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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...

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 wa...

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 2...

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 perm...

More Professions

For these I wanted to show some variations between how subtle differences could flavor various professions. Artist : Audience, Connections (Celebrity), Famous Starving Artist : Fresh Eyes, Poor, Streetwise Musician : Audience, Beguiling, Dealmaker Politician : Authority (<official title>), Debate Champ, Public Speaking Raconteur : Fearless, Infamous, Public Speaking Cook : Enduring Constitution, Obligation (Work), Poor Chef : Audience, Connections (Professional), Famous These I did for Tom: Comic Store Clerk : Debate Champ, Glibness, Out of Shape Taxi Driver : Enhanced Constitution, Fearless, Streetwise Delivery Driver : Authority (<service>), Determination, Free Running Groundskeeper : Enhanced Physique, Lab Access, Obligation (Work) Museum Curator : Audience, Eidetic Memory, Honest

Marvel Multiverse RPG

I thought I would start with making a few new things to cover what we need. One of the easiest was the Professions. I started with our jobs, or at least something similar. Professions Mariner : Authority (Port), First Aid, Situational Awareness Technician : Determination, Obligation (Work), Scientific Expertise Salesman : Connections (Professional), Dealmaker, Public Speaking Also I wanted to add some Powers. If anyone has anything specific they want, just let me know. Teleport 1 The character can disappear and reappear in a new location Power Set: None Prerequisites : Rank 10 Action : None Duration : Permanent Effect : The character can teleport. Their combat Teleport Speed is equal to their rank times their Running Speed.  Teleport 2 The character can cover vast distances Power Set : None Prerequisites : Teleport 1, Rank 15 Action : None Duration : Permanent Effect : Outside of combat, the character can teleport up to ten times their Teleport Speed. 

SONGS AND POEMS OF DOR DORIAN

SONGS AND POEMS OF DOR DORIAN First we have a love poem, which can be accompanied by music. It's full of metaphors and romantic, eternal notions. It would be a popular task to recite this adding in the name of one's affection here and there or expanding on it with the addition of flowery notes to personalize it. A Beautiful Flower My love’s like a beautiful flower, Newly blossomed in summer: My love’s like the melody Sweetly play’d in tune. As fair as you are, So deeply I am in love; And I will still be here, my dear, Until all the seas go dry. Until all the seas go dry, my dear, And the mountains crumble under the sun I will still be here, my love, While the sands of time still run: And forever, my love! And may my feelings never wane! I will stand by you, my dear, Through it all and again.       For the next piece, Days Gone By , this is a popular drinking song. The chorus is roughly the sam...

Ranger

Human Ranger  Chaotic Good Str 14+1+1= 16    Hit Points 11 Dex 15+1=16        Hit Dice D10 Con 12                   AC 16 Int 8                       Scale* Wis 13               Disadvantage Cha 10                 On Stealth Feat - Brawny (size L carrying capacity) Background - Sailor Class - Favored Foe, Natural Explorer (Artic) Trait - Ship's Passage Languages - Common, Dwarven Skills - Athletics +7, Nature +3, Perception +3, Sleight of Hand +5, Stealth +5, Survival +3 Tools - Navigation Tools, Vehicles (Water) Armor - Light, Medium, Shields Weapons - Simple and Martial Equipment - Scale Mail, two Short Swords, Explorer's Pack, Belaying Pin (club), Belt Pouch, 50ft Silk Rope, Lucky Charm, Set of Common Clothes, Longbow and 20 arrows Coin - 10gp - - ---++...

Timber framed buildings

Timber-framed buildings were usually constructed in what are termed ‘bays’. Each bay would contain a wooden framework around a door or a window. So there would be two upright timbers that formed the sides of the bay and the side frames for the doorframe or window frames to be fixed to. The door frame would then have a wooden ‘lintel’ above it, to support either brickwork or wattle and daub panels, and a window frame would be supported below by a wooden cross member to form a sill and a lintel above. Above and below the window lintel and sill would be, like the doorway, either brickwork or wattle and daub panels. The wooden uprights of the bays would be fixed into wooden beams forming a base and top ‘plate’. Hope this helps.

high aelf

UNITS Vanari Wardens (120 for 10, max 30) -Start of combat, unit champion does D3 MW to enemy unit within 3" on a 2+ -6s to hit do a MW instead -If you attack something that's charged this turn, you get +1 wound and +1 rend -Spell: MWs on 5+ instead of 6 Alarith Spirit of the Mountain (340) - At the start of the combat phase, if this model didn't charge,  gain +1 Attack until your next movement phase -At the end of your hero phase, choose a LUMINETH hero within 3". If that hero is within 3" at the beginning of your next hero phase, it can use a command ability without spending a CP -At the start of the enemy shooting phase, and any melee phase, pick 1 enemy unit with range of this ability.  That unit is -1 to hit until the end of that phase. Doesn't stack. -If this model is within 12" of a friendly STONEMAGE, you can treat this model has having suffered 0 wounds when you reference its damage table -Command Ability:Start of combat phase, +1 Attack to a AL...

HORRORS OF TZEENTCH 2020

Let's talk Horrors One of the biggest changes for the Disciples of Tzeentch has to be the new Horror unit. I remember the 40k daemon army where Horrors were your shooting models with Assault 3 Range 18” shots in an edition of the game where they put bolters and shuriken catapults to shame. They just have never seemed to get back to level of ranged firepower in any version since. But we are talking about Age of Sigmar here, so let’s break that down. Summoning daemons was a great change in AoS 2.0. Instead of setting aside reserve points to bring more stuff is way more fast and loose these days. No, every army can’t just keep piling on models.. but some models do have thematic ways to bring more troops to the battle. Regardless of your coven of choice, I am going to suggest that Horros of Tzeentch received a huge boost in the new game. The biggest thing that people were harping on in their reviews was Split and Split Again. So when you attack a Horror unit, the wounds are...

Summer Court

A brief summary for our upcoming escalation league. Sylvaneth Special - Forest Spirits (place 1 of every 2 units in reserve instead of setting up unit on the battlefield, at the end of the movement phasethe unit can arrive wholly within 6" of an AWAKENED WYLDWOOD and more than 9" away from enemy models), Navigate Realmroots (instead of moving one unit wholly within 6" of an AWAKENED WYLDWOOD can move to another as above), Places of Power (before armies are set-up, select 1 terrain feature, SYLVANETH units wholly within 6" are immune to battleshock) Summerleaf (aka Winterleaf) Special - unmodified rolls of 6 to hit, inflict 2 hits instead of 1. Does not affect Ylthari's Guardians or Skaeth's Wildhunt. Ylthari (180pts) Move 5" Wounds 5 Bravery 7 Save 5+ Attacks (Melee) Staff 3+/3+/Rend -1/d3, Thorns 3"/4+/4+, Mandibles 4+/4+/Rend -1 Special - Vigor and Wrath (Reroll 1's to wound), Wizard (Cast/Dispel 1, The Reaping , Verdurous Har...

Total Haul (by color)

From Elizabeth City Blue/Black Base : Kantor Blue  Layer : Alaitoc Blue, Dark Reaper, Hoeth Blue,Russ Grey, Teclis Blue Dry : Imrik Blue  Bone/White/Grey Base : Ceramite White Layer : Pallid Wych Flesh, Screaming Skull, Ulthuan Grey Edge : Krieg Khaki Dry : Praxeti White, Terminatus Stone, Tyrant Skul, Wrack White Brown/Flesh Base : Rakarth Flesh Layer:  Gorthor Brown, Kislev Flesh, Tallarn Sand Dry : Eldar Flesh, Golgfag Brown, Verminlord Hide Texture : Armageddon Dust Green Base : Death Guard Green, Death World Forest, Stegadon Scale Green Layer : Ogryn Camo, Sybarite Green Warboss Green Dry : Hellion Green Red/Orange/Pink, Purple Layer : Evil Sunz Scarlet, Fire Dragon Bright, Pink Horror, Wazdakka Red  Dry : Astorath Red, Changeling Pink, Lucius Lilac  Glaze : Bloodletter Technical : Spirit Stone Red Metallic Base : Balthasar Gold, Fulgurite Copper, Gehenna's Gold, Hashut Copper Layer : Auric Armour Gold, Runelord Brass, Stormhost Silver Dry : Sigmarite Techn...

Superheroes

While Gauntlet seems like my favorite idea lately, I want to run through some other ideas.  Basically Gauntlet is a straight up technology guy. He has a battlesuit that works in gravity control. Typical he is a melee character, in old MSH rules he would be slamming people with his gauntlets and flying around. To add another dimension to him is the idea of a gravity control array. So he can increase or decrease the effect of gravity on his opponents or objects in general. Whether it is a single target or an area - that was a cool effect in Mutants and Masterminds where the more features you add in, the greater the power is reduced.  Imagine if you will increasing the force of gravity on a weak character to literally crush them into the ground. At the very least immobilize them or reduce their movement. On a strong character, you could apply the opposite effect - levitate them to prevent them from moving. So he basically becomes a controller and affects the movement of other cha...

Thousand Sons

My new list against Jason today.. Red Corsairs Vanguard Detachment (998pts) Soulforged Pack - Led by Malegon , Chaos Lord on Disc (122pts) w/Power Axe, Maelstorm's Bite Warlord : Exalted Champion - +1A Elites Greater Possessed (70pts) Two Helbrutes (104pts each) Twin Combi-bolter Fists - Heavy Two Maulerfiends (132pts each) Lasher Tendrils - Flyers Two Heldrakes (167pts each) Baleflamers - So that is the first detachment.. +1CP for Vanguard, +1 CP for Red Corsairs, -1 CP for Soulforged Pack Thousand Sons Battalion Detachment (1,002pts) Led by three HQs , starting with Ahriman (131pts) Infernal Gaze, Prescience, Tzeentch's Firestorm - with a unit of Rubric Marines (96pts) Power Sword, Weaver of Fates - in a Chaos Rhino (74pts) Combi-Bolter - a Daemon Prince (180pts) Gaze of Fate, Malefic Talons, Warptime, Wings - And Sorcerer (103pts) Diabolic Strength, Glamour of Tzeentch, Plasma Pistol - with a unit of Rubric Marine...