Tuesday, May 10, 2016

GenCon 2016

WEDNESDAY

---------------------




THURSDAY
----------------------
Well of the Worm, The
Thu 9:00 am - 1:00 pm (RPG1685970)Angry GM's GMing Boot Camp, The
Thu 11:00 am - noon (SEM1694007)Night Out, A
Thu 1:00 pm - 5:00 pm (RPG1686428)Mech Pilots Wanted!
Thu 10:00 am - 2:00 pm (RPG1690515)Goodman Games' Super Secret Playtest #1
Thu 10:00 am - 2:00 pm (RPG1685973)
Kobolds in SPAAAAAACE
Beast men Attack!


FRIDAY
--------------------------
Goodman Games' Super Secret Playtest #2
Fri 10:00 am - 2:00 pm (RPG1685975)SATURDAY
------------------------
Better Gaming through Improv for Game Masters
Sat 10:00 am - noon (WKS1690022)Goodman Games' Super Secret Playtest #3
Sat 10:00 am - 2:00 pm (RPG1685976)
Kobolds in SPAAAAAACE
Grimtooth's Museum of Death


SUNDAY
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Monday, August 18, 2014

Preview: Rise of the Kage


Right before Gen Con GCT Studios (creators of Bushido) reached out to the community looking for bloggers who were willing to demo Rise of Kage. The game revolves around this clan of ninjas who are on a mission whether it be to assassinate a high ranking official, stealing an artifact or kidnapping a princess  these are but a few things that were mentioned as possible missions.

For the demo the group was provided with three characters, one was a heavy combat character another a master of stealth and the third a balance of of the two. They also had different special abilities and bonuses but they fit into their own roles quite well. In Rise of Kage the ninja have a sort of "dice pool" for abilities. On the character sheet there was a nifty reminder about how many dice each ninja had in each skill (either combat or stealth). For example the more combat oriented ninja had 3 dice for combat and 1 for stealth, the stealthy one had 3 in stealth one in combat and the balanced one had 2 in each pool.

Now just because you do not have a lot of dice in one skill does not mean you cannot succeed in the skill. For example when opening a door you can try and sneak/lock pick it or choose to just slice/crash through the door. When making a test you can use any of your dice as long as it includes 1 from the relevant skill. So if you want to bust through the door successfully even if you only have 1 combat dice you can use some of your stealth dice in addition to any combat dice you think you need in order to achieve the task.

This makes the ninjas able to do tasks a little more liberally though it does require some planning on the part of the player. Would they rather save their stealth dice in order to achieve objectives? or sneak through a window? how about evading the notice of a guard? Or would you rather bust through the door and start killing guards left and right? Both have their merits pending on the mission  at hand, though be warned the more noise you make the more actions the guards will be able to move about.



Which brings me to the next point, in Rise of Kage the player who controls the guards is not simply a drone or "AI" but another player who is also trying to win but under different conditions. After the ninjas have done all their actions the guard player gains 8 actions to move his various guards. This includes moving a guard 2 spaces, turning to face a direction, attempting to actively detect a ninja etc. If the ninja somehow made noise or alerted a guard during his turn the guard players gain noise counters. These counters provide the guard player with additional actions or abilities he can cash in on. The guard player can also "spawn" more guards from established points on the board marked by "barracks" counters.

It was also mentioned that the guard player has an option to choose a different "guard boss" which can give his guards different abilities. It gives the guard player the ability to customize his army to a degree which I really like because the player is not "locked" into just one play style. In addition it was hinted that there will be different levels of guards with different skills or abilities. So for example if you start with "10 guard points" you would be able to pick 10 level 1 guards or 5 level 2 guards.

In our demo we played a mission where the ninjas were looking for an artifact on the grounds of the "boss guard". It was mentioned that the guard player picks his force first, then the ninjas have a mission deck that only they can see, with that information they can decide how they want to make up their team. They are planning to have 3 different ninja houses with at least two different ninjas a player can pick from each house. Once the ninjas have been picked they can pick their intended points of entry through the board. Each ninja player places a possible points of entry before the guard player deploys his guards. Once all of the guard player places all of his available guards and draws cards from the guard deck (which have special events that the guard player can use to boost his guards or slow/stop the ninjas) it was up to the ninjas to deploy.


I should note that on the board there were also cache markers marked with different numbers, ninjas can use their stealth dice to roll equal to or over the printed number in order to find any valuable equipment or special events that can be used to help the ninja player on his mission. Since we drew the "steal the artifact" mission every time we uncovered a cache we would roll a d6 and add our total numbers of uncovered cache markers. If the number was 8 or more (established by the mission card) we would find the artifact and we could start to make our escape.

Adding to the ninja players woe is the fact that there are a limited amount of turns in every game, which means that teamwork cooperation and good planning will greatly help the odds of the ninjas on their mission. Although it does not mean that victory is assured even if you manage your objective as fleeing the board becomes a challenge once all of the guards start closing in on your ninjas.

What I found interesting was that before the ninjas roll initiative among themselves they must plot out their intended moves. They can stop at any point during the moves pending if things are going to plan..or not. The initiative roll makes things a bit random between the three players using the ninjas but it also adds to the game as it adds a level of uncertainty. Will the stealth heavy ninja be able to accomplish his mission on time? Or will the impetuous assassin type ninja just take the lead and do what he desires, plans be damned? Certain ninjas also do gain a bonus to their initiative roll giving them a measure of control just in case.

With that said I found our game to be very enjoyable and quick even when we stopped to talk about the finer points of the game and possible future plans for a melding of characters into the Bushido universe took a little less than an hour. I am excited at the possibilities this game has to offer and I am glad that they will be going through the Kickstarter route for this board game. With additional funding they will be able to add more to the game and simultaneously add to the Bushido universe.

Alright gents I hope that you all check out the Rise of the Kage when it goes live onto Kickstarter in the coming weeks, I for one will certainly back this project and wait to see what else GCT Studios has planned. Till then keep it classy and await further updates as I will be able to hopefully post all of my Gen Con adventures! Thanks for stopping by!

Tuesday, July 22, 2014

Drew's Gencon Schedule!

Well kids you know what time it is? GEN CON! Every year thousands of people flock to the middle of nowhere (Indiana) to the "best four days of gaming". They could not be more right! Gen Con is the place to meet up with old friends, meet new ones and everything in between. From the dealers hall to the demo tables it is a frenzy of gaming almost a week long (pending how long you stay) with your fellow gamers. 

There are literally thousands of events that you can pick from in the catalog, which is your vice? Miniature games? Role Playing? Painting lessons? With so much to pick from I decided this year I would stand by my promise that THIS year I was going to attempt to join a few rpgs instead of jumping from tournament to tournament. 


With that said, this is what my tentative schedule will look like for this year's Gen Con. Only two miniature tournaments a few seminars and LOTS of rpgs. This means i won't have to lug my miniatures ALL the time through the halls instead i can carry around a small case and switch out the foam I am really excited that I can relatively "take it easy" this year by not jumping and making a marathon session of tournaments.


As the days pass by I will attempt to post a few thoughts before Gen Con and of course full reviews of everything that happens during my adventures! 


THURSDAY

9am -1pm: RPG1453408 - Bridge Over Troubled Waters -Endless Terrors RPG, 2nd Edition

2pm-3pm: NMN1464466- Tales After the Cataclysm-Tales After Cataclysm, 1st Edition


4pm-5pm: SEM1465780 -Finding Your Identity as a Game Designer-

-(4pm-6pm: NMN1458629- The WitchBorn)

6pm-8pm: BGM1459968- Consequential- Tale of the Cataclysm 


8pm-10pm: RPG1460940- The Nuclear Summer Playtest- Apocalyptia , Beta 2.0 Edition



FRIDAY

8am-12pm: Gears of War RPG-

12pm-1pm: SEM1465770-  A Career in Gaming-


2pm-6pm: RPG1465049- Power- Clockwork: Dominion, beta Edition


8pm-1am: NMN1456333- Dark Age Immortal- Dark Age, 2013 Edition



SATURDAY

9am-6pm: NMN1453469- Bushido Tournament- Bushido, New Dawn Edition

6pm-8pm: RPG1460947- The Nuclear Summer Playtest- Apocalyptia , Beta 2.0 Edition


SUNDAY

10-11am: SEM1465774 - Board Games: the Future

2pm: Rise of the Kage Demo

Wednesday, June 18, 2014

GenCon Schedule

Tentative GenCon Itinerary.

THURSDAY
9AM-12PM: Bridge Over Troubled Waters: Endless Terrors RPG
(10AM-11AM: Roll for Initiative)
(11AM-12PM: Basics of Tabletop Game Design)
2PM-4PM: The Psychology of Gaming
(4PM-6PM: What's Your Gameplan? Turn Any Idea Into a Game)
7PM-9PM: Dark Dungeons: World Premiere
(8PM-11PM: Fantasy Film Short Block)
(9PM-11PM: Nerd Imrov)

FRIDAY
10AM-11AM: Roll for Initiative
(10AM-11AM: Cognitive Bias in Players and How to Leverage Them)
(11AM-12PM: A Crash Course in Game Manufacturing)
12PM-1PM: A Career in Gaming
2PM-6PM: Clockwork: Dominion, beta Edition
(2PM-3PM: So You Want to Start a Podcast)
(3PM-4PM: So You're Making Your First Game)
4PM-5PM: Toastmaster's Gamers Meeting
(4PM-5PM: Business of Writing: Working with a Publisher)
(5PM-6PM: Business of Writing: Selling Your Stories)
(5PM-6PM: Cardboard Meets Plastic: Miniatures Board Games)
6PM-10PM: The ENnies
8PM-9PM: Last Annual Zombie Walk

SATURDAY
9AM-11AM: Hickman's Killer Breakfast
(10AM-11AM: Roll for Initiative)
(10AM-11AM: Publishing: Self Publishing)
(11AM-12PM: Publishing: Small Press)
12PM-1PM: Creating Pulp Adventure
(12PM-1PM: Publishing: E-Publishing)
5PM-6PM: Live Shut Up & Sit Down Podcast
10PM-12AM: D20 Burlesque

SUNDAY
(10AM-11AM: Roll for Initiative)
10AM-11AM: Boardgames: The Future
(10AM-12PM: What's Your Gameplan? Turn Any Idea Into a Game)

Tuesday, June 17, 2014

Campaign Setting: Population Control & The Frontier

"A few hundred I guess."
I don't know about other people, but I have a very hard time guesstimating the populations of cities and villages. It's like when someone asks you to guess their weight. I have no idea, I freeze. Ultimately it's probably not important at all. I'm willing to bet that players don't care that much. If they ask how many people live in a village, they're probably going to take your answer at face value and move on. An answer of "a few hundred" will be accepted and brushed over as they ask about the more interesting things like item shops and other typical adventure stops. I have small amounts of OCD though, so I want some method to my kingdom population. Luckily I stumbled across Medieval Demographics Made Easy and it answered just about every question I had. So for people with small or large amounts of OCD that want some sort of system or general idea of how to populate a kingdom.. there ya go. Pretty convenient, right?


The Frontier

The Frontier, for lack of a better or more original name, is the current setting for the campaign I'm running. The Frontier is based off of The Nentir Vale, a temperate wooded stretch set between two mountain ranges. The Frontier was settled around 300 years ago as The Empire expanded its holdings north. The Empire brought peace to the vale as it drove out hostile creatures and assimilated the native people. Now, 300 years later, The Empire is collapsing. Great fortresses are left abandoned and entire legions are dissolved as The Empire finally withdraws the last of its forces and people are left to defend themselves. Surrounded on three sides by untamed and unexplored wilderness, the vale quickly finds itself home to new and monstrous residents. Strongholds of civilization remain stubbornly entrenched along the Frontier, determined to make a life for themselves amid the deteriorating walls and crumbling keeps of their ancestors. Barbarians, usurpers, monsters, and worse constantly batter against the walls of humanity. The land is ripe for adventurers, legendary men and women anxious to make both name and wealth for themselves by selling their blades.


Yea that's nice, where are the characters?

"Okay so how many 0-Levels can  this village provide?".
Glad you asked! The party is currently adventuring out of the of the Delver's Dave Mining Camp located along the Eastern edge of the Dawnforge Mountains, a few days ride East of Hammerfast. Delver's Dale is a dwarven mining outpost with around 400 residents and a steady flow of trade. Most of the mined goods are sold directly to the dwarves while the rest go to trading caravans or river merchants. Delver's Dale is mostly residential and industrial with a few shops and a rotating population of merchants, businessman, and roughnecks. Two Temples, an Inn, and an apothecary dot the landscape of the village while the entire thing is looked over by a Stout dwarven fortress carved directly into the mountainside. Delver's Dale is home to several significant NPCs and host to several significant problems brewing outside the gates.

Other villages, trading hubs, ruins, and sites of interest surround Delver's Dale but are not detailed here. Basically I'll throw up the concept artwork, information, or maps to areas either at whim or if they become interesting enough to warrant the attention. It should be noted that none of the maps or artwork are mine, I mercilessly pillage and re purpose anything I can find online and press into service. That being said, kudos to the artists, whoever you are. You've used your skillsets and provided fuel for the imagination of one more game out there. Keep up the strong work.

Tuesday, June 10, 2014

Sepulcher of the Mountain God, Part 2

The adventurers paused reluctantly at the outer door and peered into the tomb of the ancient warrior. Their torchlight flickered dimly off of pillars and walls, casting dancing shadows at the edge of their vision. The scene was set. They crept their way across the silent chamber methodically. They took note of every small detail on their way across the room. Hell broke lose when the halfling lifted a fist-sized yellow gem from it's resting place atop the alter. Stone pillars rumbled to life and eternal guardians began to step down from their resting places. The stone monstrosities looked at the party and began a lumbering advance. Fuck.

The stone guardians definitely laid a beating on the players. Combat opened with a few 0-Levels being crushed and the Cleric getting his noggin dented in by a stone fist. The party scattered around the room, half of them bolting toward the northwestern door and other half taking defensive positions near the eastern alter. The wizard's idea of a defensive position was jumping atop the alter and kicking the bones of an ancient warrior to the floor while a 0-Level Peasant combat dragged the unconscious cleric into cover. Joe Kickass picked the halfing up and tried to run straight through the guardians and out to safety. RIP, Joe Kickass. Meanwhile the wizard botched his casting roll and froze himself in some kind of stasis bubble. The stone guardians took a few rounds beating on the bubble before they gave up and looked for something else to hit. The western side of the room was being held by two warriors and a gang of peasants. They set up a good impromptu defense and managed to overcome the guardians after a few rounds of attrition. Some bodies were recovered, but more were rolled for their loot and left to rot on the side of the chamber.

The game wrapped up some time later after they pushed deeper into the dungeon and took out a group of monstrous cockroaches. The party was beat up by this point. I can now see the beauty of DCC RPG. Dungeons are not easy. Monsters are not pretty. Results are not always optimal. It's a nasty, dirty, dungeon grind that takes wits, balls, and luck for a character to survive. Next week we'll pick up right back in it and hopefully finish the module. For now we leave our heroes in a subterranean cave network, surrounded by ancient ruins from a time long past and the ever-present scuttling of the creatures in the darkness around them.





Thursday, May 29, 2014

Sepulcher of the Mountain God, Part 1

This guy is a real party animal.
Last Sunday we played our second DCC RPG session and I walked away from the table with a few realizations. First, we need cheat sheets. We spent way to much time cracking the rulebook. "People them with Monsters" has some great resources that I plan on using in the future. Second, I need to print a stack of randomly generated 0-Levels. The party hired some retainers in town so we had to roll up new characters mid-session. We did it quickly, but the players would have been just as happy to save time and pull from a pile of pregens. Lastly, although first level characters might have some pretty cool abilities and better odds of survival than their previous 0-Level selves, they're still squishy as hell. The first combat ended up roughing the party up pretty badly due to some bad rolling.

Criticisms aside, the first chunk of the module went pretty well. We didn't get too far into the adventure on account of all the dicking around, but we established a beachhead. Picking up from where we left off, the characters had just shipwrecked into a pile of rocks after careening down a waterfall. They gathered themselves up from the banks of the river and followed it downstream hoping to find a village. Along the way they found the remains of some adventurers and helped themselves to the free gear and a map indicating some sort of nearby treasure. They stashed the map and continued downriver until they eventually found the Silverton Mining Settlement. They spent the rest of the day doing off duty adventurer things; buying and selling supplies, tracking down leads, drinking, whoring, etc. After recruiting a few redshirts at the local tavern they spent the night at the Broken Carriage. The following morning they pulled out the map, grabbed their sacrificial hirelings, and set out nice and early.

The first combat was a rude wake up call. The characters entered a cavern at the base of a mountain and quickly found themselves in a sea of pissed off skeletons. By the end of the combat there were a few deaths, some butthurt, and a better understanding of the rules. During the course of this the cleric somehow managed to frustrate his god so badly that his healing powers were revoked. Great. While looting whatever they could find they discovered some religious scrolls on an alter carved into the back of the cave. The scrolls described the area as an ancient holy site dedicated to a mountain god named Ira. At least they knew what they were in for. Over in the next room the thief set off a trap that I found way funnier than I should have. A large set of bronze doubledoors with huge rings to pull them open... pulling on the rings causes the doors to fall forward and crush anyone under them. Reflex to avoid. Simple, effective, and lawlz. Our thief now acts more thieflike and searches for traps more often after almost being crushed.

Behind the falling doors was a set of iron doors leading to a large hall supported by pillars carved like giants At this point the characters were pretty beat up, few in number (one player couldn't make it), and the cleric had lost access to his healing ability. They really weren't in any shape to press into the actual dungeon, so I convinced them to fall back, regroup, resupply, and take another crack at it next session. I'm anxious to run the next session. Everyone is more sure of their abilities now, myself included, so the session should roll faster, smoother, and further.

Sunday, May 18, 2014

The People of the Pit, Initial Impressions.

Just look at that sweet retro art.
Next on deck is Dungeon Crawl Classics #68 "The People of the Pit" (Sailors on the Starless Sea was #67 for anyone interested). People of the Pit is the next module in line and designed for 8-10 1st level characters. I'm still getting use to the idea of players running multiple characters, but then again a hallmark of DCC is that player characters die in droves. People of the Pit seems like it's going to do a pretty good job of living up those expectations. Several nasty combats and one hell of a final encounter are going to separate the men from the boys. I'm curious to see how my players approach this module.

I'm excited to run the game for other reasons. Aside from seeing my players driven before me and hearing the lamentations of their women, the module promises to be another pulp masterpiece. It borderline reminds me of an old Sci-Fi film or a Twilight Zone episode mixed with Cthulhu mythos and steroids. The adventure hits all the B-Movie basics; faceless robed cultists, shrouding mists, an alien atmosphere, funky natural denizens, a virgin sacrifice, slaves (to replenish the inevitable character deaths) and more tentacles than a hentai movie. Seriously, the tentacle factor is through the roof here. There are helpful tentacles, harmful tentacles, atmospheric tentacles, mutated tentacles, big tentacles, small tentacles, tentacle beasts, tentacle statues, tentacle cultists, tentacle summons, tentacle transit systems..

The dungeon looks like it's going to be a lot of fun to explore. I feel the entire things is designed pretty well, but there are some bonus areas that add a nice touch of variety to the package. The cursed workshop of a wizard has some great atmospheric effects, interesting loot, and creative encounters. A bit further down the line is a tomb full of ancient chaos warriors that should likewise keep the players on their toes. There are a few other gems scattered throughout the the adventure that add some "ohhhh that's pretty cool" moments to the module, but I don't want to give too much away. I tend to get excited about corny things, but I think that these areas are a great touch.

The trend I'm noticing with Goodman Games products is that they take adventures outside the familiar realm of repetitive room to room combat and skill-checks and into the realm of outright bizarre and fantastic. They're not afraid to take creative liberties with stories, encounters, or settings. This module continues to play upon those strengths and promises to be memorable. People of the Pit doesn't look like it can be finished in one session, although the possibility does exist if players are tenacious enough. If taken from top to bottom this adventure will probably stretch anywhere from 2-3 sessions depending on play style and length. Players might gain 2nd level by the end of the adventure, but I'm not 100% sure on that.

After last session my players are going to want some downtime to explore town, resupply, scheme, and get into trouble. I'll hold off on this module and feed them a one-shot adventure unless they feel like diving right in. Either way I'm looking forward to running it, seeing how they hack it, and submitting the post-game review right next to the obituaries section.

Thursday, May 8, 2014

Sailors on the Starless Sea Session Report, Part 3

The peasant assaultcraft continued its voyage toward the dark ritual as hordes of beastmen drove slaves up to the top of the pyramid and pitched them into a giant bonfire.

"Behold the sodomy I shall bringeth onto thee."

Two things become important here. First, having not explored the Charnel Ruins, the party had no way to stop the chaos leviathan lurking in the water below them. Second, they really hadn't paid much attention to the tile mosaics depicting.. well.. everything that was about to go down. It was at this point that I honestly feared a total party wipe. 

As the longship drew closer to the chaos pyramid, tentacles emerged from the water to probe the ship and its occupants. The party spent a few rounds trying to hide before the tentacles stopped the progress of the ship completely and began to probe a little more aggressively. Unsure of what to do the party was prompted to action by poor Wester the barber being hoisted into the air and pulled below the surface. That was apparently the universal signal for "everybody get the fuck out!" as surviving crew members all jumped overboard.

In all fairness this should have been a total party wipe. They had, for all intents and purposes, just chummed the water. However, two things happened; I allowed the characters to make luck rolls, which they succeeded admirably on, and two or more of the farmers had apparently been dragging various farm animals along with them. This wasn't the time to argue and I was thankful for any excuse to not murder the entire party. So, in a scene reminiscent of Jurassic Park, the sacrificial animals were left bleating on the ship and torn apart by a large monster while the ragtag peasant mob swam for the banks of the temple. Fine by me.

The soggy heroes emerged at the base of a ramp leading up the side of the temple. From their viewpoint they knew something bad was happening up at the top, but were unsure of what. Luckily the beastmen herding the captive villagers up the side of the temple hadn't noticed the party yet. After a few moments of debate they ALMOST used some moldy robes to pull the old wookie prisoner trick. Instead they opted to storm Normandy and fight their way to the top of the pyramid. I should mention that this is the third or fourth time I feared a total party wipe.

The heroes gained a surprise round and a glorious melee ensued. They did indeed fight their way to the top of the pyramid, losing a good 5 or 6 of their troupe along the way, and managed to summit the pyramid in time to see the horrifying conclusion of the ritual. Emerging from the pit of fire was the avatar of a long dead chaos lord. Said chaos lord wasted no time in immediately laying the smackdown on everyone within sight. The party began to burn luck like it was cool in order to score hits on the chaos lord, managing to kill him and his entourage within a few rounds while suffering only a few more casualties in exchange.

Jebediah the corn farmer had his face melted off by the death throws of the chaos lord as he reformed into a shaky magama avatar to get in a few last licks. The rest of the party set about looting anything they could find as the cavern began to crumble and collapse around them. They wasted little time in beating feet to the longship that had thankfully reached the temple after the chaos leviathan let go of it. 

The group piled into the ship, now stained with bloody feathers and fur, and set off across the cavern as it continued to collapse around them. The entire western wall of the cavern collapsed before they could reach the safety of the shoreline and the ship was sucked toward daylight streaming through the hole. It wasn't until they were close that they realized the daylight was being seen through a large rune covered portal. The longship went through the portal and emerged high atop a waterfall emptying into a ravine. The ship was dashed on the rocks below and the party scattered into the river, washing up along the banks and trying to regain their wits.

Conclusion

I, as well as my players, are 110% sold on Dungeon Crawl Classics. It's everything that I personally have been looking for in a fantasy game. Minimal bookkeeping, maximum ass kicking, and freeform play within reason. The game encourages creativity, laughs, and memories above hours of studying rules and number crunching. It's exactly what tabletop fantasy roleplaying should be. Easily approachable and totally memorable.

This particular adventure was one of the best openers I think I've ever seen or read. Despite a horrendous attrition rate the players had a blast and there were no hard feelings. They now feel more connected than they ever have to any level 1 characters because they've earned it. 

To the creators of Dungeon Crawl Classics, thank you. You've done a wonderful job. To the writers of the supplements supporting it, thank you as well for contributing to the spirit of the game. I hope to see and play many more great modules set in this fine system. Myself and my players can't wait to continue the adventures.

Wednesday, May 7, 2014

Sailors on the Starless Sea Session Report, Part 2

The group went back outside to take one last look around the courtyard and essentially threw away a brand new character. Poor Johann the caravan guard, who moments before had been tied up and held hostage by a band of mutated beastmen, was unceremoniously given to the collapsing edge of the sinkhole despite a ton of obvious warnings. RIP, Johann. You fought the good fight.

Still not wanting to take their chances with the Charnel Ruins, the angry peasant mob decided to head back into the tower and descend the staircase further into the dungeon. On the way down they discovered a handful of coins scattered on the staircase, but left them alone due to trap paranoia. Lann the Elven forester detected a hastily concealed secret door leading to a looted treasure vault and a probable explanation of the coins on the staircase. Ganja Haze the herbalist rummaged around the empty treasure chests for a few minutes and walked away with a few new rings, a potion, and one less finger.

Further down the hallway the group found the entrance to Felan's Tomb. Flavius Everstar the astrologer deciphered the runes but nobody liked the sound of  "Fire, Ice, Storm, and Hate" so the party backtracked out of the cave and continued down the staircase.

Exiting the stairwell into The Dread Hall the party inspected a room lined with tile mosaics depicting horrendous chaos rituals, human sacrifice, and tentacles emerging from water next to a stone tower on a shoreline. Wester the barber took a swim in the pool at the center of the room and freaked out the rest of the group when he resurfaced screaming bloody murder about glowing skulls. After a few minutes spent getting their shit together the party realized that the glowing skulls were, if nothing else, not immediately harmful and packed a few of them up for later use.

The group continued through the room and followed the staircase further down where it eventually met with the shoreline of The Starless Sea. The ragtag peasant militia stood on the darkened sand beach of the underground sea unsure of what to do as a dragon-prowed longship approached and stopped about 50 feet from the shore. Flavius Everstar the astrologer, feeling good about his previous rune reading, attempted to decipher the runes covering a stone tower on the shore. (Wait, does this look familiar yet?) The runes triggered something in Flavius' mind and he turned on the group, grabbing the nearest member and dragging him into the water as a human sacrifice. Surprisingly, he managed to drag one of the stronger members.

Meanwhile Chuleta ("Porkchop" for you Anglophones) the Halfling vagrant climbed to the top of the stone tower and lit a candle found at the top, which drew the longship to shore. The group took turns beating Flavius into submission before they climbed aboard and set sail for the strange glow, pounding drums, and ominous screams that awaited them somewhere further out in the underground cavern.



Cont Part 3..

Tuesday, May 6, 2014

Sailors on the Starless Sea Session Report, Part 1

I'm pretty sure we have a winner at the table and its name is Dungeon Crawl Classics. The promise of "XCOM meets D&D" was too appealing to pass up, and everyone in the group agreed. Low level characters? High mortality rating? Maximum lawlz? It was an easy sale, and frankly.. I'm probably never looking back.

We started off with "Sailors on the Starless Sea", one of Goodman Games 0-level character funnels. For the
uninitiated, a character funnel is the introductory adventure designed to whittle down 15 or so level 0 peasants into 4 or 5 seasoned adventurers. Each player controls a handful of peasants and attempts to herd them safely through the meat grinder. The process is brutal yet comical and players are expected to leave a trail of blood, tears, and character sheets from one side of of the dungeon to the other. The reward is a bloodstained post traumatic 1st level character that players feel a deep attachment to. Sure they might be tearing up character sheets left and right, but the survivors now have stories and personalities to go along with their hard won 1st level stat blocks.

The session began with a mob of twenty poorly armed and armored peasants (randomly created using Purple Sorcerer Games Level-0 Party Generator) arriving at a long abandoned keep set atop a craggy hill. Villagers had been disappearing for months and this angry mob, armed with torches and pitchforks, had shown up to put an end to it. Instead of blazing a trail up the hill and through the front gatehouse they decided to scout the parameter and discovered a section of collapsed wall. Maria the cheesemaker, scouting ahead, was ambushed by some Vine Horrors and fell back to the party. Skull Bones the ditch digger, Jack Swallows the mariner, and Chi-Chi Martinez the Halfling dyer met their untimely demise by tentacle rape.

After disposing of the Vine Horrors and burning the seeds that started to crawl toward the freshly dead bodies (RIP angry peasants), the group made their way up the northwest slope and over the collapsed section of wall. Riordan the Dwarven herder saved the party from crushing defeat by spotting some lose boulders on the hillside before the party could bumble their way up and trigger a landslide. He pointed out a clear path and led the party safely up into the courtyard.

Once inside the overgrown courtyard they began to investigate their surroundings; a well, a temple covered in scorch marks, a large sinkhole, and a stout tower. Wester Whitworth the barber decided to peer over the edge of the ominous looking well and almost took a header into an extra-dimensional pocket of mutating chaos energy. Luckily he was grabbed at the last possible moment by Kayce the glassblower before he could tumble completely over the ledge. The rest of the group naturally took turns throwing anything they could find into the well and wondering why it made no sound before they were sufficiently creeped out and left it alone. Sinkslow the smuggler briefly entertained the idea of putting up a warning sign near the well, but decided against it.

The party ignored the Charnel Ruins site completely once they realized that the great demonic bronze doors were barred from the outside and the building looked as though it had been set on fire. They wanted nothing to do with whatever unholy mess was locked behind those doors, and in doing so they unfortunately missed out on the only armor to be found in the adventure and an item that would have saved their asses from the chaos leviathan lurking far below them.

The group decided to move along and investigate the sole remaining tower of the keep. They battered down the sturdy door and quickly piled inside to discover a slaughterhouse. Maria the cheesemaker once more took point and set off a lethal ambush that got almost everyone but her killed. The combat was over in a few short rounds, but not before a good deal more of the peasant mob died to beastman spears. A beastman champion likewise did not go down before splitting Bob the potato farmer and Rusty the guild beggar in half with his battleaxe. Sorry, guys.

The players mopped up the rest of the beastmen and replenished their ranks by recruiting a few villagers that had been tied up in the room. Mitch Goldstein the Halfling jeweler died to a rot grub as he rummaged through piles of debris in search of loot. The party thought about trying to locate the rot grub before it could animate poor old Mitch and cause more harm, but didn't follow through. Apparently the Vine Horrors had left quite an impression. Meanwhile Sinkslow the smuggler lucked out and uncovered a cache of weapons and coins hidden below a loose stone.



Cont Part 2..

Saturday, November 30, 2013

A response to "How do you make/keep players interested in (whatever)?"

When setting the stage for your players, keeping it short and sweet is the key. Imagine a pitch black room and a flashlight. You can only really see what's within the beam of the flashlight, right? Everything else in the room is shadowy and mysterious. It makes you wonder, it elicits emotions like curiosity or fear. Same thing with D&D. Players have a very limited "cone of vision" within your campaign world, so there's no point in beating them over the head with excessive information. There's also no point in designing things that your players cone of vision will probably never fall upon. Drop knowledge on them as they actively look for it, as it falls within their cone of vision, or if it's vital to the particular quest/story they're embarked on. Other information is best left shadowy and incomplete. It can be tailored and unleashed as needed. The important thing to remember is that your players control the cone of vision, you control what's inside of it.

If they don't care about the villains background, so be it. Save your ultra cool story telling skills for that NPC or villain that they do decide to take an interest in. Just get some of the important details in there. Kinda like writing a thesis statement. "This bad guy is doing X because of Y, and you should  stop him because Z". That's all players need to hear 95% of the time. Awesome treasure and stories obviously help drive the desire to slay the bad guys.

As for main story lines.. I feel that you should always have one, but it should take a back seat to side quests. There are people out there who can explain this much better than I can. My friends, I think, are more interested in running short and sweet adventures that can be wrapped up quickly. Nobody likes dungeon crawls that become long and repetitive. Sometimes there's even room for two really short adventures in one session. A cool way to do this is to feed off of what your players are interested in and make short adventures focused around that, but that's a different topic.



- edit for one more little point...

Think about some video games you play like Skyrim, Fallout, Dragon Age, any of the popular RPG titles. What are you doing 95% of the time? Running silly ass side missions, kicking ass, and taking names. The main story is still there. You're still aware of it because you're being exposed to it in the background of what you're currently doing. Eventually you move on from raping and pillaging short dungeons and you start knocking out storyline quests. When you DM.. be a video game. Some people will want to beat me to death for saying that, but I feel it's a format that works well for the casual Tabletop RPG'er. After all, we're in it to have fun, right? That means you, as the Dungeon Master, need to be flexible.

Saturday, September 7, 2013

Painting progress of a Dark Age Warchief

So as part of my resolution to take time painting my miniatures I started with a Warchief for the game Dark Age. Though I am in no way a professional painter I like to think that I can at least paint to a decent table top level relatively well. 
I totally forgot to take a picture of the model before I primed it but I think it doesn't make that much of a difference. Because I was in a rush to buy a can of primer this is GW's black primer, I am more of a fan of the Privateer Press' primer but I had to make do with what I had.


 I learned this technique from one of my buddies I'm sure that there is a more elegant way to both use this as well as a proper application of this technique. But basically you prime black and you dry brush white it helps make the details stick out a bit more as well as adding some instant depth to your miniature before painting it.

Quick example after a coat of Traitor Green from P3 line I believe. The color comes out pretty rich and you can see some natural depth that wouldn't be immediately apparent.

The miniature is coming along nicely with just some base colors, a good amount of the time I spent on the miniature was based on "color placement". When painting up a new model/army that is usually one of the harder parts to figure out personally speaking. I try and come up with little stories for a miniature that I am painting in order to personalize it more and rationalize the colors I used. For example for this miniature I imagined he found some old SWAT armor so I went with the dark blueish color for the armored padding he is wearing.

Here is the miniature just about complete all that is left to do was finish the base and varnish the model once I manage to go down to the hobby shop for supplies. I had a lot of fun with this miniature because I was able to take just a little more time than I allot to myself usually. Though it isn't to a crazy standard it is more than ready to be put onto the table top and be gamed with.

As I said before I am trying to devote more time to this blog to motivate myself to stay active in the community as well as track my progress as far as painting and other hobby related ventures. If you have any suggestions or would like to see more of something feel free to leave a comment! Till then folks!

Monday, September 2, 2013

Let's dust off some of those cobwebs shall we?

Hello everyone I am back! Just took a few months in order for me to get motivated into writing in the blog again. There are several reasons for this for starters League of Legends is a very addictive game... it just took a few months to balance the game with the rest of my life. Hobby wise I was still painting an odd miniature or two but in no way was it for a specific purpose it was merely to test out new paints or techniques I have acquired.

As always Gen Con was the motivator for me to paint a bunch of my friends miniatures as well as my own in preparation for the tournament... Of course it happens to be the last three days before the tournament that i tend to paint like a mad man to get everything done. Gen Con as always was a great experience and I think this year was one of the best I had attended. Nothing great really happened per se but for some reason I just really enjoyed the experience and walked away with a few nuggets of knowledge.

First my love of card games has reemerged! Don't worry i'm not much of a CCG fan but of Fantasy Flight's LCG business model. I played quite a few games of both Star Wars and Netrunner, both games rate extremely high in my book between art direction and game play. I didn't encounter anyone at the tournament that I thought was "that guy" everyone was friendly and all of my matches were a pleasure. Not only that but the variance in deck construction was quite good. Though some people used similar set ups they put their own personal touches on their decks that made me look at my deck through a different lens.

Second was my love of miniature games never diminishes though this year there was a notable sharp decline in the Malifaux games I played. Games like Dark Age and Hell Dorado I played at Gen Con were great fun and challenged me tactically. But I realized that I should not be rushing all the miniatures I want to paint for a tournament the week of Gen Con. Rather I am going to start painting miniatures months in advance even if I am not sure if I am going to use them.

Miniatures especially in skirmish games are very unique so I should take time to paint them up to the level they deserve rather than rush them out the door at the last minute. With that said I have taken an oath to take my time on my miniatures so after loading up on a few miniatures from Gen Con... namely Dark Age and Bushido miniatures the first thing I did when I went home is primed and painted a Warchief model (pics coming soon).

Well with that I am out of here for now I will update very soon.. in fact I am actually working on that article as we speak just going over it some for the final release. As always I welcome any suggestions so if you want to see reviews of certain games or just more articles of certain games I play feel free to leave a comment. Stay tuned everyone and hope that everyone is on the path of Geeky Enlightenment!


Tuesday, January 8, 2013

Some things I've learned as a journeyman Dungeon Master.

Dungeon Mastering is an art form. It is the art not only of telling a story, not only of entertaining your players, but also of giving those players the tools for them to create their own scenes, to affect the world around them, and to truly choose their own adventure. A DM should take pride in an entertaining and memorable session.

Although all players should be contributing equally to the creativity and immersion of the session, It's up to the DM to set the stage and ignite the fires of the imagination. If given the right details and prompts, players imaginations will flare to life and they'll run away with scenes. The DM's job is not to overlord a game session and beat players into the ground with oppressive rules and dialogue. The players don't care about your masterfully written campaign history or how many hours you spend fleshing out every NPC in your world. In the long run none of that will matter. The DM's job is to suggestively and seductively plant creative seeds in the players mind and carefully nurture them to fruition. This means that being a DM is an art. It requires a degree of empathy, the ability to read faces, interpret moods, alter the flow of combat/story to alleviate boredom and inspire immersion.The players will do the rest.

Details should be applied at the players request, or otherwise strategically to inspire curiosity and interaction. There is no need to tell the players every boring detail about your city if all they want to do is find an Inn/Tavern/Brothel/Store. A four paragraph description should not greet the players as they kick down the decaying door sealing the ancient wizard's tomb. A player does not need to know where the stitching pattern of the noble NPC's garment. Conversely no player should ever be left wanting of descriptions and imagination fuel. It's safe to strategically employ key details in scenes and gauge player's interest and reaction to the crumbs you sprinkle. While traveling through the city to find the Inn/Tavern/Brothel/Store there's no harm in mentioning key landmarks they pass en route. It's also a great time to introduce NPC's big or small. I recently introduced "Gorvi the Dungsweeper" as an NPC while the characters were searching for a Apothacary located along the waterfront district. An NPC of zero importance was briefly mentioned and the PC's took an immediate interest in his backstory... of their own free will and without beating them over the head with unwanted details. At the same time several of the main streets were name dropped and a few key buildings were passed... just enough for the players to remember "Oh yea, that theater place is on.. Circus Street? Festival Street? Something like that". It doesn't matter if the details are fuzzy, but it does matter that they are attempting to recall the information because it's being given to them in easy little bite-sized chunks. Knowledge of your setting and the ability to think on your feet are highly prized attributes to possess in order to strike this fine balance.

It was told to me that people think in terms of "scenes" not rounds, or hours, or even days. The more I think about it, the more it makes sense. Ask your players what their characters were doing seven days ago and you'll get answers like "well.. how long ago were we in that dungeon?" or "Well I think it took us about a week to journey through the forest right..?". As I'm sure most players do, mine think in terms of meaningful scenes. Ask them how many "adventures ago" something happened and they'll be much more able to recall the event in question. Enforcing a linear flow of time in a fantasy game is the equivalent of watching paint dry or trying to recall uninteresting pieces of information for a midterm. If the overland travel to a nearby city is uneventful then so be it! There is no need to make players set camp, create a sentry rotation, and re-memorize their spells every day for a four day peaceful journey through The Shire. Looking back on the previous point, and using overland travel as an example, details can still be strategically placed to inspire curiosity. Skipping straight to the third day of travel through a forest, when the PC's stumble past the ancient site of an overgrown fort, is perfectly fine.. in fact preferable. Players get bored easily, and DM's burn out quickly. Skip straight to the good stuff unless it's absolutely necessary for plot reasons.

The world goes on with or without the PC's. More importantly than your knowledge of rules is your familiarity with the world itself. Become intimately familiar with stage that your actors will tell their story upon. PC actions should have reactions. The better you know your setting, the better you can create a truly interactive environment. Don't drive yourself crazy trying to micromanage every NPC in 100 mile radius, but don't be afraid to place bold and conditional new details in the world based on your players decisions. The haunted forest they cleared out? It turns out some of the best wood in the region can be found there. Loggers from the nearby small village have set up a camp thanks to the players. My players recently probed the lair of a juvenile black dragon but didn't fight it. The result was a dragon rampaging across the farmlands the next day and taking out several farmsteads before returning to it's lair. Players have a direct role in the development of the story and the world itself, don't be afraid to explore the possibilities.

DM'ing is a constant learning experience, and I hope to improve my game in order to contribute to the entertainment of the players and myself. No one side should be clearly dominant. Players have an obligation to interact creatively and enthusiastically, but a DM's job is to inspire and facilitate those feelings and desires so that all players can enjoy our time spent together at the table.

What things have you learned to make you a better story teller?

Tuesday, August 28, 2012

Wastrel Overview and Tactics

One always assumes that with wealth and good breeding that only paragons of justice and virtue are born..If that were only true then the sons of the wealthy would not end up in such a place as Malifaux. Whether it was to escape persecution Earth side or simply the pleasures on the other side of the breach fail to suffice. One way or another these black sheep of  the wealthy make their wake to Malifaux and look for ways to cause trouble. Though the Guild doesn't officially recognize these Wastrels as officers of the Guild.. there are times when their certain set of skills could be used..

Welcome to the Wastrels the gentlemen thugs of  Malifaux! Even before the book was released I was eagerly awaiting the arrival of these minions. Though at first when the art was spoiled I thought these would fall under the Arcanist branch I was overjoyed upon opening the book and finding these guys under the Guild's umbrella of operatives! With that said lets see just what us Guild players got...

Abilities:

Dual Faction: (Guild/Ten Thunders)
This is another model  that may be hired  by Ten Thunders masters which does in fact include Lucas McCab as one of the five choices available. There is a great amount of choice if you decide to go the Ten Thunders route since you can "splash" 1-2 minions from every faction. As I have said before not too familiar with all the combinations of Ten Thunders but it does add great versatility.

Aniomosity (Zoraida):

Usually models with WP 4 or lower may be hired by Zoraida, but not these guys! With this ability these models may not be hired if she is leading a crew.

Backstabber:
While the Wastrel is under the effects of Harmless it gets +2 Dg to it's Damage Flip. This is quite a good boost considering how low the damage output of his Gang Weapons are at 1/2/3. But don't let straight damage be the judging point of this model there is more to be seen!

Castoffs:
For each Wastrel in your crew you may pick one of the following options, it is considered printed onto their card from that point. You cannot have any duplicates of same Castoffs ability, here are the following choices:
-Earth's Elixir-
It is a 0 action that can only be used once an encounter, but once activated the Wastrel cannot be brought down below 1 wound. This is a great ability to throw a Wastrel onto an objective and have him activate this ability so he cannot be killed. Mind you  that he could STILL be Sacrificed but just about every other form of damage going his way he can simply shrug off.
-Petrified Feather-
A great ability when you have to zoom across the field to jump on an objective or avoid an enemy, once per encounter as an (All) action this model can be placed anywhere within 18" it can legally be placed. Since it is a Place effect you do not have to worry about Disengaging Strikes or any of that jazz. Also something to keep in mind is that even if you are Slow you can still use an All action.
-Soulstone Bullet-
Once per encounter before inflicting damage with Small Handgun replace the 1/3/4 damage stat to 3/4 with a blast/6 with a blast and it is Magical damage. Another one use ability it is good to remember that it is before Damage especially with only a Cb of 4 with Small Handgun you can use the ability when it seems most dire or useful.
-Strange Metal Blade-
The only Castoffs ability that is not 'one use' it replaces the Gang Weapons damage of 1/2/3 with 1/3 + Slow/4 + Paralyzed and the weapon is Magical. Not only do you receive a significant damage boost but the effects you gain on the weapon are great for a 4ss minion to have around. Remember that you still have access to 'Critical Strike' on your Gang Weapons making it quite a nice choice to take.

Harmless:
Enemy models targeting this minion with an attack must win a WP>12 Duel or the action fails, unless the model with Harmless performs any action other than Walk or Pass. Ruthless and Terrifying models ignore Harmless.

With only a Defense of 4 and no other defensive buffs Harmless is a great way for your Wastrels to get into position especially against models with low WP. Even against models with relatively nice WP this Harmless ability isn't a total waste because it will force your opponent to burn a card on top of their deck. The amount of times I have seen a high card get wasted on random flips is staggering.

Ruthless:
This model ignores both Harmless and Pitiful when targeting enemy models. Quick and simple with only a WP of 4 you do not want your Wastrels to use that stat for Duels. Models like Kirai and Molly cannot rely on their Pitiful ability to cover them up once they unleash their tricks.

Weapon:

Gang Weapons: Paired


Small Handgun: Paired

Both weapons at a glance aren't too impressive till you notice that both weapons are actually Paired. Off the top of my head I cannot recall too many models with both Ranged and Melee paired weapons especially at this Soulstone cost. With a healthy dose of Castoffs and/or Triggers these low Damage output weapons become all the more menacing...

Triggers:


Critical Strike (Gang Weapons):

If you hit with a Rams suited card you gain +1 Damage to your Gang Weapons bumping it from a 1/2/3 to a 2/3/4. Not too shabby especially when you have a Paired Cb 5 weapon it shouldn't be too hard to hit your opponent. It is more of a bonus especially if you couple it with the Castoffs ability of Stangemetal Blade which would become 2/4 + slow/5 + Paralyzed.

Reload...Twice (Small Handgun):
Quite an odd Trigger that requires you hit your target with a Crows suited card, replace the damage of Small Handgun from 1/3/4 to 3/6/8! It is quite a punch indeed doubles your damage but at a great cost. After the attack is resolved this Wastrel ends it's activation and gains Paralyzed. This is Trigger is based highly on the situation, if you can knock out an important model then sure why not go for broke. I see this Trigger most often being used the second action that the Wastrel has just to add a little bit more to damage before you go useless or die the next turn. 

Actions:


Secret Passages:
This model can be placed 8" if no enemy can draw Line of Sight when this model performs this action and the Wastrel is not engaged in Melee. This action does not end Harmless on the Wastrel. A very nice ability to get about the battlefield even if you only perform this ability once a turn you effectively double the Walk of the Wastrel. In addition since it is a Place effect you can essentially phase through walls and into terrain.

Jumping from cover to cover through Line of Sight blocking terrain means that your Wastrel can travel a max of 16" a turn. Have to check if I am correct on this but though you cannot be Engaged or in Line of Sight to the enemy when you start this action. It does not say you cannot end your action in any of the above. Good for pouncing on enemies or getting to their objectives while staying relatively safe.

In my book it is another fine low cost model available to Guild, though the Wastrels do not follow the typical high damage straight forward tactics approach that Guild usually take... that is actually a good thing. The Wastrels have a few neat tricks that Guild didn't have access to in the past, having mobile tricksters that meld well with their respective Master is quite nice indeed.

My only real complaint is that they are not "Guardsmen" but that is only because I wanted the run them with Lucius for the "Dapper Gentlemen Crew". All jokes aside I think just about any Master barring Hoffman can get some good use out of these guys. In theory being faster than even the mighty Warden and only being slightly cheaper. Again with Dual Faction I have not looked to see what crossover ability they may have with the other Masters but as always versatility and options are always a good  thing in my book! Till then folks!

Sunday, August 26, 2012

Clockwork Trap Overview and Tactics

Deep in the laboratories of the Guild, scientists work tirelessly coming up with new equipment for Guild officers to bring to the field. What started off as a simple trap spawned into something bigger as the scientists pushed the limit of their ingenuity. This in turn has spawned their very latest... the Clockwork Trap! Stalking its prey as it slithers across the battlefield before it finally attacks and latches onto its victim incapacitating them!

Hello folks and welcome to another article I know that I have been away for quite some time but summer time is usually the busiest with conventions and what not going on. When I got back it took some time to detox and during that time I looked over the new Storm of Shadows book by Malifaux. I figured that I should write an article that highlights one of the new Guild minions. So here is my small review of the model by reading the rules. I haven't been able to proxy it in a game yet but I figured here are a few ideas that first came to me while reading the entry over.

Abilities:

Dual Faction: (Guild/Ten Thunders)
Not a real ability but it allows both Guild and Ten Thunders factions to hire this model into their crews. Which crew this model can get hired into is HUGE and  the amount of combinations that can be done I haven't checked up on fully. So most of my following observations come from a Guild standpoint.

Arachnid:
This ability lets the Clockwork trap get into a good position by ignoring Severe and Climbable terrain penalties in addition it treats all vertical surfaces as climbable. With a very average walk of 4 this really helps the clock work trap get the most out of it's movement.

Evasive +2:
When hit by a blast marker the Clockwork Trap will receive Armor 2 against the damage, quite nifty considering that the trap only has 3 Wounds. Along with the Tiny ability it makes the Clockwork Trap just a little bit more survivable against most ranged threats.

From the Shadows:
Allows the Clockwork Trap to be deployed after all miniatures have been placed, must be in cover and at least 12" away from an enemy and an objective from a Strategy and/or Scheme. In addition this model cannot be targeted by Ranged Strikes or be target of a Charge unless it takes an action other than Pass.

Great ability that lets you counter deploy your enemy where you think you may be your weakest, Clockwork Trap is great at area denial. This ability compliments what the miniature is supposed to do, it can sit in terrain waiting for an enemy or reinforcements to come.

Harmless:
Enemy models targeting this minion must first win a WP>12 Duel or the action immediately ends, they may ignore Harmless if they are Terrifying or Ruthless. Harmless ends if this minion performs an action other than Move or Pass.

Another nice little defensive buff for the Clockwork Trap though some would reason if someone wants the Trap dead that it will die one way or another...but who wants to overkill a 2ss model?

Immune to Influence:
A staple on quite a few constructs this makes the model immune to any Will Power Duels while it is the defender. Nice little ability means your model cannot be manipulated whether its due to movement or control shenanigans.

Tiny:
Ranged Strikes and Ranged Spells suffer a Negative fate flip when targeting this model, in addition this model does not block Line of Sight to other models. Another great defensive buff if this model is in cover even Paired weapons will not hit this model reliably.

Coupled with a nice Defense of 6 anybody targeting this minion with Ranged Strikes is going to have a hard time drawing a bead with their guns! If they want to waste the resources to eliminate this minion then it is already doing its job.

Top Secret:
This increases the rarity of the Clockwork Trap from Rare 3 to Rare 6 when the crew includes either McCabe and/or Guild Trappers. Not much else to this talent not quite sure why you would need 6 in a regular game but at 2ss a pop it is not out of  the realm of possibility.

Unstable:
If this model Flips a  Black Joker for a starting Duel he produces a Pulse 2 for 2 Damage and is then Sacrificed. Shouldn't come up too often but I can see how some people hate losing models on a "random" flip, if it's any consolation it is only 2ss AND it gets sacrificed so no counters for any Scavengers!

Weapon:

Trapping Jaw:
Models who are hit by this weapon cannot attempt to disengage unless the Clockwork Trap either moves or is removed from the game. Traps... well TRAP models it will make them immobile unless they either kill the trap by wasting AP or have Push or Placement effects.

Triggers:

Elusive:
After an enemy misses the Clockwork Trap with a Melee Strike if you have cheated with a Mask suited card you may immediately push the Clockwork Trap 3" ignoring terrain. Quite nifty to get you out of a tight spot if you face something you may not be able to handle. Since it does not say directly away and because the ability does not say it has to leave melee range of any models you can in theory tie up an nearby enemy models with this push.

Actions:

(0) Clamp Down:
The first of three (0) abilities available to the Clockwork Trap, pick a model within 2" they must perform a Cb > Wk Duel. If the target loses the Duel it becomes Paralyzed and you must Sacrifice the Clockwork Trap. If the Clockwork Trap was still benefiting from Harmless when it takes this action it gets a Positive Flip to this Duel.

Most models who have the ability to Paralyze either are Masters or expensive Minions, so when you can have a cheap model that has access to Paralyze it is a GREAT thing. Sure it comes at the price of the Clockwork Trap's life but when you tie up or deter an enemy this action is worth its cost many times over.

(0) Primed:
With this action the Clockwork Trap may make the "Clamp Down" action when an enemy model comes within 2" of this minion, in addition this does not end Harmless. A simple set up ability that is very rare in Malifaux and that is the ability to essentially interrupt a model's action while they are activated.

With this action you can simply set it and forget it, watch the enemy either try and run through the traps or they will have to take a detour around your Clockwork Trap. In addition because it is not a strike per se you can even catch models who have Flight or Float!

Spells:

(0) Dug In:
A relatively tough spell for the Clockwork Trap  to pull off, needing a 9+ of any suit this spell will give the Clockwork Trap +3 Armor until it moves. Not a bad use of a (0) action will give the Clockwork Trap a slight measure of protection when the inevitable close combat begins. With a high defense of 6 you can close to gap and almost always ensure a negative flip when being attacked. So having +3 Armor will usually degrade most melee attacks to 1 damage.

Though I would prefer to use the "Primed" action wherever possible Dug In is not a bad action at all in case you want to tie an enemy or even multiple enemeis. Armoring up can sitting in combat preventing enemies from leaving is a perfectly viable strategy.

Off the top of my head I cannot recall many models (especially those in Guild) that specialize in area denial so the Clockwork Trap is quite a treat. Of course Hoffman always loves new/cheap constructs to put into his list I can see him using these to actually out activate an enemy.. as well as other neat tricks. Regular Guild crews can also benefit from slowing down the enemy by having a trap or two lay in wait till the enemy is forced to run into them.

As far as being Dual Faction the Clockwork Trap also has lots of potential in Mei Feng's crew where she can use  them to "bounce" off of with her  Railwalker spell. But of course as I have mentioned in the beginning of  the article this is all "Theoryfaux" as I have not been able to test this minion out. Feel free to comment below with any ideas you have thought up for this minion or if I should edit some of the article. Till then folks!