Nephilim – Chapter 4: Sinister Machinations

(Disclaimer: This is a synopsis / battle report of a session within ourNephilim RPG campaign. It serves to give some context to the fiction I post, as well as simply practicing writing.)

Chapter 4: Sinister Machinations


When last we left our heroes, they had successfully liberated Sil’Faron´s stasis, an icon of fertility from his first life, in ancient Egypt. All five of them are in possession of their stases now.


In the following weeks, not too much happens. The ruckus around the Pergamon Museum has died down a bit, and Sha Naqba Imuru, in his role as Markus Vogt, the police investigator, is monitoring the situation. He wants to see if any evidence turns up which might incriminate him and his friends, or if he can find any information regarding the possible appearance of a sixth Nephilim.

At home, he makesa few attempts to open or activate the enigmatic bronze cube he Harvey had given him.
It briefly reacts to a spell he casts, and one night he discovers part of a technical drawing etched into the surface of his kitchen table… Has he interrupted something?

The huntmaster arrives

Theseus has come to Berlin, and a meeting has been arranged in the court of Justice.
They can not meet atop Skaro´s tower, because Theseus refuses to take the same oath that the group has sworn.

Sil’Faron and Skaro have worked out a deception tough; Sil’Faron appears in the form of Skaro, with the aid of a spell that allows her to speak and act through him. He also takes on her metamorphosis; Golden eyes and fully grown Angel wings.

Theseus arrives and falls for the ruse.
He has returned from a hunt for gryphons in south america, together with a young Nephilim called Vashiko in tow. No pleasantries are exchanged, he announces his business in Berlin to the gathering:
They tracked a transgressor of the Devil Arcanum and want to bring him down.

Theseus demands warriors to stand ready for the time that he has cornered his prey, and he also orders Kek to find and secure an Earth plexus.

Before he and his friend can depart he is challenged by Eresh Szat, who had been watching the proceedings, to “open” his two-handed hammer.

An orichalkum short spear is revealed, hidden with the hammer´s shaft, and the judge makes it very clear that whoever uses this forbidden weapon to destroy another Nephilim would have to stand trial before the court of Justice.
Even the Devil transgressor should receive a fair trial.

Meeting Theseus in the Court of Justice
Meeting Theseus in the Court of Justice

After the greek warrior has left, Vashiko joins the group in the Dojo above the court, and with Theseus gone, she seems liven up a bit. Gealach and Finistur arrive as well, and the find out that Vashiko, going under the human name Ashley is actually a Nephilim in her first incarnation, born a mere two years ago.

Going underground

The group decides to venture out for an Earth Plexus, without Ashley, as they do not fully trust her. They seek the plexus for themselves and postpone the decision wether to tell Theseus about it or not.

Finistur has a spell ready, with which she triangulates the position of the nearest Earth Plexus, which seems to be underground, but at least within the city of Berlin.

They venture into the sewers, prepared with spells, lamps and a summoned troglodyte, where they find a breach in the wall, leading to a cavern system… and are ambushed by two horrifying alligator-like creatures, sewn together from human body parts and bones. Their smell is overpowering, and sinewy tentacles sprout from their sides.

After a brief skirmish, they follow the tunnels leading away from the canals, deeper into the bowels of the earth, where a large grotto opens up before them,.
Again the rancid stink of rotting human flesh is in the air, and another battle ensues.

This time the flesh puppets are shaped like huge scorpions, with vicious stinger tails, and a layer of armor made of human bone fragments.
Finistur manages to sneak up on one of them and cut off the tail before it can react, but as the battle starts, more enemies enter the fray.
Emaciated human shapes dash out of the shadows and attack Kek with their claws.
One of them lets itself onto his back with a nasty kick.
Isolated from the group, who is busy hacking and shooting the bone scorpions apart, he takes several wounds before the troglodyte arrives and finishes off the last of these sordid beings.

Earth Plexus cavern


As the adrenaline from the battle subsides, the group has time to take a look around. They are within an Earth plexus, Ka energy flows freely here, and some of them begin to recharge their stases.

Kek´s wounds are tended to, by magical and mundane means, and the group ponders wether they can venture deeper into these caverns, or if they should stay until their stases are refreshed and then leave…

Gamemaster´s Perspective

Again, the session took too long (in excess of 5 hours), as we started too late with the actual playing. I´m hard at work on moving the solo play and character development to actual solo sessions, which would have saved about one hour in this sitting. This hour could have been used to actually finish the journey into the caverns. (The caverns continue at 15b in the picture above, while 16a is an exit (the players could have arrived from here).

Combat also took longer than expected, especially the first encounter. 

Two notes I have for myself and the players here: Make more quick decisions, some minor decisions took very long (which is okay for important tactical decisions), which takes a bit of excitement out of the action. The second one is: Don´t argue about mechanics too long (“Can I parry the scorpion´s claw attack with my boots.”).
I made a snap decision (follow the rules as printed, which denies it) to keep the game flowing.#

On the plus side, I think everyone had fun, I learned that Finistur, the character of which I assumed it is the weakest (unfortunate rolls during character generation), is actually, if properlay prepared, an indestructible death machine with her summoned sword,armor and the troglodyte. 

Fun fact: The troglodyte summoning spell is named differently in each version of the source book I found. “Those who hit the scorpions”, “Those who hit like scorpions”. The first one was apt in this battle.. 🙂

Looking forward to the next session!


Nephilim – Chapter 1: Turbulent Awakening

It is the beginning of April, in the year 2017.
A small group of Nephilim awakens in Berlin, and find themselves drawn towards a shared fate.

This is their story.

Sha Naqba Imuru

Sha Naqba Imuru, a Djinn, awakens in a private apartment, he is now the human Markus Vogt, a police investigator working in the narcotics investigation section, aged 35.
He is also a firearms enthusiast in possession of several pistols, rifles and even a machine gun (tough within safety regulations of the German law.)

A few minutes after he incarnates, the printer in his apartment starts, without his input, to produce a print-out.

It is a cryptic message from someone named Harvey, addressed not at Markus Vogt, but rather at him directly, which is highly unusual.

The message contains a time and a contact person, and some information about a white tower.


The Elf Finistur is abruptly pulled into a human woman named Mara Hartberger, an anti-whaling activist, and immediately learns the dangers of public traffic in the 21st century, as she is almost run over by a car while passing the street.

She learns that her simulacrum is married and has two children.

A short message to her mobile phone tells her to meet a man named Stephan Ross on Saturday evening.

She should ask for a cure for her falcon, and has no idea what this is supposed to mean.

Yearning to be with other Nephilim again, she decides to go there.


The Djinn Kek is incarnated into the pupil Matthias “Mayhem” Markward, a rebellious teenager.
His new life starts in a strange mockery of the end of his last, where he was burnt at the stake, choking, while surrounded by peasants screaming for his death.

He is surrounded by his hooting band-mates, and a burning sensation is in his throat…
but it is only the Vodka bottle that is being drained into him.

After a long night full of drink an music, he is on his way home, and he also receives a message on his cellphone, enticing him to meet Stephan Ross, whom he should ask  for a cure for his lion.


The Sylph Sil’Faron finds himself looking out of a second-story window, and a voice keeps droning on about beverages, service rosters, planned events and other assorted gastronomic topics.

He has become Bernd Schiffer, the owner of a techno club in central Berlin, and he is not even remotely pleased with this turn of events.

The voice turns out to belong to Sandra, his assistant. He dismisses her, as he desired to be left alone.

Once she is gone, he immediately scours Mr. Schiffer´s small personal library for books of a mystical or occult nature, but finds nothing of interest, when a message arrives on his phone.

It is a strange text, apparently written in Italian, but with the help of an online translator and a bit of common sense he figures out that the message summons him to an address not too far from him, also in Berlin.

The message also bore secret signs of the Hermit Arcanum, with which Sil’Faron associates himself. He quickly discerns that these secret signs are a forgery, not the real deal.

He decides to investigate this.


The Wyvern Gealach also emerges from stasis in central Berlin and finds herself looking into a mirror.
She sees the face of Silke “Monday” Nagel, a young woman with colorful hair.

As she peruses her surroundings, a small, cheaply furnished appartement, she receives a message as well.

It contains an image that she has seen before, about two centuries ago, but it appears to be incomplete, and the author of the message implies that they know this.

Her curiousity is piqued, and she decides to follow the instructions to meet Stephan Ross

Meeting Dr. Ross

After a bit of confusion, the flashing of Markus Vogts police badge, an exasperated receptionist and a few mentions of non-domesticated animals, the five of them meet each other, and Dr. Stephan Ross, a veterinaran, in a private waiting room in his clinic.

He reveals himself to be Yxdri, an Elf Nephilim of the Arcanum of Temperance.

Introductions are cut short however, as he notices a message on his phone.

He shares this information with the group, it says that the stasis objects – which he was supposed to help retrieve – have been stolen by a group of Templars.

Tanja, the sender of the message, tracked them to an empty warehouse in the outskirts of Berlin.

Ambushing the Templars

The group decides to venture there, as their Stases are very important to them.

Upon their arrival, it starts to rain, and they observe the scene for a while.
A lone figure clad in black seems to be loading some crates from a small warehouse into a cargo van.

They employ a pincer movement, Kek and Finistur climbing onto the roof of the warehouse, while the other three take the long way around and approach from the main gate of the courtyard, which can´t be seen from the van.

Sha Naqba Imuru prepares a powerful Ka-Shout, in an attempt to stun the, as of yet unknown number, of Templars.

The stealthy approach is thwarted, as there appears to be a guard dog inside the building, which heard Kek´s movement on the roof and starts barking.

Orville, the man loading carrying the crates, quickly hides within the the van and shouts the name Jirard.

Gealach decides to sneak to the other side of the van, and slashes a front tire open with her knife. Meanwhile strange animal noises emanate from the building.

As Kek climbs down the roof, events escalcate rapidly:

Gealach is shot into the stomach by Orville, who had trained his pistol onto the van´s back doors: Thankfully, the magical cload she summoned earlier takes a lot of force out of the bullet impact and she charges the man, hurt, but vigorous.

At the same time, a monstrously mutated dog with twin heads emerges from the double doors of the warehouse and attacks Kek.

Finistur attempts to steal the van, but cannot find the keys.

In the distance, the sound of a motorcycle is heard.

On the other side of the house, Sha Naqba Imuru´s spell fails, and he instead crushes the shed´s back window.
While he does that, he sees a man emerging from the window next to him. He aborts his attempt to enter the building, and draws his pistol.

Sil´Faron sees this and changes course, running full speed towards the man, to prevent him from fleeing.

Kek, inhumanly strong, quickly dispatches the cerberus-like dog creature with two strikes to it´s heads.

Beside him, the van rocks back and forth, as a sword/knife fight has broken out between Gealach and the Templar Orville.

A third and final Templar, Coralie, charges Kek with a combat knife, but he simply swats her against the wall, knocking her unconscious.

On the backside of the building, Sha Naqba Imuru and Sil’Faron stop the fleeing Jirard, with a shot to the chest and a spirited double legged kick, and he collapses, knocked out and barely breathing.
The fight draws to a close, as Finistur grabs Orville through the window between cockpit and cargo area, which gives Gealach the split second she needs to run him through with the sword.


As they loot the unconscious and dead bodies, a leather-clad woman rides into the courtyard on a motorcycle.

She shows no aggression and identifies herself as Tanja, the one who alerted Yxdri to the situation.

She executes Jirard, the Templar officer that is still alive, while the others load the body of the second and the unconscious third into the van.

The Templars didn´t seem to be carrying identification papers, but Sil’Faron takes an engraved dagger, a mobile phone, and what appears to be chemical vials from the leader, and an assortment of weapons is taken from the others.

The crates contain the stases of Kek – a golden necklace with inlaid rubies – , Sha Naqba Imuru – an engraved spearhead – and Finistur -the iron bastard sword they used to slay Orville.

No trace is found of Gealachs or Sil’Farons Stases.

Sha Naqba Imuru immediately uses his stasis to ensure that his next spell succeeds, and that is Pyromancy. The entire warehouse goes up in flames, and most evidence of the events that transpired here with it.

The group departs, with the sabotaged van, and attempts to interrogate the Templar woman, but only finds spite and hate. They execute her as well, and dump the van into a lake.


A few hours later, they meet at Yxdris house, where they also find Tanja.
She is also a Nephilim, an Undine, of the Tower Aracanum, named Joris.
Yxdri was supposed to help the group recover their stases from the Pergamon museum, on the order of Skaro, who the group is urged to visit.
Joris/Tanja offers a different viewpoint on Skaro, calling her a traitor. She is quite agitated, and leaves in a hurry.
Yxdri tries to lessen this accusation, telling the group that this is an old grudge, which he does not agree with.

He tells them to contact the brothers, at a place called The Dojo.

They also learn that his house is a sanctum of Temperance, and that they are free to return here at any time they desire, as long as they leave aggression and inter-arcana politics at the doorstep.

Gamemaster´s perspective

So, this was our first session after character creation (which took a really long time). If I had to do this exact scenario again, I would do three things very differently.

Firstly, I would do character creation with each player personally, and alone, and then include the “Awakening” portion of the game within that. Right up to the point were the player shows up at the veterinarians house.
Doing this with the whole group was far too time consuming, and it also stole opportunity for character exploration.

The other two things are variations on the same theme: I had two Deus Ex Machina prepared.
The motorcycle noise was of course Tanja, who might have provided a heroic rescue if the fight went badly for the group. I think this is okay for the first play session, but I should have pulled her out when I saw the group was winning. This way I had this NPC in the way and I felt that I had to have her do something. That something was to be pushy and commanding, which is fine for the character, she is an energetic Water Nephilim, but might feel a bit too railroady.

The other Deus Ex Machina was the opposite. I had an elaborate escape plan for Jirard. He was supposed to leave the building and, if chased, use a gravity-cancelling spell to get out of dodge.
I thought this would feel cinematic and set him up as a (minor) villain that would pester the group.
He died because I underestimated the players. The good thing is that this gave me opportunity to improvise.
There is no replacement for Jirard, and that is okay, events are shaping up to be quite different from what I had planned, which is exciting. 🙂

Also, wow, I severely overestimated the Cerberus. I feared it might either kill or incapacitate a player outright, instead, it fell in two combat turns.
Bad dog!

Hearthstone Arena Master – Part 1

So, let´s talk about Hearthstone Arena for a bit.
The title is of course a bit tongue-in-cheek, I am not an arena master, but Slightly Above Average does not sound so exciting.
So, “Master” it is. 🙂

In March, Arena was switched from Wild to Standard, and the distribution of draft cards was adjusted (more rares and epics, less neutral basics).

At first, I was skeptical about this change, as I have grown quite fond of some of the older cards, and I do not have the card pool to play Wild in Constructed.
But it turned out to be rather fun, more so than before.
In April, Journey To Un’Goro was released, which rotated out The Grand Tournament, Goblins vs. Gnomes, The League Of Explorers and Blackrock Mountain.

Since then, I have experienced a remarkable rise in success in Arena. Which means I have gained more gold from my Arena runs, which allows me to play more Arena, which gives me opportunity to get better at Arena.

Power is its own reward.

During Mean Streets Of Gadgetzan (Early December to early April), I have managed to get to 12 wins exactly one time (with Warrior). In contrast I managed to crack the 12 wins since the beginning of April seven times by now.

I am sitting on an average of 5 wins per run, which is decent, it allows me to be pseudo-infinite (I can play about X arenas per week, as long as I also complete the quests.)

My personal pick order is this:

  1. Paladin (Easy to play, very strong)
  2. Mage (Medium difficulty, very strong)
  3. Rogue (Hard to play, very strong)
  4. Priest (Easy and fun to play, not as strong)
  5. Shaman/Hunter (Depends on my mood)
  6. Warrior/Druid/Warlock (I have personally given up on these. Maybe next expansion.)
So let met share some of my thoughts on this format, before the next one starts. starting with:

Aggro is dead.

The reason for this is twofold.

For one, many of the good two-drops, as well as some good one-drops (Zombie Chow, Clockwork Gnome) have left the format.

This hit decent neutral minions (Gilbin Stalker, Annoy-O-Tron, Boneguard Lieutenant, Flame Juggler, Haunted Creeper, Huge Toad etc.) as well as several class-minions.

None of these cards is required to make an aggro archetype work, but the sum of available 2-drops has been reduced by a lot.
It is often not possible to fill out a good aggro curve, a critical mass is missing.

This means that it is often hard to make an aggro curve work, where you go 1-drop, 2-drop, 3-drop, Yeti and have almost won.

Some classes are hit harder than others by this. Hunter for example has many good 2-drops left.
But here, we enter the second major change, which might stop you even if you managed to make a nice curve deck:


I think this is the most significant change. Many good Taunt cards have been released in the last two sets.

They can be separated into two tiers:
Decent neutral Taunt cards that are available to everyone:

Nesting Roc, Stegodon, Giant Mastodon, Ancient Of Blossoms, Tar Creeper, Stubborn Gastropod, as well as the ones that were available before, Senjin, Bog Creeper, etc.

Then there are the  really good neutral ones:
Stonehill Defender (Especially in Paladin and Shaman decks), and Primordial Drake
And the crazy class cards, Spikeridged Steed, Grimestreet Protector, Tortollan Shellraiser
This means several things. As mentioned above, board centric aggro decks have a hard time.
A turn three Tar Creeper can stop the classic 1-2-3 tempo push within a single card.
Similarly, breaking through a Spikeridged Steed is not impossible, but it´s basically as if your opponent has gained at least 12 HP and dealt a bunch of damage to your guys.


Fun and interaction

This creates an interesting interplay between these components: High-HP Taunts, Silences, Poison minions (two relevant ones are new, plus the Adapt cards), Hard removal and mass-trades.

I think this is far more exciting than turn 6 wins via tempo and win-more cards.

I have split this up into multiple parts, as I have a hard time sorting these thoughts into a consistent narrative.
In part two, I will talk a bit about my personal strategy and maybe some of the classes.


Sometimes you just have to get lucky ^^
– Rane2k out.

Nephilim – Chapter 3 “Hunters and Gatherers”

(Disclaimer: This is a synopsis / battle report of the a session within my Nephilim RPG campaign. This serves to give some context to the fiction I post.)


Meeting Harvey

Sha Naqba Imuru manages to catch Harvey Reeves, another follower of the Chariot Arcanum, while he is still in Berlin.

At first, they have a bit of trouble confirming each others identity, both of them being rather suspicious of the other. Luckily, each one of them can prove that they indeed are the right person, and no blood is shed.

Harvey has a lot of information for Sha Naqba Imuru to take in:
With a machine of his own design, he detected the incarnation event of each of the five Nephilim that Skaro had gathered to her, except that there was a sixth signal, which he could not triangulate properly.

He also knows about a bit about Golems, and gives up some promising leads.

After a while, Sha Naqba Imuru departs, but not empty-handed. He has received a mysterious bronze cube, that is supposed to teach him a lot… if he should manage to activate it.

A night at the Musem

Sil’Faron is the only one of the group who is not in possession of his stasis object yet, and he is planning to rectify this shortcoming.
His stasis is still held within the Pergamon museum and the group decides to break in at night to liberate it.

After careful scouting of the area, watching the guard cycles, they settle on entering via the roof.
They quickly locate the stasis in a room filled with debris, and learn that a Moon plexus is present at the main attraction of the museum, the Pergamon Altar.

Everything goes according to plan, until Gealach discovers that the object of their desire is locked within a glass vitrine, which she breaks, alarming the security guards that were patroling the area.
The group manages to leave the roof with the item, but are cornered on the backside of the museum, with guards approaching from both directions.

Gealach subdues one with an alchemical spell, putting him to sleep.

Sha Naqba Imuru however, had a different opinion on how this engagement would proceed. His solution is less gentle: He shoots, and kills, one of the guardsmen, allowing the group to escape.

After this display of violence, almost all of the other security people back down, they aren´t paid nearly enough to stand in a killer´s path.
One of them thinks himself a hero and pursues, but is swiftly knocked out by Kek.

Our protagonists flee  before the police arrives, and an argument ensues, mainly between Gealach, who opposes the killing of innocent humans, and Sha Naqba Imuru, who sees no fault in his actions. After all, one cannot build a Golem from inside a prison…

The following weeks

In the weeks that follow, some of the group visit Skaro alone, and Kek learns that his wish to meet someone from his Arcanum will be granted sooner than expected.
A warrior from the Strength Arcanum named Theseus is on his way towards Berlin, and has agreed to meet Kek and Skaro at the Hall of Justice.
Finistur dreams again, of the night in Düren, a park in the modern age, and again, of the night black cat with the strangely colored eyes…

Gamemaster´s perspective

This was an interesting session in which I learned quite a bit about game mastering.
The meeting between Sha Naqba Imuru (one of the players) and Harvey was very interesting, but maybe a bit too long, so the others had to wait a bit too much.

The museum scenario was an experiment.
I did not prepare much, only a map (based on the real Pergamon museum, which you can see here.).
I made some NPCs for the guards and set up a basic patrol routine. That´s it.

I made no plans on how the players would engage with this and offered no help.
I could have imagined any of the following:
  • A frontal assault (two out of the five players have very combat focussed avatars.)
  • An Ocean´s Eleven style operation (I´m actually not sure if I pushed the players towards an entry at night or if that was just the obvious option)
  • A mission impossible style “smash and grab” through the roof, which the group did.

An interesting idea that came up was to break into the basement and work their way upwards. This would have put me in an interesting spot, since I obviously had no map for the basement. I would have like to see this. 🙂


Nephilim – “Wrath”

(Disclaimer: This is for my Nephilim RPG players, if it read´s like a random part from the middle of a story…. that is correct, because it is exactly that.)


Pergamon Museum, Berlin, South Wing, “Ishtar Gate”
Tuesday 11-APR-2017, 02:03AM Security Camera 7

A dimliy lit chamber, only illuminated by a few green exit lights.

The main feature of this room is the Ishtar Gate, a large arched structure, mosaicked with glazed, blue bricks , interspersed with yellow tiles, depicting aurochses and mušḫuššu.pergamon-ischtartor2bwhiteborder
It is of course merely a reconstruction, paling in comparison to the original gate.

This is largely irrelevant, as the serenity is abruptly disturbed by a crushing noise, as one of the walls, depicting lions and palm trees, shakes, cracks, and finally, in a shower of fragments and debris, bursts apart.

Out of the dust cloud steps a man with short-cropped, dark hair and a thin face. His black business suit is rumpled and smudged with grime.

A number of small, red spheres circle around him in overlapping arcs, their fiery glow bathing the room in a crimson light.
He cracks his neck, and starts to make his way through the gate into the next room.

His movements seem at odds with the shape of his body, as if a larger person is trapped within his slender frame.

Minor tremors shake the camera with each of his steps, and micro-fractures start to appear beneath his shoes in the limestone floor tiles, as he disappears around the corner.

Pergamon Museum, Berlin, Hall 3, “Pergamon Altar”
Tuesday 11-APR-2017, 02:06 AM Security Camera 11

The Pergamon Altar, main attraction of this museum, as well as it´s namesake.
Great steps lead towards an entrance flanked by pillars. The modern safety railings on the stairs marr the appearance of this ancient architecture.

It is flooded with pale moonlight, shining from the ceiling. The light moves in an odd way, slow, like syrup, and it originates from  a point just below the glass windows, not the night sky above.

As the man arrives, the hectically moving lights of his spheres clash with the streams of moonlight, sending shadows dancing across the room in irregular patterns.

The view evokes the images of a bizarre night club, but there is neither music nor dance, only the suited man, making his way towards the far side of the hall.


He does not seem interested in the altar or in the figure that approaches from the left entrance, shouting “Halt, stehenbleiben!

It is a security guard. He repeats his demand, trying to maintain a  firm voice, but he can not hide the fear within it.
Understandable, given the surreal scene before him.

The man does not react, but two of the spheres leave their orbits around his body, zig-zagging towards the guardsman.
They hit him in the torso and he collapses in front of the entrance.

Pergamon Museum, Berlin, Hall 1, “Greek Architecture”
Tuesday 11-APR-2017, 02:07 AM Security Camera 11

A smaller chamber, an exhibition room, it´s walls are lined with display cases, pillar tops, busts and statues. Several tall stone columns reach up, almost to the ceiling towards the high ceiling.

The man appears from a doorway to the left, and as his gaze falls upon the vitrines, his steps accelerate.
He raises his hands above his head and brings them down in a upon the first of the display cases in a powerful swing.Glass and ceramics shatter, as the contents of the vitrine are hurled about the room.
Quickly, he steps towards the next case and smashes it to the ground with a swiping motion.pergamon-heiligtum1bburning

Without pause, he strides along the wall, crushing vitrines and priceless statues as if they were toys in a child´s hands. His gaze flickers about the debris, as if he is looking for something particular, but can not find it.
A drawn out, guttural snarl erupts from his throat, the sound of an animal, certainly not a human being.

Again, a voice is heard, “H-halt, sofort aufhören!”. A guardswoman has appeared in the doorframe, holding a flashlight and a nightstick. She visibly shivers as she surveys the destruction before her.

The rampaging figure briefly pauses, snorts, and rams one of the tallest pillars with a full shove of his body.
It begins to topple towards the woman, who barely escapes with a yelp of terror.
The column´s segments break apart during it´s descent, falling upon a row of pillars near the doorway, which also crumble, burying the entryway in a heap of rubble and a deafening crescendo.

The aggressor freezes, as his gaze falls upon a small black object amidst the rubble.
He quickly picks it up, and lifts it in front of his face.

His head is visible to the camera now; An unremarkable face, clean shaven, young, with a thin nose under a pair of spectacles.
Unremarkable, except for the anger distorting his features.

Briefly, a smile replaces the scowl, while he considers the fist-sized onyx statuette in his hands.
It is a horned creature in a squatting posture, with it´s hands resting upon its knees.

Strangely, its visage is warped in a similar wrathful expression as the mans.

In the flashing, crimson light of the spheres, shadows play upon the idol, and for a fraction of a second, it appears to mirror his smile…

A game that plays itself

First, revivify your brain with some rad video game music, click the little triangle button to make delicious sounds spring forth from your computer´s speakers:

Recently, I pledged towards the kickstarter for the game Blasphemous.
It looks very cool, I love the handmade pixel art.
More importantly, what inspired today´s post is this update the developer, The Game Kitchen posted about some of the technology behind the game:
Our goal is to create an AI system that is able to deliver powerful, challenging and meaningful opponents for you to fight against. But we’re not stopping there, we also want an AI system that is able to impersonate a human player! “Why?” You’d ask. We want to take advantage of what is know as “automated testing” which is having the game being able to play itself overnight, finding holes in the collisions of the level and other systematic bugs. That would allow us to deliver a better quality game, despite not having key resources (like a dedicated QA department in the studio). 

In my day job, developing online shops, I have worked with automated tests for quite some time now.
It´s considered a best practice to do so, and there are tools that facilitate it.

However, when it comes to video games, there is not too much information about it out there.
I guess this usually happens behind closed doors. Personally, I always assumed that automating tests in video games is very complicated (with exceptions).

What is automated testing?

I will probably write a separate article on this, but the gist of it is:

You have a piece of software, the test subject, and you want to make sure that it acts in a certain way.
A very simple example would be a calculator app that performs multiplication.
It is in it´s default state, the display shows “0
You input the sequence of keys: [6], [*], [9] and [=]
The expected output would be “54“. Any other output would be an error.
Now, for a software project, you would have hundreds, thousands or even more of these test cases, ideally set up in such a way that you can run them all on a single command and see if they all succeed.

Why do automated testing?

So why would you write all these tests? The software works already, all the tests do is say that “Yes, the software works.”, which we already knew?

Software is often subject to change. Development cycles for commercial software (such as games, apps, websites) often are 6 months or more.
During that time, many changes are made to the code base. Each of these changes could affect other parts of the program.

Automated tests help find such cases. Once such a problem has been identified, a developer can check why this is happening, if this is something that should be happening (and then adapt the test) or if this is an error (and then look for an error in the respective code, and adapt or correct that).

In our calculator example, a developer adds new functionality to the program, let´s say the ability to calculate square roots.
They might need to change or add some algorithms, and our multiplication function could be affected.
Now, multiplying six by nine results in 42, which is the wrong answer (in our universe).

How do you find out? Manually test all pre-existing functionality of the calculator? This is fine as long as there are only two features, multiplication and square roots, but look at an actual calculator, nobody actually tests all other functions when they change one, it´s just too tedious:
The developer happily finished programming the square root function, it seems to work, all is well.
In the meantime, they might have unknowingly broken the multiplication function, but didn´t notice.
Here, automatic testing steps in. After finishing their work, the developer runs all tests available on the calculator app. (Or they run themselves.)
The test for the multiplication function would fail, and the developer would be notified that their changes have broken something.

A calculator is a simple application. I do not know how many lines of code reside in this monster:


Automated testing in video games

So why did I think that testing video games in an automated manner is too complicated?

Look at this scene, there are only two characters, but still, there is a lot going on:

The amount of input parameters and variables in video games are staggering, and so is the amount of output that is generated.
Let´s take a fairly simple example:
The original Super Mario Bros.

At any point in the game, there is a multitude of possible game states.

The game keeps track of the level architecture, the enemies, the player, and items. But also the score counter, live counter, coin counter, objects in the game world that can be interacted with (e.g. the blocks which Mario smashes his head against, coins or vines erupt from them… Mario is absurd.).

Each of the objects in the game world can move independently of the others, there are things like collision detection, movement speeds etc. to be taken care of.
Oh, and all of these things happen on a timer, the game world updates 60 times per second.


To test a very simple game scenario such as this one on the right, very complex input and output scenarios have to be created.The input is not too hard. You can break it down frame by frame. The expected output however?
Very difficult. You would have to specify the expected game states of, at least:

  • the goomba (dead)
  • the 4 question mark blocks (2 are now empty),
  • the 3 bricks
  • the mushroom
  • Mario
  • etc.
Now what would happen if, for example, the developers decided that the wanted a faster game? Let Mario move 10% faster. Or the Goomba is a turtle now.
Our test scenario is broken and needs to be rewritten.

Adding more complexity

Additional difficulty arises when you have to take into account that the game might have to run on different hardware and software configurations (E.g. various versions of windows, different graphics cards, CPU etc.).
The game should also not be silent, so sounds should be played at the correct time, the list goes on.

Of course, some games are better suited to automated testing than others.

Turn-based games, and classics like Chess should probably work already.

On the other hand, 3d games, where
the player has six degrees of  freedom of movement, it suddenly becomes very hard.

I wouldn´t know where to start.

Calculations are very good subjects for Unit Tests.
Things like damage calculation in RPGs can be tested with Unit Tests. E.g. a character with fire immunity should never take fire based damage. Stuff like that.

Classic video game testing: Why bother?

So you might ask, why bother?
Couldn´t you just hire a bunch of students, they want to play video games don´t they?

Sure, they do, as do we. But usually, you play a video game until you have finished it, or until you stop having fun with it.
You play it at your own pace, and do the thing that is the most fun/excitement for you?

The reality is different. Game testing is hard, tedious and low paid work, that is apparently also severely “unfun”.

Part of this problem comes from the fact that they have to test stuff that could be tested automatically.
With a shift towards automatic testing, the focus of these test users could go from
“Does it work?” to “Is it fun?”, “Does it look good?”, “Do the controls feel right?” “Is the puzzle in the fourth level too abstract?”, etc.
You know, concentrate on the stuff that humans do better than machines:

Finding the fun in the game, identify bad level desing or missing clues, getting the pacing and “feel” of the game right, finding visual glitches and audio problems.

The Final Form: Tool assissted speedruns

Something I thought of, shortly before hitting the “Publish” button on this article:
This means that tool assisted speedruns (TAS) are basically the final form of testing a game.
A test scenario for one particular version of a game, on one particular difficulty setting, with one specific path throughout the game. (An example.)
If you are interested in this kind of thing, the TASBOT demo at SGDQ 2015 has a good explanation by a nice man named Dwango AC: Youtube

I think The Game Kitchen are going in an interesting direction here.

If they do this right they develop their game AI and ensure a smooth development process with the testing grounds they put up.

I´d love to have a look at this.

A game that learns to plays itself, dreaming of being played.
A simulation of a fantasy scenario, in which a fictional character – controlled by a machine that thinks it is playing a video game –  fights for survival against an equally unconsciously manipulated virtual antagonist.
There is a kernel of weirdness hidden here, I just can´t quite put my finger on it.

Nephilim – Chapter 2: Allies

(Disclaimer: This is a synopsis of the last session we had with our Nephilim RPG group, to give some context to the other posts. Don´t worry, some non-RPG, non-Nephilim stuff will come up soon. I also might write a quick summary of chapter 1, which was the opening session.)

Chapter 2: Allies

Sunday, 9th day of the month of  April, 2017 AD

Visiting the Dojo

On Yxdri´s Advice, the protagonists visit The Dojo, a high-class martial arts establishment, where they meet with the brothers, Eresh Szat and Eresh Khan, of the Justice Arcanum.

They learn that this is still not their final destination, and that they will have to swear a magical oath in order to meet with Skaro. They do so, in the Hall Of Justice, which is a hidden, cathedral-like underground structure, situated directly under the Dojo.

The oath is a spell of Ritual Magic, which Eresh Szat teaches to all members of the group. It requires them to swear upon their blood and the elements, to not harm each other or Skaro for the next eleven years.
Failure to do so promises a dire punishment.

While Sil’Faron peruses the library in the hall, Eresh Khan challenges Sha Naqba Imuru and the others to a practice duel.
They return to the Dojo, where Kek proceeds to demolish Eresh Khan as well as his two newfound friends Sha Naqba Imuru and Finistur, to the amazement of Gealach and an increasing crowd of onlookers.

Meeting Skaro

The oath being sworn, nothing stops them from meeting Skaro anymore; Eresh Szat brings them to her tower, which is apparently a skyscraper in the middle of Berlin. The group is told that they are being expected, and enter an elevator.

As they exit the lift, they are surrounded by impenetrable clouds of white smoke, and the being known as Skaro, the mistress of the white tower reveals itself to be a lithe, elderly woman; an Angel Nephilim of the Wheel of Fate Arcanum.

Three of our heroes learn that Skaro has put events in motion to awaken them from stasis, culminating in their arrival here.
She immediately hands over Gealach´s stasis, a gold bracelet inlaid with saphires, as a token of good will.

Finistur and Kek were not expected, but are not unwelcome, they are offered to join the effort, if they so desire.

The task


The Angel reveals to the group that she wants them to construct a Golem for her, and have it be at a certain place at a certain time, more than a year ahead.

Specifically, Sil’Faron is to acquire the magical formulae required to make a Golem, Sha Naqba Imuru is tasked with the physical construction of the Golem, and finally, Gealach should perform the necessary rituals to infuse it with life.

She offers them this as a form of deal, where she helps them with their goals, whatever they may be, while they help her tread the Golden Path toward Agartha (which she offers no specifics about).
It is also implied that by freeing them from stasis, the three of them are in her debt.

The topic of Sil’Faron´s stasis comes up as well; Skaro assumes that it still resides within the Pergamon museum, where she had it placed. The Templars must have simply missed it.

While this conversation took place,  Sil’Faron dispelled the magical fog, only to reveal to the group that, apparently, they are on the roof of the skyscraper… but the landscape below does not look like Berlin… in fact, there is not even a city.

They also find a large number of chess boards, one of them apparently new, with representations of them placed upon an empty board.

Sha Naqba Imuru finally gets some insight onto the identity of Harvey Reeves, a tinkerer of the Chariot Arcanum, who aided Skaro in freeing the group from their stasis; He receives a business card and the name of the hotel Harvey resides in.

Stepping back into the real world

As they return from the tower, a great deal of revelation heaped upon, and a grand task ahead of them, they part ways for the moment.

The following night, Finistur has a dream, featuring memories of her former life as Ferdinand, a 9th century knight, particularly a night in which she aided the Tower Arcanum in rescuing a group of Nephilim from a secret society.

However, mixed in with the memories is the recurring image of a black cat, gazing at her with a green and blue eye…