Friday, May 15, 2015

Vallejo vs GW paints

While selecting paints for today's painting session, I was thinking in GW paints - even though I own a range of Vallejo colors. Here's a rant explaining why.

When I started miniature painting, I didn't own any paints (or models, for that matter). All painting was done at my local gaming shop. They owned a range of old GW paints (and a couple of Vallejo colors), which I've exploited to full extent. Later on, I started watching painting tutorials on YouTube. They obviously work with newer paints, so I was pretty confused for a while, not knowing that GW switched the naming of their entire range fairly recently. So, being accustomed to GW paints, why would I order Vallejo colors and how on Earth do I manage knowing which is which?

Answer 1a. Maths.
On http://elementgames.co.uk/, a pot of GW paint (12 ml) is £1.99, while a 17 ml bottle of Vallejo paint is £1.98.
Answer 1b. Containers.
GW paint comes in pots, which tend to dry out really fast. A lot of paint sticks to the cap/side of the pot, which dries up even faster and gets wasted. Vallejo paints, on the other hand, come in dropper bottles, preventing this. The other difference is that you can't reach with your brush into the bottle. This prevents you from picking up very small amounts of paint (bad) and accidentally mixing other colors into your paint (good).

Answer 2.
So when painting Daemonettes, I hear on YouTube of Daemonette Hide (new GW designation), which I know to be and can visualize as Hormagaunt Purple (old GW designation), which this chart shows me is Heavy Violet (Vallejo) which I own. Simple as that!

P.S. If you google "gw vs vallejo", you'll get several pages of forums with people discussing this matter from various perspectives, including quality. I'm not an expert painter, nor do I make a living out of this. So it really doesn't matter if one is more heavily pigmented, or flows easier, or whatever. I made my choice entirely based on the "answers" above.

Wednesday, April 29, 2015

Taking a break

Let's get to the point. I've been very busy lately with getting married and all. My last post was published about a month ago. I have done absolutely nothing of note with my hobby during this period. Still, I tried to take care of the blog, answer comments (the Chinese recasts of miniatures was especially active) etc.
For the next two weeks, I'll be going on my honeymoon for some well deserved R'n'R. Expect no activity, answers, comment moderation, or anything of the sort.
I have some big plans for after I get back however. I want to step up my painting, maybe finish a squad of lesser daemons top-to-bottom, and post my progress. I might do this in the form of a painting tutorial. I'll see about that. Next, I want to try out the green stuff. I posted about models with missing limbs, as well as some conversions I want to try. I'll get down to business in this area. Finally, I want to play a few more games. My local gaming community will probably switch to 7th Edition by the time I get back, so expect some psyker-heavy summoning matches. Can't wait!
I've also got some stretch goals. Assuming I don't get all carried away with the things I wrote down above, I'll also craft some terrain and produce magnetized movement trays for Warhammer Fantasy.
All right, that's about it. This post is as much a promise to you as to myself. In the hopes of being able to keep up, see you in two weeks! Cheers!

Wednesday, March 25, 2015

Chaos Daemons vs Blood Angels, 25.03.2015

Time for another detailed battle report!

Mission: Big Guns Never Tire
Map: Dawn of War
Lists:
Chaos Daemons:
  • 10 Plaguebearers, icon, instrument
  • 10 Pink Horrors, magic icon, instrument
  • Soul Grinder of Nurgle with Phlegm Bombardment
  • Daemon Prince of Nurgle, exalted reward, lvl 3 Psyker, power armor, wings
  • Kugath, the Plaguefather (warlord, Immortal commander)
You can see my ability cards in action! The Daemon Prince got Enfeeble, Endurance and Lifeleech, and Unholy Frenzy for the reward (Rage and Rampage). Kugath got the 12-inch range Large Blast Nurgle power, while the Horrors got the 24-inch range Blast Tzeentch power.

Blood Angels:
  • 10-man Tactical squad, plasma cannon
  • Predator (autocannon, 2 heavy bolter sponsoons)
  • 5 Terminators  
  • Stormraven (plasma cannon, multimelta)
  • 3-man Death Company
  • Reclusiarch
  • Furioso Dreadnought (2 close combat weapons)
 The Blood Angel reserve section.

Deployment:
The Blood Angels deployed first. The Death Company (with attached Reclusiarch) and the Furioso boarded the Stormraven and were kept in reserve. The tactical squad split into combat squads. I only kept the Plaguebearers in deep strike reserve.

We rolled and placed 3 objectives: 1 in the middle, one behind each large ruin in our deployment zones - each is marked by a white die. The 4th white die in the ruins in the lower left corner is the turn marker.

Blood Angels, turn 1.
The Terminators move forward. The tank shuffles to the right to get a clear line of sight at the Horrors.
The plasma cannon tried to snipe the Daemon Prince, but scattered off, while a giant thumb obscured the battlefield.
The tank was more successful with its shooting. These Horrors are the first casualties of the battle:

Daemons, turn 1.
Time to swoop the Daemon Prince forward! Also, the Horrors move deeper into the ruins to get that 4+ cover save (rerolling 1s of course!).
The warp was calm. Still, I had a good round of shooting. The Daemon Prince used Life Leech, and Kugath fired his Necrotic Missiles at the marines out in the open, taking out some of each squad, forcing morale checks.
The Grinder fired at the Terminators, killing 1; the Horrors tried to use their psychic shooting, but were denied.

Blood Angels, turn 2.
Reserve roll failed; the Stormraven (and half the army) stayed in reserve.
The Terminators continued their advance; the tank shuffled a bit more to get the Horrors back in sight.
The Marines tried to get as far away as possible from the Daemon Prince, while maintaining rapid fire range.
Alas, they failed to do any wounds.

Daemons, turn 2.

Plaguebarers came in and deep striked between the Horrors and the Terminators.
Rolled 4 on the Warp Storm table, so the invulnerable saves went down to 6+. Good thing for cover saves!
The Daemon Prince killed the remnants of a squad of Tacticals. It actually got wounded by the overwatch.
Kugath and the Grinder fired at the Terminators, but failed to do anything. The Horrors tried their psychic power (again), but were denied (again).

Blood Angels, turn 3.
Yepp, the Raven came in.
Yepp, it one-shotted the Soul Grinder.
It also fired a plasma cannon into the Plaguebearers, which were then promptly annihilated by the Terminators.

Daemons, turn 3.
I moved the Horrors deeper into the ruins and shuffled Kugath a bit. Not much to do here.
The shooting phase started just fine - I summoned 8 Horrors thanks to the Warp Storm. They arrived without scatter right next to the other Horrors thanks to the icon. Now bear with me on this one.
The new unit rolled the beam power (AP2). They could hit 2 Terminators with it in a straight line. So between that, the blast power, and the activated banner, that should do some damage, right?
I've never been so wrong. Ever. The beam power was denied (making it the 3rd roll of 6 for Deny the Witch in a row, on the same unit!) and the blast scattered off, so the banner was wasted, since that requires hitting the target.
At least the Daemon Prince annihilated the second Tactical squad. I consolidated back into the ruins. You can see the newly summoned Horrors, waiting to get charged in the next turn...
Frankly, I expected to be able to vector strike the Raven while it was still zooming. Unfortunately, it was too far away to do that...

Blood Angels, turn 4.
The Raven went into hover mode and everything disembarked. Terminators moved up to ruin my day.

The Raven shot everything into Kugath and did 1 wound.
The Death Company charged the summoned Horrors, already thinned by the Dreadnought's flamer...
...while the Terminators charged into the ruins. As expected, nothing survived:
Daemons, turn 4.
By now I only had two units on the table. So I had to make the most of them.
I swooped in the Daemon Prince and killed a Terminator with Life Leech. That and It will not die got it back to full wounds.
I moved in Kugath to charge the hovering Raven. I smashed, got 1 pen, rolled weapon destroyed... and destroyed a missile mount. (Now I actually forgot that smash allows me to reroll penetration results. Maybe I could have done better. Maybe...)
Also, there was a good Warp Storm roll here. I rolled Nurgle and got the 6 for the Death Company. Brought the Reclusiarch down to 1 wound and killed a marine.

Blood Angels, turn 5.
The Dreadnought moves up to charge Kugath. Everything else targets the Daemon Prince.
Now this is where it gets ugly. The Raven skyfires the melta into the Daemon Prince. I jink and evade, then pass the grounding test. Terminators then fire. No wounds. I fail the grounding test. No wound due to Feel no Pain. Finally, the Predator opens up. I fail 3 3+ armor saves...

Daemons, turn 5.
Kugath continues to wrestle the Dreadnought. High weapon skill on both sides mean less hits.
The Daemon Prince jumps at the Reclusiarch. Life leech fails due to snap shooting. It will not die fails. At least I destroy the unit without suffering more wounds and get the Warlord kill.

We rolled for end of game... and it ended right there.
Result: draw. 2 points for the Daemons: First Blood, Slay the Warlord. 2 points for the Blood Angels: Linebreaker and 1 VP for the Soul Grinder.

P.S. We played for two more turns for the fun of it. The Daemon Prince and the Dreadnought died, but the result was still a tie.

Tuesday, March 24, 2015

Warhammer 40k spell and ability cards

As you may know, you may purchase spell cards for Warhammer 40k/Fantasy. This means that each pshychic power/spell is printed on a card, with all its rules and an illustration. This can be insanely useful if you have multiple psykers/wizards in your army, and you have to keep track of all their abilities.
However, for my Chaos Daemon army, they are not nearly as useful. Why not? Each spell is only printed once. I run all my Daemon Princes as level 3 psykers with full Biomancy. This would mean a stack of cards for each DP I intend to field... And now imagine a Tzeentchian  army, with multiple Heralds and units of Horrors, each going for as many Change powers as possible for maximum firepower. Since there are only 4 Change powers, this means a lot of overlapping. Therefore, I only need a small set of different spells printed, but I need duplicates of them.
Going further with this idea, I think spell cards were invented due to the random nature of spell selection (i.e. you roll for them). Unlike fixed equipment, it's not a viable solution to print all the possible spells for a level 1 caster on the army list. And this is where a Daemon army excels - randomness! Daemonic gifts, magic weapons, Hellforged Artefacts - everything is assigned randomly. So why can't we have cards for that as well?
All in all, I've decided to make my own cards. I opted for a digital format, such that it should be easy to print them as many times as needed - thus solving the issue of duplicate spells. Moreover, making them should be easy enough such that I can create cards for anything that I need to keep track of.
I've found this great little tool on the internet: Magic Set Editor
It allows you to create custom cards with title, text and illustration - exactly what I needed.
Without further ado, here's what I've come up with for my last 40k match:

Greater and exalted rewards:

This is how they look like up-close:

 Biomancy powers:


This solves my issues, but it does have its drawbacks. Obviously you have to type this all in a document. I used a table-based document to create all the text, then copy-pasted everything into the card editor. Then you have to print the cards, and finally, you have to cut them out, so it takes some invested time and effort. But I've found the result to be worth it!

Friday, February 27, 2015

Chaos Daemons vs Ultramarines, 24.02.2015

Time to face some more Space Marines.

Mission: The Emperor's will
Map: Dawn of War
Lists:
Chaos Daemons:
  • 14 Bloodletters, icon, instrument, Bloodreaper, in deep strike reserve
  • 10 Bloodletters, instrument (intended for objective holding)
  • 5 Seekers, icon, instrument (intended to rush forward and provide precision deep strikes)
  • 3 Screamers
  • Skarbrand warlord, in deep strike reserve
  • Daemon Prince of Slaanesh, greater + exalted gift, lvl 3 Psyker (got Riftbringer and reroll invulnerable saves)
Ultramarines:
  • Librarian, lvl 1 Psyker
  • 5 Terminators with 1 assault cannon
  • Land Raider Crusader
  • 5 Sternguard with heavy flamer
  • Razorback, twin linked lascannon
  • 2x5 man tactical squad
  • Dreadnought
Deployment:
Marine bunker around one objective.
I put 10 Bloodletters on my objective in a ruin (opposite corner to the marine bunker), next to them the Daemon Prince and Screamers hidden and ready to run across the board. Seekers also hidden, read to feign a charge on the enemy lines and use their icon for precision deep strikes.
This is how it looked after my turn 1:
Nothing much happening. Everything is hiding behind cover and waiting to pop out and assault.
On the marine turn, you can see everything pivoting towards the DP. It was my mistake that I did not see the bottom floor windows on the ruin; I had thought my creature safe and hidden.
Got Nurgle's Rot on the warp storm, got a 6 for the Land Raider, can't hurt it. Yay.

The vehicles fired into the DP and the infantry fired into the Seekers. However they were out of rapid fire range, and after the first couple of casualties, the closest model could take cover saves using the huge rock.
The Prince and the Screamers weren't lucky however.

Turn 2, daemons.
Warp storm result, 2. I got really nervous, but everybody passed their test.
Daemon Prince went into glide mode, jumped out, assaulted a tactical squad, and wiped them out. Got a wound on the overwatch. Talk about bad luck.
Screamers jumped out and charged the Land Raider. Failed their charge and got left in the open.
Bloodletters deep striked successfully. Their icon and instrument combo successfully brought down Skarbrand. They ran; the Bloodletters spaced out, Skarbrand tried to get behind cover. Couldn't get there, ran 1 inch.
(The marines on the far left are casualties.)
Seekers charged the Sternguard, killed 1, got wiped out.
For added hilarity, the DP created 7 Daemonettes using the Riftbringer gift.
So on the surface everything looks good. However, everything is actually out in the open and not very close to the marine lines. The Daemon Prince is down to 1 wound. And I haven't killed anything important.
Marines turn 2.
Tactical doctrine activated in shooting phase. Bloodletters were almost wiped out, got 1 left. Daemon Prince killed. Daemonettes whittled down. Skarbrand got a wound. At this point I shook my opponent's hand. I just played my next turn to see what else I can destroy before going down.
Daemons turn 3.
Don't remember what I got for warp storm; probably something irrelevant.
This is the final state of affairs (apologies for the picture quality). I charged the Razorback with the one remaining Screamer and Skarbrand. It exploded, killed the Screamer and further wounded Skarbrand.
At this point I only had the warlord, 4 Daemonettes, 1 Bloodletter and the squad holding the objective, so I surrendered with an epic handshake.

Things learnt:

  • Shooty bunkers are very hard to crack.
  • Shooty marines work best against Daemons. I got beaten by the same tactic in my second game. I only won when my opponents went for a mixed shooty/choppy army.
  • Remember the rules. Some stuff was forgotten and only clarified after the game.
  • Hide your Daemon Prince. Or at least hide it better than I did.




Saturday, February 14, 2015

DIY Dungeons and Dragons


I actually got into DnD before I got into Warhammer. I got away really cheap, because everything I've used to play was DIY.

Abbreviations.
DIY = Do It Yourself. Though if you hadn't known that, you probably wouldn't be reading this.
DnD = Dungeons and Dragons, the game we're playing here.
DM = Dungeon Master, the person who narrates the events and controls the monsters. If you're reading this, it's probably you.
WotC = Wizards of the Coast, the company that makes DnD. Keep up the great work guys! Disclaimer in the footer of the page.

Things needed to play DnD (as a DM):
  1. Rulebooks
  2. Dice
  3. Maps
  4. Figurines (miniatures)
  5. Character sheets (optional)
  6. Spell cards (optional)
  7. DM screen (optional)
  8. Background sounds and music (optional)
  9. An adventure
  10. Players 

No. 1 Rulebooks

First things first, there's no way around this. There are rulebooks, and that's that.

No. 2 Dice

Dice are cheap and are an integral part of the physical "feel" of the game. You should definitely use physical dice!
However, if you don't like or really can't afford them, you can download a dice roller app for your smartphone. There are graphical apps where you shake your phone and it shows dice being rolled; there are simple apps where you click a button and it shows the numeric result; your choice. An advantage here (if you use an advanced app) is that you can register certain rolls, such as "1d20+5" and name it "History check" or "2d6+3" and name it "Weapon damage".

No. 3 Maps

The first piece of DIY! Not exactly inexpensive, but here goes:
Step 1.
Search the internet for "dnd maps","dungeon tiles" and so on. There's a plethora of free maps available for download. You might have to work a bit on some of them (e.g. make sure that, when printed, the squares are 1 inch high/wide). You can find PDF editors for free on the internet, that you can use to make measurements and realign an otherwise un-editable document.

There's also the chance you can find freely available complete adventures, made by WotC, with attached maps. Here's one I've began with two separate parties, though we never finished it. If you're one of my players, don't click this! Keep on the Shadowfell This is the best option here, as you can be sure that the maps are high quality and of the right size.
Step 2.
Get a color printer and print the maps. This is usually cheaper if you don't use your own, as they would consume a lot of ink.
Step 3.
Maps (especially complete maps, such as those attached to free adventures) are huge. As in 6 A4 pages huge. Here's some ways that I tried to assemble them:
This is my first try. I tried to assemble all the fragments into a single piece of paper. Didn't work out very well, as the pieces on the left end (the one where they aren't glued together, so that I can fold them up) are not completely aligned. Good enough though.
This is how the other side looks like. (If you look closely, you can see the sheet of glass placed over the map - that's explained below.)
For this map, I only glued 2 sheets together each, so that 4 separate pieces form the entire map:
Of course playing with that and dragging figurines on it would be a nightmare. So add a sheet of glass (or transparent plastic, plexi, whatever):
This keep the map in place by adding weight and preventing dragging. If you have an erasable marker, you can also draw area effects on it. It also protects the map from spilled beverages.

No. 4 Figurines (miniatures)

As I've said in previous posts (and I can't stress this enough), miniatures are expensive. Furthermore, miniatures intended for RPGs are even more expensive than wargaming ones, since we're talking about detailed, individual characters, and not 10-20 almost identical models. There are still ways to save money (check out my miniature trade section). You can also try out one of the DnD-themed boardgames by WotC, they contain a fair amount of plastic miniatures. I've seen some of these at the store, but, as I wanted to play actual DnD (and these are still expensive), I didn't buy any. Check out Dungeons & Dragons: Wrath of Ashardalon at BoardGameGeek.
Another issue besides price is the huge variety of available miniatures. As an aspiring Dungeon Master, I looked up several adventures to play, and the number and type of creatures you can meet even in low level adventures is... daunting. You can buy an army's worth of kobolds, goblins, gnolls and orcs, and you may still find yourself needing just that one more goblin crossbowman. Or even worse, never using what you have.
Alternative 1 Buy some miniatures and use them as proxies.
Sure, you can pretend that all those kobold slingers are actually goblin archers. Your players might even get used to it. But pretending that that orc axeman is a halfling bartender is lame. You're better off using tokens.
Alternative 2.1 Arbitrary tokens
That coin is the halfling bartender. End of story.
Alternative 2.2 "Real" tokens
I'm talking about flat, coin-like pieces of paper with the monster drawn/printed on it. You can find some on the internet, or even produce them yourself using custom images and a photo-editing software (MS Paint works well). Just print them and cut them out. For extra durability, glue the printed-on paper on cardboard.

These are great since they're inexpensive (printing costs) and graphical enough (actual monster shown). Your players might also be used to using them, since many boardgames rely on such tokens.
 However, for someone who has already played with miniatures, they feel too 2D.
Alternative 3 3D paper cutouts
This is the option that I've actually settled at. There's more work here than with tokens, but it's greatly satisfying to push around your miniature-like cutouts on the board.

Producing 3D cutouts

Step 1. Produce some blueprints
Search the internet for "free paper cutouts"; here's a collection of links to get you started.
There's a huge variety available. However, if one your players happens to choose that one race/class combination that you haven't found anywhere, feel free to produce your own.
Step 2. Print them
If you want to save on printing costs, you can produce 1-sided "figurines". However, I don't feel like turning them constantly around so that everybody gets to see what's on them, so I've printed them double faced. You'll see what I'm talking about immediately. This is easy to do at home with your own printer.
Step 3. Cut them out
Make sure you make gluing easy. So if you've placed the picture of the monster two times next to each other, cut them out together and fold the cutout in half, so that each face presents the monster.
Step 4. Glue them
This should produce appropriate sized, flat, double-faced cutouts.
Step 5. Produce bases for them
Basically repeat steps 1-5 for the bases. Look for "cutout base for miniatures" on the internet.

You only need a limited amount of bases (you won't have more than 20 monsters on the map at once).

This gives you an unlimited amount of inexpensive figurines. Being flat pieces of paper, they are also easy to store. i.e. a butter box holds around 100 such cutouts and it isn't even half-filled. You can see them in action in the pictures at the bottom of the post!

Comment: We're done with the required material part. You can skip to step 9 if you don't feel like doing anything more. However, I felt that the following small items greatly enhance gaming experience.

No. 5 Character sheets (optional)

Instead of scrawling down everything by hand on sheets of white paper, use the character sheets provided by the rulebook. Print them out in black-and-white. You can fill them out for each character before printing, and use a pencil for additions, or just print them out blank and fill them by hand. In either case, it adds a personal touch to put in a picture/portrait for the character. Even in black-and-white, they give the player a sense of how their avatar looks like.

No. 6  Spell cards (optional)

You can note down the powers on the character sheets, but you will either write in a very small font (hard to read) or just note the powers' names (everybody needs to keep a rulebook open). You will also need to mark, un-mark and re-mark used up encounter and daily powers.
Use spells cards instead. The WotC website provides a spell card generator customized for DnD, but it requires a paid subscription for their service (which, by the way, offers lots of awesome stuff). Since we're taking the cheap route here, use a generic spell card generator (e.g. http://tools.omnichron.net/dnd/pow.html) and fill out the cards by hand. Print them out in black-and-white, then use colored markers to color-code them (to keep inline with the rulebook, green for daily, red for encounter, grey for daily powers).
Not only will spell cards allow a player to spread out the list of available powers on the table (instead of flicking back-and-forth in the rulebook), they also provide an easy way of tracking used-up powers: flip the spell card face down!

No. 7  DM screen (optional)

I've read some pros and cons about the DM screen, and I've decided to use it. Since we're going cheap, I've made my own DM screen using two pizza boxes. The white side is facing the players (if you can print some pictures/illustrations and glue them on it, even better) and the colored side is facing the DM. Over that I glued white paper, on which I printed/wrote by hand useful things such as standard difficulty classes, actions that can be taken during a round, prices etc. This greatly speeds up the game when you have to take a quick decision on the spot.
It's a great front behind which you can roll dice, prepare monsters for the next encounter, hide a notebook and scribble down the going of the battle e.g. initiative order, monster health left etc.
You can also use it to show initiative order to the players. Use pieces of white paper bent in the middle and place them on top of your DM screen. For the players, write the character's name on both sides (so that both you and them can see who's coming up). For the monsters, write the monster's name on you side of the paper only (so the players will know a monster is coming up, but won't know which one). Then go left-to-right (or right-to-left, whatever). Rearrange at the start of each battle (and watch the expression on the players' face as you put up 4-5 blank pieces of paper :D).

No. 8  Background sounds and music (optional)

Background sounds work wonderfully for setting the atmosphere. Use a free website (e.g. http://naturesoundsfor.me/) or smartphone app to play any number of nature sounds when going through a forest, crossing a river etc. You might even find background sounds for sitting in a tavern or fighting. Just don't forget to change the sounds along with the scenery!
Alternatively, play some inspiring music. Get your hands on soundtracks for suitably heroic movies and games (fantasy RPGs work best) or use this free website (https://www.radiorivendell.com/)

No. 9 An adventure

As a new GM lacking experience, your best bet is to look for the free introductory adventures provided by WotC. These are great as they provide a complete story, full description of characters, locations, monsters, background events, as well as full description of encounters, monster actions, mechanics, traps etc. You will also find monster stats next to each encounter, so you don't have to keep flicking back-and-forth through rulebooks.
Once you have gained more experience, you can look for other adventures on the internet. There's a plethora of free fan-made stuff available. Some are even as (or almost as) complete as the ones made by WotC. The only drawback is that they're mostly for older editions. This is why you need the experience - to make the necessary adaptations. Don't forget to transplant all monsters, traps, characters etc to the current edition.
Here's a link to get you started.

No. 10 Players 

I can't help you with this one. You must gather your own!

Feel like playing yet? Here are some pictures of me and my friends playing with the accessories listed above to get you going.


After annihilating a large band of kobolds, the heroes rest around the magic circle in the shade of trees. From left to right: ranger, warden, bard, wizard, cleric.
Accessories: spell cards (printed black-and-white, painted over with colored markers), character sheets, pencils, dice.


A different band of adventurers take on the goblin overseer of the kobold bandits.The panther is a druid in animal form.

The DM's view: laptop (to keep track of the adventure), DM screen with cheat sheet on it, paper notes to track initiative. The DM screen also hides my notebook where I scribble down the flow of combat and monsters' health, whose blooded etc. and the next horde of monsters about to charge from the back of the cave.

 The party's first boss encounter is going badly. Two heroes are already down...

 ... but the goblin finally dies. The warden poses triumphantly on his corpse. Now, to haul their friends to the nearest temple for resurrection...


The fully restored party takes on the next challenge. Leave it to the minotaur to ignore all tactics and charge in!