Return to Gotham – Batman Miniatures Game 2e battle

Posted in Batman miniatures game with tags , , , , , , on February 13, 2018 by vobeskhan

It’s been a loooong time since I last played a game of Batman Miniatures Game, so long in fact that not only was a new campaign book (Arkham Knight) released but a further revision and 2nd edition of the game released, now with added magic!

So not only do we have heroes, goons and speedsters but also magic wielding folks. I’ve heard several comments that the magic is currently too powerful and that several of the regular tournaments are blocking it for now.

However I managed to convince my regular foe, Dan, (it didn’t take a lot of convincing) to give the new rules a go in a classic match up between his beloved Team Arrow and my League of Assassins (formerly League of Shadows).

As we were both still awaiting some of the newer models to arrive in our store (Tabletop Tyrants), so we agreed to the use of proxy models.

Team Arrow consisted of:

  • TV Arrow
  • Diggle
  • John Constantine
  • Alpha Swat guy
  • Arkham Guard 2

While the League was represented by:

  • Arkham Knight Ras Al Ghul
  • Gorro with Ancient Weapon and Loyalty Tattoo
  • Lotus
  • Ichi
  • Yang
  • Ying
  • Ki with an Extra Acid Arrow and Grapple Gun

We started off simple and chose to play the first scenario, Arrival, for strategies Dan took Maps, Patrol and the Oliver Queen one. I took the League specific one, and Vandalism (though I totally forgot to use Ras’s ability to cancel one of the opponents one as I originally planned to deny his Maps extra lamps then vandalise one of his others, reducing it to only 5 lamps on the board).

Objectives wise, Dan took Loot, Ammo and a pair of Riddles. I decided to try some of the new ones and took Ammo, Medical Supplies and Contraband.

 

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So lessons learned, Constantine is fun and can dish out a fair bit of damage but needs to be protected. The new League big guy (Gorro) is a brute, and can take a pounding. The new AK version of Ras is as good if not better than the AC version (and I can’t wait for the awesome new sculpt). Ki’s acid arrow is fun but the lack of Good Aim is a pain in the arse. With regards the new objectives, the medical supplies I didn’t get a lot of use from but the 3vp for control was good, the contraband managed to damage myself twice with before finally getting 1vp out of it.

If Dan’s shooters had hot footed it from the start and camped at his Ammo I honestly thing it would have been a different story, not only getting him points per turn but them not running out of shots.

Alpha arresting Ras on the last turn probably saved his neck too though with Immortal it garnered no extra VP’s unfortunately.

All in all, a thoroughly enjoyable afternoons gaming and hopefully the start of many more rumbles in the streets of Gotham/Star City etc (I know Dan is eager to play in the other locales, especially the daylight one).

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SAMCRO’s trials within the Hecate gate

Posted in 40k with tags , , , , , , , on February 4, 2018 by vobeskhan

So over the past five month’s I have been taking part in the latest of the All Scars annual narrative campaigns – The Hecate Gate.

Basically our forces have been sucked into a demi-plane by Tzeentch and Khorne and are being forced to battle to prove ourselves worthy of facing the final guardian (Magnus) and escape via the Gate.

We formed teams amongst ourselves and I was in team WAAC (Win At All Costs, because its entirely the opposite of how we play). My goal for this campaign was to face as many people that I hadn’t played before as possible or failing that opponents I have a good laugh with.

Game 1 was against David’s Blood Angels, now in 7th edition I had a good track record against the Sanguin Sons however this did not prove so against the brutality of David’s assault.

Game 2 was another imperial force, Crimson Fists run by Adam. This was one of the most fun, relaxed and enjoyable games of 40k I’ve played in ages, and the sneaking a win by 2 points  made it even better.

Game 3 was another first, facing the Ultrasmurfs of Matthew, bouyed by my success against Adam I was brought rapidly down to earth as Matthew’s helblaster entrenched forces ripped me a new orifice. Great fun though.

Game 4 was Blood Angels once again, this time my annual throwdown with Patrick. He brought a Blood Angel and Lamenters force while I fielded my Black Legion with a Thousand Son allied battallion. It was exceedingly close and Patrick thought he’d just managed to secure a draw when I destroyed his leviathon in close combat and reminded him of the Objective card I’d held since the first round to score a point for destroying a unit in assault – sneaky 1 point win to me.

Game 5 was yesterday and was against another of my favourite people to play Dave C, usually I face his Ultrasmurf’s but this time I faced his Thousand Sons. Chaos on Chaos! It was a brutal, fun-filled game with both of us having equal amounts of amazing and dire dice rolls in good measure. Dave came back hard in closing round but the mission conditions granted me just enough points for a 7-5 win.

Another of the fun parts of this campaign was the fact that its the first one I’ve not been involved in running myself, so all I had to do was play my games and enjoy. Huge thanks to all my opponents and Andrew for organising a great campaign – thoroughly enjoyed myself.

Photos from yesterdays match

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My army list for yesterday.

++ Super-Heavy Auxiliary Detachment (Chaos – Questor Traitoris) [23 PL, 488pts] ++

+ Lord of War +

Renegade Knight [23 PL, 488pts]: Meltagun, Reaper chainsword, Stormspear Rocket Pod, Thermal cannon

++ Battalion Detachment +3CP (Chaos – Chaos Space Marines) [128 PL, 2399pts] ++

+ Flyer +

Heldrake [10 PL, 185pts]: Baleflamer, Heldrake claws, Mark of Tzeentch

+ No Force Org Slot +

Gametype: Matched

Legion: Black Legion

+ Heavy Support +

Chaos Land Raider [19 PL, 367pts]: Havoc launcher, Mark of Tzeentch, Twin heavy bolter, 2x Twin lascannon

+ HQ +

Abaddon the Despoiler [12 PL, 240pts]: Warlord

Sorcerer in Terminator Armour [8 PL, 139pts]: Combi-flamer, Force stave, Infernal Gaze, Mark of Tzeentch, Weaver of Fates

Chaos Hellwright [8 PL, 142pts]: Flamer, Infernal axe, Mark of Tzeentch, Soulburner pistol, The Eye of Night, Voidcutter

+ Elites +

Helbrute [7 PL, 145pts]: Helbrute plasma cannon, Mark of Tzeentch, Power scourge

Chaos Terminators [14 PL, 297pts]: Icon of Flame, Mark of Tzeentch
. Chaos Terminator Champion: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator w/ Heavy Weapon: Chainfist, Reaper autocannon

Rubric Marines [14 PL, 273pts]: Icon of Flame
. Aspiring Sorcerer: Force axe, Warpflame Pistol
. 4x Rubric Marine w/ Inferno Boltgun: 4x Inferno boltgun
. Rubric Marine w/ Soulreaper cannon: Soulreaper cannon
. 4x Rubric Marine w/ Warpflamer: 4x Warpflamer

+ Fast Attack +

Chaos Bikers [9 PL, 169pts]: Icon of Wrath, Mark of Khorne
. Chaos Biker: Chainsword, Meltagun
. Chaos Biker: Chainsword, Meltagun
. Chaos Biker: Chainsword, Combi-bolter
. Chaos Biker: Chainsword, Combi-bolter
. Chaos Biker Champion: Combi-bolter, Power sword

+ Troops +

Chaos Space Marines [9 PL, 167pts]: Icon of Flame, Mark of Tzeentch
. 7x Marine w/ Boltgun
. Marine w/ heavy weapon: Autocannon
. Marine w/ special weapon: Plasma gun
. Aspiring Champion: Bolt pistol, Power sword

Chaos Cultists [9 PL, 108pts]: Mark of Tzeentch
. 12x Chaos Cultist w/ Autogun
. 12x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun

Chaos Space Marines [9 PL, 167pts]: Icon of Flame, Mark of Tzeentch
. Aspiring Champion: Bolt pistol, Power sword
. 7x Marine w/ Boltgun
. Marine w/ heavy weapon: Autocannon
. Marine w/ special weapon: Plasma gun

++ Fortification Network (Chaos – Chaos Space Marines) [6 PL, 110pts] ++

+ No Force Org Slot +

Legion: Black Legion

+ Fortification +

Skyshield Landing Pad [6 PL, 110pts]

++ Total: [157 PL, 2997pts] ++

D&D AL – Tomb of Annihilation – update on the teams progress

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , on February 4, 2018 by vobeskhan

Despite my best intentions I found that I have been exceedingly lax in keeping these updated on my two tables progress through the Tomb of Annihilation, so here is an update on how the teams are getting along.

Team Zorbo

The team was greatly motivated to help the Order of the Gauntlet at Camp Vengeance, while those with healing power tended the sick the others were tasked with recovering the fishing nets. Unfortunately the laden nets had gathered the attention of a giant crocodile also and there was an altercation which resulted in the dino-shaped druid being dragged along in the reptiles mouth as it sought deeper waters. Eventually it decided to seek out less violent meals and released her.

Leaving Vengeance they decided to look for Vorn (having been given information from Wakanga in Port Nyanzaru) and found the immobile Guardian in the jungle. following a trail they discovered Yellyark but activated the launch feature. They then spent a couple of days trying to track the mobile village (unsuccessfully as the goblins felt threatened and kept on the move) before deciding to get back “on mission” and headed to Mbala.

The druid in the meantime had been visited by one of the sewn sisters and is now slowly losing health due to the nightmares. They sought information from Nanny Pupu who agreed to tell them what she knew in return for them dealing with some pesky pterafolk on the cliff edge of Mbala. Despite losing their tortle companion due to falling the 1600 feet to the floor below the rest of the party were able to defeat the pterafolk and drive off the remainders and Nanny told them that the most direct way to stop the nightmares was to kill the hag causing it.

The party then headed towards Oralunga in search of the sage rumoured to be there (and because the crazy guy in Port Nyanzaru had told them to seek out the sage), during this trek they came across a curious clearing. a single fir-tree grew in a shaded glade covered in snow (though it wasnt cold) and it had several red baubles on it. Approaching they found a Chwinga and made friends with it by giving it mayonnaise (from the Alchemy Jug), in return it allowed them to take one bauble each (a Potion of Healing from my Level Up DM Quest reward).

They found Oralunga and despite a little squeamishness gained entrance to the top of the ziggurat and the sage, getting some answers to their questions and a suggestion that there may be something to the south that could speed their journey.

They eagerly set out that way and reach Ataaz Kahakla, cautious about the large skeletons in the gorge they eventually find a way across (travelling a little out of their way to do so) and eventually coming across the wreck of the Star Goddess and Captain Amelia Smollet (I played her as the captain from Treasure Planet and being a Tabaxi), helping the stranded crew to cobble together a smaller craft capable of making it to the coast in return for a lift.

Departing from the sky sailors they follow Musharib’s directions to find Hrakhamar and set about completing their promise to aid the albino dwarf liberate his home from the fire newts. And that is where they currently are.

Team Chwinga

Despite a slow start Team Chwinga have made much progress in the intervening sessions. They overcame the trials and traps of Camp Righteous, visited Camp Vengeance where having several members of the order amongst them put them in good stead and they were told there was a missing patrol that had headed towards Mbala in search of the wise-woman there. The Dragonborn Swashbuckler also received a visit from a sewn sister and had begun losing health when he slept.

Reaching Mbala they found that there was some form of barrier preventing their guide, Eku, from entering the village so she made a meagre camp while they explored the ruins. Here they found a trio of figures gardening beside a hut and discovered them to be zombies of the missing Order patrol. After destroying them they met Nanny Pupu who calmly told them she made them from corpses she found, probably killed by the nearby pterafolk, she invited them in to share her stew while they talked. The half-orc barbarian was happy to accept but most of the party chose not to partake. That night when the swashbuckler was on watch back at their camp he saw a foggy mist cover the ruins and in the swirls could see ghostly forms of the former inhabitants going about their daily business. He chose to sneak back towards Nanny’s hut could see no sign of Nanny.

However the garden was all disturbed and just as he realised the earth had been moved from underneath he saw a hand out of the corner of his eye reaching for him – a very, very big hand! He ran back to the camp and roused his companions. They faced the creature, a flesh golem created from the amalgamation of the remaining patrol corpses and were eventually able to defeat it, and decided that as Eku had said, Nanny was not a creature of goodness. They returned to the hut but she was not to be found. Behind the hut they found a short set of rough stairs leading to a chamber with a large black iron cauldron of bubbling green liquid (despite having no heat source below it). They tipped it over, flooding the floor with the acidic fluid which reacted with the stone floor to give off noxious gas but thankfully they got out mostly unaffected. Here they saw Nanny before them just laughing at them, they tried to attack her but something else was attacking them, something unseen. Once they were able to land a blow on the laughing Nanny they discovered that it was an illusion.

Finally the monk managed to get his blanket over the invisible assailant which allowed the rest of the party to target it easier and they finally killed Nanny Pupu. This was able to then release the ghosts of Mbala and Eku was also able to finally enter the village. As they had done as she had asked she agreed that she would now lead them to Omu for free as agreed.

They began to make good pace as they continued south, encountering some zombie girallons on the way but being able to overcome them. They also found what looked to be an abandoned stone shrine, mostly intact, and chose to use it for an overnight camp. Examining the pictographs with Eku’s help they were able to see they told the story of Ubtao and the Nine Trickster gods, the dragonborn chose to beseech these gods/spirits of Chult saying that he was devoted to stopping the death curse and aid the people of Chult just as they had done in the past but he couldn’t do so if he succumbed to the death curse himself because of the hags draining his life. Amazingly, come morning he appeared to be free of the draining effect and the nightmares.

Continuing south they begin to reach the rising ground and the jungle teems with danger.

 

SAMCRO Black Legion – stand and be counted

Posted in 40k with tags , , , , on November 22, 2017 by vobeskhan

SAMCRO-legion

So now the impact of 8th and our new codex has died down I decided to go through my collection and work out how many points I had painted up so far. So care of Battlescribe, here it is:

++ Unbound Army (Faction) (Chaos – FW Heretic Astartes) [50 PL, 1017pts] ++

+ Elites +

Hellforged Contemptor Dreadnought [10 PL, 196pts]: Havoc launcher
. Left Arm: Combi-bolter, Hellforged deathclaw
. Right Arm: Multi-melta

+ Heavy Support +

Hellforged Land Raider Proteus [19 PL, 373pts]: Accursed Phylactery, Havoc launcher, Twin heavy bolter, 2x Twin lascannon

+ Lord of War +

Hellforged Spartan Assault Tank [21 PL, 448pts]: Havoc launcher, Twin heavy bolter
. 2x laser destroyers: 2x Laser destroyer

++ Unbound Army (Faction) (Chaos – Chaos Space Marines) [304 PL, 5466pts] ++

+ No Force Org Slot +

Legion: Black Legion

+ HQ +

Abaddon the Despoiler [12 PL, 240pts]

Chaos Lord on Bike [7 PL, 127pts]: Bolt pistol, Combi-bolter, Mark of Nurgle, Power fist

Chaos Lord on Bike [7 PL, 127pts]: Bolt pistol, Combi-bolter, Mark of Khorne, Power fist

Daemon Prince with Wings [9 PL, 189pts]: Hellforged sword, Warp bolter
. Tzeentch: Infernal Gaze

Dark Apostle [5 PL, 76pts]: Bolt pistol, Mark of Tzeentch, Power maul

Fabius Bile [6 PL, 109pts]

Sorcerer [6 PL, 111pts]: Death Hex, Force stave, Gift of Chaos, Mark of Tzeentch, Plasma pistol

Sorcerer in Terminator Armour [8 PL, 173pts]: Combi-melta, Force stave, Mark of Tzeentch, Warptime, Weaver of Fates

Sorcerer on Bike [8 PL, 146pts]: Bolt pistol, Combi-bolter, Force stave, Infernal Gaze, Mark of Tzeentch, Weaver of Fates

Sorcerer with Jump Pack [7 PL, 147pts]: Combi-melta, Force stave, Mark of Tzeentch, Warptime, Weaver of Fates

Warpsmith [5 PL, 76pts]: Bolt pistol, Flamer, Mark of Nurgle, Meltagun, Power axe

+ Troops +

Chaos Cultists [3 PL, 44pts]: Mark of Tzeentch
. 8x Chaos Cultist w/ Autogun
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ autopistol and brutal assault weapon, Mark of Tzeentch
. Cultist Champion: Brutal assault weapon and Autopistol

Chaos Space Marines [12 PL, 212pts]: Mark of Nurgle
. Aspiring Champion: Boltgun, Power sword
. 11x Marine w/ Boltgun
. Marine w/ special weapon: Plasma gun
. Marine w/ special weapon: Plasma gun

Chaos Space Marines [12 PL, 194pts]: No Chaos Mark
. Aspiring Champion: Boltgun, Chainsword
. 9x Marine w/ Boltgun
. Marine w/ heavy weapon: Lascannon
. Marine w/ special weapon: Plasma gun

Chaos Space Marines [9 PL, 143pts]: No Chaos Mark
. Aspiring Champion: Boltgun, Power sword
. 8x Marine w/ Boltgun
. Marine w/ special weapon: Flamer

+ Elites +

Chaos Terminators [28 PL, 358pts]: No Chaos Mark
. Chaos Terminator Champion: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator: Combi-melta, Lightning Claw
. Terminator w/ Heavy Weapon: Chainfist, Reaper autocannon

Chosen [11 PL, 192pts]: Icon of Vengeance, No Chaos Mark
. Chosen Champion: Bolt pistol, Power sword
. 5x Chosen w/ chainsword
. Chosen w/ weapon option: Bolt pistol, Power maul
. Chosen w/ weapon option: Bolt pistol, Power maul
. Chosen w/ weapon option: Bolt pistol, Power axe
. Chosen w/ weapon option: Bolt pistol, Power axe

Chosen [7 PL, 159pts]: Mark of Tzeentch
. Chosen Champion: Plasma pistol, Power sword
. Chosen w/ weapon option: Bolt pistol, Meltagun
. Chosen w/ weapon option: Bolt pistol, Meltagun
. Chosen w/ weapon option: Bolt pistol, Meltagun
. Chosen w/ weapon option: Bolt pistol, Meltagun

Helbrute [7 PL, 145pts]: Helbrute plasma cannon, Mark of Tzeentch, Power scourge

Possessed [6 PL, 110pts]: Mark of Tzeentch, 5x Possessed

+ Fast Attack +

Chaos Bikers [9 PL, 179pts]: Icon of Flame, Mark of Tzeentch
. Chaos Biker: Bolt pistol, Meltagun
. Chaos Biker: Bolt pistol, Meltagun
. Chaos Biker: Bolt pistol, Combi-bolter
. Chaos Biker: Bolt pistol, Combi-bolter
. Chaos Biker Champion: Combi-bolter, Power sword

Chaos Bikers [9 PL, 169pts]: Mark of Nurgle
. Chaos Biker: Bolt pistol, Meltagun
. Chaos Biker: Bolt pistol, Meltagun
. Chaos Biker: Bolt pistol, Combi-bolter
. Chaos Biker: Bolt pistol, Combi-bolter
. Chaos Biker Champion: Combi-bolter, Power sword

Chaos Spawn [10 PL, 165pts]: 5x Chaos Spawn, Mark of Nurgle

+ Heavy Support +

Chaos Land Raider [19 PL, 356pts]: Mark of Tzeentch, Twin heavy bolter, 2x Twin lascannon

Chaos Predator [9 PL, 190pts]: No Chaos Mark, Twin lascannon
. Two lascannons: 2x Lascannon

Chaos Vindicator [8 PL, 135pts]: No Chaos Mark

Defiler [11 PL, 179pts]: Defiler scourge, No Chaos Mark, Reaper autocannon

Forgefiend [9 PL, 195pts]: 2x Hades autocannons, Ectoplasma cannon, Mark of Tzeentch

Havocs [7 PL, 152pts]: Mark of Nurgle
. Aspiring Champion: Boltgun, Power fist
. Havoc w/ boltgun
. Havoc w/ heavy weapon: Missile launcher
. Havoc w/ heavy weapon: Missile launcher
. Havoc w/ heavy weapon: Missile launcher

Havocs [10 PL, 144pts]: No Chaos Mark
. Aspiring Champion: Plasma pistol, Power sword
. Havoc w/ boltgun
. Havoc w/ heavy weapon: Lascannon
. Havoc w/ heavy weapon: Heavy bolter
. Havoc w/ heavy weapon: Heavy bolter
. Havoc w/ heavy weapon: Heavy bolter

Havocs [7 PL, 155pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Chainsword
. Havoc w/ heavy weapon: Autocannon
. Havoc w/ heavy weapon: Autocannon
. Havoc w/ heavy weapon: Missile launcher
. Havoc w/ heavy weapon: Missile launcher

+ Flyer +

Heldrake [10 PL, 185pts]: Baleflamer, Heldrake claws, Mark of Tzeentch

+ Dedicated Transport +

Chaos Rhino [4 PL, 72pts]: Combi-bolter, No Chaos Mark

Chaos Rhino [4 PL, 72pts]: Combi-bolter, No Chaos Mark

++ Unbound Army (Faction) (Chaos – Questor Traitoris) [10 PL, 217pts] ++

+ Fortification +

Imperial Bastion [10 PL, 217pts]: 4x Heavy bolter, Icarus Lascannon

++ Total: [364 PL, 6700pts] ++

 

This is still only about a quarter of my total collection model count, though I’m slowly but surely getting through it all.

Besides another huge lump of cultists, there’s another helbrute, two old style dreadnoughts, another land raider and two predators, another pair of rhinos, fire raptor and storm eagle, ten bikers and another sorcerer on bike, quite a few of the Dark Vengeance chosen, another defiler, a second heldrake, a maulerfiend, loads more marines, Ahriman, Thousand Son marines, at least two more units of terminators. Oh and of course my chaos knight and conversion which will eventually be a helforged fellblade.

 

D&D AL – Tomb of Annihilation – Paths of the Righteous

Posted in Campaign, D & D 5e, D&D, Encounters with tags , , , , , , , , , , , on November 21, 2017 by vobeskhan

Session 4 for both my tables and both pick up at the cliffhangers we let at …..

Team Zorbo

Cautiously entering what they hoped was the final chamber they easily spot the arcane trap and using the information they had from last session are able to get two of their number up the pillar to retrieve the item. However the downward climb triggers one of the traps with “shocking” consequences.

Having taking quite a beating from the various traps in the ancient structure they decide to camp for the night in the former commanders tent. During the night they hear a strange noise and a couple of them investigate but all they find is a strange-looking totem pole, leaving it alone they return to camp only to have their rest disturbed again by a group of axebeaks looking for their missing fledgling. The fight light the flightless birds is short-lived.

Waking in the morning they discover that their canoes have been stolen, apparently by goblins if the tracks at the shoreline are to be believed. Begrudgingly they break camp and continue on foot along the shore towards Camp Vengeance.

They run into a Flaming Fist patrol, who demand to see their exploration permit. Looking to their guides who simply shrug, the dwarf cleric prepares to pay the cost and receive a permit but the barbarian pre-empts this by attacking the patrol leader. The mercenaries and their dino’s put up a fight but eventually are left dead in the jungle.

The evening before they expect to reach Camp Vengeance they hear the cries of a baby deeper in the jungle. Investigating reveals a pair of strange monkey like creatures in a tree which, having lured them close enough hit them with a blast of psychic energy wich leaves the barbarian stunned. Thankfully the rest of the group aren’t too far behind and the creatures are chased off with guided bolts (killing one).

Next day they reach Camp Vengeance and approached the gates …..

Team Chwinga

Bursting through the dark jungle came an Allosaurus, but not a living one, a zombie! The heroes had quite a brutal fight on their hands but were victorious. Next morning they continue their journey, though the triton ranger decides to take a swim in the river, and contracts throat leeches!

With the weather getting worse as they travelled along the river’s edge they came to an area where the ground had been washed away into the river uncovering several buried bodies. As the party investigated them they arose and attacked. Despite the unsure footing the heroes quickly put the undead back in the ground from which they came from.

Using the river as a navigation aid they continue through the jungle and come across a group of Chultans apparently tearing a triceratops apart with their bare hands and devouring it. The cleric is fairly sure their not undead, just very strange, and each has a blue triangle on their foreheads. The group tried to sneak past unnoticed but one of them unfortunately made just that little bit too much noise and the strange groups attention focused upon the party. After a very brief battle the heroes burnt the corpses (just in case), and asked their guide if she knew who they were. Eku told them that there were many small nomadic tribes surviving within the jungle, she did not know them all. The cleric examined the blue triangles and thought they were reminiscent of the mark of Dendar the Night Serpent, god of the Yaun-ti.

Continuing their journey they eventually reach the remains of Camp Righteous, and begin their exploration of it before heading into the large stone structure while Eku waited outside.

Gnomegeddon – the aftermath!

Posted in D & D 5e, D&D, Gaming events with tags , , , , , , , , , , , on November 12, 2017 by vobeskhan

This weekend I ran the Gnomegeddon charity D&D adventure at Tabletop Tyrants. As I posted previously we were raising money for Dementia UK and I honestly expected us to raise around £150 between us. With myself as DM we ended up with 7 players and had an absolute blast of a game.

The first gnome death came before they had even entered the dungeon itself, with Daniel’s wizard, Bodyknock, drawing from the Deck of Many Things and pulling the Void! One of his banked resurrections down.

They came to the darkened three-sided pyramid with the strange icons at the points.

The first entrance they found led down a tunnel to a large double door, the second longer tunnel to a pair of doors. Venturing down this corridor they found loose stones partway along so cautiously spiked them incase they were traps before tying ropes to the doors and using them to open the doors from outside the tunnel. It was a good job too as upon opening the doors a block of granite slid forcibly across the loose stones, crushing the spikes beneath it and sealing the tunnel.

Rather than going down the other tunnel they checked the third side of the pyramid and found a third even longer tunnel with a mosaic floor which had symbols carved into a meandering red path as part of it.

And so began their exploration of the classic dungeon known as the Tomb of Horrors. I didn’t run it exactly as written as I wanted to put my own stamp upon it.

Many of the characters drew from the Deck repeatedly during the game (they were allowed 1 draw each every time they discovered a new “room” and paid a donation of £1), some of the results were good – Daniel gained 2 wishes, Elliot the deeds and titles to small keep etc; some not so good – more draws of the Void and Donjon cards, Elliot gaining the enmity of a denizen of the lower planes, and Jon having his alignment and gender reversed (Chaotic Good male to Lawful Evil female).

With advice from the fundraising team at Dementia UK some of us made Just Giving pages to accept our donations and these were them:

Mine – https://www.justgiving.com/fundraising/mik-calow-dm which also includes £15 of Alastair’s as he didn’t create one for himself.

Elliot’s – https://www.justgiving.com/fundraising/elliot-winter1

Jon’s – https://www.justgiving.com/fundraising/indiana-gnomes

Patrick’s – https://www.justgiving.com/fundraising/patrick-ellwood

Daniel’s – https://www.justgiving.com/fundraising/boddynock-gnomeageddon

Jack, Matt and Alastair brought their donations in person and with them and other donations on the day this brought another fantastic amount in.

We’re just waiting for the last few in person donations to be collected in but we’ve already topped £700, a truly astounding effort from all involved I’m sure you’ll agree.

Using Daniel’s wishes they were able to bypass some of the dungeon and faced the final guardians. During this battle Jon entered the supposedly empty sarcophagus of the evil Dee-Em and found himself “elsewhere”. He was then given a choice, he and his allies could continue to battle and face the Dee-Em directly (and lose, according to the evil being) or make a deal to substitute one of his companion’s hearts to be used as a fake and leave the dungeon as supposedly victorious heroes and live long rich lives. Thanks to Jon’s earlier mishap with the cards his now evil alignment saw the benefits of taking the deal and gladly volunteered his rival rogue in the party, Elliot!

The enemies they were facing whisped into smoke as Elliot clutched his chest in momentary pain and Jon reappeared from the sarcophagus with the withered heart of the “Dee-Em”, the heroes rapidly exited the dungeon and took the heart back to the Gnomelands to celebrate (a few months later it simply crumbled into dust).

The evil Dee-Em is free to continue to terrorise Gnomes and a worthy charity receives some fantastic donations.

All Scars painting challenge – The Survivor Series 2017 – November

Posted in Gaming events with tags , , , on November 5, 2017 by vobeskhan

So this month I decided to have a break from 40k models and finally get around to painting some of the figures or my Last Night on Earth board game (from Flying Frog Productions).

I was inspired by many of the monochrome zombies I’ve seen painted for the TWD All Out War game but wanted to keep the rotting zombie colour – thankfully I found my ancient pots of Citadel colours of Rotting Flesh and Ghoul Grey.

These were successively drybrushed over an Eshin Grey base which in turn was over a black primer. Everything then got an Agrax wash and the bases were Waagh Flesh with coloured rims to designate the separate “pools” of zombies.

This might even encourage me to paint the individual heroes from the game too, though those will take some extra effort.

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