10.06.2026

Space Ork Warboss Tactics for 40K 2nd Edition

Unlike later editions of Warhammer 40K, many armies of the second edition era were locked into a single choice for its army commander. A few are lucky enough to have multiple choices. In second edition, Space Orks must choose a Warboss as the army general. All in all, this isn't bad. The base character choice is low in points cost, and the boss has a fairly good profile. It's a character that can go in a few directions.

Here are my thoughts on kitting up your Warboss, and where I ultimately stand on the most effective use of the character in your second edition Ork army. 

Killy Warboss

Second edition 40K and fourth edition Warhammer Fantasy are both known for being part of the "herohammer" era of tabletop games. Basically, properly tooled characters would wreck shop on the battlefield, often capable of decimating entire units through a smart selection of equipment, Wargear and so forth.

Ghazghkull Mag Uruk Thraka, Mighty Goff Warlord and Leader of the Waaagh!
Ghazghkull Mag Uruk Thraka


At first glance, a Warboss seems well suited for getting stuck in, and maybe they should! With a Weapon Skill of 6 and Strength 4 and Toughness 5, as well as 3 Attacks, your Warboss is a capable close combatant. 

Here is where things get complicated for you. First, the most popular armies are the various types of Space Marines. Another popular choice are Eldar. For Ork players, higher initiative opponents can turn indecisive combats into wars of attrition. 

What do I mean by this? Consider the following: Space Marines and Eldar Aspect Warriors both fight about as well as an Ork Boy, with similar Weapon Skill. Marines also have a similar Strength and Toughness, where Eldar do not. What this means, is when you fight the same, you will tie more often in close combat. And in second edition, Initiative is the tiebreaker. 

So, a Warboss who's stuck in with the ladz is going to often be fighting an uphill battle against the opponents you're likely to face down each time to take to the tabletop. Why? The Warboss has an Initiative of 5. Pretty good against regular infantry, but not great when facing down opposing characters. 

So, if you're going to prepare your boss for melee, tearing up opposing infantry is going to be a better choice than dueling enemy characters. 

Another part of the equation is cost. A Warboss starts at 65 points. Unless a mission states otherwise, your Warboss is only worth one victory point until you've spent 100 points on the character in total. That means you can spend 35 points on equipment and Wargear before they are worth one victory point. At 200 points they are worth 2 victory points, 300 points 3 victory points, and so on. 

For an Ork player, this is a crucial consideration, as most armies are going to be composed of many, many units. Often, they are fragile, and many of them can be eliminated over one or two turns from concentrated effort on the part of your opponent. A more expensive character is going to give away more victory points when killed. You will need to decide if that's worth the risk. 

Finally, the third major consideration is deployment. Space Ork infantry is slow and foot slogging by and large. Some units have upgrades available to make them faster, like Snakebites and Evil Sunz. Transports are also an option, though there is risk involved, since Ork vehicles are typically very light. An Ork Warboss can choose a Nob bike as a choice, but of course bikes are even more fragile!

Likely you'll want him with the ladz so that his high Leadership can be used. This makes personal transport options like a bike, boar or jumppack unattractive. A boss can ride a Trukk, but that's risking focused fire that will likely waste the Trukk and result in the passengers getting killed. If I'm going to transport a boss, I think a Battlewagon is the best choice. It's got high enough armor to survive most fire; only dedicating heavy weaponry is going to take it down. 

You'll be removing leadership from the horde though, but having Nobz riding with your Warboss will give him the extra punch to give you a good, killy unit that will let you tactically deploy and hunt the targets you wish. 

Personally, the cost involved makes it too rich for my blood. Good armor, Wargear and equipment is going to place the Warboss between 200-300 points. And that's a lot of victory points to give up if he's killed. 

Shooty Warboss

Along with a Weapon Skill of 6, a Warboss also has a 6 in his Ballistic Skill. This makes him a very competent shooter. His base 'to hit' roll is 1+ before modifiers apply. Not bad!

Nazdreg Ug Urdgrub, Bad Moon Warlord
Nazdreg Ug Urdgrub 


From the base equipment list, a Warbosss can choose special weapons like the plasma gun; a very good and killy weapon in its own right. The main downside is needing to recharge between shots, so you only will get off 2-3 in a single game if you can shoot it each time it's ready to fire. 

On the other hand, Space Orks have some attractive options with their Wargear. The Kustom Blasta and Kustom Shoota are two options worth consideration. The major downside is that both use the Artillery Die for determining the strength of the shot each time you fire. The Blasta gives you a D3" template, making it good for shooting infantry. The Shoota gives you two Sustained Fire Dice, also good for infantry. 

Between the two, I prefer the Kustom Shoota for its slight edge in killing potential. Two Sustained Fire Dice are just a little more dependable when it comes to terms of raw firepower; and the math tends to favor them. One downside is that the Shoota loses a few inches of range when compared to the Blasta (32 vs. 36").

The Shoota is also 20 points, meaning you can give this to your Warboss and leaving space for you to add some 'Eavy Armour and a Refractor Field, keeping him under 100 points and denying any additional victory points should be get removed from the table. 

You can also stick him in a unit for extra protection, and backfield units can benefit from his Leadership. Also, neither the Kustom Shoota or Kustom Blasta is a heavy weapon, so you can freely choose your targets when shooting!

How I Use My Warboss

In my opinion, Orks are a fun but challenging army in second edition. Unlike Space Marines or Eldar, where your elite status, battleline options, and superior psychic phase make the game easier because your army is more effective, Orks are weak or average in comparison. This means a kunnin' Warboss is going to need to make the most of each and every unit, trick and tactic at their disposal. 

Kolonel Krump, Blood Axe Warboss
Da Kolonel


To this end, I equip my boss light. Kolonel Krump gets a power axe (7 points), frag stikkbombz (2 points), a Refractor Field (5 points), and a Buzzer Squig Stikkbomb (5 points), bringing his total cost to 84 points. So, unless the mission says otherwise, I'm only giving up a single victory point if he's killed.

With maybe the exception of Imperial Guard, most other 40k armies don't need to rely on characters as much as Orks do for maintaining morale. Da Kolonel spends games entrenched with da ladz, and will be placed in a unit, and within 12" of 3-4 units total at most times, so that I can leverage his high leadership. It's super important since everyone will be getting shot to pieces while high tailing it across the battlefield. 

The power axe gives him some punch in close combat, either gaining an attack when used one handed, or extra strength when wielded with both hands. The 'Eavy Armour and Refractor Field offer some light protection for most situations, and I don't expect him to survive for long if my opponent wants him dead. But if we meet enemy infantry or a light vehicle, he's likely to carry the day (along with da ladz, of course).

The Buzzer Squig Stikkbomb is a bit of a Hail Mary, and is there to deploy against elite units or a character, if I'm lucky. Like most Ork technology, it's swingy so I'm not sweating it should I miss. The template persists, so I might get lucky for a comeback. For five points, it's a bit of mindless fun, and suitably Orky. 

-Daz

9.29.2026

Running the Temple of Set as a Standalone Dungeon

On the first and third Tuesday of each month, my local library runs its old school D&D campaign. During months with five weeks, the fifth Tuesday is used for running one shots and training new volunteer Dungeon Masters. And while I personally have decades of experience with RPGs, I have volunteered to run a game during this time, as well as serving as a backup DM for the regular campaign. 

A drawing from the ruins of Istakhr in the 19th century.
Source: Wikimedia Commons


For this upcoming session, I will be running The Temple of Set, which is found in the Oasis of the White Palm module, and the Desert of Desolation mega module. It's a fairly short dungeon crawl, but perfect for the two to two and half hours we have for each session of our library campaign. I initially chose it because I was going to fill in as a backup DM, but another player from that group was able to run for the table. As a result, I kept it tucked away for a future opportunity. 

Converting the module only required a little work. Since it plays into the overall campaign arc, I simply removed the story elements associated with those modules. Then, instead of searching for the missing princess, as presented in the original module, I shifted the focus to recovering the star gem found within the dungeon. Since our library campaign uses a Delver's Guild for its backdrop, recovering the star gem is a mission for these journeymen adventurers to undertake. 

Another reason I chose to use the Temple of Set is because it is a straightforward dungeon crawl. I have offered to let anyone interested "ride along" with me in running the module, so that they can see how Dungeon Mastering works behind-the-scenes. So far, there are no takers, but I will enjoy it nonetheless. 

What follows is a simple synopsis for the table, as well as some rumors I cooked up to help add some flavor to the adventure. If you want to use my notes, you can download my Temple of Set Synopsis. 

Temple of Set Synopsis

After centuries, what was once thought lost may now be found. One of the fabled “star gems” is rumored to be locked away in the sprawling ruins of Azanthenum. The Star Gem of Khan-Pelar is said to be locked away in a hidden library within one of the ancient temples, long ago sealed by the periodic razing of Azanthenum. Your party, through the Delver’s Guild, has been hired to locate and extract this fabled gem. With the help of sages, the location of the temple ruins has been identified.

However, all is not well. Rumors are circulating about people going missing in the night. Is this the work of a strange new cult, or something far more sinister?

Rumors

1. A thief, after plumbing the ruins on his own, tells you, “I heard what they said to enter their temple. The phrase “Open in the name of the Great One.”

2. At the brothel, you overheard a mention of a client mumbling the name, “Nol-Anka” in their sleep. What a weird and exotic name!

3. Two clerics are overheard, arguing, “Only an icy disposition can quell the fires of Set!” The other cleric guffawed with indignation in response.

4. A gnarled wizard tells your fortune, “Only fools consort with Garath! Beware his three-horned sign!”

5. The town drunk sobs to you, before passing out, “He made the right choice and is still a monkey’s uncle!”

6. A concerned foreman tells you, “The Merchant’s Guild has been hiring more laborers. However, fewer each day return from the trade routes.”

7. Frightened to the core, a craftsman shares his chilling tale of Drow stalking the merchant caravans.

8. A local barfly shares, “Did you see the bugbear owned by the rich merchant? He loves to say, “Selamat,” whatever that means!”

9. A gossipy barmaid tells you, “The head of the Merchant’s Guild, Tolnus Granicus, hasn’t been seen in public for months, but the purchase orders keep getting signed.”

10. A shadowy figure stops you, and warns, before vanishing into the crowd, “The Cult of Set meets in the small hours of the night.”

-Daz

9.22.2026

Castle Xyntillan Journal - Part Eight

Before you proceed, please understand that this is an in-character record of my gaming notes. Be aware that it contains spoilers for the Castle Xyntillan mega dungeon module. Turn back now.

Start at Part One.

Learn more about the Castle Xyntillan Campaign.

The Abbot. Woodcut from the series known as The Dance of Death, image 6.5 × 4.8 cm, sheet 7.6 × 5.8 cm, Kunstmuseum Basel. This is one of a celebrated series of small woodcuts that Holbein designed on the theme of Death. In the words of Christian Rümelin (Müller et al, p. 471): "Death is depicted in several guises in these illustrations, ranging from the murderous agent (of the monk, merchant, chandler, rich man, knight, earl and nobleman) to the warning commentator (of the pope, emperor, cardinal, judge, alderman, lawyer, and preacher)". Members of society are mostly portrayed in a situation designed to criticise a specific type of behaviour "such as the corruption of the judge, the vanity of the canon, the acquisitiveness of the rich man and the merchant". The series adapts the tradition of the medieval Danse Macabre (Dance of Death) as the basis for a new and original sequence. It also relates to the imagery of French illuminated Books of Hours and poetical traditions. "The scenes are the customary illustrations in which Death appears in the form of a skeleton," notes art historian Stephanie Buck, "interrupting life in various ways. What makes them particularly interesting are the varying reactions of the doomed figures, whom Holbein depicts with vivid gestures and facial expressions" (Stephanie Buck, Hans Holbein, Cologne: Könemann, 1999, ISBN 3829025831, p. 44).
Source: Christian Müller; Stephan Kemperdick; Maryan Ainsworth; et al, Hans Holbein the Younger: The Basel Years, 1515–1532, Munich: Prestel, 2006


The Seventh Expedition, September 15, 2026 

This is it. Our company assembled, and those present were in unanimous agreement. This would be the expedition in which we would confront and destroy the vampire whose lair we discovered in our previous visit to the castle grounds. Simply knowing that such a powerful undead exists in proximity to a human settlement makes me stomach turn. Personally, I may be blase to the struggle between Law and Chaos, and Good versus Evil, but even I cannot stomach the thought of such a creature preying upon others. 

Our party was assembled as follows:

  • Norg, a thief (and yours truly)

  • Lady Riley, a human cleric
  • Quirky, an elven fighter
  • Carl, a human cleric
  • Spud, a human thief
  • Whim, a human fighter
  • And Tater the mule. 

We supplied ourselves with additional tools for combatting vampires, such as garlic, holy water and wooden stakes. But, before leaving, we also put our ears to the ground for the latest news.

Rumours Heard in the City 

"A wise old hermit lives among the ruins, reclusive and hard to find." Author's note: I am unsure exactly which ruins are being referenced here. Castle Xyntillan has fallen into disrepair, but I hesitate to call them ruins. Perhaps there is another adventuring site nearby?

"Avoid the northwest section." Author's note: This I find credible. My earliest forays were into the northeastern wing of the castle, and I can assure you it's also quite deadly. On the other hand, such deterrents typically mean great treasure is also present. 

Once more we tried to shift the thrice cursed grandfather clock. While the local curio buyer was uninterested, we met with two others; the Madam of a local brothel and a backroom antiquities dealer. Unfortunately, neither showed interest in the clock. The upside is we have two new sources for moving future goods we recover from the castle. 

Return to Castle Xyntillan

This time, no fresh corpses waited for us at the front gate. To say it felt suspicious was an understatement. But all the better, considering the fight we were picking. 

Entering the receiving hall, James was present, as always. But there was also a new figure. An undead, wild-eyed with the flesh sloughing from his body, dressed in the plain and simple robes of a monk. 

Immediately, he besots upon our company, making accusations that we knew nothing of the great philosophers. Of course, no gnome worth his salt can let such words passed unmet. Suffice to say, I engaged in a battle of wits with this entity, who I would come to know as Kent. Unfortunately, like many of the castle denizens, he was only interested in acting in bad faith. 

With communication breaking down, Kent began casting a spell, which confused the tall folk, aside from Spud, whose mind I believe is too simple to otherwise compel. I slipped past my companions and drove my longsword into Kent's back, listening to Whim externalize his internal thoughts through a stream of babble. Meanwhile, Lady Riley struck out at Carl, who in turn made to strike at Kent, winging him in the process. My aim was truer, and I drove the steel deep into the abomination's back. 

Unfortunately, this was not enough. The undead monk recited more arcane words and I felt my body seize up as I was paralyzed in place. Thankfully, Spud and the lady cleric were able to overpower the mad monk and finish him off. For our trouble, we relieved Kent of his purse and some three hundred gold coins. While my companions returned to their senses and debated on how to dispose of Kent's body, I took that time to saw off his head with my knife. I have no interest in meeting such an unagreeable entity ever again!

To the Lair of the Vampire

After dealing with Kent, we moved swiftly, and without further setback, to the lair of the vampire. Outside the door to its chamber, Spud and I examined the lock. Previously, a magic using companion used arcane magic to open the lock. I made note of the sequence at the time, and between the two of us we tried to recreate the sequence, but to no avail. Instead, we left it to the brute strength of our fighters to take down the door. 

Meanwhile, I passed my iron spikes to my companions and bid them to spike the doors. The last thing we needed was a wandering monster to interrupt our work!

With the door down, and the others spiked, we crept into the chamber for a second time. It was as we left it, with black and red drapes hanging, the coffin laying on its couch, and the other accoutrements in their place. Quickly, we secured the valuables so that we would be prepared for if and when things went south. These would include some painting, a pair of rapiers (one of which is magical), a liquor cabinet with a golden lock, candelabra and carafe and other assorted things. 

Having planned our attack to coincide with the rising sun, we caught the light beam coming through the arrow slit in the wall. I'm not sure what kind of vampire we were dealing with, but they are certainly a bold one to have their lair against the east wall of the castle!

Using a mirror, we reflected the sun's ray to the coffin, and me and my companions made ready with our assigned tasks: Riley was ready to stuff garlic in the vampire's mouth, Carl stood ready with holy water, Quirky, to strike with her magic spear, and Whim, to drive the stake into the vampire's chest. Spud stood ready to keep the mirror focused, and at my signal, I threw open the casket lid.

Each of us struck true, and to our horror, we watched as the vampire attempted to rise yet still! Eyeing the door to the balcony, I made to throw it open, but it was stuck! Quirky and Riley grabbed axes to chop it, while Whim and Spud hoisted up the casket to deliver the damned creature to the light of the sun. 

Things went great -- until the didn't -- and we watched in anguish as the vampire dissipated into a gaseous form! Around this time, we could hear sounds at the spiked doors as some kind of creature attempted to enter. In addition, the cries of wolves rang in our ears.

I made ready with my grapple, and uncoiled the rope over the balcony edge. Apologizing to Spud that Tater would need leaving behind, I made to descend the wall. But I could see it in their eyes, the tall ugly fool was not leaving their mule! Muttering a private oath between myself and the gods, I allowed myself to be gripped with some sentimental foolishness of my own, and waited to receive the pack animal at the bottom of the balcony. Acting quickly, everyone was able to safely descend. 

Making way to the front of the castle, the same wolves we heard minutes earlier found us, rushing from the castle entrance as we loaded into our cart. A volley of missle fire was sent to greet them, and in the next moment, they were upon us. That poor fool Spud got the worst of it, but managed to hang on by the skin of his teeth. They drove the cart on, and the wolves gave up the chase as we put greater distance between ourselves and the castle. 

Of Note

Next time, I am bringing a smith's bellows to suck up that bastard vampire. 

Continue with Part Nine (circa Oct 2026)

-Daz


9.15.2026

Blood Axe Kommando Tactics for Second Edition

In second edition Space Ork armies, most units are highly specialized, or are capable of being equipped to handle specific tasks on the battlefield. Blood Axe Kommandos are no exception. As a unique option available to Ork Warbosses, using these operatives effectively is key to their success. As a unit I plan on adding to Waaagh Retrok, here are my experiences with using this unit in games of second edition. 

What Makes Blood Axe Kommandos Unique?

If you're a modern 40K player, it is helpful to think of Kommandos as an Elite unit. Considering their stat line, they occupy a space between regular boyz and nobz. While they don't have the higher leadership of a nob, they do have a Weapon Skill and Ballistic Skill of 4, as well as an Initiative score of 3. 

Converted Blood Axe Kommando armed with bolt pistol and frag stikkbomb.

Besides the boosted stats, Kommandos are the only unit in the Ork army list that can natively use the Infiltrate special rule. Keep in mind, Infiltration in second edition lets the unit deploy anywhere on the battlefield. In addition, they can start hidden if they are within terrain or behind it. 

These is another important detail that I've seen many players miss. Kommandos are one of a handful of units that can fight in dispersed formation. This means that the unit can maintain a squad coherency of 4" instead of the normal 2". This is great for protecting them from any weapon using a template, as well as other effects that rely on targets being closely spaced together. 

Finally, Blood Axe Kommandos can take additional assault weapons, stikkbombz, and up to one special or heavy weapon. They can also include a Blood Axe Kommando Kaptin; the only character that can join the mob. The Kaptin also has Infiltrate, so he can join the mob on whatever mission you give the squad.

Ways to Use Kommandos in Your Army

There are two main ways I would use Kommandos in an Ork army. The first is rather straightforward, while the second is more specialized.

Method One

Firstly, a mob of Kommandos can be quite large, numbering between 5-20 models. With their enhanced stat line, this makes them great fighters in either melee or shooting. You can use them for their melee ability, but Goff Skarboyz might be a better option, since they have increased Weapon Skill and a higher Strength. For me, the choice comes down to what I'm going up against and if the common house rule for axes is in play (+1 Strength, since they are functionally worse than swords which can Parry).  

Against armies like Imperial Guard, Kommandos are a nice consideration, since they fight better than Guardsmen, and if you are using the house rule for axes, you'll go from wounding on 4+ to 3+, which is about a 16% improvement. With a tied Initiative score, you won't be taking extra hits like Skarrboyz would in the same situation should your combat be tied. Granted, they are likely to survive the hits, but why would a kunnin' Warboss risk it?

Three Blood Axe Kommandos equipped with bolt pistols and power axes.

The downside to a large mob of Kommandos is that they probably cannot infiltrate past your lines, since the squad needs to be completely out of line of sight. 

Another choice is to lean into their higher Ballistic Skill and upgrade them to carry boltguns for one extra point. This gives you some reliable dakka against light infantry. Even space marines can be withered down with enough bolter fire. Use your heavy weapon choice for a heavy bolter or heavy stubber for more shots!

This can be good if you're running a mid-size mob of about 10 models, since you could then have a high chance of infiltrating the mob into a position where then can pour fire into advancing enemy units. In heavy cover, 10 Kommandos can be hard to shift due to the to hit modifiers being applied to rolls. Even space marines will be needing 5+ rolls to hit a unit holed up in some ruins. 

Method Two

The second way I've seen players use Blood Axe Kommandos is probably the most common: tool them up for a specific role and set them loose! In my experience, Kommandos are great at tank hunting and assassinating characters not attached to squads (or in them, if you simply shoot them enough). 

Remember, Kommandos can take one special or heavy weapon. Most heavy weapons have very good ranges in second edition, and are probably better utilized in your Deathskull and Bad Moons mobs since they can hang back and fire at whoever needs a krumpin'. There is one exception I would consider: melta weapons. In second edition, meltaguns only have a 12" range, so they can be tricky to deploy if you don't have bodies to carry them across the battlefield, or transports to move them into range. 

Multi-meltas aren't much better, and boast a 24" range. However, they also use a 2" blast marker, making them great for damaging multiple locations on vehicles, as well as incinerating multiple heavy troops, like Terminators who are notoriously resilient in second edition (3+ armor save on 2d6 for the uninitiated). 

If you equip them with a meltagun, I would also add krak stikkbombz to the unit, so that they can all take a shot at destroying enemy armor. If you give the unit a multimelta, placing them in elevated cover is ideal, so that the heavy weapon can hopefully get off one shot before your opponent sweeps them off the board! You likely will, since Orks double their Strategy Rating to 6 when determining the first turn. 

I'm on the fence with melta bombs. While they can be super effective, I've just never had much luck with making contact with enemy vehicles before getting to use them. I think the big advantage here is that the attack automatically hits, and you can choose the location (within reason). So, you can target weak areas like tank tracks, or even disable guns if you want. If you know how to make this consistently work, please leave a comment on how you do it!

Against light armies, Kommandos can also be a great unit for harrying a flank. They have frag stikkbombz, which can be great for dispersing large units of light infantry, like Imperial Guard. Give your specialist a flamer, and you'll be carving out swathes of infantry and forcing them to take morale checks easily. 

Character hunting is decidedly un-Orky (Orks can't play the Assassins or Witch Hunt Missions, after all). On the other hand, Blood Axes are known for being shifty gits that dirty themselves with humie military strategy, so brutally kunnin' Warbosses might have a go at this. 

If that's for you, then simply adjust your mob's loadout for the target at hand. Outside of space marines, few armies will be able to handle even a small squad upgraded with power axes in close combat. Or blast them with a multi-melta. I'm not your Warboss, do what you want. 

The Role of a Blood Axe Kommando Kaptin

A Kommando Kaptin occupies the same space as a Boss in an Ork army, and is a Hero-level choice. Most importantly, not only can you equip them decently from the army list options, but they can also carry up to two Wargear Cards.

Blood Axe Kommando Kaptin armed with bolt pistol and power axe, with bionic eye wargear.

For Kaptins, I usually opt for cheaper single-use cards like the Haywire Grenade, Stasis Grenade, or Buzzer Squig Stikkbomb. I would personally never use it, but of course this could also be the dreaded Vortex Grenade (or Virus Grenade). Rad Grenades are also an option, and can be good for shifting an entrenched squad from cover due to the persistent effect.

They are also decent fighters, so giving him a good close combat weapon can really help in dealing with infantry (even a chainsword gives you +1 Str, -1 armor save, and access to Parry). If that's the case, I might also opt for a cheap forcefield like a refractor field to help him stay standing. 

If you are putting him into a shooting squad, then any of the kustom weapons (shoota, blasta, kombi) can be good choices. I would opt for one that complements your heavy weapon selection. If you're feeling cheeky, add Teleskopic Legs so that you can finally enjoy popup attacks from cover you're normally hidden within!

I would also consider giving a Kaptin who's deployed mid-field a teleport jammer if I'm facing space marines or chaos space marines, especially in larger point games since they are very likely to show up! 

Kommandos in My Ork Army

I am in the process of finishing my squad for Waaagh Retrork. It will be a five-ork squad, with an additional Kaptin. The Kaptin will have a Bionic Eye (because WYSIWYG) and Haywire Grenade, as well as a power axe. The squad will carry krak stikkbombz in addition to their normal gear. I haven't made a final choice, but I'm leaning toward a meltagun or plasma gun for my specialist. 

Why am I choosing this loadout? My main opponent fields a Crimson Fist space marine army, and I'll be using the lads to counter his terminators, which have thwarted me in every game in which I've faced them. Just for once, I'd like to see them eat it. Failing that, they will be responsible for hunting whichever tank or dreadnought makes the best target of opportunity. He tends to deploy both on flanks to anchor them, and I think this will give me the edge since I always have to deploy first normally. 

-Daz

9.08.2026

Castle Xyntillan Journal - Part Seven

 Before you proceed, please understand that this is an in-character record of my gaming notes. Be aware that it contains spoilers for the Castle Xyntillan mega dungeon module. Turn back now.

Start at Part One.

Learn more about the Castle Xyntillan Campaign.

Mow Cop Castle. Author, Brian Deegan. Presented as original, with no changes. Shared under the Creative Commons Attribution-Share Alike 2.0 Generic license.
Author: Brian Deegan. Shared under license.

The Sixth Expedition, September 1, 2026 

Despite our minor setback which saw many of my companions sat out of the previous expedition, we were able to assemble a large company of delvers to tackle Castle Xyntillan once more. 

Our adventuring company arranged as follows: 

  • Norg, a thief of the gnomish persuasion, and devilishly handsome to boot
  • Whim, a fighter and great mind
  • Spud, a fellow thief and ne'er do well
  • Carl, a cleric in the throes of puppy love
  • Riley, a cleric of sound mind 
  • Dettmar, a dwarven cleric and great drinker
  • Quirky, an elven fighter and my longest serving adventuring companion
  • A mysterious fighting woman of prodigious strength
  • A magic user, whose name I presume is secret for magical purposes
  • Two hirelings, for fighting
  • And Tater, Spud's mule

Rumours Heard in the City 

Well spent coin will  always send tongues a wagging,  and we took the taverns and taphouses, where we wet whistles and listened as yarns were spun. It seems that no matter how many times we make forays into the halls of the Malevol's cursed castle, the gossip mongers are only more than happy to share what they know -- or are willing to speculate. 

"Don't trust the talking portraits." Author's note: We can dismiss this as bunkum, since my companions and I liberated the castle's portrait gallery during a previous visit. I won't dismiss the possibility of more being present, but I will say that I'm highly suspicious.

"There is a great secret below the Donjon." Author's note: This I am willing to lend greater credence too. Not only does the information come from a more trustworthy source, our delving company has also discovered many secret doors within the castle and its grounds. When we eventually attempt the donjon, I can assure you that we will thoroughly probe its depths to ascertain the veracity of this rumour. 

In addition, Dettmar and Quirky shared some updates from their previous visit:

  • There is a large reserve of wine in secret, private quarters behind the chapel.
  • The town tax office is keen to get their hands on the castle's accounting ledger.

Developments with the Castle Ravens

I must confess, I was beside myself being away from the ravens for an entire month! Would they remember their friend Norg? I was sure to pack away extra meat to make up for my absence. Luckily, I am happy to report that the ravens were as pleased as always to be fed. One even ate from the palm of my hand! A truly joyous occurrence. 

Developments with the Rose Garden

The rose garden continues to grow back. Were the bulbs not providing some use, I would have salted the earth in which these wretched plants grow. However, the bulbs do bring us some coin with the local alchemist, who has studied the capacity of the plants to cause living creatures to lull into a slumber. In addition, we spotted no signs of arms and legs sprouting back, thank the Golden Hills!

Between the Guard Posts

As you may recall, the courtyard contains two guard posts which stand before an entrance, which leads into an inner courtyard. It is in this inner courtyard where gargoyles dwell, and I'd really like to make acquaintance with them. 

Once you open this great wooden door, you are beset by a long corridor of some 20' by 60'. Bones and scarps of armor litter the ground here. If you explore here, be aware that more arrow slits line both of the stone walls which stand on either side of the causeway. 

My companions were startled to hear a booming voice declare, "Welcome to your doom," followed by cackling laughter. I showed some cheek and snapped back, mockingly, thinking it was some sort of illusory magic. Later developments would have me questions this decision. 

Dettmar expressed concern that this path might be detrimental, and after a brief discourse, we decided to return to the front doors of the castle. 

Through the Front...

On approach, the great booming voice once again mocked us, and from a distance we spied corpses on the steps of the entrance. The equine statue (the one with the human hands in place of hooves), snapped its finger and the bodies rose as zombies. However, Dettmar spoke his godly words of censure, and the undead were sent fleeing away, allowing us to proceed without further molestation. 

...and to the Chapel

Dettmar, Quirky and our mysterious magic user had explored the castle grounds while the rest of us were laid up, and reported a secret stash of wine they discovered in a head priest's quarters. And we've been meaning to bring a cart with us for some time, so we made sure to load up the cart and mule with eight casks of wine from this hidden place. 

Before that, however, we had to deal with a spirit in the chapel. Outside of the room, Spud was able to listen and hear a man's voice, reciting a speech. Girding our guts, we pushed into the chamber. Here, we were met with the apparition of a man of a lordly disposition. Haughty, with a flowing beard and frilly silk garments, he made demand of our presence. He is the spectre of Frederick Malevol (the Melodramatic). Dettmar spoke first, and explained that we were here to collect wine for an event (and this is why I believe the stories of gnomes and dwarves sharing an ancestor; I couldn't have fibbed better myself). Satisfied with our answer, he gave no further trouble to our company. 

As for myself, I made further conversation with the spirit, and learned that he was rehearing a play, and badly, I might add. In case it is useful to you, dear reader, the play is known as "Chains of an Old Woman." I fear to say that the play might be as bad as the rehearsal, but perhaps I need to see it performed by living actors? As a parting gift, I shared an old gnomish limerick for his amusement.

A gnome might go a wandering
As his mind gets to a pondering
What gold can stay
With a dithering bray
As his life he goes about squandering

The booming voice returned as we loaded the wine, mocking us, "You fooled him but you haven't fooled me!" They say the third time's the charm but honestly I found it quite bothersome. 

Back to the Cellar

There was still more wine to get! Descending to the wine cellar, we once again met with Ambrosious Malevol. This time, I did the talking. We informed the monk of the private reserve, which incensed the souse, and he informed our party that the transgression would be brought before the family to declare a "wild hunt," which sounded dreadful to me. I expect we'll eventually face similar retribution from this band of eccentrics the more we poke around and leave with their valuables. 

While I stood watch for the return of Ambrosius, my companions made good with liberating the cask of the family's special reserve. This required some binding on our part, but the efforts were successful. In addition, Spud discovered a strange cask of fortifying wine, which seemed to increase one's resistance to toxins. This we happily added to our haul. 

Finally, while looking for more wine to pilfer, our fellowship discovered a false barrel. Lending our warrior woman my trusty crowbar, she made easy work of its lid, which reveals a hidden tunnel and ladder, leading deeper below the castle. Many of us are quite keen to see where this might lead. 

Lastly, on the way out, we grabbed the grandfather clock from the study which adjoins the cellar (unfortunately, Ben Mordecai, the proprietor of the curio shop in town didn't wish to buy the evil thing).

Past the North Door in the Study

The study room, which housed the clock, has a north facing door. We pushed through, and this opened into a chamber of 60' x 20'. Two doors are on the eastern wall of this room, about 10 feet apart. An herbal smells lingers here, and it is filled with accoutrements of an arcane persuasion. A low desk has on top of it a stuffed raven, which tested magical according to our dwarven cleric. Strange glyphs were engraved on the wall, and I made rubbings of them with chalk and parchment. 

There is also a strange geometry displayed on the wall. I investigated too closely, I must confess, and my mind was lost in a spiral of strange Euclidean angles which threatened to drive me mad! However, gnomish minds are not so easily broken, as there are many magic workers amongst my kind, and I was able to shake off whatever trap was laid. I can confidently say that I may not have walked away any wiser for the experience, but I certainly am smarter for it. The tangents!

Finally, there were a couple of shelves arrayed with a wizard's bric-a-brac. Spud wisely scooped it all into a sack for further consideration. Like them, I'm hoping that it's worth a pretty penny. 

Within the Twin Doors

After making the most of things in the wizard's study, we explored through the double doors on the east wall. This led us to a chamber about 30' x 30', but cleaned out it would seem (do we have competition?). There is a door in the east corner of the north wall, as well as a door located at the center east wall. 

This door is quite mysterious and strange, showing a wrought iron head of a bat! I was dreading my attempt to pick its lock, but thankfully our mysterious mesmer was simply able to magick it open to my great relief. I will note that the iron bat opened and closed its mouth several times before opening, so I expect this to be a complex lock if I need to try opening it myself. 

The Vampire's Lair?

One of the most dreadful things one can encounter would be a vampire, naturally. And I think my companions and I found one. 

The chamber in question is 50' x 30' with a door to the south, another to the north, and another 30' from the western wall. It is a luxurious and well-appointed suite. Red and black drapes decorate the walls, and family portraits hang. A plump, plush couch has a coffin sitting atop it, with a red decanter resting on top. A writing desk sits at one wall, and there is a trunk here as well. Four gold candelabra sit on the desk, and crossed rapiers decorate the wall. Our dwarfish cleric confirmed that one is magical, as well as the hanging portraits. Nothing we could immediately view tested as evil, but there is no telling for sure until we open things up. 

However, we decided to back away from the cusp of wealth, as it was growing late and decided it was best not to push our luck. 

Of Note 

Be ready to confront a supreme undead. 

Continue with Part Eight.

-Daz

9.01.2026

Showcase: Orc's Lair by Grenadier Models

During the 80s and 90s, Grenadier Models, Inc. was one of the major players in the fantasy miniatures space. The company was able to secure licenses to a large number of games and intellectual properties, including Advanced Dungeons & Dragons. The miniatures were produced under the Solid Gold range, and the boxes and blisters from this period featured gold-colored trade dress and packaging. After losing the license, most of these figures were repackaged and sold under the Fantasy Lords line. Today, many of these are still sold Mirliton Miniatures, an Italian miniatures company who acquired many of the old Grenadier molds sometime after the company shut down in the mid-90s. 

Solid Gold Line Orc's Lair miniature set by Grenadier Miniatures

The collection I'm showcasing is the Orc's Lair, a terrific set of miniatures that gives you a strong core of orcs to use in either TTRPGs or tabletop wargaming. These belonged to my father, who bought them new in the 1980s when they were first produced. Later, they passed to me, and I thought them long lost when I gave permission to my brother to sell our father's miniature collection due to strong financial need. However, they were not lost, and were later unearthed in the early 2010s by my old friend and former roommate, who rediscovered them after hiring a cleaner to clean the house we shared. 

I was shipped this set, along with many others of the original Grenadier Solid Gold sets. All were unpainted, and I started work to preserve them immediately. Lead rot had already begun to set into some of the figures, and I wanted to do what I could to save what was possible. 

Orc's Lair miniature figures in their foam packaging.

These figures were packaged with foam inserts, making them popular as storage was included. Storage solutions were scant in the early 80s and 90s, and there weren't many options available. And of those that were, they were only designed for single figures and not the larger kits that were being produced during the era. Pictured above is the original foam insert that came with the kit. I have also seen these in a dark gray. I've also noticed that some have had a tendency to degrade over time, though I'm unsure why - likely a combination of factors in the overall storage of the kits. Mine mostly sat in my father's den in Hawai'i, and later in a garage in Florida. Now they are in Texas with me, properly stored and on display in my home. Occasionally they come down to challenge adventurers or plunder against other tribes on the tabletop. 

Orc's Lair paper insert, containing information and contents of the boxed set.

During this period, and also under the Fantasy Lords release, each boxed set would contain a paper insert describing the contents. I know, at least among some of the releases from this period, the inserts varied over time. The one pictured above is what was in Dad's set and reads as follows:

Grenadier Models, INC
Advanced Dungeons & Dragons
2011 ORC'S LAIR
Grenadier Models Inc. is proud to present the Advanced Dungeons & Dragons figure line. This collection was designed with the co-operation of T.S.R. Hobbies Inc., to ensure complete fidelity to the Advanced Dungeons & Dragons cosmology.
This fantasy figure set was specifically created for the fantasy role playing gamer. 
A. Standard
B. Axeman
C. ShortSword
D. Archer
E. Swordsman
F. Leader
G. Warclub
H. Shaman
I. Captain

There are also lead warnings and copyright notices at the bottom of the sheet. The copyright is 1980. Note that the insert says 25mm. These are true 25mm scale miniatures, and look noticeably smaller than most modern miniatures; even against modern 25/28mm figurines. This is often a shock for people whose primary exposure to the miniatures hobby is through Warhammer! By the post-slotta base era, Warhammer models were already starting to get bigger.

Below is the assembled and individual figures for your viewing pleasure. One final anecdote I'd like to share concerns the standard. At some point the original standard was lost to the mists of time. Pops was always converting figures, so I expect it was lost to one of these, or perhaps it was in one of the toolboxes that housed the rest of his collection. Either way, I was on the hunt for a replacement piece after I received them around 2013. It wasn't until about 2025 that finally found a replacement from a vintage seller on eBay. Needless to say, I was overjoyed at being able to finally make the set complete!

The whole set of Orc's Lair figures, ready for pillaging.
The whole set of Orc's Lair figures, ready for pillaging.

Orc's Lair Shaman
Orc's Lair Shaman

Orc's Lair Leader
Orc's Lair Leader

Orc's Lair Warclub
Orc's Lair Warclub

Orc's Lair Standard
Orc's Lair Standard

Orc's Lair Archer
Orc's Lair Archer

Orc's Lair Axeman
Orc's Lair Axeman

Orc's Lair Swordsman
Orc's Lair Swordsman

Orc's Lair ShortSword
Orc's Lair ShortSword

Orc's Lair Captain
Orc's Lair Captain






8.25.2026

Castle Xyntillan Journal - Part Six

Before you proceed, please understand that this is an in-character record of my gaming notes. Be aware that it contains spoilers for the Castle Xyntillan mega dungeon module. Turn back now.

Start at Part One.

Learn more about the Castle Xyntillan Campaign.

For this scheduled session, many of the players at our table, myself included, could not make it. Instead, please enjoy this short fiction. 

Narrow alley and old houses in a medieval village. Black and white photograph.
Source: Wikimedia Commons


August 18, 2026

Norg turned, and a pair of bloodshot eyes met his gaze. The wood brown face in the mirror frowned at him. It was his face. His long white beard, typically worn long, neatly combed, and tied at the end, was tangled. His favorite red cap was stained brown from tobacco smoke. He had been up for hours, too many to count, and now Baravar Cloakshadow, the gnomish god of illusion and deception, weaved his tricks and illusions at this small hour of the night. Thick pipe smoke filled his cramped room at the Vulgar Unicorn, not that it mattered to one of his stature. Was it true, or was he being paranoid? He needed to clear his head.

He hopped down from his chair, the soft leather of his boots lightly kissing the rough wooden floor. The gnome strode to the window, and his small but strong hands pushed open the shutters. Leaning on the sill, Norg let his head rest in his palms as the strongly scented smoke rushed outward. Baravar may be the god of deception to his people, but he is also the god of protection. Only Garl Glittergold stands higher in regard amongst the gnomish people. 

Watery blue eyes gazed out over the city, scanning rooftops and chimneys as they rose higher, eventually settling on the moon. She was waxing crescent, glowing softly as cotton puff clouds slowly sailed past. It was a good sign, one of new beginnings. Now is a time for setting intentions, especially ambitious little fellows like Norg.

The last haul was good. He and his companions from the delving company made it back with their lives, as well as a nice little haul of booty. The Malevol's vintage was easily sold, and having sampled it in the castle cellars, it was easy to see why. It was certainly one of the finest wines he's ever tasted in seventy-five years of walking the world. They would have to go back and secure the rest. Unfortunately, that likely means putting Ambrosius down. It was clear he wouldn't easily part with the family's special reserve. A shame, as Norg genuinely liked the jolly monk. 

They called him Leadbelly for a reason. Like his dwarfish cousins, gnomes are a merry making folk, and in his youth Norg whiled away many hours in drink, dancing and song. But he was never destined to be a goldsmith or gem cutter. Instead, he drifted into adventuring, joining a long gnomish tradition of rebels and mischief makers. Hopefully he would be one to truly strike it rich! Coin passes quickly through gnomish fingers. Or at least they did for him. 

Norg had seen many things within Castle Xyntillan. Disturbing things that went against the grain of life. While no friend of Law, neither was he a servant of Evil; Norg simply wanted to get rich just as much as the two-bit delvers with whom he trucked around. Today was the day where his fellowship would make their weekly foray into the castle, ready to help its residents part with what wasn't nailed down.

However, it wasn't meant to be. His brothers and sisters in the pursuit of fame and fortune each faced setbacks that kept them from making the trip out to the castle grounds. Spud wouldn't stop mooning over the painting of Philomone, which the delving company recovered during an earlier expedition. Whim injured himself during fighting practice. Carl simply stared wistfully out the window of his room, musing on when they might visit 'tina once more. Sister Riley was kept back to attend to business with her order. And Brother Jean faced similar restrictions with his holy brothers. And Norg made the sixth member of this company.

Six is a sacred number, one of harmony and balance. Things have been sailing smoothly as these companions became more regular in their expeditions to the castle. But something must be lacking for the balance to so suddenly slip out of alignment. Would a seventh companion tip the scales back into his favor? It is the divine number after all. Or was this a prank from his gods, meant to teach him some lesson in humility?

The gnome rose to his feet and moved toward the tall desk on the opposite end of his room. He scooped the carafe that was sitting there with trained hands, tilting it to fill his tankard. Ruby red drops trickled out. The wine was gone. He had spent the day drinking, chasing the memory of the Malevol family's special reserve. Norg realized now that he was quite drunk. 

Continue with Part Seven.

-Daz