Thursday, 14 July 2016

Mission 3 - Wyrdstone Rush

The noble Sisters have had a request from their superiors to deliver as much wyrdstone as they can manage to keep it out of the vile hands of the worshippers of chaos, or the half rat half man beasts known as the Skaven.

To that end, the hunt is on for shards, during their travels they have encountered yet another warband, i suspect this might happen frequently.

The sisters begin deployed around their wagon and must roam into the dark and twisted alleys all the while being wary of the enemy close by.

Round 1 - The new recruit, Hannah, another novice, begins by scouting forward, as she does a foe is spotted, it is one of the vile denizens of chaos. At least a worthy battle. Carol moves forward and is ambushed by their leader, the Magister Telork. She is struck mightily and perchance might not survive this battle. Fortunately Wilma the Swift comes to her aid and it seems the foul leader will not survive long. The others quickly do their best to catch up, but are not quite able to make it to the fight.



Round 2 - Hannah has to decide to push on to gather wyrdstone alone, or return to the group. Given her novice rating, it becomes the wise decision to return. One of the foul mutants known as Steiner steps into the fray but Wilma's apt skill at avoiding blows saves her from any damage. Carol calls upon the might of Sigmar, encompassing all present and swiftly deals the killing blow to the Magister. She then hastily comes to the aid of Wilma and the surrounding of the mutant Steiner begins. The combined efforts of Carol, Wilma and Velma see Steiner out of action, but not before a henchmen joins the fight. Caterina heads around and surrounds him thus ending the round.

Round 3 begins with Hannah seeing a shard of green within a safe distance, she runs over and collects it, moments later, the morale of the enemy is put to the test, and given the loss of their leader and mutant they rout and the match is over.

Whilst the objective of seizing wyrdstone was not accomplished, the battle was not without merit. Sigmar saw fit to reward the Hammers of Judgement with a small stash of the foul substance, and the experience gained from the battle saw both Carol and Velma raise in level.


Wednesday, 13 July 2016

Mission 2 - Hunters and Prey

After a day of rest, the Sisters depart for battle once again. This time the objective is to demoralise the enemy by stealing their idol and claiming it in our own caravan.

Round 1 begins with the Sisters scattered amongst the ruins. Wilma is by herself and so is Caterina, with the other three guarding the caravan. The plan of attack will be for Wilma to sidle on down to the enemy's idol and do her best to get back to the Sister's caravan whilst the rest of the team run interference.

It appears that my opponent is a band of Witch Hunters, clearly they've mistaken our faith for heresy and will not listen to reason. Caterina has been engaged by their leader, Otwin Von Mortberg.

Velma, Kelly and Carol are scouring the nearby area for Wyrdstone whilst awaiting the enemy, whilst Caterina engages the leader. Thus ending round 1.

Round 2 sees Wilma finishing up with a direct line of sight to the enemy idol and no foe to be seen, while Caterina takes some damage, clearly outmatched in her solo fight. The three guarding the caravan manage to round up a few pieces of Wyrdstone, making sure to stay together in case of trouble, and Caterina dishes some damage back to Otwin, showing that she won't go down without a fight.

Round 3 begins with Wilma making it to the enemy idol, grabbing the sacred relic of Sigmar so that it can be returned to those who will worship it truly and with honour. Caterina, unfortunately, has met her match in the form of Otwin and will see no more fighting this day. Shortly after, a zealot catches up with Wilma and stops her mad dash back to the Sister's safe haven, thus prompting Kelly, Velma and Carol to advance and help clear a path. They encounter another potential ambusher and quickly surround him. Carol call's upon Sigmar's Might to aid them in their battle.

Round 4 opens up with Wilma making short work of the sneaky zealot and continuing on her path to glory. Her run finishes with her in sight of her three sisters in battle. Rizdarick, the warrior being held by the three sisters proves to have a formidable defence, not taking any hits this round.

The destination in sight
Round 5 saw Wilma's run slowed by a devious trap, but the path is now clear and should be made soon. The enemy, knowing of the ruination brought upon their carriage is now giving chase to Wilma and can be seen in the street behind her. Meanwhile, the three sisters continue to do battle with Rizdarick, the Templar Knight.

Round 6 was a clean run, but short by a few movement points. Yet again the Templar Knight's defences prove to be a might foe and so Carol calls once again upon Sigmar's Might for the next round of attacks. Before the round was over, another zealot joined the fray of the three sisters.

Round 7 begins and Wilma finally makes it to the caravan to store the idol. The three sisters, now under great attack finally manage to eliminate the Templar Knight and the enemy warband runs in terror at the loss of their morale.

Now it is simply time to see what fate befell poor Caterina. Her fight left her with a blow to the head, causing some short term Amnesia and an unfortunate loss of experience. However, the successful retrieval of the enemy idol saw the Sisters yield enough experience to expand their warband, and are now free to recruit another henchman.

Battle 1 breakdown

 The Wolf Priest goes off down an alley by himself and finds his prize in sight!


Meanwhile the leader gets ambushed on her way to the centre square.

 

 Her backup comes along and so she calls upon her faith to guide their strikes, however the city of Mordheim had other plans for that and stunned her for her troubles.


The wonderful prize for our faithful Wolf Priest turned out to be a trap! Much to his surprise and imminent demise.

  

 Whilst overall victory was mine, an arm was left behind.



The life of a Mordheim warband - Sisters of Sigmar style

So i have a couple of warbands on the go already, and documenting their activities from now would mean missing out on all the fun they've had.

So, time to start a diary on the life and times of a new warband. This time around it will be the sisters as i haven't made one of them yet.

Off i go now to make the warband...


And thus begins the life of the Hammers of Judgement, a most apt name.

Leading this band is Carol Van Hauser, the first hero recruited is a Wolf Priest, and the three beginning henchmen (henchwomen) are two warrior sisters and a novice. After all, those novices have to start somewhere.

Before heading into battle i hit up the store and got everyone some armour.

The first battle is the Wyrdstone Rush, time for the noble Sisters to prevent the foul denizens of Mordheim from obtaining this nasty substance for their chaotic rituals. And if i happen to make a profit in the good name of Sigmar, then so be it.

The battle ended well for the Sisters, however the early decision to split the force in order to gain the largest amount of Wyrdstone led to a near defeat, and also ended the opportunity to complete the Secondary Objective.

After losing two members to the filthy Skaven, it was quickly decided that a decisive victory was more important than obtaining more shards.

Caterina, the warrior, ably dispatched 3 of the enemy beasts with the support of her allies. However, the Wolf Priest fell when he was surrounded, and as a result of his injuries he has lost an arm.

A replacement is being investigated for him now.

So, at the end of mission 1:

Victores: 1
Defeats: 0

Warband Status:

Leader:
Carol Van Hauser - Level 0
- Healthy

Heroes:
Leon Waldenstein - Wolf Priest - Level 0
- Severed Arm
Wilma Dottier - Sister Superior - Fresh Recruit
- Healthy

Henchmen:
Velma - Sister - Level 0
- Healthy
Caterina Skavenbane - Sister - Level 0
- Healthy
Kelly Van Hauser - Novice - Level 0
- Healthy


Sunday, 10 July 2016

The new addictions to hit my PC

I've been off the PC gaming for most of this year, but in this recent summer sale from steam I picked up the Mordheim game plus the DLC when it was all on special, and I've gotta say, I'm loving it.

I have a couple of different warbands on the go, but my favourite by far is the possessed. What i've named the Scabrous Dogs.

When i'm back on my home computer i'll provide a rundown of the warband so far, and might begin a running commentary of their success, or lack thereof.

I've also returned to playing the alpha of Star Citizen and having a blast in there, the test persistent universe is a great deal of fun, especially with the community of random players you encounter. Many of which will easily form small groups to go on little adventures.

Then of course there's Overwatch, the rapid fun PVP game of the year for me. I missed the very release due to work, but have been studiously catching up for the last few days.

More to come on my Mordheim adventures later this week.

Friday, 29 April 2016

Some context

Ok, so I thought I'd start posting some history of our pathfinder game, if for no other reason than to cement what has happened in my own mind.

My first character was a ranger, he seemed ideal given that we were stuck on a deserted island with no supplies. He had the skills to pay the bills so to speak. However he seemed to be cursed, or rather I was cursed. Every single important roll, was a failure.

Here's an NPC who's tough to impress, Diplomacy roll time...1.

There's a special berry that can help your friend, Survival roll to obtain it...1.

Quick, do a Stealth check to sneak off this dinghy and swim to the shore...1. (splash)

And last, but not least, roll to avoid being completely frozen in fear...1...reroll...1. (fuck this shit)

To this day it is believed that Roland the Ranger is still running around that fucking island.

So the session after that, Tommy the halfling bard entered the party.

Monday, 7 March 2016

Well after some fun data issues, the modded Skyrim is up and running

I tried to make sure I had no mods that created an overpowered playstyle, and so far it's working well. In fact, some parts are much harder as I've encountered a greater number of wandering bandits who happen to be of a much higher level. I had quite the lengthy hide and seek battle with two bandit chieftans with my stolen hunting bow and some rapidly depleting iron arrows.

Two of the most fantastic mod additions that I've noticed thus far is that of the ability to craft extra storage in the form of side bags and bandoleer type satchels, and the other mod is one that lets you smelt down items for metals. Now you can collect those random goblets and plates and slowly turn them into Iron or Silver etc. And old weapons and armour too, however you can't smelt down stolen items, which seems counter productive to me. I mean, if you're going to steal items, you want to be able to resell them in a different form if you don't particularly wish to gain access to the one fence in the whole land.

One of the mods is meant to allow me to recruit bandits and create my own bandit camp, but i'm not yet sure how to get the ball rolling on this one. I might read up on it some and find out.

Well, back to the grinding stone, I have blades to sharpen and draugr to kill.

Fallout 4 kind of kicked Skyrim to the curb for a while. But i'm back

So, now that my Fallout Wanderer is somewhere in the 40s, maybe 50s, i don't rightly recall exactly. I took a break from gaming.

I'm back with a foray into Skyrim once more. Only this time, I've just spent the past hour finding mods to add and subscribe to. I haven't yet tested their compatibility so I hope that's not an issue to have to resolve.

To do this properly with all of these new mods, I will be starting a new character. And given that one of the mods happens to be a fresh start mod, and another happens to give me the ability to become a bandit and build up a bandit crew, I shall endeavour in this mod to basically be an asshole to NPCs all round, make as much money as I can, and more or less become the new High Lord of Skyrim (not actually sure if i can, but if there's a mod for it, i'm sure i will).

I have also recently begun a predilection for naming all my rpg characters some variation of Thomas. I have Tommy the firestarting Bard in pathfinder, all round murder hobo and lover of anything that moves, then there was Sir Thomas Lightmagic, on a quest to clear the foul evil of Ravenloft where he fell to his death. Tommy the sorcerer who charmed an entire town and essentially made himself so popular the local constabulary could not arrest him for fear of causing a riot, he also made friends with 2 nearby goblin tribes and convinced them to wipe out the nearby orc menace. The latest incarnation is Sir Thomas of the Lords Alliance, the last scion of a noble house who has fallen on hard times due to the vice of an ancestor and is seeking to make favourable trade alliances whilst also kicking the ass off anything that presents a threat to civilization. A character I initially thought might be dull to play, but is proving to be quite fun.

So, in keeping that with theme, I believe I shall create Tom, a lowlife Nord with no dramatic backstory beyond being poor.

Here goes nothing.