Thursday, 31 May 2018

JADE is Moving!

All of my minis individually wrapped and ready to go!
It has been a little quiet around JADE recently, and that's largely because I'm moving. After hosting the JADE headquarters on Gerrard Street East in Toronto for the passed five years, my wife and I are packing it up and moving about 45 min North to town of Newmarket. We needed to a bigger space as our lives continue to grow, and Toronto is just too damn expensive these days. So back North we return to around where we grew up.

For JADE this means we are taking a bit of a break as I get everything sorted and settled in my new place. It also means that I now have a basement with a designated gaming area! For too long we have been crammed into apartment living rooms, and my far too small home office. Now we'll have the room to stretch out, set up a couple of gaming tables and really get into the tabletop games in a major way! I'm think way more scenery and terrain for the table, or even a custom D&D gaming table.


As for the dice, for the next week or so we will not be doing any shipping, however we will get back to fulfilling orders as soon as we can! And we will be back with a new space, new games and more friends to play with!

I'll try to post a couple of things here and there over the next week and I promise I will post some pictures of my new space once we are ready to go! Until then wish me luck and I will talk to you all soon!

Written by: Andrew Gregory






Friday, 18 May 2018

Battle Report: Space Wolves vs. Death Guard Game 3


After our last game of 6th Ed Warhammer 40k my opponent (and younger sister) Sarah and I decided that it was time to upgrade. We had been reading more and more articles about 8th Ed Warhamer 40k online, and I was starting to see more and more memes about 8th edition that I simply didn't understand. At JADE we never have a problem playing older editions, but we do like to know what is going on right now in the gaming world, and both Sarah and I felt like 8th edition was changing the game and we were out of the loop.


So we bought our 8th Ed Rulebook, and I picked up the Death guard and Chaos Space Codices. Sadly the Space Wolf Codex has not been released so we got Sarah the Index Imperium 1. For me, it is still a little weird to think of myself as a Death Guard Player rather than a Chaos Space Marine Player running Plague Marines. Since 3rd edition I always thought of myself as a Plague Marine Player not a Death Guard player but those are the new rules, and while I can still run Plague Marines in a regular Chaos army, they are an elites choice, where as in the Death guard Codex they are a troops choice.


After our books arrived we began studying all the changes in 8th edition and preparing our forces. For our first match we decided to keep it as simple as possible. We would play an Open Play Annihilation Match using power levels. We would play on the horizontal edge of the table to ensure immediate contact between the two forces. And finally, Sarah would field the same army she had before, and I (having to rethink my force using a new codex) would build a Death Guard Army to counter it.

The Forces

Like our last two games we use our only painted forces: Sarah's Space Wolves and my Death Guard. For this match we agreed we would give the power level system a try. We had both read online that power levels are considered quite broken and really not playable, but we wanted to see for ourselves whether this was the case.

So Sarah was using largely the same force that she fielded last time, with only a few minor tweaks to make things "legal" in the new edition.

The Armies: Space Wolves vs. Death Guard

Power Level: 108

Edition: 8th Edition



Space Wolf Force

HQ
Njal Stormcaller in Runic Terminator Armour (9pls)

Rune Priest in Terminator Armour (8pls)
-Runic Terminator Armour
-Storm Bolter
-Runic Axe


TROOPS
Grey Hunters (11pls) - 10 Models
-10 Chain Swords
-10 Bolt Pistols
-10 Boltguns
-10 Frag Grenades
-10 Krak Grenades

Grey Hunters (11pls) - 10 Models
-10 Chain Swords
-10 Bolt Pistols
-9 Boltguns
-10 Frag Grenades
-10 Krak Grenades
-Plasma Gun

Grey Hunters (11pls) - 8 Models
-7 Chain Swords
-7 Bolt Pistols
-6 Boltguns
-7 Frag Grenades
-7 Krak Grenades
-Plasma Gun


ELITES
Dreadnought (7pls)
-Assault Cannon
-Dreadnought Combat Weapon

Wolf Guard Terminators (30pls) - 8 Models
-3 Power Fists
-Wolf Claws - Pair
-4 Assault Cannons


FAST ATTACK
Thunderwolf Cavalry (8pls) - 3 Models
-Tempest Hammer
-Storm Shield
-2 Chainswords
-3 Bolt Pistols

Cyberwolves (1pls) - 1 Models


HEAVY SUPPORT
Long Fangs (7pls) - 5 Models
-Plasma Gun
-2 Lascannon


DEDICATED TRANSPORTS
Drop Pod (5pls)
-Storm Bolter

Total: 108 Power Levels

Again we used every model that Sarah had available, though this configuration is largely based off of her previous force. The main difference between this and the force from Game 2 is the larger squad of Terminators. In 6th ed you could field a squad as small as three models. In 8th ed the minimum is five; so we had to turn the turn squads of five and three into one squad of eight.

This massively bumped up the Power Level of this squad, so to compensate (and since this was an open play match) Sarah and I agreed that the eight-man terminator squad could take three Assault Cannon's rather than the usual one allowed by squad limits. It just seemed a little more fair.


Death Guard Force

HQ
Typhus 9pls
TROOPS
Plague Marines (13pls) – 10 Models
-Plasma Pistol
-Power Fist
-9 Plague Knife 
-7 Boltgun
-10 Blight Grenades
-10 Krak Grenades
-Plasma Gun
-Plague Belcher
-Icon of Despair
Plague Marines (13pls) – 10 Models
-Plasma Pistol
-Plague Sword
-9 Plague Knife
-7 Boltgun
-10 Blight Grenades
-10 Krak Grenades
-Melta-Gun
-Plague Belcher
-Icon of Despair

Plague Marines (13pls) – 8 Models
-Plague Sword
-7 Plague Knife
-Boltgun
-8 Blight Grenades
-8 Krak Grenades
-2 Blight Launchers
-Icon of Despair
Plague Marines (10pls) – 7 Models
-Plasma Pistol
-Plague Sword
-6 Plague Knife
- Boltgun
-7 Blight Grenades
-7 Krak Grenades
-Icon of Despair
Plague Marines (10pls) – 7 Models
-Plague Sword
-6 Plague Knife
-4 Boltgun
-7 Blight Grenades
-7 Krak Grenades
-Plasma Gun
-Melta Gun
-Icon of Despair
ELITES
Hellbrute (7pls)
-Hellbrute Fist
-Twin Lascannon
Blightlord Terminators (14pls) – 5 Models
-Combi-Melta
-Chainfist
-3 Combi-Bolter
-2 Bubonic Axe
-2 Power Fists
-Reaper Auto Cannon
Possessed (11pls) – 7 Models
-7 Horrifying Mutations
DEDICATED TRANSPORTS
Dedicated Rhino (4pls)
-Combi-Bolter
Dedicated Rhino (4pls)
-Combi-Bolter
Total: 108 Power Levels

My army changed quite drastically from last game. This time around I fielded Typhus and I was fielding far more plague marines than last time. Since Chaos Havocs are no longer a unit choice available to Death Guard Armies I replaced those with Terminators - also remembering how devastating Sarah's were last game. For the sake of experimentation, I also made sure to include a slew of the special Death Guard Weapons among the troops. It has been a long time since Plague Marines have had an upgrade and I was really looking forward to fielding this force.


The Battlefield 

For our past two games we had been fighting among dense overgrown ruins, using as many of the Urban Matz Ruined Gothic Buildings as we could. This time around our we decided to focus more on the homemade CD Scatter Terrain. I had recently created three Standing Stones and three old Games Workshop Gothic Ruins bases which gave use plenty to work with. The final touch was a single large ruin in the center of the field that gave the area a focus and the impression that we were fighting on the outskirts of an ancient and long forgotten town.

Scenario: Annihiliation

For our first foray into 8th Ed Sarah and I decided to keep it simple and play an Annihilation match. Gone are Victory Points in Open Play, replaced by simply counting the remaining models on the table at the end of five rounds. In an Annihilation match the player with the most models remaining wins.

We also decided to set up on the length of the table rather than the width, meaning that there was only 2 feet between us on our 6ft x 4ft table. We wanted the battle to get going as soon as possible, but still have enough space to maneuver.

And with the battlefield set we were ready to begin.


Turn 1: Charge!!!

With my army deployed on the North side of the table and Sarah's on the South, we both set up our lines from East to West; heavily fortifying the Western side and leaving smaller forces to handle the East.

The turn opened up with a few pot shots dealing only minor damage to either side and Sarah, In an attempt to crush my Western Line, also Teleport Striked her Terminators as close to my Dreadnought and furthest western flank.

So right away we got to see some major differences between 6th and 8th. The new "Deepstrike" rules mean you get to chose when these units come in making them far more useful to deploy from a tactical perspective.

After the Teleport Strike, on the Eastern side of the table Sarah's Thunderwolves miraculously rolled an 11" charge putting them into melee with my closest Plague Marine unit. The Thunderwolves are deadly, but my Disgustingly Resilient rolls on Plague Marines (allowing them to ignore an unsaved wound) were on fire after the 16 total attacks that her three Thunder Wolves get in 8th ed, only one managed to cause a single wound.


Turn 2: A Rock and a Hard Place

On my second turn I Teleport Striked my five Terminators and Typhus in behind Sarah's Western Flank, and laid on the fire from two Plague Marine squads in front. I ripped through her Long Fangs, and Massacred her seven man Grey Hunter squad. I also released my Posssed Marines from their Rhino on the Eastern front charging Sarah's Thunderwolves. By the end of my turn she had lost a full third of her army.

During Sarah's go her Terminators were able to take out my Dreadnought once and for all. But she had simply lost too many units and they were too far apart to help each other. Needing support, she decided to drop her final Squad of Grey Hunters and Teleport Strike Njal onto the field. Feeling that the Western front was lost, she decided to wipe out my Eastern flank, and barraged my Plague Marines with a plethora of  psychic abilities and bolter pistol fire. But it simply wasn't enough, my forces held and the melee continued.


Turn 3: Clean Sweep

At this point, Sarah was feeling pretty disheartened. Her army was getting crushed while she had only removed a handful of troops from the field. However there was something else going on. Since the end of turn one we had both realized that something was wrong. My army looked a lot larger and more powerful then Sarah's was. In fact the entire time I was saying that I thought my army would be at least 500 points larger then hers if we crunched the points. So with it getting late we agreed this would be the last turn, and we would sit down afterwards and figure out what wrong with these two forces.

This turn was pretty disastrous for Sarah. I destroyed her terminators on her Western flank and reduced the remaining 10 man Grey Hunter Squad on the West to 3 models. On the Eastern front Sarah's gamble to capture it would pay off in a turn or to, but it was honestly too late. We ended the turn with her force more than 24" away from mine and with my rhino's still running she would have a hard time catching me. I could easily play keep away from the next two turns.

So we called it there. In the end I won the game with 34 models remaining to her 19.


Conclusions

To explain why I had had such a crushing victory, Sarah and I sat down and looked at the points values for the forces, rather than the power levels. It turned out that the army I used was around 1900pts. Sarah's on the other hand was closer to 1450pts. So I was pretty close in my approximation that we were off by 500 points, however it was in fact closer to 450pts.

This was a huge disparity, and honestly proved to us that what the internet was saying was right: power levels are unbalanced, and practically unusable. With all that being said, Sarah did have some interesting comments about Open Play and power levels. She commented that despite the difference in forces, it was actually a very enjoyable battle. We both liked the new rule set, and as Sarah pointed out further, if we had played the same game with such a points disparity in 6th Edition she would have been quickly wiped off the map in a fairly boring game.

So in defense of power levels, they actually managed to make an unbalanced game quite fun, and the lighthearted nature of setting up your army in an Open Game meant you could make a fun and flexible force you couldn't normally field. I would actually use power levels to introduce new players to the game, though I would also play closer attention the balance between each force. It made understanding the units and their different weapon and components a little easier, without getting bogged down in the numbers.

For Sarah and I, we are a little beyond power levels. We both agreed that it was an interesting and worth while experiment, but we will be switching to points for our next match. This game was simply too unbalanced.

For those who have still not upgraded to 8th edition: there are a lot of changes, but it is fun and still feels like Warhmmer 40k.

Written by: Andrew Gregory



Wednesday, 16 May 2018

IAF MiG21F-13's


The MiG21F-13 is probably the most famous and well known variant of the MiG21 Fighter Jet out there. Known as the "Fishbed-C" this model of the MiG21 featured missiles and a Forward Fixed cannon. Unlike the later "Fishbed-D" which only featured missiles, the Fishbed-C was designed as both a fighter and interceptor.

During the 1965 Indo-Pakistan War, India purchased both the Fishbed-C and Fishbed-D, though with the Fishbed-D being the newer model those were far more common.


As of posting this, I have played a single game using MiG21's. I used the Fishbed-D since I didn't roll the variable rule that lets me use the Fishbed-C, but regardless I had decided to use the more modern plan regardless of what I rolled. We had never used a plane that was solely a missile platform so I was interested to see how it worked.

From my experience in the last game, I found that I was really missing those guns. To fire GAR-9 Infrared Homing Missiles at a target you have to be directly behind them. Which isn't an easy thing to do when your opponent knows you have missiles and is actively avoiding you. There were two occasions where I could have scored hits if I had been armed with guns, but lacking them, I had to pass on the opportunity.

So in the end I have to say that the older Fishbed-C is indeed the superior aircraft.


Like my MiG21PF's these models are from Raiden Miniatures, however to distinguish them I painted them with a distinctive Camo pattern. There are a few scenarios in CY6! where the camo pattern actually grants you some cover, but in this case it is just for show.

Written by: Andrew Gregory

Monday, 14 May 2018

Thomas' Time Travel Adventures: JADE's First Spin Off Campaign


Since the beginning of Arachnophobia Game 1, Dave has been talking about how he was planning on one day abandoning the party and having Thomas set out on his on Time-Travel oriented adventure. Dave was well aware that as a level 1 caster he simply wasn't powerful enough to do this, and needed to level Thomas up to a point where he could be more self sufficient. He also knew that since we were playing this in 2nd ED AD&D it was going to take a while.

Thomas reached level 5 by Game 21, and from there he waited for an opportunity to leave. That very opportunity presented itself at the end of Game 24. Thomas had managed to convince the party to come with him back in time to save the small hamlet (where more than half of the party originated) from the coming spider hordes that slaughtered much of the population.

It wasn't a hard sell, but once there and having had a chance to recover, Thomas decided his deed was done, and took the TARDIS, his peacocks, Clops the Horse and left. He cast Timeslip and returned to a point just before the party arrived back in time and in the Dale in the first place, and departed down the same road that the rest of the group would follow the next day.

The rest of the party learned of this just before they left the Dale for the second time, but by then it was too late. Thomas was a full day ahead of them... And could have been anywhere or any time by now.


So far we have only had a single game of Thomas' Time Travel Advenutres. During this game we played through him leaving the party and the Dale (which I had done with him as an NPC since Dave couldn't make it to that game.) and then through some of his travels along the road. There he met with the Sha'ir Zefewé Ibn Agrabah (I don't have a mini for him yet), who claimed to be up here with his assistant looking for rumours of treasure on behalf of the Blackridge Thief's Guild. Thinking this was an interesting adventure, Thomas agreed to join the with the Sha'ir and his young thief friend and see what it was all about.

Despite this current adventure, Thomas does actually plan to assist the Arachnophobia party as much as he can. His first plan after helping Zefewé is get the treasure from outside of Malbridge. The very prize that Butters died trying to claim. Since those events wouldn't happen for almost 3 weeks, and Thomas knew exactly when and where this treasure would be, he planned to claim the 5000gp for himself, and then use time travel to duplicate the money.


This duplication is achieved, by placing your money in a secure location and leaving it for - let's say an hour. You then retrieve your money from the location, and then cast the Timeslip spell and return to a time when your money is still hidden. You recover the hidden money from the past, adding it to the same money you had already recovered from the hiding spot: doubling your funds.  And you can do this for a while: doubling your money each time, basically until someone more powerful notices and has cause to stop you.

Thomas plans to take this wealth and use it to buy a Caravel, and hire a crew. This Ship and crew will then be waiting in Harbour Town to take the party across the sea to the Hellenisitc Isles when they arrive.

I am really looking forward to these adventures, and the look on the Arachnophobia party's face when they come to claim the 5000gp, only to realize it is gone (taken by Thomas) and for them to later learn that it was used to purchased a ship and hire a crew on their behalf. So look or more updates on Thomas' adventures soon when we will actually try and steal this treasure.


Written by: Andrew Gregory

Image Sources:

Check out @addiedoesart for more cool fantasy shots.

And see http://www.jadegamingnews.com/2017/04/the-death-of-butters.html to learn more about Caravels.


Friday, 11 May 2018

Forge World Death Guard Blightlord Terminators


About 3 months before they annouced 8th Edition Warhammer 40k, and began their massive overhaul of the Death Guard Chaos faction, I had one of the luckiest scores I have ever had on Ebay. The old Forgeworld Terminator conversions had been around since they introduced plastic Chaos Terminators, but unfortunately they were a little pricey: retailing for around $50 Canadian (after the exchange rate), and you still had to buy a pack of terminators on top of that!

Well I managed to find a set of these, shipping from my hometown of Toronto for $15. And then while visiting the UK last year with my wife, I purchased a box of Chaos Terminators to complete my conversions. This saved my a few more bucks as WH40k is a bit cheaper in it's native homeland than it is across the pond.


Well a little less than a year after assembling all of the pieces I finally got around to finishing these terminators! It also Complete my set of original Forge World Plague Marine models.

And yes. I know, I know, the barrels are painted not drilled. I have already been given some light-hearted flak about that on Instagram.  Unfortunately I do not have a drill bit (or a drill) I trust enough to do this properly... Yet.


The kit that I assigned to these terminators is largely based on the kit that was given to them on the Forge World Website. That features, 2 Power Fists, 2 Power Axes, 1 Chain-Fist, 1 Combi-Weapon and an Assault Cannon. I am not sure if this is the best layout to give them, but it is a small homage to models I dreamed of having as a kid.


In 8th Edition Terminators are incredibly powerful. Though slow moving -having their speed dropped to 5" or 4" for Death Guard Blightlord Terminators as they are in "Cataphractii Armour"- they make up for this by maintaining their Deepstrike ability (though it is called Teleport Strike now and works slightly differently), and more importantly gaining a second wound by virtue of their armour.

This is a huge power boost, and I think that it better fits the concept of Terminators being these unstoppable tanks on the field.


Having never played 8th edition. I am unsure exactly the best way to wield Blightlord terminators. Unlike their Deathshroud cousins who are clearly close-combat oriented, the Blightlord Terminators are more like classic Chaos Terminators in their weapons choices, giving them a blend of ranged and close combat.

So I will need to be thoughtful if I want to wield them at their maximum efficiency.


I will be playing my first game of 8th Ed soon! And of course I will be fielding my new unit of Blightlord Terminators in that very game! I hope to use them to counter's Sarah's Terminators that she used to devastate my forces last game. Fingers crossed that these guys prove up to the task.


Written by: Andrew Gregory

Wednesday, 9 May 2018

The Waystones in Arachnophobia


Recently I created a bunch of CD based scatter terrain pieces in order to create a modular forest in the 15mm and 28mm scale. To add to that forest, had my friend 3D print a number of standing stones to represent the Waystones in my Arachnophobia Campaign.


Waystones are an important part of the druidic religions in my Arachnophobia World. They are magic standing stones of ancient origin that litter globe. They serve as multi-denominational shrines for passing travelers, and their magical aura prevents harm from coming to anyone who sleeps under them.


Further more anyone he sleeps beneath a Waystone experiences the same dream.

"Giants made of the mountains themselves stride across an ancient land: a barren waste of rock and lichen. Stone shards rain down from their towering figures, and land with a thud into the ground, forming the Waystone you now sleep beside."

The palyers have come to recognise these stones as holy places, and look forward to the respite they provide on their long and perilous journey.


On a side note they are also a good scale to use as objective markers in tabletop miniatures games like Warahmmer 40k. Something I very much look forward to trying out, as they are clearly marked, and seemingly important.


These standing stones are all from Thingiverse and are often based on the real thing from the British Isles. They make for a great ruin in a mysterious old forest, or as a powerful relic from a by-gone era.

I am sure whatever I am playing I will try to get them onto the tabletop some how.


Written by: Andrew Gregory


Monday, 7 May 2018

Homemade Trench Hexes


When we first began playing Canvas Eagles we had a home-made printed hex grid with 1" hexes. Quickly we upgraded to a larger mat made by the makers of the Areodrome game (I cannot find the website I bought it form for the life of me), and we marveled at its larger size and greater detail. It really was an improvement on all fronts, however it still featured the 1 inch hexes.

If you look real close in the upper left hand corner you can just make out the hex grid.
While functional, the problem with the 1 inch hex grid was one of stability. Our telescoping stands from CorSec Engineering, regularly fell over at the slightest bump of the table. The magnet plane mounts at the top also meant that any nearby stands that fell would stick together creating a giant mess. It was a huge pain in the ass, so after 3 years of playing like that I had had enough and purchased a mat with larger Hexes.

I went with Hotz Mats who are the makers of the finest Air-Combat hex grids in any scale. The mat I chose was the European field mat giving me a large green textured space. I chose it for it's genericness and because I was getting into Check Your 6! at the time and the trench mat didn't seem appropriate. However almost immediately we realized that trenches in Canvas Eagles are important markers for determining Anti-Aircraft, and for whether or not your pilot survives the crash. The Hotz mat I purchased did not have them.

And so, I set about creating my own Hex markers to create a modular Trench line in the free photo editing software GIMP.


I began by finding a hexagon frame (which I did with a quick Google search), and sized it appropriately. I then found a free dirt texture, and created a colour scale from dark to light in three separate images. By adding each of these images in a different layer in GIMP (with the darkest colour on the bottom and lightest on top), all I had to do was erase a section of the top two layers to create my trench.

In total I created around 18 different hex trenches and have plans for 12-15 more. This will allow me to create machine gun nests, artillery positions, command bunkers, etc. etc. All of which can be used in reconnaissance and bombing missions in Canvas Eagles.



All in all they worked quite well, staining the landscape of my European Fields with the ugly scars of war. They have also helped us establish enemy lines and their modular nature allows us to create just about every style and type of Trench line we can imagine.

In the future I hope to create some bunkers for the ends of the trench lines, three-way connectors, and specific artillery pits. 

These were simple to make and really useful on my tabletop. If this looks like something you could use, give it a go, it was incredibly easy, and I am sure you can make them to! Of course if you are not so creatively inclined, you can always just buy the Hotz trench mat.


Written by: Andrew Gregory

Friday, 4 May 2018

Arachnophobia Chapter 2 Complete!


It took us more than a year and 20 games to complete Chapter 1 of JADE's Arachnophobia Campaign. But for the group to complete Chapter 2 it took them only a handful months and 5 games! So a much shorter chapter with a quarter of the games, but boy were they full of action, betrayals, and decisions that would change the course of the adventure forever!

In the last chapter, after discovering a forgotten temple buried underground, the party found themselves wrapped up in a prophecy to save the world from the hordes of giant spiders soon to befall the land. Feeling they were in over their heads, the party decided it was best to head to the City of Darfield and present the problem to their liege Lord Kilgour. The only problem was that Darfield was hundreds of miles from there forest bound Hamlet of Barleydale: affectionately know to the players as the Dale.

After a months journey in game and several detours, the party finally reached the city of Darfield. But they were a  much different group then the party that had left the Dale. The journey had taken it's toll on them and those that had survived the trip were more than anxious to speak with the Lord and be done with the task once and for all; though they knew that the spiders had likely overrun their home and they now had no where to go.


After entering the city, the group found themselves overwhelmed by the sheer size of the place. While some party members like Shan, and Tana had seen cities this large or larger, for the simple folk of the Dale it was completely overwhelming. John the Greenwood Ranger was particularly disturbed by the amount of stone, and mortal made architecture dominating the landscape.

Excited to explore the marvelous town that lay before them, John had to reign the party in and find a place for them to stay the night. From there they would plan how exactly a group of peasants and mercenaries would get an audience with Lord Kilgour. But for now a bed and a good meal would suffice.


Exploring Darfield

The party quickly realized that with the Gates to Darfield firmly sealed against the spider hordes and fleeing refugees alike, that supplies in the town had grown limited: with liquor become a prized commodity. In the first tavern they entered, they we greeted by a gruff Dwarven bartender who immediately informed them that they were out of booze.

The mood in the bar was grim to say the least as the few remaining Dwarven patrons looked sadly into their empty cups and dreamed of a good stiff drink. It was here that the party learned more about of one of the political influencers in town: the Dwarven League. Needing to deliver a letter to the organization about the death of their Dwarven blacksmith Paeter Son of Grayble from the Dale, the party eagerly listened as the bartender explained how it works.

In Darfield the Dwarven League was comprised of nine Dwarven Trade Guilds. The League was a governing body, reporting back to the Dwarven Highland and Lowland Kingdoms, and dealing with all matters of politic. The Guilds were just that: Trade Guilds. There are the Coppersmiths, the Ironsmiths, the Weaponmsiths, the Armoursmiths, The Meat Cutters, The Leather Workers, the Brewsters, The Dock Workers, and the Sailing Guild. Each guild controls its own tavern, which operates as a headquarters, and are the only taverns available to stay at in Darfield.

Despite these organizations existing to help smooth relationships between the Dwarven Craftsmen and the state, in reality the guilds function more like gangs; each with alliances, and enemies among all guild members. The fighting between guilds has gotten so bad that no one may carry a weapon after dark, and Dwarves found doing so will be arrested and charged with disturbing the peace.

So without knowing it the party had already thrown their hat in with a guild in the middle of guild war just by staying at the Coppersmith's tavern. Despite some hopes that the Dwarven League might be able to help them in their quest, the instability and infighting in the league meant working with them was just too high risk for the party.


Meeting with Nobility

Since the group did not have much of a plan other than to wander the streets of Darfield and hope they came across something, the Gnomish Cleric Ceryl Figgis decided to take matters into his own hands. With an unwavering determination, Ceryl Figgis, managed to get a meeting with the St. Cuthbert's Bishop of Darfield through sheer determination. Patiently he waited outside of the Darfield Cathedral until a bemused Bishop agreed to see him and the rest of the party.

Using a Detect Lies Spell, the Bishop listened to the party's story and found them to be telling the truth.: the spiders had overrun the North, and they truly believed they had discovered a prophecy predicting how Toby Ryder, could save the world. Using his influence the Bishop was able to secure the party an audience with Lord Kilgour. It finally seemed everything was going to work out. They would meet with the Lord and certainly he would know what to do next. But things never work out that easily do they?

Upon entering Lord Kilgour's chamber they over heard a conversation between a human man in his 40's sitting on a throne, and a cold and evil sounding elf who spoke before him... It was none other than Count Oppelthor himself: The nobleman who had sent his cruel and sadistic guards to capture the party. It was his men who had captured them at the Wolf's head Inn all those weeks ago, and his men who were responsible for the dark event known to the group as the Penkurth Massacre. 

It seemed that Count Oppelthor was in fact a servant of Lord Kilgour, but the two were not alike. Kilgour did not threaten the party or demand their surrender, but rather invited them stay in his castle as guests and even went so far as to invite them to dinner. He praised the party for their bravery and claimed he was anxious to learn more about them. Gritting his teeth, Count Oppelthor accepted his liege's verdicts, and left the chamber at the jeering of the Baron Montague: a drunken Dwarven nobleman standing in behind Lord Kilgour's thronw. Comfortable that they had found an ally, the party agreed, and left to gather their possessions from the nearby Inn.

Along the way back they encountered a group of four people that they never thought they would see again. The first was Sarah Harper the priest from the Dale, the others were a group of three survivors who had managed to escape. Out of the proud village of 56 residents, only four (plus the four from the party) had survived the trip to Darfield. Not able to extend the Lord's invitation to the survivors who were staying in a nearby Inn, John gave them some more money for room and board and agreed they would meet outside the castle the next day.


After gathering their things, the party returned to the castle, and joined Lord Kilgour for dinner. They were hoping to be guests of honour, and have the floor with at least the Lord and potentially any of the other nobleman Lord Kilgour Invited. However, this was not to be. Lord Kilgour was more interested in his own political gains then in saving the world. He toted to the other Lords and Ladies at the table how he controlled the key to defeat the spiders, and how they should support him.

With glances cast sideways, the party realized that they would find no help here and to get involved with Lord Kilgour would mean getting thrust into the heart of Grayland politics: something no one in the party was willing to do. So the group sat politely through the dinner, never fully addressed but expected to nod when referred to. It was uncomfortable, and felt more like a business presentation than a function honouring guests.

After dinner the party returned to their quarters confused, and unsure of what to do next. It was then that they were introduced to a young man named Vif Minaz, who claimed to be the apprentice of the Wizard of Darfield. Vif claimed that the wizard had gotten him trapped at the top of his tower in Darfield, and this is what he said:

"During an experiment of an unknown nature the Wizard of Darfield trapped himself at the top of his tower. The 12 story tower sealed with powerful and ancient magics not even fully under the Wizard's control have sealed the tower. He needs outsiders to help him, as no one can know the wizard is trapped. He has enemies in the capital: Black ridge that would certainly use this opportunity to seize power. He knows that the tower is sealed with magic traps and even monsters, but knows nothing of the specifics."

Shan the Sha'ir used a Candle of Truth Spell to verify his tale, and found him to be truthful. The apprentice assured them that the Wizard would be grateful and would certainly know how to help them better than any quibbling lord would. Unsure of what to do next, the party decided to rest for the evening, and make their plans the next day.


The Wizard's Tower

Vif had presented the party with a much needed third option and the party had a brief debate about what to do next. It was agreed that getting involved with Lord Kilgour, Count Oppelthor and the Baron Montague was a bad idea. There were simply too many powerful players involved, and experience had taught them that these people would just as easily cast them aside if it suited them. Ceryl thought that the the safest course of action would be to join with one of the guilds and become part of the Dwarven League. They would then arrange to have themselves smuggled out of town. The only problem was that after getting out of the sealed city of Darfield they had no direction. The Dwarves knew nothing of the spiders and the ancient prophecy. It left the group with only one choice: They must go with Vif and attempt to rescue the Wizard of Darfield from whatever had befallen him atop his tower.

Entering the tower was no problem, but during the 12 story climb the party encountered a number of traps, and magical beasts that the tower had activated - somehow seeming to sense the wizard's distress. Some of the challenges they faced, included a Stone Golem, a room the had to cross where they were shrunk down to being only 6" high, a library infested by sprites convinced that they were defending the mighty "Forest of Darfield", a room with a powerful sleeping aura that only their Elven comrade Lethoras was able to withstand, among many more.

After facing a problem at each level, the group finally reached the top floor of the tower and found the Wizard suspended in time. Thomas the Chronomancer was able to figure out how to disable the spell, releasing the wizard and returning the tower to normal. It turned out that the Wizard of Darfield had been experimenting with Time-Magic and it had back fired. Grateful for saving him, the Wizard of Darfield agreed to help and this is what he learned and suggested the party do:

"Every few thousand years our lands fall with in the migratory paths of a horde of giant spiders beyond measure. I have found records dating back centuries. From the discovery of ancient remains and references to spiders destroying the native land of the Orcs; rendering them extinct, before suddenly stopping their advance. I have also found some further references to an ancient council of wizards who was working to stop these hordes. Perhaps they succeeded. This is all I can decipher from my oldest texts, but clearly we are missing something. There is only person I know of that we can trust and who would have access to records older than mine. You must seek Erapledes of Delphi. He will know what to do. There is no time to argue. You will leave this evening. I will signal my ship."

The Wizard had suggested that the party flee South across the sea  to the Hellenisitc Isles. Only the philosopher Erapledes of Delphi could be trusted and would have access to histories old enough to tell them what to do. With their plan set, the party prepared to leave the tower and recover their possessions. From there they would simply enter the TARDIS and blink out of Darfield, arriving within 1d10 miles of their target - easily outside the city walls if all went well.

John grabbed this map of the Hellenistic Isles - by chance- in the map room of the Wizard of Darfield's Tower

Leaving Darfield

When the party left the tower, they realized something strange had happened: it was not the afternoon as they expected, but he morning of the next day. The Wizard of Darfield's experiments in time had caused some warping of the timeline and they had been missing for 24 hours. After exiting the tower they were immediately approached by the Elven Thief Klaus. He explained to them what had happen during the full day they had been gone. First, Lord Kilgour's army sent North to fight the spider hordes had been defeated. This had sent the city into a panic and riots consumed the market. In response, Lord Kilgour declared marshal law and flooded the streets with Count Oppelthor's men, who now seem to be the only soldiers in town.

Count Oppelthor had also accused the party of kidnapping Toby Ryder and they would be arrested on sight. It seems that the nobility in Darfield had decided to take Toby whether he wanted to go or not. Distressed by this news the party questioned Klaus some more to ensure that he was what he claimed to be. He explained that he was a disgraced member of the Darfield Thief's Guild looking to escape the city, and though this was not true, the group focused more on ascertaining if he was associated with Count Oppelthor... He was not, but he also wasn't a Thief either. Klaus was in fact a Spy from Nikovaria, sent to find some way of stopping the spiders. Toby was the perfect target for Klaus' investigation. So until he could learn exactly how Toby's gemmed hand could fend off the spiders, the party's interests were his interests. Satisfied that he was not working with Oppelthor, the party accepted his aid.

Using the information Klaus had gathered around the city, the party planned how they would recover the TARDIS from the castle stables. Everyone agreed that they would sneak in through the sewers, except Thomas who planned to disguise himself as a priest and walk in.

Surprisingly Thomas' plan worked pefectly, however the party that entered the sewer suffered several causalities. Tana Lohs the Half-Elf Fighter fell to her death through a glass floor floor above a chasm, and Ceryl Figgis was turned to stone by a Cockatrice. Despite these trails the survivors managed to reach the TARDIS, bringing the now statuesque Ceryl Figgis with them. With everyone safely inside the magical box, Thomas cast Timeslip and left Darfield behind.


Back to the Beginning 

Inside the temporal prime, Thomas had an idea: rather then blinking in and out of time, why not return to the Dale, and try to save them? Only four people had made it out alive, certainly they could improve those odds. It was no difficult task to convince those from the Dale and once the others saw that they would not persuaded they also agreed.

Their trip through the prime was remarkably uneventful, though many party members got the distinct feeling they were being watched while riding up front with Thomas. It took them a total of 14 hours to reach their destination, and Thomas cast Timeslip returning them 32 days into the past.

The party arrived in the middle of Game 2, some 400 miles away from where their time travel trip began.The plan was to simply warn the village to leave earlier then they had, and then everyone expected that Thomas would return the party to the future. This however was not the case. The following morning, after resting and recovering his spells, Thomas grabbed his peacocks that he had left behind in the Dale, and Timeslipped out... Taking the TARDIS, the Statue of Ceryl Figgis and much of the parties supplies and equipment with him.

Confused, the party later learned from a farmer in the Dale that Thomas had left the Dale arrived about 3 hours before they had arrived yesterday. With this confusing bit of knowledge the party learned that Thomas had effectively abandoned them in the past. They would have to make the journey to Darfield again, and find a ship heading to the Hellenistic isles as they had originally planned...

Where Are They Now?

All the players were informed before hand that this major game changing event was happening and they all role played accordingly to make sure that it worked out smoothly. They have decided that they are going head back towards Darfield, but this time take a more direct route with their only detour being to defeat the Wizard of Chester once again to stop him from destroying the Waystones in Kings Forest, though this time they simply intend to kill him rather then awaken the sleep colossus.

A classic character from the start of the campaign that died in game 11 has also been resurrected due to this time travel event along with dozen of NPCs and other player characters as yet encountered. Butters is alive once again, and has rejoined the party replacing the now petrified Ceryl Figgis as Chris' new character.

After being abandoned the party blitzed through days of adventuring ignoring plot hooks, and getting on with their quest as quickly as possible In one game they cut through 4 games worth of material and really got back on track. With luck they should be back at Darfield within 2-4 more games, rather than the original 20 it took in the first place.


Starting Chapter 3

Going into chapter three we are not crossing the Mortal Sea to the South as I had planned just yet, and are doing a bit of a re-do. However we have some unique circumstances to work with: never before have I ran a campaign where the players and characters know what is going to happen next. Their knowledge of events is not just players having run through this part of the campaign before, but is in fact character knowledge, as they are using the same characters who have traveled back in time.

Since Thomas the Chronomancer has left the party to star in his own campaign, Dave will be introducing a new character in game 26, which is the official start of chapter three. He has chosen to play a Bard using a Jester Kit and he will join the party soon.

The plan going into the chapter three is to avoid as much conflict as possible. Since the Old Forgotten Gods of the Forest have tasked John to defeat the Wizard of Chester once again, that task is seen as unavoidable, but from there the plan is to head straight to Harbour Town and arrange passage on a ship heading to the Hellenistic Isles. Already having the name of their contact: Erapledes of Delphi, they have decided that they are not even going to enter Darfield this time around, and will leave the Wizard trapped at the top of his tower. Hopefully this will let them avoid the dangers of the tower, and the meddling of Count Oppelthor. This plan should expedite their journey South though this time they will lose the opportunity for a potential alliance with the Wizard of Darfield.

How they will fair in this adventure the party will get without Thomas and the ability to re-write their mistakes, only time will tell! But one thing is for sure: The spiders are coming, and they will need to hurry if they want to escape, and learn how to stop them.

I would like to give a special thanks @addiedoesart for the amazing art in the post. Be sure to check out her Instagram pages for more wonderful sketches and paintings


Written by: Andrew Gregory

Wednesday, 2 May 2018

Sarah's Thunderwolf Cavalry


The most important part of any Space Wolf army in any edition (except 3rd Ed because they didn't exist) is the Thunderwolf Cavalry Section. With a brutal amount of attacks, speed, and wounds to go around these impressive mounted warriors can dominate the field if wielded effectively.


Sarah currently only has 3 models comprising a single unit of Thunderwolves, and this has been proven to be too few. My Death Guard army has no problem ripping through them with gun fire and close combat weapons before they can do any real damage. So we have decided she really needs to more (at laast three squads of three) to tip the odds in her favour.

Luckily Thunderwolves are quite inexpensive (power and points wise) so she will have no trouble wielding more, and she has another box of 3 to build.

As a mini Thunderwolves are beautiful and easy for anyone to paint: whether you are just a beginning learning to dry brush, or an expert looking for a standout piece. They are however a little difficult to assemble.

Since the wolves are balancing in mid-running potions it can be difficult to get them into a position where you can glue them tot he base and have them balance. So take your time, and use some stick tack to check fit before make any firm decisions.


Written by: Andrew Gregory