Wednesday, 18 September 2019

Travels in Lost Velorum - part 1

We have played a few games of Warcry while we are between campaigns. The others in the group have played a lot more than me and this was my first using the Bonesplitterz rules as a stand-ins for my Pirate Orruks.

The Rotmoons
Morrboy Boss: Kapitan Alunzo da Leeva
Morrboy with Bone Totem: El Doctoro the Shaman

5 Morrboys:
Bortagno (Big Orruk with a ruff collar)
Dragante (Bigger Orruk in a morion helmet)
Percy Percy (with tall hat)
Bold Rikk (with mop cap)
Mildew the Wench

Savage Arrow Boy:
Geedo Forks the Ship’s Gunner

Battleplan Cards: Battle Lines / Blunt / Arcane Inscriptions.

~ 🕱 ~

Palm trees waved gently in the hot winds that blew through the haunted ruins of Lost Velorum. Kapitan Alunzo and the Rotmoons were up to their old tricks of searching for treasure in the abandoned places of the Mortal Realms.

Fate and (ill?) luck had brought them to the Eightpoints but they were determined to make the best of it. Their sky-ship had run aground in the Skullpike Mountains but it was not badly damaged (for once!), the Kapitan had left most of his crew repairing it and taken a small group to have a look around.

When they found the ruined city the Kapitan's eyes gleamed with piratical glee - there was bound to be loads of loot in a ruined city. Mildew, Dragante and Percy Percy all found some likely loot almost straight away, but they also found a band of Ironjawz, led by a huge orruk called Badruk ‘Eadsplitta, who wanted to take it off them! His gnarled face split into a toothy grin as the Kapitan he barked orders for the rest of his party to defend the crew carrying their find.


Mildew took cover in a ruin but Badruk appeared out of nowhere!

El Doctoro the shaman ran to help Mildew as another Ironjawz Ardboy charged across the parched earth, into the crumbling building.


The Kaptain stepped up to face the ironbound hulks.


Dragante hustled Percy Percy into the columned circle. They both eye'd the weird glowing runes cautiously. Geedo took aim with his blunderbuss.

But while he was focused on more distant targets, one of the Ironjawz slipped past him.

Bortagno strode onto the fragile bridge overhead and drew his kutlass with an ostentatious twirl. Calling out taunts and challenges and insults at the two Ironjawz at the other end.


The Kaptain brought the huge choppa armed Ardboy down, aided by the shaman's sorcerous powers.

Badruk and another of his mates got ready to charge again.


The Orruk pirates regrouped in the stone circle.

And pooled all their kunnin' as they tried to use the columns to their advantage, to minimise the number of Ironjawz that could get to them.

Badruk exchanged blows with the Arboy on the bridge!


The Kaptain got fed up with the Ardboyz putting pressure on Dragante...



...and finished him off.

Percy Percy found himself  alone and tried to extract himself.

Geedo fell after a short fight.


Bortagno laughed with dark glee as he finally got the upper-hand and forced the Ardboy backwards with a flurry of viciously-aimed kutlass blows!

~ 🕱 ~

This was Viktor's Ironjawz (Badruk's Boyz) vs. my "Bonesplitterz" (The Rotmoons). I am really pleased with the way Bonesplitterz rules worked as pirate orruks. The Boss, Shaman and Gunner work really well with their stand-in cards' abilities nicely representing them, and Morrboyz make perfectly good "assorted orruk pirates".

After getting caught on my back-foot by an incredibly well executed Waaagh! that brought most of his warband into my half of the board in the first turn, I just about managed to scrabble together a solid enough defence to keep 2 of the 3 orruks in my "shield" alive and score a win.

Friday, 30 August 2019

Shadows of Commorragh - part 19

The Sorrowshards

Aeons ago the Sorrowshards were a soul-prism that filtered the soul-energy of sacrificial victims for the wealthy and powerful of Commorragh. Now the area of the Dark City that surrounds it is abandoned and neglected. Not all of the soul-energy could be extracted, nor were they all wanted, so remnants of all its victims personalities remain within the crystals.













~ 🜩 ~

This is made from the large round "Sigmarite Dais" kit from the "Dominion of Sigmar" AoS scenery range, with 3 chained floating pyramids (from the "Warhammer Underworlds: Nightvault Arcane Hazards" kit) and added Drukhari wreckage details.

The paint recipe was kind of experimental for me, as I have only attempted OSL once before (for Shadows of Commorragh scenery!) and it completely failed that time, so I abandoned it and repainted it more conventionally.
  • Spray undercoated Chaos Black.
  • Zenithal spray base coated Mechanicus Standard grey.
  • The dark green part is an Incubi Darkness base coat, drybrushed with Kabalite Green, then Sybarite Green and then a Sybarite/white mix.
  • I sprayed the centre of the dais with Grey Seer, concentrating in the centre and fading to just dusting the edges of the top. I tried to avoid getting any Grey Seer on the sides.
  • I painted neat Aethermatic Blue (Contrast) onto the centre of the Grey Seer area and Akhelian Green (Contrast) round the edge where the Grey Seer faded into the dark green stone.
  • I blended the two while they were still wet by mixing Contrast Medium with Aethermatic and mixing them on the model.
  • When it was dry I lightly dry-brushed white over the Aethermatic and Sybarite over the Akhelian.

Monday, 19 August 2019

Shadows of Commorragh - part 18 - the campaign structure

A Tale of the Dark City


"Come in, little one, sit down and listen to a story.

I will tell you a tale of cruelty and malice, a tale of venom and spite, a tale of Wyches and Dragons. I will tell you the tale of the revenge sought by Morghdrax Bleaksoul and his accomplices. I will tell you of Meriseth and Tagather, Izurad, Jaenis and Bahreneq, Ravneth and Baesheque.

You do not know these names now, but, oh! You will soon and you will not forget them, oh no. Their terrible deeds will chill you to the bone.

Who am I, you ask? My name is Lakbyrn the Parched. I will be your guide here in Low Commorragh. Tread carefully little one, for this is not a place for the unwary."

~ 🝁 ~

"Our tale begins with the leaders of two great houses: Daisan Verkosian, Drachon of the Dying Sun, and Lady Anielyn, Succubus of the Blade Denied. Some say that they were lovers, years ago, and that together they tried to seize control of the Kabal of the Dying Sun for themselves.

The stories tell of a night when three Dark Muses visited Daisan, after a successful real-space raid, and started him on his path to tragedy. For a long time after that night, the pair schemed and plotted, hidden away in the pocket-universe of their private oubliette; Oh! How Anielyn played on Daisan's arrogance and pride, driving him into greater ambition.

But when they were about to strike at the Kabal of the Dying Sun, they found Archon Vorl-Xoelanth was prepared for them - one of their trusted lieutenants had betrayed them. Their warbands were ambushed and slaughtered. The few warriors that escaped Vorl-Xoelanth's retaliation fled, scattered and took refuge among the lost and the wretched of Low Commorragh.

There, Daisan and Anielyn started to rebuild their power base, all the while trying to exact revenge on each other. They became ever more bitter and conniving in their attempts to bring each other down. The rivalry between the two was, by now, the stuff of legend in the bleakest corners of the Dark City, each controlling a vast network of wretches and exiles, Parched and mercenaries ready to do their bidding. And so began a bitter secret war between the two former allies.

Later, rumours spread that Lady Anielyn had secured an allegiance with the Haemonculi of the Hex and that they would provide her with a new, extremely powerful elixir of their own devising called Hurrikhaine, said to boost the wits, speed and strength of those tainted by it.

Daisan Verkosian was determined to prevent that, but he could not be seen openly challenging such an established Haemonculi Coven. Once again, he looked for proxies to strike a fatal, preemptive blow.

For her part, Lady Anielyn tasked her cronies to discreetly shadow the Haemonculi and their servants, lest they fell victim of an accident and the supply of elixir did not reach her."

~ 🜾 ~



The campaign structure will follow this tale of betrayal and revenge, with each player taking the role of one of the wretched Low Commorragh warbands that were used as pawns by Daisan and Anielyn in their shadow war.
  • A Knife in the Dark
    Daisan Verkosian's proxies attempt to sabotage the facilities where the elixir is said to be stored. Lady Anielyn's cronies are waiting for them.
    [Possible scenarios: Disrupt Supply Lines, Vital Sabotage (from Elites), Recover Intelligence, Objective Ultima (from Elites)]
  • Cornered
    The rumour about the facilities was just a smoke screen. No elixir was to be found there. Even worse, Daisan's proxies now have to cross Lady Anielyn's territory to get back to their master. [Possible scenarios: Ambush, Surrounded (from Elites), Terror Tactics, Crush Their Champions (from Elites)]
  • Revenge
    The mercenaries start to take things personally. Defying their masters' orders, they mount a retaliatory strike. [Possible scenarios: Assassinate (with the loser of the previous game as the assassin), Sweep and Clear, Rampage (from Elites, with the loser of the previous game as the attacker)]
  • Espionage
    Both Lady Anielyn and Daisan Verkosian rein in their mercenaries and order them to quietly gather information so that they can plan their next moves.[Possible scenarios: Recover Intelligence, but with civilians models as moving and fighting objectives, as if the gangs try to get hold of possible Hurrikhaine users]
  • Make them talk!
    The information collected so far is not enough for either party to get the upper hand. There is no other option but to capture members of the rival gangs and interrogate them. [Possible scenario: Take Prisoners]
  • The great escape
    Battered and maimed, the captured Aeldari still have some fight left in them. And as they break from their prisons, they'll dish out as much pain as they can. [Possible scenarios: Escape the Facility (with the loser of the previous game attempting to escape), Escalating Conflict (from Elites)]
  • Epilogue
    The Hurrikhaine has been located! Carried in the body of one of the Hex's slaves, it is en route to Lady Anielyn hideout. But the drug-mule is going through the hunting grounds of rogue Medusae. [Possible scenarios: Shifting Priorities, with two false objectives replaced by the Medusae (which start fighting) and the real objective being Ozunhar (moving and fighting, of course!)]
If the unfolding events on the table-top and in the evolving story take an unexpected turn we might choose other missions to continue the tale.

~ 🜑 ~

Dramatis Personae

The Bleaksouls
A mismatched band of exiled and dispossessed Drukhari who follow Morghdrax Bleaksoul. They are a disparate bunch of outcasts who have all sorts of reasons to be bitter and resentful. They have come together under Morghdrax's leadership but they don't have a single focused target for their venom. They are united only by their quest for revenge upon those who have brought them low.

But, as every Commorrite, they are all plotting to move up the hierarchy of the Dark City. Returning to their former place in society or to climb out of the gutter.

Mael Dannan
Best described as Commorrite scum for hire, the Mael Dannan do not hold loyalty to a single Archon, Succubus or Haemonculus but act as mercenaries to whoever can provide them with enough souls to make the shedding of blood or taking of prisoners worth their while.
The group are based on multiple large battle skiffs that scours the districts of Low Commorragh looking for contracts, victims and recruits. Recently they have been sited around Port Carmine with the Mael Dannan taking payments from both the Slashed Eye Kabal and the Stolen Conscience in their never ending feud.

Recruiting large number of Scourges, Hellions and Ur-Ghuls into their ranks has earned the Mael Dannan a reputation as a group that will employ the basest recruits and tactics to fight the dirtiest of wars.

The Void Phoenixes
Yrule Vivithrax paused in front of the long sealed Webway portal. It was a minor one, leading from a disused spur of the Webway into the Sprawls of Low Commorragh. As a Drachon of the Obsidian Rose, he had used it often to smuggle the peerless weapons produced in his Kabal's workshops. Should Overmistress Khromys have found out about his dealings, retribution would have been terrible. But that was another life. The one he lived before being Reborn in Ynnead. And in the Whispering God's name, he was now returning to Commorragh. He turned to his brothers and sisters. Some, like him, were eager to see the Shadow City again. Others, had never set foot in it. All were ready to bring the hope of the Seventh Way to the wretches of Low Commorragh. And they knew that in the lawless Sprawls, they would have had to fight before anyone listened to them.

Thursday, 15 August 2019

Shadows of Commorragh - part 17

Desecrated Shrine of Khaine

In an ancient region of Low Commorragh, hidden within the crumbling ruins of a pre-Fall city, there is a broken Aeldari temple.

There are a few Drukhari who still secretly worship here but they do so very carefully, knowing they would bring about their own deaths if they should be caught. But the Incubi still practice and follow the teachings of Khaine. Even in this shattered obsidian shrine, failed initiates are still burned as offerings to the iron statue of their bloody-handed god.

~ 🜤 ~

This is still work-in-progress but I hope to get it finished in the next day or two.

These two photos are from earlier in the build process. 



Tuesday, 13 August 2019

The Mushloonz - part 16

Sournose Da Boss

This nasty Git is the Stabba Boss of the Knights of Skrag.

He is made from a classic (HUGE!) Night Goblin model, with a Boingrot Bounder head and right arm, a Mordheim Middenhiemer left arm and a mushroom from the Squig Herd kit.






Dirge the Squigpiper

Honking, droning and squeeking his way through the Dankwood forests, at the rear of a herd of vicious squigs, comes Dirge the Squigpiper!





Warcry!


I think I might try out this nasty bunch for my first few Warcry games. I won't be able to field most of them in each game, after all there is a 15 model maximum limit for a warband! But you can have 20 models on your Roster and pick the models you want to use for each game.  Some of them will be "counts as" - for example there are no Loonboss cards (yet?) in warcry, so Skragbad will be a Stabba Boss for now.



I have collected this set of Moonclan-themed dice for Warcry - Yellow for Initiative, Black for Actions and Red for WiId Dice. I have 6 of each (as I think that is all you'll ever need in a normal game of Warcry).

Monday, 12 August 2019

Shadows of Commorragh - part 16

Once the trading districts from the days before Asdrubael Vect's rise to power, when the Noble Houses ruled, Low Commorragh now lies in ruins and poverty. Overcrowded and full of beasts, cutthroats, scavengers, slaves, and other deranged individuals it is extremely dangerous to an unescorted traveler. Now a massive maze of catacombs shielded from Commorragh's stolen suns, it is said that only the lost and feral thrive in the lower districts of Commorragh.

Low Commorragh notebook sketches

These sketches are a mix of early ideas before I started building and some drawings of finished scenery grouped together as I try to imagine what they will look like on a board. 







This last one is my first stab at mapping the sections of Low Commorragh that will feature in the campaign. Mapping non-geometric multi-dimensional spaces is hard! 

Vhrex and Xosh, Drukhari Medusae

Medusae are strange creatures of the Webway that often find themselves as servants within an Archon's court and are quite sought after by the denizens of the Dark City of Commorragh. They are known to be highly empathic parasites that appear as a collection of brains and spinal cords that are stacked on top of one another. These creatures seemingly float across the ether like jellyfish where they feed on the dreams, as well as nightmares, of sentient beings. They can also latch upon a living host, allowing them to feed upon the emotions of their host directly and through this process, provide the power they require to manifest in realspace, thus becoming hybrid creatures of both the material world and the Immaterium.
In combat, their empathic abilities are weaponised: a simple gaze from a Medusae can lead to instant emotional hemorrhaging by exposing their victims to raw anguish, potentially putting them into a coma from which there is no recovery. In addition, they are also able to absorb extreme sensations, which are highly prized in Dark Eldar society. The brain fruit of the Medusae are capable of being consumed and allow an individual to re-experience the vivid and anarchic emotions of a raid all over again.
These two are going to be NPCs. We will probably use the Codex Drukhari profiles for them. They will make pretty nasty opponents, roaming about in the shadows and attacking at random! They are both made from Dark Elf chariot crew with Finecast Medusae heads and Blood Bowl Dark Elf forearms.











Ozunhar

This unfortunate is made from a Dark Elf Blood Bowl Player with a Wych's head and hands. He is an unarmed Drukhari civilian "drug-mule" with chemical injectors in his back. He is part drug-transport, and part drug-factory. Drukhari drugs are... esoteric. 





The Cauldron of Souls

Though Soul-Traps vary in size and appearance, from pyramidal prisms to jewelled skulls engraved with vampiric runes, they all have one ghastly function; to capture the soul of a powerful enemy within its confines and empower the owner with the stolen energies.

The idea for this came from Castigator's version of it on his blog post here.