Here is the long hall with some of the detailing done and partly painted. I have to wait for some stuff to dry, so I thought I would post a pic. Ground cover and moss growing up the walls, even patches on the roof help it look old and part of the environment. Little things like a wood chopping block with axe and wood pile, a hayfork and a couple of shields also increase the verisimilitude.

OK the same prep, further along. here is a slightly blurry shot of the long hall in the process of acquiring paint. When finished, it will have more of the greyed-out aged and weathered wood. And it will have actual ground work on the base. And some detailing if I can find appropriate bits.

Here is a pic of the Viking-style Long Hall I built for the Chevauchee scenarios I am running at Comicpalooza in Houston the weekend after next.

So I thought I would post a little about what I will be doing at Comicpalooza in Houston on the May long weekend.

Weird, Useful or Not-So-Useful bits and pieces that clutter the post-apoc landscape, ruins, or landruins, ruinscapes; whatever:
Anybody who would like to play along, feel free to add suitable things to the list.
1 – Ten sealed rolls of tooth floss
2 – A rapid-charging terminal: any electrically powered device may be fully charged in 1d6 minutes. After each item is charged, roll a d6. If the number is equal or below the number of minutes required to charge the last item, the terminal becomes inoperative.
3 – A can-opener
4 – An old icepick

As I attempted to show in Part One of this two-part series, The Tom Swan and the Head of St. George e-novellas are a very rich resource and eminently game-able in terms of setting and set-up. To save you having to go back to the first post, the link to the first story in the series on may be found at the end of this post.
As discussed previously, there are certain things to think about, and prep for, when considering running a historical setting. One of the major decisions that I only touched on in Part One is which game system to use.