March retrospective

Hey everybody!
I’m really enjoying these end-of-the-month round-ups that I’ve been putting out so far, hopefully they’ve been interesting to read, too!

I want to start off with talking about WandaVision, which I have finished and which I enjoyed immensely! From such a weird start, the show progressed incredibly well, with such a wonderful pacing as the mystery unfolds. In particular, I love the fact that we get so many quiet moments in this show, which is fundamentally about family life (albeit the ideal family life that Wanda wants). These kind of glimpses into character are of the sort that we’d never see on the big screen. Marvel have stated that the TV shows that they have on the books are intended to cover those characters who will very likely never get their own film; however, given the incredibe storytelling we’ve seen here, it makes me wonder if that will hold true, or whether they’ll instead branch out into further shows that explore the bigger movie characters in time.

It was a really great show, with an explosive finale that I for one really appreciated for actually staying true to the hints and suggestions of what exactly West View was all about. I think almost from the start it’s been fairly clear that this has all been Wanda’s creation, borne of her despair from losing Vision during the events of the Infinity War.

I do like the fact that we finally get to see Wanda embracing her comic book heritage with the costume and the name Scarlet Witch bestowed. In the tradition of Marvel movies, we get a mid-credits scene that shows Wanda in her astral form learning more about her powers, which indicates great things in store for her appearance in the upcoming Doctor Strange movie.

I haven’t just been stuck in front of the TV, though!

I’ve been able to play quite a few games this month, which has been incredible given the lack of much gaming so far this year! After a very false start with The Circle Undone, I have finally been able to play through the whole cycle now – and what a great run it was! You can check up my write-ups on the games here, here and here. I’ve also started on a much looser idea for a “campaign”, starting with playing Return to Night of the Zealot. My idea here is to play some of the standalone scenarios like Curse of the Rougarou and Murder at the Excelsior Hotel. Of course, I need to create a new investigator deck now, but I think it could be fun – and it’ll be nice to see what I’ve been missing all these years!

In addition to Arkham Horror LCG, I’ve played two games of Warcry! Still playing against myself, sadly, because we’re unable to meet up with friends indoors for the time being, but it’s been a decent way to get to grips with the game, and I’ve played these types of things solo before, controlling both sides of the board and making the best decisions for each, but having the one side that I wanted to actually win.

I’ve had two games with the Cypher Lords, and I do enjoy the way that they play. The first game, I was playing against them, and it was the sort of game that came right down to the wire before they were defeated by the Bloodbound, my warband of choice at that game – the Wrathmaster, with one wound remaining, rolled three critical hits to thoroughly beat the Thrallmaster into a pulp. The second game, playing as the Cypher Lords, I was completely outclassed by the Unmade and the Thrallmaster was again soundly decimated by the Blissful One attacking back to back. Absolutely incredible stuff, I have to say! I definitely need to crack on with painting the terrain for this game, though I have had a hard time deciding on a scheme.

I also want to crack on with getting the Catacombs box built up and investigated…

Following on from my March Plans blog, I’ve now at least built up both the Shardspeaker and the Psychomancer – what an incredible pair of models! The Psychomancer in particular has greatly impressed me, as soon as I get some more Chaos Black spray, I’m sure I’ll be starting work on these.

I’ve been building up some more Ossiarch Bonereapers models, and have made quite a bit of progress here – I’ll be getting another army update blog posted up at some point over the Easter weekend, anyway, so stay tuned for that!

As well as the miniatures side of the hobby, I’ve also been reading more novels set in the war-torn hellscape of the far future. After putting it off for years, I’ve read Fallen Angels, which ended up a much better read than I’d been expecting. I’ve also finished the Ravenor trilogy with Ravenor Rogue, which sadly did not really live up to the rest of the trilogy! Never mind. I’m trying to get back into the Horus Heresy, after Fallen Angels – I’ve started to read the beast that is Vengeful Spirit, and I hope to move through the series a bit more this year, though I have said that a lot with these books, and only read one a year for quite some time now!

I’ve also read the second Darth Bane novel, Rule of Two, which was better than the first one, though I still don’t honestly see what so many people see in this series. The book helped me to see the whole Sith Academy thing in a different light – it was one of my major bugbears about Path of Destruction, as you may recall, the ridiculous idea of having a school for essentially evil kids, but here we have Bane draw attention to the fact that this was one of Lord Kaan’s great failures.

The book is definitely more an exploration of Zannah’s journey this time, although the middle of the book jumps ten years so we don’t have to go through years of her learning how to use the Dark Side. Instead, we have her going on missions for Bane where she is essentially working to topple the Republic by using radical groups on Serenno, the homeworld of Count Dooku. We even have a Chancellor Valorum that makes an appearance, which all just serves to heighten the links to the Prequel era as opposed to work in any real temporal distance. I’ve said it before, of course, but the book is set 1000 years before A New Hope, but it feels like it’s merely a year or two before The Phantom Menace.

At any rate, while Zannah is working to topple the Republic, Bane is trying to figure out how to make a holocron, which seems to take him the course of the book and he still doesn’t figure it out. I’m not properly up on holocron lore, but there does seem to be some conflicting accounts of how prevalent they are in the galaxy. Coupled with this, while raiding Freedon Nadd’s tomb on Dxun, Bane gets covered with weird crustaceans called orbalisks, which render him pretty impervious to any attack (we saw this in the short story Bane of the Sith, of course). However, during the climax on Tython, he is almost killed by the creatures when his Sith lightning is turned back on himself. Zannah manages to save his life, though does tell him that she will kill him when she has no further use for him.

Somewhere in there, there is a really good story. I’m just not struck on Drew Karpyshyn’s style. It feels very simplistic, and a little too much like bad fan fiction at times. Zannah is described as just gorgeous and so on, much like Githany in the last book. It all just feels a bit non-Star Wars-y. Just not really my cup of blue milk, as they say! The actual storytelling, and the temporal feel aside, I think it’s a definite step-up since the earlier book, and I am somewhat looking forward to finishing the trilogy soon.

Hobby Goals 2021 – quarter one check-in!
So we’re three months into the year now, and I think it’s a good time for a check-in as regards my 2021 hobby goals! To start with, I wanted to get the Sisters army underway, but up to this point I haven’t actually done anything with these models. At one point, I actually considered moving away from them, as it happens. However, whenever I think about them for any length of time, it’s a project that  really feel excited for, and I want to get it off the ground. I’m not sure if I should try to pare down my goals here though, and think about getting just a couple of units done. Doing this might get me into the swing of things though, and perhaps I might yet get that 500-point list painted up after all! I guess we’ll see. But Sisters definitely remain on the menu for now!

I also haven’t done anything more with my Drukhari since the Incubi back in January. I have plans for the Grotesques here, for sure, and I think I’ll take stock of the situation again once I’ve got those guys finished up!

The Codex is now out of course, though I’ve not picked it up yet… I should try harder!

Working on my Imperium forces now, I’m not sure about the Blood Angels, or the Deathwatch, but I have already thinned-out some of the AdMech models that I’d not quite gotten round to painting yet, thinking I might keep a small force of them just to have some fun with. They are just lovely models, after all. I think the Tempestus Scions might be for the chop, though – I just don’t know where I’m going with the army, and it’s been that way for so long, I think it might just be time to call it a day and focus myself elsewhere.

I still haven’t done anything with Tyranids yet, either, and the Genestealer Cults are a force similar to the Sisters in that I’ve thought maybe they could be something to move away from. Whenever I think about them, at all, I just feel the need to paint up some more Neophytes, or something. I definitely want to have a Genestealer Cult force, so I really need to plot that out.

All in all, then, it’s really not been a very productive quarter, when compared with my hobby goals! However, I’ve produced quite a lot of minis for my new Ossiarch Bonereapers army, which is quite something to be pleased about. I’ve been able to get some more Necrons done, and the Incubi as mentioned before. Things are definitely going well, I think, so it’s nothing to worry about just yet! Maybe at the halfway point there will be a bit more ticked off from here, anyway!

Return to Night of the Zealot

Hey everybody,
Today is game day, and it’s time to return to the one that started it all – it’s time to Return to Night of the Zealot. Published back in 2018, the box is a bit like the principle of the Nightmare decks for Lord of the Rings LCG, adding more depth and complexity to the game rather than simply making things more difficult. As well as the new cards to swap into the existing encounters, we get new player cards – upgrades to several of the staples from the core set, which is very nice.

Return to Night of the Zealot

The main story though is all about the changes to the scenarios that this box brings. The core set scenarios are, almost by definition, fairly basic, as they are designed to take us through the learning process for the game. We don’t get anything like as complicated as some of those in Path to Carcosa or The Circle Undone, because the Night of the Zealot campaign is designed to teach us how the game works. Return to Night of the Zealot therefore has the great opportunity to actually make something out of the box.

Return to Night of the Zealot

Return to The Gathering is probably the most-changed in this regard. This is the tutorial scenario, of course, and it is probably the most-played scenario out there, seeing as how it’s the starting point for us all! Things are subtly different, however, as we start off on a different path out of the study and find ourselves in a whole different house, it seems! There’s a definite change to the way the game plays, this time around – it feels different enough that I have to say it really stands out for me as a cracking way to implement this type of expansion.

Return to Night of the Zealot

The familiar story beats are all there, of course – the Ghoul Priest, the rats, all the rest of it. The only changes here for me are that I didn’t seem to end up getting the assistance of Lita Chandler, and for what I think was the first time in the many games with this scenario, I decided not to burn the house down!

Return to Night of the Zealot

Return to The Midnight Masks has much more subtle differences, with some alternate locations as well as alternative cultists for us to interrogate. There is also a whole different cultist deck to shuffle into the encounter deck. These new cultists are part of the Devourer’s Cult, which not only have doom added to them when they enter play, but can also steal clues to slow us down. Again, it’s not so much about making things difficult, but rather adding a new depth to the scenario.

Return to Night of the Zealot

Something that I particularly like about the expansion is the addition of achievements to tick off, as we attempt to play the scenarios and accomplish set goals. It’s a very simplistic way to add replayability to the game, for sure, but even so, it’s interesting as we attempt to explore the entire city of Arkham in this one, or interrogate all six cultists. Not entirely sure how that last could possibly happen, without some serious attempts to remove doom and stop the implacable advance, but anyway!

Return to Night of the Zealot

The Devourer Below is probably the closest to a “regular” scenario of the three from the core set, and the Return to The Devourer Below is perhaps the least-changed of the trio. We have a card that increases the health of Umôrdhoth (just what it needed!) and we have some different Ghouls, but that’s really where the additions end. It still plays quite difficult, and I am still left gobsmacked by how many close calls I end up with during it! Having just managed to collect enough clues to advance the final Act, doom picks up and the Agenda advances to 3b, where the Great Old One wakes up and we need to kill it. With no Lita Chandler to throw into the gaping maw of the beast, I was left to actually fight the thing, which was hardly easy! Agnes ended up dying, and with the last shreds of her sanity fraying, Trish used a Backstab to do the final points of damage.

Return to Night of the Zealot

What a victory!

This is a great design for an expansion, and one that I really enjoyed finally getting to play with after having had it all these years! For almost three years, I’ve had this thing principally for the fact that it’s a storage box, with some nice player cards that are useful across the board of course.

The biggest thing is naturally the new scenario cards that change things up. A couple of encounter sets are completely swapped out, otherwise each scenario has just a few tweaks with maybe two encounter cards added into the deck. And yet, these scenarios play out much more interestingly, for the most part.

I think a lot of people are down on this expansion in particular because the price point is the same as each subsequent Return To box, and yet the content is much lighter because there are only three scenarios involved, and not a full eight. If nothing else, the additional space in this box is useful for storing the tokens and some standalone scenarios. I definitely am a fan, at any rate!

Ravenor Rogue

It’s been a while since I finished the second book in the trilogy, but now it’s time to look at the final book.

Following the events on Eustis Majoris, Ravenor and his retinue are asked to account for their actions and the destruction caused. Despite Ravenor’s hunch that Molotch is on Tancred, he agrees to stand down in his pursuit of the heretic, and another Inquisitor takes over the search. However, this team is compromised and most of the retinue is killed when they attempt to arrest Molotch, and Ravenor decides to go rogue in order to end his nemesis once and for all.

In order to gain some insight into where Molotch may strike next, Ravenor and his entourage travel to Utochre and the Wych House there, the idea being that he would potentially see into the future to anticipate Molotch’s next move. However, it turns into a trap, one engineered by Molotch and Orfeo Culzean. The Wych House used a three-way door to show people potential futures via the Warp; Ravenor met with Culzean where he offered an alliance between the inquisitor and the heretic in order to eliminate the threat posed by the daemon Slyte. Ravenor completely discounted this proposal, whence he and his team were attacked by Tyranid hormogaunts – for the extremely nerdy among us, the Tyranids were first officially recorded in the year 745.M41, although the Ravenor novels take place in 404.M41, so we can postulate that the door sent Ravenor and his retinue into the future at this point. Anyway!

They are only able to escape by the intervention of Carl Thonius manifesting Slyte once again, but the damage caused in turn leads to the destruction of the Wych House. Part of his team manages to escape, but Ravenor, Nayl, Angharad and the housekeeper once more go through the door to flee. There follows a bit of a ploddy narrative as they continually open the door and find themselves in different places and times, until Ravenor realises that a degree of psychic focus can allow them to determine their destination. Gravely wounded by the Tyranidattack, they manage to get fixed up to a degree before finally reuniting with the rest of the team in the right year, and so begin the final hunt.

Since the start of the book, Zael has been in a coma, watched over by Frauka to blunt any potential psychic outbursts. Worryingly, about halfway through, it seems as though Zael has managed to “turn off” Frauka’s blunting ability, and everyone is convinced that Slyte is going to attempt to manifest into realspace through him. Of course, we the readers know that Slytehas possession of Carl Thonius, and when Ravenor finally catches up with this, the whole team travels to Gudrun and the bolthole of Orfeo Culzean, where Thonius is leading a team in an attempt to dispatch Molotch once and for all.

When Culzean realises that Thonius is Slyte, he attempts to bring forth the daemon, with absolutely disastrous consequences, and it does indeed come down to a truce between Ravenor and Molotch, who combine together their psychic might to bring down the daemon, using the three-way door to finally send Slyteback into the Realm of Chaos. In the epilogue, Ravenor kills Molotch once and for all, and surrenders himself to the Inquisition for judgment.

***

I have got to be honest, this book was not the best it could have been, to my mind. I’m a big fan of Dan Abnett, and I have really loved the Ravenor series, but the final act here doesn’t feel like it really does everything justice. It’s a bit like the original Star Wars trilogy, where the build-up is amazing, with the second act far surpassing the first, then the third just seems to fall a little bit flat as it attempts to wrap everything up before the end. I’m not saying it was rushed, but there didn’t feel like the kind of payoff for some things that perhaps demanded them. Zael in particular fizzles into nothing, serving as little more than a distraction for the rest of the cast, despite the fact we as the readers know what is going on.

The middle part with the three-way door felt like it went on a bit too long, as well. I’m still not entirely sure why we needed to see the complete adventures of Ravenor and co. as they attempt to join up with the rest of the retinue – an abridged version would have been fine, if we could instead have had more on the Zaelplot, maybe? I don’t know. It also feels like some of the retinue characters are maybe a bit lost, with very little action for Kara Swole more than any of the others.

I don’t know.

It’s by no means a terrible book, and I’ve said before how Return of the Jedi is in fact my favourite Star Wars movie. If this is the Return of the Jedi of the Ravenor trilogy, then that is still pretty decent praise, I would say! There are some incredibly rich descriptions of worlds that we get, such as the sweeping vistas of Tancred at the beginning, which are pure and classic Abnett.

It’s better than a lot of the stuff that has been written for Black Library, and I don’t want you to think it didn’t keep me reading. I just feel like maybe the series could have been capped with a greater payoff in the end. But that’s possibly just me!

New Warhammer incoming!

My goodness, what a day!

There are some very interesting models coming our way in the next few months! The Faith & Damnation preview came out of nowhere, at least to me, and has shown off quite a few models that I’m excited for! Let’s take a look…

Of course, a lot of the stuff is Soulblight Gravelords, who must be coming pretty soon given that we’ve seen so many new units already. The Blood Knights have been redesigned, and look very fancy! Whether they’ll be an extortionate £61.50 for a box of five though, who can say? We’re also getting more Skeletons and Zombies, who fit in nicely with the stuff that we’ve seen from the upcoming Warhammer Quest: Cursed City. I’ve been back and forth on the new stuff, but right now I’m holding off getting into the new Vampires: I think I have enough on my plate without adding yet another army into the mix!!

The Ossiarch Bonereapers are getting their Underworlds warband and I WANT THIS NOW! May isn’t too long to wait, I guess, but still… I’m very excited for this! I also hope that it means we’ll be getting some more Bonereapers units in the future – archers would be lovely, and how about some mace-wielding chaps as well? But how nice would it also be to have some executioner-types as well? Massive axes and all!

I still haven’t played Underworlds, of course, and I don’t know if I will anytime soon, but I am very excited for this band!

We’re off to the 41st millennium next, and there are yet more units coming for the Adepta Sororitas! We’ve already seen the walker and the lieutenant-type, and now we’re getting a Predator-type vehicle as well! This is very nice, I must say – I wonder if this is it, or whether we’ll be seeing more for the Sisters before they inevitably get their 9th edition codex.

This is long overdue, for sure. Another army that has been getting new units that are bursting out of its current book. The Skitarii Marshal is probably the last we’ll be seeing for the army for a while, I’d guess. After the wave of models that came out in the Psychic Awakening release, I can’t see anything more coming over the hill, but I suppose you never know! At any rate, it’s good to see an army that has been spread apart like this come together, so I’m pleased to know that they’ll be getting their book soon.

Of course, I have a small-ish Mechanicus force of my own that I still don’t quite know what to do with. Maybe I’ll keep them, but I do want to try to thin out my plastic addiction!

Third starter set coming for Necromunda – who saw this coming?! Escher vs Delaque with some of the plastic Zone Mortalis stuff, though I’m expecting it to be quite expensive, regardless. Can’t think it would be the same price tag as Dark Uprising, of course! It’s good to see a hopefully more affordable starter set on its way, and Delaque is a nice choice, I must say!

The next House of book is coming up as well, House of Faith, featuring the Cawdor gangers having their update. Do we have a box with prospects and leaders? Not sure, but we will be getting these fine gentlemen:

We’ve already had one spoiled, but it’s lovely to see the whole box. Six miniatures, three times two, but with some very nice options regardless. I’m liking these guys a lot, anyway, I must say! And it’s always wonderful to see what’s coming next for Necromunda!

All in all, this has been a very exciting preview – if the Bonereapers warband is scheduled for May, then I’m guessing that it won’t be long until we see all of these coming out!

The Circle Undone – looking for doom!

Hey everybody,
I’ve faced the doom of the world, and to some extent, I’ve survived! Let’s take a look into the final scenarios of The Circle Undone campaign.

Now, last time I sided with the Lodge, and I “won” when Carl Sandford managed to bind the spirit of Keziah Mason into his little black book. Oh dear! The campaign was over for me, and the Silver Twilight would begin their true work. Oh dear, oh dear! So I shuffled up and replayed the scenario and decided to side with the witches, whereupon the revenant spirit of Keziah Mason possessed Anette Mason, and turned her evil. Oh dear! At any rate, Valentino is alive, but the remaining three characters from the prologue are now dead – this campaign is going really well, wouldn’t you say?!

 

So I am now In the Clutches of Chaos. Scenario seven brings us back full circle (there’s a pun there, somewhere) to the fortune-teller Anna Kaslow, and the streets of Arkham. The clouds above are not natural. Phantasmal shapes shift and churn within the mist above. The scenario is really pregnant with foreboding, and then it begins. The set-up here is so familiar to me as a fan of Arkham Horror the board game, as we have many of the locations from the original board – but it gets better! The unique thing with this scenario is the breaches and incursions special rule – breaches (represented by resource tokens) are opening across the city, and if a fourth token would ever be placed on a location, instead an incursion takes place, and a doom token is placed on it instead.

Doom isn’t added to the agenda as normal, but instead we have (investigators) +1 breach tokens placed in random locations. In addition, almost all locations have no clue tokens added to them when they’re revealed – instead, by clearing breaches we have the opportunity to add clues to a random location. It’s all very random, and it feels incredibly like the board game, where we’re trying to close gates before we reach the gate limit. It was really nice!

 

The scenario concludes when the possessed Anette Mason is defeated – which I managed to do quite cinematically, with Joe Diamond softening her up before Diana Stanley finished her off with the Twilight dagger. Wonderful! In the fourth Interlude of the cycle, we come to realise that everything we’ve been doing has almost been a distraction from the massive breach that has been in the sky this entire time, engulfing the stars. Oh dear, oh dear!

At this point, we’re pretty much resigned to our fate, and when a group of nightgaunts come down from the sky, we mount up and fly into the void, in a desperate gambit to try and push back the chaos!

 

Before the Black Throne is almost a spoiler in itself, isn’t it – clearly we’re going to go up against Azathoth in some description. In every other Lovecraft game we’ve got, Azathoth is always the end – it wakes up and destroys the world. How would that be implemented in the card game?

As is now the pattern for this game, the cycle ends with a trip into an Other World – this time, we’re into the Cosmos, the Void. The implementation is quite nice, though, using the top cards from the investigator decks to provide “empty space” that we have to cross, replacing them with Cosmos cards where possible. It’s not a straightforward trip from A to B, however, and we don’t have a map – we need to try to find the way, which isn’t as straightforward as all that. These Cosmos cards can only be placed in specific locations relative to where we currently are – it sounds very regimented, but it’s actually a really great way to implement that flailing in the unknown.

 

Of course, there are anchor points in the void, and we’re trying to get from one to another at each turn of the Act deck. It’s also really nice how all of the investigators need to make it to the same point before the Act can advance, or else they will be killed.

Azathoth is present right from the beginning, and cannot be influenced by player cards in any way. We cannot fight him, but we can be attacked, by it, and many treachery cards can cause that. It looms over the whole scenario, and it feels almost insurmountable right from the start as a result.

Something that I found really interesting about the finale here is that it isn’t over when the Agenda runs out. I was all for making a suicidal attempt, and both of my investigators were only 1 or 2 points of damage away from death anyway, but no! Things carry on, and any doom that would be placed on the Agenda is instead placed on Azathoth (who has been collecting doom throughout, I hasten to add!)

To finally advance to victory, we need to find the Black Throne, and remove all of the clue tokens on there. Its shroud value is potentially huge, as it is linked to how much doom Azathoth has collected, but in no small part thanks to the Seeker shenanigans of Joe Diamond, I was able to actually clear all of the clues and – with a lot of luck – win!

I mean, I call it victory – Joe is now insane, and has joined the immortal Pipers of Azathoth forever. But, for now, Azathoth slumbers…

 


What an absolutely fantastic cycle The Circle Undone is!

From the almost inauspicious beginnings when we’re at the Meiger Estate and we’re not sure what’s going on, through the strange investigations into both the witch coven of Anette Mason and the Silver Twilight Lodge themselves, this cycle has got so many twists and turns, it feels like an absolute labyrinth. The designers stated that they crafted a tale that pitted the all-male Lodge against the all-female coven, resulting along the way with the theme of good vs evil (though which side is which is, of course, a matter of perspective). Given the nature of this conflict, the choice of Azathoth being the Ancient One at the end was almost inevitable, as that particular god has no motive beyond wholesale destruction.

It all works together really quite well, but that is not to say that the cycle is without its flaws. I’ve said previously that the storyline feels very much like it is pulling us along, and regardless of what happens during each game, there is a sense, at times, that there is stuff in-between games that will place us on the right track, regardless. This wasn’t quite so obvious in either Dunwich or, particularly, Carcosa, and it did distract me at times, I can’t deny.

But that’s not to say that The Circle Undone is a bad campaign. Quite the opposite, in fact. The atmosphere of gothic horror is palpable, and the theme really drips off in great clots. I love that this cycle explores the witchcraft side of Lovecraft’s writings, albeit tying in with the cosmic horror represented by the blind idiot god at the end. There can sometimes be a weird feeling when you manage to shoot a Great Old One, but here we have no chance to actually fight Azathoth, and that’s something I really love! Instead, we’ve just got to try and survive so that the story can end a different way.

I also adored the way we get to explore Arkham as a town here. Sure, we’ve had glimpses in the earlier cycles, when we’ve been at the Historical Society or the Miskatonic Museum, but this cycle really strives to bring us back to the town as a place that, if we’ve played the board game, we’ll be intimately familiar with. We get to run around the different locations much like we do in the board game, and it feels absolutely delightful! I really haven’t had so much joy from the game as when I’m getting to play with stuff like this, so I heartily commend the designers for that.

Overall, it’s not without its flaws, but I think the final impression of The Circle Undone as a campaign is that it is one of the best out there. I am definitely playing this one again at some point, and I imagine the games will feel quite different in choosing different paths from the start.

The Circle Undone – looking for cultists

Hey everybody,

There’s no stopping me now, as I plunge ahead with my Circle Undone campaign! I’ve said this so often during my blogs so far, but I’ve really enjoyed myself with this cycle. The witch/cultist theme is utterly incredible, and I think being set firmly in Arkham has been a real boost, too. Don’t get me wrong, I have enjoyed my jaunts into Dunwich and across the Atlantic, but here we’ve got almost the sense of exploring the old board game, and I love it!!

As always with these blogs, spoilers for the scenario will follow!

For the Greater Good sees us rummaging around the Silver Twilight Lodge in search of answers to what is going on. As enemies of the Lodge, my investigators were creeping around trying to avoid alerting anyone to their presence, and it does somehow feel like that’s exactly what we’re doing when playing this one! I’m sure I was trying to breathe quietly, just in case!

As we’ve seen in a number of scenarios now, this one has something of an unfolding map as we investigate further into the Lodge, moving through rooms in our search for clues. It’s not just clues that we’re after though – this scenario uses chaos tokens to represent “keys”, which we’re trying to locate for an unspecified purpose. I assumed it would be something to open the door to the Inner Sanctum but, while some locations are indeed barred to you unless you have a specific key, their purpose is instead linked to a puzzle box that is in the possession of Nathan Wick, a senior member of the Lodge.

The objective here is to get the box and the keys, but the way that the scenario unfolds, all of this feels like it happens quite beautifully and natural. An interesting point to this, the box had no other function in this scenario other than being the McGuffin, which I thought was an interesting point!

The encounter cards are quite an interesting mix, with a few that hate on the investigators for collecting keys (poor Joe was almost driven insane by being the one collecting all four), but otherwise it wasn’t what I’d call a particularly difficult scenario to handle. That said, I’d finally taken the time prior to playing to tune up my decks with some of the 15 experience points I’d earned so far, so maybe that helped!

Things are getting real in the fourth pack, Union and Disillusion, as we follow the Lodge to the Unvisited Isle in an attempt to either help or hinder the ritual. From the start, the atmosphere is laden with dread, as the set-up tells us to decide if we’re with or against the Order. Sheesh!

The Unvisited Isle is yet another classic location of course – and as with each time such a location turns up, we get to really run around and explore things, learning more about the place than we ever did from the board game!

So we’re running around the island, either lighting braziers (if we’re with the Order) or extinguishing them (if we’re with the witches), and there are several callbacks along the way to earlier scenarios, such as being forced to split up at one point. The scenario pack encounter set even includes several cards from the whippoorwill encounter set, calling back Dunwich! The brazier mechanic is quite interesting, involving a combined skill test, for instance you might need to test strength and agility (10) to complete it. Compound skill tests are fairly exciting, if I’m honest, and I’m surprised it has taken this long for the designers to implement them!

Everything kicks off when the Spectral Watcher shows up and starts to make his menacing way towards us. A new location, the Geist Trap, is put into play, and the objective is to defeat the Watcher while there – are you getting Ghostbusters vibes? Good. In a lucky twist, I’d managed to get myself fairly tooled-up so that everything was in place: a brazier must be lit, at a combined skill check of 20, so I’d drawn enough cards that I could comfortably over-commit and make sure the only thing I needed to do was to defeat the blighter!

The ending is a bit weird on this one, if I’m perfectly honest. Having decided to throw in my lot with the Order, I made some story choices along the way that have led to me seemingly dooming the world! The final resolution reads: The true work of the Silver Twilight Lodge has now begun. The Silver Twilight Lodge wins the campaign.

What?! There are still two packs left in the cycle! Well, it seems that I may have miscalculated…

I’m probably going to re-play this one and try siding with the witches to see how that works out for me.

Fallen Angels

Hey everybody,
After having put it off for years, I’ve finally read the eleventh book in the Horus Heresy series, Fallen Angels.

I’m a bit out of sync, then, as the previous novel that I’d read was the 28th entry in the series, Scars! Fallen Angels is a direct sequel to the sixth book, Descent of Angels, a novel that I have grown to dislike so much since I first read it back in the day, that I have projected that dislike onto its sequel without really much thought. However, after discussing it with Dave of wordaholicsanonymous fame, I decided to go for it and see what I’ve missed.

As it turns out, Fallen Angels isn’t all that bad. It’s not a great novel – I’m not about to start evangelising about it to you all – but it certainly holds a place within the chronology of the Heresy, and much like Dave says in his review, this book makes so much more sense of the last one. It’s a fact that doesn’t make me like Descent of Angels any more (a book that requires a sequel to make sense of it?) but I can at least let go some of that annoyance with the earlier entry!

Fallen Angels has two storylines, as we once again follow Zahariel and Nemiel on their progress with the Dark Angels Legion. Zahariel is among the space marines exiled to Caliban with Luther, after the events during the Compliance of Sarosh (where Luther kinda conspired to kill the Lion) while Nemiel is in the thick of things with the primarch himself, as news of Horus’ rebellion spreads and the Dark Angels are given the task of denying the traitors access to the Forge World of Diamat, close to the Isstvan system. We’re sort of behind the times in this book then, in that the dropsite massacre hasn’t yet come to pass, but Mars has already fallen so we’re following on from the ninth book. If ever there was a novel in this series that shows how skewed the timeline is when you try to read these books in order, surely Fallen Angels is it!

I’ll be discussing spoilers from here out, so be warned!

On Caliban, Zahariel learns of the rebellion against the rule of Luther, led by some former knightly masters who see the Imperium as slave-masters and are trying to restore their freedom. Zahariel is a staunch Imperialist, but is dismayed to see the rifts forming between those Caliban natives and the marines (and others) imported from Terra, and even more dismayed when he sees Luther seemingly begin to sympathise with the rebels. Investigating possible rebel activity in the old Northwilds, he discovers a foul rite that has taken place, bringing immense worms into existence and feeding off the life-energy of humans. He learns that this was merely a test for a much larger ritual that seems to be formented by Terrans, and so Luther and the Dark Angels descend on the ritual site, only Luther seems to want to bind to his will the creature that these sorcerers have seemingly brought forth from the Warp, using Zahariel’s powers as a Librarian to do so. The creature dissipates and Zahariel effectively dies for five minutes, but is brought back to life by the Master of Caliban, who later on promises he’ll be better-prepared next time…

Meanwhile on Diamat, Nemiel is leading a landing party against the traitors in an effort to take back the Forge World, but the Dark Angels soon discover that the Forge has fallen and its leader, Magos Archoi, is actually in league with the Dark Mechanicum. The extent of the Magos’ treachery is cunningly played out as the Warmaster’s reinforcements arrive, as Horus is intent on retrieving some Titan siege-guns he had the Forge World make for him around fifty years earlier. The Dark Angels are able to use a Dreadnought in their party to operate one of these siege guns and deflect the Sons of Horus from their objective, but the epilogue is just dripping with irony as the Lion hands over control of the weapons to none other than Perturabo.

I’m weird. I wanted to not like this book, as I wanted to feel somewhat vindicated for my dislike of Descent of Angels all these years. While I didn’t end up loving it, I actually enjoyed it a lot more than I thought I would. There were maybe two chapters that were outstanding for me, both of them in the Diamat storyline, where we see some fairly brutal city fighting that felt incredibly cinematic and really well-executed: the rush to rescue the Dreadnought drop pod after landing on the world, and then the defence of the Forge against the landing of the Sons of Horus. There was something really visceral in the writing here, where you could really picture the bombed-out cityscape, with the Dark Angels running through the ruins covered in dust… really very well done, that!

The Caliban storyline felt like a pretty slow-burn, as the intrigue was explored around the divisions between Terrans and Calibanites, something that felt entirely natural following on from the earlier book, and I suppose something that keeps up the theme of several novels that have dealt with those kinds of divisions. We saw it with the White Scars as well, and I’m sure there are plenty of other instances where the “native” troops feel themselves much more special than their Terran fellows, as they are (in their own minds) closer to the Primarch. Here, though, it is only part of a much larger conspiracy that begins to set the wheels in motion for Luther’s betrayal of the Lion, and provides that whole foundation for the Dark Angels being divided into the Fallen (Luther’s followers who fell to Chaos alongside him) and the Unforgiven (those Legionaries who stood with the Lion).

However, this book subtly posed the question of the Lion’s loyalty by bringing up the idea that he may have understood the wild beasts of Caliban to be linked to the Warp, and by insisting on hunting them to extinction, it then leaves the people of Caliban open to the Warp taint, as they had previously shunned those areas because of the beasts.

As I said, the book does provide some degree of legitimacy for having a sword and sorcery novel in what is otherwise a fairly hard sci-fi setting, and while I did end up enjoying this book more than I’d expected, it’s not exactly in my top five from the series so far. If nothing else, though, I’m glad to have finally made the time to read it!

The Circle Undone – looking for witches

Hey everybody,

It’s time to continue my journey into witchcraft and the spooky goings-on around Arkham, as I make a proper start on The Circle Undone campaign, just when FFG have announced the Return To box will be coming out this summer! Very exciting stuff there – including a full Tarot deck to add even more craziness. I’m very much looking forward to having that when it is released, I must say. For now, though, let’s start on The Secret Name

Okay, so things are getting really interesting here! The setup for this scenario is something else, and covers two full pages of text as the possibilities are laid before you. I said last time that this campaign felt a little like it was trying to lead us more by the nose, and that feels true here still, although not necessarily in a bad way. It definitely feels like there is a lot of story that the designers are trying to get through, and maybe splitting it up into eight separate scenarios was never going to be enough…

From the mouth of no less a person than Carl Sandford, head of the Order of the Silver Twilight, we learn of the presence of a coven of witches in Arkham, and the Order is looking into the strange happenings going on in the town. The event at Josef Meiger’s estate was intended to study the strange mist going round, and see if there is anything they can learn from it. Pursuit of this knowledge leads us to Keziah Mason at the Witch House, which of course long-term Arkham fans will know only too well! 

The story of this pack is truly wonderful, even with all of its nuts and bolts sometimes getting in the way. We start off with the prosaic halls of the Witch House, and when able to we burst through Walter Gilman’s Room into a realm of horror and witchcraft that, I don’t mind telling you, was just truly fantastic! I mean, we’ve had story elements like this before, when exploring Mont St Michel during the Carcosa storyline, but somehow here it’s done much better. The locations spin out into other worlds, or other times, and it all feels like some fantastical type of fever-dream, very fitting for what is precisely going on here.

The pack is perhaps infamous for the delightful little critter Brown Jenkin, a super-rat who just keeps coming back time and again! Keziah’s familiar, he is nothing to the horrors of Nahab, a sort of super-witch-ghost who can never be killed, merely exhausted… The enemies are quite annoying, for sure, but even that has some really great elements where it all just feels so, I don’t know, real. The scenario culminates in a ritual where we try to banish this unwelcome spirit, returning to the ruined house from the otherworlds. Cracking stuff!

The Wages of Sin

Comparatively speaking, The Wages of Sin is a much more laid back scenario. We’re off to the graveyard at the dead of night, because of course we are! The locations are double-sided again, with the real world face up to start with, then the spectral world on the reverse. We also have two encounter decks here, a real world deck and a spectral deck, to be drawn from depending on which type of location we’re at.

To start with, we’re just gathering clues to track down the coven, and everything proceeds much as normal. Then the agenda advances, and all hell breaks loose when a number of Heretic cards are put into play. The objective is to banish these guys, but there are so many caveats on them that doing so can prove to be tricky, to say the least! Added in here, we have what has already become my most-hated encounter set in the game so far, The Spectral Watcher.

Each of the Heretics is a story card, so there is some text on the reverse, much as we have seen with cards in the Carcosa cycle. Each has different ways of banishing it, detailed on the back of the card – when the Heretic is defeated, the card is flipped over, and oftentimes you’ll discover what you then need to do to actually banish that Heretic forever, before then having to flip it back to deal with again! However, the clues that we’ve been gathering over the course of the cycle so far can provide us with Spectral Web asset cards, which function much like the Powder of Ibn-Ghazi in the Dunwich Legacy cycle, giving us that fighting chance to deal with these Heretics.

This is the first time that I have ever Resigned from a scenario out of sheer hopelessness. I did misunderstand the text on one of the Heretics, so I probably didn’t need to, but I definitely felt like this game beat me down on this one! Pretty much every Arkham Horror LCG scenario is tough, but this one – considering, like I said at the beginning, it’s a more laid-back scenario than The Secret Name – really is difficult to deal with, all the same! Luckily, the fail-forward mechanic employed by the game means that it never really matters whether you complete the scenario properly, or if you win or lose. Something will happen to put you back on the right path for the next pack, even if you resign at the earliest opportunity and made no attempt to fulfil the objective. 

I’ve said it before, and I’ll no doubt keep saying it, but I really love the feel of this cycle! Covens of witches with veiled agendas, snooping around graveyards and dealing with the tormented spirits of long-dead heretics, it’s all just fantastic! Lovecraft was of course all about the spooky and the weird, not necessarily all cosmic horror, and I think it’s really nice to get this aspect of his work discovered in the game. Silver Twilight has always been a bit hit with me, going back to the original Call of Cthulhu days, as well. So that’s a big plus for me! 

All in all, I’m really enjoying myself, although I haven’t spent a single point of experience yet, so I need to get moving forward with updating my decks before moving on to the next scenario.

March Plans

Hey everybody,

I seem to be in a bit of a hobby wilderness at the minute, in fact I haven’t really done much of anything all week so far, so I thought it might be a good idea to draw up a plan of attack for the month, before things get too out of hand, and I end up with a March retrospective blog that is devoid of anything!

Let’s start with Necrons. I’ve got these two guys looking pretty good, in fact the Royal Warden has been almost finished for quite some time, already! I’ve got a few finishing touches planned for him, then I’ll hopefully be able to get the Plasmancer finished off in short order for another fairly quick win – just the plasmic lance really that needs work doing to it. I’m particularly pleased with myself for this one, because work only actually started on the model on Sunday. 

I’ve recently decided to sell off a bunch of models, including all of the Primaris stuff that I’ve kept but not had any kind of plan for. As such, I spent some time at the end of February building up the rest of the Necrons from Indomitus so that I could sell the Primaris half including the instructions! In addition, I’d seen Garfy’s Chronomancer painted up and looking fantastic, which really prompted me to get back to painting these guys.

https://www.instagram.com/p/CLzzPtEHJs-/?igshid=1cxnofh59q3zt

Along with the Plasmancer, I’ve now received the Psychomancer model so need to get moving with that! I’ve heard that it’s a difficult build, with the digital skull face thing that he’s summoning and all, and looking at the sprue I can well believe it! It does feel a little fiddly, but I’m looking forward to seeing what I can do with that!

As you can see, I’ve also been stocking up with Fantasy stuff, getting the new Shardspeaker model for the new Hedonites of Slaanesh, as well as the Agents of Chaos “battletome” for Warcry. I’d like to get that Shardspeaker built, if not fully painted too, I’ve got some interesting ideas floating about for my Slaanesh models, which will be nice to explore further. I also want to get at least another game in with Warcry, because it kinda haunts me that I’ve only played that single game! So that’s going to be something else to aim for!

Talking about playing games though, I also want to get more Arkham Horror LCG played! I’ve now started to put up some blogs on my Circle Undone campaign, which has been a long time coming as I think I did start to play this one early in January! I’d not been wanting to play too far into the campaign without getting round to the write-ups, but now that I’m pretty much up to date, I think it’s time to continue on with the witches!

I’ve used this segue before, but speaking of witches, I really need to make more of an effort to catch up with WandaVision. I mentioned briefly the first episode in my January catch-up blog, but have now watched I think up to episode 6, and I’ve been really impressed with how the series has just gone from strength to strength. I think the second episode, where the beekeeper comes through a manhole only to be “re-wound” by Wanda, is truly where this series lit up for me. On the surface, it’s quite a nice retro-feeling show, but there is so much going on beneath the surface that it really sucks you in! I’m toying with the idea about writing more about it, but I don’t really have that much more to offer than has already been shared around the internet! 

I think the last episode is out tomorrow, so maybe it’ll be a weekend of binge-watching to the finale!

https://www.instagram.com/p/CL464FLn2q1/?igshid=1ggklhl0oq12n

I started to read Fallen Angels earlier this week, the eleventh book in the Horus Heresy series. I’ve basically gone back in time, then, as I’ve actually read up to book 29 at this point – but I couldn’t get into the sixth novel, Descent of Angels, so put this one aside as it is something of a direct sequel. After reading Dave’s review of Nemesis over on wordaholicsanonymous, though, I’ve gone back to see what I’ve missed – I’m only about 100 pages in, so it’s still early days, but I’m hesitantly thinking that it is better than the earlier book! The review will of course be coming once I’m done!

Feels like this might be a busy month for me after all…