Skip to main content

Posts

One army, Two Games

I have been debating about how to do this. The main thing is deciding whether or not I really want to bother with it. But all of my daemons are currently legal for Warhammer 40k and Age of Sigmar because they share the same base size. So the issue is, with the return of Warhammer: The Old World the bases are really screwy. So let me explain. If I try to transfer over my daemons the oval bases for the most part won't fit on the square bases. In addition to the roughly 25 Bloodletters I also have about 60 Pink Horrors and 9 Flamers. If I rebase any of this stuff, then I won't have access to it in another game. So with these models I am basically restarting from scratch on my Infantry. I have thirty more Pink Horrors and nine more Flamers on the way, so I am simply going to start them on new 30mm bases if I want to use them. If I decide to redo my Khorne daemons, I might honestly - but that's probably down the line. So stuff is going to work a lot better. As illust
Recent posts

The Inn

The path back to road was a different one than the way we traveled here. Otto and Dox were very happy to be travelling with me. I even found some tasty herbs for making a tea.  We were skirting a bog when shimmering, buzzing, stinging swarm lit on us. We later learned they were called Shimmer Flies. They lay eggs on a host the inhabit - but their shiny carapaces blind their targets. We scattered them and drove them off.  We took a little rest and camped near the road. Before we finally made it out of the forest we saw a masked humanoid figure standing in the distance watching us. We neither hailed him, nor attempted to attack, and the figure melded back into the wood.  After another night on the road, we reached the inn. We found the caravan and safety of numbers here. It would be nice not to sleep on the ground. Argasto was very generous. He gave us a bonus of twenty gold each for the assistance. We explained all that we knew to him and he said Mal Gergard was a former Tem

On the Trail

As we moved through the forest, we had a sense that we were being watched. The trade route in the Drachenfell is ominous enough, but pushing off the road into the wood definitely gives you a much bigger sense of dread for those who are sensitive to those things. I remember thinking that Otto was probably blessed that none of this seemed to phase him. He just plodded along jingling and crashing through the primeval forest without any notion of fear or stealth. Dox was particularly quiet. I wasn't entirely sure what he was focused on. He is often very intense like this. Kind, despite his infernal origins, but also very focused and serious. It's as if he has a lot on his mind. After traveling for half the day, the trail led to a clearing. The ramshackle tower seemed quiet, it had a scaffolding staircase, and stretched to the sky over three stories. Concealed in the leaves was a large bear trap. The steel spring trap was set to deter any pursuers, but we considered it w

The Trade Road

Three days out of the town of Mort, we'd reach the Drachenfell forest. The caravan had at least seven days left to Brandon's Ferry. We traveled slowly. Our group was over twenty men strong, five wagons each with one or two drovers, nine soldiers including us, a priest, and a blackcloak. She seemed to view our scouts as prey, but she was young and more used to having a group of templars to back her up.  The morning calm of the fourth day was shattered by the caravan master Argasto. He was shouting about a thief and interrogating the guards on duty the night before. One of the muleskinners, an aging and grizzled veteran named Keller, had vanished in the night. Taking his loyal mastiff with him and padding out of the camp.  My skill as a tracker was not challenged by finding his trail. He probably had a six hour lead, but our investigation turned up that he was an ex-bandit, he'd ran with a pretty rough crowd after the war. More importantly, he'd on

Shadow-touched

When Strom levels in bard he gets a feat or ability score improvement. If he takes Shadow-touched , he gains +1 Wis (that would be a 16 now) which raises a few skills and his saving throw. He will gain access to Invisibility so he can drop that as a spell. But he also gains a new first level necromatic spell, so let's look at False Life . You gain D4+4 temporary hit points. If you cast this spell using a higher level spell slot, you gain an additional +5 hit points. So Strom has a lot of benefits from taking this spell.     False Life Cure Wounds  1st level   6.5  7.5  2nd level  11.5  12  3rd level  16.5  16.5  4th level  21.5  21  5th level  26.5  25.5 Part of that is Strom's Charisma score in regards to cast Cure Wounds or Healing Word would only provide him with a +3 bonus because he's sitting at 16 instead of 18 or 20. But that would still only increase the effect of each spell by +1 or +2 if his ability score was dramatically higher. If Strom used every

Tickler

Versatile Trickster So in dealing with Ghul there are a few things we need to understand. First off there is an Arcane Trickster ability that completely changes the way the spell mage hand works. Mage Hand Legerdemain Starting at 3rd level, when you cast mage hand , you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. But it doesn't allow you to cast the spell as a bonus action. The spell, if you follow the link a

More Powers

One thing we will definitely get as this game moves forward is more power sets. In the meantime, I am going to add a few for our characters.   Beast-Powers The character has powers associated with Beasts Origins : Alien, Magic, Weird Science : Beasts Effect : The characters Might and Vigilance score caps increase by 6. The character can select the Extreme Appearance trait to take on a monstrous beast-like appearance. If you they do so, they can take an additional trait for free.  Powers in the set include Crushing Grip, Mighty 1, Mighty 2, Mighty 3, Mighty 4, Nature Sense, Quick Toss, Wallcrawling, and the following powers: Alertness The character has an uncanny ability to detect danger. Power Set : Beast-Powers Prerequisites : None Action : None Duration : Permanent Effect : The character has an edge on Initiative rolls and Vigilance (perception) checks. Enemies have trouble on Agility (stealth) checks against the character's Vigilance defense. The character also gains a permanent