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Tuesday, March 28, 2023

IMPERIAL SWORDS: A BRIEF OVERVIEW

 

The Imperial Swords Space Marine Chapter is a successor chapter of unknown origin and founding, renowned for their unwavering commitment to perfection in all things, particularly in the art of war. Unlike other Space Marine chapters, they also place great value on art and beauty, seeing it as a reflection of the divine beauty that lies within all things. For the Imperial Swords, the pursuit of excellence is not limited to combat and technology, but extends to every aspect of their existence.

From the earliest days of their training, the neophytes of the Imperial Swords are drilled in the art of war, but also in the appreciation of beauty and aesthetics. They learn to see the beauty in all things, whether it is the form and function of a weapon or the intricate patterns of nature. They are taught to create and preserve beauty wherever they go, whether that means crafting ornate armor or preserving ancient works of art.

The Imperial Swords see their genetic superiority to normal humans as their sacred duty to protect the weaker ones. They believe that it is their duty to use their strength and abilities to protect and serve those who cannot defend themselves. They are fiercely protective of the innocent and the vulnerable, and will go to great lengths to ensure their safety.

The combat doctrine of the Imperial Swords places great emphasis on preparation and careful planning. They believe that in order to achieve victory, one must be prepared for all possible scenarios and situations. As such, they always gather as much intelligence as possible before engaging in battle, and conduct their operations with precision and care.

The Imperial Swords currently lack a Chapter Master but are lead by the council of the thirty.  Under their auspice & guidance, the chapter has become known for its unparalleled skill in battle, its exquisite craftsmanship, and its dedication to preserving the cultural heritage of the Imperium.

Despite their focus on art and aesthetics, the Imperial Swords are no less fearsome on the battlefield. They are highly skilled warriors, and their armor and weapons are crafted with precision and care. They are known to work closely with the Adeptus Mechanicus, sharing their knowledge and expertise to create weapons and equipment of unparalleled quality.

For the Imperial Swords, the pursuit of perfection is not just a goal, but a way of life. They see themselves as the guardians of a precious legacy, charged with preserving the best of what humanity has to offer for future generations. In all that they do, they strive for excellence, beauty, and protection, always seeking to achieve the perfect balance of form and function.

Wednesday, August 12, 2020

WARHAMMER 40K CRUSADE - HOT LINKS

 Below are a list of useful resources for the current WH40K Crusade

 SAURUS CRUSADE STORY

The over-arching narrative of the Crusade campaign, you can lend your voice to the narrative.  To gain access, contact Daniel Y in the Whatsapp group and he can grant you the edit access.


CRUSADE BATTLE SCHEDULE

Although the Whatsapp group is used to arrange for games, sometimes message flow too fast and can get lost.   This is a record of current on-going games scheduled for those who are interested.  Anyone can access and add information here.


CRUSADE RECORD SHEETS

An online version of GW Crusade Record sheet for those who prefer to have things typed out instead of handwritten, this is contributed by Derek.  Feel free to copy to your own Google Docs to edit as you see fit..  I have also created an excel version that is available in the whatsapp group itself, under documents.

 

CRUSADE EVENT INFO

Information about the event hosted by GR.  Participants can play at any location instead of only at GR store premises.   There are rewards for participation as well.   The exact rewards are unknown, contact GR for more information.

 

9TH ED - CRUSADE QUICK REFERENCE 

Useful information and reference for Crusade game.  

 

CRUSADE GAME SIZE

The Crusade game size is currently limited to 1000 points.   Those familiar with Crusade rules will know that you start with 50 Supply Limit and can increase this Supply Limit via the use of Requisition Points.   To keep the game balance, increasing max Supply Limit beyond 50 will not permit participants to bring more than 1000 points to a battle.   

Increasing the Supply Limit allows a participant of the campaign to swap units within their Order of Battle in and out to be used in the actual battle.   

 For example:  Player A has the following units in his/her Order of Battle

1 SM Captain, 2 Tactical Squads, 2 Rhino, 1 Librarian, 1 Whirlwind

By increasing the Supply Limit. The player now has

1 SM Captain, 3 Tactical Squads, 2 Rhino, 1 Librarian, 1 Whirlwind, 1 Lieutenant, 1 Assault Squad, 1 Devastator Squad

But the player now has more options to make up his/her 1000 point list to bring to a battle.


POWER RATING UPDATE

GW recently updated the Power rating as of 10th August.  You can use this to calculate your maximum supply limit.

 

Sunday, December 30, 2018

SPACE MARINE HEROES

In 2017, GW released Space Marine Heroes Series in only in Japan and many Space Marine enthusiast sought after these collectibles as they featured Space Marine Models in never seen before dynamic poses.   While I argue that we create our own versions of Space Marine Heroes, it would still take several boxes sets to achieve similar effect but that is besides the point....

GW then reintroduce the Space Marine Heroes Series to the rest of the world, much to the delight of Space Marine Enthusiasts who aren't willing to spend an arm or a leg for these models. 

However, the Space Marine Heroes are blind boxes.  This means you don't know which model you are getting when you purchased them.   Leading some enthusiast to be quite frustrated when they keep getting the same model that they don't want.

However a friend of mine claims that he has managed to crack the code.   This code can only be found on the Space Marine Heroes Series intended for the international market and can be found on the side of the box in faint prints.  I circled it in RED for easier identification.   This was discovered by a friend of mine.   However this is not tested and the codes may vary from each batch to another batch.   Which means it may not be as reliable.



The Code found on the side of the box.







Without further ado, the codes are as follows:
NG1 - 18249 = Bolter reloading (Brother Titus)
NG1 - 18247 = Brother Captain Thassarius - not proven yet*
NG1 - 18255 = Brother Remus ( Missile Launcher)
NG1 - 18248 = Brother Garus (Dual Wielding Pistol/Bolter)
NG1 - 18254 = Brother Castor (Standard Bolter Marine) or Brother Vanial (Grenade)

NG1 - 18250 - Brother Promenthor (Plasma Gun) or Brother Remus (Missile Launcher)
NG1 - 18253 = Brother Sergeant Sevastus

Sunday, January 31, 2016

Overview of the Rookie Rumble 2016.


Last Saturday, I took part in the 2nd  Rookie Rumble - WH40K 2016 Tournament hosted by the FLGS known as GR.  This was my third overall tournament I took part in and the second singles tournament I took part in.  A year has gone by and I have added more experiences under my belt.

Prior to the tournament, I had set-up at least 5 practice sessions with Luminator and Farseer G.  The results did pay off.  I made changes to my list and got rid of dead weights in the army.  Although my list is still a typical CAD army and is still lower the power level of most "Decurion" style formation armies.  

This year, Cmdr Ryanbo was not allowed to participate having becoming one of the top 8 in last year's final tournament.  Think of it as a ladder or league where only the top can compete.



The Tournament itself.
Format is exactly the same as last year's rookie rumble.  Same Maelstrom missions, same number of objective markers, same table size, same points and breaks were given between the games.
The only difference is that this time we actually get to place the objective markers.  
 
 First round – Eldar Harlequins (Shadowseer JY)
JY as I am told is a relatively experienced player and very nice person to game with.  I was not familiar with his army and so adopted the conservative approach and deployed my units within cover.  Throughout the game he extremely patient and explained to me what each unit could do and sometime repeating it when I forgot.   Since both of us were late, we didn't have the opportunity of playing the game fully and had to end at around turn 5.  At the end of it, I manage to secure a minor victory over him.  I attribute some of these to good dice rolls on my part and bad dice rolls on his part.  Overall, I was fortunate as Harlequins was not ranked high on the power tier compared to other factions.   

Second round – Mantis Warriors Space Marines (Cmdr WK)
WK was part of our gaming group and took part in the Badab War Campaign early last year.  This is his first tournament and he brought with him a triple dreadnought list.  Captain on bike with command squad accompanied by Scouts.   I have experienced Drop Pod Alpha Strike list quite often and knew what to expect.  My deployment was to essentially to deny him alpha strike capability and minimize my own casualties.   This game was hard fought, we both inflicted heavy casualties on each other and the game could have swung either way.   Our cards were equally bad and neither of us got to capitalize on it.    In a way, the dice rolls favored neither of us.  Both of us got bad dice rolls but at end of the turn 5.  Variable game length decided that game will end when I had slight lead, resulting in a minor victory for me.


Third round – Tau Empire (Cmdr YA)
YA is a long-time veteran but has mostly been painting and not playing.  Unlike the previous two list, he is using a hunter contingent cadre with formation special rules.   This means his list is significantly higher on the power tier even though he isn't using the storm surge.  He also managed to seized the initiative, allowing him to pick off my units that had the ability to punch back.  The game was pretty one sided.  I could not get over there to lay the hurt and would lose many units.  Needless to say, I lost this game pretty badly.
Since I am in no position to actually score or win.  My plan was to not get tabled by the end of the game and entice him to close ranks so that he will be within reach of my weapons.  The plan kind of worked, I also managed to tarpit his Riptide for 4 Turns.  That is 4 turns of the Riptide not being able to bring its devastating weapons to bear on my units.
RESULTS OF THE TOURNAMENT
This year, Farseer G cliched the top spot.  After many tournaments and being matched up with some of the strongest list and players in the competitive scene.  Farseer G finally clawed his way to the top.   The only true competition this tournament was Overseer A.   He is by far the player with the most playing experience playing competitive games and had one of the strongest list.

This year however, we see Archon RC take the top spot for best painted.  Having previously won Australia's Golden Daemon, it is no surprise.   It looks like this trend is going to stay since RC no longer works for the other FLGS known as Titan Games, which at the time of writing this article has already closed down. 

Conclusion
I enjoyed myself immensely, even though for my 3rd match I could not do anything against the Tau.  For the first time, I actually managed to score 2/3 score in a tournament.  I was fortunate to be paired up against mid tier list and friendly players.   My preparation prior to the tournament also paid off as I learn to focus more on the mission rather than fighting my opponent head on.  Just because you are within the power to do something, does not mean you should.  Depending on circumstances, sometimes it is better to divert your resources elsewhere where it will do more good.

The TO has also mentioned that this will be the last Rookie Rumble that they are organizing.  In the future, minimal points format is at least 1500.  I was sadden to hear this of course, as I am just starting to grasp the 1000 point bracket.   Looks like I will have my work cut out for me.


Tuesday, January 5, 2016

Apocalypse: Damocles Gulf Crusade II

The continuation of previous apocalypse campaign game.   Unfortunately, many participants could not make it in time and only a handful turn up for the game itself.  The side event became the "main event" whereby Tau and Imperium teamed up against the forces of Chaos who were also present in the previous side event.


APOCALYPSE (3 vs 1) - 5000 points per side.

Team Chaos
1. Lord Renzus (Chaos Space Marines/Khorne Daemonkin)

Team Space Knights & Space Elves
1. Cmdr R (Tau Empire)
2. Cmdr A (Tau Empire)
3. Me (Imperial Swords Space Marines)


SO THE STORY GOES....
Following the previous battle, Imperium suffered heavy casualties while defending Agrellan Prime from Tau and forces of Chaos.   The White Scars & Black Templars has retreated into the safety of the most fortified city that remains in Imperial control.  The Blood Angels & Dark Angel forces were so depleted that both chapters have withdrawn from the conflict.

The Tau too has suffered casualties and have withdrawn to the areas that they have captured from the Imperium while awaiting further directions from the Greater Good.   Meanwhile the forces of Chaos lead by Warmaster Renzus now ravages Agrellan unopposed.

On the Imperium side, only the Imperial Swords remained largely intact as it was ignored by the forces of Chaos during the previous battle.    Desperate to halt the advance of Chaos, the Imperial Swords did the unthinkable and sought aid from the Tau Empire.

The Tau Empire seeing the threat posed by the forces of Chaos agreed to the alliance.  After-all if the battle went their way, they could deal with the Imperium with greater ease knowing reinforcements are already en-route.

Tau gunline arrayed against the enemy
The Tau Empire & Imperial alliance are deployed across the battle field as a layered gunlines. The goal is to weaken the forces of Chaos as they take time to close in and advance.

Chaos Bike Squad advancing behind the cover of the Chaos Warmachine
However, the forces of Chaos came prepared.  Not under estimating the fire power of the Tau forces.  Chaos forces brought along a special shield generator that projected such a powerful force field that prevented no shooting attacks to penetrate it.  Not even orbital barrage were a match for the forcefield.


A small token force is dispatched to deal with the successor chapter


With the Forcefield in effect, the forces of Chaos seize the opportunity to advance forward.  Meanwhile, on board their ships.  Elite Veterans of the Black Legion teleported in to strike at critical targets.

Not even the Tau were spared...
Chaos Terminators appearing before the Tau gunline, attempting to blunt the Tau's firepower. 


Tau forces surrounded from all sides
Equipped with superior technology, the Tau forces intercepted the Chaos forces that teleported into battle, managing to blunt the Chao's forces alpha strike.  But will this be enough?  The Lord of Skulls has already closed in, ready to reap skulls in the name of Khorne.

Fire Warriors staying cool under duress
The forces of Chaos finally closed in while the Tau forces battle desperately to halt the Chaos advance.

Fur, fangs & sinew surge forwards towards the Tau
The Fire Warriors poured unloaded their entire clip of pulse rifles into the Khorne Flesh Hounds but with little effect. 

Last stand of the Space Marine Scouts
The Imperial Scouts having moved into position before the battle started, attempts to divert some attention from the gunline.  They succeeded but the was quickly cut down by Chaos Bike Squad.   The objective that they were guarding was lost to Chaos.


A Daemon Prince swoops in from the sky landing before the gunline

Tau and Imperial forces combined their fire power to bring down the Daemon but it was not enough to finish him off.

One Crisis suit dodging the melee attack from the Daemon

Surviving the barrage of weapon fire, the Daemon barreled its way into the Tau Crisis suits, slashing left and right.  Daemon weapon tearing through advance Tau armored suits.

Chaos Hounds rips into the heels of the Stormsurges.
Nearby, the Chaos Flesh Hounds leap onto the Stormsurges, some trying to climb onto the Stormsurge to rip the pilot off the warmachine.    With melee combat swirling all around, the Stormsurge pilots could not bring their heavy weapons to bear and focus on stomping at the Chaos Beast at their feet.   An Imperial Swords Dreadnought nearby closes in to assist the Tau in melee combat.

Chaos & Tau tries to dislodge one another from the objective

As the battle wears on, both Tau and Chaos forces are depleted.  Casualties are racking up on both sides.  But the battle rages on, with none willing to capitulate.

Tau finally dislodged from the objective
Despite the Tau's tenacity, they were no match for the Chaos savagery and brutality.  The remaining Fire Warriors & Devilfish Transport was torn asunder by the violent attacks from the Chaos Marine and Daemons.

Battle line has been pushed to the Tau's edge
As the battle draws to a close.  The Tau were contained within their own deployment zone, the Chaos forces has gained much ground.  Although the Tau depleted most of the Chaos forces, their own forces too were equally depleted and did not have enough numbers to fan out and retake the objectives.  

The Imperial Swords took light casualties but even then they too were locked within their deployment zone and lacked the mobility to retake the lost objectives in a timely fashion.   At long last, it seems like Chaos has emerged victorious again.  Another part of Agrellan Prime now falls under control of Warmaster Renzus.

Cutting their loses short, both Tau and Imperial Swords withdraw from the field of battle to regroup.

Monday, January 4, 2016

2015 Space Marine 40K List Overview

Imperial Swords Space Marines - 1000 Points
Date: Dec 2015
PRIMARY DETACHMENT - CODEX ADEPTUS ASTARTES

HQ
Space Marine Chaplain (95)
Meltabombs

ELITES
Dreadnought, Powerfist/Stormbolter & Assault Cannon (110)

TROOPS
1st Tactical Squad x 10 Marines (220)
Sergeant, Combi Plasma
Plasma Gun & Plasma Cannon
Transport: Rhino

2nd Tactical Squad x 10 Marines (210)
Sergeant, Combi Melta
Melta Gun & Multi-Melta
Transport: Rhino

Scout Squad x 5 Scouts (70)
CCW, Bolt Pistols & Camo Cloak
Sergeant, Meltabomb

HEAVY SUPPORT
9th Devastator Squad x 5 Marines (110)
Sergeant, Signum Bolter
Lascannons x 2


SECONDARY DETACHMENT - OFFICIO ASSASSINORUM

ELITES
Vindicare Assassin (150)

REVIEW:
After the Apoc game with Renzus and following his advice.  I got rid of Razorbacks and replaced them with Rhinos.  I swap the Predators out for 5 man Devastator.   This list will rely on the Rhinos to grab objectives while Devastators provide supporting fire power or bait the opponent to come to me.  Depending on situation and mission cards.  I will either stay and focus fire or fan out to grab objectives.  The Scouts held in reserve are generally there to either grab objectives or gun for line breaker via outflanking. 

It did okay against a drop pod list.  But the Dreadnought is a hit and miss.  If the opponent is not savvy, the Dreadnought can get in close combat and inflict some damage.  But even with 4As, it still means half will miss a generic marine trooper.  So every turn you are removing at most 1 or 2 models if you close in.  If you don't...well it is free frag.

In my first game with Farseer G, I conceded the game.  But with some tips from Farseer G and Ryanbo, I realize that this list while not as strong.  Can still turn a total defeat into a minor defeat.  It involves burning enemy turns while trying to survive.  Killing things that can be killed and running from things that cannot be killed.   



Imperial Swords Space Marines - 1000 Points
Date: 19th Sept 2015 ~ Dec 2015
PRIMARY DETACHMENT - CODEX ADEPTUS ASTARTES

HQ
Space Marine Chaplain (95)
Meltabombs

ELITES
Dreadnought, Powerfist/Stormbolter & Assault Cannon (110)

TROOPS
1st Tactical Squad x 10 Marines (205)
Sergeant, Powerfist & Combi Plasma
Plasma Gun & Plasma Cannon

2nd Tactical Squad x 10 Marines (240)
Sergeant, Poweraxe & Combi Melta
Melta Gun & Multi-Melta
Transport: Razorback, TL Lascannons

Scout Squad x 5 Scouts (70)
CCW, Bolt Pistols & Camo Cloak
Sergeant, Meltabomb

HEAVY SUPPORT
Predator Squadron x 2 Predator Tanks (280)
TL Lascannons, Sponson Lascannons

REVIEW:
This list is an amended version of the below list.  Similarly, the predators are a dead weight.   The Assassin is swapped for another tact squad.  But unfortunately, one squad is still foot slogging so it faces the same problem as the below list.    It may have a little bit more staying power in ruins. 


Imperial Swords Space Marines - 1000 Points
Date: 16th May 2015 ~ Sept 2015
PRIMARY DETACHMENT - CODEX ADEPTUS ASTARTES

HQ
Space Marine Chaplain (100)
Auspex & Meltabombs

ELITES
Dreadnought, Powerfist/Stormbolter & Assault Cannon (110)

TROOPS
1st Tactical Squad x 10 Marines (280)
Sergeant, Powerfist & Combi Plasma
Plasma Gun & Plasma Cannon
Transport: Razorback, TL Lascannons

Scout Squad x 5 Scouts (70)
CCW, Bolt Pistols & Camo Cloak
Sergeant, Meltabomb 

HEAVY SUPPORT
Predator Squadron x 2 Predator Tanks (290)
Stormbolter, TL Lascannons, Sponson Lascannons

SECONDARY DETACHMENT - OFFICIO ASSASSINORUM

ELITES
Vindicare Assassin (150)

REVIEW:
I played this list the most and it only works against inexperience players with a weak list and those who don't know what they are doing.   In Maelstrom missions this list just does not have the mobility to reach objective in time.  It is also very susceptible to being alpha striked by deepstrikers carrying melta weaponry. 

The Predator tanks itself is a massive point sink.  If you don't set-up properly, the Predators are a dead weight.  They cannot contest objective, cannot move fast.  If they move, they lose accuracy.   If the table is filled with lots of terrain that provides either cover or block LOS.  The Predators also don't contribute much either.  It does not really project a threat radius given its low rate of fire. 

I still believe the Assassin to be useful, with Ignore cover, hit & wound on 2+ and precision shot.   I find it allows me to simply pick off critical units.

Sunday, January 3, 2016

D&D: Straying off the path

CAMPAIGN SETTING:  Forgotton Realms
SESSION: 3
GAME MASTER: Farseer G
PARTICIPANTS:
Alfard the Half Elven Bard (Ryanbo)
Weed the Human Wizard (Raiz)
Pink the Human Cleric (Vio)
Valenna Denethall the Human Paladin (Me)

NPC Companions
Eldeth - A Female Dwarf
"Prince Darendil" - The Ape-man that claims he is an Elven Prince
Brinjal - A sentient humanoid shroom, Brinjal is now unofficially Violet's pet
Bipipdo - A Deurgar (Dark Dwarf?)

Introduction:
Alfard the Bard while trying to lead his companions to him startle upon a group of Gnolls (a race of humanoids with canine head/features) and the Gnolls don't appear to be particularly friendly...
Previous Session

The Story so far:
It appears that the Gnolls do not take kindly to Alfard's appearance and is in no mood to talk.   Sizing Alfard up, the Gnoll pack leaves the runtiest among them to dispatch the fragile looking Alfard.  Not confident to take on the Gnoll mano a mano, Alfard makes a run for it while dropping Caltrops on the floor to dissuade the Gnoll from chasing him.

The Gnoll whips out a bow and unleashes her arrows at Alfard, one arrow hitting the bard squarely in his butt cheeks.  Despite the pain, Alfard continues to speed away.  Brief moments later, the companions catch up and witness Alfard fleeing for his life.  Valenna rushes forward with her sword drawn, bellowing at the Gnoll to surrender.  The Gnoll pays Valenna no heed and continues attacking with her bow.  The rest of the party patches up Alfard.

Valenna finally closes in on the Gnoll and both have their feet stung by the Caltrops that was dropped earlier by Alfard.  After a brief moment of battling each other, the adventurers finally triumphed.   Concern with more Gnolls in the vicinity.  They retreat back to entrance of the side tunnel and began to rest and regroup.

Darendil & Bipipdo were both tasked with keep watch while the rest recuperate.  While Deldeth forage for edible mushrooms.   Hours passed while the party rested, all of a sudden they are alerted by a loud scream.   Rushing to the vicinity, they find Bipipdo lying in a pool of blood.  It appears that someone or something has ambushed Bipipdo.    Pink the Cleric tries to resuscitate Bipipdo but he was already dead and there was nothing the party could do.  Valenna mutter a prayer for the fallen and the party set-off to investigate the "mysterious feminine voice" they all been hearing in their heads.

Following the voice, the party finally came upon another side entrance.   Pink notices that the floor was covered with tracks and this part of the tunnel appears to be constructed.   Cautiously the party advances into the tunnels.   As they delve deeper, they came upon an ante-chamber with a door in front and an ornate side door.   Inside the ante-chamber are two Gnolls and they surprised to find the party.   Alfard recognizes these as the Gnolls that he meet in the caverns earlier.

A fight ensues and the party emerge victorious due to overwhelming numbers.   While the party searches the ante-chamber, the door at the end of the chamber burst open.   The Gnoll pack leader standing one head taller than the earlier Gnolls faced by the party strode forward bellowing at Alfard.     The party turned their attention towards the Gnoll leader and dispatched it after an exhausting battle.    Searching the body, the party discovers that the Gnoll Leader was wielding an exquisitely ornate looking long-sword.   As no one was trained to wield martial weapons except for Valenna.  The Paladin picked up the longsword and handed her sword sword over to the Bard.  Taking the risk, the party decides to rest in the room and recuperate from their injuries.

Add caption


Things goes smoothly as their rest is not interrupted.   The band of adventurers then discovers that the side rooms were filled with sarcophagus and this place was a ancient temple of sorts dedicated to a forgotten god from a forgotten civilization.   As the party plans to plunder the tombs, Valenna was against the notion of ransacking the graves of the dead.  She prayed to her god and then mutter a prayer for the fallen as sign of respect.  The party truly carried out their plans to ransack the tomb and Valenia stood in their way.

Alone and not strongest in the group, Valenna was quickly overpowered by the rest of the party.  An ghostly being appeared above the tomb of the ornate Sarcophagi and warned the party not to disturb their rest.  Alfard being the one who pry the coffin lid off the Sarcophagi was filled with ill feeling.   After ripping the lid off, they discover that the ornate Sarcophagi contained only skeletal remains of the dead and nothing of value.

Moving to the next room, Valenna once again block the entrance to prevent her companions from looting the other sarcophagus.  As usual, not being very strong, the party shove her to the ground and continue their ways.  Unfortunately for them, neither of them is very strong either and they only manage to pry the lid off two Sarcophagus and found nothing of value on them.  After several minutes of searching high and low, pink discovers a lever behind one of the sarcophagus.   Weed, quickly runs into to pull the lever and this reveals a hidden door way but also triggers a trap.  Darts flew out at amazing speed and struck Weed in the chest, injuring him.   The party resumes formation with the Paladin in the front again as they descend the stairs and finally came upon another ornate tomb.

Seeing the party up to loot the tomb, Valenna once again stood in their way.  Alfard explained that they are here to free that "feminine voice" and the owner of the voice could be within the Sarcophagus.  Valenna also sensing a presence of evil finally relented and aided the party in lifting the lid off the Sarcophagus.

After several exhausting attempt by our not so strong adventurers, the party finally lifted the lid off.  A dark smoke billowed out and formed into a menacing smoky humanoid with skeletal feature.   The undead proclaim its identity and cursed the party for trepassing and threatened them with their doom.  Alfard & Weed both attempts to negotiate with the smokey ghostly figure but does not appear to have much success.

The Paladin sensing an immense presence of evil emanating from the ghostly figure, draws out her sword and threatens to smite the Wraith as negotiations break down.  Lunging forward, Valenia strikes at the Wraith repeatingly.  The rest of the party now forced to fight, join in the battle.  Crossbow bolts from Alfard and Pink pierced into the ghostly figure.  Darendil & Deldeth slashed their shortswords at the Wraith.  Weed struck out with his twin daggers.   The Wraith then, gestures in a dramatic fashion and yelling for his minions to join him in dispatching the foolish trepassers.  An eerie howl was heard from above the above the underground temple.

Knowing that they could be surrounded anytime, soon the party rained flurry of blows upon the Wraith.  Yet the undead still stood before them.   Again, it howled out for aid and another eerie scream was heard from above.  Within moments, another ghostly figure with skull appeared behind the party.  The specter lashed out at the Bard but the Bard deftly stepped aside.   Weed mutters an incantation and blasts the Wraith with a ray of frost.  The Undead howled in rage and struck back at Weed with cold & lifeless dark tendrils.   Weed, collapsed to the ground as he was already injured by the traps earlier on.   Pink quickly rushes to her husband's side and attempt to stabilize his condition while the party continue to focus their attacks on the Wraith.

After a grueling battle with the combined attacks of the whole party, the Wraith is finally weakened.  The Undead let out a blood curdling howl as the Ornate longsword plunge into its skull.    The Wraith rapidly dissipated into nothingness.   The Specters that it suppose also faded into thin air.

Gathering their senses, the party search the tomb and discovers an ornate staff, beautifully carved.   The party could once again hear the feminine voice thanking them for releasing her.   Weed picking up the staff realizes that the voice belonged to the ornate staff.   And that he is wielding a sentient magical item of power.

After spending time resting and communing with the staff, Weed learns that the Staff has capability to dispense fireballs.  As a sentient, it also has its own memories and knowledge which Weed may later be able to tap on.   With Bipipdo dead, the party had no guide as to where the village they could properly rest up and resupply themselves.

While Weed consulted his staff, Eldeth pointed to a general direction which Bipipdo said the village was.  The party once more set off to find a resting place while foraging for food in the underdark.   While doing so, the party once more encounters blood sucking giant mosquitoes and with some effort finally got rid of them.


Several days passed and the party found the tunnel they had to passed through filled with Cobwebs.   Weed decides to demonstrate the power of the Staff of Fire and let loose a ball of fire.  The fireball flew into the tunnel and exploded, engulfing giant spiders and their webs in fire.    With the giant spiders effortlessly dispatched, they continue their way.

Days later the party finally arrives the massive underground lake.  This area was so massive that no ceiling can be seen and the only light source appeared to be luminous fungi.  With limited lighting, the party could not make out where the boundaries of the lake are but could tell that it might be the size of a small sea.

Moments later, a group of fish like people appeared out of the bushes.  Alfard attempted to negotiate but only to learn that the fish people are not cooperative and only saw the party as food or sacrificing the party to the Deep Father.
 Several minutes later, the group hears another rustling and are surrounded by another group of identical fish people but with different color markings.  The second group introduced themselves as worshippers of the sea mother and demanded that the party assist them in slaying the first group.

Alfard continues to buy time by talking to the fish people.  Valenna unsure who to aid, kneels down and pray to her god seeking guidance.  Eldeth joins Valenna in prayer and prays to her Dwarven gods.  Weed frustrated that this is going nowhere, rips out his two daggers and rushes forward to stab one of the fish people.  Unfortunately, he trips over and falls down.  The fish people sensing Weed's aggressive intentions now ready their weapons to do battle....