This area of the website is my hobby blog, it contains articles about games that I have enjoyed playing together with paining and model making articles.
Since my post about modelling and rigging a Xebec, I've had quiet a few emails and messages about the backdrop and activities going on around the Quay, so I've taken a few more photos focussing on the townsfolk. What ever period or genre I am gaming, I do like to include some locals going about there day to day business as part of the game board, as I find empty houses and streets to look like something is missing.
The buildings in the foreground were designed by me about 15 years ago for the Conflix range. The town base is made from 1' square modular terrain tiles from theTerra-Former range and the wooden platforms and jetties are also part of the same range. The townsfolk are all from 'The Villagers' range and include the Washday, Gone Fishing, A night at the Tavern, Tavern Brawl and Children at Play sets.
The Wash Day Set is one of my favourites, it's a scene that would have been seen around the world for many hundreds of years. As well as the four women, and the helpful young girl the set includes the washing line full of clothes and various baskets and scrubbing boards. Judging by the set of the Xebec's sails, I'd say it's going to be a good day for drying laundry!
Gone fishing! These guys are normally found on a bridge or beside a stream, but look just as much at home doing a bit of sea fishing of the jetty. My favourite bit about this set is the frog modelled onto the tree trunk that comes with the set for the fisherman to sit on.
Oh dear, looks like some trouble has spilled out from the Inn, another not uncommon sight around dockside drinking establishments around the world. The two fighters, the two fans and the guy taking side bets are all from The Tavern Brawl set, while the two happy drunks staggering home to be met by the angry wife with a rolling pin are from the 'A Night at the Tavern' set. She does not look well pleased to see them!
This pair of figures are from 'The Shepherds' set, but I thought there poses also suited some dockside workers with heaving lines at the ready.
Finally we have 'Children at Play'.... it does not look like the safest place to be playing, and no responsible adult in sight, ah well, different times!
Xebecs were ships, very similar to galleys primarily used by Barbary pirates, which have both lateen sails and oars for propulsion. Xebecs featured a distinctive hull with pronounced overhanging bow and stern, and rarely displaced more than 200 tons, making them slightly smaller and with slightly fewer guns than frigates of the period. My model Xebec was designed by the very talented Iain Lovecraft as part of his Pirates vs Cthulhu Kickstarter. The hull, masts, spars, anchor and cannon have all been 3D printed from Iain's files on and Ender 5 FDM printer using 1.75mm PLA filament, apart from the cannon that were 3D printed in resin.
Here we see her before rigging. Having looked at some pictures of real Xebecs and read about their rigging in the period 'Elements and Practice of Rigging & Seamanship' I'd identified that the masts were supported by groups of shrouds and stays running fore and aft. I drew the attachment points for the shrouds in Corel Draw and cut them out on a laser cutter, together with a guard rail to run across the upper deck as it looked like a bit of a health and safety hazard without one. These were glued in place with super glue and painted to match the rest of the ship. The unpainted wood areas had been sprayed with Army Painter Leather Brown, dry-brushed 'tanned flesh' and then stained using Army Painter Quick Tone. All paints used were from Army Painter range and included Gunmetal for cannons, grate and other metallic parts, yellow and black for hull stripe and goblin green for upper deck rail detail. The spars were spray painted Army Painter Demonic Yellow before picking out detail in black. Four holes were drilled in line going down mast from spar attachment point to take the shrouds, while another hole was drilled fore and aft to take the stays.
The standing rigging is made from 1mm diameter elastic cord to represent tarred rope. Elastic cord is an ideal material for rigging as the elasticity makes the rigging self-adjusting, so there is no danger of a line going slack when you add a subsequent, tighter line. I fashioned a threading tool out of thin brass rod to act like a big needle to allow me to thread the elastic cord through the holes in the mast and the shroud plates. The cord was cut off behind a small not at each end. This is hidden in the recess of the shroud plates.
The sails are made from a triple laminate of 80gm copier paper and Japanese tissue paper. I used the spar to draw the shape of the sail, with a pencil onto the copier paper. This was cut out, brushed over with diluted PVA glue and a sheet of tissue paper was glued to both sides. When the glue had dried, the tissue paper layer front and then back were brushed over with diluted PVA glue and left to dry. This gave a nice tough, textured sail effect. When it was completely dried, the tissue paper was cut to the shape of the inner paper. I then used a ruler and pencil to draw parallel lines to represent the joins in the sail cloth and marked dots along the luff (part of sail that's next to spar) at 1/2" intervals. Using a large darning needle, holes were made on the dots and at the clew (where sheets attach).
The sails were bent onto the spars by sewing thread through the holes. The spars were then glued to the masts. The next thing to do was to attach the sheets (ropes that control the set of the sails). I made some fairleads and cleats out of MDF to pass the lines through and secure them. A pair was glued aft of each mast, and an extra fairlead on the bow.
As this is a model for wargaming with, rather tan a display model, the rigging is vastly simplified. The only other thing that I wanted to represent was a halyard for raising and lowering the spars. This was made from 1mm brown elastic cord. Holes were drilled through the top of the mast and the ends of the spars, and a length of elastic threaded through and secured with small knots and superglue. In real life there would be a live running down the mast and cleated off to allow adjustment.
I also tied a length of cord to the anchor (using an anchor bend) and carefully coiled off the standing part of the line, applying superglue to keep the coils in position before gluing to the forward deck.
Sea-going Mediterranean peoples greatly favoured xebecs as corsairs. The corsairs built their xebecs with a narrow floor to achieve a higher speed than their victims, but with a considerable beam in order to enable them to carry an extensive sail-plan.
The lateen rig of the xebec allowed the ship to sail close hauled to the wind, something that often give it an advantage in pursuit or escape. The use of oars or sweeps allowed the xebec to approach vessels who were becalmed.
When used as corsairs, the xebecs carried a crew of 300 to 400 men and mounted perhaps 16 to 40 guns according to size. In peacetime operations, the xebec could transport merchandise, my model is obviously a baby Xebec with a mere 10 cannon in five pairs.
I'm planning to use her in Blood & Plunder as well as 'On the Seven Seas', so must find if there is a ship data card or if I need to design one. A Xebec is going to be very fast and manouverable, with good sweeps, a generous deck space and a handy five gun broadside. I would imagine it would be possible to mount a couple of swivel guns fore and aft as well.
The harbour is built using Terra-Former modular terrain boards. These are 1' square terrain modules with embedded rare earth magnets to hold them closely together. They are edged with Terra-Former harbour wall edging which has not been release yet, but will feature in our nauticaly themed 'Rising Tides' Kickstarter in a few weeks time.
I'm very excited by the iminent release of Stargrave. I'm a big fan of Frostgrave, and this new game sounds like it will be just as good, but set in Space with a Captain, Lieutenant and crew scavenging for treasure across the universe.
Stargrave is shipping early May, but in the meantime I'm inspired by some of the photos that I have seen of Frostgrave plastic Gnolls, Cultists and Ghost Archipelago Crew being converted to space mercenaries. In the figures drawer of my painting desk I had some spare Frostgrave Gnolls and Barbarians, so this morning I have made a start at converting them using some spare Albedo Critter Conversion Kit heads and weapons.
The left hand two miniatures are based on Frostgrave Barbarian bodies, the right hand three are based on Frostgrave Gnoll bodies.
All of the metal parts are from Albedo ACP164 kits and include carbines, sniper rifle, grenade launcher and combat shotgun. I'm hoping that there will be similar weapons to these available in Stargrave!!
I'm planning to get these painted over the weekend, and then get started on some more, so will update this blog with my progress.
Here's my first efforts at Stargrave conversions painted and based and ready for action. The heads that I have used for conversion are either the Sandperson / Desert Raider heads or the Helmet & Respirator conversion pack.
These four conversions have all used the Frostgrave Cultist body. The right hand figure is armed with a grenade launcher from the special weapons pack the other three with carbines from the carbines and rifles conversion pack.. The observant may note that it is a carbine with a folding stock and one figure has the same carbine but with stock folded back.
This morning I've assembled a Stargrave Crew based on Albedo Space Pirates.
The droid is from Star Saga. Everything else is onverted from Frostgrave bodies and Albedo Critter Conversion kits arms, weapons & heads.
The Captain is the rabbit with an eye patch, he is based on a Frostgrave plastic wizard body. The figures next to him are Mate armed with advanced combat shotgun and the hacker who is armed with a pistol and carrying a data pad. These and all the other bodies are from the Frostgrave Cultist box set.
Next up is a runner armed with pistol and a grenadier and sniper. The figures that count as having Heavy Armor are all wearing Combat Helmets and we assume Kevlar plates under there robes!
Finaly we have three Troopers armed with carbines and heavy armour.
Update 21st April
Last night I had a bit of a play about with some Frostgrave and Wargames Atlantic bodies plus Albedo Critter Conversion pack components. The figure back middle is a Frostgrave Wizard with a Albedo mouse head in cowled hood. She's holding a riot truncheon from our Police Weapons pack. My original idea was to paint fluorescent green as a light sabre, but someone suggested snipping off at handle and using 1.6mm light collecting rod, so have ordered some of that to try. The guy to the left is a Wargames Atlantic Einherjar body with Albedo carbine and head, while the figure to the right is an Einherjar body and a Wargames Atlantic lizardman in gas mask head.
As we have had so much interest in Albedo Critter Conversion Packs, we have but a bundled deal together where you can select a plastic sprue for bodies, a weapon sprue and a head sprue as a single product. Click here to take a look!
My May the 4th miniature - 2021
The arms holding light sabres are from the Police Weapons packs. The arms holding riot battons, have the battons cut off above the hand grip and coloured 1.6mm acrylic rod superglued on to make the light beams.
Here we see a stand off in the bar (Scottia Grendel Cyber Bar), "Benjamin, I am your Father..."
Last Saturday, Lewis and I played our first game on Blood & Plunder. I got the rulebook as a birthday present at the start of the month and already had a small selection of Pirates & Militia, so was keen to give the game a go.
As it was a first game, we kept it very simple and played a 100 point per side land battle on a 3' square table. The two forces were English Caribbean Militia and Brethren of the Coast.
I really liked the unit activation system. Although you can play using a standard set of playing cards, I designed and printed a custom deck to make things easier. Each turn you draw a card for each unit still in play, then for each activation you and your opponent choose a card from your hand and then simultaneously reveal it. The activation sequence is spades first, then hearts followed by diamonds with clubs activating last. I added this sequence number into the suite symbol. Within the suite, higher cards activate before lower cards. If both players play the same card (which happened once in our game) you roll off with D10's to determine who goes first. But.... what makes it interesting is that each suite allows a differing amount of actions, depending on the training level of your units, meaning you have difficult choices about playing a card that allows your unit to act early, or playing a card that allows them to do more things.
Lewis rolled a dice to see who was going to play with which force, and who was going to be the attacker or defender. Lewis got to defend with the English Militia, and I attacked with the Pirates. I had a fair number of pirates with pistols and melee weapons, but very few with muskets, so over the last couple of weeks I had painted ten or so musket armed figures. You can check them out on my, ‘What have I painted in 2021’ Blog. My existing pirates were mainly from Wargames Foundry. The new ones that I am adding to my collection to play Blood & Plunder are from North Star Miniatures, Artizan Miniatures and Crusader Miniatures together with some that I have 3D printed from Iain Lovecraft’s Pirates vs Cthulhu Kickstarter.
As Lewis and his English Militia were defending, they got to set up in a 12" deep deployment zone at the back of the table. He deployed a unit of militia in the building, freebooters on the track, a unit of seadogs outside the building and the last unit of militia on the cliff above the cave on his right flank.
My forces set up in a 6" strip along the seaward side of the table. The boats (3D printed from Pirates vs Cthulhu) were not part of my force, they were just added as terrain features to make the table look good! I made a big mistake, attaching my leader 'Ann Bonnie' to my best unit, the freebooters and then placing them on my extreme left flank. I'd not appreciated the command rules before the game, so she was not in a position to use her command activations effectively.
One of my units of seadogs made their way up my right flank, making best use of cover to protect themselves from the deadly fire from Lewis's freebooters to get to a position where they could charge the English seadogs who were defending the entrance to the building. The dice represents fatigue, my unit had 2 points of fatigue after the melee, the white bullet marker represents there firearms being partially unloaded. A marker with two bullet holes represents that all figures firearms are unloaded.
Here a second unit of my seadogs have moved up to the cover of the building. They have a fatigue point as they were pushed to rush forward with three 4" moves, as I wanted them to be in cover from the English Freebooters.
On my left flank, my Freebooters, led personally by Ann Bonnie had been successfully engaging the English militia in a firefight from the cover of the ruins until when the moment was right they advanced past the ruins to close the range and deliver a devastating volley that wiped out the Militia.
Lewis moved his Freebooters into the building, which I then bypassed, as we were playing a breakthrough scenario and I gained strike points for having units in the English deployment zone at the end of the turn. Lewis took a strike test as he had lost 25% of his force, with two strike points for his losses and for having an attacking unit in his deployment zone and failed the test, meaning the first game was won by the Pirates (Brethren of the Coast).
The game was a lot of fun. Melee was pretty brutal. The activation system gave you a lot to think about and hard choices. We are both looking forward to playing another small gaming and then building up some more forces and trying an amphibious or naval game.
A few people have asked me about the modular terrain. The terrain boards are all built using Sally 4th Terra-Former kits.
Yesterday Lewis & I had a fantastic game of Pulp Alley, played over Zoom... because that's what you do in 2021!
We rolled to see who would command each league, Lewis won and got to play with Captain America and the Howling Commandos and I commanded Red Skul and the Agents of Hydra.
We played on of the standard scenarios from the Pulp Alley rulebook, Scenario 3: Trail of clues. This meant that the four minor plot points were placed on the table (roll of camera film, document in safe, cipher pad by radio set, weird scientific equipment). The first player, whose character solved one of these clues gets to place the major scenario plot point, the plans for the cipher machine. We rolled for scenario events, Captain America got Familiar Area giving him a bigger dice for rolling for starting Director, he'd obviously been well briefed on the mission. Red Skull got Reconnoiter meaning that characters could not move more than 6" or attack on turn one.
Captain America and the Howling Commandos deployed in the North West corner, entering the base via the stairs.
Red Skull and Hydra entered the base via the South Easten entrance way.
The first turn was spent moving slowly onto the table. Early in turn 2, Dr Zola succesfuly attempted the peril and challenge to open up the safe, discovering a clue that led him to believe that the plans for the Cipher Machine were still in a powere boat that was alongside the Eastern dock.
Agents of Hydra used there jet packs to good effect to take up positions on the cargo ship moored on the Western dock and engage 'Bucky' Barnes in a fierce firefight.
Meanwhile on the Eastern Dock, Red Skull and his minions swarm forward to secure the Powerboat. Unfortunately, for Red Skull, he is distracted by some banter from the guards and does not get to move more than 3", preventing him reaching the plans on the boat this turn.
Captain America rushes forward and tosses the hapless Hydra Soldier guarding the Eastern Jetty into the water.
'Hey, America...Nameless Hydra Soldier 5 was my best buddy". The Hydra Gunner and Grenadier give Captain America all they've got placing a long burst and 3" burst down. Captain America easily passes both of the associated perils and moves forward heroically.
The Howling Commandos; Reb, Pinky, Dum-Dum, Gabrieal and Cohen all run to Cap's assistance and a fierce firefight develops on the Eastern Jetty.
Pinky Pemberton returns the compliment and catches the Hydra Gunner & Grenadier in a Long Blast from his machine gun, taking out the Grenadier.
Captain America steps down into a power boat, and starts shooting in an attempt to prevent Red Skull from finding the plans.
... and nearly succeeds. Red Skull is only saved by the cover provided by the boat. Americas round is deflected by the casing of the outboard engine!
Red Skull overcomes the peril and challenge and finds the plans for the Cipher machine. Uncannily the evil anti-hero, needing but a single success, rolls six hundred, three score and six on 3D8.... It's a sign!
Dr Zola boards the motor boat and gets underway with Red Skull and the Cipher plans. We decided that a random skill check was required to untie the mooring lines, and another to start the engine.
Captain America, 'Reb' and the other Commando's leg it to the end of the Eastern Jetty and lay down as much fire as they can on the small craft.
The rest of the Howling Commandos, led by Dum-Dum Duggan run towards the southern end of the western jetty in order to be able to fire at the boat too. They come under fire from Agents of Hydra still in position on the cargo ship.
We are now on turn six, the final turn and Red Skulls getaway looks assured.
The boat comes alongside on the Eastern Dock, and Red Skull jumps off and heads the cover provided by the container ship.
Meanwhile the Captain America League seize the initiative by killing a Hydra minion and play a fortuner card that extends the game to a seventh turn. Agent Carter heads for the camera, overcomes the peril and challenge to recover the film. When she draws a random reward card for the minor objective, I can not believe it; she draws a reward card that extends the game by another round as well. In the space of 3 or 4 minutes we've gone from game over to having to protect the plans for an additional two turns.
After much fumbling with the mooring lines, Captain America and Reb are finally underway in another boat, in hot pursuit. 'Reb' is at the helm, and just getting into the swing of things when the pesky Hydra Gunner takes to the air with his jetpack and sprays the boat with a 'burst' from his machine gun.
Unfortunately (for Captain America), 'Reb' goes down under fire and the boat swings out of control and collides with the jetty.
To add insult to injury, in turn eight the Hydra Gunner covers the boat with another burst, causing it to sink and leaving Captain America and 'Reb' to swim to safety.
At this point Lewis conceded. The end result was 4 victory points to Red Skull for the Major and a minor plot point and one victory point to Captain America for the film salvaged by Agent Carter.
This was one of the most exciting Pulp Alley games that Lewis and I have played in a long while. Just when we thought it over, the game was extended to eight turns, but still finished with a nail biting conclusion.
The game was played using 2nd edition Pulp Alley - click here for further details.
Red Skull and the Hydra League were modelled using figures from Pulp Figures Weird Menace range (PWM01 Weird Villains 1, PWM37 German Jet Troopen 1 & PWM38 German Jet Troopen 2) - click here for details.
Captain America and the Howling Commandos are represented by miniatures from Sally 4th Classic Movie Range (Able Company) Theses are available now to pre-order on Kickstarter (until Monday 15th March) - Click here to take a look at the Kickstarter campaign.
Recently we have had a set of eight miniatures sculpted by Mark Fuller inspired by Captain America and his Howling Commando's.
My plan is to use them as a Pulp Alley League against a 'Hydra' inspired League represented by the Germans with Jetpack miniatures from Pulp Figures led by Red Skull and Dr Zola represented by figures from Pulp Figures PWM01 Weird Villains 1
I have started designing a set of character cards for Pulp Alley. They are available as a Free download. If you've got any ideas to improve them, please let me know.
Last Saturday I got together with Lewis, Doug, John and Elton to play a playtest game of Goblin Civil War. Goblin Civil War is a new game, under development written by Elton Walters from Goblins of the World. It is a goblin themed parody inspired by the events and troop types of the Spanish Civil War.
As we are currently in lockdown, the game was played virtually over Zoom. The terrain was set up in my games room, that has a webcam mounted on the ceiling to facilitate streaming to Zoom. Doug played the Royalists, tasked with guarding the port. Lewis & John played the socialists, tasked with capturing the port.
Each player commanded a platoon plus attachments. Lewis’s platoon attacked on the right flank. His platoon was strengthened by a unit of war-dogs and handlers
Doug’s Royalists were strengthened by a detachment of Naval Infantry, seen here deployed in a building next to the main gate. The building offered them a good level of protection, although they were eventually supressed by volume of incoming fire.
Johns Platoon attacked on the right flank, having to cross an expanse of marshy terrain that slowed them down considerably. His platoon was strengthened by a detachment of Monks & Nuns.
The first two sections make it through the swamp and pause to collect there breath before the final sprint to the wire.
The socialists platoon headquarters provides encouragement as the Monks & Nuns make it to the wire after a protracted firefight with the Royalists in the watch tower.
Eventually the complete detachment occupying the watch tower are supressed and the monks and nuns cut the wire, storm through and take them prisoner.
The Goblin Civil War uses an innovative system for measuring victory based on objectives selected prior to the start of the game. The deeper inside enemy territory the objective, the greater it’s value.
If the Goblin Civil War sounds like an interesting diversion, we are planning to release it via Kickstarter in a couple of months’ time, so you can sign up to Sally 4th newsletter to keep up to date with developments.
Before Games Workshop axed Warhammer Fantasy Battle, I had a small army for just about every faction.
I am now working on recreating them for the upcoming Wars of Orcs and Dwarves mass fantasy battle game.
This page is to document progress on The Vampire Lords army.
Here is an overview of the Army - January 2021
Zombie Pirates - 6 stands
The figures in this unit were originally painted for Warhammer Fantasy Battle and are a mix of Games Workshop Zombie and Empire parts. I took the figures of their 20mm square Games Workshop bases, dipped them inArmy Painter Quicktone to give some instant shading and glued them onto 2" square bases together with some Renedra Gravestones.
Purchased 0 / Painted 500
I've often seen painting blogs, particularly on Lead Adventurers Forum and I've thought that is a great idea, as I have no idea how much stuff I might have bought or painted during a year.
You, have to be quick and start recording straight away, and then remember to record everything during the year. I've remembered to start at the right time, we'll just need to see how long I can keep it up!
4 x Large Frame Civilians for ACP164 The Albedo Miniatures Game
10 x Crows for Wars of Ozz
21 Gilikin Archers for Wars of Ozz
Impkin King and Queen for Wars of Ozz
Gnome Wizard and King from Wars of Ozz
6 members of Admiral Jin-Jars Pirate Band's Band from Wars of Ozz
10 x Hammerheads for Wars of Ozz
11 x Pumpkin Cavalry for Wars of Ozz
10 x Scary trees for Wars of Ozz
8 x Munchkin Townsfolk for Wars of Ozz
2 x Gnome Leaders for Wars of Ozz
2 x Pi-Rat Rats for Wars of Ozz
Gnome Artilery Battery for Wars of Ozz
20 x Gnome Infantry armed with Blunderbus for Wars of Ozz
Another 10 Royal Navy ratings for upcoming Bond inspired Kickstarter.
A unit of five apple throwing trees for Wars of Ozz
Another 11 Soviet sailors for upcoming Bond inspired Kickstarter.
Two brigade command models for Wars of Ozz Mass Fantasy Battle game
5 x Freebooters for Blood & Plunder. Figures from Crusader Miniatures Pirate range
Another 24 of Stronbergs soldiers for upcoming Bond inspired Kickstarter.
20 x Gnome Infantry from Wars of Ozz
10 x Agents of Hydra These are from Pulp Figures PWM range - Weird Villains and German Troopen with Jet Packs!
10 x Great Eagles for Wars of Ozz
20 x 28mm Fairies armed with bows for Wars of Ozz
4 x Deep Ones. 3D prints from Pirates vs Cthulu Kickstarter.
Private army, 12 of Stronbergs soldiers for upcoming Bond inspired Kickstarter.
A unit of 10 Corn Men for the Land of Harvest faction of Wars of Ozz
A unit of 10 Mushroom Men for the Land of Harvest faction of Wars of Ozz
Five pieces of resin sci-fi terrain from Scottia Grendell. We are going to be using this range for space ship / space station interiors in ACP164: Albedo Miniatures Game Wave 2 Kickstarter.
A manticore and two gnomes for D&D. These were all free sculpts that I downloaded from Thingiverse 3D printed in resin on Saturday and painted on Sunday
10 x small frame civilians for ACP:164 The Albedo Miniatures game. We now have 10 different civilians style bodies and three new species for Albedo Mole, Hedgehog & Shrew.
ACP164: The Albedo Miniatures Game AirCav squad
Ogre 3D printed from Loot Studios for D&D
12 x Impkin Cavalry mounted on Cockerals for Wars of Ozz
12 x Goblin Civil War Monks & Nuns
12 x Goblin Civil War Naval Infantry
8 x Goblin Civil War Dog Handlers & Dogs
5 x Goblin Civil War Refugees
11 Impkin Cavalry ridding St Bernard Dogs for Wars of Ozz (Wave 2)
9 Goblin Civil War Socialists with SMGs.
20 Impkin Infantry for Wars of Ozz
8 Goblin Civil War Royalist characters
Gnoll D&D Character
Bond in Carlson
Commander on Jetbike
Sunseeker GS2000 and 3 baddies
USN Submariners x 8 and 2 x RN Officers - The boats, jetbike and naval figures are all from Sally 4th Classic Movie Range. They have not been release yet they will be in a Spy Fi on Water kickstarter very shortly.
Goblin Civil War Socialists x 8 from Goblins of the World
Impkin Artillery with 4 crew for Wars of Ozz
Royal Navy ratings x 9 from around 1977 armed with SMG's from Sally 4th Classic Movie Miniatures
Soviet Naval ratings x 8 from around 1977 armed with SMG's from Sally 4th Classic Movie Miniatures
Goblin Civil War Royalists x 8 from Goblins of the World
City Guard - 3 figures 3D printed from Lost Adventuers Kickstarter for D&D
Dwarf & Elf Adventurer - 2 figures 3D printed from Lost Adventuers Kickstarter for D&D
Female Prisoner & Beggar - 2 figures 3D printed from Iain Lovecrofts Desert Adventuers Kickstarter for Pulp Alley
Tomb King Chariot 2 figures 3D printed from Iain Lovecrofts Desert Adventuers Kickstarter for Wars of Orcs and Dwarves
Last week Dave Phipps and I got together over Zoom to play 'From Another World', Pulp Alley Scenario of the Month 36 (December 2020).
Here's the video we recorded of the game.
'From Another World' is inspired by the 1950's Pulp Sci-Fi classic, 'The Thing'. For those who have not seen the movie, (which I highly recommend), the story takes place in a remote Arctic research station. An alien spaceship has crashed nearby, the scientists want to study it, the military men want to blow it up! The Pulp Alley ‘From Another World’ scenario does a pretty good job of representing the main plot elements from the film. The scenario can be played solo, against another league or cooperatively. Dave and I decided to play cooperatively, 'The Visitor' is pretty tough so shooting at each other felt like it would lead to diasaster for all.
The scenario is played within the Arctic research station, which has six rooms and a connecting corridor. I used some Terra-Blocks to put a building together. The special cards for the scenario detail five events / plot points that occur in different rooms. One card is turned at the start of each of the first five turns. During the sixth turn the big showdown occurs in the corridor, where the characters try to trap The Visitor. Solving the initial plot points represent learning about the Visitor and identifying its weaknesses. For each minor plot point / encounter passed the difficulty of the final encounter is reduced by one success.
Four of the rooms also contain Bystanders (Carrington, Nikki, Scott & Tex). These characters can be persuaded to join your league if the relevant challenge is overcome.
When you draw an encounter card, a D6 is rolled. 1-3 the plot point is placed and 4-6 The Visitor is placed.
We were unlucky and The Visitor turned up on three turns. He is very tough, being made of vegetable matter, he can absorb a lot of damage. He is also horrific. We had lots of attempts to shoot and melee with the creature and bizarrely the only time we did some damage and drove him off was when a character failed a Horror Check, was overcome with blind panic, ran into the room and emptied his revolver with his eyes closed!
Turn six is the big show down. This represents building a trap in the corridor. We made a video of the game, which Dave is currently editing. Once completed I'll add a link, so do not want to spoil the surprise and give away how we faired against 'The Visitor'!
I have made a set of Free PDF Pulp Alley character cards for The Visitor, Nikki, Carrington, Scotty and Tex together with the characters in the leagues that Dave & I played.Click here to download them.
The miniatures are from Sally 4th Classic Movie Miniatures range
The Scenario is Pulp Alley Scenario of the Month 36, From Another World. We have put together a special discounted deal that includes the miniatures and Pulp Alley Cards.
The terrain is made fromTerra-Block modules
The miniatures are mounted on Sally 4th clear Perspex bases