Wednesday, 26 August 2015
[review] Skorne Empire
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.
Thursday, 20 August 2015
[Actual Play] AD&D 2nd - Ravenloft, House of Strahd Session 2
Wednesday, 19 August 2015
[review] Bad Moon Rising - An Iron Kingdoms RPG adventure
Friday, 14 August 2015
[Actual Play] AD&D 2nd - Ravenloft, House of Strahd Session 1
Mike here, I am excited to present to you my group’s adventure through I6 Ravenloft which will surely be a dramatic tale of courage, horror, and the demihuman dignity that unites us all. Just to give everyone a little background, I was running Exalted 2nd Edition for this group before I got so frustrated with the rules that I suggested we try a less convoluted game system, like AD&D 2nd Edition.
Reading through the core AD&D rules after a 15 year hiatus has been a great experience. The core rules are actually very simple and balanced - the game merely suffers from having a unique resolution mechanic for every individual ability or check. To help simplify gameplay, we agreed as a group to only use the Critical Hits and Material Components optional rules. Encumbrance is subject to DM fiat.
The following books are being used for the game:
- AD&D Players Handbook (1989), with Material Components optional rule.
- AD&D Dungeon Master Guide (1989), with Critical Hit optional rule give an extra damage die on a roll of 20.
- AD&D Monstrous Compendium (1990)
- I6 Ravenloft (1983)
- RM4 House of Strahd (1993), for additional reference material and AD&D 2nd Edition translation.
- Domains of Dread (1997), for modified Priest and Wizard spells, Fear, Terror, and Madness Check, and Dark Power Checks.
Additionally, characters rolled 3d6 and consulted the following table to see why they were petitioning Count Strahd:
3. You are a Kargat agent sent by King Azalin of Darkon to steal the Sunsword hilt from Strahd's castle. To prevent you from blowing your cover, Azalin has given you false memories of your identity and purpose for coming to Barovia. Re-roll on the table for your false memories, ignoring results of 3 and 18. You will remember your true purpose at an opportune time.
4. Suspect Count Strahd murdered spouse and want compensation.
5. Taxed double because someone has the same name as me.
6. Begging for alms.
7. Want garlic tariffs lifted.
8. Cattle reimbursement issue.
9. Local bandits attacking merchant caravans.
10. Dispute with barber over surgery.
11. Family inheritance dispute.
12. Vistani stole your fish.
13. Suspect your neighbor is a werewolf.
14. A witch turned you into a newt.
15. Your neighbor definitely is a werewolf.
16. Need scheming subterranean ratmen exterminated.
17. Want Morninglord faith officially recognized.
18. You are a vengeful spirit inhabiting the body of a Barovian subject. You seek to murder the devil Strahd. Re-roll on the table for your peasant body’s identity, ignoring results of 3 and 18.
The party was also given six random magical item rolls. As it turned out, these were necessary to even survive the first encounter. The starting items included:
- Scroll of Detect Invisbility (wizard)
- Scroll of Invisibility (wizard)
- Scroll of Aid (priest)
- Knife +2
- Mace +1
- Ring of Mammal Control
- Flail +2
- Plate Mail +2

I6 Ravenloft Session 1
Count Strahd von Zarovich is having a dinner party, and the player characters are invited. Once every ten years the enigmatic Lord of Barovia invites his countrymen to Castle Ravenloft for legal petitions and de jure issues that have not been resolved by the local boyars and burgomeisters. On the Old Svalich Road, four concerned Barovian citizens approach the castle…
Quidiana Wolfswift - Level 6 Half-Elf Cleric Devotee of the Morninglord
Str 6, Dex 12, Con 11, Int 11, Wis 16, Chr 13
HP 44, AC 9 (Buckler), Mace +1
Quidiana wishes to petition Count Strahd in a dispute over barbery malpractice. Additionally, she claims to have not stolen Graven’s cows.
Quidiana is attended by the hirelings Jester (archer) and Harold (foot soldier).
Grayven - Level 6 Half-Elf Wizard
Str 15, Dex 12, Con 8, Int 14, Wis 13, Chr 10
HP 13, AC 10, Knife +2, Darts
Grayven wishes to petition Count Strahd to be compensated for Quidiana stealing his cows.
Kolbo - Level 6 Dwarf Fighter
Str 14, Dex 8, Con 13, Int 9, Wis 5, Chr 5
HP 27, AC -2 (Plate +2, Shield), Flail +2, Short Bow
A witch turned Kolbo into a newt. He got better, but he’s petitioning Strahd to have witches outlawed.
Kolbo is attended by the hirelings Boris and Galfonz (foot soldiers).
Lady Ioana Gundar - Level 6 Human Fighter (Non-player stand in)
Str 15, Dex 11, Con 9, Int 9, Wis 13, Chr 12
HP 37, AC 4 (Brigandine +2), Longsword +1, Short Bow
The party approaches a two horse carriage on the road. The coachman atop the carriage informs the party that they are late and he will take them to the Castle where the Count awaits with food and lodging. Kolbo excitedly hops in the carriage and tells his hirelings to hang onto the back because there’s no room for them inside.
The carriage spurs off at an insane pace, eager to make it back to the Castle before the approaching evening storm. The party arrives at dusk without incident, the sun has set behind the Balinoks, and by the time they exit the carriage the coachman is already gone. Neither hireling saw him leave. The petitioners gather up and knock on the front door, which gentle opens with the force of the knocker. They step in, admiring the gargoyles in the foyar and proceed into the main entrance, following the soft, sad sounds of an organ playing. The group peers through the dining room door to find it filled with flavor, light, and the organ’s sound. Fully entering, they find their host tickling the ivory.
Strahd bids the petitioners enter, sit, and eat. He asks each what the issues is, concurring that Barovia does indeed have a witch problem and laughing pitifully at Grayven and Quidiana’s plights. Strahd tells them to enjoy their meal and suggests they don’t peek under the table. With that, he stops playing and slumps over the keys. Kolbo gets up to investigate with his 10 ft pole.
The door crashes shut with a gust of wind that blows out the torches and chandeliers. Outside the adventurers can hear the portcullis slam down and the rattle of the drawbridge chains as the only known entrance is cut off. The party hears crunching and rustling in the dark room but their infravision reveals nothing. As they struggle to light their torches, the stone gargoyles descend.
Boris is the first to fall, struck by the lashing stone armored tail of a gargoyle. Jester falls next in the initial flurry, never seeing the enemy descending behind her. Harold is stuck by a mightly headbutt, but manages to stay standing, for a time. The ensuing melee is a stalemate until Grayvan turns the tide with a powerful strength enchantment on Kolbo. The first gargoyle crumbles and another soon follows. The final gargoyle withdraws, fumbling with the door and narrowly escaping.
The party thoroughly scathed by their first encounter, Kolbo smashes the cloaked wooden mannequin he finds where Strahd had been playing the organ, damaging said organ in the process. Checking under the table, Grayvan finds the mutilated bodies of other petitioners, including the burgomeister of the Village of Barovia only a few miles away.
Searching for loot, the party finds 150 gp tucked away in the rafters, a collection of purses and bags probably taken from the fellow petitioners. Quidiana also suggests eating some food, but Kolbo thoroughly rejects the idea, smashing the dining room table in the process.
So here the party stands, trapped and alone. A storm approaches, as does the unknown…
Session Loot: 150 gp
Session Exp: 1300
Saturday, 1 August 2015
Darker Days at Gencon 2015 - Kingdom Death
Well, that game is finally nearing shipping, and also, they are at Gencon.
Now we actually know only a bit about the gameplay, given that the team behind Kingdom Death wanted to keep spoilers for the game off the net.
However, Chigg has been at Gencon, and had a chance to play the demo game. The verdict. Awesom. A wargame/rpg experience with excellent figures.
So for your enjoyment, some quality photos thanks to Chigg.
If you want to follow Chigg on twitter, @sandchigger
Hopefully more photos to come.
Friday, 17 July 2015
Gaming Reunion
First up James gifted me with a wicked Kingdom Death figure (given we are both now very close to getting our Kickstarter pledges). The figure is the Storm Knight, and should be pretty awesome to paint.
Next up we got in a game of Hybrid, playing one of the missions from the original box. A clear win for me, but fun none the less as new figures were tried out for the mission.
Finally tomorrow morning we have planned a game of Guild Ball, using the teams I finished painting.
Tuesday, 7 July 2015
Guild Ball - Pitch Control
So I have a few templates to show off that I plan to use for Guild Ball.
First up are the Guild Ball specific tokens by www.counterattackbases.co.uk . I picked up the complete set, which consists of the two scatter templates, the initiative token, influence tokens, and condition tokens. The colour choice being a sort of smokey brown. I also grabbed a second set of influence tokens in smokey grey. That way I have tokens for both of my teams.
Now the other tokens I have are what I used for Warmachine and Hordes. The red tokens are from www.templatesandwidgets.com , and I have a 1 inch movement widget, a 3 inch aoe widget (useful for aoes that hit target models and you need to work out who else is hit), and 2 50 mm wreck tokens which will work as goal tokens for the time being until I make some guild specific goal tokens. The 3 inch generic aoe template rings are by www.modeldisplayproducts.co.uk , which will be useful for most aoes. Mix in a few Warmachine and Hordes tokens for anything really specific (I can see blanck tokens with space to write stat modifiers on being useful).
Well there you go. This week I will finally start painting.