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All Scars Damnation narrative campaign – rounds 2 and 3 so far

Posted in 40k with tags , , , , , , , , , , on November 10, 2016 by vobeskhan

60030102012_BlackLegionENG01Well a lot has happened since our initial landings in the city of Vogen, especially within our own alliance.

Our Night Lord allies have turned on us, ambushing the Orks as they passed through his territory to attack the Dark Angels and also sending a strike force to “assist” an eldar attack also against the Orks in Snipers Alley. The Orks lost both those games and were forced to retreat to the palace.

The Demon-kin located a gate to the Damnation cache and attempted to enact a ritual to open it but were thwarted by the Eldar, while also taking a few more sectors in the west of the city and engaging the alliance known as the Cavalry (more imperial lapdogs).

My own forces haven’t fared well since our impressive start to the campaign. In a retaliatory strike the Tau (now in an alliance with Eldar) struck into the western gardens and fought my troops off (riptide variants, warp hunters and other shenanigans – I don’t think anything actually got out of my deployment zone!).

While I sent other troops to capture the railhead areas, which were then intercepted by Imperial Guard of the Cavalry and Inquisition troops of the Allies of Inconvenience. We played a fun mission with random deployments and randomly generated turn order. I had Typhus leading a force of zombie cultists backed up with a warpsmith led force of defilers and a character helbrute. With the zombies able to respawn on a 4+ I caused many headaches for the two Imperial forces but at the end of the day the Guard won out, securing both parts of the Railhead for their alliance.

The following round of orders saw us gain reinforcements in the form of new KDK player Matt. I was attacked once again in the Palace Gardens, eastern section this time, by both the Dark angels and Inquisition of the Allies of Inconvenience.

We agreed to go large, 4k for me and 2k for each of them as they were allies. They let me choose the mission and despite setting myself an improbable task i went for the “Kill em All” mission form the Black Legion book. No objectives (primary or secondary) I have to wipe the enemy out or lose. We agreed no Super heavy/LOWs, and no Forge World. The mission also meant that I would recycle units once they were completely destroyed – reminiscent of the old Meat Grinder missions myself and Gary (running the Dark Angels) liked from years ago.

I decided to take another Black Crusade detachment. Terminator Lord with squad of termies, 3 squads of CSM, squad of havocs, large squad of Raptors joined by a Sinistrum Sorcerer, 3 warpsmiths leading units of mutilators and oblitorators, another smith leading the defiler-helbrute combo, and a pair of heldrakes.

It was a hard-fought game but once my foes decided to not wipe units out if they could help it, it became an uphill struggle. After four intense rounds we called it (time was pressing, we could have squeezed a fifth but we honestly agreed that I wouldn’t kill enough to do the job in one last round), so I lost the other side of the Gardens too.

Both of these games were so paced and intense that I don’t have pictures I’m afraid.

I still have one more battle to play this round, also against Gary’s Dark Angels, as I struck out to capture Building 235 from Imperial Hands. We’ll see how that goes.

Away from the table things are still heating up, with the revelation that the “opposing” imperial alliances have struck some sort of non-aggression pact. The Orks don’t care what happens to the city as long as “dem gitz don’t get it” so are rumoured to have been proposing a “us v them” policy to all non-imperials.

All we can be sure of is that in the Grim Dark of Vogen’s future – there is only War!


All Scars Damnation narrative campaign – Planetfall

Posted in 40k with tags , , , , , , , , , on October 5, 2016 by vobeskhan

The All Scars are kicking off this years narrative campaign with a bang!60030102012_BlackLegionENG01

We will be playing an updated version of the Cityfight campaign based upon the siege of Vogen. Myself and Gary have played this campaign a few times in the past and it’s always been a blast, with plenty of the locations offering up highly narrative elements in addition to those that the players might introduce themselves anyway.

Rules and information can be found on our newly made wiki site, which all players can access and update for themselves as the campaign progresses.

My SAMCRO Black Legion have joined an alliance with fellow dark lords, Jon, with his Night Lords, Edd, with his Khorne Demonkin, and Simon, with his Orks. We all seemed to get reasonably close on the random deployments (though my Legion did receive a cryptic message to divert due to hostiles being in my original flight path). Once planetside everyone was able to make a round of orders, the Forces of Damnation (our alliance’s name) decided to strike hard.

The Orks attacked nearby Eldar, the Night Lords struck out to capture the Spaceport and engaged Dark Angels, while myself and the Demonkin tag-teamed a pair of Tau cadres holed up in the nearby Palace.

The campaign also allows for random events too, Edd was able to topple an Imperial statue and uncover a relic blade (which he gave Jon to use in return for utilising Jon’s Feel No Pain upgrade from holding a specific location), while I had an interesting risk reward option – in my upcoming battle any unit entering via deep strike could take straight armour saves, failure meant death regardless of number of wounds, but success meant they could assault on the turn they arrived.

We were going to play a 2 v 2 game, 1000 points each, no LoW’s/Super heavies. The others didn’t want to fight a cityfight mission so taking my optional rule into account I suggested the Speartip Assault mission from the Black Legion supplement.


I really wanted to try out some of the new (before Traitor’s Hate was released) formations, and worked out a list using the Black Legion Warband but I didn’t think it fit thematically. Then Simon suggested taking terminators and I looked at the other formations before finally deciding on this:-


+ Abaddon’s Speartip (991pts) +

The Bringers of Despair (420pts)
··Abaddon the Despoiler (265pts) [Warlord]
··Chaos Terminators (155pts) [Bringers of Despair, Mark of Nurgle (18pts), Veterans of the Long War (9pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Terminator Champion (50pts) [Combi-melta (7pts), Power Fist (10pts)]

The Chosen of Abaddon (571pts)
··Chaos Terminators (137pts) [Veterans of the Long War (9pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Terminator Champion (50pts) [Combi-melta (7pts), Power Fist (10pts)]
··Chaos Terminators (137pts) [Veterans of the Long War (9pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Terminator Champion (50pts) [Combi-melta (7pts), Power Fist (10pts)]
··Sorcerer (160pts) [Additional Mastery Level (25pts), Burning Brand of Skalanthrax (30pts), Force Stave, Spell familiar (15pts), Terminator Armour (25pts), Veterans of the Long War (5pts)]
··Sorcerer (137pts) [Additional Mastery Level (25pts), Combi-melta (7pts), Force Stave, Spell familiar (15pts), Terminator Armour (25pts), Veterans of the Long War (5pts)]

I selected to have everything deepstrike on turn 1 (as per the mission special rules) and when Edd rolled and seized the initiative it looked grim for the Tau.

With the force split into 3 parts (character and termies in each) I placed where I would like them and to the Tau’s horror none of them scattered. Rolling for their armour saves (from my random bonus rule) I lost 2 terminators from Abaddon’s group.

With the only psykers on the board we had free rein, and I used psychic scream to destroy the enemy ghostkeel. The Shooting and Assault phase saw my units decimate the Tau ranks, taking the heads of both of their warlords in the first round and securing 17 VP’s. It was not looking great for the greater good. With my forces either locked in combat or drawing the tau fire, Edd’s demonkin were reasonably clear to advance, but to be honest most of the fight had gone out of the Tau.

After five rounds of battle the final result was 24-11 to the Chaos forces, and the Tau forced out of the Palace as it was their only territory.

It could have all gone horribly wrong as my 12 man army was worth a massive 15 vp all on its own to them, but only gave away 7 in the end. While they remembered the Palace bonus of giving them 3 buildings/ruins with upgraded saves, they totally forgot their own bonus rule allowing them to deploy a number of Sentry towers with automated multi-lasers.

I didn’t remind them of this until after the game, and also waited till then to remind Lee that he’d totally forgotten about a unit of infantry he’d deployed in front of a building (where he couldn’t see them from where he stood) and hadn’t used them all game. Ooops!

With the next round of orders and battles imminent I expect our alliance shall come under heavy fire as we have quite a swathe of occupied territory across the middle of the campaign map and enemy factions on all sides.

Since we have all been requested not to post these reports until the closing date for the Planetfall round, the Traitors Hate supplement has dropped, and I can’t wait to try some of these formations out in upcoming games.


Leicester All Scars Punic Wars Stage 2 – Firesweep v Eldar

Posted in 40k with tags , , , , , , , , , , , on December 7, 2015 by vobeskhan

BLThis past weekend saw the Leicester All Scars assemble once again at Tabletop Tyrants for our narrative campaign – the Punic Wars.

This was stage 2 and we would be fighting a Cities of Death battle using the Firesweep mission and the special Tactical Objective cards given for them. My Black Legion forces would be attacking an Eldar craftworld under the command of Alastair, and we had agreed on 1500 points with no Lords of War (but anything else was ok).

Knowing I was to be playing a cityfight style game I thought it best to have “boots on the ground” and so thought I’d take the Thousand Son’s contingent of my force.

Hathor, a level 3 sorcerer of Tzeentch with the added bonus of the Eye of Yuranthos (to make him level 4) would lead 3 5-man units of Thousand Sons, each with an aspiring sorcerer and an Icon of Flame (4+ inv save, ap3 bolters with soulblaze, whats not to love). These would be backed up by 2 10-man squads of Chaos marines with the mark of Nurgle, each led by an aspiring champion (power sword and melta bombs), and containing a flamer and an autocannon.

Now I know what your thinking, there’s no “heavy hitters”, well my Heavy Support choice was a Land Raider Proteus, complete with the ark of unnameable horror, warpflame gargoyles, pintle multi-melta and the Mealstrom Raider legacy to grant it Outflank.


I won the roll off and chose to deploy and go first, unfortunately Alastair seized the initiative and his first turn proved deadly – taking out not only my warlord but the unit of thousand sons he stood with too! The other pair of Sons units also came under heavy fire but some survived.

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After a brutal 7 round battle all I had remaining was the proteus on 1 hull point, while the eldar still had their farseer, dark reapers, a few jetbikes and a wave serpent. Final score was 16-4 to the eldar. A well planned and executed plan by Alastair (those spears with ap3 attacks are marine killers!) led to a well deserved win.

Chaos may be falling behind in the war for the system but thankfully the Imperial forces in general have also taken a severe kicking.

Stage 3 wont be until the New Year but already the banter between players is starting, especially with the opportunity to “call out” opponents. I’m hoping to face our Ultramarine player, Dave, as I’ve only had the opportunity to  play against him in either small skirmish/kill team, and we both have a reputation for being the unluckiest dice rollers in the club.

All Scars Vordrast Incursion – Stage 3

Posted in 40k with tags , , , , , , , on December 7, 2014 by vobeskhan

BLToday was stage 3 of the Leicester All Scars campaign, the Vordrast Incursion, and I was facing off against the Ulthwe Eldar of Dave Dolman.

Throughout the campaign so far we have all been adding to the narrative, this round being no exception and so Dave and myself came up with added consequences for the loser.

If Eldar lost they would be cut off from their wraith units for the next battle.

If Chaos lost they would be cut off from their psykers for the next battle.

My list selection for this battle focused upon the use of soul blaze even more than usual to tie in with our narrative.

++ Chaos Space Marines: Supplement – Black Legion (2013) (Combined Arms Detachment) (1991pts) ++

+ HQ (470pts) +

Kalek, voice of the Protean – Dark Apostle (130pts) [Bolt Pistol, Gift of mutation, Mark of Tzeentch, Power Maul, Sigil of Corruption, Veterans of the Long War]
··Rules: Beseech of the Dark Gods, Champion of Chaos, Demagogue, Independent Character, Mark of Tzeentch, Ten Millenia of Hate, Veterans of the Long War, Zealot

Vobeskhan – Daemon Prince (340pts) [Close Combat Weapon, Last Memory of Yuranthos, 3x Mastery Level (become Psyker), Power Armour, Spell familiar, Tzeentch, Wings]
As my warlord he got the Eye of the Gods, for his psychic powers he had Force, Firestorm of Tzeentch (Primaris), Doombolt, Warp Speed, Smite, Sunburst (from the Last Memory)

+ Troops (450pts) +

Bullhorns – Chaos Space Marines (225pts) [Heavy Bolter, Icon of flame, Mark of Tzeentch, Meltagun]
··Rules: Mark of Tzeentch, Ten Millenia of Hate, Veterans of the Long War
··Aspiring Champion [Bolt Pistol, Bolter, Melta Bombs]
····Rules: Champion of Chaos
····Power Weapon [Power Maul]
··9x Chaos Space Marine [9x Bolt Pistol, 9x Boltgun]

Skulltop – Chaos Space Marines (225pts) [Heavy Bolter, Icon of flame, Mark of Tzeentch, Meltagun]
··Rules: Mark of Tzeentch, Ten Millenia of Hate, Veterans of the Long War
··Aspiring Champion [Bolt Pistol, Bolter, Melta Bombs]
····Rules: Champion of Chaos
····Power Weapon [Power Maul]
··9x Chaos Space Marine [9x Bolt Pistol, 9x Boltgun]

+ Fast Attack (379pts) +

Heldrake (170pts) [Baleflamer]
··Rules: Daemon, Daemonforge, It Will Not Die, Meteroric Descent

SAMCRO – Chaos Bikers (209pts) [5x Chaos Biker, Icon of flame, Mark of Tzeentch, 2x Meltagun]
··Rules: Mark of Tzeentch, Ten Millenia of Hate, Veterans of the Long War
··Tiggs – Chaos Biker Champion [Bolt Pistol, Melta Bombs]
····Rules: Champion of Chaos
····Power Weapon [Power Sword]

+ Heavy Support (692pts) +

[FW] Chaos Fire Raptor Gunship (275pts) [Armoured Ceramite, Dirge Caster, Hellfire Missiles, Hull-mounted twin-linked Avenger bolt cannon, Warpflame Gargoyles]
··Rules: Deep Strike, Independent Turret Fire, Infernal Relic, Strafing Run
··Reaper Autocannon Batteries [Maelific Ammunition]

Chaos Predator (172pts) [Dirge caster, Extra Armour, Havoc Launcher, Lascannons, Searchlight, Smoke Launchers, Twin-Linked Lascannon, Warpflame gargoyles]

Defiler (245pts) [Daemonic possession, Power Scourge, Twin-Linked Lascannon, Warpflame gargoyles]
··Rules: Daemon, Daemonforge, Fleet, It Will Not Die

We both agreed on no night-fighting, the roll for planetary instability gave us severe lightning storms (though aside from almost wounding a wraithguard this did little else). I won the roll for deployment and chose to deploy second.

Dave set up across the board with his wraithknight on my left flank, so when I set up everything went to the right flank and to add insult to injury I proceeded to seize the initiative too.

My first round started well, predator taking out the falcon and forcing his firedragons to begin walking, and a well placed cannon shell taking out some of his guardians, setting the survivors ablaze and pinning them scoring me 2 early vps (first blood and psychological warfare). Dave’s response wasnt as brutal, taking out one of my bikes and reducing the pred to 1 hp but the cards were nice to him and he leapt to a 4-2 lead.

Round 2 saw my fire raptor scream down into the centre of the battlefield and begin chewing up more guardians and taking out the wraithguards wave serpent. My DP used his powers to inflict more soulblaze the guardians much to Dave’s chagrin. My bikers were eager to get in on the action and following jinking last turn their shooting at the fire dragons wasnt effective, so assault was next. The dragons took another one out with overwatch but my hammer of wrath took their exarch (though this then denied my issuing my challenge to score a vp with Hungry for glory), the remaining dragons failed to wound the bikers and champion Tiggs unsheathed his power sword and took their heads.

Dave’s forces decided that was enough and started on me in earnest, his wraithguard decimating Kalek and squad Skulltop before the wraithknight finished them off. His swooping hawks dropped in behind my defiler hoping to catch it off guard but its power scourge put a spanner in the works and only a lone hawk limped away from the combat while the undamaged defiler picked feathers out of its claws. With dice luck abandoning him it was only fair that the cards were on his side as he pulled further ahead to an 8-2 lead!

Round 3 and my heldrake still didn’t show up, but I had the fire raptor zoom off into ongoing reserves. My DP continued to spread soul blaze goodness around but did suffer a wound from Perils in the process. The bikers swooped around the rear of Dave’s warlock (all that remained of one guardian unit) and riddled him with bolter fire. The defiler, having had no luck so far damaging the wraithknight decided to drop a cannon shell on its smaller brethren, obliterating them. Finally the cards had been nice to me and I got one for the objective I was camped on.

Dave had Eldrad, Asurmen and a squad of Avengers disembark and along with his remaining 3 guardians they tried to shoot my DP down. At the end of the shooting phase they had reduced him to 1 wound but he passed his grounding check and grinned evilly at them. The score remained at 8-2.

Round 4 and my heldrake and raptor turned back up, drake failed to wound as he vector struck the knight, but then both bore down on Eldrad’s unit. The bikers risked driving into the trenches to secure another objective (but lost another member to a dangerous terrain test). The DP positioned himself for good effect, catching several members of Dave’s infantry in his sunburst (and again inflicting soulblaze on the survivors). The aptly named avenger bolter cannon thinned the ranks of the dire avengers and the baleflamer took out the rest, leaving Eldrad, Asurmen and a lone guardian. The Raptor also used one of its turrets to take out the last wave serpent too. At this point all the eldar had left was the his trio of infantry and the knight, but that could still be enough.

Dave’s round finished off the pred but little else, though with the knight holding an objective as well this gained him another 3 vps. Score stood at 10-9.

Round 5 and as no other target would present itself the heldrake vector struck the last guardian as it zoomed off the table for another pass. The raptor switched to hover mode and swung around to a better firing position. The DP flew towards objective 5 in the hopes of landing next turn and claiming it. Psychic phase saw Eldrad getting fried. Shooting saw the raptor shredding Asurmen with high velocity slugs and finally wounding the knight. It was getting too close to call on the points and I wanted that knight dead.

Dave finally shot my DP down, taking him to 12-9. If the game ended now it would be light side win, he rolled…….and we continued to round 6!

Well the heldrake continued its lack of ability to scratch the wraithknight, as did the defiler, so it was all down to the raptor. Its missiles depleted, it was avenger bolter cannon and reaper turret batteries only, but with the eldar behemoth on 1 hp it would be close. The barrels whirred to life, throwing metal slugs with wild abandon….. and finally the knight fell! With the raptor in hover mode it could claim the objective I had 2 cards for and my bikers claimed linebreaker bringing me to 12 vps – thankfully with no eldar left on the board it counts as a darkside win though.

This was one of the closest games I have played and Dave is a brilliant guy to play against, my soul blaze shenanigans once again proving his undoing.

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Crusaders of Light and Dark – Rnd 3

Posted in 40k, Gaming events with tags , , , , , , , , , on February 17, 2014 by vobeskhan

BLThis weekend saw the third round of our Crusaders of Light and Darkness 40K campaign down at Tabletop Tyrants. The missions this time was The Scouring and I was facing another new opponent, Joe, with his Guardians of the Covenant space marine army, and we had agreed on 2000 points.

I actually made two possible army lists for this game as another of the dark side players had a model for me and I wasnt sure whether to include it or not – though after seeing the model I knew I had to include it. So this was the list I took:

1997 pts Black Legion Roster (Primary Detachment)

HQ (393pts)
Daemon Prince (230pts) Daemon, Fearless, Veterans of the Long War, Close Combat Weapon, Gift of mutation (10pts), Power Armour (20pts), Tzeentch (15pts), Wings (40pts)
Warpsmith (163pts) Champion of Chaos, Independent Character, Master of Mechanisms, Shatter Defences, Aura of dark glory (15pts), Combi-bolter (3pts), Power Axe, The Spineshiver Blade (30pts), Veterans of the Long War (5pts)

Elites (465pts)
Helbrute (110pts) Crazed, Multi-melta, Power scourge (10pts)
Possessed (355pts)
Daemon, Fearless, Fleet, Vessels of Chaos,  Icon of excess (35pts) Chaos Rhino (57pts) Repair, Combi-bolter, Dirge caster (5pts), Havoc Launcher (12pts), Searchlight, Smoke launchers, Warpflame gargoyles (5pts)
9x Possessed (261pts) 9x Mark of Slaanesh (27pts) Possessed Champion (2pts) Champion of Chaos, Veterans of the Long War (2pts)

Troops (594pts)
Chaos Space Marines (248pts)
9x Chaos Space Marine (117pts), Meltagun (10pts), Meltagun (10pts), 9x Take a CCW (18pts), Veteran of the long war (10pts) Aspiring Champion (38pts) Champion of Chaos Bolt Pistol, Bolter, Power Weapon (15pts)
Chaos Rhino (45pts) Repair, Combi-bolter, Dirge caster (5pts), Searchlight, Smoke launchers, Warpflame gargoyles (5pts)
Chaos Space Marines (173pts)
Autocannon (10pts), 9x Chaos Space Marine (117pts), Meltagun (10pts), Veteran of the long war (10pts)
Aspiring Champion (26pts) Champion of Chaos, Bolt Pistol, Close Combat Weapon, Combi-bolter (3pts)
Chaos Space Marines (173pts)
Autocannon (10pts), 9x Chaos Space Marine (117pts), Meltagun (10pts), Veteran of the long war (10pts)
Aspiring Champion (26pts) Champion of Chaos, Bolt Pistol, Close Combat Weapon, Combi-bolter (3pts)

Fast Attack (170pts)
Heldrake (170pts) Daemon, Daemonforge, It Will Not Die, Meteroric Descent, Baleflamer

Heavy Support (375pts)
Chaos Predator (160pts) Dirge Caster (5pts), Extra armor (10pts), Lascannons (40pts), Twin-Linked Lascannon (25pts), Warpflame gargoyles (5pts)
Havocs (215pts)
2x Flak Missiles (20pts), 6x Havoc (78pts), 2x Lascannon (40pts), Mark of Tzeentch (14pts), 2x Missile Launcher
(30pts), Veteran of the long war (7pts)
Aspiring Champion (26pts) Bolt Pistol, Combi-bolter (3pts)

(My alternative list swapped the Deamon Prince for a Dark Apostle, and added a second Hellbrute).

We shuffled the scenery around until we were happy with it, rolled for deployment and got the diagonal setup. I won the roll for deployment and chose to go second. Rolling for my Deamon Prince’s gift of mutation I got a 26 giving him +1 BS, woo hoo what a great bonus for someone who can’t take ranged weaponry. Then to add insult to injury I rolled for my Warlord trait for him and got Unholy Fortitude giving him the It Will Not Die special rule – oh wait, HE’S A DEAMON and already has this. At this point I should have realised that my dice had it in for me.

CAM00688 CAM00689I held the Helldrake and DP in reserve, and deployed the 2 rhino’s high on my left. The havoc’s started in a convenient aegis line and everyone else started behind and around it.


Joe’s warlord was an Inquisitor lord who, along with his retinue of terminators had a scout move which followed by a 6 on a their first turn run move managed to get them in to combat with my predator and nearby troop unit very quickly.  The Inquisitor challenged my champion who readily accepted, reducing the imperial lackey to a single wound. Unfortunately the rest of the combat and a thunder hammer strike tore through the predator causing it to explode. The resulting explosion took out any survivors of my troop unit, including the champion, but also took the Inquisitors final wound too giving me Slay the Warlord.

CAM00690One of Joe’s flyers arrived from reserve and in conjunction with fire from the combat squads in a rhino destroyed both of my rhino transports.

Thankfully the 2nd rhino was destroyed close to one of the objectives which happened to be a Skyfire Nexus, allowing my now transportless troop unit to target the flyer with their meltaguns and bringing it crashing down upon the possessed unit ahead of them, but the insane warriors of chaos suffered no casualties from the burning wreck.

CAM00692Having suffered the attentions of the imperial quad gun the Hellbrute and warpsmith circle back behind the Aegis emplacement and the Hellbrute charges the terminators but the mighty thunder hammers tear it up.

The imperial terminators turn their attention to the remaining members of the Havoc squad, the fight is brutally one-sided and the terminators take up residence in the Aegis (and close on another objective).

CAM00693My heldrake descended, its vector strike not being particularly effective but its baleflamer lit up a combat squad of marines, reducing them to a single figure that ran screaming as it continued to burn before succumbing to the demonic flames too.

The demon aircraft didn’t much else as it became vector locked from quad gun fire and then shredded by the assault cannon fire of Joe’s 2nd flyers arrival.

1781982_10202125541354409_1454031589_nThe warpsmith targeted the terminators with his mechatendril’s flamer and meltagun but the weapons failed to wound their targets. Calling upon the deamon inside his Spineshiver Blade he was disappointed when the demonic essence fed upon him instead, yet he had committed himself to the charge and fought on against the elite imperial troops. He failed to hit them before they tore into him with lightning claws and thunder hammers. He needed to make 4 saves of 2+ (grey dice) and 2 saves of 5+ (white dice) with his fleshmetal and aura of dark glory – as you can see by this time the dice gods had truly abandoned me and my opponent could only watch in disbelief.

My Deamon Prince finally arrived from reserve, scoring a kill on a combat unit as he passed over them. Sadly the imperial scouts moved forward uncovering another Skyfire Nexus in the ruins and used it to target the flying warlord. But he survived, the snipers reducing him to a single wound. He passed his grounding test, avoiding an ignominious death. Unfortunately Joe’s remaining flyer was nicely positioned behind him and reduced him to a cloud of red mist that briefly hung in the air before falling like rain to the battlefield below.

By this point I was down to a single troop unit that was rapidly dwindling in numbers. These managed to last a round more before being utterly destroyed and Joe was able to claim all of the objectives uncontested.

Final result 19-2 to the Guardians of the Covenant (I got my second point due to downing the flyer thanks to the Scouring mission).

I had been annihilated but once again thoroughly enjoyed the game. My streak of losses continues but hey, so what. I have fun playing the game and as long as I continue to do so the results are secondary to me.

Overall the forces of Darkness managed to squeak a win (on VP’s) for the round, meaning round 4 will be the Blood of Martyrs mission with Darkness capitalizing on their success to attempt to wipe the forces of Light from the battlefield. I’m due to play another new opponent, Pete, with either his Blood Angels or Tau (gods I hope it’s not Tau).

Before that though, the All Scars have the doubles “Mentoring” event, featuring teams of less-experienced players teaming up with senior members for a day of battle and mayhem. I shall be joining Liam with his newly acquired Chaos marine army.

Keep on the Shadowfell Campaign – session 9

Posted in Campaign, D&D with tags , , , , , , , , on February 9, 2014 by vobeskhan

shadowfellThis months session saw us unfortunately down to only three players at Tabletop Tyrants due to circumstances beyond our control, but rather than plunge back into the main plot I had an idea for a little side quest for those that  would be attending using a slightly modified version of the “Kobold Hall” introductory adventure included in the original 4e DMG. As it turned out, what could have been a quick and simple jaunt has led to, well, you’ll see…

While their companions discuss the ramifications of Sister Linora’s involvement with the cult of Orcus and the deaths of both herself and the ranger Ninaran with Lord Padraig, Nadaar, Korrin and Gelth decide to visit the local traders and replenish some of their supplies.

As they peruse the wares of one of the few market stalls the two dragonborn notice a figure in the crowd, another dragonborn with a cloak pulled close around them but a rather disturbing clasp on display – the symbol of Tiamat. Being the most adept at remaining unseen Gelth follows the figure while leaving a trail for his companions to follow at a distance.

The cloaked figure approaches one of the tenements, knocks, and enters once the door is answered. Nadaar believes he heard the knock distinctly but Gelth advises him that he is incorrect. Nadaar crafts a crude symbol of Tiamat while Korrin begrudgingly covers her armour and symbol of Bahamut, before the trio approach the door and knock as Gelth instructed. A swarthy looking human man answers the door and upon seeing the symbol invites them in, telling them to go through to the back with the others.

In the tenements single room stand the cloaked dragonborn, a tall bulky human in armour with a vicious scar across his throat, the man who let them in and another pair of scruffy looking human peasants that the heroes partially recognise as farm hands from the outlying lands.

Nadaar tries to strike up a conversation with the dragonborn but gains little more than she is a black scaled dragonborn with a strange red stripe on her scales running from her left brow back to her horn. Meanwhile Gelth attempted to converse with the human warrior but his chatter merely received nods and grunts leading the monk to believe the tall man was mute.

Apparently satisfied that no-one else was coming their host and the peasants rolled back the tatty carpet to reveal a trapdoor opening onto a rough tunnel and wooden ladder. Everyone but the host descended (the host closing but lock locking the trapdoor behind them) and followed the rough tunnel to a chamber laid out with simple wooden benches and box to act as a speaker’s platform.

The heroes took seats with the peasants while the human warrior stood at the side and the dragonborn addressed them. “With the recent upheavals in this region, the cult is taking advantage of the powers that be’s focus being on other matters to further our own interests. However several of our kobold brethren have been subverted by the  forces forking for the Cult of Orcus, and another small group guarding something precious to our Dark Queen need bringing back into line.”

CAM00667Nadaar quickly volunteered himself and his companions for the task and was told to seek the kobolds within the ruins of a keep beside the Kings Road on the way to Fallcrest. The dragonborn continued with several more minutes of rhetoric about the glories of the Dark Queen before closing the meeting and everyone began to file out. It was then that Korrin’s cloak slipped open and revealed her symbol of Bahamut and all hell broke loose.

CAM00668As the guard charged across the room after Korrin, Gelth dove over the bench at the dragonborn. Nadaar however chose to strike at Korrin with his elemental magic. It took a few minutes for Gelth to realise that Nadaar wasnt putting full effort into his bolts though and eventually Korrin realised too and pretended to fall unconscious to the floor as everyone surrounded her. Gelth managed to prevent the guard from finishing the fallen paladin off by intimidating him and Nadaar’s silver tongue convinced the dragonborn that he would deal with the paladin himself later, in the name of the Dark Queen.

CAM00669Back in their room at the Inn, as Nadaar apologised to Korrin and explained his actions she accepted his apology – with a backhanded slap across his face (rolling a crit), and considered the matter closed. Accepting his punishment the elementalist left the paladin and monk to recuperate while he went to the stables and hired three horses for the few days he expected it would take to travel to the ruins and back, arranging to leave at first light.

The journey to the ruins looked to be uneventful until about an hour away from their destination the heroes came upon a lone orc standing in the road holding a pair of hand axes. Gelth spurred his mount forward and at the last-minute launched himself from the saddle and struck the orc a telling blow, the bestial humanoid tried to retaliate but succumbed to the attack and fell to the ground. Unfortunately he wasnt alone, and while two more similar orcs appeared from cover beside the road, a third wielding a vicious looking battle-axe charged in whirling mass between Nadaar and Korrin’s mounts, attacking mount and rider alike. Despite the brutality of the ambush the orcs were quickly despatched by the adventurers. Going through the orcs belongings they discovered that their previous ambushes had paid well and had even produced some Everlasting Rations, which Korrin quickly put into her backpack before they continued on their way.

The ruins of the small keep lay on a slight rise beside the road (to call it a hill would be too generous) and the heroes left their mounts sheltered in a nearby copse of trees before approaching on foot. There was sign that numerous kobolds had passed this way but some time ago. In the ruins they found a poorly hidden stairway to the remaining ruins of the keeps dungeon, partly covered by a scrubby brush. Fully aware of kobolds fondness for traps they searched carefully and realised the brush was attached to a crude spear trap on the stairs below and bypassed it safely before descending.

CAM00670Spotting a kobold slinger Gelth charged into the chamber and CAM00671vaulted over the trench of green goo while Nadaar advanced and conjured magical flames upon the kobolds beyond the portcullis, quickly regretting it as one of the small reptilian warriors charged through the bars and forced the elementalist backwards into the sticky muck of the trench. He was quickly joined by one of the kobolds as Gelth fought the little beasts but Korrin struggled to engage them thanks to one of the sling wielding kobolds holding her in place with his “snot pots”.  Eventually though the heroes overcame the kobold guards and Gelth lifted the portcullis so that Nadaar could secure it with the lever beyond.

CAM00672Descending to the next chamber revealed it to be a crypt but at the sight of a temple of Tiamat (even a shoddy makeshift one) at the far side, angered Korrin and she strode forward, until she heard the stone under her foot click ominously. The visor of the amour in the alcove beside her lifted and a sticky coated dart fired out and struck her, preventing her from moving her legs as its toxin flowed through her system.

Nadaar made his way slowly checking each step as he went to move to his companion and Gelth scuttled into a hidden position behind one of the sarcophagi.

CAM00673As the kobolds moved forward a third appeared from stairway, but this one wore armour and had a shield that appeared to made from a single large scale. Gelth darted from his hiding place to attack one of the kobolds, deftly dodging more of the poisoned darts.

Nadaar conjured a field of flames which burnt one of the kobolds but as the flames licked at the armoured warrior his shield glowed white and extinguished the fires. Wary of the darts the heroes were still able to engage and deal with the kobolds with relative ease before turning their attention to the dart-spitting suits of armour. Nadaar and Gelth battered them until they were no longer functional and the heroes examined the altar of Tiamat. Between two grubby candles (the heroes daren’t think where the wax had come from) was a hemp bag stained with blood that had leaked out onto the makeshift altar. Looking in the bag they found it contained a reasonably fresh heart, but couldn’t identify what it had belonged to.

CAM00674Descending the stairs the air temperature began to drop rapidly and the chamber at the bottom was cold and had a patch of dark ice on the floor between its two main rocky supports.

“Who disturbs Szathraxx?” boomed a voice from the rear of the chamber in draconic. The heroes quickly realised they were in the presence of a white dragon, though only a young specimen it still towered over them.

CAM00675Nadaar tried to convince the beast that they had brought it a tribute by holding out the heart they had taken from the altar above, but as the majestic beast noticed Korrin’s holy symbol it flew into a rage and attacked the heroes with claws, teeth and icy breath. The dragons rage was focused upon the paladin and she was soon lying helpless on the cavern floor, though the great white reptile too was heavily wounded. As its rage played out and it realised how much the heroes had hurt it, Szathraxx was prepared to listen as Nadaar called for mercy and offered a “tribute befitting your majesty”. The dragon agreed that in exchange for a considerable sum of gold and gems he would let the heroes leave but not before eliciting an oath of fealty from Nadaar. As the dragonborn swore to the dragons service the mighty beast placed its talon upon his scarlet scaled forehead. Nadaar felt as if his head was being frozen from the inside out until the dragon withdrew to count his coins, leaving the scales where he had touched the dragonborn bleached an icy white.

Nadaar and Gelth, both heavily wounded themselves, gathered up their fallen comrade and returned to their horses. Tying Korrin in place on her mount, they galloped back to the safety of Winterhaven. While Gelth tended to Korrin’s wounds, Nadaar returned their horses and sought out the female dragonborn to give her the kobolds shield and tell her about the dragon. He rejoined his companions later that evening.

Time had beaten us at this point and so we called it there and made arrangements for our next session (March 8th down at Tyrants as usual).

Keep on the Shadowfell Campaign – session 8

Posted in Campaign, D&D, Gaming events with tags , , , , , , , , on January 14, 2014 by vobeskhan

shadowfellResting in the Goblin chief’s hidden storeroom the heroes sleep was once again plagued with a shared dream of undead closing upon the walls of Winterhaven beneath a darkened sky. Upon awakening they decided to head back to town to see if the dreams held any truth.

As Ninaran had already taken their horses back to Winterhaven they had to trek on foot through wilderness, relying upon Bron’s skills to guide them. Returning to the surface they realised that it was still the very early hours of the morning and dawn had not yet arrived, but thankfully Korrin’s sunblade once again lit their way.

A few hours into their journey and still in the woods, they hear the approach of booted feet and guttural voices. Shabba and Nadaar moved away from the main party so as to get advantageous firing positions, while Bron, Rocky and Korrin held their positions and awaited the approaching group.

CAM00612They didn’t have to wait long as a group of armoured hobgoblins approached, dragging a hooded prisoner with his hands bound. A brief conversation revealed they were part of the Bloodreavers and when Rocky told them they weren’t welcome in Lord Padraig’s lands to which the hobgoblins leader laughed and replied that the people of Winterhaven would soon share the party’s fate and ordered his men to attack.

The hobgoblin archers had noticed Nadaar skulking in the trees and opened fire upon him, almost taking him down in the initial volley. Shabba used the trees for cover and begin sniping shots at the archers, quickly reducing them to corpses. Nadaar hurled a fiery blast into the midst of their foes, careful to not catch the prisoner in its flames.

Bron cautiously moved forward so that he could send healing energies to Nadaar while still being close enough to blast the hobgoblin leader with righteous fury. Rocky charged forward his mighty maul eager to taste his foes blood, smashing into the armoured guards and barging through to worry the robed leader too. Korrin followed her goliath companion, reaching the hobgoblins and belching forth her dragonbreath.

The prisoner took the opportunity to slip his bonds and smashed his fist into the nearest of his captors before they could respond.

The hobgoblins attempted to form a cohesive defence using their militaristic fighting style but the heroes quickly overcame them, and soon the woodland floor was littered with goblinoid bodies. The prisoner was revealed to be a Gith monk named Gelth who had been travelling the region “to find his centre”. Hearing of the heroes mission he eagerly offered to join them and assist where he could.

Taking enough time to deal with the minor wounds they had suffered (well, most of them), they were soon back on the path to Winterhaven. They were a getting a little concerned when the sky didn’t begin to lighten as expected as dawn approached.

CAM00613Reaching the north edge of Winterhaven they approached the cemetery, its rickety fence barely remaining standing but still showing the boundary of the burial site. The heroes could see Sister Lenora standing in a glowing circle near the centre of the graveyard but of more concern were the shambling, rotten bodies that had clawed their way out of their graves and small group of skeletons holding bony bows.

As the heroes enter the cemetery to engage the undead one of the crypt doors opens, revealing their elf guide Ninaran, who takes aim with her bow and shoots at Sister Lenora!

CAM00614Shocked that the elf would attack the priestess, Shabba takes a position behind a fallen statue and takes his own shot, knocking the traitorous elf to the ground where it stays, unmoving.

Rocky leaps the meagre fence and charges into a group of the zombies but the creatures prove more resilient than expected.

The skeleton archers pass by the priestess, apparently kept at bay by her circle and instead target Shabba and Bron with their arrows as the zombies nearest try to grasp closest heroes. Sister Lenora casts a spell, sending wisps of black smoke at the nearest skeleton but it doesn’t seem to have any effect.

CAM00615The undead around the gates seem to be drawn to Bron and Korrin, possibly sensing their ties to goodly gods and focusing their attacks upon them.

Shabba moves between cover and continues to harass the skeletons, proving to be the better archer and taking them down.

Rocky gradually whittled his foes down despite their grasping claws and raining blows.

As the last of the undead falls Sister Lenora comes towards the heroes a smile upon her face – and then lances a bolt of necrotic energy at Bron, dropping the cleric unconscious to the floor.

The heroes shock is only momentary, before rushing her and burying her under a flurry of blows. As Korrin lay hands on Bron, sending the blessing of Bahamut into the priest, the heroes find a note on Sister Lenora.

“‘Nora, I received your report on the adventurers. Next time you see them, put an end to their meddling. Mix the blood of ten people with the elixir my messenger brings. Then trace the following pattern on the ground of a graveyard and pour the liquid into the lines. That should supply you with a force to thwart them.
I’m very close to completion; see that I’m not interrupted. As you already know, if you do come to the second level of the keep, the pass phrase is “From the ground, some magic was found.”

They realised that perhaps their suspicions of Ninaran as the mysterious “N” may have been misplaced, and Shabba felt a pang of remorse having slain the archer. They gathered both bodies and returned them to Winterhaven to inform Lord Padraig. He was appalled to hear what had happened but confirmed that since the heroes had left for the keep Sister Lenora had been acting strangely. The heroes asked permission to search the temple of Avandra for any clues as to why she would have done so and he solemnly agreed.

At first glance nothing seemed untoward until Shabba noticed behind the altar that the stone was out of place. Rocky put his shoulder to it with a mighty shove and heard a distinct click – he immediately froze, fully aware that he may have just triggered some sort of trap, but Shabba carefully checked and much to Rocky’s relief gave the all clear. Continuing to clear the stone revealed a compartment within the altar, the click had been caused by the stone breaking a glass phial (its remaining liquid not leaving enough to identify its contents), there was also a bone scroll case that looked to have been already opened.

Shabba and Nadaar examined it carefully but could discern no trap, though Nadaar said that there was some residual magical energy. Carefully removing the cap revealed a scroll inside which had held a magical trap, one which would have ensnared the readers will. The heroes deduced that this must have been how Sister Lenora had been affected and upon returning to Lord Padraig, informed him of their suspicions.

Saddened by the corruption and loss of the priestess the heroes retired to Wrafton’s Inn to rest up in preparation of returning to the Keep and ending Kalarel and his plans.

We left it there and made plans for our next session (February 8th, at Tabletop Tyrants as usual). Another fun-filled session under their belts. It was great to be joined by Rachel’s brother Edward who will hopefully be staying with us as his study allows.

One thing we noticed today too was that with the hobgoblin encounter I used y dry-wipe mat but the addition of actual tree models really brought the battle to life, aside from the MtG players we were the only ones at the store so it was great to be able to borrow the scenery.

During my preparations for this session I had calculated the amount of xp available in the rest of the adventure as planned and had worked out that the party would be getting half way to 5th level, however I hadn’t included the hobgoblin patrol or the cemetery encounters in that. Since then I have, and this adds almost 2,000 more xp to that available, so the pc’s will be even closer to 5th  – not bad considering the original adventure is meant to take players up to 3rd level.

I’m definitely looking forward to the heroes descending to the lower levels in the coming sessions.