Battle report, Cities of Sigmar vs Skaventide

Ok so as promised I am writing up the Warhammer game I ran off to last night.. i will alo endeavour to remember what happened as I forgot to save little Audio reminders in my game.

Army lists (from yesterday). The Brazen Wolfe vs Basti.

A pre write up disclaimer, Basti is awesome. One of the best armies I have seen, period, and such a great opponent. Happy for your victories, humble in his wins. Just wants to play a fun game and interact with the army, scenerio and players

The Garden Rats
Allegiance: Skaventide
– Mortal Realm: Ghur
– Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Arch-Warlock (175)***
– General
– Command Trait: Overseer of Destruction
– Artefact: Amulet of Destiny (Universal Artefact)
– Lore of Warpvolt Galvanism: Warp Lightning Shield
Warlock Bombardier (125)*
– Universal Spell Lore: Ghost-mist
Plague Priest (85)***
– Universal Prayer Scripture: Heal
Plague Priest (85)***
– Universal Prayer Scripture: Curse
Grey Seer on Screaming Bell (265)****
– Lore of Ruin: Warpgale
Grey Seer (140)***
– Artefact: Suspicious Stone
– Lore of Ruin: Skitterleap

Battleline
RatPack1 (130)**
20 x Clanrats
– Rusty Spear
– 1x Standard Bearers
– 1x Standard Bell Ringers
RatPack 2 (130)**
20 x Clanrats
– Rusty Spear
– 1x Standard Bearers
– 1x Standard Bell Ringers
RatPack3 (130)**
20 x Clanrats
– Rusty Spear
– 1x Standard Bearers
– 1x Standard Bell Ringers

Units
6 x Giant Rats (40)****
6 x Giant Rats (40)****
1 x Ratling Gun (65)***
1 x Ratling Gun (65)***
1 x Warpfire Thrower (70)****

Artillery
Warp Lightning Cannon (185)*
Warp Lightning Cannon (185)*

Endless Spells & Invocations
Soulsnare Shackles (65)

Core Battalions
*Grand Battery
**Hunters of the Heartlands
***Warlord
****Vanguard

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 136
Drops: 16

Cities of Sigmar: Tempest Eye
Allegiance: Cities of Sigmar
– City: Tempest’s Eye
– Mortal Realm: Ghur
– Grand Strategy: Pillars of Belief
– Triumphs: Inspired

Leaders
Runelord (100)*
– Artefact: Patrician’s Helm
– City Role: General’s Adjutant
Runelord (100)*
– General
– Command Trait: Hawk-eyed
Drakesworn Templar (455)*
– Tempest Axe
– Artefact: Amulet of Destiny (Universal Artefact)
Gotrek Gurnisson (435)*
– Allies

Battleline
20 x Irondrakes (320)**
– City Role: Honoured Retinue (Must be 5-20 models)
– Reinforced x 1
20 x Longbeards (210)**
– Ancestral Weapons & Shields
– Reinforced x 1
10 x Arkanaut Company (100)**
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns


Units
10 x Shadow Warriors (120)*
1 x Grundstok Gunhauler (155)*
– Main Gun: Sky Cannon

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 435 / 400
Wounds: 106
Drops: 9

The battle plan was marking territory where at the start of the third battle round of any player controls all 4 objectives (set up on the quarter points) they immediately win. If there is a tour then the most successful battle tactics scored determines winner.

Being severely out dropped with my list I knew I had to play defensively in order to have a chance if I was given first or second turn. So I set up two gnawholes in my territory within 6″of the objective and my third near his left hand objective incase I could try and snipe it from him late game.

I set up two ratling cannons in my centre unit of clanrats and a warpfire thrower in my third clanrat unit on the right of the table (determined pre game as much as it mattered with 3 identical units of rats) My gnawhole near this objective was also next to mystic terrain so my two plague priests started there for +2 to cast. I put my screaming bell here in so it has bodies to push it and +1 to it’s casts. This way it also had the most bodies around it yo try and push forward to contest the opposing right side objective where my opponent had set up Gotrek, the 20 long beards, 20 irondrakes and both rune lords. Ouch.. So it was going to be a blender of hurt.

The left side of the table had the Arkanaut company, gunhauler and the stardrake.. i still feel it was less of a threat than Gotrek. I matched this dragon with two warp Lightning cannons, my warlocks and 20 clanrats

Battle round 1.

Basti was extremely generous and gave me the first round. Went with ferocious advance and picked my bell and two clanrats with weapons teams to be my runners. Tried to get a command point for my screaming bell (heroic leadership) and failed.

Bell rang 9, but nothing in range to zap. Spells went off well. Arch warlock cast his warp Lightning shield but didn’t cast anything else, yet…

My priests prayed, giving bless to my 3rd unit of clan rats on the far right. The other one smote.. smite-ed? His general dealing 2 mortals, nice..

My grey seer cast skitter leap and teleported my arch warlock just inside of 13 of my opponents front line. My screaming bell failed to cast warpgale but cast arcane bolt (newsflash.. I forgot to use it) my arch warlock finally cast war lightning storm but was unbound by those pesky runelords.

Moving. Moved my cannons up. One to be just within 24″ of his stardrake the other within 24″ of his longbeards. Moved my left clanrat unit to screen the objective.. the giant rats (oh yeah, forgot about them. I deployed them to ward off deep strikes within 2′ of my right and left backfield.. where the objectives are.) Moved slightly to adjust the bubble. the warlock bombardier moved to within 3″ of both cannons. For precautions..

My two units of clan rats ran to form a body line infront of my arch warlock, within 10″ish of their front line. My priests moved a little bit around and I got my bell to protect my rats from battleshock.

End of movement my two ratling cannons popped out within 12″ of his irondrakes. I wanted them gone. My warpfire jumped out as a charge

Shooting. Let’s start with the bad.. the ratlings. Yup, sad time my fellow rat enthusiast’s. Both of them got force fed a warpstone and let off the limiter. Neither exploded!! But we managed to get a through 10 or 11 shots from 26 or so attacks. But the irondrakes spiked 8 saves in total and only lost 4 models.. not the unit I was hoping for.

Now the good. Warp lightning’s.T

The one shooting into the longbeards wasn’t overcharged and I managed to roll a power level of 2 and dealt 5 mortals. I think 2 were shrugged due to mystical terrain but 3 still died. Nice.

Now.. shooting into the stardrake. Overcharged and rolled a power level of 1.. it happened! 12 mortals!!!

It shrugged 3 so was left on taking 9 wounds. However I dealt 5 back to myself. Oof.

That was the end of my turn.

Bastis turn 1

Here we go. Selected aggressive expansion and healed 2 wounds on his star drake. I tried to heal my bell and failed (sad rat)

Moving forward he got his prayers off. A 6+ ward on longbeards, extra rend on his irondrakes. He then moved everything up. His dragon, terrifyingly, moved to take my left objectives. He wall of dwarf flesh moved up to get range on my screaming bell, i redeployed one ratling toward gotrek, as a sacrificial rat to prevent him moving closer to my front line.

Shooting removed both ratlings by his irondrakes but left my warpfire thrower alive with 2 wounds left and dealt 3 wounds to my screaming bell.

The stardrake killed my wounded cannon but the other one lived.

Charge phase. Gotrek got into my clanrats and got within 3″ of both units of my clan rats and a plague priest. 1 like = one prayer to the horned rat.

The stardrake charged and almost didn’t get in with a 3″ charge. But it was just enough for an unleash hell for my lightning cannon. I overcharged (praying for another 1) but rolled a 4 for power level. I ended up dealing.. 7 mortals but another 2 were shrugged (I believe).

The end of charge phase my clan rats bravely ignored the dragon and its monster tantrum (hunters) but Gotrek swung first and only killed 17 rats.. yup. He wiffed.

My clan rat blob fighting the dragon moved in and landed 4 wounds, dealt no damage. They then died down to 6 models. Not bad, well done rats.

The remaining clan rats against the dwarf blender moved to the opposite side of Gotrek so he couldn’t pile in to get within 1 inch of my other units. As predicted they did.. actually 1 wound. It was easily saved but their job was done.

End of the round I spent my last command point to keep my 6 rats on the dragon.

Winning the rol-loff we started with a bang.

Battle Round 2.

A 12 on the bell. Oh yes, lord Skreech joined us! – he was setup just outside of 9 of the dragon. My heroic action was to heal the bell, and I did, healing 3 with heroic recovery. Basti mirrored this and healed his dragon.. I think the same amount. My battle tactic was the easy one – aggressive expansion – to hold the two objectives on my side of the table.

Spell wise. Dreaded 13 spell went off.. just as he was within 1″ off the gnawhole (haven’t regretted setting two up in my side of the field yet..) and selecting his master of magic hero phase empowerment. Rolling 13 dice I scored 7 mortals on the dragon, he shrugged 5. Amulet of destiny on a 4+ or 3+ hero-monster is just.. hard to crack.

Skitterleap failed, Wither went off and hit the long beards dealing 3 mortals, 2 were shrugged (I think), but they were penalised with a -1 to hit debuff.

Cracks call was unbound, but, I summoned the shackles around Gotrek to try and hold him down for a turn. One of my monks got Pestilens-pestilens off and dealt a few mortals to the irondrakes and longbeards. the other dealt a few mortals to his runelord with smite.

My Warlock bombardier overcharged his warp lightning spell and it went through onto he dragon.. dealing… 1 mortal, which was shrugged.

My arch warlock had his warp lightning storm unbound (not game to overcharge it) but got his warp lightning shield off.

The grey seer on bell failed to get warpgale off (double 1) and dealt 1 mortal to himself.

Start of movement.. the shackles splashed mortals across all my models, basically. And ignored all of Basti’s.

Movement I ran from Gotrek, not afraid to admit it that dwarf is a menace, my warpfire thrower moved up to get the long beards in range and the longbeards redeployed to get.. closer to him. Nice.

Skreech moved to get ready to charge the dragon ready for a monster-off.

My giant rats moved up to try and screen a bit whilst my arch warlock ran to get within 8 of the stardrake.

Shooting.

Left hand side whiffed. no mortals dealt by the arch warlocks warp fire gauntlet, the stabby tails I think did 1 wound that wasn’t shrugged and the bombardier failed to wound. My warpfire however reduced the ~16 long beards to just 6 models. That warpfire is so good.

Charging.

Skreech got in, that was my only charge. Titanic Duel went off and I used my triump. Surely 14 attacks on 2’s and 2’s would do it. I even used is command ability to re-roll wound rolls of 1s.

Almost all the attacks weant through but I dealt, at the end of all that, I actually don’t think I dealt any wounds with the 3+ shrug and the 5+ ward.

My Clanrats died and Skreech was taken down to 8 wounds

Basti turn 2

Prayer 1 failed, but he then unbound the shackles.

Shooting saw my verminlord taken down to 2 models and Basti selected aggressive expansion to run 3 units.

He brought in his shadow stalkers and peppered the verminlord.

His Irondrakes killed 3 giant rats and dealt 4 wounds to my plague priest and 1 wound to my warpfire thrower.

Charge.. he got in Gotrek, even with my giant rats moving (Re-deploy in the move phase) to intercept it wasnt enough.

My verminlord died, his stardrake was brought down to 4 wounds, Gotrek killed the remaining 3 giant rats and outright smote my 20 clan rats.

End of round there was nothing in combat.

Battle round 3

I won the rolloff again and tried to just consolidate my forces, I selected to destroy his battleline (Longbeards) as it was looking to either be an outright loss for me or a draw. I got skitterleap off moving my grey seer on foot to contest one of his back objectives. Dealt no other damage with the grey seer with my other spell failing.

I charged a arcane bolt on my arch warlock and then tried to cast chain warp lightning, it didn’t go off (from memory)

The bell tried to cast cracks call and was unbound, the warplock bombardier tried to get warp lightning off and I think he dealt a mortal or two to the drake. Smote the wrong runelord (not his general), tried to heal the bell and my priest rolled a 1, then failed to roll a ward save due to mystical terrain. So he died.

Movement. Everything moved away from Gotrek. teleport or through the portal, having one plague priest on the edge of 6″ the objective to just cower.

Shooting. The warpfire thrower removed.. 11 models from the Irondrakes (wow..) and left it with 1 model.

The Aarch warlock charged the dragon, the bell charged the dragon.

Start of Phase he stomped my bell (I think I saved the mortals with it’s ward) and then I shot off the arcance bolt, dealing 2 mortals – he saved one. The dragon was left on 2 at this stage.

Attacking with the Bell I rolled my 2d6 attacks with the spikes, I think I had 11 hit, 2+/3+/-1/1. 7 went through and.. he failed 2 saves.. He then failed both wards and the Screaming bell killed a stardrake.. in combat..

That was the end of the round.

Basti Round 3.

He healed his general, I tried to get an extra command point and didn’t.

He then buffed his drakes and rally returned 1 of them. He selected conquer to try and push my priest off my right objective with Gotrek..

Shooting saw a few wounds go into my Bell, saw my grey seer die.

Move and charge

The shadow stalkers moved up and charged my clan rats behind my bell, killing them but not bringing in the bell (not that he could pile in with no models around him..) Gotrek moved, My priest re-deployed and made it just inside 6″ of the objective by 7″ from Gotrek.. He failed the charge, rerolled with a command point.. and failed again.

That concluded the turn and game (ran out of time).

At his point I was a complete draw and I had all my wizards alive on the opposite side of the map of his killing machine with a very difficult journey ahead of Gotrek to try and get to me to kill me.

Hope you enjoyed that write-up. I will endeavour to get better at these as times goes on and hopefully start to record games eventually.

As always, don’t forget to roll with advantage, (or re-roll fails in this case)
The Brazen Wolfe

Weekend update

It’s Saturday and here in Australia (particularly Victoria) a lot of places are closed to you until you’ve had two doses of the Covid Vaccine and now that I am… It’s time to hit the wargaming hall and have a warhammer game against a friend!

But I wanted to take this opportunity to have an update on the next few weeks..

I’ll attempt to do a post a day!

…Well that’s nothing unusual tonight marks 90 days straight of posts to Brazen Wolfe Tabletop (feel like I should celebrate somehow hmm…) But I will change the format a bit. I am not w Christmas person but the holiday season does bring certain joy to my household with my two kids so I will be doing 25 days of Christmas, an advent calendar if you will where I will create NPCs, Maps, plot hooks, story-style writeups, homebrew monsters and, hopefully, something new.

So make sure to drop in for December and enjoy the lead up to a Truly Brazen Christmas.


So for those here since I mentioned warhammer I will publish my list tonight, update the post with my opponents list – know it’s Duardin (Dwarves) and will do a written battle report tomorrow!

The Garden Rats

Allegiance: Skaventide
– Mortal Realm: Ghur
– Grand Strategy: Prized Sorcery
– Triumphs: Inspired

Leaders
Arch-Warlock (175)***
 General
 Command Trait: Overseer of Destruction
 Artefact: Amulet of Destiny (Universal Artefact)
 Lore of Warpvolt Galvanism: Warp Lightning Shield
Warlock Bombardier (125)*
 Universal Spell Lore: Ghost-mist
Plague Priest (85)***
 Universal Prayer Scripture: Heal
Plague Priest (85)***
 Universal Prayer Scripture: Curse
Grey Seer on Screaming Bell (265)****
 Lore of Ruin: Warpgale
Grey Seer (140)***
 Artefact: Suspicious Stone
 Lore of Ruin: Skitterleap

Battleline
RatPack1 (130)**
20 x Clanrats
 Rusty Spear
 1x Standard Bearers
 1x Standard Bell Ringers
RatPack 2 (130)**
20 x Clanrats
 Rusty Spear
 1x Standard Bearers
 1x Standard Bell Ringers
RatPack3 (130)**
20 x Clanrats
 Rusty Spear
 1x Standard Bearers
 1x Standard Bell Ringers

Units
6 x Giant Rats (40)****
6 x Giant Rats (40)****
1 x Ratling Gun (65)***
1 x Ratling Gun (65)***
1 x Warpfire Thrower (70)****

Artillery
Warp Lightning Cannon (185)*
Warp Lightning Cannon (185)*

Endless Spells & Invocations
Soulsnare Shackles (65)

Core Battalions
*Grand Battery
**Hunters of the Heartlands
***Warlord
****Vanguard

Additional Enhancements
Artefact

Total: 1980 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 136
Drops: 16

Come back later for the Duardin list and tomorrow for the outcome!

Update! The Cities of Sigmar (not quite all dwarves…) list

Cities of Sigmar: Tempest Eye

Allegiance: Cities of Sigmar
– City: Tempest’s Eye
– Mortal Realm: Ghur
– Grand Strategy: Pillars of Belief
– Triumphs: Inspired

Leaders
Runelord (100)*
– Artefact: Patrician’s Helm
– City Role: General’s Adjutant
Runelord (100)*
– General
– Command Trait: Hawk-eyed
Drakesworn Templar (455)*
– Tempest Axe
– Artefact: Amulet of Destiny (Universal Artefact)
Gotrek Gurnisson (435)*
– Allies

Battleline
20 x Irondrakes (320)**
– City Role: Honoured Retinue (Must be 5-20 models)
– Reinforced x 1
20 x Longbeards (210)**
– Ancestral Weapons & Shields
– Reinforced x 1
10 x Arkanaut Company (100)**
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns


Units
10 x Shadow Warriors (120)*

1 x Grundstok Gunhauler (155)*
– Main Gun: Sky Cannon

Core Battalions
*Warlord
**Hunters of the Heartlands

Additional Enhancements
Artefact

Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 435 / 400
Wounds: 106
Drops: 9

Don’t forget to roll those 6’s.. err.. nope.. let’s stick with not forgetting to roll with advantage,

The Brazen Wolfe

Lay of the land

Happy Saturday everyone! Instead of having a full day of writing or working on a side project I decided that I had procrastinated long enough, got out my cheap hot wire cutter board and decided to get started on making a table of terrain for an upcoming small warhammer competition that I am looking forward to participate in around mid December. The issue being that there isn’t nearly enough terrain for the tables and most of it isn’t that impactful in a game. I hope that the new set I am making will change that.

So what do I mean by impactful? What is terrain and why is it important for tabletop war games like Warhammer? I thought that this blog was mainly about Dungeon and Dragons or other TTRPGs?

Well let’s explore that.


Warhammer

So firstly, Warhammer, particularly the later variants is shifting the mentality from large open fields where the knights of Bretonia charge headlong a wall of chaos warriors who brace for a charge with their halberds. Instead today we are seeing a unit consisting of small handful of models holding a key objective that will ultimately win that player the game. Why can just a handful of models win a game, well the easy answer is that the main fight is happening elsewhere but it could be because of the terrain and not just any terrain, impactful terrain.

Many fantastical spells, invocations to dark gods or benign deities or the mundane lead shot of a volley of hand-gunners generally require two things.

  1. To be within range
  2. To be able to see what you are targeting.

Now range is something that you can’t really change, except for a cheeky redeploy if your opponent makes a whoopsie, but that issue about line of sight can make a big difference.

Now, pardon the incomplete nature of the terrain (only just cut and glued them down today…) but the following two pieces of terrain could easily block line of sight.

Now as you can see by my little witch aelf here these pieces of terrain are quire tall and wide. It would not be a hard feat to get a unit of these ladies into, behind or around one of these pieces of terrain and what’s more important is, these would block line of sight from most things as long as the opponents units/models are on the other side of of the terrain which effectively means that your opponent can’t target the unit.

The other thing that terrain can grant you is Cover. This is provided to your unit if all the models are wholly on or in the terrain piece. As you can see the pillars of (yellow XPS for now) stone could house a unit of infantry comfortably to provide them with a bonus to their defensive capabilities by the means of Cover.

The jagged eruption of spikes is not something that could could have models in or on it, I would rule it as “Impassable”. Having something that is impassable can greatly change the outcome of a game. Playing cat and mouse around an impassable terrain piece could prevent your opponent from charging and killing your wizard or other support foot hero that is crucial for your game strategy.

You cannon move models over this terrain feature unless the model can fly, and you cannot set up or move a model onto this terrain feature (even if it can fly).

-Age of Sigmar scenery rules

Defensible terrain. When we talk about defensible terrain it is something that is new (ish) to Age of Sigmar 3.0. This is where units, or several units that add up to a total limit on model count, can effectively take up defensive positions in or on a piece of terrain. This grants a penalty to your opponents to hit your models whilst they cower bravely in the ruined building, the hut or the pillars of stone and also the benefit of cover (+1 to your armour save rolls).

Defensible terrain

Coupled with the scenery rules that can be given to to terrain pieces scenery can have a big impact to the game especially if they form choke points, block line of sight from your artillery to your opponents key units, or block a charge from your cavalry to your opponents archer because of impassable terrain.

Now to tie it back in with the question, impactful terrain is more than a few grave stones, a lone tree, a fence or a hill. It is terrain that changes your strategy, changes your deployment or changes where you position your troops. It is terrain that changes how you play.

Now D&D.

Table Top Role Playing Games

TTRPGs traditionally take place in the theatre of the mind, most of the games from my childhood of Dungeons & Dragons, OpenLegendRPG, Gamma World and so on all took place in my imagination.

Nowadays we have things like roll20, Tabletop Simulator, Foundryvtt, GMForge and the list goes on. Now I am quite familiar with Roll20 (its free 😉 ) and Tabletop Simulator (used for online warhammer games) and have used terrain available on these platforms to enrich my gaming sessions, however since I am a wargamer as well as a DM/GM I have access to the tools and a growing catalogue of experiences and techniques that I can use to hopefully create some really useful terrain for not only Wargaming but also RPGs for the table top.

Its not the fanciest, there is a bunch of terrain crafters out there who are, simply put, masters of sorcery when it comes to how they can turn popsicle sticks, foam, modelling clay and bits of fake grass/sponge/leaves/bricks etc., into amazing buildings, awesome cliff faces or full on terrain boards for wargaming or RPGs.

There is something very special and empowering when you (in my case) turn on the camera pointed at the table covered in terrain and miniatures and your party just go silent with awe. The excitement in their voices, the requests to zoom in, pan, spin, rotate not only led me to invest in a turntable/rotating tray for my gaming sessions where I plan to have terrain and minis on the table but also led me to want to craft more for my players so that I can keep their wonderment and excitement cranked up as often as possible.

The birth and update of the 3D printer has made terrain much more accessible to nearly everyone. You don’t need to have 6 meters of xps foam stashed under your table any more… I’m fine with it, really… a hot wire cutter, sharp knives, multiple types of glue and several other niche tools available to make terrain but can simply print it with a few searches on thingiverse and a message sent to your printer.

Whether you are a Wargamer, a role player or someone who just loves to craft miniature things I would encourage adding some terrain to your digital or tabletop games that impact how your players (or opponents…) interact with the game.


That’s all we have for tonight. I hope that you consider terrain as more than just something that is eye candy but look at the impacts it can have for your players and yourself in your future games.

Don’t forget to come back tomorrow for the end of week writeup where we look at what happens at the docks and potentially get a glimpse of things yet to come, and things that have come to pass.

As always, don’t forget to roll with advantage,
The Brazen Wolfe

A depth where the sun can’t reach…

Well Monday is here and that means another adventure. This week I’ll be experimenting with something new for me, perhaps old for others but it should be fun regardless.

This week is heavily inspired by two things, a book in the novel series by Adrian Tchaikovsky and an army faction in Warhammer Age Of Sigmar, the Idoneth Deepkin. So with that in mind let’s set sail on this adventure.


From the deep

11MoDo

As the party travelled along the road the crisp, refreshing salt air of the sea washed over their senses and sore muscles. As the dusk sub painted the seemingly endless waves of the southern seas with a pink and orange glow the party looked upon the citadel they were approaching. Large and foreboding the stone tower dominated the countryside. The keep itself was surrounded by impressive buildings and walls that separated the city from the outer buildings, homes and smaller shops that made up the city of Arciryas, or Nobel Ship in elven.

The party waved to passing by guardsmen who patrolled the roads near Arciryas as the party began to set up camp for the night. Despite the roads being famed for their safety they were not expected by the lord of the keep until tomorrow and they didn’t wish to travel through the night if there was no need.

The spring night air was warm and sweet which complimented the meagre stew they cooked up nicely. As dusk lost its duel with night the sky was flooded with stars and only the moonlight cast a silvery net across the ocean, not 200 feet from where the party camped after the low tide swept out.

An hour after dinner the party was woken up by Zandar who was on guard. Several figures had been seen leaving the water and stalking towards the campfire.

Quickly casting a cantrip to look like the party were still huddled around the fire, or asleep, the group hid behind a low sand dune and waited.

A spray of magically created water flew fourth causing the fire to splutter and go out as several lean and lithe figures darted out of the shadows to surround the illusionary figures.

The party snapped into action and spang from their hiding spot, the figures being caught in a trap charged into an aggressive counter attack. After a brief fight one of the figures lay dead at the feet of the adventurers and the other humanoids had fled into the shadows and waves. 

Investigating the body of the attacker they identified a kind of elf. Fine scales covered its skin and small gills were located just behind its ears. It’s armor was dark and leathery whilst its weapons looked to be made of extremely sharp shells, teeth and bone.

Wrapping it in cloth they set it close to the fire and went back to resting.

In the morning no trace of the body could be found as the tide had taken any trace of footprints with it.

The party approached the city of Arciryas to the scene of a large portion of the occupants of houses outside the wall in despair. When talking to the townsfolk they all reported the same thing. 

One of their loved ones was found dead in the morning.

One person, a human male, came forth having heard a shriek of alarm before walking into the room his wife was in. A lithe shadowy figure was seen standing over the body of their wife, a silvery blue light being drawn from the now lifeless body into a strange stone held in the hand of the figure. When he charged the figure, his fish gutting knife held ready to impale the figure leapt through the window just in time, narrowly avoiding the now widowed man’s attack. He did, however, leave a strip of clothing that the man’s blade cut from him. A dark shark leather.

Taking this info to the ruler of the city, Lord Blake Trevally, he requested the party join him in private where he quietly reported that the attacks were happening up and down the coast. When the party recalled their encounter the night before he confirmed that similar skirmishes with the seafoll had occurred. He had recently requested a wizard of some renown research a way to take the offensive but he hadn’t heard from him in a lighthouse to the north.

If the party is willing, Lord Blake requests them to check on the wizard and perhaps be willing to look into the matter further upon their return.


That’s all we have for now, thanks for joining for the start of the week and the start of a new adventure. Come back tomorrow to look at a few NPCs and lets start this week off to a good start.

Don’t forget to let me know if you like the content, if there are things you want more of or things you hope for this week. And as always don’t forget to roll with advantage,

The Brazen Wolfe

For the love of the game…

Saturday is here and for me that means going a smidge off script. As some of my posts in the past have indicated D&D, well TTRPGs, isn’t the only gaming system or genre I have in my life. Yes, I am in a relationship with something that isn’t normally thought of when you say that you are a Dungeon or Game master. I adore Warhammer.

Not the sci-fi goodness with the pew-pa-pew lazers and such, but the fantasy heavy version complete with dwarves, elves, orcs, goblins, undead, and of course, humans.

For me though it isn’t just a nail biting 30+ minute game of tactics and strategy involving the movement between 5 and 200 miniatures, but for me it’s the sparks of inspiration that come from them.

Currently I have a sizeable force of Nighthaunt; tormented specters that haunt the mortal realms, a burgeoning force of Slaanesh; the worshipers of chaos and all things in excess, a small swarm of Skaven; my beloved crazy rat-men, and enough Flesh eater courts for a few people to have full armies from just my collection alone.

The reason for the choice in these armies isn’t really tied to their effectiveness on the battlefield, most of them currently are predicted to see a podium spot in tournaments at the moment, but for an aspect of the army that just brought me in.

For Nighthaunt it’s the grim-dark nature of the army. A endless procession of tormented spirits bound to the great necromancer Nagash, cursed for forever do his bidding as a vindictive punishment against those who lived their mortal lives so frivolously. Their ghostly forms ‘floating’ across the battlements of the game table brings back that feeling when (spoiler ale… no if you haven’t seen Lord of the Rings, return of the king by now it’s your own fault) the hundreds of cursed warriors, now horrible specters swept from their pirated ship and lay waste to the armies sieging Minas Tirith. The armies of evil including Orcs, monstrous elephants and other worshipers of Sauron fell to the ghostly men their incorporeal blades cutting through the flesh and armor of their enemies easier than they would have in life. For this one feeling alone I would collect hundreds of miniatures to bring to the table, but the models are not only used for warhammer but used for D&D as well. The battles, such as one last weekend where the swarms of spirits marched to meet an army of mortals and daemons of Khorne, the chaos god of blood, war and murder, met me in the middle of a battlefield where my ghosts swarmed, pined down and dragged the chaos worshipping zealots to their graves. The ghostly form of my army, and luck from the dice gods, saw key bottlenecks holding firmly with my army of specters until only the dead was left on the table.

These battles give me the desire and inspiration for not only writing stories of these wars, battles and characters but also for encounters – such as the banshee in the woods from a few weeks back (what calls from the woods) as well as a few other sessions yet to come, if the party ever escape from the ghoul nest they are currently calling ‘base camp…’

This leads me to ghouls. Now I love flesh eater courts – not for the sheer amount of gore that the army is normally portrayed to be involved in, or the grisly nature of the army but because of the creation story, and the lore behind them.

Let me set a scene.

Sir Reginald Fauxhammer stood with his brothers and the hundreds of men at arms in front of him. Patting his white mare trying to calm its nerves as the barbaric creatures looted a village just ahead he rode in front of his men.

“Today we teach these invaders that this is our land, our people and that we will not take this any longer. For too long have we allowed these creatures to trespass onto our land and slay our people – almost content enough to leave villages and towns filled with the corpses of men, women and children. To this I say today is your last day, we take the battle to you and then you shall have a war! King Krull in his heroic bravery has announced that he will lead the charge, fear not Percy – he is on Snapjaw, his dragon. None shall slay our king. Not if we, the Nights of Hallowmourne have anything to do with that.” He laughed at this, his men laughed to. For many battles their king was never seen without his knights and today would be no different.

A shriek and a blast of fire could be seen in the diming light, the smell of battle on the wind.

“I do believe, the king calls for us! ride forth brothers. To the king!” Sir Reginald kicked his mount into a gallop, so in tuned with his steed he could feel his own legs pumping in time with the beasts.

– Across the field –

Thomas has just put his daughter to bed, his wife, Chrissy was washing up the dishes in the sink. The pale light from the sun setting over the forest to the west made it difficult to see the sprint colours across the meadow – but today the setting sun caused strange shadows to seem to dance across the pastures and flowers. Giving his wife a kiss and closing the door behind him he set off to take first watch at the edge of the town – rumors’ of late had spread of a dark shadow spreading through the land. Probably just a messengers tale, they had not received one for quite a few days and they were now sorely overdue. News from the capital had said that crusades into Shyish were going well, that the cannibals and nightmares that called that unholy place home were meeting blessed steel and that even Sigmars chosen, the Stormcast eternals, had been seen entering cities and towns as of late – brought down from Azyr in blinding bolts of lightning.

A whistling in the wind gave warning to the beast before the smell did. A corpse, a rotting mass of bones and flesh fell from the skies just in front of him. Large nightmarish wings spread out wide and the Zombie dragon belched forth a plume of rot that killed a dozen people instantly in front of him. Throwing himself against the wall of a nearby building the zombie dragon strode forward, barreling down the city streets and into a crowd of people who were too stunned to move. The figure on its back, large pointed ears, fingernails nearly as long as the dragons teeth and the blood, it was covered in blood. Body parts, taken from its victims seemed to adorn the creature like a mantle, a crown of fingers seemed to almost be sewn into the creatures head as its mount bounced, like a massive killer puppy, into the crowd of people. As the Dragon bounced and ate the creature howled and screeched into the setting sun.

That’s when Thomas heard it. The thundering of feet. Turning to look at the now visible tree-line what he thought were shadows were figures, hundreds of figures darting forward naked apart from the gore that covered this pale forms. Larger beasts seem to barrel past then, their large powerful legs seeming to gallop across the ground, at the head of the pack a particularly wicked looking monstrous figure ran, snarling at the others, the sun causing its white skin to glow in the failing light.

Oh Sigmar save us, the flesh eater courts had arrived…

To themselves the Flesh Eater courts are noblemen and women. They fight for their kings and have grand feasts in their lieges honor. To everyone else they are a raving mass of mad cannibals. Driven insane by delusions of grandeur that stem from their ghoul kings (so delusional that their very presence brings insanity to normal man) these ghouls, the small ‘serf’ or larger ‘knights’ of the courts don’t see themselves eating piles of dead corpses – they see magnificent feasts piled high.

For me these armies, inspiration for the ghoul pit my party currently find themselves in, are another source of inspiration, miniatures for the table and fun which gives me the recharge time I need so that I can write more, or come up with newer and more exciting adventures for my party.

Thanks for jumping on today, getting a brief introduction to another source of inspiration for my games and maybe walking away wanting to investigate warhammer yourself.

Don’t forget to come back tomorrow for the final writeup of this weeks adventure, and as usual don’t forget to roll with advantage,
The Brazen Wolfe

Weekend Skirmish – battle report Skaventide vs Blades of Khorne

A quick writeup for a 2000 point game of warhammer age of Sigmar 3.0.


The armies

Skaventide (Moulder) – The Brazen Wolfe

A bit of a long list to get in a single image (on a phone) but there it is. Normally I try and run with a Warlord battalion for an extra artefact/free 1 command point. The idea here was for the board with meaningless (sorry rattos) chaff and play the objective game. I hadn’t used rat ogors before in 3.0 but remember them being mediocre. So I was going to use them with my hellpits as a counter punch once my giant rats failed.

Was also hoping to use unleash more more beasts command trait multiple times per which meant making sure that they would be dying in every phase

Blades of Khorne – Josh

A pretty scary list with a focus on stacking +1 attacks on the bloodthirster and bloodletters to try and dish out scattered mortals. Having dealt with bloodthirsters of Insensate rage a few times and having witnessed them butcher armies before I was a bit worried. I mean the thing is only 280 points!


A big difference in drops here so skaven was my ever going to get the choice. With that in mind lets talk about the battle plan.

Power in numbers

An interesting battle plan. 6 objectives 3 just in each players territory. You score 2 points per tactic you complete but only score VP when you burn and objective (starting at round 2) which is worth more points the longer you have hold it. 2 points if you just nabbed it, 4 points if you held it the turn before the current and 8 points if you held it since turn 1.

Deployment

Deploying a wall of giant rats across the entire front of the battlefield with rat ogors as a second wall followed by heroes, support units and hellpits to ensure that the bubbles from the master moulders, pack masters and bell had good coverage for buffs.

Khorne had heroes up front to lead the charge with the blocks of letters covering the three objectives. Wrathmongers and Bloodsecrator auras overlapping to give the majority of army giving a bonus +2 to attacks. The bloodmaster was positioned within teo blobs of bloodletters to get them to fight straight after him.

After deployment I selected my hellpit on roids to be loved by his daddy master moulder more, adding 1 to his already impressive 14 wounds. Karanak selected my bell as his target of affections.

Josh gave me 1st turn.


Round 1

Skaven turn 2.

Tactic: Ferocious Advance (2 units of giant rats and a 2 man unit of rat ogors)

I tried to generate an additional command point for my master moulder with rabid crown but failed as I rolled 2. My opponent bloodthirster gained an additional unbind with heroic willpower.

The bell tolled and rolled a 2, giving myself 2 mortals and killing 1 rat from my 12 rat shield and dealing 3 wounds to my master moulder near my bell. No shrugs were made. I then tried to cast warpgale but failed with a double 1. Rerolling with the generic command trait master of magic i re-rolled the casting attempt getting double 1s again. Oof. Suffering 2 mortals (non shrugged) this ended my hero phase… The great horned rat was obviously mad at me

Running my up units I made a line to prevent my opponent from getting any where near my objectives whilst I set up for a counter charge if he fid made his way here. I scored 2 vp

Khorne turn 1

Heroic will power went off for his bloodthirster and I healed 1 wound on my screaming bell.

He then ran up most of his army to push into the middle of the field, shooting with his flesh hounds borks at my giant rats on the left flank.

The skull cannon shot at my bell and failed to wound

They fell to the dogs attack (2 models died). The dogs then charged the rats and they died easily to 12 attacks. Spending a cp and rolling a 5 I summoned the 6 man unit of rats into his backline threatening his left and middle objectives.

Round 2

Skaven turn 2

Selecting monstrous takeover i knew id be able to keep one of my hellpits on the objectives away from the bloodthirster. Opting to heal my screaming bell (heroic recovery) I rolled a 6 and healed 1 wound.

Casting spells I managed to get warpgale off dealing 1 mortal to his blood thirster but halving his move,run and charge characteristic. My second spell, mystic shield, was unbound by Karanak dealing 2 mortals to my bell.

Moving my giant rats up to screen my forces and backing them up with rat ogres, moulder support and hellpits I moved a bit too close to his bloodthirster so he redeployed closer to my rats and out of sight from 2 of my rat ogor warp guns.

My screaming bell went down one gnawhole on my right side of the table and to the left to support where the majority of my troops would be.

Shooting, not much. Dealt 1 wound to bloodthirster. No charging was declared as I braced for the khorne charge.I

Scored 2 points this round. And opted to not burn

Khorne turn 2

Ok. Pain town. Battle tactic was broken ranks, picking my 12 man unit of rats near the bloodthirster and 20 bloodletters. On the right of the map. Healing bis bloodthirster to full he moved to get army wide charges on my forces, but. He ignored my 6 man unit of giant rats on his left objective – moving off it so I gained control.

A small misplay on my behalf, I redeployed my rats when the first unit got within 8 meaning his bloodthirster could still move to get to 3″ away. I rolled a 1.

Shooting, a pot shot from his skull canon missed when targeting my screaming bell.

Charge phase. Oof. bloodthrister rolled a 8 (halved to 4) and just made his charge. If he had failed Josh would have struggled to get his battle tactic. Everything else made the charge into my rat walls and engaged all my rat ogors and my suped up hellpit

Well well. The giant rats all died, except my left wall who only suffered 3 casualties from the 6 bloodletters who attacked.

The bloodthrister attacked and killed the giant rats, the master moulder and a rat ogor model. Luckily it was only one proc of outrageous carnage.

My rat ogors (6 man unit) engaged. Killed the bloodmaster and 4 wrath mongers with only 3 models being within range to fight. Wow.

My 6 man giant rats on the left flank, protecting my pack masters and hellpit from being charged, managed to kill 3 blood letters well done rattos! They also shuffled along so that they would block his skullgrinder from getting anywhere near my hellpit. The bloodletters retaliated and killed 3 rats, leaving a gap for my hellpit. The hellpit killed the rest of the bloodletters (oof) and the skullgrinder. He earnt his points in that one combat.

The last 4 rat ogors (2 units of 2) piled into the central blob blood letters and killed them down to 6 models from 20. Considering 1 of them was out of range the rat ogors when supported by pack masters AND a master moulder with rabid crown was brutal.

I tried to bring back my 12 man unit of rats but failed with a roll of a 3.

Battleshock. All his units that suffered casualties fled. All of them. My rat ogors who suffered 1 loss stayed around, phew, but my giant rat pack on my right side fled.

But a cp and they were brought back to capture his other forgotten objectives. I now controlled 5 of 6 objectives. That was until he burnt his middle objective scoring 5 points for the round putting him on 7 to my 4. I then controlled all objectives.

Round 3

The rats did it. Rolled a 6 and kept turn order. No scary double turn.

Skaven turn 3

Start of round I selected aggressive expansion, I already controlled the two objectives in his territory so it was already a thing. I healed my rat ogor packs, rolled a 8 for the bell and splashed mortals across his entire army. That felt good. I also healed my bell, rolling a 4 i tried to heal d3 and got a 1. Sad rat.

Spells. His bloodsecrator was within 16″so I tried cracks call. A 4″ move meant surely he would die. Rerolling the success into another success I was then unbound my the filthy bloodthirster. Dam nit. Then casting warpgale to stop the bloodthirster from getting away i got a 13″. Being within 1″ of gnawhole is Precious. But he rolled a natural 8 and I suffered 4 mortals and failed my cast. Damn it.

He kept the theme of extra unbind for heroic action and spend 8 points for exploding 6s army side. A bit terrifying.

Movement. I ran my rats up using their vanguard once per game 6″ run to get near his altar to prevent future summoning as I planned on leaving him heroless soon. I moved my bell home to be near the thirster and provide battleshock immunity where there would be the most rat casualties.

Shooting I did nothing. Feels bad.

Charging, I got everything in. My suped up hellpit on the left flank got into the wrsthmonger unit and flesh hounds, sending everything. into the wrathmongers. My 6 man rat ogors charged into

My regenerative hellpit got into the bloodthirster and started swinging with Titanic Duel. Sending avalanche of flesh into the remaining bloodletters next to their king(?) I managed to deal 4 mortals out of 5. The hellpit dropped the bloodthirster down to 4 wounds from 14. Close.

Spending a command point he made his thirster fight at full profile. No 6s rolled to explode, and 2 misses. Then only a single 6 on the wound roll into my 6 man (now 5 man as a deadly check on the charge killed one…) feral rat ogors. This left my rat ogors on a single wound on a single model left.

My 2 man rat ogor unit on that side moved up and piled closer to the thirster to wall off my last feral rat ogor model and slew all but 5 bloodletters from that unit. Not bad for 2 models outside of buff range.

He swung with his skullcannon, killing my poor 3 man unit of giant rats (charged in as a unleash hell deterrent)

My hellpit opened up a can of hurt on the wrath mongers leaving none alive.

My feral rat ogor attacked the bloodthirster and after the bloodsettled the leader of the khorne forces was over-killed by 2 damage!

Mop ups continued and at the end only 9 flesh hounds, Karanak, 4 letters and the skullcannon (on 1 wound) was left standing. Burning all objectives and completing my tactic AND killing a monster saw me gain 19 points and leaving no objectives left on the field.

Losing all my giant rat packs, re-summoning 2 of them though, 5 rat ogors from my original 6 man pack, 1 from one of my 2 man pack and 2 from my 4 man pack most of my field was battleline. My screaming bell was feeling the hurt, but he kept my forces from running, both my hellpits had suffered some wounds that they would heal and be fine with in the end and losing 1 master moulder (nearly 2…) It was a close battle until the fighting beasts of moulder got into the fray.

At the end of the battle I have a new respect for rat ogors.



Thanks for listening to my writeup! It was a tense game at points there.

As always don’t forget to roll with advantage,

The Brazen Wolfe

Battle report… Hedonites of Slaanesh vs Stormcast eternals

Happy weekend all!

For a bit of a shake-up in what I normally post about I have a Age of Sigmar 3.0 battle report to writeup tonight.


Warhammer, particularly fantasy or Age of Sigmar, has always drawn me in and interested me.

I blame my little brother who started this Warhammer journey when he was 13 or so. I remember for his 12 (I think..  it was 17 years ago..) I bought him Warhammer Battle match and we fell in love with the army control, the models and fight scenes and the races depicted. If you read my “what lies beneath sparrows rest keep” post from a few weeks back you can probably guess what my favourite faction is of all time. In 2017 whilst on a training course for work I stumbled across battle reports on YouTube that made it look just so damn fun. When I got home from training I went and bought my first box of crisp grey plastic and I haven’t really looked back.

So let’s get get on with the battle report!

Hedonites of Slaanesh Vs Stormcast Eternals

Forces of Depravity – The Brazen Wolfe

Allegiance: Slaanesh
– Host: Invaders Host
– Mortal Realm: Aqshy
– Grand Strategy: Vendetta
– Triumphs: Indomitable

Leaders
Bladebringer, Herald on Exalted Chariot (265)*
 General
 Command Trait: Delusions of Infallibility
 Artefact: Vial of Manticore Venom (Universal Artefact)
 Host Option: General
 Lore of Slaanesh: Hysterical Frenzy
Dexcessa, The Talon of Slaanesh (280)
 Host Option: General
Sigvald, Prince of Slaanesh (265)*
 Host Option: General

Battleline
22 x Blissbarb Archers (360)*
 Reinforced x 1
22 x Blissbarb Archers (360)*
 Reinforced x 1
5 x Hellstriders with Claw-spears (135)*
5 x Hellstriders with Claw-spears (135)*

Units
1 x Seeker Chariots (130)*

Core Battalions
*Battle Regiment

Total: 1930 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 96
Drops: 2

Defenders of order – Josh

Allegiance: Stormcast Eternals
– Stormhost: Knights Excelsior
– Grand Strategy: Hold the Line
– Triumphs: Inspired

Leaders
Lord-Castellant (155)*
– General
– Command Trait: Envoy of the Heavens
– Artefact: Mirrorshield
Lord-Relictor (145)*
– Prayer: Divine Light
Lord-Imperatant (175)*
Yndrasta, The Celestial Spear (320)

Battleline
10 x Vindictors (260)*
– Reinforced x 1
10 x Vindictors (260)*
– Reinforced x 1
5 x Decimators (215)*
3 x Annihilators (200)*
5 x Retributors (235)*

Core Battalions
*Battle Regiment

Total: 1965 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 108
Drops: 2


Battle plan GHB 2021 – Tectonic Interference

Deployment.

With Stormcast winning the roll-off they decided to be the defender letting my deploy first.

Hedonites deployment

Breaking up my heroes with hellstriders on the left and right flanks, blissbarb archers ready to take the left and middle objective with Dexcessa backing up the left flank, Sigvald holding the middle and the Bladebringer, Herald on Exalted Chariot on the right.

Stormcast deployment

The castle was built with the Lord-Imperatant, Yndrasta and Lord-Castellant behind all the Vindictors (2*10 man units) with the decimators taking up his left flank. The 3 annihilators, 5 retributors and Lord-Relictor ready to drop down.


Round 1. Objective 3 (my left, opponents right) was randomly selected as the prime objective

Hedonites took 1st turn. Choosing Aggressive expansion because I knew that I could run and shoot with my blissbarb archers to generate some depravity and to get both units on the objectives. Getting Mystic shield cast from my bladebringer on itself to get the save to 3+. My heroic action was to get an additiona command point for my Blade bringer. My opponent selected heroic action, however they were unsuccessful. My hellstriders moved up both flanks to secure the objetives while both Blissbarbs claimed the left and middle objectives. Shooting 41 times each unit into the two units of Vindicators. The unit holding the middle objective received all out attack and their target received all out defence to make them a 2+ save… oof. At the end a handful of Vindicators were slain. Sigvald backed up the middle blissbarb unit and Dexcessa charged forward towards the front lines. Failing a charge from all hellstriders, my chariot and only making it in with Dexcessa I tried to take out the vindicators, she also suffered a Unleash hell from Yndrasta as I charged in (was in range by .4″ doh) suffering 5 wounds. Dexcessa managed to take out a few Vindicators but died very quickly to the pointy spears.

At the end of the turn I scored 6 points in total but lost Dexcessa.

Stormcast turn 1.

Selecting Slay the warlord my opponent quickly planned to throw everything at my Bladebringer. Hero phase I selected finest hour on my chariot (3+ save with a +1 to offset rend). At the end of the movement phase several stormcast had droped in to surround my general. Shooting phase saw several Blissbarbs die to Yndrastas spear but the main phase was charge phase. As the decimators charged into my general and the Annihilators charged my remaining Hellstriders. The decimators attacked first, but not before the lawnmower commenced and blended up one of the Decimators bofore they swung. Being the selected children of Sigmar for this turn the decimators used their once per game ability to gain +1 attack. 26 attacks later, and another all out defense saw my general suffer 3 wounds but not die. My hellstriders sadly did not fair as well.

At the end of the round no real casualties had been suffered by the stormcast but my general was looking very beaten. Stormcast has scored 2 points to my 6.


Round 2. Hedonites won priority (yayy)

Healing was the name of the game and I healed my Chariot-general as my heroic action this round. I selected broken ranks and used both sets of Blissbarb archers to move up and shoot at a single unit of 6 Vindicators – I also brought up Sigvald to the fray and he managed a massivd 15 in charge into the side of the vindicators – avoiding the spear shot from Yndrasta. Charging my seeker chariot into the decimators I tried to shake them off with mortal wounds – but they failed the impact damage and the decimators quickly cleaned them up. My left flank Hellstriders tried to take out the back-door Retributors and Relictor but they were unable to punch through their armor and dealt no damage before dying. Sigvald was fine.

At the end of the round I had my generals, two units of blissbarbs and a had managed to complete my tactic.

Stormcast turn 2.

Gaining an additional command point for his general my opponent selected conquer and decided to take my middle objective – which he did easily. Moving up and taking down the middle objective and a few more blissbarb archers (by the handful) this saw him punch through a lot of my battleline and start threatening my heroes more.

At the end my opponent scored their battle tactic.


Turn 3 – Slaanesh still owns priority

Selecting to heal Sigvald and to take back the right objective by selecting conquer (and with the prime objective still remaining in control of 22 blissbarbs).

My goal this round was to shift my forces to the right, I used my depravity points to summon in a keeper of secrets and shoot down the pesky lord-imperitant that was keeping Sigvald from fighting Yndrasta. Making my blissbarb achers charge Yndrasta and soak up her spear shot I also charged back in with my bladebringer to deal impact mortals to the previously impervious decimators and also to turn the lawnmower back on. This left the decimators dead after activating once after Sigvald managed to get into Yndrasta with an 11″ charge (Thanks to +3 charge.) Sigvald only managed to deal 3 wounds and a total of 3 damage to Yndrasta and despite rolling 6 sixes on my Blissbarbs in melee I was unable to damage her further due to her 2+ save and 4+ ward.

At the end of this turn, even managing to kill 2 Vindicators with a hysterical frenzy the hedonites were still dwindling in numbers. Even with the arrival of a Greater demon

Turn 3 of Stormcast selected aggressive expansion and healed Yndrasta for 1 wound. This turn was very quick. Movement and no charges. Yndrasta retreated away from Sigvald (understandably so) and the turn was ended with Stormcast completing their objective and scoring 5 points.


Round 4. Slaanesh was thirsty and got priority again.

A simple round, I Cast acquiescence on his general, selecting savage spearhead as my tactic which was easy considering my placement of Sigvald and my blissbarb archers. Running my Blissbarbs to get into 9″ of his general I then peppered it with arrows until he only had 3 wounds left. Making the charge of my bladebringer into yndrasta and the ann annihilators I did enough impact hits and the lawn mower to make Yndrasta in deep trouble of dying. I left one Paladin left on 1 wound. At the end of the charge Phase my Keeper of secrets decided to just step on his general and send him back to Azyr. Not the best end to a mighty general but was satisfying to see monstrous rampaging making a bigger difference.
As part of my movement I summoned in an exalted chariot but it failed its 9″ charge into his back lines. As the blood mist settled my opponent was left with a 5 man unit of Retributors, a relictor and 6 Vindicators.

Scoring my tactic at the end of the round it was calculated that there was no chance for my opponent to come back from this.

Turn 4 for Stormcast he focused down my exalted chariot and selected broken rankes to get rid of my remaining unit of 6 blissbarbs. Moving up and charging the blissbarbs easily died but I was still very ahead on points.

Surrendering at he end of turn 4 and acknowledging that we would both score our grand strategies the final scores were…



Thanks for checking up on what I wrote up today – it ended up being one of my larger writeups and I decided to cut out a lot of it to save one space and time. In the future I want to capture more details, key dice rolls and anything else of note that was game defining.

As always, thanks for reading and keeping up to date on what goes on here at Brazen Wolfe Tabletop. Let me know if you want to see more Warhammer stuff and I can plan to alternate my weekends between DnD/RPG heavy or laces every now and again with warhammer.

Todays battle report was managed on Tabletop Simulator.

Thanks for joining and don’t forget to roll with advantage,
The Brazen Wolfe

What lies beneath Sparrows Rest Keep

Sunday already, a bit of a delay in getting this out this weekend as the day after a D&D session normally finds me quite tired and brain numb. But I am pretty excited to present what we have today and hope that it finds everyone ready to roll some dice.


Sparrows Rest

The party find themselves approaching the quiet town of Sparrows Rest in the afternoon after hearing that their mayor was offering a tidy sum of gold for adventurers to come to the town and solve a problem with discretion.

Upon reaching the town they are greated warmly by everyone as if they were old friends, making their way to the Dusty Spade, the local Inn, they soon find out that it’s just how the people are in this town, friendly and welcoming to a fault.

The Innkeep advises them that the Mayor was called out to a farm near the keep around midday and that he will seek out the party when he returns from assisting the farmer. The party settle down in the inn for a meal, hungry and not wanting to have rations after eating them over a few days travel and they begin to see the townsfolk trickling in to avoid the afternoon sun.

A loud, prudish boy on the verge of manhood struts into the Inn, several villagers cheer his name, Tim, as he saunters yup to the bar, pushing a few gold pieces over to the Innskeep, Rose Longhammer, as he buys a round of drinks for all present.

He begins to tell a tale of how he lost his grandfathers sword in the belly of a cowardly monster the size of a horse up at the keep at dusk the night before. Several villagers console him but braise his bravery at fighting something that large. His ego seems to swell and another tale almost begins before he notices the party watching him. He approaches the parties table, ordering more ale for them as he does, and sits down without asking. Announcing that he is Tim Carpen, pausing as if expecting applause he continues when none issues forth from those at the table.

He has lost his sword and he wishes the Party to return it to him. He is about to start retelling the tale of his heroics when the Inn door bursts inwards and in steps a weathered but rather unremarkable man. He takes a hat off and wipes sweat from his brow before nodding to Rose and making his way over to the group.

“I would speak to you at my residence if you would be so kind to join me.” he whispers to the party as he waves off Rose returning to the table with several tankards of ale, purchased by the now displaced Tim.

The plot

The Mayor has a problem, crops keep disappearing and every morning something else is missing from the farms in Sparrows Rest. It started a few moons back but it’s become more apparent and they have a holy day approaching that the mayor is concerned will be ruined if the village loses any more of the potential harvest.

The farms crops keep disappearing, sheared off at the ground as if a great scythe had swept in and reeped the crop. It started with a few bags worth of wheat, but last night an entire field disappeared and before that another farmer lost a herd of goats.

The farms closest to the ruins of the old keep appear to be hit first and hardest and even a villager or two has gone missing but no other adventurers who have come to aid the town have been successful. The mayor asks the party to find whats happening to the crops, the livestock and the villagers before its too late. They are to start at dawn and they can have two chests of gold (1500gp) if they can save the village.

The people

Rose Longhammer

When the party return to the inn Rose would put them up free of charge as instructed by the Mayor. After a meal, a few ales and the other patrons disperse Rose tells the party how her she runs the inn by herself now, he daughter used to help her a few months back but thats no more.

If the party investigate it turns out Rose’s daughter and Rose’ brother were the first to disappear, vanished overnight with no sign of struggle at their house. The door was found open and the remains of their wolf-hound was found a day later near the ruins, little more than bones and a few scraps of fur left. She requests that if they do find any information about her brother or her daughter, Susanna, that they bring it back so that she can have closure.


Tim Carpen

Potentially displeased by the Mayor taking the attention from the newcomers ignores the Party and publically states that they must be adventurers of very little renoun to be so poorly equipped to assist the village. His parents are perhaps the most influencial family in the town as Lady Carpen’s (Tims mother) ancestors once defended the lands from what is referred to as “the culling” as massive battle that saw thousands of lives lost, and their bloods, bone and flesh has now enriched the soil.

Tim, secretly, is a coward. Having been at the ruins looking for Susanna, his boyhood crush, had seen something in the ruins and fled, losing his blade as he ran.


Mayor James Goodfellow

A great man with a large heart, he only wants what is best for the town and its people.


The Encounters

The Inn

As the party sleep that night they are woken to a scratching at the wall and something dark on the streets. A few torches and lamps are lit but they are slowly being put out, lamp by lamp.

IF they investigate the party wound find Rose returning from the direciton of the Keep towards the Inn. As she sees the party a furred hand would clamp down over her mouth and drag her between houses.

The culprit is a four ratling skulkers, small by human standards but cruel and fast.


The ruins

Dusk, if the party approach the ruins at night they would find their way uptowards the keep before they are ambushed (see over-keep map) at point of interest (POI) 3. If more than 50% of the attacking forces are salin then they retreat back to the trap door and disappear down it – revealing the entrance to the lair (point 2). Each time the Party return to the keep without finding the trap door change the ambush site and the composition.


Click here for >>>Encounters<<<


Nightly attacks will happen on the city if they Party dont uncover the source of the Ratlings at the keep. Dusk or during the night.

The underkeep (see map) should have encounters of a few warriors or skulkers at POI 9, 4.

The Encounter of the black rat will be in POI 8.

In POI 7 there should be the brooder encounter but also Rose Longhammers daughter is in the pit, bound with manacles and tending to the rats.


The outcome

The party once defeating the ratlings can return to the village with Rose’s daughter. Decide if the party find Tim’s sword as well.

Once the party return the mayor will give them their small chests of gold (1500gp) and will decalre that the party will always have a place in Sparrows Rest. If the party return to sparrows rest in the future there will be a furnished house that is dedicated to them and a few acres of land that is tilled for them.


Thanks for joining for this weekend’s write up, hope the adventure brings your players some enjoyment.

As always don’t forget to roll with advantage,
The Brazen Wolfe

Ahhh.. Rats..

Happy fightnight all! With Friday comes something I have been excited to reveal – some stat blocks created in Tetra-cube.com with assistance from Kobold fight club to make sure I didn’t have things too difficult for the players. We are here to challenge them, not kill them.

As with the adventure below – if you want to be able to describe these monstrosities I would recommend looking at the inspiration for this week’s adventure, Warhammer and in particular my favourite faction, the Skaven. Everyone’s favourite, insane, egotistical and fundamentally broken race of ratmen.

For this week lets assume that we have a party of 4 level 2 PCs. Since are are into our 3rd week surely they have had a level by now 😉


Proud parents and their Brood

03FrRS1 + 03FrRLB1

A combo that many dread. A ratling brooder is never alone, you generally encounter 2 or 3 of them and they generally have a swarm of rats that they have raised since infancy. And trained to kill on the smell of their favourite fermented food.

The Ratling Brooders will always try and open with a salvo of their fermented Goo, at which point the Rat swarms burst forth from the baskets their keepers carry on their backs or sides and race towards whatever is covered in their favourite treat, eating it and the still living thing underneath.

Ravenous Rat Swarm
Ratling Brooder

To reach our ideal “Challenge rating” we want to have 4 Ratling brooders and 2 Ravenous Rat Swarms. this is a medium encounter (but lets not forget that rats are never alone). The encounter idea here is that the good would come out and then the rat swarm would use it’s movement to run at the target hit by the goo and immediately begin to eat it.


Ratling Warrior Caste

03FrRLSk + 03FrRLWa + 03FrRLSl

During the initial encounter with the Ratling humanoids there should be a few ratling Skulkers leading the pack, investigating and positioning themselves to ambush the party. The Ratling slaves then rush in, prodded and provoked into fits of madness that see them rush headfirst into the enemies whilst the slightly better equipped ratling warriors move in behind the slaves to hopefully see their enemies easy pickings once worn out from the initial waves.

Ratling Skulker 03FrRLSk
Ratling Warrior 03FrRLWa
Ratling Slave 03FrRlSl

When looking at balancing out the above, you want the waves of Ratlings to feel very overwhelming. It’s a horrific sight really for any player. A bunch of dark dwelling small-human sized rats rushing at the party with sharp rusty weapons and even sharper teeth.

We want this to feel tough so let’s go with 2 Ratling skulkers that aim to attack from the flanks once the party are engaged in melee (targeting the ones at the back of course), 4 Ratling warriors and 6 Ratling slaves that will run as fast as they can to get to the party, followed closely behind by the warriors.


Leader Caste

03FrRLBW

The Black furred ratlings, or those blessed with the ability to chitter the very weave from their crooked and bent teeth are the highest of the caste, these rats are generally heavily guarded by several guards (Ratling Warriors) and possess no small amount of magical abilities.

Ratling Black fur

The final fight, probably somewhere deep underground in one of the chambers that are there, the Ratling Black Fur should be a hard encounter. For this purpose we have it guarded by 2 ratling warriors and 6 ratling slaves (who act as its body guard, and will throw themselves at the enemy one by one to give their magical master time to weave it’s evil spells.


Thanks for joining me for another day – hope these few stat block and encounter size directions hope to jump start that creative spark we all have so that you can have a great adventure this weekend.

Don’t forget that with any Dnd 5e stat block or monster, with a fresh new name, a brand new description these ratling (Rat men / Skaven) could be slugmen or roach-men. With some very simple tweaking and a bit of creative flair it’s very easy to create your own content in DnD.

Please have a good weekend and join me for the full adventure hook this weekend!

And as always, don’t forget to roll with advantage!
The Brazen Wolfe

What lies above and below

Thursday has come, and gone for me by time I am getting around to typing this up. This week we look at the map of the keep which was sketched on paper then hand crafted on Inkscape.

Inkscape is a useful tool for creating a bunch of artwork and it’s free. Check it out.


Sparrows Rest Keep

Just a single map this week.

Had a bit of fun messing around in Inkscape. It’s free software for creating images. By some simple tweaks you can get it in isometric grid mode which is what I played around this week with. It’s by no means the best but with practice and some dedicated time the outcome could be a staple in your GM toolbelt.

The idea here is that the trap door (right of the map) is hard to find. It should be revealed when the encounter happens and the party find the thugs or humanoids coming out from hiding.

A worn ladder lead down to a small 5ft room where stairs descend into the darkness beyond. With a door to the left that leads to a small room that may have been an office.

The rooms below ground (with exception to the secret room and passages) all look like they would have had storage for food or the like. Now its pretty barren.. or not.. a decision to make when using the map.

The secret room is the one that leads to the stairs that go down to the altar room. This shouldn’t be hard to spot as the keeps been in ruins for years and the creatures that inhabit it now likely could have found it.

The altar is 5ft x 5ft and appeared to have a deity on it at one point. Its ruined remains litter the room.

The very right (south) rooms look to be cells, and something has burrowed into the very back one which leads into the warrens to the east (bottom left) of the map

The warren passage ways are big enough for people to crawl through single file. Should create some tense situations but nothing too frightening.

Files for download 🙂


I’ll see if I can upload a better copy of the image since the grid also didn’t upload. Otherwise It’ll be there for this weekend’s adventure so look for it then.

Update: – added the Isometric grid version, and some files to download if you choose to use them for your own adventure!

As with every post, use what you want, comment below your thoughts on whats there and let me know how it’s going. Staying connected in times like these is important.

What else is important is catching up with friends and family, so don’t forget to check in with them and see how they are going.

Don’t forget to check out the other posts for this week, or the last and as always don’t forget to roll with advantage!
The Brazen Wolfe