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Showing posts with the label Nightwatch

They never got home - Dungeons & Dragons Cartoon Characters

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Those of a certain generation will remember a 1980s cartoon called 'Dungeons & Dragons', that was inspired by the famous role-playing game. The cartoon focuses on a group of friends aged between 8 and 15 who are transported to the realm of Dungeons & Dragons by taking a ride on a magical amusement park roller coaster. Unfortunately, the cartoon was cancelled before resolving whether they got home again. These miniatures from Antediluvian Miniatures make the assumption that they never got home and grew up and survived in the Dungeons & Dragons realm. Hank & Eric Shelia & Presto Bobby & Diana The 'kids' versions of these figures can be seen here .

Escort the wagon

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A sudden dip in the temperature saw our game transferred from our usual haunt to the dining room table. Using the characters from the classic 1980s cartoon 'Dungeons and Dragons', we expanded our pact out to six members.  Rolling for a random mission, saw us given an 'Escort' mission. In this case, escorting a wagon across the table. Still at 'Initiate' level, our pact would be facing D6 Zombies and D8 Giant Rats. Unusually, I didn't take too many pictures of the game.  We decided to surround the wagon with our melee characters - Bobby and Diane. Eric failed his movement rolls and lagged behind. The flank was protected by Hank and his bow.  In the middle, we moved both Sheila and Presto to cover the midle spawning point. Zombies did spawn during the game. However, we heavily utilised the 'Vigilance' rule; which effectively acts as 'Overwatch'. As soon as Zombies appeared, they were dispatched via spell or grenado. ...

Revisiting Nightwatch

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I recently painted up some 3D printed figures based on the characters from the classic 1980s cartoon 'Dungeons and Dragons'. The figures proved popular and I was whether we could game with them. So, I shelved our planned game and dug out the 'Nightwatch' rules and set-up a game. Rolling for our mission type, I rolled a 'Scout' mission. This meant our pact would have to successfully search the four corners of the playing area to win. The enemy would be D6 Trolls and D8 Giant Rats. To keep the game simple, we just ran 4 heroes: Hank the Ranger (Tracker) Bobby the Barbarian (Blades) Presto the Wizard (Mancer) Sheila the Thief (Alchemist) Turn 1 Our four heroes split up and each rushed to a different corner table. Trolls chase down Hank Turn 2 Both Bobby and Presto used their free moves to move to their respective target corners. There, they eventually succeeded in searching the corners and completing their objectives. Unfortunately, bad dice rolls mean...

Mission 7 - Confrontation

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This is it, the end of a campaign that had taken just over a year to complete. Malicus Crane had been found hiding in his underground lair. Gandwarf, Legolan and Freddo all ascended to 'Master' level. This meant that they could respectively recruit (for free) a D10 Familiar companion, a D10 animal companion and an Initiate level Alchemist. On top of this, the Pact had recruited five D10 Hirelings and five D6 Hirelings. Onwards they ventured. Turn 1 The aim of this game was simple, eliminate Malicus Crane. The Pact split up, entering the crypt from two different entrances. Both forces used their action dice to cover as much ground as possible and hunt down Malicus Crane. The forces of evil deployed, with a Wraith (Terror) successfully defeating the animal companion in melee combat. Being a melee powerhouse, Malicus Crane revealed himself, successfully attacking and eliminating a D6 melee hireling. Fortunately, a D10 Elf hireling proved to be more resilient.   Turn 2 ...

Mission 6 - Scour

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With work related interruptions gone, it was time to get back to our Nightwatch campaign. The search for Malicus Crane had led the Pact to a remote region infested with his minions. The subsequent goal is to rind the area of as many of his minions as possible. Having lost Gimmi the Dwarf last time out, the Pact needed a new team member. A choice was made, and an additional wizard was recruited. Based on a private joke, she was eventually named 'Myamee'. The Pact was supported by 5 D10 hirelings (a mixture of ranged and melee) plus the surviving D10 and D8 ranged hirelings. Turn 1 Spotting the higher ground in the centre of the table, the Pact split and raced towards it. Minions deployed at spawning points 2 and 3. Due to failed dice rolls, their advance stalled, and they failed to attack the Pact.   Turn 2 Having two wizards in the Pact really started to pay off. Myamee managed to eliminate a number of Wraiths (Terrors) with successive 'Mage Bolts'. Gandwarf...

Mission 5 - Scout (again!)

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Reinforced after their last mission, the Pact decided to resume their search for Malicus Crane. This time, the Pact were supported by 4 D10 and 4 D8 Hirelings. Having experienced failure before doing a search, a different approach was required. Turn 1 The initial plan was to get the fastest movers (Gandwarf and Legolan) to the furthest corners as quickly as possible, and then complete the required searching. However, both experienced failed rolls and could only move 21".  Elsewhere, Gimme and Freddo would move as fast as they could to the nearest corners. This time, the Hirelings were positioned to protect the primary Pact members from the spawning points. This strategy worked as two Wraiths (D10) moved to intercept one of our D8 Hirelings. Despite putting up a good fight, the Hireling was defeated by the Wraiths.   Turn 2 Gimme and Freddo managed to scout their respective corners and shifted their attention to helping the other members of the Pact. Our D10 and D8 ...

Lost Construct AKA Find the Golem

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Having suffered defeat in their last adventure, the Pact took the chance to rest and recover. However, the Pact were short on Hirelings and Silver. Before they could continue with their campaign, they needed to make some money fast. Freddo headed to the Mercado to look for any jobs going. Fortunately, he saw a parchment nailed to a board. Ripping the parchment off the board, Freddo ran back to the rest of the Pact. The Mission Parchment Another wizard had created an Iron Golem. Unfortunately for him, his golem had run off and subsequently gone missing. As a result, the Wizard was offering a reward for its safe return. The missing Iron Golem Turn 1 Spending the last of their Silver on two D6 Hirelings, the Pact set off to look for the errant golem. Arriving in the area where the golem had been seen, the pact split up to search for it. Unfortunately, this area was known to be patrolled by Orcs (D10), Goblins (D8) and Giant Ants (D6). Sure enough, Giant Ants and Go...

Mission 5 - Scout

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Fresh from their success in the previous mission, the pact moved on with the next part of their quest. For this mission, our hunters have been promoted to the next level - Journeymen. This meant the enemies would be harder to fight. This time, the pact would be facing skeleton warriors (d8) and wraiths (d10). For this adventure, our pact were joined by the following 4 d10 Ranged Fighters, 2 d8 Melee Fighters, 1 d6 Melee Fighter. The aim of this mission was to scout the four corners of the playing area. Turn 1 This turn was spent maximizing movement to get across the table as quickly as possible to scout the four corners. Gandwarf the Wizard led the way, only to draw the attention of some recently arrived skeleton warriors.   Turn 2 Freddo the Halfling achieved the first success for the pact by successfully searching a corner. Legolan and Gandwarf headed the furthest corners. Both were flanked by Gimme the Dwarf and the melee fighters. The Ranged Fighters took up positio...