Saturday, 17 April 2021

Lockdown 2.0 Project Log Day 114: Polypp Invaders!

 Hi!

Quite some time ago I picked up some foamclay from The Range with vague ideas of using it to make terrain with but after a bit of experimenting, I decided to create a cheap alien force for my Inquisitorial agents to be menaced by!

Three Shamblers accompany the Gorgon and a Shoggoth

Polypps are creatures of the Warp that found themselves trapped on the material plain when Warpspace was finally tamed by the combined technological might of the Mechanicus some five millennia ago. Many warp entities have had to come up with some way of surviving in our reality and the Polypp do so by invading host creatures bodies and slowly mutating them to the bizarre cankerous creatures that they now appear. 

Possessing a hive mind, Polypp's can be a real menace in settled space with their tendency to try and mutate planetary populations. Fortunately, the signs of a Polypp invasion is fairly easy to spot as those afflicted degenerate into ectoplasmic goo creatures.

The most commonly sighted Polypp creature is the Shambler, these are lowly drones of the hive mind who, while fairly powerful in close combat lack higher brain function and will approach whatever their overlord sees as a threat and try to batter it into submission and infect them with the Polypp Warp Virus.

Next up, the Shoggoth is a far larger amalgam of several host creatures and is genuinely a dangerous foe, using their crushing bulk to pound foes into pulp and will consume them to grow ever larger.

A swarm of Beholders 

Beholders provide Polypps with a ranged weapon using their strange eye lens to blast opponents with concentrated bio laser fire. 

The top of the Polypp hive mind are the Gorgons, these terrifying creatures are the original Polypp hosts who have concentrated Warp energies within their bodies and are powerful Psykers, capable of taking over foes minds or blasting them with eldritch energies.

Vash, Geralt and a lowly security team member discover a Polypp infestation.

I rather like how they turned out and plan on adding a few more subspecies to the mix with the remaining packs I have but it's amazing what fascinating alien creatures one can make with some cheap clay and a few beads. 

I gave them a black prime followed by some green and purple drybrushing before picking out the eyes in light turquoise and purples. The eyes were given a gloss varnish to make them a bit more gribbly and lo and behold, I have a new force which cost about £2.00 and took about an hour and a half to build and paint!

I'll need to get my battle report sorted for tomorrows update but until then, All the best!

Friday, 16 April 2021

Lockdown 2.0 Project Log Day 113: Gunnar Beastspeaker

 Hi!

Over the last few years I've been working on replacing my old 15mm scale sculpted Boar Company with new, larger sculpts and have finally finished work on the last of my character models for the time being in the form of Gunnar Beastspeaker, the Company's Totem Keeper:


Armed with a broadsword and Boarspear, Gunnar is the third founding member of the Boar Company and is a very capable fighter and has the ability to communicate with the great tusked Totem beasts that each of the great holds raises. 

He's been missing from the last few years campaign seasons as his duties as Keeper have required his attentions in the great keep of Kareth Dul but he's now completed the training of several skilled apprentices and once again ventures forth in the company of his brothers, Grimli and Flint in search of their great foe, Marik Goldhelm, the rogue sorcerer who has been a constant thorn in their side for many years.


It's really pleasing to get another character for my Dwarves finished and I'm now tempted to build one of the great Totem Beasts for him to lead into battle!

Here's the Boar Company as they stand at present:


Compared to their original appearance in 15mm scale:


Looking back at some of those old battle reports, I can't help but feel that I need to add some more odds and ends as there's still Porkchop, the mascot and I'm almost positive I used to have another crossbow toting hunter to give them some more long ranged firepower but its been really pleasing to get the force to the level it is and I've still got a trio of Darkstar warriors to paint which will give them a second full unit.

I'm also planning on playing out a game or two before I go back to work with the full Boar Company marching forth to settle accounts with Marik once and for all (the rogue is notoriously slippery though and I suspect that he may yet avoid their attempts to finally bring him and his renegades to justice!)

Speaking of games, I've been having a bit of a ruminate on my gaming and have realised that I really need to play more often as it really has got the creative juices flowing as each game I've played has got me wanting to paint or sculpt new additions to existing forces, bring in new ones and generally make the most of my hobby.

I'm aware that going back to work may limit gaming time somewhat but the rulesets I've been using and the type of game I've been playing generally allows me to get a small skirmish played in 30-60 minutes so it should be a doable challenge to get more games played in 2021 than in previous years!

I'll see what I can do over the weekend and will try to get 2-3 games played of the Boar Company's latest expedition into the frontier and may get a game of Planet 28 featuring more of the exploits of Inquisitor Fisher and Vash Hammersworn but until then, All the best!

Thursday, 15 April 2021

Lockdown 2.0 Project Log Day 112: Mishima Suicide Warhead

 Hi!

I've recently been perusing the interwebs in search of some handy additions to my 28mm collection and found some of the old Warzone Mishima Suicide Warheads for under £1 each on Ebay and managed to win the auction.

Sadly there were only three rather than the original blister pack of four but I was really pleased to pick up a bargain and got to work painting the first of them!


As per the background, Mishima is one of the five great megacorporations of the Mutant Chronicles setting with a decidedly feudal Japanese aesthetic. One of their troop types was the Suicide Warhead, a primitive AI that appeared like a traditional peasant but was nimble and packed with explosives. On the battlefield they would charge towards their target before exploding spectacularly. 


I really enjoyed working with the sculpt as the details were bold, chunky and expressive, or at least as expressive as a robot bomb cosplaying as a Japanese feudal peasant can be!

I'm not sure if I'll use him and his companions as they were originally described in Warzone but may have them as robotic assassins, couriers or even lowly servants that scurry around doing their masters bidding but am really pleased to have some Warzone figures to work on and will be adding the other two over the next few days.

I've also got the next addition to my Boar Company finished but will show him tomorrow along with the rest of his companions as well as some of the other sculpts I've been working on over the last week or so but until then, All the best!

Wednesday, 14 April 2021

Lockdown 2.0 Project Log Day 111: Nautical Interlude

 Hi!

I'm busily working away on basing up some odds and ends for the next couple of days but found myself somewhat distracted whilst rummaging around in my rulebook collection and discovering my copy of Man 'O' War has gone missing somewhere in my travels over the last decade.

For those in the know, Man O War was one of the fantastic boxed games that GW produced back in the mid 90's and featured fleets from each of the races in the Warhammer world locked in naval combat and was a wonderful game but had the requirement of about a gazillion counters, tokens and templates. 


Back in the early 2000's I had a decent sized collection of fleets and the core set along with the two supplements Plague Fleet (chaos fleets) and Sea Of Claws (flyers and sea creatures) and played quite a few games but when I first moved to Dundee in 2008 I had to get rid of most of it but ensured I kept the original box and supplements as well as the tokens but sadly seem to have either lost or sold it on but for the life of me can't figure out when so maybe I need to have a rummage in my parents attic as I have a hankering after the game, almost twenty years down the line.


Even back then, Man O War ships and boxes were ruinously expensive, with the core set regularly selling for £50-£100 and the supplements for similar prices whilst the ships were pretty pricy too and mostly recasts to boot. I believe this was mainly due to the game never really taking off and copies of the game getting increasingly hard to get.

Skip forward to 2021 and things haven't changed much. The boxed sets and rules still sell for silly money on Ebay but the fan community has done fantastic work of reproducing the rules and templates whilst proxy ships seem to be cropping up more often, at least partially due to the rise of 3d printing which is allowing for an unparalleled amount of detail to be brought to bear on tiny ships.

There's also the new Armada game by Mantic which looks lovely but I can't help but feel it suffers from the same issue as Uncharted Seas, the game by the now defunct Spartan Games in that the ships themselves are just too big.

I do have a few of the old Spartan vessels lying around unpainted in a box and am wondering about painting them up for a bit of fun as I'm fairly sure I've actually got 2-3 full fleets worth of stuff but at the same time, I do wonder about just making some cardboard counters and playing a game of the original and still best, Man O War...

I shall have to see what I can come up with as lets face it, this is quite possibly a passing fancy that won't come to anything but there's something fun about seeing tiny fleets of fantasy vessels blasting each other into kindling on the table and imagining fierce boarding actions, exotic locales and terrifying creatures from the deep!

In other news, I'll have a few more figures finished for my update tomorrow which should get me away from naval gazing but in the meantime, All the best!


Tuesday, 13 April 2021

Lockdown 2.0 Project Log Day 110: Pinecliff Guards!

 Hi!

I've been beavering away with a random selection of sculpts as well as some other odds and ends that I've been meaning to get finished!

Garn the Ferox and Sen of Pinecliff

Pinecliff is a settlement that lies deep in the eastern foothills of the Axeblade mountains and is a trading outpost on the wild frontier. Due to the lawless nature of the region, Pinecliff operates a large militia force with all able bodied adults being trained in the use of weapons and combined with their fierce independent spirit, the inhabitants of the town are more than capable of fending off most raiding parties. 

In times of dire threat, they can call upon the Order of the Tower, a small order of templar knights who inhabit several tower monasteries in the surrounding area as well as the Dwarves of several local clans who have treaties with the town ensuring defence of the valuable trading post in times of need.

Sen is a typical guard of the town and is accompanied by his Ferox, Garn. Ferox are savage and loyal creatures that are popular companions to many on the frontier and Garn is a typical specimen. 



I was really inspired by The Dark Crystals Fizzgig to make a small, ball like furry and somewhat savage animal that can make for interesting companions and foes when needed in my games and it was so much fun sculpting the little guy, I've got another five ready to paint!



Sen has been slowly built over the course of two lockdowns from odds and ends of putty and I quite like his understated colours and gear. I'm also really pleased with how his shield turned out with it's crest of Pinecliff emblazoned across it and will need to make a couple more guard troops to make for handy henchmen, hapless guards or whatever other small forces I need!

In other news, I managed to pick up a couple of Warzone figures off Ebay for under a pound a piece and have got the first painted and just needing a base and he'll be getting added to my sci-fi warbands and look forward to introducing him and his companions into a future game.

We're also approaching the end of the lockdown here in Scotland and as such I'll not be able to post daily from the 26th (all going well!) but will try to ensure that I keep posting regular updates of my assorted projects, but until then, All the best!

Monday, 12 April 2021

Lockdown 2.0 Project Log Day 109: Battle for Jango's Landing

 Hi!

In a fit of nostalgia I pulled some of my old Epic collection out of my display cabinet and had a quick game using my own rules so without further ado, here's the battle report!

Background

While the Inquisition are probing the sewers beneath Farpoint's capitol Freeport City, Lieutenant Bolivar of the Ultramarines has been dispatched to defend one of the planets outlying settlements from a raiding party of traitor Marines.

Arriving from the north west, his scouts report that there is a force of the Sons of Titan rapidly approaching from the south and east and Bolivar begins issuing orders to his small force. The traitors will not ravage Jango's Landing while a single Ultramarine draws breath!

The Forces


Lieutenant Bolivars force consists of one command stand, two tactical stands, a Centurion battle suit and a land speeder. 


The Sons of Titan are lead by Konnix Darkslade, Champion of Titan. His force consists of one command stand, two tactical squads (one of which has a missile launcher upgrade), two rebel Squat squads and a Rhino APC.

Now these may seem like piddly forces for an Epic scaled game but I'm quite a fan of playing small games in the scale and looking at the two forces, they are about the size of a 2nd edition 40k force just scaled down.

The Setup


The game takes place in the town of Jango's Landing and as such there are a number of buildings scattered about the board which provides heavy cover for those occupying them. I didn't bother coming up with any scenario objectives, with the winner being whoever drove off the other force.

The Ultramarines deploy in the north west whilst the Sons of Titan arrive in the south east of the board. The board itself is 2'x2' and I was keen to see if I could play a game using such meagre space.

The Game

Aware that his force is outnumbered, Bolivar splits his tactical squad into two combat squads allowing for more flexibility and orders his forces forward. Like Epic Armageddon, a unit may activate normally and can then be pushed by passing a command check. If they succeed, they may activate a second time but if they fail, they receive a blast marker.

Turn one saw the Sons of Titan Space Marine squad rushing forward into the towns industrial zone, no doubt in search of supplies to loot. Their commander Konnix is distracted by his comm unit's snarled warning that Imperial troops are approaching his position and fails to activate while the forces Rhino speeds along one flank and the Squats move forward towards the town centre.


The Ultramarines begin to deploy with the two combat squads moving forward towards the town along with the command squad, who like the chaos commander, fails his activation check. The Centurion clanks forward towards the rock spires that overlook the towns northern edge, preparing to bring down heavy fire on whatever traitor he sees. Finally the Ultramarine speeder skims south towards the woods, intent on bringing some hurt to the traitors they detect moving towards the warehouses.


Turn two has activations swap between both sides fairly smoothly with the Ultramarine speeder rapidly closing on the traitors positions whilst both sides begin to consolidate their positions with the Ultramarines moving further into the town and occupying several buildings, preparing to use them as defensive redoubts to pour fire on the traitors when they approach.
 
The traitor Rhino speeds forward into the town, seeking shelter from the Ultramarine Centurions heavy weapons systems and the traitor marines close in on the warehouses chanting songs of battle as they do so.


Turn three has the action starting to hot up with the Ultramarine speeder making a drive by attack on the traitor marines but their fire only succeeds in placing a blast marker on the Sons of Titan. 


The failed attack is costly as the outraged renegades pour through the gap between the warehouses and rain fire into the loyalist skimmer and despite desperate evasion measures is sent spiralling to the ground in a ball of fire as bolter shells find it's engine. Chanting and bellowing, the traitor marines prepare to move on the main Ultramarine position.


Brother Vexus, the Ultramarine manning the Centurion battle suite spots the renegade tank but is unable to get a fix on it as it thunders behind a nearby building but his sensors do allow his weapons array to lock onto the traitor Squat squad and he proceeds to blaze away with his heavy bolter, shredding one of the stands and sending the traitorous survivors reeling.


Turn four has the traitors Rhino rapidly approaching the loyalist position and this time Brother Vexus can draw a bead on the tank and his heavy bolter fire shreds the machine.


Enraged at the loss of their tank, the Sons of Titan marines storm forward firing on one of the Ultramarine combat squads with their missile launcher causing no casualties but inflicting a blast marker on the stalwart defenders as the missile blasts a large hole in the building they are occupying.

Return fire from the marines is out of range and they hold their position, forcing the chaos marines to advance on them in the next turn.

Meanwhile the traitor Squats finally rally back in the chaos deployment zone and the renegade commander Konnix moves forward as fast as he can to support his renegades who are engaged in a fierce firefight in the town centre.

Turn five begins with the Sons of Titan marines rush into a series of buildings opposite the Imperial positions and open fire on the second combat squad. The ensuing firefight is savage and both sides take blast markers but the combined weight of fire of the Ultramarines as well as some poor rolls by the Chaos troops sees them wiped out.


Approaching the scene of the firefight, the rebel commander Konnix realises that his men have been slain and the Ultramarines are in possession of the town and that no doubt reinforcements are on their way. Cursing the loyalist scum, Konnix gathers up his surviving marines and retreats towards their landing zone, vowing revenge upon the Imperium in general and the Ultramarines in particular.

Conclusion

Well I had quite a bit of fun with that game and things went well for the staunch defenders of the Imperium! I need to rework the command system a bit as the renegade commander spent much of the game failing to activate due to poor rolls so will need to take that into account in future games. 

Konnix should have deployed in the Rhino and stormed forward with his renegade marines as I feel the combined force would have probably been able to overwhelm the Imperial positions but I sent it off by itself to distract the Centurion and stop him blowing away my marines.

I've really enjoyed playing in 6mm again and suspect that I'll be dusting off more figures in the future to play some slightly larger skirmishes and may need to make a stand to represent some of the assorted warbands that I have in 28mm scale as it would be great to have games using different scales to represent small encounters on the battlefield or as part of a larger campaign where the action hots up with a rebel uprising or xenos invasion forcing the different warbands to choose a side!

In other news I'm working on a load more sculpts for my fantasy project and should have some more stuff to show tomorrow but until then, All the best!

Sunday, 11 April 2021

Lockdown 2.0 Project Log Day 108: Sewer Skirmish!

 Hi!

I managed to play another game of Planet 28 yesterday evening featuring Vash and an ad hoc team exploring the sewers under Freeport City in search of a nameless horror.

The Background

Following a spate of disappearances in the slums of Freeport City, Governor General Laars van Dorn has requested Inquisitor Fishers aid in discovering what became of the missing citizens. Fishers team set to work scouring the rundown area and interviewing those who claimed to have seen a shadowy creature carrying bodies down into the sewer. 

Despite initially being sceptical of this supposed creature, Fishers team discovers a vid of the said being and set out to destroy the beast. 

Inquisitor Fisher, still being rather cross with Vash for having first allowed his shuttle to be stolen and then requiring her to cut short her recuperation spa to go and rescue him has decided to send him into the sewer to try and locate the beasts layer. His usual companions, Glitterberry the Eldar and Master Lee are unavailable to help (Lee having to sit out several missions with a shattered hand following a duel with Grizelda Giggle and Glitterberry claiming he cannot go due to reasons unfathomable to mere humans) so he's brought along a ships crewman called Gunter Fung and has hired Geode the rock as some backup and has descended into the sewers under the city in search of a monster.

The Forces


Vash is armed with a power maul, las pistol and wears heavy armour. He has the Blessed ability meaning he can re-roll a failed dice every turn and is also slow due to his tendency to wander off. Geode is armed with a shotgun and light armour as well as having the Iron Skin ability and Slow to represent the strange stonelike xenos' rocky body. Fung is armed with a las pistol and has light armour.


The Sump Horror has the Brawler, Sure Footed and Climb abilities as well as causing fear, being a brawler and having poisonous attacks so is quite a beast. There are also many giant spiders in the sewers which while a nuisance are poisonous too.

The Setup


The game takes place on the first level of the sewer at a partially flooded pump station. Vash and co deploy at the southern edge of the table whilst the Sump Horror begins the game hiding somewhere on the board. 

There are six objectives that need to be searched by Vash's party which requires and action to be spent in base contact with them. On a D6 roll of 1 it uncovers a giant spider, a 2-5 reveals nothing and a 6 has the Sump Horror's position being revealed.

To make matters worse, at the end of each turn a D6 is rolled with a 1 bringing a giant spider onto a random board edge and a 6 having the Sump Horror arrive on a random board edge. The giant spiders will move D10cm in a random direction until they can make line of sight at a character when they will move to attack. Once the Sump Horror arrives, it will take control of any spiders on the board.

The pump station is also partially submerged in foul smelling water and other, less pleasant things and all black areas count as difficult terrain.

The Game

As Planet 28 uses an Agility system, Fong will activate first followed by Vash and Geode. Once the Sump Horror is revealed, it will move first followed by Fong, then the spiders then everybody else.

Turn one starts with Fung gingerly moving off the walkway and wading through the vile water towards the first objective, ending his activation in contact with some strangely glowing fungal growths.


Vash moves forward towards the corridor that is blocked by a door but notices a second objective east of his position in the form of a large pipe with interesting graffiti and a flickering control panel.

Geode racks the slide of his pump action shotgun and rumbles forward towards the doorway as fast as his rocklike body can move. Turn one ends with no spiders appearing.


Turn two begins with Fung searching gingerly through the glowing fungi but finding nothing before wading back towards the walkway. Vash wades out towards the second objective but his heavy armour slows him down considerably. Geode continues his slow progress towards the doorway, intent on earning his pay for the mission. A spider appears from the depths of the northern edge of the pump station and scurries forward, it's beady eyes glowing in the gloom.


Fung wades back out of the water and climbs onto the walkway preparing to head further into the station and is joined by Vash who has discovered that his objective, while fascinating isn't the hiding place of the Sump Horror.

Geode reaches the door but finds it locked and is unable to open the portal (possibly because he has no hands!) and finally a giant spider appears behind the party.

Hearing the scuttling, Fung turns and repeatedly fires at the vile creature, las bolts lighting the station and succeeds in bringing the beast down but worryingly it takes two direct hits from a las pistol to kill it.

Seeing the creature killed, Vash moves towards the doorway that Geode is attempting to open and geode once again fails to open the doorway and resorts to smashing into it with his face which finally works and the doorway grinds open. Finally a second giant spider appears at the northern end of the station and joins its companion scuttling around in the dark.


Annoyingly, Geode is now blocking the doorway and the rest of the party can only move forward to peer over his rocky head towards the northern end of the station, aware of increased scuttling noises emerging from the gloom.


And the scuttling increases as the Sump Horror lurches out from the depths of the northern end of the station. Pausing it cocks its head and listens before writhing forward the noise of the interlopers, it's poisoned maw chittering at the spiders surrounding it.


Stuck behind the bulk of Geode, Fung and Vash hold their positions, pistols aimed towards the distant chittering. Geode finally shifts himself grinding forwards and clearing the way allowing the other members of the party to enter the northern section of the station.


The wily Sump Horror scurries forward, ensuing it will not be spotted by the adventurers and gestures the two spiders accompanying it to move forward. Any attempt to deal with the creature by the adventurers will require them to put down the spiders first. 

Fung moves forward, is pistol raised and nervously holds his position while Vash moves in behind him, hefting his maul. Geode moves to the corner of a structure and spots the approaching spiders. Taking aim with his shotgun he blasts the closer creature, sending it flying backwards dripping ichor but the creature pulls itself upright. Finally, and somewhat foolishly, Fung moves up the stairway and sees what is hiding behind it.


Uttering a shriek, he tries to aim his pistol but the Sump Horror is quicker, launching itself from the water it rushes the terrified security trooper and sinks it's poisoned maw into Fung's arm, mauled and now reeling from the poison from the creatures bite, Fung bats at the creature's malformed face with the butt of his pistol but the creatures rubbery skin is undamaged and the melee continues.

The two spiders rush Geode and scurry over his rocky body trying to bite the mercenary but his hard body is unaffected by such trivial scratches. Lifting his maul, Vash charges up the stairs and brings it down on the Sump Monsters head. The impact squashes the creature's head and sends it reeling, badly wounded and spraying ichor from its terrible wound.


The creature isn't dead though and it lunges towards Vash and scrabbles at his armour, desperate to bite and claw the being that has hurt it but his armour holds true. Fung, now badly injured and envenomed, takes a couple of feeble swings at the beast but his vision is blurring and his attacks fail to connect with the Horror.

The remaining spiders still attempt in vain to injure Geode but the rock is made of sterner stuff and is again unwounded.

With a mighty swing, Vash's maul once more impacts on the Sump Horror, caving it its ribs and it collapses to the ground dead. Shaking goo off his hammer, Vash glances over towards his companion, Fung is looking decidedly unwell, swaying and mumbling incoherently and looking a bit wan. Maybe it's time to get out of here as the creature is very dead and the security trooper needs medical attention.

Geode attempts to strike one of the giant spiders attacking him and after an initial failure, succeeds in crushing the vile creature.


Suddenly Fung issues a terrified wail and breaks back towards the entryway, the venom coursing through his veins making him delirious. Ignoring the combat still raging, the trooper lurches towards the door, his only thought to escape the stinking sewer.

The remaining spider is still swarming Geode ineffectually and Vash, moving to restrain his security trooper splats the creature as it perches atop Geode. Geode for his part is glad the mission is complete and begins to move towards the door and the receding back of Fung.

Unfortunately for Fung, two giant spiders appear at the entryway and he lurches around, bursting past his companions and flees into the sewers, his cries fading into the gloom.


Vash moves forward and pops off a shot from his las pistol killing the first creature as it approaches while Geode fires on the second but misses it. The spider launches itself at Geode driving the rocklike being back with it's ferocity but failing to damage him.

Vash swings his trusty maul at the creature but only succeeds in grazing it and it is up to Geode to finish it off with a stomp, reducing the filthy creature to jelly.


Things are looking grim for the adventurers as more spiders begin appearing from the entryway and combined las pistol and shotgun fire roars echos throughout the narrow confines of the corridor as the two remaining adventurers slowly move forward blasting the scuttling creatures off the floor, walls and ceiling as they attempt to escape the pump station.
 

Eventually, Geode makes it off the board but just as he leaves, a fresh wave of spiders descends on Vash. In the ensuing melee, Vash repeatedly fends off the venomous beasts and carves an ichor soaked ruin through their bodies before battling his way to freedom.

The Conclusion

Inquisitor Fisher impatiently waits next to an open manhole, tapping her foot as she awaits the return of Vash who was only supposed to be five minutes, Geralt the Wolfbane who is peering down the hole announces that he sees something as the rocky form of Geode rumbles up the ladder followed by a somewhat bedraggled Vash. The Mechanicus is covered in sewer water, ichor and cobwebs and both Geralt and Fisher draw weapons, half convinced that the Sump Horror has made an appearance before relaxing when they recognise their companion.

After a brief explanation, Vash is sent off to be hosed down by a grinning Geralt and Fisher departs to report the creature's death to the Governor General. Yes the creature is dead but according to Vash's account, the sewers need a more thorough investigation and Fisher is going to have to get dirty doing it.

And another fun game was had! I rolled lots of spider reinforcements during the game and giving them five points of damage really slowed the adventurers down whilst the appearance of the Sump Horror relatively early made for an unexpected occurrence but it was rather fitting to have it leap from the shadows to maul a hapless goon and what became of Gunter Fung? Did he succumb to his wounds, dying alone in the depths of the sewers or did he survive, slowly mutating into the very thing he sought to destroy?

Only time will tell as my next game will feature Inquisitor Fisher and co moving into the sewers to delve into level two. What fresh horrors will they discover?

I've really enjoyed playing these super small, scenario driven games and will continue with the campaign over the coming weeks so until then, All the best!