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Spirit of Christmas

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Festive Season! Let's have a Woffvent Calendar. I shall post something every day - after all, if GW can do it, I can. Now excuse me while I step out for a moment to grow fat on a diet of the tears of addicted nerds.

What's in box number one?



Why, it's the very Spirit of Christmas herself, wailing banshee lady Elshara from Dungeon Saga!

Painted Wraith

Floaty spirits make me want to do lighting effects, or at least try in some way to make them look transparent and ethereal. Until Citadel release Spirit Host Translucence as a shade, I'm left with doing the same semi-glowy paint jobs as everyone else.

After I did her entirely in spooky blue (Abaddon Black, drybrushed with Marine Dark Blue, Teclis Blue, Etherium Blue and White Scar), I felt she looked a bit drab. So I did Pallid Wych Flesh skin highlighted with White Scar, and a bit of silver and green on her jewelry.

Brightens her up no end, in terms of physical appearance if not overall philosophy on existence. And what better way is there to usher in Yule than a deathless, life-hating spirit whose very voice can extinguish life?

Model hereby renamed Carol Singer


Deck the Halls

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Box number two!

I'm venturing back outside in to the snow for some terrain today.

Before

A traditional rite of passage for any tabletop nerd is the construction of ruined masonry from cork mats. I'd never tried, but a fortuitous accident with some of our dinner table protectors garnered me some raw materials. 

After. Good as new.

Yeah, it's a bit squint. It's a ruin, all right? And it's in a swamp. Look as good you would not, etc, etc. Nothing super special, but I'm perfectly happy with it, seeing as it cost me nothing except four hours of work with a craft knife, carving in the bricks.

The ledge is about 30mm deep, just right for snipers.

Three French Haunts

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Advent continues!


Dungeon Saga ghosts today!


After Elshara, I decided not to go for the glowing spirit approach this time. As the model rocks a very traditional Victorian winding sheet look, I thought I'd just paint them like the tried and tested 'dead guy in a blanket' spooks they are.

Painting Guide:


  • Chaos Black undercoat
  • Heavy drybrush of Zandri Desert Yellow
  • Probably Agrax Earthshade, because that goes with everything
  • Ushabti Bone and Pallid Wych Flesh drybrushes
  • White Scar highlights
  • Typhus Corrosion for the hems
  • Abaddon Black, Mithril Silver and Runefang for the ol' ball and chain



We Three Dwarves

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Box number four! What's inside?


The clue is obviously in the title for this one. So well done if you guessed dwarves, bonus points if you thought Dungeon Saga Revenants. I know, there's a theme developing this week, eh? 


I really like these models. I think it's the promise they give me of beard after death. They're pretty tough in the game, as undead dwarven elites ought to be, so I tried to make it look like their armour and robes used to be quite fancy at some point. Then I slapped loads of murky washes and Typhus Corrosion over everything, and spoilt it all.


The Dungeon Saga trend will break at some point, don't worry - but it's all leading somewhere...

We Wish You a Bunch of Dead Guys

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Fifth Box!

Thanks to our unwitting sponsor in Advent Fun, Atlantic Collectibles Ebay Store!




The Dungeon Saga Kickstarter had an option for resin counters to replace some of the card tokens in game. Mantic have had a few fumbly moments in terms of delivering their promises, such as the X-rated page references in one of the manuals or the massive postage delays to USA. None seemed to invoke such hatred as these, the humble resin Pile of Bones counters.

We wish you a bunch of dead guys
We wish you a bunch of dead guys
We wish you a bunch of dead guys
And a scroll of Raise Dead
                                -Trad. Nec.

These mark undead minions who have been taken down, but not hard enough to prevent them coming back. It's a major mechanic for the undead in the game, and a good one. These tokens, though, there's a lot of forum rage about how they didn't look like the Kickstarter graphic. That had a square base on it. You could glue it on one, couldn't you? And okay, it's not the sharpest sculpt ever (the sword edge merges into a rusty shoulder pad, although that's hardly a major fail), so I can see how someone who lives in a very overprivileged part of the First World might count this as a terrible problem.

Personally, I'd say it looks pretty much as I'd imagine a collapsed skeleton warrior to look like, you can balance a model flat on top of it as the game might require (it's a foolproof way of preventing the damn things being raised) and it paints up pretty well. I glued them to a strip of card with spray paint in order to hold them still, and I had grand designs on doing shield designs until I actually got painting.


It's just like Ezekiel 37.

What the Hell-y and the Ivy

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What's in today's box?

It should have been doors, really, shouldn't it? Dungeon doors. Ah well, too late now.

I don't know who it is at Mantic that has a crush on the Predator. All I know is I saw him first, he's mine that it's an odd choice to base a fantasy miniature on. Still, I have a copy, as a Kickstarter exclusive add-on. Works pretty well, too, he looks big, mean and intimidating. Dunno why they called him Blaine, though.

Presumably he's a goddam sexual tyrannosaurus, just like the original.

Notable facts about the original Predator:


  • He was initially played by Jean Claude van Damme, who found the suit too hot and sweaty and left the production. Rumours that the production team found his natural face beneath the mask 'too horrifying' are utterly unfounded
  • He didn't wear a cape
  • He was invisible quite a lot


Invisible is a hard colour to paint. This DP cape is the best I could manage.

Great in an Alpine setting. Naff all use in a dungeon.

It's probably elven weave. Not magic, you know, just confusing to people born before 1900.


Return of the King

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The relentless march of Advent continues!

Pa rumpa pum pum

It's just adding insult to injury, invading a long-lost Dwarven hold, defiling the graves with necromantic magic and then bringing the original king back to serve you in deathless perpetuity. Kind of cool, though. If I was in that situation, it's the kind of dick move I'd pull.

Welcome, Heroes! I extend the traditional hand of friendship...
...and I'm totally not about to smack you with this colossal mallet. Promise.

Grund, the undead dwarf king boss for Dungeon Saga, is even better than the dwarven revenants. Fleur-de-lys may not be the dwarviest of regal emblems to adorn a cape, any more than white chamois leather gloves are. Maybe this guy had gone a bit Elvish before he left the building.

I just want to be your teddy bear.


As with Badness Men of Old

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Onwards to the inevitable!



Dwarf King's Quest has a final boss level, where you square off against a powerful necromancer. Nice model, very understated, at least until you slap heavy-handed source lighting on it. 

I haven't painted dags in a long time. Now I remember why.

Dungeon crawls often have final bosses. It's part of the way games try to capture the dramatic arc of a story - it all leads up to the deadly confrontation with your nemesis, type thing. Dwarf King's Quest, the campaign of missions that comes in the Dungeon Saga box, has Mortibris here. The game even suggests that the player controlling the bad guys is playing as this guy. 


It's a nice concept, particularly for all those Bad Guy players like me who quite like to have the same personal connection to the board as the players. Shame that they forgot it in the other campaigns, really.

He's very serious-looking, isn't he? Come on, Morty, get in the festive mood.

Expect to see this lame-ass gag again before the end of the month.


Bowels of Trolly

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Done all your Christmas shopping yet? 


Undead Trolls are the gift that keeps on giving. You can't really kill the undead, on a technicality, and if what's not dead won't even stop regenerating into the bargain, well, you're really screwed.

This one died of frostbite, which I looked up on the internet to get right. I won't ever be doing that again, man, frostbite is gross. The troll's nose is gone. Go on, say it with me, how does he smell?

It's DnD that brought the concept of the regenerating troll into fantasy, as far as my extensive research has revealed (I did none, I'm just assuming). Trolls are Scandinavian, and they're nothing like their current incarnation in the old legends. I wonder who made that design choice? They have a lot to answer for.

More of a traditional greenskin look, with red brick accessory

Another good sculpt from the Dungeon Saga core set here. Peeling, gory and slinging a rock - an imposing look. They don't actually throw things in the game, sadly, although it's nothing a tiny bit of homebrew wouldn't cure.

Amazingly, they smell worse than they spell.

Now, I do have to apologise a little for dragging out all this DS stuff. My original plan was to cram a few more models into each day's post, but there are two reasons this isn't going to happen.

  • I've torn a tendon on my left thumb and I can't hold a model straight to paint it
  • Advent has too many bloody days in it and I'm already running out of inspiration

Honest, though, bear with it. I'm nearly there!

Troll lol lol lol lol
lol lol lol lol

All I Want for Christmas is my Lower Jaw

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There was a plum pudding in our Advent Calendar today. I nearly just copied that, but it wasn't quite grimdark enough.

Therefore, Skulls!


Stop! In the name of love

One for a necklace, one for a face and dog's one, plus the entire dog carcass, resting on his shoulders like the world's most awful cake topper. Yes, this is Hoggar, the Zombie Troll Shaman from Dwarf King's Quest, a boss creature with a long and confusing CV.

Three years at Shaman School, two studying Trollology at Cambridge, some Undead experience as a postdeathgrad. The last two years, mostly Cosplay gigs and open mic poetry. I don't have a car, but I can drive. 

Yeah, I could have painted him more festively. Candy cane on his staff, reindeer antlers on the dead dog, baubles on every wrist. I know. I guess I've just gone all Grinchdark.

Walking in a Dungeon Wonderland

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Advent Chest time! Something a little more meaty tonight...

A Meat Locker!

Dungeon Saga Review




Hell, it's about time!

My Always Paints First special rule is both blessing and curse. I've been racing through the contents of Dungeon Saga so that I could field an entirely painted core set for our first Skype match. I managed it last weekend, ever so slightly after the premiere game, although the models I was lacking at that point weren't needed for the first couple of levels.

Now I've got that out of my system, so to speak, it's time to play and review the game. Told you it was leading somewhere!

General Leofa and General Stylus were the heroic forces of light, delving into the darkened strongholds of my own shadowy armies. Let's find out what we played and how we went!


Dungeon Fixtures



Playing over Skype is kind of a crapshoot. As General Leofa pointed out, it's all very well my painting everything, but it's wasted when all you can see is a pixelated mush. My camera (the photo-taking one, not the webcamera) was also missing that evening, so I have no pictures of the game. Hence the random selection of artwork!

We played the first three dungeons of the Dwarf King's Quest campaign. Or, well, really the two training levels and the first proper level - we wanted to break ourselves in gently and learn the rules as we went.

The campaign covers a group of heroes chasing the evil Necromancer Mortibris into an ancient Dwarven hold. They must stop him before he reclaims a powerful magical artefact from its depths - if he obtains it, his powers will become unstoppable!

Journey from the West


Not this one

You start with a very simple corridor traversal, learning melee combat and door bashing courtesy of the Barbarian (Leofa) and Dwarf (Stylus). It's a short game rather stacked in the heroes' favour, but fun for all that.

I learned that the Barbarian is fragile, but that trying to swamp him is playing to his strengths. I also learned that unlike any other dungeon crawler I've played before, the Overlord (that's the bad guy player here) has to be quite selective about what he throws forward into a fight. You don't get to move all your minions, just a select few. Although you've got a deck of cards to get extra moves and powers that generally redresses the balance, you really have to think about where to send your bony underlings.

The boys had no problems stomping down the tunnel, smashing skeleton warriors on the way before kicking in the door.  Easy and satisfying, like the Guardian crossword on a Monday!

Journey to the East



Mission two adds in missile combat and magic. Stylus took command of the Wizard as he has a physical copy of the game himself, and it's handy to have the relevant cards to hand as you play. Leofa's Elf ran point for the hapless pointy hat, trying to keep skeletons off him as he did his stuff.

Wizards in DS are kind of like magical hackers - one of their key functions, on top of blowing things up with spells, is opening magically warded doors. No other team members can do this, in fact. You might say that Wizards are literally key team members. If you were really really funny, anyway.

The dungeon here is more of a dogleg, with magical barriers to get through on the way. Although the weedy Wizard got a little scuffed by the skeletal archers and warriors in the way, the Elf's archery skills were more than enough to clear a path and keep him safe. Score two for the heroes!

Well Met



Now we could finally play the full game. The Wizard and Elf come in from one side, a twin corridor stacked with piles of bones that could turn into skeletons at any point. The Barbarian and Dwarf faced a much more populous hall way, with plenty of opportunities to get overwhelmed on all sides. They'd need to get to a central door, smash it in and then clear whatever was on the other side before getting the Wizard to unlock a final portal. All this against a twelve turn timer limit - tricky!

With the heroes now all united, I also got my full Overlord deck. Previously I'd had a reduced selection, just extra Raise Dead spells and bonus actions. Now I got some dirty tricks to go with it, as well as the occasional option to interrupt the heroes in mid turn!


I decided that delaying the Elf and Wizard would be my best bet. Pretty much every time they moved for the first half of the game, piles of bones sprang to life around them or lurking warriors shambled up to attack. It held them up a bit, although they were both good at switching turn order round to spring each other free or take out tacklers in order to keep going.

In the main hall, the Barbarian and Dwarf tiptoed through the silent ranks of undead, sticking close to the walls. With my attention elsewhere, I couldn't really hope to tie them up long, although I did manage to stick a couple of sly arrows in their backs.

The team united round the chest with more than half their time in hand. The chest had a free healing potion and some nifty magic armour for the Elf inside, and she was needing it by now - covering the Wizard's advance had left her open to a persistent skeleton that kept stabbing her in the back. And the Barbarian scoffed the healing potion, slightly greedily, just in time for me to get the Elf hurt enough to injure her!


The room behind the door was full of zombies, including a tough armoured specimen. Zombies are useless individually, although fairly tough to destroy, but very dangerous in big packs. Luckily the heroes knew what to do - the two fighters rushed in and hacked the rotting bodies apart before I could get them into a good group.

This left the poor old Elf lagging behind, though, and by the time the Wizard had an almost clear path to the door he needed to open, she only had a single wound left! The Overlord only needs to bring down a single hero to win a game, usually. This might seem harsh, but the games are usually too short and the heroes too tough for multiple party kills to be an issue. Even bringing one of the lantern-jawed prizefighters down is quite a challenge, especially with a lame old bunch of bones to do the job!

Anyway, the timer was ticking down, but it looked like the heroes had the game in the bag. There was only the tin-plate zombie left, and although I had loads of skeletons on the board, they were all back in the halls behind the heroes and in no place to stop anyone.

As the Wizard moved into place to break the ward, I knew I'd lost. Until they started grandstanding...

Rather than let the wizard go first and finish his job, Stylus opted to let his Dwarf try and finish the armoured zombie. Not only did he fail, this also gave me the chance to play an Interrupt card. A lurking skeletal archer moved up and shot the elf in the back - already wounded, I just needed one good roll to finish her!

Of course I didn't get it, but it made for a dramatic finish. Shamed and shaken, the heroes quickly opened the door and headed on into the darkness...


Play Verdict



Loved it. Short, sharp and simple, like an urchin with a knife.

It took about ten minutes total of our playtime to explain the rules in enough depth to have a go, which is a huge plus in our middle-aged lives.

The heroes each bring unique skills and play differently, so you really need to talk as a team to make them work effectively. And having different players making choices brings the joy/agony of seeing a cunning plan ruined by someone else's derring do/idiocy. That's one of the core entertainments of a good roleplaying game.

Not that this is a roleplayer, not in more than the very lightest sense, it must be stressed. This is a quick and fun board game. Even the advanced rules don't really do more than add new options and a very simple levelling system. This is no bad thing. Simplicity is a big part of the charm of this game.

And it's still tactically interesting! The synergy of the heroes, for one. The unique feel of the dungeon master's troops for another, only being able to pick a few select minions each turn.  More than ever, that captured the feel of a Necromancer focussing his attention to control undead for me. Er, something I've clearly lusted after a little too often in life.

Some monsters are very tough to kill, almost frustratingly so (more in later levels than these early ones). There's a strong emphasis on having to manouver the heroes through the tight tunnels and round the bad guys, rather than having to kill every last worthless skeleton.


Niggles? Not really. Even though we had a very bad connection that really cut up our game, it was still a great night from my point of view. There was one point we were using WhatsApp to send dice roll results and commands to each other, deprived of sound and picture - and we still had fun!

The timer on the game gives a great sense of threat and urgency. As does the obligation to keep all the heroes alive - although I suspect this might sometimes be an issue. If you get trapped or isolated, there's going to be hard calls on whether to stick together and nurse the wounded or press on before the timer runs out, which could conceivably feel unfair.

That's a hypothetical problem, though. I've detailed my issues with some aspects of the game elsewhere - I don't like the solo/AI rules much and the random dungeon generator needs work. The game component quality is very high, but also a bit rushed in places (missing heads on a model or two, nothing my bits box couldn't handle, and the hilariously un-proofread Adventurer's Companion).

Mantic's PR could also use a little attention, they've upset a lot of applecarts with poor communication during the Kickstarter process, including misleading and some rather slow information regarding delays or changes to the game. They're doing their best to make good on their promises, though, and the internet is full of unforgiving and judgemental trolls. Rather like some of their dungeons.

Ronnie, Mantic's Head Honcho in Dungeon Master mode. Not perhaps the most popular person on some forums right now, even though he's managed to give birth to a really decent game - can't please everyone all the time, I guess. 

The core game, however, is really good. I recommend it heartily, I'd say it's a very worthy successor to Heroquest as an entry level RPG boardgame/wargame, particularly with the excellent miniatures and the scope for writing your own dungeons.

Will we play it again? Yes. In fact, if the broadband isn't playing up, we're actually playing it again right now. That's the magic of the internet, folks, I wrote this days ago and can get on with more important things as my magic internet imps paint it into your screens. Result. Speaking of which,

Overall Score - Result 85 on the Treasure Table (roll as per level 14 Characters)


Nice try, Google, but that's not what I meant.

Deep and Crisp and Even

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Chest number... what day is it today? The twelfth? Okay, number twelve!


So this post (and tomorrow's, oops, spoilers) are about things I have Kickstarted this year. I guess they strictly belong in some kind of New Year post? Meh, what can you do. 

I shall, next Spring, finally be proud possessor of a battlemat! A nice, neoprene 6x4, to provide a backdrop for my snowy swamps. The internet is full of very good battlemats at the moment, and the only thing holding me back has been that none of them precisely match my Rhinox Hide Slushy Mud terrain pieces. 

Like this, but with all the grass dead. And the river frozen. And patches of melting snow. And more swamps. So, not really like this at all. 

Making my own on modular boards has always been the dream. I used to have four 40K boards made with polystyrene ceiling tiles. They were painted ash waste grey with orange toxic spills. Looked very average, plus the chipboard got curly with the wet glue and the tiles were not very durable. I chucked them away in a move years ago and never missed them. 

And then, of course, someone hit me with a company name too dear to my heart to resist. 

You had me at 'Fill in your debit card details'

What lovely looking artwork their mats have. The Kickstarter is closed now, but the webstore will be taking preorders in the near future. General Stylus got lured in by my tales of the pretty mats - they're made to look like modelled terrain. I think they actually build the boards, then take photos, photoshop shadows in as needed and scan them on to the mouse mat material.

All I have left to do is decide on the final pattern. The River Valley above is a temptation, but really not snowy enough. There's a chance they might do a frozen version, though, I asked them on the Kickstarter Forum and they said there's a chance, so we'll see. 


My daughter, who is just as likely to get to play with it as me (possibly more so), likes this one. So do I, it's a great bit of jungle. Totally incompatible with my terrain, though, so no dice. 

Here's the frontrunner at the moment - perfect for Frostgrave, plus a ruined city look will work with splodgy great blobs of brown earth poking through, I reckon. I know it's not a perfect match, but it should still look good!

You can find the Kickstarter details here. Which mat do you think I should go with?

O Plastic Town of Bethlehem

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Yes! The Advent Madness is still upon me! Pray that these bonds hold me to the chair, and flee while you can!


The other Kickstarter hanging over me like a Terrain-based sword of Damocles is this excellent Dark Age Outpost one. Stylus is a fellow backer here, too. There's a theme developing there, I think. We seem to have the same tastes.


Having an instant Saxon walled fort, particularly a modular one, is a no-brainer for me. Sorry, that should read I am a no-brainer and therefore think plastic castles are things I should buy as I approach my fortieth birthday. This one will be a birthday present from my long-suffering wife. She rolls her eyes, I my dice.

Sorry I can't source a better picture than this. Have a look at the Kickstarter page (it's okay - it finished ages ago, it's quite safe for your wallet now) here instead to see better images.

It's tough plastic (fairly tough? Hard to judge from pictures of the 3D design files, really), so ought to be child friendly. I have fond memories of playing Crossbows and Catapults from MB games as a young 'un, and I could see these working with a nice cheap plastic replica catapult. Young children are naturally destructive, it should appeal to them too.


A snowy finish for the walls, of course! I went for the gold pledge, which seemed like the best value - basically an entire walled settlement in one fell swoop. You get pewter viking models, but you can swap them out for more stockades, extra beehives, that kind of thing. Stuff from the Stretch Goals. So I did. Great for SAGA games, of course, but perfectly good for any other 28mm wargames I might happen to play.


Now I just need to wait and see what the dice roll of Kickstarter Delivery actually grants me, sometime around next May...

Penny Arcade. Funny because it's true.

Jingle Bells, Dead Troll Smells

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Day 14 - and I race downstairs to eat the advent calender choccie before anyone else can get there.

Never fear - we're still doing the chest thing.

I, Stylus, am getting in on Kraken's advent blogging - so ding dong merrily, let's have some more Dungeon Saga!

A few nights ago, Leofa, Kraken and myself once again girded our loins (or at least, bought a packet of pre-girded loins) to tackle the next stage in the Dwarf King's Quest.

I continued with Dwarf and Wizard; Leofa took Barbarian and Elf. Kraken once again held the role of necromancer overlord, although this time I was hosting (so apologies for any unpainted miniatures or doors that sneak into view).

Mission 2 - They Have A Cave Tro... No, Really, They Do.


'Into The Depths' was all about the Zombie Troll. Even if I hadn't known this because I set up the board, the flavour text introductions leave little to the imagination (it goes along the lines of "Mortibris summoned a Zombie Troll ... the Zombie Troll was restless ... the Zombie Troll was waiting ... Zombie Zombie Troll Troll Troll.").

United for the first time, the heroes only had to pass through the dungeon and open the final door to win (as always, the Necromancer wins if they run out of time, or one hero is crippled).

Since I had unfair foreknowledge of the dungeon layout, I decided I should play dumb (in which I have achieved Grade 8) and let Leofa take the lead.


The game begins with just a corridor and couple of zombies at the ready. (ignore that hole in the back of the picture. It's just an infernal gateway or something).


The undead played an interrupt to take the initiative, and got pulped. Lone Zombies got no game.


It turned out my deliberate withholding of dungeon knowledge was pretty redundant. Once you kick down the nearest door, everything behind it is revealed - which turned out to be 80% of the layout, including the end goal (that door in the bottom left).

With the dungeon dropping its trousers so soon, it made planning our moves a bit easy. It may have been better for the designers to add another door between us and the final exit, just so we would be left uncertain about where we had to go.


Anyway, the door was down and the bad guys were revealed. The nearest zombie charged forward at the Dwarf and got batted aside without much bother.

(The one thing we did learn - although it should be Dungeoneering 101 - is that you shouldn't smash down a mystery door when all the other members of the party have taken their turns. We got away with it, but it could have left us exposed to counterattack)


I later learned that the 'Tactical Hint' for his mission is "Don't get bogged down fighting the Zombie Troll."

Blissfully ignorant of this fact, we all ganged up and let rip with everything we had - the Elf firing off triple shots, the Dwarf quaffing battle potions, the Wizard cast Corrode to drop his armour, the Barbarian hacking away (and myself humming the tune to 'The Battle Of Balin's Tomb').


It turns out, everything we had did the trick - the Zombie Troll died in a single turn of some rather spectacular dice rolls.

Glad we didn't get bogged down fighting it, eh?


Riding high, the Dwarf and Barbarian clobber the Armoured Zombie.

In fact, I think the Barbarian did all the clobbering (as he did with the Zombie Troll - the Dwarf lending outnumbering support each time). He may be tough as iron, but when it comes to combat, the Dwarf is a bit of a lemon.

A Skeleton Archer was summoned behind us, ready to plink wounds off the less durable members of the party.


We still had 2/3 of our game time left, and the big bad was already dead, so it was fair to say we were feeling cocky. So all the party dashed into the main chamber, heading in different directions (to face bad guys, explore chests, open doors).

At which point, we almost go caught out when the necromancer played a special command that mobilised all his minions and left each hero in an unfavourable siltation (similar to the position above, only the Wizard now has his door blocked by the Skeleton Archer, and the Zombie in the bottom-right had advanced to get the Elf).


So here's where it gets cinematic: we decided that each hero should trade opponents, and therefore set up more favourable combats:

  • The Dwarf was the first one to break away (and shrugged off the Skeleton's free hit). He then charged at the Skeleton Archer threatening the Wizard, adding a Battle Potion to his rear attack and smashing it to dust.
  • Now free to move, the Wizard ran into the main chamber and used his Flamebolt spell to destroy the Zombie facing the Elf.
  • Meanwhile, the Barbarian just smashed the Dwarf Revenant to bones, and in doing so opening up a clear line for fire...
  • ...for the Elf, who ran down the corridor and shot the last Skeleton Warrior.



How's that for teamwork? GoooooOOOO BAYSIDE!


The poor necromancer raised a few more skeletons (one of whom got immediately smashed down again by the Barbarian), but it was all over. We delayed long enough for the Wizard to open the warded chest and grab a few potions, but then the Barbarian kicked down the door and we were through.

Back At The Tavern

Lovely stuff - a great session of cooperative dungeon-bashing all round. I'd say the Elf was MVP of this mission, as she took down most of the Troll's wounds. As our first multi-wound opponent, that didn't feel so tough - easier, in many ways, to chip away at, rather than have an all-or-nothing wounding, like the armoured zombie.

Either way, I think we fluked a win, or else we've graduated from the training wheels before the campaign expected us to.

Hope you enjoyed that Dungeon Saga - you may get another one before this calendar is done!

Gory, Gory Hallelujah!

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Only nine more bludgeoning days until Christmas!

You know, that tattoo should really be on a dead man's chest...

Behind Chest #15, we return those stalwarts of the Nativity: the livestock!

The mutated, bloodthirsty, Chaos-worshipping livestock, for sure. Doesn't everyone's school play go that way?


Ever since I caught the 'paint whatever I want' vibe back in the summer, I've really managed to stack up the unfinished projects.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Mine eyes have seen the glory of the coming of the Gor

Not quite unfinished - I have just been taking things in bite-sized portions, half a box set at the time, to allow me to finish each model faster and keep momentum and enthusiasm going.

The drawback to this is that enthusiasm often burns out before I can tackle the second half of the box, and they get pushed aside by new miniatures on the painting table.

So I have been dong things, quite literally, by halves.

Beastmen Gor for Age of Sigmar, Realm of Ghur
They are trotting out the vintage...

Anyway, I finally got around to finishing these chaps - the other half to the Gors that were painted in August.

Fortunately, I use this blog to keep track of the painting recipe:

  • Skin: Vermin Fur base, Agrax Earthshade wash, Cadian Fleshtone highlights
  • Fur: Mounfang Brown base, Flesh Ink wash, Ryze Rust highlights
  • Horns and claws: Zandri dust base, Agrax Earthshade wash,
  • Hooves: Steel Legion Drab base, Agrax Earthshade wash,
  • Weapon hafts: Tallern Sand base, Brown Ink wash
  • Weapon heads: Chaos Black base, Leadbelcher highlights, Tinny Tin highlights
  • Amulets: Dryad Bark base, Tinny Tin layer
  • Belts and straps: Balor Brown base, Agrax Earthshade wash
  • Blood - For The Blood God!


Beastmen Gor for Age of Sigmar, Realm of Ghur
... where the God of Wrath is stored

Of course, one drawback in a four-month break between in painting is that is can be tricky to *exactly* duplicate the paint job. The skin tone on the previous lot seems just a hint redder (but hey, it's chaotic) that I managed with this batch.

The bigger problem was the spattered blood.

Oh God, the blood.

I used a different toothbrush to create the 'blood-spatter' effect on the snow and models, because no matter what I tried, I could not get the same volume of spatter. (I think the bristles were softer with this one).

I must have tried for an hour, changing the angle of the spatter, the amount of paint on the toothbrush, everything. There was plenty of Blood For The Blood God being sprayed around: on the painting board, on the protective screen, on the wall, on the desk, on my hand. Everywhere, in fact, but on the sodding model.

I even tried to compensate for this, and place other Gor in random places, hoping that some paint, somehow, would get on the base. In the end, I got enough blood on them to be happy with, although they're a little less sanguine than their comrades.

Beastmen Gor for Age of Sigmar, Realm of Ghur
They hath loosed the fateful chopping of their terrible swift sword

A cloth banner seemed a bit regimental for a pack of raiding beastmen. So I split the difference and mounted a shield on a banner pole, as some kind of icon.

Speaking of which - these beastmen shields are crazy-good (worth adding on the models, even if two hand weapons are more effective). My favourite is one in the centre (below) - a kind of flensed skull with half the brain-pan chipped away and a hook dangling from the jaw.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Their hooves are marching on.

And finally, the boss of the beastmen (called a 'Foe-Render' - aren't they all?) with the obligatory ridonkulous-sized axe.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Gory, gory, what a hell of a way to die!

As before, these were very nice to paint. However, for rank-and-file models, there were an awful lot of details: every model had a sidearm, at least one pendant and some kind of skull - and that's before the weapon options were added.

I know GW prides itself on its models, and this is a cracking plastic set, but Gor are hardly the elites of the army (which might justify spending a lot of time on each), and at times it seems like the model was unnecessarily fussy, rather than detailed.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Our Gors is just!

That said, I'm not ruling out getting some more. If I'm aiming to get some more monsters into this warband (and indeed I am), a unit of 20 should leaven the numbers nicely.

Beastmen Gor for Age of Sigmar, Realm of Ghur
Let us Bray.

Tune in tomorrow for more ho-ho-homicide!

Shepherds Watched Their Flocks (With Silver Bullets)

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Day 16 and our advent brings us ... werewolves?

A clockwork orange at the bottom of your stocking.


Were there wolves in the Nativity? I'm guessing they were implied. After all, the shepherds weren't just watching their flocks because they had a thing about gazing at sheep in the moonlight (this, after all, was Judea, not the Rhondda).

As I mentioned in yesterday's post, I've been tackling my latter projects by halves, so these two Skin Wolves round off the pair I painted back in September.

Forge World Skin Wolf
"Nobody move! I dropped my contact lens!"

This is the third of the Forge World set - the crouchingest (it's a word) of the pack.

It's a good pose, but take my tip: don't glue it to the base before painting - there's a lot of underside to be reached and it proves a bugger to manoeuvre a brush once the 50mm round is stuck to it.

Forge World Skin Wolf
My, what a big base you have Grandma.

Same painting recipe as before:

  • Grey flesh; Dawnstone base, Nuln Oil wash, Space Wolf Grey drybrush, White Scar drybrush
  • Torn skin: Cadian Fleshtone base, Nuln Oil wash, Kislev Flesh drybrush, Dawnstone drybrush
  • Fur: Dawnstone base, Black Ink wash, Space Wolf Grey drybrush, Zendri Dust drybrush
  • Loincloth: Zendri Dust base, Agrax Earthshade wash, Ushabi Bone drybrush
  • Belt and cuffs: Leadbelcher base, thinned-Black Ink wash, Ironbreaker drybrush, Tinny Tin highlights
  • Tongue: Emperor's Children base, Agrax Earthshade wash
  • Blood for the Blood God: bloodily applied.


Forge World 2012 Event-Only Skin Wolf
And yet he cannot whistle.

The fourth member of the pack is a limited-edition model, available from the 2012 Forge World event (or else a daft mark-up on eBay).

The model comes with an alternate left hand - the other one is dragging along a human victim, It's a nice touch, but the clothing is too distinctly 'Old World Empire', which takes away its versatility. So I made the empty-handed version, and kept the victim for other projects.

I'm not sure he's *that* much better than the other three, but it's nice to have another unique model, and there aren't any others. He does have claw-marks and a Chaos Undivided scar on his chest. The howling pose does allow me to trace blood trails down his throat, which I quite like.

Forge World 2012 Event-Only Skin Wolf
Forge World: top breeders recommend it.

Since this one was going to be the alpha, I wanted his fur to be a little different. So rather than the Dawnstone base, I left the White undercoat, washed with Nuln Oil and highlighted from there. Hopefully that makes him appear an older, more senior member of the doggies.

Forge World Skin Wolves
Woof Woof!

That's the monstrous infantry part the warband done (unless I can think of an excuse to get some Fimir in there, hmm). Still waiting patiently for their warscroll (who'd have thought my painting would be faster than their rule-making?), so until then... Crypt Horrors? Minotaurs? Chaos Ogres?

Forge World Skin Wolves
Packing Power

And it's Christmas, so like a cheap cracker, I'm pulling this joke again:


A-Waywatcher In A Manger

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As we creak open another chest, please be assured that my takeover of this Advent will be short-lived, and Kraken's getting back the reins soon.

Pro tip: when you search for 'big chest' on Google, keep the Family Filter on.

But for now... Waywatchers!

This is just a rebasing, but the poor chaps are the last of my Wood Elf units to be stuck in their original green flock, so I though it was time to liberate them with some woodland deadfall.

If they all look a bit jaundiced, it was because I was quite careless about highlighting their yellow hair.

These boys go back a long way - all the way to my 1997 Wood Elf army, in fact.

They're such lovely models that I was very tempted to drop the lot in the Dettol and start over. But I put a lot of work into them, so let them stand for the historical record.

Robin Hood.

They originally had white bows (washed, as I recall, in wood varnish, as I hadn't heard of Quickshade back them), but I darkened them up when I unified my army for the first time. The rest of the paint jobs has survived untouched, I think.

Robin Without Hood. It's *possible* they duplicated the sculpt here.

There's some nice details here - I was bemoaning the details on the Gor a few days ago, but I think this strikes the right balance. Ropes and pouches and long cloaks: you can imagine these guys camping out in the woods for a long time, setting traps.


In fact, setting traps was one of the Waywatchers special abilities: the enemy took hits IF they charged the Waywatchers and IF they were in a wood. Characterful, but ultimately rubbish in battle terms and not worth the points cost over Scouts.

Certainly, they weren't the stone cold killers of 8th Ed (haven't tried them in AoS yet, but I'll give it a go, much to the chagrin of Chaos Warriors, I'm sure).

This represent the peak of my 'crazy eyes' period.

For some reason I only bought 9 of the original set, so when the minimum was raised to 10 in 6th Ed, I picked up this one. For a paint job several years apart, he blends in well - the skin is a little pinker and the eyes are far, far crazier.
(I'd reached the skill level where I could paint a tiny black dot, but had no control about where it went)

This model was also holding a huge sword - which generally doesn't work on Wood Elves (champions excepted) and certainly not on Waywatchers, so it was cut off and he got a downward dagger instead.

For a character that did nothing other than get punched by Bruce Willis, he really caught the public imagination.

Ahh, the One With The Gimp Mask - the kind of model you wish you had more of, and yet are glad there's only one to stand out.

At least I got some non-crazy eyes in the mask. There's enough crazy going on there.


And a view from the back, just to show off the models' details.

Stylus 2015 would have found a way to colour each leaf a different colour.
Stylus 1997 was quite happy with a base+ink thank you very much.

Let's put some hustle behind this rustle.

And with that, my Wood Elves are maybe 2/3 completed. We're getting somewhere (and maybe, by 2018, we'll actually arrive).

Baby, It's Cold Inside

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Day 18 - and we continue with our evening of Dwarf King's Quest

For his birthday, Gavin's getting Type II Diabetes

This continues from the same session as Mission 2 - we had time for a re-rack and heading on the next stage. Mission 3: 'Restless Guardian' (which was about a banshee, not a broadsheet newspaper).

Mission 3 - Collecting Your Jar of Hearts 


Flushed with victory, our party went on to face the Elshara, the Elven Banshee (How did we know? Because the flavour intro told us. I think we'll have to skip these, or get Kraken to make up his own - the damn things are spoilers).

Anyway, 'Restless Guardian' was a different proposition that the previous three 'fight to the final door' missions.

For a start, we were immediately facing the undead hero, who had access to spells (pretty damn good ones too) and was both ethereal and indestructible (no Zombie Troll style heroics here) - so we were going to be stuck with here for the whole game.

That pillar isn't from the game, but part of my Mines of Moria set - something else I've got to paint.

The point of the game was not to escape, but to retrieve and assemble the four pieces of the banshee's stone heart (character could collect and pass on the heart just by being in contact with each other).

Finally, there was no expansive dungeon, just a square room with an impassable pillar and four doors (each leading, as it turned out, to a small room with a chest - so no mystery as to where we'd find the heart fragments).

As it was a simple layout, I was kept in the dark about it - with Kraken instructing me which tiles to lay as they were revealed. It was a pretty simple layout after all, but it worked to keep suspense, so we'll be trying it in future games.


To make things more interesting, we decided to include campaign rules and secondary missions:

  • You have a set number of hours to complete a campaign. Each mission takes an 'hour', but if you finish it fast enough (i.e. if there are sufficient command cards left unplayed), you get the hour for free. If you fail the mission, you still get a do-over, but now you're eating into your time.
  • The secondary missions can be anything, but it forces you to think and prioritise (for example in the last mission, we would have had to go into the unexplored room). For this mission, the pieces of the heart must be held by Danor, the Wizard.

The Dwarf and Barbarian took on the first room - their sheer combat strength made them the best door-kickers.


When it came to the Banshee's turn, she was able to float into a central position and use her most dangerous spell - Banshee Wail - a scream that wounds or paralyses anything in short range. Due to an unfortunate sequences of '6's, the Elf, Dwarf and Wizard all took a hit.

(lucky, all of Elshara's spells are major, so take a turn to recharge)


Despite the Banshee's efforts, we were making good progress. The Barbarian had got the first piece of heart, the Dwarf had opened the second room and was fighting the Dwarf Revenant to get in, the Wizard had unwarded the only magical door, ready for the Elf to dash in and attack the unguarded chest.


Then it went a bit pear-shaped: the Elf failed to smash open the chest (even 2/2 is hard to beat when you only have 3 attack dice) and so was left stuck in the room.

The Banshee then used another spell - Faithful In Death - to summon a Ghost (a new minion - not much in combat, but a bugger to injure) to block the Elf in the room.


Back to the heroes turn, the Wizard went to save the Elf, blasting the Ghost apart with a boosted Burn spell (Burn is the big fireball, Flamebolt is the little one).

Now free to attack the chest, the Elf failed to crack it open again. We were starting to think that maybe doors and chests should be left to the Dwarf and Barbarian.

The Dwarf put paid to that theory, when he tried and failed to kick open the final door. We were starting to think that maybe doors and chests should be left to the Barbarian.

Sure enough, the Barbarian had no trouble opening the next chest and getting our second piece of heart (the first had already be passed off to the Wizard, who ran into the room to get it).


The Banshee then played her third spell Shriek - which is just a five-dice blast - on the Wizard.

Normally we don't care if the Wizard takes a wound or two - unlike the Elf, he's equally combat-ineffective whether he's injured or not. But now he was getting dangerously close to being crippled, which could scupper the whole mission.

I didn't get a shot of this, but the Dwarf managed to kick the door down on the second attempt, revealing a Dwarf Revenant and a warded chest that only the Wizard could open.

(and due to my bad positioning of the Dwarf, he was blocking the doorway from the Barbarian, who was waiting to rush in and kill the Revenant)


This was followed with a second Ghost summoned to harass the Elf - and that chest is STILL not opened!


The Wizard then managed something rather neat: he used his move phase to go from the second room to the third (facing the Revenant and running out of move two squares short of the warded chest). He then cast three minor spells:

  • a boosted Flamebolt to kill the Revenant and clear the path
  • a new spell - Brisk Work - that allows a character to move two steps out of sequence, and bring him in contact with the chest
  • a Break Ward to open the chest and retrieve the third piece of heart!
Saving us a quite a lot of time and work in a single turn. That Wizard is a pretty versatile character, and a lot of fun to use. His only deficiencies, aside from frailty, is he's useless against standard doors and chests (sadly magical blasts don't work on them - which I suspect is deliberate, or he'd be too independent).

The Barbarian continued this cooperating by running up and smiting the second Ghost. Emboldened (and probably to avoid the Barbarian doing it and showing her up some more), the Elf finally opened the fourth chest.

We had all the pieces! Now to unite them!



Elshara's counter was another Banshee Wail - which bounced off most of the heroes except for the one that really mattered: the Wizard was unharmed, but rooted the spot with fear. The necromancer would get another turn to whack at him (he was now down to two wounds) before we could get the last fragment of heart to him.


Fortunately, we had enough movement to see it through - although it did involve a quick passing game of 'heart fragment rugby' - the Elf moved and gave it to the Barbarian, the Barbarian ran and blocked the entrance Wizard's corridor, waiting for him to rouse himself. (The Dwarf just stood there, as Skeleton Archer arrows bounced off him).

The Wizard had to endure another Shriek from the Banshee, but he was able to get himself to the Barbarian, unite the heart and banish the Banshee!

Mission over. And in quick time! And we got the secondary objective! Butterbears all round!

Back At The Tavern

The second round of a very enjoyable evening! I think we all agreed this is a cracking game to play and we had a lot of fun. The campaign timer and secondary objectives are a nice addition to the play.

After we sailed through the previous mission, this one had us nervous right until the end. We finished ahead of time, but I'm not sure how long you can last against an indestructible villain with the ability to chip away wounds. Doors and chests certainly proved an obstacle when you're in a hurry.

I'd say The Wizard stole the show this time - those magic spells really do add another dimension of play, and I'm sure they'll only get more powerful and numerous.

After the previous stellar performance, the Elf probably did least well, but was in her least-favourable element, where raw strength and durability were needed (unless you were a wizard, and had other tricks). Nice that the heroes really have to lean on each other to get through this.

So another thumbs-up for Dungeon Saga - I'd better get painting some more models!

The True Story of Christmas

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O Chestmas Tree, O Chestmas Tree
How lovely are thy claspses


A few months ago, the excellent folk at Secret Weapon Miniatures ran a competition.

Secret Weapon have a range of battle boards that are probably the top of my plastic crack drool list. (Yes, that's a thing.) Modular terrain in plastic, a little over my price range to date, but you never know. One of these days, Alice, pow, bam, right to the moon.

So when I saw there was a chance to win some of their equally excellent modular 3D resin dungeon tiles, and that all I'd have to do was write a short story, I leapt at the chance!

Now, the result hasn't been announced at the time of writing this (Friday, 1100), but I did manage to get into the final three. I think this means I win something, although I'm not entirely sure what yet. As I wait with bated breath, I thought I'd share the story so far. This is unrelated to the fact that I haven't finished the next batch of models yet, thanks to my battered thumb.

The competition was simple - look at the diorama, read the first section of story and then stick together another 1500 words for the next part. Same for the tie-breaking final round, but I'll get to that once the results are out.

Enjoy!

[Here's the original story beginning...]


“Through here,” Goldar grunted, putting a meaty shoulder into the heavy stone door, “he has to be.” Stale air blew hard and cold through the widening gap, dust prickling against the barbarian’s eyes. The darkness beyond the doorway was thick and inky. “Oswald! Torch!”

“Right, right, sir!” the party’s loyal manservant shuffled forward, surprisingly agile despite the titanic collection of bags, tools and equipment piled up on his person. The flickering oil flame in his outstretched lantern batted away the darkness; he and Goldar entered the enormous musty chamber.

“Anything yet, axman?” the dwarven warrior a few paces behind whispered in hush tones, but his armored form walked forward with all the grace of a copper kettle falling down a flight of stairs. Fulumbar Ironhand tapped his warhammer against the carved sunburst on the door, “Or just more dust and cobwebs?”

“Are you forgetting the beetles already?” Astrid thumbed one of the strings on her guitar absentmindedly. “It really is my favorite lines in my new ballad,” she cleared her throat and smiled. “On six and twenty legs they came, and with fear so deep the dwarf lay lame…”

“Watch your tongue, woman,” Fulumbar snapped back at her, “I wasn’t afraid. The creepier crawlies always are poisonous, they are!”

“So much for the legendary constitution of the children of the mountain,” Anirion’s elven accent harmonized the words, but his tone was clearly mocking.

“Button it up, folks!” Goldar growled loudly, shattering any semblance of stealth the team might have had, “I think we’ve got something here.”

The darkness of the large chamber through the door was defeated by the glow of Oswald’s lantern, revealing a long since passed massacre. Laid out haphazardly upon the sculpted floor amidst the carved skull grimaces and spanning twenty foot wide sunburst were more than a half-dozen heaps of bones that were once men or elves. At the far end of the hall sat a rune-covered sarcophagus, the lid askew ominously. Webbing clung to the corners of the walls, rivulets of dried wax fell like frozen tears down wall sconces, and the heady scent of old earthy incense filled everyone’s nostrils as the party filed into the room.

“No luck for these guys, eh?” Fulumbar clicked his tongue at the heaped skeletons, pointing at the nearest unfortunate soul. “Wonder if they have anything shiny on ‘em…”

“Wait!” Astrid chirped, reaching out and grabbed his shoulder. “Nobody touch anything!”

“What’s wrong with you, girl?” Goldar was used to her constant worrying, but this deep in the tomb city it was getting a touch annoying. 

“It could be a trap,” she pointed at the skeletons one by one. “They are all still whole. Still armed, even.”

“She is right, my friends,” the wood elven wizard made a gesture in the air, his wizardly staff flaring into the pale blue light of detection magic, “it is a trap… but not the one that killed them.”

“The trap that is them!” Oswald blurted out, his hand shaking fearfully. “The skeletons! Look!”

The ancient dead lifted to their feet like marionettes all rising on the same puppeteer’s strings, sickly green light filled their empty eye sockets. The clatter of their dry bones clacking together as they came to unlife echoed like twisted wind chimes, but it was the supernatural hissing of air up out of their lungless ribcages that truly chilled the room. Throats devoid of vocal chords screeched with savage intent just as limbs devoid of muscles lifted their weapons with deadly intent. 

“Spread out!” Goldar’s leadership had yet to run the group wrong before, so they heeded him when he bellowed. “They’re just bags of bones, nothing to be worried about at all!”

“Oh, really?” a nasal, droning voice slithered across the chamber as the long, spidery fingers belonging to its creator rose up from within the sarcophagus and grabbed the lid’s edge. With a steady shove the air filled with the grinding of stone on stone, after which a jet-robed warlock sat up and gave a wicked grin toward the heroes. He swung his legs out with preternatural grace to stand at his full height, eyes alight like evil jewels in his pale face. With the snap of the fingers, his right hand was filled with a sinister scythe. “You think you can stop the Forever Legion of the Dark Sun?”

“Legion?” Fulumbar scoffed, “this is hardly a legion, beardy. My mates and I have dealt with foes made of sterner stuff. Even Oswald could smash down one of you Dark Sunners!”

“I could?” the laboring helper questioned nervously, but then huffed with fake confidence, “I could!”

“Your villainy is done now, necromancer,” Goldar leveled his axe at the dark magician, “no matter how large your legion might be, we’re coming for you.”

“Yes, barbarian,” the warlock hissed, producing and unfurling a long scroll from the folds of his robes, “I am sure that you would. So let us test your theory, yes? Just how large were you thinking?”

“By the gods,” Anirion’s staff blossomed brighter as his sharp elven eyes picked out the sigils of the spell written on that scroll, “…no.”

“Akram duennthelol brackas…” the arcane words upon the vellum smoldered and burned away as he spoke them, but such fearsome imagery was nothing compared to what the incantation was doing to the room all around them. Enormous bones, debris and other detritus from the shadows of the room shook, rattled and vibrated across the stone floors, coming together behind him. Slowly the pieces shifted and assembled until they became a towering construct of bone, wood and metal – a titanic skeleton that had to stoop slightly not to bang its skull upon the tomb’s stone ceiling.

“Bloody hell,” Astrid gasped, saying aloud what her comrades were thinking.

The giant skeletal abomination’s eye sockets filled with balefire, its jawbone fell open and the air was split with its otherworldly keening wail.

“Shall we begin?” the warlock laughed, pointing the Legion of the Dark Suns into action.


[And here's my stab at the continuation!]

Goldar leapt over the open sarcophagus, axe already swinging for the warlock’s face. The conjurer merely snapped his fingers and vanished in an acrid cloud of pale dust, leaving the barbarian coughing and clutching his face. The warlock’s hollow laughter resounded through the chamber.

“Poison!” Goldar spluttered. “Oswald! Antidote!”

Even as Oswald tottered forwards, he found his path blocked. The first rank of skeletal warriors was closing in on Goldar, lambent fire smouldering in their eye sockets. A desiccated guard stood before Oswald, rusted mail rattling in its ribs and the splintered remains of a shattered spear in one bare-boned hand.

“Coming through!” Oswald heard at his shoulder, even as he recoiled in horror.

Crunch! Bone fragments span. Pivoting at the end of his blow, Fulumbar stepped past Oswald and swung into a second skeleton, breaking it like a bad egg.

“I’ve got these wee buggers,” the dwarf roared cheerfully.  “You get Goldar his medicine, Oz, I’ll cover the pair of you!”

“What do we do?” Astrid shouted. She had her rapier out, but her precious guitar was still in her other hand.

“Protect me,” Anirion informed her calmly at the same time as Fulumbar shouted “Get stuck in!”

“I wasn’t asking you two!” Astrid shouted back, panicking. “I was asking Goldar!”

The barbarian always led their charges. Astrid wasn’t going to take orders from the idiot dwarf, and the wizard was only thinking of himself as usual. More skeletons stalked towards her and she found herself concentrating on avoiding their notched scimitars.

Behind her, Anirion coolly started an incantation. He couldn’t see the Warlock in the gloomy chamber, but he had to be close. Taking him out would be the fastest way of dealing with his so-called legion. All Anirion needed was a few seconds of concentration to locate him.

Astrid backed into him, guitar jangling. “Look out!” she snapped.

“You look out,” Anirion snapped back angrily. “I had nearly…”

“No, look out!” the woman yelled, shoving him back towards the door they’d come in through. An arrow swished through the air where the two had been standing moments before.

Anirion realised there were more Forever Legionnaires than he’d thought. A second wave was firing from the corners of the vast chamber. Light from his staff picked out ancient quivers, as heavy with dust as they were with arrows.

Even though most of the skeletons were piling in on Fulumbar, a few were coming towards the doorway where Astrid and Anirion now stood. Her rapier wasn’t much good against the fleshless warriors.

“I hope you’ve got a trick to deal with that,” she panted to Anirion, pointing.

The elf followed her finger. Behind the front rank, the massive skeletal construct was shuffling slowly forwards. Its armoured shoulders and brow scraped the dirt of centuries from the roof. One almighty hand clutched the firing arm of a trebuchet as easily as child holds a stick.

Goldar was still incapacitated. Oswald knelt at his side, rummaging frantically in his oversize knapsack, a growing ring of bric-a-brac spreading on the broken flagstones around him. Pots, rope, the light-giving lantern, a string of deliciously spicy sausages, but no antidote. Fulumbar was standing over the pair protectively, wielding his hammer in deadly arcs so that skeletons broke round him like waves on a rock.

They were too close together. A single swipe from the big skeleton’s makeshift mace could finish all three of them, Astrid realised.

“You’ve got to move!” she shouted.

“When I’m good and ready,” Fulumbar retorted. “Gotcha!” and he pulverised another skeleton.
The giant skeleton’s lifeless face tilted to one side as it focussed. Bracing against the roof with one metre-thick arm, it began to bring its mace back for a swing.

“Anirion!” Astrid said. “Do something!”

“One moment,” the elf said, closing his eyes and murmuring to himself. Motes of light began swirling round him.

“There’s no time!” Astrid screamed, then realised the elf wasn’t listening. “Gods,” she cursed, and darted back into the room.

Immediately, the skeletons were all round her, jerkily chopping with their ruined weaponry or hissing eerily. She ducked and weaved through them, nimbly reaching the construct in a few fast moves.
“Hey!” she shouted up at it. “You! Lanky! Down here!”

The massive skeleton remained impassive, almost ready to unleash its killer blow. “Oh, bollocks,” Astrid swore, and smashed her guitar hard over the skeletal titan’s shin.

It broke with a melancholy twang. With a grinding noise, the big skeleton looked down. Astrid stared up into its blazing eye sockets, each big enough for her to crawl into.

“Well that got your attention,” she said. “Shit,” she added, as it swung for her.

The huge skeleton had no concern for its fellows. A pair of skeletal archers was dashed aside by the blow, as well as a score of warriors. Bones rattled off the walls and ceiling in all directions.
As the debris settled, there was no sign of Astrid.

Fulumbar gaped in horror. He’d never admit it to her, but he’d grown fond of the acid-tongued redhead. The monstrous skeleton’s blow had left a huge gap in the ranks of the Forever Legion. Had it left an even larger one in their small group?

Renewed coughing from the floor drew his attention back to their situation.

“Pfffah!” hacked Goldar. “That’s not antidote, you idiot, that’s cologne!”

Oswald squinted at two identical clay flasks in the flickering lantern light. “Cologne?” he said, confused. “I didn’t pack…”

“RrrraaAAAAGH!” Goldar screamed, spitting perfume.

In a flash, he was back on his feet, axe in hand and his face contorted in terrible rage as he sprang towards the skeletal giant. Fulumbar and Oswald stared at each other.

“What he said!” Fulumbar said, and laid into the nearest skeleton with vigour.

Goldar moved like a panther, almost faster than the eye could follow. Oswald watched in amazement as the barbarian effortlessly smashed aside the remaining warrior skeletons between him and the big one. His axe bit into the stone and bone of the giant’s ankle once, twice, then a third time before the monster could recover.

With a noise like a collapsing temple, the damaged leg broke apart. The giant skeleton toppled sideways, hand leaving claw marks in the ceiling as it tried to steady itself. One leg lashed out backwards, knocking the rest of the archers to pieces. The other kicked out reflexively, somehow catching Fulumbar in the side. With a noise like a bell falling out of a steeple, the armoured dwarf was flicked against a wall before falling to the ground, flailing like a beetle on its back.

Goldar stood in front of the creature’s face, huffing with exertion. He put a foot on its jaw and kicked its head up, ready to smash through the neck.

“Bravo, my savage berserker! You’ve brought my champion down to your level at last. You and your comrades will make an excellent addition to our armies.”

The thin laughter of the Warlock echoed round the room as he stepped out of the shadows. Extending one gaunt hand, he cupped his withered fingers into a claw before clenching it shut.
Goldar grunted in alarm as bands of dark force materialised round him. He couldn’t move!
“Defiler!” he raged. “You’ll perish under my axe!”

“Unlikely,” sneered the Warlock. “I think you’ll serve me for an eternity instead.” He effortlessly twirled the fingers of his free hand. All across the floor, the defeated skeletons began to jitter and rustle as his dark powers restored them to a mockery of life.

Suddenly, light flooded the chamber. Star-like radiance lit the room, revealing long-forgotten murals on the flaking walls. In that tide of pure brilliance, the skeletons slumped back to the ground. Vaporous sprites rose from each corpse as Anirion’s cleansing magic released their souls from the Dark Sun’s servitude.

“Power should be used to restore the world,” Anirion gasped from the doorway. The ritual had left him exhausted.

“Meddler!” hissed the Necromancer. With a sideways flick of his wrist, he conjured a smoky shadow from nowhere. Wraithlike, it settled over the elf with a malevolent cry, life-draining talons extended.

“No!” Goldar shouted, helpless.

And then somehow, the Necromancer was ablaze! Guttering orange flames rolled up his back and sides, consuming his robes and hair. With a terrible scream, he collapsed face down on the ground, smoke billowing from his burning body. In an instant, the black sorceries holding Goldar and Anirion vanished.

“Cologne,” snorted Oswald, already lighting a fresh lantern to replace the one he’d thrown. “That was good lamp paraffin. I always bring spare.”

“Good work, Oswald, “Goldar said. “Get Fulumbar up, I’ll find Astrid.”

“No need,” the woman said, stepping out of the Warlock’s sarcophagus. “I ducked in here. And guess what? There’s a stairway going down…”

Hark the Heretic Angels Sing

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If you've been both naughty and nice during the year, does Santa bring you half a present?



No! Of course not, he brings you Crypt Angels. 


Painting all the stuff that comes in the Dark Vengeance box the same colours certainly adds to the monotony. Painting all the stuff that comes in the Dark Vengeance box the same colours and then discovering that there are six duplicate Chaos Space Marines is a step too far. 


Out came the clippers, off came some heads, guns and arms. 'Tis the Season to Dismember, after all. 

I can get on board with that Christmas Message.

Nothing particularly wild in terms of conversions, just simple swaps. The CSMs in the box set are snap together ones, which means amazing detail and active poses, but actually trickier than I expected to redo. The detail that festoons them like so much warp bunting is quite carefully matched to backpacks and guns, and sprue pieces don't fit into the spaces terribly well. 


Not that I let it stop me, of course! Gung ho, that's me. This batch marks the end of the Chaotic Marine Tactical Squads, which is a relief. I know I haven't done all their baroque armour twiddles all available justice in this black-and-primaries paint job. They are (after all) faceless troopers rather than stand-out heroes, so I won't feel too bad. 



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