Thursday, October 2, 2025

Valiant Swords of Greyhawk: Session 15 - Down the Hatch!

 

Our Heroes:

  • Braeden (Human Ranger)played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike
Everyone is level 3/4-ish at this point. We begin on Day 43 of the campaign (in game time).

Before the Valiant Swords head down into the secret passage, we share some old stories and Sir Kentor’s chili. Jaric returned to camp, having gone to collect the elven cloak that Inigo had left for us. Having our cleric with a possibility of sneaking is not an entirely bad thing. And then the waiting is over! Back into the tower, and down thirty feet into the darkness we find a small room with several boxes in it. Samson checks them out, sees that they’re untrapped, and is able to pick their locks to find a small stash of treasure. And, a trio of potions. We can also see that there is only a single passage out of the room, a 5’ wide tunnel hewn into the stone beneath the temple, following what looks like once a natural fissure that had been widened.

They were a bit annoyed with Inigo's player bailing on so many sessions so they went and got the one magic item his character had acquired. He was OK with it.

We have a brief discussion about how best to test the potions, and given that there is a chance that it is a poison, or, mystical urine, we - somewhere between a joke and bullying - get Samson to dip a tiny finger into each bottle. They are a potion of greater healing, speed, and water breathing. Malice recommends, with a fair amount of dripping disdain, that Sir Lantor should carry the potion of healing. With much less acrimony, Braedon takes the potion of water breathing, and Sir Kentor takes the potion of speed.

Verminax glows, and Sir Kentor takes the lead. Malice casts the light spell on Sir Lantor’s greatsword, and it glows as well. The more targets, the better. Then, single file, we progress down the tunnel. It goes about five hundred before it opens into a natural cave, where there is an opening on the north side to continue on. We move slowly through the cave, checking the walls as we go. Braedon and Samson find a secret door on the East side of the room! Before we continue to the north, Braedon pivots the secret passageway open.

We change directions, following the secret tunnel. It travels a long way, sloping deeply, and then the passage doubles back on itself and widens up. We form up to two abreast for the first time, and then make our way into a larger room. The knights, Sir Lantor and Sir Kentor are the first around the corner, and they are horrified to discover that there is a basilisk staring right at them. Sir Kentor is petrified – standing still as if he was turning to stone! And, flames ignite, and trough channels of what might have been well soaked wicks, or perhaps even clear oil, the dancing fire lights the room well.

The basilisk shuffles around the room, getting to where it can gaze at Jaric and Braedon as well – though like Sir Lantor they remain mobile. Malice calls out quick, but obvious advice, lacing it with words of magic for Sir Kentor. Jaric and Sir Lantor to rush the Basilisk. Braedon is fast to react as well, moving into a position on its flank, and puts an arrow into the six legged beast – but it doesn’t look like it caused much damage at all. And this is even with his bow enchanted by Samson. Jaric slams into it with the staff of striking, and it crackles with power. It should do an amazing amount of damage, but instead, the beast is unharmed. Jaric isn’t sure that its really there, this could be an illusion! But then, what happened to Sir Kentor? Sir Lantor waves his hand through it, and confirms that its just an illusion. As we shout back and forth, Sir Kentor is finally able to move.

Malice calls out to stay on our guard, we’ve made only slightly less noise than a small army. She asks Samson to listen at one door in the small room, Braedon to listen at the other, and then everybody else to shush so we might hear what would be coming. Appearing in our midst is a blur, and a shortsword stabs into Sir Lantor, and the wound is deep and bloody. Only after the attack does a half orc female become clear to our sight. She snarls in a bloodlust.

Malice takes a few steps and is right behind Jaric, lunging with her glaive, but the nimble half orc dodges the blow. Braedon, though, is able to find his mark with his bow. The arrow sticking out of her does not seem to slow her down much at all. Sir Lantor spins, swinging his greatsword in a wide arc, and it is only through a stroke of luck that his blow lands. Still, any time the powerful knight is able to connect the blow is going to be of significance, and she finally shows signs of the wound. Samson darts from the door, attempting to punch with his magical gauntlets – but there is no way for his short reach to land on the fast moving half orc. Sir Kentor turns, shouting that stabbing from behind is a cowardly move, and he judges her unworthy! Verminax’s glow becomes more blessed in nature, filled with the Paladin’s fury, and he drives it into the would be assassin. The wound is deep, but the half orc still stands.

The door that Samson had been looking at is opened just a crack, a finger points into the room, and a single magical word is uttered. Lightning cracks, blasting through Malice, Jaric, and Samson. Malice and Samson, at least, are able to avoid the worst of it, but Jaric takes the full force of the blow. The Assassin attempts to move away from the mass of melee, and only Sir Kentor is able to get a swing at her, but she is quick enough to avoid even his skilled blow. Malice flings a firebolt at the fleeing half orc, burning her slightly, but Braedon gives chase and hits her from nearly point blank, and the assassin woman finally falls. Sir Lantor takes a few steps, and tries the door that the wizard is behind, and discovers it was locked. With a mighty boot, he kicks the door open.

The room behind the locked door is obviously the chamber of a wizard, with a thaumaturgic triangle, and shelves with many stuffed creatures, and magical accoutrement throughout the room. Sir Lantor attempts to jump over the triangle, but his foot crossed the threshold of the triangle. Nothing happens, yet, but the wizard is given the time to stay away the knight’s bloodsoaked blade. Samson is fast to follow Sir Lantor, and punches the wizard square in the knee. Ooh, that has to hurt, but there isn’t a satisfying crack of a broken bone. Sir Kentor charges into the wizard’s room, and only with a well timed flash of light as a distraction does the wizard keep mighty Verminax from hitting its mark.

A terrifying bat creature appears flying next to the wizard. It screeches, and a lock of Sir Lantor’s hair turns white. His teeth chattering and his hands shaking, the Knight tries to slice the wizard as he repositions himself in the room, and blasts again with lightning. Samson is out of the way again, and manages to catch the wizard with another quick punch. Both knights and Samson are all caught with his electrical attack, and both knights are in bad shape after the blast.

Malice warns Jaric that there is going to be something coming through the other door, and then rushes into the room. She has to quickly decide whether to heal or to attack – and her longer term healing magic is still empowered, so she chooses to stab the wizard. Braedon darts to where he can see the bat thing, and shoots it – and it responds with an exclamation in some infernal tongue. Jaric is quick on Malice’s heels, and the staff of striking crackles with energy, and the thrust of the long pole blasts clear through the wizard, who is thrown back against the wall, and slumps down unmoving. The bat thing screeches again!

Sir Lantor, still in the grips of the magical fear, swings weakly at the bat-thing, but is nowhere near connecting. Samson jumps on the bed, then leaps at the bat-thing, punching it midair, giving the creature nearly a full body bruise. Sir Kentor, his skin scorched by the lightning, still closes with the evil bat thing and slashes it with Verminax. It proves its strength by remaining in the air. It curses once more, and then disappears from sight.

Malice watched its move, and calls out that the creature is still here, but is just invisible. She steps up and grabs the blanket and swings it in a wide arc, hoping to possibly to reveal where it might be – but doesn’t manage to actually catch it at all. Braedon tries to spot it, and while he heard it flying by him, he has no idea where it is now. Jaric gives a quick word of healing, and the knights, though still wounded, are neither at death’s door. Sir Lantor pulls his crossbow, and stands at the ready. Samson pulls the sheet off the wizard’s bed, and runs past Braedon swinging it wildly. Then, much more calmly Sir Kentor walks to beside Braedon, and reaches out with divine senses. To his holy eyes, the demonic bat comes into sight, and he is able to charge it! Bats are sometimes known as flying rats, Malice thinks, as Verminax bisects the evil thing.

A rare exception to the rule in this fight

We break into groups and search. The wizard was carrying Bracers of Defense and has a magical scroll. The assassin has a short sword +1, leather armor +1, a shield +2, and a ring of spell storing, with two invisibility spells. Braedon takes ownership of the short sword. As a group we decide to sell the magical leather armor. Sir Kentor takes ownership of the half orc’s round shield. and then Jaric takes his kite shield. Malice takes the ring of spell storing. We decide to hold the Bracers of Defense for Xyzzifax. Malice takes the scroll of wall of force.

In the wizard’s chambers, there is a map on the south wall, and a parchment on the east wall. The room also has an oddly branched candle holder of forged electrum worth 1500 gold pieces. Samson starts to examine the map, and realizes that it is trapped with explosive runes. Malice notes that makes it a trap we can bring with us. Then Samson examines the other parchment, and finds a second glyph of explosive runes. Samson is the one to carry both of those.

So close ... the Artificer is already ruining my fun ...

Surprising nobody, a short hallway that lead to nowhere has a secret door at the end of it that was Braedon was able to suss out. So, we have four choices before us – a door from the room with the illusory basilisk, a door from the wizard’s chambers, the secret door in the short hall, or back the way we came to the cave with a passage north. And, additional searching reveals a hidden door in the Wizard’s room as well – a fifth option! As we discuss things, no spellbook was found in the wizard’s room, or on his body. Sir Kentor is sensing something unsettling on the door on the Wizard’s room. Before we press on, Malice casts a healing spell on Sir Lantor, completely healing him, and both Malice and Sir Kentor have their wounds dressed by Jaric, and they too are fully healed.

Braedon suggests we look into what is almost certainly the assassin’s lair. We agree, and he finds that the door is not locked. A plainly furnished room, with unusual weapons on the walls. But only a narrow cot to sleep, a table with full set of chairs, a wardrobe and chest. Samson follows Braedon into the room, and is quick to the chest to check it for traps. He finds the poison needle, and quickly disables it. The tray in the top of the chest has 1500 gold pieces worth of gems and a pair of gold rings, both worth 2000 gold. And, there is a belt with a pouch with fifty pieces of platinum. In the wardrobe we find six bottles of poison, which Malice takes. And there is a second potion of speed, which is taken by Sir Lantor.

We discuss once again which direction we should go, and finally decide to use the standard door out . Inside is a simple work room, with even additional magical gear, and a chest with a large lock. Samson goes to the chest, and Malice casts detect magic and can see that there are 9 wands that glow, and three bottles on the shelf that glow. Samson can see the trap has been sealed with wax all the way around the chest. Whatever this is, it will be tricky to disable. We decide to look at the wands and potions before Samson does anything more with it.

The potions are Diminution, Healing, and a potion of Poison. Malice takes the potion of poison. Braedon takes the potion of Healing. Samson takes the potion of Diminution, to the snickers of the rest of the party. Samson’s examination of the wands are all magic, but he is not determining a type from them. They perhaps have a magic aura cast on them, or they may be blank slates, ready to be turned into a real wand. We clear out of the room, and Samson is able to disable the chlorine gas trap. Inside he sees books, and a blank scroll. The books are written in an alphabet we do not immediately recognize.

Malice is building quite the collection of these

We gather our treasure, and pull back to the surface to prepare to face the evil that Sir Kentor had sensed. Malice and Jaric work together, and the ring of spell storing is now prepared with an Invisibility, a See Invisibility, and a 1st level circle Heal.

So much fun this session! I managed to get two lightning bolts off with a wizard, a familiar contributed something useful, lots of good intra-party interaction, an illusion actually worked, an assassin actually got to strike ... it was a lot of fun to DM this one. Also, a proper level of paranoia has been instilled as they carefully check everything this time. They know they are in the real temple now and they are cautious. 

One thing to keep in mind with these recaps is that they are written in real time by my players - often Malice, sometimes Xyzzifax (you can tell when it's him, trust me) so you get blow-by-blow combat moves, treasure numbers, magic item ID's , etc. I do light some editing when I post them here but I decided to leave most of this kind of thing in as this is what a real game session can look like so why not?

When someone mentions "luck" or "lucky" that's usually a flag that Luck was used on the relevant roll. It's a great mechanic that is in constant use and as time goes on I start using the DM version of it - Doom - to help keep the opposition in the game too.

Also after this session they started to realize they did not come in the normal "front door" of the dungeon. They don't know it but the trap door + tunnel leads down to level 3 - of 4. So the opposition here is a definite step up from the Moathouse and Nulb. 

Wednesday, October 1, 2025

Valiant Swords of Greyhawk: Session 14 - The Bandit Tower


Our Heroes:

  • Braeden (Human Ranger)played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike
Everyone is level 3/4-ish at this point. We begin on Day 41 of the campaign (in game time).

There was some discussion of how things should be approached and they settled on the one intact (ish) tower as the starting point. Our sessions now always start with "chili and stories" as the ToV backgrounds give various small abilities and the Paladin has the ability to make some food and the Ranger can tell stories to raise morale. The game effect is to grant a few temporary hit points which becomes less important as they level up but the ritual is important. Kentor makes chili - typically out of whatever creature they have fought most recently. Spider chili was much discussed during the moathouse run. Braedon is not a great storyteller and constantly re-tells the story of how his brother was killed by a werewolf to quiet groans from the party. It was funny to see how quickly this became a thing for the group.

Sir Kentor catches up the party as we come into the clearing, and look upon the Temple. We look upon the complex, and the only thing standing besides the temple itself is a ruined tower. It is chained and barred from the outside, as if somebody is trying to keep something trapped within. Samson picks the locks on the chains and pull them off, and leaves it to Sir Kentor to slide off the bar and open the door as Jaeric casts light on his shield. Kentor draws Verminax, and throws the door open.

The tower in question is in the upper right corner

There were archers and crossbowmen waiting inside, who loosed their weapons immediately, filling both Sirs Kentor and Lantor with hits. Still, they are hardy warriors, and keep their feet. They charge inside, followed by the rest of the party. Malice provides magical support to them with a dripping with sarcasm “Watch out, there could be archers.” Samson is close on their heels, but the first of us to get a shot at the enemy is Sir Lantor with his forearm crossbow.

The ravens at the top of the tower croak out a warning to the bandits inside but they have no reason to join the fight as it develops. I think this: "An illusion at the Tower's top renders all creatures thereon to appear smaller." is a stupid thing to have at the top of a ruined tower and it punishes players for paying attention when you have what appear to be normal ravens suddenly turn into giant ravens. As a random encounter they are fine but as this weird magical ambush thing ... I am not running that in my game.

Braedon moves in, and shoots a piercing shot at what is apparently the leader of the the bandit gang. Malice fires a trio of scorching rays, mostly missing, but one does hit one of the enemies now in melee with the Paladin. The enemies continue to pour fire on, with only Sir Lantor taking a hit. Sir Kentor’s shield of faith keeps him well protected, and he follows it up with a slash from mighty Verminax against the leader of this troupe of n’er do wells, cleanly beheading him. More enemies charge Sir Lantor out of the darkness, but he is able to parry their blows. Jaric rushes to Sir Lantor’s side, but they are able block with their shields. Samson swings at another with has magical gauntlets, a blow powerful enough to kill. Shortly afterwards, Sir Lantor swings his greatword in a wide arc, hitting a pair of the assailants.

Breadon shoots and kills one of the enemy crossbowmen. Malice finally gets into the swirling melee, and leads with an arc of burning hands, killing a footman and wounding half on the enemies. An enemy crossbowman is able to hit Sir Lantor, but fail to find their mark on Sir Kentor, who a blink of eye later runs an enemy swordsman through with Verminax. In a clash of arms, the heroes get the upper hand, with Jaric killing an enemy swordsman. Samson once more jobs with his tiny but mighty fists, killing an unfortunate enemy. Sir Lantor’s foe manages to keep his blade in the way of the greatsword, but leaves himself open to Braedon’s shot. An arrow to the eye is a heck of a way to go.

Malice thrusts with her glaive, slaying the last of the enemies on her side of the battlefield, then moves to cover behind the table that the now dead enemy bowmen were taking behind. Sir Kentor closes with an archer, who attempts to flee – but it is futile. Verminax claims another life. But, that just means that the crossbow men take their shots at the Paladin, now the nearest of the Valiant swords to them. But he is not done, charging them, and wounding the same crossbowman who shot him.

One of the enemies has a heavy crossbow, but Sir Kentor is quick with his shield. A second with a heavy crossbow does manage to hit Jaric – not a bad hit, but Jaric dashes towards the enemies. On the other side of the room Samson mimics Jaric’s advance, and then Sir Lantor follows as well. Braedon moves out of cover, and takes a clean shot at one of the men with heavy crossbows, and in a rare moment misses. Malice fares no better, throwing a firebolt that slams into their makeshift mantlet.

The evil crossbowmen who’d been charged drop their ranged weapons and come out with axes. Only Jaric is hit, but he weathers the blow. Sir Kentor makes a quick tactical move, and with a spirit filled with justice, swings at one of the men with a heavy crossbow, but he keeps his distance and Verminax doesn’t connect. Then, he draws a morning star, but has no luck with it. Similarly, the other heavy crossbowman tries to hit Jaric, who then closes and connects with the Staff of Striking. With a blow that echos through the tower, he staggers the man, but surprisingly enough he is still standing. Samson makes a powerful uppertcut, killing a man with his gauntlets of power. And Sir Lantor gives a mighty yell as he thrusts at an enemy, but his powerful blow is parried.

Braedon is back on his groove, hitting his target, neatly killing his mark. Malace moves up one of the bandits and drives her glaive through his chest. The last of the crossbowmen takes a shot at Jaric, and once again the cleric is struck, and he continues to just keep powering through the blows. Sir Kentor gets a lucky blow in on the morning star wielding bandit, but he empowers it with a smite killing his foe. From off in the distance, a voice calls out to the few remaining bandits to fight on, and then we hear a door slamming shut, and the really perceptive of us can hear that the door is quickly locked. Jaric, tired of being shot, closes with the crossbowman and jabs him in the throat with the staff, dropping the foe. Samson takes just a few steps to the last of the still standing bandits, but he is able to stay clear of the halfling’s fists. But Sir Lantor closes as well, and that is all that is left of the enemies of the fight, the last one being split from crown to crotch.

As Jaric crosses the room to the door, he illuminates a second one with his glowing shield. A flight of stairs winds up the side as well. We search the room and see where there are torches that the enemies doused, and we relight them. It quickly becomes clear that the stairs don’t really go anywhere as the upper level is collapsed. The main tower room is well lived in, and there is plenty of food around. Jaric moves to patch up the knights, and then we press on. Samson checks the locked door, and finds that the lock is well built. At Malice’s suggestion, Samson turns his magical crystal into a prybar. The knights put their backs into it, and the door pops open.

Sir Kentor is the first into the room, and it looks like the room is obviously a leader’s – with the only comfortable bed in the tower. But, the leader himself is long gone. Obviously there is a secret way out of the room, and it is Kentor himself is the one that finds it. There is a loose flagstone in the floor, once covered by a rug that was hastily thrown aside. It lifts silently, revealing a bronze ring set into the floor. There is a three foot square passage leading down into the darkness.

We close the trap door, and drag the chest of drawers on top of it. And then we take to searching. We find a few valuables – a jeweled sword and fur lined finery. Checking the chest, and Samson disarms the poison needle that he was expecting, and then find that its full of coinage. It turns out the best way to carry it all is the chest its already stored in. The other room looks like a barracks, and it too has strong box. Malice checks over the dead, and finds keys on a few of the them, so the strong box is no trouble. It contains a potion of healing, coinage, a jeweled dagger, and four bolts of silk. Sir Kentor reveals that he is in a courtship, and wants to keep the silk. We talk about the treasure, and decide that returning to Hommlet is a better idea than to try going back to Nulb. Before we go into tunnel, Jaric performs a prayer of healing for himself and Sir Lantor, and both are ready to venture forth.

All the times I have run this adventure and no one has ever found the trapdoor in the tower! They didn't realize it, heck, I didn't realize it - this has a huge impact on how the exploration of the dungeon flows as we will see in future installments. 

Friday, September 26, 2025

40K Friday: 40K, One Page Rules, The Old World, and Kings of War

 

One of the downsides of playing a Games Workshop game long-term is that they drop models and units out of the game - often without any kind of immediate replacement. This can wear on one's soul. Between buying it, building it, painting it, and playing with it - possibly for years - many of us get attached to these tiny figures and it feels bad to see a kind of forced retirement of something like that.  Blaster has just about burned out on the game after being into it for years. He is really displeased with the current state and edition of 40K and the whole 3-year cycle of book-buying and the regular replacement of perfectly good models. I get it and I've been doing this long enough that a lot of that bothers me less but it has been piling up for me too this year as a big chunk of the classic Blood Angels army was culled in the latest Codex and it really took the wind out of my sails for a while.

As just one example back in 2nd edition when dreadnoughts were still metal the BA's got a special dread with a unique combination of weapons called the Furioso. This continued into 3rd. Then somewhere in 4th or 5th we got a brand new plastic kit that made 3 different dreadnought versions unique to the chapter:



This kit made the Furioso, the Death Company dread, and the Librarian dreadnought - all unique units. There was some weapon interchangeability with the Furioso and the DC dread but but you still had the options of dual fists, dual claws, or mixing in a frag cannon with one of those and then the librarian dread had his own special gear and look.


These were all great and the librarian dread was very unusual in being a vehicle that could lead your army since it was a character. 

If you can't tell I love this kit and have built it multiple times. In fact I still have a couple that need to be built which didn't help my feelings on this.

Well, fast forward to the 10th edition Blood Angels release and these options are now gone from the codex. The librarian dread is no more. We do still have the standard space marine 'dex options for the Redemptor, Brutalis, and Balistus - fine. The Furioso is gone - if you paint your Brutalis red it looks the part at least but no special rules or equipment apply anymore. The Death Company dreadnought is still a separate datasheet at least but it's not all that different from the regular Brutalis and neither one has a frag cannon option so that's gone too. For this particular edition we do have the index rules for these things and so we can still make it work but it's debatable if and what kind of Legends rules these will have for the next edition and going forward. So it's going to be swimming upstream to use any of these models in 11th.


Dealing with this for years means you expect it here and there but when it hits a big chunk of a favorite army it hits harder. You might start looking for a refuge from the constant grind. I dug back into One Page Rules looking for relief. It's there, to a degree. Grimdark Future (the 40k type module) has rules for many obsolete 40K units that are perfectly valid and they even divided "Battle Brothers" (firstborn marines) from "Prime Brothers" (primaris marines) and then each of those has subdivsions into the various specialist chapters like "Blood Brothers", "Wolf Brothers", "Dark Brothers" etc. Under the Blood Brothers list there are options for all of these dreadnoughts including the psyker option. So there are ways to keep them on the table within a modern set of rules. This is honestly pretty gratifying to see.


The other option of course is to just play an old version of the game. I have kept all of my old rules and codexes from each edition so I have the full range of options. I do like this idea but I can also tell you "edition bleed" is real so trying to play an old version at times and the current version at other times ... it's more challenging than you think as rules from various editions collide in your head. There is defintely some nostalgia at play here too and if I can get one of the crew to try it I will make the attempt but I suspect using a different set of rules - like OPR - is probably smarter in the long run.

The only downside to OPR is that they change up the rules and the army lists once per year. They did make the promise that it will only be once per year - unlike GW's quarterly (or more) rules updates - but it still does change once per year, which can cause some upset when your army gets nerfed. I still think it's easier to live with than GW's current approach. 


A similar thing happened with fantasy. When GW killed off classic Warhammer Fantasy after 8th edition and replaced it with Age of Sigmar we were left with a completely different setting, the outright elimination of many armies and dramatic changes to others, and a completely different approach to the rules. If you had been playing Warhammer for 20 or 30 years when it happened there just was not much left that looked very familiar. Along comes Kings of War and, well, look at this - square bases, large blocks of units, similar maneuvering, and a lot of very familiar-looking armies. It was an incredibly welcoming refuge for orphaned Warhammer players. It was also willing to make some interesting changes such as eliminating individual model removal and cutting way back on magic items and spells. It was a little less flavorful in some ways but it worked really well and felt like your units were doing the bulk of the work, not your tooled-up level 4 wizard with Von Carsten's Ring riding on a dragon. Hey, nobody said Warhammer didn't have a few problems - but this was a well-done approach that respected what had come before. 


The only negative thing I will say is that over the course of 3rd edition and now going into 4th edition (coming in December) is that Mantic is really looking to promote their own setting and put it out in front rather than being a simple shelter for old Warhammer players. If I'm being honest I don't care at all about their World of Pannithor - not the background, not the armies unique to it, and not the fiction they are publishing. I get it, they are trying to build their own thing and I certainly understand that from the company's point of view, but there is no lack of settings in the fantasy genre and for miniatures I am anchored pretty deeply into the Old World of Warhammer.


Now when a beloved game goes out of print there are usually some fan driven options as well  - like OPR -  and they can be really good. Heck I played some NetEpic 25+ years ago when GW dropped support for Space Marine/Titan Legions and it is still around today! Warhammer had Ninth Age and Warhammer Renaissance seems to have some fans but GW eventually did the unthinkable and brought it back!

They even added a new army this year - Cathay!

Warhammer: The Old World is a truly unexpected gem. They brought back the old setting (pretty much), the old armies (pretty much), and even the old miniatures line (pretty much). The rules are new and are a really nice mix of things from old editions with some new ideas mixed in and I think most people were genuinely shocked to see this kind of product line coming from this company. It was a real effort to bring something back to life, not a token Specialist Games one-off book. It's just amazing and it absolutely kneecapped my interest in Age of Sigmar and even some of my feelings for Kings of War. 

I have a few armies for Sigmar that I will keep for Sigmar, either because they are unique to that game or because I am not going to rebase yet another army. These are my Stormcast Eternals, my Fyreslayers, my Seraphon on team law, then my Chaos Warriors and all of my chaos daemons for team chaos. The rest, including Undead, Beastmen, and some of the Chaos Warrior stuff are being retasked for Old World and I am pretty happy about going square-based with these. 

Who thought we would see these guys hitting tables again as part of a new army?!

So yes, as the years and the editions roll by it is possible to find refuge from much of the chaos. I'm still going to play 40K, but I'm also going to play some OPR. I will pay some attention to Age of Sigmar and Kings of War but I am heavily leaning in to Old World, and I am happy to have the options - some really good options.


Thursday, September 25, 2025

Valiant Swords of Greyhawk: Session 13 - Destination Nulb

 

Our Heroes:

  • Braeden (Human Ranger)played by Battletech Terry
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike
Everyone is level 3/4-ish at this point. Xyzzifax and Sir Kentor are out this week.

After some discussion, the Valiant Swords decide to return to Hommlet, and see about bringing the Glass jar with a cat floating in it, the smoked glass bottle, and the ring to Burne, to see if he is able to determine what might be going on with them. He charges us 100 gold, and will take a look at them. The magical ring is, in his words, worthless, it is just a ring with magical aura cast on it. The jar with the cat, well, its just a cat that was preserving it for who knows how long. The cat isn’t itself magical. Finally, the smoked glass bottle is filled with sleeping gas. If we use it as a weapon, make sure we’re far enough away from it. After a bit deliberation, we decide that Xyzzifax should end up with the sleeping gas. For now, Braeden is carrying it.

Here my players learn that there is Old Magic in the world sometimes - in this case Nystul's Magic Aura. Watching them try to figure out the ring was entertaining while it lasted. They also decided that with most of the group back they didn't need to waste time with a side quest. We had an almost two month gap between last session and this one and that played a part too - it was time to get back to the main event!

From there, we decide to travel to Nulb the next day, and see what we are able to learn – is there information that we might be able to learn about the Temple? We take the Low Road, and we’re not attacked by bandits – and being on the road it means that we don’t run into much in the way of monsters.

Nulb is on a river, and as we approach we can see that it is filthy and ramshackle, but fairly active despite the destruction of the Temple years ago. The majority of the inhabitants are boatmen, herders, or farmers – and it looks like it has long been ignored by the people of importance in Greyhawk. There appears to be some river trade that happens as well. The one inn in the town is the Waterside Hostel, one of the few two story buildings in the township.

We wander the village, getting the lay of the land. The village does have a blacksmith and stable, an herbalist, an open market, the boatman’s tavern, a curio shop, a chiurgeon, a taxidermist. And near one of the roads out of town there is a large barn that is also a butcher. What there is not is a real temple. The people here all seem to dislike each other. And, we get the idea that coming back to this township laden with treasure ... we may well get jumped.

The curio shop has a mismatched appearance, crammed with all manner of items and junk. Some look new, but most are old and in some cases even rusty. The proprieter is a thin man with violet eyes. Going through everything would take a very long time indeed. Jaric finds a small table with ancient dialect of dwarvish, and though he’s having trouble translating. It give directions to what seems to a lost mine. Samson finds a thick tome with a locked metal clasp, keeping it shut. Lantor finds a gnarled walking stick with a crystal set into the top. Braedon finds a trio of throwing daggers in a leather case. And there is a sale! It looks like just about everything is for sale for a hundred gold. Samson comes to take a look at the table that Jaric found, and is able to translate the test, a hidden mine on the Wild Coast. All Malice finds is an interesting rock.

From the curio shop, we then go to look at the herbalist’s shop. Malice is interested not only in what is available, but also word of what is going on in the forest. A venerable bent woman is the herbalist, along with a younger (or slightly less old) woman who is her assistant. Malice asks about the concoctions that they’ve mixed. She also asks about who gathers the herbs, and it is locals that collect the herbs for them. Braedon is given a list of herbs that they’re most interested in, should he run across them in the woods. Asking about trouble in the woods, sometimes there’s bandits, sometimes there’s orcs, sometimes it is just the dangers of the forest. The older woman behind the corner notes Jaric’s holy symbol. The old lady gives him a creepy jar of liquid to take with him if he is going out to (whispered) “the Temple”. Jaric tastes the liquid at her prodding. It’s a healing ointment, poison cure, and disease curative. If we get into trouble, they have more.

Next up is checking the blacksmith. It is one of the rare stone buildings in Nulb. The smith is a powerful man named Otis, and has a unattractive apprentice. Attached are a set of stables, worked by a dull young man. The smith doesn’t keep a deep stock, but instead makes items as they’re ordered. Jaric is able to tell the quality is good – he clearly knows what he is doing. Talking with Otis, he does a fair amount of work for people passing through as well as the villagers. Lantor can tell that he’s a retired mercenary, and Braedon can tell that he’s spent much of his life outdoors.

Finally, we return to the hostel, where we can see about getting a few rooms, and picking up rumors. There is a innkeep, a bartender, and four other employees. The prices are roughly half of what is charged at the inn in Hommlet, and the quality is similarly lower. Malice plays darts and plies the locals with libations, and picks up that the Temple of Elemental Evil has a potion repository that would be the envy of any alchemist.

Braedon hits it off even better with the locals at the dart game, and hears over the course of the eveing that the Temple Dungeon’s upper levels have sub temples with different factions. The true source of the power, though, is a wicket demoness and her followers. Sir Lantor tries his luck at arm wrestling, and is undefeated throughout the evening. One of the losers boasts that the Temple is haunted by the remains of clerics that are unusually powerful wights. And, hidden somewhere in the temple are gateways to quasi planes connected to the elemental planes.

Samson is at the bar, sharing what he knows about the history of the area, and in return learns that there’s a group of dangerous brigands in the temple ruins, and he also hears that within the depths of the temple, cultists worship an elemental god made of fire, earth, water, and air. Jaric patches up people who didn’t fare so well in the arm wrestling. While doing so, he hears that a basilisk lairs in the temple ruins, and somewhere in the upper levels is an augury chamber that lets a person see the future id they sacrifice precious gems. By the end of the evening, the hostel’s grown to have more than twenty locals here in addition to all of us. We get one of the larger rooms, and even so, one of us keeps watch at all times throughout the night.

The next day, we head to the temple. It’s an hour walk from Nulb at a leisurely pace, or an hour and a half if we take it slow and stealthy. We choose the latter. As we’re sneaking towards the temple, midway through the journey we hear the sound of scraping on bark, and Sir Lantor takes point to investigate. As he comes to a small clearing caused by a fallen tree, he sees a pair of bird-like creature pecking at a it. The bird things turn and begin hissing at him.


Braedon moves up, and takes his shot. A single arrow is not enough to fell one of the things, though. Samson sneaks through the underbrush, closing distance. Sir Lantor charges and slashes it deeply, bloodying it. The bird-like creature lets out a startling call, but the warrior keeps his footing. Then it hits him with its serrated beak. The other one more hops than flies over to Sir Lantor as well, who is able to keep it just far enough away with the swipe of his blade. Jaric callas a prayer of guidance, but we’re not able to really see the result from it. Malice darts out of stealth, and begins calling out to her team to move up, and gives words of encouragement to Sir Lantor.

Braedon looses another arrow, hitting the more wounded of the two cockatrices, killing it. Samson fires a crossbow at the other, cleanly putting a bolt into it. Lantor follows it up with a mighty swing, bloodying the creature. But, it strikes back, snapping at him, and Lantor doesn’t let it close enough to connect. Jaric calls forth a holy flame, and the creature is killed!

After the fight, Samson searches the felled tree that they were picking at. It looks like they were just after grubs. Jaric goes and tends Sir Lantor’s wounds, and then we continue on our way to The Temple.

Lots of social exploration in this one, not as much combat. Looking for magical trinkets, making some potential contacts, and trying to figure out who are temple spies still makes for a fun evening. Next session we get to the temple itself ...

Wednesday, September 24, 2025

Valiant Swords of Greyhawk: Session 12 - "That's a Good Looking Statue"

 

Our Heroes:

  • Braeden (Human Ranger)played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike
Everyone is level 3/4-ish at this point.

Malice, Sir Lantor, and Sir Kentor rejoin the Valiant Swords back at camp, which was very near the entrance to the dungeon, having been provided a map from Jaric. Malice, at least, is impressed by the carriage the party now owns. The Valiant Swords enter the dungeon, letting Bubo scout ahead. On our way to a door we have not yet opened, Sir Kentor sees a section of the wall that is miscolored, and he opens the secret door that he’d discovered. This looks like it was once a storage room – full of building supplies. Xyzzifax suggests we look around, and see if there is a second secret door – but a thorough search doesn’t turn anything up.

After a few snide comments, we continue on our way. In the hallway leading to the door, Samson and Sir Lantor notice a pair of secret doors across the hall from each 1 1other. While Samson is explaining to the party, Sir Lantor opens the door that he’d spotted. It reveals an irregularly shaped room full of barrels and casks. The party enters the room to see what might be in them. Opening a few of them, they appear to be foodstuffs. And, swarms of rats!

Sir Lantor scythes through a group of them with a wide swing of his sword. Xyzzifax flies up to them, and unleashes a thunder wave! Many rats go flying! Samson fires an arrow, and produces a fine rat on a stick. Malice rushes up the rats that were blown around by the Thunderwave, and casts burning hands. Braedon puts an arrow into the rats nearest Sir Lantor, and then Sir Kentor draws Verminax. He rushes to Sir Lantor’s side, and the rat-slaying blade does its bloody work. Then, then remaining rats swarm the knights, and many of them are able to find skin on Sir Lantor, and blood is drawn in many tiny bites.

Sir Lantor swings wildly at the rats around him, and his skill is enough that he’s able to have a great deal of success. Then Xyzzifax lobs a firebolt into the midst of them. Rats die, but Sir Kentor is singed. Samson is able to shoot a rat off of Sir Kentor, and Malice follows up with a firebolt of her own, killing the last of the rats.

We gather ourselves back up, and check the secret door on the other side of the hall. There are wooden cabinets on the walls and work tables. There is a central table made of stone, with smooth black slate. Malice is sure that we should tell Rufus about this place. Xyzzifax is sure this is a wizard’s workshop. He ecitedly activates his arcane sense and flies around the room. On one of the tables there is a bag with something magical – he snatches it with mage hand. He also can sense something magical in a cabinet, and in a jar on a shelf. He asks Samson to examine the jar – there is dead black cat suspended in a clear liquid. There is a large cork in the bottle.

Cat's not dead BTW - it's in suspended animation. Of course you have to open it to find that out.


Xyzzifax hands the bag over to Samson so that he can determine its properties. It is a bag of holding! Xyzzifax opens the cabinet, and there jars and bottles filling it. Then Xyssizfax reaches into the bag of holding, and feels a tug on his hand, and quickly pulls his hand back out. He reaches in again with Mage Hand, and feeling around inside nothing seems to happen. Then, he reaches in again himself, and feels a tug on his arm. He tries to pull it out, and just like that Xyzzifax is pulled into the sack – which then falls to the floor.

It's definitely a bag, and it's definitely magical, but that ain't your usual "holding" ...

Samson opens the bag, and he is about to put his hand in. Sir Kentor stops him, and then with Sir Lantor’s hands wrapped around Sir Kentor’s waist. He pulls and pulls, but isn’t able Xyzzifax out. They switch positions, and Sir Lantor isn’t able to pull him out, either. Once more, they swap position, and finally Sir Kentor is able to pull Xyzzifax out! “Get that thing away from me!” he shrieks, and firebolts the bag. The bag just sizzles away.

Here is an example of making rulings on things as a DM - old school dungeons have cursed items, most modern adventures and versions of the rules do not. The Artificer knows things are magical - and what they are - by touch. As written this would knock cursed items completely out of the game - and where's the fun in that?  Instead I'm going with the idea that they are often made to look like a more typical, beneficial item. A lot of old versions even had them detecting as a specific magic item like a basic magical +1 sword or, as in this case, a bag of holding. Instead of a Bag of Devouring.

Xyzzifax spends a few moments recollecting himself. Then, he finally goes back to the cabinet, and looks through it. He finds a potion bottle, and mage hands it over to Samson, who is able to determine it is a potion of invisibility. We look through the rest of cabinets, and find a goodly supply of spell components. Xyzzifax collects a bit of everything. Braedon takes the potion of invisibility. Before we mess with the cat, we search the room to see if there’s anything else. As we’re doing so, we decide to bring the bottled cat back to Burne, to see if he knows what it might be.


We find in the wizard’s workshop yet another secret door! And it is a wizard’s laboratory! Dominating the room is a large skeleton hanging from the ceiling. Around the room are wooden tables, and a stone table as well. There is a smoked glass bottle with a stopper in it on one of them. On one wall are torture devices, and on another is stretched skin with runic writing in it. The center of the room has a long cold fire pit. And, there are a pair of vats in a corner, and a third nearby vat is filled with a murky, muddy looking liquid. There’s a wooden coffin resting upright against a wall, and a pair of kegs as well. Xyzzifax strides to the center of the room and activates his arcane senses once more.

Unsurprisingly the smoked glass bottle is magical. There is something beneath a stack of magical, and the stretched leather skin is enchanted as well. And, on the stone block, something is detecting magic as well. Xyzzifax begins casting the Identify ritual, and points out the wood stack for Sir Kentor to check out. He finds a small, shiny gold ring, which is quickly handed to Samson. He is only able to tell that it is magical, which is a warning sign in and of itself. He sets it down next to smoked glass bottle. Samson goes over to the stone block, and looks for what might be magical over there. He does have to make a step stool from his crystal. Xyzzifax is pretty sure that the bottle is containing a liquid or a gas rather than a being. Malice is over at the stretched skin, and Xyzzifax comes over to her. Its magical writing is bragging about how a great wizard can use all of the four elements.

On the stone block, Samson finds a bone rod. It is a wand of wonder! Xyzzifax snatches it from Samson’s hands, and he knows that he’ll have to attune to it before he can make use of it. We think we’re going to take the ring and the jar back to Burne.

This is a really fun room for the DM.

So, finally, we return to the door that we’d originally planned on opening. Samson moves up to it, and checks to see if it is trapped. Its not, so the door is opened – revealing an L shaped kitchen, with a quartet of zombie cooks. They turn balefully towards us. Braedon gives them an arrow of greeting! Malice puts a firebolt into the same one. Sir Kentor moves up and slashes it with Verminax, slaying it. Sir Lantor charges the next Zombie, and cleaves it in two. Xyzzifax flies to Sir Lantor’s side, and imagines what would happen if he’d have fireball from his wand of wonder. A zombie shuffles up to Sir Lantor, and grapples him, biting at his cheek. Samson takes a few steps forward, and punches with his newly gauntleted fists. Braeden moves up to where he can see the zombie that’s grappling with Sir Lantor – an arrow through the brainpan is enough to turn it to a rotten body that falls to the ground. Malice sprints to the corner, and looses her firebolt, crisping the final zombie.


We search the room, and can see that there are cooking pits filled with ash, and lot of spoiled food. Sir Kentor looks around, hoping to find an old cookbook. There is nothing of use, so we simply go out the other door, and cross the corridor, and open the door there. It’s a dining hall! A number of wooden chairs and tables. On the side of the room, there is a large wooden carving with a pair of beautiful chairs attached to them. It is, unfortunately, covered in a fuzzy green fungus. There is another door, so we continue to press forward.

It is a lounge of sorts, designed for after dinner drinking activity. There are long dry kegs, and earthenware tankards. There is a statue at the center of the room, a full sized nude human woman. Leering at her are a group of goblins. A pair of them fire arrows at the front line – and clearly they’re drunk. They miss - a lot. Samson returns fire with his crossbow, just luckily barely hitting one of them. Malice charges into the room, firebolting the same one, killing it. Braedon sprints to the corner or the room, hitting it cleanly with an arrow. Xyzzifax takes into the air, and firebolts the same one, killing it. Sir Lantor charges across the room, and the goblin almost skitters out of the way, but its luck does not hold. Sir Lantor kills it outright. Sir Kentor charges, throwing his warhammer in mid stride. It slams into the goblins face, and he spits a bloody tooth.

Man these things have had a lot of looks over the years ...

The three remaining goblins charge the knights, two at the Paladin and the third at the Fighter. Sir Kentor makes fine work with his shield, and Sir Lantor parries the blow. Still, the goblin hit hard enough that his wrist aches. Samon takes a shot at the broken toothed goblin. Malice steps up behind Sir Kentor, and slays the wounded goblin with her glaive. Xyzzifax misty steps across the room, swinging at the goblin with a magical mace. Sir Lantor swings at the same one, and it skitters out of the way. On the backswing, Sir Lantor finally manages to hit it, opening a deep laceration. Sir Kentor thrusts with Verminax, but the nimble goblin stays out of the way.

The goblins keep their distance, wildly swinging their scimitars. Sir Lantor swings widely in response, but the goblin’s keeping their distance means that it keeps them alive. Samson slides around the statue, hitting the wounded goblin with his crossbow, killing it. Malice slices the last goblin, and then Braedon strides to right behind her, and puts an arrow into the goblin’s heart. A grand total of 26 silver pieces are found among them. Xyzzifax inspects the statue, attempting to deduce if it is a true statue or a petrified woman. He’s not certain. Looking at it, it seems to be anchored to the floor.

They were really fascinated with the statue here. Rules question of the day: Does petrification leave a lingering magical aura?

We make our way out, and trudge to a nearby door, discussing how we might move the statue after all. The door leads to an oddly shaped room that is an austere bedroom. Covering the entire northern wall is a carving of the wizard sending an enemy army fleeing in terror. Otherwise, there is fine bedroom furniture. We search the room, and Samson finds a poison needle on the handle of the nightstand. He pulls out his tools, and disables it easily. Then, he picks the lock on the nightstand’s drawer. There very nice handkerchiefs and a dagger within. Samson lifts the dagger, and confirms that its magical.


There are a pair of doors out of the room, so we take our normal precautions, and Samson opens the door. It is another unusually shaped room, most likely for meditation and study. And, the wizard obviously practiced his magic here, the far wall is bumpy and discolored. We give the room a quick search, then move to the other door off of the bedroom. It is a closet, the clothes have not done well over the age, and moths have chewn on almost everything. A wooden stand has four large books, and another table with a stack papers. Sir Kentor checks the stack of papers, as Malice goes to look at the books. The letters that Kentor finds are written in the common tongue, and fairly mundane – the most recent date on any of them is decades ago, and they mostly cover the construction that had been going on. The first book is a historical work on this area. The second book is an encyclopedia on plants written in elvish. The third book is written in some sort of gibberish, or perhaps a coded language. The final book discusses the weather, written in the common tongue. There are notes written in the margins in an undecipherable script. Malice casts Comprehend Languages, and sees that the third book is a diary of the Wizard Zelagar. It is a diary of one of his past adventures. We may need to take the books elsewhere to sell them. And then, we head out to return to camp, to see what we may be able to learn from them.

Another fun session with the main players back in business. The combat in this one was not terribly threatening, mostly low-level small stuff, but it was still interesting. The best part though was the exploration because none of them are terribly familiar with this adventure and it felt like we were all kids again as they are trying to puzzle out the stuff in the workshop and then the statue. This kind of thing is one of the best parts of playing RPGs. 

Monday, September 22, 2025

Valiant Swords of Greyhawk: Session 11 - Side Questing

 

Our Heroes:

  • Braeden (Human Ranger) played by Battletech Terry
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David

 All are level 2 or 3 at this point. This account is mainly written by The Great and Powerful Xyzzifax.

We were short half of our players this week so the ones who made it decided to try out some downtime and crafting options and to follow up on some rumors ...

Having returned to the peaceful hamlet of Homlett, the party elects to spend 2 weeks conducting some much needed R&R.

Xyzzifax buys a couple of spell scrolls from Burne, who has the audacity to attempt to price gouge him over a scroll of magic missile. This ridiculous and disrespectful offer is refused, and Xyzzifax vows to never forget this insult. Xyzzifax, ever self reliant, then spends 12 days crafting his own scrolls.

The party's wizard, not lacking in ego, is quickly developing a rivalry with Burne - even if Burne does not really see it yet.

Minion Samson spends 12 days crafting some silly hand crossbow contraption. He should just learn fire bolt. It’s better.

This is Samson the Mechanist working on a custom crossbow rig to strap to Lantor's forearm to give him a one-shot missile weapon he can use with his greatsword drawn.

Minion Braedon spends a week researching the Temple of Elemental Evil proper, and learns that there are 5 dungeon levels, consisting of the main temple, and 4 lower levels. He also learns from a drunken dwarf that some of the weapons used in the battle of the temple came from a dwarf settlement named Khundrakar under the stone tooth at the edge of the mountains nearby. The fortress has since fallen, but is rumored to contain “fabulous magic weapons” minion Braedon is given a map in exchange for the cost of 10 drinks.

This is the DM dropping hints about other dungeons they could explore - in this case Forge of Fury.

Minion Jaric spends time in the bar carousing, listening for rumors. He hears from a traveling merchant a tale of another Fighter/Mage duo that built a lair rumored to contain some strong magic items. The merchant sells him a map with the supposed location of this lair for 100gp.

In this case it is B1, In Search of the Unknown, the 5E version of which is another fine Goodman Games product.

Under Xyzzifax’s masterful leadership, the party elects to pursue this rumor of a fortress full of magic items.

For the journey they also purchase transportation: with minions Jaric and Braedon purchasing riding horses, minion Samson purchasing a mastiff large enough for him to ride, and Xyzzifax footing the bill for a carriage to be pulled by the horses. After all, a wizard of his prowess should not suffer the indignity of riding in a donkey cart any longer.

Asking around about the fortress they intend to pursue, the party uncovers some other rumors.

  • The first of which is that Rhogann’s (the fighter) room contains battle trophies taken from his slain foes.
  • The second is that there is a room with many pools of water.
  • The third is that there are rumored to be cursed items inside.
  • The fourth is that once inside, no one has returne to tell the tale.

The fortress is 2 days travel away. Along the way, Braedon and Jaric swap stories.

The party follows the map and arrives at what appears to be an overgrown, black slate rock outcropping at the top of a hill. Inside a crack in the rock, lies a short passageway, leading to a door. After an inspection from minion Samson, the door appears to be chipped, clearly having been forced open in the past. The party moves inside and discovers a long passageway with a total of 6 niches in the left and right walls, and multiple passageways branching off left right and center. Minion Samson finds a secret door in one of the niches. Sending Minion Bubo ahead to scout, there is a short flight of ascending stairs, past which the party discovers multiple decomposing bodies. Moving towards the bodies, the party discovers two magic mouth spells, which foretell doom to all who enter. Xyzzifax laughs at this pathetic and toothless spell, vowing to steal every item of value within, after all, tomb raiding is his profession.


Moving forward to the gruesome scene, The bodies appear to be what is left of an adventuring party. From a distance, and from an inspection from minion Bubo, the 5 bodies appear to consist of:

  • A human fighter with a broken sword
  • A human wizard impaled by a sword
  • A Dwarf fighter, facedown, still clutching his weapon,
  • A Human warrior/guard with a broken shield, though with no armor and no weapon
  • Another Human fighter whose head is bashed in.

Dried blood is everywhere.

Xyzzifax opens his mind, activating his magic sense, but detects no sources of magic nearby. He then casts mage hand to retrieve the sack near the dwarf, but it is empty.

With multiple long hallways branching off in every direction, Xyzzifax sends forth the ever useful minion Bubo, who flies every passageway not blocked by a door, giving the party an idea of their options to begin the great looting operation. After discovering almost a dozen doors, the party surveys their options, and selects a door.

There are a lot of loooong passages in this dungeon and having Bubo the flying recon drone meant I drew out a bunch of it at once. ToV removing the 100' limit for familiar comms is rough.

As the party lines up, the door is checked for traps, and judging it to be clear, the door is opened, revealing for fur-clad, greataxe-wielding barbarians!


A brief, but bloody fight ensues, with minion Braedon displaying his prowess with twin blades, minion Jaric demonstrating the power of his magical staff, and minion Samson and the mighty Xyzzifax displaying their intelligence by not being in melee with barbarians.

The party emerges victorious with some minor injuries, which are quickly healed by a ritual from minion Jaric.

The party presses on, with one passage ending in a spiral, appearing to simple be an unfinished portion of the dungeon. The next passage ends in what seems to be an overgrown garden, populated by some sort of disgusting fungus zombies! A fight ensues, with many of the zombies being incinerated by a flaming sphere from Xyzzifax, cut down by minion Braedon, struck down by minion Jaric, or struck by a well placed crossbow bolt from minion Samson. Two of the fungus zombies shoot some sort of disgusting discharge at minions Jaric and Braedon, with the two sustaining major injuries by the time the fight is concluded, with all of the fungus creatures lying slain. Minion Braedon recalls that this appears to be a strain of Apocalyptic fungus, which takes over the minds of living creatures, transforming them into mindless, shambling drones. The party decides that this garden is not worth exploring further due to the presence of the fungus, and moves on to the last door in the Southwestern section. The door opens, revealing a room that appears to have once been a small meeting hall, with shattered benches, and a raised stone block stage.


Having expending much of their power in the previous combat, the party elects to retreat from the dungeon, with Xyzzifax deploying minion Bubo to scout the way back out of the dungeon. Bubo spies a small pack of kobolds converging on the party’s location. The group lays in wait behind a door as the kobolds approach, monitored by minion Bubo, the party ambushes them, and easily overpowers the group of weak diminutive creatures, and withdraws from the dungeon to set up camp for the night.

Even reduced to a more typical party size the group is blowing through encounters without much trouble. This is also where the real utility of the Mechanist begins to show as he can detect magic, spot traps, and just handle all kinds of mundane challenges far easier than most characters. He can also fight halfway decently. 

Friday, September 19, 2025

40K Friday - Blood Angel Intercessors

 


I've been working on putting together my Vampire Counts army for Old World - sorting through the pile and repurposing things from my Kings of War Undead and Age of Sigmar Soulblight armies but when I sat down to do some painting I kept looking at the red army on my painting table and I just got pulled away.

I had some assault intercessors that had been sitting at "almost finished" for months now. It's a weird hang-up of mine that I can get a model most of the way to "finished" and then stop and overthink the final stages and eventually move on to something else instead of just finishing the damn thing. I have units that have been at this stage for literal years, sometimes since my kids were still "kids" kinds of years. I have been making an effort last year and this year to clear out some of this pro level of dumb backlog and I am liking the progress. The armies that are mostly still on the sprue - like the Black Templars primaris stuff - are just going to have to wait until next year.

Last month I managed to knock out those assault intercessors - all 20 of them - and get them into the display case which is pretty much the finish line for me. That's two full squads which is as much foot-type regular assault as I should need. I also finished up a custom Sanguinor that I had sitting on the table as well. 

3rd shelf yellow helmets are the assault guys, winged guy on the right is the new Sanguinor

My takeaway from these 3 units is that you would think I would know by now that picking up someone's old half-painted squads on eBay is not nearly the shortcut that it appears to be. Finished squads -sure, but then you lose some of the options to make them "yours" and customize them a bit. I've long been a sucker for that unit that someone started but didn't finish - maybe they are built with some custom parts or have some other interesting tweaks or have the beginning of an interesting paint job but that need someone to finish them out. That someone is me - though it may take 5 years to actually accomplish it. The way I build & paint I would probably be better off focusing on one or two armies ... well that horse left the barn about 1989 so I am way past that now.

This week I am working on regular intercessors, the ones with guns, and I am actually close to finishing them too. I am at the putting-the-shoulder-pad-decals-on stage which will be followed by some touching up, painting any other details I have ignored thus far but have decided now that I want to paint them, then a final shade wash, then the clear coat, then finishing the base with flock and tufts, then cussing over any mistakes I missed prior to all that, and then finally putting them in the case. I might finish all of that next week or it might be 2031. Hopefully it's next week. Three finished five-man squads would cover basic troopers for the foreseeable future.


That's another quirk I've realized I have: if there is a type of unit I want to add to the army I tend to want to do all of them at once to ensure they all look like they belong together. I could have focused in and done one five-man intercessor squad but I had set aside three for team red and I am unlikely to take just one squad if I take any. So I end up painting fifteen of them all at once which is a bigger effort and tends to drag out - for me anyway. At lest it's not Orks where I'm doing 20-man squads of boyz - and I can't take just one of those either.

Next up ... I am not sure. I was thinking maybe aggressors - hey it's only a 3-man squad - but I need some leaders here too. Individual special models can turn into an infinite project for me too but if I just try to get them done maybe I can avoid that particular tendency this time. I should probably look into my jump pack intercessors too since that's kind of a signature thing for Blood Angels.

I also have to decide what kind of elite stuff I want to focus on next.  Sanguinary guard? New terminators? Carve out some of the pile of death company that's waiting to take the field? This is where the analysis paralysis can take hold if I let it. One unit at a time ...

If I can finish these guys up this month that puts me up to 37 BA models finished so far this year as I did finally finish the biker chaplain I mentioned in August. I think 50+ sounds like a decent goal.

One final note: as is fairly evident from the shelf picture up there my army uses a lot of different reds. Being complied over many years and from multiple sources it was inevitable but I actually like it - my justification is that the whole force is out on campaign - it's a fighting company, not a parade company - and between battle damage, environmental effects, and supply challenges everyone's armor ends up slightly different. I know within the force there is GW Blood Angels Contrast Red, GW Mephiston Red, Army Painter Dragon Red, and Testor's Flat Red at least. Add in various highlighting techniques, stains, and washes and there is a lot of variation in there when you see them up close but on the table they look pretty coherent. 


One thing that helps is that a few years ago I went back and made some deliberate choices on how I wanted to base the army going forward. I wanted it to be fairly simple so I could replicate it on every model, I wanted it to comprised of easily acquired materials, and I wanted it to show off and contrast the color. I'm not a huge fan of all-green basing on mostly red models so no grass this time. I probably could have gone with snow bases as it looks great with a nice bright red scheme but I already have snow on my Eldar, my Iron Warriors, and all of my chaos daemons so I wanted to do something else. I ended up with the sort of grey desert bases you see above. This is:

  • Base color is GW Mechanicus Standard Grey
  • Flock is Gale Force Nine Ash Waste
  • Tufts are Army Painter Highland tufts
Once I had this figured out I went back and applied it to all of my existing models and I've been doing it to all of the new ones as I go. When your army is a sort of home for wayward miniatures it goes a long way towards making them look like they are part of the same force.

I can admire those people who have an entire army painted at once by one person or service using all the same paints but it's never going to be a thing for me.

More to come ...