Elder Mok from Descent 2E (Oath of the Outcast)

It is often said that behind every great man stands a great woman. It should be just as often stated that behind every great warrior stands a great support character. While accolades seem to be preferentially heaped upon those with the strongest arms or the thickest armor, many campaigns would have failed in their infancy if not for the gifted strategist or the skilled healer who directed the party and mended their wounds. So it is with the final Hero from the Oath of the Outcast pack, Elder Mok.

“My message is not my own. Follow my instruction or fall where you stand… You’ve been warned.”

While he is a member of the Healer archetype, Elder Mok practices his craft in some unorthodox ways. With a moderately high health value and grey dice, this Orc is able to stand toe-to-toe with most enemies as well as many Warriors. His durability is greatly enhanced by his Hero Skill, which allows him to heal or recover fatigue when nearby Heroes do the same. This power has obvious synergistic effects with the abilities of the Healer classes, but is especially powerful with the basic skill of the Prophet Class. This comes as no surprise, as Elder Mok’s backstory centers around his being exiled due to the unpopular content of his signs and portents. His powers of prognostication are also demonstrated by his Heroic Feat, which allows him to select an Overlord card to be discarded. There have been many times when a single “Dash” or “Pit-Trap” card has spelled defeat for the Heroes, so one cannot ignore the strategic value of eliminating these unknown threats.

Gifted from birth by an unknown power, Mok has always been set apart. His impressive size and intellect gave him a distinct advantage on the battlefield and in the council tent, and he became an influential leader in his tribe early. He lost much of his favor, however, when he began to spread a message of peace and reconciliation. His message was despised and rejected, and Mok was cast out, but he still brings his words to any who will listen.

The miniature for this Hero is a somewhat mixed bag. While it is definitely among the largest of the early Hero sculpts, the preponderance of ropes, wraps, and hair guaranteed that there would be many mold lines and defects to complicate cleanup. Aves Apoxie Sculpt was used in several places to fill in gaps and smooth the winding bands on his staff. Unlike the previous characters I had painted, the reference art for Elder Mok was a bit difficult to emulate. The artwork is dominated by the magical emanations of his staff, which are completely absent on the miniature. Not only does this remove a lot of the atmosphere and impact of the piece, but it also eliminates the source of the backcast purple glow which is present in most of the reference’s palette. For instance, although the skin on his face is clearly green (like the other Orcs in Descent), the heavy object source lighting creates an orangish tone which just would not make sense with the miniature. My only choice was to reduce the OSL to what would be naturally possible given the pose of the miniature.

Despite these problems, I’m still pleased with the figure overall. The texture of his robes and the lighting effects on the staff help to make a simple sculpt stand out a bit, and the character himself is rather different from the other Heroes. And thus, the first Hero and Monster pack is now complete. Next on the horizon is the small box expansion Lair of the Wyrm!


Cloak:
The entire cloak was base coated with VMC German Camo Black Brown (70.822). The major volumes were then blocked in with VMC USA Olive Drab (70.889), lightened with VMC US Olive Drab (70.887) (Yes, there is a huge difference), and highlighted with Vallejo Panzer Aces Highlight Russian Tank Crew II (70.330). These same mixes were used for the straps attaching the skull to the shaft of his weapon.

Skin:
The flesh was base coated with VMC Gunship Green (70.895). This was initially lightened with the inclusion of an equal measure of VGC Elf Skintone (72.004), and then highlighted with VGC Wolf Grey (72.047).

Hair:
The hair was base coated with VMC Black (70.950). Individual strands were picked out with a 1:1 mix of Black and VGC Wolf Grey (72.047), blended down with slightly more Black, and highlighted with slightly more Wolf Grey.

Ropes:
The ropes around his waist were blocked in with VMC German Camo Black Brown (70.822). The individual strands were then picked out with BMC German Camo Orange Ochre (70.824) and highlighted with VMC Buff (70.976).

Canteen:
His gourd canteen was base coated with VMC English Uniform (70.921), shaded with the inclusion of VMC German Camo Black Brown (70.822), and then highlighted with VMC Japan Uniform WWII (70.923). The leather bands were base coated with German Camo Black Brown, then picked out with a 1:1:1 mix of German Camo Black Brown, VMC Orange Brown (70.981), and VMC Wood Grain (70.828). This mix was lightened with additional Orange Brown followed by highlights with pure Orange Brown.

Drum:
The wooden areas of the drum were base coated with VMC Flat Earth (70.983), with the grain being lightened with mixes of Flat Earth and VMC Dark Sand (70.847), and highlighted with pure Dark Sand. A wash of VMC Smoke was then applied, followed by selective reapplication of the previous tones.
The skins of the drum were base coated with VMC Khaki (70.988), lightened with mixes of Khaki and VGC Bonewhite (72.034), then highlighted with pure Bonewhite. The purple designs were blocked in with a 1:1 mix of Bonewhite and Vallejo Fantasy Pro Violet Vamp (74.030). The darker spots were blocked in with pure Violet Vamp, dotted with the base mix, then toned down with a glaze of Bonewhite. Some scratches and edging were done with a 2:1 mix of Bonewhite and Violet Vamp.

Bones:
The staff and skull were base coated with VMC Khaki (70.988), lightened with mixes of Khaki and VGC Bonewhite (72.034), followed by pure Bonewhite. This was further lightened with the inclusion of VMC Ivory (70.918), and highlighted with pure Ivory.

Magical Glow:
The glowing orb within the skull’s mouth was blocked in with Schmincke Titanium White, which was left pure in the brightest spot. VMC Pink (70.958) was then glazed from that bright center outwards, being the most opaque around the edges where the ball meets the bones. These areas were then “darkened” further with the inclusion of Vallejo Fantasy Pro Witch Purple (74.028) followed by VFP Purple Hex (74.026). A slight object source lighting was applied to surrounding areas by mixing the Pink and Witch Purple into the basic tones of each area: VGC Bonewhite (72.034) for the bones and VMC US Olive Drab (70.887) for the wraps.
The same technique was used to paint his eyes, with VMC Gunship Green (70.895) being mixed with the Pink to create the OSL.

Razorwings from Descent 2E (Oath of the Outcast)

One of the features for which the Fantasy genre is particularly well known is the menagerie of creatures that populate each world. There are dragons that breathe fire, reanimated corpses, demons from other dimensions, and even amorphous blobs that engulf their prey. Slightly less imaginative are the bevy of species that are merely anthropomorphic variants of animals from our own world: half-man half-horse, half-man half-fish, half-man half snake… and so forth. Even less imaginative are the monsters that are just larger versions of those same animals: giant spider, giant snake, giant rat… and yes, giant bats like the Razorwings.

This group of monsters is very straightforward in terms of playstyle and utility. They have relatively weak attacks and only moderate health, but they are incredibly fast with five speed. Being winged beasts, it should come as no surprise that Razorwings have the “Fly” ability, allowing them to pass through spaces occupied by enemy figures. This results in a very mobile unit that can swarm vulnerable heroes and effectively block player movement, similar to the role played by the Goblin Archers from the Core Box. However, whereas that group attacked from range and had low health, the Razorwings are a bit beefier in order to survive engagements at melee range.

Like many of the earlier Descent sculpts, these miniatures had a few shortcomings. While the legs are relatively well detailed, the bones of the wings are asymmetric, the fur is rather blobby, and (worst of all) the face is rather deformed due to areas of missing details (worst around the eyelids) and a conspicuous mold line that runs right through the mouth and nose. Not the worst miniatures in the world, but definitely not the best.

As usual, I stuck to the colors established by the reference art for the Minion figures. While the blue accents don’t necessarily make much sense from a natural perspective, they definitely add some much need contrast to the ochre tones that dominate the rest of the body.

Sometimes it can be a struggle to come up with a paint scheme for the Master that is similar to the Minions’ yet different enough to stand out on the board. This was NOT a problem with time around! Rather than just adding some red accents to the standard colors, I decided to make the Master an albino (a trait which is often associated with danger for some reason). This was not quite as easy it might seem at first. Although albinism is often reduced to “white”, a study of references revealed that there are actually a lot of different pink tones present in albino animals. The wing membranes were painted with bluish tones, not only to add contrast, but also to suggest translucency.

Overall, I’m pretty satisfied with how these monsters turned out. While the sculpt is not the greatest, I am again surprised by what can be accomplished with a coat of paint. I am especially pleased with the Master, and now I’ll have to resist the urge to make every master albino in the future. Just one more hero left in this set, and then another box will be complete!


Brown Flesh:
There were two primary tones for the brown flesh: a darker shade for the legs, flanks, and underside of the wings, and a lighter shade for the head and topside of the wings.
The dark shade was base coated with VMC Olive Brown (70.889). Individual muscles were blocked in with a 1:1 mix of Olive Brown and VPA New Wood (70.311), then highlighted with pure New Wood. The deepest recesses were darkened a bit with VMC German Camo Black Brown (70.822).
The light shade was base coated with New Wood and highlighted with VMC Yellow Ochre (70.913).

Blue Flesh:
The blue portions of the flesh were base coated with a 1:1 mix of VMC Olive Brown (70.889) and VGC Sombre Grey (72.048). This was blended into adjacent skin tones to create a relatively smooth transition. Some shade was added by mixing a bit of VMC German Camo Black Brown (70.822) into the base tone. Individual areas were then picked out with pure Sombre Grey, highlighted with VMC Azure (70.902), and a few point highlights were added with a 1:1 mix of Azure and VGC Wolf Grey (72.047).

Fur:
The furry mane was base coated with VGC Charred Brown (72.045). Some shading was added to the lower portions with the addition of VMC German Camo Black Brown (70.822). Individual groups tufts of fur were picked out with a VPA New Wood (70.311), lightened with a 1:1 mix of VMC Orange Brown (70.981) and VMC Yellow Ochre (70.913), and highlighted with either Pure Orange Brown or a 1:1 mix of Yellow Ochre and New Wood depending on the area of the mane.

White Fur:
The furry mane was base coated with VMC German Camo Pale Brown (70.825). Certain shadows and edges were darkened with a 1:1 mix of German Camo Pale Brown and VMC German Camo Black Brown (70.822). Individual tufts of fur were picked out with VMC Iraqui Sand (70.819) and highlighted with VMC Ivory (70.918).

Albino Flesh:
A base coat was applied with a 1:1 mix of Vallejo Nocturna Fantasy Pro Pale Flesh (74.015) and VMC Old Rose (70.944). Shade was applied in some areas with pure VNFP Pale Flesh. Individual muscles were then blocked in with a 1:1 mix of Old Rose and VGC Pale Flesh (72.003), lightened with pure VGC Pale Flesh, and highlighted with VMC Ivory (70.918).

Laurel of Bloodwood from Descent 2E (Oath of the Outcast)

Heroes can display many admirable traits. Some are empathetic leaders, empowering their followers through teamwork and the bonds of botherhood. Some are daring warriors, inspiring others through their mighty deeds and dauntless courage. And others are homicidal maniacs who take pride in wholesale slaughter and carnage. Like some other prominent elvish maidens of recent years, Laurel of Bloodwood falls into the last category.

Herald and reaper, my arrow calls your name; answer with silence and blood.

Hailing from an Elvish race that inhabits a forest literally born from the blood of their enemies, killing is what Laurel is clearly designed to do. Both of her skills require the use of Ranged weapons, which combined with the Bow-centric skills of the Wildlander class, makes this hero a dangerous sniper who can rain destruction from a safe distance. However, should she be close enough to roll excess Range on her attack dice, her Heroic Ability increase the damage that she deals. Thanks to her single use Heroic Feat, she is guaranteed to hit her target even at extremely long range, most likely triggering her Heroic Ability in the process. No subtlety here, just stand back and fire.

It was Laurel’s ancestors that soaked the barren plains of Di’zon with the blood of 10,000 barbaric invaders. Returning the following morning, the elven defenders found saplings as red as scarlet had sprung up, covering the entire expanse. Laurel is proud of her heritage: having fulfilled her years of service, she now travels the world, displaying the skill and cunning that belongs to a sister of Bloodwood.

Laurel’s miniature, however, is not quite as undemanding as her playstyle. Although her character art depicts her midstride in a dramatic action shot, her miniature appears to be folding in half as though she was just took a strong blow to the gut. Her face is aimed directly at the ground and her hunched-over posture lacks any of the momentum shown in the reference. This was undoubtedly a difficult sculpt to manufacture, as well, as demonstrated by the very rough detail in her face and chest. The buckles and straps that anchor her cape were almost entirely missing, the chainmail was little more than pockmarks, and her face was very asymmetric and misshapen. I was able to resculpt the buckles to some degree with Aves ApoxieSculpt, and some careful knife-work evened out some of the lumpiness of her face and deepened her features. Given how she started, I’m surprised at how well she ended up. Painting was straightforward with muted colors following the reference art. There is some sort of blue box behind her left shoulder on the reference… no idea what that is meant to be, but it wasn’t on the figure so no need to worry.

Overall, I’m very happy with the final product. Despite some pretty nasty issues, the miniature looks well detailed and her face actually looks somewhat normal. This was one of the worst facial sculpts in the game, in my opinion, which gives me hope that I might be able to work some magic on Orkell and Tinashi. Then again…


Skirt:
The entire area was blocked in with a base tone consisting of a 1:1 mix of VMC German Camo Black Brown (70.822) and VGC Scurvy Green (72.027). Layers were applied with the addition of VMC Blue Green (70.808), followed by VMC Light Green Blue (70.972).

Red Trim:
The areas of red cloth were blocked in with VMC German Camo Black Brown (70.822). A base coat was then applied with VMC Burnt Red (70.814). This was then lightened repeatedly with the progressive addition of VMC Orange Red (70.910), followed by highlights with the addition of VGC Bonewhite (72.034).

Cloak:
The entire cloak was blocked in with a 3:1:1 mix of VPA Russian Tank Crew II (70.326), VMC German Camo Black Brown (70.822), and VMC Black Green (70.980). This was left in the recesses as a shade, while layers were built up using pure Russian Tank Crew II, a 1:1 mix of Russian Tank Crew II and VPA Highlight Russian Tank Crew II (70.330), and finally pure Highlight Russian Tank Crew for highlights. (Gotta love these names…)

Steel:
A standard nonmetallic metal was applied using the following colors: VMC Black (70.950), VGC Bonewhite (72.034), and VMC Ivory (70.918).

Leather:
The belts, straps, and quiver were all blocked in with German Camo Black Brown (70.822). The major forms were then base coated with VMC Chocolate Brown (70.872), lightened with mixes of Chocolate Brown and VMC Flat Earth (70.983) followed by pure Flat Earth, and highlighted with mixes of Flat Earth and VMC Dark Sand (70.847). Scratches and point highlights with pure Dark Sand were sparingly applied.

Boots/Hair:
The boots and hair were blocked in with German Camo Black Brown (70.822). The major forms were then base coated with VPA Canvas (70.314). The folds were lightened with mixes of Canvas and VMC German Camo Beige WWII (70.821) followed by pure German Camo Beige WWII. Highlights were applied with mixes of German Camo Beige WWII and VGC Bonewhite (72.034).

Skin:
The flesh was base coated with VFNP Base Flesh (74.004), lightened with Natural Flesh (74.006), and highlighted with Highlight Skin (74.008)

Beastmen from Descent 2E (Oath of the Outcast H&M)

The Heroes of Descent come from a variety of cultures. Many are human, some are Elves, some are Dwarves, a few are Orcs, there are even Minotaurs and Dragon Hybrids! But whichever civilization they may represent, they all share at least one common bond… they ARE civilized. This simple characteristic separates these proud adventurers from their monstrous foes, but this distinction is especially true when compared to the deadly Beastmen.

Although they may be humanoid in appearance, these creatures attack with the singleminded determination of ravenous beasts. Although their attack pool isn’t the strongest in the game, Beastmen can easily overwhelm single heroes. The Ravage ability allows them to circumvent the normal rule limiting monsters to a single attack action per activation, while the Command action gained by the Master in Act II grants free rerolls to any Minions within range (applying to Minions of other Monster groups as well). With a speed of four and damage boosting surge abilities, these fiends can quickly surround and defeat any hero foolish enough to stray from his allies.

The older miniatures in Descent usually suffer a bit in terms of size and detail… or rather the sculptors try to pack in too much detail for the small size of the model. This usually leads to objects being poorly defined, blending together, or being deformed by moldlines and flash. The Beastmen do not have this issue, as they are both larger than most characters and lacking their complicated wardrobes. Unfortunately, they are not without their own set of problems. The large tufts of fur on the forearms and shins are rather blobby and poorly sculpted, as is the large “mane” around the head and neck. The loincloths are similarly convoluted and rough, with some pretty horrible mold offsets in areas (where one half of a mold doesn’t line up properly with the other side, resulting in details being split and then shifted across the moldlines). But worst of all… the faces. Asymmetric, softly detailed, and a nice moldline right through the nose. Such a disappointment.

Given the simplicity of the sculpts, painting was very straightforward. There were no metallic bits, so everything was simply built up from the shade tone to the highlight tone. The master was given a red loincloth to differentiate him from the green-loined minions, and conveniently, his fur turned out slightly whiter as well, making him look older.

Oh… and WHY do they have dolls??? They somewhat resemble the Curse Doll seen on the corresponding Search card, only they are wearing dresses. Are they specifically using them against females? These creatures are not “Cursed” (a Monster Trait used in selecting groups during Quest setup), do not cause “Curse” (a harmful condition), nor do they have any flavor text to justify this puzzling accessory. Seriously… I need this explained!

Overall, this is NOT my best work, but it looks alright considering the limitations of the sculpt. Unfortunately, these problems are much more common in some of the upcoming miniatures, so I have to learn to lower my expectations a bit. Nothing to do but keep muddling through these older releases until I can treat myself with the crisper models.


Flesh:
The skin was base coated with Vallejo Panzer Aces Canvas (70.314). Several layers were applied to the major muscle forms mixing progressive amounts of VGC Elf Skintone (72.004) with the Canvas, followed by the inclusion of VMC Buff (70.976). Final highlights were performed with pure Buff.

Red Loincloth:
The edges of the loincloth and deepest shadows were blocked in with VMC German Camo Black Brown (70.822). The majority of the area was then blocked in with a 1:1 mix of German Camo Black Brown and VMC Cavalry Brown (70.982) with a touch of VMC Deck Tan (70.986) to desaturate the tone. This was brightened with the incremental addition of more Cavalry Brown. Highlights were applied with a 1:1 mix of Deck Tan and Cavalry Brown, followed by point highlights and wear to the edges with the addition of some VMC Buff (70.976).

Green Loincloth:
The edges of the loincloth and deepest shadows were blocked in with VMC German Camo Black Brown (70.822). The majority of the area was then blocked in with a 1:1 mix of German Camo Black Brown and VMC Flat Green (70.968). The individual folds were then brightened with a 1:1 mix of Flat Green and VMC Khaki (70.988), and blended back into the shadows with a touch of German Camo Black Brown. Highlights were then applied with VMC Green Sky (70.974) mixed 1:1 with the Flat Green/Khaki mix, followed by point highlights with pure Green Sky.

Hair:
The patches of fur and hair were base coated with a 2:2:1 mix of VMC German Camo Black Brown (70.822), VMC Deck Tan (70.986), and VMC Black (70.950). Some deeper recesses and edges were darkened with some additional German Camo Black Brown, while the individual tufts of fur were picked out with some additional Deck Tan. Highlights of pure Deck Tan were added, followed by point highlights with a 1:1 mix of Deck Tan and VMC Ivory (70.918).

Doll:
The entire doll was blocked in with VMC German Camo Black Brown (70.822). The folds of the dress were base coated with a 1:1 mix of German Camo Black Brown and VGC Golden Yellow (72.007), followed by pure Golden Yellow to the upturned surfaces. A 1:1 mix of Golden Yellow and VGC Pale Yellow (72.097) was then applied as a highlight to brighten and desaturate the overall tone.
The body of the dolls were base coated with a 1:1 mix of German Camo Black Brown and VGC Heavy Warmgrey (72.148), followed by a second mix with more Heavy Warmgrey. This mix was then brightened with some VMC Ivory (70.918) in two stages for highlights.

Shiver from Descent 2E (Oath of the Outcast H&M)

The first Hero and Monster pack released for Descent 2nd Edition was Oath of the Outcast, which contained four heroes, each representing one of the primary archetypes. The Mage from this set was Shiver, a character initially released in the Tomb of Ice expansion for First Edition.

I care not the cost or pain, nor if my judgment was just; I will work out my redemption.

Like most Descent heroes, Shiver is a tragic character, although his backstory is rather undeveloped. You see, he is amnestic, so although he committed terrible atrocities and needs to atone for his sins, the game designers really lucked out in not having to detail any of those past events because he cannot remember them! It would have been nice to have had a nemesis for him to resent, a specific act to reverse, or some definitive tragedy to relive. But, alas, we are left with a vaguely broken and nonspecifically tortured elf. Ah, well.

From a gameplay standpoint, Shiver is a bit of a conundrum. His attributes are all average, lacking the generally developed wisdom of other Mages. His Move, Stamina, and Defense stats are all average as well, while his Health is very respectable for a Mage. This might suggest that he would need to be soaking up damage, but his Hero Ability makes it less likely for monsters to be able to get into melee range in order to attack him. In addition, his Heroic Feat targets friend and foe alike, making him something of a prickly ally. He is meant to be a lost soul, so I suppose the fact that his intended party role being lost is rather fitting…

Shiver forgot his true name centuries ago. He knows he did terrible things in service to his mistress. He knows that somewhere along the line he must have learned to regret the pain he caused. Now regret is all he knows. Can he possibly be redeemed for things he can no longer remember? If so, he only has one chance, and he must make good on it now or walk in sorrow across the frozen wastes for all eternity.
It is widely believed that Shiver’s origins are connected to the Shadow Tear and the fall of the Daewyl elves. However, even he cannot confirm this. His earliest memories are punishment and penance, with nothing prior. A desperate and sorrowful soul, Shiver exemplifies humble service among friends and reckless abandon in a fight, giving his all to earn the forgiveness and peace he desires more than anything else.

Just like his underdeveloped character, Shiver’s miniature is similarly lacking in detail. His face was poorly cast, requiring some minor trimming and reshaping.
Although his ears are a minor focal point of the reference art, they are nearly nonexistent on the figure, requiring a little ApoxieSculpt to accentuate. (This was also a problem with Splig, and appears to be a running theme in the game’s early sculpts). The designs on his lantern were very poorly engraved, requiring me to smooth out the faces and just free hand the details. But worst of all, those chains! Giant, sausage-y links with no consistent size or shape, and missing the entire segment that should stretch from his collar to his left bracer. This was far too much for me to sculpt and correct, so he will forever be incompletely bound.

With that being said, I think he came out very well in the end. His skin looks almost luminescent and the little bit of object source lighting around the lantern reads pretty well. My favorite aspect is the addition of the reddish tones to the edges of his robe. This was suggested in the reference art, and was not something I would normally have thought to do. But the additional contrast is very eye-catching and really gives the impression of a spectral quality to an otherwise unimpressive miniature.


Robe:
The entire area of cloth was blocked in with VMC Black (70.950). The individual folds were picked out with a base coat of VMC Panzer Aces Periscopes (70.309). This was blended down a bit with a 1:1 mix of Periscopes and Black. Regular highlights were accomplished sparingly with a 2:1 mix of Periscopes and VMC Andrea Blue (70.841). Brighter highlights acting as some object source lighting were added to the right leg area with a 1:1 mix of Periscopes and VMC Pale Grey Blue (70.907). The shadows were deepened with a 1:1 mix of Black and VMC Hull Red (70.985), with pure Hull Red used to outline the very edges of the tattered robes. This was then blended back into the main color with a 1:1 mix of Hull Red and Periscopes.

Sash:
The purple cloth was blocked in with a 1:1 mix of VMC Black (70.950) and VMC Royal Purple (70.810). (Of note, the Royal Purple I had was coagulated on the bottom, so the paint that was used for this mix ended up being a thin layer that floating above the rubbery mass of dried paint.) A base coat of VMC Blue Violet (70.811) was applied to the raised areas, leaving the Royal Purple mix to rest in the recessed pattern. Highlights were applied with a 1:1 mix of Blue Violet and VMC Pale Grey Blue (70.907).

Skin:
The flesh was basecoated with a 1:1:1 mix of Vallejo Nocturna Fantasy Pro Deep Forest Skin (74.009), VMC Hull Red (70.985), and VMC Pale Grey Blue (70.907). A 1:1 mix of VMC Black (70.950) and Hull Red was used for darklining in some of the deepest recesses. The individual muscle masses were picked out with additional Pale Grey Blue added to the base tone, followed by highlights with even more, and then pure Pale Grey Blue. Final point highlights were applied selectively with VMC Ivory (70.918).

Metal:
The chain was blocked in with VMC Black (70.950). The individual links were picked out with a 1:2 mix of Black and VMC Pale Grey Blue (70.907). Shade was added with a 1:1:1 mix of Black, Pale Grey Blue, and VMC Hull Red (70.985). Highlights were applied with mixes of Black and Pale Grey Blue with incrementally more Pale Grey Blue, ending with pure Pale Grey Blue.

Blue Light:
The areas of blue glow were blocked in with Schmincke Titanium White. A base coat of VMC Andrea Blue (70.841) was applied to the entire area. Leaving this base coat along the edges and shadows, the central highlights were built up with a 1:1 mix of Andrea Blue and Titanium White, followed by pure Titanium White.

Oath of the Outcast – A Hero and Monster Pack for Descent 2E

As one might guess from the name Descent: Journeys in the Dark SECOND EDITION, there was once a first edition of this dungeon crawling board game. This original version of the game had its own set of campaigns and expansions which added dozens of playable heroes and monsters to the game. With the release of Second Edition, Fantasy Flight Games chose to create additional content designed to update and redesign this preexisting content to be usable in the new game system. One of the ways in which this was accomplished was with Hero and Monster packs which were not tied to any campaign related boxes, each containing four heroes and three open monster groups (as well as two side quests which could be added to ongoing campaigns).

It is said that the Tomb of the Twelve was created to hold the royal guard of an ancient lich-king. Their remains were bound in sacred linens and sealed in urns of pure silver. A lone guardian ensures that these elite warriors do not rise again. Unjustly banished, the Guardian swore to keep this burial ground in exchange for eternal life and the right to reclaim the honor that was lost.

The first of these Hero and Monster packs was Oath of the Outcast, which contained the following characters:

Heroes:

Shiver (Mage)

Trenloe the Strong (Warrior)

Laurel of Bloodwood (Scout)

Elder Mok (Healer)


Monsters:

Beastman (3 Minions, 1 Master)

Razorwing (3 Minions, 1 Master)

Bane Spider (2 Minions, 1 Master)


The entire ensemble of the Oath of the Outcast Hero and Monster Collection.