Showing posts with label table top rpgs. Show all posts
Showing posts with label table top rpgs. Show all posts

Thursday, 22 October 2015

Iron Kingdoms Unleashed - Bento-unboxing!

See what I did there!

So below is a nice and simple look at the contents.

Lots of decent minis, terrain tiles (oh look, perfect for Guild Ball!).

Enjoy.



















Sunday, 27 September 2015

[Actual Play] Iron Kingdoms - Adamantine Will

The Claw of Corvis

In a dingy inn, in the north of the city, the arcanist-exorcist-assassin, Ichabod Grimes, was sat making a list of alchemical reagents he needed ready for his next trip across the boarder to Khador. Ichabod though was better known in "The Snowy Rabbit" by his Khadoran cover identity, Grigor. Grigor was an alchemist trader, and so Ichabod was bald, though sported bushy muttonchops that matched his Khadorn guise.



He was sat drinking vodka and chatting with the barman, when Julian Helstrom, captain of the city watch, entered and approached him. The captain slipped across the table a note that bore the seal of the Order of Illumination. Ichabod looked at the note, and folded it back up, and together with Julian, they left the bar, making their way to the cathedral of Corvis.

In a side chapel of the grand, baroque cathedral, which only a few months past was the epicentre of the events of the Longest Night and the battle with Alexia Ciannor, was Darcy Dimiani. She was knelt praying. Julian approached, and knelt and said a little prayer. He then realised Darcey's vow of silence, and so explain the matter.

A body had been discovered in the eastern district of the city, bearing the marks of the same killer that has killed 4 others in the last 8 days. With the city watch still stretched thin after the events of the Longest Night, Julian has asked for them to investigate.

Once dressed in a more suitable attire, and with Ichabod masquerading as her valet, Darcey and Ichabod are taken by carriage to the crime scene. Down a dirty alley, with the gloomy skies of Corvis drenching the city, the body was left where it was found, in amongst the trash from the shops that used the alleyway. The guards left there by Helstrom lifted the sheet from the body to let the witch hunters to look at the victim. It was clear to both Darcy and Ichabod that the man had his throat slashed, with no sign of struggle. There were three cuts to the neck. The top of the skull had also been removed. But but not by a clawed creature. The top of the cranium had been opened up with a precision surgical tool. It then became clear to Darcy that what ever had cut open the throat was a metal tool, and not some clawed hand or paw.



The guards informed Darcy and Ichabod that the victim was a known vagrant who lived under a nearby overpass bridge. It was there that the two investigators went in order to question the other homeless. Darcy handed out alms and return the destitute and homeless who huddled under the arch explained that the dead man had recently left Asc Solvin Asylum. The man had been put there by his sister but had since been released yet had not been taken in by his family. The vagrants also asked if they would be helping to find the others who had gone missing over a week ago.

The witch hunters were driven to the lonely island upon which the city prison sat. The gloomy tower groped towards the sky, and was covered in rusting barred windows from which prisoners peered out. From the courtyard, Darcy and Ichabod were led into the prison via the quest entrance, which while perhaps cleaner, and more inviting, was still cold and ominous. The steps into the basement of the prison were damp, and the wails of the prisoners were muffled. A corroded heavy door swung open and they were led into the morgue, a chilly chamber, illuminated by gas lamps and a crackling voltaic lamp. The attending surgeon, Dr Straven, was a stern looking lady in her 40s, wearing a dark, buttoned up dress, over which she wore an apron that was stained. Aligned in the centre of the chamber were 4 tables, upon which 4 bodies were laid out, with sheets covering them. At the head of two of the tables were jars that held what remained of the brains. Dr Straven pointed to were the report was if they wished to read it, and then she left.


Darcy and Ichabod began to examine the bodies in turn, and it was clear all had been victims of the same weapons and injuries and surgical tools. In the trunks under the bodies were the possessions of the victims, but something did not make sense with one of the victims. The man had been found wearing a military uniform, a dress uniform, and it bore the family crest of the Bersque family, and that is also had medals that showed that the owner of the jacket had participated in a war some years ago. But that did not make sense from the records, as it confirmed that all the victims were from the same asylum. Furthermore, Ichabod noted that there was a common chemical stain on the jacket and the clothes of two of the other victims. The chemical was one used in the steel processing business. It could not have been run off from the factories because the bodies were found in another part of the city. Had the bodies been dumped?

With the jacket with them, the two witch hunters were driven quickly to the Bersque estate, and there they met with the lady of the estate. In a warm drawing room, attended to by the servants of the house, Darcy and Ichabod confirmed that the jacket was indeed the dress uniform of Lady Bersque's dead son, who had been buried two years ago. More disturbing, is that when she was visiting the body last week, she witnessed grave robbers, stealing the coffin from the tomb. She also mentioned that the men had spoken of a inn that they would be meeting at, called "The Laris Eye".

They travelled to the northern graveyard, with night drawing in, and the city becoming a cluster of lantern lights out in the distance. The graveyard was unnerving, and of course with the events of the Longest Night, Darcy was ready to face any of the undead that may well be lurking in the grave yard.



Having found the tomb, Ichabod pried the lid off, and they both peered inside. The coffin was indeed gone. They then looked up and saw a lantern light drawing closer, and the caretaker of the graveyard yelled out, asked who was there. Drawing closer he recognised Darcy, both from the nights running up to the Longest Night, and from the paper. He knew of the grave robbers, but he was in no position to confront them, nor could he get the city watch to help secure the graveyard.

Given the evidence that they had, Darcy and Ichabod travelled back to the city, and to the Laris Eye, hoping to find out more about the grave robbers. Two hours passed, and it was a combination of overheard conversation and the same tell-tale chemical stain, the allowed them to spot the men they were looking for. They followed the men out of the bar, hoping to tale them back to where ever it was and to whoever it was they were working for.

There was a scream from a nearby alleyway, and a woman rushed out crying for help. Her brother was in trouble, and she needed help. In the commotion the men they were following disappeared into the city. Darcy drew her Execrator pistol, as Ichabod donned his knuckledusters, and they walked cautiously into the alleyway. There, around the corner, chewing on the body of a young man, were two decaying swamp shamblers - zombies that existed in the boggy marshes and rivers of Widowers Woods. Darcy took aim and fired her pistol, and blew the head off one of the monsters. The other hobbled over and wildly clawed at her, as three more clambered out of the nearby sewer grate.







Darcy dodged backward, making some clear distance between herself and the gang of undead, and fired again, exploding another skull, as Ichabod futilely tried to smash the zombies apart with his fists. Dodging the reaching claws, Ichabod backed away and called upon his arcane powers. Telgesh runes encircled him, and in two blinding flashes of divine energy, annihilating two more of the swamp shamblers. Darcy was had already lunged into combat, having drawn her dagger, and finished off the last of the zombies.

With the undead destroyed, Ichabod drew his sword and decapitated the dead man, in order to prevent his reanimation, and Darcy blessed the body and doused it with holy water. With that done they asked for someone to get the city guard, and they headed off in search of the grave robbers.



Ichabod had determined which of the factories was nearest and they headed there as quickly as possible, and soon they had caught up with the thugs as they entered the sewers beneath the factory. The waste from the factory gave off a strange viridian glow, and Darcy and Ichabod sneaked into the sewers. The were cautions, with Ichabod drawing upon his magic to better see traps they lay hidden before them. Both of the witch hunters passed a rusting door, and hid behind a archway. There was motion ahead of them, but could barely see who it was, as a shot was fired. Ichabod called upon his arcane powers and unleashed a holy bolt that briefly illuminated the sewer and obliterated a box behind which the thug hid. Ichabod moved forward, hoping to get a clearer line of sight. Nearby a large pipe pumped alchemical waste into the sewer. He unleashed another arcane blast as the thug charged towards him, trading blows. Darcy kicked open the door and found a stair case leading up. She proceed to ascend it, and barely found her footing as the steps gave way to a pit filled with spikes. She looked up and saw another thug hiding at the top of the staircase, who fire at her, catching her in the shoulder. Darcy leapt over the pit trap, firing her gun, killing the thug. His body cartwheeled over the railings and past Ichabod, and plunged into the sewer. The body bobbed up revealing the flesh already being dissolved.





Ichabod drew his sword and continued his fight, when he heard another man descending a metal latter. The man cried out, "Jovan, Jovan! We need support!". Darcy watched as a man in a dark green tricorn hat and long coat stepped around the corner and drew a strange, dark metal pistol. He whispered to it, whispered her name, causing the Telgesh runes along the barrel to glow a sickly green. The figure aimed at Darcy and fired. Acid green lighting crackled along the barrel and trailed the bullet that erupted from the gun. It slammed into her chest, cause her to collapse to the ground, crying out in pain.





Ichabod heard her scream and looked up, seeing the men on the gantry way above. He bolted away from the thug he was fighting, and leapt up the pile of boxes and jumped upwards. He pulled the garrotte wire from his pocket watch and wrapped it about the neck of the thug, pulling the man down from the gantry, and into the canal.

The gunman turned his back on Darcy and headed to confront Ichabod, thinking Darcy was dead. But Darcy was barely live. She spat out blood, her lung perforated. She aimed the Execrator pistol at the back of the gunman and pulled the trigger. The holy bullet hit the man, and in a fit of pain she watch as a ephemeral mist erupt from his mouth and nose and eyes. He dropped the strange pistol, and it clattered into the canal, and the mist like form disappeared. Ichabod slew the last thug, carving the man apart with his blessed sword.

Darcy, in dire need of medical attention, dropped off the gantry, providing cover to Ichabod. She fired again and caught the gunman, or now the gunman free of the spirit, between the eyes. Ichabod used a few vial of alchemical salves and sealed Darcy's wounds. Together they headed up to the chamber above, and peering in, they could see a mechanika armed surgeon, and a room filled with cadavers and tanks of chemicals. The man was quick, dodging the daggers that Ichabod threw. Darcy instead too aim at the vats of chemical behind him, causing a spray of caustic acid to spray out. Ichabod saw his opening and charged in, but failed to land a blow against the surgeon, who in return sliced at Ichabod, the three metal claws cutting deep and causing Ichabod to pass out from shock. Darcy knew she had to act quick, and took aim with her pistol, killing the surgeon.

Darcy rushed over and attended to Ichabod's wounds, and together they stumbled out of the lab, and back into the streets of Corvis.

In the days to follow it emerged that the killer was known Gavriel di Maro, who had served in the Cygnaran military, and more recently at the asylum. As for the gunman, he was known as Jovan, but as the head of the Order of Illumination chantry explained, the pistol was more sinister. it was the Imprecator, and the anchor for a vile ghost, that of Errigan.



Wednesday, 26 August 2015

[review] Skorne Empire

So if you have ever caught Mike and myself ever talking about the Iron Kingdoms, and Warmachine and Hordes, you will get the hint that we are massive fans of the Skorne. There is something out them that is somewhat unique, or at least, refreshing when compared to traditional, Tolkien, fantasy races.

What do we know about the Skorne already?




This strange race of humanoids comes from the far east of Immorean, past the Storm Lands and deserts, and past the Abyss. They are an ancient race, with an equally age old enmity with the Elves. They are a warrior race, with a society that focuses on slavery, torment, pain and torture. Their design and look is clearly inspired by aspects of Japanese Samurai culture, and ancient Persia. And as for their physical form, they are pale, with bony rigged foreheads, and pointed ears.

On face value alone they could be considered the equivalent of Dark Elves from that other wargaming company, but then you would be wrong.

The Skorne Empire book really lifts the lid off this ancient empire. We learn of their rise from a nomadic culture around the time the ancient Elven empire was destroyed, and their warring between city states, and the eventual formation of a unified empire, first under the exiled king, Vinter Raelthorne of Cygnar, and then under the Supreme Archdomina Makeda.



The Skorne, unlike all other races in the Iron Kingdoms, have no religion that focuses on a creator god. That is not to say that a god did not create them, but that the Skorne neither know, nor care, if this is the case. Death does not lead to the after life, and instead Skorne souls are left to be consume by the Void. However, the Skorne culture survives despite these metaphysical hindrances. They are a race that is focused inwardly on self ascension and exaltation. Pain, torment, war and suffering are all things that allow Skorne to grow and become stronger and more powerful. They are also a culture that is focused on ancestor worship, especially having learnt how to save those important Skorne souls from the Void, trapping essences in gems, which in turn can speak, teach, an even animate stone statues.

On reading the Skorne book you can be forgiven if you think that playing a game where you are all Skorne is one about being evil slavers, foul torturers, and nothing more than Saw the rpg. But a game playing as the Skorne is more about a certain point of view. For them, life a fleeting thing, that also contains much power, and which must be dominated in order to obtain a form of immortality. The Skorne do not conduct torture or inflict pain for fun, or for pleasure. These are all tools, as part of their philosophy, for controlling the world. For the Skorne willingly inflict pain and torture upon themselves in order to become stronger. For the Skorne are all capable of magic (they all have a ARC stat!), and thus can all learn Morthitheurgy - a form of magic powered by blood, flesh and pain. In many aspects the Skorne a mix of Eastern philosophies. They a have a warriors code, they have a understanding that life is short and they must create things of meaning for the after life offers no redemption, they worship their ancestors, and they practice magic that focuses on the flow of life essence and relies on asceticism.

They are simply evil, from a human perspective. In some respects that's a bit like playing a Vampire the Masquerade chronicle......



Of course the book provides ample information on their empire in the east and how to run various campaigns for different mixes of characters. Of course the Skorne make excellent enemies in existing games (hint hint - the Witchfire Trilogy).

The real show stoppers are the slew of new careers, such as Beast Handlers, Extollers, Bloodrunner, Cataphract, Chirurgeon, Chymist (Skorne have their own Alchemy!), and more.

And of course there are all the Skorne warbeasts, and more from the eastern deserts. We also get a nice look at the upcoming gargantuan beast for Hordes, the Desert Hydra.

Overall this is an excellent book, filled with content and art to the level we expect from Privateer Press.

Friday, 24 April 2015

[review] Let loose the Argus' of War - Iron Kingdoms Unleashed Review



Delicious, tasty, filling, meaty, something to dig your teeth into, but also a familiar flavour throughout.

Oh yeah, we’re talking about the new IKRPG Unleashed book. Not some meaty dish!

So previously I have reviewed the IKRPG Unleashed Abridged rulebook that comes in the new starter adventures kit. That basically covered what we are familiar with - primarily the core rules, and magic for Willweavers. But, we also got a taste of the new things. Harnessers, Warbeasts, and Blood Magic.

The main core book builds on that familiarity. It assumes that the reader is essentially new to the world of Caern and the Iron Kingdoms, or of course is a Hordes player. Thus we get the entire history of the setting all over again, but with certain events and characters and myths explored in more depth that they were in the IKRPG core book. These of course bring life in the wilderness into focus over life in the cities. Also, where IKRPG assumes the in game date is 605 AR as Llael has fallen to Khador, Unleashed assumes the in game date is 608 AR, and thus assumes that the events surrounding the war in the Thornwood between Cryx, Khador and Cygnar and others, have passed.

While IKRPG explored the nuances between the different ethnic groups that make up the Iron Kingdoms, Unleashed looks at the each of the main wilderness factions (Orboros, Trollkin Kriels, Farrow, Gatormen), plus the various other human tribes, and explores where their territories lie, what life is like in these societies, and their relationships with the other factions of Western Immoren. The amount of detail is excellent, and really allows you to delve into just one of these groups and use that as a basis for an adventuring party.

What is really excellent is that we get a healthy dollop of information about the Nyss, and their life that borders the wilds and the cities, and so builds upon the little information we had in the IKRPG core book.

Let’s not forget we have information on the Tharn and their tribes. They are presented then as a separate group, while also being allies to the Orboros. Perhaps not to a similar level of detail, we also get information on the Bog Trogs, who again are allies to the Gatormen, but are their own race.

What is important with all these sections, is that we are presented these groups so that while we get a sense of their communities and lives, but also these groups are not presented as monolithic entities. We get a sense of how diverse even Gatormen societies can be depending on the bayous they hail from.

Following the section on the different societies we get a section that explains the differences between different geographical regions, the way of life in those places, the hazards that they present, and the animals and plants that exist there. Each major forest, desert, mountain region etc are detail individually. This is all important for a GM who then has a reference text to help them paint an evocative picture of the landscapes that the adventuring party is travelling through.

With the setting out of the way, we get the familiar again. Character creation and stats. We have a number of races to choose in this book. Bog Trogs, Farrow (whose Warbeasts I learnt are just malformed Farrow births!), Gatormen (I really need to play one!), Humans Nyss, Pygmy Trolls, Tharn, and Trollkin. We have 4 archetypes are normal, but for the wilds, Intelligence is replaced by Cunning. Of course we then have the list and details on careers. Of course how these are used in character creation is the same as for IKRPG, but the options is quite interesting. Highlights are the Bokor, the Bone Grinder, the Bloodweaver (basically a close combat Gun Mage), a variety of mounted careers. Ugh… guess I will be getting some mounted troops for my armies!

The familiar continues, as we wade through abilities and skills, and the combat rules. Of course there are new entries that are more befitting the wilderness based games. Perhaps something that has a lot more options is the section on environmental hazards. 

Magic. That most mysterious of arts. Is again… familiar. Character can be will weavers (just as in IKRPG) or harnessers, who are able to control beasts and channel fury, and thus be Warlocks. Much like Gun Mages, Blood Mages can be willweavers or harnessers, depending on career combinations.

Harnessers, as I explained in the previous review, are exactly what you expect. They use rules identical to how warlocks work in Hordes, and are able to rile beasts, force them, and channel fury from them.



Wolds, the construct monsters of the Orboros get their own section in the chapter on magic. We get details on their construction of Wolds, the golems made of wood and carved stones. While these creatures do generate Fury and so act as warbeasts, they differ in that they must be repaired rather than healed, and do not frenzy. This makes Wolds in the rpg rather like a cross between a warbeast and a warjack.

That all of course brings us to the next major chapter, Warbeasts.

Essentially as we already know from the abridged rulebook, that the rules for them are the same as they are in Hordes. Of course we do get some more information on the nature of the warbeast/warlock relationship, the dangers of an ill fed beast, the way such creatures frenzy when their warlock dies, and more. For every beast within the book, we get information on the rules for training, arming, and animi, that beasts can learn and be equipped with. The actual stats for the beasts are given later in the book, and so this saves space by separating the Warbeast specific rules from the Warbeast stats.

The chapter on gear is as expected, featuring the tools of the trade for many of these races. But we also get a whole load of items and ingredients for wilderness alchemy, which are great additions for even regular IKRPG alchemist characters. But Bone Grinders (who are not just farrow, but any race) are more like specialist cooks, who know the brews and broths to create. Bone Grinders can also fabricate magical fetishes from the body parts they harvest from creatures and fallen foes.



The penultimate chapter, preceding the GM section, is the bestiary, which serves both as a list of opponents for characters, and the selection of creatures for warlocks to control. Many of these will be familiar both from the wargame, or from the pages of No Quarter and the Monsternomicon. Creatures get the standard style of information we have become used to, plus the templates (given in the appendix and in No Quarter and the Monsternomicon) than allow us to present variations on the same creature (so a juvenile Argus, or a Argus Alpha, or a trained Argus etc). There are some new beasts in the pages here, like the different types of Drakes, and the Feral Geist.

So, how do I feel about this book?

If you are new to Iron Kingdoms, and start here rather than the IKRPG book, then it is an excellent, massive, and well presented book, filled with the art and lore that we have come to expect from Privateer Press.

However, if you are like me, and already play the war games, or play the IKRPG, then there is a lot that is familiar, or duplicated wholesale. Is that a bad thing? Perhaps. But then Privateer Press has two core books for two player bases for two different settings, which are bound together by a greater setting. In that respect, it is similar to the scenario FFG has with the Warhammer 40k rpgs. So if you really want the content of Unleashed, but don’t want to buy a book you already have half of, then go get the pdf is my suggestion.

Lastly, right at the back of the book are two pages of conversions done by the Privateer Press studio. Lots of cool ideas here and I hope PP will make models available in some manner to make getting bits easier for such things.

Oh and the hard copy version of this book is excellent. I guess with the IKRPG core book, I now have two core books for my group when basic rules need referencing. But then the abridged rulebook is great for that too.

Friday, 27 March 2015

[review] Unleash the Beast - Iron Kingdoms Unleashed Abridged Rulebook

Biting, Snapping, Tearing, Growling!







So out to download are the pdfs for the books contained within the new Iron Kingdoms: Unleashed starter kit. That kit contains the abridged rulebook, miniatures, and tiles and counters to represent the battlefield in the adventure you can play through.
The books within that box are the abridged rulebook, character sheets for the pre-generated characters, and the adventure.
In this post I'm going to briefly review the abridged rulebook.
If you already play IKRPG you will get a good kick out of this!
Seriously. The abridged rulebook serves two great functions than just being a primer to the rpg. It's 32 pages long and just has rules within it. You get all the standard rpg rules as seen in IKRPG core book, plus the rules and spells for the magic users of the wild. So it's a cut down rulebook. Great to dish out to players for either flavour of IKRPG. And, it is a nice add on to IKRPG if you are not ready to get the full Unleashed book.
So other than all the standard rules, what is new?
Well we get the rules needed for the pre-generated characters of the adventure box. We get rules for the third magic user path. Harnessers. So these are our Warlocks. The rules are as expected, ported straight over from Hordes. We get a bit a bit of info (though no specifics in this book) on how Warlocks have paths, which tie them to certain types of beasts. Obviously life is hard for Warlocks without a beast, because then you have no source of Fury. So starting characters that are warlocks are more than likely to have at least one or two easy to manage beasts. On top of that there is a bit on what happens when a warlock dies, or goes unconscious. The link to their beast is broken, and it goes wild - which could mean a lot of different things.
While mentioned, we get no specific rules to cover Bone Grinder, other than their spell list. Bone Grinders are a form of alchemist of the wilds, that make totems and magical items from animal parts. Fun! Very eager to seem them in action. Plus, not all Bone Grinders are Farrow (the only type seen in Hordes so far).
Totally new and cool are Blood Mages. Think Gun Mages, but that use magic via their close combat weapons. Really nasty spell list (oh you die and explode blood, have an AOE attack on the enemies nearby).
So in total, this book in pinch, combined with the beastiary for IKRPG, Monsternomicon and NQ articles, really quickly gives you the ability to drop in Warlocks into your games of IKRPG. Of course, the main Unleashed book will have all the background info, rules, and monsters (lets be fair - glorified weapons and warjacks) for warlocks to use.
Am I excited to get the big book? Oh hell yeah. Do I want the actual boxed set? I am seriously thinking about it. Do I want to play a Gatorman? Oh yes please!

Sunday, 22 September 2013

[actual play] Iron Kingdoms - Adamantine Will

Episode 2: Witchfire - The Longest Night  - Part 8

The moons of Caen hung in the night sky, and a chill wind blew down from the north, bringing Khadoran winter air off the steppes. But the blood of the defenders of Corvis was ice cold, not due to the icy weather, but the horde of thralls that surrounded them and were tearing the city apart. Cannon fire sounded from the docks, and the sky line was illuminated by fire.

Brother Eckert, Gregore, Hurst and Darcey di Dimiani stood together about the tomb of Lexaria Ciannor. With them Father Dumas, the brother-in-law of the dead witch, prayed to Morrow, and his faith created a holy barrier about them. Solovin, Eckert's Nomad Warjack, growled each time a thrall stepped too close. The thralls formed a wide circle about them, numbering in the hundreds, their dead eye sockets glowing with green ectoplasm. The horde parted as Alexia and other 4 dead of the Corvis coven, dressed in simple white robes, walked forward. Ephemeral green skulls encircled Alexia. Each giving out a silent scream.

'Give me my mother's body and I will leave the city and all those within it alive', Alexia demanded.

'We do not barter with necromancers!', Gregore boomed, and stepped forward hefting his great sword.

'Then good knight you will all die! And the city with you! You will have the blood of innocents on your hands!'

'All you want is your mother?', asked Eckert, knowing the eldritch blade, Witchfire, lay in the tomb with Lexaria.

'I need the Witchfire. The souls of the coven lie within it, and I need that blade to restore my mother.'

Dumas walked forward. 'Alexia, do you promise, on your mother's soul, that you will leave the city. I know you have grieved for her for 10 long years, but I know, even after all that you have done, that there is goodness in your heart. Promise me this. For your sake, and for your mother's sake.'

Alexia nodded, and reluctantly Gregore stepped back with the others, retreating back to the cathedral vestibule. Alexia and the witch thralls levitated to the tomb and landed atop it where Alexia began a ritual, cutting her hand and dripping blood to the tomb. Telgesh runes circled and glowed, and there was an audible rush of air as the tomb's seals were broken. The witch coven dropped to the side of the tomb and some thralls came over to haul to tomb top away. After a number of them lifted Lexaria's body from it. Alexia held her hand over the tomb and the obsidian blade, Witchfire, sprung up into her grasp. Instantly the blade ignited with green bale fire.

'Alexia! Remember you promise. Now go my childe!' Dumas said, almost in tears.

The was a crack of thunder, blinding all as a man, dressed in black cloak, pulled up to hide his lower face, his hair swept back by the energy released, and a wicked staff in his hand, crackling with lightning. He pulled a dagger and plunged it into Alexia's side. She screamed and the Witchfire dropped from her hand and clattered before Gregore. The stranger returned his dagger to it's sheathe, and as he did so Hurst noticed a pendant of and eye with lightning through it - the emblem of the Inquisition of Vinter Raelthorn. Hurst's eyes went wide. The man was the executioner of the Corvis Coven, the man who killed Lexaria, and the man who had been hunting for the Witchfire all this time - Dexer Sirac.

Dexer was suddenly dragged away by cackling thralls, surely to his doom. 'The blade, take it!' Dumas cried.

Gregore picked up the infernal thing, but felt his arm chill and his heart skip a beat. The blade was sapping his strength and soul. Alexia's white dress was stained heavily in red from her wound. She was pale and clearly in pain. 'Give me the blade Gregore. If I die this entire city dies with me!'

The was a flash of lightning and a mob of thralls collapsed as energy crackled about Dexer. He strode forward. 'Give me the blade. I can save the city!'

Hurst looked at Gregore and shook his head. 'We have her promise Gregore and this man is not to be trusted'. Gregore threw the black blade to Alexia. With blade back to her Alexia immediately looked restored, as she absorbed the souls of the dead. She turned on Dexer, and with her entire army of thralls looked at Dexer, many of them beginning to laugh.

'YOU WILL DIE FOR WHAT YOU DID!'

Dexer, seeing no hope in the situation slammed the end of his staff down and disappeared in a blast of energy. Alexia, annoyed, looked about and then headed for the bridge before floating and disappearing into the night. The dead followed her, and as the last few dozen walked over the bridge they began to crumble. The cannon fire had ceased. The invasion was over.

Over the next few days the band of Witch Hunters spoke to Dumas, who was obviously stricken with grief, having lost his last relative to the evil started by Dexer. Captain Helstrom presented them medals of the city, in honour of their work, and informed them that they were to attend the  court of the Duke of Corvis, Keilon Ebonhart IV. It was there they were able to see how notably uncomfortable Magistrate Borloch was.

Episode 3: Friends in High Places - part 1

It was two weeks later, and band of witch hunters were travelling down the Dragon's Tongue River. They had been ordered by the head of their conclave to pursue a new case, that of a rogue Arcane Mechanik. The person is question, Rustiban Vandred, was found to be missing and derelict of duty, since he was serving on the front lines at Fellig. It was when it was found that he was gone, that a disturbing discovery was made. In a secret part of his workshop he had been conducting foul experiments, necromechanical in nature, and also some pieces of the Librum Mekanecrus - a foul book concerning the merger of mechanika and ancient Orgoth rites - the very basis of the arts used by the empire of Cryx.

The witch hunters had a chartered steam barge, the The Smoking Damsel, captained by the jovial Alger Hallward. The captain talked to them about the events of the Longest Night, and how he had barely survived in the docks. He also found some amusement in playing cards with Gregore and Darcey.

The journey took the best part of 5 days, their destination being Five Fingers, as a member of the CRS had discovered where the mechanik was going. The river journey was cold and foggy. They passed the city of Bainsmarket, and briefly stopped to refuel. The city a blanket of smog from the factories, made all the more thick by the winter air. At Point Bourne they stopped for one night as the barge was brought down the river via the complex levels of locks. They were shown about the winter gardens and icy water falls by the city's proud mayor. They spent one evening enjoying a roast and with the mayor asking all he could of Darcy and about her father and the lands of Llael and Rhydden.

The city of Five Fingers, the Pirate Port, the City of Deceit, the last free city of Western Immoren, loomed into sight. The air was thickening and pugent. There was the smell brewing, coal burning, and foul water. The river estuary was getting busier with ships of all sorts.

They docked at Chaser's Island. Darcey's valet and Eckert's attendant priest helped unload their goods and Solovin, the jack covered so not to draw attention. They would take it all to the cathedral and their official lodgings, while they went to find lodgings on Chaser's in order to better blend in. All of the group were dressed down, wearing travelling clothes. Eckert had decided it better to not to wear his priests robes, especially given the prevalence of Thamarite cultists in the city. Gregore too had foregone his armour for the time being. Darcey too wearing something simpler and understated, a doublet and shirt, over her leather armoured bodysuit. All the group of course had their thick wolf fur cloaks from their time in Geddon. While there was no snow, the seas of the Meredius made for a cold biting wind.

As labor jacks unloaded cargo, and dockhands sat around chatting and smoking, the group left the deck of the barge and pushed through the press of workers and passengers. Gregore got a tap on his leg and turned about to see a gobber, dressed in a red vest and leather coat. 'Excuse me mate, but do ya' 'ave the time?'

Eckert told the goblin that it was 2pm. '2pm eh? Doesn't feel like 2pm. Feels like a 4pm. Oh, name's Smek.'

Smek went on to explain his full name and how he could help them find lodgings and from where they could get good deals. With the introduction over Smek gave his goodbye and left. Hurst however was not fooled. He knew the gobber was up to something, and he produced the pistol, obviously old and inactive, that he knew Smek had planted on him. 'What is the little bastard up to?', mumbled Hurst. He had his gas mask on, preferring to use that than put up with the stench of the river.

As they walked on to the first inn they could see ahead from the warehouses, a voice called out to them. They turned around to be confronted by a gang of ruffians, which comprised of roughly half a dozen and a Ogrun. They were the Paulson Street Rovers, and their leader was the gruff Bairn Cammol. Tense words were exchanged, but Eckert did not back down and returned the pistol to them. Eckert had diffused the fight.

With encounter over they turned to go but were stopped by a young boy, who obviously shivered in his ragged clothes. He presented himself as Gavroche, and that the goblin Smek was not to be trusted. he also explained that the gun, the Final Word, was a sign of leadership for the Rover's and that Eckert had some balls facing them down, something that was sure to make them loose face in front of their rivals the Twin Blades. Gavroche explained that while the Rover's seemed mean, they at least looked after the people around their territory, and had helped out him on a few occasions. Gavroche then went on to explain that he would find where Smek had gone, pointing to the rigging above, and that he suggested they go to Quenched Whistle, rather than to the tavern Smek had suggested. Gavroche said he would be back later and that they should have a pint of beer ready for him. Darcey just sighed, the boy was no older than 13.

Saturday, 27 July 2013

[actual play] Iron Kingdoms - Adamantine Will

Episode 2 : Witchfire - The Longest Night - Part 4
Hurst looked at the wax, and Brother Eckert already could see that someone had been practicing necromancy here. The troupe left the dank cavern and the murky bone pit. There were only a few chambers left, which were of no consequence, and really further proved how foul the acts of the Orgoth were. But one chamber was important. The tomb. The seals upon the door had been broken, and from with there was no sound.
Gregore kicked open the door and his lantern illuminated the chamber, casting ghastly shadows over the hewn stone walls. Within were 4 stone coffins, and stood like statues were five mouldering thralls. The figures were clad in the old armour of the human kingdoms that predated the coming of the Orgoth. The bore rusting great weapons and the silently turned to face the intruders. A dry rasping sound escaping their mouths, an impossible thing, but of course so was their animation. Gregore, seeing the threat stormed forward and rained a series of blows upon the closest thrall, his great weapon cleaving bone and armour. Hurst moved, clearing a firing line for Darcey, and rolled a grenade into the the throng of undead, filling the room with the smell of sulphur as two skeletons were immolated, yet still they shambled forward. Darcey leveled her rifle and fired, the sound of the gun shot echoing through the chamber like thunder, and her shot shattered the skull of one of the burning dead. Eckert made the sign of Morrow, and unleashed from has holy staff a series of blinding bolts of blessed light, that pounded into the dead, and causing a further one of the flaming dead to collapse.
The remaining dead rushed forward and surrounded Gregore, swinging their great swords in carving arcs. Gregore ducked and rolled and corroded steel bit into the stone floor and his armour. Blood seeped out from under his armour and his arm felt numb. But he grit his teeth and brought his own blade down on one of the dead, but could not land a killing blow. Hurst had no safe way to shoot his pistol, let alone use another grenade, and so he paused, waiting for his chance. Both Eckert and Darcey charged into the fray, bringing their great staff and mace down upon the dead, splintering bone and reducing the dead to a heap of bones. Seeing his chance Hurst rushed forward, drawing his dagger, and with a swift cut served the skull from the body of the last thrall.
With the thralls no more, they looked about the chamber. Within each of the stone coffins were wooden coffins. Chains would ave bound them, but the coffins had been broken open, and the corpses were gone. At the base of each of the stone coffins were brass plaques, recording the date of their execution, their crime, and their names. Of course one corpse and coffin was missing. Lexaria Ciannor. About each coffin was a circle of red dust, sigils of some form, and numerous burnt candles lined the magic circles. Discarded there was a ball of thick black yarn and a thick needle. It was clear that whoever the woman in white was, she had come and stitched the heads of the dead back on and animated the dead.
With more questions than answers the troupe left the tomb, bidding the Gobber tribe goodbye, and assuring them that the undead had been dealt with. The Gobbers were only half interested, as they were part way through making a stew.
The party of witch hunters rode back to Corvis, and through the misty streets. Snow was gently falling, given the City of Ghost a certain fairytale look. Revellers paraded in masks and watch fire breathers and jugglers,as it was now just 2 nights until the Longest Night festival.
Returning to the cathedral the party went to speak with Father Dumas. In the warm of the vicarage they explained what they had found. Of most concern was that they believed that Lexaria herself had risen and was the one perpetrating these crimes. Father Dumas assured them that such a thing was impossible. He would not tell them where the tomb of his sister was, but that he knew she had not risen. Darcey asked it there was anything unusual about the events of the execution, for Darcey had already learnt much of the event from Alexia. She knew that when the final witch, Lexaria, was killed, the executioner was sent realing from the stage by some unknown force. Father Dumas explained that he never knew the identity of the man, but that the blade used was unusual, and that perhaps it was of Orgoth design, but again refused to tell them where it lay, fearing it was now cursed.
Given what they did and didn't know, Hurst headed to the library to perform some research, while also watching Father Dumas, wanting to learn where the body of Lexaria lay. They knew that Magistrate Borloch was not to be trusted, but that they had to be delicate in addressing is corruption. Darcey headed off to speak to Alexia once more. Knocking on the door she found the girl, who appeared distracted. She explained she was about to leave to watch another performance with friends, and that she had been making a mask for the festival. She again asked that Darcey not tell her uncle. Darcey looked at Alexia's fingers and saw the red wax under her finger nails and staining them. Darcey bid the girl goodbye, and sort somewhere nearby to hide and from where she could then watch and follow her.
Half an hour later Alexia left, wearing a large black cape, with the hood drawn to conceal her face. She also carried a large black satchel with her. Darcey followed the girl, and she was led through the city, down winding alleyways, until Darcey found a deadend, and Alexia gone. She looked around There were no doorways for her to have gone through, and no way she could have scale the walls. But there were footprint inthe snow, leading and apparently going through the wall.
Darcey fetched, and returned with Brother Eckert and Gregore, and together they were able to force a secret door open. Gregore raised his lantern and guided them down the slippery stone tunnel, and under foot water was running. The tunnel turned and led down and to a iron grate, and beyond was a larger tunnel. Water rushed down as a frantic pace, and they followed the narrow path along the waterway. They came to a rotting plank and found where the waterway led. Before them was a large sink, and the water spiralled downwards, more than able to sucking a man down to his death. Gregore edged along the plank, holding the end of Darcey's rope. Darcey, as she was the lightest, went next, holding the rope while Eckert held the other end. This allowed Darcey to put more of her weight into the rope and allow the plank to endure longer. She grimaced when Gregore suggested 'ladies first' as if it was for her own safety, rather than practicality. She pounded him on the arm once she reached the other side, knowing that in a fair fight she was more than able to taking the knight on. Eckert was the last to follow.
They continued along the waterway, and reached a door. From beyond it they heard no sound, the rushing water obscuring almost their own whispers. They edged the door open and moved in. They found the room was large and was obviously occupied. There were drapes on the walls, and in one of the far corners a crate that acted as a makeshift table. Upon it were books and about it cushions. In the nearest corner there was a magic circle, just like the one they had found in the Orgoth tomb. From the furthermost door on the left Alexia appeared. She was about to shut the door but stopped. Before Eckert or Darcey had the chance to talk and reason with the young woman, Gregore grinned. 'Catch!' He made to hurl his lantern at her, but Alexia was far quicker. She muttered something in Telgesh, and luminous purple runes spiralled about her left had as she pointed at them. A cloud of burning, choking ash erupted about them, and obscured their sight. 'Stop them!' Alexia shouted, and she ran.
Gregore ran forward and could not see where Alexia had gone, and where she was standing, now two thralls were instead, having come from the chamber.

Thursday, 13 June 2013

[actual play] Iron Kingdoms - Adamantine Will


Episode 2 : Witchfire - The Longest Night - Part 1





It was Ashtoven, and a week before the Longest Night. The city of Corvis was cold and blanketed with fog, but there was a carnival atmosphere as the Longest Night approached. Mulled wine, sweets and masks and costumes were on sale ready for this night of decadence.


In the month since the events in Gedon, the troupe of witch hunters, led by Brother Eckert, had been acting for the Cathedral of Morrow in Corvis. Under the orders of Father Dumas they had been sent to hamlets and villages and towns in the Widower's Woods - the deep forest that rings Corvis - and they had been tasked with investigating cases of witchcraft, hunting Swamp Shambler zombies, or performing exorcisms. Darcey, being of the Dimiani family had been attending a number of masked balls, and had chosen to wear a Servetta Muta mask, a type of mask where it is held in place by biting down on a bit, and so rendering the wearing mute. Gregore had bought some fine clothes for the festival.


The group were walking back from one of the towns, after an evening of performing a rather standard exorcism. The were following the winding road through the woods, with had a constant air of the supernatural due to the thick mist the penetrated the deep forest. There was the sound of people screaming, calling for mercy and help.


Brother Eckert sprinted down the road and around the corner came upon a scene of carnage. Two hulking trolls were had attacked two wagons, and turned them over. People were cowering under the wagons and a number of people lay dead in the dirt. Some of the victims even had limbs torn off. One of the trolls, seeing Eckert, threw one of it's massive spears. The huge weapon slammed into the dirt next to Eckert. Gregore ran to the priest side to prepare for the inevitable charge. The other troll hefted it's massive axe, bellowed and charged at Gregore, its huge blade cutting deep into Gregore's armour. Darcey and Hurst ran up to aid the others. Darcey levelled her hunting rifle and fired. The shot hit home, and blasted a hole through the skull of the troll with the spears. But the beast still walked. Hurst levelled his pistol at beast, but the shot did little. The troll roared and charged forward, looking to skewer Hurst.


Eckert charged the other troll, seeking to help out Gregore. The priest called upon the power of Morrow, runes glowing and swirling about him, and empowering the others. He then brought down his holy staff on the skull of the troll axer, and caved in the beast's skull. Gregore took another crunching blow, numbing his arm. But he fought back, chopping at the beast with his great sword. Hurst tumbled away from the troll fighting him, opening up a shot for Darcey. The shot rang out and exploded a large hole in the troll's chest. The trolls were dead.


The leader of the caravan thanked the group, and asked for them to help them to the city of Corvis, and with performing last rites for the dead. He also offered remuneration, but Eckert refused.


Back in Corvis, and at the cathedral, the injured and dead of the caravan were tended to, and Gregore was treated for injuries and provided new armour from within the church collection. Father Dumas sat the group down and offered them hot wine and herbal liqueur, and explained to them that there had been a series of grave robberies. As he did so they were briefly joined by his niece, Alexia, who then ran off, told by her uncle to have fun and not to get in trouble. The city watch had not dealt with it because they were too busy with keeping the peace what with the festival coming up. Dumas gave them a list of names and locations where the graves had been exhumed.


At the Fullet Farm to the north of the city, they found the well kept farm and misty apple orchards. The trees looked like groaning spirits. At the farm the met Lorna, a tough and broad shoulder woman, with a dirty apron and grim look. She directed them to the family graves, and mentioned numerous times it must be the work of witches. She dusted the open grave with herbs to ward of evil, and explained that her husband died five years ago, surely due to a hex. She went on to tell the group about the witches trial 10 years ago when a magistrate discovered the coven and had them tried and beheaded. Her husband, Chander, was one of the jurors. She also recognized the other names on the list as Chander's fellow jurors, and was not surprised that they were all dead. She again blamed witches, and made the mark of Morrow.


Hurst rode back to the university to read up on the story, which he remembered since he lived in Corvis almost all his life. The others went on to the northern graveyard. There they found the graveyard groundskeeper, who told them of the execution, and how he found the two graves of the Sylva and Monsonata family, disturbed. The bodies had been taken 2 weeks ago. This tied in with when the Fuller body had been taken.

















At the university, in the library pouring over the record books, Hurst had fallen asleep. There was a click of a pistol being cocked...

Monday, 10 June 2013

[MINIS] Iron Kingdoms troupe miniatures

So I am basically done with painting the minis to represent the player characters of the group.

We have the following going from left to right;



Warmachine Orin Midwinter - to represent a Priest of Morrow ex-Military Captain, Brother Eckert
Warmachine Taryn da li Rovissi - for my wife's IKRPG character, a Aristocrat Bounty Hunter, Darcey Dimiani
FMF Royal Guard Stryker - to represent a Knight Duelist, Gregore
Hordes Dr Arkadius - to represent a Alchemist Investigator (also I might use him in Hordes if I get some Farrow beasts), Hurst.