in recent history.

Who actually did something for Bajor? He did. Rhin Valim, and those like him in the Bajoran Resistance. The Resistance is who liberated Bajor, one dead Cardassian at a time; not the Vedeks, or the Kai, or the Prophets. At least some of the Vedeks were Resistance fighters. The Prophets were nowhere to be found.

Once the Cardassians withdrew, Rhin was dismayed to see the various factions of the provisional government quickly degenerate into a disorganized mess, praising the Prophets for their liberation while securing their own power bases. If it weren’t for the Federation, the Cardassians never would have left; and Rhin would still be avenging every Bajoran who was beaten, abused, murdered or worked to death in a filthy camp by a Cardassian overseer. Rhin long ago lost count of how many Cardassians he has personally killed.

It’s a large number, and he doesn’t regret a single one.

Like all Bajorans who weren’t collaborators, Rhin is grateful for the Federation’s help in ending the occupation. But he knows the Federation had a vested interest in keeping the Cardassians off of Bajor; and since the discovery of the wormhole, that determination seems to have increased. Rhin Valim joined Starfleet because he couldn’t stomach working for the Bajoran Provisional Government, not out of love for Starfleet. For now, Starfleet’s interests align with his; but he is no career soldier. He has no interest in rising through the ranks, and little use for exploration and discovery when his home world is still very much under Cardassian threat.

Because of the skills he learned in the D’arana Resistance Cell, Rhin Valim was best suited to Security Division. Rhin already knew how to fire a phaser and check an ID; and he knew how to hit someone and make it hurt. His instructors at the Academy were impressed.

Unbeknownst to them, though, he also knew how to defeat security systems, jury-rig explosives, extract information from those unwilling to impart it, plan and execute an ambush so that not a single target got out alive, blend into the surrounding terrain and/or population to escape detection, sabotage a power generator, blackmail an asset, infiltrate a high-security outpost, and silently and effectively murder a Cardassian Gul in his bed while his wife slept peacefully beside him.

Skills not taught at Starfleet Academy, but learned at great cost in the Bajoran Resistance.

Rhin Valim is a quiet man with few friends, not because he is difficult to get along with; but because he is extremely focused on survival, even now. He knows how quickly things can change for the worse. Although not obvious, he constantly scans his environment for threats and takes the measure of his companions early and often, taking nothing for granted, not even food and basic necessities, things that should not be a concern for a member of Starfleet. At Lieutenant Jr. Grade, he is a low-ranking officer; but despite this he likely has a better understanding of the capabilities of the individuals on his team than they have of themselves. Rhin’s opinions on the Prophets of Bajor are not popular among his own people and he does not go out of his way to share them; but neither does he wear the traditional earring symbolic of the Bajoran faith. Likewise, despite the inclusivity that Starfleet tries to instill in its recruits, Rhin Valim hates Cardassians. All Cardassians, without exception.

He tries to keep that to himself, too.

Forgotten Heroes 2022: Rainbow Boy

For my first submission to Forgotten Heroes 2022, I present: Rainbow Boy!

Before anyone calls bullshit on me, Rainbow Boy is a REAL character, and he certainly fits the designation of “Forgotten Hero”. He only appeared a total of nine times in comics. I’m a lifelong comic fan, and I’d never heard of him in my life, until @howardswinford, a guy on Instagram, posted a picture of him. Then I found this book: The League of Regrettable Super Heroes, which contains an entry for Rainbow Boy (and a plethora of inspiration for future Forgotten Heroes submissions). Since then, I’ve been utterly fascinated by him.

Rainbow Boy, real name Jack Walton, gained the superpower of “rainbow control” through unknown means. He can fly (or perhaps “cavort merrily”) at the speed of light; and when he does, he leaves a rainbow trail in his wake that he can shape into various forms. Those are his powers.

He needs nothing else. Rainbow Boy is FUCKING AWESOME.

June, the month of Forgotten Heroes, happens to be Pride month here in the USA. Now I know what you’re all thinking, but you’d be wrong. I did not choose Rainbow Boy in celebration of Pride Month. Rainbow Boy debuted in 1942. Like all men who wore tights back then, there is absolutely nothing to indicate that Rainbow Boy is anything but a heterosexual, cisgender white male.

Nothing. Nothing at all.

Of course, it was the 40’s, and gay people didn’t exist back then. Rainbow Boy is in the public domain now; and the times, they are a-changin’; so nowadays he should feel free to be whoever he wants, be it breakfast cereal mascot (as suggested in his entry) or LGBTQ+ icon. After all, he just turned 80. If not now, when? (Edit: I feel the need to specifically qualify the blatantly ignorant first sentence of this paragraph as sarcasm. I shouldn’t have to, as it takes away somewhat from the humor intended; but it’s possible I will be misunderstood as homophobic and uninformed. Lest anyone think I am homophobic, uninformed, or in any way serious when I write that gay people didn’t exist in the 40’s, I am not. I am aware that gay people existed in the 1940s; also prior to the 40’s throughout history, and every day since.)

To make Rainbow Boy, I used two miniatures: a Heroclix Aquaman, and a Heroclix Rogue; Aquaman for Rainbow Boy himself, and Rogue’s weird air contrail for Rainbow Boy’s eponymous rainbow. With my meager sculpting skills, I was able to form Rainbow Boy’s cowl and Spartan-like mohawk, his bracers, and his circular belt buckle from green stuff and Magic Sculpt.

You would think painting Rainbow Boy would be easy; after all his costume is mostly white and red. Not so much, though. As is common with many Clix models, Aquaman was caked with paint that is so difficult to remove I didn’t even try; I just painted over it. The result is a little heavy-handed, as you can see.

I primed him white and gave him a good wash of Nuln OIl before highlighting up. His odd, pastel rainbow was more of a challenge, as it appears on his chest, cowl plume and wristbands. I did my best; but freehanding something so small and lightly-colored was tough.

Finding free time has once again proven to be a challenge for me this month. I had hoped to have Rainbow Boy done earlier than this, because I have one more miniature I really want to get to by month’s end…someone I’ve been dying to make for a long time. A return to Star Trek is also planned as Lieutenant Barclay has been patiently waiting to learn his fate for over a month, now! Just gotta find the time somewhere…

Monster May(hem) 2022 Roundup!

Well, another Monster May(hem) has come and gone; and once again, I am so happy to welcome everyone who participated, both out here in the blogosphere and on Instagram! After a glacial start to the month, I managed to crowbar in a few more monsters at the eleventh hour. Not the way I like to work, but it’s what life dealt me this month…

It was a Nolzur’s kinda year for me, as 75% of my submissions this year came from that exceptional (as far as monsters are concerned, anywway) line of miniatures. I posted my Manticore previously; but since then, I’ve completed three more miniatures, starting with this Cave Bear.

What’s that? Not a monster, you say? Merely an animal? Well, my Lamentations of the Flame Princess players might disagree with you, as they recently came face-to-slobbering-face with one of these, which happened to be rabid, to boot! That could have ended in a very different way, but they managed to drive it off in a hail of black powder and lead bullets!

I used mostly Citadel paints on this. The bear was primed black, then painted Mournfang Brown,, highlighted with Deathclaw Brown, then washed in a 50/50 mix of Agrax Earthshade and Nuln Oil, then drybrushed with Vallejo Ivory. A final wash in the recesses with some straight Nuln Oil and it was done. I used some Woodland Scenics leaves on the base and I think he looks ok (although not as fierce as the one in my game, perhaps).

Up next, this Venom Troll; the submission of which I have the most pictures, but the least to say. I actually bought this months ago because I thought it would look good as a boss zombie. I was going to paint her (?) with mottled, zombie-like flesh; but I decided to go with a standard-looking greenish troll instead.

Her skin tone was achieved by using two types of Vallejo greens washed in old GW yellow wash, then the recesses were done in Athonian Camoshade. Her gross pustules are dripping GW’s Nurgle Rot, but you can’t really see it against the skin. Oh, well.

Finally, I repainted a Wizkids factory paint job on perhaps my favorite Lovecraftian monster: The Great Race of Yith. Why should Matt hog all the Mythos monsters?

Here is what it looks like out of the box. (Of course I didn’t take a picture of my actual miniature first; but this is what they ALL look like.) Big surprise: the miniature is great, the paint job sucks. Pretty bland, and a far cry from Lovecraft’s description, which is: They seemed to be enormous iridescent cones, about ten feet high and ten feet wide at the base, and made up of some ridgy, scaly, semi-elastic matter. From their apexes projected four flexible, cylindrical members, each a foot thick, and of a ridgy substance like that of the cones themselves. These members were sometimes contracted almost to nothing, and sometimes extended to any distance up to about ten feet. Terminating two of them were enormous claws or nippers. At the end of a third were four red, trumpet-like appendages. The fourth terminated in an irregular yellowish globe some two feet in diameter and having three great dark eyes ranged along its central circumference. Surmounting this head were four slender grey stalks bearing flower-like appendages, whilst from its nether side dangled eight greenish antennae or tentacles. The great base of the central cone was fringed with a rubbery, grey substance which moved the whole entity through expansion and contraction.

I didn’t have the time to do much about the four slender stalks surmounting the head, but I could sure do a better paint job. Here it is, with a Pulp Figures reporter (a.k.a. hapless Mythos investigator) for scale.

I fell back on my old-school Tyranid scheme for the body. For the snakelike appendages, all I had to do was give him a thorough wash of Agrax Earthshade and Nuln Oil. The head was colored with Yellow Wash and the eyes painted black and given a coat of gloss varnish. I painted the claws black and drybrushed them crimson, and added some highlights to the pink trumpet thingy.

Inscrutable, isn’t it?

This is technically a repaint, but I’m calling this a submission, because it’s my challenge, so nyah nyah.

Here are the wonderful hobbyists who took part this year, along with a list of their impressive achievements. I will update this list over the course of the next week or so as the inevitable straggling entries make their way onto the web.

Jeremy, aka Carrion Crow; from Carrion Crow’s Buffet, has finished his Straw God from Crooked Dice miniatures! It looks smashing and boasts some impressive base work. Jeremy is hosting his own challenge this month, one I look forward to every year: Forgotten Heroes! Drop by his blog to check it out and join up! It’s a blast!

Roger from Rantings From Under the Wargames Table, sculpted Jason Voorhees from scratch; then did an amazing job and lavished much attention on the bony growths of a “Generation 1 Mutation” from Deadzone. I was unaware of this figure, but it’s awesome. I don’t play Deadzone, but I’m already thinking of a ton of uses for this beast in Supers or Scifi games. Well done, Roger!

As usual, I found it impossible to keep up with Matt from PM Painting. The guy never stops painting monsters (at least not in May). In order, Matt completed a Queen of Hell, an avatar of Hastur, some Hell Hounds, a Tomb Tapper, a Rock Troll, a swarm of Muccins, a Chaos Dragon Ogre, a Reaper Bathalian Centurian, an old-school Chaos Slaanesh rider and a Keeper of Secrets. I can’t say enough good things about them here, so I’ll just point you in the direction of Matt’s blog. Trust me, every one of them is worth a look. And a hearty thanks to Matt for really rolling up his sleeves (as he does every year).

Edit: Not content with letting his impressive tally stand, Matt also completed another submission after zero hour: a possessed Chaos Dreadnought for Warhammer 40K. It’s both a paint job and a conversion; Matt turned an old-school Space Marine Dreadnought (and I mean OLD SCHOOL, i.e. Rogue Trader-era) into a demonic war machine. It looks so cool!!!!

Azazel from Azazel’s Bitz Box is another inspiring overachiever; he started with a Burrowing Horror; then moved on to a Byakhee, some Earth Elementals, a Spawn of Ungoliant ( I love this one), a couple of Yetis and some Citadel ogres from one of my favorite sculptors, Bob Olley! He also managed to find time for a Chaos Minotaur and a Mordor Troll; but not before he did some incredible work on some Ghostbusters stuff: Gozer, Slimer, the Demon Dogs and yes, the Stay-Puft Marshmallow Man. (Jeremy, if you haven’t checked this out yet you’ll love it!) Thanks, Azazel; for showing up again this year and for really bringing it!

“Mr. Star Wars”; a.k.a. Dave from Wargames Terrain Workshop (I think that might stick, Dave) once again displayed his sculpting skills to great effect this year. Last year’s Krayt dragon was so incredible it deserves another mention here; but this year Dave scratch-built a TON Star Wars monsters (not in order): a purrgil (space whale); a blurrg, a sand ape and a sand bat, all from Tattooine; and a krykna (giant space-spider) that I think I saw on The Mandalorian. He also scratch-built and painted Ziro the Hutt, Jabba’s somewhat effeminate cousin who sounds like he’s from Louisiana. (I hear it, anyway.) And that’s just what he sculpted himself. He still found time to paint a pair of Wampas, gibbering horde and a chaos spawn. Dave: as always, lovely and inspirational work.

Tom from over on Instagram was back for a second year, contributing several monsters from various miniatures games: a “corrupted were-deer”, a werewolf, a gibbering mouther, and a (really disturbing) bug person. Check out Tom’s Instagram account; he’s another guy who never stops posting miniatures!

Thanks to all the newcomers this year! Jon from Jon’s Hobby Desk painted a big, gross Nurgle-thing called a Glottkin, and surprised us with a half-dozen giant spiders! That’s NINE monsters for Monster May(hem)! Think my math is wrong? Go visit Jon’s blog!

Simon, aka Blax the Kleric, from Fantorical Wargaming, completed a bevy of cool Crooked Dice miniatures, further rubbing my nose in how unfortunate I am to live in a country with no Crooked Dice stockist! In between various other projects, Simon painted a massive Mighty Simian, the popular-with-good-reason Straw God, and two Harryhausen-esque Bronze Titans! Lovely work, Simon! please come back next year!

And finally, Malcolm, also from Instagram, painted a Reaper basilisk and a Nolzur’s wyvern. Malcolm is a gaming buddy of mine who lives in far-away lands (i.e. the Midwest). I have a feeling we’ll see him around these parts again…

Please support these hobbyists by visiting their sites (or IG accounts; you don’t need an account to have a look) and leaving a comment or two. I count myself fortunate to know so many talented and welcoming people in our hobby!

So, what’s next here? Well, if all goes as planned, June will include a return to Star Trek to find out the fate of Lieutenant Barclay, as well as more Pop Culture. Oh, yeah…and there’s one more thing…

Forgotten Fucking Heroes.

I’m giddy. Giddy, I say!