Showing posts with label Otherworld Miniatures. Show all posts
Showing posts with label Otherworld Miniatures. Show all posts

Monday, 6 June 2016

UK Games Expo 2016

All the people and a bus
I went to the UK Games Expo at the NEC Birmingham, and this is my after action statement.

TL;DR unless you only play Games Workshop war games, why weren’t you there? It was awesome.

A couple of months ago I decided to go to UK Games Expo on a ‘whim’. The line-up looked great, and having had such a good day running HATECON ONE, I thought I’d try a games convention purely as an attendee. I’ve not been to one without being sat behind a stall for 15 years and reckoned I owed it to myself. I also made the conscious decision to not particularly organize a group visit, mostly to push myself into being more proactively social.

Since I was late in booking, I missed staying in the Hilton where most of the gaming was occurring, and stayed in the very comfortable Crowne Plaza, 5 minutes walk from the venues and which serves the best morning filter coffee I’ve had in a UK hotel. It was not a cheap hotel though.

Arriving on Thursday, I explored a bit, picked up my pre-paid ticket and then went and had a pint and chat in the main bar with another ‘solo’ who had posted on Twitter that they were also foot-loose. This was a great start. Tick the being social box.

Otherworld miniatures *heart*
Square Hex *auto kickstarter back*
On Friday I waited for the queues to die down before going into the main hall, where I immediately fell into the traders pattern of running around, not really taking anything in and being in a rush. Dumb. But I did immediately pick up a copy of The Cthulhu Hack, so not that dumb. After reminding myself I was in no rush, I started to wander and started to take in the huge scale of the trade floor, which is similar size to Salute but with wider spacing between the stalls. The variety of board game stalls, demos and traders was really impressive, and several of my favourite companies were there including Otherworld miniatures, Osprey, Square Hex, James Raggi, Leisure Games, Oathsworn, and All Rolled up. There were quite a few non-GW miniature games being rep’d including a huge Star Wars Fantasy Flight area, but I think it was the Meeple People with their boardgame library and play area that really stood out. Honestly, if you’re a board gamer you could play 24hrs a day here quite easily, with the right drugs.

I played two organized play games, an Adventurers League Strahd side quest which was a lot of fun, although I had to reign in my noble lawful good paladin roleplaying, cos it would be easy to grandstand and become THAT dysfunctional player. The second game was meant to be A Shadows Of The Demon Lord game, but it wasn’t where my ticket said it was and nobody could find it, so I (very easily) joined a Call Of Cthulhu game instead. Definitely not the worst way to spend 4 hours but the group was a slower pace than I’m used to, and I was reminded why Trail Of Cthulhu is the better system for investigative roleplaying by the very example I use to sell it. The Alienist with a 78% Library Use skill couldn’t make the roll over and over again.  

Some HATE (James, Dee, Greg & Tim) members came up on the Saturday and after shopping and chin wagging, I ran an improv impromptu game of The Black Hack for them, with a vague Moorcockian Eternal Champions theme. I continue to be impressed with how good The Black Hat is for theatre of the mind D&D, and I had a huge amount of fun running it.

Much beer was drunk, at slightly frightening hotel bar prices. It was great catching up with old and new friends (Colette, Ian, Bruce, etc), and it really is a big part of the reason to go for whole convention rather than just a day.

Ralph and me
On Sunday afternoon I booth sat for Ralph Horsley for awhile, and then just hung out with him which I’ve not had a chance to do since the early days of Dragonmeet. Top dude.

In summary I’d say you’d be absolutely crazy not to go to UK Games Expo next year if you’re a board or miniature gamer who likes cons. If you’re a roleplayer who enjoys convention games then it’s also a must, but book your games early as you’ll want a least one game a day and while there maybe lots of lots of games being run, there are over a thousand roleplayers also wanting to play. The only people I suspect wouldn’t get much from it are GW only war gamers, as neither GW nor FW were there, and there was no hardcore war gaming space that I saw. If you like X-Wing or similar model based tabletop games, you’d be in heaven though. The atmosphere was very relaxed, very friendly and I didn’t see any fuckwittery at all.

For things that might improve the experience even further I’d say would be to improve the tannoy system so that it didn’t deafen. Move the talks out of the trade hall, as they were understandably loud. See if the Hilton has temporary partitions to break up some of the sound in the play rooms, where it was quite noisy at times. Have a code of conduct front and centre in the programme. Maybe bunch up birds of a feather stalls so that, for example, the RPG companies are closer together. And as ever, get the bars to stock good tequila.
Jame Raggi and me, all the metal

Daleks 

Osprey Joe and me  

The one and only Bez (and Dan, is also one and only)

Oathsworn / Sensible Shoes

The Cthulhu Hack & it's genius Flashlight / Smokes mechanic


Thursday, 27 August 2015

Dwimmermount 5e D&D Session 15 - Reach out and touch faith

After a brief discussion on the merits of using the stairs the Orcs guarded, returning to civilisation and using the stairs where they stood, the party felt there would be more treasure somewhere the Orcs had not been and that they weren’t yet ready to return to Muntberg. So they took the dark stairs down, noting the carved sign saying ‘Reliquary’ above the entrance way. The most immediate change they found was that the walls and floor were fair smoother and uniform than the rock carved passages of The Path Of Mavors. Errol the dwarf remember a legend that spoke of mixing alchemicals together with stone dust to make something called concrete, and suggested that this might be that material.

The chamber at the bottom of the stairs presented four exits, and so they took the nearest one which appeared to be a corridor in parallel to the stairs. It ended in a door that had a faded green wooden panel nailed onto the sturdy oak with brass studs. Since no sound came from beyond, Bittersalt pushed the door open and entered. The chamber beyond was very dark, and apart from a door, and a carved triangle symbol in the centre of the room it was empty. The party filled in to examine things a little more closely. Out of the four corners of the chamber coalesced cloaked beings made from the shadows. Brother Spenzar recognised these fell things as Shadows, creatures from the plane of shadows and very closely related to undead. Thankfully the party weren’t surprised, but still the Shadows were fast and resistant to normal weapons. Worse still their touch not only rotted the flesh but drained the strength and energy of it’s victim, and party felt this chill touch almost immediately. Zoilus’ magical sword did cut through things, as did the combined magics of Brother Spenzar, Calphis and Flandar. Bittersalt’s parrying saved her withering damage, and her blade did still chop away at the Shadow that attacked her. Paulo, in tremendous fear at being surrounded by these creatures of undeath shot through the door and ran off down the corridor. Once Zoilus had defeated his foe, he moved to help the others, which combined with well aimed magical attacks defeated the Shadows, that dissipated back into shadows of the empty chamber. Bittersalt went running after Paulo, following vague dusty tracks, only to come to large chamber where they ran out with no sign of the boy. Calling out to no avail, Bittersalt feared the worst and went to fetch the rest of the party.
Shadows appear



The chamber where the tracks ended was unusual in itself, having several columns and a bizarre statue, but the party were more concerned with Paulo’s safety than exploring and decided to press on. Flandar’s invisible familiar was sent off to the east along wide 20 ft passage. It passed a door and then the corridor turn at angle, at which point the familiar returned.  

Deciding to investigate this first door, the party walked in on a group of five tall goblinmen, all of whom carried themselves in a militaristic, and clearly well trained fashion. They formed a line immediately, with the halberdiers protecting the their bow men but held off attacking. They demanded the party reveal what they were doing here, who in return demand to know if they’ve seen Paulo. The hobgoblins confirm they’ve taken the boy captive, for questioning and that he won’t be hurt if he is cooperative. The party are at boiling point, and tell the hobgoblins to go a get him but the hobgoblin’s refuse and want to know what the party are doing on this level. A standoff develops, but on the insistence the party one hobgoblin leaves by a second door. A few moments later the a larger unit of hobgoblins run into the room, lead by a red robed goblinman. The party were massively outnumbered, but the hawks in the party were itchy to try their mettle against these foes. Fortunately calmer heads prevailed. The robed hobgoblin ask the party what year it was, once again asked them what they were doing here and why they’d come. The party were evasive and talked about exploring, which for the moment seemed enough for the leader. He told them that Paulo was with their captain, and confirmed he was unharmed. He said they surrender him to the party if the party rid the western areas of the Reliquary of the undead menace that had sprang up. Without much choice, they party agreed. They learnt that the black metal coated Eldritch Dead that had so plague them on the first level were tomb guards, and not considered a threat or enemy by the hobgoblins, but all other undead were and to be destroyed on sight. Without any other obvious options the party agree and left, heading back to the chamber that Paulo had be snatched from.
A cohort of hobgoblins



Here they investigated the chamber more thoroughly. Seven columns lined the room, while statue of geometric shapes stood against a far wall. The columns had an Old Thulian letter carved into each one of them, and Bittersalt quickly released they spelt out the Old Thulian for truth. Once she said it aloud, she had a vision of a strange featureless figure, who tells her she is not worthy. On hearing this from her, Calphis also speaks the word ‘truth’. His vision is of a silvery egg and he is told he is worthy. Upon coming around, he releases he can channel the power of gods and use it to detect poisons and disease.

Fearing this strange magic, the rest of the party fell silent and the party left the room, pushing north and west.

The next chamber contained four columns, made from the perfect glass material they’d seen on the 1st level. Each column contain an element - one was filed with rock, another was green and had bubbles floating up from time to time, the third contained a rich red flame while the last appeared empty. On the floor was a mosaic map, that may well have been of the whole world. Something the none in the party, not even Bittersalt, had seen before. The mosaics meant the maps was fairly basic though.

This chamber lead to another closed to door, beyond which was ancient carpenter's workshop, covered in dust and with many rusted tools. Two simple coffins were lent up against a bench, and as the party entered one of the coffins started shifting slightly. A crossbow was fired a near point blank range into the coffin, and out burst a howling wight, screaming wordless curses and clutching a gladius. The party leapt into action, attacking the undead thing. The second coffins rocked furiously and a second wight smashed it’s way out of it’s rotting tomb. The party’s martial abilities showed off here, and apart from a horrible wilting wound on Errol the dwarf the party managed to destroy both wights, taking their heads as proof of their questing. Brother Spenzar’s powers against undead are brutal, when they work.

Another chamber, again with pillars presents itself next. Each pillar appears to made from one of the six fabled magical metals, and represents a fortune in gold. The columns are adamant (dull gray), areonite (reddish copper) azoth (silvery black), moonsilver (silvery white), orichalcum (golden bronze), and starmetal (silvery grey). Bittersalt is impressed by the display of wealth and power it represents. However since the party is reluctant to linger anywhere too long, and don’t have the easy means to take any of the metals they press on through doors and corridors until they reach the next room.

This area contains a number of strange devices made of metals and vitreum glass. Copper dials are attached to this tall devices, and within four hobgoblins, completely unmoving and lifeless. A dull hum resonants with the chamber. The party stare in wonder, and discuss what these machines represent. The don’t however tinker with them.

After deciding to start heading east, the party find what appears to be an alchemist's laboratory, still filled with odd glass bowls, tubes and pipes. Bottles of liquids line the counters, and cabinets hold containers of chalky tablets. Since there are no further undead here, the party return the way the came and north, rather than going even further east, where they suspect the hobgoblins are based.

A room with tall strange devices is discovered. These devices however more numerous, do not contain anyone inside, and is ignored. Yet another empty chamber lies beyond that, before the party find a odd room, with nothing but a huge tapestry in it. The tapestry depicts Terms Turmax, the thrice-blessed, stood nobly but with a fiery, winged version of him behind, as if in ascendance. Bittersalt sees a small fortune, while Brother Spenzar sees heresy and sets about igniting the wall hanging. As smoke starts to fill the room, the party notice that it billows further out into the room from one spot, and once the tapestry has been destroyed search successfully for a secret door. A small circular safe-room lies behind it, filled with nothing but wooden carved heads and a single stone statue head, that of the god Mavors.

We left it here. The group had raced through a good number of locations, and I’ve probably missed out some important details, so if anyone from the group remembers something, comment and I’ll update it.
The gang, and one of the other RPG groups in the background


A very enjoyable session, with a good mix of fighting, talking and wonder. There is plenty more of all three coming up. 

Otherworld Skirmish Game Review

I have to admit that when I read the eagerly anticipated fantasy skirmish rules from Otherworld Miniatures I was a little disappointed. The rules seemed just a little bland and I couldn't see the hook. After playing it last night, I can say that it's a fantastic game to play and I'm really excited about giving it another go.

Since I'm not very good a learning rules from a book,  I was lucky enough to play against one of my regular D&D'ers, Jon, who has always had a keen I for the minutiae of rules and that certainly helped speed up our understanding. I brought to the HATE Club a set of pig faced orcs, some undead and four really old Games Workshop Disciples of Red Redemption to use a cultists.

I quickly made up two very basic 120gp factions, using a companion in each, with 4 orcs with halberds, 3 with crossbows and a shame for the orc faction and 3 cultists, 3 ghouls, a wight and a shadow for undead faction.


Undead Faction
I'd set up some dungeon terrain - parts of which I been given on the night (did I mention, I love the generosity and spirit of HATErs?). Then we got started. The shadow needed to be summoned, so I gave the Wretched Priest undead leader magic(2) and +1 Intelligence to ensure he/she got it off. My Monstrous Myrmidon had +1 hits, for 3, light armour and leader(1) for extra activation - which I kept forgetting.

Pig Faced Faction

I think we pretty much misinterpreted a least one rule a round, which is great because it meant we were definitely learning and discovering. It quickly became apparent that the damned status of undead is very nasty, and is something we need to dig into more online as it's very easy to lock down a faction using it. Weakened is also vicious, but since ghouls aren't too tough it didn't feel unbalanced in the end. I think I felt for awhile completely outgunned, but actually a few lucky armour saves kept me in the game and meant we ended on a draw, one model each both of who fled after failing morale checks.
Initial setup

Orcs turn one

My lone Orc crossbow man tempts the ghouls from their lair. 

He actually survives the charge attacks.

All undead cause fear, and orcs have a 50% chance of being scared.

More undead and their cultists emerge

A couple of rounds later, there isn't much left in the forgotten chamber.

The activation system, which means that generally you can only use half you models a turn is brilliant at creating internal tension, forcing you to really think about what it is you want to achieve each round. The statuses are a little brutal, in a fun way. I did think that a gentleman's agreement to tell your opponent what types you're taking i.e. men, monster, humanoids, undead, demons, etc, might be in order because I can see that a undead list with lots of ghouls would be very nasty.  The luck and fate systems definitely help give you a just a little more tactical ability, and stop the game being solely about dice arbitration.

I think £25 for the rules is a decent price. It's full colour scenic pictures of their model range is glorious, and works as intended, as you definitely want to go a buy so more of them. The tokens and cards aren't essential, but I think to you'll want them to make things easier. I suspect I'd use glass beads for activation in future though. I suspect, and hope, that they'll produce a monster manual for the creatures not covered - carrion crawlers for example. I'm also looking forward to trying a game with the adventure cards, which we didn't use to help speed things up.

So the game goes into my mainline game systems, to play repeatedly and so I hope a few more people at the club give it a try.