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Kimberly

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About Kimberly

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    Enforcer
  • Birthday 05/20/1985

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    Female
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    Right Behind You
  • Interests
    Knitting, Pretendy Time Club (Parlor LARP), Painting Miniatures, Playing Malifaux Poorly, Sass.

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  1. Heya Breachers! The Grand Malifaux Tour continues this week and we’re venturing out beyond the walls of Malifaux City into the frontier town and wilderness Malifaux has to offer. Before the train departs the station, let’s see what @Strype McClaine had to say about Malifaux superstitions: We’re headed to the Northern Hills this week. This area is the lifeline of Malifaux City’s prosperity; the Northern Hills are full of soulstone and valuable ores that the Guild relies on for export Earthside. The Miner & Steamfitters Union exerts great control in the Northern Hills, using threats of strikes to force the Guild to provide reasonable prices in the frontier shops and other improvements to the quality of life for M&SU members. But as we’ll see, there are other powers to reckon with in the Northern Hills for Fatemasters to incorporate into their games. The largest settlement in the Northern Hills is Ridley, a thriving town that is firmly under M&SU control. Ridley Station is the primary link from Malifaux City to the rest of the Northern Hills, and majority of the soulstone shipments pass through the town on their way to exportation. Fatemasters can use Ridley as a main area of activity for their homemade campaign, or they can use our Penny Dreadfuls Northern Aggression and Northern Sedition to drop players into a hotbed of investigation, danger, and the fate of Ridley itself. To the southeast of Ridley is Hollow Point, a solitary mountain turned into a massive pumping station to keep the mines from flooding. Engineered by Dr. Victor Ramos’ genius, Hollow Point Pumping Station doesn’t just prevent flooding. The excess water is used to irrigate the farms of Hollow Point, which helps to feed much of the Northern Hills. Fatemasters may want to have their Fated stumble upon plots to attack the pumping station, or maybe the Fated all live in the settlement built on the mountain and get their start taking jobs for the Union. While the Union hold massive sway in the Northern Hills, not all of the area is under their control. Ampersand is located in a particularly inhospitable area of the region, which suits its construct residents just fine. The town is a safe haven for sentient constructs, and Fatemasters may want to have Fated help a newly sentient construct escape to Ampersand. Additionally, A Stitch in Time takes the Fated to Ampersand and an interesting encounter with one of the residents. The town of Promise is the Ten Thunders’ sole outpost in the area, where many of their smuggling operations pass through on the way to a closely guarded hidden Breach that is under Ten Thunders control. Fatemaster should keep in mind that the hidden Breach is probably one of the best kept secrets in Malifaux, but that doesn’t mean that their Fated can’t be caught up in a struggle over control for this remote Breach in the mountains. The Northern Hills have many named locations for Fatemasters to utilize, but remember that there are numerous small Guild Contract Towns that the Fated can find themselves traveling to. Whether you want to use one of the named areas or have the creative freedom Contract Towns offer, the Northern Hills is a great place for your Fated to Explore. Northern Aggression, Northern Sedition, and A Stitch in Time are all available on Drivethru RPG. This week, I want to know: What kind of problem would you make in the Northern Hills for your group of Fated to deal with?
  2. A friendly reminder- Please only submit 1 photo. You can put multiple photos in a collage of you want, but if multiple photos are submitted you will be asked to choose one and delete the rest.
  3. Frightful Friday Breachers! As the resident Evil Spirit haunting Wyrd, I look forward to October every year. Waldo may no longer be allowed near the Halloween candy or to help me decorate the office, but I still make the most of this month. That means that I get to share my love of the creepy, unnerving, and downright spooky with you all month long! Before I get into my exploration of a seasonally appropriate One Shot this week, let’s see what @stump_chunkman had to say about their favorite Resurrectionist! You can check out what everyone else had to say about their favorites here. Night of the Carver is the perfect TTB One Shot for the Halloween season. The Fated are contracted to track down and bring in Sam McGee, an old, opportunistic mercenary wanted for a variety of crimes. Unfortunately for old Sam, the Fated are the least of his problems. He’s got a nasty creature on his trail that is going to make it hard for the Fated to bring him to their destination in one piece. This One Shot is great for introducing a menace that can’t easily be defeated. The Carver is focused and relentless in the pursuit of its target. Additionally, it allows you as Fatemaster to show that even holidays aren’t safe from Malifaux’s touch. The Carver adds a strange and dangerous edge to All Hallows Eve that simply isn’t found Earthside. Additionally, this One Shot includes 3 separate Narrative Encounters. While these are written for M2E, they can be altered to your M3E needs with some consideration to The Carver’s new Abilities. “All Hallows Eve” is a 3-player Encounter, and “A Fading Ritual” is a 2-player Encounter with The Carver switching loyalty throughout. “Carving a Path” is a single-player Encounter that follows a similar goal as the TTB Adventure, trying to get someone to safety while The Carver is in hot pursuit. Night of the Carver is a great little adventure for anyone wanting to have a fun session in the Halloween spirit, and is only 5$ USD on DriveThru RPG! Check it out here. Before I get to this week’s question, a reminder that the Rotten Harvest Painting Competition is currently happening. Check out the announcement here, and even if you aren’t a painter yourself consider voting when the time comes! Again, the TTB contest in the Triskaidekaphobia thread is still going on! Now, we all know that living in Malifaux has spawned its own superstitions. One example is that pumpkin jack-o’-lanterns will attract The Carver. What is a Malifaux superstition you would put in your campaign?
  4. A clarification since I have received some messages about it: Scenic bases/plinths are allowed. The lack of a diorama category means that we aren't accepting giant, multi-model displays. Making an involved base will not disqualify you. If you aren't sure if your idea ventures into diorama territory, message me and I'll answer your questions!
  5. As a general rule, if it's got Incorporeal it counts. There are some outliers, so if you aren't certain please message me. A good rule of thumb, if it's going to be creepy/spooky, give it a go! You will upload your submission here: https://themostexcellentandawesomeforumever-wyrd.com/gallery/category/126-rotten-harvest-2019/# . Once it's submitted there will be some backend stuff that I'll be doing to prepare them for voting. If anyone has trouble, please let me know!
  6. Correct, dioramas are not allowed for this year's Rotten Harvest Carver is a woe/nightmare made real and is unable to be permanently killed. In the spirit of All Hallow's Eve, feel free to use The Carver. After all, rumor around Malifaux City is his presence is attracted by jack-o'-lanters!
  7. Happy Friday Breachers! With Autumn upon us here in the US, it’s a great time to start getting into the Halloween spirit. @Vorzakk 2.0 seems to be of a similar mind based on their response to last week’s question, as they said: You can see the other responses here. This week I’m going to explore ways to utilize our spookiest expansion, Under Quarantine, to up the creep factor with your campaign. As I mentioned in the Malifaux Grand Tour post, there is a great deal of unique and engaging areas within the Quarantine Zone, and likewise, Under Quarantine has a great deal of content to enhance your campaign! The locations within Under Quarantine aren’t limited to the Malifaux City. Subterranean caverns, tunnels, and even a railway in progress are locations introduced in the expansion, making it more than simply a deeper look at the Quarantine Zone. Rather than running your Fated through all the locations mentioned, it’s more manageable and meaningful to pick a location in particular that enhances your story, letting the Fated explore a little at a time. If you want your group to feel menaced and on edge, you could orchestrate their need to enter the crime-ridden Passage. If you want a feeling of isolation or claustrophobia, try the Necropolis or the Northern Caverns. Under Quarantine covers a great variety of mundane and magical Conditions and their workings. This gives Fatemasters a diverse set of unfortunate things to unleash upon their players! The Conditions included in location descriptions are a valuable resource for Fatemasters, even if they aren’t using those particular locations. For example, the Tuberculosis, Red Eye, and Claustrophobia Conditions can be used outside of the locations they are mentioned in. A lot of personal story can come from Fated trying to overcome a bought of Infection or Brilliance addiction. Create a more nuanced and interesting Fatemaster Character or tempt an unwitting Fated to the path of a Resurrectionist with the practicals of raising the dead. There is additional Magia available for magically inclined Fated or Fatemaster Characters, showing that Resurrectionists utilize more than just the “typical” methods of their craft. The bestiary includes the terrifying Killjoy and the disturbing spell that summons him, written from the perspective of Emeline Bellerose, former Elite Division agent turned rogue (and undead). Under Quarantine has many methods for Fatemasters to enhance the horror of Malifaux, and if you don’t have this book, I cannot recommend it enough! You can find this book digitally on Drive-Thru RPG here. Additionally, A Night in Rottenburg and Recruitment Drive are self contained adventures, featuring locations of the Quarantine Zone and some notable Resurrectionists! If you haven’t already, be sure to check out the Through the Breach focused contest thread. Flex your creativity and have fun with your entry; there are already some great ones so check them out! Finally, this week’s question is: “Which Resurrectionist do you think is the creepiest, and why?”
  8. Heya Wyrdos, I've got an exciting painting competition to announce! Autumn grows closer; the air is beginning to cool and the nights are growing longer. As the leaves turn color and fall, we want to celebrate this spookiest of seasons with a painting contest! Round about the paint pot go. On the palette throw Royal blue and blood red. Thirty-one Days of Dread; Double, double toil and trouble; Fire burn, and paint pot bubble. That's right, it's Rotten Harvest season! Miniatures can be submitted any time during the contest, though none will be showcased until the day voting begins. Submissions will be accepted from October 1st until midnight EST (UTC -5) on October 31st, 2019. Submissions after the cutoff date will not be accepted, no exceptions. Your entry will not be visible until voting starts. If you need to make a change upload the image again and inform @Kimberly via PM on the Wyrd forum to remove the old file. The voting polls will open on November 4th and remain open until midnight EST (UTC -5) on November 10th. The winner will be decided by whichever entry receives the most votes. Every forum member has 1 vote. In the case of a tie, Wyrd will have an internal vote to decide the winner. As a reminder, the miniature cannot have been displayed in any forum elsewhere on the internet or published mediums such as magazines. All contest entries will be displayed anonymously so as to give no one person an unfair advantage (this isn’t a popularity contest) and thus there can be no signatures or watermarks upon them. This includes naming the photo or file. No announcing on forums, webpage, blogs or any other type of medium about the type of miniature that you will be painting, nor concept or WIP photos. For the complete Wyrd painting competition rules, please see the attached PDF. Wyrd_Painting_Contest_Rules.pdf Theme This year our theme is Ghouls and Gourds - The entry will need to meet the following criteria: Be an Undead or Ghost/Spirit model Incorporate some form of Autumn gourd, like a pumpkin! Prizes 1st Place: $150 in Wyrd webstore credit 2nd Place: $100 in Wyrd webstore credit 3rd Place: $50 in Wyrd webstore credit 1 winner will receive a prize as Staff Favorite Wyrd Model, voted on by the Wyrd Games staff! All participants will receive a forum badge. Painters, get your pallets and brushes ready!
  9. Last week I posted a great opportunity for you to get spooky and flex your creative muscles, so if you haven't seen it, check it out here! This week, I’m delving into Through the Breach’s first Penny Dreadful: In Defense of Innocence. This adventure is full of intrigue, politics, fighting as the frontier town of Innocence is anything but. Not only TTB’s first adventure, In Defense of Innocence is responsible for two Malifaux models as well, Guild journalist Allison Dade and the Alt sculpt for Dr. McMourning, Dr. Dufrense! Now, before I get into the action found in this book, I have to mention the excellent set up. For you lorehounds out there, Chapters 1 and 2 of In Defense of Innocence is a great source of lore for an aspect of Malifaux that can be sometimes overlooked- the frontier towns. Allison Dade is expected to be as impartial as a Guild journalist can be (make of that what you will) but she does have a lot of information during her time living in Innocence and learning everything she can about the inhabitants. Chapter 1 covers the history of Innocence, including the opening of the sinkhole that turned Innocence into a mining town, the burning of the Black Pony, and the strange event known only as the Scream that seemed to herald the Neverborn raids on the growing town. Chapter 2 covers the town itself, and some of the interesting folks who call it home. This is where we first learn of Dr. Antoinette Dufrense, the widow Jane Ferris, the drunken sharpshooter Gustavo Ortega, the eerie Tatterson Flay, printer Christopher "Inkfingers" Tannenbaum, and Mayor Hannibal Crowe. Each of these dramatis personæ have their own secrets, regrets, and motivations that the Fated can learn and use to their advantage. In the Adventure itself, located in Chapter 3, there are three acts, each taking about 2-3 hours of playtime, depending on your group. Act I involves the Fated getting familiar with the town and learning of the recent disappearance of Dade. This provides a great opportunity for the group to make some friends and enemies depending on the choices they make. Act II revolves around the mayoral election happening, with a lot of opportunity for politicking and intrigue, as well as potentially finding out some of the closely kept secrets that Dade hasn’t already uncovered. Finally, Act III centers around preparing for an onslaught of Neverborn, and give opportunities for Fated of differing strengths to be useful in preparation and the final showdown with some nasty creatures. The ultimate fate of Innocence is revealed to the Fated in the conclusions, and shows that their choices helped shape the future of the town. In Defence of Innocence is one of my favorite adventures in any RPG, because it has something for every kind of Fated and shows that the danger, corruption, and greed of Malifaux City can extend to the frontier as well. Now, before I get to this week’s mail-call, I want to remind everyone that our newest One-Shot, Silurid Showdown, is available on drivethrurpg! You can purchase it here! and while you're there, maybe pick up In Defense of Innocence since it's only 10$ USD. Now this week, I’d like to know which area outside of Malifaux City would you like to see explored more, and why?
  10. Heya Breachers! I've written up a swell piece on what I love about In Defense of Innocence, but when I checked my calendar I just couldn't post it. It's just asking for a gift from Waldo to post anything like that on Friday the 13th, and I'm not one to tempt Fate (even if it's just Waldo claiming to be Fate's will.) So instead, I'm going with something a little more appropriate. Friday the 13th is upon us, and October is just around the corner. Even though the temperature here isn't feeling very autumnal, the spookiest time of year looms ahead. And well, we love us some spooky here at Wyrd! Personally, I feel that Through the Breach is a wonderful way to get in the Halloween mood, but I'm also a sucker for a good horror movie. So I thought, why not combine the two! From now until Halloween, hit me with your best horror movie translated for Through the Breach! It doesn't need to be a full one-shot or scenario write-up. Think more the plot hook or overview. Here's one I'd love to run as an example: A small frontier town's children have been disappearing, and it's whispered among the frightened children that something slinks through the town taking the form of their greatest fears. Submit your horror movie re-imagining in this thread through October 31st, and a lucky winner will receive a spooky prize! I can't wait to see your submissions!
  11. Phenomenal Friday Breachers! Thanks for being part of the Malifaux City leg of my Grand Malifaux Tour! At a pace on par with the Iron Ram, we flew past a lot of locations at a brisk pace. Look out for more in depth explorations in the future! But, while the tour is preparing for the wilds of Malifaux, let’s take a look at a wonderful aspect of character progression in TTB, Talents! But first, here’s what @The13Fates had to say about making Malifaux City a character of its own in a campaign: See the rest of their comment here! Talents in TTB allow for a great deal of customization for a Fated both in Character Creation and during progression. These unique abilities can allow your players to refine and guide their Fated towards certain progression goals, offer customization for Fatemaster Characters, and are a wonderful resource to give any character more personality. I’m going to delve into some of the reasons why Talents are one of the handiest parts of the TTB mechanics. General Talents aren’t just for reinforcing a character’s existing strengths; in fact, some of my favorite Talents are the ones attached to negative Aspect Values! Anyone who has made a TTB character knows that Fate can be the cruelest mistress when it comes to the Body and Mind cards of the Destiny Spread. Thankfully, those amazing General Talents are there to ease the pain of flipping a Black Joker for Body and ruining all of your hopes and dreams for that Freikorps-wannabe you planned. These Talents, like Sure-Footed or Plain-Spoken, represent a Fated’s awareness of their shortcomings and developing a work-around. The best thing about these is they don’t go away if the character improves the Aspect and no longer meets the prerequisite. For even more character customization, the Pursuit Talents are often presented in pairs for players to choose from. These allow a character to further determine how they follow the Pursuit; a Fated on the Criminal Pursuit may want to focus more on who they know and not being on the front lines fighting, or they may decide to be a hardened and unrelenting opportunist when it comes to combat. As Pursuits are chosen at the beginning of the session after the Prologue, a character can build up quite an assortment of Talents over time, making it a wholly unique character with abilities that represent their journey thus far! While many other RPG systems have granted abilities during character creation and progression, the Talents of Through the Breach offer some of the most unique and rewarding options for both players and Fatemasters. Next week I’ll be giving an overview of the wonderful inaugural Penny Dreadful, In Defense of Innocence. In the meantime, be sure to consider this week’s mail-call question. What is a moment when a Talent was used in a memorable or creative way by one of your players that completely wow’d you?
  12. Fantastic Friday Breachers! Last week our Grand Malifaux Tour took us into the Quarantine Zone. I asked to see what your folk appreciate about the Quarantine Zone, and here’s what @WyrdGM had to say about our favorite “no man’s land” within Malifaux City: See the rest of their comment, and others', here! This week I’m wrapping up the tour’s exploration of Malifaux City with a look at the New Construction Zones and the Slums! Let’s start with the New Construction Zones! The (NCZ) are areas to the north and south of Downtown and The Industrial Zone where industrious settlers have rebuilt areas that were in ruins or to create entirely new areas. Both of these areas are visually unlike the rest of the buildings in Malifaux City, and are extremely busy in their own ways. The Northern NCZ is technically part of the city, but exists on the outside of the northern wall. It is rarely paid attention to by Guild patrols, instead relying upon a local militia and mercenary groups for protection. The Northern NCZ gives the atmosphere of a Frontier Town in close proximity to the organization of Malifaux’s Downtown and Industrial Zone. The Southern NCZ, also called Dockside by locals, stretches from just south of the Industrial Zone, out onto docks upon the Fortune River. While Northern NCZ is more like Tombstone than San Francisco, Dockside is a patchwork district of multiple businesses crammed as close together as possible.I’ve always imagined the atmosphere of Dockside as busy, smelling of fish, with dock workers yelling to each other as boats dock from the river to offload their cargo. The Slums, much like the Quarantine Zone, are collectively made up of the Easterly Slums, Central Slums, the Little Kingdom, Riverfront Slums, Howling Slums, The Burns, Southern Slums, and Southgate Slums. These districts are home to most of Malifaux’s citizens, and are relatively safe. Sure, some of them are a little rougher than others- The Southern Slums are very isolated from the Guild’s control, and the Riverfront Slums is home to the infamous “Redchapel Killer,” Seamus. Other districts of The Slums are largely self-governing, such as The Burns and especially the Little Kingdom. Largely populated by transplants from the Three Kingdoms, the Little Kingdom is the seat of power for the Ten Thunders’ numerous operations. Now that we’ve completed the city portion of the Malifaux Grand Tour, the Tour is pausing for a couple of weeks before we head into the rest of Malifaux. So, stretch your legs within Southgate for a bit while we take a look at a few other topics. For mail call this week, describe how you plan to make Malifaux City a living, breathing character within your campaign!
  13. Fabulous Friday Breachers! This week we continue our tour of Malifaux, specifically within Malifaux City. There was a prevailing theme to most of the answers for last week’s mail call, so let’s take a look at @The13Fates' answer for an idea on our next stop on the Malifaux Grand Tour! See the rest of the comment, and everyone else's here! The Quarantine Zone was established years before the Piper’s Plague, but the disease left in the wake of the Tyrant Plague’s awakening has imparted a lasting fear of any sickness and some good folk flee to the zone rather than take a bullet from the Guild. As a result, Resurrectionists, miscreants, and normally law abiding yet sick individuals and their families try to eke out a life within the makeshift neighborhoods of the Quarantine Zone. Each district can add a great deal of character to your campaign. Starting in the North most region of the zone, we have Powderburg, an open, dusty expanse of the city that was, until recently, home to Leopold Von Schill’s Freikorps. Powderburg is great for any adventure where you want to drive home how the ever changing political landscape of Malifaux impacts the day-to-day lives of its residents. With the Freikorps gone, surely some other powers want to stake a claim on Powderburg. Will your Fated Help them or hinder them? Moving on, our next stop is Strangerskeep, which is arguable the most haunted district with its looming spires and decrepit mansions. Quiet, haunting, and likely very lonely, Strangerskeep is a great place for Fatemasters to send their Fated on a hunt for some treasure rumored to be in one of the manors of the district. Rumor has it the area’s been getting eerily cold as of late, I wonder why that is? The Barrows is the safest district in the Quarantine Zone, and the residents are ruled over by Alexander Barrows and his wife Daphne. The Barrows is filled with architecture that are associated with all the Resurrectionist stereotypes and these stereotypes exist for good reason, as a large number of established and budding necromancers make this district their home. Use The Barrows in your campaign to show the haughty and refined side of the Quarantine Zone, or as a way for Resurrectionst Fated to mingle among their own kind! Just make sure you’re polite to the gentleman and lady of the district! Scapetown is an opportunist’s paradise, and as a result, it’s one of the most active districts in the Quarantine Zone! Perhaps this lively community is where your Fated make their homes or visit friends. Directly opposite from Scapetown is the deserted and putrid Gremlin’s Warf, where the Guild’s attempts at destroying the disease-ridden insect population has made the waters within the district toxic. Entrance into the Southern part of the zone is easy, so this dangerous area can be an in for Fated who don’t have any other means of entry. There is a great deal more to the Quarantine Zone than I’ve covered here but our Malifaux Grand Tour has a strict timetable to keep! For more exploration, Under Quarantine is a great resource for more information, and if you want a pre-made adventure within the zone, A Night in Rottenburg is a wonderful way to get your Fated in the middle of the dangers the Cold Street district has to offer. This Week's Mail call question is "What is your favorite aspect of the Quarantine Zone and why?"
  14. Not advised. That clone has turned out to be incredibly evil.
  15. Fabulous Friday Breachers! The past week saw some wonderful answers for the mail call question, and I loved seeing everyone’s answers, especially all the ones about Fatemaster Characters made by the Fatemasters! This week I’m spotlighting @EnternalVoid for their answer. Let’s see what they had to say about their favorite Fatemaster Character. You can find the rest of their comment here. This week, I’m beginning a multi-part series on my favorite character in all of the ‘Fauxverse, and that’s Malifaux itself! I consider the lands through the breach to be just as much of a character as the personalities within and without Malifaux City’s walls. It’s an alien, formidable, and exciting world with a variety of faces to show intrepid folk who seek its secrets and wonder. Once through the Breach aboard the Iron Ram, a person’s first look at Malifaux is represented by Malifaux Station. If you’re starting your campaign with a group of Fated making their way into Malifaux for the first time, Malifaux Station is a wonderful place to give an idea of how the Guild wants Malifaux to be run. Guild officials are everywhere, convicts are being marched to be transported out to the mines outside of Malifaux City, and those who linger may see one of their fellow new arrivals being hauled off over some immediate infraction of Guild law, or taken away by Witch Hunters. The well maintained opulence sticks out from the ominous look of the Malifaux sky, and as Fatemasters this can be a place to open a lot of adventures with. Travel into Malifaux City proper means passing between the beautiful Governor-General's mansion, and the Hanging Tree. Again, this can be a great time to illustrate the two very different sides of Malifaux- man trying to tame something unfathomably strange and terrifying. Perhaps Jack Daw is on the tallest branch of the Hanging Tree, or maybe he’s mysteriously disappeared! Maybe the most recent batch of executions contains someone one of your Fated knew or knew of. Once past the mansion and tree, people are welcomed with intimidating walls with Guild guards to mark their arrival to Malifaux City. The Downtown area of Malifaux is the area that is everything the Guild wants visitors to see. Small, wealthy, and heavily patrolled, Downtown hosts the Guild Enclave, Duer’s Library, and the Star Theater. Each of the locations will have a very different feel for your group’s Fated. The Guild Enclave is a monument to the Guild’s power, walled and impressive in its fortress-like structure. Duer’s Library, which is the Malifaux City Museum and Archives. The Museum is open to all, but the lower levels can be a great place for Fated with a scholarly knack to research more about the city and surrounding areas. As they are Guild-restricted, perhaps a well-placed bribe can grant a group the access needed. The Star Theater is an ideal place for meetings under the cover of a raucous atmosphere, or to relax after a hard but profitable adventure. The Industrial Zone is filled with warehouses, factories, and residences for the workers who make their living in this area. Trains traveling from the areas outside of the city’s walls carry wood, ore, and soulstones into the station within this zone. The buildings are covered in soot from the constantly working factories, and even the people who spend any amount of time there will soon become sooty. This area is also the home of the Malifaux Daily Record and Malifaux Tattler. The Industrial Zone is a great place for your Fated to go in order to try and get some information from the only legal sources of news in Malifaux. If Guild propaganda isn’t your group’s interest, maybe they’ll attempt a heist targeting an incoming shipment of soulstones! Join me as the journey through the places of Malifaux continues in the coming weeks. Mail Call question - “What location are you most looking forward to exploring with your players?”
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