Wednesday, February 22, 2023

Sepoys and Xenos


We had another double bill session on Sunday, with the first game being The Relief of Luckpore. I was too busy running the game and having too much fun to take photos, but fortunately my friends did.

We played a standard scenario, with the mutineers blocking the Grand Trunk Road by occupying a  village on one side of the road, while I commanded a bunch of badmash hidden behind a hill on the other side.


The British players approached the problem methodically, by first driving off the badmash, and then moving their artillery to occupy the hill, and then proceeding to bombard the village. The mutineers outnumbered the British, but with only one commander, they could not shift their forces to face the threat in time, and were soon routed.

Throughout the game we felt hampered by the command limitations imposed by the rules, which is probably realistic, and tells me that to be successful one probably has to be proactive in moving troops and applying constant pressure on the enemy. I hope to return to the rules again soon.

For the second game we played an 'Aliens'-themed scenario using the Xenos Rampant rules. The Colonial Marines had to evacuate all civilians from a settlement that has been invaded by xenos, and had 12 activations to do so before it would be nuked from orbit. I placed nine buildings on the table, and randomly decided what was found inside each building by using cards to represent civilians, aliens, and "empty"; in addition, one card represented the alien queen.


The Marines players (who played the British in our first game) once again approached the problem methodically, moving their heavy weapon to cover the main avenue of approach, and then moving their squads in mutually supporting positions.


Nevertheless, the aliens were too powerful in melee, with the Queen being almost invulnerable. The Marines lost more than half their strength, and the Queen was killed only when she charged the heavy weapon. The Marines retreated with two units of civilians and three activations to spare, but left three buildings unexplored - one of which turned out to contain civilians - and gaining a narrow victory.


Although I was a playtester for a few of the Rampant series of rules, this was the first time I played a full game against other players. The game was quick because we had only two troop types on each side, and the aliens had no ranged attack capability. The card placement mechanic gave the game an unpredictability that made it exciting for both sides.

The next wargaming session is scheduled for March, when we plan to play a Kings of War game. We are also planning to play Space Hulk, and a home-mod version of Gaslands featuring Orks and kitbashed Ork Trukks in the future. Stay tuned.

Monday, February 20, 2023

Dwarrowdeep #14


As the wealth of the thaig grows, so did its fame, and Lord Khundra was invited back to Orzammar as a guest of Prince Bhelen to once more plead his case for recognition by the kingdom. In anticipation of arrival of more settlers, Lord Khundra had ordered that the offices of the thaig be moved into the High Gate district, the work of which was left to Herald Lord Durrow, who was made regent in his absence.

It was a week after his departure that our heroes (see PC profiles here) witness a strange darkness envelop the main square at High Gate, which the torches could not penertrate. Lighting his Veilfire lantern, Bertil could see a shadowy form looming over a fallen child. The party sprang into action and attacked the shadow, who was soon joined by two more of its ilk. But our heroes prevailed, and when the last shadow fell, light returned, and they saw two more children on the ground, pale and near death. Bertil healed the children, and afterwards the party was summoned to meet Lord Durrow, when they learned that two other similar attacks occurred in the other districts at the same time: one was fended off by The Foxes, the Orlesian mercenaries, and the other by Zunn and the dwarven guards. Two dead dwarven guards were found at the attack where Zunn was at, and Zunn himself barely survived, and was much weakened by the draining touch of the shadows.

At all three scenes, broken red gems were found on the ground - gems which Zunn recognised to be the same as the cursed rubies which he pried out of the eyes of a demonic statue in the lyrium mines.

In the wake of the attack, Guard Captain Galdrin proposed that a lock-down be imposed, and that the power to search all dwellings be granted to the guards, but Lord Durrow agreed only to a curfew.

With Lord Durrow's assent, Bertil, Boggart, and Lorca decided to travel bck to the lyrium mines to find more clues. At the docks, they learned that the guards had lost a boat a week prior. Just before they set off, they were joined by Balkis, an apprentice Shaper, who was assigned to record their deeds as his prentice-piece.

The four then rowed the boat across the underground lake, piloted by Boggart, who skillfully steer the boat out of a whirlpool, and gained himself the epithet of 'the Mariner'.

Arriving at the dock at the lyrium mine, they found the missing guard boat, with guard provisions inside, but no oars. Retracing their steps, they found evidence that someone had spent considerable labour in establishing access to the mines, clearing cave-ins and repairing bridges. Following their trail, they entered the tunnels of the lyrium mines, where they were attacked by darkspawn, which they routed after a hard fight.

Here, in the mine chamber they found the dead bodies of two dwarven guards. There were mining tools next to the bodies, and in their packs our heroes found a few of the cursed gems. There were no wounds on the bodies of the guards, and Bertil did not sense the touch of the shadows on them, leading him to suspect poisoning as the cause of their deaths.

Venturing a little deeper into the mine, they came across veins of lyrium, as well as what appeared to be a red form of lyrium. Our heroes dragged the bodies of the dwarven guards back to the docks, and then returned to High Gate, where they reported their findings to Lord Durrow.

Afterwards, our heroes visited Guard Sergeant Fimar, where they learned that the two dead guards found at the mine had gone missing a week ago, with no apparent reason.

Our heroes then went to the thaig's tomb, where with Shaper Dromin's permission, they examined the bodies of the two guards found dead at the attack, and Bertil determined that they too did not bear the touch of the shadows and could have died from poisoning instead...

Prepping and Running the Game

The idea for this arc of the campaign came from a trio of scenarios by AAW Games, the first of which is Dark Days in Stoneholme. I had to of course change several details about the plot, but by coincidence the "dark-heart rubies" in the module matched the "cursed rubies" which I rolled up as loot in an earlier session, and which I have had difficulty finding a call-back to. This set up the lyrium mines as a location that we had to revisit, and of course the discovery of red lyrium, which will tie in with the final arc of the campaign.

My players are generally not good at mystery scenarios, and I suppose this one isn't too easy for them either. They have given me no indication of whom they suspect to the mastermind behind all the attacks and deaths, which means the next session is wide open and will be difficult for me to prep for.

Sunday, January 29, 2023

Chariots and Cars

Adrian, FG and I met up for the first of what we hope to be a monthly wargaming session today. My plan for these monthly sessions is to run two multi-player games each time.

The first game we played was the new edition of Tribal. I set up two sides, each with one Warlord and three units, and it was a straight-up fight.

FG's warlord made an impetuous charge into the enemy line, and while he scattered the enemy marksmen unit, he was in turn charged by Adrian's warlord and was killed.

For the second game we played a three-player game of Gaslands. My buggy took some damage early in the game, but soon took the lead while Adrian and FG's cars got into a ramming contest.

I maintained the lead until I made a mistake and approached the third gate on the wrong side and had to slow down, allowing FG's car to close the gap.


In the final turns of the game Adrian gave up trying to win the race and instead came after my car.


Literally just one move away from the finishing line my buggy was rammed and flipped into the gantry, wrecking the vehicle while FG's car limped to a win.

As with the previous sessions it was a blast, and we are planning to play again in the future, hopefully with more players and vehicles.

The next session is scheduled in three weeks, when we hope to try out Xenos Rampant (which I was a playtester for) and The Relief of Luckpore.

Saturday, January 28, 2023

Dystopian Wars East India Merchant Company Naval Battle Group

A few weeks ago my friend Dave was at a flea market and he saw a box of the old Dystopian Wars East India Merchant Company Naval Battle Group going for S$5. I was not even aware that this faction existed, but it was too good a bargain to pass up, and I asked him to help me grab it. It turned out the previous owner had already primed and magnetised most of the models, so it was a quick job to get the lot (minus the airship, which I still haven't decided if I will paint) painted.


The models have the aesthetics of the old edition of Dystopian Wars, which I much prefer to the more modern look of the current edition. I decided to lean into the "just put buildings on a hull" aesthetics by painting the ships in the "black and white houses" theme.

Example of a Black and White House in Singapore

The black and white houses are a relic of the colonial era - although there are modern houses built in the style too - and I thought it would be a nice in-joke for our group. They also bear some resemblance to the "dazzle camouflage" used during WW1.

Ottoman and East India Company ships clash in the Arabian Sea

The acquisition of the box set also prompted me to finish painting the tiny flyer tokens for my Ottoman fleet, make a few more islands, and to finally buy a sea mat - in this case a piece of quilt fabric from a craft store, which wasn't exactly cheap, but affordable compared to the price of a dedicated wargaming mat. The mat and islands will also prove useful for Thalassa, a set of rules for trireme warfare that comes with the January 2023 issue of Wargames Illustrated, which I have ordered.

The arrival of the East India Company ships has also prompted FG to restart his work on the French, and Adrian on his Prussians. This also shift our theatre of conflict from the Mediterranean Sea to the Arabian Sea.

I have also revised the set of rules I have been tinkering with for this period, and if things go according to plan we will be having a naval bash n April.

Wednesday, January 25, 2023

Dwarrowdeep #13


Our heroes were having their midday meal at the Quarters District one Drakonis day when they were summoned to Gund Felek, which in those days was not yet occupied. The Foxes - an adventuring band from Orlais - had apparently triggered some sort of arcane ward while exploring the district, and become frozen.

Our heroes (see PC profiles here) were unable to to disable the ward and free The Foxes, but with the light from their veilfire lantern they were able to see a the magical glyph that surrounded the Orlesians, and a warning written in Elvish: Here are our leaders Falos and Harel entombed. Begone lest you disturb their rest.

Zunn surmised that the ward was left behind by the Dalish elves perhaps five centuries ago, and that for it to be still active it must be connected to an artefact of great power. Sure enough, the light of the lantern revealed an arcane thread on the floor leading from the glyph to deeper into Gund Felek.

Following the arcane thread, our heroes found it led to a set of stone doors with the relief of a dwarven warrior upon it. Written under the image were the words, in dwarven runes: Emulate the Paragon. Taking the words literally, Lorca imitated the pose of the dwarven warrior, and the doors opened.

The doors opened into a large hall of many pillars. The arcane thread on the floor led to another door on the far wall. When our heroes crossed the threshold, the door closed behind them, and once more they saw the warning in Elvish written on the floor. Our heroes ignored the warning and stepped forward, whereupon the ethereal forms of two elven warriors sprung forth from the arcane line; simultaneously, two of the pillars began to shift and take on the form of giant dwarven warriors, and the four began to attack them.

For a while it seemed our heroes would fall to the combined attacks, until Zunn came upon a pedestal in a corner of the hall where a glowing blue orb was ensconced. Zunn lifted the orb, and the dwarven warriors froze, and the others were soon able to despatch the elven warriors.

Proceeding beyond the door in the far wall, our heroes entered into a tomb where they found sarcophagus of the paragon and his wife. The arcane thread on the ground led to a large standing mirror at the end of the room. Shining the light of their lantern onto the mirror, our heroes saw several glowing spots on the top of the mirror's frame that Bertil recognised as a constellation which the Avvar used for navigation by night. Judging that the hour when the constellation would rise in the horizon was near, our heroes waited. When the hour arrived, the mirror's surface began to shimmer, and it soon became a portal that led into a cave.

Passing through the mirror, Boggart entered into the cave. Here, upon stone plinth, he found the remains of two elves, which the inscriptions upon the plinth told were Falos and Harel. One of the elves was still clad in a mail shirt made of Red Steel, which indicated that he was an Arcane Warrior. Zunn claimed the mail shirt as his heritage.

When Boggart attempted to explore beyond the cave, he drew the attention of a blighted bear, and was forced to retreat back through the mirror. The bear followed the party back to the mirror, but was unable to pass through. Our heroes allowed the bear to destroy the mirror, whereupon the portal was closed, and the arcane thread leading from it vanished.

Returning to where they left The Foxes, the found the Orlesians sitting down to a dinner of roasted chicken, which they offered to share with their saviours.

Prepping and Running the Game

This scenario was cobbled together using a few puzzles and encounters from various GM guides I have accumulated over the years. The chief goal was to allow Zunn to get the Red Steel armour, which will allow him to take advantage of his Arcane Warrior specialisation.

I felt that this and the previous few sessions have been a little disjointed, and I asked my players at the end of the session what they would like the direction of the campaign to be, and one of them suggested some political intrigue.

We have a break of three weeks between sessions, which will give me some time to prepare for the next arc of the campaign.

Monday, January 16, 2023

Dwarrowdeep #12


Prepping and Running the Game

This session was mostly role-playing, with just one single combat, so I have decided to skip right to the commentary.

I based the session off the adventure Under Dovla Mountain, found in The Malady Chronicles compilation.

With the coming of spring, more immigrants - both the casteless Dusters and dwarves from the craftsmen caste - from Orzammar have arrived.

Our session began with the PCs being asked to investigate the death of a dwarf from the miner caste in the Ore District. The Ore District had been retaken from the Darkspawn recently, but due (ostensibly) to a lack of skilled miners, mining had not begun at a large scale; at the current moment only a single mixed crew, comprising of members of the miner-caste House Oskar and members of the Duster clan Fingal were working there, with the former providing the expertise, and the latter supplementing the manpower.

When they arrived at the site, our PCs (Bertil, Lorca, Varosh (formerly Dave the Dwarf) and Zunn) found that the dwarves had not been mining, but were in fact excavating a large relief that was believed to be a portal to the buried treasures of an ancient dwarf king. A week ago, Rhinn Oskar, son of the head of House Oskar, had fallen off a scaffolding to his death. Bollol Fingal, a young dwarf from the Duster clan, was the belayer for Rhinn, and although the incident was accepted by all as an accident, there was an underlying resentment among the Oskars, particularly in Rhinn's two sisters.

I had meant this to be a chiefly role-playing session, aimed at exploring the dwarven caste system, and their relationship with outsiders; Vorash was a Duster, while Lorca was raised by dwarves, and was together with Bertil and Zunn greatly respected by the dwarves of the thaig. I had hoped that they will use their standing to reconcile the two families.

However, my players thought this was a murder mystery session, proceeded to grill the dwarves from Clan Fingal, alienating them and eventually causing a public falling out. Soon afterwards a blighted giant worm attack caused a cave-in and cut the community off from the rest of the thaig, and an infectious disease struck the community, quickly incapacitating most of the members and making self-rescue impossible.

When it seemed liked the two families would both die out without reconciling, the head of the House Oskar asked the PCs if they would help. It was Varosh who proposed they did so over ale, and so Oskar broke out the good ale that he had reserved for celebrating the completion of their work, and invited the Fingal Clan to join them.

The community was eventually rescued by the next supply convoy coming from the main thaig.

This was not a "successful" adventure or session, but I think I could have steered the players better, but I have since come to accept the outcome as being thematic to the Dragon Age setting. Heroes sometimes make the wrong choice and others suffer the consequences. Perhaps it showed the players that although their characters were respected in the thaig, as humans and elves they will still be viewed as outsiders.

Monday, January 02, 2023

Battletech: Clan Invasion Expansion Box Set


First painted figures for the year.

A few weeks ago FG passed me the models from the Battletech Clan Invasion box set because I wanted to paint up a Madcat. Over the long weekend I decided I would try to paint up the remainder of the box since I have chosen a relatively easy paint scheme. This is the result.

I don't know what the names of the mechs are, or how many points they represent in the game - we are looking at at least three versions of the Battletech game now - but hopefully they will see some action soon regardless.

Sunday, January 01, 2023

2022 in Review and Looking Ahead


We've had a pretty good year in terms of gaming this year, with 28 sessions of RPG (across four campaigns and four one-shots), and four session of wargames.

The biggest change in my gaming calendar is my decision to schedule one week per month to a wargaming session on Sunday in lieu of an RPG session on the Monday after; prepping and hosting for both types of games takes a lot of time, so it is not viable for me to do both back-to-back. 

The decision to schedule regular wargames is prompted partly by the acquisition of a few sets of new rules which I have made over the past few months, some of which are shown above. Like many wargamers (including all the other guys in my group) I own several sets of painted armies, most of them for both sides, but the lack of time has prevented me from playing with all of them. In the recent years I have moved away from more complex rules to simpler ones, with easy-to-remember mechanics, and also towards rules with a grid-based mechanic, which simplifies scenario design, terrain-placement, as well as actual play. Playing games with shorter play-time also allows us to play two different games during a single afternoon and allow the other guys to run the games they like to play.

Of course, RPGs will continue to constitute the majority of my gaming.

I expect to run the Dwarrowdeep campaign into March, ending with the PCs at level 8 (and the Master level of their respective specialisations). In April and May I hope to run a short Covert Ops campaign in the wake of the John Wick movie. After that I am looking at a few options, the choice of which will depend on whether the Blood Sword kickstarter delivers as planned, or whether Green Ronin will release any module for their The Expanse line - if neither of those things happen we will probably play another season of our Savage Gamma World campaign.

Of course, there is always the possibility of a new set of rules or figures coming into the picture unexpectedly as with the previous years. And one thing that FG and I have an eye on in the horizon is the release of Quar by Wargames Atlantic.

I wish you and your family the best in the coming year.

Saturday, December 31, 2022

Everything I painted this Year

 28mm Historical





28mm Fantasy


20mm Sci-fi


15mm Historical


10mm Historical


6mm Sci-fi



1/1200 Sci-fi


Tuesday, December 27, 2022

Dwarrowdeep #11


In the month of Guardian, after the spring equinox, more migrants arrived from Orzammar, drawn by news of the thaig's success. Among them was Dave, formerly a petty thief in Dust Town, who now joined our heroes on their venture (see PC profiles here).

The latest venture took Bertil, Boggart, Dave, and Zunn back to the Foundry district, where scouts have found what they believed to be the resting place of King Khertil, who had the title of Paragon, but was more commonly called 'the Paranoid' behind his back. Records recovered from the halls had indicated that the king was a skilled craftsman and inventor, but in his later years had become paranoid and fearful of his tomb being plundered. As such, he gave orders for him and his family to be buried in a tomb protected by various traps - unfortunately, the records did not speak of what these traps were, or how they might be overcomed. The scouts had reported pooling of water outside the door of the tomb, and fearing that the water may damage the treasures within, Lord Khundra had ordered our heroes to enter the tomb and recover the famed weapon and armour of King Khertil.

The party was able to find the stone doors of the tomb following the directions given by the scouts, but when they arrived they could not find a means to open the door. While the party searched the surrounding areas for a means to open the doors, they were attacked by darkspawn, which they repelled. Finally, Zunn was able to unlock the doors by means of a magnet he had found in a forge in an earlier venture, and the party entered the tomb before more darkspawn arrived.

Inside, the party found themselves in a large hall, in the middle of which stood a statue of King Khertil. The King wore armour, but his hands were empty. Behind the statue were a set of double doors that were locked. On the left and right were corridors that led deeper into the tomb complex.

Our heroes examined the statue, and found that the arms of the statue pivoted at the shoulder joints. The hands were made open, as if to receive a weapon and a shield. Surmising that the proper item had to be placed in the hands to open the doors, our heroes proceeded down the passage to the right to see if they might find the items.

The corridor led to an antechamber, in which the party found jars of sweet-smelling oils upon stone benches. Proceeding to the room beyond they found themselves in another hall, this one containing several sarcophagi. on the wall above one ornate sarcophagus they saw a golden shield. The inscriptions upon the sarcophagus indicated that the sarcophagus held the remains of Khertil's queen.

When our heroes lifted the shield from the bracket that held it, there was a grinding sound as the door to the hall became locked, and the ceiling began to descend. Our heroes desperately sought a means to stop the lowering ceiling, but to no avail. Finally, Dave the dwarf threw off the lid to one of the sarcophagi, and leapt inside. The others quickly followed his example. The ceiling continued to descend, but as they came to the level of the sarcophagi, the stone blocks that made up the ceiling directly above the sarcophagi separated and stopped short of the sarcophagi, while the other parts went past the sarcophagi and crushed the lids that our heroes had thrown off. After a few minutes, the ceiling began to lift, and our heroes quickly made their escape.

They returned to the first hall, and took the passage to the left. The corridor led to a small chamber, which was bare except for a pedestal, upon which stood a stone bowl. An inscription on the pedestal read: Those who are loyal to the king will drink to his honour.

Zunn, ever confident, filled the bowl with wine he had brought, lifted it, and drank, but nothing happened. When he returned the bowl to the pedestal, however, it began to fill with mead. Zunn once more lifted the bowl, and drank the mead. As he once more returned the bowl to its place, he saw the outline of a door on the wall to his left - it was a hidden door.

Passing through the secret door, our heroes came upon a set of stone doors that opened into a mead hall with a stone throne at the far end. Upon the seat of the throne was a magnificent golden axe. Wary once more of traps, our heroes tied a rope around the shaft of the axe, exited the room, and then tried to drag it out. But the door slammed shut, breaking the rope, and the sound of stone shifting could be heard behind the doors. When the sound stopped and the doors could be open again, our heroes found the axe once more upon the throne, with the rope still tied to the shaft.

Our heroes reattached the rope, and this time they jammed the stone doors with a spear that Zunn had with him. Once more they dragged the axe off the throne, and once more the doors tried to close by themselves, but were prevented from doing so by the spear. As the axe clattered along the stone floor, the stones on the walls on the sides peeled off and took the forms of warriors, who moved to grab the axe. But our heroes were faster, and just as the axe cleared the threshold of the hall, the spear broke and the doors closed before the guardians.

Returning tot he first hall, our heroes placed the axe and shield in the hands of the statue. The arms of the statue shifted to the weight of the axe and shield, and when they had settled a click was heard, and the doors behind the statue were unlocked.

Passing through the doors, our heroes found themselves in a cavern divided by a chasm 40 feet wide, A narrow stone bridge with no parapet spanned the chasm.

Wary of more traps, but unable to discern any, the party decided that Boggart would tie a rope around his waist and try to dash across the bridge. As he did so, he found that the bridge rotated upon itself, and he was thrown off, and would have fallen to his death if not for the rope he tied around himself.

Now aware of the danger, Boggart was able to make his way across the bridge more slowly, and tie the rope to the other end, which the rest of the party then used to keep their balance as they also crossed over.

Beyond the bridge our party came upon another set of doors. Wary of more traps, Bertil remained behind as the others opened the doors and entered the burial chamber of King Khertil. A pair of large cisterns in the form of stone urns stood on either side of the door. In the far end of the chamber was a platform that rose six feet above the floor, and upon the platform laid a sarcophagus and two stone chests.

As our heroes crossed the chamber to climb onto the platform, Boggart noticed the presence of what he thought was fine sand on the floor.

The party opened one of the treasure chest, and found within it various trinkets and devices, the purpose of which were not immediately obvious. Simultaneously, the doors to the chamber slammed shut, and our heroes heard a gurgling sound as water began to overflow from the cistern onto the floor.

As the water level began to rise our heroes sought to find a means to stop the water flowing, including opening the king's sarcophagus, but found nothing besides his remains, clad in golden armour. Outside, Bertil likewise could find no means to open the doors. In panic, Dave the dwarf jumped off the platform onto the floor, hoping to reach the doors, but found his soles stuck to the ground, and had to be pulled to safety by the others. The water continued to rise, but mercifully when it reached the level of the platform it began to recede.

When the water had ebbed, the doors unlocked, and our heroes made their way back with their packs laden with the treasures they have recovered.

Prepping and Running the Game

This adventure was based loosely on another one of Nerzugal's scenarios. As there was no Warrior PCs in the session, I thought a trap-based, Indiana Jones style dungeon was a suitable challenge to my players.

Once again I prepped for the session on the day itself, and I used an older edition of Tome of Adventure Design to design the traps, adapting them to the features in the maps which I use.

Wednesday, December 21, 2022

Gaslands Gates


I can't remember exactly how it happened, but recently Adrian expressed an interest in Gaslands, and I passed him the rules and the sprue of bits from Northstar, and now he has decided to build a war rig.

I decided I would make some terrain for the game, and so I made a few race gates using materials I had lying around.

Specifically, I used the plastic frame from these mini-whiteboards I bought; these were the cheapest and easiest way to get the ultra-thin steel sheets I wanted to line the plastic trays for my figures with magnetised bases. I broke the frames apart to get at the sheet; the cardboard lining was easy to recycle, but I had no idea what to do with the plastic frames then, and thought it would be wasteful to throw them away.


Fortunately, they were easy to re-purpose as building materials for the gates. I cut them into size, glued them to some resin bases I had, and sprayed them with a coat of black and then grey paint.

The signages were printed on paper, glued to PVC sheets, and then hot-glued to the frame. I based their design on the infamous Electronic Road Pricing gantries.

There are still some frames left over, and I think I might make some crash barriers with them later.

Monday, December 19, 2022

Dwarrowdeep #10


In the month of Wintermarch Bertil's teacher Elorn, the augur of Red Lion Hold, came to the thaig to seek his aid. Along with Boggart and Zunn (see PC profiles here), they traveled to a hovel where Elron sometimes sued for his rituals, a half a day's distance away.

Here, Elorn explained that Owyn, the thane of the hold, had begun behaving erratically a few months ago, become more suspicious and paranoid. He had accused several of his men of treachery, and threatened them with exile. His behavior was causing concern among the people of the hold, and Elorn feared that if word spread to the neighbouring holds, this may be perceived as a weakness and prompt an attack on the hold.

Through his rituals, Elorn had learned that Owyn's mind had been influenced by a demon in his dreams, and that to rid him of the demon, someone would have to travel into the Fade to destroy the demon. He proposed to send Bertil and his companions into the Fade by means of a ritual, while he would watch over them and return them to the realm of the waking if there were signs of trouble. Our heroes agreed to undertake the mission, and after imbibing a potion Elorn had prepared, they immediately fell asleep...

And woke up to find themselves in a cell inside a cave, without their equipment. Through the bars of their cells they could see that there were many other cells along the sides of the corridor outside their cell, but they could not see the faces of the people inside those cells. In the distance they could hear the sobbing of a man.

Boggart broke the party out of the cell, and they followed the sound of the sobbing to a cell, within which they found a disheveled Owyn cowering in the corner. There were bars over the cell, but there was no door. The party called out to Owyn, but he did not reply. Instead, a disembodied voice taunted them for attempting to save him. The bars over the other cells melted away, and they grey, faceless prisoners within moved towards our heroes (who suddenly found themselves with their equipment on them) and attacked them.

Our heroes made short work of the attackers, but when they had despatched the last of them, they were blinded by a bright light which caused them to shield their eyes...

When they opened their eyes, they found themselves inside a small room. On one wall of the room was a portal that led to a hill in springtime; on the opposite wall was a portal that led to Red Lion Hold, but in the midst of winter. In three of the corners of the room were pedestals, upon which laid a stone miniature of a bear, a hawk, and an otter.

Our heroes each took one of the miniature, and stepped through the portal that led to the hill in springtime... and found themselves transformed into the animals whose miniature they took! They realised that despite their animal form, they could still communicate with each other telepathically. They explored the hill, and found a pond at its top, inside which was a catfish who wore a pendant with an emerald figurine around its neck. In the side of the hill there was a hole, inside which was a snake that similarly wore a figurine around its neck. Finally, in a burrow at the base of a tree was a fox that also wore an emerald figurine around its neck.

By each of themselves our heroes were not able to catch the animals, whose figurines they surmised were what they needed to proceed to the other portal, but by co-operation, they were able to one by one catch the creatures, and recover the figurines. With the emerald figurines in their jaws, our heroes stepped back into the portal, and found themselves restored to their forms.

They now passed through the other portal, to find themselves before Red Lion hold, which was under attack from another Avvar hold. A bereskarn, a Blight-tainted bear, was charging towards the gate, and in its path was a young Owyn, who stood frozen in fear. Our heroes sprang to Owyn's rescue, and after a hard fight slew the beast. They then turned to encourage Owyn, but as their backs were turned the bereskarn rose again, and attacked them from behind. Caught unaware, our heroes thought themselves doomed...

But they awoke to find themselves once more in Elorn's hovel. Learning that they had failed in their quest, Elorn began to question them, eager to find out with whom the fault laid. Zunn, in panic, pointed to Bertil. Elorn grew stern, and said that with the demon now forewarned, they could not hope to save Owyn through the Fade, but to preserve the hold they would have to kill Owyn so another strong warrior could take over the hold, and as Bertil was the cause of the failure, the task fell upon him.

Bertil baulked at the idea, and said that Elorn had taught him to use his gift to heal people and not harm them, and so the Elorn before them could not be the real Elorn.

At this Elorn began to laugh, as his form shifted to that of a demon, and the hovel transformed into a hellscape of darkness and lava. Although weakened from their earlier battle, our heroes were able to destroy the demon, and as the last blow of their weapons fell, they found themselves once more in Elorn's hovel, but this time for real.

Prepping and Running the Game

The premise for this session was based on the one-shot adventure Descent into Dream from Nerzugal's Dungeon Master Toolkit 2, which is a treasure trove of adventures, puzzles, and bestiary, and what's more, available as a 'pay what you want pdf' now. The scene where the PCs were turned into animals came from a puzzle in Nerzugal's Game Master Toolkit, which again is available as 'pay what you want'. Both are excellent products, and I just learned that the 3rd and 4th instalments are also on sale now, and I will be buying them.

For this session I tried the GMing advice of not prepping too early, and only started prepping on the same day as the session. It was in some way liberating to put together an adventure using ideas from pdfs of adventures and random tables I already own, if a little stressful.

Monday, November 28, 2022

Napoleonics and Battletech Destiny

The Austrian cavalry take the heights north of Aspern, while simultaneously the Grenzers advance towards the orchard west of the town.

Desperate fight for the heights.

Mecha mayhem!

Yesterday Rick brought along the 15mm Austrians that he had bought literally ten years ago for their first game ever. While we own a French, an Anglo-Allied, and an Austrian army between us, we have seldom played Napoleonics as all the rules we have tried before we too labourious to prep for and play; systems like Age of Eagles required special labels for the command base of every unit on the table, the application of which already take up a chunk of time.

When Rick mooted the idea of playing a game, I revisited the To the Last Gaiter Button rules for FPW, and decided to give them another go. Looking at the distances and ground scales, I realised that the game could easily translate to Napoleonics by halving the scale and making one unit a battalion; better yet, by seeing the number of bases as a representation of the Combat Effectiveness of the unit and not the number of troops in the unit, it made it easier to translate historical orders of battle to game.

At this scale we could only play games with one or two divisions aside, for the our scenario I decided to depict only one part of a larger battle, in this case the Austrian attack on Aspern, pitting 11 battalions of infantry, four double-squadrons of light cavalry, and three foot batteries (each of 2 bases) against seven battalions of infantry, three double-squadrons of light cavalry, and one foot battery of the French. Unbeknownst (but suspected) by the Austrian players, the French would be reinforced in the middle of the battle by two double-squadrons of heavy cavalry.

The game uses a grid-based movement, and the players were initially a little surprised by the short movement and "shooting" ranges for infantry, but they pretty soon warmed up to it and realised that the limited movement meant that once a formation is committed to a particular axis of attack, it would be difficult to change one's plans. This was made worse by the fact that the game had a running clock: the Austrian had to capture the whole of Aspen (represented as two grids in our scenario) by 30 on the clock for a victory, and to capture the road leading from the south into Aspern for a major victory. At the start of each turn each side rolled a d6, with the side rolling higher choosing whether to move first but let the other side choose which of the scores to add to the game clock, or letting the opponent move first and choosing which score to add instead.

In our game the battle centred on two actions: an artillery bombardment followed by an infantry assault from the west and the north of Aspern, and a fight for the heights north of Aspern. Our game actually ended more or less as the historical battle did at the end of day 1, with the Austrians controlling half of Aspern and the French still keeping the road south open.

For our second game we played Battletech Destiny, which as I understand it is not a set of wargame rules, but a mash-up of the combat rules from the Mechwarrior: Destiny RPG and Battletech Alpha Strike rules.

I enjoyed the more streamlined combat resolution of the game, but perversely I would have preferred to keep the fiddly hex movement and facing of Battletech Classic.

Our group will be trying out the Alpha Strike rules in the future too, so stay tuned.

Wednesday, November 23, 2022

Oathmark Dwarf Light Infantry


Here are a few Oathmark Dwarf Light Infantry I painted as ghosts for our Dwarrowdeep campaign. They were simply primed white, and then given a coat of Citadel Contrast Aethermatic Blue. This seems to be a quick and effective way of making ghostly miniatures.

Monday, November 21, 2022

Dwarrowdeep #9

In the month of Wintermarch, as the snowmelt began, the thaig received a visitor from Nevarra - Auric Pentaghast. He told the tale of how he had tried to slay a young dragon in his home country, who fled after killing his apprentice. For months he tracked the dragon, until at last he found her in a ruined tower on an island in the middle of a frozen glacial lake in the Frostback Mountains. The dragon had made her lair in the middle of the tower, where there was a breach in the wall. Pentaghast had tried to take on the dragon alone, but she was guarded by a pack of drakes, which made approaching her undetected impossible. Hearing of the thaig, he had come looking for adventurers who will aid him.

Now news of the dragon roosting near the thaig caused concern among the dwarves, for a dragon roosted to raise her brood, and when her eggs hatched she would no doubt begin hunting for food to raise the dragonlings, and her hunting could quickly strip an area of prey and drive her to attack man and dwarves alike. The records found in the halls of records indicated that the tower found by Pentaghast was likely the High Gate of the thaig, which of old was where the dwarves had their trade with nations west of the Frostback Mountains. Rolf Khundar thus gave permission for Pentaghast to take the Long Stairs to reach the High Gate, on the condition that he would keep the head of the dragon.

Pentaghast tried to recruit the adventurers, but the Orlesians considered the venture suicidal. Our heroes (see PC profiles here) were skeptical of Pentaghast's credentials, as although he came from a famous family of dragon hunters, no one had slain a dragon in more than a hundred years. Nevertheless, when they were offered each an equal share of the value of the gold that the carcass of the dragon would fetch, they agreed.

But before they embarked on the quest, our heroes wanted to test their mettle against the drakes, which the Avvars told them were taking prey in their lands. They laid the carcass of a deer out as bait, and when the drakes arrived they attacked, and quickly slew three of them. Their confidence boosted, they began preparation for the hunt, and had an arbalest fashioned for them by the dwarves, from which they purposed to launch a harpoon to catch the dragon to prevent her from fleeing.

Venturing east from the Quarters District, they came upon the High District of the thaig, which did not have the signs of carnage they witnessed in the other districts of the thaig - it seemed that the higher caste dwarves had evacuated the district in good order before the thaig fell. They soon found the long stairs - its stone steps wide enough for four dwarves to walk abreast - which ascended some five hundred yards over three thousand steps to reach the base of High Gate Tower.

As soon as they entered the tower they were attacked by drakes, which they overcame. Venturing further, they came across more drakes, guarding the stairs that led up into the tower, and by means of a sudden assault were able to slay all of them before they could flee and alert the dragon.

Ascending the tower, they at last came to the chamber where the dragon laired, sleeping atop the clutch of eggs she had laid. With Lorca's aid, Boggart launched the harpoon at the dragon. The bolt pierced the hide of the beast, but only barely; yet the barb had taken, and did not come free. The dragon let out a mighty roar and charged at the intruders - all but Lorca and Zunn turned and fled, and the two were engulfed in dragon breath. But the others soon regained their wits, and returned to aid their friends.

With so many attackers, the battle soon turned against the dragon. She severed the rope attached to the harpoon, and then turned her breath onto her own eggs, choosing to burn them than to have them fall into the hands of men, and fled through the breach in the wall.

Lorca had fallen to the dragon's breath also, and despite Bertil's magic the burns on his skin and his throat would not heal. Pentaghast told our heroes that the burns from a dragon's breath did not easily heal by magic, and instead told them to feed Lorca the blood of the dragon that remained on the tip of the harpoon. This they did, and instantly Lorca began to breath better, and they began their long trek back to the thaig.

Prepping and Running the Game

I have foreshadowed the dragon hunt by prefacing the previous few sessions with news of dragon sighting. When Lorca's player reached level 4 and took the Reaver specialisation, I asked him to delay the features he is supposed to receive until we could play this session, since the rules suggested that a ritual involving the drinking of a dragon's blood be required.

According to the lore, dragons were though to have been extinct for more than a hundred years by the time of campaign, hunted by the famed dragon hunters of Nevarra. I thus decided to involve one of them, specifically a Pentaghast, of the royal house of Nevarra. However, as no one had slain a dragon in more than a century, I reasoned that he was probably learned in the theory of hunting dragons, but lacked practical experience. As such, I played my as a pompous middle-aged nobleman who sought to overstate his abilities. I had a lot of fun roleplaying him, while the players were (probably just as their characters would have been) both annoyed and amused by his pretensions.

I left the preparation for the hunt to my players, and they rose to the occasion, suggesting a practice fight against drakes to gauged their threat level, and commissioning an arbalest.

The next session will take place in a couple of weeks, but we have a wargames session scheduled, so stay tuned.

Saturday, November 19, 2022

Battletech Alpha Strike Timberwolf



So after the last Battletech game we played I asked about piloting a Timberwolf (aka Mad Cat) because to me it is the quintessential mecha. Sadly, I learned that it is a Clan Mech and that it is anachronistic with all the other mechs the other guys have painted. Nevertheless, FG passed me his models from the Alpha Stroke kickstarter, and I painted the Timberwolf.

I used a Clan Ghost Bear variant colour scheme for the mech. The model is quite easy to paint, and dark grey is a rather forgiving colour.

Will this be the first of several Clan Ghost Bear mechas? Only time will tell...

Thursday, November 17, 2022

Cutting Edge Miniatures



With the release of the second edition of the Tribal rules, I decided to finally paint up the two units of Bronze Age figures from Cutting Edge Miniatures this week.

The Cutting Edge range seems to be a little all over the place, with the skirmishers shown above being larger and more pleasing to the eyes than the spearmen or the Sea Peoples I painted earlier. Add this to the fact that the other miniatures in my collection come from Redoubt, Eureka, and Newline, it means that they do look rather mismatched side-by-side - but I cannot summon the effort to redo the period with figures from one single range.

The new edition of Tribal will have rules specific to the Bronze Age and chariots, so I am looking forward to receiving my copy. Stay tuned for a review here.

Saturday, November 12, 2022

Relief of Luckpore - Campaign and Battle Wargames Rules for the 1857 Indian Rebellion


Every so often a set of wargame rules comes out of the left field and gets me all excited about a period. This time it is Relief of Luckpore by Real Time Wargames.

Now regular readers may remember the name of the company - the first posts on this blog were about a Franco-Prussian War campaign we played using their rules for that conflict. I also own their rules for Wars of the Roses, the Shenandoah campaign, and the Sudan campaign.

I already own a sizeable army for the Indian Mutiny, but as I haven't found a set of rules that I really enjoyed to use with them, the figures have sat at the bottom of my stack of boxes of figures until this week. What drew me to the rules are the grid-based system and a relatively simple movement and combat system.

I do have a little quibble with the rules though, specifically in the rating for Sikh and Gurkha troops, as well as some ambiguity over how skirmishers are deployed, and close combat resolution.


I also liked the terrain generation rules, which is what I used to set up the solo test game table (substituting walls for ditches/trenches). As you can see it provided a rather believable terrain which gamers of the Mutiny period will find familiar. The mat has 15cm grids, which is a little small for my 15mm figures on 40mm wide bases, but it is still serviceable.

Like their Sudan rules, the game aims to provide different experiences for both sides. The mutineer player will almost certainly have a numerical advantage, but will also have troops of lower quality, as well as limited command initiative.

The British have high-quality troops, more "command points" per turn, but their troops accumulate Fatigue as they act, which will make them less effective as the battle progresses.

The victory conditions for both sides are also different. There is no "break point" for the British - they give up when the player decides he cannot win. The mutineer commander has a chance of leaving the field whenever a unit is routed. Both sides thus have very different strategies: the mutineers need to wear the British down until they become ineffective and give up, while the British need to break the morale of the mutineers by routing as many units as they can before that happens.

The rules are fun enough for me to want to refurbish my army and perhaps add a few more bases. It is also suitable for multi-player games, and I hope to run a game for the gang in the near future.

Thursday, November 10, 2022

Billhooks, Battletech, and Beer




Last Sunday we actually managed to get five of us together for an afternoon of gaming.

We opened with a game of Never Mind the Billhooks in preparation for the release of the Deluxe edition of the rules later this month. I used the set-up for Towton, and the game started with twenty-four 16-figure units on table, or close to 400 15mm figures. The archery was savage and decimated the front ranks on both sides before the Lancastrians finally made melee contact and the Yorkist right flank collapsed. Norfolk entered the table just before this happened, and decided to turn back to London.

We then played a test game of Battletech, which was really fun. Regular readers may remember that I have been looking at Battletech Alpha Strike and Reaper CAV as possible options for our regular mecha game, but now I am thinking Battletech (regular) may be a contender for the times we have enough players to play a team game.

We are now organising another session for the end of the month, when I hope to try out a grid-based Napoleonic game based on the To the Last Gaiter Button rules, and another game of Battletech.

Tuesday, November 08, 2022

Dwarrowdeep #8

The Upper Halls was retaken with heavy losses, and afterwards the dwarves took control of the road north, to the point where the road turns into a bridge that crossed a chasm, before entering another hall.

Our heroes (see PC profiles here), the party of dwarven adventurers called The Outcasts, and the Orlesian party called The Foxes were sent to scout out the hall, and to see if the darkspawn were planning another attack.

The three parties crossed the bridge to find themselves in a cavernous hall that was once the site of the dwarven foundry. Here it seemed that coal from the south and ore from the north was brought together to be smelted in three large furnaces that dominated the main hall. There was evidence that the furnaces were once worked by bellows driven by waterwheels, now long in disrepair. The Outcasts found signs that the furnaces were until recently being used to smelt iron, likely by the darkspawn for the production of their weapons. Curiously, there was no sign of the darkspawn.

The three parties decided to split up, with the dwarves taking one avenue from the main hall, our heroes another, while the Foxes would stay in the main hall as sentry and back-up, and summon the rest with a whistle if there was trouble.

Our heroes explored down one avenue, finding as in other halls the remains of long dead dwarves and darkspawn and abandoned dwellings and stores, but no sign of the darkspawn.

Suddenly the silence was broken by a shrill whistle. Our heroes rushed back to the main hall to find The Foxes missing. Before they could find out what happened to the Orlesians, they heard cries of fighting coming from the avenue that the Outcasts have gone down, and so they ran towards the sound.

Arriving at what was once a meeting hall, our heroes found the Outcasts on the floor, add dead from wounds. As they moved into the hall the doorway collapsed behind them, and darkspawn come out of a doorway on the wall to their left.

Our heroes were able to despatch the darkspawn warriors after a quick fight, but then another darkspawn warrior, wearing a horned helm and wielding a large axe arrived, and he seemed proof against their spells and their blows.

Our heroes fled out of the hall through a door in the far wall, and they could hear the helmed axeman following them.

The party arrived at what was once a feasting hall, and here Milgrim became ensnared in the webs of a giant spider. It was with much effort that Zunn and Lorca were able to free him, and the trio were able to flee just before the axeman arrived with more darkspawn warriors.

The next entered an ancient armoury guarded a living statue, and were able to use the guardian to fight the pursuing darkspawn warriors while they fled deeper.

Eventually they came upon a forge with heavy steel doors that were lifted and closed by the means of a chain attached to a winch on the outside. Our heroes were able to lure the axeman into the forge and flee through the door and trap him inside.

Retracing their route, they arrived back at the hall where the Outcasts were slain, and dug their way through the collapsed doorway. But when they returned to the bridge across the chasm, they found the axeman on the bridge, blocking their way. Lorca threw caution to the wind and charged at the axeman, and so ferocious was his blow that he pushed the axeman off the bridge, sending him plunging to the darkness below.

Soon afterwards they heard the sound of The Foxes coming from behind them - they had been attacked by darkspawn and had to flee into one of the avenues, and had just shaken off their pursuers.

Vowing to return to reclaim the bodies of the Outcasts, our heroes cast one final glance upon the foundry hall, and turned back south.

Prepping and Running the Game

It being Halloween, I decided to make it a themed session. I started by having the PCs have the same nightmare where they were immobilised and hearing that they had to be burnt because they had been tainted by darkspawn.

I tried to play up the horror factor but slowing the pacing of the introductory part of the game until the PCs met the main character for the session: the slasher. My players were quick to catch on to the theme, and fled from the slasher when it appeared that he was immune to their spells and weapon damage - in truth he was not immune to weapon damage; the PCs just haven't done enough damage to kill him until the very final scene.

For the locales I had a list of rooms with features, and let the players roll to see which one the party arrive at next, with the encounter on the bridge over the chasm being the last one they would face before the game ends.

After the end of this session four PCs have reached level 4, which is the level I have set for their first specialisation. As part of the story for Lorca becoming a Reaver, the next session will feature a dragon hunt.