A funny thing happened on the road to Phandalin

Posted in D & D 5e, D&D, Uncategorized with tags , , , , , , , on July 27, 2014 by Mik Calow

PhandelverNOTE: If you intend to play through the Lost Mine of Phandelver adventure from the Starter Set then this post will contain spoilers, so if you wish to keep the surprise then don’t read further.

Yesterday I should have seen me learning a new miniatures battle system based upon historical battles of WWII, but unfortunately that event had been postponed, so with the release of the new edition D&D Starter Set I decided to run a taster session for a few of my fellow Leicester All Scar members that had shown an interest.

Gary had played many 2e campaigns in the past with me and was looking forward to trying the new edition, however the fickle gods of rail travel conspired to delay his return from his holiday and he was unable to join us – this time.

Jon and Lee had both had previous experience playing in 3/3.5 games and several Warhammer Quest campaigns and both were willing to give it a go.

Patrick and Pete were veterans of 1e and remembered fondly campaigns set in Greyhawk, both found themselves in the store and at a loose end so joined in.

Our fifth player was a total surprise, a young man named Matthew who had come down to the store to play a game of 40K but his opponent was running very, very late so he decided to join in. When his opponent did turn up he told him he’d have to wait as he was enjoying the game and wanted to finish it first.

I had copied the pregenerated characters from the set and the players selected which ones they wanted so our heroic party consisted of :-

  • Jon – Elf Wizard
  • Lee – Human Archer
  • Matthew – Dwarf Cleric
  • Pete – Human Warrior
  • Patrick – Halfling Rogue

We used the generic plot hook in the adventure and found our heroes on the road to Phandalin. They discovered a pair of dead horses where the path cut through a wooded area, both having several black fletched arrows sticking out of them. Matthew’s cleric recognised the equipment on one of the horses as that belonging to their employer (a fellow dwarf) that had hired them to bring his cart of mining equipment to him in Phandalin. As Lee found tracks leading off into the shrubs they noticed movement which turned out to be a goblin ambush!

Now Jon had the idea of firing his burning hands spell above the bushes in a kind of warning shot, the goblins however just thought his aim was bad and shot back with their bows, dropping the wizard into unconsciousness straight away as another pair of the little brutes emerged from the other side of the path to bother Matthew and Pete.

Once discovered the heroes quickly despatched three of the goblins and intimidated the fourth into surrendering. While they questioned him, Matthew used his clerical magic to revive Jon. The goblins had ambushed the dwarf and his bodyguard, the others had taken their prisoners back to their lair. Once they were happy that they had all they needed from the goblin they slit its throat.

moving the dead horses and goblins away so as not to attract predators they then secured their cart and set off following the trail Lee had spotted. The archer and rogue scouted ahead, easily avoiding and disabling a snare trap the goblins had left, the halfling wasnt quite so lucky with the goblins next surprise – and he fell into a concealed pit injuring a little more than his pride but being able to scramble out easily.

The trail led to a cave with a stream coming out of it. In a thicket beside the entrance Lee and Patrick spotted another pair of goblins but were able to surprise them, quickly and quietly disposing of them before waiting for their allies to catch up.

Entering the cave they followed the path beside the stream and found a set of rough stone steps leading off to their right, the smell of wet dog and low growls coming from the dark room beyond. The room contained a trio of mangy wolves chained to a stalagmite. Using animal handling and hacked off pieces of goblin meat they were able to pacify the wolves before continuing up the main tunnel.

As the tunnel began to bend they spotted a rubble strewn opening on the opposite side and tossed the halfling over, from their he noticed that a rope bridge crossed the tunnel beyond the bend and connected a tunnel that crossed higher up. The opening led upward and they reasoned (or hoped) it led to the other tunnel and so Lee’s archer also leapt over. Climbing up wards they reached the tunnel, discovering that it not only led to the bridge but the other direction led to a chamber that had several goblin voices within. Ignoring them for now they stealthily made their way towards the bridge, meanwhile Jon snuck up and tried to disable the goblin sentry on the bridge with a ray of frost (but only managed to make the rope bridge more slippery) as the archer and halfling fired their bows at him too – only one hit and the wounded goblin shouted up the main tunnel “Flood” (in goblin which Jon was able to translate).

Lee and Patrick rushed onto the bridge as banging noises could be heard in the distance, Lee grappled the goblin and threw his scrawny body over the edge, hitting the path beside Jon with a neck-snapping crunch. Ropes were secured and dropped for the dwarf, warrior and mage to scramble up – just in time as a torrent of water surged down the tunnel and would have swept them away.

This is where things got really interesting, as the heroes decided to split up – Lee and Patrick continued over the bridge while Jon, Matthew and Pete headed to the chamber with goblin voices.

The trio found half a dozen goblins, one slapping a human captive repeatedly, in the chamber beyond, lit dimly by cooking fire. The heroes charged in, concentrating on taking the goblin nearest the prisoner out first and were rewarded as their first volley sent him tumbling lifeless over the lip of the chamber into a lower level. The remaining goblins put up a bit more fight but were still overpowered and the heroes freed the captive who they recognised as Sildar Hallwinter, their employers bodyguard. He confirmed what they had learned from the goblin but added that Gundren Rockseeker had been taken to Cragmaw Castle and the goblin leader.

Meanwhile Lee and Patrick had sneaked up to find where the flood had come from but couldn’t see much in the dark, so they used a flask of oil as a molotov, hitting a goblin squarely and setting the wretched little beast alight. His two companions rushed to attack them with rusty blades. Unfortunately this was where the fickle dice gods turned against the heroes and favoured my rolls and both the archer and rogue were dropped unconscious, the goblins were extremely angered by the immolation of their friend (I think he owed them money) and proceeded to stab the heroes until they stopped twitching entirely.

Shortly the remaining heroes and Sildar came in search of their allies, seeing their corpses drove them to charge the goblins but before my dice luck ran out one of the goblins scored a critical on Matthew’s dwarf (who had been uninjured so far), taking the party’s healer out in a single blow. Pete and Jon (with Sildar’s assistance) were able to take the remaining goblins out and then investigated the final dark chamber.

It appeared to be deserted, with several crates and sacks piled against a wall, each stamped with a blue lions head though the heroes didn’t recognise its significance. Hidden beneath these was a chest, as they dragged it out to examine it a hulking figure detached from the shadows and only their trained reflexes as adventurers alerted them just in time. Still the hairy bugbear attacked with a strength and savagery that almost defeated them – almost.

Licking their wounds they recovered their cart and loaded the bodies of their fallen comrades on it before continuing onwards to Phandalin.

Well, a brutal session once the party split their forces (a DM’s favourite) but thankfully everyone took it in good fun and from what was said they had enjoyed it, Jon and Lee even expressed an interest in joining in with some of the Wednesday night Encounters sessions when they begin again in a couple of weeks. I think I’d call that a successful session.

Even using the basic rule set this had been great fun to run and I really can’t wait for the full books to hit the stores (and my bank balance).

D&DEnc 18 – Dead in Thay – Session 11 – Finale

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , , on July 24, 2014 by Mik Calow

news_20140310_1This week was our season finale of the current Encounters adventure and down at Tabletop Tyrants we had five players on my table. This season has seen quite a drop in numbers as its gone on, I can’t says it’s totally down to the brutal style of the adventure as we’ve had a couple of players start new jobs, others (including myself) miss a couple of sessions due to illness, a wedding/honeymoon (congratulations again Richard and Hannah) and various other real life interferences too.

Any way, we started the session with the heroes coercing their captured red wizard (Hannah’s half-orc threatened to snap him in two) into performing the ritual to restore Sunyi’s soul to his undead form, after which they returned to the gatehouse to be given the talk by Syranna about the Phylactery Vault. They passed around a few of the weapons and items they had acquired so that everyone had something they could use and used the black gates to head in. I had one of them roll a d4 to see which floor they would come out on, and it came up a 1.

After describing the area and its unusual gravity planes (again using a d4 as an example) Vipin’s barbarian tried drinking some of the disgusting fluid, to no ill effect. They began examining one of the sepulchers before handing Hannah the crowbar and getting her to obliterate the door, which freed the pair of Gargoyles to attack them. As they had distributed the few magic weapons they quickly dispatched the monsters and Sunyi’s cleric entered, quickly working out how to stop the effect within and easily passing the first two Religion checks. He failed the third one by a single point before stoically heading back in and trying again, this time with great success.

This then triggered the arrival of an Aspect of the demi-lich whose first action was to target the cleric that had disrupted his sepulcher. Sunyi had to leave at this point so we called it that he automatically failed the save and his body fell lifeless as his soul was sucked into one of the gems. Now, I’ve never been a huge fan of save or die in any edition of the game so we played it that if a pc targeted the skulls gem specifically they could attack with disadvantage, a hit would dislodge the gem and allow them to smash it, freeing the soul. However if this isn’t done before the skulls next turn the body disintegrates – which was what happened to Sunyi.

The only pc that seemed to have a major effect on the skull was Hannah, her half-orc brute was handing out crits almost every other roll (a benefit of taking the feat to allow crits on 18-20), so when other pc’s were soul-sucked the rest concentrated on gem grabbing – this happened twice more (Adam and Richard)  before the skull finally smashed under Hannah’s blows.

Catching their breath they moved on to the second sepulcher, again beating the gargoyles with ease then it was time for Adam (being the only one left with any training in either Arcana or Religion) to perform the trio of tests. Again not a major difficulty, but as the third roll succeeded they all looked to the pool expectantly – but nothing happened.

They quickly destroyed the third sepulcher with ease (Syranna had told them they only needed to destroy three – being just one group) and as the pool drained away they gathered the remaining gems from the destroyed Aspect (including the one with Sunyi’s soul in) and returned to the gatehouse. Syranna praised them and kept her word teleporting the heroes and the NPC’s back to the Floshin Estate where Isteval and Darfin were waiting.

So ended another season of Encounters. We’re taking a few weeks off till the new season (Hordes of the Dragon Queen) starts in August when we will begin using the released version of the new edition. We’ve really enjoyed the playtest and I for one think the results have given us the best version of my favourite RPG yet.

A big thank you to my fellow DM, Vipin, and to all the players that have taken part this season, Adam, Richard, Hannah, Heather, Oliver, Patrick, Tilly, Sunyi and Tanis, and hope we’ll see the majority of you return for the next season – it promises to be better than ever!

A massive thank you also to our FLGS, Tabletop Tyrants, for continuing to host us, you guys are awesome and I for one look forward to buying the new products as they become available in store.

Lastly, thank you to you who are reading this. From some of the comments left I’m happy to know that my ramblings prove entertaining to you all.

AllScars 2014 Tournament Rnd 4 – v’s Eldar

Posted in 40k with tags , , , , , , on July 20, 2014 by Mik Calow

BLYesterday was the 4th round of the All Scars 2014 Tournament (held as usual down at Tabletop Tyrants) and I was facing the Eldar host of Alasdhair.

I had decided to try something different (again) and worked up a Chaos “Gun Line” formation using a primary and secondary Combined Arms Detachment force.

Chaos Space Marines: Supplement – Black Legion (2013) v1 (Combined Arms Detachment) Selections:

HQ (130pts)

  • Warpsmith (130pts) Champion of Chaos, Independent Character, Master of Mechanisms, Shatter Defences, Aura of dark glory, Bolt Pistol, Power Axe, Veterans of the Long War

Troops (128pts)

  • Chaos Cultists (64pts) Champion of Chaos,9x Autogun, Champion’s upgrade, Heavy stubber, 10x Squad models (champion included)
  • Chaos Cultists (64pts) Champion of Chaos,9x Autogun, Champion’s upgrade, Heavy stubber, 10x Squad models (champion included)

Fast Attack (170pts)

  • Heldrake (170pts) Daemon, Daemonforge, It Will Not Die, Meteroric Descent, Hades Autocannon

Heavy Support (600pts)

  • Chaos Vindicator (150pts) Daemonic Possession, Siege Shield, Warpflame gargoyles
  • Defiler (225pts) Daemon, Daemonforge, Fleet, It Will Not Die, Daemonic possession, Power Scourge, Reaper Autocannon, Warpflame gargoyles
  • Defiler (225pts) Daemon, Daemonforge, Fleet, It Will Not Die, Daemonic possession, Power Scourge, Reaper Autocannon, Warpflame gargoyles

Chaos Space Marines: Supplement – Black Legion (2013) v1 (Combined Arms Detachment) Selections:

HQ (120pts)

  • Sorcerer (120pts) Champion of Chaos, Independent Character, Psyker,Last Memory of Yuranthos, Sigil of corruption, Veterans of the Long War, Power Armour, Bolt Pistol, Force Weapon

Troops (560pts)

  • Chaos Space Marines (280pts) Autocannon, 9x Chaos Space Marine, Mark of Tzeentch, Plasma Gun, Veteran of the long war, Aspiring Champion, Champion of Chaos, Bolt Pistol, Combi-bolter, Melta Bombs, Power Weapon
    • Chaos Rhino, Repair, Combi-bolter, Extra Armour, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles
  • Chaos Space Marines (280pts) Autocannon, 9x Chaos Space Marine, Mark of Tzeentch, Plasma Gun, Veteran of the long war, Aspiring Champion,Champion of Chaos, Bolt Pistol, Combi-bolter, Melta Bombs, Power Weapon
    • Chaos Rhino,Repair,Combi-bolter, Extra Armour, Havoc Launcher, Searchlight, Smoke launchers, Warpflame gargoyles

Heavy Support (188pts)

  • Havocs (188pts) 4x Havoc, Icon of Flame, 4x Lascannon, Mark of Tzeentch, Veteran of the long war,Aspiring Champion, Bolt Pistol, Combi-bolter

Fortifications and Stronghold Assault (2013) v2 (Fortification Detachment) Selections:

Fortification (100pts)

  • Aegis Defense Line (100pts) Gun Emplacement with Quad-gun

It was only as I was reading through my list and packing my models on the morning of the game that I realised I had given the Havocs the icon of flame but the only weapons it would affect were their bolt pistols and combi-bolter – doh!

I won the roll for choice of table end and also for choice of going first which I decided to take. We both agreed that we didn’t want night-fighting (so under the new 7th ed rules if the players agree it’s ignored) and I deployed first.

deploymentThe sneaky eldar stole the initiative and the wave serpents and fire prism opened up taking an instant dislike to one of my defilers, reducing it to a single hull point in the first salvo.

In my round the warpsmith failed to repair the defiler, my shooting was abysmal and the defiler failed to regenerate a hull point too.

round 2Round 2 and the eldar vehicles advanced a little further, reducing the damaged defiler to a wreck and starting on the other one and my havocs.

My heldrake didn’t turn up from reserve and despite some of the shots from the bigger guns immobilising the fire prism and shaking one of the wave serpents the rest was typically poor. One of the cultist heavy stubbers lined a shot at the dark reapers but it turned out he hadn’t actually loaded any ammo.

round 3Round three and the eldar had reached my lines, unloading a squad of wraithguard which summarily destroyed the marines closest to it. They also managed to destroy the vindicator as one of the wave serpents could now line up in its weaker side armour.

My heldrake arrived and to Alasdhair’s relief he discovered I had given it the autocannon rather than the baleflamer. With the lack of enemy flyers the vector strikes were reduced in their effectiveness but still took a hull point off the wave serpent before having some ineffectual shooting of the autocannon. I decide to move the remaining defiler around cover to try and engage approaching troops with a rhino following, though not before a cheeky shot to wreck the second wave serpent and make the fire dragons within resort to foot slogging.

round 3bMaking the fire dragons disembark early may not have been the best idea as the eldar psykers used guide and they unleashed fusion guns at my drake, reducing it to a single hull point and destroying its only weapon. The wraithguard marched onwards and destroyed my warpsmith and several nearby cultists.

The remaining trio of cultists were clearly mad, and opened up their autoguns on the eldar battle-suits – and actually killed one. Their joy was short-lived as the next round they were obliterated in turn.

round 4The fire dragons proceeded to claim the objective in the ruins and melt my rhino to steaming slag, while their former transport hopped over to the rear of my lines and finished off my last defiler. The wraithguard advanced over the broken forms of the cultists.

The heldrake continued to fly over the eldar units, vector striking proving more useless than ever as I continued to roll 1’s. The remaining rhino drove over the wreck of the defiler (becoming a rhino-filer briefly) and continued to use its havoc launcher to batter the approaching guardians, reducing their numbers and setting them ablaze. This caused the survivors to turn tail.

My sorcerer and remaining marine squad hopped over the aegis and clambered onto the nearby shrine in an effort to get a better firing position, which resulted in the sorcerer getting shot down – his sole contribution to the game being activated his force weapon once!

Soul blaze continued to burn one or two eldar but not enough to cause them to worry, the heldrake (having failed to regenerate any hull points) was soon shot down to crash in a position where it didn’t worry anyone. The second cultist unit scrabbled over the wreck of the vindicator and fired at the wraithguard, taking another one out but inevitably were shredded in the following round.

In what would become the final round the eldar moved to secure two of the objectives, and my remaining marines began moving back towards their Aegis.

Alasdhair had scored Slay the Warlord, First Blood and Linebreaker to get a 5-0 win and with the tournament points this became 34-3. Despite the result this was a cracking game and if my dice had been even moderately behaved could have been a lot closer.

The powers that be have updated the standings and heading in to the final round I find myself level with Alasdhair and John S on 39 points, my final game is against the tyranid horde of Christian who’s sitting in third place overall with four wins under his belt. No pressure then ;-)

D&DEnc 18 – Dead in Thay – Session 10

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , on July 18, 2014 by Mik Calow

news_20140310_1So on our penultimate session of the season we were very thin on the ground down at Tabletop Tyrants. But as people had put themselves out to come down we ran with reduced numbers anyway and had a blast.

The heroes had already planned to head from the Seclusion Crypt to the Temple of Fortune. Appearing through the black gate they recognised the halfling Curran from Daggerford and set about freeing him from the wizard, flesh golem and wight in the room.

By the end of the fight they had captured the wizard (he had a broken arm and was manacled and gagged), destroyed the wight and forced the golem to be ordered to stand down (prior to gagging the wizard).

Between them they disable the dias and rescued Curran then as they had taken quite a beating returned to the gatehouse and the seclusion crypt to rest up once again before returning to the room and heading to the next chamber – The Temple of Savagery.

They focussed their attacks on the particularly sneery Red Wizardess, taking her out reasonably easily before the Dread warriors assaulted them. The particular effect of the room didn’t have a major issue with such a small party but I could see it providing major amusement with a large group especially if they clump together.

Once they defeated the warriors they freed the trapped Chosen, realising the female figure was a wight (and undead Rilsa Rael from Baldur’s Gate) as she spat curses of Bhaal at them and attacked. They knocked her unconscious before taking her back to the gatehouse too.

When they arrived they were told that Kelson and Jekk had led a force to the Abyssal Prison to free Shalindra, and that was where we left it, ready to head into the finale next week with hopefully a few more bodies. Unfortunately it’s that time of the year, good weather, the holiday period, combined with a couple of our regulars starting new jobs and another pair being off on their well-deserved honeymoon.

We’re planning on taking a short break before starting the new season in August and using the finalised rule set.

D&DEnc 18 – Dead in Thay – Session 9

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , , on July 11, 2014 by Mik Calow

news_20140310_1Just one table again this week down at Tabletop Tyrants, though this time I was back in the DM seat and as his group were unavailable Vipin joined us with his half-elf barbarian.

Adam’s ranger rejoined the others in the corridor between the Pale Garden and the Dreaming Garden, and once he convinced them to use one of the remove curse scrolls they had acquired and had his voice restored, he was able to relay the findings from the other group regarding the draining of the Chosen and the need to disrupt the process.

The group advanced into the Dreaming Garden to see a red wizard lounging on his literal garden furniture with two armoured figures before him and a group of shabbily robed figures around them. A couple of them noticed a black winged shape drop the lifeless form of a slave to the floor before flying up to the ceiling.

As the shabby robed figures shuffled forward the party skirted clockwise around the room but were pulled up a little short as Patrick and Heather suddenly fell asleep due to the soporific musk of the flowers in the room. Adam and Vipin picked them up and continued on until one of the armoured figures blocked their path demanding they explain their presence. They realised the red wizard was speaking through the obviously undead figure.

When they tried to say they were bringing sacrifices to the Undying Laboratory the wizard said the sacrifices could be left here, for his pet. At this point the black creature dropped from the ceiling behind the heroes. Vipin (still carrying a sleeping Patrick) leapt over one of the flowerbeds, dumped patrick on the floor and threw a bottle of Alchemists Fire at the wizard, igniting him and some his topiary furniture. Oliver blasted a fireball to add to the conflagration before being engaged by the undead warrior. Adam faced off with the black creature.

During the fight both Patrick and Heather eventually woke up and joined their allies, but despite having 2 rangers, a druid and the multiclassed cleric/bard/druid/mage no-one could actually identify the black creature correctly – not even when it spat a stream of acid over Adam.

The shambling figures joined the fray, revealed as zombies, along with the  other undead warrior and the heroes, despite having dealt with the red wizard (he failed his saves against the fiery attacks and died the next round), were soon hard pressed and had to use a lot of their healing magic before they finally won out.

The fight between Vipin and the wight was particularly funny as it quickly devolved into a series of innuendo’s regards Vipin being a dungeon trying to grasp Mt Grey’s weapon before thrusting it back into him – Adam joining the fight with the comment of “I’ll help finish him off” was met with more hilarity.

Eventually the battered and bruised heroes were able to gather their loot, though as most had been on the wizard or in his topiary furniture I decided to see if it had survived the fiery doom that claimed the former owner. They lost out on the scrolls but everything else survived, along with the two undead warriors weapons (a +1 battleaxe, and a longsword that while held could detect living beings within 30 foot even if hidden or invisible). Gathering their gear the ran through to the Undying Laboratory and used the gate to return to the Seclusion Crypt and rest up, planning on heading to the Temples of Turmoil next session.

The only dampener on the session was when we realised that Oliver’s multiclass caster’s spells were incorrect due to a confusion on level 3 spells not being available at character level 3. But after the session we went through build to clarify it and the pc’s now have the opportunity to level up to 8th level so they can make any necessary alterations.

D&DEnc 18 – Dead in Thay – Session 8

Posted in D & D Next, D&D, Encounters with tags , , , , , , , , , , , , , , on July 3, 2014 by Mik Calow

news_20140310_1This week down at Tabletop Tyrants we only had the one table as my group couldn’t make it for various reasons (work, illness, etc) so I had the opportunity to sit in on Vipin’s game as a player.

I decided to run a tiefling spellcaster that I had used in another game and after a discussion with Vipin we decided I was working in the room the party were about to enter alongside the Red Wizard there, but I was a member of the Resistance.

The room in question was the one with the nutcase wizard imbuing oozes with intelligence. Vipin described her as looking similar to Emma Thompson’s character from Harry Potter (Professor Trelawny) and the name stuck for the rest of the encounter.

Once the heroes entered the wights attacked and I tried to gain mental control of the wizard but failed. During the fight a gelatinous cube emerged close to the monk who had a strange obsession with wanting to be engulfed so as to fight from the inside, well he got his wish.

The half-orc fighter concentrated bowfire on the wizard while the elf ranger traded blows with a wight. I skipped over the troughs of ichor to get to the wizard but failed to land a blow, only to have a ochre jelly crawl out behind me and attack, to which I responded with a reaction that fried it to ash.

The wights used Misty Step to retreat and use their ranged attacks on the party as a small black pudding slithered out. I managed to finally drop the nutty wizard as the ranger danced over and sliced the monk free.

As I was still in my robes as a Red Wizard I commanded the wights to return to their duties and get the oozes back under control (backed up by a good persuasion roll) and they grudgingly did while we searched through the wizards private chamber.

After that we retreated back to the Gatehouse for short rest before using one of the glyph keys to enter the Temple of Nature.

Here we found another Red Wizard and wight, with an orc suspended in a golden glow on a dias behind them. The wizard challenged why we were there and I quickly said we had brought another chosen (gesturing to the half-orc) adding “let me show you what she can do” as Hannah prepared to charge in.

Thankfully I just beat her on the initiative roll and blasted off a Fireball, both the wizard and wight survived (though barely) but the orc in the glow wasnt so lucky.

The wizard managed to rush past all of us and escape but the wight was brought down by our ranger. Approaching the dias it had an aura that threw the monk backwards but the rest of us made it and realised it was being used to siphon the divine energy from the Chosen for the phylacteries. Between us we disrupted the magical effect, the restraining pillars and the carved runes. During this we realised that it was using the black gates to channel the energy and after a couple of attempts we were able to disable the gate.

Gathering our belongings we headed out of the north door…..

Wow that was great fun. Thankfully my character didn’t overshadow the regular pc’s. As Richard and Hannah are going to miss for a couple of weeks (due to getting married this weekend and going on honeymoon – congrats again guys) it will probably just be my table (if enough bodies are available) and we have agreed that my character has returned to the gatehouse to pass on the findings about the chosen while Adam’s ranger will rejoin the other party to do the same.

With the release of the Basic D&D rules pdf now on wizards.com we have agreed to stick with the playtest packet we have been using until the end of this season (only 5 weeks left).

It’s all heading for a climactic season/playtest finale :-)

I feel the power of the warp overtaking me..

Posted in 40k with tags , , , , , , on June 30, 2014 by Mik Calow

BLWith the switch over to 7th edition I have decided to fully embrace the psychic phase of our game of toy soldiers.

I’ve already got my pair of sorcerer’s in power armour on foot, and now I have my converted sorcerer on his bike.

However I still had a model I got for Christmas sat in its pack doing nothing – a sorcerer in terminator armour (I actually have 3 of these, the new one, an old one and another gained in trade that needs stripping – which I am passing on to another player from the club).


Digging through the bits box I still had the sorcerer arm holding staff from the plastic chaos lord terminator kit so decided to use it on this model.

BL-term-sorcererAs it comes with two options of arms I’ll be using the remaining combi-weapon and force sword arms on the older body.

This would give me 5 sorcerers plus Ahriman, not a bad selection to work with – for now.

While I was dipping in to my collection of terminators I felt the urge to paint one of my older minis.

I chose one of the very old models I had rebased on a 40mm one, armed with combi-melta and power sword that was already base sprayed and my usual colour scheme of Leadbelcher/Screaming Bell/Mephiston Red. I added a little blue-grey to the original slotta-base as all that black needed breaking up and I had done similar on my original infantry bases.

BL-termie-2 BL-termie-3 BL-termie-4 BL-termie-1

This brings the army totals up to 4 needing assembling, 149 unpainted, 40 need stripping, 96 base painted, and 36 painted.

Still a way to go.


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