Friday, December 5, 2025

40K Friday: Terrain!

 


So it's that time of year where I start to think about what I -did- get done this year and probably think even more about what I -did not- get done this year when it comes to miniatures. The pile does not feel much smaller, despite a year of work, but that may be because more frequent bursts of consistency in 2025 helped remind me just how much there is on the shelves and the workbench and in the closet. "Yes, you've finished that squad but what about that entire army you picked up last year which his still sitting in its boxes

One thing I did to combat this was to try taking a purchasing sabbatical this year. After January I have not bought a single miniature for myself. That is probably the first time I can say that in at least 40 years. I do aim to complete the full year - mainly so I can say I did it. It's not a money decision it's a "let's see if we can work down the backlog/pile of shame to any significant degree" decision. Right now I'm not sure it made a real dent but I am knocking out some things that have been lurking around here for a long time.

Over Thanksgiving I decided to finally build some of the terrain that's been gathering dust. The main objects of attention were the 3 Imperial Bastions and the Skyshield Landing Pad I bought a couple of years back when they had a "made to order" run for them. They have been out of production for years but I've always loved these things, the pad in particular, so I went ahead and grabbed them ... and promptly let them sit for ... a year and a half. That's not too bad actually. It took them over 6 months to fulfill the order - which is apparently normal for them - so it feels like it's been a much longer time from "hey I should finally get one of those" to actually cutting things off of a sprue. 

I ordered 3 of the bastions  because I already had one that I had picked up somewhere built and painted. I liked the idea of having 4 to spread out on the table. I also liked the idea of doing the single-story and double-story options I had seen others make with this kit and that's what I have done:


So now I have the funky short one I think of as a command post, and then a pair of the normal sized ones, and then one bigger type. Should be enough flexibility there to keep things interesting.

The landing pad is still in sub-assemblies because I want to paint it that way, at least for the base coat, and the weather has not been cooperative these last two weeks. 

These are the big accomplishments for November alongside putting together some Dark Elves for The Old World. More about armies etc. next week and once I get these somewhere close to "finished" I will put up some pictures. 

Thursday, December 4, 2025

Valiant Swords of Greyhawk: Session 25 - fireball Fireball FIREBALL

 


"According to Mighty and Illustrious Xyzzifax"

Our Heroes:
  • The Mighty Xyzzifax played by Alex
  • Minion Samson played by William
  • Minion Jaric played by Dave
  • Minion Lantor played by Brandon
  • Minion Sir Kentor (Human Paladin) played by Paladin Steve
  • Minion Braedon played by Terry
 The party is level 5-6 at this point. The Bard was out for this session. We begin on Day 70 of the campaign after a trip to Hommlet at the end of the last session and then an uneventful trip back to the Temple at the beginning of this session.

The party awakens in the tower, ready to venture into the temple again, only to find that Malice has once again contracted an illness from the Paladin’s chili. At this point Xyzzifax is convinced that she is either not very bright (despite her magical prowess) or simply a glutton for punishment. Braedon tells the story of his brother being eaten by a werewolf in gruesome detail. Again.

Under Xyzzifax’s masterful tutelage, the group elects to return to the air temple room from which they retreated from the day prior.

Upon opening the door, the group sees that the room is now occupied by 4 trolls.


The trolls rush forward, with two of them charging up the stairs, raking with their claws, at the fighter and paladin. After repeated arrows from Braedon, Magical javelins from Samson, multiple sword blows from Kentor and Lantor, sacred flames from Jaric, and two fireballs from Xyzzifax, the 4 trolls are but smoldering remains.

Jaric says a prayer of healing while Bubo is sent up the vertical passage previously taken by the fleeing Vrock. The passage is long. Very long. hundreds of feet long. It eventually opens up into a large chamber filled with columns covered in what can only be described as elementally evil markings. The now familiar flaming eye symbol adorns one wall. Several passageways lead off from this room.

Having seen that the passageway itself is very long an perilous to climb up (for the minions incapable of flight) The adventurers decide to continue exploring the floor that they currently occupy. As they move out of the air temple into one of the many hallways leading off, the first one evidently ends quickly in a dead end room. The room appears to have been some form of living quarters, with smelly bedrolls and rotting meat littering the area. Likely some of the bugbears the group has slain made their beds here.

Continuing in a clockwise motion, the party continues down the next nearest hallway. This short hallway ends in a locked door, with a peephole. After unlocking the door, minion Samson activates his magical goggles, seeing 5 humanoids standing in the room: evidently they have seen the group coming. Armed with this knowledge, Future Lord Xyzzifax engages his unmatched tactical wit to instruct the group that he will launch a fireball into the room the very moment that minion Samson opens the door. On the count of 3, the group does just this, instantly incinerating 4 of the humans inside. The one remaining bandit flees down an adjoining hallway, while Xyzzifax and his minions pursue.

As minion Jaric is the first to pursue, he bursts into a room full of adversaries standing around in various states of readiness. In this room are 6 bandits, 2 captains, a rogue of some sort. The bandits are incinerated by the 4th fireball of the day from Xyzzifax, leaving just the captains and the rogue, who stabs Lantor as he enters the room, and promptly loses his head for it. Braedon kills one of the captains with a well placed arrow shot. Kentor tells the remaining captain that he is very guilty and should be ashamed of himself.

The crew is always happy to see enemies in "fireball formation" ...

In response to this, the last remaining captain steals Kentor’s returning hammer, and slashes at him with a sword and a dagger. A door next to the rogue’s corpse opens, and a human in ornate black leather armor steps out next to Lantor, wielding a glowing sword. He swings it at Lantor, who easily dodges, and counterattacks, slicing into the man with his greatsword. Jaric moves in and launches a guiding bolt at the newly emerged foe.

Xyzzifax engages his masterfull intellect to consider hundreds of possible courses of action, and then responds to this new foe with yet another fireball from his wand, felling the remaining captain.

Now missing his hair, the ornately armored man is put down with an arrow through the eye by minion Braedon

(Behold Xyzzifax’s masterfull artistic rendition)
(and yes, I had passed out a paper copy of the illustration and yes he did "update" it to this)

DM Notes

At this point in the campaign I am really feeling the differences from the old school AD&D that this adventure was designed for. I like to think that D&D is still D&D for the most part, but there have been so many changes in design assumptions over the years that at times it jumps out pretty dramatically.  In this session it was the fireballs - AD&D wands had roughly 20-80 charges when found but were finite - by the book there was no way to recharge them. This meant that you felt every one of those things being used. Even if you had 50+ charges every magic-user I knew (including me) tended to hoard them because each charge was irreplaceable and you couldn't just go buy -or craft- a new one when you ran out. 

I have more to say on this but I will save it for a separate post.

At this point the campaign is going well and everyone is having a good time exploring their abilities as they explore the Temple.

Wednesday, December 3, 2025

Valiant Swords of Greyhawk: Session 24 - The Missing Episode or "Wiping Out the Air Temple"

 


Somehow both of my main player-chroniclers missed out on writing this one up despite at least one of them being there so we will be going solely off of the DM's notes for this one and it will not be a first-person narrative.

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

 The party is level 5-6 at this point. This account is written by the DM. The Bard was ill and stayed in the tower for this run. We begin on Day 64 of the campaign.

The party returns to the set of rooms where they fought the bugbears and ogres the day before. Nothing new is waiting for them - as happens sometimes in this place - but some of the bodies are missing. Xyz decides to animate some of the bugbear bodies and this prompts a discussion as Kentor the Paladin is not totally comfortable with that. The wizard gets an assist from the bard in making the case that animating deceased denizens of the Temple of Elemental Evil and using them to fight other denizens of the Temple of Elemental Evil is a) prudent use of resources and b) poetic justice and the paladin decides he's OK with it for now as long as they are used in the temple and are not permanent additions to the party. With this settled they now begin poking around the various corridors, doors, and secret doors in this area.

DM note: I love it when a party generates their own internal moral debates - this totally sprang up on it's own and some of us have been playing together a very long time so I knew Paladin Steve was going to raise an objection. That said Tales of the Valiant doesn't use alignment so there is more wiggle room here, and it also allows paladins to follow a cause or something similar and not a particular god so there was no god-specific proscription against undead in play here. I believe one of the opening lines of the discussion was "I'm trying to kill them and you're bringing them back!" and then things developed from there. It all worked out though and Xyzzifax would have a small band of undead minions lurking around the back of the party for pretty much the rest of the campaign.

Soon enough they backtrack to the Water Temple and open the great brass doors to the east.

Let's talk about the layout here with a map:

  • The 220+ rooms in the upper left are where they fought the ogres and bugbears etc. last session
  • 213 is the Water Temple they attacked in Session 18
  • 211 is the "Corridor of the Elements" where various magical elemental effects kick in as one moves through the hall
  • 210 is the Air Temple

Yes, many of the temples are packed right on top of each other on the second level of the dungeon. Yes, I would have spread them out more, possibly one per level, and though that might seem a little obvious now I'm not sure it would have been cliched back in the early 80's when this was coming together.

Back to Our Heroes ...

They move from the Water Temple into the large corridor and start getting buffeted about by various elemental blasts as the walls glow in different colors and strange smells fill the air. Being experienced and resourceful adventurers though they quickly make their way down it and open the doors to the north, entering a large octagonal chamber. Here's the flavor text straight from the adventure:

Illumination in this large, octagonal room seems to come from everywhere-ceiling, walls, floor-a milky radiance which gives a dim and eerie glow to the whole scene. The floor of this place is 15 feet below the level of the normal dungeon floor, with short, broad stairways leading to it. The ceiling vaults to a height of 40 feet. The walls and floor of the room are of polished, gray stone with whorls of glittering mica; the floor is partially obscured by swirling, eddying mist that glows softly.

In the center of the area is a great, pierced square of bronze, 10feet on a side. A dome is pierced in the ceiling, a circular shaft some 20 feet wide opening directly over a pit of the same diameter and 5-foot depth. Immediately to the south of the pit is a block of alabaster measuring 2 feet wide, 4 feet high, and 8 feet long. Atop it are two knives and a bowl of finest crystal. Ranking the pit are two crystal braziers, suspended from tripods by chains of silver. Each emits a faint, sickly-sweet, perfumed smoke.

The party starts investigating the room - Bubo flies around, Samson uses his various vision options to look for invisible or hidden things, and the Wizard sends a zombie off to examine the crystal implements. Eventually they cannot resist and have the thing pick up the items and that's when it gets interesting as 3 Vrocks fly down out of the ceiling shaft and engage.


A furious fight develops as while much of the party is clustered up in the doorway and the stairs some of them have spread out and the speed of the flying demons lets them engage as they please. The clustered characters get multiple face-fulls of spores and have to deal with that for a round or two as well as some horrific screeches  Xyz shows just how expendable the zombies are as he fireballs a pair of demons even though his minion is caught in the blast as well. During the fight one of the creatures is turned and flees up the shaft. The team focuses and brings down the other two then waits out the return of the third one and hits it hard when it does, slaying it outright.

More thoroughly exploring the area after the fight they discover, among other things, a censer of controlling air elementals which ended up going to Samson which made him very happy. .

Having suffered various batterings and blastings the group decides to head back to the tower to pick up Malice and then head to Hommlet for some R&R

DM Notes

Vrocks are fun. They are reasonably tough, they can fly, they can make 3 attacks a round, and they have some other tricks:


This is not how the encounter was originally set up but I am well-into modifying things in this temple at this point as my party is capable of blowing through a lot. So I dropped the single drelb that waits in one of the side rooms which is no threat at all to my group and amped up the Vrock encounter by adding a third one and having them summoned if any of the implements are disturbed by someone not wearing a symbol of the air temple. 

There is a fair amount of this in the temple with a single not terribly strong creature (in modern terms, not necessarily AD&D terms) is lurking somewhere by itself and versus a 6 or 7 person party all it's going to do is trigger a one to two round combat during which the party is in no danger at all. The Drelb in this case is a single CR4 guardian monster and I have six 5th or 6th level characters walking into that room. You can't negotiate with it and its one attack per round is not going to cause significant harm to anyone. 

Some of this is just the modern game - hit point bloat, roll to save every round when hit with an ongoing condition (like paralysis) or damage (like poison) - so that the party doesn't even have to expend a spell or a potion to undo something. In my opinion it's better to avoid these random "nothing" combats and ensure the ones that do happen are more dangerous, meaningful, or can lead to something interesting like taking someone prisoner or negotiating a surrender. 

Anyway there are some thoughts from the DM side of the campaign - next time back to the player perspective. 

Monday, December 1, 2025

Valiant Swords of Greyhawk: Session 23 - The Battle of Air and Ogres ... and Bugbears

 


 Our Heroes:

  • 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

 The party is level 5 at this point. This account is mainly written by Malice. The Ranger was out for this session. We begin on Day 63 of the campaign.

We make our way back to the water temple, after a meal of Sir Kentor’s chili, which is enjoyed by Malice and Jaric, and Sir Lantor’s stories – Malice notes to herself that she’s come to recognize most of his tragic tales – brace the spirits of Samson and Xyzzifax. Then, we proceed through the single door into the unexplored region of the dungeon. And, it is just a small room meant for water temple functionaries. It smells rank in here, and something appears to have been sleeping here for some time, though its now gone. There is a small keg of wine, and a large barrel of water, and a quartet of green robes. We give the room a quick once over, then take a door to the left.

It leads to a short passage, and we continue, not taking particular care to be stealthy, instead paying more attention to our defense. It leads to a square room with heaps of old carpeting that look like they have been piled into crude beds. Though there is another side doorway to our right, we instead push forward, possibly towards the edge of this level of the temple. Or perhaps not – it leads to a hallway that goes to our left and our right. There is a hallway that dead ends into a wall – the architecture that Malice refers to as “the hall with the obvious secret door.” We send Bubo to scout off down the hallway – there is a whole lot of hallway, it is easily hundreds of feet of hallway that wraps around the water temple, and there is a single door off to a side, eventually is a door behind which he hears clanking chains and growling noise.

We take the secret door, Once again, there is a lot of hallway. Maybe we have reached the edge of the temple after all, and there is a loop around it. There is a door nearby, that leads to a rectangular room. There are a group of bestial humanoids, speaking what we assume to be goblin – Malice is certain that it isn’t orkish. The room is full of them, half wearing the green robes, the other half wearing gray robes.

Jaric is the first to charge into the room, spiritual weapon springing into being as he slams into the bugbear. But, against the bugbear leader in green, Jaric is the worse for the wear – the exchange leaves our war cleric bloodied. Malice calls out commands, her words laced with magic, and the knights push into the room as Jaric retreats. Samson is next to join the fray, punching with his magical gauntlets. Sir Kentor is the next in, concentrating on the bugbear that seems to be leading group on gray. And then, Xyzzifax blasts the room with a fireball from the wand. Though none of the creatures fall, many of them are looking in significantly worse shape. Then, finally Sir Lantor barrels into the room, and the Gray Leader is slain! The troop of bugbears engage with spiked clubs and thrown javelin. Only Sir Lantor is wounded, though, and he’s stunned by the exchange.

The green leader keeps the heat coming onto Sir Lantor, who is slammed down onto the ground. Sir Kentor, Malice, and Samson all pile blade, firebolt, and fists clad in magical gauntlets into the leader in green, who is showing the effects of so many hits. Jaric's wounds close, and he is looking no where near so bad. One of the great things about having a wand of fireballs is that Xyzzifax can keep using it. After this second explosion, two bugbears are dead, and the rest are all terribly wounded. Instead of fleeing, the bugbears attack in a rage. It is only because Sir Lantor is off of his feet that any of them hit at all, and Sir Kentor’s defensive prowess allows him to block every blow.

Once they found the wand, given the way fireball wands work in 5E and onward, there was no lack of fireball usage in this campaign. 


The Bugbear leader in green, still in his cold, deep rage, manages to slam with his shield powerfully enough that Sir Kentor’s arm is bruised. Malice utters the dark words to call a firebolt to kill this bugbear sergeant of the water temple. And the battle turns, Samson gruesomely kills another bugbear with his gauntleted fist. Sir Kentor cuts another down, then sprints across the room to the ones that had been throwing javelins. Xyzzifax launches a firebolt as Sir Lantor climbs to his feet. Swinging his mightly blade, he slays the last of the bugbears that were in melee, and then drags himself across the room, and cleaves another in twain. The bugbears, snarling, and losing control, stay in the fight – and in their rage they manage to hit Sir Lantor again. Then, Jaric’s spiritual hammer hits again and again, clubbing one of the last bugbears into a bloody mess, and then it springs to the other one, crushing its skull as well.

We quickly check the bodies of the bugbear leaders, Malice and Samson finding a total of 20 gp from them, as Xyzzifax orders the skeletons to grab a javelin. Jaric and Sir Kentor, quickly tend to Sir Lantor’s wounds, and then we retreat to the Water Temple, with its doors that we’ve arcane locked. That is secure enough that we’re willing to give Sir Lantor proper time to bind and bandage his wounds. While we’re taking this time, we don’t hear anything, but there is some distance between us and where the bugbear fight took place. We discuss which way we should go, and return in the direction of the bugbear fight, taking a door that we’d passed by before. It opens to a room that is unoccupied. There are pair of beds and chests, and a trio of barrels. Samson quickly gets them open, and we find 419 copper, 282 silver, 23 electrum, 133 gold, and 4 platinum within. And, a candlestick and rusty saw that we leave behind with the apparel. The clothing is large enough to fit ogres.

We push back to the room where had the bugbear fight, with Xyzzifax leaving Bubo to watch the long hallway. We loot the fallen bugbears, so the skeletons are now set with javelins. We manage to pull 35 gold from the bodies of the bugbears. But, there is nothing else of value in the room, we continue – revealing a hallway with a doorway to our right. We form up on it, and burst in… only to reveal a pair of ogres. We probably found the owners of the chests we rifled through. And, Jaric hears tearing down the hallway, from around a curve, what he thinks sounds like the sound of tornados.


Xyzzifax flies over Sir Kentor and Sir Lantor, and casts slow on the pair of ogres, and has his skeletons form up to prepare for what we expect to be incoming air elementals. And then the expected elemental tears around the corner, and blasts a skeleton to bone shards. Malice steps into the room just long enough to hit the ogre that was still moving at normal speeds with the wand of binding, and then she retreats to the hall. Jaric moves in behind her, and with a pair of mighty blows with the staff of striking causes the ogre to have his guts completely blown back against the far wall. Sir Kentor charges the air elemental, to keep it from closing on the Valiant Swords. As expected, Verminax finds its target. The elemental crackles lightning back at him, and backs away down the hallway. Another air elemental bursts into the room with the ogre. It flings debris at incredible speeds at Sir Lantor, a broken sword jabbing into him and drawing blood. Samson makes use of a magic spear that darts into that elemental, and tears at it by rotating the opposite direction. The ogre, wounded, lumbers out of the room. Sir Lantor steps up to the air elemental that so grievously struck him, and is a beast of a man. With a series of slashes that shows off the mastery of the great swords that he has developed over the time battling the forces of the temple, he completely destroys that second air elemental.


Xyzzifax gives chase to the ogre, and throws a fireball into the room he is in, in case there are even more attackers waiting. And, he has the skeletons join him, and throwing javelins at the ogre as well. The air elemental in the hall charges forward, and engulfs Sir Kentor, but he braces himself, and his enchanted armor and shield hold fast – he is undamaged by the assault! Then, an armored figure comes out of a secret door in the hallway, likely from the room where the ogre had retreated. The armored figure points at Sir Kentor, and says in the Common Tongue, says, “You, Freeze.” and utters a word of magic. Quickly, Xyzzifax utters a countering word, and the hold spell fails. “Alrim sent you, didn’t he? Always sending his minions to do his dirty work.” the cleric says. “I don’t know who that is, but I am better than him!” Xyzzifax retorts.

This is the DM attempting to remind the players that they do have some intel about this place but they mostly didn't care.


Malice can’t help but do the most ironic attack. Knowing that her own hold is weaker than the wand of binding, she uses it to hold the cleric, and is successful! Jaric walks up to the evil cleric, staff of striking crackling, and he crushes the evil cleric’s head. Sir Lantor swings Verminax through the air elemental, and Samson throws the magical javelin, and after it jabs the air elemental again and again, it is looking notably weakened. The ogre charges back into the room, and swings his club completely through one of the skeletons, and spraying the bone shards into both Sir Lantor and the last remaining skeleton. From within the room, though, Sir Kentor hears the sounds of many hob nailed boots retreating.

Sir Lantor takes a pair of steps, and slashes deeply into the ogre. Bleeding terribly, he keeps his feet. Xyzzifax flies in, and hits it with a firebolt, and a skeleton stabs it with a javelin, and the hulking monster is managing to stand, even though it looks in very rough shape. The Elemental continues to tear at Sir Kentor, this time the knight is beginning to bleed from many lacerations, some of them deep. Malice steps into the door jam, sending a pair of scorching rays at the ogre, and she smiles as it falls, dead. The last ray blasts through the elemental. Sir Kentor declares the Air Elemental a Foul Wind, that shall face Judgement. And with the mighty Verminax, the Air Elemental is dissipated. Then, he goes back through the secret door, into the room that the cleric came out of. It is a spartan room painted gray, now all singed by the fireball. He pushes across the room and looks on the hallway that what we expect were more bugbears fled. There is a fountain on the wall, and a large number of weapons are stockpiled against the wall, and a chest as well. A stairway leads down. This is the hallway that we used to come up to this level from below.

Malice asks Samson to check the cleric – and he has plenty of magical things. +1 chainmail, ring of protection, +1 ridged mace, a dagger of venom, and a spell scroll of darkness. We give the ring to Sir Lantor, Xyzzifax takes the scroll and Malice takes the dagger. The chainmail and mace go into the bag of holding. Samson checks the chest, and without breaking a sweat he disables the trap, and finds 176 silver, 28 ep, and 11 gold. In a wardrobe, there is a robe of crystal beads and jet, a ceremonial robe of the temple of evil, worth 1500 gold. Then, since we found our way back out, we pile as many weapons as we can into the bag of holding, and we retreat to the tower. Xyzzifax sends the last skeleton chasing after the bugbears on a suicide mission.